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- ;#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ;# 00.txt 变量设定说明
- ;数值变量: %0——%10 临时变量
- ; %25 每日行动点数
- ; %26 倒茶-KING
- ; %27 倒茶-ROY
- ; %50 好感-ARU
- ; %51 好感-ROY
- ; %52 好感-KING
- ; %53 黑影团书信
- ; %54 邀人出去(1、ROY;2、ARU;3、自己)
- ; %55 图书馆游戏正确选择判断
- ; %56 地图线索游戏回合数判断
- ; %57 地图线索游戏阶段判断
- ; %58 金办公室回合判断
- ; %59 军旗点击判断(1、2、3)
- ; %60 隐藏入口(0:未找到 1:找到)
- ; %61 战斗好感度加成开关
- ;主线事件======================
- ; %101——阿路:杀人事件,9阶段
- ; %102——罗伊:关于修兹,7阶段
- ; %103——金:总统家人,6阶段
- ; %104——莉莎:军犬•家犬,5阶段
- ; %105——简:悲伤恋情,5阶段
- ; %106——巴托:读书笔记,5阶段
- ; %107——海曼斯:怕狗的士兵,5阶段
- ; %108——肯:学习修理,5阶段
- ;
- ;补白事件=======================
- ; %111——罗伊&莉莎:坏毛病,4阶段
- ; %112——海曼斯&肯:自然伙伴,5阶段
- ; %113——简&巴托:我的消遣,5阶段
- ; %114——简&巴托&海曼斯&肯:那个男人,4阶段
- ; %115——简&巴托&海曼斯&肯:那个女人,4阶段
- ; %116——阿路:一起生活,5阶段
- ; %117——查资料
- ; %118——黑影团——独自回家
- ; %119——家里,浴室
- ; %120——家里,院子
- ; %121——家里,餐厅
- ; %122——家里,大门
- ; %123——家里浴室普通塞位事件
- ; %124——家里院子普通塞位事件
- ; %125——家里餐厅普通塞位事件
- ; %126——家里大门普通塞位事件
- ; %127——行动点数判定
- ; %128——第二周第二天:寻求/阴影(0/1)
- ; %130——线索一、线索三(0、1、2)
- ; %131——线索二(0、1)
- ; %132——寻找•图书馆
- ; %133——寻找•中央军部大门
- ; %135——寻找•公园
- ; %136——寻找•黑街
- ; %137——寻找•住宅区
- ; %138——寻找•市场
- ; %139——寻找•车站
- ; %141——寻找•回家次数判定
- ; %142——寻找•回办公室次数判定
- ; %143——寻找•军部大门
- ; %144——寻找•军部前台
- ; %145——寻找•军部走廊
- ; %146——寻找•军部休息室
- ; %147——寻找•军部资料室
- ; %148——寻找•军部中庭
- ; %149——线索一的获得时间(2、3、4)
- ; %150——线索二的获得时间(2、3、4)
- ; %151——线索三的获得时间(2、3、4)
- ; %199 右键相关
- ;全程变量: %800 (通关与否判定)标题画面下的隐藏选项(0:未出现 1:出现)
- ; %801 黑影团日记-S
- ; %802 黑影团日记-云
- ; %803 黑影团日记-CF
- ; %804 黑影团日记-犬
- ; %805 黑影团日记-男
- ; %806 黑影团提示
- ; %251 日期记录 1-7:第一周,8-13:第二周
- ; %300——%330 二周寻找时的地图行动标记
- ; %201 地图游戏最少次数达成
- ; %202 RIZA支线完成
- ; %203 哈勃克支线完成
- ; %204 海曼斯支线完成
- ; %205 巴托支线完成
- ; %206 肯支线完成
- ; %207 假日图书馆完胜
- ; %208 假日战胜ROY
- ; %209 假日地图找寻
- ; %252——兄弟结局
- ; %253——焰钢结局
- ; %254——全灭结局
- ; %255——总统豆
- ;欣赏模式======================
- ; %400——%500:欣赏模式图片
- ;
- ;
- ;文件名说明:
- ; 00.txt 环境、语法设定、欣赏模式、title
- ; 01.txt~06.txt 周一~周六
- ; 07.txt 周日(周末)
- ; 08.txt~13.txt 第八天~第13天
- *define
- resetmenu
- insertmenu "结束游戏",END
- insertmenu "版本情报",VERSION
- insertmenu "快速略过",SKIP
- insertmenu "环境设定",SUB
- insertmenu "画面",SUB,1
- insertmenu "全屏",FULL,2
- insertmenu "视窗",WINDOW,2
- insertmenu "音乐",SUB,1
- insertmenu "ON",WAVEON,2
- insertmenu "OFF",WAVEOFF,2
- insertmenu "音量",DWAVEVOLUME,2
- insertmenu "重新开始",RESET
- globalon ;200以后变量不可清除
- nsa
- caption "青鸟の虚像"
- versionstr "钢之炼金术师同人游戏 ~青鸟の虚像~","ver:Autumn BIRD"
- defaultfont "黑体"
- effect 2,10,1000 ;隐现1秒
- effect 7,10,2000 ;隐现2秒
- effect 3,7,2000 ;上窗帘
- effect 4,10,500 ;隐现半秒
- effect 12,10,5000 ;隐现5秒
- effect 5,10,2000 ;隐现
- effect 6,10,50 ;隐现
- effect 11,18,1500,"images/bfade.jpg" ;战斗前的旋涡
- effect 8,6,500 ;战斗时的数据遮挡层
- effect 9,17,500 ;战斗时的数据遮挡层
- effect 10,15,100,"images/m2.bmp" ;战斗卡片出现效果
- windowback ;使计时槽和自由图象在对话窗层的上面显示
- mp3fadeout 1500
- mp3fadein 1500
- savenumber 10
- selectcolor #FFFF00,#FFFFFF
- ; roff ;右键取消
- rmenu "保存纪录",save,"读取纪录",load,"回想",lookback,"結束",reset
- ;#++自定义语法设定++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- defsub timelimit ;限时选项
- defsub window ;对话框
- defsub windowbox ;无边框对话框
- defsub bgblank ;背景黑色2秒
- defsub bgblank_1 ;背景黑色半秒
- defsub fit_win
- defsub fight ;战斗
- defsub fight01 ;战斗——VS killer
- defsub save
- defsub load
- defsub edo ;爱德华
- defsub aru ;阿尔冯斯
- defsub roy ;罗伊
- defsub king ;金
- defsub riza ;丽莎
- defsub envy ;envy
- defsub kingoffice
- defsub aruroom
- defsub arufindedostreet
- defsub kingofficeroy
- defsub holidaycenter
- defsub holidayhome
- defsub holidaystreet
- defsub holidayblack
- intlimit 94,0,100:intlimit 95,0,100 ;规定双方生命极限值
- game
- *holidayselffindstreet
- csp -1:print 1
- ld l,":a;character\edo\edo01-2.jpg",4
- edo
- 到底下一个地方是哪里呢………………\
- textoff
- ld l,":a;character\edo\edo01-1.jpg",4
- return
- *holidaycenter
- csp -1:print 1
- edo
- 假日还回去干什么……\
- textoff
- return
- *holidayhome
- csp -1:print 1
- ld l,":a;character\edo\edo01-5.jpg",4
- edo
- 诶?不到别的地方逛了么?\
- edo
- select "→继续到别的地方",*holidaymap1,"→结束自由活动",*holidayhome01
- textoff
- ld l,":a;character\edo\edo01-4.jpg",4
- return
- *holidaystreet
- csp -1:print 1
- ld l,":a;character\edo\edo01-6.jpg",4
- edo
- 呀,快点到下一个地方吧……\
- textoff
- ld l,":a;character\edo\edo01-4.jpg",4
- return
- *holidayblack
- csp -1:print 1
- ld l,":a;character\edo\edo01-5.jpg",4
- edo
- “这里还在闭锁中!”?@
- ld l,":a;character\edo\edo01-2.jpg",4
- 是因为之前的杀人事件么…………\
- textoff
- ld l,":a;character\edo\edo01-4.jpg",4
- return
- *save
- textoff
- lsp 0,":c/1,0,0;images/save.jpg",0,0,95:print 4
- systemcall save
- wave "wave\save.wav":wait 800
- textoff:csp 0:print 2
- return
- *load
- textoff
- lsp 0,":c/1,0,0;images/load.jpg",0,0,95:print 4
- systemcall load
- wave "wave\save.wav":wait 800
- textoff:csp 0:print 2
- return
- *edo
- 【爱德华】
- return
- *aru
- 【阿尔冯斯】
- return
- *roy
- 【罗伊】
- return
- *king
- 【金】
- return
- *riza
- 【丽莎】
- return
- *envy
- 【恩比】
- return
- *kingoffice
- csp -1:print 1
- edo
- 现在是休息时间呢~~还是到别处逛逛吧~~\
- textoff
- return
- *kingofficeroy
- csp -1:print 1
- roy
- 门锁着……?\
- textoff
- return
- *aruroom
- csp -1:print 1
- edo
- 不要随便进阿尔的房间比较好吧……\
- textoff
- return
- *arufindedostreet
- csp -1:print 1
- aru
- 快点到下一个地方去吧……\
- textoff
- return
- ;===========战斗自定义部分=========================
- ;敌方,我方,背景图(IMGES/XXX.jpg),战胜后跳转事件,战败后跳转事件
- *fight
- mov %98,0:mov %99,0
- getparam $90,$91,$92,$97,$98
- if $90 = "roy" gosub *fightset_roy
- if $90 = "envy" gosub *fightset_envy
- if $90 = "king" gosub *fightset_king
- if $90 = "killer" gosub *fightset_killer
- if $90 = "gluttony" gosub *fightset_gluttony
- if $90 = "lust" gosub *fightset_lust
- if $91 = "edo" gosub *fightset_edo
- if $91 = "edo2" gosub *fightset_edo2
- if $91 = "roy" gosub *fightset_roy2
- if $91 = "aru" gosub *fightset_aru
- goto *fight_start
- *fightset_roy ;ROY为敌方(基攻,基防,人物名图,人物图)
- mov %90,25:mov %91,15:mov $93,":a;images\name_roy.jpg":mov $95,":a;images\roy.jpg"
- mov $87,":c;images\hit3_roy.jpg"
- return
- *fightset_envy ;ENVY为敌方(基攻,基防,人物名图,人物图)
- mov %90,23:mov %91,13:mov $93,":a;images\name_envy.jpg":mov $95,":a;images\envy.jpg"
- mov $87,":c;images\hit3_envy.jpg"
- return
- *fightset_king ;KING为敌方(基攻,基防,人物名图,人物图)
- mov %90,30:mov %91,22:mov $93,":a;images\name_king.jpg":mov $95,":a;images\king.jpg"
- mov $87,":c;images\hit3_king.jpg"
- return
- *fightset_killer ;杀人凶手为敌方(基攻,基防,人物名图,人物图)
- mov %90,15:mov %91,5:mov $93,":a;images\name_killer.jpg":mov $95,":a;character\npc\66fan-03.jpg"
- mov $87,":a;images\hit3_killer.jpg"
- return
- *fightset_gluttony ;格拉特尼为敌方(基攻,基防,人物名图,人物图)
- mov %90,20:mov %91,13:mov $93,":a;images\name_glut.jpg":mov $95,":a;character\other\gluttony-01.jpg"
