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sroad.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 }
fx_position { -550, 869, 550 }
VAR_22 { 2300, 869, -1525 }
init_position2 { 555, -1000, 164 }
init_position3 { 112, -1000, 769 }
init_position { -4709, -1000, -338 }
init_position1 { -4134, -1000, -104 }
position { -1498, -1000, 124 }
wandering_gen_script1 { 0, 0, 0, 1, -1, 8, 1, 12, 31, 30, 31, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 50, -1 }
wandering_gen_script { 0, 0, 0, 1, -1, 8, 1, 12, 11, 12, 13, -1, 13, 0, 14, 0, 1, 3, 5, 0, 60, 18, 50, -1 }
._on_load
execute SCRIPT_3
call play_bgm("RAINPT1")
if(gamevar is_room_cleared)
{
execute SCRIPT_8
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_10
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_4
break
case 2
execute SCRIPT_6
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
if(var VAR_19)
{
gamevar room_state ++
}
break
case 2
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_22, int 0)
execute SCRIPT_9
._SCRIPT_4
if(var VAR_33 == int 0)
{
var selected_hero = call get_selected_hero()
if(call is_char_at_pos(var selected_hero, var &position, int 800))
{
var walk_position = call get_char_pos(var selected_hero)
var lieutenant = call create_enemy(int 11, int 3, var &init_position, int 145)
call set_char_running(var lieutenant)
call char_walk_to_pos(var lieutenant, var walk_position)
var VAR_19 = int 1
var VAR_33 ++
var VAR_34 = int 0
}
}
if(var VAR_33 == int 1)
{
var walk_position = call get_char_pos(var selected_hero)
if(var VAR_34 == int 10)
{
var lieutenant1 = call create_enemy(int 11, int 4, var &init_position1, int 150)
call add_item_to_char(var lieutenant1, int 43 /* cheese */ , int 1, int 0)
call set_char_running(var lieutenant1)
call char_walk_to_pos(var lieutenant1, var walk_position)
}
if(var VAR_34 == int 90)
{
var lieutenant2 = call create_enemy(int 11, int 1, var &init_position2, int 285)
call set_char_running(var lieutenant2)
call char_walk_to_pos(var lieutenant2, var walk_position)
}
if(var VAR_34 == int 100)
{
var lieutenant3 = call create_enemy(int 11, int 2, var &init_position3, int 190)
call add_item_to_char(var lieutenant3, int 42 /* bread */ , int 1, int 0)
call set_char_running(var lieutenant3)
call char_walk_to_pos(var lieutenant3, var walk_position)
var VAR_33 ++
var VAR_34 = int 0
}
}
var VAR_34 ++
._SCRIPT_5
call load_char("rlieuten")
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8
switch(gamevar is_room_cleared)
{
case 1
call load_char("rlieuten")
call run_wandering_generator(var &wandering_gen_script, int 100)
break
case 2
call load_char("muscles")
call load_char("dick")
call load_item(int 93 /* cutlass */ )
call run_wandering_generator(var &wandering_gen_script1, int 100)
break
}
._SCRIPT_9
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_10
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_11
execute SCRIPT_12
var VAR_5 ++
._SCRIPT_11
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_12
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 ++