papermario/src/battle/area/omo/actor/sky_guy.c

1014 lines
41 KiB
C

#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/ShyGuy.h"
#include "sprite/npc/SkyGuy.h"
#define NAMESPACE b_area_omo_sky_guy
extern s32 N(IdleAnimations_8022B104)[];
extern EvtScript N(init_8022987C);
extern EvtScript N(takeTurn_8022A9D0);
extern EvtScript N(takeTurn_8022CA9C);
extern EvtScript N(idle_80229A24);
extern EvtScript N(idle_8022B19C);
extern EvtScript N(handleEvent_8022A398);
extern EvtScript N(handleEvent_8022B310);
s32 N(IdleAnimations_802294C0)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim01,
STATUS_STONE, ANIM_SkyGuy_Anim00,
STATUS_SLEEP, ANIM_SkyGuy_Anim04,
STATUS_POISON, ANIM_SkyGuy_Anim01,
STATUS_STOP, ANIM_SkyGuy_Anim00,
STATUS_STATIC, ANIM_SkyGuy_Anim01,
STATUS_PARALYZE, ANIM_SkyGuy_Anim00,
STATUS_DIZZY, ANIM_SkyGuy_Anim05,
STATUS_FEAR, ANIM_SkyGuy_Anim05,
STATUS_END,
};
s32 N(IdleAnimations_8022950C)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim10,
STATUS_STONE, ANIM_SkyGuy_Anim0D,
STATUS_SLEEP, ANIM_SkyGuy_Anim19,
STATUS_POISON, ANIM_SkyGuy_Anim10,
STATUS_STOP, ANIM_SkyGuy_Anim0D,
STATUS_STATIC, ANIM_SkyGuy_Anim10,
STATUS_PARALYZE, ANIM_SkyGuy_Anim0D,
STATUS_DIZZY, ANIM_SkyGuy_Anim10,
STATUS_FEAR, ANIM_SkyGuy_Anim10,
STATUS_END,
};
s32 N(IdleAnimations_80229558)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim0F,
STATUS_STONE, ANIM_SkyGuy_Anim0C,
STATUS_SLEEP, ANIM_SkyGuy_Anim18,
STATUS_POISON, ANIM_SkyGuy_Anim0F,
STATUS_STOP, ANIM_SkyGuy_Anim0C,
STATUS_STATIC, ANIM_SkyGuy_Anim0F,
STATUS_PARALYZE, ANIM_SkyGuy_Anim0C,
STATUS_DIZZY, ANIM_SkyGuy_Anim0F,
STATUS_FEAR, ANIM_SkyGuy_Anim0F,
STATUS_END,
};
s32 N(IdleAnimations_802295A4)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim11,
STATUS_STONE, ANIM_SkyGuy_Anim0E,
STATUS_SLEEP, ANIM_SkyGuy_Anim1A,
STATUS_POISON, ANIM_SkyGuy_Anim11,
STATUS_STOP, ANIM_SkyGuy_Anim0E,
STATUS_STATIC, ANIM_SkyGuy_Anim11,
STATUS_PARALYZE, ANIM_SkyGuy_Anim0E,
STATUS_DIZZY, ANIM_SkyGuy_Anim11,
STATUS_FEAR, ANIM_SkyGuy_Anim11,
STATUS_END,
};
s32 N(IdleAnimations_802295F0)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim0B,
STATUS_END,
};
s32 N(DefenseTable_802295FC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(DefenseTable_80229610)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(StatusTable_80229624)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 90,
STATUS_FEAR, 100,
STATUS_STATIC, 50,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 75,
STATUS_STOP, 90,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 1,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
s32 N(StatusTable_802296D0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 90,
STATUS_FEAR, 100,
STATUS_STATIC, 50,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 75,
STATUS_STOP, 90,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 1,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
enum PartIDs {
PT_MAIN = 1,
PT_2 = 2,
PT_3 = 3,
PT_4 = 4,
PT_5 = 5,
PT_6 = 6,
};
ActorPartBlueprint N(PartsTable_8022977C)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 32 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8022B104),
.defenseTable = N(DefenseTable_80229610),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_802294C0),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PT_3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 50 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8022950C),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
.overrideNameMsg = MSG_EnemyName_Balloon,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_2000 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PT_4,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_80229558),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_2000 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PT_5,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_802295A4),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PT_6,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_802295F0),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_SKY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT( N(PartsTable_8022977C)),
.partsData = N(PartsTable_8022977C),
.initScript = &N(init_8022987C),
.statusTable = N(StatusTable_80229624),
.escapeChance = 50,
.airLiftChance = 90,
.hurricaneChance = 90,
.spookChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,
.coinReward = 1,
.size = { 28, 28 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
EvtScript N(init_8022987C) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8022A9D0)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_80229A24)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8022A398)))
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, PT_3, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, PT_4, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, PT_5, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_3, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_4, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_5, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 5)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetPartTargetFlagBits, ACTOR_SELF, PT_3, ACTOR_PART_TARGET_FLAG_4, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(idle_80229A24) = {
EVT_RETURN
EVT_END
};
EvtScript N(80229A34) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar2)
EVT_IF_NE(LVar2, 0)
EVT_EXEC_WAIT(DoDeath)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_ADD(LVar8, 20)
EVT_PLAY_EFFECT(EFFECT_BALLOON, 2, LVar7, LVar8, LVar9, EVT_FLOAT(1.0), 150, 0)
EVT_SUB(LVar7, 14)
EVT_SUB(LVar8, 4)
EVT_PLAY_EFFECT(EFFECT_BALLOON, 0, LVar7, LVar8, LVar9, EVT_FLOAT(1.0), 150, 0)
EVT_ADD(LVar7, 28)
EVT_PLAY_EFFECT(EFFECT_BALLOON, 1, LVar7, LVar8, LVar9, EVT_FLOAT(1.0), 150, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_3, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_4, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_5, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_EXEC_WAIT(DoDeath)
