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bloodfal.tsct
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bloodfal.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_18 { 0, 0, -1 }
VAR_23 -1
init_position { -4017, -1227, -638 }
VAR_44 160
VAR_46 { 0, 12 }
VAR_48 { 0, 0 }
VAR_49 { 0, 0, 0 }
VAR_53 { 0, 0, 0 }
VAR_54 { 0, 1, 0 }
analect { 0, -3852, -1231, 1429 }
VAR_76 -1
._on_load
call load_sound_set(int 0)
call load_sound_set(int 30)
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 'cwind1' */
call play_loaded_sound(int 1, int -1, int 65, int 0)
execute SCRIPT_11
call play_bgm("METALON")
switch(gamevar room_state)
{
case 1
var torches2_sound_ref = call play_loaded_sound(int 1, int -1, int 30, int 0)
execute SCRIPT_5
break
case 2
execute SCRIPT_8
break
case 20
execute SCRIPT_10
break
case 0
break
}
._infinite_loop
execute SCRIPT_3
var VAR_0 = int 20
execute SCRIPT_12
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_7
break
case 20
execute SCRIPT_9
break
case 0
break
}
._on_exit
execute SCRIPT_13
switch(gamevar room_state)
{
case 1
if(var VAR_43)
{
gamevar room_state ++
gamevar is_room_cleared = int 1
}
break
case 2
break
case 20
gamevar room_state = int 2
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
if(gamevar script_time > var VAR_80)
{
var VAR_80 = 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_82)
{
var VAR_82 = 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_81)
{
var VAR_81 = gamevar script_time + int 60 + call randomize_int(int 0, int 60)
var inwindlp_sound_ref = call play_loaded_sound(int 2, int 0, int 65, int 0)
call set_sound_volume(var inwindlp_sound_ref, int 30)
}
._SCRIPT_4
if(gamevar zone_under_mouse_type == int 18&&var analect == int 0)
{
call func_128(int 84, int 6)
}
if(var VAR_66 == int 0&&call get_num_of_enemies() == int 0)
{
if(gamevar global_zone_type == int 18)
{
var selected_hero = gamevar control_char_p
var analect = call create_item(int 84)
if(var analect)
{
call set_input_system(int 2)
call set_char_running(var selected_hero)
call char_walk_to(var selected_hero, int -3852, int -1231, int 1429)
var VAR_66 ++
}
else
{
call play_char_anim(var selected_hero, var no_anim, int 0)
}
gamevar global_zone_type = int 0
}
}
if(var VAR_66 == int 1)
{
if(call is_char_standing(var selected_hero))
{
call func_36(var selected_hero, int -4027, int -1231, int 474)
var VAR_66 ++
}
}
if(var VAR_66 == int 2)
{
var VAR_67 ++
if(var VAR_67 == int 100)
{
call func_68(var selected_hero)
call char_remove_magic_and_weapons(var selected_hero)
var VAR_66 ++
var VAR_67 = int 0
}
}
if(var VAR_66 == int 3)
{
var VAR_67 ++
if(var VAR_67 > int 100)
{
var VAR_67 = int 0
var VAR_66 ++
call play_char_anim(var selected_hero, var mgkair_anim, int 0)
call func_ec(int 226, int 0, int 0, int 0)
var VAR_49 = int 0
var VAR_47 = int 1
gamevar pnc_look_use_mask = int 2
gamevar use_mouse_override_sprite = int 131072
var VAR_66 = int 4
var VAR_67 = int 0
var VAR_46 = int 1
gamevar *scene_info_p+1 = int 1
call func_118("lmetalon", "boarbody", int 1)
call func_116("LMETALON", "BOARBODY", int 2)
var VAR_43 = int 1
call func_b6(var selected_hero, var analect)
}
}
if(var VAR_66 == int 4)
{
var VAR_67 ++
if(var VAR_67 > int 180)
{
var VAR_42 = int 1
var VAR_53 = int 1
/* play the sound 'bloodout' */
call play_loaded_sound(int 1, int 0, int 72, int 0)
gamevar script_object = var VAR_55
gamevar *smack_object_p+2 -= int 10737418
call func_7d(var selected_hero)
call set_input_system(int 1)
var VAR_67 = int 0
var VAR_66 ++
}
}
if(var VAR_66 == int 5)
{
var VAR_67 ++
if(var VAR_67 > int 30)
{
var bloodlp1_sound_ref = call play_loaded_sound(int 2, int 0, int 72, int 0)
/* play the sound 'bloodlp2' */
call play_loaded_sound(int 3, int -1, int 72, int 0)
/* play the sound 'bsplat1' */
call play_loaded_sound(int 6, int 0, int 72, int 0)
var VAR_67 = int 0
var VAR_66 ++
}
}
if(var VAR_66 == int 6)
{
if(var VAR_53 == int -1)
{
var VAR_54 = int 1
gamevar script_object = var VAR_56
gamevar *smack_object_p+2 -= int 10737418
var VAR_67 = int 0
var VAR_66 ++
}
}
if(var VAR_66 == int 7)
{
call log_string("rend scream glass smash")
var VAR_67 = int 0
var VAR_66 ++
}
if(var VAR_66 == int 8)
{
var VAR_67 ++
if(var VAR_67 > int 60)
{
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position, int 330)
var VAR_66 ++
}
}
if(var VAR_76 != var VAR_66)
{
var VAR_76 = var VAR_66
call log_var(var VAR_66)
}
execute SCRIPT_6
._SCRIPT_5
gamevar SMACKER_X = int 108
gamevar SMACKER_Y = int 32
