EntityContainer = {} EntityContainer[ "Director" ] = { on_start = function( self ) if FFVII.Data.progress_game >= 27 then background2d:scroll_to_position( -29, 40, Background2D.NONE, 0 ) --0322 (end 0332): music:execute_akao( 29, 40, 0, 0, 0, 1000, 7206 ); else --0332 (end 0337): [UNREVERSED] BTLMD(20, 00); --0335 (end 0337): music:execute_akao( 10, pointer_to_field_AKAO_0 ); -- play field music --0337 (end 0337): field:map_name(3); end if FFVII.Data.progress_game < 27 then --0342 (end 0349): script:request( "l_door", "script_1", 6 ) walkmesh:lock_walkmesh( 11, true ) end return 0 end, on_update = function( self ) local triangle_id = EntityContainer[ "Cloud" ].cloud:get_move_triangle_id() -- temp6_00 local x, y, z = EntityContainer[ "Cloud" ].cloud:get_position() -- temp6_0b temp6_0d return 0 end, script_3 = function( self ) --[[ 0355 (end 0355): field:movie_camera_enable( false ); 0357 (end 0357): field:movie_set( 21 ); 0359 (end 0359): temp5_14 = 1; 035d (end 035d): game:variable_set("progress_game", 33); 0362 (end 0362): game:variable_set("act1_1_flags1", (game:variable_get( "act1_1_flags1" ) | (1 << 0))); 0366 (end 0366): field:play_movie(); 0367 (end 0367): field:movie_camera_enable( true ); 0369 (end 0369): if ( game:variable_get( "act1_1_flags1" ) & (1 << 7) ) then continue else jumpto(0370); 036f (end 0370): [OPCODE ff] 0370 (end 0370): music:execute_akao( 29, 40, 0, 0, 0, f000, f201 ); 037e (end 037e): music:execute_akao( 10, pointer_to_field_AKAO_1 ); -- play field music 0380 (end 0380): music:execute_akao( a1, 7f, 0, 0, 0, f200, 0 ); 038e (end 038e): music:execute_akao( c1, 0, 0, 0, 0, 6000, 88 ); 039c (end 039c): field:jump_to_map(136, 65515, 156, 2, 0); 03a6 (end 03a6): return ]] return 0 end, } EntityContainer[ "Cloud" ] = { cloud = nil, on_start = function( self ) set_entity_to_character( "Cloud", "Cloud" ) self.cloud = entity_manager:get_entity( "Cloud" ) self.cloud:set_solid( true ) self.cloud:set_visible( true ) if FFVII.Data.progress_game == 27 then player_lock( true ) end --[[ 03b8 (end 03b8): if ( game:variable_get( "progress_game" ) == 27 ) then continue else jumpto(03e3); 03c0 (end 03e3): if ( game:variable_get( "act1_1_flags1" ) & (1 << 7) ) then continue else jumpto(03e3); 03c6 (end 03e3): cl:set_talkable( false ); 03c8 (end 03e3): cl:set_solid( false ) 03ca (end 03e3): cl:set_visible( false ) 03cc (end 03e3): script:wait( 0.266667 ) 03cf (end 03e3): script:request( "dir", "script_3", 6 ) 03d2 (end 03e3): script:wait( 0.666667 ) 03d5 (end 03e3): music:execute_akao( 29, 40, 0, 0, 0, 1200, 0 ); 03e3 (end 03e3): jumpto( 03e3 ); ]] return 0 end, script_3 = function( self ) --[[ 03e6 (end 03e6): cl:set_solid( false ) 03e8 (end 03e8): cl:set_position( 0, -7.82031, 3.83594 ) -- triangle_id=1 03f3 (end 03f3): cl:set_move_speed( 4.21875 ) 03f7 (end 03f7): script:wait( 1.83333 ) 03fa (end 03fa): cl:move_to_position( 0.4375, -23.5 ) cl:move_sync() 0400 (end 0400): cl:move_to_position( -4, -23.5 ) cl:move_sync() 0406 (end 0406): -- set speed of entity animation to "2" 040a (end 040a): cl:set_move_speed( 7.5 ) 040e (end 040e): cl:set_direction( 0 ) 0411 (end 0411): cl:play_animation_stop( "3" ) -- speed=1 cl:animation_sync() 0414 (end 0414): return script_4: 0415 (end 0415): cl:play_animation( "4" ) -- speed=1 cl:animation_sync() 0418 (end 0418): cl:move_to_position( -9.67969, -24.1875 ) cl:move_sync() 041e (end 041e): music:execute_akao( 29, 40, 0, 0, 0, 0, 1a1 ); 042c (end 042c): return ]] return 0 end, } EntityContainer[ "Barret" ] = { barret = nil, on_start = function( self ) --[[ 042d (end 042d): -- assosiate entity with model (CHAR) argument doesn't matter 042f (end 042f): set_entity_to_character( "ba", 1 ); 0431 (end 0431): if ( game:variable_get( "progress_game" ) == 27 ) then continue else jumpto(0450); 0439 (end 0450): if ( !