- mov $87,":c;images\hit3_other.jpg"
- return
- *fightset_lust ;拉斯特为敌方(基攻,基防,人物名图,人物图)
- mov %90,22:mov %91,13:mov $93,":a;images\name_lust.jpg":mov $95,":a;character\other\lust02-01.jpg"
- mov $87,":c;images\hit3_other.jpg"
- return
- *fightset_edo ;EDO为我方(基攻,基防,人物名图,人物图)
- mov %92,20:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo.jpg"
- mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-1.jpg"
- return
- *fightset_edo2 ;EDO为我方(基攻,基防,人物名图,人物图)
- mov %92,29:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo-2.jpg"
- mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-2.jpg"
- return
- *fightset_roy2 ;ROY为我方(基攻,基防,人物名图,人物图)
- mov %92,20:mov %93,10:mov $94,":a;images\name_roy.jpg":mov $96,":a;images\ftg_roy.jpg"
- mov $86,":c;images\hit3_roy.jpg":mov $99,":a;images\ftg_roy-1.jpg"
- if %61 = 1 div %51,10:add %92,%51
- return
- *fightset_aru ;aru为我方(基攻,基防,人物名图,人物图)
- mov %92,20:mov %93,10:mov $94,":a;images\name_aru.jpg":mov $96,":a;images\ftg_aru.jpg"
- mov $86,":c;images\hit3_aru.jpg":mov $99,":a;images\ftg_aru-1.jpg"
- if %61 = 1 div %50,10:add %92,%50
- return
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_start ;战斗开始------------------------------------------------------------------------------
- ;bgm "bgm/14.mp3"
- bg white,11
- lsp 1,":c/10,100,0;images/loading.jpg",203,194:print 1 ;loading显示
- wait 6000:csp -1 ;音乐前奏时间
- bg $92,2
- ;==显示战斗界面各元素
- lsp 20,$94,519,442 ;我方人物名
- lsp 21,$93,28,19 ;敌方人物名
- lsp 22,":a;images/ftg_frm.jpg",0,0
- lsp 23,$96,496,315 ;我方人物头像
- lsp 25,":c;images/1.jpg",0,0,150
- lsp 26,":c;images/2.jpg",0,368,150
- lsp 27,$95,180,70 ;敌方人物图
- print 9
- mov %94,100:mov %95,100 ;双方生命最大值
- for %1=0 to 100 ;显示HP
- bar 30,%1,139,32,400,4,100,#FF0000:print 1
- bar 31,%2,50,442,388,4,100,#FFC300:print 1
- add %2,1
- next
- *fight_cardsetting ;卡片初始设置
- for %1=80 to 89 ;赋予五张卡片效果及数值变数(80-84:效果 85-89:数值)
- rnd2 %%1,1,5
- next
- for %1=80 to 84 ;根据效果变量定义卡片效果
- if %%1=1 mov $%1,"f"
- if %%1=2 mov $%1,"d"
- if %%1=3 mov $%1,"r"
- if %%1=4 mov $%1,"a"
- if %%1=5 mov $%1,"p"
- next
- ;----定义组合卡片文件名及显示卡片(初始)
- mov %2,85:mov %3,39:mov %4,5
- for %1=80 to 84
- mov $1,$%1:itoa $4,%%2:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
- lsp %4,$3,%3,331:print 10:add %2,1:add %3,60:add %4,1
- next
- ;----卡片按纽设定
- *fight_btnsetting
- mov %3,39
- for %1=0 to 4
- lsph %1,":a/5,0,3;images\card\cardsp.jpg",%3,331:vsp %1,1:print 1:add %3,60
- next
- *fight_btnsetting2
- spbtn 0,1:spbtn 1,2:spbtn 2,3:spbtn 3,4:spbtn 4,5
- btnwait %0:mov %9,%0:mov %10,%0
- if %0=0 goto *fight_btnsetting2
- if %0=-1 goto *fight_btnsetting2
- ;--------------------------------------卡片选取后判断----------------
- *fightcard
- sub %10,1:vsp %10,0:print 1:add %10,5
- for %1=1 to 10
- msp %10,0,33,100:print 1:wait 30
- next
- csp %10:print 1
- mov %11,174
- mov %12,1
- mov %14,400
- mov %1,%0:add %1,79 ;80-84 取得卡片效果变数
- if $%1 = "f" goto *fight_fight
- if $%1 = "d" goto *fight_defence
- if $%1 = "r" goto *fight_recover
- if $%1 = "a" goto *fight_alchemy
- if $%1 = "p" goto *fight_puzzle
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- ;↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓以下为实际战斗判断↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
- *fight_fight ;========我方普通攻击
- add %1,5 ;85-89 取得相应效果数值变数
- add %%1,%92 ;我方攻击总值%%1=附加攻击+基础攻击(防御不变,为基础防御)
- mov %78,%93 ;我方防御总值%78
- add %98,1 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- if %98 = 3 goto *fight_fighthit3
- gosub *fight_enemy
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 2 goto *fight_miss
- if %75 > 2 goto *fight_fighthit
- *fight_fighthit
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- ; btndef "images\blade2.bmp"
- ; resettimer
- quake 4,500
- dwave 0,"wave\hit2.wav"
- ; blt 0,0,640,480,0,0,320,240
- ; waittimer 50
- ; blt 0,0,640,480,320,0,320,240
- ; waittimer 100
- ; blt 0,0,640,480,640,0,320,240
- ; waittimer 150
- ; blt 0,0,640,480,0,240,320,240
- ; waittimer 250
- ; blt 0,0,640,480,320,240,320,240
- ; waittimer 350
- ; blt 0,0,640,480,640,240,320,240
- ; waittimer 400
- ; blt 0,0,640,480,0,480,320,240
- ; waittimer 450
- ; blt 0,0,640,480,320,480,320,240
- ; waittimer 500
- ; blt 0,0,640,480,640,480,320,240
- ; waittimer 550
- ; ofscpy
- ; bg black,1
- ; btndef "" :wait 500
- ; bg $92,2
- ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
- ; msp 13,0,110,0:vsp 13,0:print 6
- gosub *fight_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight_endingpro
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- *fight_fighthit3 ;========我方三连击
- mov %98,0
- lsp 10,$86,-640,103
- for %0=1 to 10
- msp 10,55,0,100:print 1
- next
- for %0=1 to 3:
- msp 10,70,0,100:print 2
- next
- for %0=1 to 6:
- msp 10,85,0,100:print 1
- next
- add %%1,10:mov %98,0:mov %76,0 ;不是防御
- gosub *fight_enemy
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- dwave 0,"wave\hit.wav":wait 50
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- csp 10:print 2
- gosub *fight_num
- gosub *fight_endingpro
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_defence ;========我方防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %76,1 ;防御
- mov %78,%93
- if %%1 = 1 add %78,5 ;我方基础防御+附加防御
- if %%1 = 2 add %78,10 ;我方基础防御+附加防御
- if %%1 = 3 add %78,15 ;我方基础防御+附加防御
- if %%1 = 4 add %78,20 ;我方基础防御+附加防御
- if %%1 = 5 add %78,25 ;我方基础防御+附加防御
- mov %98,0 ;我方攻击连续数判断
- wait 500
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_recover ;========我方恢复
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %78,%93 ;我方防御总值
- mov %5,%95
- if %%1 = 1 add %95,25 ;恢复生命
- if %%1 = 2 add %95,25 ;恢复生命
- if %%1 = 3 add %95,50 ;恢复生命
- if %%1 = 4 add %95,50 ;恢复生命
- if %%1 = 5 add %95,100 ;恢复生命
- dwave 0,"wave\recover.wav":wait 1000
- for %0=%5 to %95 step 1 ;增加我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- wait 500
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_alchemy ;==========使用炼金术
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %78,%93 ;我方防御总值
- wait 500
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- if %%1 = 1 mov %%1,15:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 2 mov %%1,20:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 3 mov %%1,25:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 4 mov %%1,30:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 5 mov %%1,35:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 3 goto *fight_miss
- if %75 > 3 goto *fight_alchemyhit
- *fight_alchemyhit
- rnd2 %74,1,3 ;炼金术效果判定
- if %74 = 1 goto *fight_alchemy01 ;闪电
- if %74 = 2 goto *fight_alchemy02 ;黑影团
- if %74 = 3 goto *fight_alchemy03 ;牛奶瓶
- ;if %74 = 4 goto *fight_alchemy04 ;拖鞋(?)
