| 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 |
} |