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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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ai_grd1.scp
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Text File
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1994-11-30
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6KB
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333 lines
// CALLED FROM CHAOS_LOAD
{ READY_GUARD1
I ( ^ï│ = $Ç╗ ) THEN
é
I @Ç¢ ( GUARD1 ) = $Ç╗ THEN
{
Q ("&&& CAN'T FIND GUARD1 &&&")
é
}
n CURFIG GUARD1
è ON
O $Ç¥
ï PLAYER
A ON
Y CE21,CE22,CE23,CE24
ö GUARD1
G GUARDLOC
Z CURFIG ON
¥ AVDBAR2 40
¥ AVDHOLE 200
I ^ï┤ THEN
{
A OFF
M ATK_STAND CONTINUE SNAP_TO
}
E
{
M WAKE_UP CONTINUE SNAP_TO
â
o
}
}
// CALLED FROM ENTER_CELL2
{ ACTIVATE_GUARD1
I ( ^ï│ = $Ç╗ ) THEN
é
I @Ç¢ ( GUARD1 ) = $Ç╗ THEN
{
Q ("&&& CAN'T FIND GUARD1 &&&")
é
}
┬
A OFF
@Çì GREET_GUARD1
I ( ^ï┤ ) THEN
{
//CONFRONTENEMY
p
}
E
{
G GUARDLOC
M WAKE_UP
M GET_UP
┴
}
}
// CALLED FROM ACTIVATE_GUARD1
{ GREET_GUARD1
@Ç¢ ( PLAYER )
┴
I ( ^ï┤ ) THEN
{
@Ç║ `àê $üâ "Back for more?~Alright... Let's finish it!"
è ON
┴
A ON
@Ç¢ ( GUARD1 )
A ON
}
E
{
^ï┤ = $Ç╝
M TAUNT2 CONTINUE
@Ç║ `àå $üé "Who are you? What have you done to me?~I want answers!"
@Ç║ `àç $üâ "Freeze, prisoner!"
è ON
┴
A ON
}
@Ç¢ ( GUARD1 )
Z CURFIG OFF // TURN GRAVITY OFF (JUST IN CASE -- HOLE) - LRG
ª MAXOUT MAXIMUM
A ON
}
{ GUARD1_AI
P ~ÇÇ
^ïƒ = 0
:LOOP
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
{
â
J #Çä
}
I ( ^ï┤ = $Ç╗ ) THEN
{
â
J #Çä
}
~ÇÇ = @Ç¥ MONSTER_MOVE 10
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 1
I @Çô ("atk_m1") != $Ç╝ THEN
M ATK_M1 CONTINUE
X ÇÇ
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X ÇÇ
U 3
I @Çô ("atk_m3") != $Ç╝ THEN
M ATK_M3 CONTINUE
X ÇÇ
U 4
U 6
┴
X ÇÇ
U 5
I @Çô ("atk_m5") != $Ç╝ THEN
M ATK_M5 CONTINUE
X ÇÇ
U 7
I @Çô ("atk_m7") != $Ç╝ THEN
M ATK_M7 CONTINUE
X ÇÇ
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X ÇÇ
U 9
I @Çô ("atk_m9") != $Ç╝ THEN
M ATK_M9 CONTINUE
X ÇÇ
U 10
I @Çô ("atk_m10") != $Ç╝ THEN
M ATK_M10 CONTINUE
X ÇÇ
}
}
E
{
@Çì LUTHOR_ATTACK
}
â
J #Çä
}
{ GUARD1_STIMULUS( _DAMAGE )
P ~Çü
:GOT_HIT
I ( @Çó ( ^ïÜ ) == $Ç╝ ) THEN
{
( ^ïÖ )
}
é
:SUPER_RECOIL
^ïƒ ++
I (^ïƒ = 1) THEN
{
@Çì GROWL 5
//@@@
^ï¥ = @Ç║ `àï $üé "What have you done to me?~Tell me, damn you!"
^ï₧ = @Çÿ ( `àï )
}
I (^ïƒ = 3) THEN
{
@Çì GROWL 5
//@@@
^ï¥ = @Ç║ `àå $üé "Who are you?! What have you done to me?!~I want answers!"
^ï₧ = @Çÿ ( `àå )
}
I (^ïƒ = 4) THEN
^ïƒ = 0
é
:PLAYER_SUPER_RECOILED
^ïá ++
A OFF
@Ç¥ READY_MONSTER_TAUNT
I (^ïá = 1) THEN
{
// GUARDS NO LONGER TRY TO MOVE THEIR MOUTHS TO SPEAK -KLD
// @PROCESS GRD_SPEAK 3
//@@@
^ïÜ = @Ç║ `àë $üâ "Let's get you back~to your cage, animal."
^ïÖ = @Çÿ ( `àë )
M C_TAUNT1 CONTINUE
}
I (^ïá = 2) THEN
{
// GUARDS NO LONGER TRY TO MOVE THEIR MOUTHS TO SPEAK -KLD
// @PROCESS GRD_SPEAK 3
//@@@
^ïÜ = @Ç║ `àè $üâ "Insolent dog! I order you!~Return to your cell!"
^ïÖ = @Çÿ ( `àè )
M C_TAUNT2 CONTINUE
}
I (^ïá = 4) THEN
^ïá = 0
@Ç¥ PAUSE_FOR_SUBTITLE
M ATK_STAND CONTINUE
A ON
é
:KILLED_PLAYER
I ( ^ï│ = $Ç╗ ) THEN
é
A OFF
┴
M ATK_STAND CONTINUE
W 1 SECONDS
// GUARDS NO LONGER TRY TO MOVE THEIR MOUTHS TO SPEAK -KLD
//@PROCESS GRD_SPEAK 3
//@@@
M TAUNT1 CONTINUE
@Ç║ `àî $üâ "Only now, do you recognize~your true masters."
â
è OFF
M STAND CONTINUE
}
{ GUARD1_DEATH
P ~ÇÇ
O $Çú
^ï│ = $Ç╗
║ ON
u CURFIG OFF
@Ç¢ (GUARD1)
I ( @Ç▒ ( CURFIG HOLE_CTR ) < 200 ) THEN
{
~ÇÇ = @Ç│ ( CURFIG HOLE_CTR )
I ( ~ÇÇ < 60 AND ~ÇÇ > -60 ) THEN
£ CELL2WAY GRADUAL
}
M DIE
o
@Ç¢ (PLAYER)
M ATK_M2 CONTINUE
W 20
A OFF
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT1 CONTINUE
@Çì GROWL 5
//@@@
@Ç║ `àì $üé "You have stolen my body~and my mind."
M TAUNT2 CONTINUE
@Çì GROWL 5
//@@@
@Ç║ `àÄ $üé "I will know why~or I will have your blood!"
M STAND CONTINUE
â
A ON
// SPECIAL CODE...
C UNLOCK
}
{ GRDCELL_WOUNDS
@Ç¢ ( GRDCELL )
@Ç¥ GRD_WOUNDS
}
{ GUARD1_ENTER_COMBAT
@Ç¢ ( GRDCELL)
@Ç¥ GRD_ENTER_COMBAT
}
{ GUARD1_LEAVE_COMBAT
@Ç¢ ( GRDCELL)
@Ç¥ GRD_LEAVE_COMBAT
}
//$ 26 - version number