(game:variable_get( "act1_1_flags1" ) & (1 << 7)) ) then continue else jumpto(0450); 043f (end 0450): ba:set_position( -0.28125, -7.42969, 3.83594 ) -- triangle_id=10 044a (end 0450): ba:set_talkable( true ); 044c (end 0450): ba:set_solid( true ) 044e (end 0450): ba:set_visible( true ) 0450 (end 0450): return 0451 (end 0451): if ( game:variable_get( "progress_game" ) == 27 ) then continue else jumpto(0474); 0459 (end 0474): if ( !(game:variable_get( "act1_1_flags1" ) & (1 << 7)) ) then continue else jumpto(0474); 045f (end 0474): ba:set_move_speed( 3.75 ) 0463 (end 0474): ba:set_solid( false ) 0465 (end 0474): script:wait( 0.133333 ) 0468 (end 0474): ba:move_to_position( 0.046875, -23.6797 ) ba:move_sync() 046e (end 0474): ba:move_to_position( -9.67969, -23.7656 ) ba:move_sync() 0474 (end 0474): jumpto( 0474 ); ]] return 0 end, } EntityContainer[ "Biggs" ] = { biggs = nil, on_start = function( self ) --[[ 0477 (end 0477): -- assosiate entity with model (CHAR) argument doesn't matter 0479 (end 0479): av_b:set_direction( 247.5 ) 047c (end 047c): av_b:set_position( 1.5, -23.3594, 3.83594 ) -- triangle_id=5 0487 (end 0487): if ( game:variable_get( "progress_game" ) >= 10 ) then continue else jumpto(0495); 048f (end 0495): av_b:set_talkable( false ); 0491 (end 0495): av_b:set_solid( false ) 0493 (end 0495): av_b:set_visible( false ) 0495 (end 0495): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(04ae); 049d (end 04ae): av_b:set_position( 0.296875, -8.08594, 3.83594 ) -- triangle_id=1 04a8 (end 04ae): av_b:set_talkable( true ); 04aa (end 04ae): av_b:set_solid( true ) 04ac (end 04ae): av_b:set_visible( true ) 04ae (end 04ae): if ( game:variable_get( "act1_1_flags1" ) & (1 << 7) ) then continue else jumpto(04ba); 04b4 (end 04ba): av_b:set_talkable( false ); 04b6 (end 04ba): av_b:set_solid( false ) 04b8 (end 04ba): av_b:set_visible( false ) 04ba (end 04ba): return 04bb (end 04bb): av_b:set_default_animation( "2" ) -- speed=1 av_b:play_animation( "2" ) 04be (end 04be): av_b:set_move_speed( 4.21875 ) 04c2 (end 04c2): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(04d6); 04ca (end 04d6): av_b:move_to_position( 0.046875, -23.6797 ) av_b:move_sync() 04d0 (end 04d6): av_b:move_to_position( -9.67969, -23.7656 ) av_b:move_sync() 04d6 (end 04d6): if ( game:variable_get( "progress_game" ) < 10 ) then continue else jumpto(04f0); 04de (end 04f0): av_b:move_to_position( -0.21875, -22.4219 ) av_b:move_sync() 04e4 (end 04f0): av_b:move_to_position( 0.117188, -6.33594 ) av_b:move_sync() 04ea (end 04f0): av_b:set_talkable( false ); 04ec (end 04f0): av_b:set_solid( false ) 04ee (end 04f0): av_b:set_visible( false ) 04f0 (end 04f0): jumpto( 04f0 ); ]] return 0 end, } EntityContainer[ "Jessie" ] = { jessie = nil, on_start = function( self ) --[[ av_c script_0: 04f3 (end 04f3): -- assosiate entity with model (CHAR) argument doesn't matter 04f5 (end 04f5): av_c:set_position( 2.85156, -24.1328, 3.83594 ) -- triangle_id=5 0500 (end 0500): av_c:set_direction( 247.5 ) 0503 (end 0503): if ( game:variable_get( "progress_game" ) >= 10 ) then continue