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la_madel.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_18 { 0, 0, -1 }
VAR_23 -1
init_position { -10953, -358, 1862 }
VAR_49 { 0, 0 }
init_position1 { -10686, -359, 3827 }
init_position2 { -9684, -358, 89 }
init_position3 { -11799, -358, 105 }
init_position4 { -12046, -358, 3530 }
/*
Interpretation of: enemy_gen_script
Enter from door: 0
Total waves: 1; 5 enemies generated in each wave.
Trigger wave when there are less than 1 enemies left.
Delay for first enemy: 10; delay between each enemy: 40
Enemies:
spires_captain
spires_captain
spires_captain
spires_lieutenant
spires_captain
Item drops:
cheese
bread
thknife
*/
enemy_gen_script { 0, 0, 0, -1, 8, 1, 4, 0, 9, 0, 1, 1, 157, 157, 157, 158, 157, -1, 5, 1, 10, 40, 6, 2, 7, 1, 1, 10, 43, 42, 9, -1, -1 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 3
Total waves: 1; 4 enemies generated in each wave.
Trigger wave when there are less than 1 enemies left.
Delay for first enemy: 10; delay between each enemy: 100
Enemies:
spires_captain
spires_captain
spires_captain
spires_lieutenant
n
Item drops:
thknife
fe
*/
enemy_gen_script1 { 0, 0, 3, -1, 8, 1, 4, 0, 9, 1, 1, 1, 157, 157, 157, 158, -1, 5, 1, 10, 100, 6, 2, 7, 1, 1, 10, 9, -1, -1 }
/*
Interpretation of: enemy_gen_script2
Enter from door: 2
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 5 enemies left.
Delay for first enemy: 10; delay between each enemy: 40
Enemies:
spires_captain
spires_lieutenant
spires_lieutenant
Item drops:
thknife
*/
enemy_gen_script2 { 0, 0, 2, -1, 8, 1, 4, 0, 9, 0, 1, 1, 157, 158, 158, -1, 5, 1, 10, 40, 6, 4, 7, 1, 5, 10, 9, -1, -1 }
/*
Interpretation of: enemy_gen_script3
Enter from door: 0
Total waves: 3; 2 enemies generated in each wave.
Trigger wave when there are less than 5 enemies left.
Delay for first enemy: 20; delay between each enemy: 140
Enemies:
spires_captain
spires_lieutenant
ires_captain
spires_captain
spires_lieutenant
n
Item drops:
thknife
ops:
thknife
fe
*/
enemy_gen_script3 { 0, 0, 0, -1, 8, 1, 4, 0, 9, 0, 1, 3, 157, 158, -1, 5, 1, 20, 140, 6, 2, 7, 1, 5, 10, 9, -1, -1 }
/*
Interpretation of: enemy_gen_script4
Enter from door: 3
Total waves: 3; 2 enemies generated in each wave.
Trigger wave when there are less than 5 enemies left.
Delay for first enemy: 10; delay between each enemy: 100
Enemies:
spires_captain
spires_lieutenant
spires_captain
spires_lieutenant
n
Item drops:
thknife
fe
*/
enemy_gen_script4 { 0, 0, 3, -1, 8, 1, 4, 0, 9, 1, 1, 3, 157, 158, -1, 5, 1, 10, 100, 6, 1, 7, 1, 5, 10, 9, -1, -1 }
VAR_70 { 1752394086, 7233901, 0, 0, 0, 1, 2, -1, 8, 1, 19, 1070, -2275, 7082, 12, 51, 148, 148, 51, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 25, -1, 0 }
._on_load
execute SCRIPT_9
call load_sound_set(int 30)
/* play the sound 'torches2' */
call play_loaded_sound(int 1, int -1, int 30, int 0)
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 832
gamevar SMACKER_Y = int 336
call play_2d_anim("torch01", int 1, int 1, int 0)
._infinite_loop
execute SCRIPT_8
var VAR_0 = int 20
execute SCRIPT_10
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
execute SCRIPT_11
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_42)
{
case 0
if(call get_num_of_enemies() < int 1)
{
if(var VAR_44 == int 3)
{
var VAR_45 = call run_enemy_generator(var &enemy_gen_script, int 100)
}
else
{
var VAR_45 = call run_enemy_generator(var &enemy_gen_script1, int 100)
}
var VAR_42 ++
}
break
case 1
if(call func_122(var VAR_45) == int 0&&call get_num_of_enemies() < int 2)
{
var VAR_48 = int 1
/* play the sound 'hoot' */
call play_loaded_sound(int 1, int 0, int 1, int 0)
var VAR_43 = int 0
var VAR_42 ++
}
break
case 2
var VAR_47 = var VAR_49
if(var VAR_47 == int 50)
{
var VAR_45 = call run_enemy_generator(var &enemy_gen_script2, int 10)
if(var VAR_44 == int 3)
{
var VAR_46 = call run_enemy_generator(var &enemy_gen_script3, int 50)
}
else
{
var VAR_46 = call run_enemy_generator(var &enemy_gen_script4, int 50)
}
var VAR_42 ++
}
break
case 3
if(call func_122(var VAR_45) == int 0&&call get_num_of_enemies() < int 1)
{
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position, int 55)
var VAR_43 = int 0
var VAR_42 ++
}
break
}
var VAR_43 ++
._SCRIPT_4
call load_sound_set(int 1)
var VAR_44 = call func_6f()
gamevar SMACKER_X = int 364
gamevar SMACKER_Y = int 60
call play_2d_anim("dooropen", int 0, int 0, var &VAR_48)
var btreasure = call create_char(var &init_position1, "btreasure", int 180, int 14)
call add_item_to_char(var btreasure, int 32 /* potwhite */ , int 1, int 0)
call add_item_to_char(var btreasure, int 40 /* apple */ , int 1, int 0)
