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  1. ;#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  2.  
  3. ;# 00.txt 变量设定说明
  4.  
  5. ;数值变量: %0——%10 临时变量
  6. ;   %25 每日行动点数
  7. ; %26 倒茶-KING
  8. ; %27 倒茶-ROY
  9. ; %50 好感-ARU
  10. ; %51 好感-ROY
  11. ; %52 好感-KING
  12. ; %53 黑影团书信
  13. ; %54 邀人出去(1、ROY;2、ARU;3、自己)
  14. ; %55 图书馆游戏正确选择判断
  15. ; %56 地图线索游戏回合数判断
  16. ; %57 地图线索游戏阶段判断
  17. ; %58 金办公室回合判断
  18. ; %59 军旗点击判断(1、2、3)
  19. ; %60 隐藏入口(0:未找到 1:找到)
  20. ; %61 战斗好感度加成开关
  21. ;主线事件======================
  22. ; %101——阿路:杀人事件,9阶段
  23. ; %102——罗伊:关于修兹,7阶段
  24. ; %103——金:总统家人,6阶段
  25. ; %104——莉莎:军犬•家犬,5阶段
  26. ; %105——简:悲伤恋情,5阶段
  27. ; %106——巴托:读书笔记,5阶段
  28. ; %107——海曼斯:怕狗的士兵,5阶段
  29. ; %108——肯:学习修理,5阶段
  30.  
  31. ;
  32. ;补白事件=======================
  33. ; %111——罗伊&莉莎:坏毛病,4阶段
  34. ; %112——海曼斯&肯:自然伙伴,5阶段
  35. ; %113——简&巴托:我的消遣,5阶段
  36. ; %114——简&巴托&海曼斯&肯:那个男人,4阶段
  37. ; %115——简&巴托&海曼斯&肯:那个女人,4阶段
  38. ; %116——阿路:一起生活,5阶段
  39. ; %117——查资料
  40. ; %118——黑影团——独自回家
  41. ; %119——家里,浴室
  42. ; %120——家里,院子
  43. ; %121——家里,餐厅
  44. ; %122——家里,大门
  45. ; %123——家里浴室普通塞位事件
  46. ; %124——家里院子普通塞位事件
  47. ; %125——家里餐厅普通塞位事件
  48. ; %126——家里大门普通塞位事件
  49.  
  50. ; %127——行动点数判定
  51.  
  52. ; %128——第二周第二天:寻求/阴影(0/1)
  53.  
  54. ; %130——线索一、线索三(0、1、2)
  55. ; %131——线索二(0、1)
  56.  
  57. ; %132——寻找•图书馆
  58. ; %133——寻找•中央军部大门
  59. ; %135——寻找•公园
  60. ; %136——寻找•黑街
  61. ; %137——寻找•住宅区
  62. ; %138——寻找•市场
  63. ; %139——寻找•车站
  64.  
  65. ; %141——寻找•回家次数判定
  66. ; %142——寻找•回办公室次数判定
  67.  
  68. ; %143——寻找•军部大门
  69. ; %144——寻找•军部前台
  70. ; %145——寻找•军部走廊
  71. ; %146——寻找•军部休息室
  72. ; %147——寻找•军部资料室
  73. ; %148——寻找•军部中庭
  74.  
  75. ; %149——线索一的获得时间(2、3、4)
  76. ; %150——线索二的获得时间(2、3、4)
  77. ; %151——线索三的获得时间(2、3、4)
  78.  
  79.  
  80.  
  81. ;         %199  右键相关
  82.  
  83.  
  84. ;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)
  85. ; %801 黑影团日记-S
  86. ; %802 黑影团日记-云
  87. ; %803 黑影团日记-CF
  88. ; %804 黑影团日记-犬
  89. ; %805 黑影团日记-男
  90. ; %806 黑影团提示
  91. ; %251 日期记录 1-7:第一周,8-13:第二周
  92. ; %300——%330 二周寻找时的地图行动标记
  93.  
  94. ; %201 地图游戏最少次数达成
  95. ; %202 RIZA支线完成
  96. ; %203 哈勃克支线完成
  97. ; %204 海曼斯支线完成
  98. ; %205 巴托支线完成
  99. ; %206 肯支线完成
  100.  
  101. ; %207 假日图书馆完胜
  102. ; %208 假日战胜ROY
  103. ; %209 假日地图找寻
  104.  
  105. ; %252——兄弟结局
  106. ; %253——焰钢结局
  107. ; %254——全灭结局
  108. ; %255——总统豆
  109.  
  110. ;欣赏模式======================
  111. ; %400——%500:欣赏模式图片
  112. ;
  113. ;
  114. ;文件名说明:
  115. ; 00.txt 环境、语法设定、欣赏模式、title
  116. ; 01.txt~06.txt 周一~周六
  117. ; 07.txt 周日(周末)
  118. ; 08.txt~13.txt 第八天~第13天
  119.  
  120.  
  121. *define
  122. resetmenu
  123. insertmenu "结束游戏",END
  124. insertmenu "版本情报",VERSION
  125. insertmenu "快速略过",SKIP
  126. insertmenu "环境设定",SUB
  127. insertmenu "画面",SUB,1
  128. insertmenu "全屏",FULL,2
  129. insertmenu "视窗",WINDOW,2
  130. insertmenu "音乐",SUB,1
  131. insertmenu "ON",WAVEON,2
  132. insertmenu "OFF",WAVEOFF,2
  133. insertmenu "音量",DWAVEVOLUME,2
  134. insertmenu "重新开始",RESET
  135. globalon ;200以后变量不可清除
  136. nsa
  137. caption "青鸟の虚像"
  138. versionstr "钢之炼金术师同人游戏 ~青鸟の虚像~","ver:Autumn BIRD"
  139. defaultfont "黑体"
  140.  
  141. effect 2,10,1000 ;隐现1秒
  142. effect 7,10,2000 ;隐现2秒
  143. effect 3,7,2000 ;上窗帘
  144. effect 4,10,500 ;隐现半秒
  145. effect 12,10,5000 ;隐现5秒
  146. effect 5,10,2000 ;隐现
  147. effect 6,10,50 ;隐现
  148. effect 11,18,1500,"images/bfade.jpg" ;战斗前的旋涡
  149. effect 8,6,500 ;战斗时的数据遮挡层
  150. effect 9,17,500 ;战斗时的数据遮挡层
  151. effect 10,15,100,"images/m2.bmp" ;战斗卡片出现效果
  152.  
  153. windowback ;使计时槽和自由图象在对话窗层的上面显示
  154. mp3fadeout 1500
  155. mp3fadein 1500
  156. savenumber 10
  157.  
  158. selectcolor #FFFF00,#FFFFFF
  159. ; roff ;右键取消
  160. rmenu "保存纪录",save,"读取纪录",load,"回想",lookback,"結束",reset
  161.  
  162.  
  163.  
  164. ;#++自定义语法设定++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  165. defsub timelimit ;限时选项
  166. defsub window ;对话框
  167. defsub windowbox ;无边框对话框
  168. defsub bgblank ;背景黑色2秒
  169. defsub bgblank_1 ;背景黑色半秒
  170. defsub fit_win
  171. defsub fight ;战斗
  172. defsub fight01 ;战斗——VS killer
  173. defsub save
  174. defsub load
  175.  
  176. defsub edo ;爱德华
  177. defsub aru ;阿尔冯斯
  178. defsub roy ;罗伊
  179. defsub king ;金
  180. defsub riza ;丽莎
  181. defsub envy ;envy
  182. defsub kingoffice
  183. defsub aruroom
  184. defsub arufindedostreet
  185. defsub kingofficeroy
  186. defsub holidaycenter
  187. defsub holidayhome
  188. defsub holidaystreet
  189. defsub holidayblack
  190.  
  191.  
  192. intlimit 94,0,100:intlimit 95,0,100 ;规定双方生命极限值
  193. game
  194.  
  195.  
  196. *holidayselffindstreet
  197. csp -1:print 1
  198. ld l,":a;character\edo\edo01-2.jpg",4
  199. edo
  200. 到底下一个地方是哪里呢………………\
  201. textoff
  202. ld l,":a;character\edo\edo01-1.jpg",4
  203. return
  204.  
  205.  
  206. *holidaycenter
  207. csp -1:print 1
  208. edo
  209. 假日还回去干什么……\
  210. textoff
  211. return
  212.  
  213. *holidayhome
  214. csp -1:print 1
  215. ld l,":a;character\edo\edo01-5.jpg",4
  216. edo
  217. 诶?不到别的地方逛了么?\
  218. edo
  219. select "→继续到别的地方",*holidaymap1,"→结束自由活动",*holidayhome01
  220. textoff
  221. ld l,":a;character\edo\edo01-4.jpg",4
  222. return
  223.  
  224. *holidaystreet
  225. csp -1:print 1
  226. ld l,":a;character\edo\edo01-6.jpg",4
  227. edo
  228. 呀,快点到下一个地方吧……\
  229. textoff
  230. ld l,":a;character\edo\edo01-4.jpg",4
  231. return
  232.  
  233. *holidayblack
  234. csp -1:print 1
  235. ld l,":a;character\edo\edo01-5.jpg",4
  236. edo
  237. “这里还在闭锁中!”?@
  238. ld l,":a;character\edo\edo01-2.jpg",4
  239. 是因为之前的杀人事件么…………\
  240. textoff
  241. ld l,":a;character\edo\edo01-4.jpg",4
  242. return
  243.  
  244.  
  245. *save
  246. textoff
  247. lsp 0,":c/1,0,0;images/save.jpg",0,0,95:print 4
  248. systemcall save
  249. wave "wave\save.wav":wait 800
  250. textoff:csp 0:print 2
  251. return
  252.  
  253. *load
  254. textoff
  255. lsp 0,":c/1,0,0;images/load.jpg",0,0,95:print 4
  256. systemcall load
  257. wave "wave\save.wav":wait 800
  258. textoff:csp 0:print 2
  259. return
  260.  
  261. *edo
  262. 【爱德华】
  263. return
  264.  
  265. *aru
  266. 【阿尔冯斯】
  267. return
  268.  
  269. *roy
  270. 【罗伊】
  271. return
  272.  
  273. *king
  274. 【金】
  275. return
  276.  
  277. *riza
  278. 【丽莎】
  279. return
  280.  
  281. *envy
  282. 【恩比】
  283. return
  284.  
  285. *kingoffice
  286. csp -1:print 1
  287. edo
  288. 现在是休息时间呢~~还是到别处逛逛吧~~\
  289. textoff
  290. return
  291.  
  292. *kingofficeroy
  293. csp -1:print 1
  294. roy
  295. 门锁着……?\
  296. textoff
  297. return
  298.  
  299. *aruroom
  300. csp -1:print 1
  301. edo
  302. 不要随便进阿尔的房间比较好吧……\
  303. textoff
  304. return
  305.  
