papermario/src/battle/common/actor/pokey.inc.c

1444 lines
58 KiB
C

#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Pokey.h"
enum N(ActorVars) {
N(VAR_PARTS_THROWN) = 0,
N(VAR_ANIM_IMMUNE) = 1,
N(VAR_ANIM_UNK) = 2,
N(VAR_ANIM_HIT) = 3,
N(VAR_ANIM_THROW1) = 4,
N(VAR_ANIM_THROW2) = 5,
N(VAR_ANIM_BURN) = 6,
N(VAR_ANIM_BURN2) = 7,
N(VAR_CANT_SUMMON) = 9,
N(VAR_SUMMON_COUNT) = 10,
};
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations_thrownBodyPart)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(findPlaceForSummon);
extern EvtScript N(unearthFriend);
extern EvtScript N(attackHeadDive);
extern EvtScript N(onSpinSmash);
extern EvtScript N(afterPartThrown);
extern EvtScript N(doSpinSmashHit);
extern EvtScript N(onHit);
extern EvtScript N(flee);
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 90,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 90,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 90,
STATUS_STOP, 100,
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, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 72 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 54 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 36 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 5,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 6,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_thrownBodyPart),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
};
ActorBlueprint NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_POKEY,
.level = 9,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(StatusTable),
.escapeChance = 70,
.airLiftChance = 90,
.hurricaneChance = 85,
.spookChance = 70,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 24, 80 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -15, 75 },
.statusMessageOffset = { 10, 65 },
};
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Pokey_Anim04,
STATUS_STONE, ANIM_Pokey_Anim00,
STATUS_SLEEP, ANIM_Pokey_Anim25,
STATUS_STOP, ANIM_Pokey_Anim00,
STATUS_PARALYZE, ANIM_Pokey_Anim00,
STATUS_DIZZY, ANIM_Pokey_Anim21,
STATUS_FEAR, ANIM_Pokey_Anim21,
STATUS_END,
};
s32 N(IdleAnimations_3bodyParts)[] = {
STATUS_NORMAL, ANIM_Pokey_Anim05,
STATUS_STONE, ANIM_Pokey_Anim01,
STATUS_SLEEP, ANIM_Pokey_Anim26,
STATUS_STOP, ANIM_Pokey_Anim01,
STATUS_PARALYZE, ANIM_Pokey_Anim01,
STATUS_DIZZY, ANIM_Pokey_Anim22,
STATUS_FEAR, ANIM_Pokey_Anim22,
STATUS_END,
};
s32 N(IdleAnimations_2bodyParts)[] = {
STATUS_NORMAL, ANIM_Pokey_Anim06,
STATUS_STONE, ANIM_Pokey_Anim02,
STATUS_SLEEP, ANIM_Pokey_Anim27,
STATUS_STOP, ANIM_Pokey_Anim02,
STATUS_PARALYZE, ANIM_Pokey_Anim02,
STATUS_DIZZY, ANIM_Pokey_Anim23,
STATUS_FEAR, ANIM_Pokey_Anim23,
STATUS_END,
};
s32 N(IdleAnimations_1bodyPart)[] = {
STATUS_NORMAL, ANIM_Pokey_Anim07,
STATUS_STONE, ANIM_Pokey_Anim03,
STATUS_SLEEP, ANIM_Pokey_Anim28,
STATUS_STOP, ANIM_Pokey_Anim03,
STATUS_PARALYZE, ANIM_Pokey_Anim03,
STATUS_DIZZY, ANIM_Pokey_Anim24,
STATUS_FEAR, ANIM_Pokey_Anim24,
STATUS_END,
};
s32 N(IdleAnimations_thrownBodyPart)[] = {
STATUS_NORMAL, ANIM_Pokey_Anim16,
STATUS_END,
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_SUMMON_COUNT), 0)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), LVar0) // from formation 'var1' setting
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_CANT_SUMMON), LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), 0)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), ANIM_Pokey_Anim04)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), ANIM_Pokey_Anim08)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), ANIM_Pokey_Anim0C)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW1), ANIM_Pokey_Anim10)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW2), ANIM_Pokey_Anim11)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), ANIM_Pokey_Anim18)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), ANIM_Pokey_Anim19)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_CASE_EQ(EVENT_HIT)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_CALL(func_80269E80, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(7)
EVT_CASE_OR_EQ(9)
EVT_EXEC_WAIT(N(onHit))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CASE_EQ(EVENT_DEATH)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_ELSE
EVT_CALL(func_80269E80, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(7)
EVT_CASE_OR_EQ(9)
EVT_EXEC_WAIT(N(onHit))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), LVar2)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_CALL(func_80269E80, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(7)
EVT_CASE_OR_EQ(9)
EVT_EXEC_WAIT(N(onHit))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(DoBurnHit)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CASE_OR_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), LVar2)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_CALL(func_80269E80, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(7)
EVT_CASE_OR_EQ(9)
EVT_EXEC_WAIT(N(onHit))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(DoBurnHit)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), LVar1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_EXEC_WAIT(N(onSpinSmash))
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_EXEC_WAIT(N(onSpinSmash))
