1 |
############ |
2 |
### MAIN ### |
3 |
############ |
4 |
|
5 |
func void main(void) |
6 |
{ |
7 |
gl_fog_red = 0 |
8 |
gl_fog_blue = 0 |
9 |
gl_fog_green = 0 |
10 |
gl_fog_start = .995 |
11 |
gs_farclipplane_set 5000 |
12 |
ui_suppress_prompt = 1 |
13 |
chr_auto_aim_dist = 0 |
14 |
start |
15 |
} |
16 |
|
17 |
############# |
18 |
### START ### |
19 |
############# |
20 |
|
21 |
func void start(string ai_name) |
22 |
{ |
23 |
fork deactivate_stuff |
24 |
if(save_point eq 0) save_point = 1 |
25 |
if(save_point eq 1) fork intro |
26 |
if(save_point eq 2) fork load_s2 |
27 |
if(save_point eq 3) fork load_s3 |
28 |
if(save_point eq 4) fork load_s4_all |
29 |
sleep 5 |
30 |
fork sp_all |
31 |
} |
32 |
|
33 |
func void deactivate_stuff(void) |
34 |
{ |
35 |
#not used |
36 |
trigvolume_enable trigger_volume_02 0 |
37 |
trigvolume_enable trigger_volume_03 0 |
38 |
trigvolume_enable trigger_volume_04 0 |
39 |
trigvolume_enable trigger_volume_04_copy 0 |
40 |
trigvolume_enable trigger_volume_05 0 |
41 |
trigvolume_enable trigger_volume_06 0 |
42 |
trigvolume_enable trigger_volume_07 0 |
43 |
trigvolume_enable trigger_volume_07_copy 0 |
44 |
trigvolume_enable trigger_volume_08 0 |
45 |
trigvolume_enable trigger_volume_08_copy2 0 |
46 |
trigvolume_enable trigger_volume_08_copy2_copy 0 |
47 |
trigvolume_enable trigger_volume_08_copy2_copy_copy 0 |
48 |
trigvolume_enable trigger_volume_10_copy 0 |
49 |
trigvolume_enable trigger_volume_10_copy_copy 0 |
50 |
trigvolume_enable trigger_volume_11 0 |
51 |
trigvolume_enable trigger_volume_23 0 |
52 |
trigvolume_enable trigger_volume_23_copy 0 |
53 |
trigvolume_enable trigger_volume_26 0 |
54 |
trigvolume_enable trigger_volume_29_copy 0 |
55 |
trigvolume_enable trigger_volume_30 0 |
56 |
trigvolume_enable trigger_volume_31 0 |
57 |
trigvolume_enable trigger_volume_32 0 |
58 |
trigvolume_enable trigger_volume_33 0 |
59 |
trigvolume_enable trigger_volume_35 0 |
60 |
trigvolume_enable trigger_volume_44 0 |
61 |
trigvolume_enable trigger_volume_46 0 |
62 |
trigvolume_enable trigger_volume_46_copy 0 |
63 |
trigvolume_enable trigger_volume_46_copy2 0 |
64 |
trigvolume_enable trigger_volume_46_copy3 0 |
65 |
trigvolume_enable trigger_volume_46_copy_copy 0 |
66 |
trigvolume_enable trigger_volume_46_copy4 0 |
67 |
trigvolume_enable trigger_volume_46_copy4_copy 0 |
68 |
trigvolume_enable trigger_volume_52 0 |
69 |
trigvolume_enable trigger_volume_56 0 |
70 |
trigvolume_enable trigger_volume_60 0 |
71 |
trigvolume_enable trigger_volume_61 0 |
72 |
trigvolume_enable trigger_volume_65 0 |
73 |
trigvolume_enable trigger_volume_77 0 |
74 |
trigvolume_enable trigger_volume_78 0 |
75 |
trigvolume_enable trigger_volume_80 0 |
76 |
trigvolume_enable trigger_volume_83 0 |
77 |
trigvolume_enable trigger_volume_84 0 |
78 |
#used |
79 |
env_show 31 0 |
80 |
env_show 41 0 |
81 |
env_shade 1500 1501 .9 .8 .9 |
82 |
} |
83 |
