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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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bioforge
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ai_drog1.scp
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Text File
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1994-12-07
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10KB
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564 lines
{ CONLOC6
^ï╝ = 6
I ( ^îÉ ) THEN
é
^îÅ = $Ç╗
// START THE COUNT-DOWN
I ( (^ç¬ = 0) AND (^ç£ = 0) ) THEN
@Çì WAIT4TIMER
}
{ WAIT4TIMER
W 40 SECONDS
I ( (^ç¬ = 0) AND (^ç£ = 0) ) THEN
^ç¬ = @Çì REACTORDETONATIONTIMER
}
{ CONLOC7
^ï╝ = 7
I ( ^îÉ ) THEN
é
@Ç¥ ACTIVATE_DROGG1
}
{ CONLOC8
^ï╝ = 8
}
{ CONLOC9
^ï╝ = 9
}
{ CONLOC10
^ï╝ = 10
// SPEED-UP TIMER SINCE YOUR RETREATING OR NEAR THE END
I ( ^ç¬ ) THEN
{
I ( ^çª > 5 ) THEN
^çª = 5
}
E
{
^ç¬ = @Çì REACTORDETONATIONTIMER
}
}
{ CONLOC6_DROGG1
^îÄ = 6
}
{ CONLOC7_DROGG1
^îÄ = 7
}
{ CONLOC8_DROGG1
^îÄ = 8
// RESET IF ACTIVE BUT NOT IN PURSUIT
I ( ^îÉ ) THEN
é
I (^îÅ = $Ç╗ ) AND (^îì < ^îæ ) THEN
I @Ç¢ ( DROGG1 ) THEN
{
^îÅ = $Ç╝
A OFF
║ ON
G DCENTER 20 RUN
G PDROGG1 20 RUN
┴
║ OFF
A ON
}
}
{ CONLOC9_DROGG1
^îÄ = 9
}
{ CONLOC10_DROGG1
^îÄ = 10
}
{ RFALLEN
C RTR2
A OFF
// @@@
@Ç║ `ëá $üé "Nooo...!"
W 2 SECONDS
@Ç¥ DAMAGE_LEX_IMPACT 1000
}
{ RFALLEN_DROGG1
C RTR2
A OFF
//@@@
@Ç║ `äò $üâ "The alien screams as he falls..."
^îï = $Ç╗
W 2 SECONDS
K
C UNLOCK
}
{ READY_DROGG1
// DON'T READY UNTIL REACTBOT IS DEAD
I ( ^îÇ ) THEN
é
I ( ^îï = $Ç╗ ) THEN
é
I @Ç¢ ( DROGG1 ) = $Ç╗ THEN
{
Q ("&&& CAN'T FIND Drogg1 &&&");
é
}
^îÄ = 6
^îô = 0
^îÅ = $Ç╝
è ON
ï PLAYER
Y RTR1 RTR2 RTR3 RTR4 RTR5 RTR6
ö DROGG1
G PDROGG1
£ POSRBOT
^îì = 0
Z CURFIG ON
M STAND CONTINUE
}
{ ACTIVATE_DROGG1
// DON'T READY UNTIL REACTBOT IS DEAD
I ( ^îÇ = $Ç╗ ) THEN
é
I ( ^îï = $Ç╗ ) THEN
é
I ( ^îî ) THEN
é
I @Ç¢ ( DROGG1 ) = $Ç╗ THEN
{
Q ("&&& CAN'T FIND Drogg1 &&&");
é
}
┬
┴
M STAND CONTINUE
^îî = $Ç╝
}
{ DROGG1_AI
P ~ÇÇ
^ïƒ = 0; // SET SUPER-RECOIL COUNTERS TO ZERO
:TOP
â
I ( ^îÅ ) THEN
{
┴
J #ÇÉ
}
I ( ^ï╝ > 6 ) THEN
{
I ( ^îì < ^îæ ) THEN
{
┴
J #ÇÉ
}
E
{
// IF( _DROGG1_LOC > 6 ) THEN
// IF
//
// CAPTION "CHASE!!!!"