  306. *arufindedostreet
  307. csp -1:print 1
  308. aru
  309. 快点到下一个地方去吧……\
  310. textoff
  311. return
  312.  
  313. ;===========战斗自定义部分=========================
  314. ;敌方,我方,背景图(IMGES/XXX.jpg),战胜后跳转事件,战败后跳转事件
  315. *fight
  316. mov %98,0:mov %99,0
  317. getparam $90,$91,$92,$97,$98
  318. if $90 = "roy" gosub *fightset_roy
  319. if $90 = "envy" gosub *fightset_envy
  320. if $90 = "king" gosub *fightset_king
  321. if $90 = "killer" gosub *fightset_killer
  322. if $90 = "gluttony" gosub *fightset_gluttony
  323. if $90 = "lust" gosub *fightset_lust
  324.  
  325. if $91 = "edo" gosub *fightset_edo
  326. if $91 = "edo2" gosub *fightset_edo2
  327. if $91 = "roy" gosub *fightset_roy2
  328. if $91 = "aru" gosub *fightset_aru
  329.  
  330. goto *fight_start
  331.  
  332. *fightset_roy ;ROY为敌方(基攻,基防,人物名图,人物图)
  333. mov %90,25:mov %91,15:mov $93,":a;images\name_roy.jpg":mov $95,":a;images\roy.jpg"
  334. mov $87,":c;images\hit3_roy.jpg"
  335. return
  336. *fightset_envy ;ENVY为敌方(基攻,基防,人物名图,人物图)
  337. mov %90,23:mov %91,13:mov $93,":a;images\name_envy.jpg":mov $95,":a;images\envy.jpg"
  338. mov $87,":c;images\hit3_envy.jpg"
  339. return
  340. *fightset_king ;KING为敌方(基攻,基防,人物名图,人物图)
  341. mov %90,30:mov %91,22:mov $93,":a;images\name_king.jpg":mov $95,":a;images\king.jpg"
  342. mov $87,":c;images\hit3_king.jpg"
  343. return
  344. *fightset_killer ;杀人凶手为敌方(基攻,基防,人物名图,人物图)
  345. mov %90,15:mov %91,5:mov $93,":a;images\name_killer.jpg":mov $95,":a;character\npc\66fan-03.jpg"
  346. mov $87,":a;images\hit3_killer.jpg"
  347. return
  348. *fightset_gluttony ;格拉特尼为敌方(基攻,基防,人物名图,人物图)
  349. mov %90,20:mov %91,13:mov $93,":a;images\name_glut.jpg":mov $95,":a;character\other\gluttony-01.jpg"
  350. mov $87,":c;images\hit3_other.jpg"
  351. return
  352. *fightset_lust ;拉斯特为敌方(基攻,基防,人物名图,人物图)
  353. mov %90,22:mov %91,13:mov $93,":a;images\name_lust.jpg":mov $95,":a;character\other\lust02-01.jpg"
  354. mov $87,":c;images\hit3_other.jpg"
  355. return
  356.  
  357.  
  358. *fightset_edo ;EDO为我方(基攻,基防,人物名图,人物图)
  359. mov %92,20:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo.jpg"
  360. mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-1.jpg"
  361. return
  362. *fightset_edo2 ;EDO为我方(基攻,基防,人物名图,人物图)
  363. mov %92,29:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo-2.jpg"
  364. mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-2.jpg"
  365. return
  366. *fightset_roy2 ;ROY为我方(基攻,基防,人物名图,人物图)
  367. mov %92,20:mov %93,10:mov $94,":a;images\name_roy.jpg":mov $96,":a;images\ftg_roy.jpg"
  368. mov $86,":c;images\hit3_roy.jpg":mov $99,":a;images\ftg_roy-1.jpg"
  369. if %61 = 1 div %51,10:add %92,%51
  370. return
  371. *fightset_aru ;aru为我方(基攻,基防,人物名图,人物图)
  372. mov %92,20:mov %93,10:mov $94,":a;images\name_aru.jpg":mov $96,":a;images\ftg_aru.jpg"
  373. mov $86,":c;images\hit3_aru.jpg":mov $99,":a;images\ftg_aru-1.jpg"
  374. if %61 = 1 div %50,10:add %92,%50
  375. return
  376. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  377.  
  378. *fight_start ;战斗开始------------------------------------------------------------------------------
  379. ;bgm "bgm/14.mp3"
  380. bg white,11
  381. lsp 1,":c/10,100,0;images/loading.jpg",203,194:print 1 ;loading显示
  382. wait 6000:csp -1 ;音乐前奏时间
  383. bg $92,2
  384.  
  385. ;==显示战斗界面各元素
  386. lsp 20,$94,519,442 ;我方人物名
  387. lsp 21,$93,28,19 ;敌方人物名
  388. lsp 22,":a;images/ftg_frm.jpg",0,0
  389. lsp 23,$96,496,315 ;我方人物头像
  390. lsp 25,":c;images/1.jpg",0,0,150
  391. lsp 26,":c;images/2.jpg",0,368,150
  392. lsp 27,$95,180,70 ;敌方人物图
  393. print 9
  394. mov %94,100:mov %95,100 ;双方生命最大值
  395. for %1=0 to 100 ;显示HP
  396. bar 30,%1,139,32,400,4,100,#FF0000:print 1
  397. bar 31,%2,50,442,388,4,100,#FFC300:print 1
  398. add %2,1
  399. next
  400.  
  401. *fight_cardsetting ;卡片初始设置
  402. 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)
  403. rnd2 %%1,1,5
  404. next
  405. for %1=80 to 84 ;根据效果变量定义卡片效果
  406. if %%1=1 mov $%1,"f"
  407. if %%1=2 mov $%1,"d"
  408. if %%1=3 mov $%1,"r"
  409. if %%1=4 mov $%1,"a"
  410. if %%1=5 mov $%1,"p"
  411. next
  412. ;----定义组合卡片文件名及显示卡片(初始)
  413. mov %2,85:mov %3,39:mov %4,5
  414. for %1=80 to 84
  415. mov $1,$%1:itoa $4,%%2:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
  416. lsp %4,$3,%3,331:print 10:add %2,1:add %3,60:add %4,1
  417. next
  418. ;----卡片按纽设定
  419. *fight_btnsetting
  420. mov %3,39
  421. for %1=0 to 4
  422. lsph %1,":a/5,0,3;images\card\cardsp.jpg",%3,331:vsp %1,1:print 1:add %3,60
  423. next
  424. *fight_btnsetting2
  425. spbtn 0,1:spbtn 1,2:spbtn 2,3:spbtn 3,4:spbtn 4,5
  426. btnwait %0:mov %9,%0:mov %10,%0
  427. if %0=0 goto *fight_btnsetting2
  428. if %0=-1 goto *fight_btnsetting2
  429. ;--------------------------------------卡片选取后判断----------------
  430. *fightcard
  431. sub %10,1:vsp %10,0:print 1:add %10,5
  432. for %1=1 to 10
  433. msp %10,0,33,100:print 1:wait 30
  434. next
  435. csp %10:print 1
  436.  
  437. mov %11,174
  438. mov %12,1
  439. mov %14,400
  440.  
  441. mov %1,%0:add %1,79 ;80-84 取得卡片效果变数
  442. if $%1 = "f" goto *fight_fight
  443. if $%1 = "d" goto *fight_defence
  444. if $%1 = "r" goto *fight_recover
  445. if $%1 = "a" goto *fight_alchemy
  446. if $%1 = "p" goto *fight_puzzle
  447. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  448. ;↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓以下为实际战斗判断↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  449.  
  450. *fight_fight ;========我方普通攻击
  451. add %1,5 ;85-89 取得相应效果数值变数
  452. 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)
  453. mov %78,%93 ;我方防御总值%78
  454. add %98,1 ;我方攻击连续数判断
  455. mov %76,0 ;不是防御
  456. if %98 = 3 goto *fight_fighthit3
  457. gosub *fight_enemy
  458. rnd2 %75,1,10 ;命中率判定
  459. if %75 <= 2 goto *fight_miss
  460. if %75 > 2 goto *fight_fighthit
  461. *fight_fighthit
  462. sub %%1,%77 ;我方总攻击-敌方总防御
  463. if %%1 < 0 mov %%1,0
  464. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  465. ; btndef "images\blade2.bmp"
  466. ; resettimer
  467. quake 4,500
  468. dwave 0,"wave\hit2.wav"
  469. ; blt 0,0,640,480,0,0,320,240
  470. ; waittimer 50
  471. ; blt 0,0,640,480,320,0,320,240
  472. ; waittimer 100
  473. ; blt 0,0,640,480,640,0,320,240
  474. ; waittimer 150
  475. ; blt 0,0,640,480,0,240,320,240
  476. ; waittimer 250
  477. ; blt 0,0,640,480,320,240,320,240
  478. ; waittimer 350
  479. ; blt 0,0,640,480,640,240,320,240
  480. ; waittimer 400
  481. ; blt 0,0,640,480,0,480,320,240
  482. ; waittimer 450
  483. ; blt 0,0,640,480,320,480,320,240
  484. ; waittimer 500
  485. ; blt 0,0,640,480,640,480,320,240
  486. ; waittimer 550
  487. ; ofscpy
  488. ; bg black,1
  489. ; btndef "" :wait 500
  490. ; bg $92,2
  491. ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
  492. ; msp 13,0,110,0:vsp 13,0:print 6
  493. gosub *fight_num
  494. for %0=%5 to %94 step -1 ;减去敌方生命槽
  495. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  496. next
  497. wait 50
  498. gosub *fight_endingpro
  499. gosub *fight_enemy1
  500. add %79,1 ;回合数
  501. goto *fight_cardremake
  502.  
  503.  
  504. *fight_fighthit3 ;========我方三连击
  505. mov %98,0
  506. lsp 10,$86,-640,103
  507. for %0=1 to 10
  508. msp 10,55,0,100:print 1
  509. next
  510. for %0=1 to 3:
  511. msp 10,70,0,100:print 2
  512. next
  513. for %0=1 to 6:
  514. msp 10,85,0,100:print 1
  515. next
  516. add %%1,10:mov %98,0:mov %76,0 ;不是防御
  517. gosub *fight_enemy
  518. sub %%1,%77 ;我方总攻击-敌方总防御
  519. if %%1 < 0 mov %%1,0
  520. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  521. dwave 0,"wave\hit.wav":wait 50
  522. for %0=%5 to %94 step -1 ;减去敌方生命槽
  523. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  524. next
  525. csp 10:print 2
  526. gosub *fight_num
  527. gosub *fight_endingpro
  528. gosub *fight_enemy1
  529. add %79,1 ;回合数
  530. goto *fight_cardremake
  531. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  532.  
