papermario/src/battle/area/mac/actor/master2.c

632 lines
26 KiB
C

#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/TheMaster.h"
#define NAMESPACE b_area_mac_master2
s32 N(IdleAnimations_8022B640)[] = {
STATUS_NORMAL, ANIM_TheMaster_Walk,
STATUS_STONE, ANIM_TheMaster_Still,
STATUS_SLEEP, ANIM_TheMaster_Sleep,
STATUS_POISON, ANIM_TheMaster_Still,
STATUS_STOP, ANIM_TheMaster_Still,
STATUS_STATIC, ANIM_TheMaster_Still,
STATUS_PARALYZE, ANIM_TheMaster_Still,
STATUS_DIZZY, ANIM_TheMaster_Dizzy,
STATUS_DIZZY, ANIM_TheMaster_Dizzy,
STATUS_END,
};
s32 N(IdleAnimations_8022B68C)[] = {
STATUS_NORMAL, ANIM_TheMaster_AscendedWalk,
STATUS_STONE, ANIM_TheMaster_AscendedStill,
STATUS_SLEEP, ANIM_TheMaster_AscendedSleep,
STATUS_POISON, ANIM_TheMaster_AscendedStill,
STATUS_STOP, ANIM_TheMaster_AscendedStill,
STATUS_STATIC, ANIM_TheMaster_AscendedStill,
STATUS_PARALYZE, ANIM_TheMaster_AscendedStill,
STATUS_DIZZY, ANIM_TheMaster_AscendedDizzy,
STATUS_DIZZY, ANIM_TheMaster_AscendedDizzy,
STATUS_END,
};
s32 N(DefenseTable_8022B6D8)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(StatusTable_8022B6E4)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 30,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 30,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 30,
STATUS_SHRINK, 40,
STATUS_STOP, 50,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -2,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, -1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, -1,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -1,
STATUS_END,
};
ActorPartBlueprint N(PartsTable_8022B790)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 28 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8022B640),
.defenseTable = N(DefenseTable_8022B6D8),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 2, -7 },
},
};
extern EvtScript N(init_8022B7DC);
ActorBlueprint NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_THE_MASTER_2,
.level = 0,
.maxHP = 75,
.partCount = ARRAY_COUNT( N(PartsTable_8022B790)),
.partsData = N(PartsTable_8022B790),
.initScript = &N(init_8022B7DC),
.statusTable = N(StatusTable_8022B6E4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,
.coinReward = 0,
.size = { 30, 35 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusMessageOffset = { 10, 30 },
};
extern EvtScript N(takeTurn_8022CF48);
extern EvtScript N(idle_8022B8B0);
extern EvtScript N(handleEvent_8022D634);
extern EvtScript N(nextTurn_8022CFFC);
EvtScript N(init_8022B7DC) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8022CF48)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8022B8B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8022D634)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(nextTurn_8022CFFC)))
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 2)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_NO_GAME_OVER, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(idle_8022B8B0) = {
EVT_RETURN
EVT_END
};
EvtScript N(8022B8C0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_BurnHurt)
EVT_SET_CONST(LVar2, ANIM_TheMaster_BurnStill)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_BurnHurt)
EVT_SET_CONST(LVar2, ANIM_TheMaster_BurnStill)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedDefeated)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(47)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedWalk)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedIdle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(38)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedDefeated)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(32)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedDefeated)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(33)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedDefeated)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedIdle)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedIdle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_TheMaster_AscendedRun)
EVT_SET_CONST(LVar2, ANIM_TheMaster_AscendedHurt)
EVT_EXEC_WAIT(DoScareAway)
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(singleStrike2) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.8))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedPunch)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedKick)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -50, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_WAIT(10)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableActorBlur, ACTOR_SELF, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_10 | BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 20, 0)
EVT_SET(LVar0, 0)
EVT_LOOP(10)
EVT_ADD(LVar0, 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
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(0.2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedMidair)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_WAIT(3)
EVT_ADD(LVar0, 20)
EVT_SET(LVar1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedMidair)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(doubleStrike2) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_08)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(SetBattleCamOffsetZ, 13)
EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedDownwardStance)
EVT_WAIT(40)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_07)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -50, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedPalmStance)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_WAIT(10)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableActorBlur, ACTOR_SELF, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedPalmStance)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(4.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(2.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_10)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JUMP_3E2)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedUppercut)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.9))
EVT_CALL(JumpToGoal, ACTOR_SELF, 25, FALSE, TRUE, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 6, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(15)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0)
EVT_SET(LVar0, 0)
EVT_LOOP(10)
EVT_ADD(LVar0, 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
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(0.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedMidair)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 30, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_WAIT(3)
EVT_ADD(LVar0, 20)
EVT_SET(LVar1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedMidair)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn_8022CF48) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(RandInt, 100, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_LT(20)
EVT_EXEC_WAIT(N(doubleStrike2))
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(N(singleStrike2))
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(nextTurn_8022CFFC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_WAIT(10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_002E, ACTOR_SELF, 1, 0x00A20009, 0x00A20005)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_Cough)
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_OpenMouth)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0)
EVT_SET(LVar0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_Still)
EVT_LOOP(15)
EVT_ADD(LVar0, 24)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LVar0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_SET(LVar0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_Still)
EVT_LOOP(5)
EVT_ADD(LVar0, 18)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LVar0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SMOKE_BURST)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 3)
EVT_LOOP(3)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_WAIT(3)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_Still)
EVT_LOOP(5)
EVT_ADD(LVar0, 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LVar0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedStill)
EVT_LOOP(5)
EVT_ADD(LVar0, 18)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LVar0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_WAIT(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022B68C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0033, ACTOR_SELF, 1, 0x00A2000A, 0x00A20006)
EVT_END_IF
EVT_CASE_EQ(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, 0x351000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_CALL(GetEnemyMaxHP, ACTOR_SELF, LVar1)
EVT_DIV(LVar1, 2)
EVT_IF_LE(LVar0, LVar1)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0036, ACTOR_SELF, 1, 0x00A2000A, 0x00A20006)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetPlayerHP, LVar0)
EVT_IF_LE(LVar0, 5)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0037, ACTOR_SELF, 1, 0x00A2000A, 0x00A20006)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8022D634) = {
EVT_EXEC_WAIT(N(8022B8C0))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, 0x351000)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_200 | BS_FLAGS1_40)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 1)
EVT_CALL(AddActorVar, ACTOR_SELF, 3, 1)
EVT_END_IF
EVT_END_IF
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(10)
EVT_CASE_OR_EQ(14)
EVT_CASE_OR_EQ(11)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVarA)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVarB)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, 0x3F1000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET(LocalFlag(0), 0)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(0)
EVT_SET(LocalFlag(0), 1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_IF_EQ(LocalFlag(0), 0)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_IF_EQ(LVarA, 1)
EVT_IF_GT(LVarB, 2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0035, ACTOR_SELF, 1, 0x00A2000A, 0x00A20006)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0)
EVT_END_IF
EVT_ELSE
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0034, ACTOR_SELF, 1, 0x00A2000A, 0x00A20006)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_RETURN
EVT_END
};