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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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1994-12-05
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31KB
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1,410 lines
//────────────────────────────────────────────────────────────────────────
// WEAPON DATA - HEY, THESE ARE IN ALPHABETICAL ORDER!
//────────────────────────────────────────────────────────────────────────
// .CURITEM.
{ ALBAT
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 10 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ ALBAT_LOAD
v CURITEM ABAT ON INCREMENT 20
}
{ BATT100
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 1 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ BATT150
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 1 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ BATT500
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 10 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ BLASTER
< IS_WEAPON = 1
< FLASH_TEXTURE = "flash"
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND >
< ON_RTHAND = (180I,90J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (0,90,0) >
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 100 >
}
{ BLASTER_FIRE
P ~ÇÇ
P ~Çü
// IF WE'RE IN THE AIR HALLWAY WITH MECHO, LIGHT EVERYTHING UP
// WE ALSO CHECK THE _AIRMECHO_DEAD FLAG JUST TO MAKE SURE THAT WE DON'T
// SCREW UP AIRMECHO'S DEATH SCENE -BES
I @ÇÄ (HFR3) AND ^çò = $Ç╗ THEN
{
C HFR6
@Ç╣ LASER 6 60 (0,0,0)
â
C HFR3
é
}
E I @ÇÄ (HFR6) AND ^çò = $Ç╗ THEN
{
@Ç╣ LASER 6 60 (0,0,0)
é
}
E I @ÇÄ (ZEG) THEN
{
Ü ( 0,10,0, 1 )
@Ç╣ LASER 6 60 (0,0,0)
R CURFIG 0 3
// DON'T ALLOW ANY CHANGES IN HIS Z-COORDINATE!
~ÇÇ = @üé (CURFIG)
~Çü = @üâ (CURFIG)
» CURFIG ~ÇÇ ~Çü 0
}
E
{
// MAKE A BRIGHT FLARE AS THE GUN FIRES! -KLD
Ü ( 0,10,0, 1 )
@Ç╣ LASER 6 60 (0,0,0)
}
}
{ BLASTER2_FIRE
@Ç¥ BLASTER_FIRE
}
{ BLASTERM2_FIRE
@Ç╣ LASER 6 60 (0,0,0)
}
{ BLASTERM3A_FIRE
@Ç╣ LASER 6 60 (0,0,0)
}
{ BLASTERM3B_FIRE
@Ç╣ LASER 6 60 (0,0,0)
}
{ BLASTERM4_FIRE
@Ç╣ LASER 6 60 (0,0,0)
}
{ BLASTERM5_FIRE
@Ç╣ LASER 6 60 (0,0,0)
}
// ZIP TRIP DEVICE
{ BLOCK
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 16 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ BOMB
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
// CAYNAN'S ARM
{ CAYARM
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 250 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (270I,0J,0K) 8LENGTH (0X,20Y,0Z) >
// FOR USE_BOT NURSEBOT
//< ON_UP_ARM = (270I,0J,0K) 8LENGTH (0X,20Y,0Z) >
< ON_GROUND = (-90I,0J,0K)
}
// CAYNAN'S LOG BOOK
{ CAYLOG
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 75 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 7 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND >
< ON_LTHAND = (-10I,-30J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (180,0,180) >
< MONITOR ART FRAME = 7 >
}
// MASTABA CONTROL DEVICE
{ CNTROLER
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 3 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (250I,0J,60K) 0LENGTH (0X,0Y,10Z) >
//< ON_RTHAND = (0I,0J,180K) 0LENGTH (0X,0Y,10Z) >
< ON_GROUND = (90I,0J,0K)
}
// DANE'S LOG BOOK
{ DANELOG
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 75 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 7 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND >
< ON_LTHAND = (-10I,-30J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (180,0,180) >
< MONITOR ART FRAME = 7 >
}
{ FLUTE
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 150 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 4 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (125I,45J,65K) 8LENGTH (0X,0Y,0Z) >
< ON_GROUND = (0I,0J,0K)
}
{ FORK
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 110 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 5, 5, 5 ) >
< HANDEDNESS = LTHAND >
< ON_LTHAND = (270I,270J,0K) 0LENGTH (0X,0Y,7Z) >
< ON_GROUND = (90I,0,0)
< MONITOR ART FRAME = 5 >
}
{ GRENADE
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 110 >
< IS_REFLECTIVE = 0 >
< IS_WEAPON = 1 >
< EXTENT = ( 5, 5, 5 ) >