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(onHit))
EVT_END_IF
EVT_CASE_EQ(EVENT_SPIN_SMASH_LAUNCH_DEATH)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(onHit))
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, -1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoShockHit)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_EXEC_WAIT(D_8029C12C)
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), LVar1)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SPIKE_TAUNT)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 77)
EVT_SET_CONST(LVar2, ANIM_Pokey_Anim21)
EVT_CASE_EQ(1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 59)
EVT_SET_CONST(LVar2, ANIM_Pokey_Anim22)
EVT_CASE_EQ(2)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 41)
EVT_SET_CONST(LVar2, ANIM_Pokey_Anim23)
EVT_CASE_EQ(3)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 23)
EVT_SET_CONST(LVar2, ANIM_Pokey_Anim24)
EVT_END_SWITCH
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SLEEP)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar2)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar6)
EVT_IF_FLAG(LVar6, STATUS_FLAG_SHRINK)
EVT_MULF(LVar0, EVT_FLOAT(0.4))
EVT_MULF(LVar1, EVT_FLOAT(0.4))
EVT_END_IF
EVT_ADDF(LVar3, LVar0)
EVT_ADDF(LVar4, LVar1)
EVT_PLAY_EFFECT(EFFECT_LENS_FLARE, 0, LVar3, LVar4, LVar5, 20, 0)
EVT_WAIT(30)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), LVar1)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_EXEC_WAIT(N(flee))
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(timberAttack) = {
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(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(AddGoalPos, ACTOR_SELF, 60, 0, 0)
EVT_ELSE
EVT_CALL(AddGoalPos, ACTOR_SELF, 24, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim08)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim04)
EVT_CASE_EQ(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 0, 0)
EVT_ELSE
EVT_CALL(AddGoalPos, ACTOR_SELF, 16, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim09)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim05)
EVT_CASE_EQ(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(AddGoalPos, ACTOR_SELF, 20, 0, 0)
EVT_ELSE
EVT_CALL(AddGoalPos, ACTOR_SELF, 8, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0A)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim06)
EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_342)
EVT_CALL(MakeLerp, 0, -40, 20, EASING_COS_IN_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CHILD_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2ED)
EVT_END_CHILD_THREAD
EVT_CALL(MakeLerp, -40, 90, 5, EASING_QUADRATIC_IN)
EVT_LABEL(3)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(3)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 0, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(MakeLerp, 90, 0, 5, EASING_LINEAR)
EVT_LABEL(4)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(4)
EVT_END_IF
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(YieldTurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim08)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim04)
EVT_CASE_EQ(1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim09)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim05)
EVT_CASE_EQ(2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0A)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim06)
EVT_END_SWITCH
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_SWITCH
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_SET(LVar1, 2)
EVT_CASE_EQ(1)
EVT_SET(LVar1, 2)
EVT_CASE_DEFAULT
EVT_SET(LVar1, 2)
EVT_END_SWITCH
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 0), LVar1, 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(MakeLerp, 90, 0, 10, EASING_LINEAR)
EVT_LABEL(5)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(5)
EVT_END_IF
EVT_CALL(YieldTurn)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim08)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim04)
EVT_CASE_EQ(1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim09)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim05)
EVT_CASE_EQ(2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0A)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim06)
EVT_END_SWITCH
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(calcSummonChance) = {
EVT_SET(LVar9, 0)
EVT_CALL(EnemyCreateTargetList, TARGET_FLAG_2 | TARGET_FLAG_8000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(GetOriginalActorType, LVar0, LVar2)
EVT_SWITCH(LVar2)
EVT_CASE_EQ(ACTOR_TYPE_POKEY)
EVT_CALL(GetStatusFlags, LVar0, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_SHRINK | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar3)
EVT_IF_EQ(LVar3, 0)
EVT_CALL(GetActorVar, LVar0, N(VAR_SUMMON_COUNT), LVar3)
EVT_IF_NE(LVar3, 2)
EVT_ADD(LVar9, 1)
EVT_END_IF
EVT_END_IF
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_EXEC_WAIT(N(attackHeadDive))
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_CANT_SUMMON), LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_SUMMON_COUNT), LVar0)
EVT_IF_EQ(LVar0, 2)
EVT_GOTO(123)
EVT_END_IF
EVT_EXEC_WAIT(N(findPlaceForSummon))
EVT_IF_EQ(LVarE, -1)
EVT_GOTO(123)
EVT_END_IF
EVT_EXEC_WAIT(N(calcSummonChance))
EVT_SWITCH(LVar9)