|
84 |
func void you_lose(string ai_name) |
85 |
{ |
86 |
fade_out 0 0 0 30 |
87 |
sleep 30 |
88 |
lose |
89 |
} |
90 |
|
91 |
#################################### |
92 |
### SEVERAL TIMES USED FUNCTIONS ### |
93 |
#################################### |
94 |
|
95 |
func void sp_all(void) |
96 |
{ |
97 |
co_message_display = 0 |
98 |
if(save_point eq 1) save_game 1 autosave |
99 |
if(save_point eq 2) save_game 2 autosave |
100 |
if(save_point eq 3) save_game 3 autosave |
101 |
if(save_point eq 4) save_game 4 autosave |
102 |
sleep 180 |
103 |
co_message_display = 1 |
104 |
} |
105 |
|
106 |
func void remove_ai(void) |
107 |
{ |
108 |
ai2_kill |
109 |
sleep 60 |
110 |
powerup_reset |
111 |
weapon_reset |
112 |
sleep 240 |
113 |
corpse_reset |
114 |
} |
115 |
|
116 |
func void music_stop(void) |
117 |
{ |
118 |
sound_music_stop mus_cool19 |
119 |
sound_music_stop mus_atm_cl12lp |
120 |
sound_music_stop mus_low1 |
121 |
sound_music_stop mus_fitec |
122 |
} |
123 |
|
124 |
#tv63 to tv73 |
125 |
func void deathfall(void) |
126 |
{ |
127 |
sleep 30 |
128 |
cm_detach |
129 |
sleep 30 |
130 |
chr_set_health 0 0 |
131 |
} |
132 |
|
133 |
########## |
134 |
### SP1 ### |
135 |
########## |
136 |
|
137 |
### 1ST ROOF ### |
138 |
|
139 |
func void intro(void) |
140 |
{ |
141 |
playback 0 IntroKonoko |
142 |
if(save_point ne 1) save_game 1 autosave |
143 |
chr_envanim_stop IntroNinja |
144 |
chr_teleport IntroNinja 600 |
145 |
chr_facetoflag IntroNinja 600 |
146 |
chr_animate IntroNinja NINCOMcrouch_idle |
147 |
ai2_passive IntroNinja 1 |
148 |
ai2_setmovementmode IntroNinja creep |
149 |
sleep 40 |
150 |
playback_block IntroNinja IntroNinja |
151 |
ai2_passive IntroNinja 0 |
152 |
ai2_attack IntroNinja 0 |
153 |
ai2_setalert A_Sr9 combat |
154 |
ai2_setjobstate A_Sr9 |
155 |
objective_set 1 silent |
156 |
target_set 7006 0 |
157 |
} |
158 |
|
159 |
#tv29 - crossing point to the lower floor |
160 |
func void t22(string ai_name) |
161 |
{ |
162 |
ai2_dopath IntroNinja patrol_39 |
163 |
ai2_setjobstate IntroNinja |
164 |
} |
165 |
|
166 |
#tv32 - box on the right side (enter func: t33in, levae func: t33out); I've disabled it |
167 |
#tv31 - box on the left side (enter func: t32in, levae func: t32out); I've disabled it |
168 |
|
169 |
#tv1 - above the abyss |
170 |
func void t1(string ai_name) |
171 |
{ |
172 |
ai2_dopath IntroNinja patrol_40 |
173 |
ai2_setjobstate IntroNinja |
174 |
ai2_dopath A_N1 patrol_02 |
175 |
ai2_setjobstate A_N1 |
176 |
ai2_dopath A_Sr9 patrol_09 |
177 |
ai2_setjobstate A_Sr9 |
178 |
ai2_spawn A_N7 |
179 |
ai2_spawn A_N8 |
180 |
} |
181 |
|
182 |
func void patrolscript0001(string ai_name) |
183 |
{ |
184 |
playback_block IntroNinja ninja_jump5 interp 30 |
185 |
} |
186 |
|
187 |
func void patrolscript0022(string ai_name) |
188 |
{ |
189 |
playback_block IntroNinja ninja_jump4 interp 20 |
190 |
} |
191 |
|
192 |
