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ledgea.tsct
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ledgea.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
fx_position { -3363, 962, 7947 }
VAR_4 { 5936, 962, -2607 }
arr { 0, 0 }
arr_2 { 0, 0, 0 }
arr_1 { 0, 1 }
VAR_17 { -2236, -1790, -2555, -262, -1790, -2330 }
VAR_18 { -2253, -1790, -164, -1050, -1790, -95 }
init_position { -760, -1789, 760 }
init_position1 { -1739, -1789, 1603 }
VAR_24 { -576, -1790, -3422, -402, -1790, -3990, -652, -1790, -4398, -1066, -1790, -3602, -1418, -1790, -3068, -909, -1790, -3091, -969, -1790, -907, -883, -1790, -1493, -1434, -1790, -816, -1526, -1790, -1361, -1995, -1790, -804, -1908, -1790, -1487 }
VAR_25 { -974, -1790, 1243, -963, -1790, 921, -1089, -1790, 620, -1392, -1790, 728, -1473, -1790, 1300, -1812, -1790, 462, -2026, -1790, 430, -2356, -1790, 624, -2705, -1790, 445, -1740, -1790, 1393 }
/*
Interpretation of: enemy_gen_script1
Generate at 6 positions from: VAR_24
Order of positions: Random
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 0; delay between each enemy: 0
Enemies:
grow2_wamper
grow2_wamper
grow2_wamper
*/
enemy_gen_script1 { 0, 1, 6, VAR_24, 8, 2, 4, 0, 9, 2, 1, 1, 144, 144, 144, -1, 5, 0, 0, 7, 1, 2, 6, 1, -1 }
/*
Interpretation of: enemy_gen_script2
Enter from door: 1
Generate at 6 positions from: VAR_24
Order of positions: Random
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:
leopard
leopard
w2_wamper
grow2_wamper
*/
enemy_gen_script2 { 0, 0, 1, -1, 8, 2, 4, 0, 9, 2, 1, 1, 72, 72, -1, 5, 0, 60, 7, 1, 2, 6, 1, -1 }
/*
Interpretation of: enemy_gen_script3
Enter from door: 1
Generate at 6 positions from: VAR_25
Order of positions: Random
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 0; delay between each enemy: 0
Enemies:
grow2_wamper
grow2_wamper
grow2_wamper
Item drops:
borb
hammer
pie
*/
enemy_gen_script3 { 0, 1, 6, VAR_25, 8, 2, 4, 0, 9, 2, 1, 1, 144, 144, -1, 5, 0, 0, 7, 1, 2, 10, 83, 20, 46, -1, 6, 1, -1 }
VAR_29 { -765, -1789, 765, -1744, -1789, 1608 }
/*
Interpretation of: enemy_gen_script
Generate at 2 positions from: VAR_29
Order of positions: Random
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 2; delay between each enemy: 0
Enemies:
grow_snow_sprite
grow_snow_sprite
*/
enemy_gen_script { 0, 1, 2, VAR_29, 8, 2, 4, 0, 9, 2, 1, 1, 24, 24, -1, 5, 0, 2, 7, 1, 2, 6, 1, -1 }
init_position2 { -1739, -1789, 1603 }
VAR_36 2
VAR_41 { -2573, -1729, 1089, -900, -1729, -52 }
._on_load
call load_sound_set(int 65)
/* play the sound 'dog1' */
call play_loaded_sound(int 7, int -1, int 65, int 0)
execute SCRIPT_3
if(gamevar is_room_cleared)
{
execute SCRIPT_16
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_7
break
case 2
execute SCRIPT_15
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_5
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_14
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_0)
{
gamevar room_state ++
gamevar is_room_cleared = int 1
}
else
{
if(call is_char_handle_in_level(int 1507328 /* BTREASURE */ ))
{
if(var btreasure)
{
call remove_char(var btreasure)
}
}
if(call is_char_handle_in_level(int 1507330 /* BTREASURE */ ))
{
if(var btreasure2)
{
call remove_char(var btreasure2)
}
}
}
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
call play_3d_fx("SNOW", var &fx_position, var &VAR_4, int 0)
._SCRIPT_4
var david = call get_david_char()
var VAR_7 = call get_next_char_from_list()
var VAR_8 = call get_next_char_from_list()
