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seaview.tsct
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seaview.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_4 { 0, 0, 0 }
VAR_8 { 4113, 400, -3793 }
VAR_9 { 3945, 250, -4218, 1508, 250, -1912 }
/*
Interpretation of: enemy_gen_script
Generate at 2 positions from: VAR_9
Order of positions: Sequential
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 15; delay between each enemy: 0
Enemies:
plagueman
plagueman_sword
Item drops:
veggies
veggies
*/
enemy_gen_script { 0, 1, 2, VAR_9, 8, 1, 1, 1, 48, 142, -1, 4, 0, 9, 1, 5, 0, 15, 6, 2, 7, 1, 2, 10, 41, 41, -1, -1 }
init_position { 2841, 1500, -820 }
VAR_14 { 1383, -574, -2015 }
/*
Interpretation of: enemy_gen_script2
Enter from door: 0
àEÿÿ Total waves: 2; 1 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 200; delay between each enemy: 0
Enemies:
bear
*/
enemy_gen_script2 { 0, 0, 0, -1, 8, 1, 1, 2, 7, -1, 4, 0, 9, 1, 5, 0, 200, 6, 1, 7, 1, 3, -1 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 1
Total waves: 2; 1 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 220; delay between each enemy: 0
Enemies:
bear
*/
enemy_gen_script1 { 0, 0, 1, -1, 8, 1, 1, 2, 7, -1, 4, 0, 9, 1, 5, 0, 220, 6, 1, 7, 1, 3, -1 }
VAR_21 { 4156, 1500, -3034, 2272, 1500, -1233, 3394, 1500, -16, 3404, 1500, -911, 2339, 1500, 82 }
wandering_gen_script { 0, 1, 5, VAR_21, 8, 2, 19, 3026, 125, 352, 12, 142, 141, 139, -1, 13, 1, 14, 0, 1, 2, 5, 0, 60, 18, 40, -1 }
VAR_24 { 0, 0 }
._on_load
call load_sound_set(int 24)
call load_sound_set(int 59)
/* play the sound 'bird1' */
call play_loaded_sound(int 2, int -1, int 59, int 0)
call load_sound_set(int 12)
/* play the sound 'sent1' */
call play_loaded_sound(int 8, int -1, int 12, int 0)
var VAR_0 = call func_6f()
if(call play_bgm("HAVNBPT1"))
{
call func_114(int 1)
call func_5a(int -1)
}
call load_char("plguemen")
call load_char("bear")
gamevar SMACKER_X = int 456
gamevar SMACKER_Y = int 160
call play_2d_anim("water1", int 1, int 1, int 0)
gamevar SMACKER_X = int 772
gamevar SMACKER_Y = int 164
call play_2d_anim("water2", int 1, int 1, int 0)
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
case 0
break
}
}
._infinite_loop
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
case 0
break
}
}
execute SCRIPT_10
._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 3
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 0
break
default
gamevar room_state = int 0
break
}
}
._SCRIPT_3
switch(var VAR_18)
{
case 0
if(var VAR_17 > int 60)
{
var plagueman_3way = call create_enemy(int 141, int 0, var &init_position, int 320)
gamevar script_object = var plagueman_3way
gamevar *character_stats_p+15 = int 5000
call add_item_to_char(var plagueman_3way, int 85 /* moneybag */ , int 3277313, int 0)
call add_item_to_char(var plagueman_3way, int 109 /* quiverb */ , int 1, int 0)
var VAR_17 = int 0
var VAR_18 ++
}
break
case 1
if(var VAR_17 > int 200)
{
var VAR_17 = int 0
var VAR_18 ++
var VAR_4 = int 1
call func_ec(int 1, int 0, int 24, var &VAR_8)
var VAR_7 = call run_enemy_generator(var &enemy_gen_script, int 120)
}
break
case 2
if(var VAR_17 > int 130)
{
if(call func_122(var VAR_7) == int 0&&call get_num_of_enemies() < int 2)
{
if(var VAR_0 == int 0)
{
var VAR_7 = call run_enemy_generator(var &enemy_gen_script1, int 1)
}
else
{
var VAR_7 = call run_enemy_generator(var &enemy_gen_script2, int 1)
}
var VAR_17 = int 0
var VAR_18 ++
}
}
break
}
var VAR_17 ++
._SCRIPT_4
gamevar SMACKER_X = int 328
gamevar SMACKER_Y = int 92
call play_2d_anim("seaview", int 0, int 1, var &VAR_4)
call put_item_in_position(var &VAR_14, int 34, int 0, int 13)
._SCRIPT_5
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
._SCRIPT_9
gamevar SMACKER_X = int 328
gamevar SMACKER_Y = int 92
call play_2d_anim("dumpopen", int 0, int 1, int 0)
call log_string("WANDERING BADDIES")
call run_wandering_generator(var &wandering_gen_script, int 70)
._SCRIPT_10
if(gamevar script_time > var VAR_24)
{
var VAR_24 = gamevar script_time + int 80 + call randomize_int(int 0, int 60)
var VAR_23 = int 2 + call randomize_int(int 0, int 6)
call play_loaded_sound(var VAR_23, int 0, int 12, int 0)
}