tik2/tik3/kzn2/kkj battle maps (#808)

* area_tik2

* area_tik3

* area_kzn2

* area_kkj

* added area refs
This commit is contained in:
Unnunu 2022-10-08 13:06:15 +03:00 committed by GitHub
parent f96542f52a
commit 41f5781a1d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
129 changed files with 12206 additions and 4647 deletions

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@ -855,25 +855,35 @@ enum SoundIDs {
SOUND_2A6 = 0x000002A6,
SOUND_2A7 = 0x000002A7,
SOUND_UNUSED_2C1 = 0x000002C1,
SOUND_2C4 = 0x000002C4,
SOUND_2C5 = 0x000002C5,
SOUND_2C6 = 0x000002C6,
SOUND_2C7 = 0x000002C7,
SOUND_2C8 = 0x000002C8,
SOUND_2C9 = 0x000002C9,
SOUND_2CA = 0x000002CA,
SOUND_2CB = 0x000002CB,
SOUND_SMOKE_BURST = 0x000002CD,
SOUND_2CE = 0x000002CE,
SOUND_2CF = 0x000002CF,
SOUND_2D5 = 0x000002D5,
SOUND_2D6 = 0x000002D6,
SOUND_DAYZEE_SONG = 0x000002D7,
SOUND_POWER_UP = 0x000002D8,
SOUND_2D9 = 0x000002D9,
SOUND_2DA = 0x000002DA,
SOUND_2DB = 0x000002DB,
SOUND_2DC = 0x000002DC,
SOUND_2DD = 0x000002DD,
SOUND_2DE = 0x000002DE,
SOUND_2DF = 0x000002DF,
SOUND_2E0 = 0x000002E0,
SOUND_2E1 = 0x000002E1,
SOUND_2E2 = 0x000002E2,
SOUND_2E3 = 0x000002E3,
SOUND_2E4 = 0x000002E4,
SOUND_2E5 = 0x000002E5,
SOUND_2E6 = 0x000002E6,
SOUND_2E7 = 0x000002E7,
SOUND_2E8 = 0x000002E8,
SOUND_2E9 = 0x000002E9,
@ -890,13 +900,17 @@ enum SoundIDs {
SOUND_2F7 = 0x000002F7,
SOUND_2F8 = 0x000002F8,
SOUND_2F9 = 0x000002F9,
SOUND_2FA = 0x000002FA,
SOUND_2FB = 0x000002FB,
SOUND_2FD = 0x000002FD,
SOUND_CLOSE_SHELL = 0x000002FF,
SOUND_300 = 0x00000300,
SOUND_301 = 0x00000301,
SOUND_302 = 0x00000302,
SOUND_303 = 0x00000303,
SOUND_305 = 0x00000305,
SOUND_306 = 0x00000306,
SOUND_309 = 0x00000309,
SOUND_30B = 0x0000030B,
SOUND_SHY_GUY_SCREAMS1 = 0x0000030C,
SOUND_SHY_GUY_SCREAMS2 = 0x0000030D,
@ -908,6 +922,7 @@ enum SoundIDs {
SOUND_BURROW_SURFACE = 0x00000321,
SOUND_BURROW_DIG = 0x00000322,
SOUND_MOLE_POP = 0x00000323,
SOUND_327 = 0x00000327,
SOUND_328 = 0x00000328,
SOUND_32B = 0x0000032B,
SOUND_32C = 0x0000032C,
@ -926,6 +941,9 @@ enum SoundIDs {
SOUND_34A = 0x0000034A,
SOUND_34E = 0x0000034E,
SOUND_351 = 0x00000351,
SOUND_353 = 0x00000353,
SOUND_354 = 0x00000354,
SOUND_355 = 0x00000355,
SOUND_356 = 0x00000356,
SOUND_357 = 0x00000357,
SOUND_358 = 0x00000358,
@ -933,6 +951,8 @@ enum SoundIDs {
SOUND_35B = 0x0000035B,
SOUND_35C = 0x0000035C,
SOUND_35D = 0x0000035D,
SOUND_35E = 0x0000035E,
SOUND_35F = 0x0000035F,
SOUND_361 = 0x00000361,
SOUND_362 = 0x00000362,
SOUND_363 = 0x00000363,
@ -945,6 +965,7 @@ enum SoundIDs {
SOUND_36B = 0x0000036B,
SOUND_36E = 0x0000036E,
SOUND_36F = 0x0000036F,
SOUND_370 = 0x00000370,
SOUND_372 = 0x00000372,
SOUND_375 = 0x00000375,
SOUND_376 = 0x00000376,
@ -1004,11 +1025,23 @@ enum SoundIDs {
SOUND_3B2 = 0x000003B2,
SOUND_3B3 = 0x000003B3,
SOUND_3B4 = 0x000003B4,
SOUND_3B5 = 0x000003B5,
SOUND_3B9 = 0x000003B9,
SOUND_3BB = 0x000003BB,
SOUND_3BC = 0x000003BC,
SOUND_3BE = 0x000003BE,
SOUND_3C0 = 0x000003C0,
SOUND_3C1 = 0x000003C1,
SOUND_3C3 = 0x000003C3,
SOUND_3C4 = 0x000003C4,
SOUND_3C5 = 0x000003C5,
SOUND_3C6 = 0x000003C6,
SOUND_3C7 = 0x000003C7,
SOUND_3C8 = 0x000003C8,
SOUND_3C9 = 0x000003C9,
SOUND_3CB = 0x000003CB,
SOUND_3CC = 0x000003CC,
SOUND_3CD = 0x000003CD,
SOUND_3CE = 0x000003CE,
SOUND_3CF = 0x000003CF,
SOUND_3D0 = 0x000003D0,
@ -1022,6 +1055,7 @@ enum SoundIDs {
SOUND_3DB = 0x000003DB,
SOUND_3DC = 0x000003DC,
SOUND_3DD = 0x000003DD,
SOUND_3DE = 0x000003DE,
SOUND_3E0 = 0x000003E0,
SOUND_3E1 = 0x000003E1,
SOUND_JUMP_3E2 = 0x000003E2,
@ -1042,6 +1076,7 @@ enum SoundIDs {
SOUND_PERIL = 0x000003F2,
SOUND_3F3 = 0x000003F3,
SOUND_3F6 = 0x000003F6,
SOUND_3F9 = 0x000003F9,
SOUND_THROW = 0x000003FA,
SOUND_3FB = 0x000003FB,
SOUND_3FC = 0x000003FC,
@ -1082,6 +1117,8 @@ enum SoundIDs {
SOUND_201B = 0x0000201B,
SOUND_2020 = 0x00002020,
SOUND_2021 = 0x00002021,
SOUND_2022 = 0x00002022,
SOUND_2023 = 0x00002023,
SOUND_2026 = 0x00002026,
SOUND_202A = 0x0000202A,
SOUND_202B = 0x0000202B,
@ -1123,6 +1160,7 @@ enum SoundIDs {
SOUND_205F = 0x0000205F,
SOUND_2060 = 0x00002060,
SOUND_2061 = 0x00002061,
SOUND_2062 = 0x00002062,
SOUND_2063 = 0x00002063,
SOUND_2064 = 0x00002064,
SOUND_2065 = 0x00002065,
@ -1132,11 +1170,15 @@ enum SoundIDs {
SOUND_206A = 0x0000206A,
SOUND_206B = 0x0000206B,
SOUND_206D = 0x0000206D,
SOUND_206E = 0x0000206E,
SOUND_206F = 0x0000206F,
SOUND_2070 = 0x00002070,
SOUND_2072 = 0x00002072,
SOUND_2073 = 0x00002073,
SOUND_2074 = 0x00002074,
SOUND_2075 = 0x00002075,
SOUND_BOMB_BLAST = 0x00002076,
SOUND_2078 = 0x00002078,
SOUND_207A = 0x0000207A,
SOUND_207B = 0x0000207B,
SOUND_207C = 0x0000207C,
@ -1187,7 +1229,13 @@ enum SoundIDs {
SOUND_20B6 = 0x000020B6,
SOUND_20B7 = 0x000020B7,
SOUND_20B8 = 0x000020B8,
SOUND_20B9 = 0x000020B9,
SOUND_20BA = 0x000020BA,
SOUND_20BB = 0x000020BB,
SOUND_20BC = 0x000020BC,
SOUND_20BD = 0x000020BD,
SOUND_20BE = 0x000020BE,
SOUND_20BF = 0x000020BF,
SOUND_20C1 = 0x000020C1,
SOUND_20C2 = 0x000020C2,
SOUND_20C3 = 0x000020C3,
@ -1200,6 +1248,7 @@ enum SoundIDs {
SOUND_20CC = 0x000020CC,
SOUND_20CD = 0x000020CD,
SOUND_20D0 = 0x000020D0,
SOUND_20D1 = 0x000020D1,
SOUND_20D2 = 0x000020D2,
SOUND_20D3 = 0x000020D3,
SOUND_SPELL_CAST1 = 0x000020D4,
@ -1208,13 +1257,18 @@ enum SoundIDs {
SOUND_SPELL_CAST4 = 0x000020D7,
SOUND_SPELL_CAST5 = 0x000020D8,
SOUND_20D9 = 0x000020D9,
SOUND_20DA = 0x000020DA,
SOUND_20DB = 0x000020DB,
SOUND_20DC = 0x000020DC,
SOUND_20DD = 0x000020DD,
SOUND_20DE = 0x000020DE,
SOUND_20DF = 0x000020DF,
SOUND_20E0 = 0x000020E0,
SOUND_20E1 = 0x000020E1,
SOUND_20E3 = 0x000020E3,
SOUND_20E4 = 0x000020E4,
SOUND_20E5 = 0x000020E5,
SOUND_20E6 = 0x000020E6,
SOUND_20E7 = 0x000020E7,
SOUND_20E9 = 0x000020E9,
SOUND_20EA = 0x000020EA,
@ -1222,8 +1276,16 @@ enum SoundIDs {
SOUND_20ED = 0x000020ED,
SOUND_20EE = 0x000020EE,
SOUND_20EF = 0x000020EF,
SOUND_20F0 = 0x000020F0,
SOUND_20F1 = 0x000020F1,
SOUND_20F2 = 0x000020F2,
SOUND_20F3 = 0x000020F3,
SOUND_20F4 = 0x000020F4,
SOUND_20F5 = 0x000020F5,
SOUND_20F6 = 0x000020F6,
SOUND_20F7 = 0x000020F7,
SOUND_20FD = 0x000020FD,
SOUND_20FE = 0x000020FE,
SOUND_2101 = 0x00002101,
SOUND_2102 = 0x00002102,
SOUND_2103 = 0x00002103,
@ -2441,6 +2503,7 @@ enum Events {
EVENT_SPIKE_TAUNT = 0x0000001B,
EVENT_BURN_TAUNT = 0x0000001C,
EVENT_1D = 0x0000001D,
EVENT_1E = 0x0000001E,
EVENT_AIR_LIFT_FAILED = 0x0000001F,
EVENT_DEATH = 0x00000020,
EVENT_SPIN_SMASH_DEATH = 0x00000021,
@ -2469,6 +2532,7 @@ enum Events {
EVENT_SWAP_PARTNER = 0x0000003F,
EVENT_LIFE_SHROOM_PROC = 0x00000040,
EVENT_REVIVE = 0x00000041,
EVENT_66 = 0x00000042,
};
enum HitSounds {

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@ -334,6 +334,7 @@ ApiStatus func_802537C0(Evt* script, s32 isInitialCall);
ApiStatus CancelEnemyTurn(Evt* script, s32 isInitialCall);
ApiStatus GetAnimatedNodeRotation(Evt* script, s32 isInitialCall);
ApiStatus GetAnimatedNodePosition(Evt* script, s32 isInitialCall);
ApiStatus DispatchEventPlayer(Evt* script, s32 isInitialCall);
extern EvtScript PlayerScriptDispatcher;
extern EvtScript PeachScriptDispatcher;

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@ -128,6 +128,7 @@ ApiStatus SetNpcSpeed(Evt* script, s32 isInitialCall);
ApiStatus SetNpcJumpscale(Evt* script, s32 isInitialCall);
ApiStatus SetNpcAnimation(Evt* script, s32 isInitialCall);
ApiStatus GetNpcAnimation(Evt* script, s32 isInitialCall);
ApiStatus SetNpcAnimationSpeed(Evt* script, s32 isInitialCall);
ApiStatus NpcMoveTo(Evt* script, s32 isInitialCall);
ApiStatus NpcJump0(Evt* script, s32 isInitialCall);
ApiStatus NpcJump1(Evt* script, s32 isInitialCall);

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@ -1121,7 +1121,7 @@ EvtScript ForceNextTarget = {
};
EvtScript D_80298E20 = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2022)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2022)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
EVT_DIVF(LVar3, EVT_FLOAT(40.0))
@ -1150,7 +1150,7 @@ EvtScript D_80298E20 = {
EVT_CASE_OR_EQ(17)
EVT_WAIT(40)
EVT_CALL(func_802D7B10, LVarF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2023)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2023)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_RETURN

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@ -156,7 +156,7 @@ EvtScript N(80220DC0) = {
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2D9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2D9)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.0))
@ -180,7 +180,7 @@ EvtScript N(80220DC0) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2DA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2DA)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
@ -747,7 +747,7 @@ EvtScript N(80223310) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim00)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20D1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20D1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_10)
EVT_SWITCH(LVar0)

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@ -238,7 +238,7 @@ EvtScript N(8021B678) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
@ -672,7 +672,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
@ -691,7 +691,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DF)
EVT_WAIT(4)
EVT_END_LOOP
EVT_END_THREAD
@ -722,7 +722,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
@ -910,7 +910,7 @@ EvtScript N(8021E218) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DD)
EVT_CALL(N(StartRumbleWithParams), 128, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.5))

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@ -144,7 +144,7 @@ EvtScript N(802189D4) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DD)
EVT_CALL(N(StartRumbleWithParams), 128, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.5))

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@ -281,7 +281,7 @@ EvtScript N(80226558) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim15)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x35E)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35E)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim16)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim17)
@ -296,7 +296,7 @@ EvtScript N(80226558) = {
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
@ -385,7 +385,7 @@ EvtScript N(80226B88) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0D)
EVT_THREAD
@ -433,7 +433,7 @@ EvtScript N(80226B88) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(func_80269EAC, 24)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, 6, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)

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@ -502,7 +502,7 @@ EvtScript N(80225258) = {
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_GATHER_MAGIC, 1, LVar0, LVar1, LVar2, LVar3, 60, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, LVar3, 60, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F7)
EVT_WAIT(60)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)

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@ -401,7 +401,7 @@ EvtScript N(80219D88) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim15)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x35E)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35E)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim16)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim17)
@ -417,7 +417,7 @@ EvtScript N(80219D88) = {
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
@ -503,7 +503,7 @@ EvtScript N(8021A36C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim12)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -546,12 +546,12 @@ EvtScript N(8021A36C) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_END_SWITCH
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(func_80269EAC, 24)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 6, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)

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@ -672,7 +672,7 @@ EvtScript N(8021CBC8) = {
EVT_SET(LVarA, LVar0)
EVT_WAIT(10)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
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)
@ -680,7 +680,7 @@ EvtScript N(8021CBC8) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, -127, 2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
@ -706,7 +706,7 @@ EvtScript N(8021CBC8) = {
EVT_END_SWITCH
EVT_WAIT(5)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
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)
@ -717,7 +717,7 @@ EvtScript N(8021CBC8) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVarB, LVar1)
EVT_SET(LVarC, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar2, 2)

View File

@ -274,7 +274,7 @@ EvtScript N(8021D890) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar2, 1)
EVT_CALL(SetPartPos, ACTOR_SELF, 3, LVar0, LVar1, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x301)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
@ -1728,7 +1728,7 @@ EvtScript N(electrify) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_FlyingMagikoopa_Anim02)
EVT_END_IF
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2F0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F0)
EVT_CALL(GetActorFlags, -127, LVar0)
EVT_IF_NOT_FLAG(LVar0, 0x200)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -512,14 +512,14 @@ EvtScript N(takeTurn_80219D88) = {
EVT_CASE_EQ(3)
EVT_END_SWITCH
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x342)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_342)
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_WAIT(12)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2CE)
EVT_WAIT(3)
EVT_EXEC_WAIT(N(8021B1B4))
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)

View File

@ -374,13 +374,13 @@ EvtScript N(8022181C) = {
EVT_IF_LT(LVar4, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_ELSE
EVT_SET(LVar4, LVar3)
EVT_ADD(LVar3, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar3, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 0, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_END_IF
EVT_ELSE
EVT_SET(LVar4, LVar3)
@ -388,12 +388,12 @@ EvtScript N(8022181C) = {
EVT_IF_LT(LVar4, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_ELSE
EVT_SUB(LVar3, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar3, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 0, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_END_IF
EVT_END_IF
EVT_GOTO(0)
@ -609,21 +609,21 @@ EvtScript N(handleEvent_80222364) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(AddGoalPos, ACTOR_SELF, 15, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_StoneChomp_Anim05)
EVT_EXEC_WAIT(N(80221794))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
@ -736,10 +736,10 @@ EvtScript N(takeTurn_80222ED0) = {
EVT_ADD(LVar0, 45)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_StoneChomp_Anim05)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x10F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_10F)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -753,7 +753,7 @@ EvtScript N(takeTurn_80222ED0) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -762,11 +762,11 @@ EvtScript N(takeTurn_80222ED0) = {
EVT_SUB(LVar0, 25)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_SUB(LVar0, 15)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_StoneChomp_Anim04)
EVT_WAIT(20)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -815,18 +815,18 @@ EvtScript N(takeTurn_80222ED0) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
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, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
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, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_SUB(LVar0, 10)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_StoneChomp_Anim01)
EVT_WAIT(8)
EVT_CALL(YieldTurn)

View File

@ -1,599 +1,5 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Swooper.h"
#define NAMESPACE b_area_isk_part_1_swooper
extern s32 N(idleAnimations_8021C5B4)[];
extern EvtScript N(init_8021C64C);
extern EvtScript N(takeTurn_8021DED4);
extern EvtScript N(idle_8021C6B0);
extern EvtScript N(handleEvent_8021D064);
s32 N(defenseTable_8021C4B0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021C4BC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
STATUS_POISON, 60,
STATUS_FROZEN, 0,
STATUS_DIZZY, 100,
STATUS_FEAR, 0,
STATUS_STATIC, 80,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 90,
STATUS_STOP, 90,
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, 1,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021C568)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 29 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C5B4),
.defenseTable = N(defenseTable_8021C4B0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 1,
.unk_1D = 0xF,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_HP_OFFSET_BELOW,
.type = ACTOR_TYPE_SWOOPER,
.level = 10,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_8021C568)),
.partsData = N(partsTable_8021C568),
.script = &N(init_8021C64C),
.statusTable = N(statusTable_8021C4BC),
.escapeChance = 50,
.airLiftChance = 100,
.spookChance = 95,
.baseStatusChance = 90,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 1,
.size = { 31, 24 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, -20 },
.statusMessageOffset = { 10, -20 },
};
s32 N(idleAnimations_8021C5B4)[] = {
STATUS_NORMAL, ANIM_Swooper_Anim0C,
STATUS_STONE, ANIM_Swooper_Anim0B,
STATUS_SLEEP, ANIM_Swooper_Anim0F,
STATUS_POISON, ANIM_Swooper_Anim0C,
STATUS_STOP, ANIM_Swooper_Anim0B,
STATUS_STATIC, ANIM_Swooper_Anim0C,
STATUS_PARALYZE, ANIM_Swooper_Anim0B,
STATUS_DIZZY, ANIM_Swooper_Anim10,
STATUS_FEAR, ANIM_Swooper_Anim10,
STATUS_END,
};
s32 N(idleAnimations_8021C600)[] = {
STATUS_NORMAL, ANIM_Swooper_Anim02,
STATUS_STONE, ANIM_Swooper_Anim01,
STATUS_SLEEP, ANIM_Swooper_Anim13,
STATUS_POISON, ANIM_Swooper_Anim02,
STATUS_STOP, ANIM_Swooper_Anim01,
STATUS_STATIC, ANIM_Swooper_Anim02,
STATUS_PARALYZE, ANIM_Swooper_Anim01,
STATUS_DIZZY, ANIM_Swooper_Anim14,
STATUS_FEAR, ANIM_Swooper_Anim14,
STATUS_END,
};
#include "common/UnkBattleFunc1.inc.c"
EvtScript N(init_8021C64C) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021DED4)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021C6B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021D064)))
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_RETURN
EVT_END
};
EvtScript N(idle_8021C6B0) = {
EVT_RETURN
EVT_END
};
EvtScript N(8021C6C0) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, -24, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021C5B4)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(8021C880) = {
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_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim17)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim17)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_CALL(func_80269470)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoShockHit)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_CALL(func_80269470)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoShockHit)
EVT_THREAD
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_THREAD
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim02)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim02)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 0)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim02)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim02)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8021CD04) = {
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_LE(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVarA)
EVT_IF_EQ(LVarA, -1)
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, 45, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, FALSE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_ELSE
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 45, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, FALSE, FALSE)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVarA)
EVT_MOD(LVarA, 4)
EVT_ADD(LVarA, 4)
EVT_CALL(SetGoalToIndex, ACTOR_SELF, LVarA)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetHomePos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_END_IF
EVT_CALL(func_8027D4C8, ACTOR_SELF, 1, 0, -10)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 22)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021C600)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 1)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8021D064) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_EXEC_WAIT(N(8021C880))
EVT_RETURN
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim0E)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_HIT)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoNormalHit)
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim0E)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(8021CD04))
EVT_END_IF
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim17)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim11)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim12)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(8021CD04))
EVT_END_IF
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim17)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim18)
EVT_EXEC_WAIT(DoDeath)
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim11)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim12)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim12)
EVT_EXEC_WAIT(DoDeath)
EVT_END_IF
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_CALL(func_80269470)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(D_8029A76C)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_CALL(func_80269470)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(D_8029A76C)
EVT_THREAD
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_THREAD
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim0C)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoDeath)
EVT_ELSE
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim0E)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim0E)
EVT_EXEC_WAIT(DoDeath)
EVT_END_IF
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021C600)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -24, 0)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Swooper_Anim02)
EVT_SET_CONST(LVar2, ANIM_Swooper_Anim15)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(8021D7E4) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ELSE
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 0)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, 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_WAIT(10)
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_Swooper_Anim06)
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(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 50)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim06)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(10.0))
EVT_WAIT(15)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
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(YieldTurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_EQ(HIT_RESULT_HIT_STATIC)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STATIC)
EVT_SET(LocalFlag(0), 0)
EVT_ELSE
EVT_SET(LocalFlag(0), 1)
EVT_END_IF
EVT_END_SWITCH
EVT_WAIT(10)
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_Swooper_Anim06)
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(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim06)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_WAIT(10)
EVT_CALL(YieldTurn)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn_8021DED4) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_EXEC_WAIT(N(8021D7E4))
EVT_RETURN
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, 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_WAIT(10)
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_Swooper_Anim06)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(AddGoalPos, ACTOR_SELF, -50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim06)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -40, 0)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(10.0))
EVT_WAIT(15)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
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(YieldTurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_EQ(HIT_RESULT_HIT_STATIC)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STATIC)
EVT_SET(LocalFlag(0), 0)
EVT_ELSE
EVT_SET(LocalFlag(0), 1)
EVT_END_IF
EVT_END_SWITCH
EVT_WAIT(10)
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_Swooper_Anim06)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim06)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -40, 0)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Swooper_Anim02)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_WAIT(10)
EVT_CALL(YieldTurn)
EVT_EXEC_WAIT(N(8021C6C0))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "battle/common/actor/swooper.inc.c"

View File

@ -578,21 +578,21 @@ EvtScript N(handleEvent_802197C4) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_CALL(AddGoalPos, ACTOR_SELF, 15, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim05)
EVT_EXEC_WAIT(N(8021B41C))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
@ -784,7 +784,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_ADD(LVar0, 45)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -793,7 +793,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ChainChomp_Anim05)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x10F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_10F)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -808,7 +808,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -820,7 +820,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_SUB(LVar0, 25)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -830,7 +830,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_SUB(LVar0, 15)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -886,7 +886,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -896,7 +896,7 @@ EvtScript N(takeTurn_8021A7C4) = {
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, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -906,7 +906,7 @@ EvtScript N(takeTurn_8021A7C4) = {
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, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -915,7 +915,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_END_THREAD
EVT_SUB(LVar0, 10)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -977,7 +977,7 @@ EvtScript N(8021B50C) = {
EVT_IF_LT(LVar4, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -989,7 +989,7 @@ EvtScript N(8021B50C) = {
EVT_ADD(LVar3, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar3, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -1003,7 +1003,7 @@ EvtScript N(8021B50C) = {
EVT_IF_LT(LVar4, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
@ -1014,7 +1014,7 @@ EvtScript N(8021B50C) = {
EVT_SUB(LVar3, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar3, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)

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@ -450,7 +450,7 @@ EvtScript N(8021C974) = {
EVT_RETURN
EVT_END_IF
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E3)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim06)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.9))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -467,14 +467,14 @@ EvtScript N(8021C974) = {
EVT_CALL(SetPartScale, ACTOR_SELF, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim07)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 40)
EVT_CALL(PlayEffect, EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0, 0, 0, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim0A)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
@ -585,7 +585,7 @@ EvtScript N(8021D04C) = {
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, 1)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, 0x330005)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2F9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
@ -668,7 +668,7 @@ EvtScript N(8021D81C) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim03)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
@ -996,7 +996,7 @@ EvtScript N(8021E9C8) = {
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 5)
EVT_WAIT(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2061)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2061)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
@ -1075,7 +1075,7 @@ EvtScript N(8021F42C) = {
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, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
@ -1083,7 +1083,7 @@ EvtScript N(8021F42C) = {
EVT_SUB(LVar5, LVar4)
EVT_CALL(SetGoalPos, LVarB, LVar5, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, LVar3, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2062)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
@ -1098,7 +1098,7 @@ EvtScript N(8021F5E8) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim08)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
@ -1106,14 +1106,14 @@ EvtScript N(8021F5E8) = {
EVT_WAIT(45)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E6)
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_END_THREAD
EVT_WAIT(5)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
@ -1130,10 +1130,10 @@ EvtScript N(8021F80C) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim01)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B960)))

View File

@ -333,7 +333,7 @@ EvtScript N(8021BEBC) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim13)
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 50)
EVT_THREAD
@ -369,7 +369,7 @@ EvtScript N(8021BEBC) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim13)
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, 0)
EVT_CALL(func_802A91E0_423E50, 0, 88, 3)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
@ -434,7 +434,7 @@ EvtScript N(8021BEBC) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim13)
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, 0)
EVT_CALL(func_802A91E0_423E50, 0, 88, 3)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
@ -559,7 +559,7 @@ EvtScript N(8021CCE8) = {
EVT_ADD(LVar0, 24)
EVT_ADD(LVar1, 24)
EVT_CALL(PlayEffect, EFFECT_SHINY_FLARE, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.6), 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F3)
EVT_WAIT(10)
EVT_CALL(SetPartSounds, ACTOR_SELF, 3, 1, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 4, 1, 0, 0)
@ -587,7 +587,7 @@ EvtScript N(8021CCE8) = {
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 4, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 5, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 5, EVT_FLOAT(0.1))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F4)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -799,13 +799,13 @@ EvtScript N(8021DF2C) = {
EVT_CALL(SetBattleCamZoom, 240)
EVT_CALL(SetBattleCamOffsetZ, -10)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0)
@ -828,13 +828,13 @@ EvtScript N(8021DF2C) = {
EVT_CALL(SetBattleCamZoom, 240)
EVT_CALL(SetBattleCamOffsetZ, -10)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0)
@ -886,13 +886,13 @@ EvtScript N(8021DF2C) = {
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 20)
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0)
@ -902,7 +902,7 @@ EvtScript N(8021DF2C) = {
EVT_IF_EQ(LVarA, HIT_RESULT_HIT_STATIC)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim16)
EVT_CALL(N(StartRumbleWithParams), 180, 20)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
@ -1046,13 +1046,13 @@ EvtScript N(8021F030) = {
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0)
@ -1072,13 +1072,13 @@ EvtScript N(8021F030) = {
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -5, -10, 0)

