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btmstair.tsct
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btmstair.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
/*
Interpretation of: enemy_gen_script
Total waves: 0; 2 enemies generated in each wave.
Trigger wave when there are less than 0 enemies left.
Delay for first enemy: 0; delay between each enemy: 0
*/
enemy_gen_script { 0, 0, 2, 2, 0, 2, 2, 0, -1, 1, 3, 31, 32, 30, 31, 32, 30, -1, 2, 2, 3, 2, 7, 1, 2, 5, 1, 75, 125, 8, 1, 4, 0, 9, 1, 10, 42, 43, 41, -1, -1 }
VAR_18 { 0, 0 }
fx_position { 80, 1130, 2730 }
VAR_24 { 2810, 1130, 610 }
._on_load
call play_bgm("rainpt1")
execute SCRIPT_9
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_6
break
default
break
}
._infinite_loop
execute SCRIPT_11
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_7
break
default
break
}
._on_exit
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
gamevar room_state ++
break
case 2
execute SCRIPT_8
gamevar room_state = int 0
default
break
}
._SCRIPT_3
call load_char("finnegan")
call load_char("dick")
call load_char("muscles")
call load_item(int 93 /* cutlass */ )
call load_item(int 91 /* rapier */ )
call run_enemy_generator(var &enemy_gen_script, int 500)
._SCRIPT_4
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
call play_3d_fx("RAIN", var &fx_position, var &VAR_24, int 0)
execute SCRIPT_10
._SCRIPT_10
call load_sound_set(int 25)
/* play the sound 'blank' */
call play_loaded_sound(int 1, int -1, int 25, int 0)
var thunrumb_sound_ref = call play_loaded_sound(int 3, int -1, int 25, int 0)
var VAR_2 = int 70
call set_sound_volume(var thunrumb_sound_ref, var VAR_2)
var VAR_1 = int 1
._SCRIPT_11
if(var ! VAR_1)
{
call log_string("random_rain_fx: Rain SFX not initialised! See Marc")
exit_script
}
switch(var VAR_5)
{
case 0
if(var VAR_4)
{
var VAR_7 = int 1
var VAR_5 ++
var VAR_6 = int 0
}
break
case 1
if(var VAR_2 < int 200)
{
var VAR_8 = var VAR_6 % int 2
if(var VAR_8 == int 0)
{
var VAR_2 += var VAR_7
call set_sound_volume(var thunrumb_sound_ref, var VAR_2)
}
}
else
{
var VAR_5 ++
var VAR_6 = int 0
}
break
case 2
if(var VAR_6 > int 150)
{
var VAR_5 ++
var VAR_6 = int 0
}
break
case 3
if(var VAR_2 > int 70)
{
var VAR_8 = var VAR_6 % int 2
if(var VAR_8)
{
var VAR_2 -= var VAR_7
call set_sound_volume(var thunrumb_sound_ref, var VAR_2)
}
}
else
{
var VAR_4 = int 0
var VAR_5 = int 0
var VAR_6 = int 0
}
break
}
execute SCRIPT_12
execute SCRIPT_13
var VAR_6 ++
._SCRIPT_12
switch(var VAR_10)
{
case 0
var VAR_11 = int 0
var VAR_12 = call randomize_int(int 1200, int 1801)
var VAR_10 ++
break
case 1
if(var VAR_11 > var VAR_12)
{
var thunstrk_sound_ref = call play_loaded_sound(int 4, int 0, int 25, int 0)
call set_sound_volume(var thunstrk_sound_ref, call randomize_int(int 100, int 201))
call func_11a(var thunstrk_sound_ref, call randomize_int(int 0, int 128))
if(var ! VAR_4)
{
var VAR_4 = int 1
}
var VAR_10 ++
var VAR_11 = int 0
}
break
case 2
if(var VAR_11 > int 200)
{
var VAR_10 = int 0
var VAR_11 = int 0
}
break
}
var VAR_11 ++
._SCRIPT_13
switch(var VAR_14)
{
case 0
if(gamevar scene_counter > int 600)
{
var VAR_14 ++
}
break
case 1
var VAR_15 = int 0
call reset_local_timer()
var VAR_17 = call randomize_int(int 400, int 601)
var VAR_14 ++
break
case 2
if(call is_local_timer_greater_than(var VAR_17))
{
call apply_effect_on_char(gamevar misc_fx_scripts, int 6, int 0, int 0)
call reset_local_timer()
var VAR_18 = int 255
var VAR_17 = call randomize_int(int 1, int 31)
var VAR_15 = int 0
var VAR_14 ++
}
break
case 3
if(call is_local_timer_greater_than(var VAR_17))
{
var VAR_18 -= int 4 * var VAR_17
var verwind_sound_ref = call play_loaded_sound(int 5, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_18)
var VAR_17 = int 255 - var VAR_18
var VAR_15 = int 0
var VAR_14 ++
}
break
case 4
if(var VAR_15 > var VAR_17)
{
var verwind_sound_ref = call play_loaded_sound /* 'thunstrk' */ (int 4, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_18)
if(var ! VAR_4)
{
var VAR_4 = int 1
}
var VAR_14 ++
var VAR_15 = int 0
}
break
case 5
if(var VAR_15 > int 100)
{
var VAR_14 = int 1
var VAR_15 = int 0
}
break
}
var VAR_15 ++