- ;if %74 = 5 goto *fight_alchemy05
- *fight_alchemy01 ;闪电
- vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1
- dwave 0,"wave\lightning.wav":wait 1000
- lsph 14,":a;images\alc_t.jpg",0,0:vsp 14,1:print 6:vsp 14,0:print 4:vsp 14,1:print 1:wait 100:vsp 14,0:print 1
- vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight_endingpro
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- *fight_alchemy02 ;黑影团
- dwave 0,"wave\shadow.wav"
- lsph 14,":a;images\alc_ours.jpg",0,0:vsp 14,1:print 6:wait 100
- quake 3,1000:vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight_endingpro
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- *fight_alchemy03 ;牛奶瓶
- dwave 0,"wave\cow.wav":wait 1000
- dwave 1,"wave\milkbottle.wav":wait 1000
- lsph 14,":a;images\alc_milk.jpg",488,0:vsp 14,1:print 6
- for %0=1 to 5
- msp 14,-38,52,100:print 6
- next
- for %0=1 to 5
- msp 14,-34,-24,100:print 6
- next
- for %0=1 to 5
- msp 14,-26,0,100:print 6
- next
- vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight_endingpro
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- *fight_alchemy04 ;拖鞋(未完成)
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- gosub *fight_endingpro
- gosub *fight_enemy
- gosub *fight_enemy1
- add %79,1 ;回合数
- goto *fight_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_puzzle ;==========随机
- rnd2 %0,1,4
- if %0 = 1 goto *fight_fight
- if %0 = 2 goto *fight_defence
- if %0 = 3 goto *fight_recover
- if %0 = 4 goto *fight_alchemy
- *fight_miss
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- dwave 0,"wave\hitnone01.wav":lsp 15,":a;images\hit_miss.jpg",280,184:wait 100 ;对方miss显示
- for %0=1 to 5
- msp 15,0,-24,100:print 6
- next
- csp 15:print 2
- ;wait 50
- gosub *fight_enemy
- gosub *fight_enemy1
- goto *fight_cardremake
- *fight_num ;攻击数值显示
- mov $0,":a;images\hitnum\hit":itoa $1,%%1:add $0,$1:mov $1,".jpg":add $0,$1
- lsp 15,$0,280,164 ;对方损血显示
- for %0=1 to 5
- msp 15,0,-24,100:print 6
- next
- csp 15:print 2
- wait 50
- return
- ;=========================================敌方行动===================
- *fight_enemy
- rnd2 %96,1,10 ;敌方行动判断(> 4防御)
- if %96 <= 7 mov %77,%91 ;敌方攻击
- if %96 > 7 && %96 <=9 rnd2 %97,1,5:add %97,%91:mov %77,%97:mov %99,0 ;敌方附加防御+基础防御(无攻击)
- if %96 > 9 mov %77,%91 ;敌方回复
- return
- *fight_enemy1 ;——————敌方攻击——————————————————
- if %96 <=7 goto *fight_enemy1fight
- if %96 > 7 && %96 <=8 wait 500:goto *fight_enemy1end
- if %96 > 8 goto *fight_enemy2
- *fight_enemy1fight
- rnd2 %97,1,5 ;敌方附加攻击乱数
- add %97,%90 ;敌方附加攻击+基础攻击(防御不变,为基础防御)
- add %99,1 ;敌方攻击连续数判断
- if %99 = 3 goto *fight_enemyhit3
- sub %97,%78 ;敌方总攻击-我方总防御
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 2 goto *fight_miss2
- if %75 > 2 goto *fight_enemy1hit
- *fight_enemy1hit
- if %97 < 0 mov %97,0
- if %97 >=0 mov %5,%95:sub %95,%97 ;消耗我方生命力
- textoff
- bg black,10,500
- btndef "images\blade2.bmp"
- resettimer
- if %76 = 0 dwave 0,"wave\hit2.wav" ;不是防御
- if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
- blt 0,0,640,480,0,0,320,240
- waittimer 50
- blt 0,0,640,480,320,0,320,240
- waittimer 100
- blt 0,0,640,480,640,0,320,240
- waittimer 150
- blt 0,0,640,480,0,240,320,240
- waittimer 250
- blt 0,0,640,480,320,240,320,240
- waittimer 350
- blt 0,0,640,480,640,240,320,240
- waittimer 400
- blt 0,0,640,480,0,480,320,240
- waittimer 450
- blt 0,0,640,480,320,480,320,240
- waittimer 500
- blt 0,0,640,480,640,480,320,240
- waittimer 550
- ofscpy
- bg black,1
- btndef "" :wait 50:quake 4,500
- bg $92,2
- ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
- ; msp 13,0,110,0:vsp 13,0:print 6
- for %0=%5 to %95 step -1 ;减去我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- gosub *fight_endingpro
- *fight_enemy1end
- return
- *fight_enemyhit3 ;===========敌方三连击
- mov %99,0
- lsp 11,$87,640,103
- for %0=1 to 10
- msp 11,-55,0,100:print 1
- next
- for %0=1 to 3
- msp 11,-70,0,100:print 2
- next
- for %0=1 to 10
- msp 11,-85,0,100:print 1
- next
- add %97,5:mov %99,0
- if %76 = 0 dwave 0,"wave\hit.wav" ;不是防御
- if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
- sub %97,%78 ;敌方总攻击-我方总防御
- if %97 < 0 mov %97,0
- if %97 >=0 mov %5,%95:sub %95,%97:wait 50 ;消耗我方生命力
- for %0=%5 to %95 step -1 ;减去我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- csp 11:print 5
- gosub *fight_endingpro
- return
- *fight_enemy2 ;===========敌方回复
- mov %99,0
- rnd2 %97,1,5 ;敌方回复乱数
- mov %5,%94
- if %97 <= 3 add %94,25
- if %97 = 4 add %94,50
- if %97 = 5 add %94,100
- dwave 0,"wave\recover.wav":wait 1000
- for %0=%5 to %94 step 1 ;增加敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 500
- gosub *fight_endingpro
- return
- *fight_miss2 ;===========敌方MISS
- mov %99,0
- dwave 0,"wave\hitnone02.wav"
- wait 500
- return
- *fight_cardremake ;重新生成消耗的卡片
- add %9,79:mov %8,%9
- rnd2 %1,1,5
- if %1=1 mov $%9,"f"
- if %1=2 mov $%9,"d"
- if %1=3 mov $%9,"r"
- if %1=4 mov $%9,"a"
- if %1=5 mov $%9,"p"
- add %9,5:rnd2 %%9,1,5:sub %9,85
- if %9 = 0 mov %1,39
- if %9 = 1 mov %1,99
- if %9 = 2 mov %1,159
- if %9 = 3 mov %1,219
- if %9 = 4 mov %1,279
- mov $1,$%8:add %8,5:itoa $4,%%8:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
- add %9,5
- lsp %9,$3,%1,331:print 10:sub %9,5
- lsph %9,":a/5,0,3;images\card\cardsp.jpg",%1,331:vsp %9,1:print 1
- goto *fight_btnsetting2
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight_endingpro ;===============================对战结束判定
- if %95 > 20 lsp 23,$96,496,315
- if %95 <= 20 lsp 23,$99,496,315 ;我方人物头像衰弱判断
- if %94 = 0 goto $97 ;fightwin
- if %95 = 0 goto $98 ;fightlose
- return
- ;========战斗自定义结束==========================================
- ;●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
- ;VS杀人犯战斗自定义部分
- ;敌方,我方,背景图(IMGES/XXX.jpg),战胜后跳转事件,战败后跳转事件
- *fight01
- getparam $90,$91,$92,$97,$98
- if $90 = "killer" gosub *fight01set_killer
- if $91 = "edo" gosub *fight01set_edo
- goto *fight01_start
- *fight01set_killer ;杀人凶手为敌方(基攻,基防,人物名图,人物图)
