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bunks.tsct
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bunks.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 { -534, -2113, 150, -1567, -2113, 150 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 2; 3 enemies generated in each wave.
Trigger wave when there are less than 1 enemies left.
Delay for first enemy: 140; delay between each enemy: 0
Enemies:
orc2
orc2
orc
*/
enemy_gen_script { 0, 0, 1, -1, 8, 0, 4, 0, 9, 1, 1, 2, 81, 81, 78, -1, 5, 0, 140, 6, 4, 7, 1, 1, -1 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 1
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 140; delay between each enemy: 0
Enemies:
ronnie
ronnie
rc
*/
enemy_gen_script1 { 0, 0, 0, 1, -1, 8, 1, 4, 0, 9, 1, 1, 1, 77, 77, -1, 5, 0, 140, 6, 4, 7, 1, 2, -1 }
init_position1 { -1595, -2112, -301 }
init_position { -1601, -2112, 575 }
VAR_15 { 0, 0 }
._on_load
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
call load_sound_set(int 25)
var thunrumb_sound_ref = call play_loaded_sound(int 3, int -1, int 25, int 0)
call set_sound_volume(var thunrumb_sound_ref, int 25)
var blank_sound_ref = call play_loaded_sound(int 1, int -1, int 25, int 0)
call set_sound_volume(var blank_sound_ref, int 12)
if(gamevar is_room_cleared)
{
execute SCRIPT_8
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 2
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(gamevar script_time > var VAR_16)
{
var VAR_16 = 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
if(var VAR_14 == int 0)
{
if(call func_8a(var &VAR_2)&&call get_num_of_enemies() < int 1)
{
var VAR_3 = call run_enemy_generator(var &enemy_gen_script, int 10)
var VAR_14 ++
}
}
if(var VAR_14 == int 1)
{
if(call func_122(var VAR_3) == int 0)
{
var VAR_3 = call run_enemy_generator(var &enemy_gen_script1, int 100)
var VAR_14 ++
var VAR_15 = int 0
}
}
._SCRIPT_5
var bmimic = call create_char(var &init_position, "bmimic", int 90, int 17)
call add_item_to_char(var bmimic, int 48 /* woodshld */ , int 0, int 0)
call add_item_to_char(var bmimic, int 16 /* shrtswrd */ , int 0, int 0)
var btreasure = call create_char(var &init_position1, "btreasure", int 90, int 14)
call add_item_to_char(var btreasure, int 40 /* apple */ , int 1, int 0)
call add_item_to_char(var btreasure, int 43 /* cheese */ , int 1, int 0)
call add_item_to_char(var btreasure, int 85 /* moneybag */ , int 1638913, int 0)
call load_char("orc")
call load_char("ronnie")
call load_item(int 92 /* spikmace */ )
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8