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

780 lines
29 KiB
C

#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/LavaBubble.h"
s32 N(DefenseTable_8021ACB0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
ELEMENT_FIRE, 99,
ELEMENT_END,
};
s32 N(StatusTable_8021ACD4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 100,
STATUS_FEAR, 0,
STATUS_STATIC, 50,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 90,
STATUS_STOP, 85,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(IdleAnimations_8021AE5C)[];
extern s32 N(IdleAnimations_8021AEA8)[];
ActorPartBlueprint N(PartsTable_8021AD80)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 25 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8021AE5C),
.defenseTable = N(DefenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -3, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8021AEA8),
.defenseTable = N(DefenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8021AEA8),
.defenseTable = N(DefenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8021AEA8),
.defenseTable = N(DefenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 5,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_8021AEA8),
.defenseTable = N(DefenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
},
};
extern EvtScript N(init_8021AEB4);
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_EMBER,
.level = 24,
.maxHP = 10,
.partCount = ARRAY_COUNT( N(PartsTable_8021AD80)),
.partsData = N(PartsTable_8021AD80),
.initScript = &N(init_8021AEB4),
.statusTable = N(StatusTable_8021ACD4),
.escapeChance = 60,
.airLiftChance = 80,
.hurricaneChance = 75,
.spookChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 2,
.size = { 33, 32 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(IdleAnimations_8021AE5C)[] = {
STATUS_NORMAL, ANIM_LavaBubble_Blue_Anim01,
STATUS_STONE, ANIM_LavaBubble_Blue_Anim00,
STATUS_SLEEP, ANIM_LavaBubble_Blue_Anim01,
STATUS_POISON, ANIM_LavaBubble_Blue_Anim01,
STATUS_STOP, ANIM_LavaBubble_Blue_Anim00,
STATUS_STATIC, ANIM_LavaBubble_Blue_Anim01,
STATUS_PARALYZE, ANIM_LavaBubble_Blue_Anim00,
STATUS_DIZZY, ANIM_LavaBubble_Blue_Anim0A,
STATUS_FEAR, ANIM_LavaBubble_Blue_Anim0A,
STATUS_END,
};
s32 N(IdleAnimations_8021AEA8)[] = {
STATUS_NORMAL, ANIM_LavaBubble_Blue_Anim01,
STATUS_END,
};
extern EvtScript N(takeTurn_8021D284);
extern EvtScript N(idle_8021B07C);
extern EvtScript N(handleEvent_8021B8BC);
EvtScript N(init_8021AEB4) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021D284)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021B07C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021B8BC)))
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_END_SWITCH
EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, ACTOR_SELF, 4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, ACTOR_SELF, 5, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(idle_8021B07C) = {
EVT_LABEL(0)
EVT_CALL(MakeLerp, 0, 10, 25, EASING_COS_IN_OUT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(GetHomePos, ACTOR_SELF, LVar2, LVar3, LVar4)
EVT_ADD(LVar0, LVar3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar2, LVar0, LVar4)
EVT_IF_EQ(LVar1, 1)
EVT_LABEL(11)
EVT_WAIT(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_GOTO(11)
EVT_END_IF
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(MakeLerp, 10, 0, 25, EASING_COS_IN_OUT)
EVT_LABEL(2)
EVT_CALL(UpdateLerp)
EVT_CALL(GetHomePos, ACTOR_SELF, LVar2, LVar3, LVar4)
EVT_ADD(LVar0, LVar3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar2, LVar0, LVar4)
EVT_IF_EQ(LVar1, 1)
EVT_LABEL(22)
EVT_WAIT(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_GOTO(22)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_GOTO(22)
EVT_END_IF
EVT_GOTO(2)
EVT_END_IF
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/UnkSfxFunc.inc.c"
EvtScript N(8021B2FC) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim03)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim01)
EVT_RETURN
EVT_END
};
EvtScript N(8021B398) = {
EVT_CALL(EnemyCreateTargetList, TARGET_FLAG_2 | TARGET_FLAG_8000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar5)
EVT_CALL(GetIndexFromHome, LVar0, LVar5)
EVT_MOD(LVar5, 4)
EVT_SWITCH(LVar5)
EVT_CASE_EQ(0)
EVT_SET(LocalFlag(1), 1)
EVT_CASE_EQ(1)
EVT_SET(LocalFlag(2), 1)
EVT_CASE_EQ(2)
EVT_SET(LocalFlag(3), 1)
EVT_CASE_EQ(3)
EVT_SET(LocalFlag(4), 1)
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF
EVT_IF_EQ(LocalFlag(1), 0)
EVT_SET(LVarA, 0)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LocalFlag(2), 0)
EVT_SET(LVarA, 1)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LocalFlag(3), 0)
EVT_SET(LVarA, 2)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LocalFlag(4), 0)
EVT_SET(LVarA, 3)
EVT_RETURN
EVT_END_IF
EVT_SET(LVarA, -1)
EVT_RETURN
EVT_END
};
Vec3i N(vector3D_8021B594) = { NPC_DISPOSE_LOCATION, };
Formation N(specialFormation_8021B5A0) = {
{ .actor = &NAMESPACE, .home = { .vec = &N(vector3D_8021B594) }},
};
EvtScript N(split) = {
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_IF_LE(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetLastElement, LVar0)
EVT_IF_FLAG(LVar0, 0x20000000)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_IF_GE(LVar0, 2)
EVT_RETURN
EVT_END_IF
EVT_EXEC_WAIT(N(8021B398))
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SummonEnemy, EVT_PTR(N(specialFormation_8021B5A0)), 0)
EVT_CALL(SetActorVar, LVar0, 2, 1)
EVT_CALL(GetActorHP, ACTOR_SELF, LVarB)
EVT_CALL(SetEnemyHP, LVar0, LVarB)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarB, LVarC, LVarD)
EVT_CALL(SetActorPos, LVar0, LVarB, LVarC, LVarD)
EVT_CALL(SetGoalToIndex, LVar0, LVarA)
EVT_CALL(GetGoalPos, LVar0, LVarB, LVarC, LVarD)
EVT_CALL(SetHomePos, LVar0, LVarB, LVarC, LVarD)
EVT_CALL(SetActorJumpGravity, LVar0, EVT_FLOAT(1.2))
EVT_CALL(JumpToGoal, LVar0, 20, FALSE, TRUE, FALSE)
EVT_CALL(HPBarToHome, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar1)
EVT_SWITCH(LVar1)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, LVar0, 1, 1)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, LVar0, 1, 2)
EVT_END_SWITCH
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3)
EVT_CALL(SetActorVar, LVar0, 2, 0)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8021B8BC) = {
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_EXEC(N(split))
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_EXEC(N(split))
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim08)