- mov %90,15:mov %91,5:mov $93,":a;images\name_killer.jpg":mov $95,":a;character\npc\66fan-02.jpg"
- mov $87,":c;images\hit3_killer.jpg"
- return
- *fight01set_edo ;EDO为我方(基攻,基防,人物名图,人物图)
- mov %92,20:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo.jpg"
- mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-1.jpg"
- return
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_start ;战斗开始------------------------------------------------------------------------------
- ;bgm "bgm/14.mp3"
- bg white,11
- lsp 1,":c/10,100,0;images/loading.jpg",203,194:print 1 ;loading显示
- wait 6000:csp -1 ;音乐前奏时间
- bg $92,2
- ;==显示战斗界面各元素
- lsp 20,$94,519,442 ;我方人物名
- lsp 21,$93,28,19 ;敌方人物名
- lsp 22,":a;images/ftg_frm.jpg",0,0
- lsp 23,$96,496,315 ;我方人物头像
- lsp 25,":c;images/1.jpg",0,0,150
- lsp 26,":c;images/2.jpg",0,368,150
- lsp 27,$95,180,70 ;敌方人物图
- print 9
- mov %94,100:mov %95,100 ;双方生命最大值
- for %1=0 to 100 ;显示HP
- bar 30,%1,139,32,400,4,100,#FF0000:print 1
- bar 31,%2,50,442,388,4,100,#FFC300:print 1
- add %2,1
- next
- *fight01_cardsetting ;卡片初始设置
- for %1=80 to 89 ;赋予五张卡片效果及数值变数(80-84:效果 85-89:数值)
- rnd2 %%1,1,5
- next
- for %1=80 to 84 ;根据效果变量定义卡片效果
- if %%1=1 mov $%1,"f"
- if %%1=2 mov $%1,"d"
- if %%1=3 mov $%1,"r"
- if %%1=4 mov $%1,"a"
- if %%1=5 mov $%1,"p"
- next
- ;----定义组合卡片文件名及显示卡片(初始)
- mov %2,85:mov %3,39:mov %4,5
- for %1=80 to 84
- mov $1,$%1:itoa $4,%%2:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
- lsp %4,$3,%3,331:print 10:add %2,1:add %3,60:add %4,1
- next
- ;----卡片按纽设定
- *fight01_btnsetting
- mov %3,39
- for %1=0 to 4
- lsph %1,":a/5,0,3;images\card\cardsp.jpg",%3,331:vsp %1,1:print 1:add %3,60
- next
- *fight01_btnsetting2
- spbtn 0,1:spbtn 1,2:spbtn 2,3:spbtn 3,4:spbtn 4,5
- btnwait %0:mov %9,%0:mov %10,%0
- if %0=0 goto *fight01_btnsetting2
- if %0=-1 goto *fight01_btnsetting2
- ;--------------------------------------卡片选取后判断----------------
- *fight01card
- sub %10,1:vsp %10,0:print 1:add %10,5
- for %1=1 to 10
- msp %10,0,33,100:print 1:wait 30
- next
- csp %10:print 1
- mov %11,174
- mov %12,1
- mov %14,400
- mov %1,%0:add %1,79 ;80-84 取得卡片效果变数
- if $%1 = "f" goto *fight01_fight
- if $%1 = "d" goto *fight01_defence
- if $%1 = "r" goto *fight01_recover
- if $%1 = "a" goto *fight01_alchemy
- if $%1 = "p" goto *fight01_puzzle
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- ;↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓以下为实际战斗判断↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
- *fight01_fight ;========我方普通攻击
- add %1,5 ;85-89 取得相应效果数值变数
- add %%1,%92 ;我方攻击总值%%1=附加攻击+基础攻击(防御不变,为基础防御)
- mov %78,%93 ;我方防御总值%78
- add %98,1 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- if %98 = 3 goto *fight01_fighthit3
- gosub *fight01_enemy
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 2 goto *fight01_miss
- if %75 > 2 goto *fight01_fighthit
- *fight01_fighthit
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- ; btndef "images\blade2.bmp"
- ; resettimer
- quake 4,500
- dwave 0,"wave\hit2.wav"
- ; blt 0,0,640,480,0,0,320,240
- ; waittimer 50
- ; blt 0,0,640,480,320,0,320,240
- ; waittimer 100
- ; blt 0,0,640,480,640,0,320,240
- ; waittimer 150
- ; blt 0,0,640,480,0,240,320,240
- ; waittimer 250
- ; blt 0,0,640,480,320,240,320,240
- ; waittimer 350
- ; blt 0,0,640,480,640,240,320,240
- ; waittimer 400
- ; blt 0,0,640,480,0,480,320,240
- ; waittimer 450
- ; blt 0,0,640,480,320,480,320,240
- ; waittimer 500
- ; blt 0,0,640,480,640,480,320,240
- ; waittimer 550
- ; ofscpy
- ; bg black,1
- ; btndef "" :wait 500
- ; bg $92,2
- ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
- ; msp 13,0,110,0:vsp 13,0:print 6
- gosub *fight01_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight01_endingpro
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- *fight01_fighthit3 ;========我方三连击
- lsp 10,$86,-640,103
- for %0=1 to 10
- msp 10,55,0,100:print 1
- next
- for %0=1 to 3:
- msp 10,70,0,100:print 2
- next
- for %0=1 to 6:
- msp 10,85,0,100:print 1
- next
- add %%1,5:mov %98,0:mov %76,0 ;不是防御
- gosub *fight01_enemy
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- dwave 0,"wave\hit.wav":wait 50
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- csp 10:print 2
- gosub *fight01_num
- gosub *fight01_endingpro
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_defence ;========我方防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %76,1 ;防御
- mov %78,%93
- if %%1 = 1 add %78,5 ;我方基础防御+附加防御
- if %%1 = 2 add %78,10 ;我方基础防御+附加防御
- if %%1 = 3 add %78,15 ;我方基础防御+附加防御
- if %%1 = 4 add %78,20 ;我方基础防御+附加防御
- if %%1 = 5 add %78,25 ;我方基础防御+附加防御
- mov %98,0 ;我方攻击连续数判断
- wait 500
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_recover ;========我方恢复
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %78,%93 ;我方防御总值
- mov %5,%95
- if %%1 = 1 add %95,25 ;恢复生命
- if %%1 = 2 add %95,25 ;恢复生命
- if %%1 = 3 add %95,50 ;恢复生命
- if %%1 = 4 add %95,50 ;恢复生命
- if %%1 = 5 add %95,100 ;恢复生命
- dwave 0,"wave\recover.wav":wait 1000
- for %0=%5 to %95 step 1 ;增加我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- wait 500
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_alchemy ;==========使用炼金术
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- add %1,5 ;85-89 取得相应效果数值变数
- mov %78,%93 ;我方防御总值
- wait 500
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- if %%1 = 1 mov %%1,15:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 2 mov %%1,20:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 3 mov %%1,25:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 4 mov %%1,30:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- if %%1 = 5 mov %%1,35:add %%1,%92 ;我方附加攻击+基础攻击(防御不变,为基础防御)
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 3 goto *fight01_miss
- if %75 > 3 goto *fight01_alchemyhit
- *fight01_alchemyhit
- rnd2 %74,1,3 ;炼金术效果判定
- if %74 = 1 goto *fight01_alchemy01 ;闪电
- if %74 = 2 goto *fight01_alchemy02 ;黑影团
- if %74 = 3 goto *fight01_alchemy03 ;牛奶瓶
- ;if %74 = 4 goto *fight01_alchemy04 ;拖鞋(?)
