1 | ############
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2 | ### MAIN ###
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3 | ############
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4 |
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5 | func void main(void)
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6 | {
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7 | gl_fog_red = 0
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8 | gl_fog_blue = 0
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9 | gl_fog_green = 0
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10 | gl_fog_start = .995
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11 | gs_farclipplane_set 5000
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12 | ui_suppress_prompt = 1
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13 | chr_auto_aim_dist = 0
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14 | start
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15 | }
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16 |
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17 | #############
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18 | ### START ###
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19 | #############
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20 |
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21 | func void start(string ai_name)
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22 | {
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23 | fork deactivate_stuff
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24 | if(save_point eq 0) save_point = 1
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25 | if(save_point eq 1) fork intro
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26 | if(save_point eq 2) fork load_s2
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27 | if(save_point eq 3) fork load_s3
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28 | if(save_point eq 4) fork load_s4_all
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29 | sleep 5
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30 | fork sp_all
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31 | }
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32 |
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33 | func void deactivate_stuff(void)
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34 | {
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35 | #not used
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36 | trigvolume_enable trigger_volume_02 0
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37 | trigvolume_enable trigger_volume_03 0
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38 | trigvolume_enable trigger_volume_04 0
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39 | trigvolume_enable trigger_volume_04_copy 0
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40 | trigvolume_enable trigger_volume_05 0
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41 | trigvolume_enable trigger_volume_06 0
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42 | trigvolume_enable trigger_volume_07 0
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43 | trigvolume_enable trigger_volume_07_copy 0
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44 | trigvolume_enable trigger_volume_08 0
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45 | trigvolume_enable trigger_volume_08_copy2 0
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46 | trigvolume_enable trigger_volume_08_copy2_copy 0
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47 | trigvolume_enable trigger_volume_08_copy2_copy_copy 0
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48 | trigvolume_enable trigger_volume_10_copy 0
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49 | trigvolume_enable trigger_volume_10_copy_copy 0
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50 | trigvolume_enable trigger_volume_11 0
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51 | trigvolume_enable trigger_volume_23 0
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52 | trigvolume_enable trigger_volume_23_copy 0
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53 | trigvolume_enable trigger_volume_26 0
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54 | trigvolume_enable trigger_volume_29_copy 0
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55 | trigvolume_enable trigger_volume_30 0
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56 | trigvolume_enable trigger_volume_31 0
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57 | trigvolume_enable trigger_volume_32 0
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58 | trigvolume_enable trigger_volume_33 0
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59 | trigvolume_enable trigger_volume_35 0
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60 | trigvolume_enable trigger_volume_44 0
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61 | trigvolume_enable trigger_volume_46 0
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62 | trigvolume_enable trigger_volume_46_copy 0
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63 | trigvolume_enable trigger_volume_46_copy2 0
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64 | trigvolume_enable trigger_volume_46_copy3 0
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65 | trigvolume_enable trigger_volume_46_copy_copy 0
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66 | trigvolume_enable trigger_volume_46_copy4 0
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67 | trigvolume_enable trigger_volume_46_copy4_copy 0
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68 | trigvolume_enable trigger_volume_52 0
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69 | trigvolume_enable trigger_volume_56 0
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70 | trigvolume_enable trigger_volume_60 0