EVT_SET_CONST(LVar2, ANIM_LavaBubble_Blue_Anim09)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim08)
EVT_SET_CONST(LVar2, ANIM_LavaBubble_Blue_Anim09)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim09)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_EXEC(N(split))
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_359 | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CASE_EQ(38)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_359 | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_CASE_OR_EQ(28)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(56)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(53)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim01)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim03)
EVT_SET_CONST(LVar2, ANIM_LavaBubble_Blue_Anim07)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim03)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LVar0, 0x00000001)
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Blue_Anim03)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(61)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8021BE64) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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_LavaBubble_Blue_Anim03)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 5)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim01)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LVarA, LVar0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim04)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
EVT_SET(LVar1, 0)
EVT_ADD(LVar2, 1)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_SUB(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_SUB(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_SUB(LVar0, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 3, FALSE, TRUE, FALSE)
EVT_WAIT(14)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim04)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar2, 1)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, 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_SET(LVar0, 1)
EVT_SET(LVar1, 4587780)
EVT_EXEC_WAIT(DoJumpBack)
EVT_WAIT(5)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8021C454) = {
EVT_SET(LVar6, 2)
EVT_LOOP(4)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, 0x80000)
EVT_CALL(SetPartScale, ACTOR_SELF, LVar6, EVT_FLOAT(0.2), EVT_FLOAT(0.2), EVT_FLOAT(0.2))
EVT_ELSE
EVT_CALL(SetPartScale, ACTOR_SELF, LVar6, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_END_IF
EVT_CALL(SetPartPos, ACTOR_SELF, LVar6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar6, 1, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar6, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar6, EVT_FLOAT(0.01))
EVT_CALL(SetPartSounds, ACTOR_SELF, LVar6, ACTOR_SOUND_JUMP, 720, 0)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar6, LVar3, LVar4, LVar5, 0, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar6, 1, TRUE)
EVT_END_THREAD
EVT_WAIT(3)
EVT_ADD(LVar6, 1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(8021C5F8) = {
EVT_EXEC(N(8021C454))
EVT_CALL(GetDistanceToGoal, ACTOR_SELF, LVar0)
EVT_DIVF(LVar0, EVT_FLOAT(8.0))
EVT_ADD(LVar0, 1)
EVT_WAIT(LVar0)
EVT_RETURN
EVT_END
};
EvtScript N(8021C654) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
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(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVarA)
EVT_IF_EQ(LVarA, 1)
EVT_ADD(LVar0, 100)
EVT_SET(LVar1, 5)
EVT_ELSE
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 50)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim03)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim01)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim05)
EVT_WAIT(30)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LVarA, LVar0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim06)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_ADD(LVar1, 4)
EVT_ADD(LVar2, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SUB(LVar3, 100)
EVT_ADD(LVar5, 2)
EVT_EXEC_WAIT(N(8021C5F8))
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(20)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_WAIT(20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim06)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_ADD(LVar1, 4)
EVT_ADD(LVar2, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SUB(LVar4, 6)
EVT_ADD(LVar5, 2)
EVT_EXEC_WAIT(N(8021C5F8))
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_NO_CONTACT), 0, 0, 3, 32)
EVT_WAIT(20)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8021CBC8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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_LavaBubble_Blue_Anim03)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_SIN_OUT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LVarA, LVar0)
EVT_WAIT(10)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2CF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim04)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
EVT_ADD(LVar2, 2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim04)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(5)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2CF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBubble_Blue_Anim04)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_SET(LVarA, LVar0)
EVT_SET(LVarB, LVar1)
EVT_SET(LVarC, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar2, 2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, 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(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_WAIT(20)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn_8021D284) = {
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(8021BE64))
EVT_CASE_EQ(0)
EVT_EXEC_WAIT(N(8021CBC8))
EVT_END_SWITCH
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_CALL(GetStatusFlags, ACTOR_PARTNER, LVar0)
EVT_IF_FLAG(LVar0, 0x1000000)
EVT_EXEC_WAIT(N(8021BE64))
EVT_ELSE
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LE(LVar0, 300)
EVT_EXEC_WAIT(N(8021C654))
EVT_ELSE
EVT_EXEC_WAIT(N(8021BE64))
EVT_END_IF
EVT_END_IF
EVT_CASE_EQ(0)
EVT_CALL(GetStatusFlags, ACTOR_PARTNER, LVar0)
EVT_IF_FLAG(LVar0, 0x1000000)
EVT_EXEC_WAIT(N(8021CBC8))
EVT_ELSE
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LE(LVar0, 300)
EVT_EXEC_WAIT(N(8021C654))
EVT_ELSE
EVT_EXEC_WAIT(N(8021CBC8))
EVT_END_IF
EVT_END_IF
EVT_END_SWITCH
EVT_RETURN
EVT_END
};