- ;if %74 = 5 goto *fight01_alchemy05
- *fight01_alchemy01 ;闪电
- vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1
- dwave 0,"wave\lightning.wav":wait 1000
- lsph 14,":a;images\alc_t.jpg",0,0:vsp 14,1:print 6:vsp 14,0:print 4:vsp 14,1:print 1:wait 100:vsp 14,0:print 1
- vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1:vsp 14,1:print 1:vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight01_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight01_endingpro
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- *fight01_alchemy02 ;黑影团
- dwave 0,"wave\shadow.wav"
- lsph 14,":a;images\alc_ours.jpg",0,0:vsp 14,1:print 6:wait 100
- quake 3,1000:vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight01_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight01_endingpro
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- *fight01_alchemy03 ;牛奶瓶
- dwave 0,"wave\cow.wav":wait 1000
- dwave 1,"wave\milkbottle.wav":wait 1000
- lsph 14,":a;images\alc_milk.jpg",488,0:vsp 14,1:print 6
- for %0=1 to 5
- msp 14,-38,52,100:print 6
- next
- for %0=1 to 5
- msp 14,-34,-24,100:print 6
- next
- for %0=1 to 5
- msp 14,-26,0,100:print 6
- next
- vsp 14,0:print 1
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight01_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 50
- gosub *fight01_endingpro
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- *fight01_alchemy04 ;拖鞋(未完成)
- sub %%1,%77 ;我方总攻击-敌方总防御
- if %%1 < 0 mov %%1,0
- if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
- gosub *fight01_num
- for %0=%5 to %94 step -1 ;减去敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- gosub *fight01_endingpro
- gosub *fight01_enemy
- gosub *fight01_enemy1
- add %79,1 ;回合数
- goto *fight01_cardremake
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_puzzle ;==========随机
- rnd2 %0,1,4
- if %0 = 1 goto *fight01_fight
- if %0 = 2 goto *fight01_defence
- if %0 = 3 goto *fight01_recover
- if %0 = 4 goto *fight01_alchemy
- *fight01_miss
- mov %98,0 ;我方攻击连续数判断
- mov %76,0 ;不是防御
- dwave 0,"wave\hitnone01.wav":lsp 15,":a;images\hit_miss.jpg",280,184:wait 100 ;对方miss显示
- for %0=1 to 5
- msp 15,0,-24,100:print 6
- next
- csp 15:print 2
- ;wait 50
- gosub *fight01_enemy
- gosub *fight01_enemy1
- goto *fight01_cardremake
- *fight01_num ;攻击数值显示
- mov $0,":a;images\hitnum\hit":itoa $1,%%1:add $0,$1:mov $1,".jpg":add $0,$1
- lsp 15,$0,280,164 ;对方损血显示
- for %0=1 to 5
- msp 15,0,-24,100:print 6
- next
- csp 15:print 2
- wait 50
- return
- ;=========================================敌方行动===================
- *fight01_enemy
- rnd2 %96,1,10 ;敌方行动判断(> 4防御)
- if %96 <= 7 mov %77,%91 ;敌方攻击
- if %96 > 7 && %96 <=8 rnd2 %97,1,5:add %97,%91:mov %77,%97:mov %99,0 ;敌方附加防御+基础防御(无攻击)
- if %96 > 8 mov %77,%91 ;敌方回复
- return
- *fight01_enemy1 ;——————敌方攻击——————————————————
- if %96 <=7 goto *fight01_enemy1fight
- if %96 > 7 && %96 <=8 wait 500:goto *fight01_enemy1end
- if %96 > 8 goto *fight01_enemy2
- *fight01_enemy1fight
- rnd2 %97,1,5 ;敌方附加攻击乱数
- add %97,%90 ;敌方附加攻击+基础攻击(防御不变,为基础防御)
- add %99,1 ;敌方攻击连续数判断
- ;if %99 = 3 goto *fight01_enemyhit3
- sub %97,%78 ;敌方总攻击-我方总防御
- rnd2 %75,1,10 ;命中率判定
- if %75 <= 2 goto *fight01_miss2
- if %75 > 2 goto *fight01_enemy1hit
- *fight01_enemy1hit
- if %97 < 0 mov %97,0
- if %97 >=0 mov %5,%95:sub %95,%97 ;消耗我方生命力
- textoff
- bg black,10,500
- btndef "images\blade2.bmp"
- resettimer
- if %76 = 0 dwave 0,"wave\hit2.wav" ;不是防御
- if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
- blt 0,0,640,480,0,0,320,240
- waittimer 50
- blt 0,0,640,480,320,0,320,240
- waittimer 100
- blt 0,0,640,480,640,0,320,240
- waittimer 150
- blt 0,0,640,480,0,240,320,240
- waittimer 250
- blt 0,0,640,480,320,240,320,240
- waittimer 350
- blt 0,0,640,480,640,240,320,240
- waittimer 400
- blt 0,0,640,480,0,480,320,240
- waittimer 450
- blt 0,0,640,480,320,480,320,240
- waittimer 500
- blt 0,0,640,480,640,480,320,240
- waittimer 550
- ofscpy
- bg black,1
- btndef "" :wait 50:quake 4,500
- bg $92,2
- ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
- ; msp 13,0,110,0:vsp 13,0:print 6
- for %0=%5 to %95 step -1 ;减去我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- gosub *fight01_endingpro
- *fight01_enemy1end
- return
- *fight01_enemyhit3 ;===========敌方三连击
- lsp 11,$87,640,103
- for %0=1 to 10
- msp 11,-55,0,100:print 1
- next
- for %0=1 to 3
- msp 11,-70,0,100:print 2
- next
- for %0=1 to 10
- msp 11,-85,0,100:print 1
- next
- add %97,5:mov %99,0
- if %76 = 0 dwave 0,"wave\hit.wav" ;不是防御
- if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
- sub %97,%78 ;敌方总攻击-我方总防御
- if %97 < 0 mov %97,0
- if %97 >=0 mov %5,%95:sub %95,%97:wait 50 ;消耗我方生命力
- for %0=%5 to %95 step -1 ;减去我方生命槽
- bar 31,%0,50,442,388,4,100,#FFC300:print 1
- next
- csp 11:print 5
- gosub *fight01_endingpro
- return
- *fight01_enemy2 ;===========敌方回复
- mov %99,0
- rnd2 %97,1,5 ;敌方回复乱数
- mov %5,%94
- if %97 <= 3 add %94,25
- if %97 = 4 add %94,50
- if %97 = 5 add %94,100
- dwave 0,"wave\recover.wav":wait 1000
- for %0=%5 to %94 step 1 ;增加敌方生命槽
- bar 30,%0,139,32,400,4,100,#FF0000:print 1
- next
- wait 500
- gosub *fight01_endingpro
- return
- *fight01_miss2 ;===========敌方MISS
- mov %99,0
- dwave 0,"wave\hitnone02.wav"
- wait 500
- return
- *fight01_cardremake ;重新生成消耗的卡片
- add %9,79:mov %8,%9
- rnd2 %1,1,5
- if %1=1 mov $%9,"f"
- if %1=2 mov $%9,"d"
- if %1=3 mov $%9,"r"
- if %1=4 mov $%9,"a"
- if %1=5 mov $%9,"p"
- add %9,5:rnd2 %%9,1,5:sub %9,85
- if %9 = 0 mov %1,39
- if %9 = 1 mov %1,99
- if %9 = 2 mov %1,159
- if %9 = 3 mov %1,219
- if %9 = 4 mov %1,279
- mov $1,$%8:add %8,5:itoa $4,%%8:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
- add %9,5
- lsp %9,$3,%1,331:print 10:sub %9,5
- lsph %9,":a/5,0,3;images\card\cardsp.jpg",%1,331:vsp %9,1:print 1
- goto *fight01_btnsetting2
- ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
- *fight01_endingpro ;===============================对战结束判定
- if %95 > 20 lsp 23,$96,496,315
- if %95 <= 20 lsp 23,$99,496,315 ;我方人物头像衰弱判断
- if %94 < 70 goto $97 ;fightwin
- if %95 = 0 goto $98 ;fightlose
- return
- ;========战斗自定义结束==========================================
- ;(进入战斗,战斗判断:杀人犯HP低于70后结束战斗,己方挂掉的话gameover)
- ;●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
- ;限时选项设定
- ;(▲$1选项一,$2选项二,%3时间长短[5为2秒],%4选项坐标,$3分歧一,$4分歧二,$5分歧三)
- *timelimit