View File

@ -455,7 +455,7 @@ EvtScript N(80219BA0) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Anim00)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20D1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20D1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, BS_FLAGS1_10)
EVT_SWITCH(LVar0)

View File

@ -302,7 +302,7 @@ EvtScript N(takeTurn_8021E33C) = {
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HurtPlant_Anim05)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2C4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2C4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HurtPlant_Anim06)
EVT_WAIT(6)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)

View File

@ -249,13 +249,13 @@ EvtScript N(divide) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_B)
EVT_THREAD
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206E)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206E)
EVT_WAIT(30)
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206F)
EVT_WAIT(11)
EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2070)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2070)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Jungle_Anim0D)
EVT_WAIT(130)
@ -398,12 +398,12 @@ EvtScript N(leechAttack) = {
EVT_IF_FLAG(LVar1, STATUS_FLAG_STONE)
EVT_WAIT(10)
EVT_LOOP(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Jungle_Anim07)
EVT_WAIT(21)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Jungle_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 330)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, -3, -2, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
@ -438,7 +438,7 @@ EvtScript N(leechAttack) = {
EVT_LOOP(5)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, 0x03000C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Jungle_Anim07)
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(21)
@ -455,7 +455,7 @@ EvtScript N(leechAttack) = {
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Jungle_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 330)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, -3, -2, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
@ -558,8 +558,8 @@ EvtScript N(leechAttack) = {
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 2, BS_FLAGS1_40)
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar3)
EVT_IF_NE(LVar3, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)

View File

@ -539,7 +539,7 @@ EvtScript N(spearStab) = {
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x309)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_309)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JungleGuy_Anim1B)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -565,7 +565,7 @@ EvtScript N(spearStab) = {
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x309)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_309)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JungleGuy_Anim1B)
EVT_WAIT(5)
EVT_WAIT(2)
@ -597,9 +597,9 @@ EvtScript N(summonBackup) = {
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FA)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FB)
EVT_END_THREAD
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -611,9 +611,9 @@ EvtScript N(summonBackup) = {
EVT_WAIT(25)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FA)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FB)
EVT_END_THREAD
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -632,7 +632,7 @@ EvtScript N(summonBackup) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, EFFECT_SPARKLES, 0, LVar0, LVar1, LVar2, 30, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JungleGuy_Anim0E)
EVT_WAIT(20)
EVT_CALL(GetOriginalActorType, ACTOR_SELF, LVar0)
@ -685,19 +685,19 @@ EvtScript N(summonBackup) = {
EVT_CALL(SetActorPos, LVarB, LVar0, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FA)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FA)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FB)
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2FB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FB)
EVT_WAIT(15)
EVT_END_THREAD
EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, LVarB, 0, FALSE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, EFFECT_SPARKLES, 0, LVar0, LVar1, LVar2, 30, 0, 0, 0, 0, 0, 0, 0, 0)
@ -760,7 +760,7 @@ EvtScript N(becomeShyGuy) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_THREAD
EVT_LOOP(10)
EVT_CALL(GetPartOffset, ACTOR_SELF, 4, LVar0, LVar1, LVar2)
@ -1296,7 +1296,7 @@ EvtScript N(8021C628) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -1339,7 +1339,7 @@ EvtScript N(8021CD50) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim03)
@ -1449,8 +1449,8 @@ EvtScript N(8021CD50) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim07)
@ -1463,10 +1463,10 @@ EvtScript N(8021CD50) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -578,7 +578,7 @@ EvtScript N(8021A6D8) = {
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim12)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DA)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
@ -744,7 +744,7 @@ EvtScript N(8021B22C) = {
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim12)
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DB)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
@ -877,7 +877,7 @@ EvtScript N(8021B22C) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 2)
EVT_CALL(PlayEffect, EFFECT_FIREWORK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DC)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim13)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim04)
@ -924,8 +924,8 @@ EvtScript N(8021C004) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim04)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_END_THREAD

View File

@ -1,94 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_kkj
extern s32 D_802187E4_6DC584;
ApiStatus func_80218000_6DBDA0(Evt* script, s32 isInitialCall) {
Actor* actor = get_actor(script->owner1.actorID);
D_802187E4_6DC584 += 9;
D_802187E4_6DC584 = clamp_angle(D_802187E4_6DC584);
actor->unk_19A = sin_rad(DEG_TO_RAD(D_802187E4_6DC584)) * 3.0f;
return ApiStatus_DONE2;
}
#include "world/common/SetEntityPositionF.inc.c"
#include "world/common/GetEntityPosition.inc.c"
ApiStatus func_80218220_6DBFC0(Evt* script, s32 isInitialCall) {
Entity* entity = get_entity_by_index(script->varTable[9]);
if (isInitialCall) {
script->functionTemp[0] = 0;
script->functionTemp[1] = 60;
}
entity->scale.x = (60 - script->functionTemp[1]) / 60.0f;
entity->scale.y = (60 - script->functionTemp[1]) / 60.0f;
entity->scale.z = (60 - script->functionTemp[1]) / 60.0f;
entity->rotation.y = (1.0f - cos_rad(entity->scale.y * PI)) * 1080.0f * 0.5f;
script->functionTemp[1]--;
if (script->functionTemp[1] == -1) {
return ApiStatus_DONE2;
}
return ApiStatus_BLOCK;
}
ApiStatus func_8021833C_6DC0DC(Evt* script, s32 isInitialCall) {
if (isInitialCall) {
script->functionTemp[0] = 20;
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(12, 150);
}
if (script->functionTemp[0] != 0) {
script->functionTemp[0]--;
return ApiStatus_BLOCK;
}
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(0xFF, -1);
return ApiStatus_DONE2;
}
ApiStatus func_802183EC_6DC18C(Evt* script, s32 isInitialCall) {
if (isInitialCall) {
script->functionTemp[0] = 30;
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(12, 150);
}
if (script->functionTemp[0] != 0) {
script->functionTemp[0]--;
return ApiStatus_BLOCK;
}
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(0xFF, -1);
return ApiStatus_DONE2;
}
ApiStatus func_8021849C_6DC23C(Evt* script, s32 isInitialCall) {
CollisionStatus* collisionStatus = &gCollisionStatus;
PlayerStatus* playerStatus = &gPlayerStatus;
s32 entityIndex = script->varTable[9];
Entity* entity = get_entity_by_index(entityIndex);
entity->collisionTimer = 0;
collisionStatus->lastWallHammered = entityIndex | COLLISION_WITH_ENTITY_BIT;
playerStatus->flags |= PS_FLAGS_1000000;
entity->collisionFlags = ENTITY_COLLISION_PLAYER_HAMMER;
playerStatus->actionState = ACTION_STATE_HAMMER;
entity->blueprint->fpHandleCollision(entity);
entity->collisionTimer = 10;
entity->flags |= ENTITY_FLAGS_DETECTED_COLLISION;
collisionStatus->lastWallHammered = -1;
return ApiStatus_DONE2;
}

View File

@ -1,6 +0,0 @@
#include "common.h"
#include "effects.h"
#define NAMESPACE b_area_kkj
#include "common/UnkLightningFXFunc.inc.c"

View File

@ -0,0 +1,532 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/BattleKammy.h"
#include "sprite/npc/Twink.h"
#include "sprite/npc/BattleParakarry.h"
#include "entity.h"
#define NAMESPACE b_area_kkj_kammy_koopa
extern EvtScript N(init);
extern EvtScript N(idle);
extern EvtScript N(takeTurn);
extern EvtScript N(nextTurn);
extern EvtScript N(handleEvent);
extern EvtScript N(speakOnHit);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleKammy_Anim05,
STATUS_END,
};
s32 N(idleAnimations_broomstick)[] = {
STATUS_NORMAL, ANIM_BattleKammy_Anim0C,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 0,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 0,
STATUS_STOP, 0,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
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,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = -8,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_broomstick),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = 0,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_KAMMY_KOOPA,
.level = 99,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 24, 32 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(nextTurn)))
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_2000000, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_RETURN
EVT_END
};
s32 N(unknownCounter) = 0;
ApiStatus N(unknownFunction)(Evt* script, s32 isInitialCall) {
Actor* actor = get_actor(script->owner1.actorID);
N(unknownCounter) += 9;
N(unknownCounter) = clamp_angle(N(unknownCounter));
actor->unk_19A = sin_rad(DEG_TO_RAD(N(unknownCounter))) * 3.0f;
return ApiStatus_DONE2;
}
EvtScript N(idle) = {
EVT_LOOP(0)
EVT_CALL(N(unknownFunction))
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleKammy_Anim0D)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(speakOnHit))
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleKammy_Anim05)
EVT_EXEC_WAIT(DoImmune)
EVT_EXEC_WAIT(N(speakOnHit))
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BattleKammy_Anim0D)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "world/common/SetEntityPositionF.inc.c"
#include "world/common/GetEntityPosition.inc.c"
ApiStatus N(BlockAppear)(Evt* script, s32 isInitialCall) {
Entity* entity = get_entity_by_index(script->varTable[9]);
if (isInitialCall) {
script->functionTemp[0] = 0;
script->functionTemp[1] = 60;
}
entity->scale.x = (60 - script->functionTemp[1]) / 60.0f;
entity->scale.y = (60 - script->functionTemp[1]) / 60.0f;
entity->scale.z = (60 - script->functionTemp[1]) / 60.0f;
entity->rotation.y = (1.0f - cos_rad(entity->scale.y * PI)) * 1080.0f * 0.5f;
script->functionTemp[1]--;
if (script->functionTemp[1] == -1) {
return ApiStatus_DONE2;
}
return ApiStatus_BLOCK;
}
ApiStatus func_8021833C_6DC0DC(Evt* script, s32 isInitialCall) {
if (isInitialCall) {
script->functionTemp[0] = 20;
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(12, 150);
}
if (script->functionTemp[0] != 0) {
script->functionTemp[0]--;
return ApiStatus_BLOCK;
}
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(0xFF, -1);
return ApiStatus_DONE2;
}
ApiStatus func_802183EC_6DC18C(Evt* script, s32 isInitialCall) {
if (isInitialCall) {
script->functionTemp[0] = 30;
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(12, 150);
}
if (script->functionTemp[0] != 0) {
script->functionTemp[0]--;
return ApiStatus_BLOCK;
}
set_screen_overlay_center(1, 0, 0, 0);
set_screen_overlay_center(1, 1, 320, 240);
set_screen_overlay_params_back(0xFF, -1);
return ApiStatus_DONE2;
}
ApiStatus N(DropBlock)(Evt* script, s32 isInitialCall) {
CollisionStatus* collisionStatus = &gCollisionStatus;
PlayerStatus* playerStatus = &gPlayerStatus;
s32 entityIndex = script->varTable[9];
Entity* entity = get_entity_by_index(entityIndex);
entity->collisionTimer = 0;
collisionStatus->lastWallHammered = entityIndex | COLLISION_WITH_ENTITY_BIT;
playerStatus->flags |= PS_FLAGS_1000000;
entity->collisionFlags = ENTITY_COLLISION_PLAYER_HAMMER;
playerStatus->actionState = ACTION_STATE_HAMMER;
entity->blueprint->fpHandleCollision(entity);
entity->collisionTimer = 10;
entity->flags |= ENTITY_FLAGS_DETECTED_COLLISION;
collisionStatus->lastWallHammered = -1;
return ApiStatus_DONE2;
}
EvtScript N(takeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKammy_Anim07)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207A)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 25)
EVT_ADD(LVar1, 40)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, 1, 100, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(20)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 80, 95, 15)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207B)
EVT_SUB(LVar0, 15)
EVT_ADD(LVar1, 30)
EVT_SET(LVar3, LVar1)
EVT_ADD(LVar3, 20)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 60, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(20)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 60, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(10)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 60, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(5)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 60, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(3)
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 60, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(MakeEntity, EVT_PTR(Entity_Hammer1Block), LVar0, LVar1, LVar2, 0, MAKE_ENTITY_END)
EVT_SET(LVar9, LVar0)
EVT_CALL(N(BlockAppear))
EVT_THREAD
EVT_CALL(func_8021833C_6DC0DC)
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207C)
EVT_CALL(N(GetEntityPosition), LVar9, LVar2, LVar3, LVar4)
EVT_CALL(MakeLerp, LVar3, 300, 20, 1)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(N(SetEntityPositionF), LVar9, LVar2, LVar0, LVar4)
EVT_WAIT(1)
EVT_IF_NE(LVar1, 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKammy_Anim08)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, -80, 37, 5)
EVT_CALL(SetBattleCamZoom, 256)
EVT_CALL(MoveBattleCamOver, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CHILD_THREAD
EVT_WAIT(10)
EVT_CALL(AddBattleCamZoom, 100)
EVT_CALL(MoveBattleCamOver, 10)
EVT_WAIT(5)
EVT_CALL(func_802183EC_6DC18C)
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207D)
EVT_SET(LVar5, LVar1)
EVT_ADD(LVar5, 200)
EVT_CALL(N(SetEntityPositionF), LVar9, LVar0, LVar5, LVar2)
EVT_CALL(N(GetEntityPosition), LVar9, LVar2, LVar3, LVar4)
EVT_CALL(MakeLerp, LVar5, LVar1, 20, 2)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(N(SetEntityPositionF), LVar9, LVar2, LVar0, LVar4)
EVT_WAIT(1)
EVT_IF_NE(LVar1, 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(N(DropBlock))
EVT_CHILD_THREAD
EVT_CALL(StartRumble, 5)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(6.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(5.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(4.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(2.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2))
EVT_END_CHILD_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKammy_Anim05)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SET(LVarF, LVar0)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
EVT_WAIT(19)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(GetLastDamage, ACTOR_PARTNER, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 69, 14, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(FreezeBattleCam, 1)
EVT_WAIT(20)
EVT_THREAD
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 10, 5, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 6, 0, 0)
EVT_END_THREAD
EVT_CALL(ActorSpeak, MSG_CH8_009A, ACTOR_SELF, 1, ANIM_BattleKammy_Anim06, ANIM_BattleKammy_Anim05)
EVT_WAIT(10)
EVT_CALL(FreezeBattleCam, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_IF
EVT_WAIT(10)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(nextTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(PHASE_PLAYER_BEGIN)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 69, 14, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH8_0093, ACTOR_SELF, 1, ANIM_BattleKammy_Anim06, ANIM_BattleKammy_Anim05)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, -56, -9, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10)
EVT_CALL(ActorSpeak, MSG_CH8_0094, ACTOR_PARTNER, 1, ANIM_Twink_ShoutAngry, ANIM_Twink_Angry)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, -66, -9, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 10)
EVT_WAIT(10)
EVT_CALL(ActorSpeak, MSG_CH8_0095, ACTOR_PLAYER, 1, ANIM_BattleParakarry_EnterShell, ANIM_BattleParakarry_ShellFly)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorVar, ACTOR_SELF, 0, 1)
EVT_END_SWITCH
EVT_CASE_EQ(12)
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(speakOnHit) = {
EVT_CALL(func_8026BF48, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 1)
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 69, 14, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(FreezeBattleCam, 1)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH8_0097, ACTOR_SELF, 1, ANIM_BattleKammy_Anim09, ANIM_BattleKammy_Anim05)
EVT_WAIT(10)
EVT_CALL(FreezeBattleCam, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(8)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 69, 14, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(FreezeBattleCam, 1)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH8_0098, ACTOR_SELF, 1, ANIM_BattleKammy_Anim0A, ANIM_BattleKammy_Anim05)
EVT_WAIT(10)
EVT_CALL(FreezeBattleCam, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(7)
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CASE_OR_EQ(4)
EVT_CASE_OR_EQ(3)
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(1)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 2)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, 69, 14, -18)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(SetBattleCamOffsetZ, 62)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(FreezeBattleCam, 1)
EVT_WAIT(20)
EVT_CALL(ActorSpeak, MSG_CH8_0099, ACTOR_SELF, 1, ANIM_BattleKammy_Anim06, ANIM_BattleKammy_Anim05)
EVT_WAIT(10)
EVT_CALL(FreezeBattleCam, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorVar, ACTOR_SELF, 0, 1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_CALL(func_8026BF48, 0)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 60)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKammy_Anim02)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar2, 1)
EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_B)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 3)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKammy_Anim03)
EVT_WAIT(50)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_20000 | BS_FLAGS1_40000, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, 1)
EVT_CALL(ActorSpeak, MSG_CH8_009B, ACTOR_SELF, 1, ANIM_BattleKammy_Anim03, ANIM_BattleKammy_Anim03)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 60)
EVT_WAIT(40)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_100000, 0)
EVT_RETURN
EVT_END
};

View File

@ -0,0 +1,22 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kkj
extern ActorBlueprint N(kammy_koopa);
extern Stage N(kpa_05);
Formation N(formation_00) = {
{ .actor = &N(kammy_koopa), .home = { .index = 6 }, .priority = 10, },
};
BattleList N(formationTable) = {
BATTLE("カメックばば(ピーチ、ティンクせん)", N(formation_00), &N(kpa_05)),
{},
};
StageList N(stageTable) = {
{ "kpa_05", &N(kpa_05) },
{},
};

View File

@ -0,0 +1,74 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kkj_kpa_05
#include "common/UnkLightningFXFunc.inc.c"
s32 N(lightningsSettings1)[] = {
0xFFFFFFEA, 0x000000BE, 0xFFFFFFA5, 0xFFFFFFA8, 0x00000015, 0xFFFFFFA5, 0x0000003C,
0xFFFFFFFF, 0x000000BE, 0xFFFFFFA5, 0x00000058, 0x00000018, 0xFFFFFFA5, 0x0000000A,
0xFFFFFFBD, 0x000000BE, 0xFFFFFFA5, 0xFFFFFF86, 0x0000000A, 0xFFFFFFA5, 0x0000005A,
0x00000039, 0x000000BE, 0xFFFFFFA5, 0xFFFFFFFC, 0x00000011, 0xFFFFFFA5, 0x0000003C,
};
EvtScript N(createLightnings1) = {
EVT_LABEL(0)
EVT_USE_BUF(N(lightningsSettings1))
EVT_LOOP(4)
EVT_BUF_READ3(LVar0, LVar1, LVar2)
EVT_BUF_READ3(LVar3, LVar4, LVar5)
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 1, 8, 0, 0, 0, 0)
EVT_CALL(N(UnkLightningFXFunc))
EVT_BUF_READ1(LVar0)
EVT_WAIT(LVar0)
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
s32 N(lightningsSettings2)[] = {
0xFFFFFF87, 0x00000021, 0xFFFFFF98, 0xFFFFFFE8, 0x00000029, 0xFFFFFF98, 0x00000005,
0x00000024, 0x00000029, 0xFFFFFF98, 0x00000080, 0x00000022, 0xFFFFFF98, 0x0000001E,
0x00000092, 0x00000001, 0x00000071, 0x00000026, 0xFFFFFFF1, 0x00000079, 0x00000005,
0xFFFFFFBE, 0xFFFFFFF6, 0x00000073, 0xFFFFFF65, 0x00000001, 0x00000061, 0x0000005A,
};
EvtScript N(createLightnings2) = {
EVT_LABEL(0)
EVT_USE_BUF(N(lightningsSettings2))
EVT_LOOP(4)
EVT_BUF_READ3(LVar0, LVar1, LVar2)
EVT_BUF_READ3(LVar3, LVar4, LVar5)
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 1, 5, 0, 0, 0, 0)
EVT_CALL(N(UnkLightningFXFunc))
EVT_BUF_READ1(LVar0)
EVT_WAIT(LVar0)
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_EXEC(N(createLightnings1))
EVT_EXEC(N(createLightnings2))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "kkj_tex",
.shape = "kkj_bt02_shape",
.hit = "kkj_bt02_hit",
.bg = "kpa_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};

View File

@ -219,13 +219,13 @@ EvtScript N(80220DB0) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4)
EVT_CALL(AddGoalPos, ACTOR_SELF, 15, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4)
EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4)
EVT_RETURN
EVT_END
};
@ -469,7 +469,7 @@ EvtScript N(80221CD4) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GoombaKing_Still)

View File

@ -179,7 +179,7 @@ EvtScript N(80224658) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210027)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210014)
@ -502,7 +502,7 @@ EvtScript N(nextTurn_80225B4C) = {
EVT_WAIT(10)
EVT_CALL(ActorSpeak, 786728, -127, 1, 2162714, 2162715)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_ChargeArmsUp)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 16)
EVT_CALL(PlayEffect, 0x13, 0, LVar0, LVar1, LVar2, 1, 30, 0, 0, 0, 0, 0, 0, 0)

View File

@ -210,7 +210,7 @@ EvtScript N(8022C6D4) = {
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar2, 183)
EVT_CALL(SetActorVar, -127, 1, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x263)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(ShowEmote, 0, EMOTE_QUESTION, -45, 30, 2, LVar0, LVar1, LVar2, 5)
@ -222,7 +222,7 @@ EvtScript N(8022C6D4) = {
};
EvtScript N(8022C804) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -241,7 +241,7 @@ EvtScript N(8022C804) = {
EVT_END_LOOP
EVT_END_THREAD
EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x300)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_300)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, 0x52, 4, LVar0, LVar1, LVar2, 1, 40, 0, 0, 0, 0, 0, 0, 0)
@ -328,7 +328,7 @@ EvtScript N(8022CC74) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210027)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210014)
@ -1302,8 +1302,8 @@ EvtScript N(8023106C) = {
EVT_ADD(LVar1, LVar4)
EVT_CALL(PlayEffect, 0x13, 0, LVar0, LVar1, LVar2, LVar5, 30, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2F8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_ADD(LVar2, 50)
EVT_CALL(PlayEffect, 0x11, 1, LVar1, LVar2, LVar3, 10, 0, 0, 0, 0, 0, 0, 0, 0)
@ -1316,8 +1316,8 @@ EvtScript N(8023106C) = {
EVT_DIV(LVar0, 100)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_END_THREAD
@ -1433,7 +1433,7 @@ EvtScript N(802318F8) = {
EVT_IF_EQ(LVar1, 0)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x301)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
@ -1467,7 +1467,7 @@ EvtScript N(802318F8) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_Defeated)
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, 1)
@ -1520,7 +1520,7 @@ EvtScript N(802318F8) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022C40C)))
EVT_WAIT(60)

View File

@ -162,7 +162,7 @@ EvtScript N(80222C78) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210027)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, 0x210014)
@ -457,7 +457,7 @@ EvtScript N(nextTurn_80223D2C) = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_EXEC_WAIT(N(80222B30))
EVT_CALL(ActorSpeak, 721075, -127, 1, 2162710, 2162691)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_ChargeArmsUp)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 16)

View File

@ -141,7 +141,7 @@ EvtScript N(8022A750) = {
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar2, 183)
EVT_CALL(SetActorVar, -127, 3, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x263)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(ShowEmote, 0, EMOTE_QUESTION, -45, 30, 2, LVar0, LVar1, LVar2, 5)
@ -153,7 +153,7 @@ EvtScript N(8022A750) = {
};
EvtScript N(8022A880) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -172,7 +172,7 @@ EvtScript N(8022A880) = {
EVT_END_LOOP
EVT_END_THREAD
EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x300)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_300)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, 0x52, 4, LVar0, LVar1, LVar2, 1, 40, 0, 0, 0, 0, 0, 0, 0)
@ -571,7 +571,7 @@ EvtScript N(8022BF1C) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8022A61C)))
EVT_WAIT(60)

View File

@ -127,7 +127,7 @@ EvtScript N(80225F7C) = {
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar2, 183)
EVT_CALL(SetActorVar, -127, 1, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x263)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(ShowEmote, 0, EMOTE_QUESTION, -45, 30, 2, LVar0, LVar1, LVar2, 5)
@ -139,7 +139,7 @@ EvtScript N(80225F7C) = {
};
EvtScript N(802260AC) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -158,7 +158,7 @@ EvtScript N(802260AC) = {
EVT_END_LOOP
EVT_END_THREAD
EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x300)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_300)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, 0x52, 4, LVar0, LVar1, LVar2, 1, 40, 0, 0, 0, 0, 0, 0, 0)
@ -537,7 +537,7 @@ EvtScript N(802279B0) = {
EVT_IF_EQ(LVar1, 0)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x301)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
@ -572,7 +572,7 @@ EvtScript N(802279B0) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_80225E48)))
EVT_WAIT(60)

View File

@ -388,7 +388,7 @@ EvtScript N(takeTurn_8021CDFC) = {
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
@ -407,7 +407,7 @@ EvtScript N(takeTurn_8021CDFC) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DF)
EVT_WAIT(4)
EVT_END_LOOP
EVT_END_THREAD
@ -438,7 +438,7 @@ EvtScript N(takeTurn_8021CDFC) = {
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))

View File

@ -121,7 +121,7 @@ EvtScript N(80228084) = {
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar2, 183)
EVT_CALL(SetActorVar, -127, 2, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x263)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(ShowEmote, 0, EMOTE_QUESTION, -45, 30, 2, LVar0, LVar1, LVar2, 5)
@ -133,7 +133,7 @@ EvtScript N(80228084) = {
};
EvtScript N(802281B4) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -152,7 +152,7 @@ EvtScript N(802281B4) = {
EVT_END_LOOP
EVT_END_THREAD
EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x300)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_300)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_CALL(PlayEffect, 0x52, 4, LVar0, LVar1, LVar2, 1, 40, 0, 0, 0, 0, 0, 0, 0)
@ -636,7 +636,7 @@ EvtScript N(8022A018) = {
EVT_IF_EQ(LVar1, 0)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x301)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
@ -671,7 +671,7 @@ EvtScript N(8022A018) = {
EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_80227F50)))
EVT_WAIT(60)

View File

@ -569,7 +569,7 @@ EvtScript N(fireballs_Player) = {
EVT_SET(LVarA, LVar0)
EVT_WAIT(10)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
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_Anim04)
@ -577,7 +577,7 @@ EvtScript N(fireballs_Player) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30)
@ -603,7 +603,7 @@ EvtScript N(fireballs_Player) = {
EVT_END_SWITCH
EVT_WAIT(5)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
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_Anim04)
@ -614,7 +614,7 @@ EvtScript N(fireballs_Player) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVarB, LVar1)
EVT_SET(LVarC, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar2, 2)

