Commit asd and ssd files
This commit is contained in:
parent
86f542dce9
commit
879970d6a9
1929 changed files with 4092 additions and 0 deletions
5
.gitignore
vendored
5
.gitignore
vendored
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@ -13,8 +13,13 @@
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!*.csv
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!*.ain
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!*.fnl
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# Kirikiri
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!*.ks
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!*.tjs
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!*.asd
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!*.ssd
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!*.yaml
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!*.rb
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!*.rvdata2
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BIN
data/animeHScene_ctrl.asd
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BIN
data/animeHScene_ctrl.asd
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31
data/attackEffect01b.asd
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31
data/attackEffect01b.asd
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*start
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[image storage=attackEffect01]
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[state enablemove=false enableAttack=false nogravity=true]
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[dispsize width=20 height=105 centerpos=0 baseline=0]
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[disp left=0 top=0 opacity=0]
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[eval exp="sprite.ignoreScroll=false"]
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[eval exp="sprite.ignoreFollowX=true"]
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[eval exp="sprite.ignoreFollowY=true"]
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[eval exp="sprite.ignoreFollowH=true"]
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[wait frame=1]
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[move path=(-5,0,0) frame=14 xaccel=-1]
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[disp left=0 top=0 opacity=128][wait frame=2]
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[disp left=1 top=0 opacity=255][wait frame=2]
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[disp left=2 top=0 opacity=255][wait frame=2]
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[disp left=3 top=0 opacity=196][wait frame=2]
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[disp left=4 top=0 opacity=128][wait frame=2]
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[disp left=5 top=0 opacity=64 ][wait frame=2]
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[disp left=6 top=0 opacity=32 ][wait frame=2]
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*delete
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[disp left=6 top=0 opacity=0]
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[del]
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29
data/attackEffect02b.asd
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29
data/attackEffect02b.asd
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*start
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[state enablemove=false enableAttack=false nogravity=true]
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[dispsize width=132 height=108 centerpos=66 baseline=0]
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;[disp left=0 top=0 opacity=0]
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;
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;[eval exp="sprite.ignoreFollowX=true"]
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;[eval exp="sprite.ignoreFollowY=true"]
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[eval exp="sprite.ignoreFollowH=true"]
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;[wait frame=1]
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[disp left=0 top=0 opacity=128][wait frame=1]
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[disp left=1 top=0 opacity=255][wait frame=1]
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[disp left=2 top=0 opacity=255][wait frame=1]
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[disp left=3 top=0 opacity=196][wait frame=1]
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[disp left=4 top=0 opacity=128][wait frame=1]
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[disp left=5 top=0 opacity=64 ][wait frame=1]
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[disp left=6 top=0 opacity=32 ][wait frame=1]
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*delete
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[disp left=6 top=0 opacity=0]
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[del]
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BIN
data/cosbreak.asd
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BIN
data/cosbreak.asd
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BIN
data/dh9011.asd
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BIN
data/dh9011.asd
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BIN
data/dh9021.asd
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BIN
data/dh9021.asd
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BIN
data/dh9031.asd
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BIN
data/dh9031.asd
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BIN
data/dh9051.asd
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BIN
data/dh9051.asd
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BIN
data/dh9061.asd
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BIN
data/dh9061.asd
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BIN
data/dh9071.asd
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BIN
data/dh9071.asd
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BIN
data/dh9081.asd
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BIN
data/dh9081.asd
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BIN
data/dh9091.asd
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BIN
data/dh9091.asd
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BIN
data/dh9101.asd
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BIN
data/dh9101.asd
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BIN
data/dh9121.asd
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BIN
data/dh9121.asd
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BIN
data/dh9131.asd
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BIN
data/dh9131.asd
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BIN
data/dummy2.asd
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BIN
data/dummy2.asd
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BIN
data/dummyplayer_standing.asd
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BIN
data/dummyplayer_standing.asd
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BIN
data/dummyplayer_walk.asd
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BIN
data/dummyplayer_walk.asd
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BIN
data/e010_attack1.asd
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BIN
data/e010_attack1.asd
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BIN
data/e010_attack4.asd
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BIN
data/e010_attack4.asd
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BIN
data/e010_damage1.asd
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BIN
data/e010_damage1.asd
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BIN
data/e010_damage2.asd
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BIN
data/e010_damage2.asd
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BIN
data/e010_locked.asd
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BIN
data/e010_locked.asd
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BIN
data/e010_standup.asd
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BIN
data/e010_standup.asd