var VAR_9 = call get_next_char_from_list()
execute SCRIPT_9
call log_string("Init trigger zones")
._SCRIPT_5
if(gamevar script_time > var VAR_45)
{
var VAR_45 = gamevar script_time + int 300 + call randomize_int(int 0, int 300)
/* play the sound 'hwave1' */
call play_loaded_sound(int 8, int 0, int 65, int 0)
}
if(gamevar script_time > var VAR_44)
{
var VAR_44 = gamevar script_time + int 60 + call randomize_int(int 0, int 60)
/* play the sound 'inwindlp' */
call play_loaded_sound(int 2, int 0, int 65, int 0)
}
._SCRIPT_6
execute SCRIPT_10
switch(var VAR_38)
{
case 0
if(call func_8a(var &VAR_41))
{
var VAR_0 = int 1
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 10, int 0, var btreasure)
call apply_effect_on_char(gamevar char_gen_fx_scripts, int 10, int 0, var btreasure2)
var VAR_40 = call run_enemy_generator(var &enemy_gen_script, int 1)
var VAR_38 = int 2
call reset_local_timer()
}
break
case 2
if(call is_local_timer_greater_than(int 20))
{
call remove_char(var btreasure)
call remove_char(var btreasure2)
var VAR_38 = int 1
}
break
case 1
if(var VAR_37 < var VAR_36)
{
switch(var VAR_15)
{
case 0
var VAR_37 ++
var VAR_40 = call run_enemy_generator(var &enemy_gen_script1, int 10)
var VAR_38 = int 3
var VAR_39 = int 0
break
case 1
var VAR_37 ++
var VAR_40 = call run_enemy_generator(var &enemy_gen_script2, int 10)
var VAR_38 = int 3
var VAR_39 = int 0
break
case 2
var VAR_37 ++
var VAR_40 = call run_enemy_generator(var &enemy_gen_script3, int 10)
var VAR_38 = int 3
var VAR_39 = int 0
break
default
break
}
}
else
{
var VAR_38 = int 4
var VAR_39 = int 0
}
break
case 3
if(call func_9(var VAR_40))
{
var VAR_38 = int 1
var VAR_39 = int 0
}
break
case 4
if(call func_9(var VAR_40))
{
execute SCRIPT_8
var VAR_38 = int 1
var VAR_39 = int 0
}
break
}
._SCRIPT_7
var btreasure = call create_char(var &init_position, "btreasure", int 290, int 14)
var btreasure2 = call create_char(var &init_position1, "btreasure2", int 170, int 14)
call load_char("wamper")
call load_char("snowsprt")
call load_char("leopard")
execute SCRIPT_4
._SCRIPT_8
if(var ! treasure)
{
var treasure = call create_enemy(int 136, int 0, var &init_position2, int 121)
call add_item_to_char(var treasure, int 42 /* bread */ , int 1, int 0)
call add_item_to_char(var treasure, int 40 /* apple */ , int 1, int 0)
call add_item_to_char(var treasure, int 43 /* cheese */ , int 1, int 0)
call add_item_to_char(var treasure, int 83 /* borb */ , int 1, int 0)
}
._SCRIPT_9
var index = int 0
while(@david[var VAR_16])
{
@arr[var index]= var VAR_42
@arr_2[var index]= var VAR_42
var index ++
}
._SCRIPT_10
var index = int 0
while(@david[var index])
{
var VAR_14 = @david[var index]
execute SCRIPT_11
@arr[var index]= var VAR_13
var index ++
}
execute SCRIPT_13
if(var VAR_15 == int -1)
{
if(gamevar CLICKED_DOOR != int -1)
{
execute SCRIPT_12
}
}
._SCRIPT_11
if(call ! func_12b(var VAR_14, var &VAR_17))
{
var VAR_13 = int 0
exit_script
}
if(call ! func_12b(var VAR_14, var &VAR_18))
{
var VAR_13 = int 1
exit_script
}
call log_var(var VAR_13)
var VAR_13 = int 2
._SCRIPT_12
var index = int 0
while(@david[var index])
{
if(@arr[var index] == @arr_1[gamevar CLICKED_DOOR])
{
var VAR_15 = @arr[var index]
}
var index ++
}
._SCRIPT_13
var VAR_15 = int -1
var index = int 0
while(@david[var index])
{
if(@arr[var index] != @arr_2[var index])
{
var VAR_15 = @arr[var index]
@arr_2[var index]= @arr[var index]
}
var index ++
}
._SCRIPT_14
._SCRIPT_15
._SCRIPT_16
call log_string("wandering baddies")