- getparam $1,$2,%3,$3,$4,$5
- lsp 101,":s/22,22,0;#ffff00#ffffff$1",60,375
- lsp 102,":s/22,22,0;#ffff00#ffffff$2",60,400
- print 1
- spbtn 101,1
- spbtn 102,2
- mov %4,55
- gosub *timeset
- for %5=1 to %4 ;循环。54为时间槽格数★与时间槽长度有关
- mov %1,%3 ;★控制选择时间长短。122*41=5002
- add %4,-1
- btntime %1
- *loopselect
- getbtntimer %2 ;获取经过时间
- sub %1,%2 ;得到剩余时间。sub——变量相减
- btnwait %0
- gosub *timebar ;以下不变
- if %0 == -2 goto *loopend
- if %0 == 0 goto *loopselect
- if %0 == -1 goto *loopselect
- if %0 == 1 csp -1:goto $3
- if %0 == 2 csp -1:goto $4
- if %0 == 3 csp -1:goto $5
- *loopend
- next
- csp -1
- goto $5
- ;===================================记时器设定====================================
- *timeset
- for %5=1 to 10 ;最后十格时间槽预设
- lsph %5,":s/8,8,0;#ff0000#ff0000●",0,0
- next
- for %5=11 to 20
- lsph %5,":s/8,8,0;#FF6100#FF6100●",0,0
- next
- for %5=21 to 35
- lsph %5,":s/8,8,0;#FFAF00#FFAF00●",0,0
- next
- for %5=36 to 54 ;充裕时间时的时间槽预设
- lsph %5,":s/8,8,0;#fffc00#fffc00●",0,0
- next
- mov %1,38
- for %5=1 to 54 ;把时间槽格子移到相应的位置。amsp lsph代号,X,Y
- amsp %5,%1,447 :add %1,8 :next
- for %5=1 to 54 ;实际显示时间槽
- vsp %5,1
- print 1 :next :return
- *timebar ;消去相应的一格
- vsp %4,0
- print 1
- return
- ;===================================记时器设定完毕====================================
- ;===对话框=======================================================================
- *window
- setwindow 38,338,22,3,22,22,0,3,20,1,1,":a;button\frm.bmp",13,320
- setcursor 0,":l/4,150,0;button\cursor1.bmp",0,0
- setcursor 1,":l/4,150,0;button\cursor1.bmp",0,0
- erasetextwindow 0
- return
- *windowbox
- setwindow 43,332,20,3,22,22,0,3,20,1,1,#a0a0a0,20,310,619,450
- setcursor 0,":l/4,150,0;button\cursor1.bmp",0,0
- setcursor 1,":l/4,150,0;button\cursor1.bmp",0,0
- erasetextwindow 0
- return
- *cgfull
- textoff:allsphide:print 1:wait 2000:allspresume:print 1
- windoweffect 10,2000:window:windoweffect 1
- return
- *bgblank
- bg "images\bg-blank.jpg",2
- return
- *bgblank_1
- bg "images\bg-blank.jpg",4
- return
- ;===对话框设定完毕=======================================================================
- ;设定结束
- game
- *start
- menu_full ;全屏
- ;标题画面周目判定
- if %251 = 0 mov $202,"images\title.jpg":mov $201,"images\title_1.jpg"
- if %251 = 1 mov $202,"images\title.jpg":mov $201,"images\title_1.jpg"
- if %251 = 2 mov $202,"images\title2th.jpg":mov $201,"images\title2th-1.jpg"
- ;游戏标题画面/背景/背景音-------------------------
- bg "images\text-01.jpg",7:wait 8000 ;版权信息说明
- bg "images\text-02.jpg",7:wait 5000 ;健康游戏说明
- bg #000000,1
- mpegplay "mpeg\op.mpg",1 ;op
- *title ;游戏标题画面判断-------------------------
- bgm "bgm\01.mp3"
- bg $202,2
- btndef $201
- btn 1,171,212,332,40,171,212 ;btn 选项序号,左上坐标x,左上坐标y,小图标长,小图标宽,小图标左上x,小图标左上y
- btn 2,171,252,332,40,171,252
- btn 3,171,292,332,40,171,292
- if %800 = 1 btn 4,171,332,332,40,171,332
- btn 5,171,362,332,40,171,362
- *title_return
- btnwait %0
- if %0<1 goto *title_return
- if %0=1 wave "wave\title.wav":bgblank:mov9 %200,0,0,0,0,0,0,0,0,0:goto *newgame
- if %0=2 wave "wave\title.wav":load:goto *title
- if %0=3 wave "wave\title.wav":goto *gameview
- if %0=4 wave "wave\title.wav":goto *ng
- if %0=5 wave "wave\title.wav":end
- goto *title_return
- *gameview ;欣赏模式主菜单---------------------------
- textoff:bgblank
- bgm "bgm\24.mp3"
- bg "feature\gameview_title_bg.jpg",4
- btndef "feature\gameview_title.jpg"
- *gameview_title ;--欣赏模式主菜单按钮判断----------
- btn 1,364,146,78,80,364,146 ;图象
- btn 2,262,322,78,80,262,322 ;音乐
- btn 3,465,322,78,80,465,322 ;黑影团
- btn 99,22,411,105,46,22,411 ;返回按钮
- btnwait %0
- if %0<1 goto *gameview_title
- if %0=1 wave "wave\title.wav":csp -1:bgblank:goto *gameview_p1
- if %0=2 wave "wave\title.wav":csp -1:bgblank:goto *game_music
- if %0=3 wave "wave\title.wav":csp -1:bgblank:goto *game_shadow
- if %0=99 wave "wave\title.wav":csp -1:bgblank:goto *title ;返回操作
- goto *gameview_title
- *gameview_p1 ;欣赏模式[图象][第一页]
- bg "feature\picview.jpg",4
- btndef "feature\picview_1.jpg"
- *gameview_return_page1 ;--第一页点击判断----------
- if %401 = 1 lsp 1,":c/2,0,3;feature\01i.jpg",185,116
- if %401 = 1 spbtn 1,1
- if %402 = 1 lsp 2,":c/2,0,3;feature\02i.jpg",315,116
- if %402 = 1 spbtn 2,2
- if %403 = 1 lsp 3,":c/2,0,3;feature\03i.jpg",445,116
- if %403 = 1 spbtn 3,3
- if %404 = 1 lsp 4,":c/2,0,3;feature\04i.jpg",185,213
- if %404 = 1 spbtn 4,4
- if %405 = 1 lsp 5,":c/2,0,3;feature\05i.jpg",315,213
- if %405 = 1 spbtn 5,5
- if %406 = 1 lsp 6,":c/2,0,3;feature\06i.jpg",445,213
- if %406 = 1 spbtn 6,6
- if %407 = 1 lsp 7,":c/2,0,3;feature\07i.jpg",185,310
- if %407 = 1 spbtn 7,7
- if %408 = 1 lsp 8,":c/2,0,3;feature\08i.jpg",315,310
- if %408 = 1 spbtn 8,8
- if %409 = 1 lsp 9,":c/2,0,3;feature\10i.jpg",445,310
- if %409 = 1 spbtn 9,9
- print 2
- btn 99,554,435,72,30,554,435 ;返回按钮
- btn 98,359,435,72,30,359,435 ;下一页按钮
- ;btn 97,213,435,72,30,213,435 ;上一页
- btnwait %0
- if %0<1 goto *gameview_p1
- if %0=1 csp -1:bg "cg\01-01.jpg",4:click:goto *gameview_p1
- if %0=2 csp -1:bg "cg\02-01.jpg",4:click:goto *gameview_p1
- if %0=3 csp -1:bg "cg\03-01.jpg",4:click:goto *gameview_p1
- if %0=4 csp -1:bg "cg\04-01.jpg",4:click:goto *gameview_p1
- if %0=5 csp -1:bg "cg\05-01a.jpg",4:click:bg "cg\05-01b.jpg",4:click:bg "cg\05-01c.jpg",4:click:goto *gameview_p1
- if %0=6 csp -1:bg "cg\06-01.jpg",4:click:goto *gameview_p1
- if %0=7 csp -1:bg "cg\07-01.jpg",4:click:goto *gameview_p1
- if %0=8 csp -1:bg "cg\08-01.jpg",4:click:goto *gameview_p1
- if %0=9 csp -1:bg "cg\10-01.jpg",4:click:goto *gameview_p1
- if %0=99 csp -1:bgblank:goto *gameview ;返回操作
- if %0=98 csp -1:bgblank_1:goto *gameview_p2 ;前往下一页
- goto *gameview_return_page1
- *gameview_p2 ;欣赏模式[图象][第二页]
- bg "feature\picview.jpg",4
- btndef "feature\picview_1.jpg"
- *gameview_return_page2 ;--第二页点击判断----------
- if %410 = 1 lsp 1,":c/2,0,3;feature\11i.jpg",185,116
- if %410 = 1 spbtn 1,1
- if %411 = 1 lsp 2,":c/2,0,3;feature\12i.jpg",315,116
- if %411 = 1 spbtn 2,2
- if %412 = 1 lsp 3,":c/2,0,3;feature\14i.jpg",445,116
- if %412 = 1 spbtn 3,3
- if %413 = 1 lsp 4,":c/2,0,3;feature\15i.jpg",185,213
- if %413 = 1 spbtn 4,4
- if %414 = 1 lsp 5,":c/2,0,3;feature\16i.jpg",315,213
- if %414 = 1 spbtn 5,5
- if %415 = 1 lsp 6,":c/2,0,3;feature\17i.jpg",445,213
- if %415 = 1 spbtn 6,6
- if %416 = 1 lsp 7,":c/2,0,3;feature\18i.jpg",185,310
- if %416 = 1 spbtn 7,7
- if %417 = 1 lsp 8,":c/2,0,3;feature\19i.jpg",315,310