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71 | trigvolume_enable trigger_volume_61 0
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72 | trigvolume_enable trigger_volume_65 0
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73 | trigvolume_enable trigger_volume_77 0
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74 | trigvolume_enable trigger_volume_78 0
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75 | trigvolume_enable trigger_volume_80 0
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76 | trigvolume_enable trigger_volume_83 0
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77 | trigvolume_enable trigger_volume_84 0
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78 | #used
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79 | env_show 31 0
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80 | env_show 41 0
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81 | env_shade 1500 1501 .9 .8 .9
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82 | }
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83 |
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84 | func void you_lose(string ai_name)
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85 | {
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86 | fade_out 0 0 0 30
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87 | sleep 30
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88 | lose
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89 | }
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90 |
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91 | ####################################
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92 | ### SEVERAL TIMES USED FUNCTIONS ###
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93 | ####################################
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94 |
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95 | func void sp_all(void)
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96 | {
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97 | co_message_display = 0
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98 | if(save_point eq 1) save_game 1 autosave
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99 | if(save_point eq 2) save_game 2 autosave
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100 | if(save_point eq 3) save_game 3 autosave
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101 | if(save_point eq 4) save_game 4 autosave
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102 | sleep 180
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103 | co_message_display = 1
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104 | }
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105 |
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106 | func void remove_ai(void)
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107 | {
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108 | ai2_kill
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109 | sleep 60
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110 | powerup_reset
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111 | weapon_reset
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112 | sleep 240
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113 | corpse_reset
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114 | }
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115 |
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116 | func void music_stop(void)
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117 | {
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118 | sound_music_stop mus_cool19
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119 | sound_music_stop mus_atm_cl12lp
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120 | sound_music_stop mus_low1
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121 | sound_music_stop mus_fitec
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122 | }
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123 |
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124 | #tv63 to tv73
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125 | func void deathfall(void)
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126 | {
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127 | sleep 30
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128 | cm_detach
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129 | sleep 30
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130 | chr_set_health 0 0
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131 | }
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132 |
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133 | ##########
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134 | ### SP1 ###
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135 | ##########
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136 |
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137 | ### 1ST ROOF ###
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138 |
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139 | func void intro(void)
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140 | {
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141 | playback 0 IntroKonoko
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142 | if(save_point ne 1) save_game 1 autosave
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143 | chr_envanim_stop IntroNinja
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144 | chr_teleport IntroNinja 600
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145 | chr_facetoflag IntroNinja 600
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146 | chr_animate IntroNinja NINCOMcrouch_idle
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147 | ai2_passive IntroNinja 1
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148 | ai2_setmovementmode IntroNinja creep
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149 | sleep 40