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(80229C40) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim02)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_3, ANIM_SkyGuy_Anim13)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_4, ANIM_SkyGuy_Anim12)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_5, ANIM_SkyGuy_Anim14)
EVT_RETURN
EVT_END
};
EvtScript N(80229CB0) = {
EVT_CALL(MakeLerp, 100, 80, 7, EASING_CUBIC_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_DIVF(LVar0, EVT_FLOAT(100.0))
EVT_SETF(LVar2, EVT_FLOAT(2.0))
EVT_SUBF(LVar2, LVar0)
EVT_CALL(SetPartScale, ACTOR_SELF, PT_3, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_4, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_5, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 80, 100, 7, EASING_COS_FAST_OVERSHOOT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_DIVF(LVar0, EVT_FLOAT(100.0))
EVT_SETF(LVar2, EVT_FLOAT(2.0))
EVT_SUBF(LVar2, LVar0)
EVT_CALL(SetPartScale, ACTOR_SELF, PT_3, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_4, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_5, LVar2, LVar0, EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(SetPartScale, ACTOR_SELF, PT_3, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_4, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, PT_5, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_RETURN
EVT_END
};
#include "common/StartRumbleWithParams.inc.c"
EvtScript N(80229F08) = {
EVT_CALL(GetLastElement, LVar0)
EVT_SET(LVar0, 65536)
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_BLAST | DAMAGE_TYPE_4000 | DAMAGE_TYPE_SPINY_SURGE)
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_THREAD
EVT_WAIT(20)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E1)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PT_3, ANIM_SkyGuy_Anim2E)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_4, ANIM_SkyGuy_Anim2D)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_5, ANIM_SkyGuy_Anim2F)
EVT_WAIT(30)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_3, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_4, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_5, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 2)
EVT_WAIT(15)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim00)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_PLAY_EFFECT(EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 24, 0, 25, 0, 0)
EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim06)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim06)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_301, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 120, 10)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(SetPartFlags, ACTOR_SELF, PT_2, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_4 | ACTOR_PART_FLAG_NO_TARGET)
EVT_CALL(SetPartFlags, ACTOR_SELF, PT_MAIN, ACTOR_PART_FLAG_4 | ACTOR_PART_FLAG_MULTI_TARGET)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim12)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 3, LVar0, LVar1, LVar2, 0, 0)
EVT_WAIT(40)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8022CA9C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8022B19C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8022B310)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_SHY_GUY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_ELSE
EVT_EXEC_WAIT(N(80229CB0))
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8022A398) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_CALL(func_8026E914, LVar0, LVar1)
EVT_IF_GE(LVar1, 3)
EVT_EXEC_WAIT(N(80229CB0))
EVT_ELSE
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim06)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_HIT)
EVT_CALL(func_8026E914, LVar0, LVar1)
EVT_IF_GE(LVar1, 3)
EVT_EXEC_WAIT(N(80229CB0))
EVT_EXEC_WAIT(N(80229F08))
EVT_ELSE
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim06)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim09)
EVT_SET_CONST(LVar2, ANIM_SkyGuy_Anim0A)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim09)
EVT_SET_CONST(LVar2, ANIM_SkyGuy_Anim0A)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim0A)
EVT_EXEC_WAIT(N(80229A34))
EVT_RETURN
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
EVT_CALL(func_8026E914, LVar0, LVar1)
EVT_IF_GE(LVar1, 3)
EVT_EXEC_WAIT(N(80229CB0))
EVT_ELSE
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_CALL(func_8026E914, LVar0, LVar1)
EVT_IF_GE(LVar1, 3)
EVT_EXEC_WAIT(N(80229CB0))
EVT_ELSE
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim06)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim06)
EVT_EXEC_WAIT(N(80229A34))
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim03)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_LINEAR)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim01)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim01)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_3, ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_4, ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_5, ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_3, ANIM_SkyGuy_Anim1F)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_4, ANIM_SkyGuy_Anim1E)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_5, ANIM_SkyGuy_Anim20)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim03)
EVT_SET_CONST(LVar2, ANIM_SkyGuy_Anim06)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim03)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim07)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_EXEC_WAIT(N(80229C40))
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn_8022A9D0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E7)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim08)
EVT_WAIT(12)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_ADD(LVar2, 2)
EVT_CALL(SetPartPos, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_6, ANIM_SkyGuy_Anim0B)
EVT_WAIT(12)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E8)
EVT_CALL(SetPartSounds, ACTOR_SELF, PT_6, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 120)
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(12.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PT_6, EVT_FLOAT(0.1))