  533. *fight_defence ;========我方防御
  534. add %1,5 ;85-89 取得相应效果数值变数
  535. mov %76,1 ;防御
  536. mov %78,%93
  537. if %%1 = 1 add %78,5 ;我方基础防御+附加防御
  538. if %%1 = 2 add %78,10 ;我方基础防御+附加防御
  539. if %%1 = 3 add %78,15 ;我方基础防御+附加防御
  540. if %%1 = 4 add %78,20 ;我方基础防御+附加防御
  541. if %%1 = 5 add %78,25 ;我方基础防御+附加防御
  542. mov %98,0 ;我方攻击连续数判断
  543. wait 500
  544. gosub *fight_enemy
  545. gosub *fight_enemy1
  546. add %79,1 ;回合数
  547. goto *fight_cardremake
  548.  
  549. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  550. *fight_recover ;========我方恢复
  551. mov %98,0 ;我方攻击连续数判断
  552. mov %76,0 ;不是防御
  553. add %1,5 ;85-89 取得相应效果数值变数
  554. mov %78,%93 ;我方防御总值
  555. mov %5,%95
  556. if %%1 = 1 add %95,25 ;恢复生命
  557. if %%1 = 2 add %95,25 ;恢复生命
  558. if %%1 = 3 add %95,50 ;恢复生命
  559. if %%1 = 4 add %95,50 ;恢复生命
  560. if %%1 = 5 add %95,100 ;恢复生命
  561. dwave 0,"wave\recover.wav":wait 1000
  562. for %0=%5 to %95 step 1 ;增加我方生命槽
  563. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  564. next
  565. wait 500
  566. gosub *fight_enemy
  567. gosub *fight_enemy1
  568. add %79,1 ;回合数
  569. goto *fight_cardremake
  570. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  571. *fight_alchemy ;==========使用炼金术
  572. mov %98,0 ;我方攻击连续数判断
  573. mov %76,0 ;不是防御
  574. add %1,5 ;85-89 取得相应效果数值变数
  575. mov %78,%93 ;我方防御总值
  576. wait 500
  577. gosub *fight_enemy
  578. gosub *fight_enemy1
  579. add %79,1 ;回合数
  580. 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)
  581. 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)
  582. 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)
  583. 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)
  584. 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)
  585.  
  586. rnd2 %75,1,10 ;命中率判定
  587. if %75 <= 3 goto *fight_miss
  588. if %75 > 3 goto *fight_alchemyhit
  589.  
  590. *fight_alchemyhit
  591. rnd2 %74,1,3 ;炼金术效果判定
  592. if %74 = 1 goto *fight_alchemy01 ;闪电
  593. if %74 = 2 goto *fight_alchemy02 ;黑影团
  594. if %74 = 3 goto *fight_alchemy03 ;牛奶瓶
  595. ;if %74 = 4 goto *fight_alchemy04 ;拖鞋(?)
  596. ;if %74 = 5 goto *fight_alchemy05
  597.  
  598. *fight_alchemy01 ;闪电
  599. 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
  600. dwave 0,"wave\lightning.wav":wait 1000
  601. 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
  602. 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
  603. sub %%1,%77 ;我方总攻击-敌方总防御
  604. if %%1 < 0 mov %%1,0
  605. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  606. gosub *fight_num
  607. for %0=%5 to %94 step -1 ;减去敌方生命槽
  608. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  609. next
  610. wait 50
  611. gosub *fight_endingpro
  612. gosub *fight_enemy
  613. gosub *fight_enemy1
  614. add %79,1 ;回合数
  615. goto *fight_cardremake
  616.  
  617.  
  618. *fight_alchemy02 ;黑影团
  619. dwave 0,"wave\shadow.wav"
  620. lsph 14,":a;images\alc_ours.jpg",0,0:vsp 14,1:print 6:wait 100
  621. quake 3,1000:vsp 14,0:print 1
  622. sub %%1,%77 ;我方总攻击-敌方总防御
  623. if %%1 < 0 mov %%1,0
  624. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  625. gosub *fight_num
  626. for %0=%5 to %94 step -1 ;减去敌方生命槽
  627. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  628. next
  629. wait 50
  630. gosub *fight_endingpro
  631. gosub *fight_enemy
  632. gosub *fight_enemy1
  633. add %79,1 ;回合数
  634. goto *fight_cardremake
  635.  
  636.  
  637. *fight_alchemy03 ;牛奶瓶
  638. dwave 0,"wave\cow.wav":wait 1000
  639. dwave 1,"wave\milkbottle.wav":wait 1000
  640. lsph 14,":a;images\alc_milk.jpg",488,0:vsp 14,1:print 6
  641. for %0=1 to 5
  642. msp 14,-38,52,100:print 6
  643. next
  644. for %0=1 to 5
  645. msp 14,-34,-24,100:print 6
  646. next
  647. for %0=1 to 5
  648. msp 14,-26,0,100:print 6
  649. next
  650. vsp 14,0:print 1
  651. sub %%1,%77 ;我方总攻击-敌方总防御
  652. if %%1 < 0 mov %%1,0
  653. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  654. gosub *fight_num
  655. for %0=%5 to %94 step -1 ;减去敌方生命槽
  656. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  657. next
  658. wait 50
  659. gosub *fight_endingpro
  660. gosub *fight_enemy
  661. gosub *fight_enemy1
  662. add %79,1 ;回合数
  663. goto *fight_cardremake
  664.  
  665.  
  666. *fight_alchemy04 ;拖鞋(未完成)
  667. sub %%1,%77 ;我方总攻击-敌方总防御
  668. if %%1 < 0 mov %%1,0
  669. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  670. gosub *fight_num
  671. for %0=%5 to %94 step -1 ;减去敌方生命槽
  672. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  673. next
  674. gosub *fight_endingpro
  675. gosub *fight_enemy
  676. gosub *fight_enemy1
  677. add %79,1 ;回合数
  678. goto *fight_cardremake
  679.  
  680. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  681. *fight_puzzle ;==========随机
  682. rnd2 %0,1,4
  683. if %0 = 1 goto *fight_fight
  684. if %0 = 2 goto *fight_defence
  685. if %0 = 3 goto *fight_recover
  686. if %0 = 4 goto *fight_alchemy
  687.  
  688.  
  689.  
  690.  
  691. *fight_miss
  692. mov %98,0 ;我方攻击连续数判断
  693. mov %76,0 ;不是防御
  694. dwave 0,"wave\hitnone01.wav":lsp 15,":a;images\hit_miss.jpg",280,184:wait 100 ;对方miss显示
  695. for %0=1 to 5
  696. msp 15,0,-24,100:print 6
  697. next
  698. csp 15:print 2
  699. ;wait 50
  700. gosub *fight_enemy
  701. gosub *fight_enemy1
  702. goto *fight_cardremake
  703.  
  704.  
  705.  
  706.  
  707.  
  708. *fight_num ;攻击数值显示
  709. mov $0,":a;images\hitnum\hit":itoa $1,%%1:add $0,$1:mov $1,".jpg":add $0,$1
  710. lsp 15,$0,280,164 ;对方损血显示
  711. for %0=1 to 5
  712. msp 15,0,-24,100:print 6
  713. next
  714. csp 15:print 2
  715. wait 50
  716. return
  717. ;=========================================敌方行动===================
  718. *fight_enemy
  719. rnd2 %96,1,10 ;敌方行动判断(> 4防御)
  720. if %96 <= 7 mov %77,%91 ;敌方攻击
  721. 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)
  722. if %96 > 9 mov %77,%91 ;敌方回复
  723. return
  724.  
  725. *fight_enemy1 ;——————敌方攻击——————————————————
  726. if %96 <=7 goto *fight_enemy1fight
  727. if %96 > 7 && %96 <=8 wait 500:goto *fight_enemy1end
  728. if %96 > 8 goto *fight_enemy2
  729. *fight_enemy1fight
  730. rnd2 %97,1,5 ;敌方附加攻击乱数
  731. add %97,%90 ;敌方附加攻击+基础攻击(防御不变,为基础防御)
  732. add %99,1 ;敌方攻击连续数判断
  733. if %99 = 3 goto *fight_enemyhit3
  734. sub %97,%78 ;敌方总攻击-我方总防御
  735. rnd2 %75,1,10 ;命中率判定
  736. if %75 <= 2 goto *fight_miss2
  737. if %75 > 2 goto *fight_enemy1hit
  738. *fight_enemy1hit
  739. if %97 < 0 mov %97,0
  740. if %97 >=0 mov %5,%95:sub %95,%97 ;消耗我方生命力
  741. textoff
  742. bg black,10,500
  743. btndef "images\blade2.bmp"
  744. resettimer
  745. if %76 = 0 dwave 0,"wave\hit2.wav" ;不是防御
  746. if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
  747. blt 0,0,640,480,0,0,320,240
  748. waittimer 50
  749. blt 0,0,640,480,320,0,320,240
  750. waittimer 100
  751. blt 0,0,640,480,640,0,320,240
  752. waittimer 150
  753. blt 0,0,640,480,0,240,320,240
  754. waittimer 250
  755. blt 0,0,640,480,320,240,320,240
  756. waittimer 350
  757. blt 0,0,640,480,640,240,320,240
  758. waittimer 400
  759. blt 0,0,640,480,0,480,320,240
  760. waittimer 450
  761. blt 0,0,640,480,320,480,320,240
  762. waittimer 500
  763. blt 0,0,640,480,640,480,320,240
  764. waittimer 550
  765. ofscpy
  766. bg black,1
  767. btndef "" :wait 50:quake 4,500
  768. bg $92,2
  769. ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
  770. ; msp 13,0,110,0:vsp 13,0:print 6
  771. for %0=%5 to %95 step -1 ;减去我方生命槽
  772. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  773. next
  774. gosub *fight_endingpro
  775. *fight_enemy1end
  776. return
  777.  
  778.  
  779. *fight_enemyhit3 ;===========敌方三连击
  780. mov %99,0
  781. lsp 11,$87,640,103
  782. for %0=1 to 10
  783. msp 11,-55,0,100:print 1
  784. next
  785. for %0=1 to 3
  786. msp 11,-70,0,100:print 2
  787. next
  788. for %0=1 to 10
  789. msp 11,-85,0,100:print 1
  790. next
  791. add %97,5:mov %99,0
  792. if %76 = 0 dwave 0,"wave\hit.wav" ;不是防御
  793. if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
  794. sub %97,%78 ;敌方总攻击-我方总防御
  795. if %97 < 0 mov %97,0
  796. if %97 >=0 mov %5,%95:sub %95,%97:wait 50 ;消耗我方生命力
  797. for %0=%5 to %95 step -1 ;减去我方生命槽
  798. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  799. next
  800. csp 11:print 5
  801. gosub *fight_endingpro
  802. return
  803.  
  804. *fight_enemy2 ;===========敌方回复
  805. mov %99,0
  806. rnd2 %97,1,5 ;敌方回复乱数
  807. mov %5,%94
  808. if %97 <= 3 add %94,25
  809. if %97 = 4 add %94,50
  810. if %97 = 5 add %94,100
  811. dwave 0,"wave\recover.wav":wait 1000
  812. for %0=%5 to %94 step 1 ;增加敌方生命槽
  813. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  814. next
  815. wait 500
  816. gosub *fight_endingpro
  817. return
  818.  
