home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Xenosoft 2
/
Xenosoft 2 (Game collection)(1994).iso
/
bioforge
/
script
/
ai_tumlt.scp
< prev
next >
Wrap
Text File
|
1994-11-22
|
10KB
|
479 lines
{ RTMLT1
^îò = $Ç╝ ;
}
{ RTMLT2
I ( ^îò ) THEN
@Ç¥ ACTIVATE_TUMOLT
}
{ READY_TUMOLT // CALLED DURING LEVEL LOAD
I ( ^îö != $Ç╝ ) THEN
é
I ( ^îû ) THEN
é
I @Ç¢ ( TUMOLT ) = $Ç╗ THEN
{
Q ("CAN'T FIND Tumolt !!");
é
}
è ON
ï PLAYER
Y LND1 LND2 LND3 LND4 LND5
ö TUMOLT
G PTUMOLT
£ FTUMOLT
Z CURFIG ON
M ATK_STAND CONTINUE
I @Çæ (LTHAND,KEYDVICE) = $Ç╗ THEN
{
I @ÇÜ (KEYDVICE) THEN
f LTHAND
E
Q "Can't find KeyDevice!" // DO NOT TRANSLATE
}
I @Çæ (RTHAND,TONFA) = $Ç╗ THEN
{
I @ÇÜ (TONFA) THEN
f RTHAND
E
Q "Can't find tonfa" // DO NOT TRANSLATE
}
}
{ ACTIVATE_TUMOLT // CALLED BY A TRIGGER
I ( ^îö != $Ç╝ ) THEN
é
I ( ^îû ) THEN
é
I @Ç¢ ( TUMOLT ) = $Ç╗ THEN
{
Q ("CAN'T FIND Tumolt !!");
é
}
A OFF
^îû = $Ç╝
┬
@Çì CONFRONTTUMOLT
@Ç¥ KEYDVICE_USE
@Çì TUMOLT_WALK
//@@@
@Ç║ `âû $üâ "CAPTAIN: You must be the escaped~prisoner from the base! Halt!"
@Ç║ `ç░ $üé "All I want is to survive."
@Ç║ `ç▒ $üé "If we don't work together~right now we're both dead."
@Ç║ `à▒ $üâ "CAPTAIN: My death means nothing. Let's~see how you take to a stand up fight!"
O $Ç¢
@Çì KEYDVICE_USE
@Ç¢ ( PLAYER )
A ON
@Ç¢ ( TUMOLT )
W 10
M SHOOT
W 20
A ON
}
{ CONFRONTTUMOLT
@Ç¢ ( PLAYER )
A OFF
è ON
┴
}
{ TUMOLT_WALK
W 10
G FTUMOLT WALK 20
┴
}
{ REACTIVATE_TUMOLT // CALL DURING MAJOR CAMERA LOAD
I ( ^îö != $Ç╝ ) THEN
é
I ( ^îû != $Ç╝ ) THEN
é
I @Ç¢ ( TUMOLT ) = $Ç╗ THEN
{
Q ("CAN'T FIND Tumolt !!");
é
}
┬
//@@@
^ï¥ = @Ç║ `à« $üâ "CAPTAIN: Come back to take another look~at all the damage you've done?"
