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screen5.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 { 1827, 3100, 2488 }
init_position1 { 978, 3100, 2208 }
init_position2 { 1998, 1900, 4756 }
init_position3 { 899, 1900, 4685 }
init_position5 { 1772, 650, 5825 }
init_position6 { 1383, 649, 5930 }
VAR_63 { 0, 0 }
init_position4 { 2275, 650, 5498 }
._on_load
call load_sound_set(int 64)
/* play the sound 'cavelp' */
call play_loaded_sound(int 1, int -1, int 64, int 0)
call play_bgm("GNOCVP1")
execute SCRIPT_14
if(gamevar is_room_cleared)
{
execute SCRIPT_5
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 20
execute SCRIPT_10
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
var VAR_0 = int 20
execute SCRIPT_15
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_7
break
case 2
execute SCRIPT_9
break
case 20
break
case 0
break
}
}
._on_exit
execute SCRIPT_16
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_41)
{
gamevar room_state = int 3
gamevar is_room_cleared = int 1
}
else
{
gamevar room_state = int 2
}
break
case 2
if(var VAR_41)
{
gamevar room_state = int 3
gamevar is_room_cleared = int 1
}
break
case 20
gamevar room_state = int 3
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
if(gamevar script_time > var VAR_70)
{
var VAR_70 = gamevar script_time + int 200 + call randomize_int(int 0, int 200)
var driphit_sound_ref = call play_loaded_sound(int 5, int 0, int 64, int 0)
if(var driphit_sound_ref != int -1)
{
call func_fb(var driphit_sound_ref, int 22050)
}
}
if(gamevar script_time > var VAR_69)
{
var VAR_69 = gamevar script_time + int 100 + call randomize_int(int 0, int 100)
/* play the sound 'echdrip1' */
call play_loaded_sound(int 3, int 0, int 64, int 0)
}
._SCRIPT_4
var startle_anim = call load_anim("startle")
var impish_anim = call load_anim("impish")
._SCRIPT_5
._SCRIPT_6
var golem = call create_enemy(int 137, int 1, var &init_position, int 330)
var golem1 = call create_enemy(int 137, int 2, var &init_position1, int 0)
var golem2 = call create_enemy(int 137, int 3, var &init_position2, int 270)
var golem3 = call create_enemy(int 137, int 4, var &init_position3, int 75)
execute SCRIPT_13
._SCRIPT_7
switch(var VAR_54)
{
}
._SCRIPT_8
execute SCRIPT_13
._SCRIPT_9
switch(var VAR_67)
{
}
._SCRIPT_10
._SCRIPT_11
._SCRIPT_12
switch(var VAR_62)
{
case 0
if(var VAR_63 > int 50)
{
call play_char_anim(var nimp1, var impish_anim, int 0)
call play_char_anim(var nimp2, var impish_anim, int 0)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 1
if(call get_char_y(var DAVID) < int 1800)
{
var VAR_41 = int 1
if(call get_char_x(var DAVID) > int 1450)
{
var VAR_64 = var nimp1
var VAR_65 = var nimp2
}
else
{
var VAR_64 = var nimp2
var VAR_65 = var nimp1
}
call play_char_anim(var VAR_64, var startle_anim, int 0)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 2
if(var VAR_63 > int 40)
{
call play_char_anim(var VAR_65, var startle_anim, int 0)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 3
if(call func_5c(var VAR_64))
{
call set_char_running(var VAR_64)
call func_2b(var VAR_64, int 0)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 4
if(call func_5c(var VAR_65))
{
call set_char_running(var VAR_65)
call func_2b(var VAR_65, int 0)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 5
if(call is_char_standing(var VAR_64))
{
call remove_char(var VAR_64)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 6
if(call is_char_standing(var VAR_65))
{
call remove_char(var VAR_65)
var VAR_62 ++
var VAR_63 = int 0
}
break
case 7
if(call get_num_of_enemies() == int 0)
{
var fade_chronicler = call create_enemy(int 178, int 0, var &init_position4, int 305)
var VAR_62 ++
var VAR_63 = int 0
}
break
}
var VAR_63 ++
._SCRIPT_13
var nimp1 = call create_char(var &init_position5, "nimp1", int 0, int 13)
var nimp2 = call create_char(var &init_position6, "nimp2", int 330, int 13)
var DAVID = call get_char_handle(int 65536)
gamevar script_object = var nimp1
gamevar *character_movement_p+53 = int 0
gamevar script_object = var nimp2
gamevar *character_movement_p+53 = int 0
execute SCRIPT_4
call load_char("chronicl")
._SCRIPT_14
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_15
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_17
}
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_18
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_18
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_16
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_17
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_18
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
}