papermario/src/battle/area/isk_part_2/actor/tutankoopa.c

1265 lines
52 KiB
C

#include "../area.h"
#include "sprite/npc/Tutankoopa.h"
#include "sprite/npc/ChainChomp.h"
#include "sprite/npc/BuzzyBeetle.h"
#include "sprite/player.h"
#define NAMESPACE A(tutankoopa)
extern ActorBlueprint A(chain_chomp);
extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_TakeTurn);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_HandleEvent);
extern EvtScript N(EVS_HandlePhase);
extern EvtScript N(EVS_Tutankoopa_SpinSmashHit);
extern EvtScript N(EVS_TemporaryKnockout);
extern EvtScript N(EVS_Attack_ThrowShell);
extern EvtScript N(EVS_Attack_DropDebris);
extern EvtScript N(EVS_DropDebris_Self);
extern EvtScript N(EVS_DropDebris_Players);
extern EvtScript N(EVS_Move_SummonChomp);
extern EvtScript N(EVS_SummonedChompHop);
extern EvtScript N(EVS_LevitateToHomePos);
extern EvtScript N(EVS_GetBackUp);
extern EvtScript N(EVS_Tutankoopa_Death);
enum N(ActorPartIDs) {
PRT_MAIN = 1,
PRT_TARGET = 2,
PRT_SHELL_1 = 3,
PRT_SHELL_2 = 4,
PRT_SHELL_3 = 5,
PRT_DEBRIS_1 = 6,
PRT_DEBRIS_2 = 7,
PRT_DEBRIS_3 = 8,
};
enum N(ActorVars) {
AVAR_NextAttack = 0,
AVAL_TRY_TOSS_NEXT = 0,
AVAL_DROP_DEBRIS_NEXT = 1,
AVAR_StunState = 1,
AVAL_NOT_STUNNED = 0,
AVAL_STUNNED = 2,
AVAR_ShellsLeft = 2,
AVAR_HasSummoned = 3, // FALSE until a chomp has been summoned
AVAR_Dialogue_Recover = 4,
AVAR_GateOpenAmount = 5,
AVAR_DebrisDropState = 6,
AVAR_07 = 7,
AVAR_Stunned = 8, // overlapping usage with AVAR_StunState?
AVAR_10 = 10,
AVAR_UsedSpikeTaunt = 11, // unused dialogue toggle for spiky-taunting
AVAR_NextSummonTime = 12, // set by chomp actor when it dies
AVAR_HittingSelf = 13, // signal to HandleEvent to treat hit as self-inflicted
};
enum N(ActorParams) {
DMG_DROP_DEBRIS_SELF = 2,
DMG_DROP_DEBRIS_PLAYER = 2,
DMG_DROP_DEBRIS_PARTNER = 2,
DMG_THROW_SHELL = 3,
};
s32 N(TutankoopaAnims)[] = {
STATUS_KEY_NORMAL, ANIM_Tutankoopa_Idle,
STATUS_KEY_STONE, ANIM_Tutankoopa_Still,
STATUS_KEY_SLEEP, ANIM_Tutankoopa_Sleep,
STATUS_KEY_POISON, ANIM_Tutankoopa_Idle,
STATUS_KEY_STOP, ANIM_Tutankoopa_Still,
STATUS_KEY_STATIC, ANIM_Tutankoopa_Still,
STATUS_KEY_PARALYZE, ANIM_Tutankoopa_Still,
STATUS_KEY_PARALYZE, ANIM_Tutankoopa_Still,
STATUS_KEY_DIZZY, ANIM_Tutankoopa_Dizzy,
STATUS_END,
};
s32 N(TutankoopaFallenAnims)[] = {
STATUS_KEY_NORMAL, ANIM_Tutankoopa_Dizzy,
STATUS_KEY_STONE, ANIM_Tutankoopa_Fall,
STATUS_KEY_SLEEP, ANIM_Tutankoopa_SleepGround,
STATUS_KEY_POISON, ANIM_Tutankoopa_Dizzy,
STATUS_KEY_STOP, ANIM_Tutankoopa_Fall,
STATUS_KEY_STATIC, ANIM_Tutankoopa_Dizzy,
STATUS_KEY_PARALYZE, ANIM_Tutankoopa_Dizzy,
STATUS_KEY_PARALYZE, ANIM_Tutankoopa_Dizzy,
STATUS_KEY_DIZZY, ANIM_Tutankoopa_Dizzy,
STATUS_END,
};
s32 N(BeetleShellAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BuzzyBeetle_Anim06,
STATUS_END,
};
s32 N(RockAnimsA)[] = {
STATUS_KEY_NORMAL, ANIM_Tutankoopa_RockStill,
STATUS_END,
};
s32 N(RockAnimsB)[] = {
STATUS_KEY_NORMAL, ANIM_Tutankoopa_RockStill,
STATUS_END,
};
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(StatusTable)[] = {
STATUS_KEY_NORMAL, 0,
STATUS_KEY_DEFAULT, 0,
STATUS_KEY_SLEEP, 20,
STATUS_KEY_POISON, 0,
STATUS_KEY_FROZEN, 0,
STATUS_KEY_DIZZY, 30,
STATUS_KEY_FEAR, 0,
STATUS_KEY_STATIC, 0,
STATUS_KEY_PARALYZE, 30,
STATUS_KEY_SHRINK, 60,
STATUS_KEY_STOP, 40,
STATUS_TURN_MOD_DEFAULT, 0,
STATUS_TURN_MOD_SLEEP, -1,
STATUS_TURN_MOD_POISON, 0,
STATUS_TURN_MOD_FROZEN, 0,
STATUS_TURN_MOD_DIZZY, -1,
STATUS_TURN_MOD_FEAR, 0,
STATUS_TURN_MOD_STATIC, 0,
STATUS_TURN_MOD_PARALYZE, -1,
STATUS_TURN_MOD_SHRINK, -1,
STATUS_TURN_MOD_STOP, -2,
STATUS_END,
};
ActorPartBlueprint N(ActorParts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = PRT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 40 },
.opacity = 255,
.idleAnimations = N(TutankoopaAnims),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = PRT_TARGET,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 39 },
.opacity = 255,
.idleAnimations = N(TutankoopaAnims),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -15 },
},
{
.flags = ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION | ACTOR_PART_FLAG_40000000,
.index = PRT_SHELL_1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(BeetleShellAnims),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION | ACTOR_PART_FLAG_40000000,
.index = PRT_SHELL_2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(BeetleShellAnims),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION | ACTOR_PART_FLAG_40000000,
.index = PRT_SHELL_3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(BeetleShellAnims),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PRT_DEBRIS_1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(RockAnimsA),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PRT_DEBRIS_2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(RockAnimsA),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = PRT_DEBRIS_3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(RockAnimsB),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAGS_NONE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