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150 | playback_block IntroNinja IntroNinja
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151 | ai2_passive IntroNinja 0
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152 | ai2_attack IntroNinja 0
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153 | ai2_setalert A_Sr9 combat
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154 | ai2_setjobstate A_Sr9
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155 | objective_set 1 silent
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156 | target_set 7006 0
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157 | }
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158 |
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159 | #tv29 - crossing point to the lower floor
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160 | func void t22(string ai_name)
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161 | {
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162 | ai2_dopath IntroNinja patrol_39
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163 | ai2_setjobstate IntroNinja
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164 | }
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165 |
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166 | #tv32 - box on the right side (enter func: t33in, levae func: t33out); I've disabled it
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167 | #tv31 - box on the left side (enter func: t32in, levae func: t32out); I've disabled it
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168 |
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169 | #tv1 - above the abyss
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170 | func void t1(string ai_name)
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171 | {
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172 | ai2_dopath IntroNinja patrol_40
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173 | ai2_setjobstate IntroNinja
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174 | ai2_dopath A_N1 patrol_02
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175 | ai2_setjobstate A_N1
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176 | ai2_dopath A_Sr9 patrol_09
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177 | ai2_setjobstate A_Sr9
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178 | ai2_spawn A_N7
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179 | ai2_spawn A_N8
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180 | }
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181 |
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182 | func void patrolscript0001(string ai_name)
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183 | {
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184 | playback_block IntroNinja ninja_jump5 interp 30
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185 | }
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186 |
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187 | func void patrolscript0022(string ai_name)
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188 | {
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189 | playback_block IntroNinja ninja_jump4 interp 20
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190 | }
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191 |
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192 | func void patrolscript0002(string ai_name)
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193 | {
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194 | playback_block A_N1 ninja_jump interp 30
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195 | }
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196 |
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197 | func void patrolscript0005(string ai_name)
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198 | {
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199 | playback_block A_T4 tanker1 interp 20
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200 | }
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201 |
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202 | func void patrolscript0004(string ai_name)
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203 | {
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204 | playback_block A_T6 tanker2 interp 20
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205 | }
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206 |
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207 | ### 2ND ROOF ###
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208 |
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209 | #tv55 - after the abyss, at the beginning of the 2nd roof (enter func: t57, leave func: t57b); I've disabled it
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210 |
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211 | ### 3RD ROOF ###
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212 |
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213 | #tv56 - after the abyss, at the beginning of the 3rd roof
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214 | func void t58(string ai_name)
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215 | {
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216 | sound_music_start mus_cool19 0.0
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217 | sound_music_volume mus_cool19 0.75 3.0
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218 | ai2_dopath IntroNinja patrol_51
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219 | ai2_setjobstate IntroNinja
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220 | ai2_dopath A_N1 patrol_50
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221 | ai2_setjobstate A_N1
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222 | ai2_dopath A_Sr9 patrol_49
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223 | ai2_setjobstate A_Sr9
