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EventsDrafts.txt
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I want to do the same as I did for mary, which is decompile
Maybe I want to do it in a simpler way so that I don't get lost halfway through this time
What follows is me messing around with in/out scenarios.
{
L0000: ref 0
L0002: string "PID_IKE"
L0005: call UnitGetByPID, 1
L0009: store
L000A: val 0
L000C: string "IID_IRONSWORD"
L000F: call UnitAddItem, 2
L0013: disc
L0014: val 0
L0016: string "IID_IRONSWORD"
L0019: call UnitAddItem, 2
L001D: disc
L001E: val 0
L0020: string "IID_IRONSWORD"
L0023: call UnitAddItem, 2
L0027: disc
L0028: num 0
L002A: ret
}
{
push [0] = UnitGetByPID("PID_IKE");
UnitAddItem([0], "IID_IRONSWORD");
UnitAddItem([0], "IID_IRONSWORD");
UnitAddItem([0], "IID_IRONSWORD");
return 0;
}
{
L0000: string "持ち物デモ"
L0003: call get, 1
L0007: not
L0008: bn L0029
L000B: num 14
L000D: call TutorialUnlock, 1
L0011: disc
L0012: call Normal, 0
L0016: bn L0021
L0019: string "MT_C02_s交換"
L001C: call TutShow, 1
L0020: disc
L0021: string "持ち物デモ"
L0024: call set, 1
L0028: disc
L0029: num 0
L002B: ret
}
{
if (!get("持ち物デモ"))
{
TutorialUnlock(14);
if (Normal())
{
TutShow("MT_C02_s交換");
}
set("持ち物デモ");
}
}
{
L0000: string "gf_complete"
L0003: call get, 1
L0007: bky L0011
L000A: string "gf_gameover"
L000D: call get, 1
L0011: bn L0017
L0014: num 0
L0016: ret
L0017: string "ボス戦闘会話"
L001A: call get, 1
L001E: bkn L0029
L0021: string "グレイル頑張るではないか"
L0024: call get, 1
L0028: not
L0029: bn L003C
L002C: string "MS_01_EV_05"
L002F: call TalkEvent, 1
L0033: disc
L0034: string "グレイル頑張るではないか"
L0037: call set, 1
L003B: disc
L003C: num 0
L003E: ret
}
{
if (get("gf_complete") || get("gf_gameover"))
{
return 0;
}
if (get("ボス戦闘会話") && !get("グレイル頑張るではないか"))
{
TalkEvent("MS_01_EV_05");
set("グレイル頑張るではないか");
}
}
{
L0000: call Maniac, 0
L0004: bn L000A
L0007: num 0
L0009: ret
L000A: string "gf_complete"
L000D: call get, 1
L0011: byk L001B
L0014: string "gf_gameover"
L0017: call get, 1
L001B: bn L0021
L001E: num 0
L0020: ret
L0021: ref 0
L0023: call MindGetMe, 0
L0027: store
L0028: ref 1
L002A: string "PID_IKE"
L002D: call UnitGetByPID, 1
L0031: store
L0032: val 0
L0034: val 1
L0036: eq
L0037: bn L007D
L003A: string "ボーレ死亡"
L003D: call get, 1
L0041: not
L0042: bn L007D
L0045: ref 0
L0047: string "PID_BOLE_MAP1"
L004A: call UnitGetByPID, 1
L004E: store
L004F: disc
L0050: ref 2
L0052: val 0
L0054: call UnitGetX, 1
L0058: store
L0059: ref 3
L005B: val 0
L005D: call UnitGetY, 1
L0061: store
L0062: gval 2
L0064: val 2
L0066: ne
L0067: byk L006F
L006A: gval 3
L006C: val 3
L006E: ne
L006F: bn L007A
L0072: string "MS_01_EV_07_03"
L0075: call TalkEvent, 1
L0079: disc
L007A: num 0
L007C: ret
L007D: num 0
L007F: ret
}
{
if (Maniac())
return 0;
if (get("gf_complete") || get("gf_gameover"))
return 0;
push [0] = MindGetMe();
push [1] = UnitGetByPID("PID_IKE");
if ([0] == [1])
{
if (!get("ボーレ死亡"))
{
[0] = UnitGetByPID("PID_BOLE_MAP1");
push [2] = UnitGetX([0]);
push [3] = UnitGetY([0]);
if (([@2] != [2]) || ([@3] != [3]))
{
TalkEvent("MS_01_EV_07_03");
return 0;
}
return 0;
}
}
}
{
L0000: string "木刀捨てイベント起きたターン"
L0002: call clr, 1
L0006: disc
L0007: ref 0
L0009: string "PID_IKE"
