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palace33.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 { -3355, 4625, -13053 }
init_position1 { -419, 4925, -15986 }
walk_position { -2493, 4625, -10159 }
walk_position1 { -2625, 4625, -9670 }
walk_position2 { -2289, 4625, -9675 }
tele_position { -2413, 4625, -9092 }
walk_position6 { -2404, 4625, -11182 }
tele_position2 { -2147, 4625, -9544 }
walk_position4 { -2147, 4625, -11257 }
tele_position1 { -2665, 4625, -9582 }
walk_position7 { -2695, 4625, -11340 }
init_position3 { -2407, 4625, -9897 }
walk_position3 { -2199, 4625, -11971 }
init_position4 { -1784, 4925, -14210 }
walk_position5 { -2578, 4625, -12046 }
position { -2401, 4625, -11720 }
walk_position8 { -2388, 4625, -13681 }
init_position2 { -2399, 4625, -13418 }
VAR_101 -1
._on_load
call play_bgm("WPALPT1")
execute SCRIPT_10
if(gamevar is_room_cleared)
{
execute SCRIPT_9
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 3
execute SCRIPT_8
break
}
}
._infinite_loop
var VAR_0 = int 20
execute SCRIPT_11
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
break
case 3
execute SCRIPT_7
break
}
}
._on_exit
execute SCRIPT_12
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
gamevar room_state ++
break
case 2
break
case 3
call func_116("haven", "h_orout", int 10)
gamevar room_state = int 2
break
case 20
gamevar is_room_cleared = int 1
break
}
}
._SCRIPT_3
switch(var VAR_59)
{
case 0
if(var VAR_60 > int 2)
{
call log_string("Dragon Takeoff")
var VAR_59 = int 1
call func_113(int 320, int 380)
var david = call get_david_char()
var VAR_64 = call get_next_char_from_list()
var VAR_65 = call get_next_char_from_list()
var DAVID = call get_char_handle(int 65536)
if(var david)
{
if(var david != var DAVID)
{
call char_remove_magic_and_weapons(var david)
}
}
if(var VAR_64)
{
if(var VAR_64 != var DAVID)
{
call char_remove_magic_and_weapons(var VAR_64)
}
}
if(var VAR_65)
{
if(var VAR_65 != var DAVID)
{
call char_remove_magic_and_weapons(var VAR_65)
}
}
call char_walk_to_pos(var david, var &walk_position)
if(var VAR_64)
{
call char_walk_to_pos(var VAR_64, var &walk_position1)
}
if(var VAR_65)
{
call char_walk_to_pos(var VAR_65, var &walk_position2)
}
}
break
case 1
if(call func_65(var fbludraco, int 2) > int 3)
{
call set_input_system(int 1)
var VAR_59 = int 2
}
break
case 2
if(call ! is_char_handle_in_level(int 7405568))
{
gamevar *scene_info_p+3 = int 2
gamevar *scene_info_p+4 = int 2
gamevar *scene_info_p+5 = int 2
call set_input_system(int 2)
call save_pos_to_room_memory(int 12345, int 1, int 1, int 1)
var VAR_41 = int 448
var VAR_42 = int 2
var VAR_43 = int 0
var VAR_44 = int 0
call func_4d(int 448, var &VAR_41, "verdante", "exbarrac")
call reset_local_timer()
var VAR_59 = int 3
}
break
case 3
if(call is_local_timer_greater_than(int 10))
{
call reset_local_timer()
call stop_bgm(int 1)
var VAR_59 = int 4
}
break
case 4
if(call is_local_timer_greater_than(int 20))
{
call play_bgm("STING3")
call func_134()
if(var david)
{
call play_char_anim(var david, var victory_anim, int 0)
}
if(var VAR_64)
{
call play_char_anim(var VAR_64, var victory_anim, int 3)
}
if(var VAR_65)
{
call play_char_anim(var VAR_65, var victory_anim, int 5)
}
gamevar script_object = var DAVID
var VAR_62 = gamevar LEVEL
var VAR_39 = var VAR_62 + int 1
execute SCRIPT_15
call reset_local_timer()
var VAR_59 = int 5
}
break
case 5
if(call is_local_timer_greater_than(int 30))
{
call set_input_system(int 1)
var VAR_59 = int 6
}
break
}
var VAR_60 ++
._SCRIPT_4
var fbludraco = call create_char(var &init_position, "fbludraco", int 20, int 13)
call func_53(var fbludraco, int 11)
call func_113(int 100, int 100)
call set_input_system(int 2)
var VAR_41 = int 111
var VAR_42 = int 1
var VAR_43 = int 0
var VAR_44 = int 0
call func_4d(int 111, var &VAR_41, "verdante", "exbarrac")
call play_bgm("IEVLBAT1")
var victory_anim = call load_anim("victory")
var btreasure = call create_char(var &init_position1, "btreasure", int 340, int 14)
call add_item_to_char(var btreasure, int 47 /* drumstik */ , int 1, int 0)
call add_item_to_char(var btreasure, int 45 /* deadmous */ , int 1, int 0)
call add_item_to_char(var btreasure, int 40 /* apple */ , int 1, int 0)
gamevar *scene_info_p+3 = int 16
gamevar *scene_info_p+4 = int 16
gamevar *scene_info_p+5 = int 16
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
if(var VAR_101 != var VAR_93)
{
var VAR_101 = var VAR_93
call log_var(var VAR_93)
}
switch(var VAR_93)
{
case 0
if(var VAR_92 == int 1)
{
call func_113(int 314, int 312)
}
if(var VAR_92 > int 10)