View File

@ -1,360 +0,0 @@
#include "common.h"
#include "effects.h"
#define NAMESPACE b_area_kzn2
s32 bgm_init_music_players(void);
extern Gfx D_8021CF40_5A3620[];
extern s32 D_80222B68_5A9248;
extern s32 D_80222D48_5A9428[];
extern s32 D_80222E20_5A9500[];
enum {
VINE_0 = 0,
VINE_1 = 1,
VINE_2 = 2,
VINE_3 = 3,
NUM_VINES = 4
};
enum {
VINE_0_BASE = 0x80200000,
VINE_1_BASE = 0x80204000,
VINE_2_BASE = 0x80207000,
VINE_3_BASE = 0x8020A000,
};
typedef struct LavaPiranhaVine {
/* 0x000 */ Vec3f bonePos[9];
/* 0x06C */ f32 boneRot[9];
/* 0x090 */ s32 boneCount;
/* 0x094 */ f32 boneLength;
/* 0x098 */ Vec3f points[27];
/* 0x1DC */ s32 numPoints;
} LavaPiranhaVine;
#include "common/StartRumbleWithParams.inc.c"
static LavaPiranhaVine N(VineData)[NUM_VINES];
static s32 N(VineRenderState);
void N(make_vine_interpolation)(LavaPiranhaVine* vine) {
Evt dummyEvt;
Evt* dummyEvtPtr = &dummyEvt;
s32 args[4];
s32 count;
// setup dummy call to LoadPath
args[0] = 3 * vine->boneCount; // generate three output samples per input
args[1] = (s32) &vine->bonePos; // points
args[2] = vine->boneCount; // num vectors
args[3] = EASING_LINEAR;
dummyEvtPtr->ptrReadPos = args;
LoadPath(dummyEvtPtr, 1);
count = 0;
do {
GetNextPathPos(dummyEvtPtr, 1);
vine->points[count].x = evt_get_float_variable(dummyEvtPtr, LVar1);
vine->points[count].y = evt_get_float_variable(dummyEvtPtr, LVar2);
vine->points[count].z = evt_get_float_variable(dummyEvtPtr, LVar3);
count++;
} while (dummyEvtPtr->varTable[0] != 0);
vine->numPoints = count;
}
API_CALLABLE(N(SetVineBonePos)) {
Bytecode* args = script->ptrReadPos;
s32 vineIdx = evt_get_variable(script, *args++);
s32 jointIdx = evt_get_variable(script, *args++);
s32 x = evt_get_variable(script, *args++);
s32 y = evt_get_variable(script, *args++);
s32 z = evt_get_variable(script, *args++);
LavaPiranhaVine* vine = &N(VineData)[vineIdx];
vine->bonePos[jointIdx].x = x;
vine->bonePos[jointIdx].y = y;
vine->bonePos[jointIdx].z = z;
return ApiStatus_DONE2;
}
API_CALLABLE(N(SetVineBoneRot)) {
Bytecode* args = script->ptrReadPos;
s32 vineIdx = evt_get_variable(script, *args++);
s32 jointIdx = evt_get_variable(script, *args++);
s32 rx = evt_get_variable(script, *args++);
s32 ry = evt_get_variable(script, *args++);
f32 rz = evt_get_variable(script, *args++);
LavaPiranhaVine* vine = &N(VineData)[vineIdx];
vine->boneRot[jointIdx] = rz;
return ApiStatus_DONE2;
}
API_CALLABLE(N(SetVineBoneScale)) {
Bytecode* args = script->ptrReadPos;
s32 vineIdx = evt_get_variable(script, *args++);
s32 jointIdx = evt_get_variable(script, *args++);
s32 sx = evt_get_variable(script, *args++);
s32 sy = evt_get_variable(script, *args++);
s32 sz = evt_get_variable(script, *args++);
LavaPiranhaVine* vine = &N(VineData)[vineIdx];
// do nothing
return ApiStatus_DONE2;
}
// the f64 90.0 ends up in the wrong place
#ifdef NON_MATCHING
// N(appendGfx_piranha_vines)
void func_8021835C_59EA3C(void* data) {
Vtx_t* vtxBuffer;
Vtx_t* vtx;
f32 boneLength;
s32 boneCount;
f32 angle;
f32 nextAngle;
f32 curAngle1;
f32 curAngle2;
f32 alphaCoord;
f32 alphaFrac;
s32 nearest;
s32 numPoints;
s32 i, j;
f32 deltaX, deltaY;
f32 posX, posY, posZ;
if (N(VineRenderState) == -1) {
return;
}
if (N(VineRenderState) == 0) {
for (i = 0; i < NUM_VINES; i++) {
LavaPiranhaVine* vine = &N(VineData)[i];
switch (i) {
default:
return;
case 0:
boneCount = 9;
boneLength = 10.0f;
break;
case 1:
boneCount = 7;
boneLength = 8.0f;
break;
case 2:
boneCount = 7;
boneLength = 8.0f;
break;
case 3:
boneCount = 5;
boneLength = 8.0f;
break;
}
vine->boneCount = boneCount;
vine->boneLength = boneLength;
for (j = 0; j < boneCount; j++) {
if (j == (boneCount - 1)) {
vine->boneRot[j] += 90.0f;
} else {
curAngle1 = vine->boneRot[j];
nextAngle = vine->boneRot[j + 1];
if (nextAngle - curAngle1 > 180.0f) {
curAngle1 += 360.0f;
} else if (nextAngle - curAngle1 < -180.0f) {
nextAngle += 360.0f;
}
// average cur and next angles
vine->boneRot[j] = ((curAngle1 + nextAngle) / 2.0) + 90.0;
}
}
b_area_kzn2_make_vine_interpolation(vine);
}
N(VineRenderState) = 1;
}
gDPPipeSync(gMasterGfxPos++);
gSPDisplayList(gMasterGfxPos++, D_8021CF40_5A3620);
for (i = 0; i < NUM_VINES; i++) {
LavaPiranhaVine* vine = &N(VineData)[i];
boneLength = vine->boneLength;
boneCount = vine->boneCount;
numPoints = vine->numPoints;
// we'll build the vertex data and place it in the display list, so jump forward
// here and leave space behind for the gSPBranchList command followed by two vertices
// for each point in numPoints
vtxBuffer = (Vtx_t*)(gMasterGfxPos + 1);
gSPBranchList(gMasterGfxPos, &gMasterGfxPos[1 + 2 * (2 * numPoints)]);
vtx = (Vtx_t*) (++gMasterGfxPos);
gMasterGfxPos = &gMasterGfxPos[2 * (2 * numPoints)];
for (j = 0; j < numPoints; j++) {
posX = vine->points[j].x;
posY = vine->points[j].y;
posZ = vine->points[j].z;
alphaCoord = ((f32) j * boneCount) / numPoints;
nearest = (s32) alphaCoord;
alphaFrac = alphaCoord - (f32)nearest;
if (nearest + 1 >= boneCount) {
angle = vine->boneRot[boneCount - 1];
} else {
curAngle2 = vine->boneRot[nearest];
nextAngle = vine->boneRot[nearest + 1];
if (nextAngle - curAngle2 > 180.0f) {
nextAngle -= 360.0f;
}
if (nextAngle - curAngle2 < -180.0f) {
nextAngle += 360.0f;
}
angle = ((nextAngle - curAngle2) * alphaFrac) + curAngle2;
}
deltaX = sin_deg(angle) * boneLength;
deltaY = -cos_deg(angle) * boneLength;
vtx->ob[0] = posX + deltaX;
vtx->ob[1] = posY + deltaY;
vtx->ob[2] = posZ;
vtx->tc[0] = j * 0x140;
vtx->tc[1] = 0;
vtx->cn[0] = j * 50;
vtx->cn[1] = j * 120;;
vtx->cn[2] = j * 30;
vtx++;
vtx->ob[0] = posX - deltaX;
vtx->ob[1] = posY - deltaY;
vtx->ob[2] = posZ;
vtx->tc[0] = j * 0x140;
vtx->tc[1] = 0x400;
vtx->cn[0] = j * 50;
vtx->cn[1] = j * 120;;
vtx->cn[2] = j * 30;
vtx++;
}
for (j = 0; j < numPoints - 1; j++) {
gSPVertex(gMasterGfxPos++, &vtxBuffer[2*j], 4, 0);
gSP2Triangles(gMasterGfxPos++, 1, 0, 2, 0, 1, 2, 3, 0);
}
}
gDPPipeSync(gMasterGfxPos++);
}
#else
void func_8021835C_59EA3C(void* data);
INCLUDE_ASM(s32, "battle/area_kzn2/59E6E0", func_8021835C_59EA3C);
#endif
void N(worker_render_piranha_vines)(void) {
RenderTask renderTask;
renderTask.appendGfx = &func_8021835C_59EA3C;
renderTask.appendGfxArg = 0;
renderTask.distance = 10;
renderTask.renderMode = RENDER_MODE_SURFACE_OPA;
queue_render_task(&renderTask);
}
API_CALLABLE(N(MarkVineInterpolationDirty)) {
N(VineRenderState) = 0;
return ApiStatus_DONE2;
}
API_CALLABLE(N(CreateVineRenderer)) {
N(VineRenderState) = -1;
create_generic_entity_world(NULL, &N(worker_render_piranha_vines));
return ApiStatus_DONE2;
}
API_CALLABLE(N(func_80218930_59F010)) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
FlameFXData* flameData = effect->data.flame;
s32 posX = evt_get_variable(script, *args++);
s32 posY = evt_get_variable(script, *args++);
f32 angle = evt_get_variable(script, *args++);
s32 radius = evt_get_variable(script, *args++);
s32 offsetY = evt_get_variable(script, *args++);
s32 unk_10 = evt_get_variable(script, *args++);
flameData->pos.x = posX - cos_deg(angle) * radius;
flameData->pos.y = (posY + offsetY) - sin_deg(angle) * radius;
flameData->unk_10 = unk_10 * 0.01f;
return ApiStatus_DONE2;
}
API_CALLABLE(N(func_80218A98_59F178)) {
D_80222B68_5A9248++;
// play 'end battle' song
if (isInitialCall) {
sfx_play_sound(SOUND_D4);
bgm_set_song(0, SONG_BATTLE_END, 0, 500, 8);
return ApiStatus_BLOCK;
}
switch (D_80222B68_5A9248) {
case 80:
// after a short time, stop the 'end battle' song
bgm_init_music_players();
return ApiStatus_BLOCK;
case 340:
// restart the boss theme with the more intense variation
bgm_set_song(0, SONG_LAVA_PIRANHA_BATTLE, 1, 500, 8);
return ApiStatus_DONE2;
}
return ApiStatus_BLOCK;
}
API_CALLABLE(N(func_80218B38_59F218)) {
Bytecode* args = script->ptrReadPos;
s32 index = evt_get_variable(script, *args++);
s32 outVar = *args++;
evt_set_variable(script, outVar, D_80222D48_5A9428[index]);
return ApiStatus_DONE2;
}
API_CALLABLE(N(func_80218B90_59F270)) {
Bytecode* args = script->ptrReadPos;
s32 index = evt_get_variable(script, *args++);
s32 outVar = *args++;
evt_set_variable(script, outVar, D_80222E20_5A9500[index]);
return ApiStatus_DONE2;
}
API_CALLABLE(N(func_80218BE8_59F2C8)) {
Bytecode* args = script->ptrReadPos;
s32 posX = evt_get_variable(script, *args++);
s32 posY = evt_get_variable(script, *args++);
f32 angle = evt_get_variable(script, *args++);
s32 radius = evt_get_variable(script, *args++);
s32 deltaY = evt_get_variable(script, *args++);
posX = posX - cos_deg(angle) * radius;
posY = (posY + deltaY) - sin_deg(angle) * radius;
evt_set_variable(script, *args++, posX);
evt_set_variable(script, *args++, posY);
return ApiStatus_DONE2;
}

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@ -1,24 +0,0 @@
#include "common.h"
#include "effects.h"
#define NAMESPACE b_area_kzn2_petit_piranha
ApiStatus N(SetFlameUnk2C)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
FlameFXData* flame = effect->data.flame;
flame->unk_2C = evt_get_float_variable(script, *args++);
return ApiStatus_DONE2;
}
ApiStatus N(SetFlameX)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
FlameFXData* flame = effect->data.flame;
flame->pos.x = evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}

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@ -1,12 +0,0 @@
#include "common.h"
#include "effects.h"
ApiStatus func_80218DF0_59F4D0(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
FlameFXData* data = ((EffectInstance*) evt_get_variable(script, *args++))->data.flame;
f32 temp_f0 = evt_get_float_variable(script, *args++);
data->unk_2C = temp_f0;
data->unk_30 = temp_f0;
return ApiStatus_DONE2;
}

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/PetitPiranha.h"
#include "effects.h"
#define NAMESPACE b_area_kzn2_petit_piranha
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_PetitPiranha_Anim01,
STATUS_STONE, ANIM_PetitPiranha_Anim01,
STATUS_SLEEP, ANIM_PetitPiranha_Anim01,
STATUS_POISON, ANIM_PetitPiranha_Anim01,
STATUS_STOP, ANIM_PetitPiranha_Anim00,
STATUS_STATIC, ANIM_PetitPiranha_Anim01,
STATUS_PARALYZE, ANIM_PetitPiranha_Anim01,
STATUS_PARALYZE, ANIM_PetitPiranha_Anim01,
STATUS_DIZZY, ANIM_PetitPiranha_Anim01,
STATUS_DIZZY, ANIM_PetitPiranha_Anim01,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
ELEMENT_FIRE, 99,
ELEMENT_BLAST, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 100,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 0,
STATUS_STOP, 80,
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,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_20 | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = 0,
.unk_1C = -2,
.unk_1D = -22,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_PETIT_PIRANHA,
.level = 0,
.maxHP = 1,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 30, 30 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(SetEnemyHP, ACTOR_SELF, 1)
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_SET_CONST(LVar2, -1)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_SET_CONST(LVar2, -1)
EVT_EXEC_WAIT(DoBurnHit)
EVT_WAIT(10)
EVT_EXEC_WAIT(N(onDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_EXEC_WAIT(N(onDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoShockHit)
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoShockHit)
EVT_EXEC_WAIT(N(onDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
EVT_CASE_OR_EQ(EVENT_BURN_TAUNT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PetitPiranha_Anim03)
EVT_WAIT(60)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_EXEC_WAIT(N(onDeath))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim01)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_30)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(1000)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(recoverHP) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SPARKLES, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 0, 0, 0, 0, 0, 0, 0, 0)
EVT_ADD(LVar0, 20)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar3)
EVT_CALL(PlayEffect, EFFECT_RECOVER, 0, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_ADD(LVar0, LVar3)
EVT_CALL(GetEnemyMaxHP, ACTOR_SELF, LVar1)
EVT_IF_GT(LVar0, LVar1)
EVT_SET(LVar0, LVar1)
EVT_END_IF
EVT_CALL(SetEnemyHP, ACTOR_SELF, LVar0)
EVT_RETURN
EVT_END
};
ApiStatus N(SetFlameUnk2C)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
FlameFXData* flame = effect->data.flame;
flame->unk_2C = evt_get_float_variable(script, *args++);
return ApiStatus_DONE2;
}
ApiStatus N(SetFlameX)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
FlameFXData* flame = effect->data.flame;
flame->pos.x = evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}
EvtScript N(takeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_IF_GE(LVar1, 41)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PetitPiranha_Anim04)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(SetBattleCamZoom, 380)
EVT_CALL(SetBattleCamOffsetZ, -20)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PetitPiranha_Anim06)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 15)
EVT_ADD(LVar1, 15)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 20, -12, 0)
EVT_ELSE
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(SetBattleCamZoom, 380)
EVT_CALL(SetBattleCamOffsetZ, 0)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PetitPiranha_Anim03)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3CA)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 20, 0, 0)
EVT_WAIT(10)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3CB)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 5, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PetitPiranha_Anim05)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -16, 3)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 10)
EVT_SET(LVar1, 0)
EVT_ADD(LVar2, 2)
EVT_CALL(PlayEffect, EFFECT_FLAME, 1, LVar0, LVar1, LVar2, EVT_FLOAT(0.3), LVarA, 0, 0, 0, 0, 0, 0, 0)
EVT_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(MakeLerp, 0, 30, 21, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_SET(LVar4, LVar3)
EVT_SUB(LVar4, LVar0)
EVT_CALL(N(SetFlameX), LVarA, LVar4)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(MakeLerp, 140, 160, 2, 1)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_MULF(LVar0, EVT_FLOAT(0.01))
EVT_CALL(N(SetFlameUnk2C), LVarA, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar9, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar9)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CALL(MakeLerp, 160, 10, 20, 1)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_MULF(LVar0, EVT_FLOAT(0.01))
EVT_CALL(N(SetFlameUnk2C), LVarA, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_WAIT(1)
EVT_CALL(RemoveEffect, LVarA)
EVT_IF_EQ(LVar9, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_EXEC_WAIT(N(onDeath))
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(2)
EVT_SET(LVar8, 6)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, 65535, 0, LVar8, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar9)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
EVT_CASE_OR_EQ(HIT_RESULT_10)
EVT_CALL(MakeLerp, 160, 10, 20, 1)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_MULF(LVar0, EVT_FLOAT(0.01))
EVT_CALL(N(SetFlameUnk2C), LVarA, LVar0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_WAIT(1)
EVT_CALL(RemoveEffect, LVarA)
EVT_WAIT(15)
EVT_IF_EQ(LVar9, 10)
EVT_RETURN
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_EXEC_WAIT(N(onDeath))
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_CALL(ActorExists, ACTOR_ENEMY0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorHP, ACTOR_ENEMY0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_CALL(GetActorVar, LVar0, 9, LVar1)
EVT_SUB(LVar1, 1)
EVT_CALL(SetActorVar, LVar0, 9, LVar1)
EVT_RETURN
EVT_END
};

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/PetitPiranha.h"
#define NAMESPACE b_area_kzn2_petit_piranha_bomb
extern EvtScript N(init);
extern EvtScript N(idle);
extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_PetitPiranha_Anim01,
STATUS_STONE, ANIM_PetitPiranha_Anim00,
STATUS_SLEEP, ANIM_PetitPiranha_Anim00,
STATUS_POISON, ANIM_PetitPiranha_Anim01,
STATUS_STOP, ANIM_PetitPiranha_Anim00,
STATUS_STATIC, ANIM_PetitPiranha_Anim00,
STATUS_PARALYZE, ANIM_PetitPiranha_Anim00,
STATUS_PARALYZE, ANIM_PetitPiranha_Anim00,
STATUS_DIZZY, ANIM_PetitPiranha_Anim01,
STATUS_DIZZY, ANIM_PetitPiranha_Anim01,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
ELEMENT_FIRE, 99,
ELEMENT_BLAST, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 0,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 0,
STATUS_STOP, 0,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
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,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = DAMAGE_TYPE_FIRE, // not sure about enum type
.unk_1C = -2,
.unk_1D = -22,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_PETIT_PIRANHA_BOMB,
.level = 0,
.maxHP = 1,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 30, 30 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};

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@ -0,0 +1,4 @@
#include "lava_piranha_anim1.inc.c"
#include "lava_piranha_anim2.inc.c"
#include "lava_piranha_anim3.inc.c"
#include "lava_piranha_anim4.inc.c"