func void patrolscript0002(string ai_name) |
193 |
{ |
194 |
playback_block A_N1 ninja_jump interp 30 |
195 |
} |
196 |
|
197 |
func void patrolscript0005(string ai_name) |
198 |
{ |
199 |
playback_block A_T4 tanker1 interp 20 |
200 |
} |
201 |
|
202 |
func void patrolscript0004(string ai_name) |
203 |
{ |
204 |
playback_block A_T6 tanker2 interp 20 |
205 |
} |
206 |
|
207 |
### 2ND ROOF ### |
208 |
|
209 |
#tv55 - after the abyss, at the beginning of the 2nd roof (enter func: t57, leave func: t57b); I've disabled it |
210 |
|
211 |
### 3RD ROOF ### |
212 |
|
213 |
#tv56 - after the abyss, at the beginning of the 3rd roof |
214 |
func void t58(string ai_name) |
215 |
{ |
216 |
sound_music_start mus_cool19 0.0 |
217 |
sound_music_volume mus_cool19 0.75 3.0 |
218 |
ai2_dopath IntroNinja patrol_51 |
219 |
ai2_setjobstate IntroNinja |
220 |
ai2_dopath A_N1 patrol_50 |
221 |
ai2_setjobstate A_N1 |
222 |
ai2_dopath A_Sr9 patrol_49 |
223 |
ai2_setjobstate A_Sr9 |
224 |
ai2_spawn A_C5 |
225 |
ai2_spawn A_Sr3 |
226 |
ai2_spawn A_T4 |
227 |
ai2_spawn A_T6 |
228 |
particle b01_rain1 do start |
229 |
particle b01_rain2 do start |
230 |
particle b01_rain3 do start |
231 |
} |
232 |
|
233 |
#tv35 - after tv56 (func: rain1); I've disabled it |
234 |
|
235 |
### 4TH ROOF ### |
236 |
|
237 |
#tv4 - at the right side of the mast (func: t3); I've disabled it |
238 |
#tv2 - at the left side of the mast (func: t2); I've disabled it |
239 |
|
240 |
### 5TH ROOF ### |
241 |
|
242 |
#tv57 - after the abyss, at the beginning of the 5th roof (enter func: t59, leave func: t59b); I've disabled it |
243 |
#tv5 - on the right side after tv59 (func: t5); I've disabled it |
244 |
#tv4 - on the left side after tv59 (func: t4); I've disabled it |
245 |
#lose func of A_T4 and A_T6: music_stop |
246 |
#tv6 - around the place, where you find the hypo (func: t6); I've disabled it |
247 |
#tv7 - in front of the staircase to the higher floor (funnc: b01); not used |
248 |
#tv30 - under the passageway; near the place, where you find the shield (func: t31); I've disabled it |
249 |
#tv33 - after tv7 (func: t7); I've disabled it |
250 |
#tv34 - after tv33, on the right side after the staircase (func: b02); not used |
251 |
#tv8 - in front of tv38 (func: rain1); I've disabled it |
252 |
#tv37 - in front of tv38 (func: rain2); I've disabled it |
253 |
|
254 |
#tv36 - in front of the passage, from the left side to the right side |
255 |
func void t8(string ai_name) |
256 |
{ |
257 |
music_stop |
258 |
chr_delete IntroNinja |
259 |
chr_delete A_N1 |
260 |
chr_delete A_Sr9 |
261 |
ai2_spawn B_Sr10 |
262 |
ai2_spawn B_Sr10a |
263 |
ai2_spawn B_R11 |
264 |
ai2_spawn B_R12a |
265 |
ai2_spawn B_Sr12 |
266 |
ai2_spawn B_T13 |
267 |
ai2_dopath A_T6 patrol_42 |
268 |
ai2_setjobstate A_T6 |
269 |
ai2_dopath A_T4 patrol_42 |
270 |
ai2_setjobstate A_T4 |
271 |
ai2_setjobstate A_Sr3 |
272 |
