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la_conec.tsct
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la_conec.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
init_position4 { -11150, -348, 1977 }
init_position5 { -11690, -348, 1550 }
init_position6 { -10722, -348, 1611 }
init_position { -11785, 1300, 2909 }
init_position1 { -10703, 1300, 2869 }
init_position7 { -11292, -348, 4009 }
init_position8 { -11926, -348, 4211 }
init_position9 { -10817, -348, 4314 }
init_position2 { -11638, 1300, 3049 }
init_position3 { -10732, 1300, 3182 }
/*
Interpretation of: enemy_gen_script
Enter from door: 0
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 250; delay between each enemy: 400
Enemies:
fishman
fishman
fire_fishman
Item drops:
cheese
*/
enemy_gen_script { 0, 0, 0, -1, 8, 1, 4, 0, 9, 1, 1, 1, 51, 51, 148, -1, 5, 1, 250, 400, 6, 2, 7, 1, 3, 10, 43, -1, -1 }
/*
Interpretation of: enemy_gen_script1
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: 200; delay between each enemy: 400
Enemies:
fishman
fishman
fire_fishman
Item drops:
bread
cheese
*/
enemy_gen_script1 { 0, 0, 1, -1, 8, 1, 4, 0, 9, 1, 1, 1, 51, 51, 148, -1, 5, 1, 200, 400, 6, 2, 7, 1, 3, 10, 42, 43, -1, -1 }
VAR_22 { -11239, 1348, 3220, -11690, 1348, 3053, -11026, 1348, 2744, -10776, 1348, 2535, -11556, 1348, 2439, -11482, 1348, 2158, -10938, 1348, 2123, -10804, 1348, 2707, -10866, 1348, 3862, -11419, 1348, 3907, -11289, 1348, 3635, -11004, 1348, 3567, -11332, 1348, 4291, -11519, 1348, 1725, -11199, 1348, 1556, -10866, 1348, 1532, -11150, 1348, 1337, -10632, 1348, 1900, -11095, 1348, 2307, -11080, 1348, 2866 }
/*
Interpretation of: enemy_gen_script2
Generate at 20 positions from: VAR_22
Order of positions: Random
Total waves: 5; 1 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 10; delay between each enemy: 40
Enemies:
drop_fishman
Item drops:
cheese
*/
enemy_gen_script2 { 0, 1, 20, VAR_22, 8, 2, 4, 0, 9, 0, 1, 5, 147, -1, 5, 1, 10, 40, 6, 3, 7, 1, 2, 10, 43, -1, -1 }
VAR_24 "DoDA"
/*
Interpretation of: enemy_gen_script3
Generate at 2 positions from: VAR_24
Order of positions: Sequential
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 40; delay between each enemy: 120
Enemies:
drop_fire_fishman
drop_fire_fishman
Item drops:
cheese
*/
enemy_gen_script3 { 0, 1, 2, VAR_24, 8, 1, 4, 0, 9, 1, 1, 1, 150, 150, -1, 5, 1, 40, 120, 6, 4, 7, 1, 3, -1 }
VAR_31 { -11239, 1348, 3220, -11690, 1348, 3053, -11026, 1348, 2744, -10776, 1348, 2535 }
wandering_gen_script2 { 0, 1, 2, VAR_31, 8, 1, 12, 147, 147, 150, 147, -1, 13, 1, 14, 0, 2, 2, 5, 0, 10, 18, 33, -1 }
VAR_33 { -11239, 1348, 3220, -11690, 1348, 3053, -11026, 1348, 2744, -10776, 1348, 2535 }
wandering_gen_script { 0, 1, 2, VAR_33, 8, 1, 19, -11332, -348, 4036, 12, 147, 147, 150, 147, -1, 13, 1, 14, 0, 2, 2, 5, 0, 10, 18, 50, -1 }
wandering_gen_script1 { 0, 0, 0, 1, -1, 8, 1, 19, 1070, -2275, 7082, 12, 64, 64, 64, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 33, -1, 0 }
._on_load
call load_sound_set(int 64)
var cavelp_sound_ref = call play_loaded_sound(int 1, int -1, int 64, int 0)
if(var cavelp_sound_ref)
{
call set_sound_volume(var cavelp_sound_ref, int 14)
}
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
call load_item(int 94 /* trident */ )
if(gamevar is_room_cleared)