EVT_CASE_EQ(1)
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 400)
EVT_EXEC_WAIT(N(unearthFriend))
EVT_RETURN
EVT_END_IF
EVT_CASE_EQ(2)
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 200)
EVT_EXEC_WAIT(N(unearthFriend))
EVT_RETURN
EVT_END_IF
EVT_CASE_EQ(3)
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 100)
EVT_EXEC_WAIT(N(unearthFriend))
EVT_RETURN
EVT_END_IF
EVT_END_SWITCH
EVT_END_IF
EVT_LABEL(123)
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 500)
EVT_EXEC_WAIT(N(timberAttack))
EVT_RETURN
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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(SetPartSounds, ACTOR_SELF, 6, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_ELSE
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_END_IF
EVT_CHILD_THREAD
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(2.2))
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Anim16)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 38)
EVT_ELSE
EVT_ADD(LVar1, 15)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(1)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 20)
EVT_ELSE
EVT_ADD(LVar1, 8)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(2)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 8)
EVT_ELSE
EVT_ADD(LVar1, 3)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(3)
EVT_END_SWITCH
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_342)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW1), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_WAIT(12)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW2), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2CE)
EVT_WAIT(3)
EVT_EXEC_WAIT(N(afterPartThrown))
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_IF_EQ(LVar0, HIT_RESULT_LUCKY)
EVT_CHILD_THREAD
EVT_WAIT(5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_CHILD_THREAD
EVT_END_IF
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 80)
EVT_SUB(LVar1, 5)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(20.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Anim16)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_RETURN
EVT_END_CASE_GROUP
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, 6, EVT_FLOAT(20.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Anim16)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 0), 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_SWITCH(LVar0)
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, 6, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 24)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(3.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 20, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
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(findPlaceForSummon) = {
EVT_SET(LVarE, -1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar0)
EVT_IF_NE(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_SET(LocalFlag(1), 0)
EVT_SET(LocalFlag(2), 0)
EVT_SET(LocalFlag(3), 0)
EVT_SET(LocalFlag(4), 0)
EVT_CALL(EnemyCreateTargetList, TARGET_FLAG_2 | TARGET_FLAG_8000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar5)
EVT_CALL(GetIndexFromHome, LVar0, LVar5)
EVT_MOD(LVar5, 4)
EVT_SWITCH(LVar5)
EVT_CASE_EQ(0)
EVT_SET(LocalFlag(1), 1)
EVT_CASE_EQ(1)
EVT_SET(LocalFlag(2), 1)
EVT_CASE_EQ(2)
EVT_SET(LocalFlag(3), 1)
EVT_CASE_EQ(3)
EVT_SET(LocalFlag(4), 1)
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(GetIndexFromHome, ACTOR_SELF, LVar1)
EVT_SWITCH(LVar1)
EVT_CASE_EQ(0)
EVT_RETURN
EVT_CASE_EQ(1)
EVT_IF_EQ(LocalFlag(1), 0)
EVT_SET(LVarE, 0)
EVT_END_IF
EVT_CASE_EQ(2)
EVT_IF_EQ(LocalFlag(2), 0)
EVT_SET(LVarE, 1)
EVT_END_IF
EVT_CASE_EQ(3)
EVT_IF_EQ(LocalFlag(3), 0)
EVT_SET(LVarE, 2)
EVT_END_IF
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
Vec3i N(summon_pos) = { 400, -100, 0 };
Formation N(summon_formation) = {
{ .actor = &NAMESPACE, .home = { .vec = &N(summon_pos) }, .priority = 100 },
};
EvtScript N(unearthFriend) = {
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_14)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim04)
EVT_CALL(MakeLerp, 0, -20, 20, EASING_COS_IN_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CHILD_THREAD
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_344)
EVT_END_CHILD_THREAD
EVT_CALL(MakeLerp, -20, 30, 20, EASING_COS_IN_OUT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(1)
EVT_END_IF
EVT_CHILD_THREAD
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_345)
EVT_END_CHILD_THREAD
EVT_CALL(MakeLerp, 30, -40, 20, EASING_COS_IN_OUT)
EVT_LABEL(2)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(2)
EVT_END_IF
EVT_CHILD_THREAD
EVT_WAIT(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EE)
EVT_END_CHILD_THREAD
EVT_CALL(MakeLerp, -40, 90, 10, EASING_COS_IN_OUT)
EVT_LABEL(3)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(3)
EVT_END_IF
EVT_WAIT(20)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_346)
EVT_CALL(StartRumble, 9)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 10, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SummonEnemy, EVT_PTR(N(summon_formation)), 0)
EVT_SET(LVarB, LVar0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 40)
EVT_SUB(LVar1, 80)
EVT_CALL(SetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CHILD_THREAD