ai2_setjobstate A_C5 |
273 |
ai2_dopath A_N7 patrol_45 |
274 |
ai2_setjobstate A_N7 |
275 |
ai2_dopath A_N8 patrol_45 |
276 |
ai2_setjobstate A_N8 |
277 |
} |
278 |
|
279 |
func void patrolscript0011(string ai_name) |
280 |
{ |
281 |
playback_block B_T13 tanker_jump interp 30 |
282 |
} |
283 |
|
284 |
#tv39 - in the middle of the passage, from the left side to the right side (func: rain2); I've disabled it) |
285 |
#tv38 - in the middle of the passage, after tv39, from the left side to the right side (func: rain3); I've disabled it) |
286 |
|
287 |
#tv80 - after the passage, from the left side to the right side |
288 |
func void runup(void) |
289 |
{ |
290 |
ai2_dopath B_Sr10 patrol_10z |
291 |
ai2_setjobstate B_Sr10 |
292 |
particle b02_rain1 do start |
293 |
particle b02_rain2 do start |
294 |
particle b02_rain3 do start |
295 |
} |
296 |
|
297 |
### 6TH ROOF ### |
298 |
|
299 |
#tv9 - at the beginning of the 6th roof, from the left side to the right side |
300 |
func void t10(string ai_name) |
301 |
{ |
302 |
sound_dialog_play c11_39_03konoko |
303 |
ai2_spawn B_SuperNinja |
304 |
chr_boss_shield B_SuperNinja |
305 |
chr_unstoppable B_SuperNinja 1 |
306 |
chr_neutral B_SuperNinja 1 |
307 |
playback_block B_SuperNinja superninja1 interp 20 |
308 |
sleep 60 |
309 |
chr_delete B_SuperNinja |
310 |
} |
311 |
|
312 |
#tv85 - at the same place as tv9 (enter func: t83, leave func: t83b); I've disabled it |
313 |
#tv41 - after tv85, from the left side to the right side (func: rain4); I've disabled it |
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 |
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 |
316 |
|
317 |
### 7TH ROOF ### |
318 |
|
319 |
#t42 - at the beginning of the 7th roof |
320 |
func void t11(string ai_name) |
321 |
{ |
322 |
ai2_spawn C_N17 |
323 |
ai2_spawn C_N18 |
324 |
ai2_dopath B_T13 patrol_41 |
325 |
ai2_setjobstate B_T13 |
326 |
particle el1_locklight01 do start |
327 |
particle b03_rain1 do start |
328 |
particle b03_rain2 do start |
329 |
particle b03_rain3 do start |
330 |
} |
331 |
|
332 |
#tv10 - after tv42 (func: rain6); I've disabled it |
333 |
|
334 |
#tv74 - around the entrance of the elavator and in the elevator; used to count the enemies inside it; see next func |
335 |
|
336 |
#tv11 - in the middle of the elevator |
337 |
func void t12(string ai_name) |
338 |
{ |
339 |
trigvolume_enable trigger_volume_12 0 |
340 |
if(trigvolume_count(62) eq 0) Elevator |
341 |
else |
342 |
{ |
343 |
sleep 60 |
344 |
trigvolume_enable trigger_volume_12 1 |
345 |
} |
346 |
} |
347 |
|
348 |
########## |
349 |
### SP2 ### |
350 |
########## |
351 |
|
352 |
func void Elevator(void) |
353 |
{ |
354 |
sound_dialog_play c11_39_02konoko |
355 |
fade_out 0 0 0 30 |
356 |
sleep 30 |
357 |
load_s2 |
358 |
chr_facetoflag 0 44 |
359 |
chr_teleport 0 44 |
360 |
fade_in 30 |
361 |
} |
362 |
|
363 |
func void load_s2(void) |
364 |
