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rayalley.tsct
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rayalley.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_17 { 0, 0 }
VAR_18 { 0, 0, 0, 0 }
fx_position { -531, 1190, -1456 }
VAR_23 { -1160, 1190, 231 }
init_position { 548, 252, 322 }
ai_script { 3, VAR_28, 0, 11, 100, 400, 7, 8 }
VAR_28 "taichi"
VAR_36 -1
._on_load
execute SCRIPT_3
if(gamevar is_room_cleared)
{
execute SCRIPT_13
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 3
if(call func_bf(int 0, gamevar CURRENT_LEVEL, gamevar CURRENT_SCENE))
{
call load_pos_from_room_memory(int 0, var &VAR_18)
gamevar room_state = int 4
execute SCRIPT_11
}
else
{
execute SCRIPT_9
}
break
case 4
execute SCRIPT_11
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_15
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 3
execute SCRIPT_8
break
case 4
execute SCRIPT_10
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_19)
{
gamevar room_state ++
}
if(var VAR_20)
{
gamevar room_state = int 4
call save_pos_to_room_memory(int 0, var VAR_20, int 0, int 0)
}
break
case 2
if(var VAR_20)
{
gamevar room_state = int 4
call save_pos_to_room_memory(int 0, var VAR_20, int 0, int 0)
}
break
case 3
gamevar room_state ++
break
case 4
gamevar room_state = int 0
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
call log_string("it's_raining")
call play_3d_fx("RAIN", var &fx_position, var &VAR_23, int 0)
execute SCRIPT_14
._SCRIPT_4
if(var VAR_36 != var VAR_32)
{
var VAR_36 = var VAR_32
call log_var(var VAR_32)
}
switch(var VAR_32)
{
case 0
if(call func_65(var noldvill, int 13) == int 17)
{
call log_string("talking to villager")
var VAR_19 = int 1
var VAR_32 ++
var VAR_33 = int 0
}
break
case 1
var VAR_34 = call func_86()
switch(call func_4a())
{
case 1
if(var VAR_34 > int 50)
{
call log_string("yes! with money")
var selected_hero = call get_selected_hero()
switch(call get_char_handle_id(var selected_hero))
{
case 65536
call start_dialog("O_DVDYES", "NULL")
break
case 786432
call start_dialog("O_SEKYES", "NULL")
break
case 196608
call start_dialog("O_VIVYES", "NULL")
break
case 327680
call start_dialog("O_JUGYES", "NULL")
break
default
call log_string("shouldn't have that hero here!")
break
}
var VAR_20 = int 1
call play_char_anim(var noldvill, var jangive_anim, int 0)
call add_item_to_char(gamevar control_char_p, int 115, int 0, int 0)
call func_f8(int 115, int 100)
call func_110(var VAR_34 - int 50)
var VAR_32 = int 3
var VAR_33 = int 0
}
else
{
call log_string("yes! with no money")
call start_dialog("O_HERMON", "NULL")
call func_db()
var VAR_32 ++
var VAR_33 = int 0
}
break
case 0
call start_dialog("O_HERNO", "NULL")
call func_db()
var VAR_32 ++
var VAR_33 = int 0
break
}
break
case 2
if(call get_input_sys() != int 4)
{
call func_108("ACT_2")
var VAR_32 = int 0
var VAR_33 = int 0
}
break
case 3
if(call get_input_sys() != int 4)
{
call func_108("ARSE")
var VAR_32 ++
var VAR_33 = int 0
}
break
}
var VAR_33 ++
._SCRIPT_5
execute SCRIPT_12
._SCRIPT_6
switch(var VAR_55)
{
case 0
if(var VAR_56 == int 5)
{
call func_108("ACT_2")
var VAR_55 ++
var VAR_56 = int 0
}
break
case 1
if(call func_65(var noldvill, int 13) == int 17)
{
call log_string("talking to villager")
var VAR_19 = int 1
var VAR_55 ++
var VAR_56 = int 0
}
break
case 2
var VAR_57 = call func_86()
switch(call func_4a())
{
case 1
if(var VAR_57)
{
call log_string("yes! with money")
var selected_hero1 = call get_selected_hero()
switch(call get_char_handle_id(var selected_hero1))
{
case 65536
call start_dialog("O_DVDYES", "NULL")
break
case 786432
call start_dialog("O_SEKYES", "NULL")
break
case 196608
call start_dialog("O_VIVYES", "NULL")
break
case 327680
call start_dialog("O_JUGYES", "NULL")
break
default
call log_string("shouldn't have that hero here!")