  819.  
  820.  
  821. *fight_miss2 ;===========敌方MISS
  822. mov %99,0
  823. dwave 0,"wave\hitnone02.wav"
  824. wait 500
  825. return
  826.  
  827.  
  828.  
  829. *fight_cardremake ;重新生成消耗的卡片
  830. add %9,79:mov %8,%9
  831. rnd2 %1,1,5
  832. if %1=1 mov $%9,"f"
  833. if %1=2 mov $%9,"d"
  834. if %1=3 mov $%9,"r"
  835. if %1=4 mov $%9,"a"
  836. if %1=5 mov $%9,"p"
  837. add %9,5:rnd2 %%9,1,5:sub %9,85
  838. if %9 = 0 mov %1,39
  839. if %9 = 1 mov %1,99
  840. if %9 = 2 mov %1,159
  841. if %9 = 3 mov %1,219
  842. if %9 = 4 mov %1,279
  843. 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:
  844. add %9,5
  845. lsp %9,$3,%1,331:print 10:sub %9,5
  846. lsph %9,":a/5,0,3;images\card\cardsp.jpg",%1,331:vsp %9,1:print 1
  847. goto *fight_btnsetting2
  848.  
  849.  
  850. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  851. *fight_endingpro ;===============================对战结束判定
  852. if %95 > 20 lsp 23,$96,496,315
  853. if %95 <= 20 lsp 23,$99,496,315 ;我方人物头像衰弱判断
  854. if %94 = 0 goto $97 ;fightwin
  855. if %95 = 0 goto $98 ;fightlose
  856. return
  857. ;========战斗自定义结束==========================================
  858.  
  859. ;●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
  860. ;VS杀人犯战斗自定义部分
  861. ;敌方,我方,背景图(IMGES/XXX.jpg),战胜后跳转事件,战败后跳转事件
  862. *fight01
  863. getparam $90,$91,$92,$97,$98
  864. if $90 = "killer" gosub *fight01set_killer
  865. if $91 = "edo" gosub *fight01set_edo
  866. goto *fight01_start
  867.  
  868. *fight01set_killer ;杀人凶手为敌方(基攻,基防,人物名图,人物图)
  869. mov %90,15:mov %91,5:mov $93,":a;images\name_killer.jpg":mov $95,":a;character\npc\66fan-02.jpg"
  870. mov $87,":c;images\hit3_killer.jpg"
  871. return
  872.  
  873.  
  874. *fight01set_edo ;EDO为我方(基攻,基防,人物名图,人物图)
  875. mov %92,20:mov %93,8:mov $94,":a;images\name_edo.jpg":mov $96,":a;images\ftg_edo.jpg"
  876. mov $86,":c;images\hit3_edo.jpg":mov $99,":a;images\ftg_edo-1.jpg"
  877. return
  878. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  879.  
  880. *fight01_start ;战斗开始------------------------------------------------------------------------------
  881. ;bgm "bgm/14.mp3"
  882. bg white,11
  883. lsp 1,":c/10,100,0;images/loading.jpg",203,194:print 1 ;loading显示
  884. wait 6000:csp -1 ;音乐前奏时间
  885. bg $92,2
  886.  
  887. ;==显示战斗界面各元素
  888. lsp 20,$94,519,442 ;我方人物名
  889. lsp 21,$93,28,19 ;敌方人物名
  890. lsp 22,":a;images/ftg_frm.jpg",0,0
  891. lsp 23,$96,496,315 ;我方人物头像
  892. lsp 25,":c;images/1.jpg",0,0,150
  893. lsp 26,":c;images/2.jpg",0,368,150
  894. lsp 27,$95,180,70 ;敌方人物图
  895. print 9
  896. mov %94,100:mov %95,100 ;双方生命最大值
  897. for %1=0 to 100 ;显示HP
  898. bar 30,%1,139,32,400,4,100,#FF0000:print 1
  899. bar 31,%2,50,442,388,4,100,#FFC300:print 1
  900. add %2,1
  901. next
  902.  
  903. *fight01_cardsetting ;卡片初始设置
  904. 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)
  905. rnd2 %%1,1,5
  906. next
  907. for %1=80 to 84 ;根据效果变量定义卡片效果
  908. if %%1=1 mov $%1,"f"
  909. if %%1=2 mov $%1,"d"
  910. if %%1=3 mov $%1,"r"
  911. if %%1=4 mov $%1,"a"
  912. if %%1=5 mov $%1,"p"
  913. next
  914. ;----定义组合卡片文件名及显示卡片(初始)
  915. mov %2,85:mov %3,39:mov %4,5
  916. for %1=80 to 84
  917. mov $1,$%1:itoa $4,%%2:add $1,$4:mov $3,".jpg":add $1,$3:mov $3,":c;images\card\":add $3,$1:
  918. lsp %4,$3,%3,331:print 10:add %2,1:add %3,60:add %4,1
  919. next
  920. ;----卡片按纽设定
  921. *fight01_btnsetting
  922. mov %3,39
  923. for %1=0 to 4
  924. lsph %1,":a/5,0,3;images\card\cardsp.jpg",%3,331:vsp %1,1:print 1:add %3,60
  925. next
  926. *fight01_btnsetting2
  927. spbtn 0,1:spbtn 1,2:spbtn 2,3:spbtn 3,4:spbtn 4,5
  928. btnwait %0:mov %9,%0:mov %10,%0
  929. if %0=0 goto *fight01_btnsetting2
  930. if %0=-1 goto *fight01_btnsetting2
  931. ;--------------------------------------卡片选取后判断----------------
  932. *fight01card
  933. sub %10,1:vsp %10,0:print 1:add %10,5
  934. for %1=1 to 10
  935. msp %10,0,33,100:print 1:wait 30
  936. next
  937. csp %10:print 1
  938.  
  939. mov %11,174
  940. mov %12,1
  941. mov %14,400
  942.  
  943. mov %1,%0:add %1,79 ;80-84 取得卡片效果变数
  944. if $%1 = "f" goto *fight01_fight
  945. if $%1 = "d" goto *fight01_defence
  946. if $%1 = "r" goto *fight01_recover
  947. if $%1 = "a" goto *fight01_alchemy
  948. if $%1 = "p" goto *fight01_puzzle
  949. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  950. ;↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓以下为实际战斗判断↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  951.  
  952. *fight01_fight ;========我方普通攻击
  953. add %1,5 ;85-89 取得相应效果数值变数
  954. 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)
  955. mov %78,%93 ;我方防御总值%78
  956. add %98,1 ;我方攻击连续数判断
  957. mov %76,0 ;不是防御
  958. if %98 = 3 goto *fight01_fighthit3
  959. gosub *fight01_enemy
  960. rnd2 %75,1,10 ;命中率判定
  961. if %75 <= 2 goto *fight01_miss
  962. if %75 > 2 goto *fight01_fighthit
  963. *fight01_fighthit
  964. sub %%1,%77 ;我方总攻击-敌方总防御
  965. if %%1 < 0 mov %%1,0
  966. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  967. ; btndef "images\blade2.bmp"
  968. ; resettimer
  969. quake 4,500
  970. dwave 0,"wave\hit2.wav"
  971. ; blt 0,0,640,480,0,0,320,240
  972. ; waittimer 50
  973. ; blt 0,0,640,480,320,0,320,240
  974. ; waittimer 100
  975. ; blt 0,0,640,480,640,0,320,240
  976. ; waittimer 150
  977. ; blt 0,0,640,480,0,240,320,240
  978. ; waittimer 250
  979. ; blt 0,0,640,480,320,240,320,240
  980. ; waittimer 350
  981. ; blt 0,0,640,480,640,240,320,240
  982. ; waittimer 400
  983. ; blt 0,0,640,480,0,480,320,240
  984. ; waittimer 450
  985. ; blt 0,0,640,480,320,480,320,240
  986. ; waittimer 500
  987. ; blt 0,0,640,480,640,480,320,240
  988. ; waittimer 550
  989. ; ofscpy
  990. ; bg black,1
  991. ; btndef "" :wait 500
  992. ; bg $92,2
  993. ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
  994. ; msp 13,0,110,0:vsp 13,0:print 6
  995. gosub *fight01_num
  996. for %0=%5 to %94 step -1 ;减去敌方生命槽
  997. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  998. next
  999. wait 50
  1000. gosub *fight01_endingpro
  1001. gosub *fight01_enemy1
  1002. add %79,1 ;回合数
  1003. goto *fight01_cardremake
  1004.  
  1005.  
  1006. *fight01_fighthit3 ;========我方三连击
  1007. lsp 10,$86,-640,103
  1008. for %0=1 to 10
  1009. msp 10,55,0,100:print 1
  1010. next
  1011. for %0=1 to 3:
  1012. msp 10,70,0,100:print 2
  1013. next
  1014. for %0=1 to 6:
  1015. msp 10,85,0,100:print 1
  1016. next
  1017. add %%1,5:mov %98,0:mov %76,0 ;不是防御
  1018. gosub *fight01_enemy
  1019. sub %%1,%77 ;我方总攻击-敌方总防御
  1020. if %%1 < 0 mov %%1,0
  1021. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  1022. dwave 0,"wave\hit.wav":wait 50
  1023. for %0=%5 to %94 step -1 ;减去敌方生命槽
  1024. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1025. next
  1026. csp 10:print 2
  1027. gosub *fight01_num
  1028. gosub *fight01_endingpro
  1029. gosub *fight01_enemy1
  1030. add %79,1 ;回合数
  1031. goto *fight01_cardremake
  1032. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  1033.  
  1034. *fight01_defence ;========我方防御
  1035. add %1,5 ;85-89 取得相应效果数值变数
  1036. mov %76,1 ;防御
  1037. mov %78,%93
  1038. if %%1 = 1 add %78,5 ;我方基础防御+附加防御
  1039. if %%1 = 2 add %78,10 ;我方基础防御+附加防御
  1040. if %%1 = 3 add %78,15 ;我方基础防御+附加防御
  1041. if %%1 = 4 add %78,20 ;我方基础防御+附加防御
  1042. if %%1 = 5 add %78,25 ;我方基础防御+附加防御
  1043. mov %98,0 ;我方攻击连续数判断
  1044. wait 500
  1045. gosub *fight01_enemy
  1046. gosub *fight01_enemy1
  1047. add %79,1 ;回合数
  1048. goto *fight01_cardremake
  1049.  