^ï₧ = @Çÿ ( `à« )
┴
M SHOOT
}
{ TUMOLT_AI
P ~ÇÇ
^ïá = 0; // SET SUPER-RECOIL COUNTERS TO ZERO
^ïƒ = 0;
:TOP
â
I ( ^îû = $Ç╗ ) THEN
J #Çê
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #Çê
~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 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 ( ^ïû ) THEN
{
M ATK_SHOOT
X ÇÇ
}
E
{
I @Çô ("atk_m10") != $Ç╝ THEN
M ATK_M10 CONTINUE
X ÇÇ
}
}
}
E
{
@Çì TUMOLT_ATTACK
}
J #Çê
}
{ TUMOLT_ATTACK
N (@Çà ( 0, 9 ))
{
U 0
M ATK_H4
X Çü
U 1
M TONFA3
X Çü
U 2
M ATK_H7
X Çü
U 3
M ATK_H8
X Çü
U 4
U 5
M TONFA1
X Çü
U 6
M TONFA2
X Çü
U 7
M ATK_F4
X Çü
U 8
M ATK_F6
X Çü
U 9
M ATK_F7
X Çü
}
}
{ TUMOLT_STIMULUS( _DAMAGE )
:GOT_HIT
I ( @Çó ( ^ïÜ ) == $Ç╝ ) THEN
( ^ïÖ )
é
:SUPER_RECOIL
^ïƒ ++
I (^ïƒ = 1) THEN
{
W 10
//@@@
^ï¥ = @Ç║ `ç▓ $üé "Your ships were coming to kill me.~You gave me no choice!"
^ï₧ = @Çÿ ( `ç▓ )
}
I (^ïƒ = 2) THEN
{
W 10
//@@@
^ï¥ = @Ç║ `ç│ $üé "Stop fighting me! We have~to get off this planet NOW!"
^ï₧ = @Çÿ ( `ç│ )
}
I (^ïƒ = 4) THEN
{
W 10
//@@@
^ï¥ = @Ç║ `ç░ $üé "All I want is to survive."
^ï₧ = @Çÿ ( `ç░ )
}
I (^ïƒ = 6) THEN
^ïƒ = 0
é
:PLAYER_ENERGY_DAMAGE
A OFF
M C_TAUNT1 CONTINUE
//@@@
^ïÜ = @Ç║ `å¥ $üâ "CAPTAIN: I shall attempt to make your~death as slow and painful as possible."
^ïÖ = @Çÿ ( `å¥ )
@Ç¥ PAUSE_FOR_SUBTITLE
M ATK_STAND CONTINUE
A ON
é
:PLAYER_SUPER_RECOILED
^ïá ++
A OFF
I (^ïá = 1) THEN
{
M C_TAUNT2 CONTINUE
//@@@
^ïÜ = @Ç║ `à» $üâ "CAPTAIN: You killed everyone in my unit!~They died still in the freezers!"
^ïÖ = @Çÿ ( `à» )
}
I (^ïá = 3) THEN
{
M C_TAUNT1 CONTINUE
//@@@
^ïÜ = @Ç║ `å¥ $üâ "CAPTAIN: I shall attempt to make your death~as slow and painful as possible."
^ïÖ = @Çÿ ( `å¥ )
}
I (^ïá = 5) THEN
^ïá = 0
@Ç¥ PAUSE_FOR_SUBTITLE
A ON
é
:KILLED_PLAYER
I ( ^îö = $Ç╗ ) THEN
é
A OFF
┴
M ATK_STAND CONTINUE
W 1 SECONDS
//@@@
M TAUNT1 CONTINUE
@Ç║ `à░ $üâ "CAPTAIN: That was for my men,~you grotesque son of a bitch!"
â
è OFF
M STAND CONTINUE
é
}
{ TUMOLT_DEATH
^îö = $Ç╗
A OFF
║ ON
u CURFIG OFF
è OFF
M DIE
o
// HAVE HIM DROP THE KEY DEVICE
I @Çæ (LTHAND,KEYDVICE) THEN
{
@ÇÜ (LTHAND)
f GROUND
}
E
Q "I've lost me key device!" // DO NOT TRANSLATE
// HAVE HIM DROP THE TONFA GUN
I @Çæ (RTHAND,TONFA) THEN
{
@ÇÜ (RTHAND)
f GROUND
}
E
Q "I've lost me tonfa!" // DO NOT TRANSLATE
@Ç¢ (PLAYER)
A OFF
M ATK_M2 CONTINUE
W 20
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT1 CONTINUE
@Çì GROWL 5
//@@@
@Ç║ `ç┤ $üé "I'm sure I'll be joining you and~your men in hell very shortly."