< HANDEDNESS = RTHAND >
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (0I,0,0)
}
{ HANDGUN
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 10, 10, 10 ) >
< IS_WEAPON = 1
< FLASH_TEXTURE = "flash"
< HANDEDNESS = RTHAND >
< ON_RTHAND = (180I,90J,0K) 0LENGTH (5X,5Y,0Z) >
< ON_GROUND = (0,90,0) >
}
{ HANDGUN_FIRE
// MAKE A BRIGHT FLARE AS THE GUN FIRES! -KLD
Ü ( 8,15,8, 1 )
// @MAKEMISSILE LASER 12 225 (0,0,0)
@Ç╣ LASER 6 60 (0,0,0)
}
{ KEY
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 17 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
// APPARENTLY, THIS IS THE KEY TO OPEN UP THE DROPSHIP COCKPIT DOOR
{ KEYDVICE
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 6 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
// LEX'S LOG BOOK
{ LEXLOG
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 75 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 7 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND >
< ON_LTHAND = (-10I,-30J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (180,0,180) >
< MONITOR ART FRAME = 7 >
}
{ LOGBOOK
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 75 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 7 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND >
< ON_LTHAND = (-10I,-30J,0K) 10LENGTH (0X,0Y,5Z) >
< ON_GROUND = (180,0,180) >
< MONITOR ART FRAME = 7 >
}
{ MEAT
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 8 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,20K) 10LENGTH (0X,3Y,5Z) >
< ON_GROUND = (0I,0J,0K)
< MONITOR ART FRAME = 8 >
}
{ MEAT1
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 8 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,20K) 10LENGTH (0X,3Y,5Z) >
< ON_GROUND = (0I,0J,0K)
< MONITOR ART FRAME = 8 >
}
{ MEDICAID
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 9 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (90I,0J,160K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (0I,0J,0K)
}
{ MONBAT
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 1 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND
< ON_RTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ PFDBLST
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 1 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,90J,0K) 0LENGTH (3X,-4Y,-4Z) >
}
{ PHOTO
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 0 >
< ELASTICITY = 50 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 11 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (-90I,0J,0K)
}
// REFLECTIVE SUIT DEVICE
{ REFLECT
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 100 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 14 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,0J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
< SPIN = (0,20,70)
}
// ALIEN TRANSLATOR?
{ SCANNER
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 75 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 15 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (0I,120J,160K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (90I,0J,0K)
}
{ TONFA
< IS_WEAPON = 1
< FLASH_TEXTURE = "flash"
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = RTHAND >
< ON_RTHAND = (180I,90J,0K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (0,90,0) >
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 100 >
}
{ WTALKY
< HAS_GRAVITY = 1 >
< IS_BOUNCY = 1 >
< ELASTICITY = 150 >
< IS_REFLECTIVE = 0 >
< MONITOR ART FRAME = 13 >
< EXTENT = ( 10, 10, 10 ) >
< HANDEDNESS = LTHAND
< ON_LTHAND = (245I,300J,15K) 0LENGTH (0X,0Y,0Z) >
< ON_GROUND = (-90I,0J,0K)
}
//=========================================================================
// START ITEM_USE AREA
//=========================================================================
{ MEDICAID_USE
// HEALING DR. ESCHER
I @ÇÄ ( DGS4 ) THEN
{
I ^âÆ = $Ç╗ THEN
{
I ^âæ = $Ç╗ THEN
{
^âÜ = $Ç╝
^âÆ = $Ç╝
@Ç¢ ( PLAYER )
A OFF
G HEALSTND WALK
£ HEALFACE GRADUAL
W 1 SECOND
M ESCHER1
M ESCHER2
M ESCHER2
M ESCHER2 FREEZE
É LTHAND
I ^âù > 0 THEN
{
I @Çó ( ^âù ) = 0 THEN
{
^âù = @Çì ESCHER_TALK
}
E
{
^âÿ = $Ç╗
}
}
// @@@ PLEASE TRANSLATE
@Ç║ (`äï "DR. ESCHER: Thank you. Let me rest now.")