  1050. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  1051. *fight01_recover ;========我方恢复
  1052. mov %98,0 ;我方攻击连续数判断
  1053. mov %76,0 ;不是防御
  1054. add %1,5 ;85-89 取得相应效果数值变数
  1055. mov %78,%93 ;我方防御总值
  1056. mov %5,%95
  1057. if %%1 = 1 add %95,25 ;恢复生命
  1058. if %%1 = 2 add %95,25 ;恢复生命
  1059. if %%1 = 3 add %95,50 ;恢复生命
  1060. if %%1 = 4 add %95,50 ;恢复生命
  1061. if %%1 = 5 add %95,100 ;恢复生命
  1062. dwave 0,"wave\recover.wav":wait 1000
  1063. for %0=%5 to %95 step 1 ;增加我方生命槽
  1064. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  1065. next
  1066. wait 500
  1067. gosub *fight01_enemy
  1068. gosub *fight01_enemy1
  1069. add %79,1 ;回合数
  1070. goto *fight01_cardremake
  1071. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  1072. *fight01_alchemy ;==========使用炼金术
  1073. mov %98,0 ;我方攻击连续数判断
  1074. mov %76,0 ;不是防御
  1075. add %1,5 ;85-89 取得相应效果数值变数
  1076. mov %78,%93 ;我方防御总值
  1077. wait 500
  1078. gosub *fight01_enemy
  1079. gosub *fight01_enemy1
  1080. add %79,1 ;回合数
  1081. 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)
  1082. 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)
  1083. 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)
  1084. 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)
  1085. 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)
  1086.  
  1087. rnd2 %75,1,10 ;命中率判定
  1088. if %75 <= 3 goto *fight01_miss
  1089. if %75 > 3 goto *fight01_alchemyhit
  1090.  
  1091. *fight01_alchemyhit
  1092. rnd2 %74,1,3 ;炼金术效果判定
  1093. if %74 = 1 goto *fight01_alchemy01 ;闪电
  1094. if %74 = 2 goto *fight01_alchemy02 ;黑影团
  1095. if %74 = 3 goto *fight01_alchemy03 ;牛奶瓶
  1096. ;if %74 = 4 goto *fight01_alchemy04 ;拖鞋(?)
  1097. ;if %74 = 5 goto *fight01_alchemy05
  1098.  
  1099. *fight01_alchemy01 ;闪电
  1100. 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
  1101. dwave 0,"wave\lightning.wav":wait 1000
  1102. 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
  1103. 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
  1104. sub %%1,%77 ;我方总攻击-敌方总防御
  1105. if %%1 < 0 mov %%1,0
  1106. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  1107. gosub *fight01_num
  1108. for %0=%5 to %94 step -1 ;减去敌方生命槽
  1109. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1110. next
  1111. wait 50
  1112. gosub *fight01_endingpro
  1113. gosub *fight01_enemy
  1114. gosub *fight01_enemy1
  1115. add %79,1 ;回合数
  1116. goto *fight01_cardremake
  1117.  
  1118.  
  1119. *fight01_alchemy02 ;黑影团
  1120. dwave 0,"wave\shadow.wav"
  1121. lsph 14,":a;images\alc_ours.jpg",0,0:vsp 14,1:print 6:wait 100
  1122. quake 3,1000:vsp 14,0:print 1
  1123. sub %%1,%77 ;我方总攻击-敌方总防御
  1124. if %%1 < 0 mov %%1,0
  1125. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  1126. gosub *fight01_num
  1127. for %0=%5 to %94 step -1 ;减去敌方生命槽
  1128. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1129. next
  1130. wait 50
  1131. gosub *fight01_endingpro
  1132. gosub *fight01_enemy
  1133. gosub *fight01_enemy1
  1134. add %79,1 ;回合数
  1135. goto *fight01_cardremake
  1136.  
  1137.  
  1138. *fight01_alchemy03 ;牛奶瓶
  1139. dwave 0,"wave\cow.wav":wait 1000
  1140. dwave 1,"wave\milkbottle.wav":wait 1000
  1141. lsph 14,":a;images\alc_milk.jpg",488,0:vsp 14,1:print 6
  1142. for %0=1 to 5
  1143. msp 14,-38,52,100:print 6
  1144. next
  1145. for %0=1 to 5
  1146. msp 14,-34,-24,100:print 6
  1147. next
  1148. for %0=1 to 5
  1149. msp 14,-26,0,100:print 6
  1150. next
  1151. vsp 14,0:print 1
  1152. sub %%1,%77 ;我方总攻击-敌方总防御
  1153. if %%1 < 0 mov %%1,0
  1154. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  1155. gosub *fight01_num
  1156. for %0=%5 to %94 step -1 ;减去敌方生命槽
  1157. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1158. next
  1159. wait 50
  1160. gosub *fight01_endingpro
  1161. gosub *fight01_enemy
  1162. gosub *fight01_enemy1
  1163. add %79,1 ;回合数
  1164. goto *fight01_cardremake
  1165.  
  1166.  
  1167. *fight01_alchemy04 ;拖鞋(未完成)
  1168. sub %%1,%77 ;我方总攻击-敌方总防御
  1169. if %%1 < 0 mov %%1,0
  1170. if %%1 >=0 mov %5,%94:sub %94,%%1 ;消耗敌方生命力
  1171. gosub *fight01_num
  1172. for %0=%5 to %94 step -1 ;减去敌方生命槽
  1173. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1174. next
  1175. gosub *fight01_endingpro
  1176. gosub *fight01_enemy
  1177. gosub *fight01_enemy1
  1178. add %79,1 ;回合数
  1179. goto *fight01_cardremake
  1180.  
  1181. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  1182. *fight01_puzzle ;==========随机
  1183. rnd2 %0,1,4
  1184. if %0 = 1 goto *fight01_fight
  1185. if %0 = 2 goto *fight01_defence
  1186. if %0 = 3 goto *fight01_recover
  1187. if %0 = 4 goto *fight01_alchemy
  1188.  
  1189. *fight01_miss
  1190. mov %98,0 ;我方攻击连续数判断
  1191. mov %76,0 ;不是防御
  1192. dwave 0,"wave\hitnone01.wav":lsp 15,":a;images\hit_miss.jpg",280,184:wait 100 ;对方miss显示
  1193. for %0=1 to 5
  1194. msp 15,0,-24,100:print 6
  1195. next
  1196. csp 15:print 2
  1197. ;wait 50
  1198. gosub *fight01_enemy
  1199. gosub *fight01_enemy1
  1200. goto *fight01_cardremake
  1201.  
  1202. *fight01_num ;攻击数值显示
  1203. mov $0,":a;images\hitnum\hit":itoa $1,%%1:add $0,$1:mov $1,".jpg":add $0,$1
  1204. lsp 15,$0,280,164 ;对方损血显示
  1205. for %0=1 to 5
  1206. msp 15,0,-24,100:print 6
  1207. next
  1208. csp 15:print 2
  1209. wait 50
  1210. return
  1211. ;=========================================敌方行动===================
  1212. *fight01_enemy
  1213. rnd2 %96,1,10 ;敌方行动判断(> 4防御)
  1214. if %96 <= 7 mov %77,%91 ;敌方攻击
  1215. 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)
  1216. if %96 > 8 mov %77,%91 ;敌方回复
  1217. return
  1218.  
  1219. *fight01_enemy1 ;——————敌方攻击——————————————————
  1220. if %96 <=7 goto *fight01_enemy1fight
  1221. if %96 > 7 && %96 <=8 wait 500:goto *fight01_enemy1end
  1222. if %96 > 8 goto *fight01_enemy2
  1223. *fight01_enemy1fight
  1224. rnd2 %97,1,5 ;敌方附加攻击乱数
  1225. add %97,%90 ;敌方附加攻击+基础攻击(防御不变,为基础防御)
  1226. add %99,1 ;敌方攻击连续数判断
  1227. ;if %99 = 3 goto *fight01_enemyhit3
  1228. sub %97,%78 ;敌方总攻击-我方总防御
  1229. rnd2 %75,1,10 ;命中率判定
  1230. if %75 <= 2 goto *fight01_miss2
  1231. if %75 > 2 goto *fight01_enemy1hit
  1232. *fight01_enemy1hit
  1233. if %97 < 0 mov %97,0
  1234. if %97 >=0 mov %5,%95:sub %95,%97 ;消耗我方生命力
  1235. textoff
  1236. bg black,10,500
  1237. btndef "images\blade2.bmp"
  1238. resettimer
  1239. if %76 = 0 dwave 0,"wave\hit2.wav" ;不是防御
  1240. if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
  1241. blt 0,0,640,480,0,0,320,240
  1242. waittimer 50
  1243. blt 0,0,640,480,320,0,320,240
  1244. waittimer 100
  1245. blt 0,0,640,480,640,0,320,240
  1246. waittimer 150
  1247. blt 0,0,640,480,0,240,320,240
  1248. waittimer 250
  1249. blt 0,0,640,480,320,240,320,240
  1250. waittimer 350
  1251. blt 0,0,640,480,640,240,320,240
  1252. waittimer 400
  1253. blt 0,0,640,480,0,480,320,240
  1254. waittimer 450
  1255. blt 0,0,640,480,320,480,320,240
  1256. waittimer 500
  1257. blt 0,0,640,480,640,480,320,240
  1258. waittimer 550
  1259. ofscpy
  1260. bg black,1
  1261. btndef "" :wait 50:quake 4,500
  1262. bg $92,2
  1263. ; lsph 13,":s;#ff0000#ff0000-%94",294,180:vsp 13,1:print 6
  1264. ; msp 13,0,110,0:vsp 13,0:print 6
  1265. for %0=%5 to %95 step -1 ;减去我方生命槽
  1266. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  1267. next
  1268. gosub *fight01_endingpro
  1269. *fight01_enemy1end
  1270. return
  1271.  
  1272.  
  1273. *fight01_enemyhit3 ;===========敌方三连击
  1274. lsp 11,$87,640,103
  1275. for %0=1 to 10
  1276. msp 11,-55,0,100:print 1
  1277. next
  1278. for %0=1 to 3
  1279. msp 11,-70,0,100:print 2
  1280. next
  1281. for %0=1 to 10
  1282. msp 11,-85,0,100:print 1
  1283. next
  1284. add %97,5:mov %99,0
  1285. if %76 = 0 dwave 0,"wave\hit.wav" ;不是防御
  1286. if %76 = 1 dwave 0,"wave\defence.wav" ;我方防御
  1287. sub %97,%78 ;敌方总攻击-我方总防御
  1288. if %97 < 0 mov %97,0
  1289. if %97 >=0 mov %5,%95:sub %95,%97:wait 50 ;消耗我方生命力
  1290. for %0=%5 to %95 step -1 ;减去我方生命槽
  1291. bar 31,%0,50,442,388,4,100,#FFC300:print 1
  1292. next
  1293. csp 11:print 5
  1294. gosub *fight01_endingpro
  1295. return
  1296.  
