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

453 lines
19 KiB
C

#include "sprite/npc/BattleSushie.h"
extern EvtScript N(sushie_handleEvent);
extern EvtScript N(sushie_takeTurn);
extern EvtScript N(sushie_idle);
extern EvtScript N(sushie_init);
s32 N(sushie_idleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleSushie_Idle,
STATUS_STONE, ANIM_BattleSushie_Still,
STATUS_SLEEP, ANIM_BattleSushie_Still,
STATUS_POISON, ANIM_BattleSushie_Idle,
STATUS_STOP, ANIM_BattleSushie_Still,
STATUS_STATIC, ANIM_BattleSushie_Idle,
STATUS_PARALYZE, ANIM_BattleSushie_Still,
STATUS_DIZZY, ANIM_BattleSushie_Injured,
STATUS_FEAR, ANIM_BattleSushie_Injured,
STATUS_END,
};
s32 N(sushie_defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(sushie_statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 75,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 75,
STATUS_SHRINK, 75,
STATUS_STOP, 80,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
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, -1,
STATUS_END,
};
ActorPartBlueprint N(sushie_parts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(sushie_idleAnimations),
.defenseTable = N(sushie_defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -12 },
},
};
ActorBlueprint N(sushie) = {
.flags = 0,
.type = ACTOR_TYPE_GHOST_SUSHIE,
.level = 23,
.maxHP = 15,
.partCount = ARRAY_COUNT(N(sushie_parts)),
.partsData = N(sushie_parts),
.initScript = &N(sushie_init),
.statusTable = N(sushie_statusTable),
.escapeChance = 50,
.airLiftChance = 80,
.hurricaneChance = 70,
.spookChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,
.coinReward = 2,
.size = { 37, 26 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
EvtScript N(sushie_init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(sushie_takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(sushie_idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(sushie_handleEvent)))
EVT_RETURN
EVT_END
};
EvtScript N(sushie_idle) = {
EVT_RETURN
EVT_END
};
EvtScript N(sushie_handleEvent) = {
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(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_CALL(GetLastElement, LVar1)
EVT_IF_FLAG(LVar1, DAMAGE_TYPE_SHOCK)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(N(OnHitElectric))
EVT_RETURN
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_BurnHurt)
EVT_SET_CONST(LVar2, ANIM_BattleSushie_BurnStill)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_BurnHurt)
EVT_SET_CONST(LVar2, ANIM_BattleSushie_BurnStill)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(OnDeath))
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_BurnStill)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_EXEC_WAIT(N(OnDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(N(OnShockHit))
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_EXEC_WAIT(N(OnDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_SET(LVar2, 20)
EVT_EXEC_WAIT(N(OnShockDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
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, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_EXEC_WAIT(N(OnDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(EVS_DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Run)
EVT_SET_CONST(LVar2, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleSushie_Hurt)
EVT_EXEC_WAIT(DoBlowAway)
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(sushie_takeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 70, 0, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SUB(LVar3, LVar0)
EVT_DIV(LVar3, EVT_FLOAT(3.0))
EVT_SET(LVarA, LVar3)
EVT_IF_LT(LVarA, 0)
EVT_MUL(LVarA, -1)
EVT_END_IF
EVT_CALL(MoveBattleCamOver, LVarA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Run)
EVT_CALL(RunToGoal, ACTOR_SELF, LVarA, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Idle)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_08)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(AddBattleCamZoom, -50)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_1, BTL_CAM_MODEX_1, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Tense1)
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Tense2)
EVT_WAIT(15)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 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_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 20)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CASE_EQ(1)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.05), EVT_FLOAT(1.05), EVT_FLOAT(1.05))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.1), EVT_FLOAT(1.1), EVT_FLOAT(1.1))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.15), EVT_FLOAT(1.15), EVT_FLOAT(1.15))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.25), EVT_FLOAT(1.25), EVT_FLOAT(1.25))
EVT_CASE_EQ(2)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.1), EVT_FLOAT(1.1), EVT_FLOAT(1.1))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.3), EVT_FLOAT(1.3), EVT_FLOAT(1.3))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.4), EVT_FLOAT(1.4), EVT_FLOAT(1.4))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.5), EVT_FLOAT(1.5), EVT_FLOAT(1.5))
EVT_END_SWITCH
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2034)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Fall)
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Land)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(LandJump, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(AddGoalPos, ACTOR_SELF, -15, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_CALL(AddGoalPos, ACTOR_SELF, -10, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 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_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 20)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.1), EVT_FLOAT(1.1), EVT_FLOAT(1.1))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.1), EVT_FLOAT(1.1), EVT_FLOAT(1.1))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.3), EVT_FLOAT(1.3), EVT_FLOAT(1.3))
EVT_CASE_EQ(1)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.15), EVT_FLOAT(1.15), EVT_FLOAT(1.15))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.35), EVT_FLOAT(1.35), EVT_FLOAT(1.35))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.4), EVT_FLOAT(1.4), EVT_FLOAT(1.4))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.55), EVT_FLOAT(1.55), EVT_FLOAT(1.55))
EVT_CASE_EQ(2)
EVT_WAIT(13)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.2), EVT_FLOAT(1.2), EVT_FLOAT(1.2))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.3), EVT_FLOAT(1.3), EVT_FLOAT(1.3))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.5), EVT_FLOAT(1.5), EVT_FLOAT(1.5))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.6), EVT_FLOAT(1.6), EVT_FLOAT(1.6))
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.8), EVT_FLOAT(1.8), EVT_FLOAT(1.8))
EVT_END_SWITCH
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2034)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Fall)
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Land)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_EQ(1)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_EQ(2)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_END_SWITCH
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Fall)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 60)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_ADD(LVar0, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Idle)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};