mirror of https://github.com/pmret/papermario.git
382 lines
14 KiB
C
382 lines
14 KiB
C
#include "common.h"
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#include "battle/battle.h"
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#include "script_api/battle.h"
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#include "sprite/npc/BattleLakilester.h"
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#include "effects.h"
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#define NAMESPACE b_area_flo2_spike
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extern EvtScript N(init);
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extern EvtScript N(takeTurn);
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extern EvtScript N(idle);
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extern EvtScript N(handleEvent);
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s32 N(IdleAnimations)[] = {
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STATUS_NORMAL, ANIM_BattleLakilester_Idle,
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STATUS_STONE, ANIM_BattleLakilester_Still,
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STATUS_SLEEP, ANIM_BattleLakilester_Block,
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STATUS_POISON, ANIM_BattleLakilester_Idle,
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STATUS_STOP, ANIM_BattleLakilester_Still,
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STATUS_STATIC, ANIM_BattleLakilester_Idle,
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STATUS_PARALYZE, ANIM_BattleLakilester_Still,
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STATUS_DIZZY, ANIM_BattleLakilester_Injured,
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STATUS_FEAR, ANIM_BattleLakilester_Idle,
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STATUS_END,
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};
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s32 N(IdleAnimations_spiny)[] = {
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STATUS_NORMAL, ANIM_BattleLakilester_Spiny,
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STATUS_END,
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};
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s32 N(DefenseTable)[] = {
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ELEMENT_NORMAL, 0,
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ELEMENT_END,
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};
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s32 N(StatusTable)[] = {
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STATUS_NORMAL, 0,
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STATUS_DEFAULT, 0,
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STATUS_SLEEP, 40,
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STATUS_POISON, 50,
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STATUS_FROZEN, 0,
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STATUS_DIZZY, 50,
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STATUS_FEAR, 0,
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STATUS_STATIC, 50,
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STATUS_PARALYZE, 40,
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STATUS_SHRINK, 50,
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STATUS_STOP, 50,
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STATUS_DEFAULT_TURN_MOD, 0,
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STATUS_SLEEP_TURN_MOD, -1,
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STATUS_POISON_TURN_MOD, 0,
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STATUS_FROZEN_TURN_MOD, 0,
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STATUS_DIZZY_TURN_MOD, 0,
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STATUS_FEAR_TURN_MOD, 0,
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STATUS_STATIC_TURN_MOD, 0,
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STATUS_PARALYZE_TURN_MOD, -1,
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STATUS_SHRINK_TURN_MOD, -1,
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STATUS_STOP_TURN_MOD, -1,
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STATUS_END,
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};
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ActorPartBlueprint N(parts)[] = {
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{
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.flags = ACTOR_PART_FLAG_MULTI_TARGET,
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.index = 1,
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.posOffset = { 0, 0, 0 },
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.targetOffset = { -5, 35 },
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.opacity = 255,
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.idleAnimations = N(IdleAnimations),
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.defenseTable = N(DefenseTable),
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.eventFlags = 0,
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.elementImmunityFlags = 0,
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.projectileTargetOffset = { 0, -13 },
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},
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{
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.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
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.index = 2,
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.posOffset = { 0, 0, 0 },
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.targetOffset = { 0, 0 },
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.opacity = 255,
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.idleAnimations = N(IdleAnimations_spiny),
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.defenseTable = N(DefenseTable),
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.eventFlags = 0,
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.elementImmunityFlags = 0,
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.projectileTargetOffset = { 0, 0 },
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},
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};
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ActorBlueprint NAMESPACE = {
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.flags = ACTOR_FLAG_FLYING,
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.type = ACTOR_TYPE_SPIKE,
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.level = 40,
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.maxHP = 50,
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.partCount = ARRAY_COUNT(N(parts)),
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.partsData = N(parts),
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.initScript = &N(init),
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.statusTable = N(StatusTable),
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.escapeChance = 0,
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.airLiftChance = 0,
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.hurricaneChance = 0,
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.spookChance = 0,
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.upAndAwayChance = 0,
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.spinSmashReq = 0,
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.powerBounceChance = 75,
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.coinReward = 0,
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.size = { 32, 40 },
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.hpBarOffset = { 0, 0 },
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.statusIconOffset = { -14, 20 },
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.statusMessageOffset = { 6, 32 },
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};
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EvtScript N(init) = {
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EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
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EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
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EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
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EVT_RETURN
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EVT_END
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};
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EvtScript N(idle) = {
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EVT_RETURN
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EVT_END
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};
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EvtScript N(returnHome) = {
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Run)
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EVT_CALL(SetGoalToHome, ACTOR_SELF)
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EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
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EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_SIN_OUT)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Idle)
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EVT_RETURN
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EVT_END
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};
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EvtScript N(handleEvent) = {
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
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EVT_SWITCH(LVar0)
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EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
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EVT_CASE_OR_EQ(EVENT_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(EVS_DoNormalHit)
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EVT_END_CASE_GROUP
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EVT_CASE_EQ(EVENT_BURN_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_BurnHurt)
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EVT_SET_CONST(LVar2, ANIM_BattleLakilester_BurnStill)
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EVT_EXEC_WAIT(DoBurnHit)
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EVT_CASE_EQ(EVENT_BURN_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_BurnHurt)
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EVT_SET_CONST(LVar2, ANIM_BattleLakilester_BurnStill)
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EVT_EXEC_WAIT(DoBurnHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_BurnStill)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoSpinSmashHit)
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EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoSpinSmashHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_SHOCK_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoShockHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoJumpBack)
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EVT_EXEC_WAIT(N(returnHome))
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EVT_CASE_EQ(EVENT_SHOCK_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoShockHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
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EVT_CASE_OR_EQ(EVENT_IMMUNE)
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EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Idle)
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EVT_EXEC_WAIT(DoImmune)
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EVT_END_CASE_GROUP
