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gnolib2.tsct
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gnolib2.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_1 -1
VAR_7 { -5637, 2500, -11312, -5316, 2500, -10497, -5242, 2500, -10093 }
VAR_8 { -5637, 600, -11312, -5316, 600, -10497, -5242, 600, -10093 }
/*
Interpretation of: enemy_gen_script
Generate at 3 positions from: VAR_7
Order of positions: Sequential
Total waves: 6; 1 enemies generated in each wave.
Trigger wave when there are less than 3 enemies left.
Delay for first enemy: 25; delay between each enemy: 50
Enemies:
flying_imps
*/
enemy_gen_script { 0, 1, 3, VAR_7, 8, 1, 4, 2, 3, VAR_8, 9, 0, 1, 6, 105, -1, 2, 1, 3, 2, 11, 1, 260, 5, 1, 25, 50, 7, 1, 3, 6, 1, -1 }
._on_load
call play_bgm("GNO")
call load_sound_set(int 63)
/* play the sound 'gnoamb1' */
call play_loaded_sound(int 1, int -1, int 63, int 0)
if(gamevar is_room_cleared)
{
execute SCRIPT_4
}
else
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_5
break
case 2
execute SCRIPT_7
break
case 0
break
}
}
._infinite_loop
execute SCRIPT_3
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
execute SCRIPT_6
break
case 2
execute SCRIPT_8
break
case 0
break
}
}
._on_exit
if(gamevar !is_room_cleared)
{
switch(gamevar room_state)
{
case 1
var VAR_1 = call load_next_dialog("DVDGRA", "NULL")
if(var VAR_1 == int 0)
{
call log_string("set grandad variation")
call load_dialog_by_number("DVDGRA", "NULL", int 1)
}
gamevar room_state ++
gamevar is_room_cleared = int 1
break
case 2
gamevar room_state ++
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_13)
{
var VAR_13 = gamevar script_time + int 600 + call randomize_int(int 0, int 400)
var VAR_11 = int 5 + call randomize_int(int 0, int 4)
call play_loaded_sound(var VAR_11, int 0, int 63, int 0)
}
if(gamevar script_time > var VAR_14)
{
var VAR_14 = gamevar script_time + int 250 + call randomize_int(int 0, int 150)
var VAR_11 = int 9 + call randomize_int(int 0, int 4)
call play_loaded_sound(var VAR_11, int 0, int 63, int 0)
}
if(gamevar script_time > var VAR_12)
{
var VAR_12 = gamevar script_time + int 300 + call randomize_int(int 0, int 200)
var VAR_11 = int 2 + call randomize_int(int 0, int 3)
call play_loaded_sound(var VAR_11, int 0, int 63, int 0)
}
._SCRIPT_4
._SCRIPT_5
call load_char("wingimp")
call run_enemy_generator(var &enemy_gen_script, int 10)
._SCRIPT_6
._SCRIPT_7
._SCRIPT_8