//
// IF( _LEXCONLOC > 8 OR _LEXCONLOC = 2) THEN
// {
// IF( DROGG
//
// @CALL DROGG1_RUNFORIT
// }
}
}
//:LOOP
// IF THE DROGG ALREADY RAN BACK ACROSS THE BRIDGE, STAY THERE -BES
I ( ^îÉ = $Ç╝ ) THEN
{
// THIS CODE DOES NOTHING ACCORDING TO LRG
//IF( _LEXCONLOC != 2 ) THEN
// @PROCESS PREPARE_FOR_GRUFF
J #ÇÉ
}
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #ÇÉ
~ÇÇ = @Ç¥ MONSTER_MOVE 10
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X ÇÇ
U 1
U 3
U 4
U 6
U 7
U 9
┴
X ÇÇ
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X ÇÇ
U 10
// IF LEX IS NOT ON THE MIDDLE PLATFORM, THEN RUN TO THE
// MOUTH OF THE LIGHT BRIDGE BEFORE PURSUING. -BES
I ^ï╝ > 6 AND @Çé (CURFIG) < -541 THEN
{
║ ON
G DCENTER RUN
G DCENTER2 RUN
║ OFF
}
I @Çô ("atk_m10") != $Ç╝ THEN
M "atk_m10" CONTINUE
// IF( _DROGG1_COUNTER > 5 ) THEN
// {
// IF @ISMYMOTION("atk_m10") != _TRUE THEN
// MOTION "atk_m10" CONTINUE
// }
// ELSE
// {
// IF @ISMYMOTION("run") != _TRUE THEN
// MOTION "run" CONTINUE
// }
X ÇÇ
}
}
E
{
I ^îÆ = $Ç╝ THEN
{
M SPEC_ATK1
}
E
{
N (@Çà ( 0, 5 ))
{
U 0
M ATK_H7
X Çü
U 1
M ATK_H8
X Çü
U 2
M ATK_H9
X Çü
U 3
M SPEC_ATK1
X Çü
U 4
M SPEC_ATK2
X Çü
U 5
M SPEC_ATK3
X Çü
}
}
}
J #ÇÉ
}
{ DROGG1_STIMULUS( _DAMAGE )
P ~Çü
:GOT_HIT
I ( @Çó ( ^ïÜ ) == $Ç╝ ) THEN
( ^ïÖ )
é
:HIT_PLAYER
I ( ^îÆ ) THEN
@Ç¥ ABORTPULL
é
:SUPER_RECOIL
^îì ++
// SHOW SOME DAMAGE TO DROGG
I ( ^îì = ^îæ ) THEN
D IMPACT 250
^ïƒ ++
@Ç¢ ( PLAYER )
I (^ïƒ = 1) THEN
{
//@@@
^ï¥ = @Ç║ `ç⌐ $üé "What foul manner of creature are you!?"
^ï₧ = @Çÿ ( `ç⌐ )
}
I (^ïƒ = 3) THEN
{
//@@@
^ï¥ = @Ç║ `ç¬ $üé "Are you what Mastaba thought to make of me?"
^ï₧ = @Çÿ ( `ç¬ )
}
I (^ïƒ = 5) THEN
{
//@@@
^ï¥ = @Ç║ `ç¼ $üé "When will you die, damn you!?"
^ï₧ = @Çÿ ( `ç¼ )
}
I (^ïƒ = 7) THEN
^ïƒ = 0
é
:PLAYER_SUPER_RECOILED
A OFF
M C_TAUNT2 CONTINUE
^ïÜ = @Ç║ `äû "The alien lets forth~a bone-chilling wail."
^ïÖ = @Çÿ ( `äû )
@Ç¥ PAUSE_FOR_SUBTITLE
A ON
é
:KILLED_PLAYER
I ( ^îï = $Ç╗ ) THEN
é
A OFF
┴
M ATK_STAND CONTINUE
W 1 SECONDS
//@@@
M TAUNT3 CONTINUE
@Ç║ `äù "The sound of the alien's victory~cry is the last sound you ever hear."
