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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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ai_shrmp.scp
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Text File
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1994-12-01
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13KB
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748 lines
{ TSHR2
@Ç¥ ACTIVATE_SHRIMP2
}
{ READY_SHRIMP1
^î¢ = $Ç╗
I ( ^îÜ = $Ç╗ ) THEN
é
I @Ç¢ ( SHRIMP1 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp1 !!")
é
}
¥ AVDHALL 400
è ON
ï PLAYER
Y DGS1 DGS2 DGS3 DGS4 ALC4 ALC1
ö SHRIMP1
G PSHRIMP1
£ FSHRIMP1
ª PSHRIMP1
Z CURFIG OFF
M FEED CONTINUE
^êÄ = @Çç (`⪠, SHRIMP)
@Çï (^êÄ , 2000, 11025, 30)
}
{ READY_SHRIMP2
I ( ^çô = $Ç╗ ) THEN
é
I ( ^î£ = $Ç╗ ) THEN
é
I @Ç¢ ( SHRIMP2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp2 !!")
é
}
¥ AVDHALL 400
è ON
ï PLAYER
Y DGS1 DGS2 DGS3 DGS4 ALC4 ALC1
ö SHRIMP2
G PSHRIMP2
£ FSHRIMP1
ª PSHRIMP2
Z CURFIG OFF
M FEED CONTINUE
^êÄ = @Çç (`⪠, SHRIMP)
@Çï (^êÄ , 2000, 11025, 30)
}
{ REREADY_SHRIMP3
I ( ^î₧ = $Ç╗ ) THEN
é
I @Ç¢ ( SHRIMP3 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp3 !!")
é
}
K
^îƒ = $Ç╗
^î₧ = $Ç╗
W 20 SECONDS
@Çì CHECKACTIVATESHRIMP
}
{ READY_SHRIMP3 _POSITION
I ( ^î₧ = $Ç╗ ) THEN
é
I @Ç¢ ( SHRIMP3 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp3 !!")
é
}
è ON
ï PLAYER
Y TUN1 TUN2
ö SHRIMP3
I ( ~ÇÇ = 1 ) THEN
G PS1
E I ( ~ÇÇ = 2 ) THEN
G PS2
E I ( ~ÇÇ = 3 ) THEN
G PS3
E
G PS4
£ PIL_BASE
I ( ~ÇÇ = 1 ) THEN
ª PS1
E I ( ~ÇÇ = 2 ) THEN
ª PS2
E I ( ~ÇÇ = 3 ) THEN
ª PS3
E
ª PS4
Z CURFIG OFF
M ATK_STAND CONTINUE
^êÉ = @Çç (`⪠, SHRIMP)
@Çï (^êÉ , 2000, 11025, 30)
}
{ ACTIVATE_SHRIMP1
I ( ^îÜ = $Ç╗ ) THEN
é
I ( ^î¢ ) THEN
é
I @Ç¢ ( SHRIMP1 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp1 !!")
é
}
┬
║ ON
^âÜ = $Ç╝
W 30 // ADJUST THIS NUMBER TO AFFECT "feed" TIME...
M RISE_FROM_FEED CONTINUE
(^⢠)
@Çï (^êÄ , 11025, 13000, 30)
:WAIT
â
I @Çô (RISE_FROM_FEED) THEN
J #Çå
M ATK_STAND CONTINUE
W 1 SECOND
┴
// @@@ PLEASE TRANSLATE
^ïÜ = @Ç║ `è╡ $Ç╜ "The alien creature shrieks at you..."
^ïÖ = @Çÿ ( `è╡ )
║ OFF
^âÜ = $Ç╗
^î¢ = $Ç╝
}
{ ACTIVATE_SHRIMP2
I ( ^çô = $Ç╗ ) THEN
é
I ( ^î£ = $Ç╗ ) THEN
é
I ( ^î¥ ) THEN
é
I @Ç¢ ( SHRIMP2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp2 !!")
é
}
W 3 SECONDS
┬
║ ON
//@@@ PLEASE TRANSLATE
^ïÜ = @Ç║ `è╢ $Ç╜ "You hear an alien shriek from above..."
^ïÖ = @Çÿ ( `è╢ )
@Çï (^êÄ , 11025, 13000, 30)
M DROP_DOWN CONTINUE
:WAIT
â
I @Çô (DROP_DOWN) THEN
J #Çê
M ATK_STAND CONTINUE
W 1 SECOND
┴
║ OFF
^î¥ = $Ç╝
}
{ ACTIVATE_SHRIMP3
I ( ^î₧ = $Ç╗ ) THEN
é
I ( ^îƒ ) THEN
é
I @Ç¢ ( SHRIMP3 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Shrimp3 !!")
é
}
┬
║ ON
// @@@ PLEASE TRANSLATE
^ïÜ = @Ç║ `è╢ $Ç╜ "You hear an alien shriek from above..."