W 3 SECONDS
// @@@ PLEASE TRANSLATE
@Ç║ (`äÄ "Here -- take my translator.")
M ESCHER4 FREEZE
e SCANNER
f LTHAND
M ESCHER5 FREEZE
// @@@ PLEASE TRANSLATE
@Ç║ (`äÅ "Go to the Alien Temple.~You will need to know what it says there.")
W 2 SECONDS
// @@@ PLEASE TRANSLATE
@Ç║ (`äæ "A part of what you are now~came from that place.")
I @Çó ( ^âù ) THEN
^âÿ = $Ç╝
M ESCHER3
A ON
W 5 SECONDS
I @ÇÄ ( DGS ) THEN
{
I ^âù > 0 THEN
{
I @Çó ( ^âù ) = 0 THEN
{
^âù = @Çì ESCHER_TALK
}
E
{
^âÿ = $Ç╗
}
}
// @@@ PLEASE TRANSLATE
@Ç║ (`äô "DR. ESCHER: I'm sorry...~about what they did to you.")
I @Çó ( ^âù ) THEN
^âÿ = $Ç╝
}
W 2 SECONDS
i LEX GAVEEMED
W 25 SECONDS
i LEX TRANSL
^âÜ = $Ç╗
é
}
}
}
M USE_MEDIC
I .ÇüÇÇ THEN
{
.ÇüÇÇ --
.ÇéÇÇ += 20
I .ÇéÇÇ > .ÇéÇà THEN
.ÇéÇÇ = .ÇéÇà
@Ç¥ LEX_WOUNDS
I ^ïÇ = $Ç╗ THEN
{
^ïÇ = $Ç╝
W 2 SECONDS
i LEX MEDICUSE
}
}
E
{
W 2 SECONDS
i LEX MEDICDON
}
}
{ MEAT_USE
M EAT_MEAT
I @Çà (10,20) < 15 THEN
@üì ( `â╣ , "Yuck /Ffrench /GIiih" ) //@@@ PLEASE TRANSLATE
E
@üì ( `â║ , "Uggh /Ffrench /GIgitt" ) //@@@ PLEASE TRANSLATE
}
// **** LEX PLAYS TWO TUNES AT THE MOMENT ALTERNATELY **** JT
{ FLUTE_USE
P ~ÇÇ
É RTHAND
M START_FLUTE
N (^åÅ )
{
U 0
~ÇÇ = @Çå `ä¥
^åÅ = 1
X ÇÇ
U 1
~ÇÇ = @Çå `ä₧
^åÅ = 0
X ÇÇ
}
A OFF
:FLUTEY
I @Çû (~ÇÇ ) THEN
{
â
I @Çô ("play_flute") != $Ç╝ THEN
M PLAY_FLUTE CONTINUE
J #Ç⌐
}
M STOP_FLUTE
A ON
W 2 SECONDS
i LEX FLUTE
^Ç¿ ++
I ^Ç¿ > 2 THEN
i LEX FLUTE2
}
{ FORK_USE
A OFF
M LOOK_AT_ITEM
o
@üì (`ë▒ "A fork")
W 2 SECONDS
M STAND CONTINUE
A ON
}
{ LEXLOG_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ CT_LEXSLOG
i LEX MYBOOK
M STAND CONTINUE
^Ç┤ --
}
{ CAYLOG_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ CO_CAYNANSLOG
i LEX READCAYN
M STAND CONTINUE
^Çñ = $Ç╝
^Ç┤ --
}
{ DANELOG_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ CF_DANESLOG
i LEX READDANE
M STAND CONTINUE
^Çú = $Ç╝
^Ç┤ --
}
{ ESCHERLOG_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ DS_ESCHERSLOG
i LEX READMES
M STAND CONTINUE
^Ç┤ --
}
