home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Xenosoft 2
/
Xenosoft 2 (Game collection)(1994).iso
/
bioforge
/
script
/
beach.scp
< prev
next >
Wrap
Text File
|
1994-12-08
|
8KB
|
445 lines
// ***BEACH LEVEL***
{ BEACH_LOAD
^à╝ = $âä
// IF LEX IS WEARING THE REFLECT SUIT MAKE SURE THE BATTERY CONTINUES
// TO BE DRAINED. -BKA-
@Ç¢ PLAYER
I ( @Ç⌐ (LEXMIR) ) THEN
{
^ä╝ = @Çì REFLECTBATTDRAIN
}
// RESTART BIOREPAIR IF IT IS STILL ACTIVE
I ^ïâ = 1 THEN
^Ä₧ = @Çì BIOREPAIR
@Çì MASTABA_THREATENS_ESCHER
@Çì CREATE_WARHEAD
@Çì MISSLE_BLINKIE
@Çì READY_TUMOLT
I ^çô THEN @Çì CREATE_BLASTERS
@Çì READY_MARINE2
@Çì READY_MARINE3A
I ^çô == $Ç╗ THEN
@Çì READY_BEACHBOTS
E
@Çì KILL_BEACHBOTS
// RESET TONFA GUN -BKA
^ïÆ = 0
^ïò = 0
I ^åÆ = 1 THEN
{
G FRM_PAD
C BCH3
}
I ^åÆ = 2 THEN
{
G TO_CTY
}
I ^åÆ = 3 THEN
{
@Çì HARD_SUIT_OPEN_BEACH
J #Çü
}
C UNLOCK
// @PROCESS READY_ACID
@Çì ESCHERS_PLEES_FOR_HELP
:END
}
{ BCHZ_LOAD
:LOOP
W 3
I ^é¢ == 2 THEN
{
^éÅ = 0
â
J #Çâ
}
^é¢ ++
â
J #Çâ
}
{ BCH4_LOAD
W 5 SECONDS
i LEX BLOCKS
}
{ BCH8_LOAD
W 5 SECONDS
i LEX BLOCKS
}
{ BCHDETH
// THIS ROUTINE IS THE CONTROL FOR LEX'S DEATH IN THE BEACH
I @Çó ^ä╛ THEN
^ä╛
I @Çó ^ä╜ THEN
{
ñ CURFIG
é
}
@Çì ANIMATE_ACID
@Ç¢ PLAYER
M STAND SNAP_TO
£ 180
G MELT
ñ CURFIG
A OFF
u CURFIG OFF
Z CURFIG OFF
M DROWN 150 CONTINUE
W 5
@Çå (`Ç¢ ,150)
W 1 SECOND
@Çå `ä½
//WAIT 3 SECONDS
â
O $Çà
@Ç¥ KILLLEX
}
[ ANIMATE_ACID
:TOP
00:00 ^é¢ = 0
00:03 ^é¢ = 1
00:06 ^é¢ = 2
00:09 ò
J #Çê
]
{ CREATE_BLASTERS
I @ÇÜ BLASTERM3A == 0 THEN
{
e BLASTER
n CURITEM BLASTERM3A
f COORDS -4642 -3822 -40
}
I @ÇÜ BLASTERM2 == 0 THEN
{
e BLASTER
n CURITEM BLASTERM2
f COORDS -4759 -4009 -40
}
}
{ CREATE_WARHEAD
e BOMB
f COORDS 6666 6666 6666
}
{ TO_PAD
// TRANSIT TO LANDPAD
I @Çó ^àà == $Ç╝ && ^àç > 0 THEN
{
@Ç¥ BLAST_LEX
é
}
@Ç¢ PLAYER
M STAND CONTINUE
S LANDPAD FROM_BCH
}
// ***BEACH LEVEL USABLE TRIGGERS***
{ FRM_PAD_USE
^åÉ = 2
@Ç¢ PLAYER
o
M STAND CONTINUE
S LANDPAD
}
{ TO_LNDR_USE
G TO_LDG
}
{ TO_LDG_USE
G TO_LNDR
}
{ TO_CTY_USE
^åô = 1
S DIGSITE
}
{ TO_TPL
// TRANSIT TO TEMPLE
S TUNROOM FROM_BCH
}
// IN BCH4 - FROM THE LEDGE TO THE BLOCKS
{ FOOTBCH
I ^çó = 0 THEN
{
^çó = 1
`îè `ëû
`îƒ `ëû
`î┤ `ëû
`ìë `ëû
`ì₧ `ëû
}
E
{
ä `îè
ä `îƒ
ä `î┤
ä `ìë
ä `ì₧
^çó = 0
}
}
// IN BCH? - FROM DIRT TO STONE
{ FOOTBCH2
I ^çó = 0 THEN
{
^çó = 1
`îÖ `ëû
`î« `ëû
`ìâ `ëû
`ìÿ `ëû
`ì¡ `ëû
}
E
{
ä `îÖ
ä `î«
ä `ìâ
ä `ìÿ
ä `ì¡
^çó = 0