{
execute SCRIPT_7
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
}
gamevar SMACKER_X = int 192
gamevar SMACKER_Y = int 80
call play_2d_anim("flame01", int 1, int 1, int 0)
gamevar SMACKER_X = int 672
gamevar SMACKER_Y = int 88
call play_2d_anim("flame02", int 1, int 1, int 0)
call load_sound_set(int 30)
/* play the sound 'torches2' */
call play_loaded_sound(int 1, int -1, int 30, int 0)
._infinite_loop
execute SCRIPT_8
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
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
switch(var VAR_27)
{
case 0
if(var VAR_26 > int 140)
{
if(var VAR_3 == int 1)
{
var drop_fishman = call create_enemy(int 147, int 0, var &init_position, int 135)
call add_item_to_char(var drop_fishman, int 85 /* moneybag */ , int 1638913, int 0)
var drop_fishman1 = call create_enemy(int 147, int 1, var &init_position1, int 195)
}
else
{
var drop_fishman = call create_enemy(int 147, int 0, var &init_position2, int 15)
call add_item_to_char(var drop_fishman, int 85 /* moneybag */ , int 1638913, int 0)
var drop_fishman1 = call create_enemy(int 147, int 1, var &init_position3, int 325)
}
var VAR_27 ++
var VAR_26 = int 0
}
break
case 1
if(call get_num_of_enemies() < int 2)
{
if(var VAR_3 == int 1)
{
var VAR_28 = call run_enemy_generator(var &enemy_gen_script, int 50)
}
else
{
var VAR_28 = call run_enemy_generator(var &enemy_gen_script1, int 50)
}
var VAR_27 ++
}
break
case 2
if(call func_122(var VAR_28) == int 0)
{
var VAR_28 = call run_enemy_generator(var &enemy_gen_script2, int 10)
var VAR_27 ++
}
break
case 3
if(call func_122(var VAR_28) == int 0)
{
var VAR_28 = call run_enemy_generator(var &enemy_gen_script3, int 10)
var VAR_27 ++
}
break
}
var VAR_26 ++
._SCRIPT_4
var VAR_3 = call func_6f()
if(var VAR_3 == int 1)
{
var lobster = call create_enemy(int 64, int 0, var &init_position4, int 0)
var lobster1 = call create_enemy(int 64, int 1, var &init_position5, int 0)
var lobster2 = call create_enemy(int 64, int 2, var &init_position6, int 0)
}
else
{
var lobster = call create_enemy(int 64, int 0, var &init_position7, int 185)
var lobster1 = call create_enemy(int 64, int 1, var &init_position8, int 160)
var lobster2 = call create_enemy(int 64, int 2, var &init_position9, int 185)
}
gamevar script_object = var lobster
gamevar *character_stats_p+15 = int 2200
gamevar script_object = var lobster1
gamevar *character_stats_p+15 = int 2200
gamevar script_object = var lobster2
gamevar *character_stats_p+15 = int 2200
call load_char("fishman")
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
call load_char("lobster")
call load_char("fishman")
call load_item(int 94 /* trident */ )
if(call func_6f() == int 0)
{
call run_wandering_generator(var &wandering_gen_script, int 1)
}
call run_wandering_generator(var &wandering_gen_script1, int 150)
else
{
call run_wandering_generator(var &wandering_gen_script2, int 1)
}
call run_wandering_generator(var &wandering_gen_script1, int 150)
._SCRIPT_8
if(gamevar script_time > var VAR_36)
{
var VAR_36 = gamevar script_time + int 20 + call randomize_int(int 0, int 100)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 3, int 0, int 64, int 0)
}
if(gamevar script_time > var VAR_37)
{
var VAR_37 = 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)
}