{ LOGA_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ XLOG 5
M STAND CONTINUE
^Ç┤ --
}
{ LOGB_USE
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
@Ç¥ XLOG 6
M STAND CONTINUE
^Ç┤ --
}
// DEFINITION SECTION
// 7.02 CELL ONE/CAYNON'S LOG
{ CT_LEXSLOG
@Ç¥ ( XLOG, 1 )
}
// 7.03 CELL ONE/CAYNON'S LOG
{ CO_CAYNANSLOG
@Ç¥ ( XLOG, 2 )
}
// 7.10 CELL FOUR/DANE'S LOG
{ CF_DANESLOG
@Ç¥ ( XLOG, 3 )
}
// 7.XX DIG SITE/ESCHER'S LOG
{ DS_ESCHERSLOG
@Ç¥ ( XLOG, 4 )
}
// COMMON FOR SECTIONS 7.03 7.03 7.10 & NEW ESCHER LOG
{ XLOG _LOG_NO
â
( "lgbk" )
ç 10 5 10
N (~ÇÇ )
{
U 1
j ( "TEXT", "lex" )
« "TEXT" "LOGBOOK" // ADD ALL THE LOGBOOK ENTRIES
X Çü
U 2
j ( "TEXT", "caynan" )
X Çü
U 3
j ( "TEXT", "dane" )
X Çü
U 4
j ( "TEXT", "eshmes" )
X Çü
U 5
j ( "TEXT", "lock" )
X Çü
U 6
j ( "TEXT", "lock2" )
X Çü
V
! 13
}
( "EXTB", "EXIT/FSORTIE/GZURÜCK", $Ç¡ , $Ç▒ ); //@@@ PLEASE TRANSLATE PWR
// WE USING BLANKS HERE SO THAT NO TEXT WILL APPEAR
( "xPDB", "/! ");
( "xPUB", "/! ");
( "xSDB", "/! ");
( "xSUB", "/! ");
:LOOP
â
J #Ç╢
:XPDB_REPEAT
:XPDB_BUTTON
@Çå (`ü« )
k ( "TEXT", $Ç┤ )
J #Ç╢
:XPUB_REPEAT
:XPUB_BUTTON
@Çå (`ü« )
k ( "TEXT", $Ç│ )
J #Ç╢
:XSDB_REPEAT
:XSDB_BUTTON
@Çå (`ü» )
k ( "TEXT", $Ç╕ )
J #Ç╢
:XSUB_REPEAT
:XSUB_BUTTON
@Çå (`ü» )
k ( "TEXT", $Ç╖ )
J #Ç╢
:ESCAPE_BUTTON
:EXTB_BUTTON
@Çå (`ü▓ )
:STOPIT
}
// REF. 6.07 (ADDENDUM TO MONITORS) PHOTO MONITOR
{ PHOTO_USE
I ( @Çú () ) THEN é
^Ç┤ ++
M LOOK_AT_ITEM FREEZE
"phto"
m
// PROHIBIT PTR MOVEMENT OF PTR BY DISABLING MONITOR INPUT
Å 0
// HIDE INITIAL PTR
0
// PLACE PTR (HAND) FROM BEG TO END POSITION
//MON_DEFINEBUTTON "begb" _MON_HIGHLIGHT
//MON_DEFINEBUTTON "endb" _MON_NORMAL
// SIMULATE TAB PRESS TO MOVE FROM "beg" BUTTON POS TO "end" BUTTON POS
// ALLOW INOUT BRIEFLY
//MON_ENABLEINPUT 1
//ADDKEY _HK_TAB
// ALLOW PROCESSING OF TAB BEFORE DISABLING MONITOR INPUT AGAIN
//SUSPEND
// PROHIBIT PTR MOVEMENT OF NEW PTR BY DISABLING MONITOR INPUT
//MON_ENABLEINPUT 0
W 2 SECONDS
i LEX LOOKPIC
W 1 SECOND
J #üä
:LOOP
â
J #üâ