{
call char_walk_to_pos(var nduke, var &walk_position3)
call char_walk_to_pos(var VAR_75, var &walk_position4)
call char_walk_to_pos(var nglass, var &walk_position5)
if(var VAR_76 != int 0)
{
call char_walk_to_pos(var DAVID, var &walk_position6)
call char_walk_to_pos(var VAR_76, var &walk_position7)
}
else
{
call char_walk_to_pos(var DAVID, var &walk_position7)
}
var VAR_92 = int 0
var VAR_93 ++
}
case 1
if(var VAR_92 > int 10)
{
var VAR_92 = int 0
var VAR_93 ++
}
break
case 2
if(var ! VAR_100)
{
if(call is_char_standing(var nduke))
{
call char_turn_to_pos(var nduke, var &position)
var VAR_100 = int 1
}
}
if(var ! VAR_99)
{
if(call is_char_standing(var nglass))
{
call char_turn_to_pos(var nglass, var &position)
var VAR_99 = int 1
}
}
if(var VAR_99&&var VAR_100)
{
call start_dialog("S_DVDGLA", "ACT_2")
var VAR_92 = int 0
var VAR_93 ++
}
break
case 3
if(call func_6d() == int 1)
{
call set_char_running(var nduke)
call func_2b(var nduke, int 1)
var VAR_92 = int 0
var VAR_93 ++
}
break
case 4
if(var VAR_92 > int 100)
{
call resume_conversation()
var VAR_92 = int 0
var VAR_93 ++
}
break
case 5
if(call get_input_sys() != int 4)
{
var VAR_96 = call play_tele_effect_at_pos(var &walk_position8, int 0)
call char_walk_to_pos(var nglass, var &walk_position8)
var VAR_92 = int 0
var VAR_93 ++
}
break
case 6
if(call is_char_standing(var nglass))
{
call char_turn_to_pos(var nglass, var &position)
var VAR_92 = int 0
var VAR_93 ++
}
break
case 7
if(var VAR_92 > int 100)
{
call func_fa(var nglass)
call func_116("haven", "h_camptp", int 7)
var VAR_92 = int 0
var VAR_93 ++
}
break
case 8
if(var VAR_92 > int 100)
{
call remove_effect(var VAR_96)
gamevar compile_init_character = int 0
var VAR_97 = call func_92(int 1, "nfrink", int 0, int 13)
gamevar compile_init_character = int 1
var david1 = call get_david_char()
call set_char_running(var VAR_97)
call char_walk_to_pos(var VAR_97, call get_char_pos(var david1))
call remove_char(var nglass)
var VAR_92 = int 0
var VAR_93 ++
}
break
case 9
if(call is_char_standing(var VAR_97))
{
call char_turn_to_pos(var VAR_97, call get_char_pos(var david1))
call char_turn_to_pos(var david1, call get_char_pos(var VAR_97))
var VAR_93 ++
var VAR_92 = int 0
}
break
case 10
if(var VAR_92 > int 30)
{
var VAR_41 = int 444
var VAR_42 = int 2
var VAR_43 = int 0
var VAR_44 = int 0
call func_4d(int 444, var &VAR_41, "haven", "h_orout")
call start_dialog("FRIHER", "NULL")
var VAR_93 ++
var VAR_92 = int 0
}
break
case 11
if(call get_input_sys() != int 4)
{
call func_2b(var VAR_97, int 1)
var VAR_93 ++
var VAR_92 = int 0
}
break
case 12
if(var VAR_92 == int 150)
{
call set_input_system(int 1)
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position2, int 351)
}
if(call is_char_standing(var VAR_97))
{
call remove_char(var VAR_97)
var VAR_93 ++
var VAR_92 = int 0
}
break
}
var VAR_92 ++
._SCRIPT_8
var DAVID = call is_char_handle_in_level(int 65536)
var nduke = call create_char(var &init_position3, "nduke", int 180, int 13)
var nglass = call create_char(var &init_position4, "nglass", int 321, int 13)
var david1 = call get_david_char()
while(var david1)
{
if(var david1 != var DAVID)
{
if(var VAR_75 == int 0)
{
var VAR_75 = var david1
}
else
{
var VAR_76 = var david1
}
}
var david1 = call get_next_char_from_list()
}
call char_stop(var DAVID)
if(var VAR_76 != int 0)
{
call char_teleport_to_pos(var DAVID, var &tele_position, int 180)
}
else
{
call char_teleport_to_pos(var DAVID, var &tele_position1, int 180)
}
call set_char_walking(var DAVID)
call set_char_walking(var nduke)
call char_teleport_to_pos(var VAR_75, var &tele_position2, int 180)
call set_char_walking(var VAR_75)
call set_char_walking(var nglass)
if(var VAR_76 != int 0)
{
call char_teleport_to_pos(var VAR_76, var &tele_position1, int 180)
call set_char_walking(var VAR_76)
}
call set_input_system(int 2)
call load_char("frink")
call load_char("chronicl")
._SCRIPT_9
._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)
}
}
._SCRIPT_11
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_13
}
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_14
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_14
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_12
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_13
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_14
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
}
._SCRIPT_15
var david3 = call get_david_char()
while(var david3)
{
call set_char_lvl(var david3, var VAR_39)
var david3 = call get_next_char_from_list()
}