else jumpto(0511); 050b (end 0511): av_c:set_talkable( false ); 050d (end 0511): av_c:set_solid( false ) 050f (end 0511): av_c:set_visible( false ) 0511 (end 0511): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(052a); 0519 (end 052a): av_c:set_position( 0.234375, -8.27344, 3.83594 ) -- triangle_id=1 0524 (end 052a): av_c:set_talkable( true ); 0526 (end 052a): av_c:set_solid( true ) 0528 (end 052a): av_c:set_visible( true ) 052a (end 052a): if ( game:variable_get( "act1_1_flags1" ) & (1 << 7) ) then continue else jumpto(0536); 0530 (end 0536): av_c:set_talkable( false ); 0532 (end 0536): av_c:set_solid( false ) 0534 (end 0536): av_c:set_visible( false ) 0536 (end 0536): return 0537 (end 0537): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(056c); 053f (end 056c): av_c:set_solid( false ) 0541 (end 056c): script:wait( 1.66667 ) 0544 (end 056c): av_c:set_move_speed( 5.39062 ) 0548 (end 056c): av_c:move_to_position( 0.5, -24 ) av_c:move_sync() 054e (end 056c): av_c:move_to_position( -2, -23.875 ) av_c:move_sync() 0554 (end 056c): av_c:set_default_animation( "3" ) -- speed=1 av_c:play_animation( "3" ) 0557 (end 056c): av_c:move_to_position( "-448, -3056, false ); 055d (end 056c): av_c:set_move_speed( 1.875 ) 0561 (end 056c): av_c:move_to_position( "-512, -3056, false ); 0567 (end 056c): av_c:play_animation_stop( "3", 0.633333, 0.633333 ) -- speed=1 av_c:animation_sync() 056c (end 056c): if ( game:variable_get( "progress_game" ) < 10 ) then continue else jumpto(058a); 0574 (end 058a): av_c:set_move_speed( 3.98437 ) 0578 (end 058a): av_c:move_to_position( -0.148438, -23.0078 ) av_c:move_sync() 057e (end 058a): av_c:move_to_position( 0.117188, -6.33594 ) av_c:move_sync() 0584 (end 058a): av_c:set_talkable( false ); 0586 (end 058a): av_c:set_solid( false ) 0588 (end 058a): av_c:set_visible( false ) 058a (end 058a): jumpto( 058a ); script_3: 058d (end 058d): av_c:set_move_speed( 7.5 ) 0591 (end 0591): -- set speed of entity animation to "2" 0595 (end 0595): av_c:play_animation_stop( "4" ) -- speed=1 av_c:animation_sync() 0598 (end 0598): av_c:set_default_animation( "0" ) -- speed=1 av_c:play_animation( "0" ) 059b (end 059b): av_c:move_to_position( -9.67969, -24 ) av_c:move_sync() 05a1 (end 05a1): return ]] return 0 end, } EntityContainer[ "Wedge" ] = { wedge = nil, on_start = function( self ) self.wedge = entity_manager:get_entity( "Wedge" ) self.wedge:set_position( 4.51563, -23.2109, 3.83594 ) self.wedge:set_interactable( true ) self.wedge:set_solid( true ) self.wedge:set_visible( true ) if FFVII.Data.progress_game < 10 then self.wedge:set_move_auto_speed( 3.51562 ) self.wedge:move_to_position( -6.97656, -23.7344 ) self.wedge:move_sync() self.wedge:set_rotation( 247.5 ) self.wedge:set_default_animation( "LookAround" ) -- speed=1 self.wedge:play_animation( "LookAround" ) FFVII.Data.progress_game = 10 elseif FFVII.Data.progress_game >= 10 then self.wedge:set_position( -6.97656, -23.7344, 3.83594 ) self.wedge:set_rotation( 247.5 ) self.wedge:set_default_animation( "LookAround" ) self.wedge:play_animation( "LookAround" ) elseif FFVII.Data.progress_game >= 27 then script:wait( 4.66667 ) self.wedge:set_move_auto_speed( 2.34375 ) self.wedge:move_to_position( -10.0938, -23.6719 ) self.wedge:move_sync() elseif FFVII.Data.act1_1_flags1_80 == true then self.wedge:set_talkable( false ) self.wedge:set_solid( false ) self.wedge:set_visible( false ) end return 0 end, on_interact = function( self ) player_lock( true ) message:show_dialog( "1", "nrthmk_00", 15, 10 ) message:sync( "1" ) message:show_dialog( "1", "nrthmk_01", 20, 10 ) message:sync( "1" ) player_lock( false ) return 0 end, } --[[ unnamed_6 script_0: 062c (end 062c): return 062d (end 062d): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(0651); 0635 (end 0651): if ( game:variable_get( "act1_1_flags1" ) & (1 << 7) ) then continue else jumpto(0640); 063b (end 0651): script:wait( 2 ) 063e (end 0651): jumpto( 0643 ); 0640 (end 0651): script:wait( 6 ) 0643 (end 0651): music:execute_akao( c2, 7f, 0, 0, 0, 1200, 0 ); 0651 (end 0651): jumpto( 0651 ); unnamed_7 script_0: 0654 (end 0654): return 0655 (end 0655): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(0669); 065d (end 0669): if ( !(game:variable_get( "act1_1_flags1" ) & (1 << 7)) ) then continue else jumpto(0669); 0663 (end 0669): script:request_end_sync( "cl", "script_3", 6 ) 0666 (end 0669): script:request( "dir", "script_3", 6 ) 0669 (end 0669): jumpto( 0669 ); moviec script_0: 066c (end 066c): return 066d (end 066d): if ( game:variable_get( "progress_game" ) >= 27 ) then continue else jumpto(06ae); 0675 (end 06ae): if ( temp5_14 == 1 ) then continue else jumpto(06ae); 067b (end 06ae): if ( !(game:variable_get( "act1_1_flags1" ) & (1 << 7)) ) then continue else jumpto(06ae); 0681 (end 06ae): temp6_10 = field:get_movie_frame(); 0684 (end 06ae): if ( temp5_12 == 0 ) then continue else jumpto(0699); 068a (end 06ae): if ( temp6_10 > 13 ) then continue else jumpto(0699); 0692 (end 06ae): temp5_12 = 1; 0696 (end 06ae): script:request( "av_c", "script_3", 6 ) 0699 (end 06ae): if ( temp5_13 == 0 ) then continue else jumpto(06ae); 069f (end 06ae): if ( temp6_10 > 18 ) then continue else jumpto(06ae); 06a7 (end 06ae): temp5_13 = 1; 06ab (end 06ae): script:request( "cl", "script_4", 6 ) 06ae (end 06ae): jumpto( 066d ); l_door script_0: 06b1 (end 06b1): field:background_clear( "1" ); -- turns off all layer of background animation with given id 06b4 (end 06b4): field:background_off( "1", 0 ); -- turns off layer of background animation with given id 06b8 (end 06b8): return 06b9 (end 06b9): return script_1: 06ba (end 06ba): field:background_on( "1", 0 ); -- turns on layer of background animation with given id 06be (end 06be): return ]] EntityContainer[ "Gateway0" ] = { on_start = function( self ) return 0 end, on_enter_line = function( self, entity ) return 0 end, on_move_to_line = function( self, entity ) return 0 end, on_cross_line = function( self, entity ) if entity == "Cloud" then load_field_map_request( "ffvii_md1_2", "Spawn_nrthmk" ) end return 0 end, on_leave_line = function( self, entity ) return 0 end, } EntityContainer[ "Gateway1" ] = { on_start = function( self ) return 0 end, on_enter_line = function( self, entity ) return 0 end, on_move_to_line = function( self, entity ) return 0 end, on_cross_line = function( self, entity ) if entity == "Cloud" then --load_field_map_request( "ffvii_nrthmk", "Spawn_md1_2" ) end return 0 end, on_leave_line = function( self, entity ) return 0 end, } EntityContainer[ "Gateway2" ] = { on_start = function( self ) return 0 end, on_enter_line = function( self, entity ) return 0 end, on_move_to_line = function( self, entity ) return 0 end, on_cross_line = function( self, entity ) if entity == "Cloud" then --load_field_map_request( "ffvii_nrthmk", "Spawn_md1_2" ) end return 0 end, on_leave_line = function( self, entity ) return 0 end, }