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pass1.tsct
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pass1.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 { -2520, 985, 4585 }
VAR_2 { 5224, 985, -1763 }
VAR_5 { -883, -1825, -2058, -2506, -1825, -704 }
/*
Interpretation of: enemy_gen_script
Enter from door: 1
Total waves: 1; 3 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 10; delay between each enemy: 0
Enemies:
wamper
wamper
wamper
Item drops:
deadmous
*/
enemy_gen_script { 0, 0, 1, -1, 8, 0, 4, 0, 9, 2, 1, 1, 6, 6, 6, -1, 5, 0, 10, 7, 1, 2, 6, 1, 10, 45, -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 2 enemies left.
Delay for first enemy: 10; delay between each enemy: 0
Enemies:
wamper
wamper
wamper
Item drops:
drumstik
*/
enemy_gen_script1 { 0, 0, 1, -1, 8, 0, 4, 0, 9, 2, 1, 1, 6, 6, 6, -1, 5, 0, 10, 7, 1, 2, 6, 1, 10, 47, -1, -1, 0 }
VAR_8 { 0, 0 }
VAR_10 { 0, 0 }
init_position { -1757, -1825, -7378 }
VAR_22 { -753, -1825, -955, -1353, -1825, -1357, -1893, -1825, -778, -1746, -1825, 8, -1540, -1825, -583, -1472, -1825, 966, -1178, -1825, 1081, -573, -1825, -302, -769, -1825, -1297, -1546, -1825, -3220, -2214, -1825, -1996, -2357, -1825, -9 }
/*
Interpretation of: enemy_gen_script3
Generate at 12 positions from: VAR_22
Order of positions: Random
Total waves: 2; 1 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 15; delay between each enemy: 25
Enemies:
grow_wamper
per
grow_wamper
Item drops:
deadmous
*/
enemy_gen_script3 { 0, 1, 12, VAR_22, 8, 2, 4, 0, 9, 1, 1, 2, 5, -1, 5, 1, 15, 25, 6, 2, 7, 1, 2, 10, 45, -1, -1 }
VAR_24 { -753, -1825, -955, -1353, -1825, -1357, -1893, -1825, -778, -1746, -1825, 8, -1540, -1825, -583, -1472, -1825, 966, -1178, -1825, 1081, -573, -1825, -302, -769, -1825, -1297, -1546, -1825, -3220, -2214, -1825, -1996, -2357, -1825, -9 }
/*
Interpretation of: enemy_gen_script2
Generate at 12 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: 15; delay between each enemy: 250
Enemies:
grow_snow_sprite
grow_wamper
grow_wamper
Item drops:
deadmous
drumstik
*/
enemy_gen_script2 { 0, 1, 12, VAR_24, 8, 2, 4, 0, 9, 1, 1, 1, 24, 5, 5, -1, 5, 1, 15, 250, 6, 2, 7, 1, 2, 10, 45, 47, -1, -1, 0 }
bstump { 0, 0 }
._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_10
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_9
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_4
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_8
break
case 0
break
}
}
else
{
execute SCRIPT_7
}
._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
}
}
if(var VAR_0 == int 1)
{
gamevar is_room_cleared = int 0
}
._SCRIPT_3
call play_3d_fx("SNOW", var &fx_position, var &VAR_2, int 0)
._SCRIPT_4
if(gamevar script_time > var VAR_28)
{
var VAR_28 = 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_27)
{
var VAR_27 = 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_5
if(var VAR_10 == int 0)
{
if(call func_8a(var &VAR_5))
{
var VAR_0 = int 1
var VAR_9 = call run_enemy_generator(var &enemy_gen_script, int 0)
var VAR_10 ++
}
}
if(var VAR_10 == int 1)
{
if(call func_122(var VAR_9) == int 0)
{
var VAR_9 = call run_enemy_generator(var &enemy_gen_script1, int 0)
var VAR_10 ++
}
}
._SCRIPT_6
call load_char("wamper")
._SCRIPT_7
if(var VAR_8 == int 0)
{
if(call func_8a(var &VAR_5))
{
var VAR_0 = int 1
var VAR_9 = call run_enemy_generator(var &enemy_gen_script, int 0)
var VAR_8 ++
}
}
if(var VAR_8 == int 1)
{
if(call func_122(var VAR_9) == int 0)
{
var VAR_9 = call run_enemy_generator(var &enemy_gen_script1, int 0)
var VAR_8 ++
}
}
._SCRIPT_8
._SCRIPT_9
._SCRIPT_10
call load_char("wamper")
call load_char("snowsprt")
call load_char("bstump")
call load_char("sentry")
call load_char("hound")
call load_char("leopard")
var VAR_20 = call randomize_int(int 0, int 3)
if(var VAR_20 == int 1)
{
var VAR_19 = call randomize_int(int 0, int 6)
switch(var VAR_19)
{
case 0
var bstump = call create_enemy(int 63, int 0, var &init_position, int 0)
call char_walk_to(var bstump, int -1473, int -1825, int -1871)
break
case 1
var bstump = call create_enemy(int 56, int 0, var &init_position, int 0)
call char_walk_to(var bstump, int -1473, int -1825, int -1871)
break
case 2
var bstump = call create_enemy(int 18, int 0, var &init_position, int 0)
call char_walk_to(var bstump, int -1473, int -1825, int -1871)
break
case 3
var bstump = call create_enemy(int 6, int 0, var &init_position, int 0)
call char_walk_to(var bstump, int -1473, int -1825, int -1871)
break
case 4
var bstump = call create_enemy(int 72, int 0, var &init_position, int 0)
call func_32(var bstump)
break
}
}
var VAR_17 = call randomize_int(int 0, int 4)
var VAR_18 = call randomize_int(int 0, int 2)
if(var ! VAR_17)
{
if(var VAR_18 == int 1)
{
call run_enemy_generator(var &enemy_gen_script2, int 160)
}
else
{
call run_enemy_generator(var &enemy_gen_script3, int 120)
}
}