M TAUNT2 CONTINUE
@Çì GROWL 5
//@@@
@Ç║ `ç╡ $üé "The reactor's still going critical~and I can't stop it."
M STAND CONTINUE
â
A ON
C UNLOCK
W 10 SECONDS
i LEX TUMDED
}
// THIS IS ALL BRUCE'S STUFF....
//{ MARINE_ENTER_COMBAT
// APPLY CURFIG CLEAR MR-HLS PICTURE 1
// APPLY CURFIG CLEAR MR-HLND PICTURE 2
// APPLY CURFIG CLEAR MR-HRS PICTURE 3
// APPLY CURFIG CLEAR MR-RHND PICTURE 4
//}
//{ MARINE_LEAVE_COMBAT
// APPLY CURFIG RESTORE MR-HLS
// APPLY CURFIG RESTORE MR-HLND
// APPLY CURFIG RESTORE MR-HRS
// APPLY CURFIG RESTORE MR-RHND
//}
//{ MARINE1_WOUNDS
// @SETCURRENTFIGURE ( MARINE1)
// @CALL MARINE_WOUNDS
//}
// FOLLOWING ARE LISTED THE POSSIBLE DECALS MARINE CAN HAVE APPLIED
// MAR0PIC.FLC = PICTURE (THIS IS THE FLIC CONTAINING ALL DECALS)
// (ORIGINAL TXM MUST BE REDRAWN BEFORE DECAL UNLESS NOTED) (RESTORE) (FISTS)
// _DMG FLAGS: 1-7 DAMAGE
//
// TEXTURE TXM FRAME _DMG DECAL
// NAME # FLAG
// HAND MR-HLS 1 HAND
// HAND MR-LHND 2 HAND
// HAND MR-HRS 3 HAND
// HAND MR-RHND 4 HAND
// CHEST MN-CHS1 5 1 CHEST DAM
// CHEST MN-CHS1 6 2 CHEST DAM 2
// BACK MR-BCK 7 3 BACK DAM
//{ MARINE_WOUNDS
// LOCALVAR _DAMAGESHOWING
// LOCALVAR _HISHITS
// LOCALVAR _CHANGED
// LOCALVAR _WHERE
// LOCALVAR _DMG
// LOCALVAR _INCREMENT
// DETERMINE HOW MUCH DAMAGE THE MARINE IS SHOWING.
// _DMG = .CURFIG._DAMAGE
// _DAMAGESHOWING = @COUNTBITS( _DMG, 1, 3 );
// DETERMINE HOW DAMAGED THE MARINE IS.
// _INCREMENT = .CURFIG._MAX_HPS / 4
// _HISHITS = .CURFIG._HPS / _INCREMENT
// IF( _HISHITS < 1 ) THEN _HISHITS = 0
// IF( _HISHITS > 3 ) THEN _HISHITS = 3
// _HISHITS = 3 - _HISHITS
// IF MARINE IS SHOWING LESS DAMAGE THAN HE HAS, DRAW MORE DAMAGE.
// IF( _DAMAGESHOWING < _HISHITS ) THEN
// {
// :TOP
// _WHERE = @RANDOM( 1, 3 )
// IF( @GETFLAG( _DMG, _WHERE ) = 1 ) THEN
// JUMP TOP
// ELSE
// IF _WHERE = 1 THEN APPLY CURFIG DRAWONLY MN-CHS1 PICTURE 1 MARINE
// IF _WHERE = 2 THEN APPLY CURFIG DRAWONLY MN-CHS1 PICTURE 2 MARINE
// IF _WHERE = 3 THEN APPLY CURFIG DRAWONLY MR-BCK PICTURE 3 MARINE
// SETFLAG( _DMG, _WHERE )
// _DAMAGESHOWING += 1
// }
// .CURFIG._DAMAGE = _DMG
//}
//$ 26 - version number