  1297. *fight01_enemy2 ;===========敌方回复
  1298. mov %99,0
  1299. rnd2 %97,1,5 ;敌方回复乱数
  1300. mov %5,%94
  1301. if %97 <= 3 add %94,25
  1302. if %97 = 4 add %94,50
  1303. if %97 = 5 add %94,100
  1304. dwave 0,"wave\recover.wav":wait 1000
  1305. for %0=%5 to %94 step 1 ;增加敌方生命槽
  1306. bar 30,%0,139,32,400,4,100,#FF0000:print 1
  1307. next
  1308. wait 500
  1309. gosub *fight01_endingpro
  1310. return
  1311.  
  1312. *fight01_miss2 ;===========敌方MISS
  1313. mov %99,0
  1314. dwave 0,"wave\hitnone02.wav"
  1315. wait 500
  1316. return
  1317.  
  1318. *fight01_cardremake ;重新生成消耗的卡片
  1319. add %9,79:mov %8,%9
  1320. rnd2 %1,1,5
  1321. if %1=1 mov $%9,"f"
  1322. if %1=2 mov $%9,"d"
  1323. if %1=3 mov $%9,"r"
  1324. if %1=4 mov $%9,"a"
  1325. if %1=5 mov $%9,"p"
  1326. add %9,5:rnd2 %%9,1,5:sub %9,85
  1327. if %9 = 0 mov %1,39
  1328. if %9 = 1 mov %1,99
  1329. if %9 = 2 mov %1,159
  1330. if %9 = 3 mov %1,219
  1331. if %9 = 4 mov %1,279
  1332. 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:
  1333. add %9,5
  1334. lsp %9,$3,%1,331:print 10:sub %9,5
  1335. lsph %9,":a/5,0,3;images\card\cardsp.jpg",%1,331:vsp %9,1:print 1
  1336. goto *fight01_btnsetting2
  1337.  
  1338.  
  1339. ;◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎◎
  1340. *fight01_endingpro ;===============================对战结束判定
  1341. if %95 > 20 lsp 23,$96,496,315
  1342. if %95 <= 20 lsp 23,$99,496,315 ;我方人物头像衰弱判断
  1343. if %94 < 70 goto $97 ;fightwin
  1344. if %95 = 0 goto $98 ;fightlose
  1345. return
  1346. ;========战斗自定义结束==========================================
  1347. ;(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)
  1348. ;●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
  1349.  
  1350.  
  1351. ;限时选项设定
  1352. ;(▲$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)
  1353. *timelimit
  1354. getparam $1,$2,%3,$3,$4,$5
  1355. lsp 101,":s/22,22,0;#ffff00#ffffff$1",60,375
  1356. lsp 102,":s/22,22,0;#ffff00#ffffff$2",60,400
  1357. print 1
  1358. spbtn 101,1
  1359. spbtn 102,2
  1360. mov %4,55
  1361.  
  1362. gosub *timeset
  1363. for %5=1 to %4 ;循环。54为时间槽格数★与时间槽长度有关
  1364. mov %1,%3 ;★控制选择时间长短。122*41=5002
  1365. add %4,-1
  1366.  
  1367. btntime %1
  1368. *loopselect
  1369. getbtntimer %2 ;获取经过时间
  1370. sub %1,%2 ;得到剩余时间。sub——变量相减
  1371. btnwait %0
  1372. gosub *timebar ;以下不变
  1373.  
  1374. if %0 == -2 goto *loopend
  1375. if %0 == 0 goto *loopselect
  1376. if %0 == -1 goto *loopselect
  1377. if %0 == 1 csp -1:goto $3
  1378. if %0 == 2 csp -1:goto $4
  1379. if %0 == 3 csp -1:goto $5
  1380. *loopend
  1381. next
  1382. csp -1
  1383. goto $5
  1384. ;===================================记时器设定====================================
  1385. *timeset
  1386. for %5=1 to 10 ;最后十格时间槽预设
  1387. lsph %5,":s/8,8,0;#ff0000#ff0000●",0,0
  1388. next
  1389. for %5=11 to 20
  1390. lsph %5,":s/8,8,0;#FF6100#FF6100●",0,0
  1391. next
  1392. for %5=21 to 35
  1393. lsph %5,":s/8,8,0;#FFAF00#FFAF00●",0,0
  1394. next
  1395. for %5=36 to 54 ;充裕时间时的时间槽预设
  1396. lsph %5,":s/8,8,0;#fffc00#fffc00●",0,0
  1397. next
  1398.  
  1399. mov %1,38
  1400. for %5=1 to 54 ;把时间槽格子移到相应的位置。amsp lsph代号,X,Y
  1401. amsp %5,%1,447 :add %1,8 :next
  1402.  
  1403. for %5=1 to 54 ;实际显示时间槽
  1404. vsp %5,1
  1405. print 1 :next :return
  1406.  
  1407. *timebar ;消去相应的一格
  1408. vsp %4,0
  1409. print 1
  1410. return
  1411. ;===================================记时器设定完毕====================================
  1412.  
  1413. ;===对话框=======================================================================
  1414. *window
  1415. setwindow 38,338,22,3,22,22,0,3,20,1,1,":a;button\frm.bmp",13,320
  1416. setcursor 0,":l/4,150,0;button\cursor1.bmp",0,0
  1417. setcursor 1,":l/4,150,0;button\cursor1.bmp",0,0
  1418. erasetextwindow 0
  1419. return
  1420.  
  1421. *windowbox
  1422. setwindow 43,332,20,3,22,22,0,3,20,1,1,#a0a0a0,20,310,619,450
  1423. setcursor 0,":l/4,150,0;button\cursor1.bmp",0,0
  1424. setcursor 1,":l/4,150,0;button\cursor1.bmp",0,0
  1425. erasetextwindow 0
  1426. return
  1427.  
  1428. *cgfull
  1429. textoff:allsphide:print 1:wait 2000:allspresume:print 1
  1430. windoweffect 10,2000:window:windoweffect 1
  1431. return
  1432.  
  1433. *bgblank
  1434. bg "images\bg-blank.jpg",2
  1435. return
  1436.  
  1437. *bgblank_1
  1438. bg "images\bg-blank.jpg",4
  1439. return
  1440.  
  1441.  
  1442. ;===对话框设定完毕=======================================================================
  1443.  
  1444. ;设定结束
  1445.  
  1446. game
  1447.  
  1448. *start
  1449. menu_full ;全屏
  1450.  
  1451. ;标题画面周目判定
  1452. if %251 = 0 mov $202,"images\title.jpg":mov $201,"images\title_1.jpg"
  1453. if %251 = 1 mov $202,"images\title.jpg":mov $201,"images\title_1.jpg"
  1454. if %251 = 2 mov $202,"images\title2th.jpg":mov $201,"images\title2th-1.jpg"
  1455.  
  1456.  
  1457. ;游戏标题画面/背景/背景音-------------------------
  1458. bg "images\text-01.jpg",7:wait 8000 ;版权信息说明
  1459. bg "images\text-02.jpg",7:wait 5000 ;健康游戏说明
  1460. bg #000000,1
  1461. mpegplay "mpeg\op.mpg",1 ;op
  1462.  
  1463. *title ;游戏标题画面判断-------------------------
  1464. bgm "bgm\01.mp3"
  1465. bg $202,2
  1466. btndef $201
  1467. 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
  1468. btn 2,171,252,332,40,171,252
  1469. btn 3,171,292,332,40,171,292
  1470. if %800 = 1 btn 4,171,332,332,40,171,332
  1471. btn 5,171,362,332,40,171,362
  1472. *title_return
  1473. btnwait %0
  1474. if %0<1 goto *title_return
  1475. if %0=1 wave "wave\title.wav":bgblank:mov9 %200,0,0,0,0,0,0,0,0,0:goto *newgame
  1476. if %0=2 wave "wave\title.wav":load:goto *title
  1477. if %0=3 wave "wave\title.wav":goto *gameview
  1478. if %0=4 wave "wave\title.wav":goto *ng
  1479. if %0=5 wave "wave\title.wav":end
  1480. goto *title_return
  1481.  
  1482.  
  1483.  
  1484.  
  1485.  
  1486. *gameview ;欣赏模式主菜单---------------------------
  1487. textoff:bgblank
  1488. bgm "bgm\24.mp3"
  1489. bg "feature\gameview_title_bg.jpg",4
  1490. btndef "feature\gameview_title.jpg"
  1491. *gameview_title ;--欣赏模式主菜单按钮判断----------
  1492. btn 1,364,146,78,80,364,146 ;图象
  1493. btn 2,262,322,78,80,262,322 ;音乐
  1494. btn 3,465,322,78,80,465,322 ;黑影团
  1495. btn 99,22,411,105,46,22,411 ;返回按钮
  1496.  
  1497. btnwait %0
  1498. if %0<1 goto *gameview_title
  1499. if %0=1 wave "wave\title.wav":csp -1:bgblank:goto *gameview_p1
  1500. if %0=2 wave "wave\title.wav":csp -1:bgblank:goto *game_music
  1501. if %0=3 wave "wave\title.wav":csp -1:bgblank:goto *game_shadow
  1502. if %0=99 wave "wave\title.wav":csp -1:bgblank:goto *title ;返回操作
  1503. goto *gameview_title
  1504.  
  1505.  
  1506. *gameview_p1 ;欣赏模式[图象][第一页]
  1507. bg "feature\picview.jpg",4
  1508. btndef "feature\picview_1.jpg"
  1509. *gameview_return_page1 ;--第一页点击判断----------
  1510. if %401 = 1 lsp 1,":c/2,0,3;feature\01i.jpg",185,116
  1511. if %401 = 1 spbtn 1,1
  1512.  
  1513. if %402 = 1 lsp 2,":c/2,0,3;feature\02i.jpg",315,116
  1514. if %402 = 1 spbtn 2,2
  1515.  
  1516. if %403 = 1 lsp 3,":c/2,0,3;feature\03i.jpg",445,116
  1517. if %403 = 1 spbtn 3,3
  1518.  
  1519. if %404 = 1 lsp 4,":c/2,0,3;feature\04i.jpg",185,213
  1520. if %404 = 1 spbtn 4,4
  1521.  
  1522. if %405 = 1 lsp 5,":c/2,0,3;feature\05i.jpg",315,213
  1523. if %405 = 1 spbtn 5,5
  1524.  
  1525. if %406 = 1 lsp 6,":c/2,0,3;feature\06i.jpg",445,213
  1526. if %406 = 1 spbtn 6,6
  1527.  
  1528. if %407 = 1 lsp 7,":c/2,0,3;feature\07i.jpg",185,310
  1529. if %407 = 1 spbtn 7,7
  1530.  
  1531. if %408 = 1 lsp 8,":c/2,0,3;feature\08i.jpg",315,310
  1532. if %408 = 1 spbtn 8,8
  1533.  
  1534. if %409 = 1 lsp 9,":c/2,0,3;feature\10i.jpg",445,310
  1535. if %409 = 1 spbtn 9,9
  1536.  
  1537. print 2
  1538.  