- if %417 = 1 spbtn 8,8
- if %418 = 1 lsp 9,":c/2,0,3;feature\21i.jpg",445,310
- if %418 = 1 spbtn 9,9
- print 2
- btn 99,554,435,72,30,554,435 ;返回按钮
- btn 98,359,435,72,30,359,435 ;下一页按钮
- btn 97,213,435,72,30,213,435 ;上一页
- btnwait %0
- if %0<1 goto *gameview_p2
- if %0=1 csp -1:bg "cg\11-01.jpg",4:click:goto *gameview_p2
- if %0=2 csp -1:bg "cg\12-01.jpg",4:click:goto *gameview_p2
- if %0=3 csp -1:bg "cg\14-01.jpg",4:click:goto *gameview_p2
- if %0=4 csp -1:bg "cg\15-01.jpg",4:click:goto *gameview_p2
- if %0=5 csp -1:bg "cg\16-01.jpg",4:click:goto *gameview_p2
- if %0=6 csp -1:bg "cg\17-01.jpg",4:click:goto *gameview_p2
- if %0=7 csp -1:bg "cg\18-01.jpg",4:click:goto *gameview_p2
- if %0=8 csp -1:bg "cg\19-01.jpg",4:click:goto *gameview_p2
- if %0=9 csp -1:bg "cg\21-01.jpg",4:click:goto *gameview_p2
- if %0=99 csp -1:bgblank:goto *gameview ;返回操作
- if %0=98 csp -1:bgblank_1:goto *gameview_p3 ;前往下一页
- if %0=97 csp -1:bgblank_1:goto *gameview_p1 ;前一页
- goto *gameview_return_page2
- *gameview_p3 ;欣赏模式[图象][第三页]
- bg "feature\picview.jpg",4
- btndef "feature\picview_1.jpg"
- *gameview_return_page3 ;--第三页点击判断----------
- if %419 = 1 lsp 1,":c/2,0,3;feature\22i.jpg",185,116
- if %419 = 1 spbtn 1,1
- if %420 = 1 lsp 2,":c/2,0,3;feature\23i.jpg",315,116
- if %420 = 1 spbtn 2,2
- if %421 = 1 lsp 3,":c/2,0,3;feature\24i.jpg",445,116
- if %421 = 1 spbtn 3,3
- if %422 = 1 lsp 4,":c/2,0,3;feature\25i.jpg",185,213
- if %422 = 1 spbtn 4,4
- if %423 = 1 lsp 5,":c/2,0,3;feature\26i.jpg",315,213
- if %423 = 1 spbtn 5,5
- if %424 = 1 lsp 6,":c/2,0,3;feature\27i.jpg",445,213
- if %424 = 1 spbtn 6,6
- if %425 = 1 lsp 7,":c/2,0,3;feature\28i.jpg",185,310
- if %425 = 1 spbtn 7,7
- if %426 = 1 lsp 8,":c/2,0,3;feature\29i.jpg",315,310
- if %426 = 1 spbtn 8,8
- if %427 = 1 lsp 9,":c/2,0,3;feature\30i.jpg",445,310
- if %427 = 1 spbtn 9,9
- print 2
- btn 99,554,435,72,30,554,435 ;返回按钮
- btn 98,359,435,72,30,359,435 ;下一页按钮
- btn 97,213,435,72,30,213,435 ;上一页
- btnwait %0
- if %0<1 goto *gameview_p3
- if %0=1 csp -1:bg "cg\22-02.jpg",4:click:goto *gameview_p3
- if %0=2 csp -1:bg "cg\23-02.jpg",4:click:goto *gameview_p3
- if %0=3 csp -1:bg "cg\24-02.jpg",4:click:goto *gameview_p3
- if %0=4 csp -1:bg "cg\25-02.jpg",4:click:goto *gameview_p3
- if %0=5 csp -1:bg "cg\26-02.jpg",4:click:goto *gameview_p3
- if %0=6 csp -1:bg "cg\27-03.jpg",4:click:goto *gameview_p3
- if %0=7 csp -1:bg "cg\28-03.jpg",4:click:goto *gameview_p3
- if %0=8 csp -1:bg "cg\29-03.jpg",4:click:goto *gameview_p3
- if %0=9 csp -1:bg "cg\30-03.jpg",4:click:goto *gameview_p3
- if %0=99 csp -1:bgblank:goto *gameview ;返回操作
- if %0=98 csp -1:bgblank_1:goto *gameview_p4 ;前往下一页
- if %0=97 csp -1:bgblank_1:goto *gameview_p2 ;前一页
- goto *gameview_return_page3
- *gameview_p4 ;欣赏模式[图象][第四页](正剧CG图最后一页)
- bg "feature\picview2.jpg",4
- btndef "feature\picview2_1.jpg"
- *gameview_return_page4 ;--第四页点击判断----------
- if %428 = 1 lsp 1,":c/2,0,3;feature\31i.jpg",185,116
- if %428 = 1 spbtn 1,1
- if %429 = 1 lsp 2,":c/2,0,3;feature\32i.jpg",315,116
- if %429 = 1 spbtn 2,2
- if %430 = 1 lsp 3,":c/2,0,3;feature\33i.jpg",445,116
- if %430 = 1 spbtn 3,3
- if %431 = 1 lsp 4,":c/2,0,3;feature\34i.jpg",185,213
- if %431 = 1 spbtn 4,4
- if %432 = 1 lsp 5,":c/2,0,3;feature\35i.jpg",315,213
- if %432 = 1 spbtn 5,5
- ; if %433 = 1 lsp 6,":c/2,0,3;feature\27i.jpg",445,213
- ; if %433 = 1 spbtn 6,6
- ; if %434 = 1 lsp 7,":c/2,0,3;feature\28i.jpg",185,310
- ; if %434 = 1 spbtn 7,7
- ; if %435 = 1 lsp 8,":c/2,0,3;feature\29i.jpg",315,310
- ; if %435 = 1 spbtn 8,8
- ; if %436 = 1 lsp 9,":c/2,0,3;feature\30i.jpg",445,310
- ; if %436 = 1 spbtn 9,9
- print 2
- btn 99,554,435,72,30,554,435 ;返回按钮
- btn 98,359,435,72,30,359,435 ;下一页按钮
- btn 97,213,435,72,30,213,435 ;上一页
- btnwait %0
- if %0<1 goto *gameview_p4
- if %0=1 csp -1:bg "cg\31-03.jpg",4:click:goto *gameview_p4
- if %0=2 csp -1:bg "cg\32-03.jpg",4:click:goto *gameview_p4
- if %0=3 csp -1:bg "cg\33-03.jpg",4:click:goto *gameview_p4
- if %0=4 csp -1:bg "cg\34-00.jpg",4:click:goto *gameview_p4
- if %0=5 csp -1:bg "cg\35-03.jpg",4:click:goto *gameview_p4
- ; if %0=6 csp -1:bg "cg\27-01.jpg",4:click:goto *gameview_p4
- ; if %0=7 csp -1:bg "cg\28-01.jpg",4:click:goto *gameview_p4
- ; if %0=8 csp -1:bg "cg\29-01.jpg",4:click:goto *gameview_p4
- ; if %0=9 csp -1:bg "cg\30-01.jpg",4:click:goto *gameview_p4
- if %0=99 csp -1:bgblank:goto *gameview ;返回操作
- if %0=98 csp -1:bgblank_1:goto *gameview_p5 ;前往下一页
- if %0=97 csp -1:bgblank_1:goto *gameview_p3 ;前一页
- goto *gameview_return_page4
- *gameview_p5 ;欣赏模式[图象][第五页](设定图)
- bg "feature\picview.jpg",4
- btndef "feature\picview_1.jpg"
- *gameview_return_page5 ;--第五页点击判断----------
- if %202 = 1 lsp 1,":c/2,0,3;feature\spcg\sp01i.jpg",185,116
- if %202 = 1 spbtn 1,1
- if %203 = 1 lsp 2,":c/2,0,3;feature\spcg\sp02i.jpg",315,116
- if %203 = 1 spbtn 2,2
- if %204 = 1 lsp 3,":c/2,0,3;feature\spcg\sp03i.jpg",445,116
- if %204 = 1 spbtn 3,3
- if %205 = 1 lsp 4,":c/2,0,3;feature\spcg\sp04i.jpg",185,213
- if %205 = 1 spbtn 4,4
- if %206 = 1 lsp 5,":c/2,0,3;feature\spcg\sp05i.jpg",315,213
- if %206 = 1 spbtn 5,5
- if %207 = 1 lsp 6,":c/2,0,3;feature\spcg\sp06i.jpg",445,213
- if %207 = 1 spbtn 6,6
- if %208 = 1 lsp 7,":c/2,0,3;feature\spcg\sp07i.jpg",185,310
- if %208 = 1 spbtn 7,7
- if %209 = 1 lsp 8,":c/2,0,3;feature\spcg\sp08i.jpg",315,310
- if %209 = 1 spbtn 8,8
- if %252 = 1 && %253 = 1 && %254 = 1 && %255 = 1 lsp 9,":c/2,0,3;feature\spcg\sp09i.jpg",445,310
- if %252 = 1 && %253 = 1 && %254 = 1 && %255 = 1 spbtn 9,9
- print 2
- btn 99,554,435,72,30,554,435 ;返回按钮
- ; btn 98,359,435,72,30,359,435 ;下一页按
- btn 97,213,435,72,30,213,435 ;上一页
- btnwait %0
- if %0<1 goto *gameview_p5
- if %0=1 csp -1:bg "feature\spcg\sp01.jpg",4:click:goto *gameview_p5
- if %0=2 csp -1:bg "feature\spcg\sp02.jpg",4:click:goto *gameview_p5
- if %0=3 csp -1:bg "feature\spcg\sp03.jpg",4:click:goto *gameview_p5
- if %0=4 csp -1:bg "feature\spcg\sp04.jpg",4:click:goto *gameview_p5
- if %0=5 csp -1:bg "feature\spcg\sp05.jpg",4:click:goto *gameview_p5
- if %0=6 csp -1:bg "feature\spcg\sp06.jpg",4:click:goto *gameview_p5
- if %0=7 csp -1:bg "feature\spcg\sp07.jpg",4:click:goto *gameview_p5
- if %0=8 csp -1:bg "feature\spcg\sp08.jpg",4:click:goto *gameview_p5
- if %0=9 csp -1:bg "feature\spcg\sp09.jpg",4:click:goto *gameview_p5