};
ActorBlueprint NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_TUTANKOOPA,
.level = 55,
.maxHP = 30,
.partCount = ARRAY_COUNT( N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 70,
.coinReward = 0,
.size = { 56, 45 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 35 },
.statusTextOffset = { 10, 35 },
};
#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
API_CALLABLE(SpawnFallingRock) {
Bytecode* args = script->ptrReadPos;
s32 posX = evt_get_variable(script, *args++);
s32 floorY = evt_get_variable(script, *args++);
s32 posZ = evt_get_variable(script, *args++);
EffectInstance* effect = fx_floating_rock(2, posX, 150.0f, posZ, floorY, -0.5f, -0.9f, 0.5f, 60);
effect->data.floatingRock->rotVel.x = 0;
effect->data.floatingRock->rotVel.z = 0;
effect->data.floatingRock->rotVel.y = 0;
return ApiStatus_DONE2;
}
EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(EVS_HandlePhase)))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ForceHomePos, ACTOR_SELF, 97, 70, 15)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_SHELL_1, 70, 70, 3)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_SHELL_2, 80, 70, -7)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_SHELL_3, 60, 70, -7)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Stunned, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_TRY_TOSS_NEXT)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_StunState, AVAL_NOT_STUNNED)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HasSummoned, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Dialogue_Recover, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShellsLeft, 3)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_DebrisDropState, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_07, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_10, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_UsedSpikeTaunt, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextSummonTime, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HittingSelf, FALSE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_Idle) = {
EVT_LABEL(0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Stunned, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_DIZZY)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_TARGET, -10, 22)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_TARGET, 2, -8)
EVT_CALL(N(SetAbsoluteStatusOffsets), -25, 15, 0, 20)
EVT_ELSE
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_TARGET, 0, 39)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_TARGET, -5, -15)
EVT_CALL(N(SetAbsoluteStatusOffsets), -17, 23, 11, 32)
EVT_END_IF
EVT_CASE_EQ(1)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_TARGET, -10, 22)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_TARGET, 2, -8)
EVT_CALL(N(SetAbsoluteStatusOffsets), -25, 15, 0, 20)
EVT_END_SWITCH
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_HandleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetLastElement, LVarE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_CASE_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
// if damage is from "debris drop" backfiring, fall down and become stunned
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_HittingSelf, LVar2)
EVT_IF_TRUE(LVar2)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HittingSelf, FALSE)
EVT_EXEC_WAIT(N(EVS_TemporaryKnockout))
EVT_END_IF
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, PRT_MAIN)
EVT_SET(LVar1, ANIM_Tutankoopa_BurnHurt)
EVT_SET(LVar2, ANIM_Tutankoopa_BurnStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, PRT_MAIN)
EVT_SET(LVar1, ANIM_Tutankoopa_BurnHurt)
EVT_SET(LVar2, ANIM_Tutankoopa_BurnStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_BurnStill)
EVT_EXEC_WAIT(N(EVS_Tutankoopa_Death))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_EXEC_WAIT(N(EVS_Tutankoopa_SpinSmashHit))
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Glare)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_JumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Run)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
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, PRT_MAIN)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Stunned, LVar1)
EVT_IF_EQ(LVar1, TRUE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_StunState, LVar1)
EVT_IF_NE(LVar1, AVAL_NOT_STUNNED)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Dizzy)
EVT_ELSE
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Idle)
EVT_END_IF
EVT_ELSE
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Idle)