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@ -0,0 +1,932 @@
#include "common.h"
#include "animation_script.h"
#define NAMESPACE b_area_kzn2_lava_piranha_anim1
StaticAnimatorNode N(8021A120) = {
.vertexStartOffset = -1,
.modelID = 89,
};
StaticAnimatorNode N(8021A14C) = {
.rot = { 249, 0, -9 },
.sibling = &N(8021A120),
.vertexStartOffset = -1,
.modelID = 88,
};
StaticAnimatorNode N(8021A178) = {
.sibling = &N(8021A14C),
.vertexStartOffset = -1,
.modelID = 87,
};
StaticAnimatorNode N(8021A1A4) = {
.sibling = &N(8021A178),
.vertexStartOffset = -1,
.modelID = 86,
};
StaticAnimatorNode N(8021A1D0) = {
.sibling = &N(8021A1A4),
.vertexStartOffset = -1,
.modelID = 85,
};
StaticAnimatorNode N(8021A1FC) = {
.sibling = &N(8021A1D0),
.vertexStartOffset = -1,
.modelID = 84,
};
StaticAnimatorNode N(8021A228) = {
.sibling = &N(8021A1FC),
.vertexStartOffset = -1,
.modelID = 83,
};
StaticAnimatorNode N(8021A254) = {
.sibling = &N(8021A228),
.vertexStartOffset = -1,
.modelID = 82,
};
StaticAnimatorNode N(8021A280) = {
.sibling = &N(8021A254),
.vertexStartOffset = -1,
.modelID = 81,
};
StaticAnimatorNode N(8021A2AC) = {
.sibling = &N(8021A280),
.vertexStartOffset = -1,
.modelID = 80,
};
StaticAnimatorNode N(8021A2D8) = {
.sibling = &N(8021A2AC),
.vertexStartOffset = -1,
.modelID = 79,
};
StaticAnimatorNode N(8021A304) = {
.child = &N(8021A2D8),
};
StaticAnimatorNode* NAMESPACE[] = {
&N(8021A304),
&N(8021A2D8),
&N(8021A2AC),
&N(8021A280),
&N(8021A254),
&N(8021A228),
&N(8021A1FC),
&N(8021A1D0),
&N(8021A1A4),
&N(8021A178),
&N(8021A14C),
&N(8021A120),
NULL,
};
AnimScript N(8021A364) = {
AS_SET_ROTATION, 1, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 1, 0, 0, 0,
AS_SET_SCALE, 1, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 2, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 2, 0, 0, 0,
AS_SET_SCALE, 2, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 3, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 3, 0, 0, 0,
AS_SET_SCALE, 3, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 4, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 4, 0, 0, 0,
AS_SET_SCALE, 4, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 5, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 5, 0, 0, 0,
AS_SET_SCALE, 5, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 6, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 6, 0, 0, 0,
AS_SET_SCALE, 6, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 7, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 7, 0, 0, 0,
AS_SET_SCALE, 7, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 0, 0, 0,
AS_SET_SCALE, 8, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 9, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 9, 0, 0, 0,
AS_SET_SCALE, 9, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 10, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 10, 0, 0, 0,
AS_SET_SCALE, 10, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 11, AS_F(1.37), AS_F(0.0), AS_F(-0.05),
AS_SET_POS, 11, 0, 0, 0,
AS_SET_SCALE, 11, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_SET_ROTATION, 12, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 12, 0, 0, 0,
AS_SET_SCALE, 12, AS_F(1.0), AS_F(1.0), AS_F(1.0),
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-13.76), AS_F(-0.705), AS_F(-5.85),
AS_SET_POS, 2, 1, 32, -4,
AS_SET_ROTATION, 3, AS_F(-14.695), AS_F(-1.65), AS_F(-12.745),
AS_SET_POS, 3, 5, 44, -6,
AS_SET_ROTATION, 4, AS_F(-3.52), AS_F(-0.19), AS_F(-6.35),
AS_SET_POS, 4, 2, 27, -1,
AS_SET_ROTATION, 5, AS_F(0.845), AS_F(0.2), AS_F(-26.455),
AS_SET_POS, 5, 19, 80, 0,
AS_SET_ROTATION, 6, AS_F(7.65), AS_F(3.335), AS_F(-47.09),
AS_SET_POS, 6, 53, 121, 9,
AS_SET_ROTATION, 7, AS_F(17.75), AS_F(3.71), AS_F(-23.43),
AS_SET_POS, 7, 18, 66, 14,
AS_SET_ROTATION, 8, AS_F(86.985), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 10, 39, 43,
AS_SET_ROTATION, 9, AS_F(8.04), AS_F(-0.28), AS_F(4.01),
AS_SET_POS, 9, 0, 6, 1,
AS_SET_ROTATION, 10, AS_F(2.775), AS_F(-0.495), AS_F(20.25),
AS_SET_POS, 10, 1, -7, 0,
AS_SET_ROTATION, 11, AS_F(1.72), AS_F(-0.27), AS_F(9.935),
AS_SET_POS, 11, -1, 1, 0,
AS_SET_ROTATION, 12, AS_F(-4.855), AS_F(0.135), AS_F(3.325),
AS_SET_POS, 12, 0, 9, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-27.39), AS_F(-2.78), AS_F(-11.37),
AS_SET_POS, 2, 5, 62, -13,
AS_SET_ROTATION, 3, AS_F(-28.73), AS_F(-6.415), AS_F(-24.705),
AS_SET_POS, 3, 18, 84, -20,
AS_SET_ROTATION, 4, AS_F(-7.005), AS_F(-0.775), AS_F(-12.68),
AS_SET_POS, 4, 6, 54, -3,
AS_SET_ROTATION, 5, AS_F(1.52), AS_F(0.76), AS_F(-52.905),
AS_SET_POS, 5, 68, 145, 2,
AS_SET_ROTATION, 6, AS_F(-169.545), AS_F(168.79), AS_F(85.955),
AS_SET_POS, 6, 171, 164, 31,
AS_SET_ROTATION, 7, AS_F(32.885), AS_F(13.97), AS_F(-45.09),
AS_SET_POS, 7, 56, 114, 43,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(-179.995),
AS_SET_POS, 8, 17, 8, 76,
AS_SET_ROTATION, 9, AS_F(16.045), AS_F(-1.12), AS_F(7.945),
AS_SET_POS, 9, -1, 13, 3,
AS_SET_ROTATION, 10, AS_F(5.21), AS_F(-1.915), AS_F(40.46),
AS_SET_POS, 10, 8, -13, -1,
AS_SET_ROTATION, 11, AS_F(2.02), AS_F(-0.595), AS_F(19.925),
AS_SET_POS, 11, -2, 3, 0,
AS_SET_ROTATION, 12, AS_F(-9.695), AS_F(0.56), AS_F(6.63),
AS_SET_POS, 12, 0, 17, -1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-40.81), AS_F(-6.085), AS_F(-16.265),
AS_SET_POS, 2, 11, 88, -27,
AS_SET_ROTATION, 3, AS_F(-41.72), AS_F(-13.855), AS_F(-35.36),
AS_SET_POS, 3, 36, 116, -42,
AS_SET_ROTATION, 4, AS_F(-10.4), AS_F(-1.74), AS_F(-18.965),
AS_SET_POS, 4, 13, 79, -7,
AS_SET_ROTATION, 5, AS_F(1.875), AS_F(1.555), AS_F(-79.35),
AS_SET_POS, 5, 137, 182, 4,
AS_SET_ROTATION, 6, AS_F(-173.63), AS_F(161.435), AS_F(37.59),
AS_SET_POS, 6, 275, 107, 50,
AS_SET_ROTATION, 7, AS_F(44.005), AS_F(28.865), AS_F(-64.99),
AS_SET_POS, 7, 106, 131, 81,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 9, -12, 41,
AS_SET_ROTATION, 9, AS_F(23.98), AS_F(-2.495), AS_F(11.725),
AS_SET_POS, 9, -2, 20, 4,
AS_SET_ROTATION, 10, AS_F(7.005), AS_F(-4.1), AS_F(60.625),
AS_SET_POS, 10, 19, -16, -2,
AS_SET_ROTATION, 11, AS_F(2.265), AS_F(-0.97), AS_F(29.91),
AS_SET_POS, 11, -1, 5, 0,
AS_SET_ROTATION, 12, AS_F(-14.5), AS_F(1.26), AS_F(9.89),
AS_SET_POS, 12, -1, 25, -1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-54.03), AS_F(-10.425), AS_F(-20.29),
AS_SET_POS, 2, 19, 110, -45,
AS_SET_ROTATION, 3, AS_F(-53.675), AS_F(-23.38), AS_F(-44.475),
AS_SET_POS, 3, 59, 137, -68,
AS_SET_ROTATION, 4, AS_F(-13.675), AS_F(-3.065), AS_F(-25.185),
AS_SET_POS, 4, 21, 103, -11,
AS_SET_ROTATION, 5, AS_F(-178.16), AS_F(177.565), AS_F(74.18),
AS_SET_POS, 5, 211, 185, 7,
AS_SET_ROTATION, 6, AS_F(177.725), AS_F(159.625), AS_F(-12.6),
AS_SET_POS, 6, 297, -6, 54,
AS_SET_ROTATION, 7, AS_F(49.835), AS_F(46.41), AS_F(-85.4),
AS_SET_POS, 7, 154, 111, 118,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 3, 35, 16,
AS_SET_ROTATION, 9, AS_F(31.815), AS_F(-4.38), AS_F(15.28),
AS_SET_POS, 9, -2, 26, 4,
AS_SET_ROTATION, 10, AS_F(7.945), AS_F(-6.76), AS_F(80.795),
AS_SET_POS, 10, 34, -13, -4,
AS_SET_ROTATION, 11, AS_F(2.44), AS_F(-1.385), AS_F(39.9),
AS_SET_POS, 11, 1, 7, 0,
AS_SET_ROTATION, 12, AS_F(-19.27), AS_F(2.225), AS_F(13.08),
AS_SET_POS, 12, -1, 33, -2,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-67.16), AS_F(-15.565), AS_F(-23.265),
AS_SET_POS, 2, 28, 126, -65,
AS_SET_ROTATION, 3, AS_F(-64.92), AS_F(-34.445), AS_F(-51.96),
AS_SET_POS, 3, 82, 146, -95,
AS_SET_ROTATION, 4, AS_F(-16.795), AS_F(-4.74), AS_F(-31.335),
AS_SET_POS, 4, 31, 125, -17,
AS_SET_ROTATION, 5, AS_F(-178.585), AS_F(176.805), AS_F(47.705),
AS_SET_POS, 5, 274, 157, 9,
AS_SET_ROTATION, 6, AS_F(170.755), AS_F(164.69), AS_F(-62.055),
AS_SET_POS, 6, 223, -97, 40,
AS_SET_ROTATION, 7, AS_F(-135.465), AS_F(115.705), AS_F(66.165),
AS_SET_POS, 7, 189, 63, 145,
AS_SET_ROTATION, 8, AS_F(86.985), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 13, 72, 59,
AS_SET_ROTATION, 9, AS_F(39.55), AS_F(-6.725), AS_F(18.565),
AS_SET_POS, 9, -2, 31, 4,
AS_SET_ROTATION, 10, AS_F(7.895), AS_F(-9.58), AS_F(101.065),
AS_SET_POS, 10, 51, -4, -7,
AS_SET_ROTATION, 11, AS_F(2.53), AS_F(-1.82), AS_F(49.885),
AS_SET_POS, 11, 4, 10, -1,
AS_SET_ROTATION, 12, AS_F(-23.98), AS_F(3.455), AS_F(16.18),
AS_SET_POS, 12, -1, 40, -2,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-80.415), AS_F(-21.225), AS_F(-24.995),
AS_SET_POS, 2, 37, 136, -87,
AS_SET_ROTATION, 3, AS_F(-76.125), AS_F(-46.565), AS_F(-57.58),
AS_SET_POS, 3, 104, 143, -120,
AS_SET_ROTATION, 4, AS_F(-19.72), AS_F(-6.735), AS_F(-37.4),
AS_SET_POS, 4, 42, 144, -23,
AS_SET_ROTATION, 5, AS_F(-179.31), AS_F(176.31), AS_F(21.205),
AS_SET_POS, 5, 314, 104, 10,
AS_SET_ROTATION, 6, AS_F(-9.865), AS_F(6.98), AS_F(70.505),
AS_SET_POS, 6, 102, -100, 18,
AS_SET_ROTATION, 7, AS_F(179.995), AS_F(105.045), AS_F(0.0),
AS_SET_POS, 7, 204, 0, 156,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(-179.995),
AS_SET_POS, 8, 21, 39, 92,
AS_SET_ROTATION, 9, AS_F(47.195), AS_F(-9.485), AS_F(21.515),
AS_SET_POS, 9, -2, 36, 4,
AS_SET_ROTATION, 10, AS_F(6.85), AS_F(-12.21), AS_F(121.525),
AS_SET_POS, 10, 66, 9, -9,
AS_SET_ROTATION, 11, AS_F(2.555), AS_F(-2.265), AS_F(59.87),
AS_SET_POS, 11, 9, 13, -1,
AS_SET_ROTATION, 12, AS_F(-28.62), AS_F(4.935), AS_F(19.17),
AS_SET_POS, 12, -2, 46, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-94.09), AS_F(-27.115), AS_F(-25.3),
AS_SET_POS, 2, 46, 140, -107,
AS_SET_ROTATION, 3, AS_F(-88.755), AS_F(-59.31), AS_F(-60.385),
AS_SET_POS, 3, 122, 129, -141,
AS_SET_ROTATION, 4, AS_F(-22.435), AS_F(-9.02), AS_F(-43.385),
AS_SET_POS, 4, 55, 160, -30,
AS_SET_ROTATION, 5, AS_F(179.82), AS_F(176.19), AS_F(-5.3),
AS_SET_POS, 5, 323, 40, 10,
AS_SET_ROTATION, 6, AS_F(-4.17), AS_F(0.87), AS_F(23.59),
AS_SET_POS, 6, 15, -8, 2,
AS_SET_POS, 7, 204, 1, 156,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 13, 16, 58,
AS_SET_ROTATION, 9, AS_F(54.745), AS_F(-12.615), AS_F(24.1),
AS_SET_POS, 9, -1, 40, 3,
AS_SET_ROTATION, 10, AS_F(4.915), AS_F(-14.31), AS_F(142.23),
AS_SET_POS, 10, 78, 29, -11,
AS_SET_ROTATION, 11, AS_F(2.5), AS_F(-2.705), AS_F(69.865),
AS_SET_POS, 11, 14, 17, -1,
AS_SET_ROTATION, 12, AS_F(-33.19), AS_F(6.64), AS_F(22.045),
AS_SET_POS, 12, -2, 52, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-108.555), AS_F(-32.895), AS_F(-23.965),
AS_SET_POS, 2, 54, 137, -127,
AS_SET_ROTATION, 3, AS_F(72.265), AS_F(-107.96), AS_F(124.08),
AS_SET_POS, 3, 134, 108, -155,
AS_SET_ROTATION, 4, AS_F(-24.91), AS_F(-11.575), AS_F(-49.305),
AS_SET_POS, 4, 69, 174, -38,
AS_SET_ROTATION, 5, AS_F(178.99), AS_F(176.47), AS_F(-31.81),
AS_SET_POS, 5, 298, -20, 9,
AS_SET_ROTATION, 6, AS_F(4.17), AS_F(0.87), AS_F(-23.59),
AS_SET_POS, 6, 21, 120, 3,
AS_SET_POS, 7, 204, 2, 156,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 7, 62, 33,
AS_SET_ROTATION, 9, AS_F(62.265), AS_F(-16.04), AS_F(26.265),
AS_SET_POS, 9, -1, 43, 2,
AS_SET_ROTATION, 10, AS_F(2.325), AS_F(-15.605), AS_F(163.155),
AS_SET_POS, 10, 86, 53, -12,
AS_SET_ROTATION, 11, AS_F(2.37), AS_F(-3.13), AS_F(79.86),
AS_SET_POS, 11, 20, 21, -2,
AS_SET_ROTATION, 12, AS_F(-37.69), AS_F(8.575), AS_F(24.785),
AS_SET_POS, 12, -2, 57, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-124.23), AS_F(-38.175), AS_F(-20.75),
AS_SET_POS, 2, 61, 128, -143,
AS_SET_ROTATION, 3, AS_F(17.335), AS_F(-98.305), AS_F(164.975),
AS_SET_POS, 3, 139, 82, -160,
AS_SET_ROTATION, 4, AS_F(-27.125), AS_F(-14.365), AS_F(-55.165),
AS_SET_POS, 4, 84, 185, -47,
AS_SET_ROTATION, 5, AS_F(178.375), AS_F(177.085), AS_F(-58.3),
AS_SET_POS, 5, 246, -63, 8,
AS_SET_ROTATION, 6, AS_F(9.865), AS_F(6.98), AS_F(-70.51),
AS_SET_POS, 6, 115, 204, 21,
AS_SET_POS, 7, 204, 1, 156,
AS_SET_ROTATION, 8, AS_F(86.985), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 17, 97, 76,
AS_SET_ROTATION, 9, AS_F(69.795), AS_F(-19.715), AS_F(27.985),
AS_SET_POS, 9, 0, 44, 1,
AS_SET_ROTATION, 10, AS_F(-0.59), AS_F(-15.915), AS_F(-175.78),
AS_SET_POS, 10, 87, 78, -12,
AS_SET_ROTATION, 11, AS_F(2.165), AS_F(-3.525), AS_F(89.865),
AS_SET_POS, 11, 27, 26, -2,
AS_SET_ROTATION, 12, AS_F(-42.115), AS_F(10.71), AS_F(27.38),
AS_SET_POS, 12, -2, 61, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(38.56), AS_F(-137.495), AS_F(164.505),
AS_SET_POS, 2, 66, 115, -155,
AS_SET_ROTATION, 3, AS_F(-61.42), AS_F(-104.005), AS_F(-130.21),
AS_SET_POS, 3, 135, 55, -156,
AS_SET_ROTATION, 4, AS_F(-29.07), AS_F(-17.365), AS_F(-61.0),
AS_SET_POS, 4, 100, 193, -55,
AS_SET_ROTATION, 5, AS_F(178.095), AS_F(177.915), AS_F(-84.77),
AS_SET_POS, 5, 176, -78, 5,
AS_SET_ROTATION, 6, AS_F(-170.755), AS_F(164.69), AS_F(62.055),
AS_SET_POS, 6, 238, 191, 43,
AS_SET_POS, 7, 204, 0, 156,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(-179.995),
AS_SET_POS, 8, 25, 62, 109,
AS_SET_ROTATION, 9, AS_F(77.395), AS_F(-23.575), AS_F(29.205),
AS_SET_POS, 9, 0, 44, 0,
AS_SET_ROTATION, 10, AS_F(-3.415), AS_F(-15.2), AS_F(-154.765),
AS_SET_POS, 10, 82, 103, -11,
AS_SET_ROTATION, 11, AS_F(1.89), AS_F(-3.885), AS_F(99.875),
AS_SET_POS, 11, 33, 32, -3,
AS_SET_ROTATION, 12, AS_F(-46.475), AS_F(13.04), AS_F(29.81),
AS_SET_POS, 12, -2, 64, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(19.79), AS_F(-134.615), AS_F(171.65),
AS_SET_POS, 2, 69, 98, -162,
AS_SET_ROTATION, 3, AS_F(-86.115), AS_F(-116.395), AS_F(-119.82),
AS_SET_POS, 3, 125, 32, -143,
AS_SET_ROTATION, 4, AS_F(-30.71), AS_F(-20.535), AS_F(-66.82),
AS_SET_POS, 4, 117, 197, -65,
AS_SET_ROTATION, 5, AS_F(-1.78), AS_F(1.215), AS_F(68.77),
AS_SET_POS, 5, 105, -59, 3,
AS_SET_ROTATION, 6, AS_F(-177.725), AS_F(159.625), AS_F(12.6),
AS_SET_POS, 6, 308, 91, 56,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 17, 36, 74,
AS_SET_ROTATION, 9, AS_F(85.15), AS_F(-27.55), AS_F(29.88),
AS_SET_POS, 9, 0, 43, -1,
AS_SET_ROTATION, 10, AS_F(-5.785), AS_F(-13.55), AS_F(-133.915),
AS_SET_POS, 10, 70, 126, -9,
AS_SET_ROTATION, 11, AS_F(1.565), AS_F(-4.185), AS_F(109.885),
AS_SET_POS, 11, 40, 39, -3,
AS_SET_ROTATION, 12, AS_F(-50.775), AS_F(15.54), AS_F(32.085),
AS_SET_POS, 12, -2, 67, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(0.0), AS_F(-133.6), AS_F(-179.995),
AS_SET_POS, 2, 70, 79, -164,
AS_SET_ROTATION, 3, AS_F(80.055), AS_F(-50.77), AS_F(58.925),
AS_SET_POS, 3, 107, 16, -124,
AS_SET_ROTATION, 4, AS_F(-32.025), AS_F(-23.845), AS_F(-72.68),
AS_SET_POS, 4, 133, 198, -74,
AS_SET_ROTATION, 5, AS_F(-1.285), AS_F(0.495), AS_F(42.32),
AS_SET_POS, 5, 47, -11, 1,
AS_SET_ROTATION, 6, AS_F(173.63), AS_F(161.435), AS_F(-37.59),
AS_SET_POS, 6, 280, -26, 51,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 11, 80, 49,
AS_SET_ROTATION, 9, AS_F(93.17), AS_F(-31.57), AS_F(29.945),
AS_SET_POS, 9, 1, 41, -3,
AS_SET_ROTATION, 10, AS_F(-7.385), AS_F(-11.205), AS_F(-113.31),
AS_SET_POS, 10, 54, 143, -7,
AS_SET_ROTATION, 11, AS_F(1.185), AS_F(-4.42), AS_F(119.905),
AS_SET_POS, 11, 46, 45, -3,
AS_SET_ROTATION, 12, AS_F(-55.025), AS_F(18.2), AS_F(34.185),
AS_SET_POS, 12, -2, 69, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-19.79), AS_F(-134.615), AS_F(-171.65),
AS_SET_POS, 2, 69, 60, -161,
AS_SET_ROTATION, 3, AS_F(68.61), AS_F(-38.385), AS_F(54.065),
AS_SET_POS, 3, 86, 10, -99,
AS_SET_ROTATION, 4, AS_F(-33.0), AS_F(-27.27), AS_F(-78.625),
AS_SET_POS, 4, 150, 196, -83,
AS_SET_ROTATION, 5, AS_F(-0.52), AS_F(0.07), AS_F(15.87),
AS_SET_POS, 5, 14, 57, 0,
AS_SET_ROTATION, 6, AS_F(169.545), AS_F(168.79), AS_F(-85.955),
AS_SET_POS, 6, 174, -83, 31,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 21, 114, 92,
AS_SET_ROTATION, 9, AS_F(101.57), AS_F(-35.56), AS_F(29.33),
AS_SET_POS, 9, 2, 38, -4,
AS_SET_ROTATION, 10, AS_F(-8.035), AS_F(-8.455), AS_F(-92.935),
AS_SET_POS, 10, 35, 154, -4,
AS_SET_ROTATION, 11, AS_F(0.775), AS_F(-4.6), AS_F(129.93),
AS_SET_POS, 11, 52, 52, -4,
AS_SET_ROTATION, 12, AS_F(-59.245), AS_F(20.995), AS_F(36.1),
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-38.56), AS_F(-137.495), AS_F(-164.505),
AS_SET_POS, 2, 65, 41, -152,
AS_SET_ROTATION, 3, AS_F(57.475), AS_F(-26.915), AS_F(47.155),
AS_SET_POS, 3, 63, 15, -73,
AS_SET_ROTATION, 4, AS_F(-33.58), AS_F(-30.755), AS_F(-84.7),
AS_SET_POS, 4, 167, 192, -92,
AS_SET_ROTATION, 5, AS_F(0.345), AS_F(0.025), AS_F(-10.58),
AS_SET_POS, 5, 14, 134, 0,
AS_SET_ROTATION, 6, AS_F(-7.65), AS_F(3.335), AS_F(47.085),
AS_SET_POS, 6, 61, -40, 11,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(-179.995),
AS_SET_POS, 8, 29, 77, 126,
AS_SET_ROTATION, 9, AS_F(110.475), AS_F(-39.425), AS_F(27.93),
AS_SET_POS, 9, 3, 34, -6,
AS_SET_ROTATION, 10, AS_F(-7.68), AS_F(-5.66), AS_F(-72.72),
AS_SET_POS, 10, 14, 158, -1,
AS_SET_ROTATION, 11, AS_F(0.34), AS_F(-4.695), AS_F(139.955),
AS_SET_POS, 11, 56, 60, -4,
AS_SET_ROTATION, 12, AS_F(-63.45), AS_F(23.925), AS_F(37.835),
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(124.225), AS_F(-38.175), AS_F(20.75),
AS_SET_POS, 2, 59, 25, -139,
AS_SET_ROTATION, 3, AS_F(45.815), AS_F(-16.82), AS_F(38.575),
AS_SET_POS, 3, 42, 32, -48,
AS_SET_ROTATION, 4, AS_F(146.255), AS_F(-145.705), AS_F(89.02),
AS_SET_POS, 4, 183, 184, -101,
AS_SET_ROTATION, 5, AS_F(1.15), AS_F(0.385), AS_F(-37.03),
AS_SET_POS, 5, 46, 203, 1,
AS_SET_ROTATION, 6, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 6, 17, 75, 3,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 21, 49, 91,
AS_SET_ROTATION, 9, AS_F(120.035), AS_F(-43.06), AS_F(25.65),
AS_SET_POS, 9, 3, 29, -7,
AS_SET_ROTATION, 10, AS_F(-6.38), AS_F(-3.155), AS_F(-52.56),
AS_SET_POS, 10, -5, 155, 0,
AS_SET_ROTATION, 11, AS_F(-0.105), AS_F(-4.715), AS_F(149.98),
AS_SET_POS, 11, 60, 66, -4,
AS_SET_ROTATION, 12, AS_F(-67.65), AS_F(26.955), AS_F(39.36),
AS_SET_POS, 12, -2, 68, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(108.555), AS_F(-32.895), AS_F(23.965),
AS_SET_POS, 2, 52, 11, -122,
AS_SET_ROTATION, 3, AS_F(33.18), AS_F(-8.63), AS_F(28.415),
AS_SET_POS, 3, 23, 58, -27,
AS_SET_ROTATION, 4, AS_F(146.58), AS_F(-142.19), AS_F(82.47),
AS_SET_POS, 4, 198, 174, -110,
AS_SET_ROTATION, 5, AS_F(1.71), AS_F(1.055), AS_F(-63.48),
AS_SET_POS, 5, 105, 249, 3,
AS_SET_ROTATION, 6, AS_F(7.65), AS_F(3.335), AS_F(-47.09),
AS_SET_POS, 6, 72, 186, 13,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 15, 91, 66,
AS_SET_ROTATION, 9, AS_F(130.385), AS_F(-46.355), AS_F(22.385),
AS_SET_POS, 9, 4, 24, -8,
AS_SET_ROTATION, 10, AS_F(-4.295), AS_F(-1.245), AS_F(-32.38),
AS_SET_POS, 10, -22, 145, 3,
AS_SET_ROTATION, 11, AS_F(-0.55), AS_F(-4.66), AS_F(160.005),
AS_SET_POS, 11, 63, 73, -4,
AS_SET_ROTATION, 12, AS_F(-71.885), AS_F(30.08), AS_F(40.675),
AS_SET_POS, 12, -2, 67, -3,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(94.085), AS_F(-27.11), AS_F(25.3),
AS_SET_POS, 2, 44, 3, -103,
AS_SET_ROTATION, 3, AS_F(19.47), AS_F(-2.91), AS_F(16.85),
AS_SET_POS, 3, 11, 92, -13,
AS_SET_ROTATION, 4, AS_F(147.45), AS_F(-138.725), AS_F(75.555),
AS_SET_POS, 4, 212, 161, -118,
AS_SET_ROTATION, 5, AS_F(1.905), AS_F(1.905), AS_F(-89.935),
AS_SET_POS, 5, 177, 264, 5,
AS_SET_ROTATION, 6, AS_F(-169.545), AS_F(168.79), AS_F(85.955),
AS_SET_POS, 6, 191, 220, 34,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 25, 123, 109,
AS_SET_ROTATION, 9, AS_F(141.625), AS_F(-49.145), AS_F(18.08),
AS_SET_POS, 9, 4, 19, -9,
AS_SET_ROTATION, 10, AS_F(-1.685), AS_F(-0.175), AS_F(-12.15),
AS_SET_POS, 10, -34, 130, 4,
AS_SET_ROTATION, 11, AS_F(-0.97), AS_F(-4.525), AS_F(170.03),
AS_SET_POS, 11, 64, 80, -5,
AS_SET_ROTATION, 12, AS_F(-76.18), AS_F(33.285), AS_F(41.75),
AS_SET_POS, 12, -2, 65, -2,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(80.415), AS_F(-21.225), AS_F(24.995),
AS_SET_POS, 2, 35, 0, -83,
AS_SET_ROTATION, 3, AS_F(4.935), AS_F(-0.18), AS_F(4.285),
AS_SET_POS, 3, 6, 131, -7,
AS_SET_ROTATION, 4, AS_F(148.95), AS_F(-135.365), AS_F(68.17),
AS_SET_POS, 4, 226, 145, -125,
AS_SET_ROTATION, 5, AS_F(-178.285), AS_F(177.235), AS_F(63.595),
AS_SET_POS, 5, 248, 245, 8,
AS_SET_ROTATION, 6, AS_F(-173.63), AS_F(161.435), AS_F(37.59),
AS_SET_POS, 6, 296, 153, 53,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(-179.995),
AS_SET_POS, 8, 33, 84, 142,
AS_SET_ROTATION, 9, AS_F(153.765), AS_F(-51.295), AS_F(12.765),
AS_SET_POS, 9, 4, 13, -9,
AS_SET_ROTATION, 10, AS_F(1.125), AS_F(-0.075), AS_F(8.095),
AS_SET_POS, 10, -39, 112, 5,
AS_SET_ROTATION, 11, AS_F(-1.375), AS_F(-4.32), AS_F(-179.945),
AS_SET_POS, 11, 64, 86, -5,
AS_SET_ROTATION, 12, AS_F(-80.575), AS_F(36.545), AS_F(42.56),
AS_SET_POS, 12, -1, 63, -2,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(67.16), AS_F(-15.565), AS_F(23.265),
AS_SET_POS, 2, 27, 0, -63,
AS_SET_ROTATION, 3, AS_F(-9.84), AS_F(-0.735), AS_F(-8.55),
AS_SET_POS, 3, 9, 169, -10,
AS_SET_ROTATION, 4, AS_F(151.17), AS_F(-132.185), AS_F(60.205),
AS_SET_POS, 4, 237, 126, -132,
AS_SET_ROTATION, 5, AS_F(-178.845), AS_F(176.565), AS_F(37.105),
AS_SET_POS, 5, 304, 195, 10,
AS_SET_ROTATION, 6, AS_F(177.725), AS_F(159.625), AS_F(-12.6),
AS_SET_POS, 6, 319, 29, 58,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 25, 54, 107,
AS_SET_ROTATION, 9, AS_F(166.655), AS_F(-52.66), AS_F(6.62),
AS_SET_POS, 9, 4, 6, -9,
AS_SET_ROTATION, 10, AS_F(3.805), AS_F(-0.96), AS_F(28.335),
AS_SET_POS, 10, -39, 93, 5,
AS_SET_ROTATION, 11, AS_F(-1.725), AS_F(-4.05), AS_F(-169.93),
AS_SET_POS, 11, 62, 91, -5,
AS_SET_ROTATION, 12, AS_F(-85.11), AS_F(39.855), AS_F(43.095),
AS_SET_POS, 12, -1, 60, -2,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(54.03), AS_F(-10.425), AS_F(20.29),
AS_SET_POS, 2, 19, 6, -45,
AS_SET_ROTATION, 3, AS_F(-24.155), AS_F(-4.505), AS_F(-20.84),
AS_SET_POS, 3, 19, 203, -22,
AS_SET_ROTATION, 4, AS_F(154.205), AS_F(-129.265), AS_F(51.55),
AS_SET_POS, 4, 248, 104, -137,
AS_SET_ROTATION, 5, AS_F(-179.65), AS_F(176.21), AS_F(10.6),
AS_SET_POS, 5, 332, 125, 11,
AS_SET_ROTATION, 6, AS_F(170.755), AS_F(164.69), AS_F(-62.055),
AS_SET_POS, 6, 246, -70, 44,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 19, 95, 82,
AS_SET_ROTATION, 9, AS_F(-179.995), AS_F(-53.125), AS_F(0.0),
AS_SET_POS, 9, 4, 0, -9,
AS_SET_ROTATION, 10, AS_F(6.02), AS_F(-2.715), AS_F(48.53),
AS_SET_POS, 10, -33, 76, 4,
AS_SET_ROTATION, 11, AS_F(-2.025), AS_F(-3.72), AS_F(-159.915),
AS_SET_POS, 11, 59, 96, -5,
AS_SET_ROTATION, 12, AS_F(-89.84), AS_F(43.185), AS_F(43.285),
AS_SET_POS, 12, -1, 56, -1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(40.81), AS_F(-6.085), AS_F(16.265),
AS_SET_POS, 2, 12, 16, -29,
AS_SET_ROTATION, 3, AS_F(-37.515), AS_F(-11.115), AS_F(-31.97),
AS_SET_POS, 3, 36, 229, -42,
AS_SET_ROTATION, 4, AS_F(158.13), AS_F(-126.685), AS_F(42.095),
AS_SET_POS, 4, 256, 80, -142,
AS_SET_ROTATION, 5, AS_F(179.475), AS_F(176.255), AS_F(-15.91),
AS_SET_POS, 5, 327, 49, 10,
AS_SET_ROTATION, 6, AS_F(-9.865), AS_F(6.98), AS_F(70.505),
AS_SET_POS, 6, 125, -81, 22,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 29, 124, 125,
AS_SET_POS, 9, 4, 1, -9,
AS_SET_ROTATION, 10, AS_F(7.495), AS_F(-5.12), AS_F(68.69),
AS_SET_POS, 10, -23, 63, 3,
AS_SET_ROTATION, 11, AS_F(-2.27), AS_F(-3.345), AS_F(-149.915),
AS_SET_POS, 11, 55, 99, -5,
AS_SET_ROTATION, 12, AS_F(-94.835), AS_F(46.51), AS_F(43.095),
AS_SET_POS, 12, -1, 52, -1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(27.39), AS_F(-2.78), AS_F(11.37),
AS_SET_POS, 2, 7, 30, -18,
AS_SET_ROTATION, 3, AS_F(-49.795), AS_F(-20.005), AS_F(-41.61),
AS_SET_POS, 3, 57, 245, -66,
AS_SET_ROTATION, 4, AS_F(162.975), AS_F(-124.565), AS_F(31.795),
AS_SET_POS, 4, 263, 54, -146,
AS_SET_ROTATION, 5, AS_F(178.71), AS_F(176.675), AS_F(-42.41),
AS_SET_POS, 5, 290, -16, 9,
AS_SET_ROTATION, 6, AS_F(-4.17), AS_F(0.87), AS_F(23.59),
AS_SET_POS, 6, 39, 0, 7,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(179.995),
AS_SET_POS, 8, 37, 84, 159,
AS_SET_POS, 9, 4, 2, -9,
AS_SET_ROTATION, 10, AS_F(8.04), AS_F(-7.89), AS_F(88.89),
AS_SET_POS, 10, -9, 54, 1,
AS_SET_ROTATION, 11, AS_F(-2.44), AS_F(-2.935), AS_F(-139.915),
AS_SET_POS, 11, 49, 101, -5,
AS_SET_ROTATION, 12, AS_F(-100.185), AS_F(49.815), AS_F(42.44),
AS_SET_POS, 12, 0, 47, -1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(13.76), AS_F(-0.705), AS_F(5.85),
AS_SET_POS, 2, 5, 45, -12,
AS_SET_ROTATION, 3, AS_F(-61.22), AS_F(-30.615), AS_F(-49.655),
AS_SET_POS, 3, 81, 248, -93,
AS_SET_ROTATION, 4, AS_F(165.485), AS_F(-123.77), AS_F(26.8),
AS_SET_POS, 4, 266, 50, -147,
AS_SET_ROTATION, 5, AS_F(178.215), AS_F(177.4), AS_F(-68.89),
AS_SET_POS, 5, 230, -60, 7,
AS_SET_ROTATION, 6, AS_F(4.17), AS_F(0.87), AS_F(-23.59),
AS_SET_POS, 6, 44, 120, 8,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 28, 53, 124,
AS_SET_POS, 9, 4, 1, -9,
AS_SET_ROTATION, 10, AS_F(7.59), AS_F(-10.675), AS_F(109.22),
AS_SET_POS, 10, 3, 51, 0,
AS_SET_ROTATION, 11, AS_F(-2.54), AS_F(-2.495), AS_F(-129.915),
AS_SET_POS, 11, 42, 102, -5,
AS_SET_ROTATION, 12, AS_F(-105.995), AS_F(53.06), AS_F(41.235),
AS_SET_POS, 12, 0, 41, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 2, 4, 61, -11,
AS_SET_ROTATION, 3, AS_F(-72.33), AS_F(-42.435), AS_F(-55.95),
AS_SET_POS, 3, 104, 238, -119,
AS_SET_ROTATION, 4, AS_F(168.165), AS_F(-123.105), AS_F(21.655),
AS_SET_POS, 4, 268, 44, -149,
AS_SET_ROTATION, 5, AS_F(-1.9), AS_F(1.73), AS_F(84.64),
AS_SET_POS, 5, 158, -73, 5,
AS_SET_ROTATION, 6, AS_F(9.865), AS_F(6.98), AS_F(-70.51),
AS_SET_POS, 6, 139, 196, 25,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 23, 92, 99,
AS_SET_POS, 9, 4, 0, -9,
AS_SET_ROTATION, 10, AS_F(6.175), AS_F(-13.13), AS_F(129.775),
AS_SET_POS, 10, 16, 54, -2,
AS_SET_ROTATION, 11, AS_F(-2.555), AS_F(-2.05), AS_F(-119.93),
AS_SET_POS, 11, 35, 101, -5,
AS_SET_ROTATION, 12, AS_F(-112.4), AS_F(56.2), AS_F(39.345),
AS_SET_POS, 12, 0, 35, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-13.76), AS_F(-0.705), AS_F(-5.85),
AS_SET_POS, 2, 6, 76, -15,
AS_SET_ROTATION, 3, AS_F(-84.225), AS_F(-55.02), AS_F(-59.9),
AS_SET_POS, 3, 123, 216, -142,
AS_SET_ROTATION, 4, AS_F(170.985), AS_F(-122.58), AS_F(16.37),
AS_SET_POS, 4, 270, 37, -150,
AS_SET_ROTATION, 5, AS_F(-1.62), AS_F(0.9), AS_F(58.19),
AS_SET_POS, 5, 90, -53, 3,
AS_SET_ROTATION, 6, AS_F(-170.755), AS_F(164.69), AS_F(62.055),
AS_SET_POS, 6, 261, 173, 47,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 33, 121, 142,
AS_SET_ROTATION, 10, AS_F(3.94), AS_F(-14.935), AS_F(150.58),
AS_SET_POS, 10, 24, 61, -3,
AS_SET_ROTATION, 11, AS_F(-2.5), AS_F(-1.61), AS_F(-109.94),
AS_SET_POS, 11, 26, 98, -5,
AS_SET_ROTATION, 12, AS_F(-119.575), AS_F(59.2), AS_F(36.61),
AS_SET_POS, 12, 0, 28, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-27.39), AS_F(-2.78), AS_F(-11.37),
AS_SET_POS, 2, 10, 89, -25,
AS_SET_ROTATION, 3, AS_F(80.02), AS_F(-112.13), AS_F(121.08),
AS_SET_POS, 3, 138, 186, -158,
AS_SET_ROTATION, 4, AS_F(173.925), AS_F(-122.2), AS_F(10.975),
AS_SET_POS, 4, 272, 27, -151,
AS_SET_ROTATION, 5, AS_F(-1.0), AS_F(0.285), AS_F(31.74),
AS_SET_POS, 5, 41, -6, 1,
AS_SET_ROTATION, 6, AS_F(-177.725), AS_F(159.625), AS_F(12.6),
AS_SET_POS, 6, 330, 64, 60,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(179.995),
AS_SET_POS, 8, 40, 79, 175,
AS_SET_ROTATION, 10, AS_F(1.17), AS_F(-15.855), AS_F(171.575),
AS_SET_POS, 10, 28, 70, -3,
AS_SET_ROTATION, 11, AS_F(-2.36), AS_F(-1.18), AS_F(-99.955),
AS_SET_POS, 11, 16, 94, -5,
AS_SET_ROTATION, 12, AS_F(-127.71), AS_F(61.975), AS_F(32.85),
AS_SET_POS, 12, 0, 21, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-40.815), AS_F(-6.085), AS_F(-16.265),
AS_SET_POS, 2, 16, 97, -39,
AS_SET_ROTATION, 3, AS_F(44.59), AS_F(-100.555), AS_F(142.375),
AS_SET_POS, 3, 145, 149, -167,
AS_SET_ROTATION, 4, AS_F(176.94), AS_F(-121.97), AS_F(5.505),
AS_SET_POS, 4, 273, 14, -151,
AS_SET_ROTATION, 5, AS_F(-0.175), AS_F(0.005), AS_F(5.285),
AS_SET_POS, 5, 20, 56, 0,
AS_SET_ROTATION, 6, AS_F(173.63), AS_F(161.435), AS_F(-37.59),
AS_SET_POS, 6, 302, -62, 54,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 32, 46, 140,
AS_SET_ROTATION, 10, AS_F(-1.75), AS_F(-15.75), AS_F(-167.36),
AS_SET_POS, 10, 26, 81, -3,
AS_SET_ROTATION, 11, AS_F(-2.16), AS_F(-0.785), AS_F(-89.965),
AS_SET_POS, 11, 7, 87, -5,
AS_SET_ROTATION, 12, AS_F(-137.02), AS_F(64.435), AS_F(27.87),
AS_SET_POS, 12, 0, 12, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-54.03), AS_F(-10.425), AS_F(-20.29),
AS_SET_POS, 2, 24, 101, -56,
AS_SET_ROTATION, 3, AS_F(-44.59), AS_F(-100.56), AS_F(-142.37),
AS_SET_POS, 3, 144, 110, -166,
AS_SET_ROTATION, 4, AS_F(-179.995), AS_F(-121.885), AS_F(0.0),
AS_SET_POS, 4, 274, 0, -152,
AS_SET_ROTATION, 5, AS_F(0.685), AS_F(0.125), AS_F(-21.16),
AS_SET_POS, 5, 33, 121, 1,
AS_SET_ROTATION, 6, AS_F(169.545), AS_F(168.79), AS_F(-85.955),
AS_SET_POS, 6, 194, -129, 35,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 26, 84, 115,
AS_SET_ROTATION, 10, AS_F(-4.44), AS_F(-14.64), AS_F(-146.395),
AS_SET_POS, 10, 17, 91, -2,
AS_SET_ROTATION, 11, AS_F(-1.89), AS_F(-0.435), AS_F(-79.975),
AS_SET_POS, 11, -2, 78, -5,
AS_SET_ROTATION, 12, AS_F(-147.66), AS_F(66.475), AS_F(21.51),
AS_SET_POS, 12, 0, 3, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-67.16), AS_F(-15.565), AS_F(-23.265),
AS_SET_POS, 2, 32, 99, -76,
AS_SET_ROTATION, 3, AS_F(-80.02), AS_F(-112.13), AS_F(-121.08),
AS_SET_POS, 3, 135, 73, -156,
AS_SET_POS, 4, 275, 1, -152,
AS_SET_ROTATION, 5, AS_F(1.405), AS_F(0.62), AS_F(-47.615),
AS_SET_POS, 5, 77, 172, 2,
AS_SET_ROTATION, 6, AS_F(-7.65), AS_F(3.335), AS_F(47.085),
AS_SET_POS, 6, 80, -95, 14,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 36, 111, 158,
AS_SET_ROTATION, 10, AS_F(-6.53), AS_F(-12.685), AS_F(-125.645),
AS_SET_POS, 10, 3, 97, 0,
AS_SET_ROTATION, 11, AS_F(-1.56), AS_F(-0.13), AS_F(-69.99),
AS_SET_POS, 11, -12, 68, -5,
AS_SET_ROTATION, 12, AS_F(-156.0), AS_F(67.59), AS_F(16.19),
AS_SET_POS, 12, 0, 6, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-80.415), AS_F(-21.225), AS_F(-24.995),
AS_SET_POS, 2, 42, 91, -98,
AS_SET_ROTATION, 3, AS_F(84.225), AS_F(-55.02), AS_F(59.9),
AS_SET_POS, 3, 120, 42, -138,
AS_SET_POS, 4, 275, 2, -153,
AS_SET_ROTATION, 5, AS_F(1.835), AS_F(1.385), AS_F(-74.06),
AS_SET_POS, 5, 143, 197, 4,
AS_SET_ROTATION, 6, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 6, 34, 10, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(179.995),
AS_SET_POS, 8, 44, 67, 192,
AS_SET_ROTATION, 10, AS_F(-7.76), AS_F(-10.135), AS_F(-105.135),
AS_SET_POS, 10, -14, 98, 2,
AS_SET_ROTATION, 11, AS_F(-1.18), AS_F(0.105), AS_F(-60.005),
AS_SET_POS, 11, -22, 55, -6,
AS_SET_ROTATION, 12, AS_F(-164.93), AS_F(68.38), AS_F(10.26),
AS_SET_POS, 12, 0, 8, 1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-98.77), AS_F(-21.56), AS_F(22.775),
AS_SET_POS, 2, 7, 14, -112,
AS_SET_ROTATION, 3, AS_F(72.33), AS_F(-42.435), AS_F(55.95),
AS_SET_POS, 3, 100, 20, -115,
AS_SET_POS, 4, 276, 1, -153,
AS_SET_ROTATION, 5, AS_F(-178.12), AS_F(177.735), AS_F(79.48),
AS_SET_POS, 5, 217, 189, 7,
AS_SET_POS, 6, 34, 13, 6,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 36, 33, 157,
AS_SET_ROTATION, 10, AS_F(-8.015), AS_F(-7.325), AS_F(-84.84),
AS_SET_POS, 10, -35, 93, 4,
AS_SET_ROTATION, 11, AS_F(0.615), AS_F(0.32), AS_F(-18.365),
AS_SET_POS, 11, -49, 35, -5,
AS_SET_ROTATION, 12, AS_F(-174.285), AS_F(68.805), AS_F(3.91),
AS_SET_POS, 12, 0, 9, 1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(68.705), AS_F(-170.56), AS_F(-112.815),
AS_SET_POS, 2, 37, -65, -100,
AS_SET_ROTATION, 3, AS_F(61.22), AS_F(-30.615), AS_F(49.655),
AS_SET_POS, 3, 78, 9, -89,
AS_SET_POS, 4, 277, 0, -154,
AS_SET_ROTATION, 5, AS_F(-178.475), AS_F(176.94), AS_F(53.005),
AS_SET_POS, 5, 284, 148, 9,
AS_SET_POS, 6, 34, 16, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 30, 68, 132,
AS_SET_ROTATION, 10, AS_F(-7.27), AS_F(-4.605), AS_F(-64.655),
AS_SET_POS, 10, -55, 81, 7,
AS_SET_ROTATION, 11, AS_F(2.11), AS_F(-0.715), AS_F(23.255),
AS_SET_POS, 11, -54, 4, -6,
AS_SET_ROTATION, 12, AS_F(176.19), AS_F(68.84), AS_F(-2.61),
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(68.025), AS_F(172.365), AS_F(-71.78),
AS_SET_POS, 2, 114, -100, -67,
AS_SET_ROTATION, 3, AS_F(49.795), AS_F(-20.005), AS_F(41.61),
AS_SET_POS, 3, 55, 9, -64,
AS_SET_ROTATION, 5, AS_F(-179.145), AS_F(176.38), AS_F(26.51),
AS_SET_POS, 5, 329, 81, 10,
AS_SET_POS, 6, 34, 17, 6,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 40, 93, 175,
AS_SET_ROTATION, 10, AS_F(-5.63), AS_F(-2.3), AS_F(-44.49),
AS_SET_POS, 10, -73, 63, 10,
AS_SET_ROTATION, 11, AS_F(2.54), AS_F(-2.485), AS_F(64.87),
AS_SET_POS, 11, -36, -20, -8,
AS_SET_ROTATION, 12, AS_F(166.78), AS_F(68.495), AS_F(-9.02),
AS_SET_POS, 12, 0, 6, 1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(79.355), AS_F(159.265), AS_F(-27.95),
AS_SET_POS, 2, 192, -69, -33,
AS_SET_ROTATION, 3, AS_F(37.515), AS_F(-11.115), AS_F(31.97),
AS_SET_POS, 3, 36, 21, -41,
AS_SET_ROTATION, 5, AS_F(179.995), AS_F(176.175), AS_F(0.0),
AS_SET_POS, 5, 345, 0, 11,
AS_SET_POS, 6, 34, 16, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(179.995),
AS_SET_POS, 8, 48, 47, 208,
AS_SET_ROTATION, 10, AS_F(-3.3), AS_F(-0.71), AS_F(-24.29),
AS_SET_POS, 10, -88, 40, 12,
AS_SET_ROTATION, 11, AS_F(1.68), AS_F(-4.085), AS_F(106.545),
AS_SET_POS, 11, -5, -28, -9,
AS_SET_ROTATION, 12, AS_F(157.745), AS_F(67.775), AS_F(-15.045),
AS_SET_POS, 12, 0, 3, 1,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(97.66), AS_F(158.04), AS_F(19.785),
AS_SET_POS, 2, 227, 11, -18,
AS_SET_ROTATION, 3, AS_F(24.155), AS_F(-4.505), AS_F(20.84),
AS_SET_POS, 3, 21, 41, -24,
AS_SET_POS, 5, 345, 3, 11,
AS_SET_POS, 6, 34, 13, 6,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 40, 11, 174,
AS_SET_ROTATION, 10, AS_F(-0.565), AS_F(-0.015), AS_F(-4.05),
AS_SET_POS, 10, -96, 27, 13,
AS_SET_ROTATION, 11, AS_F(-0.025), AS_F(-4.72), AS_F(148.31),
AS_SET_POS, 11, 20, -15, -10,
AS_SET_ROTATION, 12, AS_F(163.11), AS_F(68.25), AS_F(-11.485),
AS_SET_POS, 12, 0, 5, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(110.83), AS_F(169.55), AS_F(64.525),
AS_SET_POS, 2, 197, 96, -31,
AS_SET_ROTATION, 3, AS_F(9.84), AS_F(-0.735), AS_F(8.55),
AS_SET_POS, 3, 13, 67, -15,
AS_SET_POS, 5, 345, 6, 11,
AS_SET_POS, 6, 34, 10, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 34, 44, 149,
AS_SET_ROTATION, 10, AS_F(2.235), AS_F(-0.32), AS_F(16.2),
AS_SET_POS, 10, -98, 12, 13,
AS_SET_ROTATION, 11, AS_F(-1.725), AS_F(-4.05), AS_F(-169.93),
AS_SET_POS, 11, 27, 10, -10,
AS_SET_ROTATION, 12, AS_F(168.64), AS_F(68.595), AS_F(-7.76),
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-67.7), AS_F(-6.575), AS_F(-74.39),
AS_SET_POS, 2, 118, 140, -65,
AS_SET_ROTATION, 3, AS_F(-4.935), AS_F(-0.18), AS_F(-4.285),
AS_SET_POS, 3, 14, 94, -16,
AS_SET_POS, 5, 345, 7, 11,
AS_SET_POS, 6, 34, 11, 6,
AS_SET_ROTATION, 8, AS_F(86.98), AS_F(12.745), AS_F(-13.425),
AS_SET_POS, 8, 44, 66, 192,
AS_SET_ROTATION, 10, AS_F(4.765), AS_F(-1.565), AS_F(36.42),
AS_SET_POS, 10, -94, -3, 13,
AS_SET_ROTATION, 11, AS_F(-1.615), AS_F(-4.145), AS_F(-173.265),
AS_SET_POS, 11, 27, 9, -10,
AS_SET_ROTATION, 12, AS_F(174.285), AS_F(68.805), AS_F(-3.91),
AS_SET_POS, 12, 0, 3, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-78.33), AS_F(-20.195), AS_F(-30.885),
AS_SET_POS, 2, 35, 112, -101,
AS_SET_ROTATION, 3, AS_F(-19.47), AS_F(-2.91), AS_F(-16.85),
AS_SET_POS, 3, 22, 120, -25,
AS_SET_POS, 5, 345, 6, 11,
AS_SET_POS, 6, 34, 12, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(153.815), AS_F(179.995),
AS_SET_POS, 8, 52, 18, 225,
AS_SET_ROTATION, 10, AS_F(6.705), AS_F(-3.615), AS_F(56.59),
AS_SET_POS, 10, -84, -17, 11,
AS_SET_ROTATION, 11, AS_F(-1.495), AS_F(-4.235), AS_F(-176.605),
AS_SET_POS, 11, 27, 7, -10,
AS_SET_ROTATION, 12, AS_F(179.995), AS_F(68.875), AS_F(0.0),
AS_SET_POS, 12, 0, 0, 0,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(-96.535), AS_F(-22.305), AS_F(16.79),
AS_SET_POS, 2, -6, 28, -119,
AS_SET_ROTATION, 3, AS_F(-33.185), AS_F(-8.63), AS_F(-28.415),
AS_SET_POS, 3, 36, 139, -42,
AS_SET_POS, 5, 345, 3, 11,
AS_SET_POS, 6, 34, 11, 6,
AS_SET_ROTATION, 8, AS_F(-86.98), AS_F(12.745), AS_F(13.425),
AS_SET_POS, 8, 44, -20, 190,
AS_SET_ROTATION, 10, AS_F(7.83), AS_F(-6.2), AS_F(76.76),
AS_SET_POS, 10, -70, -29, 9,
AS_SET_ROTATION, 11, AS_F(-1.375), AS_F(-4.32), AS_F(-179.945),
AS_SET_POS, 11, 27, 3, -10,
AS_WAIT, 1,
AS_SET_ROTATION, 2, AS_F(69.67), AS_F(-168.57), AS_F(-118.14),
AS_SET_POS, 2, 15, -66, -109,
AS_SET_ROTATION, 3, AS_F(-45.815), AS_F(-16.82), AS_F(-38.575),
AS_SET_POS, 3, 57, 148, -65,
AS_SET_POS, 5, 345, 0, 11,
AS_SET_POS, 6, 34, 10, 6,
AS_SET_ROTATION, 8, AS_F(0.0), AS_F(0.0), AS_F(0.0),
AS_SET_POS, 8, 38, 9, 165,
AS_SET_ROTATION, 10, AS_F(7.985), AS_F(-9.02), AS_F(96.995),
AS_SET_POS, 10, -54, -35, 7,
AS_SET_POS, 11, 27, 0, -10,
AS_WAIT, 1,
AS_SET_ROTATION, 3, AS_F(-57.475), AS_F(-26.915), AS_F(-47.155),
AS_SET_POS, 3, 80, 147, -92,
AS_SET_POS, 5, 345, 1, 11,
AS_SET_ROTATION, 10, AS_F(7.135), AS_F(-11.715), AS_F(117.41),
AS_SET_POS, 10, -38, -29, 5,
AS_WAIT, 1,
AS_SET_ROTATION, 3, AS_F(-68.61), AS_F(-38.385), AS_F(-54.065),
AS_SET_POS, 3, 103, 133, -119,
AS_SET_POS, 5, 345, 2, 11,
AS_SET_ROTATION, 10, AS_F(5.365), AS_F(-13.95), AS_F(138.065),
AS_SET_POS, 10, -24, -18, 3,
AS_WAIT, 1,
AS_SET_ROTATION, 3, AS_F(-80.06), AS_F(-50.77), AS_F(-58.925),
AS_SET_POS, 3, 124, 107, -143,
AS_SET_POS, 5, 345, 1, 11,
AS_SET_ROTATION, 10, AS_F(2.88), AS_F(-15.42), AS_F(158.955),
AS_SET_POS, 10, -14, -7, 2,
AS_WAIT, 1,
AS_SET_ROTATION, 3, AS_F(86.115), AS_F(-116.395), AS_F(119.82),
AS_SET_POS, 3, 140, 71, -161,
AS_SET_POS, 5, 345, 0, 11,
AS_SET_ROTATION, 10, AS_F(0.0), AS_F(-15.935), AS_F(179.995),
AS_SET_POS, 10, -10, 0, 1,
AS_WAIT, 1,
AS_END_LOOP,
AS_END,
};