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 2, LVar0, 0, LVar2, 0)
EVT_CALL(UseIdleAnimation, LVarB, FALSE)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_Pokey_Anim0C)
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, LVarB, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, LVarB, LVar0, 0, LVar2)
EVT_CALL(JumpToGoal, LVarB, 20, FALSE, TRUE, FALSE)
EVT_WAIT(20)
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_Pokey_Anim04)
EVT_CALL(SetHomePos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, LVarB)
EVT_CALL(UseIdleAnimation, LVarB, TRUE)
EVT_END_CHILD_THREAD
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_SUMMON_COUNT), LVar1)
EVT_SWITCH(LVar1)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, LVarB, N(VAR_SUMMON_COUNT), 1)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, LVarB, N(VAR_SUMMON_COUNT), 2)
EVT_END_SWITCH
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_SET(LVarA, LVar0)
EVT_CALL(MakeLerp, 90, -30, 7, EASING_QUADRATIC_OUT)
EVT_LABEL(4)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(4)
EVT_END_IF
EVT_WAIT(20)
EVT_CALL(MakeLerp, -30, 0, 10, EASING_COS_IN_OUT)
EVT_LABEL(5)
EVT_CALL(UpdateLerp)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(5)
EVT_END_IF
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim04)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(attackHeadDive) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_2EC, SOUND_2EC)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_2EC, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 50)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0B)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim07)
EVT_WAIT(4)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT(4)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0B)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, 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(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_SET(LVar1, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.1))
EVT_CHILD_THREAD
EVT_WAIT(2)
EVT_SET(LVar0, 0)
EVT_LOOP(5)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_CHILD_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 22, 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(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0)
EVT_CHILD_THREAD
EVT_WAIT(2)
EVT_SET(LVar0, 180)
EVT_LOOP(6)
EVT_ADD(LVar0, 30)
EVT_IF_EQ(LVar0, 360)
EVT_SET(LVar0, 0)
EVT_END_IF
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_END_CHILD_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0B)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim07)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.1))
EVT_CHILD_THREAD
EVT_WAIT(2)
EVT_SET(LVar0, 0)
EVT_LOOP(5)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_CHILD_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 0), 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim07)
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(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
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_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_SUB(LVar0, 10)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim07)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim0B)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Anim07)
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onSpinSmash) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(2)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
#include "common/UnkBattleFunc1.inc.c"
EvtScript N(afterPartThrown) = {
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), ANIM_Pokey_Anim05)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), ANIM_Pokey_Anim09)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), ANIM_Pokey_Anim0D)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW1), ANIM_Pokey_Anim12)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW2), ANIM_Pokey_Anim13)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), ANIM_Pokey_Anim1A)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), ANIM_Pokey_Anim1B)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_3bodyParts)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), 1)
EVT_CALL(SetActorSize, ACTOR_SELF, 62, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 62, EVT_IGNORE_ARG)
EVT_CALL(N(UnkBattleFunc1), -15, 55, 10, 45)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), ANIM_Pokey_Anim06)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), ANIM_Pokey_Anim0A)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), ANIM_Pokey_Anim0E)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW1), ANIM_Pokey_Anim14)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_THROW2), ANIM_Pokey_Anim15)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), ANIM_Pokey_Anim1C)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), ANIM_Pokey_Anim1D)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_2bodyParts)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), 2)
EVT_CALL(SetActorSize, ACTOR_SELF, 44, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 44, EVT_IGNORE_ARG)