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224 | ai2_spawn A_C5
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225 | ai2_spawn A_Sr3
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226 | ai2_spawn A_T4
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227 | ai2_spawn A_T6
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228 | particle b01_rain1 do start
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229 | particle b01_rain2 do start
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230 | particle b01_rain3 do start
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231 | }
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232 |
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233 | #tv35 - after tv56 (func: rain1); I've disabled it
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234 |
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235 | ### 4TH ROOF ###
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236 |
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237 | #tv4 - at the right side of the mast (func: t3); I've disabled it
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238 | #tv2 - at the left side of the mast (func: t2); I've disabled it
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239 |
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240 | ### 5TH ROOF ###
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241 |
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242 | #tv57 - after the abyss, at the beginning of the 5th roof (enter func: t59, leave func: t59b); I've disabled it
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243 | #tv5 - on the right side after tv59 (func: t5); I've disabled it
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244 | #tv4 - on the left side after tv59 (func: t4); I've disabled it
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245 | #lose func of A_T4 and A_T6: music_stop
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246 | #tv6 - around the place, where you find the hypo (func: t6); I've disabled it
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247 | #tv7 - in front of the staircase to the higher floor (funnc: b01); not used
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248 | #tv30 - under the passageway; near the place, where you find the shield (func: t31); I've disabled it
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249 | #tv33 - after tv7 (func: t7); I've disabled it
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250 | #tv34 - after tv33, on the right side after the staircase (func: b02); not used
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251 | #tv8 - in front of tv38 (func: rain1); I've disabled it
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252 | #tv37 - in front of tv38 (func: rain2); I've disabled it
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253 |
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254 | #tv36 - in front of the passage, from the left side to the right side
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255 | func void t8(string ai_name)
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256 | {
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257 | music_stop
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258 | chr_delete IntroNinja
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259 | chr_delete A_N1
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260 | chr_delete A_Sr9
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261 | ai2_spawn B_Sr10
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262 | ai2_spawn B_Sr10a
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263 | ai2_spawn B_R11
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264 | ai2_spawn B_R12a
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265 | ai2_spawn B_Sr12
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266 | ai2_spawn B_T13
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267 | ai2_dopath A_T6 patrol_42
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268 | ai2_setjobstate A_T6
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269 | ai2_dopath A_T4 patrol_42
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270 | ai2_setjobstate A_T4
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271 | ai2_setjobstate A_Sr3
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272 | ai2_setjobstate A_C5
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273 | ai2_dopath A_N7 patrol_45
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274 | ai2_setjobstate A_N7
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275 | ai2_dopath A_N8 patrol_45
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276 | ai2_setjobstate A_N8
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277 | }
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278 |
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279 | func void patrolscript0011(string ai_name)
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280 | {
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281 | playback_block B_T13 tanker_jump interp 30
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282 | }
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283 |
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284 | #tv39 - in the middle of the passage, from the left side to the right side (func: rain2); I've disabled it)
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285 | #tv38 - in the middle of the passage, after tv39, from the left side to the right side (func: rain3); I've disabled it)
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286 |
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287 | #tv80 - after the passage, from the left side to the right side
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288 | func void runup(void)
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289 | {
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290 | ai2_dopath B_Sr10 patrol_10z