{ |
365 |
fork remove_ai |
366 |
if(save_point eq 2) restore_game |
367 |
ai2_spawn C_Sr15 |
368 |
ai2_spawn C_T16 |
369 |
ai2_spawn C_R55 |
370 |
ai2_spawn C_N57 |
371 |
ai2_spawn D_C19 |
372 |
ai2_spawn D_Sb20 |
373 |
ai2_spawn D_R21 |
374 |
env_show 31 1 |
375 |
objective_set 1 silent |
376 |
target_set 47 0 |
377 |
} |
378 |
|
379 |
### 1ST ROOF ### |
380 |
|
381 |
func void patrolscript0077(string ai_name) |
382 |
{ |
383 |
ai2_dopath D_R21 patrol_21 |
384 |
ai2_setjobstate D_R21 |
385 |
} |
386 |
|
387 |
#tv12 - after door 3 |
388 |
func void s2(string ai_name) |
389 |
{ |
390 |
if(save_point eq 2) |
391 |
{ |
392 |
particle b03_rain1 do start |
393 |
particle b03_rain2 do start |
394 |
particle b03_rain3 do start |
395 |
} |
396 |
else |
397 |
{ |
398 |
save_game 2 autosave |
399 |
particle b01_rain1 do stop |
400 |
particle b01_rain2 do stop |
401 |
particle b01_rain3 do stop |
402 |
particle b02_rain1 do stop |
403 |
particle b02_rain2 do stop |
404 |
particle b02_rain3 do stop |
405 |
} |
406 |
} |
407 |
|
408 |
#tv75 - after the stairs to the higher floor (func: t65); I've disabled it |
409 |
|
410 |
### 2ND ROOF ### |
411 |
|
412 |
#tv43 - complete 2nd roof (func: rain7); I've disabled it |
413 |
#tv48 - above the abyss, crossing from the 2nd roof to the 3rd roof (func: rain9); I've disabled it |
414 |
|
415 |
### 3RD ROOF ### |
416 |
|
417 |
#tv17 - at the beginning of the 3rd roof |
418 |
func void t18(string ai_name) |
419 |
{ |
420 |
sound_music_start mus_atm_cl12lp 0.0 |
421 |
sound_music_volume mus_atm_cl12lp 0.75 3.0 |
422 |
particle b04_rain1 do start |
423 |
particle b04_rain2 do start |
424 |
particle b04_rain3 do start |
425 |
particle b04_rain4 do start |
426 |
particle b04_rain5 do start |
427 |
particle b04_rain6 do start |
428 |
} |
429 |
|
430 |
#tv48 - at the same place as tv17 (func: rain9); I've disabled it |
431 |
#tv45 - in some distance after tv48 (func: rain10); I've disabled it |
432 |
#tv46 - in some distance after tv45 (func: rain11); I've disabled it |
433 |
#tv47 - in some distance after tv46 (func: rain12); I've disabled it |
434 |
#tv53 - in some distance after tv47 (func: rain12); I've disabled it |
435 |
#tv49 - in some distance after tv53 (func: rain13); I've disabled it |
436 |
#tv76 - in some distance in front of of the end of the right "colonnade" (func: t77); I've disabled it |
437 |
#tv77 - at the end of the left "colonnade" (func: t78); I've disabled it |
438 |
|
439 |
#tv13 - at the end of the 3rd roof |
440 |
func void t14(string ai_name) |
441 |
{ |
442 |
music_stop |
443 |
ai2_spawn D_Sb22 |
444 |
ai2_spawn D_Sb23 |
445 |
ai2_spawn D_Sr24 |
446 |
ai2_spawn D_Sr38 |
447 |
ai2_spawn D_C60 |
448 |
ai2_dopath D_Sb20 patrol_35 |
449 |
target_set 1 0 |
450 |
particle b06_rain1 do start |
451 |
particle b06_rain2 do start |
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 |
} |