^ïÖ = @Çÿ ( `è╢ )
M DESCEND
M DESCEND
M DESCEND CONTINUE
@Çï (^êÄ , 11025, 13000, 30)
:WAIT
â
I @Çô ( DESCEND ) THEN
J #Çè
M ATK_STAND CONTINUE
W 1 SECOND
┴
║ OFF
^îƒ = $Ç╝
}
{ SHRIMP1_AI
P ~ÇÇ
^ïƒ = 0 // SET SUPER-RECOIL COUNTERS TO ZERO
:TOP
â
I ( ^î¢ = $Ç╗ ) THEN
J #Çî
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #Çî
I ( @ÇÄ (ALC4) ) THEN
{
£ RUNDRG3 GRADUAL
M ATK_M8 CONTINUE
:WAIT
â
I ( @ÇÄ (ALC4) ) THEN
J #Çì
}
// DODGE BULLETS
@Ç¢ ( PLAYER )
I (@Çô ("shoot") OR @Çô ("atk_shoot") ) THEN
{
@Ç¢ ( SHRIMP1 )
N (@Çà ( 0, 1 ))
{
U 0
M ATK_M1 CONTINUE
X ÇÇ
U 1
M ATK_M3 CONTINUE
X ÇÇ
}
W 45
J #Çî
}
// REGULAR MOVEMENT
@Ç¢ ( SHRIMP1 )
~ÇÇ = @Ç¥ MONSTER_MOVE 8
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 1
I @Çô ("atk_m1") != $Ç╝ THEN
M ATK_M1 CONTINUE
X Çü
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X Çü
U 3
I @Çô ("atk_m3") != $Ç╝ THEN
M ATK_M3 CONTINUE
X Çü
U 4
U 6
┴
X Çü
U 7
I @Çô ("atk_m7") != $Ç╝ THEN
M ATK_M7 CONTINUE
X Çü
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X Çü
U 9
I @Çô ("atk_m9") != $Ç╝ THEN
M ATK_M9 CONTINUE
X Çü
U 10
I @Çô ("atk_m10") != $Ç╝ THEN
M ATK_M10 CONTINUE
X Çü
}
}
E // POSSIBLE ATTACK HERE
{
M ATTACK_MINOR
}
â
J #Çî
}
{ SHRIMP2_AI
P ~ÇÇ
^ïƒ = 0 // SET SUPER-RECOIL COUNTERS TO ZERO
:TOP
â
I ( ^î¥ = $Ç╗ ) THEN
J #ÇÅ
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #ÇÅ
I ( @ÇÄ (ALC4) ) THEN
{
£ RUNDRG3 GRADUAL
M ATK_M8 CONTINUE
:WAIT
â
I ( @ÇÄ (ALC4) ) THEN
J #ÇÉ
}
// DODGE BULLETS
@Ç¢ ( PLAYER )
I (@Çô ("shoot") OR @Çô ("atk_shoot") ) THEN
{
@Ç¢ ( SHRIMP2 )
N (@Çà ( 0, 1 ))
{
U 0
M ATK_M1 CONTINUE
X Çé
U 1
M ATK_M3 CONTINUE
X Çé
}
W 45
J #ÇÅ
}
// REGULAR MOVEMENT
@Ç¢ ( SHRIMP2 )
~ÇÇ = @Ç¥ MONSTER_MOVE 8
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 1
I @Çô ("atk_m1") != $Ç╝ THEN
M ATK_M1 CONTINUE
X Çâ
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X Çâ
U 3
I @Çô ("atk_m3") != $Ç╝ THEN
M ATK_M3 CONTINUE
X Çâ
U 4
U 6
┴
X Çâ
U 7
I @Çô ("atk_m7") != $Ç╝ THEN
M ATK_M7 CONTINUE
X Çâ
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X Çâ
U 9
I @Çô ("atk_m9") != $Ç╝ THEN
M ATK_M9 CONTINUE
X Çâ
U 10
I @Çô ("atk_m10") != $Ç╝ THEN
M ATK_M10 CONTINUE
X Çâ
}
}
E // POSSIBLE ATTACK HERE
{
M ATTACK_MINOR
}
â
J #ÇÅ
}
{ SHRIMP3_AI
P ~ÇÇ
^ïƒ = 0 // SET SUPER-RECOIL COUNTERS TO ZERO
:TOP
â
I ( ^îƒ = $Ç╗ ) THEN
J #ÇÆ
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #ÇÆ
// DODGE BULLETS
@Ç¢ ( PLAYER )
I (@Çô ("shoot") OR @Çô ("atk_shoot") ) THEN
{
@Ç¢ ( SHRIMP3 )
N (@Çà ( 0, 1 ))
{
U 0
M ATK_M1 CONTINUE
X Çä
U 1
M ATK_M3 CONTINUE
X Çä
}
W 45
J #ÇÆ
}
// REGULAR MOVEMENT
@Ç¢ ( SHRIMP3 )
~ÇÇ = @Ç¥ MONSTER_MOVE 8
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 1
