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jackjoin.tsct
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jackjoin.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_3 { 0, 0 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 1
Total waves: 2; 3 enemies generated in each wave.
Trigger wave when there are less than 5 enemies left.
Delay for first enemy: 50; delay between each enemy: 140
Enemies:
orc2
orc2
ogre
Item drops:
apple
veggies
*/
enemy_gen_script1 { 0, 0, 1, -1, 8, 0, 4, 0, 9, 1, 1, 2, 81, 81, 76, -1, 5, 1, 50, 140, 6, 1, 7, 1, 5, 10, 40, 41, -1, -1 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 5; delay between each enemy: 40
Enemies:
ogre2
ogre2
orc2
Item drops:
bread
*/
enemy_gen_script { 0, 0, 1, -1, 8, 0, 4, 0, 9, 1, 1, 1, 79, 79, 81, -1, 5, 1, 5, 40, 6, 1, 7, 1, 3, 10, 42, -1, -1 }
ronnie { 0, 0 }
ogre2 { 0, 0 }
init_position1 { -688, -1789, 145 }
init_position { -2319, -1789, 228 }
wandering_gen_script { 0, 0, 0, -1, 8, 0, 12, 78, 78, 78, 78, 76, 77, -1, 13, 1, 14, 0, 2, 3, 5, 0, 100, 17, 2, -3137, -1789, 539, 260, -1789, 862, -1, 18, 50, 11, -1 }
wandering_gen_script1 { 0, 0, 1, -1, 8, 0, 12, 78, 78, 40, 78, -1, 13, 1, 14, 0, 1, 4, 5, 0, 100, 17, 2, 260, -1789, 1996, -3111, -1789, 1216, -1, 18, 50, 11, -1, 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)
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_18)
{
var VAR_18 = 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(var VAR_3)
{
}
._SCRIPT_5
call load_char("orc")
call load_char("lizman")
var ronnie = call create_enemy(int 77, int 0, var &init_position, int 20)
call add_item_to_char(var ronnie, int 85 /* moneybag */ , int 1638913, int 0)
call add_item_to_char(var ronnie, int 85 /* moneybag */ , int 1638913, int 0)
var ogre2 = call create_enemy(int 79, int 0, var &init_position1, int 315)
var VAR_2 = call run_enemy_generator(var &enemy_gen_script1, int 300)
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
call log_string("wandering baddies")
var VAR_11 = call func_6f()
call load_char("orc")
call load_char("lizman")
call load_char("ogre")
call load_char("ronnie")
if(var VAR_11 == int 1)
{
call run_wandering_generator(var &wandering_gen_script, int 100)
}
else
{
call run_wandering_generator(var &wandering_gen_script1, int 120)
}