EVT_END_IF
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SPIKE_TAUNT)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_StunState, LVar1)
EVT_IF_EQ(LVar1, AVAL_NOT_STUNNED)
EVT_IF_FLAG(LVarE, DAMAGE_TYPE_JUMP)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_UsedSpikeTaunt, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_UsedSpikeTaunt, TRUE)
EVT_WAIT(60)
EVT_END_IF
EVT_END_IF
EVT_END_IF
EVT_CASE_OR_EQ(EVENT_SHOCK_DEATH)
EVT_CASE_OR_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(N(EVS_Tutankoopa_Death))
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_EXEC_WAIT(N(EVS_Tutankoopa_SpinSmashHit))
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Hurt)
EVT_EXEC_WAIT(N(EVS_Tutankoopa_Death))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIKE_CONTACT)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_CASE_EQ(EVENT_BURN_CONTACT)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Idle)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Tutankoopa_Idle)
EVT_EXEC_WAIT(EVS_Enemy_Recover)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_Tutankoopa_SpinSmashHit) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, 150, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 0, FALSE, TRUE, FALSE)
EVT_SUB(LVar1, 20)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, 130, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Fall)
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Levitate)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_TemporaryKnockout) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Stunned, LVar0)
EVT_IF_EQ(LVar0, TRUE)
EVT_RETURN
EVT_END_IF
EVT_CALL(HideHealthBar, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E3)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.9))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 10)
EVT_SET(LVar1, 0)
EVT_ADD(LVar2, 24)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.1), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0), EVT_FLOAT(0.7), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Fall)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 40)
EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Dizzy)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Stunned, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_07, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_StunState, AVAL_STUNNED)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(TutankoopaFallenAnims)))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_TakeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_LABEL(0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Stunned, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(ActorExists, ACTOR_ENEMY1, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_NextSummonTime, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_EXEC_WAIT(N(EVS_Move_SummonChomp))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_ELSE
EVT_SUB(LVar0, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextSummonTime, LVar0)
EVT_END_IF
EVT_END_IF
// override to only use "drop debris" while shrunk
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_DROP_DEBRIS_NEXT)
EVT_END_IF
// select next attack, alternating between "throw shell" and "drop debris" when possible
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_NextAttack, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(AVAL_TRY_TOSS_NEXT)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ShellsLeft, LVar0)
EVT_IF_EQ(LVar0, 0)
// always use "drop debris" after all shells are gone
EVT_EXEC_WAIT(N(EVS_Attack_DropDebris))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_DROP_DEBRIS_NEXT)
EVT_ELSE
// throw a shell if not shrunk
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_EXEC_WAIT(N(EVS_Attack_ThrowShell))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_DROP_DEBRIS_NEXT)
EVT_ELSE
EVT_EXEC_WAIT(N(EVS_Attack_DropDebris))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_TRY_TOSS_NEXT)
EVT_END_IF
EVT_END_IF
EVT_CASE_DEFAULT
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_NextAttack, AVAL_TRY_TOSS_NEXT)
EVT_EXEC_WAIT(N(EVS_Attack_DropDebris))
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_07, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_StunState, AVAL_NOT_STUNNED)
EVT_EXEC_WAIT(N(EVS_GetBackUp))
EVT_EXEC_WAIT(N(EVS_LevitateToHomePos))
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_RETURN
EVT_END
};
EvtScript N(EVS_Attack_ThrowShell) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ShellsLeft, LVar0)
// get actor part for the Nth remaining shell
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_SET(LVar9, PRT_SHELL_3)
EVT_CASE_EQ(2)
EVT_SET(LVar9, PRT_SHELL_2)
EVT_CASE_EQ(3)
EVT_SET(LVar9, PRT_SHELL_1)
EVT_CASE_DEFAULT
EVT_RETURN
EVT_END_SWITCH
EVT_SUB(LVar0, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShellsLeft, LVar0)