call play_2d_anim("bloodfal", int 1, int 0, var &VAR_49)
call play_2d_anim("bloodfad", int -2147483, int 1, var &VAR_47)
gamevar use_mouse_override_sprite = int 410
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 292
call play_2d_anim("falsea", int 1, int 1, int 0)
gamevar SMACKER_X = int 288
gamevar SMACKER_Y = int 132
var VAR_55 = call play_2d_anim("bloodout", int 10737418, int 1, var &VAR_53)
var VAR_56 = call play_2d_anim("bloodlop", int 10737418, int 1, var &VAR_54)
var no_anim = call load_anim("no")
var mgkair_anim = call load_anim("mgkair")
var VAR_49 = int 1
call load_char("chronicl")
._SCRIPT_6
var VAR_65 = var VAR_45 * int 4
var VAR_45 = var VAR_48
var VAR_64 = var VAR_44 - var VAR_65
if(var VAR_64 < int 0)
{
var VAR_46 = int 0
call stop_playing_sound(var torches2_sound_ref)
}
if(var VAR_46)
{
call set_sound_volume(var torches2_sound_ref, var VAR_64)
}
._SCRIPT_7
._SCRIPT_8
gamevar SMACKER_X = int 0
gamevar SMACKER_Y = int 276
call play_2d_anim("bloodtwo", int 1, int 1, int 0)
._SCRIPT_9
._SCRIPT_10
execute SCRIPT_8
var selected_hero = call get_selected_hero()
if(call ! create_item(int 84 /* analect */ )&&gamevar is_room_cleared != int 1)
{
gamevar SMACKER_X = int 288
gamevar SMACKER_Y = int 132
var VAR_56 = call play_2d_anim("repblood", int 1, int 1, var &VAR_54)
var VAR_54 = int 1
}
._SCRIPT_11
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
._SCRIPT_12
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
if(var VAR_23 != var VAR_17)
{
var VAR_23 = var VAR_17
call log_var(var VAR_17)
}
switch(var VAR_17)
{
case 0
if(gamevar chronicler_variation != int -1)
{
execute SCRIPT_14
}
gamevar script_object = var fade_chronicler
var VAR_20 = gamevar *character_movement_p+3
var VAR_21 = gamevar *character_movement_p+4
var VAR_22 = gamevar *character_movement_p+5
var VAR_3 = int 0
call func_10c(var fade_chronicler, int 0)
var VAR_17 ++
var VAR_18 = int 0
break
case 1
if(call func_127(var fade_chronicler))
{
var VAR_19 = gamevar saved_games_count
var VAR_3 = int 1
var VAR_17 ++
var VAR_18 = int 0
}
break
case 2
if(call get_input_sys() != int 4)
{
call set_input_system(int 2)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 3
if(var VAR_18 > int 40)
{
call open_save_screen(var VAR_0)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 4
if(var VAR_18 > int 10)
{
if(gamevar !current_menu_level_p)
{
var VAR_17 ++
var VAR_18 = int 0
}
}
break
case 5
if(var VAR_19 != gamevar saved_games_count)
{
call log_string("game saved")
call func_11d()
var VAR_17 = int 7
var VAR_18 = int 0
}
else
{
call log_string("game not saved")
call func_2a(var fade_chronicler, var &VAR_20)
execute SCRIPT_15
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 6
if(var VAR_18 > int 30)
{
call set_input_system(int 1)
gamevar clicked_character = int 0
var VAR_3 = int 0
var VAR_17 = int 1
var VAR_18 = int 0
}
break
case 7
if(var VAR_18 > int 40)
{
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 8, int 0, var fade_chronicler)
execute SCRIPT_15
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 8
if(var VAR_18 > int 100)
{
call remove_char(var fade_chronicler)
call set_input_system(int 1)
var VAR_3 = int 0
var VAR_17 ++
var VAR_18 = int 0
}
break
}
var VAR_18 ++
._SCRIPT_13
if(call is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
call func_34(var fade_chronicler)
}
._SCRIPT_14
var VAR_4 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_4)
{
case 65536
call load_dialog_by_number("DVDCHR", "NULL", gamevar chronicler_variation)
break
case 786432
call load_dialog_by_number("SEKCHR", "NULL", gamevar chronicler_variation)
break
case 262144
call load_dialog_by_number("CAGCHR", "NULL", gamevar chronicler_variation)
break
case 327680
call load_dialog_by_number("JUGCHR", "NULL", gamevar chronicler_variation)
break
case 131072
call load_dialog_by_number("CHICHR", "NULL", gamevar chronicler_variation)
break
case 196608
call load_dialog_by_number("VIVCHR", "NULL", gamevar chronicler_variation)
break
}
._SCRIPT_15
var VAR_26 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_26)
{
case 65536
var VAR_2 = call load_next_dialog("DVDCHR", "NULL")
break
case 786432
var VAR_2 = call load_next_dialog("SEKCHR", "NULL")
break
case 262144
var VAR_2 = call load_next_dialog("CAGCHR", "NULL")
break
case 327680
var VAR_2 = call load_next_dialog("JUGCHR", "NULL")
break
case 131072
var VAR_2 = call load_next_dialog("CHICHR", "NULL")
break
case 196608
var VAR_2 = call load_next_dialog("VIVCHR", "NULL")
break
}