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bigroom1.tsct
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bigroom1.tsct
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/*
* 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
VAR_10 { 316, 1700, 821, 384, 1700, 1112, 355, 1700, 1506, 433, 1700, 1894, -1152, 1000, -1033, -1375, 1000, -1203 }
wandering_gen_script { 0, 1, 6, VAR_10, 8, 1, 19, -157, 0, 3306, 12, 47, 47, 47, 47, 47, 47, 47, -1, 13, 0, 14, 1, 6, 5, 0, 0, 16, 0, 17, 2, -871, 1, 125, -985, 1, 1415, -1, 18, 100, 11, -1 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 2; 4 enemies generated in each wave.
Trigger wave when there are less than 5 enemies left.
Delay for first enemy: 0; delay between each enemy: 0
Enemies:
devious_little_lizmans
devious_little_lizmans
devious_little_lizmans
devious_little_lizmans
Item drops:
pie
cheese
*/
enemy_gen_script { 0, 0, 1, -1, 8, 1, 4, 0, 9, 2, 1, 2, 190, 190, 190, 190, -1, 5, 0, 0, 6, 1, 7, 1, 5, 10, 46, 43, -1, -1 }
VAR_13 { 528, 1, 2369, 528, 1, 2369 }
VAR_14 { 15, 0, -412, 1, 1830, 2, -1681, -322, 2280, 8 }
VAR_15 { 15, 0, -412, 1, 2291, 2, -1681, -322, 2280, 8 }
wandering_gen_script1 { 0, 1, 2, VAR_13, 8, 1, 19, -200, 0, 2078, 12, 39, 39, -1, 13, 1, 14, 1, 2, 5, 0, 30, 16, 0, 15, VAR_14, VAR_15, -1, 18, 100, 11, -1 }
VAR_17 { -2998, 1, -891, -2998, 1, -891 }
VAR_18 { 15, 0, -2190, 1, 556, 2, -1681, -322, 2280, 8 }
VAR_19 { 15, 0, -2745, 1, 1068, 2, -1681, -322, 2280, 8 }
wandering_gen_script2 { 0, 1, 2, VAR_17, 8, 1, 19, -200, 0, 2078, 12, 39, 39, -1, 13, 1, 14, 1, 2, 5, 0, 30, 16, 0, 15, VAR_18, VAR_19, -1, 18, 100, 11, -1 }
VAR_21 { -871, 1, 125, -985, 1, 1415 }
VAR_22 { -1809, -322, 1978 }
init_position { -1049, -322, 1930 }
init_position1 { -2433, -322, 1930 }
init_position2 { -1315, -322, 1894 }
VAR_31 { 0, 0 }
VAR_32 -1
._on_load
call play_bgm("chains")
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 628
call play_2d_anim("lava", int 1, int 1, int 0)
if(gamevar is_room_cleared)
{
execute SCRIPT_10
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_7
break
case 3
execute SCRIPT_9
break
case 0
break
}
}
._infinite_loop
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_6
break
case 3
execute SCRIPT_8
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_2)
{
gamevar room_state ++
gamevar is_room_cleared = int 1
}
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 3
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(var VAR_32 != var VAR_31)
{
var VAR_32 = var VAR_31
call log_var(var VAR_31)
}
if(var VAR_31 == int 0)
{
if(call func_8a(var &VAR_21))
{
var VAR_9 = call run_wandering_generator(var &wandering_gen_script, int 10)
var VAR_31 ++
}
}
if(var VAR_31 == int 1)
{
if(call func_123(var VAR_9) == int 0)
{
if(call get_num_of_enemies() < int 4)
{
var VAR_9 = call run_enemy_generator(var &enemy_gen_script, int 10)
var VAR_31 ++
}
}
}
if(var VAR_31 == int 2)
{
if(call func_9(var VAR_9) == int 0)
{
if(call get_num_of_enemies() < int 2)
{
var VAR_31 ++
}
}
else
{
var VAR_31 ++
}
}
if(var VAR_31 == int 3)
{
if(var ! VAR_30)
{
execute SCRIPT_5
var VAR_2 = int 1
}
else
{
var VAR_31 ++
}
}
if(var VAR_31 == int 4)
{
if(call func_ab(int 500, var &VAR_22))
{
if(call get_num_of_enemies() < int 2)
{
var VAR_9 = call run_wandering_generator(var &wandering_gen_script1, int 10)
var VAR_9 = call run_wandering_generator(var &wandering_gen_script2, int 10)
call log_string("suprise attack from four groads")
var VAR_31 ++
}
}
}
._SCRIPT_4
call load_char("groad")
call load_char("lizman")
call load_char("bat")
call load_char("litl_liz")
call load_char("treasure")
call load_char("mimic")
._SCRIPT_5
switch(var VAR_29)
{
case 0
if(call func_8c(int 1507328))
{
var treasure = call create_enemy(int 136, int 0, var &init_position, int 0)
call add_item_to_char(var treasure, int 13 /* bombs */ , int 1, int 0)
call add_item_to_char(var treasure, int 13 /* bombs */ , int 1, int 0)
var VAR_29 ++
}
break
case 1
if(call func_8c(int 1507328))
{
var treasure1 = call create_enemy(int 136, int 1, var &init_position1, int 0)
call add_item_to_char(var treasure1, int 108 /* quiver */ , int 1, int 0)
call add_item_to_char(var treasure1, int 109 /* quiverb */ , int 1, int 0)
var VAR_29 ++
}
break
case 2
if(call func_8c(int 1441792))
{
var fadein_mimic = call create_enemy(int 196, int 1, var &init_position2, int 0)
call add_item_to_char(var fadein_mimic, int 37 /* potgreen */ , int 1, int 0)
call add_item_to_char(var fadein_mimic, int 38 /* potbrown */ , int 1, int 0)
var VAR_29 ++
var VAR_30 = int 1
}
break
}
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10