}
}
// *** LANDER ***
{ LND_LOAD
@Çì REACTIVATE_TUMOLT
W 20 SECONDS
i LEX SHIPWRCK
}
[ HARD_SUIT_OPEN_BEACH
00:00 @Çè (^éñ , -1, 27, 1, 4)
00:00 @Çè (^éÑ , -1, 27, 1, 4)
00:00 @Çå `â¿
A ON
]
[ HARD_SUIT_CLOSE_BEACH
00:00 ^éñ = 1
^éÑ = 1
@Çå `â¿
00:04 ^éñ = 2
^éÑ = 2
00:08 ^éñ = 3
^éÑ = 3
00:12 ^éñ = 4
^éÑ = 4
00:16 ^éñ = 5
^éÑ = 5
00:20 ^éñ = 6
^éÑ = 6
00:24 ^éñ = 7
^éÑ = 7
00:28 ^éñ = 8
^éÑ = 8
01:02 ^éñ = 9
^éÑ = 9
01:06 ^éñ = 10
^éÑ = 10
01:10 ^éñ = 11
^éÑ = 11
01:14 ^éñ = 12
^éÑ = 12
01:18 ^éñ = 13
^éÑ = 13
01:22 ^éñ = 14
^éÑ = 14
01:26 ^éñ = 15
^éÑ = 15
02:00 ^éñ = 16
^éÑ = 16
02:04 ^éñ = 17
^éÑ = 17
02:08 ^éñ = 18
^éÑ = 18
02:12 ^éñ = 19
^éÑ = 19
02:16 ^éñ = 20
^éÑ = 20
02:20 ^éñ = 21
^éÑ = 21
02:24 ^éñ = 22
^éÑ = 22
02:28 ^éñ = 23
^éÑ = 23
03:02 ^éñ = 24
^éÑ = 24
03:06 ^éñ = 25
^éÑ = 25
03:10 ^éñ = 26
^éÑ = 26
03:14 ^éñ = 27
^éÑ = 27
]
//[ HARD_SUIT_CLOSE_BEACH
//
// 00:00 @MODIFYVAREVERYNTH(_FNT_FRAME, +1, 1, 27, 4)
// 00:00 @MODIFYVAREVERYNTH(_BAK_FRAME, +1, 1, 27, 4)
// 00:00 @SOUND _HARDSUIT
// AI ON
//]
// TRIGGER TO RUN WHEN LEX WALKS INTO THE HARDSUIT MACHINE
{ SUITTES3
I ^çô == $Ç╝ THEN é
// IF THE HARDSUIT MACHINE IS NOT DAMAGED MAKE IT WORK
I ^⃠= 0 THEN
{
I ^üå = 1 THEN
{
^üå = 0
@Çì HARDSUITMACHINE
}
//IF THE PLAYER HAS NOT MOVED AT LEAST THREE METERS FROM THE
//SUITTEST TRIGGER DOSN'T START THE HARDSUIT PROCESS AGAIN
: TEST
â
I @Çá (CURFIG SUITTES3) < 300 THEN
{
J #Çù
}
//PLAYER IS NOW MORE THAN THREE METERS FROM SUITTEST TRIGGER
^üå = 1
}
}
// THIS PROCESS OPENS AND CLOSES THE HARDSUIT MACHINE
{ HARDSUITMACHINE
{
// FREEZE LEX
I (@Ç¢ PLAYER) THEN
{
A OFF
o
}
//@@@ TRANSLATE F
//ELSE CAPTION("Can't find Lex /FFrench here /GKann Lex nicht finden.")
// RUN HARDSUIT MACHINE ANIMATION
@Ç¥ HARD_SUIT_CLOSE_BEACH
// CHECK FOR THE CURRENT FORM AND CHANGE IT
I (@Ç⌐ LEX) OR (@Ç⌐ LEXMIR) THEN
{
ù HARD
//ADDLOGENTRY LEX HARDSUIT
}
E
{
ù LEX
}
^åô = 3
// MAKE SURE WE COVER OURSELVES UP BEFORE RUNNING THE SCENE
^âÄ = 25
^âÅ = 25
S DIGSITE SUITTES2
}
}
// *** BLOCKS ***
{ OKTODROPHERE
P ~ÇÇ
~ÇÇ = 1
I ( @Çí ( CURFIG EVIL1 ) ) THEN
~ÇÇ = 0
I ( @Çí ( CURFIG EVIL2 ) ) THEN
~ÇÇ = 0
é ~ÇÇ
}
{ LEX_PUT_DOWN_LTHAND
I ( @Ç¥ OKTODROPHERE ) THEN
M PUT_DOWN_LTHAND
}
{ LEX_PUT_DOWN_RTHAND
I ( @Ç¥ OKTODROPHERE ) THEN
M PUT_DOWN_RTHAND
}
{ MISSLE_BLINKIE
ó BCHH
{
:BLINKAGAIN
I ( ^éƒ = 1 ) THEN
{
^éí = 1
W 3
^éí = 0
W 3
J #Ç¥
}
}
}
//$ 26 - version number