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@ -0,0 +1,85 @@
#include "common.h"
#define NAMESPACE b_area_kzn2_lava_piranha_AnimModel_MainHeadVine
s32 N(padding) = 0;
StaticAnimatorNode N(8021C308) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 4166 },
.pos = { 102.0f, 99.0f, -10.0f },
};
StaticAnimatorNode N(8021C334) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 11010 },
.pos = { 137.0f, 94.0f, -10.0f },
.sibling = &N(8021C308),
};
StaticAnimatorNode N(8021C360) = {
.displayList = &N(8021C308),
.rot = { 0, 0, -5416 },
.pos = { 127.0f, 56.0f, -10.0f },
.sibling = &N(8021C334),
};
StaticAnimatorNode N(8021C38C) = {
.displayList = &N(8021C308),
.rot = { 0, 0, -3640 },
.pos = { 106.0f, 23.0f, -10.0f },
.sibling = &N(8021C360),
};
StaticAnimatorNode N(8021C3B8) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 5461 },
.pos = { 122.0f, -13.0f, -10.0f },
.sibling = &N(8021C38C),
};
StaticAnimatorNode N(8021C3E4) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 21045 },
.pos = { 120.0f, 108.0f, -11.0f },
.sibling = &N(8021C3B8),
};
StaticAnimatorNode N(8021C410) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 2796 },
.pos = { 140.0f, 73.0f, -11.0f },
.sibling = &N(8021C3E4),
};
StaticAnimatorNode N(8021C43C) = {
.displayList = &N(8021C308),
.rot = { 0, 0, -8169 },
.pos = { 112.0f, 42.0f, -11.0f },
.sibling = &N(8021C410),
};
StaticAnimatorNode N(8021C468) = {
.displayList = &N(8021C308),
.rot = { 0, 0, 910 },
.pos = { 110.0f, 3.0f, -11.0f },
.sibling = &N(8021C43C),
};
StaticAnimatorNode N(8021C494) = {
.child = &N(8021C468),
};
StaticAnimatorNode* NAMESPACE[] = {
&N(8021C494),
&N(8021C468),
&N(8021C43C),
&N(8021C410),
&N(8021C3E4),
&N(8021C3B8),
&N(8021C38C),
&N(8021C360),
&N(8021C334),
&N(8021C308),
NULL,
};

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@ -0,0 +1,69 @@
#include "common.h"
#define NAMESPACE b_area_kzn2_lava_piranha_AnimModel_SideHeadVine
s32 N(padding) = 0;
StaticAnimatorNode N(8021C4F0) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, 13020 },
.pos = { 62.0f, 53.0f, -20.0f },
};
StaticAnimatorNode N(8021C51C) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, 13067 },
.pos = { 97.0f, 51.0f, -20.0f },
.sibling = &N(8021C4F0),
};
StaticAnimatorNode N(8021C548) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, -10126 },
.pos = { 75.0f, 19.0f, -20.0f },
.sibling = &N(8021C51C),
};
StaticAnimatorNode N(8021C574) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, 122 },
.pos = { 69.0f, -19.0f, -20.0f },
.sibling = &N(8021C548),
};
StaticAnimatorNode N(8021C5A0) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, 24663 },
.pos = { 76.0f, 62.0f, -21.0f },
.sibling = &N(8021C574),
};
StaticAnimatorNode N(8021C5CC) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, 1470 },
.pos = { 96.0f, 28.0f, -21.0f },
.sibling = &N(8021C5A0),
};
StaticAnimatorNode N(8021C5F8) = {
.displayList = &N(8021C4F0),
.rot = { 0, 0, -5339 },
.pos = { 67.0f, 0.0f, -21.0f },
.sibling = &N(8021C5CC),
};
StaticAnimatorNode N(8021C624) = {
.child = &N(8021C5F8),
};
StaticAnimatorNode* NAMESPACE[] = {
&N(8021C624),
&N(8021C5F8),
&N(8021C5CC),
&N(8021C5A0),
&N(8021C574),
&N(8021C548),
&N(8021C51C),
&N(8021C4F0),
NULL,
};

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#include "common.h"
#define NAMESPACE b_area_kzn2_lava_piranha_AnimModel_ExtraVine
s32 N(padding) = 0;
StaticAnimatorNode N(8021C678) = {
.displayList = &N(8021C678),
.rot = { 0, 0, 30065 },
.pos = { 132.0f, -5.0f, -5.0f },
};
StaticAnimatorNode N(8021C6A4) = {
.displayList = &N(8021C678),
.rot = { 0, 0, -14585 },
.pos = { 98.0f, 4.0f, -5.0f },
.sibling = &N(8021C678),
};
StaticAnimatorNode N(8021C6D0) = {
.displayList = &N(8021C678),
.rot = { 0, 0, 22784 },
.pos = { 129.0f, -26.0f, -6.0f },
.sibling = &N(8021C6A4),
};
StaticAnimatorNode N(8021C6FC) = {
.displayList = &N(8021C678),
.rot = { 0, 0, -28213 },
.pos = { 120.0f, 12.0f, -6.0f },
.sibling = &N(8021C6D0),
};
StaticAnimatorNode N(8021C728) = {
.displayList = &N(8021C678),
.rot = { 0, 0, -7236 },
.pos = { 87.0f, -13.0f, -6.0f },
.sibling = &N(8021C6FC),
};
StaticAnimatorNode N(8021C754) = {
.child = &N(8021C728),
};
StaticAnimatorNode* NAMESPACE[] = {
&N(8021C754),
&N(8021C728),
&N(8021C6FC),
&N(8021C6D0),
&N(8021C6A4),
&N(8021C678),
NULL,
};