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BIN
data/e010_standup2.asd
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BIN
data/e010_standup2.asd
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BIN
data/e010_thrown2.asd
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BIN
data/e010_thrown2.asd
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BIN
data/e010_thrown4.asd
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BIN
data/e010_thrown4.asd
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BIN
data/e010_thrown5.asd
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BIN
data/e010_thrown5.asd
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BIN
data/e011_damage1.asd
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BIN
data/e011_damage1.asd
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BIN
data/e011_damage2.asd
Normal file
BIN
data/e011_damage2.asd
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BIN
data/e012_damage1.asd
Normal file
BIN
data/e012_damage1.asd
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BIN
data/e013_damage2.asd
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BIN
data/e013_damage2.asd
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BIN
data/e020_damage2.asd
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BIN
data/e020_damage2.asd
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BIN
data/e020_thrown2.asd
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BIN
data/e020_thrown2.asd
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BIN
data/e020_thrown4.asd
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BIN
data/e020_thrown4.asd
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BIN
data/e021_standup2.asd
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BIN
data/e021_standup2.asd
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BIN
data/e030_backclinch.asd
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BIN
data/e030_backclinch.asd
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BIN
data/e030_damage1.asd
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BIN
data/e030_damage1.asd
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BIN
data/e030_damage2.asd
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BIN
data/e030_damage2.asd
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BIN
data/e030_etc1.asd
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BIN
data/e030_etc1.asd
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BIN
data/e030_hattack.asd
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BIN
data/e030_hattack.asd
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BIN
data/e030_holding2.asd
Normal file
BIN
data/e030_holding2.asd
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BIN
data/e030_preHAttack2.asd
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BIN
data/e030_preHAttack2.asd
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BIN
data/e030_standup2.asd
Normal file
BIN
data/e030_standup2.asd
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BIN
data/e030_thrown2.asd
Normal file
BIN
data/e030_thrown2.asd
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BIN
data/e030_thrown3.asd
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BIN
data/e030_thrown3.asd
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BIN
data/e030_thrown4.asd
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BIN
data/e030_thrown4.asd
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BIN
data/e030_thrown5.asd
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BIN
data/e030_thrown5.asd
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BIN
data/e030_thrown6.asd
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BIN
data/e030_thrown6.asd
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BIN
data/e040_attack3.asd
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BIN
data/e040_attack3.asd
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BIN
data/e040_damage1.asd
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BIN
data/e040_damage1.asd
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BIN
data/e040_damage2.asd
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BIN
data/e040_damage2.asd
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BIN
data/e040_thrown2.asd
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BIN
data/e040_thrown2.asd
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BIN
data/e040_thrown4.asd
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BIN
data/e040_thrown4.asd
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BIN
data/e040_thrown5.asd
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BIN
data/e040_thrown5.asd
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BIN
data/e040_thrown6.asd
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BIN
data/e040_thrown6.asd
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BIN
data/e050_damage1.asd
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BIN
data/e050_damage1.asd
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BIN
data/e050_damage2.asd
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BIN
data/e050_damage2.asd
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BIN
data/e050_standing.asd
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BIN
data/e050_standing.asd
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BIN
data/e060_control.asd
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BIN
data/e060_control.asd
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BIN
data/e060_gallery1.asd
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BIN
data/e060_gallery1.asd
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BIN
data/e070_damage1.asd
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BIN
data/e070_damage1.asd
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BIN
data/e070_damage2.asd
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BIN
data/e070_damage2.asd
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BIN
data/e070_hattack.asd
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BIN
data/e070_hattack.asd
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BIN
data/e070_thrown2.asd
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BIN
data/e070_thrown2.asd
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BIN
data/e070_thrown4.asd
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BIN
data/e070_thrown4.asd
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BIN
data/e070_thrown5.asd
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BIN
data/e070_thrown5.asd
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BIN
data/e080_damage1.asd
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BIN
data/e080_damage1.asd
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BIN
data/e080_damage2.asd
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BIN
data/e080_damage2.asd
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BIN
data/e080_falling.asd
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BIN
data/e080_falling.asd
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BIN
data/e090_clinched.asd
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BIN
data/e090_clinched.asd
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BIN
data/e090_damage1.asd
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BIN
data/e090_damage1.asd
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BIN
data/e090_damage2.asd
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BIN
data/e090_damage2.asd
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28
data/e090_hattack.asd
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data/e090_hattack.asd
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*start
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[dispsize width=62 height=154 centerpos=20 baseline=0]
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[state enablemove=false enableAttack=false]
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;[eval exp="sprite.holdPlayer(0,-1,0)"]
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[if exp="sprite.inverse==sprite.targetPlayer.inverse"]