:ESCAPE_BUTTON
M STAND CONTINUE
^Ç┤ --
}
{ VOLUMEOFWALKYTALKY
@Ç¢ PLAYER
I @ÇÜ (WTALKY) = $Ç╗ THEN
é 0
I @Çæ (ANYWHERE,WTALKY) THEN
é 255
I @üü () < 300 THEN
é 120
I @üü () < 600 THEN
é 50
é 0
}
{ ESCHERS_PLEES_FOR_HELP
P ~ÇÇ
I @ÇÜ (WTALKY) = $Ç╗ THEN é
I ^ç▒ = $Ç╗ OR ^âæ OR ^ïÅ THEN é
I ^âô OR ^âæ THEN é
@Ç¢ (PLAYER)
:TOP
W @Çà (240,500) SECONDS
I ^âæ OR ^ïÅ THEN é
// VARY THE VOLUME OF THE TRANSMISSION ACCORDING TO HOW FAR AWAY
// LEX IS FROM THE WALKY TALKY
~ÇÇ = @Ç¥ ( VOLUMEOFWALKYTALKY )
I ~ÇÇ = 0 THEN J #üç
I @Çà (10,20) < 15 THEN
@üì `ââ $Ç╜ ~ÇÇ "Is anybody there?" //@@@ PLEASE TRANSLATE
E
@üì `âä $Ç╜ ~ÇÇ "Does anybody read me?" //@@@ PLEASE TRANSLATE
@üì `åù $Ç╜ ~ÇÇ "Help me, please. Somebody..." //@@@ PLEASE TRANSLATE
W 5 SECONDS
i LEX ESHMES
J #üç
}
// TRIGGER FOR MASTABA'S SPEECH
{ MMESSAGE
// IF MASTABA IS GONE, DON'T LET HIM TALK - BAR
I ^çö THEN é
I @ÇÜ (WTALKY) = $Ç╗ THEN é
I ^ç▒ = $Ç╗ OR ^ïÅ THEN é
@Ç¢ (PLAYER)
I ^ïÅ THEN é
I ^å╖ = $Ç╗ THEN
{
^å╖ = $Ç╝
^å╢ ++
@Çì RANDOM_MASTABA_SPEECH
}
}
// IF YOU'VE GOTTEN THE WALKY-TALKY
{ RANDOM_MASTABA_SPEECH
P ~ÇÇ
// VARY THE VOLUME OF THE TRANSMISSION ACCORDING TO HOW FAR AWAY
// LEX IS FROM THE WALKY TALKY
~ÇÇ = @Ç¥ ( VOLUMEOFWALKYTALKY )
I ~ÇÇ = 0 THEN é
//@@@ PLEASE TRANSLATE
N (^å╢ )
{
U 1
@üì (`éö $Ç╜ ~ÇÇ "Listen to me.~Save yourself.")
@üì (`éå $Ç╜ ~ÇÇ "I am your protector, your creator...")
X Çé
U 2
@üì (`éò $Ç╜ ~ÇÇ "You are too valuable to die here.")
@üì (`à┐ $Ç╜ ~ÇÇ "You are everything we Mondites~dream of becoming.")
@üì (`åÇ $Ç╜ ~ÇÇ "The hope for the future.")
X Çé
U 3
@üì (`éû $Ç╜ ~ÇÇ "Am I your god because I created you...")
// ALWAYS PUT A SPACE BEFORE ANY LEADING ELIPSIS. -KLD
@üì (`éù $Ç╜ ~ÇÇ " ...or are you my god,")
@üì (`åü $Ç╜ ~ÇÇ "for you are the attainment~of everything I believe in?")
@üì (`åé $Ç╜ ~ÇÇ "I promise you this -")
@üì (`åâ $Ç╜ ~ÇÇ "we shall find out!")
X Çé
U 4
@üì (`éÿ $Ç╜ ~ÇÇ "Doctor Escher is the~one who betrayed you.")
@üì (`éÖ $Ç╜ ~ÇÇ "She is insane.")