// begin the attack
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_15)
EVT_CALL(SetBattleCamZoom, 320)
EVT_CALL(SetBattleCamOffsetZ, 0)
EVT_CALL(BattleCamTargetActorPart, ACTOR_SELF, LVar9)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(GetPartOffset, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 20)
EVT_SUB(LVar2, 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Lift)
EVT_WAIT(7)
EVT_CALL(GetPartOffset, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 40)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.8))
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, TRUE)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, ANIM_BuzzyBeetle_Anim05)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Toss)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(14.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 50)
EVT_SET(LVar1, -5)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 65)
EVT_SET(LVar1, -5)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 15, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, TRUE)
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(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_RETURN
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Toss)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(14.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar8, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_THROW_SHELL, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 55)
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(19)
EVT_IF_EQ(LVar8, HIT_RESULT_10)
EVT_RETURN
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(YieldTurn)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Run)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_Attack_DropDebris) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_15)
EVT_CALL(SetBattleCamZoom, 350)
EVT_CALL(SetBattleCamOffsetZ, 0)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 40)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DebrisDropState, LVar0)
EVT_IF_EQ(LVar0, 0)
// first use only
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH2_00E5, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout, ANIM_Tutankoopa_Shout)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 70)
EVT_CALL(PlaySound, SOUND_20E7)
EVT_PLAY_EFFECT(EFFECT_CHOMP_DROP, 0, 0, 60, 0, EVT_FLOAT(0.2), 0, EVT_FLOAT(1.4), 255, EVT_FLOAT(0.1), 150, 0)
EVT_WAIT(15)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAGS_IMMOBILIZED | STATUS_FLAG_TRANSPARENT)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Flail)
EVT_WAIT(49)
EVT_CALL(PlaySound, SOUND_20E9)
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Toss)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Crouch)
EVT_WAIT(5)
EVT_CALL(StartRumble, 10)
EVT_CALL(PlaySound, SOUND_20EA)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(4.0))
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Question)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 20, 315, 30, 0, 0)
EVT_CALL(PlaySound, SOUND_20E8)
EVT_ELSE
EVT_WAIT(50)
EVT_CALL(PlaySound, SOUND_20E9)
EVT_WAIT(18)
EVT_CALL(StartRumble, 10)
EVT_CALL(PlaySound, SOUND_20EA)
EVT_WAIT(20)
EVT_CALL(PlaySound, SOUND_20E8)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DebrisDropState, LVar0)
EVT_SWITCH(LVar0)
// first use: target player
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_DebrisDropState, 1)
EVT_EXEC_WAIT(N(EVS_DropDebris_Players))
// second use: target self if damage is survivable
EVT_CASE_EQ(1)
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_DebrisDropState, 2)
EVT_IF_GT(LVar0, DMG_DROP_DEBRIS_SELF)
EVT_EXEC_WAIT(N(EVS_DropDebris_Self))
EVT_ELSE
EVT_EXEC_WAIT(N(EVS_DropDebris_Players))
EVT_END_IF
// subsequent use: 50% chance to target player or target self while damage is survivable
EVT_CASE_DEFAULT
EVT_CALL(RandInt, 2, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, DMG_DROP_DEBRIS_SELF)
EVT_EXEC_WAIT(N(EVS_DropDebris_Self))
EVT_ELSE
EVT_EXEC_WAIT(N(EVS_DropDebris_Players))
EVT_END_IF
EVT_ELSE
EVT_EXEC_WAIT(N(EVS_DropDebris_Players))
EVT_END_IF
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(EVS_DropDebris_Self) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_ENEMY0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_3, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar1, LVar2, 20)
EVT_THREAD
EVT_LOOP(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAGS_IMMOBILIZED)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_ThumbsUp)
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HittingSelf, TRUE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_DROP_DEBRIS_SELF, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_DropDebris_Players) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_LOOP(6)