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#include "common.h"
#include "battle/area_kzn2/vtx1.vtx.inc.c"
#include "battle/area_kzn2/vtx2.vtx.inc.c"
#include "battle/area_kzn2/vtx3.vtx.inc.c"
#include "battle/area_kzn2/vtx4.vtx.inc.c"
#include "battle/area_kzn2/vtx5.vtx.inc.c"
#include "battle/area_kzn2/vtx6.vtx.inc.c"
#include "battle/area_kzn2/vtx7.vtx.inc.c"
#include "battle/area_kzn2/vtx8.vtx.inc.c"
#include "battle/area_kzn2/vtx9.vtx.inc.c"
#include "battle/area_kzn2/vtx10.vtx.inc.c"
#include "battle/area_kzn2/vtx11.vtx.inc.c"
#include "battle/area_kzn2/vtx12.vtx.inc.c"
#include "battle/area_kzn2/vtx13.vtx.inc.c"
#include "battle/area_kzn2/vtx14.vtx.inc.c"
#include "battle/area_kzn2/vtx15.vtx.inc.c"
#include "battle/area_kzn2/vtx16.vtx.inc.c"
#include "battle/area_kzn2/vtx17.vtx.inc.c"
#include "battle/area_kzn2/vtx18.vtx.inc.c"
#include "battle/area_kzn2/gfx1.gfx.inc.c"
#include "battle/area_kzn2/gfx2.gfx.inc.c"
#include "battle/area_kzn2/gfx3.gfx.inc.c"
#include "battle/area_kzn2/gfx4.gfx.inc.c"
#include "battle/area_kzn2/gfx5.gfx.inc.c"
#include "battle/area_kzn2/gfx6.gfx.inc.c"
#include "battle/area_kzn2/gfx7.gfx.inc.c"
#include "battle/area_kzn2/gfx8.gfx.inc.c"
#include "battle/area_kzn2/gfx9.gfx.inc.c"
#include "battle/area_kzn2/gfx10.gfx.inc.c"
#include "battle/area_kzn2/gfx11.gfx.inc.c"

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#include "common.h"
#include "battle/battle.h"
#include "ld_addrs.h"
#define NAMESPACE b_area_kzn2
extern ActorBlueprint N(lava_piranha);
extern ActorBlueprint N(petit_piranha);
extern Stage N(kzn_01);
extern Stage N(kzn_01b);
extern Stage N(kzn_02);
extern Stage N(kzn_04);
extern Stage N(kzn_04b);
extern Stage N(kzn_04c);
extern Stage N(kzn_05);
Vec3i N(lava_piranha_pos) = { 60, 60, 0 };
Formation N(formation_00) = {
{ .actor = &N(lava_piranha), .home = { .vec = &N(lava_piranha_pos) }, .priority = 60, },
};
Vec3i N(petit_piranha_pos1) = { 40, 60, 0 };
Vec3i N(petit_piranha_pos2) = { 80, 60, 0 };
Formation N(formation_01) = {
{ .actor = &N(petit_piranha), .home = { .vec = &N(petit_piranha_pos1) }, .priority = 10, },
{ .actor = &N(petit_piranha), .home = { .vec = &N(petit_piranha_pos2) }, .priority = 10, },
};
BattleList N(formationTable) = {
BATTLE("ファイアパックン", N(formation_00), &N(kzn_05)),
BATTLE("プチパックン", N(formation_01), &N(kzn_05)),
{},
};
StageList N(stageTable) = {
{ "kzn_01", &N(kzn_01) },
{ "kzn_01b", &N(kzn_01b) },
{ "kzn_02", &N(kzn_02) },
{ "kzn_04", &N(kzn_04) },
{ "kzn_04b", &N(kzn_04b) },
{ "kzn_04c", &N(kzn_04c) },
{ "kzn_05", &N(kzn_05) },
{},
};
#define PIRANHA_DMA_ENTRY(name) \
{ (s32) world_model_anim_kzn_##name##_ROM_START,\
(s32) world_model_anim_kzn_##name##_ROM_END,\
(s32) world_model_anim_kzn_##name##_VRAM }
DmaTable N(dmaTable)[] = {
PIRANHA_DMA_ENTRY(00),
PIRANHA_DMA_ENTRY(01),
PIRANHA_DMA_ENTRY(02),
PIRANHA_DMA_ENTRY(03),
PIRANHA_DMA_ENTRY(04),
PIRANHA_DMA_ENTRY(05),
PIRANHA_DMA_ENTRY(06),
PIRANHA_DMA_ENTRY(07),
PIRANHA_DMA_ENTRY(08),
PIRANHA_DMA_ENTRY(09),
PIRANHA_DMA_ENTRY(0A),
PIRANHA_DMA_ENTRY(0B),
PIRANHA_DMA_ENTRY(0C),
PIRANHA_DMA_ENTRY(0D),
PIRANHA_DMA_ENTRY(0E),
PIRANHA_DMA_ENTRY(0F),
PIRANHA_DMA_ENTRY(10),
PIRANHA_DMA_ENTRY(11),
PIRANHA_DMA_ENTRY(12),
PIRANHA_DMA_ENTRY(13),
PIRANHA_DMA_ENTRY(14),
PIRANHA_DMA_ENTRY(15),
PIRANHA_DMA_ENTRY(16),
PIRANHA_DMA_ENTRY(17),
PIRANHA_DMA_ENTRY(18),
PIRANHA_DMA_ENTRY(19),
PIRANHA_DMA_ENTRY(1A),
PIRANHA_DMA_ENTRY(1B),
PIRANHA_DMA_ENTRY(1C),
PIRANHA_DMA_ENTRY(1D),
PIRANHA_DMA_ENTRY(1E),
PIRANHA_DMA_ENTRY(1F),
PIRANHA_DMA_ENTRY(20),
PIRANHA_DMA_ENTRY(21),
PIRANHA_DMA_ENTRY(22),
PIRANHA_DMA_ENTRY(23),
PIRANHA_DMA_ENTRY(24),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_01
EvtScript N(beforeBattle_80227780) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 17, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_802277D0) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802277E0)[] = {
0x0000000E, 0x0000000F, 0x00000018, 0x00000019, 0x0000001A, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt01_shape",
.hit = "kzn_bt01_hit",
.preBattle = &N(beforeBattle_80227780),
.postBattle = &N(afterBattle_802277D0),
.foregroundModelList = N(foregroundModelList_802277E0),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_01b
EvtScript N(beforeBattle_80227820) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8022785C) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8022786C)[] = {
0x0000000E, 0x0000000F, 0x00000018, 0x00000019, 0x0000001A, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt01_shape",
.hit = "kzn_bt01_hit",
.preBattle = &N(beforeBattle_80227820),
.postBattle = &N(afterBattle_8022785C),
.foregroundModelList = N(foregroundModelList_8022786C),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_02
EvtScript N(802278B0) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_SUB(LVar0, -300)
EVT_SUB(LVar1, -500)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(8022797C) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, 16384)
EVT_ADD(LVar1, 0)
EVT_WAIT(5)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80227A2C) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar9, LVar1)
EVT_SET(LVar8, LVar2)
EVT_SET(LVar7, LVar3)
EVT_LABEL(0)
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar8, LVar2, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar2, LVar8, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_80227BDC) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, 25)
EVT_SET(LVar1, 0)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 6)
EVT_SET(LVar1, 1)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 7)
EVT_SET(LVar1, 2)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 9)
EVT_SET(LVar1, 3)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 10)
EVT_SET(LVar1, 4)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 12)
EVT_SET(LVar1, 5)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 6)
EVT_EXEC(N(802278B0))
EVT_SET(LVar0, 24)
EVT_SET(LVar1, 180)
EVT_SET(LVar2, 0)
EVT_SET(LVar3, 200)
EVT_EXEC(N(80227A2C))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227D98) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227DA8)[] = {
0x0000001E, 0x0000001F, 0x00000020, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt02_shape",
.hit = "kzn_bt02_hit",
.preBattle = &N(beforeBattle_80227BDC),
.postBattle = &N(afterBattle_80227D98),
.foregroundModelList = N(foregroundModelList_80227DA8),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_04
EvtScript N(80227DE0) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_SUB(LVar0, -300)
EVT_SUB(LVar1, -500)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80227EAC) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, 16384)
EVT_ADD(LVar1, 0)
EVT_WAIT(5)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80227F5C) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar9, LVar1)
EVT_SET(LVar8, LVar2)
EVT_SET(LVar7, LVar3)
EVT_LABEL(0)
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar8, LVar2, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar2, LVar8, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_8022810C) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 30, 0)
EVT_CALL(SetGroupEnabled, 44, 0)
EVT_SET(LVar0, 4)
EVT_SET(LVar1, 0)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 5)
EVT_SET(LVar1, 1)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 6)
EVT_SET(LVar1, 2)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 7)
EVT_SET(LVar1, 3)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 15)
EVT_SET(LVar1, 4)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 32)
EVT_SET(LVar1, 5)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 33)
EVT_SET(LVar1, 6)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 43)
EVT_SET(LVar1, 7)
EVT_EXEC(N(80227DE0))
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 8)
EVT_EXEC(N(80227EAC))
EVT_SET(LVar0, 14)
EVT_SET(LVar1, 9)
EVT_EXEC(N(80227EAC))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80228328) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80228338)[] = {
0x00000014, 0x00000015, 0x00000016, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt04_shape",
.hit = "kzn_bt04_hit",
.preBattle = &N(beforeBattle_8022810C),
.postBattle = &N(afterBattle_80228328),
.foregroundModelList = N(foregroundModelList_80228338),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_04b
EvtScript N(80228370) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_SUB(LVar0, -300)
EVT_SUB(LVar1, -500)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(8022843C) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, 16384)
EVT_ADD(LVar1, 0)
EVT_WAIT(5)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(802284EC) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar9, LVar1)
EVT_SET(LVar8, LVar2)
EVT_SET(LVar7, LVar3)
EVT_LABEL(0)
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar8, LVar2, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar2, LVar8, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_8022869C) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 39, 0)
EVT_CALL(SetGroupEnabled, 44, 0)
EVT_SET(LVar0, 4)
EVT_SET(LVar1, 0)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 5)
EVT_SET(LVar1, 1)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 6)
EVT_SET(LVar1, 2)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 7)
EVT_SET(LVar1, 3)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 15)
EVT_SET(LVar1, 4)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 24)
EVT_SET(LVar1, 5)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 25)
EVT_SET(LVar1, 6)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 43)
EVT_SET(LVar1, 7)
EVT_EXEC(N(80228370))
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 8)
EVT_EXEC(N(8022843C))
EVT_SET(LVar0, 14)
EVT_SET(LVar1, 9)
EVT_EXEC(N(8022843C))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_802288B8) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802288C8)[] = {
0x00000014, 0x00000015, 0x00000016, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt04_shape",
.hit = "kzn_bt04_hit",
.preBattle = &N(beforeBattle_8022869C),
.postBattle = &N(afterBattle_802288B8),
.foregroundModelList = N(foregroundModelList_802288C8),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_04c
EvtScript N(80228900) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_SUB(LVar0, -300)
EVT_SUB(LVar1, -500)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(802289CC) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, 16384)
EVT_ADD(LVar1, 0)
EVT_WAIT(5)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80228A7C) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar9, LVar1)
EVT_SET(LVar8, LVar2)
EVT_SET(LVar7, LVar3)
EVT_LABEL(0)
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar8, LVar2, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar2, LVar8, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_80228C2C) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 39, 0)
EVT_CALL(SetGroupEnabled, 30, 0)
EVT_SET(LVar0, 4)
EVT_SET(LVar1, 0)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 5)
EVT_SET(LVar1, 1)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 6)
EVT_SET(LVar1, 2)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 7)
EVT_SET(LVar1, 3)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 15)
EVT_SET(LVar1, 4)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 43)
EVT_SET(LVar1, 7)
EVT_EXEC(N(80228900))
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 8)
EVT_EXEC(N(802289CC))
EVT_SET(LVar0, 14)
EVT_SET(LVar1, 9)
EVT_EXEC(N(802289CC))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80228DF0) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80228E00)[] = {
0x00000014, 0x00000015, 0x00000016, 0x00000000,
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt04_shape",
.hit = "kzn_bt04_hit",
.preBattle = &N(beforeBattle_80228C2C),
.postBattle = &N(afterBattle_80228DF0),
.foregroundModelList = N(foregroundModelList_80228E00),
};

View File

@ -0,0 +1,165 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_kzn2_kzn_05
EvtScript N(80228E40) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_SUB(LVar0, -300)
EVT_SUB(LVar1, -500)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80228F0C) = {
EVT_SET(LVarA, LVar1)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, 16384)
EVT_ADD(LVar1, 0)
EVT_WAIT(5)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80228FBC) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar9, LVar1)
EVT_SET(LVar8, LVar2)
EVT_SET(LVar7, LVar3)
EVT_LABEL(0)
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar8, LVar2, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_SET(LVar2, LVar8)
EVT_ADD(LVar2, LVar9)
EVT_CALL(MakeLerp, LVar2, LVar8, LVar7, 0)
EVT_LOOP(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateGroup, LVarA, LVar0, 0, 0)
EVT_WAIT(1)
EVT_IF_EQ(LVar1, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_8022916C) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, 17)
EVT_SET(LVar1, 0)
EVT_EXEC(N(80228E40))
EVT_SET(LVar0, 15)
EVT_SET(LVar1, 1)
EVT_EXEC(N(80228E40))
EVT_SET(LVar0, 10)
EVT_SET(LVar1, 2)
EVT_EXEC(N(80228F0C))
EVT_SET(LVar0, 11)
EVT_SET(LVar1, 3)
EVT_EXEC(N(80228F0C))
EVT_SET(LVar0, 26)
EVT_SET(LVar1, 4)
EVT_EXEC(N(80228F0C))
EVT_SET(LVar0, 27)
EVT_SET(LVar1, 5)
EVT_EXEC(N(80228F0C))
EVT_CALL(EnableModel, 29, 0)
EVT_CALL(EnableModel, 30, 0)
EVT_CALL(EnableModel, 31, 0)
EVT_CALL(EnableModel, 32, 0)
EVT_CALL(EnableModel, 33, 0)
EVT_CALL(EnableModel, 34, 0)
EVT_CALL(EnableModel, 35, 0)
EVT_CALL(EnableModel, 36, 0)
EVT_CALL(EnableModel, 37, 0)
EVT_CALL(EnableModel, 38, 0)
EVT_CALL(EnableModel, 39, 0)
EVT_CALL(EnableModel, 40, 0)
EVT_CALL(EnableModel, 41, 0)
EVT_CALL(EnableModel, 42, 0)
EVT_CALL(EnableModel, 43, 0)
EVT_CALL(EnableModel, 44, 0)
EVT_CALL(EnableModel, 45, 0)
EVT_CALL(EnableModel, 46, 0)
EVT_CALL(EnableModel, 47, 0)
EVT_CALL(EnableModel, 48, 0)
EVT_CALL(EnableModel, 49, 0)
EVT_CALL(EnableModel, 50, 0)
EVT_CALL(EnableModel, 51, 0)
EVT_CALL(EnableModel, 52, 0)
EVT_CALL(EnableModel, 53, 0)
EVT_CALL(EnableModel, 54, 0)
EVT_CALL(EnableModel, 55, 0)
EVT_CALL(EnableModel, 56, 0)
EVT_CALL(EnableModel, 57, 0)
EVT_CALL(EnableModel, 58, 0)
EVT_CALL(EnableModel, 59, 0)
EVT_CALL(EnableModel, 60, 0)
EVT_CALL(EnableModel, 61, 0)
EVT_CALL(EnableModel, 62, 0)
EVT_CALL(EnableModel, 63, 0)
EVT_CALL(EnableModel, 64, 0)
EVT_CALL(EnableModel, 65, 0)
EVT_CALL(EnableModel, 66, 0)
EVT_CALL(EnableModel, 67, 0)
EVT_CALL(EnableModel, 68, 0)
EVT_CALL(EnableModel, 69, 0)
EVT_CALL(EnableModel, 70, 0)
EVT_CALL(EnableModel, 71, 0)
EVT_CALL(EnableModel, 72, 0)
EVT_CALL(EnableModel, 73, 0)
EVT_CALL(EnableModel, 74, 0)
EVT_CALL(EnableModel, 75, 0)
EVT_CALL(EnableModel, 76, 0)
EVT_CALL(EnableModel, 78, 0)
EVT_CALL(EnableModel, 79, 0)
EVT_CALL(EnableModel, 80, 0)
EVT_CALL(EnableModel, 81, 0)
EVT_CALL(EnableModel, 82, 0)
EVT_CALL(EnableModel, 83, 0)
EVT_CALL(EnableModel, 84, 0)
EVT_CALL(EnableModel, 85, 0)
EVT_CALL(EnableModel, 86, 0)
EVT_CALL(EnableModel, 87, 0)
EVT_CALL(EnableModel, 88, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8022974C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "kzn_tex",
.shape = "kzn_bt05_shape",
.hit = "kzn_bt05_hit",
.preBattle = &N(beforeBattle_8022916C),
.postBattle = &N(afterBattle_8022974C),
};

View File

@ -736,11 +736,11 @@ EvtScript N(takeTurn_Chan) = {
EVT_WAIT(5)
EVT_CALL(PlayEffect, 0x1D, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2021)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2021)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Chan_ShellSpin)
EVT_WAIT(20)
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20D3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20D3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)

View File

@ -1366,7 +1366,7 @@ EvtScript N(takeTurn_80221200) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_0)
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKooper_ShellSpinSlowest)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x200C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_200C)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 75)
@ -1411,7 +1411,7 @@ EvtScript N(takeTurn_80221200) = {
EVT_END_SWITCH
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x200A)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_200A)
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 15)
@ -1766,7 +1766,7 @@ EvtScript N(takeTurn_802229C4) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBombette_Brace)
EVT_WAIT(15)
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2020)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2020)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
@ -2137,7 +2137,7 @@ EvtScript N(80223B74) = {
EVT_WAIT(3)
EVT_CALL(UseBattleCamPresetImmediately, BTL_CAM_PRESET_B)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2004)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2004)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleParakarry_FlyFast)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 10, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, 0)
@ -2148,7 +2148,7 @@ EvtScript N(80223B74) = {
EVT_END_THREAD
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 15, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 20, -20, 6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2005)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2005)
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleParakarry_Dive)
@ -2603,7 +2603,7 @@ EvtScript N(takeTurn_80224CA0) = {
EVT_END_SWITCH
EVT_SET(LVar7, LVar8)
EVT_LOOP(LVar7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2019)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2019)
EVT_ADD(LVarA, 1)
EVT_CALL(SetPartScale, -127, 1, EVT_FLOAT(1.4), EVT_FLOAT(1.4), EVT_FLOAT(1.0))
EVT_IF_EQ(LocalFlag(0), 0)
@ -3018,7 +3018,7 @@ EvtScript N(takeTurn_80226004) = {
EVT_CALL(AddBattleCamZoom, -75)
EVT_CALL(MoveBattleCamOver, LVarA)
EVT_CALL(func_8024ECF8, 0, 0, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x289)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_289)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, 0x80000)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -3399,7 +3399,7 @@ EvtScript N(takeTurn_802270BC) = {
EVT_END_SWITCH
EVT_END_THREAD
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2034)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2034)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
@ -3413,15 +3413,15 @@ EvtScript N(takeTurn_802270BC) = {
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_CALL(SetPartScale, -127, 1, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(LandJump, -127)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x29A)
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, 0x29A)
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, 0x29A)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -3489,7 +3489,7 @@ EvtScript N(takeTurn_802270BC) = {
EVT_END_SWITCH
EVT_END_THREAD
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2034)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2034)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Jump)
@ -3527,19 +3527,19 @@ EvtScript N(takeTurn_802270BC) = {
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, 0x29A)
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, 0x29A)
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, 0x29A)
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, 0x29A)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_29A)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleSushie_Idle)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -3857,7 +3857,7 @@ EvtScript N(takeTurn_80228B78) = {
EVT_SETF(LVar3, EVT_FLOAT(1.0))
EVT_END_IF
EVT_CALL(PlayEffect, 0x6B, 0, LVar0, LVar1, LVar2, LVar3, 30, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2C5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2C5)
EVT_THREAD
EVT_LOOP(15)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0)
@ -3879,7 +3879,7 @@ EvtScript N(takeTurn_80228B78) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_ThrowSpiny)
EVT_WAIT(3)
EVT_CALL(SetPartSounds, -127, 3, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x201B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_201B)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
@ -4028,7 +4028,7 @@ EvtScript N(copyPartner) = {
EVT_WAIT(15)
EVT_CALL(ActorSpeak, 131111, -127, 1, 10747910, 10747907)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lee_RaisedArmsTalk)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)

View File

@ -231,9 +231,9 @@ EvtScript N(takeTurn_8022AA54) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_Idle)
EVT_WAIT(10)
EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_WindUpLoop)
EVT_WAIT(10)
@ -273,7 +273,7 @@ EvtScript N(takeTurn_8022AA54) = {
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3ED)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 6, 48)
EVT_SWITCH(LVar0)

View File

@ -240,16 +240,16 @@ EvtScript N(singleStrike2) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
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, 0x20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, 16)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
@ -279,15 +279,15 @@ EvtScript N(singleStrike2) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 48)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 20, 0)
EVT_SET(LVar0, 0)
@ -305,7 +305,7 @@ EvtScript N(singleStrike2) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -314,7 +314,7 @@ EvtScript N(singleStrike2) = {
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, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
@ -345,8 +345,8 @@ EvtScript N(doubleStrike2) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, 16)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
@ -386,8 +386,8 @@ EvtScript N(doubleStrike2) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 16)
EVT_WAIT(15)
@ -407,8 +407,8 @@ EvtScript N(doubleStrike2) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 32)
EVT_WAIT(15)
@ -416,8 +416,8 @@ EvtScript N(doubleStrike2) = {
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 10, 0)
EVT_SET(LVar0, 0)
@ -435,7 +435,7 @@ EvtScript N(doubleStrike2) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -444,7 +444,7 @@ EvtScript N(doubleStrike2) = {
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, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
@ -495,7 +495,7 @@ EvtScript N(nextTurn_8022CFFC) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_OpenMouth)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, 0x13, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0, 0, 0, 0, 0, 0, 0)

View File

@ -265,16 +265,16 @@ EvtScript N(singleStrike3) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedIdle)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
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, 0x20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, 16)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
@ -304,15 +304,15 @@ EvtScript N(singleStrike3) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 10, 48)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 20, 0)
EVT_SET(LVar0, 0)
@ -330,7 +330,7 @@ EvtScript N(singleStrike3) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -339,7 +339,7 @@ EvtScript N(singleStrike3) = {
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, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
@ -370,8 +370,8 @@ EvtScript N(doubleStrike3) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, 16)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
@ -411,8 +411,8 @@ EvtScript N(doubleStrike3) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 16)
EVT_WAIT(15)
@ -432,8 +432,8 @@ EvtScript N(doubleStrike3) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 7, 32)
EVT_WAIT(15)
@ -441,8 +441,8 @@ EvtScript N(doubleStrike3) = {
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 10, 0)
EVT_SET(LVar0, 0)
@ -460,7 +460,7 @@ EvtScript N(doubleStrike3) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -469,7 +469,7 @@ EvtScript N(doubleStrike3) = {
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, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
@ -501,8 +501,8 @@ EvtScript N(tripleStrike3) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, 16)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(6)
@ -542,8 +542,8 @@ EvtScript N(tripleStrike3) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 16)
EVT_WAIT(15)
@ -564,8 +564,8 @@ EvtScript N(tripleStrike3) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
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, 0)
EVT_THREAD
@ -587,7 +587,7 @@ EvtScript N(tripleStrike3) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -595,14 +595,14 @@ EvtScript N(tripleStrike3) = {
EVT_SET(LVar1, 0)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BD)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedPunch)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedKick)
EVT_CALL(EnableActorBlur, -127, 1)
@ -622,8 +622,8 @@ EvtScript N(tripleStrike3) = {
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3EE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3EE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 7, 32)
EVT_WAIT(15)
@ -631,8 +631,8 @@ EvtScript N(tripleStrike3) = {
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 10, 0)
EVT_SET(LVar0, 0)
@ -650,7 +650,7 @@ EvtScript N(tripleStrike3) = {
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, 0x20BA)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT(3)
@ -659,7 +659,7 @@ EvtScript N(tripleStrike3) = {
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, 0x3B4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedLand)
EVT_WAIT(20)
EVT_END_CASE_GROUP
@ -872,7 +872,7 @@ EvtScript N(nextTurn_80230D44) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_OpenMouth)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, 0x13, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0, 0, 0, 0, 0, 0, 0)

View File

@ -247,13 +247,13 @@ EvtScript N(80218C48) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_B)
EVT_THREAD
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206E)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206E)
EVT_WAIT(30)
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206F)
EVT_WAIT(11)
EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2070)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2070)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Forest_Anim0D)
EVT_WAIT(130)
@ -395,12 +395,12 @@ EvtScript N(80219054) = {
EVT_WAIT(10)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, 0x03000C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Forest_Anim07)
EVT_WAIT(21)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzy_Forest_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 330)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, -3, -2, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT(1)
@ -422,8 +422,8 @@ EvtScript N(80219054) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar3)
EVT_IF_NE(LVar3, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)

View File

@ -322,7 +322,7 @@ EvtScript N(takeTurn_8021DCD4) = {
EVT_END_IF
EVT_THREAD
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DE)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SmallPiranha_Anim07)
EVT_WAIT(10)
@ -345,7 +345,7 @@ EvtScript N(takeTurn_8021DCD4) = {
EVT_WAIT(2)
EVT_THREAD
EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DE)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SmallPiranha_Anim07)
EVT_WAIT(10)

View File

@ -606,7 +606,7 @@ EvtScript N(shellToss_KentC) = {
EVT_CALL(PlayEffect, 0x1D, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_END_THREAD
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x370)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_370)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KentCKoopa_Anim0A)
EVT_WAIT(10)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 3, 16)
@ -816,7 +816,7 @@ EvtScript N(tackle_KentC) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KentCKoopa_Anim01)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E7)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, 16)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(6)
@ -836,7 +836,7 @@ EvtScript N(tackle_KentC) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -848,7 +848,7 @@ EvtScript N(tackle_KentC) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -860,7 +860,7 @@ EvtScript N(tackle_KentC) = {
EVT_SUB(LVar0, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -930,7 +930,7 @@ EvtScript N(tackle_KentC) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarE)
EVT_IF_NOT_FLAG(LVarE, 0x80000)
EVT_CALL(LandJump, -127)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_END_IF
EVT_END_IF
EVT_END_IF
@ -952,7 +952,7 @@ EvtScript N(tackle_KentC) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)
@ -964,7 +964,7 @@ EvtScript N(tackle_KentC) = {
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20EC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, 0x80000)