@üì (`åä $Ç╜ ~ÇÇ "She tried to murder us all.")
@üì (`åà $Ç╜ ~ÇÇ "If you see her,~protect yourself.")
@üì (`åå $Ç╜ ~ÇÇ "Kill her!")
X Çé
U 5
@üì (`éÜ $Ç╜ ~ÇÇ "There is no way to~get out of the crater~before it goes critical.")
@üì (`é¢ $Ç╜ ~ÇÇ "Unless you surrender,~you are dead.")
X Çé
U 6
@üì (`é£ $Ç╜ ~ÇÇ "Go on! Destroy yourself!")
@üì (`åç $Ç╜ ~ÇÇ "I made you! And I can always make~another one of you!")
}
^å╖ = $Ç╗
}
{ MASTABA_THREATENS_ESCHER
P ~ÇÇ
I @ÇÜ (WTALKY) = $Ç╗ THEN é
I ^âô = $Ç╝ THEN é
I ^çö THEN é
I ^å╕ THEN é
W 15 SECONDS
I ^ç▒ = $Ç╗ OR ^âæ OR ^ïÅ THEN é
@Ç¢ (PLAYER)
~ÇÇ = @Ç¥ ( VOLUMEOFWALKYTALKY )
I ~ÇÇ = 0 THEN é
@üì (`åÄ $Ç╜ ~ÇÇ "As you're so interested with~my work, Doctor Escher...")
@üì (`åÅ $Ç╜ ~ÇÇ "I'm sending my best killing machine~to meet you.")
@üì (`åÉ $Ç╜ ~ÇÇ "I'm certain you'll find~him quite entertaining.")
^å╕ = $Ç╝
}
{ TONFA_FIRE
P ~ÇÇ
P ~Çü
// IF THE PROCESS IF RUNNING DO NOTHING BUT THE CAPTION
I @Çó ^ïÆ THEN
{
//@@@TRANSLATE
@üì (`èÅ "Tonfa Gun Overheating/GTonfa_Geweher ueberhitzt/F")
é
}
// START THE TIMER UNLESS ITS ALREADY GOING
// IF _TONFA_TIMER == 20 THEN _TONFA_HANDLE = @PROCESS (TONFA_TIMER)
I @Çó ^ïæ != 1 THEN ^ïæ = @Çì (TONFA_TIMER)
Ü ( 0,10,0, 1 )
@Ç╣ TNFABOLT 6 60 (0,0,0)
^ïò ++
I @ÇÄ (ZEG) THEN
{
Ü ( 0,10,0, 1 )
@Ç╣ LASER 6 60 (0,0,0)
R CURFIG 0 6
// DON'T ALLOW ANY CHANGES IN HIS Z-COORDINATE!
~ÇÇ = @üé (CURFIG)
~Çü = @üâ (CURFIG)
» CURFIG ~ÇÇ ~Çü 0
}
// TURN THE TONFA GUN BARREL RED
N ^ïò
{
U 1
w CURITEM DRAWONLY TONLFTOO PICTURE 1
w CURITEM DRAWONLY TONRGT00 PICTURE 7
X Çâ
U 2
w CURITEM DRAWONLY TONLFTOO PICTURE 2
w CURITEM DRAWONLY TONRGT00 PICTURE 8
X Çâ
U 3
w CURITEM DRAWONLY TONLFTOO PICTURE 3
w CURITEM DRAWONLY TONRGT00 PICTURE 9
X Çâ
U 4
w CURITEM DRAWONLY TONLFTOO PICTURE 4
w CURITEM DRAWONLY TONRGT00 PICTURE 10
X Çâ
U 5
w CURITEM DRAWONLY TONLFTOO PICTURE 5
w CURITEM DRAWONLY TONRGT00 PICTURE 11
X Çâ
U 6
w CURITEM DRAWONLY TONLFTOO PICTURE 6
w CURITEM DRAWONLY TONRGT00 PICTURE 12
X Çâ
V
Q "Error: too many shots fired!"