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291 | ai2_setjobstate B_Sr10
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292 | particle b02_rain1 do start
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293 | particle b02_rain2 do start
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294 | particle b02_rain3 do start
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295 | }
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296 |
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297 | ### 6TH ROOF ###
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298 |
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299 | #tv9 - at the beginning of the 6th roof, from the left side to the right side
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300 | func void t10(string ai_name)
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301 | {
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302 | sound_dialog_play c11_39_03konoko
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303 | ai2_spawn B_SuperNinja
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304 | chr_boss_shield B_SuperNinja
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305 | chr_unstoppable B_SuperNinja 1
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306 | chr_neutral B_SuperNinja 1
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307 | playback_block B_SuperNinja superninja1 interp 20
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308 | sleep 60
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309 | chr_delete B_SuperNinja
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310 | }
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311 |
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312 | #tv85 - at the same place as tv9 (enter func: t83, leave func: t83b); I've disabled it
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313 | #tv41 - after tv85, from the left side to the right side (func: rain4); I've disabled it
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314 | #tv40 - in some distance after tv 85, from the left side to the right side (enter func: rain5, leave func: t77); I've disabled it
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315 | #tv58 - at the end of the 6th roof, where you can jump to the 7th roof (eneter func: t60, leave func: t60b); I've disabled it
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316 |
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317 | ### 7TH ROOF ###
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318 |
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319 | #t42 - at the beginning of the 7th roof
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320 | func void t11(string ai_name)
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321 | {
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322 | ai2_spawn C_N17
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323 | ai2_spawn C_N18
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324 | ai2_dopath B_T13 patrol_41
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325 | ai2_setjobstate B_T13
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326 | particle el1_locklight01 do start
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327 | particle b03_rain1 do start
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328 | particle b03_rain2 do start
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329 | particle b03_rain3 do start
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330 | }
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331 |
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332 | #tv10 - after tv42 (func: rain6); I've disabled it
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333 |
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334 | #tv74 - around the entrance of the elavator and in the elevator; used to count the enemies inside it; see next func
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335 |
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336 | #tv11 - in the middle of the elevator
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337 | func void t12(string ai_name)
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338 | {
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339 | trigvolume_enable trigger_volume_12 0
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340 | if(trigvolume_count(62) eq 0) Elevator
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341 | else
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342 | {
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343 | sleep 60
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344 | trigvolume_enable trigger_volume_12 1
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345 | }
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346 | }
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347 |
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348 | ##########
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349 | ### SP2 ###
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350 | ##########
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351 |
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352 | func void Elevator(void)
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353 | {
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354 | sound_dialog_play c11_39_02konoko
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355 | fade_out 0 0 0 30
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356 | sleep 30
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357 | load_s2
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358 | chr_facetoflag 0 44
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359 | chr_teleport 0 44
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360 | fade_in 30
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361 | }
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362 |
