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black_3.tsct
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black_3.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_2 { -6980, -95, -956, 12 }
VAR_4 { -2602, 1560, -2358 }
VAR_5 { 0, 0 }
VAR_8 { -6530, 1212, -2264, -6518, 1212, -4803 }
VAR_9 { -5868, 1212, -3890, -6833, 1212, -3065, -5318, 1212, -3652 }
/*
Interpretation of: enemy_gen_script
Generate at 3 positions from: VAR_9
Order of positions: Random
Total waves: 3; 1 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 15; delay between each enemy: 100
Enemies:
grow_sguard
*/
enemy_gen_script { 0, 1, 3, VAR_9, 8, 2, 4, 0, 9, 1, 1, 3, 33, -1, 5, 1, 15, 100, 6, 1, 7, 1, 2, -1 }
init_position { -4947, 1212, -3424 }
ai_script { 0, -4968, 1212, -4332, 0, -4947, 1212, -3424, 7, 8 }
position { -2602, 1560, -2358 }
VAR_17 { 1845, 2845, -4950 }
VAR_18 { -2557, 1560, -3110 }
VAR_19 { -2217, 1560, -2814 }
VAR_20 { -2907, 1560, -2910 }
arr "NQT"
VAR_22 { -2455, 1560, -2452 }
VAR_23 { -2713, 1560, -2397 }
arr_1 { position, VAR_23, VAR_22 }
arr_2 { 0, 0, 0 }
._on_load
call play_bgm("METALON")
call load_sound_set(int 72)
/* play the sound 'BLANK' */
call play_loaded_sound(int 4, int -1, int 72, int 0)
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
execute SCRIPT_4
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 660
call play_2d_anim("noshark", int 1, int 1, int 0)
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 3
break
case 0
break
}
._infinite_loop
execute SCRIPT_3
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 3
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
gamevar room_state = int 3
break
case 2
break
case 3
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_38)
{
var VAR_38 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'renddizz' */
call play_loaded_sound(int 8, int 0, int 72, int 0)
}
if(gamevar script_time > var VAR_39)
{
var VAR_39 = gamevar script_time + int 70 + call randomize_int(int 0, int 110)
/* play the sound 'metamb1' */
call play_loaded_sound(int 7, int 0, int 72, int 0)
}
if(gamevar script_time > var VAR_40)
{
var VAR_40 = gamevar script_time + int 100 + call randomize_int(int 0, int 50)
/* play the sound 'wwindlp' */
call play_loaded_sound(int 6, int 0, int 65, int 0)
}
._SCRIPT_4
switch(gamevar room_state)
{
}
._SCRIPT_5
switch(var VAR_5)
{
}
._SCRIPT_6
call load_char("sguard")
var sguard = call create_enemy(int 34, int 0, var &init_position, int 200)
call func_106(var sguard, int 1, int 0, int 1)
call set_char_init_state(var sguard, int 13)
call play_char_ai_script(var sguard, var &ai_script)
gamevar script_object = var sguard
gamevar *character_stats_p+15 = int 1000
._SCRIPT_7
if(var VAR_15 == int 0)
{
var david = call get_david_char()
if(call is_char_at_pos(var david, var &position, int 320))
{
call set_input_system(int 2)
var VAR_15 ++
while(var david)
{
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 18, int 0, var david)
var david = call get_next_char_from_list()
}
}
else
{
var VAR_15 = int 4
}
}
if(var VAR_15 == int 1)
{
var VAR_14 ++
if(var VAR_14 > int 100)
{
var VAR_14 = int 0
var VAR_15 ++
}
}
if(var VAR_15 == int 2)
{
var david = call get_david_char()
while(var david)
{
call set_char_running(var david)
call char_walk_to_pos(var david, @arr[var VAR_26])
var index ++
var david = call get_next_char_from_list()
}
var VAR_15 ++
var index = int 0
}
if(var VAR_15 == int 3)
{
var VAR_14 ++
if(var VAR_14 > int 180)
{
var VAR_14 = int 0
var VAR_15 ++
call set_input_system(int 1)
var index = int 0
}
}
if(var VAR_15 == int 4)
{
var david = call get_selected_hero()
if(call is_char_at_pos(var david, var &position, int 240))
{
call set_input_system(int 2)
var david = call get_david_char()
while(var david)
{
call set_char_running(var david)
call char_walk_to_pos(var david, @arr_1[var index])
var index ++
var VAR_27 = var index
var david = call get_next_char_from_list()
}
var index = int 0
var VAR_15 ++
var VAR_14 = int 0
}
}
if(var VAR_15 == int 5)
{
var david = call get_david_char()
while(var david)
{
if(call is_char_standing(var david)&&@arr_2[var index] == int 0)
{
@arr_2[var index]= int 1
var VAR_28 ++
call func_36(var david, int -2557, int 1560, int -3110)
call func_fa(var david)
}
var index ++
var david = call get_next_char_from_list()
}
var index = int 0
if(var VAR_28 == var VAR_27)
{
var VAR_14 ++
if(var VAR_14 > int 100)
{
var VAR_15 ++
call set_scene_overwrite_act("lmetalon", "black_in", int 0)
if(call func_82("lmetalon", "bloodfal") == int 1)
{
call func_e6("lmetalon", "black_in", var &VAR_17, int 2)
}
else
{
call func_e6("lmetalon", "blacjohn", var &VAR_2, int 1)
}
}
}
}
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10