EVT_CALL(N(UnkBattleFunc1), -15, 35, 10, 25)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_IMMUNE), ANIM_Pokey_Anim07)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_UNK), ANIM_Pokey_Anim0B)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), ANIM_Pokey_Anim0F)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), ANIM_Pokey_Anim1E)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), ANIM_Pokey_Anim1F)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_1bodyPart)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), 3)
EVT_CALL(SetActorSize, ACTOR_SELF, 26, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 26, EVT_IGNORE_ARG)
EVT_CALL(N(UnkBattleFunc1), -15, 15, 10, 5)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(bounceOnHit) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 18)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, LVar1)
EVT_WAIT(2)
EVT_SUB(LVar3, 1)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(3)
EVT_SUB(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(2)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 5)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 7)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_RETURN
EVT_END
};
EvtScript N(doSpinSmashHit) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_ELSE
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_END_IF
EVT_EXEC_WAIT(N(afterPartThrown))
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_CHILD_THREAD
EVT_WAIT(4)
EVT_EXEC_WAIT(N(bounceOnHit))
EVT_END_CHILD_THREAD
EVT_CALL(EnemyCreateTargetList, TARGET_FLAG_4 | TARGET_FLAG_8000 | TARGET_FLAG_10000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerID, LVar1)
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_IF_NE(LVar1, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_GOTO(0)
EVT_END_IF
EVT_LABEL(1)
EVT_ADD(LVarF, 1)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_EQ(LVar0, -1)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_CALL(GetActorFlags, LVar0, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_FLAG_TARGET_ONLY)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(GetOwnerID, LVar0)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(7.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CHILD_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_CHILD_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(DispatchDamageEvent, LVar0, 1, EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_GOTO(1)
EVT_LABEL(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_D)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(6.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, 296, 0, 0, 0, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onHit) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_ELSE
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_END_IF
EVT_EXEC_WAIT(N(afterPartThrown))
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar1)
EVT_SWITCH(LVar1)
EVT_CASE_OR_EQ(EVENT_BURN_HIT)
EVT_CASE_OR_EQ(EVENT_BURN_DEATH)
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Anim20)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN), LVar1)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_CHILD_THREAD
EVT_WAIT(4)
EVT_EXEC_WAIT(N(bounceOnHit))
EVT_END_CHILD_THREAD
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVarA)
EVT_IF_NE(LVarA, 3)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(6.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 10, 18, EASING_LINEAR)
EVT_ADD(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 8, 10, EASING_LINEAR)
EVT_LOOP(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_ELSE
EVT_WAIT(30)
EVT_END_IF
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
EVT_DIV(LVar3, 2)
EVT_ADD(LVar1, LVar3)
EVT_ADD(LVar2, 5)
EVT_DIVF(LVar3, EVT_FLOAT(10.0))
EVT_PLAY_EFFECT(EFFECT_SMOKE_BURST, 0, LVar0, LVar1, LVar2, LVar3, 10, 0)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_BURN2), LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_WAIT(10)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(flee) = {
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_ANIM_HIT), LVar1)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(GetActorFlags, ACTOR_SELF, LVar9)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.05))
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SET(LVarD, LVarB)
EVT_ADD(LVarD, 40)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarD, LVarC)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_WAIT(20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 10)
EVT_WAIT(20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_WAIT(5)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_PARTS_THROWN), LVar2)
EVT_SWITCH(LVar2)
EVT_CASE_EQ(0)
EVT_SET(LVar2, 96)
EVT_SET(LVar6, 4)
EVT_CASE_EQ(1)
EVT_SET(LVar2, 72)
EVT_SET(LVar6, 3)
EVT_CASE_EQ(2)
EVT_SET(LVar2, 48)
EVT_SET(LVar6, 2)
EVT_CASE_DEFAULT
EVT_SET(LVar2, 24)
EVT_SET(LVar6, 1)
EVT_END_SWITCH
EVT_CHILD_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_LOOP(LVar6)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 2, LVarA, 0, LVarC, 0)
EVT_WAIT(10)
EVT_END_LOOP
EVT_END_CHILD_THREAD
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SUB(LVar4, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_LINEAR)
EVT_WAIT(8)
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END
};