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363 | func void load_s2(void)
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364 | {
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365 | fork remove_ai
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366 | if(save_point eq 2) restore_game
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367 | ai2_spawn C_Sr15
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368 | ai2_spawn C_T16
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369 | ai2_spawn C_R55
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370 | ai2_spawn C_N57
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371 | ai2_spawn D_C19
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372 | ai2_spawn D_Sb20
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373 | ai2_spawn D_R21
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374 | env_show 31 1
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375 | objective_set 1 silent
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376 | target_set 47 0
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377 | }
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378 |
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379 | ### 1ST ROOF ###
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380 |
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381 | func void patrolscript0077(string ai_name)
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382 | {
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383 | ai2_dopath D_R21 patrol_21
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384 | ai2_setjobstate D_R21
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385 | }
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386 |
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387 | #tv12 - after door 3
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388 | func void s2(string ai_name)
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389 | {
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390 | if(save_point eq 2)
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391 | {
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392 | particle b03_rain1 do start
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393 | particle b03_rain2 do start
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394 | particle b03_rain3 do start
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395 | }
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396 | else
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397 | {
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398 | save_game 2 autosave
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399 | particle b01_rain1 do stop
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400 | particle b01_rain2 do stop
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401 | particle b01_rain3 do stop
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402 | particle b02_rain1 do stop
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403 | particle b02_rain2 do stop
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404 | particle b02_rain3 do stop
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405 | }
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406 | }
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407 |
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408 | #tv75 - after the stairs to the higher floor (func: t65); I've disabled it
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409 |
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410 | ### 2ND ROOF ###
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411 |
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412 | #tv43 - complete 2nd roof (func: rain7); I've disabled it
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413 | #tv48 - above the abyss, crossing from the 2nd roof to the 3rd roof (func: rain9); I've disabled it
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414 |
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415 | ### 3RD ROOF ###
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416 |
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417 | #tv17 - at the beginning of the 3rd roof
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418 | func void t18(string ai_name)
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419 | {
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420 | sound_music_start mus_atm_cl12lp 0.0
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421 | sound_music_volume mus_atm_cl12lp 0.75 3.0
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422 | particle b04_rain1 do start
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423 | particle b04_rain2 do start
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424 | particle b04_rain3 do start
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425 | particle b04_rain4 do start
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426 | particle b04_rain5 do start
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427 | particle b04_rain6 do start
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428 | }
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429 |
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430 | #tv48 - at the same place as tv17 (func: rain9); I've disabled it
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431 | #tv45 - in some distance after tv48 (func: rain10); I've disabled it
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432 | #tv46 - in some distance after tv45 (func: rain11); I've disabled it
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433 | #tv47 - in some distance after tv46 (func: rain12); I've disabled it
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434 | #tv53 - in some distance after tv47 (func: rain12); I've disabled it
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435 | #tv49 - in some distance after tv53 (func: rain13); I've disabled it
