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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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beachbot.scp
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Text File
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1994-11-18
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4KB
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310 lines
// BEACHBOT.SCR
{ PICKENEMY
:TOP_PICKENEMY
I ^àÅ == 0 && ^àÉ == 0 && ^àæ == 0 THEN é
I @Ç¢ PLAYER == 0 THEN é
// A POOR MAN'S LINKMETOCAMERAS -BES
I @ÇÄ (BCH) = $Ç╗ THEN
{
â
J #Çü
}
I ^àÅ THEN
{
ï BCHBOT1
I @ÇÖ IN -20, 20 THEN
{
@Ç¢ BCHBOT1
┬
J #Çé
}
}
I ^àÉ THEN
{
ï BCHBOT2
I @ÇÖ IN -20, 20 THEN
{
@Ç¢ BCHBOT2
┬
J #Çé
}
}
I ^àæ THEN
{
ï BCHBOT3
I @ÇÖ IN -20, 20 THEN
{
@Ç¢ BCHBOT3
┬
}
}
:BOTTOM
â
â
J #Çü
}
// READY_BEACHBOTS INITIALIZES THE ROBOT AI FOR THE BEACH
// IT SHOULD BE CALLED ONCE FROM BEACH.SCR.
{ READY_BEACHBOTS
@Çì PICKENEMY
I ( ^àÅ = $Ç╝ ) THEN
@Çì READY_BBOT1
I ( ^àÉ = $Ç╝ ) THEN
@Çì READY_BBOT2
I ( ^àæ = $Ç╝ ) THEN
@Çì READY_BBOT3
}
{ READY_A_BEACHBOT
Z CURFIG OFF
r CURFIG OFF
è ON
A OFF
┬
//DEFINEENEMY PLAYER
}
{ READY_BBOT1
I @Ç¢ ( BCHBOT1 ) = $Ç╗ THEN
{
Q ("CAN'T FIND BEACHBOT1 !!");
é
}
@Ç¥ READY_A_BEACHBOT
Y BCHA BCHB BCHC BCH9 BCHD
ö BCHBOT1
G B_BOT1
£ -90
ª B_BOT1
M ATK_STAND CONTINUE
A ON
}
{ READY_BBOT2
I @Ç¢ ( BCHBOT2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND BEACHBOT2 !!");
é
}
@Ç¥ READY_A_BEACHBOT
Y BCHA BCHB BCHC BCH9 BCHD
ö BCHBOT2
G B_BOT2
£ -90
ª B_BOT2
M ATK_STAND CONTINUE
A ON
}
{ READY_BBOT3
I @Ç¢ ( BCHBOT3 ) = $Ç╗ THEN
{
Q ("CAN'T FIND BEACHBOT3 !!");
é
}
@Ç¥ READY_A_BEACHBOT
Y BCHA BCHB BCHC BCH9 BCHD
ö BCHBOT3
G B_BOT3
£ -90
ª B_BOT3
M ATK_STAND CONTINUE
A ON
}
{ BCHBOT1_FIRE
@Ç¥ BEACHBOT_FIRE
}
{ BCHBOT2_FIRE
@Ç¥ BEACHBOT_FIRE
}
{ BCHBOT3_FIRE
@Ç¥ BEACHBOT_FIRE
}
{ BEACHBOT_FIRE
// BEACHBOT WILL FIRE A LASER FROM HIS LIMB NAMED 'GUN'
Ü ( 10,0,0, 1 )
//CHANGEPALETTE( 0,10,0, 1 )
@Ç╣ NRLASER GUN 5 60 (0,0,0)
}
{ BOT_AI_1
i LEX BSNBOTS
I ^àÄ = 1 THEN ^àÄ = 0
E ^àÄ = 1
}
{ BOT_AI_2
I ^àÄ = 1 THEN ^àÄ = 0
E ^àÄ = 1
}
{ BOT_AI_3
I ^àÄ = 1 THEN ^àÄ = 0
E ^àÄ = 1
}
{ BOT_AI_4
I ^àÄ = 1 THEN ^àÄ = 0
E ^àÄ = 1
}
{ BCHBOT1_AI
:TOP
â
I ( ^àÅ = $Ç╗ ) THEN
é
I ( ^àÄ = 0 ) THEN
J #Çæ
p
M FIRE CONTINUE
W 30
p
W 50
J #Çæ
}
{ BCHBOT2_AI
:TOP
â
I ( ^àÉ = $Ç╗ ) THEN
é
I ( ^àÄ = 0 ) THEN
J #Çô
p
M FIRE CONTINUE
W 30
p
W 50
J #Çô
}
{ BCHBOT3_AI
:TOP
â
I ( ^àæ = $Ç╗ ) THEN
é
I ( ^àÄ = 0 ) THEN
J #Çò
p
M FIRE CONTINUE
W 30
p
W 50
J #Çò
}
{ BEACHBOT_STIMULUS( _DAMAGE )
:ENERGY_DAMAGE
A OFF
M RECOIL_TL
A ON
}
{ BCHBOT1_DEATH
@Ç¢ BCHBOT1
^àÅ = $Ç╗
@Ç¥ BCHBOT_DEATH
}
{ BCHBOT2_DEATH
@Ç¢ BCHBOT2
^àÉ = $Ç╗
@Ç¥ BCHBOT_DEATH
}
{ BCHBOT3_DEATH
@Ç¢ BCHBOT3
^àæ = $Ç╗
@Ç¥ BCHBOT_DEATH
}
{ BCHBOT_DEATH
ñ CURFIG
// STOP THE ATK MOTION
o
M EXPLODE
@Çå ( `ǽ , 255 )
Ü (20,20,20,1)
ú (BOOM,WHITE,CURFIG)
K CURFIG
l CURFIG CONTINUE
}
{ KILL_BEACHBOTS
I @Ç¢ BCHBOT1 THEN
K
I @Ç¢ BCHBOT2 THEN
K
I @Ç¢ BCHBOT3 THEN
K
}
//$ 26 - version number