EVT_CALL(JumpPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_EXEC_WAIT(N(80229C40))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_CASE_EQ(HIT_RESULT_LUCKY)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 50)
EVT_SET(LVar1, -5)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(14.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PT_6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_2, ANIM_SkyGuy_Anim07)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 65)
EVT_SET(LVar1, -5)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PT_6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, 15, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_EXEC_WAIT(N(80229C40))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_SWITCH
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(14.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PT_6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, 15, EASING_LINEAR)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 55)
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PT_6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PT_6, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, PT_6, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PT_6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_EXEC_WAIT(N(80229C40))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
s32 N(IdleAnimations_8022B104)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_STONE, ANIM_ShyGuy_Red_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Red_Anim12,
STATUS_POISON, ANIM_ShyGuy_Red_Anim01,
STATUS_STOP, ANIM_ShyGuy_Red_Anim00,
STATUS_STATIC, ANIM_ShyGuy_Red_Anim01,
STATUS_PARALYZE, ANIM_ShyGuy_Red_Anim00,
STATUS_DIZZY, ANIM_ShyGuy_Red_Anim13,
STATUS_FEAR, ANIM_ShyGuy_Red_Anim13,
STATUS_END,
};
EvtScript N(8022B150) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8022CA9C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8022B19C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8022B310)))
EVT_RETURN
EVT_END
};
#include "common/UnkBattleFunc1.inc.c"
EvtScript N(idle_8022B19C) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PT_MAIN, -4, 14)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PT_MAIN, 0, 0)
EVT_CALL(N(UnkBattleFunc1), -10, 13, 10, 13)
EVT_ELSE
EVT_CALL(SetTargetOffset, ACTOR_SELF, PT_MAIN, 0, 24)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PT_MAIN, -1, -10)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_END_IF
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(8022B2AC) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim03)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim01)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8022B310) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0D)
EVT_SET_CONST(LVar2, ANIM_ShyGuy_Red_Anim0E)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0D)
EVT_SET_CONST(LVar2, ANIM_ShyGuy_Red_Anim0E)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0E)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_EXEC_WAIT(N(8022B2AC))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim01)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim03)
EVT_SET_CONST(LVar2, ANIM_ShyGuy_Red_Anim14)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8022B7EC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim03)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 50)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_2EF, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_20BA, SOUND_3B4)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim05)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_SUB(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim04)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PT_MAIN, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim01)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_20BA, SOUND_3B4)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 10)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim05)
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim01)
EVT_WAIT(8)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_EXEC_WAIT(N(8022B2AC))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8022BF14) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim03)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 80)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_20BA, SOUND_3B4)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_SUB(LVar0, 40)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim09)
EVT_THREAD
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim0A)
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 10)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 24, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim05)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_SUB(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim04)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PT_MAIN, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim01)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim09)
EVT_THREAD
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim0A)
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 15)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 14, 0)
EVT_SET(LVar3, 0)
EVT_LOOP(20)
EVT_SUB(LVar3, 30)
EVT_IF_LT(LVar3, 0)
EVT_ADD(LVar3, 360)
EVT_END_IF
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar3)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_END_THREAD
EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349 | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim07)
EVT_WAIT(15)
EVT_GOTO(2)
EVT_LABEL(1)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim11)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim13)
EVT_END_IF
EVT_WAIT(25)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PT_MAIN, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_LABEL(2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim04)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_ShyGuy_Red_Anim01)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn_8022CA9C) = {
EVT_CALL(RandInt, 1, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_EXEC_WAIT(N(8022B7EC))
EVT_ELSE
EVT_EXEC_WAIT(N(8022BF14))
EVT_END_IF
EVT_RETURN
EVT_END
};