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436 | #tv76 - in some distance in front of of the end of the right "colonnade" (func: t77); I've disabled it
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437 | #tv77 - at the end of the left "colonnade" (func: t78); I've disabled it
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438 |
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439 | #tv13 - at the end of the 3rd roof
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440 | func void t14(string ai_name)
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441 | {
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442 | music_stop
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443 | ai2_spawn D_Sb22
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444 | ai2_spawn D_Sb23
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445 | ai2_spawn D_Sr24
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446 | ai2_spawn D_Sr38
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447 | ai2_spawn D_C60
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448 | ai2_dopath D_Sb20 patrol_35
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449 | target_set 1 0
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450 | particle b06_rain1 do start
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451 | particle b06_rain2 do start
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452 | particle b06_rain3 do start
|
---|
453 | particle b06_rain4 do start
|
---|
454 | particle b06_rain5 do start
|
---|
455 | particle b06_rain6 do start
|
---|
456 | }
|
---|
457 |
|
---|
458 | ### 4TH ROOF ###
|
---|
459 |
|
---|
460 | func void patrolscript0014(string ai_name)
|
---|
461 | {
|
---|
462 | playback_block D_Sb20 striker_jump interp 20
|
---|
463 | }
|
---|
464 |
|
---|
465 | #tv27 - ground floor, left passage, some distance after the beginning of the 2nd "block" (func: t30); I've disabled it
|
---|
466 |
|
---|
467 | #after the beginning of the center passage
|
---|
468 | func void t19(string ai_name)
|
---|
469 | {
|
---|
470 | sound_music_start mus_low1 0.0
|
---|
471 | sound_music_start mus_low1 0.75 3
|
---|
472 | ai2_spawn D_N25
|
---|
473 | ai2_spawn C_R61
|
---|
474 | }
|
---|
475 |
|
---|
476 | #t19 - at the end of the center passage, after the left corner
|
---|
477 | func void t20(string ai_name)
|
---|
478 | {
|
---|
479 | music_stop
|
---|
480 | ai2_spawn D_Sr26
|
---|
481 | ai2_spawn D_Sr27
|
---|
482 | ai2_spawn D_T28
|
---|
483 | }
|
---|
484 |
|
---|
485 | #tv54 - at the beginning of the stairs, where the tanker waits (func: cloudkiller); not used
|
---|
486 |
|
---|
487 | #t14 - next to last floor of the stairs
|
---|
488 | func void t15(string ai_name)
|
---|
489 | {
|
---|
490 | powerup_spawn lsi 605
|
---|
491 | ai2_spawn E_N14
|
---|
492 | ai2_spawn E_N14a
|
---|
493 | ai2_passive E_N14 1
|
---|
494 | ai2_spawn NinjaZip
|
---|
495 | ai2_passive NinjaZip 1
|
---|
496 | chr_unstoppable NinjaZip 1
|
---|
497 | playback NinjaZip NinjaZipSet
|
---|
498 | playback E_N14 Ninja02Set
|
---|
499 | }
|
---|
500 |
|
---|
501 | #tv15 - after the stairs
|
---|
502 | func void NinjaZip(void)
|
---|
503 | {
|
---|
504 | chr_envanim NinjaZip ZipNinjaBipBox norotation
|
---|
505 | chr_animate NinjaZip NINJAlev12_zip
|
---|
506 | obj_create 72
|
---|
507 | env_anim 72
|
---|
508 | sleep 60
|
---|
509 | playback E_N14 Ninja02Jump
|
---|
510 | sleep 80
|
---|
511 | ai2_passive E_N14 0
|
---|
512 | sleep 100
|
---|
513 | playback NinjaZip NinjaZipLeave
|
---|
514 | sleep 120
|
---|
515 | chr_delete NinjaZip
|
---|
516 | objective_set 2 silent
|
---|
517 | target_set 7006 0
|
---|
518 | }
|
---|
519 |
|
---|
520 | #tv84 - around the place, where you find the zipline rider
|
---|
521 | func void t28(string ai_name)
|
---|
522 | {
|
---|
523 | chr_wait_animtype char_0 Pickup_Object
|
---|
524 | particle obj_zip create
|
---|
525 | }
|
---|
526 |
|
---|
527 | #tv87 - at the end of the secret way
|
---|
528 | func void t85(string ai_name)
|
---|
529 | {
|
---|
530 | ai2_spawn sbg_ninja
|
---|
531 | }
|
---|
532 |
|
---|
533 | #tv16 - at the place with the yellow flashing circle
|
---|
534 | func void t17(string ai_name)
|
---|
535 | {
|
---|
536 | if(chr_has_lsi(0)) KonokoZip
|
---|
537 | }
|
---|
538 |
|
---|
539 | func void KonokoZip(void)
|
---|
540 | {
|
---|
541 | particle obj_zip kill
|
---|
542 | chr_envanim 0 ZipKonBipBox norotation
|
---|
543 | chr_animate 0 KONOKOlev12_zip
|
---|
544 | obj_create 71
|
---|
545 | env_anim 71
|
---|
546 | sleep 55
|
---|
547 | sound_ambient_start c08_11_19zip
|
---|
548 | sleep 235
|
---|
549 | obj_kill 72
|
---|
550 | chr_peace 0
|
---|
551 | objective_set 3 silent
|
---|
552 | target_set 7006 0
|
---|
553 | chr_delete D_C19
|
---|
554 | chr_delete D_C60
|
---|
555 | chr_delete D_N25
|
---|
556 | chr_delete D_R21
|
---|
557 | chr_delete D_Sb20
|
---|
558 | chr_delete D_Sb22
|
---|
559 | chr_delete D_Sb23
|
---|
560 | chr_delete D_Sr24
|
---|
561 | chr_delete D_Sr26
|
---|
562 | chr_delete D_Sr27
|
---|
563 | chr_delete D_Sr38
|
---|
564 | particle b04_rain1 do stop
|
---|
565 | particle b04_rain2 do stop
|
---|
566 | particle b04_rain3 do stop
|
---|
567 | particle b04_rain4 do stop
|
---|
568 | particle b04_rain5 do stop
|
---|
569 | particle b04_rain6 do stop
|
---|
570 | }
|
---|
571 |
|
---|
572 | func void load_s3(void)
|
---|
573 | {
|
---|
574 | restore_game
|
---|
575 | particle b06_rain1 do start
|
---|
576 | zip_rider
|
---|
577 | }
|
---|
578 |
|
---|
579 | func void zip_rider(void)
|
---|
580 | {
|
---|
581 | ai2_spawn E_N14
|
---|
582 | ai2_spawn E_N14a
|
---|
583 | obj_create 71
|
---|
584 | env_anim 71
|
---|
585 | chr_envanim_block E_N14a ZipKonBipBox norotation
|
---|
586 | chr_animate_block E_N14a KONOKOlev12_zip
|
---|
587 | sleep 60
|
---|
588 | obj_create 72
|
---|
589 | env_anim 72
|
---|
590 | chr_envanim_block E_N14 ZipKonBipBox norotation
|
---|
591 | chr_animate_block E_N14 KONOKOlev12_zip
|
---|
592 | sleep 230
|
---|