EVT_CALL(RandInt, 120, LVar0)
EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5)
EVT_WAIT(LVar0)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarB)
EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_CALL(FreezeBattleState, TRUE)
EVT_THREAD
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_SET(LVar1, 0)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_1, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_1, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockStill)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_1, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_1, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_1, LVar0, LVar1, LVar2, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_END_THREAD
EVT_WAIT(25)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_SUB(LVar4, 5)
EVT_ADD(LVar5, 5)
EVT_SET(LVar7, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(FreezeBattleState, FALSE)
EVT_RETURN
EVT_END_SWITCH
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_LOOP(6)
EVT_CALL(RandInt, 120, LVar0)
EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5)
EVT_WAIT(LVar0)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(FreezeBattleState, TRUE)
EVT_THREAD
EVT_WAIT(25)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_SUB(LVar4, 5)
EVT_ADD(LVar5, 5)
EVT_SET(LVar7, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_ADD(LVar1, 5)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_1, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_1, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockStill)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_1, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_1, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_1, LVar0, LVar1, LVar2, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_WAIT(2)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PLAYER, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(19)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_1, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_IF_EQ(LVar0, HIT_RESULT_10)
EVT_RETURN
EVT_END_IF
EVT_RETURN
EVT_END
};
Vec3i N(SummonedChompPos) = { 190, 0, 0 };
Formation N(SummonedChomp) = {
ACTOR_BY_POS(A(chain_chomp), N(SummonedChompPos), 100),
};
EvtScript N(EVS_Move_SummonChomp) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_HasSummoned, LVar0)
EVT_IF_FALSE(LVar0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout)
EVT_CALL(ActorSpeak, MSG_CH2_00E6, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout, ANIM_Tutankoopa_Shout)
EVT_ELSE
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout)
EVT_CALL(ActorSpeak, MSG_CH2_00E7, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout, ANIM_Tutankoopa_Shout)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Stunned, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(SetBattleCamZoom, 225)
EVT_CALL(SetBattleCamOffsetZ, -30)
EVT_CALL(MoveBattleCamOver, 40)
EVT_ELSE
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(SetBattleCamOffsetZ, 35)
EVT_CALL(MoveBattleCamOver, 40)
EVT_END_IF
// open the gate
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, 0)
EVT_THREAD
// rumble while gate is opening
EVT_LABEL(0)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVar0)
EVT_IF_LT(LVar0, 60)
EVT_GOTO(0)
EVT_END_IF
EVT_END_THREAD
EVT_CALL(PlaySound, SOUND_26B)
EVT_LABEL(10)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVarD)
EVT_CALL(TranslateModel, 31, 0, LVarD, 0)
EVT_ADD(LVarD, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVarD)
EVT_WAIT(1)
EVT_IF_LT(LVarD, 60)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(StopSound, SOUND_26B)
EVT_WAIT(10)
// create the chomp and have him exit the gate
EVT_CALL(SummonEnemy, EVT_PTR(N(SummonedChomp)), FALSE)
EVT_SET(LVarB, LVar0)
EVT_SET(LVar0, 165)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, -30)
EVT_CALL(SetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(SetActorDispOffset, LVarB, 0, 0, 0)
EVT_CALL(UseIdleAnimation, LVarB, FALSE)
EVT_CALL(EnableIdleScript, LVarB, 0)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_ChainChomp_SlowBite)
EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, LVarB, EVT_FLOAT(0.8))
EVT_SET(LVar0, 90)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, -30)
EVT_SET(LVar3, 8)
EVT_SET(LVar4, 30)
EVT_EXEC_WAIT(N(EVS_SummonedChompHop))
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_HasSummoned, LVar5)
EVT_IF_FALSE(LVar5)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamZoom, 160)
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 60)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 8)
EVT_LOOP(3)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamZoom, 150)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 5)
EVT_WAIT(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2061)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 5)