L000C: call UnitGetByPID, 1
L0010: store
L0011: val 0
L0013: call UnitGetWeaponCount, 1
L0017: num 0
L0019: eq
L001A: bn L0136
L001D: ref 1
L001F: val 0
L0021: call UnitGetX, 1
L0025: store
L0026: ref 2
L0028: val 0
L002A: call UnitGetY, 1
L002E: store
L002F: call CopyMapCamera, 0
L0033: disc
L0034: num 0
L0036: call SetOutLink, 1
L003A: disc
L003B: num 7
L003D: num 250
L0040: call Fade, 2
L0044: disc
L0045: num 1
L0047: call WaitF, 1
L004B: disc
L004C: string "PID_MIST"
L004F: call InstantUnitFocusByPID, 1
L0053: disc
L0054: num 15
L0056: neg
L0057: num 55
L0059: num 14
L005B: call InstantSetMapCamera, 3
L005F: disc
L0060: num 15
L0062: neg
L0063: num 55
L0065: num 12
L0067: call SetMapCamera, 3
L006B: disc
L006C: call FadeWait, 0
L0070: disc
L0071: call FocusHardWait, 0
L0075: disc
L0076: string "MS_01_EV_08_01"
L0079: call TalkEvent, 1
L007D: disc
L007E: string "PID_MIST"
L0081: val 1
L0083: val 2
L0085: call UnitMovePosByPID, 3
L0089: disc
L008A: call UnitMoveWait, 0
L008E: disc
L008F: string "PID_MIST"
L0092: string "PID_IKE"
L0095: num 270
L0098: call UnitRotateToUnitByPID, 3
L009C: disc
L009D: string "PID_IKE"
L00A0: string "PID_MIST"
L00A3: num 270
L00A6: call UnitRotateToUnitByPID, 3
L00AA: disc
L00AB: call UnitMoveWait, 0
L00AF: disc
L00B0: string "MS_01_EV_08_02"
L00B3: call TalkEvent, 1
L00B7: disc
L00B8: call DisableSkip, 0
L00BC: disc
L00BD: call Comeback, 0
L00C1: bn L00DB
L00C4: string "PID_IKE"
L00C7: call InstantUnitFocusByPID, 1
L00CB: disc
L00CC: num 2
L00CE: num 250
L00D1: call Fade, 2
L00D5: disc
L00D6: call FadeWait, 0
L00DA: disc
L00DB: val 0
L00DD: string "IID_PRACTICESWORD"
L00E0: call UnitGetItemShowing, 2
L00E4: disc
L00E5: call EnableSkip, 0
L00E9: disc
L00EA: num 250
L00ED: call WaitM, 1
L00F1: disc
L00F2: call UnitFocusOff, 0
L00F6: disc
L00F7: num 4
L00F9: call UnitWalkDir, 1
L00FD: disc
L00FE: string "PID_MIST"
L0101: num 5
L0103: num 2
L0105: call UnitMovePosByPID, 3
L0109: disc
L010A: call UnitMoveWait, 0
L010E: disc
L010F: num 0
L0111: call UnitWalkDir, 1
L0115: disc
L0116: call PastMapCamera, 0
L011A: disc
L011B: call FocusHardWait, 0
L011F: disc
L0120: num 250
L0123: call WaitM, 1
L0127: disc
L0128: num 1
L012A: call SetOutLink, 1
L012E: disc
L012F: string "木刀捨てイベント起きたターン"
L0131: call set, 1
L0135: disc
L0136: num 0
L0138: ret
}
{
clr("木刀捨てイベント起きたターン");
push [0] = UnitGetByPID("PID_IKE");
if (UnitGetWeaponCount([0]) == 0)
{
push [1] = UnitGetX([0]);
push [2] = UnitGetY([0]);
CopyMapCamera();
SetOutLink(0);
Fade(7, 250);
WaitF(1);
InstantUnitFocusByPID("PID_MIST");
InstantSetMapCamera(-15, 55, 14);
SetMapCamera(-15, 55, 12);
FadeWait();
FocusHardWait();
TalkEvent("MS_01_EV_08_01");
UnitMovePosByPID("PID_MIST", 1, 2);
UnitMoveWait();
UnitRotateToUnitByPID("PID_MIST", "PID_IKE", 270);
UnitRotateToUnitByPID("PID_IKE", "PID_MIST", 270);
UnitMoveWait();
TalkEvent("MS_01_EV_08_02");
DisableSkip();
if (Comeback())
{
InstantUnitFocusByPID("PID_IKE");
Fade(2, 250);
FadeWait();
}
UnitGetItemShowing([0], "IID_PRACTICESWORD");
EnableSkip();
WaitM(250);
UnitFocusOff();
UnitWalkDir(4);
UnitMovePosByPID("PID_MIST", 5, 2);
UnitMoveWait();
UnitWalkDir(1);
PastMapCamera();
FocusHardWait();
WaitM(250);
SetOutLink(1);
set("木刀捨てイベント起きたターン");
}
}