  1539. btn 99,554,435,72,30,554,435 ;返回按钮
  1540. btn 98,359,435,72,30,359,435 ;下一页按钮
  1541. ;btn 97,213,435,72,30,213,435 ;上一页
  1542.  
  1543. btnwait %0
  1544. if %0<1 goto *gameview_p1
  1545. if %0=1 csp -1:bg "cg\01-01.jpg",4:click:goto *gameview_p1
  1546. if %0=2 csp -1:bg "cg\02-01.jpg",4:click:goto *gameview_p1
  1547. if %0=3 csp -1:bg "cg\03-01.jpg",4:click:goto *gameview_p1
  1548. if %0=4 csp -1:bg "cg\04-01.jpg",4:click:goto *gameview_p1
  1549. 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
  1550. if %0=6 csp -1:bg "cg\06-01.jpg",4:click:goto *gameview_p1
  1551. if %0=7 csp -1:bg "cg\07-01.jpg",4:click:goto *gameview_p1
  1552. if %0=8 csp -1:bg "cg\08-01.jpg",4:click:goto *gameview_p1
  1553. if %0=9 csp -1:bg "cg\10-01.jpg",4:click:goto *gameview_p1
  1554. if %0=99 csp -1:bgblank:goto *gameview ;返回操作
  1555. if %0=98 csp -1:bgblank_1:goto *gameview_p2 ;前往下一页
  1556. goto *gameview_return_page1
  1557.  
  1558. *gameview_p2 ;欣赏模式[图象][第二页]
  1559. bg "feature\picview.jpg",4
  1560. btndef "feature\picview_1.jpg"
  1561. *gameview_return_page2 ;--第二页点击判断----------
  1562. if %410 = 1 lsp 1,":c/2,0,3;feature\11i.jpg",185,116
  1563. if %410 = 1 spbtn 1,1
  1564.  
  1565. if %411 = 1 lsp 2,":c/2,0,3;feature\12i.jpg",315,116
  1566. if %411 = 1 spbtn 2,2
  1567.  
  1568. if %412 = 1 lsp 3,":c/2,0,3;feature\14i.jpg",445,116
  1569. if %412 = 1 spbtn 3,3
  1570.  
  1571. if %413 = 1 lsp 4,":c/2,0,3;feature\15i.jpg",185,213
  1572. if %413 = 1 spbtn 4,4
  1573.  
  1574. if %414 = 1 lsp 5,":c/2,0,3;feature\16i.jpg",315,213
  1575. if %414 = 1 spbtn 5,5
  1576.  
  1577. if %415 = 1 lsp 6,":c/2,0,3;feature\17i.jpg",445,213
  1578. if %415 = 1 spbtn 6,6
  1579.  
  1580. if %416 = 1 lsp 7,":c/2,0,3;feature\18i.jpg",185,310
  1581. if %416 = 1 spbtn 7,7
  1582.  
  1583. if %417 = 1 lsp 8,":c/2,0,3;feature\19i.jpg",315,310
  1584. if %417 = 1 spbtn 8,8
  1585.  
  1586. if %418 = 1 lsp 9,":c/2,0,3;feature\21i.jpg",445,310
  1587. if %418 = 1 spbtn 9,9
  1588.  
  1589. print 2
  1590.  
  1591. btn 99,554,435,72,30,554,435 ;返回按钮
  1592. btn 98,359,435,72,30,359,435 ;下一页按钮
  1593. btn 97,213,435,72,30,213,435 ;上一页
  1594.  
  1595. btnwait %0
  1596. if %0<1 goto *gameview_p2
  1597. if %0=1 csp -1:bg "cg\11-01.jpg",4:click:goto *gameview_p2
  1598. if %0=2 csp -1:bg "cg\12-01.jpg",4:click:goto *gameview_p2
  1599. if %0=3 csp -1:bg "cg\14-01.jpg",4:click:goto *gameview_p2
  1600. if %0=4 csp -1:bg "cg\15-01.jpg",4:click:goto *gameview_p2
  1601. if %0=5 csp -1:bg "cg\16-01.jpg",4:click:goto *gameview_p2
  1602. if %0=6 csp -1:bg "cg\17-01.jpg",4:click:goto *gameview_p2
  1603. if %0=7 csp -1:bg "cg\18-01.jpg",4:click:goto *gameview_p2
  1604. if %0=8 csp -1:bg "cg\19-01.jpg",4:click:goto *gameview_p2
  1605. if %0=9 csp -1:bg "cg\21-01.jpg",4:click:goto *gameview_p2
  1606. if %0=99 csp -1:bgblank:goto *gameview ;返回操作
  1607. if %0=98 csp -1:bgblank_1:goto *gameview_p3 ;前往下一页
  1608. if %0=97 csp -1:bgblank_1:goto *gameview_p1 ;前一页
  1609. goto *gameview_return_page2
  1610.  
  1611. *gameview_p3 ;欣赏模式[图象][第三页]
  1612. bg "feature\picview.jpg",4
  1613. btndef "feature\picview_1.jpg"
  1614. *gameview_return_page3 ;--第三页点击判断----------
  1615. if %419 = 1 lsp 1,":c/2,0,3;feature\22i.jpg",185,116
  1616. if %419 = 1 spbtn 1,1
  1617.  
  1618. if %420 = 1 lsp 2,":c/2,0,3;feature\23i.jpg",315,116
  1619. if %420 = 1 spbtn 2,2
  1620.  
  1621. if %421 = 1 lsp 3,":c/2,0,3;feature\24i.jpg",445,116
  1622. if %421 = 1 spbtn 3,3
  1623.  
  1624. if %422 = 1 lsp 4,":c/2,0,3;feature\25i.jpg",185,213
  1625. if %422 = 1 spbtn 4,4
  1626.  
  1627. if %423 = 1 lsp 5,":c/2,0,3;feature\26i.jpg",315,213
  1628. if %423 = 1 spbtn 5,5
  1629.  
  1630. if %424 = 1 lsp 6,":c/2,0,3;feature\27i.jpg",445,213
  1631. if %424 = 1 spbtn 6,6
  1632.  
  1633. if %425 = 1 lsp 7,":c/2,0,3;feature\28i.jpg",185,310
  1634. if %425 = 1 spbtn 7,7
  1635.  
  1636. if %426 = 1 lsp 8,":c/2,0,3;feature\29i.jpg",315,310
  1637. if %426 = 1 spbtn 8,8
  1638.  
  1639. if %427 = 1 lsp 9,":c/2,0,3;feature\30i.jpg",445,310
  1640. if %427 = 1 spbtn 9,9
  1641.  
  1642. print 2
  1643.  
  1644. btn 99,554,435,72,30,554,435 ;返回按钮
  1645. btn 98,359,435,72,30,359,435 ;下一页按钮
  1646. btn 97,213,435,72,30,213,435 ;上一页
  1647.  
  1648. btnwait %0
  1649. if %0<1 goto *gameview_p3
  1650. if %0=1 csp -1:bg "cg\22-02.jpg",4:click:goto *gameview_p3
  1651. if %0=2 csp -1:bg "cg\23-02.jpg",4:click:goto *gameview_p3
  1652. if %0=3 csp -1:bg "cg\24-02.jpg",4:click:goto *gameview_p3
  1653. if %0=4 csp -1:bg "cg\25-02.jpg",4:click:goto *gameview_p3
  1654. if %0=5 csp -1:bg "cg\26-02.jpg",4:click:goto *gameview_p3
  1655. if %0=6 csp -1:bg "cg\27-03.jpg",4:click:goto *gameview_p3
  1656. if %0=7 csp -1:bg "cg\28-03.jpg",4:click:goto *gameview_p3
  1657. if %0=8 csp -1:bg "cg\29-03.jpg",4:click:goto *gameview_p3
  1658. if %0=9 csp -1:bg "cg\30-03.jpg",4:click:goto *gameview_p3
  1659. if %0=99 csp -1:bgblank:goto *gameview ;返回操作
  1660. if %0=98 csp -1:bgblank_1:goto *gameview_p4 ;前往下一页
  1661. if %0=97 csp -1:bgblank_1:goto *gameview_p2 ;前一页
  1662. goto *gameview_return_page3
  1663.  
  1664. *gameview_p4 ;欣赏模式[图象][第四页](正剧CG图最后一页)
  1665. bg "feature\picview2.jpg",4
  1666. btndef "feature\picview2_1.jpg"
  1667. *gameview_return_page4 ;--第四页点击判断----------
  1668. if %428 = 1 lsp 1,":c/2,0,3;feature\31i.jpg",185,116
  1669. if %428 = 1 spbtn 1,1
  1670.  
  1671. if %429 = 1 lsp 2,":c/2,0,3;feature\32i.jpg",315,116
  1672. if %429 = 1 spbtn 2,2
  1673.  
  1674. if %430 = 1 lsp 3,":c/2,0,3;feature\33i.jpg",445,116
  1675. if %430 = 1 spbtn 3,3
  1676.  
  1677. if %431 = 1 lsp 4,":c/2,0,3;feature\34i.jpg",185,213
  1678. if %431 = 1 spbtn 4,4
  1679.  
  1680. if %432 = 1 lsp 5,":c/2,0,3;feature\35i.jpg",315,213
  1681. if %432 = 1 spbtn 5,5
  1682.  
  1683. ; if %433 = 1 lsp 6,":c/2,0,3;feature\27i.jpg",445,213
  1684. ; if %433 = 1 spbtn 6,6
  1685.  
  1686. ; if %434 = 1 lsp 7,":c/2,0,3;feature\28i.jpg",185,310
  1687. ; if %434 = 1 spbtn 7,7
  1688.  
  1689. ; if %435 = 1 lsp 8,":c/2,0,3;feature\29i.jpg",315,310
  1690. ; if %435 = 1 spbtn 8,8
  1691.  
  1692. ; if %436 = 1 lsp 9,":c/2,0,3;feature\30i.jpg",445,310
  1693. ; if %436 = 1 spbtn 9,9
  1694.  
  1695. print 2
  1696.  
  1697. btn 99,554,435,72,30,554,435 ;返回按钮
  1698. btn 98,359,435,72,30,359,435 ;下一页按钮
  1699. btn 97,213,435,72,30,213,435 ;上一页
  1700.  