break
}
var VAR_20 = int 1
call play_char_anim(var noldvill, var jangive_anim, int 0)
call add_item_to_char(gamevar control_char_p, int 115, int 0, int 0)
call func_f8(int 115, int 100)
call func_110(var VAR_57 - int 50)
var VAR_55 = int 4
var VAR_56 = int 0
}
else
{
call log_string("yes! with no money")
call start_dialog("O_HERMON", "NULL")
call func_db()
var VAR_55 ++
var VAR_56 = int 0
}
break
case 0
call start_dialog("O_HERNO", "NULL")
call func_db()
var VAR_55 ++
var VAR_56 = int 0
break
}
break
case 3
if(call get_input_sys() != int 4)
{
var VAR_55 = int 1
var VAR_56 = int 0
}
break
case 4
if(call get_input_sys() != int 4)
{
var VAR_55 ++
var VAR_56 = int 0
}
break
}
var VAR_56 ++
._SCRIPT_7
execute SCRIPT_12
._SCRIPT_8
._SCRIPT_9
execute SCRIPT_12
call func_108("WOLF")
._SCRIPT_10
._SCRIPT_11
execute SCRIPT_12
call func_108("ARSE")
._SCRIPT_12
var noldvill = call create_char(var &init_position, "noldvill", int 336, int 13)
call func_50(var noldvill, int 8192)
call play_char_ai_script(var noldvill, var &ai_script)
var jangive_anim = call load_anim("jangive")
._SCRIPT_13
._SCRIPT_14
call load_sound_set(int 25)
/* play the sound 'blank' */
call play_loaded_sound(int 1, int -1, int 25, int 0)
var thunrumb_sound_ref = call play_loaded_sound(int 3, int -1, int 25, int 0)
var VAR_1 = int 70
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
var VAR_0 = int 1
._SCRIPT_15
if(var ! VAR_0)
{
call log_string("random_rain_fx: Rain SFX not initialised! See Marc")
exit_script
}
switch(var VAR_4)
{
case 0
if(var VAR_3)
{
var VAR_6 = int 1
var VAR_4 ++
var VAR_5 = int 0
}
break
case 1
if(var VAR_1 < int 200)
{
var VAR_7 = var VAR_5 % int 2
if(var VAR_7 == int 0)
{
var VAR_1 += var VAR_6
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
}
}
else
{
var VAR_4 ++
var VAR_5 = int 0
}
break
case 2
if(var VAR_5 > int 150)
{
var VAR_4 ++
var VAR_5 = int 0
}
break
case 3
if(var VAR_1 > int 70)
{
var VAR_7 = var VAR_5 % int 2
if(var VAR_7)
{
var VAR_1 -= var VAR_6
call set_sound_volume(var thunrumb_sound_ref, var VAR_1)
}
}
else
{
var VAR_3 = int 0
var VAR_4 = int 0
var VAR_5 = int 0
}
break
}
execute SCRIPT_16
execute SCRIPT_17
var VAR_5 ++
._SCRIPT_16
switch(var VAR_9)
{
case 0
var VAR_10 = int 0
var VAR_11 = call randomize_int(int 1200, int 1801)
var VAR_9 ++
break
case 1
if(var VAR_10 > var VAR_11)
{
var thunstrk_sound_ref = call play_loaded_sound(int 4, int 0, int 25, int 0)
call set_sound_volume(var thunstrk_sound_ref, call randomize_int(int 100, int 201))
call func_11a(var thunstrk_sound_ref, call randomize_int(int 0, int 128))
if(var ! VAR_3)
{
var VAR_3 = int 1
}
var VAR_9 ++
var VAR_10 = int 0
}
break
case 2
if(var VAR_10 > int 200)
{
var VAR_9 = int 0
var VAR_10 = int 0
}
break
}
var VAR_10 ++
._SCRIPT_17
switch(var VAR_13)
{
case 0
if(gamevar scene_counter > int 600)
{
var VAR_13 ++
}
break
case 1
var VAR_14 = int 0
call reset_local_timer()
var VAR_16 = call randomize_int(int 400, int 601)
var VAR_13 ++
break
case 2
if(call is_local_timer_greater_than(var VAR_16))
{
call apply_effect_on_char(gamevar misc_fx_scripts, int 6, int 0, int 0)
call reset_local_timer()
var VAR_17 = int 255
var VAR_16 = call randomize_int(int 1, int 31)
var VAR_14 = int 0
var VAR_13 ++
}
break
case 3
if(call is_local_timer_greater_than(var VAR_16))
{
var VAR_17 -= int 4 * var VAR_16
var verwind_sound_ref = call play_loaded_sound(int 5, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_17)
var VAR_16 = int 255 - var VAR_17
var VAR_14 = int 0
var VAR_13 ++
}
break
case 4
if(var VAR_14 > var VAR_16)
{
var verwind_sound_ref = call play_loaded_sound /* 'thunstrk' */ (int 4, int 0, int 25, int 0)
call set_sound_volume(var verwind_sound_ref, var VAR_17)
if(var ! VAR_3)
{
var VAR_3 = int 1
}
var VAR_13 ++
var VAR_14 = int 0
}
break
case 5
if(var VAR_14 > int 100)
{
var VAR_13 = int 1
var VAR_14 = int 0
}
break
}
var VAR_14 ++