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spires02.tsct
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spires02.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, 3 }
VAR_5 1
VAR_7 { -20231, 250, 1602 }
init_position { -20220, 600, 1196 }
VAR_9 { -20297, 600, 1570, -20314, 600, 1309, -20298, 600, 1092, -20298, 600, 922, -20166, 600, 2268, -20312, 600, 2034, -20296, 600, 1905, -20313, 600, 1751 }
/*
Interpretation of: enemy_gen_script3
Generate at 8 positions from: VAR_9
Order of positions: Single position
Total waves: 1; 1 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 10; delay between each enemy: 40
Enemies:
drop_fire_fishman
Item drops:
bread
*/
enemy_gen_script3 { 0, 1, 8, VAR_9, 8, 0, 4, 0, 9, 0, 1, 1, 150, -1, 5, 1, 10, 40, 6, 3, 7, 1, 3, 10, 42, -1, -1 }
/*
Interpretation of: enemy_gen_script2
Enter from door: 0
Total waves: 2; 2 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 250; delay between each enemy: 400
Enemies:
fishman
fire_fishman
Item drops:
cheese
*/
enemy_gen_script2 { 0, 0, 0, -1, 8, 1, 4, 0, 9, 1, 1, 2, 51, 148, -1, 5, 1, 250, 400, 6, 1, 7, 1, 3, 10, 43, -1, -1 }
/*
Interpretation of: enemy_gen_script
Enter from door: 0
Total waves: 1; 2 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 250; delay between each enemy: 400
Enemies:
fishman
fishman
*/
enemy_gen_script { 0, 0, 0, -1, 8, 1, 4, 0, 9, 0, 1, 1, 51, 51, -1, 5, 1, 250, 400, 6, 3, 7, 1, 3, -1 }
/*
Interpretation of: enemy_gen_script1
Enter from door: 1
Total waves: 3; 2 enemies generated in each wave.
Trigger wave when there are less than 2 enemies left.
Delay for first enemy: 150; delay between each enemy: 250
Enemies:
lobster
lobster
*/
enemy_gen_script1 { 0, 0, 0, 1, -1, 8, 2, 4, 0, 9, 0, 1, 3, 64, 64, -1, 5, 1, 150, 250, 6, 1, 7, 1, 2, -1 }
VAR_21 { -18021, -352, 2167, -18008, -352, 1031 }
wandering_gen_script1 { 0, 0, 0, 1, -1, 8, 1, 19, 1070, -2275, 7082, 12, 64, 64, 64, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 50, -1 }
VAR_28 { -18138, 1352, 1229, -17816, 1352, 1365, -17920, 1352, 1827, -18509, 1352, 1559, -19494, 1352, 1059, -18975, 1352, 1102, -19347, 1352, 1851 }
wandering_gen_script { 0, 1, 7, VAR_28, 8, 1, 19, 1070, -2275, 7082, 12, 147, 147, 150, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 50, -1, 0, 0 }
._on_load
call load_item(int 94 /* trident */ )
call load_sound_set(int 64)
var cavelp_sound_ref = call play_loaded_sound(int 1, int -1, int 64, int 0)
if(var cavelp_sound_ref)
{
call set_sound_volume(var cavelp_sound_ref, int 14)
}
call load_sound_set(int 65)
/* play the sound 'in2wind1' */
call play_loaded_sound(int 5, int -1, int 65, int 0)
gamevar SMACKER_X = int 240
gamevar SMACKER_Y = int 8
call play_2d_anim("candle01", int 1, int 1, int 0)
gamevar SMACKER_X = int 136
gamevar SMACKER_Y = int 304
call play_2d_anim("candle02", int 1, int 1, int 0)
gamevar SMACKER_X = int 400
gamevar SMACKER_Y = int 296
call play_2d_anim("candle03", int 1, int 1, int 0)
call load_item(int 94 /* trident */ )
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
._infinite_loop
execute SCRIPT_7
switch(gamevar room_state)
{
case 1
execute SCRIPT_3
break
case 2
execute SCRIPT_5
break
case 0
break
}
._on_exit
switch(gamevar room_state)
{
case 1
if(var VAR_4)
{
gamevar room_state ++
}
break
case 2
break
case 0
break
default
gamevar room_state = int 0
break
}
._SCRIPT_3
switch(var VAR_17)
{
case 0
if(var ! VAR_19)
{
if(call func_8a(var &VAR_21))
{
var VAR_16 = call run_enemy_generator(var &enemy_gen_script, int 10)
var VAR_19 = int 1
var VAR_4 = int 1
}
}
if(var ! VAR_20)
{
var david = call get_david_char()
while(var david)
{
if(call get_char_y(var david) > int -300&&var VAR_20 == int 0)
{
if(var ! VAR_16)
{
var VAR_16 = call run_enemy_generator(var &enemy_gen_script, int 10)
}
var VAR_4 = int 1
var VAR_20 = int 1
var VAR_18 = int 0
var VAR_17 ++
}
var david = call get_next_char_from_list()
}
}
if(var VAR_19&&var VAR_20)
{
if(var VAR_17 == int 0)
{
var VAR_18 = int 0
var VAR_17 ++
}
}
break
case 1
if(call func_ab(int 120, var &VAR_7))
{
if(var VAR_5)
{
call create_enemy(int 147 /* drop_fishman */ , int 0, var &init_position, int 0)
var VAR_5 = int 0
}
}
if(call func_122(var VAR_16) == int 0&&call get_num_of_enemies() < int 1)
{
var VAR_17 ++
var VAR_18 = int 0
var VAR_16 = call run_enemy_generator(var &enemy_gen_script1, int 10)
}
break
case 2
if(var VAR_18 > int 20)
{
var david = call get_selected_hero()
if(var david)
{
if(call get_char_y(var david) > int -300&&call func_122(var VAR_16))
{
var fire_fishman = call create_enemy_through_door(int 148, int 0, int 0, int 0)
gamevar script_object = var fire_fishman
gamevar *character_stats_p+15 = int 2000
call char_walk_to(var fire_fishman, int -18787, int -352, int 1592)
call add_item_to_char(var fire_fishman, int 32 /* potwhite */ , int 1, int 0)
var VAR_17 ++
}
}
}
break
case 3
if(call func_122(var VAR_16) == int 0&&call get_num_of_enemies() < int 2)
{
var VAR_16 = call run_enemy_generator(var &enemy_gen_script2, int 100)
call run_enemy_generator(var &enemy_gen_script3, int 10)
var VAR_17 ++
}
break
}
var VAR_18 ++
._SCRIPT_4
if(call ! func_af(int 85))
{
var VAR_6 = call put_item_in_position(var &VAR_7, int 85, int 0, int 6554113)
}
call load_char("fishman")
call load_char("lobster")
._SCRIPT_5
._SCRIPT_6
call log_string("wandering_baddies")
call load_char("lobster")
call load_char("fishman")
call run_wandering_generator(var &wandering_gen_script, int 1)
call run_wandering_generator(var &wandering_gen_script1, int 100)
._SCRIPT_7
if(gamevar script_time > var VAR_30)
{
var VAR_30 = gamevar script_time + int 100 + call randomize_int(int 0, int 50)
/* play the sound 'wwindlp' */
call play_loaded_sound(int 6, int 0, int 65, int 0)
}