-
Notifications
You must be signed in to change notification settings - Fork 3
/
h_sentl.tsct
169 lines (148 loc) · 3.39 KB
/
h_sentl.tsct
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
/*
* 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_0 1
VAR_1 { 0, 0 }
init_position { 188, 1, -50 }
init_position1 { 194, 1, 818 }
._on_load
execute SCRIPT_7
call load_sound_set(int 12)
/* play the sound 'sent1' */
call play_loaded_sound(int 8, int -1, int 12, int 0)
call stop_bgm(int 1)
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
._infinite_loop
execute SCRIPT_8
execute SCRIPT_9
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
break
case 2
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
._SCRIPT_4
var nrebel = call create_char(var &init_position, "nrebel", int 80, int 13)
var nrebela = call create_char(var &init_position1, "nrebela", int 110, int 13)
call add_item_to_char(var nrebel, int 16 /* shrtswrd */ , int 0, int 1)
call add_item_to_char(var nrebela, int 16 /* shrtswrd */ , int 0, int 1)
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
gamevar SMACKER_X = int 208
gamevar SMACKER_Y = int 92
call play_2d_anim("h_sentl", int 1, int 0, var &VAR_0)
call load_sound_set(int 54)
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 1, int -1, int 54, int 0)
._SCRIPT_8
switch(var VAR_3)
{
case 0
if(var VAR_1 == int 1)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 1
if(var VAR_1 == int 7)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 2
if(var VAR_1 == int 12)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 3
if(var VAR_1 == int 21)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 4
if(var VAR_1 == int 27)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 5
if(var VAR_1 == int 35)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 ++
}
break
case 6
if(var VAR_1 == int 47)
{
/* play the sound 'dwavesLp' */
call play_loaded_sound(int 2, int 0, int 54, int 0)
var VAR_4 = int 0
var VAR_3 = int 0
}
break
}
var VAR_4 ++
._SCRIPT_9
if(gamevar script_time > var VAR_12)
{
var VAR_12 = gamevar script_time + int 80 + call randomize_int(int 0, int 60)
var VAR_11 = int 2 + call randomize_int(int 0, int 6)
call play_loaded_sound(var VAR_11, int 0, int 12, int 0)
}