View File

@ -286,7 +286,7 @@ EvtScript N(802220FC) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -329,7 +329,7 @@ EvtScript N(80222824) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Black_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Black_Anim03)
@ -439,8 +439,8 @@ EvtScript N(80222824) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Black_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Black_Anim07)
@ -453,10 +453,10 @@ EvtScript N(80222824) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Black_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -287,7 +287,7 @@ EvtScript N(8021B504) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -330,7 +330,7 @@ EvtScript N(8021BC2C) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Blue_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Blue_Anim03)
@ -440,8 +440,8 @@ EvtScript N(8021BC2C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Blue_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Blue_Anim07)
@ -454,10 +454,10 @@ EvtScript N(8021BC2C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Blue_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -287,7 +287,7 @@ EvtScript N(80220604) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -330,7 +330,7 @@ EvtScript N(80220D2C) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Green_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Green_Anim03)
@ -440,8 +440,8 @@ EvtScript N(80220D2C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Green_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Green_Anim07)
@ -454,10 +454,10 @@ EvtScript N(80220D2C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Green_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -299,7 +299,7 @@ EvtScript N(basicAttack) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -353,7 +353,7 @@ EvtScript N(sleepySpin) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_SET(LVar0, 0)
EVT_LOOP(30)
@ -399,7 +399,7 @@ EvtScript N(sleepySpin) = {
EVT_CALL(SetActorYaw, ACTOR_PLAYER, 0)
EVT_END_THREAD
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E3)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0B)
EVT_SET(LVar0, 0)
EVT_LOOP(15)
@ -411,7 +411,7 @@ EvtScript N(sleepySpin) = {
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E4)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(20)
@ -620,55 +620,55 @@ s32 func_8021878C_512D5C(Evt* script, s32 isInitialCall) {
EvtScript N(8022671C) = {
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0B)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0D)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0B)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0D)
EVT_WAIT(4)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E5)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0C)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
@ -679,7 +679,7 @@ EvtScript N(8022671C) = {
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(func_8021878C_512D5C, LVar0, LVar1, LVar2, LVar3, 48)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E6)
EVT_SET(LVar0, 0)
EVT_LOOP(48)
EVT_ADD(LVar0, 30)
@ -693,7 +693,7 @@ EvtScript N(8022671C) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(PlayEffect, EFFECT_SPARKLES, 0, LVar0, LVar1, LVar2, 30, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GrooveGuy_Anim0A)
EVT_WAIT(8)
EVT_RETURN
@ -760,7 +760,7 @@ EvtScript N(80226DEC) = {
EVT_END_THREAD
EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, LVarB, 0, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20F3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F3)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_GrooveGuy_Anim0A)
EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)

View File

@ -287,7 +287,7 @@ EvtScript N(8021EB04) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -330,7 +330,7 @@ EvtScript N(8021F22C) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Pink_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Pink_Anim03)
@ -440,8 +440,8 @@ EvtScript N(8021F22C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Pink_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Pink_Anim07)
@ -454,10 +454,10 @@ EvtScript N(8021F22C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Pink_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -293,7 +293,7 @@ EvtScript N(takeTurn_8022D344) = {
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_PyroGuy_Anim05)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -341,7 +341,7 @@ EvtScript N(80229F08) = {
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_THREAD
EVT_WAIT(20)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E1)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_SkyGuy_Anim2E)
EVT_CALL(SetAnimation, ACTOR_SELF, 4, ANIM_SkyGuy_Anim2D)
@ -354,7 +354,7 @@ EvtScript N(80229F08) = {
EVT_WAIT(15)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_SkyGuy_Anim00)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x263)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_263)
EVT_CALL(PlayEffect, EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 24, 0, 25, 0, 0, 0, 0, 0)
EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_SkyGuy_Anim06)
@ -371,7 +371,7 @@ EvtScript N(80229F08) = {
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(SetPartFlags, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_4 | ACTOR_PART_FLAG_NO_TARGET)
EVT_CALL(SetPartFlags, ACTOR_SELF, 1, ACTOR_PART_FLAG_4 | ACTOR_PART_FLAG_MULTI_TARGET)
@ -514,7 +514,7 @@ EvtScript N(takeTurn_8022A9D0) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E7)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_SkyGuy_Anim08)
EVT_WAIT(12)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -524,7 +524,7 @@ EvtScript N(takeTurn_8022A9D0) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_SkyGuy_Anim0B)
EVT_WAIT(12)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E8)
EVT_CALL(SetPartSounds, ACTOR_SELF, 6, 2, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
@ -801,7 +801,7 @@ EvtScript N(8022B7EC) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -844,7 +844,7 @@ EvtScript N(8022BF14) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim03)
@ -954,8 +954,8 @@ EvtScript N(8022BF14) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim07)
@ -968,10 +968,10 @@ EvtScript N(8022BF14) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Red_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

View File

@ -335,7 +335,7 @@ EvtScript N(slingshotAttack) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E7)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SpyGuy_Anim15)
EVT_WAIT(12)
EVT_WAIT(12)
@ -349,7 +349,7 @@ EvtScript N(slingshotAttack) = {
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2E8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E8)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, 2, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
@ -480,7 +480,7 @@ EvtScript N(hammerAttack) = {
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_THREAD
EVT_WAIT(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x327)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_327)
EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
@ -564,7 +564,7 @@ EvtScript N(hammerAttack) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DC)
EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SpyGuy_Anim09)

View File

@ -287,7 +287,7 @@ EvtScript N(8021D004) = {
EVT_END_SWITCH
EVT_THREAD
EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2EF)
EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 8378, 948)
EVT_CALL(SetActorSounds, ACTOR_SELF, 4, 10, 0)
@ -330,7 +330,7 @@ EvtScript N(8021D72C) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x234)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_234)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Yellow_Anim09)
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Yellow_Anim03)
@ -440,8 +440,8 @@ EvtScript N(8021D72C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x749)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_349)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_749)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Yellow_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Yellow_Anim07)
@ -454,10 +454,10 @@ EvtScript N(8021D72C) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ShyGuy_Yellow_Anim10)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20C3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20C3)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)

File diff suppressed because it is too large Load Diff

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@ -1,7 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_tik2
#include "common/StartRumbleWithParams.inc.c"
#include "common/UnkWaterFountainFunc.inc.c"

View File

@ -1,85 +0,0 @@
#include "common.h"
#include "effects.h"
#define NAMESPACE b_area_tik2
#define NAMESPACE dup_b_area_tik2
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE b_area_tik2
// same as func_802186D8_609188
ApiStatus func_80218258_608D08(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode arg0 = *args++;
f32 var0, var1;
var1 = evt_get_float_variable(script, *args++);
do {} while(0);
var0 = evt_get_float_variable(script, arg0);
evt_set_float_variable(script, arg0, var1 * sin_rad(DEG_TO_RAD(var0)));
return ApiStatus_DONE2;
}
#include "common/FadeBackgroundToBlack.inc.c"
#include "common/UnfadeBackgroundToBlack.inc.c"
ApiStatus func_80218404_608EB4(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
f32 x = evt_get_variable(script, *args++);
f32 y = evt_get_variable(script, *args++);
f32 z = evt_get_variable(script, *args++);
f32 temp_f0 = evt_get_float_variable(script, *args++);
effect->data.snakingStatic->pos.x = x;
effect->data.snakingStatic->pos.y = y;
effect->data.snakingStatic->pos.z = z;
effect->data.snakingStatic->unk_38 = temp_f0;
return ApiStatus_DONE2;
}
#define NAMESPACE dup_b_area_tik2
#include "common/UnkWaterFountainFunc.inc.c"
#define NAMESPACE b_area_tik2
#define NAMESPACE dup2_b_area_tik2
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE b_area_tik2
// same as func_80218258_608D08
ApiStatus func_802186D8_609188(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode arg0 = *args++;
f32 var0, var1;
var1 = evt_get_float_variable(script, *args++);
do {} while(0);
var0 = evt_get_float_variable(script, arg0);
evt_set_float_variable(script, arg0, var1 * sin_rad(DEG_TO_RAD(var0)));
return ApiStatus_DONE2;
}
#define NAMESPACE dup_b_area_tik2
#include "common/FadeBackgroundToBlack.inc.c"
#define NAMESPACE b_area_tik2
#define NAMESPACE dup_b_area_tik2
#include "common/UnfadeBackgroundToBlack.inc.c"
#define NAMESPACE b_area_tik2
#define NAMESPACE dup2_b_area_tik2
#include "common/UnkWaterFountainFunc.inc.c"
#define NAMESPACE b_area_tik2
#define NAMESPACE dup3_b_area_tik2
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE b_area_tik2
#include "common/UnkBattleFunc2.inc.c"
#include "world/common/UnkFunc56.inc.c"

View File

@ -1,5 +0,0 @@
#include "common.h"
#define NAMESPACE dup_b_area_tik2
#include "world/common/UnkFunc56.inc.c"

View File

@ -1,5 +0,0 @@
#include "common.h"
#define NAMESPACE dup2_b_area_tik2
#include "world/common/UnkFunc56.inc.c"

View File

@ -1,8 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_tik2
#include "common/UnkFloatFunc005.inc.c"
#include "world/common/atomic/TexturePan.inc.c"

View File

@ -0,0 +1,589 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Blooper.h"
#define NAMESPACE b_area_tik2_blooper
EvtScript N(FloatToPos) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 20)
EVT_SUB(LVarB, 20)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, LVar0)
EVT_ADD(LVar7, LVar4)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar1)
EVT_ADD(LVar8, LVar1)
EVT_ADD(LVar8, LVar5)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar2)
EVT_ADD(LVar9, LVar2)
EVT_ADD(LVar9, LVar6)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_RETURN
EVT_END
};
EvtScript N(FloatToHome) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 12)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_RETURN
EVT_END
};
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
extern EvtScript N(attackSpinDrop);
extern EvtScript N(attackInkBlast);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(idleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim0C,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 80,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 90,
STATUS_STOP, 100,
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, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 50 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = 0,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 20, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = -37,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_BLOOPER,
.level = 44,
.maxHP = 30,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 90,
.coinReward = 0,
.size = { 57, 61 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { 0, 22 },
.statusMessageOffset = { 15, 55 },
};
EvtScript N(init) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.75), EVT_FLOAT(0.75), EVT_FLOAT(1.0))
EVT_CALL(ForceHomePos, ACTOR_SELF, 90, 45, -10)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_LABEL(11)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_WAIT(3)
EVT_LABEL(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(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_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_SET_CONST(LVar0, 1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_ELSE
EVT_EXEC_WAIT(N(attackInkBlast))
EVT_END_IF
EVT_ELSE
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(attackSpinDrop) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 95)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 400)
EVT_CALL(MoveBattleCamOver, 130)
EVT_ELSE
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 72)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(MoveBattleCamOver, 130)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 15)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DD)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(36)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim04)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/StartRumbleWithParams.inc.c"
#include "common/SpitInk.inc.c"
EvtScript N(attackInkBlast) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 85)
EVT_ADD(LVar1, 45)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 30)
EVT_SUB(LVarB, 30)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_SUB(LVar0, 30)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 350)
EVT_CALL(MoveBattleCamOver, 50)
EVT_END_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.5))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.5))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.5))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim03)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 30)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FlyToGoal, ACTOR_SELF, 16, 0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 40, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -40)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_ADD(LVar3, 1)
EVT_SUB(LVar4, 27)
EVT_SUB(LVar5, 3)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(N(SpitInk), LVar0, LVar1, LVar2, LVar3, LVar4, LVar5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_WAIT(10)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(func_80269EAC, 26)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/BabyBlooper.h"
#include "battle/action_cmd/stop_leech.h"
#include "effects.h"
#define NAMESPACE b_area_tik2_blooper_baby
EvtScript N(FloatToPos) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 20)
EVT_SUB(LVarB, 20)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35F)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35F)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, LVar0)
EVT_ADD(LVar7, LVar4)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar1)
EVT_ADD(LVar8, LVar1)
EVT_ADD(LVar8, LVar5)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar2)
EVT_ADD(LVar9, LVar2)
EVT_ADD(LVar9, LVar6)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35F)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_RETURN
EVT_END
};
EvtScript N(FloatToHome) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 12)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_RETURN
EVT_END
};
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim00,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim07,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim00,
STATUS_DIZZY, ANIM_BabyBlooper_Anim07,
STATUS_SHRINK, ANIM_BabyBlooper_Anim00,
STATUS_END,
};
s32 N(idleAnimations2)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim01,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim07,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim00,
STATUS_DIZZY, ANIM_BabyBlooper_Anim07,
STATUS_SHRINK, ANIM_BabyBlooper_Anim01,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim00,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim07,
STATUS_PARALYZE, ANIM_BabyBlooper_Anim00,
STATUS_DIZZY, ANIM_BabyBlooper_Anim07,
STATUS_SHRINK, ANIM_BabyBlooper_Anim00,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 100,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 0,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -2,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 85 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = 0,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 27, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 1,
.unk_1D = -13,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_BLOOPER_BABY,
.level = 0,
.maxHP = 6,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 95,
.coinReward = 0,
.size = { 28, 25 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -12, 20 },
.statusMessageOffset = { 10, 25 },
};
#include "common/StartRumbleWithParams.inc.c"
#include "common/UnkBattleFunc2.inc.c"
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35F)
EVT_CALL(N(StartRumbleWithParams), 80, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(GetActorPos, ACTOR_ENEMY0, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_SUB(LVar2, 10)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 20)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 8, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35F)
EVT_CALL(N(StartRumbleWithParams), 80, 20)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 12, -2, 5)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_LABEL(11)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_WAIT(3)
EVT_LABEL(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -5)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(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_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoNormalHit)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim03)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_BabyBlooper_Anim04)
EVT_SET(LVar2, ANIM_BabyBlooper_Anim05)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_BabyBlooper_Anim04)
EVT_SET(LVar2, ANIM_BabyBlooper_Anim05)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim05)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim03)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim00)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_OR_EQ(EVENT_SHOCK_DEATH)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim02)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim03)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_BabyBlooper_Anim00)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_SET_CONST(LVar0, 1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 12)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_THREAD
EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim02)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(HIT_RESULT_HIT_STATIC)
EVT_CASE_OR_EQ(HIT_RESULT_IMMUNE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim02)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarF, 7)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, 0, BS_FLAGS1_40)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 50)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 325)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim02)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 10)
EVT_SUB(LVar2, 5)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim08)
EVT_CALL(ShowMessageBox, 49, 32767)
EVT_CALL(func_802694A4, 1)
EVT_CALL(LoadActionCommand, ACTION_COMMAND_STOP_LEECH)
EVT_CALL(func_802A9000_425590)
EVT_CALL(SetupMashMeter, 1, 15, 0, 0, 0, 0)
EVT_WAIT(10)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, 0)
EVT_CALL(func_802A9110_4256A0, 0, 32767, 3)
EVT_LOOP(5)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_3000C)
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(10)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3E0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(2)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.9), EVT_FLOAT(1.1), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(2)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.8), EVT_FLOAT(1.2), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(3)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7), EVT_FLOAT(1.4), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(2)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_CALL(func_80269EAC, 1)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 2, BS_FLAGS1_40)
EVT_CALL(StartRumble, 2)
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar3)
EVT_IF_NE(LVar3, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_CALL(N(UnkBattleFunc2_2), LVar0, LVar1, LVar2, LVar3)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, EFFECT_RECOVER, 0, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(GetEnemyMaxHP, ACTOR_SELF, LVar1)
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_ADD(LVar0, LVar3)
EVT_IF_GT(LVar0, LVar1)
EVT_SET(LVar0, LVar1)
EVT_END_IF
EVT_CALL(SetEnemyHP, ACTOR_SELF, LVar0)
EVT_ELSE
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(func_80269470)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7), EVT_FLOAT(1.4), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(3)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.8), EVT_FLOAT(1.2), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(2)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.9), EVT_FLOAT(1.1), EVT_FLOAT(1.0))
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(2)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetPlayerHP, LVar1)
EVT_IF_EQ(LVar1, 0)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(func_80269470)
EVT_BREAK_LOOP
EVT_END_IF
EVT_SET(LocalFlag(0), 0)
EVT_LOOP(12)
EVT_CALL(GetActionSuccessCopy, LVar1)
EVT_IF_EQ(LVar1, 1)
EVT_SET(LocalFlag(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(DispatchEventPlayer, EVENT_66)
EVT_CALL(func_80269470)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim02)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_END_IF
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Blooper.h"
#include "effects.h"
#define NAMESPACE b_area_tik2_electro_blooper
EvtScript N(FloatToPos) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 20)
EVT_SUB(LVarB, 20)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, LVar0)
EVT_ADD(LVar7, LVar4)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar1)
EVT_ADD(LVar8, LVar1)
EVT_ADD(LVar8, LVar5)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar2)
EVT_ADD(LVar9, LVar2)
EVT_ADD(LVar9, LVar6)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_RETURN
EVT_END
};
EvtScript N(FloatToHome) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 12)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_RETURN
EVT_END
};
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(updateEffect);
extern EvtScript N(discharge);
extern EvtScript N(onDeath);
extern EvtScript N(electricCharge);
extern EvtScript N(attackElectricDrop);
extern EvtScript N(attackSpinDrop);
extern EvtScript N(attackInkBlast);
extern EvtScript N(charge);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(idleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim0C,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 60,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 50,
STATUS_SHRINK, 80,
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, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -1,
STATUS_END,
};
s32 N(statusTable_charged)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 25,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 30,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 70,
STATUS_STOP, 0,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -1,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 80 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = 0,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 20, 0 },
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = -37,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_ELECTRO_BLOOPER1,
.level = 50,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 85,
.coinReward = 0,
.size = { 95, 105 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { 0, 40 },
.statusMessageOffset = { 25, 85 },
};
#include "common/StartRumbleWithParams.inc.c"
ApiStatus N(unused_func)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode arg0 = *args++;
f32 var0, var1;
var1 = evt_get_float_variable(script, *args++);
do {} while(0);
var0 = evt_get_float_variable(script, arg0);
evt_set_float_variable(script, arg0, var1 * sin_rad(DEG_TO_RAD(var0)));
return ApiStatus_DONE2;
}
#include "common/FadeBackgroundToBlack.inc.c"
#include "common/UnfadeBackgroundToBlack.inc.c"
ApiStatus N(UpdateSnakingStatic)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
EffectInstance* effect = (EffectInstance*) evt_get_variable(script, *args++);
f32 x = evt_get_variable(script, *args++);
f32 y = evt_get_variable(script, *args++);
f32 z = evt_get_variable(script, *args++);
f32 temp_f0 = evt_get_float_variable(script, *args++);
effect->data.snakingStatic->pos.x = x;
effect->data.snakingStatic->pos.y = y;
effect->data.snakingStatic->pos.z = z;
effect->data.snakingStatic->unk_38 = temp_f0;
return ApiStatus_DONE2;
}
#include "common/SpitInk.inc.c"
EvtScript N(init) = {
EVT_CALL(ForceHomePos, ACTOR_SELF, 90, 45, -10)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.25), EVT_FLOAT(1.25), EVT_FLOAT(1.0))
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_EXEC(N(updateEffect))
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_RETURN
EVT_END
};
EvtScript N(updateEffect) = {
EVT_LABEL(0)
EVT_CALL(ActorExists, ACTOR_SELF, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_NE(LVar0, 1)
EVT_GOTO(99)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_GOTO(99)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar4)
EVT_IF_NOT_FLAG(LVar4, STATUS_FLAG_SHRINK)
EVT_ADD(LVar2, 45)
EVT_SETF(LVar4, EVT_FLOAT(1.6))
EVT_ELSE
EVT_ADD(LVar2, 18)
EVT_SETF(LVar4, EVT_FLOAT(0.64))
EVT_END_IF
EVT_CALL(N(UpdateSnakingStatic), LVar0, LVar1, LVar2, LVar3, LVar4)
EVT_LABEL(99)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_LABEL(11)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_WAIT(3)
EVT_LABEL(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(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_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(discharge))
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(discharge))
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(discharge))
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(discharge))
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_EXEC_WAIT(N(discharge))
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_EXEC_WAIT(N(discharge))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_CASE_OR_EQ(EVENT_1D)
EVT_CASE_OR_EQ(EVENT_1E)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(EVENT_STAR_BEAM)
EVT_CASE_OR_EQ(EVENT_14)
EVT_EXEC_WAIT(N(discharge))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_SET_CONST(LVar0, 1)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_EXEC_WAIT(N(attackElectricDrop))
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_EXEC_WAIT(N(electricCharge))
EVT_RETURN
EVT_ELSE
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 1)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_ELSE
EVT_EXEC_WAIT(N(attackInkBlast))
EVT_END_IF
EVT_ELSE
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_END_IF
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(electricCharge) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 65)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 320)
EVT_CALL(MoveBattleCamOver, 50)
EVT_WAIT(20)
EVT_CALL(N(FadeBackgroundToBlack))
EVT_CALL(N(StartRumbleWithParams), 70, 80)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 40, EVT_FLOAT(0.3))
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0A)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0B)
EVT_WAIT(10)
EVT_EXEC_WAIT(N(charge))
EVT_WAIT(20)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(N(UnfadeBackgroundToBlack))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_RETURN
EVT_END
};
EvtScript N(attackSpinDrop) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 112)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 500)
EVT_CALL(MoveBattleCamOver, 130)
EVT_ELSE
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 82)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 385)
EVT_CALL(MoveBattleCamOver, 130)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 15)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DD)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(36)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim04)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(attackElectricDrop) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 112)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 500)
EVT_CALL(MoveBattleCamOver, 130)
EVT_ELSE
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 82)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 385)
EVT_CALL(MoveBattleCamOver, 130)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 15)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(36)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ELECTRIC, 8, 0, 6, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_IF_NE(LVarF, HIT_RESULT_HIT_STATIC)
EVT_EXEC_WAIT(N(discharge))
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim04)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(attackInkBlast) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 85)
EVT_ADD(LVar1, 45)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 30)
EVT_SUB(LVarB, 30)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_SUB(LVar0, 30)
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(SetBattleCamZoom, 350)
EVT_CALL(MoveBattleCamOver, 80)
EVT_END_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.5))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.5))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.5))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim03)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 30)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FlyToGoal, ACTOR_SELF, 16, 0, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 40, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -40)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_ADD(LVar3, 1)
EVT_SUB(LVar4, 28)
EVT_SUB(LVar5, 3)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(N(SpitInk), LVar0, LVar1, LVar2, LVar3, LVar4, LVar5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_WAIT(10)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(func_80269EAC, 26)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(charge) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 45)
EVT_SETF(LVar3, EVT_FLOAT(1.6))
EVT_ELSE
EVT_ADD(LVar1, 18)
EVT_SETF(LVar3, EVT_FLOAT(0.64))
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, LVar3, -1, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, LVarF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35C)
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000 | ACTOR_EVENT_FLAG_ELECTRIFIED)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 1)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 4)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_charged)))
EVT_RETURN
EVT_END
};
EvtScript N(discharge) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_NE(LVar0, 1)
EVT_RETURN
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_CALL(RemoveEffect, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_END_IF
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, 0)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 0)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_RETURN
EVT_END
};

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@ -0,0 +1,902 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Blooper.h"
#define NAMESPACE b_area_tik2_super_blooper
extern ActorBlueprint b_area_tik2_blooper_baby;
EvtScript N(FloatToPos) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 20)
EVT_SUB(LVarB, 20)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, LVar0)
EVT_ADD(LVar7, LVar4)
EVT_MULF(LVar7, EVT_FLOAT(0.33))
EVT_SET(LVar8, LVar1)
EVT_ADD(LVar8, LVar1)
EVT_ADD(LVar8, LVar5)
EVT_MULF(LVar8, EVT_FLOAT(0.33))
EVT_SET(LVar9, LVar2)
EVT_ADD(LVar9, LVar2)
EVT_ADD(LVar9, LVar6)
EVT_MULF(LVar9, EVT_FLOAT(0.33))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, LVar3, -2, 5)
EVT_RETURN
EVT_END
};
EvtScript N(FloatToHome) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 12)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_RETURN
EVT_END
};
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
extern EvtScript N(makeBabies);
extern EvtScript N(getEnraged);
extern EvtScript N(attackEnragedDrops);
extern EvtScript N(attackSpinDrop);
extern EvtScript N(attackInkBlast);
extern EvtScript N(enrage);
extern EvtScript N(unEnrage);
extern Formation N(formation_baby_1);
extern Formation N(formation_baby_2);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(idleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim0C,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
STATUS_PARALYZE, ANIM_Blooper_Anim08,
STATUS_PARALYZE, ANIM_Blooper_Anim00,
STATUS_DIZZY, ANIM_Blooper_Anim08,
STATUS_SHRINK, ANIM_Blooper_Anim00,
STATUS_END,
};
s32 N(defenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 60,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 50,
STATUS_SHRINK, 70,
STATUS_STOP, 60,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -2,
STATUS_END,
};
s32 N(statusTable_enraged)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 0,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 0,
STATUS_STOP, 0,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -2,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 80 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = 0,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 20, 0 },
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.unk_1C = 0,
.unk_1D = -30,
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_SUPER_BLOOPER1,
.level = 65,
.maxHP = 70,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.script = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 75,
.coinReward = 0,
.size = { -111, -88 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { 0, 60 },
.statusMessageOffset = { 40, 80 },
};
#include "common/StartRumbleWithParams.inc.c"
ApiStatus N(unused_func)(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode arg0 = *args++;
f32 var0, var1;
var1 = evt_get_float_variable(script, *args++);
do {} while(0);
var0 = evt_get_float_variable(script, arg0);
evt_set_float_variable(script, arg0, var1 * sin_rad(DEG_TO_RAD(var0)));
return ApiStatus_DONE2;
}
#include "common/FadeBackgroundToBlack.inc.c"
#include "common/UnfadeBackgroundToBlack.inc.c"
#include "common/SpitInk.inc.c"
EvtScript N(init) = {
EVT_CALL(ForceHomePos, ACTOR_SELF, 90, 45, -10)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(2.0), EVT_FLOAT(2.0), EVT_FLOAT(2.0))
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_LABEL(11)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_WAIT(3)
EVT_LABEL(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, STATUS_FLAG_SLEEP | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(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_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, 1)
EVT_SET(LVar1, ANIM_Blooper_Anim05)
EVT_SET(LVar2, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim06)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_UNKNOWN_TRIGGER)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_CASE_OR_EQ(EVENT_1D)
EVT_CASE_OR_EQ(EVENT_1E)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(EVENT_STAR_BEAM)
EVT_CASE_OR_EQ(EVENT_14)
EVT_EXEC_WAIT(N(unEnrage))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_EXEC_WAIT(N(unEnrage))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_EXEC_WAIT(N(unEnrage))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim04)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Blooper_Anim00)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(3)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_END_IF
EVT_CASE_EQ(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 2)
EVT_ELSE
EVT_CALL(ActorExists, ACTOR_ENEMY1, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_CALL(ActorExists, ACTOR_ENEMY2, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 2)
EVT_END_IF
EVT_END_IF
EVT_END_IF
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 2)
EVT_EXEC_WAIT(N(makeBabies))
EVT_RETURN
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3)
EVT_EXEC_WAIT(N(getEnraged))
EVT_RETURN
EVT_CASE_EQ(3)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_EXEC_WAIT(N(attackEnragedDrops))
EVT_RETURN
EVT_CASE_DEFAULT
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 1)
EVT_CALL(RandInt, 100, LVar0)
EVT_IF_LT(LVar0, 50)
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_ELSE
EVT_EXEC_WAIT(N(attackInkBlast))
EVT_END_IF
EVT_ELSE
EVT_EXEC_WAIT(N(attackSpinDrop))
EVT_END_IF
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(attackSpinDrop) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 15)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DD)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(36)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim04)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(attackInkBlast) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 85)
EVT_ADD(LVar1, 45)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_IF_GT(LVarB, 30)
EVT_SUB(LVarB, 30)
EVT_ELSE
EVT_SET(LVarB, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_SET(LVar7, LVar4)
EVT_ADD(LVar7, LVar0)
EVT_MULF(LVar7, EVT_FLOAT(0.5))
EVT_SET(LVar8, LVar5)
EVT_ADD(LVar8, LVar1)
EVT_MULF(LVar8, EVT_FLOAT(0.5))
EVT_SET(LVar9, LVar6)
EVT_ADD(LVar9, LVar2)
EVT_MULF(LVar9, EVT_FLOAT(0.5))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.3))
EVT_CALL(FallToGoal, ACTOR_SELF, 8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DC)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 15, -2, 5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim03)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SUB(LVarB, 30)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(FlyToGoal, ACTOR_SELF, 16, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 40, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -40)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_ADD(LVar3, 1)
EVT_SUB(LVar4, 30)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(N(SpitInk), LVar0, LVar1, LVar2, LVar3, LVar4, LVar5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_WAIT(10)
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(func_80269EAC, 26)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(makeBabies) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_H)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamOffsetZ, 50)
EVT_CALL(SetBattleCamZoom, 330)
EVT_CALL(MoveBattleCamOver, 40)
EVT_WAIT(20)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BIG_POWER_UP)
EVT_CALL(N(FadeBackgroundToBlack))
EVT_CALL(N(StartRumbleWithParams), 50, 20)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 10, EVT_FLOAT(0.3))
EVT_END_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_H)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamOffsetZ, 65)
EVT_CALL(SetBattleCamZoom, 240)
EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim09)
EVT_WAIT(15)
EVT_CALL(N(StartRumbleWithParams), 100, 20)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 10, EVT_FLOAT(0.4))
EVT_END_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_H)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamOffsetZ, 80)
EVT_CALL(SetBattleCamZoom, 150)
EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0A)
EVT_WAIT(15)
EVT_CALL(N(StartRumbleWithParams), 150, 20)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 10, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_H)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamOffsetZ, 95)
EVT_CALL(SetBattleCamZoom, 60)
EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0B)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim03)
EVT_WAIT(10)
EVT_CALL(ActorExists, ACTOR_ENEMY1, LVar1)
EVT_IF_EQ(LVar1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3D9)
EVT_CALL(SummonEnemy, EVT_PTR(N(formation_baby_1)), 0)
EVT_END_IF
EVT_CALL(ActorExists, ACTOR_ENEMY2, LVar1)
EVT_IF_EQ(LVar1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3D9)
EVT_CALL(SummonEnemy, EVT_PTR(N(formation_baby_2)), 0)
EVT_END_IF
EVT_WAIT(2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
EVT_CALL(N(UnfadeBackgroundToBlack))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_RETURN
EVT_END
};
EvtScript N(getEnraged) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_H)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamOffsetZ, 28)
EVT_CALL(SetBattleCamZoom, 297)
EVT_CALL(MoveBattleCamOver, 50)
EVT_WAIT(20)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BIG_POWER_UP)
EVT_CALL(N(FadeBackgroundToBlack))
EVT_CALL(N(StartRumbleWithParams), 70, 80)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 40, EVT_FLOAT(0.3))
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim09)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0A)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0B)
EVT_WAIT(10)
EVT_EXEC_WAIT(N(enrage))
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(N(UnfadeBackgroundToBlack))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_RETURN
EVT_END
};
EvtScript N(attackEnragedDrops) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 100)
EVT_SET(LVar3, 15)
EVT_EXEC_WAIT(N(FloatToPos))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3DD)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(36)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(unEnrage))
EVT_IF_EQ(LVarF, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0D)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVarE)
EVT_IF_FLAG(LVarE, STATUS_FLAG_STONE)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, 10, BS_FLAGS1_40)
EVT_CALL(GetPlayerHP, LVarE)
EVT_IF_EQ(LVarE, 0)
EVT_GOTO(1)
EVT_END_IF
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(20)
EVT_ADD(LVar0, 36)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.4))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_LABEL(0)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_STONE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim04)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SUB(LVar1, 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_EXEC_WAIT(N(unEnrage))
EVT_EXEC_WAIT(N(FloatToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(enrage) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 1)
EVT_CALL(func_8026EBF8, ACTOR_SELF, 1, 0, 2, 0, 6, 12, 6, 0, 0)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 15)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_enraged)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 1)
EVT_RETURN
EVT_END
};
EvtScript N(unEnrage) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 0)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_RETURN
EVT_END
};
Vec3i N(baby_pos) = { 400, 0, 0 };
Formation N(formation_baby_1) = {
{ .actor = &b_area_tik2_blooper_baby, .home = { .vec = &N(baby_pos) }, .priority = 95, .var0 = 30, .var1 = 68, },
};
Formation N(formation_baby_2) = {
{ .actor = &b_area_tik2_blooper_baby, .home = { .vec = &N(baby_pos) }, .priority = 94, .var0 = 134, .var1 = 45, },
};