- if %0=99 csp -1:bgblank:goto *gameview ;返回操作
- ; if %0=98 csp -1:bgblank_1:goto *gameview_p4 ;前往下一页
- if %0=97 csp -1:bgblank_1:goto *gameview_p4 ;前一页
- goto *gameview_return_page5
- *game_music ;欣赏模式[音乐]
- bg "feature\music_00.jpg",4
- *gamemusic_return ;音乐页点击判断--------------------
- stop
- btndef "feature\music_01.jpg"
- if %800 = 1 btn 1,114,80,222,20,114,80
- if %800 = 1 btn 2,114,100,222,20,114,100
- if %800 = 1 btn 3,114,120,222,20,114,120
- if %800 = 1 btn 4,114,140,222,20,114,140
- if %800 = 1 btn 5,114,160,222,20,114,160
- if %800 = 1 btn 6,114,180,222,20,114,180
- if %800 = 1 btn 7,114,200,222,20,114,200
- if %800 = 1 btn 8,114,220,222,20,114,220
- if %800 = 1 btn 9,114,240,222,20,114,240
- if %800 = 1 btn 10,114,260,222,20,114,260
- if %800 = 1 btn 11,114,280,222,20,114,280
- if %800 = 1 btn 12,114,300,222,20,114,300
- if %800 = 1 btn 13,114,320,222,20,114,320
- if %800 = 1 btn 14,114,340,222,20,114,340
- if %800 = 1 btn 15,114,360,222,20,114,360
- if %800 = 1 btn 16,114,380,222,20,114,380
- if %800 = 1 btn 17,396,106,157,23,396,106
- if %800 = 1 btn 18,396,128,157,23,396,128
- if %800 = 1 btn 19,396,151,157,23,396,151
- if %800 = 1 btn 20,396,174,157,23,396,174
- if %800 = 1 btn 21,396,197,157,23,396,197
- if %800 = 1 btn 22,396,220,157,23,396,220
- if %800 = 1 btn 23,396,243,157,23,396,243
- if %800 = 1 btn 24,396,266,157,23,396,266
- if %800 = 1 btn 25,395,305,157,23,395,305
- if %800 = 1 btn 26,395,328,157,23,395,328
- if %800 = 1 btn 27,395,351,157,23,395,351
- if %800 = 1 btn 28,395,374,157,23,395,374
- btn 99,557,433,58,32,557,433 ;返回按钮
- btnwait %0
- if %0<1 goto *gamemusic_return
- if %0=1 mp3loop "bgm\01.mp3":click:goto *gamemusic_return
- if %0=2 mp3loop "bgm\02.mp3":click:goto *gamemusic_return
- if %0=3 mp3loop "bgm\03.mp3":click:goto *gamemusic_return
- if %0=4 mp3loop "bgm\04.mp3":click:goto *gamemusic_return
- if %0=5 mp3loop "bgm\05.mp3":click:goto *gamemusic_return
- if %0=6 mp3loop "bgm\06.mp3":click:goto *gamemusic_return
- if %0=7 mp3loop "bgm\07.mp3":click:goto *gamemusic_return
- if %0=8 mp3loop "bgm\08.mp3":click:goto *gamemusic_return
- if %0=9 mp3loop "bgm\09.mp3":click:goto *gamemusic_return
- if %0=10 mp3loop "bgm\10.mp3":click:goto *gamemusic_return
- if %0=11 mp3loop "bgm\11.mp3":click:goto *gamemusic_return
- if %0=12 mp3loop "bgm\12.mp3":click:goto *gamemusic_return
- if %0=13 mp3loop "bgm\13.mp3":click:goto *gamemusic_return
- if %0=14 mp3loop "bgm\14.mp3":click:goto *gamemusic_return
- if %0=15 mp3loop "bgm\15.mp3":click:goto *gamemusic_return
- if %0=16 mp3loop "bgm\16.mp3":click:goto *gamemusic_return
- if %0=17 mp3loop "bgm\17.mp3":click:goto *gamemusic_return
- if %0=18 mp3loop "bgm\18.mp3":click:goto *gamemusic_return
- if %0=19 mp3loop "bgm\19.mp3":click:goto *gamemusic_return
- if %0=20 mp3loop "bgm\20.mp3":click:goto *gamemusic_return
- if %0=21 mp3loop "bgm\21.mp3":click:goto *gamemusic_return
- if %0=22 mp3loop "bgm\22.mp3":click:goto *gamemusic_return
- if %0=23 mp3loop "bgm\23.mp3":click:goto *gamemusic_return
- if %0=24 mp3loop "bgm\24.mp3":click:goto *gamemusic_return
- if %0=25 mp3loop "bgm\moments.mp3":click:goto *gamemusic_return
- if %0=26 mp3loop "bgm\emotionally.mp3":click:goto *gamemusic_return
- if %0=27 mp3loop "bgm\emotionally_ins.mp3":click:goto *gamemusic_return
- if %0=28 mp3loop "bgm\motherland.mp3":click:goto *gamemusic_return
- if %0=99 goto *gameview ;返回操作
- goto *gamemusic_return
- *game_shadow ;欣赏模式[黑影团日记]
- bgblank
- bgm "bgm\06.mp3"
- *shadow_return ;黑影团页点击判断--------------------
- bg "feature\shadow.jpg",4
- btndef "feature\shadow-1.jpg"
- if %800 = 1 btn 1,120,136,150,117,120,136
- if %802 = 1 btn 2,269,136,150,117,269,136
- if %805 = 1 btn 3,426,136,150,117,426,136
- if %801 = 1 btn 4,119,252,150,117,119,252
- if %804 = 1 btn 5,269,252,150,117,269,252
- if %803 = 1 btn 6,426,252,150,117,426,252
- btn 99,557,433,58,32,557,433 ;返回按钮
- btnwait %0
- if %0<1 goto *shadow_return
- if %0=1 bg "feature\diary\cc-01.jpg",2:click:bg "feature\diary\cc-02.jpg",2:click:bg "feature\diary\cc-03.jpg",2:click:bg "feature\diary\cc-04.jpg",2:click:bg "feature\diary\cc-05.jpg",2:click:bg "feature\diary\cc-06.jpg",2:click:bg "feature\diary\cc-07.jpg",2:click:bg "feature\diary\cc-08.jpg",2:click:bg "feature\diary\cc-09.jpg",2:click:goto *shadow_return
- if %0=2 bg "feature\diary\kumodiary01.jpg",2:click:bg "feature\diary\kumodiary02.jpg",2:click:bg "feature\diary\kumodiary03.jpg",2:click:bg "feature\diary\kumodiary04.jpg",2:click:bg "feature\diary\kumodiary05.jpg",2:click:bg "feature\diary\kumodiary06.jpg",2:click:bg "feature\diary\kumodiary07.jpg",2:click:bg "feature\diary\kumodiary08.jpg",2:click:bg "feature\diary\kumodiary09.jpg",2:click:bg "feature\diary\kumodiary10.jpg",2:click:bg "feature\diary\kumodiary11.jpg",2:click:goto *shadow_return
- if %0=3 bg "feature\diary\b-01.jpg",2:click:bg "feature\diary\b-02.jpg",2:click:bg "feature\diary\b-03.jpg",2:click:bg "feature\diary\b-04.jpg",2:click:bg "feature\diary\b-05.jpg",2:click:bg "feature\diary\b-06.jpg",2:click:bg "feature\diary\b-07.jpg",2:click:bg "feature\diary\b-08.jpg",2:click:bg "feature\diary\b-09.jpg",2:click:bg "feature\diary\b-10.jpg",2:click:goto *shadow_return
- if %0=4 bg "feature\diary\siren-01.jpg",2:click:bg "feature\diary\siren-02.jpg",2:click:bg "feature\diary\siren-03.jpg",2:click:bg "feature\diary\siren-04.jpg",2:click:bg "feature\diary\siren-05.jpg",2:click:bg "feature\diary\siren-06.jpg",2:click:bg "feature\diary\siren-07.jpg",2:click:click:goto *shadow_return
- if %0=5 bg "feature\diary\w-01.jpg",2:click:bg "feature\diary\w-02.jpg",2:click:bg "feature\diary\w-03.jpg",2:click:bg "feature\diary\w-04.jpg",2:click:bg "feature\diary\w-05.jpg",2:click:bg "feature\diary\w-06.jpg",2:click:goto *shadow_return
- if %0=6 bg "feature\diary\fox-01.jpg",2:click:bg "feature\diary\fox-02.jpg",2:click:bg "feature\diary\fox-03.jpg",2:click:bg "feature\diary\fox-04.jpg",2:click:bg "feature\diary\fox-05.jpg",2:click:bg "feature\diary\fox-06.jpg",2:click:bg "feature\diary\fox-07.jpg",2:click:bg "feature\diary\fox-08.jpg",2:click:bg "feature\diary\fox-09.jpg",2:click:bg "feature\diary\fox-10.jpg",2:click:goto *shadow_return
- if %0=99 goto *gameview ;返回操作
- goto *shadow_return
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