EVT_WAIT(4)
EVT_END_LOOP
EVT_ELSE
EVT_WAIT(8)
EVT_CALL(SetGoalPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, 8, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetGoalPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, 8, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_WAIT(8)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(3.0))
EVT_CALL(SetActorJumpGravity, LVarB, EVT_FLOAT(0.8))
EVT_SET(LVar0, 20)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, 20)
EVT_SET(LVar3, 8)
EVT_SET(LVar4, 20)
EVT_EXEC_WAIT(N(EVS_SummonedChompHop))
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, LVarB, 2, LVar0, LVar1, LVar2) // references partID from chain_chomp
EVT_CALL(HPBarToHome, LVarB)
EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, LVarB, EVT_FLOAT(0.8))
EVT_CALL(EnableIdleScript, LVarB, 1)
EVT_CALL(UseIdleAnimation, LVarB, TRUE)
// close the gate
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, 60)
EVT_THREAD
// rumble while gate is opening
EVT_LABEL(40)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_GOTO(40)
EVT_END_IF
EVT_END_THREAD
EVT_CALL(PlaySound, SOUND_26B)
EVT_LABEL(50)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVarD)
EVT_CALL(TranslateModel, 31, 0, LVarD, 0)
EVT_SUB(LVarD, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_GateOpenAmount, LVarD)
EVT_WAIT(1)
EVT_IF_GT(LVarD, 0)
EVT_GOTO(50)
EVT_END_IF
EVT_CALL(StopSound, SOUND_26B)
EVT_CALL(PlaySound, SOUND_26C)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(0.5))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HasSummoned, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_SummonedChompHop) = {
EVT_LABEL(20)
EVT_CALL(GetActorPos, LVarB, LVar5, LVar6, LVar7)
EVT_IF_EQ(LVar5, LVar0)
EVT_GOTO(30)
EVT_END_IF
EVT_SET(LVar6, LVar5)
EVT_SUB(LVar6, LVar0)
EVT_IF_LT(LVar6, LVar4)
EVT_CALL(SetGoalPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, LVar3, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_ELSE
EVT_SUB(LVar5, LVar4)
EVT_CALL(SetGoalPos, LVarB, LVar5, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, LVar3, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_END_IF
EVT_GOTO(20)
EVT_LABEL(30)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_LevitateToHomePos) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_07, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Levitate)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_WAIT(45)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E6)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetGoalPos, ACTOR_SELF, 97, 70, 15)
EVT_CALL(JumpToGoal, ACTOR_SELF, 45, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_END_THREAD
EVT_WAIT(5)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Stunned, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_GetBackUp) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Levitate)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Idle)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(TutankoopaAnims)))
EVT_WAIT(10)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Dialogue_Recover, LVar0)
EVT_IF_FALSE(LVar0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH2_00E4, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Talk, ANIM_Tutankoopa_Idle)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Dialogue_Recover, TRUE)
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(EVS_HandlePhase) = {
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(PHASE_PLAYER_BEGIN)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_10, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_10, 1)
EVT_END_SWITCH
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
// kills the summoned chomp before dying
EvtScript N(EVS_Tutankoopa_Death) = {
EVT_CALL(ActorExists, ACTOR_ENEMY1, LVar2)
EVT_IF_NE(LVar2, FALSE)
EVT_CALL(GetActorHP, ACTOR_ENEMY1, LVar2)
EVT_IF_NE(LVar2, 0)
EVT_THREAD
EVT_CALL(HideHealthBar, ACTOR_ENEMY1)
EVT_CALL(EnableIdleScript, ACTOR_ENEMY1, 0)
EVT_CALL(UseIdleAnimation, ACTOR_ENEMY1, FALSE)
EVT_CALL(SetAnimation, ACTOR_ENEMY1, PRT_MAIN, ANIM_ChainChomp_Hurt)
EVT_WAIT(10)
EVT_SET(LVar2, 0)
EVT_LOOP(24)
EVT_CALL(SetActorYaw, ACTOR_ENEMY1, LVar2)
EVT_ADD(LVar2, 30)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_ENEMY1, 0)
EVT_CALL(GetActorPos, ACTOR_ENEMY1, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_ENEMY1, SOUND_DEATH)
EVT_SET(LVar3, 0)
EVT_LOOP(12)
EVT_CALL(SetActorRotation, ACTOR_ENEMY1, LVar3, 0, 0)
EVT_ADD(LVar3, 8)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(RemoveActor, ACTOR_ENEMY1)
EVT_END_THREAD
EVT_END_IF
EVT_END_IF
EVT_EXEC_WAIT(EVS_Enemy_DeathWithoutRemove)
EVT_LABEL(0)
EVT_CALL(ActorExists, ACTOR_ENEMY1, LVar0)
EVT_IF_NE(LVar0, FALSE)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END
};