call add_item_to_char(var btreasure, int 40 /* apple */ , int 1, int 0)
call add_item_to_char(var btreasure, int 19 /* longswrd */ , int 1, int 0)
var lobster = call create_enemy(int 64, int 0, var &init_position2, int 305)
var lobster1 = call create_enemy(int 64, int 1, var &init_position3, int 55)
var lobster2 = call create_enemy(int 64, int 2, var &init_position4, int 130)
gamevar script_object = var lobster
gamevar *character_stats_p+15 = int 4000
gamevar script_object = var lobster1
gamevar *character_stats_p+15 = int 4000
gamevar script_object = var lobster2
gamevar *character_stats_p+15 = int 4000
call func_106(var lobster, int 1, int 0, int 1)
call func_106(var lobster1, int 1, int 0, int 1)
call func_106(var lobster2, int 1, int 0, int 1)
call func_50(var lobster, int 3)
call func_50(var lobster1, int 3)
call func_50(var lobster2, int 3)
call load_char("chronicl")
call load_char("rlieuten")
call load_char("rcaptain")
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
call log_string("WANDERING BADDIES")
call load_char("lobster")
call load_char(var &VAR_70)
._SCRIPT_8
if(gamevar script_time > var VAR_71)
{
var VAR_71 = gamevar script_time + int 120 + 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_72)
{
var VAR_72 = 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
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
._SCRIPT_10
if(call ! is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
exit_script
}
else
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
}
if(var VAR_23 != var VAR_17)
{
var VAR_23 = var VAR_17
call log_var(var VAR_17)
}
switch(var VAR_17)
{
case 0
if(gamevar chronicler_variation != int -1)
{
execute SCRIPT_12
}
gamevar script_object = var fade_chronicler
var VAR_20 = gamevar *character_movement_p+3
var VAR_21 = gamevar *character_movement_p+4
var VAR_22 = gamevar *character_movement_p+5
var VAR_3 = int 0
call func_10c(var fade_chronicler, int 0)
var VAR_17 ++
var VAR_18 = int 0
break
case 1
if(call func_127(var fade_chronicler))
{
var VAR_19 = gamevar saved_games_count
var VAR_3 = int 1
var VAR_17 ++
var VAR_18 = int 0
}
break
case 2
if(call get_input_sys() != int 4)
{
call set_input_system(int 2)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 3
if(var VAR_18 > int 40)
{
call open_save_screen(var VAR_0)
var VAR_17 ++
var VAR_18 = int 0
}
break
case 4
if(var VAR_18 > int 10)
{
if(gamevar !current_menu_level_p)
{
var VAR_17 ++
var VAR_18 = int 0
}
}
break
case 5
if(var VAR_19 != gamevar saved_games_count)
{
call log_string("game saved")
call func_11d()
var VAR_17 = int 7
var VAR_18 = int 0
}
else
{
call log_string("game not saved")
call func_2a(var fade_chronicler, var &VAR_20)
execute SCRIPT_13
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 6
if(var VAR_18 > int 30)
{
call set_input_system(int 1)
gamevar clicked_character = int 0
var VAR_3 = int 0
var VAR_17 = int 1
var VAR_18 = int 0
}
break
case 7
if(var VAR_18 > int 40)
{
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 8, int 0, var fade_chronicler)
execute SCRIPT_13
gamevar chronicler_variation = var VAR_2
var VAR_17 ++
var VAR_18 = int 0
}
break
case 8
if(var VAR_18 > int 100)
{
call remove_char(var fade_chronicler)
call set_input_system(int 1)
var VAR_3 = int 0
var VAR_17 ++
var VAR_18 = int 0
}
break
}
var VAR_18 ++
._SCRIPT_11
if(call is_char_handle_in_level(int 6291456 /* CHRONICL */ ))
{
if(var fade_chronicler == int 0)
{
var fade_chronicler = call get_char_handle(int 6291456)
}
call func_34(var fade_chronicler)
}
._SCRIPT_12
var VAR_4 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_4)
{
case 65536
call load_dialog_by_number("DVDCHR", "NULL", gamevar chronicler_variation)
break
case 786432
call load_dialog_by_number("SEKCHR", "NULL", gamevar chronicler_variation)
break
case 262144
call load_dialog_by_number("CAGCHR", "NULL", gamevar chronicler_variation)
break
case 327680
call load_dialog_by_number("JUGCHR", "NULL", gamevar chronicler_variation)
break
case 131072
call load_dialog_by_number("CHICHR", "NULL", gamevar chronicler_variation)
break
case 196608
call load_dialog_by_number("VIVCHR", "NULL", gamevar chronicler_variation)
break
}
._SCRIPT_13
var VAR_26 = call get_char_handle_id(gamevar control_char_p)
switch(var VAR_26)
{
case 65536
var VAR_2 = call load_next_dialog("DVDCHR", "NULL")
break
case 786432
var VAR_2 = call load_next_dialog("SEKCHR", "NULL")
break
case 262144
var VAR_2 = call load_next_dialog("CAGCHR", "NULL")
break
case 327680
var VAR_2 = call load_next_dialog("JUGCHR", "NULL")
break
case 131072
var VAR_2 = call load_next_dialog("CHICHR", "NULL")
break
case 196608
var VAR_2 = call load_next_dialog("VIVCHR", "NULL")
break
}