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la_corri.tsct
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la_corri.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_5 -1
VAR_7 { -11726, -398, 52 }
init_position { -10333, -422, 1673 }
init_position1 { -10653, -349, 812 }
init_position2 { -10667, -349, 2500 }
VAR_16 { -11651, 1849, 402, -11660, 1849, 2907 }
/*
Interpretation of: enemy_gen_script
Generate at 2 positions from: VAR_16
Order of positions: Sequential
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 60; delay between each enemy: 0
Enemies:
drop_fire_fishman
drop_fire_fishman
*/
enemy_gen_script { 0, 1, 2, VAR_16, 8, 1, 1, 1, 150, 150, -1, 4, 0, 9, 0, 5, 0, 60, 6, 3, 7, 1, 2, -1 }
VAR_20 { -10189, 1852, 971, -10177, 1852, 2410 }
wandering_gen_script { 0, 1, 2, VAR_20, 8, 1, 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, 8, 0, 12, 64, 64, 64, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 33, -1, 0, 0 }
._on_load
var VAR_1 = var &VAR_7
var VAR_2 = int 50
execute SCRIPT_9
var VAR_3 = int 13
execute SCRIPT_10
var VAR_3 = int 13
execute SCRIPT_10
var VAR_3 = int 35
execute SCRIPT_10
var VAR_5 = int 3277313
execute SCRIPT_10
call load_item(int 94 /* trident */ )
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)
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
}
}
._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
._SCRIPT_4
call load_char("fishman")
var lobster = call create_enemy(int 64, int 0, var &init_position, int 270)
var lobster1 = call create_enemy(int 64, int 1, var &init_position1, int 320)
var lobster2 = call create_enemy(int 64, int 2, var &init_position2, int 220)
call run_enemy_generator(var &enemy_gen_script, int 60)
call func_106(var lobster, int 2, int 0, int 1)
call func_106(var lobster1, int 2, int 0, int 1)
call func_106(var lobster2, int 2, int 0, int 1)
call func_50(var lobster, int 2)
call func_50(var lobster1, int 2)
call func_50(var lobster2, int 2)
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
call load_char("lobster")
call load_char("fishman")
call run_wandering_generator(var &wandering_gen_script, int 1)
call run_wandering_generator(var &wandering_gen_script1, int 300)
._SCRIPT_8
if(gamevar script_time > var VAR_23)
{
var VAR_23 = 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_9
var is_BTREASURE_exist = call is_char_handle_in_level(int 1507337)
if(var ! is_BTREASURE_exist)
{
var is_BTREASURE_exist = call create_char(var VAR_1, "btreasure9", var VAR_2, int 14)
call func_aa(var is_BTREASURE_exist)
}
else
{
var VAR_4 = int 1
gamevar script_object = var is_BTREASURE_exist
if(gamevar *object_p+7 == int 4194304)
{
call func_aa(var is_BTREASURE_exist)
}
}
._SCRIPT_10
if(var VAR_3 != int -1)
{
if(var ! VAR_4)
{
if(var VAR_5 != int -1)
{
call add_item_to_char(var is_BTREASURE_exist, int 85 /* moneybag */ , var VAR_5, int 0)
}
else
{
call add_item_to_char(var is_BTREASURE_exist, var VAR_3 /* lightning */ , int 1, int 0)
}
}
}
var VAR_5 = int -1