-
Notifications
You must be signed in to change notification settings - Fork 3
/
adesew05.tsct
124 lines (112 loc) · 3.48 KB
/
adesew05.tsct
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
/*
* This file was auto-generated using 'silver-reversing-sct' tool
* to better understand the scripts presented, one is encouraged to
* view the catalogs at:
* https://github.com/nadavshemesh/silver-reversing-sct/blob/master/docs/index.md
*
* Any further information and support of this project please visit:
* https://github.com/nadavshemesh/silver-reversing-sct
*/
._DATA
init_position { 241, -388, 2848 }
init_position1 { 2045, -388, 2847 }
/*
Interpretation of: enemy_gen_script
Generate at 1 positions from: VAR_0
Order of positions: Sequential
Total waves: 2; 3 enemies generated in each wave.
Trigger wave when there are less than 4 enemies left.
Delay for first enemy: 50; delay between each enemy: 150
Enemies:
spider
rat_raptor
spider
*/
enemy_gen_script { 0, 0, 1, 1, 0, 1, 0, 1, -1, 8, 1, 1, 2, 70, 55, 70, -1, 4, 0, 9, 1, 5, 1, 50, 150, 7, 1, 4, -1 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 0
Generate at 1 positions from: VAR_0
Order of positions: Sequential
Total waves: 1; 4 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 25; delay between each enemy: 50
Enemies:
rat_raptor_max5
rat_raptor_max5
rat_raptor_max5
rat_raptor_max5
Item drops:
cheese
deadmous
*/
enemy_gen_script1 { 0, 0, 0, -1, 8, 1, 1, 1, 87, 87, 87, 87, -1, 4, 0, 9, 1, 5, 1, 25, 50, 7, 1, 2, 10, 43, 45, -1, -1 }
VAR_6 { 1, 0, 0 }
VAR_9 { 435, -388, 2812, 55, -388, 2820, -453, -388, 2825, -888, -388, 2821 }
VAR_10 { 1908, -388, 2838, 2428, -388, 2848, 3059, -388, 2835 }
._on_load
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 304
call play_2d_anim("adesew05", int 1, int 1, var &VAR_6)
call play_bgm("SEWERPT1")
call load_sound_set(int 33)
call load_sound_set(int 38)
/* play the sound 'spires1' */
call play_loaded_sound(int 3, int -1, int 38, int 0)
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
default
break
}
._infinite_loop
execute SCRIPT_5
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
default
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state = int 0
break
default
break
}
._SCRIPT_3
call load_char("spider")
call load_char("ratrptr")
call load_char("skavenb")
call run_enemy_generator(var &enemy_gen_script, int 0)
call run_enemy_generator(var &enemy_gen_script1, int 500)
var lesser_gimp = call create_enemy(int 45, int 0, var &init_position, int 170)
var lesser_gimp1 = call create_enemy(int 45, int 1, var &init_position1, int 165)
call func_106(var lesser_gimp, int 0, int 3, int 360)
call func_106(var lesser_gimp1, int 0, int 3, int 360)
gamevar script_object = var lesser_gimp
gamevar *character_stats_p+15 = int 30000
gamevar script_object = var lesser_gimp1
gamevar *character_stats_p+15 = int 30000
gamevar script_object = var lesser_gimp
gamevar *character_stats_p+16 = int 30000
gamevar script_object = var lesser_gimp1
gamevar *character_stats_p+16 = int 30000
call func_106(var lesser_gimp, int 9, int 5, var &VAR_9)
call func_106(var lesser_gimp, int 9, int 6, int 4)
call func_106(var lesser_gimp1, int 9, int 5, var &VAR_10)
call func_106(var lesser_gimp1, int 9, int 6, int 3)
._SCRIPT_4
._SCRIPT_5
if(gamevar script_time > var VAR_14)
{
var VAR_14 = gamevar script_time + int 50 + call randomize_int(int 0, int 70)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 1, int 0, int 38, int 0)
}