  1701. btnwait %0
  1702. if %0<1 goto *gameview_p4
  1703. if %0=1 csp -1:bg "cg\31-03.jpg",4:click:goto *gameview_p4
  1704. if %0=2 csp -1:bg "cg\32-03.jpg",4:click:goto *gameview_p4
  1705. if %0=3 csp -1:bg "cg\33-03.jpg",4:click:goto *gameview_p4
  1706. if %0=4 csp -1:bg "cg\34-00.jpg",4:click:goto *gameview_p4
  1707. if %0=5 csp -1:bg "cg\35-03.jpg",4:click:goto *gameview_p4
  1708. ; if %0=6 csp -1:bg "cg\27-01.jpg",4:click:goto *gameview_p4
  1709. ; if %0=7 csp -1:bg "cg\28-01.jpg",4:click:goto *gameview_p4
  1710. ; if %0=8 csp -1:bg "cg\29-01.jpg",4:click:goto *gameview_p4
  1711. ; if %0=9 csp -1:bg "cg\30-01.jpg",4:click:goto *gameview_p4
  1712. if %0=99 csp -1:bgblank:goto *gameview ;返回操作
  1713. if %0=98 csp -1:bgblank_1:goto *gameview_p5 ;前往下一页
  1714. if %0=97 csp -1:bgblank_1:goto *gameview_p3 ;前一页
  1715. goto *gameview_return_page4
  1716.  
  1717. *gameview_p5 ;欣赏模式[图象][第五页](设定图)
  1718. bg "feature\picview.jpg",4
  1719. btndef "feature\picview_1.jpg"
  1720. *gameview_return_page5 ;--第五页点击判断----------
  1721. if %202 = 1 lsp 1,":c/2,0,3;feature\spcg\sp01i.jpg",185,116
  1722. if %202 = 1 spbtn 1,1
  1723.  
  1724. if %203 = 1 lsp 2,":c/2,0,3;feature\spcg\sp02i.jpg",315,116
  1725. if %203 = 1 spbtn 2,2
  1726.  
  1727. if %204 = 1 lsp 3,":c/2,0,3;feature\spcg\sp03i.jpg",445,116
  1728. if %204 = 1 spbtn 3,3
  1729.  
  1730. if %205 = 1 lsp 4,":c/2,0,3;feature\spcg\sp04i.jpg",185,213
  1731. if %205 = 1 spbtn 4,4
  1732.  
  1733. if %206 = 1 lsp 5,":c/2,0,3;feature\spcg\sp05i.jpg",315,213
  1734. if %206 = 1 spbtn 5,5
  1735.  
  1736. if %207 = 1 lsp 6,":c/2,0,3;feature\spcg\sp06i.jpg",445,213
  1737. if %207 = 1 spbtn 6,6
  1738.  
  1739. if %208 = 1 lsp 7,":c/2,0,3;feature\spcg\sp07i.jpg",185,310
  1740. if %208 = 1 spbtn 7,7
  1741.  
  1742. if %209 = 1 lsp 8,":c/2,0,3;feature\spcg\sp08i.jpg",315,310
  1743. if %209 = 1 spbtn 8,8
  1744.  
  1745. if %252 = 1 && %253 = 1 && %254 = 1 && %255 = 1 lsp 9,":c/2,0,3;feature\spcg\sp09i.jpg",445,310
  1746. if %252 = 1 && %253 = 1 && %254 = 1 && %255 = 1 spbtn 9,9
  1747.  
  1748. print 2
  1749.  
  1750. btn 99,554,435,72,30,554,435 ;返回按钮
  1751. ; btn 98,359,435,72,30,359,435 ;下一页按
  1752. btn 97,213,435,72,30,213,435 ;上一页
  1753.  
  1754. btnwait %0
  1755. if %0<1 goto *gameview_p5
  1756. if %0=1 csp -1:bg "feature\spcg\sp01.jpg",4:click:goto *gameview_p5
  1757. if %0=2 csp -1:bg "feature\spcg\sp02.jpg",4:click:goto *gameview_p5
  1758. if %0=3 csp -1:bg "feature\spcg\sp03.jpg",4:click:goto *gameview_p5
  1759. if %0=4 csp -1:bg "feature\spcg\sp04.jpg",4:click:goto *gameview_p5
  1760. if %0=5 csp -1:bg "feature\spcg\sp05.jpg",4:click:goto *gameview_p5
  1761. if %0=6 csp -1:bg "feature\spcg\sp06.jpg",4:click:goto *gameview_p5
  1762. if %0=7 csp -1:bg "feature\spcg\sp07.jpg",4:click:goto *gameview_p5
  1763. if %0=8 csp -1:bg "feature\spcg\sp08.jpg",4:click:goto *gameview_p5
  1764. if %0=9 csp -1:bg "feature\spcg\sp09.jpg",4:click:goto *gameview_p5
  1765. if %0=99 csp -1:bgblank:goto *gameview ;返回操作
  1766. ; if %0=98 csp -1:bgblank_1:goto *gameview_p4 ;前往下一页
  1767. if %0=97 csp -1:bgblank_1:goto *gameview_p4 ;前一页
  1768. goto *gameview_return_page5
  1769.  
  1770.  
  1771.  
  1772. *game_music ;欣赏模式[音乐]
  1773. bg "feature\music_00.jpg",4
  1774. *gamemusic_return ;音乐页点击判断--------------------
  1775. stop
  1776. btndef "feature\music_01.jpg"
  1777. if %800 = 1 btn 1,114,80,222,20,114,80
  1778. if %800 = 1 btn 2,114,100,222,20,114,100
  1779. if %800 = 1 btn 3,114,120,222,20,114,120
  1780. if %800 = 1 btn 4,114,140,222,20,114,140
  1781. if %800 = 1 btn 5,114,160,222,20,114,160
  1782. if %800 = 1 btn 6,114,180,222,20,114,180
  1783. if %800 = 1 btn 7,114,200,222,20,114,200
  1784. if %800 = 1 btn 8,114,220,222,20,114,220
  1785. if %800 = 1 btn 9,114,240,222,20,114,240
  1786. if %800 = 1 btn 10,114,260,222,20,114,260
  1787. if %800 = 1 btn 11,114,280,222,20,114,280
  1788. if %800 = 1 btn 12,114,300,222,20,114,300
  1789. if %800 = 1 btn 13,114,320,222,20,114,320
  1790. if %800 = 1 btn 14,114,340,222,20,114,340
  1791. if %800 = 1 btn 15,114,360,222,20,114,360
  1792. if %800 = 1 btn 16,114,380,222,20,114,380
  1793.  
  1794. if %800 = 1 btn 17,396,106,157,23,396,106
  1795. if %800 = 1 btn 18,396,128,157,23,396,128
  1796. if %800 = 1 btn 19,396,151,157,23,396,151
  1797. if %800 = 1 btn 20,396,174,157,23,396,174
  1798. if %800 = 1 btn 21,396,197,157,23,396,197
  1799. if %800 = 1 btn 22,396,220,157,23,396,220
  1800. if %800 = 1 btn 23,396,243,157,23,396,243
  1801. if %800 = 1 btn 24,396,266,157,23,396,266
  1802.  
  1803. if %800 = 1 btn 25,395,305,157,23,395,305
  1804. if %800 = 1 btn 26,395,328,157,23,395,328
  1805. if %800 = 1 btn 27,395,351,157,23,395,351
  1806. if %800 = 1 btn 28,395,374,157,23,395,374
  1807.  
  1808. btn 99,557,433,58,32,557,433 ;返回按钮
  1809.  
  1810. btnwait %0
  1811. if %0<1 goto *gamemusic_return
  1812. if %0=1 mp3loop "bgm\01.mp3":click:goto *gamemusic_return
  1813. if %0=2 mp3loop "bgm\02.mp3":click:goto *gamemusic_return
  1814. if %0=3 mp3loop "bgm\03.mp3":click:goto *gamemusic_return
  1815. if %0=4 mp3loop "bgm\04.mp3":click:goto *gamemusic_return
  1816. if %0=5 mp3loop "bgm\05.mp3":click:goto *gamemusic_return
  1817. if %0=6 mp3loop "bgm\06.mp3":click:goto *gamemusic_return
  1818. if %0=7 mp3loop "bgm\07.mp3":click:goto *gamemusic_return
  1819. if %0=8 mp3loop "bgm\08.mp3":click:goto *gamemusic_return
  1820. if %0=9 mp3loop "bgm\09.mp3":click:goto *gamemusic_return
  1821. if %0=10 mp3loop "bgm\10.mp3":click:goto *gamemusic_return
  1822. if %0=11 mp3loop "bgm\11.mp3":click:goto *gamemusic_return
  1823. if %0=12 mp3loop "bgm\12.mp3":click:goto *gamemusic_return
  1824. if %0=13 mp3loop "bgm\13.mp3":click:goto *gamemusic_return
  1825. if %0=14 mp3loop "bgm\14.mp3":click:goto *gamemusic_return
  1826. if %0=15 mp3loop "bgm\15.mp3":click:goto *gamemusic_return
  1827. if %0=16 mp3loop "bgm\16.mp3":click:goto *gamemusic_return
  1828. if %0=17 mp3loop "bgm\17.mp3":click:goto *gamemusic_return
  1829. if %0=18 mp3loop "bgm\18.mp3":click:goto *gamemusic_return
  1830. if %0=19 mp3loop "bgm\19.mp3":click:goto *gamemusic_return
  1831. if %0=20 mp3loop "bgm\20.mp3":click:goto *gamemusic_return
  1832. if %0=21 mp3loop "bgm\21.mp3":click:goto *gamemusic_return
  1833. if %0=22 mp3loop "bgm\22.mp3":click:goto *gamemusic_return
  1834. if %0=23 mp3loop "bgm\23.mp3":click:goto *gamemusic_return
  1835. if %0=24 mp3loop "bgm\24.mp3":click:goto *gamemusic_return
  1836. if %0=25 mp3loop "bgm\moments.mp3":click:goto *gamemusic_return
  1837. if %0=26 mp3loop "bgm\emotionally.mp3":click:goto *gamemusic_return
  1838. if %0=27 mp3loop "bgm\emotionally_ins.mp3":click:goto *gamemusic_return
  1839. if %0=28 mp3loop "bgm\motherland.mp3":click:goto *gamemusic_return
  1840. if %0=99 goto *gameview ;返回操作
  1841. goto *gamemusic_return
  1842.  
  1843. *game_shadow ;欣赏模式[黑影团日记]
  1844. bgblank
  1845. bgm "bgm\06.mp3"
  1846. *shadow_return ;黑影团页点击判断--------------------
  1847. bg "feature\shadow.jpg",4
  1848. btndef "feature\shadow-1.jpg"
  1849. if %800 = 1 btn 1,120,136,150,117,120,136
  1850. if %802 = 1 btn 2,269,136,150,117,269,136
  1851. if %805 = 1 btn 3,426,136,150,117,426,136
  1852. if %801 = 1 btn 4,119,252,150,117,119,252
  1853. if %804 = 1 btn 5,269,252,150,117,269,252
  1854. if %803 = 1 btn 6,426,252,150,117,426,252
  1855.  
  1856. btn 99,557,433,58,32,557,433 ;返回按钮
  1857.  
  1858. btnwait %0
  1859. if %0<1 goto *shadow_return
  1860. 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
  1861. 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
  1862. 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
  1863. 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
  1864. 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
  1865. 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
  1866.  
  1867. if %0=99 goto *gameview ;返回操作
  1868. goto *shadow_return
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