}
I ^ïò > 5 && (@Çó ^ïæ ) THEN
{
^ïæ
@Çå (`Çì , 100)
W 5
@Çå (`Çì , 100)
W 5
@Çå (`Çì , 100)
W 5
//@@@TRANSLATE
@üì (`èÅ "Tonfa Gun Overheating/GTonfa_Geweher ueberhitzt/F")
^ïÆ = @Çì (WAIT_30)
}
}
[ TONFA_TIMER
:START
01:00 ^ïô --
ò
I ^ïô > 0 THEN J #üì
// RESET TIMER
^ïô = 20
^ïò = 0
]
[ WAIT_30
00:00 ^ïû = $Ç╗
:START
01:00 ^ïö --
ò
I ^ïö >= 0 THEN J #üÅ
// RESET FLAGS
^ïò = 0
^ïô = 20
^ïö = 30
^ïû = $Ç╝
// CHANGE THE GUN'S TEXTURE MAPS BACK TO NORMAL
w CURITEM DRAWONLY TONLFTOO PICTURE 5
w CURITEM DRAWONLY TONRGT00 PICTURE 11
W 4
w CURITEM DRAWONLY TONLFTOO PICTURE 4
w CURITEM DRAWONLY TONRGT00 PICTURE 10
W 4
w CURITEM DRAWONLY TONLFTOO PICTURE 3
w CURITEM DRAWONLY TONRGT00 PICTURE 9
W 4
w CURITEM DRAWONLY TONLFTOO PICTURE 2
w CURITEM DRAWONLY TONRGT00 PICTURE 8
W 4
w CURITEM DRAWONLY TONLFTOO PICTURE 1
w CURITEM DRAWONLY TONRGT00 PICTURE 7
W 4
//APPLY CURITEM RESTORE FISTS
w CURITEM RESTORE
]
// JUST SET THE CURRENT ITEM CORRECTLY BEFORE CALLING -BES
{ RESTOREALIASOFBATTERY
N ( .ÇüÇé )
{
U $üò
n CURITEM ABAT_500
.ÇüÇü = 500
X Çä
U $üö
n CURITEM BAT_100
.ÇüÇü = 100
X Çä
U $üô
n CURITEM BAT_150
.ÇüÇü = 150
X Çä
V
Q "/!Unknown battery type: %d", .ÇüÇé // DO NOT TRANSLATE
X Çä
}
}
// JUST SET THE CURRENT ITEM CORRECTLY BEFORE CALLING -BES
{ PREPAREBATTERYFORSTORAGE
I .ÇüÇü = 100 THEN
.ÇüÇé = $üö
E I .ÇüÇü = 150 THEN
.ÇüÇé = $üô
E I .ÇüÇü = 500 THEN
.ÇüÇé = $üò
E
Q "/!Unknown battery max charges: %d", .ÇüÇü // DO NOT TRANSLATE
}
{ BAT_100_USE
@Ç¥ REPLACEBATTERYINLEG
}
{ BAT_150_USE
@Ç¥ REPLACEBATTERYINLEG
}
{ ABAT_500_USE
@Ç¥ REPLACEBATTERYINLEG
W 5 SECONDS
i LEX ALBATIN
}
{ REPLACEBATTERYINLEG
A OFF
Z CURFIG OFF
u CURFIG OFF
É LTHAND
n CURITEM BATTERY_TO_INSERT
@Ç¥ PREPAREBATTERYFORSTORAGE
M REMOVE_BATT CONTINUE 60
@Çå (`ü╝ , 100, -2048)
I @ÇÜ (MY_BATTERY) = $Ç╗ THEN
Q "/!Can't find my_battery!" //DO NOT TRANSLATE
W 1 SECOND
f LTHAND
n CURITEM BATTERY_REMOVED
W 1 SECOND
M INSERT_BATT CONTINUE 60
@Çå (`ü╝ , 100, -2048)
I @ÇÜ (BATTERY_TO_INSERT) = $Ç╗ THEN