593 | ai2_attack E_N14a char_0
|
---|
594 | sleep 60
|
---|
595 | obj_kill 71
|
---|
596 | ai2_attack E_N14 char_0
|
---|
597 | }
|
---|
598 |
|
---|
599 | ##########
|
---|
600 | ### SP3 ###
|
---|
601 | ##########
|
---|
602 |
|
---|
603 | ### 1ST ROOF ###
|
---|
604 |
|
---|
605 | #tv59 - the place, where you arrive with your zip rider (func: set_objective_2); I've disabled it
|
---|
606 |
|
---|
607 | #tv78 - after tv59
|
---|
608 | func void s3(string ai_name)
|
---|
609 | {
|
---|
610 | if(save_point ne 3)
|
---|
611 | {
|
---|
612 | save_game 3 autosave
|
---|
613 | zip_rider
|
---|
614 | }
|
---|
615 | objective_set 3 silent
|
---|
616 | target_set 7006 0
|
---|
617 | }
|
---|
618 |
|
---|
619 | #tv24 - in some distance after tv59 (func: rain17); I've disabled it
|
---|
620 |
|
---|
621 | #tv28 - at the beginning of the passageway
|
---|
622 | func void t9(string ai_name)
|
---|
623 | {
|
---|
624 | ai2_spawn E_C62
|
---|
625 | playback E_C62 com
|
---|
626 | ai2_spawn E_N37
|
---|
627 | ai2_makeignoreplayer E_N37 1
|
---|
628 | playback_block E_N37 ninja_jump2
|
---|
629 | ai2_makeignoreplayer E_N37 0
|
---|
630 | ai2_attack E_N37 char_0
|
---|
631 | }
|
---|
632 |
|
---|
633 | #tv50 - at the beginning of the passageway (func: rain18); I've disabled it
|
---|
634 |
|
---|
635 | #tv20 - at the same place as tv50
|
---|
636 | func void t21(string ai_name)
|
---|
637 | {
|
---|
638 | sound_dialog_play c11_39_04konoko
|
---|
639 | ai2_spawn E_N29
|
---|
640 | ai2_spawn E_Sb31
|
---|
641 | ai2_spawn E_Sr63
|
---|
642 | ai2_spawn E_Sr64
|
---|
643 | ai2_spawn E_R65
|
---|
644 | ai2_spawn E_SuperNinja
|
---|
645 | chr_boss_shield E_SuperNinja
|
---|
646 | chr_unstoppable E_SuperNinja
|
---|
647 | playback_block E_SuperNinja superninja2 interp 20
|
---|
648 | sleep 60
|
---|
649 | chr_delete E_SuperNinja
|
---|
650 | }
|
---|
651 |
|
---|
652 | #tv79 - around the place, where you find the hypo (func: t80); I've disabled it
|
---|
653 |
|
---|
654 | ### 2ND ROOF ###
|
---|
655 |
|
---|
656 | #tv26 - on the next to last floor
|
---|
657 | func void t29(string ai_name)
|
---|
658 | {
|
---|
659 | sound_dialog_play c11_39_05konoko
|
---|
660 | }
|
---|
661 |
|
---|
662 | #tv86 - at the beginning of the highest floor (enter func: t84, leave func: t84b); I've disabled it
|
---|
663 | #tv51 - at the same place as tv86 (func: rain19); I've disabled it
|
---|
664 |
|
---|
665 | #tv83 - after the beginning of the stairs
|
---|
666 | func void t95(string ai_name)
|
---|
667 | {
|
---|
668 | sound_dialog_play c11_39_06konoko
|
---|
669 | ai2_spawn E_Sr30
|
---|
670 | }
|
---|
671 |
|
---|
672 | #tv52 - at the end of the small passage after the end of the stairs (func: rain20); I've disabled it
|
---|
673 | #tv21 - after tv52 (func: t23); I've disabled it
|
---|
674 |
|
---|
675 | #tv83 - at the 1st corner (beside the "block", where the sniper with the mercury bow stands on)
|
---|
676 | func void t96(string ai_name)
|
---|
677 | {
|
---|
678 | sound_dialog_play c11_39_07konoko
|
---|
679 | }
|
---|
680 |
|
---|
681 | #tv23 - at the 2nd corner
|
---|
682 | func void t25(string ai_name)
|
---|
683 | {
|
---|
684 | ai2_spawn E_Sr33
|
---|
685 | ai2_dopath E_Sr30 patrol_34
|
---|
686 | ai2_setjobstate E_Sr30
|
---|
687 | }
|
---|
688 |
|
---|
689 | #tv22 - at the 3rd corner
|
---|
690 | func void t24(string ai_name)
|
---|
691 | {
|
---|
692 | sound_dialog_play c11_39_08konoko
|
---|
693 | ai2_spawn E_R32
|
---|
694 | ai2_dopath E_Sr33 patrol_34
|
---|
695 | ai2_setjobstate E_Sr33
|
---|
696 | door_lock 6
|
---|
697 | }
|
---|
698 |
|
---|
699 | #tv61 - complete area between the 3rd corner and the 4th corner; used to count the enemies inside it; see next func
|
---|
700 |
|
---|
701 | #tv60 - in front of the doors of the elevator
|
---|
702 | func void t63(string ai_name)
|
---|
703 | {
|
---|
704 | trigvolume_enable trigger_volume_63 0
|
---|
705 | if (trigvolume_count(64) eq 0) door_unlock 6
|
---|
706 | else
|
---|
707 | {
|
---|
708 | sleep 60
|
---|
709 | trigvolume_enable trigger_volume_63 1
|
---|
710 | }
|
---|
711 | }
|
---|
712 |
|
---|
713 | #tv25 - in the middle of the elevator
|
---|
714 | func void ninja(void)
|
---|
715 | {
|
---|
716 | fade_out 0 0 0 30
|
---|
717 | sleep 30
|
---|
718 | sound_dialog_play c11_39_09konoko
|
---|
719 | chr_facetoflag 0 9523
|
---|
720 | chr_teleport 0 9523
|
---|
721 | obj_kill 72
|
---|
722 | door_lock 2
|
---|
723 | load_s4_part1
|
---|
724 | fade_in 30
|
---|
725 | load_s4_part2
|
---|
726 | }
|
---|
727 |
|
---|
728 | ##########
|
---|
729 | ### SP4 ###
|
---|
730 | ##########
|
---|
731 |
|
---|
732 | func void load_s4_all(void)
|
---|
733 | {
|
---|
734 | load_s4_part1
|
---|
735 | load_s4_part2
|
---|
736 | }
|
---|
737 |
|
---|
738 | func void load_s4_part1(void)
|
---|
739 | {
|
---|
740 | fork remove_ai
|
---|
741 | particle wind do start
|
---|
742 | ai2_spawn OutroNinja
|
---|
743 | chr_boss_shield OutroNinja
|
---|
744 | chr_nocollision OutroNinja 1
|
---|
745 | playback OutroNinja SuperNinjaSet
|
---|
746 | }
|
---|
747 |
|
---|
748 | func void load_s4_part2(void)
|
---|
749 | {
|
---|
750 | if(save_point eq 4)
|
---|
751 | {
|
---|
752 | restore_game
|
---|
753 | particle b06_rain6 do start
|
---|
754 | objective_set 3 silent
|
---|
755 | }
|
---|
756 | else
|
---|
757 | {
|
---|
758 | particle b06_rain1 do stop
|
---|
759 | particle b06_rain2 do stop
|
---|
760 | particle b06_rain3 do stop
|
---|
761 | particle b06_rain4 do stop
|
---|
762 | particle b06_rain5 do stop
|
---|
763 | save_game 4 autosave
|
---|
764 | }
|
---|
765 | sleep 1
|
---|
766 | sound_music_start mus_fitec
|
---|
767 | chr_animate OutroNinja NINCOMteleport_in 47
|
---|
768 | sleep 40
|
---|
769 | playback OutroNinja SuperNinjaDone
|
---|
770 | chr_animate OutroNinja NINCOMteleport_out 31
|
---|
771 | chr_nocollision OutroNinja 0
|
---|
772 | }
|
---|
773 |
|
---|
774 | func void outro(void)
|
---|
775 | {
|
---|
776 | fade_out 0 0 0 30
|
---|
777 | sleep 30
|
---|
778 | win
|
---|
779 | }
|
---|