I @Çô ("atk_m1") != $Ç╝ THEN
M ATK_M1 CONTINUE
X Çà
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X Çà
U 3
I @Çô ("atk_m3") != $Ç╝ THEN
M ATK_M3 CONTINUE
X Çà
U 4
U 6
┴
X Çà
U 7
I @Çô ("atk_m7") != $Ç╝ THEN
M ATK_M7 CONTINUE
X Çà
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X Çà
U 9
I @Çô ("atk_m9") != $Ç╝ THEN
M ATK_M9 CONTINUE
X Çà
U 10
I @Çô ("atk_m10") != $Ç╝ THEN
M ATK_M10 CONTINUE
X Çà
}
}
E // POSSIBLE ATTACK HERE
{
M ATTACK_MINOR
}
â
J #ÇÆ
}
{ SHRIMP1_ATK_STAND
I ( .ÇéÇâ == $üÅ ) THEN
M FLOAT_RECOIL CONTINUE
E
M ATK_STAND CONTINUE
}
{ SHRIMP2_ATK_STAND
I ( .ÇéÇâ == $üÅ ) THEN
M FLOAT_RECOIL CONTINUE
E
M ATK_STAND CONTINUE
}
{ SHRIMP3_ATK_STAND
I ( .ÇéÇâ == $üÅ ) THEN
M FLOAT_RECOIL CONTINUE
E
M ATK_STAND CONTINUE
}
{ SHRIMP_DEFEND
I ( .ÇéÇâ = $üÅ ) THEN
é
A OFF
.ÇéÇâ = $üÅ
M START_RECOIL
r CURFIG ON
M FLOAT_RECOIL CONTINUE
W 5 SECONDS
r CURFIG OFF
ñ CURFIG
M BACK_FROM_RECOIL
.ÇéÇâ = $üì
A ON
}
{ SHRIMP_STIMULUS( _DAMAGE )
P ~Çü
:GOT_HIT
I ( @Çó ( ^ïÜ ) ) THEN
( ^ïÖ )
// INVULNEABLE IF DEFENDING
I ( .ÇéÇâ == $üÅ ) THEN
{
@Çå `äÿ 200
.ÇéÇÇ += ~ÇÇ
é
}
E
@Çì SHRIMP_DEFEND
é
:PLAYER_SUPER_RECOILED
A OFF
//@@@ PLEASE TRANSLATE
^ïÜ = @Ç║ `è╖ $Ç╜ "The alien shrieks triumphantly."
^ïÖ = @Çÿ ( `è╖ )
M ATK_M2 CONTINUE
W 20
M ATK_STAND CONTINUE
@Ç¥ PAUSE_FOR_SUBTITLE
A ON
é
:KILLED_PLAYER
A OFF
┴
M ATK_STAND CONTINUE
W 1 SECONDS
//@@@ PLEASE TRANSLATE
@Ç║ `è╕ $Ç╜ "The alien utters a victory cry~in preparation for its feast."
é
}
{ BLOW_SHRIMP
@Çå ( `ǽ )
(^êÄ )
(^êÅ )
(^êÉ )
Ü ( 20,20,20, 1 )
ú ( BOOM, BLUEC, CURFIG )
K CURFIG
l CURFIG
}
{ SHRIMP1_DEATH
@Çì BLOW_SHRIMP
^âÜ = $Ç╝
I @Çó (^⢠) THEN (^⢠)
@Ç¢ (PLAYER)
A OFF
M ATK_M2 CONTINUE
W 20
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT2 CONTINUE
W 1 SECONDS
@Çì GROWL 5
//@@@ PLEASE TRANSLATE
@Ç║ `ç╢ $üé "What a disgusting smell."
M STAND CONTINUE
â
A ON
^îÜ = $Ç╗
^âÜ = $Ç╗
W 5 SECONDS
i LEX SHRIMP
}
{ SHRIMP2_DEATH
@Çì BLOW_SHRIMP
@Ç¢ (PLAYER)
A OFF
M ATK_M2 CONTINUE
W 20
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT2 CONTINUE
W 1 SECONDS
@Çì GROWL 5
//@@@
@Ç║ `ç╖ $üé "Little alien intestines everywhere. Lovely."
M STAND CONTINUE
â
A ON
^î£ = $Ç╗
W 5 SECONDS
i LEX SHRIMP
}
{ SHRIMP3_DEATH
^î₧ = $Ç╗
^îƒ = $Ç╗
@Çì BLOW_SHRIMP
@Ç¢ (PLAYER)
A OFF
M ATK_M2 CONTINUE
W 20
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT2 CONTINUE
W 1 SECONDS
@Çì GROWL 5
//@@@
@Ç║ `ç╕ $üé "I hope you were the last one."
M STAND CONTINUE
â
A ON
W 5 SECONDS
i LEX SHRIMP
W 15 SECONDS
@Çì CHECKACTIVATESHRIMP
}
{ SHRIMP_WOUNDS
P ~ÇÇ
@Ç¢ ( SHRIMP )
~ÇÇ = .ÇéÇÇ
I ( ~ÇÇ < 50 ) THEN
{
w CURFIG DRAWONLY SHRIMP1 PICTURE 1
}
}
//$ 26 - version number