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@ -0,0 +1,46 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik2
extern ActorBlueprint N(blooper);
extern ActorBlueprint N(electro_blooper);
extern ActorBlueprint N(super_blooper);
extern Stage N(tik_01);
extern Stage N(tik_02);
extern Stage N(tik_03);
extern Stage N(tik_04);
extern Stage N(tik_05);
Vec3i N(blooper_pos) = { 80, 45, -10 };
Formation N(formation_00) = {
{ .actor = &N(blooper), .home = { .vec = &N(blooper_pos) }, .priority = 10, },
};
Formation N(formation_01) = {
{ .actor = &N(electro_blooper), .home = { .vec = &N(blooper_pos) }, .priority = 10, },
};
Formation N(formation_02) = {
{ .actor = &N(super_blooper), .home = { .vec = &N(blooper_pos) }, .priority = 10, },
};
// ソ is encoded as 0x83 0x5C, so it needs another backslash to be interpreted as valid escape sequence
// TODO modify iconv instead of strings in this file
BattleList N(formationTable) = {
BATTLE("ゲッソ\", N(formation_00), &N(tik_01)),
BATTLE("ビリビリゲッソ\", N(formation_01), &N(tik_01)),
BATTLE("ビッグゲッソ\ー チビゲッソ\", N(formation_02), &N(tik_01)),
{},
};
StageList N(stageTable) = {
{ "tik_01", &N(tik_01) },
{ "tik_02", &N(tik_02) },
{ "tik_03", &N(tik_03) },
{ "tik_04", &N(tik_04) },
{ "tik_05", &N(tik_05) },
{},
};

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@ -0,0 +1,227 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik2_tik_01
#include "world/common/UnkFunc56.inc.c"
EvtScript N(802301F0) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(802302C0) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(802303AC) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, 0, LVar0)
EVT_CALL(SetTexPanOffset, LVarA, 1, 0, LVar1)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80230498) = {
EVT_SET(LVar1, ArrayVar(5))
EVT_ADD(LVar1, 1)
EVT_SET(LVar2, ArrayVar(0))
EVT_SET(LVar3, ArrayVar(1))
EVT_SET(LVar4, ArrayVar(5))
EVT_ADD(LVar4, 2)
EVT_SET(LVar5, ArrayVar(0))
EVT_SET(LVar6, ArrayVar(1))
EVT_SET(LVar7, ArrayVar(5))
EVT_ADD(LVar7, 3)
EVT_SET(LVar8, ArrayVar(0))
EVT_SET(LVar9, ArrayVar(1))
EVT_SET(LVarA, ArrayVar(5))
EVT_ADD(LVarA, 4)
EVT_SET(LVarB, ArrayVar(0))
EVT_SET(LVarC, ArrayVar(1))
EVT_CALL(EnableModel, LVar1, 1)
EVT_CALL(EnableModel, LVar4, 1)
EVT_CALL(EnableModel, LVar7, 1)
EVT_CALL(EnableModel, LVarA, 1)
EVT_LOOP(5)
EVT_ADD(LVar0, 1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_LOOP(5)
EVT_ADD(LVar0, -1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EnableModel, LVar1, 0)
EVT_CALL(EnableModel, LVar4, 0)
EVT_CALL(EnableModel, LVar7, 0)
EVT_CALL(EnableModel, LVarA, 0)
EVT_RETURN
EVT_END
};
EvtScript N(80230968) = {
EVT_SET_GROUP(0)
EVT_USE_ARRAY(LVarA)
EVT_SET(LVar5, ArrayVar(5))
EVT_LOOP(5)
EVT_CALL(CloneModel, 16, LVar5)
EVT_CALL(TranslateModel, LVar5, ArrayVar(0), ArrayVar(2), ArrayVar(1))
EVT_ADD(LVar5, 1)
EVT_END_LOOP
EVT_LABEL(0)
EVT_CALL(RandInt, 200, LVar0)
EVT_ADD(LVar0, 50)
EVT_WAIT(LVar0)
EVT_CALL(EnableModel, ArrayVar(5), 1)
EVT_CALL(MakeLerp, ArrayVar(2), ArrayVar(3), ArrayVar(4), 1)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, ArrayVar(5), ArrayVar(0), LVar0, ArrayVar(1))
EVT_WAIT(1)
EVT_CALL(N(UnkFunc56), ArrayVar(5))
EVT_IF_EQ(LVar2, 1)
EVT_GOTO(10)
EVT_END_IF
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(1)
EVT_END_IF
EVT_LABEL(10)
EVT_CALL(EnableModel, ArrayVar(5), 0)
EVT_EXEC_WAIT(N(80230498))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80230B30) = {
EVT_SET(LVarF, 10000)
EVT_USE_BUF(LVar0)
EVT_BUF_READ1(LVar1)
EVT_LOOP(LVar1)
EVT_BUF_READ4(LVar2, LVar3, LVar4, LVar5)
EVT_BUF_READ3(LVar6, LVar7, LVar8)
EVT_BUF_READ1(LVar9)
EVT_LOOP(LVar9)
EVT_MALLOC_ARRAY(6, LVarA)
EVT_USE_ARRAY(LVarA)
EVT_CALL(RandInt, LVar4, LVarB)
EVT_CALL(RandInt, LVar5, LVarC)
EVT_SET(LVarD, LVar2)
EVT_SET(LVarE, LVar3)
EVT_ADD(LVarD, LVarB)
EVT_ADD(LVarE, LVarC)
EVT_SET(ArrayVar(0), LVarD)
EVT_SET(ArrayVar(1), LVarE)
EVT_SET(ArrayVar(2), LVar6)
EVT_SET(ArrayVar(3), LVar7)
EVT_SET(ArrayVar(4), LVar8)
EVT_SET(ArrayVar(5), LVarF)
EVT_CHILD_THREAD
EVT_EXEC(N(80230968))
EVT_END_CHILD_THREAD
EVT_ADD(LVarF, 5)
EVT_END_LOOP
EVT_END_LOOP
EVT_CALL(EnableModel, 16, 0)
EVT_RETURN
EVT_END
};
s32 N(80230CEC)[] = {
1, -100, -50, 200, 100, 200, 0, 60, 4,
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, 0)
EVT_SET(LVar3, -500)
EVT_EXEC(N(802301F0))
EVT_SET(LVar0, N(80230CEC))
EVT_EXEC(N(80230B30))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "tik_tex",
.shape = "tik_bt01_shape",
.hit = "tik_bt01_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik2_tik_02
#include "world/common/UnkFunc56.inc.c"
EvtScript N(80230DF0) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, LVar1)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80230EC0) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, LVar0, 0)
EVT_CALL(SetTexPanOffset, LVarA, 1, LVar1, 0)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80230FAC) = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
EVT_CALL(SetTexPanner, LVar0, LVar1)
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LOOP(0)
EVT_CALL(SetTexPanOffset, LVarA, 0, 0, LVar0)
EVT_CALL(SetTexPanOffset, LVarA, 1, 0, LVar1)
EVT_ADD(LVar0, LVarB)
EVT_ADD(LVar1, LVarC)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtScript N(80231098) = {
EVT_SET(LVar1, ArrayVar(5))
EVT_ADD(LVar1, 1)
EVT_SET(LVar2, ArrayVar(0))
EVT_SET(LVar3, ArrayVar(1))
EVT_SET(LVar4, ArrayVar(5))
EVT_ADD(LVar4, 2)
EVT_SET(LVar5, ArrayVar(0))
EVT_SET(LVar6, ArrayVar(1))
EVT_SET(LVar7, ArrayVar(5))
EVT_ADD(LVar7, 3)
EVT_SET(LVar8, ArrayVar(0))
EVT_SET(LVar9, ArrayVar(1))
EVT_SET(LVarA, ArrayVar(5))
EVT_ADD(LVarA, 4)
EVT_SET(LVarB, ArrayVar(0))
EVT_SET(LVarC, ArrayVar(1))
EVT_CALL(EnableModel, LVar1, 1)
EVT_CALL(EnableModel, LVar4, 1)
EVT_CALL(EnableModel, LVar7, 1)
EVT_CALL(EnableModel, LVarA, 1)
EVT_LOOP(5)
EVT_ADD(LVar0, 1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_LOOP(5)
EVT_ADD(LVar0, -1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EnableModel, LVar1, 0)
EVT_CALL(EnableModel, LVar4, 0)
EVT_CALL(EnableModel, LVar7, 0)
EVT_CALL(EnableModel, LVarA, 0)
EVT_RETURN
EVT_END
};
EvtScript N(80231568) = {
EVT_SET_GROUP(0)
EVT_USE_ARRAY(LVarA)
EVT_SET(LVar5, ArrayVar(5))
EVT_LOOP(5)
EVT_CALL(CloneModel, 16, LVar5)
EVT_CALL(TranslateModel, LVar5, ArrayVar(0), ArrayVar(2), ArrayVar(1))
EVT_ADD(LVar5, 1)
EVT_END_LOOP
EVT_LABEL(0)
EVT_CALL(RandInt, 200, LVar0)
EVT_ADD(LVar0, 50)
EVT_WAIT(LVar0)
EVT_CALL(EnableModel, ArrayVar(5), 1)
EVT_CALL(MakeLerp, ArrayVar(2), ArrayVar(3), ArrayVar(4), 1)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, ArrayVar(5), ArrayVar(0), LVar0, ArrayVar(1))
EVT_WAIT(1)
EVT_CALL(N(UnkFunc56), ArrayVar(5))
EVT_IF_EQ(LVar2, 1)
EVT_GOTO(10)
EVT_END_IF
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(1)
EVT_END_IF
EVT_LABEL(10)
EVT_CALL(EnableModel, ArrayVar(5), 0)
EVT_EXEC_WAIT(N(80231098))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231730) = {
EVT_SET(LVarF, 10000)
EVT_USE_BUF(LVar0)
EVT_BUF_READ1(LVar1)
EVT_LOOP(LVar1)
EVT_BUF_READ4(LVar2, LVar3, LVar4, LVar5)
EVT_BUF_READ3(LVar6, LVar7, LVar8)
EVT_BUF_READ1(LVar9)
EVT_LOOP(LVar9)
EVT_MALLOC_ARRAY(6, LVarA)
EVT_USE_ARRAY(LVarA)
EVT_CALL(RandInt, LVar4, LVarB)
EVT_CALL(RandInt, LVar5, LVarC)
EVT_SET(LVarD, LVar2)
EVT_SET(LVarE, LVar3)
EVT_ADD(LVarD, LVarB)
EVT_ADD(LVarE, LVarC)
EVT_SET(ArrayVar(0), LVarD)
EVT_SET(ArrayVar(1), LVarE)
EVT_SET(ArrayVar(2), LVar6)
EVT_SET(ArrayVar(3), LVar7)
EVT_SET(ArrayVar(4), LVar8)
EVT_SET(ArrayVar(5), LVarF)
EVT_CHILD_THREAD
EVT_EXEC(N(80231568))
EVT_END_CHILD_THREAD
EVT_ADD(LVarF, 5)
EVT_END_LOOP
EVT_END_LOOP
EVT_CALL(EnableModel, 16, 0)
EVT_RETURN
EVT_END
};
s32 N(802318EC)[] = {
1, -100, -50, 200, 100, 200, 0, 60, 4,
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, N(802318EC))
EVT_EXEC(N(80231730))
EVT_SET(LVar0, 14)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, 0)
EVT_SET(LVar3, -500)
EVT_EXEC(N(80230DF0))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "tik_tex",
.shape = "tik_bt02_shape",
.hit = "tik_bt02_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik2_tik_03
#include "world/common/UnkFunc56.inc.c"
EvtScript N(802319F0) = {
EVT_SET(LVar1, ArrayVar(5))
EVT_ADD(LVar1, 1)
EVT_SET(LVar2, ArrayVar(0))
EVT_SET(LVar3, ArrayVar(1))
EVT_SET(LVar4, ArrayVar(5))
EVT_ADD(LVar4, 2)
EVT_SET(LVar5, ArrayVar(0))
EVT_SET(LVar6, ArrayVar(1))
EVT_SET(LVar7, ArrayVar(5))
EVT_ADD(LVar7, 3)
EVT_SET(LVar8, ArrayVar(0))
EVT_SET(LVar9, ArrayVar(1))
EVT_SET(LVarA, ArrayVar(5))
EVT_ADD(LVarA, 4)
EVT_SET(LVarB, ArrayVar(0))
EVT_SET(LVarC, ArrayVar(1))
EVT_CALL(EnableModel, LVar1, 1)
EVT_CALL(EnableModel, LVar4, 1)
EVT_CALL(EnableModel, LVar7, 1)
EVT_CALL(EnableModel, LVarA, 1)
EVT_LOOP(5)
EVT_ADD(LVar0, 1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_LOOP(5)
EVT_ADD(LVar0, -1)
EVT_ADD(LVar2, 1)
EVT_ADD(LVar3, 1)
EVT_CALL(TranslateModel, LVar1, LVar2, LVar0, LVar3)
EVT_CALL(ScaleModel, LVar1, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar5, -1)
EVT_ADD(LVar6, 1)
EVT_CALL(TranslateModel, LVar4, LVar5, LVar0, LVar6)
EVT_CALL(ScaleModel, LVar4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVar8, 1)
EVT_ADD(LVar9, -1)
EVT_CALL(TranslateModel, LVar7, LVar8, LVar0, LVar9)
EVT_CALL(ScaleModel, LVar7, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_ADD(LVarB, -1)
EVT_ADD(LVarC, -1)
EVT_CALL(TranslateModel, LVarA, LVarB, LVar0, LVarC)
EVT_CALL(ScaleModel, LVarA, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EnableModel, LVar1, 0)
EVT_CALL(EnableModel, LVar4, 0)
EVT_CALL(EnableModel, LVar7, 0)
EVT_CALL(EnableModel, LVarA, 0)
EVT_RETURN
EVT_END
};
EvtScript N(80231EC0) = {
EVT_SET_GROUP(0)
EVT_USE_ARRAY(LVarA)
EVT_SET(LVar5, ArrayVar(5))
EVT_LOOP(5)
EVT_CALL(CloneModel, 18, LVar5)
EVT_CALL(TranslateModel, LVar5, ArrayVar(0), ArrayVar(2), ArrayVar(1))
EVT_ADD(LVar5, 1)
EVT_END_LOOP
EVT_LABEL(0)
EVT_CALL(RandInt, 200, LVar0)
EVT_ADD(LVar0, 50)
EVT_WAIT(LVar0)
EVT_CALL(EnableModel, ArrayVar(5), 1)
EVT_CALL(MakeLerp, ArrayVar(2), ArrayVar(3), ArrayVar(4), 1)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, ArrayVar(5), ArrayVar(0), LVar0, ArrayVar(1))
EVT_WAIT(1)
EVT_CALL(N(UnkFunc56), ArrayVar(5))
EVT_IF_EQ(LVar2, 1)
EVT_GOTO(10)
EVT_END_IF
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(1)
EVT_END_IF
EVT_LABEL(10)
EVT_CALL(EnableModel, ArrayVar(5), 0)
EVT_EXEC_WAIT(N(802319F0))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80232088) = {
EVT_SET(LVarF, 10000)
EVT_USE_BUF(LVar0)
EVT_BUF_READ1(LVar1)
EVT_LOOP(LVar1)
EVT_BUF_READ4(LVar2, LVar3, LVar4, LVar5)
EVT_BUF_READ3(LVar6, LVar7, LVar8)
EVT_BUF_READ1(LVar9)
EVT_LOOP(LVar9)
EVT_MALLOC_ARRAY(6, LVarA)
EVT_USE_ARRAY(LVarA)
EVT_CALL(RandInt, LVar4, LVarB)
EVT_CALL(RandInt, LVar5, LVarC)
EVT_SET(LVarD, LVar2)
EVT_SET(LVarE, LVar3)
EVT_ADD(LVarD, LVarB)
EVT_ADD(LVarE, LVarC)
EVT_SET(ArrayVar(0), LVarD)
EVT_SET(ArrayVar(1), LVarE)
EVT_SET(ArrayVar(2), LVar6)
EVT_SET(ArrayVar(3), LVar7)
EVT_SET(ArrayVar(4), LVar8)
EVT_SET(ArrayVar(5), LVarF)
EVT_CHILD_THREAD
EVT_EXEC(N(80231EC0))
EVT_END_CHILD_THREAD
EVT_ADD(LVarF, 5)
EVT_END_LOOP
EVT_END_LOOP
EVT_CALL(EnableModel, 18, 0)
EVT_RETURN
EVT_END
};
s32 N(80232244)[] = {
1, -100, -50, 200, 100, 200, 0, 60, 4,
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, N(80232244))
EVT_EXEC(N(80232088))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "tik_tex",
.shape = "tik_bt03_shape",
.hit = "tik_bt03_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik2_tik_04
#include "common/UnkModelStuff2.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_THREAD
EVT_SET(LVar0, 15)
EVT_EXEC(N(script2))
EVT_WAIT(5)
EVT_SET(LVar0, 16)
EVT_EXEC(N(script2))
EVT_WAIT(5)
EVT_SET(LVar0, 17)
EVT_EXEC(N(script2))
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(5)
EVT_SET(LVar0, 9)
EVT_SET(LVar1, 145)
EVT_EXEC(N(script3))
EVT_SET(LVar0, 10)
EVT_SET(LVar1, 145)
EVT_EXEC(N(script3))
EVT_END_THREAD
EVT_SET(LVar0, 12)
EVT_SET(LVar1, 60)
EVT_EXEC(N(script3))
EVT_SET(LVar0, 13)
EVT_SET(LVar1, 60)
EVT_EXEC(N(script3))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "tik_tex",
.shape = "tik_bt04_shape",
.hit = "tik_bt04_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};

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#include "common.h"
#include "battle/battle.h"
#include "mapfs/tik_bt05_shape.h"
#define NAMESPACE b_area_tik2_tik_05
#include "world/common/atomic/TexturePan.inc.c"
EvtScript N(80233540) = {
EVT_SET_GROUP(0)
EVT_IF_EQ(LVar5, 1)
EVT_IF_EQ(LVar6, 1)
EVT_IF_EQ(LVar7, 1)
EVT_IF_EQ(LVar8, 1)
EVT_CALL(N(UpdateTexturePanSmooth))
EVT_RETURN
EVT_END_IF
EVT_END_IF
EVT_END_IF
EVT_END_IF
EVT_CALL(N(UpdateTexturePanStepped))
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetTexPanner, 15, 1)
EVT_CALL(EnableTexPanning, 15, 1)
EVT_THREAD
EVT_SET(LVar0, 1)
EVT_SET(LVar1, 0)
EVT_SET(LVar2, -2700)
EVT_SET(LVar3, 0)
EVT_SET(LVar4, -3000)
EVT_SET(LVar5, 1)
EVT_SET(LVar6, 1)
EVT_SET(LVar7, 1)
EVT_SET(LVar8, 1)
EVT_SET(LVar9, 0)
EVT_SET(LVarA, 0)
EVT_SET(LVarB, 0)
EVT_SET(LVarC, 0)
EVT_EXEC(N(80233540))
EVT_END_THREAD
EVT_CALL(SetTexPanner, 16, 2)
EVT_CALL(EnableTexPanning, 16, 1)
EVT_THREAD
EVT_SET(LVar0, 2)
EVT_SET(LVar1, 50)
EVT_SET(LVar2, -200)
EVT_SET(LVar3, 110)
EVT_SET(LVar4, -500)
EVT_SET(LVar5, 1)
EVT_SET(LVar6, 1)
EVT_SET(LVar7, 1)
EVT_SET(LVar8, 1)
EVT_SET(LVar9, 0)
EVT_SET(LVarA, 0)
EVT_SET(LVarB, 0)
EVT_SET(LVarC, 0)
EVT_EXEC(N(80233540))
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
MODEL_taki1, 0,
};
Stage NAMESPACE = {
.texture = "tik_tex",
.shape = "tik_bt05_shape",
.hit = "tik_bt05_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};

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#include "common.h"
#define NAMESPACE b_area_tik3
#include "common/UnkBattleFunc1.inc.c"

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#include "common.h"
#define NAMESPACE b_area_tik3
#define NAMESPACE dup_b_area_tik3
#include "common/UnkBattleFunc1.inc.c"
#define NAMESPACE b_area_tik3
#include "common/UnkBattleFunc2.inc.c"

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#include "common.h"
#define NAMESPACE b_area_tik3
#include "world/common/UnkFunc56.inc.c"

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#include "common.h"
#define NAMESPACE dup_b_area_tik3
#include "world/common/UnkFunc56.inc.c"

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#include "common.h"
#define NAMESPACE dup2_b_area_tik3
#include "world/common/UnkFunc56.inc.c"

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#include "common.h"
#define NAMESPACE b_area_tik3
#include "common/UnkFloatFunc005.inc.c"
#include "world/common/atomic/TexturePan.inc.c"

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#include "common.h"
#define NAMESPACE b_area_tik3_swooper
#include "battle/common/actor/swooper.inc.c"

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#include "common.h"
#define NAMESPACE b_area_tik3_swoopula
#include "battle/common/actor/swoopula.inc.c"

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_tik3
extern ActorBlueprint N(swooper);
extern ActorBlueprint N(swoopula);
extern Stage N(tik_01);
extern Stage N(tik_02);
extern Stage N(tik_03);
extern Stage N(tik_04);
extern Stage N(tik_05);
Formation N(formation_00) = {
{ .actor = &N(swooper), .home = { .index = 13 }, .priority = 10, },
{ .actor = &N(swooper), .home = { .index = 14 }, .priority = 9, },
};
Formation N(formation_01) = {
{ .actor = &N(swooper), .home = { .index = 12 }, .priority = 10, },
{ .actor = &N(swooper), .home = { .index = 13 }, .priority = 9, },
{ .actor = &N(swooper), .home = { .index = 14 }, .priority = 8, },
};
Formation N(formation_02) = {
{ .actor = &N(swoopula), .home = { .index = 13 }, .priority = 10, },
{ .actor = &N(swoopula), .home = { .index = 14 }, .priority = 9, },
};
Formation N(formation_03) = {
{ .actor = &N(swoopula), .home = { .index = 12 }, .priority = 10, },
{ .actor = &N(swoopula), .home = { .index = 13 }, .priority = 9, },
{ .actor = &N(swoopula), .home = { .index = 14 }, .priority = 8, },
};
BattleList N(formationTable) = {
BATTLE("バサバサx", N(formation_00), &N(tik_01)),
BATTLE("バサバサx", N(formation_01), &N(tik_01)),
BATTLE("バサバサチュルルx", N(formation_02), &N(tik_01)),
BATTLE("バサバサチュルルx", N(formation_03), &N(tik_01)),
{},
};
StageList N(stageTable) = {
{ "tik_01", &N(tik_01) },
{ "tik_02", &N(tik_02) },
{ "tik_03", &N(tik_03) },
{ "tik_04", &N(tik_04) },
{ "tik_05", &N(tik_05) },
{},
};

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