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[eval exp="sprite.inverse=!sprite.inverse"]
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[eval exp="sprite.layer.setInverse()"]
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[else]
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[endif]
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*loop
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[disp left=0 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=5]
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[disp left=1 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=5]
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[disp left=2 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=5]
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[disp left=3 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=5]
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[disp left=4 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=5]
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[disp left=5 top=0 opacity=255][hit rect="(-11,5,61,124)"][wait frame=6]
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[eval exp="sprite.targetPlayer.HP-=3"]
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[jump target=*loop]
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BIN
data/e090_thrown2.asd
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BIN
data/e090_thrown2.asd
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data/e090_thrown4.asd
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data/e090_thrown4.asd
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BIN
data/e090_thrown5.asd
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BIN
data/e090_thrown5.asd
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BIN
data/e110_clinched.asd
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data/e110_clinched.asd
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BIN
data/e110_damage1.asd
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data/e110_damage1.asd
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data/e110_damage2.asd
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data/e110_damage2.asd
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BIN
data/e110_down.asd
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data/e110_down.asd
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BIN
data/e110_special1.asd
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data/e110_special1.asd
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BIN
data/e110_standing.asd
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data/e110_standing.asd
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data/e110_thrown2.asd
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data/e110_thrown2.asd
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data/e110_thrown4.asd
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data/e110_thrown4.asd
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data/e120_clinched.asd
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data/e120_clinched.asd
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data/e120_damage2.asd
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data/e120_damage2.asd
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data/e120_down.asd
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data/e120_down.asd
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49
data/e120_escape.asd
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data/e120_escape.asd
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*start
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[image id=stStanding]
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[dispsize width=72 height=136 centerpos=36 baseline=0]
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[state enablemove=false enableAttack=false]
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[playse storage="se008"]
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[eval exp = "layer.dOpacity2=-20"]
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[wait frame=10]
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;[disp left=0 top=0 opacity=200][wait frame=2]
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;[disp left=0 top=0 opacity=150][wait frame=2]
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;[disp left=0 top=0 opacity=100][wait frame=2]
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;[disp left=0 top=0 opacity=50 ][wait frame=2]
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;[disp left=0 top=0 opacity=0 ][wait frame=2]
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[jump *resume cond="tf.nowRevive"]
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[iscript]
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{
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do{
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mp.x = intrandom(0, bao.internalWidth);
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mp.y = intrandom(sprite.movableRect.top, sprite.movableRect.bottom);
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}while(sprite.getAltitude(mp.x, mp.y) > 0);
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sprite.rootX = mp.x;
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sprite.rootY = mp.y;
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}
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[endscript]
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[jump *resume cond="tf.nowRevive"]
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[wait frame=10]
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;[disp left=0 top=0 opacity=0 ][wait frame=2]
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;[disp left=0 top=0 opacity=50 ][wait frame=2]
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;[disp left=0 top=0 opacity=100][wait frame=2]
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;[disp left=0 top=0 opacity=150][wait frame=2]
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;[disp left=0 top=0 opacity=200][wait frame=2]
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[eval exp = "layer.dOpacity2=20"]
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[wait frame=10]
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[load id=stStanding]
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*resume
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[eval exp = "layer.dOpacity2=30"]
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[load id=stStanding]
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BIN
data/e120_standing.asd
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BIN
data/e120_standing.asd
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BIN
data/e120_thrown2.asd
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data/e120_thrown2.asd
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data/e120_thrown4.asd
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BIN
data/e120_thrown4.asd
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BIN
data/e130_damage2.asd
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BIN
data/e130_damage2.asd
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BIN
data/e140_clinched.asd
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data/e140_clinched.asd
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data/e140_damage2.asd
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data/e140_damage2.asd
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BIN
data/e140_down.asd
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data/e140_down.asd
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data/e140_escape.asd
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data/e140_escape.asd
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BIN
data/e140_special2.asd
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data/e140_special2.asd
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BIN
data/e140_standing.asd
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BIN
data/e140_standing.asd
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