Q "/!Can't find battery_to_insert!" // DO NOT TRANSLATE
W 1 SECOND
n CURITEM MY_BATTERY
f INVENTORY
W 1 SECOND
M SWITCH_BACK CONTINUE
I @ÇÜ (BATTERY_REMOVED) = $Ç╗ THEN
Q "/!Can't find battery_removed!" // DO NOT TRANSLATE
W 8
f RTHAND
@Ç¥ RESTOREALIASOFBATTERY
u CURFIG ON
Z CURFIG ON
A ON
}
{ GIVELEXSTARTINGBATT
@Ç¢ PLAYER
e MONBAT
n CURITEM MY_BATTERY
f INVENTORY
.ÇüÇÇ = 100
.ÇüÇü = 100
.ÇüÇé = $üö
}
{ KEY_USE
// EVEN THOUGH KEYDEVICE HAS AN E AFTER THE D IN THIS MOTION NAME,
// THE OBJECT ITSELF IS SPELLED KEYDVICE. -KLD
M USE_KEYDEVICE CONTINUE
W 25
}
{ KEYDVICE_USE
I @ÇÄ (LND) = $Ç╗ THEN é
M USE_KEYDEVICE CONTINUE
W 25
I ^éû != 1 AND ^éû != 0 THEN é
@Ç¢ PLAYER
I @Ç¡ (CURFIG,LNDDR2) THEN é
I ^éû == 0 THEN
{
@Çå (`üé ,LNDDR2)
I @ÇÄ (LND3) OR @ÇÄ (LND4) OR @ÇÄ (LND5) THEN
{
C LND5
^ä½ = $é╝
@Çè (^éû , -1, 22, 1, 3)
C UNLOCK
}
}
E
{
@Çå (`üé ,LNDDR2)
I @ÇÄ (LND3) OR @ÇÄ (LND4) OR @ÇÄ (LND5) THEN
{
C LND5
@Çè (^éû , +1, 1, 22, 3)
^ä½ = $é║
^éû = 0
C UNLOCK
}
}
}
{ REFLECT_OFF
A OFF
@Çå ( `äí )
Q "Internal battery power has been depleted!" // DON'T TRANSLATE!
ù (LEX)
I @ÇÄ BCH || @ÇÄ LND || @ÇÄ PAD THEN
{
M CHOKE
@Ç¥ KILLLEX
é
}
A ON
}
// USING THE REFLECT WHILE WEARING A HARDSUIT SHOULD SIMPLY NOT WORK. -KLD
{ REFLECT_USE
I @ÇÜ MY_BATTERY != 1 THEN
{
Q "My_Battery can't be found!" // DON'T TRANSLATE!
é
}
I .ÇüÇÇ =< 0 THEN
{
@Çå (`ຠ)
// PASS TO REMOVE CAPTIONS. -KLD
// CAPTION "Insufficient battery power to activate Reflect device!" // DON'T TRANSLATE!
é
}
I ( @Ç⌐ ( HARD ) ) THEN
{
@Çå (`ä¡ )
é ;
}
A OFF
@Çå ( `äí )
M ZIP_TRIP_START 60
@Çå ( `äí )
M ZIP_TRIP_STOP 60
I ( @Ç⌐ (LEX) ) THEN
{
ù (LEXMIR)
^ä╝ = @Çì REFLECTBATTDRAIN
^Çÿ = $é║
}
E
{
ù (LEX)
I @ÇÄ BCH || @ÇÄ LND || @ÇÄ PAD THEN
{
M CHOKE
@Ç¥ KILLLEX
é
}
^Çÿ = $é╗
}
A ON
}
[ REFLECTBATTDRAIN
:TOP
60:00
I @ÇÜ MY_BATTERY != 1 THEN
{
Q "My_Battery can't be found!" // DON'T TRANSLATE!
é
}
.ÇüÇÇ --
I .ÇüÇÇ =< 0 THEN @Ç¥ REFLECT_OFF
ò
I @Ç⌐ (LEXMIR) THEN J #ü£
]
{ GRENADE_USE
M GRENADE_TOSS
}
// SCANNER_USE IN XLATOR.SCR
//$ 26 - version number