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EVT_CASE_EQ(EVENT_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(EVS_DoNormalHit)
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EVT_WAIT(10)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
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EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
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EVT_CALL(HPBarToCurrent, ACTOR_SELF)
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EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
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EVT_EXEC_WAIT(N(returnHome))
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EVT_CALL(HPBarToHome, ACTOR_SELF)
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EVT_CASE_EQ(EVENT_RECOVER_STATUS)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Idle)
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EVT_EXEC_WAIT(DoRecover)
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EVT_CASE_EQ(EVENT_SCARE_AWAY)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Run)
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EVT_SET_CONST(LVar2, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoScareAway)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoAirLift)
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EVT_CASE_EQ(EVENT_BLOW_AWAY)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Hurt)
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EVT_EXEC_WAIT(DoBlowAway)
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EVT_RETURN
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EVT_CASE_DEFAULT
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EVT_END_SWITCH
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
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EVT_RETURN
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EVT_END
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};
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EvtScript N(attack) = {
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
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EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
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EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
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EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Run)
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(SetGoalPos, ACTOR_SELF, 20, 30, LVar2)
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EVT_CALL(FlyToGoal, ACTOR_SELF, 30, 0, EASING_COS_IN_OUT)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Idle)
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
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EVT_IF_FLAG(LVarA, STATUS_FLAG_SHRINK)
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EVT_ADD(LVar0, -1)
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EVT_ADD(LVar1, 4)
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EVT_ADD(LVar2, 2)
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EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
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EVT_ELSE
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EVT_ADD(LVar0, -3)
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EVT_ADD(LVar1, 10)
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EVT_ADD(LVar2, 5)
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EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
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EVT_END_IF
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EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
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EVT_WAIT(1)
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EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_BattleLakilester_Spiny)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_LiftSpiny)
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EVT_LOOP(4)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
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EVT_IF_FLAG(LVarA, STATUS_FLAG_SHRINK)
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EVT_ADDF(LVar1, EVT_FLOAT(2.4))
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EVT_ELSE
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EVT_ADD(LVar1, 6)
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EVT_END_IF
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EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
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EVT_IF_FLAG(LVarA, STATUS_FLAG_SHRINK)
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EVT_ADD(LVar0, -3)
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EVT_ADD(LVar1, 16)
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EVT_ADD(LVar2, 2)
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EVT_SETF(LVar3, EVT_FLOAT(0.4))
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EVT_ELSE
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EVT_ADD(LVar0, -8)
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EVT_ADD(LVar1, 40)
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EVT_ADD(LVar2, 5)
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EVT_SETF(LVar3, EVT_FLOAT(1.0))
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EVT_END_IF
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EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0)
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EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2C5)
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EVT_THREAD
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EVT_LOOP(15)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0)
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EVT_CALL(SetPartDispOffset, ACTOR_SELF, 2, 1, 0, 0)
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EVT_WAIT(1)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, -1, 0, 0)
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EVT_CALL(SetPartDispOffset, ACTOR_SELF, 2, -1, 0, 0)
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
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EVT_CALL(SetPartDispOffset, ACTOR_SELF, 2, 0, 0, 0)
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EVT_END_THREAD
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_WAIT(10)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_HoldSpiny)
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EVT_WAIT(10)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_StrainHoldSpiny)
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EVT_WAIT(10)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_ThrowSpiny)
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EVT_WAIT(3)
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EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_2C6)
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EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
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EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
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EVT_SWITCH(LVar0)
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EVT_CASE_OR_EQ(HIT_RESULT_MISS)
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EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
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EVT_SET(LVarA, LVar0)
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EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_BattleLakilester_SpinySpin)
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EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.5))
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(RandInt, 100, LVar3)
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EVT_SUB(LVar3, 50)
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EVT_ADD(LVar0, LVar3)
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EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
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EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
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EVT_THREAD
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EVT_ADD(LVar0, -50)
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EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, TRUE)
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EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
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EVT_END_THREAD
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EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
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EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
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EVT_END_IF
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EVT_WAIT(15)
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EVT_CALL(YieldTurn)
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EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
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EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
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EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
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EVT_EXEC_WAIT(N(returnHome))
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EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
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EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
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EVT_RETURN
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EVT_END_CASE_GROUP
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EVT_END_SWITCH
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EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_BattleLakilester_SpinySpin)
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EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.5))
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, TRUE)
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EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
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EVT_THREAD
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EVT_ADD(LVar0, -50)
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EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, TRUE)
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EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
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EVT_END_THREAD
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EVT_WAIT(2)
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EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
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EVT_SWITCH(LVar0)
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EVT_CASE_OR_EQ(HIT_RESULT_HIT)
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EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
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EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
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EVT_WAIT(15)
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EVT_CALL(YieldTurn)
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EVT_EXEC_WAIT(N(returnHome))
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EVT_END_CASE_GROUP
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EVT_END_SWITCH
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
|
|
EVT_RETURN
|
|
EVT_END
|
|
};
|
|
|
|
EvtScript N(takeTurn) = {
|
|
EVT_EXEC_WAIT(N(attack))
|
|
EVT_RETURN
|
|
EVT_END
|
|
};
|