â
è OFF
M STAND CONTINUE
é
}
{ LASER_HIT_DROGG1
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
^îì ++
// SHOW SOME DAME HERE
I ( ^îì = ^îæ ) THEN
D IMPACT 250
A OFF
M RECOIL
A ON
}
{ DROGG1_DEATH
Q "&&& ERROR: Drogg1 should not die! &&&"
}
{ DROGG1_RUNFORIT
I ( ^îÉ = $Ç╝ ) THEN
é
I @Ç¢ ( DROGG1 ) = $Ç╗ THEN
é
^îÉ = $Ç╝
A OFF
║ ON
G DCENTER 25 RUN
// GO POSRBOT 25 RUN
G DPRUN 25 RUN
║ OFF
A ON
@Çì THREE_BILLY_GOAT_GRUFF
}
{ THREE_BILLY_GOAT_GRUFF
£ FRCTBUT GRADUAL
:LOOP
â
I ( ^ï╝ = 10) THEN
é
I ( ^ï╝ < 6) THEN
é
I ( ^ï╝ = 9) THEN
{
@Ç¥ BRDG_BUT_USE
M STAND CONTINUE
//@@@
@Ç║ `äù "The sound of the alien's victory~cry is the last sound you ever hear."
W 10 SECONDS
}
E J #Ç¢
}
{ LFT_LEV_USE
I ^ଠ= 1 THEN
é
I ^îÆ = $Ç╝ THEN
é
// THE DROGG GETS SNEAKY
I ^འ= 1 THEN
@Çì DROGG1_RUNFORIT
^îÆ = $Ç╝
^îô = 0
£ FLFTLVR GRADUAL
^ï£ = @Çì PULLLEFTLEVER
}
[ PULLLEFTLEVER
00:00 A OFF
M REACTOR_PULL 140 CONTINUE SNAP_TO
00:25 ^îô = @Çè (^ü╢ ,1,2,12,10)
01:00 @Çå (`üç )
03:25 ^ଠ= 1
A ON
^îÆ = $Ç╗
04:15 @Çå (`à┤ )
//@@@TRANSLATE
05:10 @Ç║ (`âæ "Power conductor disengaged.")
05:15 @Çå (`âæ 100)
]
{ RGT_LEV_USE
I ^འ= 1 THEN
é
I ^îÆ = $Ç╝ THEN
é
// THE DROGG GETS SNEAKY
I ^ଠ= 1 THEN
@Çì DROGG1_RUNFORIT
^îÆ = $Ç╝
^îô = 0
£ FRGTLVR GRADUAL
^ï£ = @Çì PULLRIGHTLEVER
}
[ PULLRIGHTLEVER
00:00 A OFF
M REACTOR_PULL 140 CONTINUE SNAP_TO
00:25 ^îô = @Çè (^ü╡ ,1,2,12,10)
01:00 @Çå (`üç )
03:25 ^འ= 1
A ON
^îÆ = $Ç╗
04:15 @Çå (`à┤ )
//@@@TRANSLATE
05:10 @Ç║ (`âæ "Power conductor disengaged.")
05:15 @Çå (`âæ 100)
]
{ ABORTPULL
@Ç¢ ( PLAYER )
I ( @Çí (CURFIG "LFT_LEV") ) THEN
{
I ( ^ଠ= 0 ) THEN
@Çì ABORTLEFTLEVER
}
E
{
I ( ^འ= 0 ) THEN
@Çì ABORTRIGHTLEVER
}
}
{ ABORTLEFTLEVER
A ON
^ï£
I ( ^îô ) THEN
{
^îô
^îô = 0
@Çè (^ü╢ ,-1,^ü╢ ,1,5)
}
^îÆ = $Ç╗
}
{ ABORTRIGHTLEVER
^ï£
I ( ^îô ) THEN
{
^îô
^îô = 0
@Çè (^ü╡ ,-1,^ü╡ ,1,5)
}
^îÆ = $Ç╗
}
//$ 26 - version number