242 lines
15 KiB
Common Lisp
242 lines
15 KiB
Common Lisp
*start
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[setface num=2]
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[playdamagese]
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[eval exp="dm('シフォン ダメージ!!')"]
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[eval exp="sprite.storeMovingTable=false"]
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[if exp="sprite.lastSpriteId!=stDamage2"]
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;連続で喰らっている(atkEnablePursue属性の攻撃)のではない場合
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[eval exp="mp.firstDamage=true"]
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[eval exp="f.downCount[sprite.chara]++"]
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[else]
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[eval exp="mp.firstDamage=false"]
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[endif]
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[iscript]
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if(mp.damage2Tick === void){
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mp.damage2tick = -999;
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}
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if(bao.tickCount - mp.damage2Tick > 900){
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mp.damage2Count = 1;
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}else{
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mp.damage2Count++;
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}
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sprite.comboDamageCount++;
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mp.cosBroken = false;
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[endscript]
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;コス破損
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[if exp="f.downCount[sprite.chara]>sf.adjCosBreakCount && sprite.cosState<3"]
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[if exp="bao.nowSelectingPlayer === sprite"]
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[eval exp="f.cosBroken = true"]
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[endif]
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[eval exp="sprite.cosState++"]
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[if exp="sf.adjCosBreakCount==0"]
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[eval exp="mp.cosBroken = true"]
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[eval exp="sprite.cosState=3"]
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[endif]
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[eval exp="mp.cosBroken = true" cond="sprite.cosState==2"]
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[eval exp="f.downCount[sprite.chara]=0"]
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[image id=stDamage2 num=1]
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[if exp="sprite.cosState >= 2"]
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[eval exp="sprite.defaultFaceNum = 5"]
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[endif]
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[if exp='sprite.cosState==2&&sf.actionSceneCutin']
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[eval exp='bao.cutinLayer[0].loadImages(%["storage"=>"cutin02","inverse"=>sprite.inverse,"caller"=>sprite])']
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[elsif exp='sprite.cosState==3&&sf.actionSceneCutin']
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[eval exp='bao.cutinLayer[0].loadImages(%["storage"=>"cutin03","inverse"=>sprite.inverse,"caller"=>sprite])']
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[else]
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[eval exp="setObject(%['storage'=>'cosbreak','rootx'=>sprite.rootX,'rooty'=>sprite.rootY,'altitude'=>sprite.altitude+80,'shadow'=>false,'absolute'=>100000])"]
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[endif]
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[elsif exp="sprite.HP<=0"]
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[if exp="sprite.cosState<4 && sf.adjCosBreakCount < 99999 && !sf.adjDisableCosBreakSoonAtDead"]
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[eval exp="sprite.cosState=3"]
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[else]
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; [eval exp="sprite.cosState=5"]
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[endif]
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[eval exp="f.downCount[sprite.chara]=0"]
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[image id=stDamage2 num=1]
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[endif]
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[image id=stDamage2 num=1]
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[dispsize width=112 height=108]
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[state enablemove=false enableattack=false enablecounter=true]
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[ontrigger name=landing target=*landing1]
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[if exp="mp.firstDamage"]
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[if exp="bao.fukidashi.showing"]
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[if exp="tf.damageFukidashi!=0"]
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[fukidashireset]
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[eval exp="mp.fukidashiFlag = true"]
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[if exp="sprite.HP>0"]
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[if exp="intrandom(0,1)"]
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[fukidashi chara=chrChiffon storage="a9010" text="Uwaaaah!"]
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[else]
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[fukidashi chara=chrChiffon storage="a9011" text="Kyaaaah!"]
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[endif]
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[if exp="!sf.adjSinglePlayMode && bao.players.count > 1 && (bao.players[1].state == stateNormal || bao.players[1].state == stateAttack)"]
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[fukidashi chara=chrChocolat storage="b9004" text="Are you okay!?"]
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[fukidashi chara=chrChiffon storage="a9013" text="Th-this much... I'm fine...!"]
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[endif]
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[endif]
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[else]
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[if exp="sprite.HP>0"]
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[fukidashireset]
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[if exp="intrandom(0,1)"]
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[fukidashi chara=chrChiffon storage="a9010" text="Uwaaaah!"]
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[else]
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[fukidashi chara=chrChiffon storage="a9011" text="Kyaaaah!"]
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[endif]
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[endif]
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[endif]
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[else]
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[if exp="intrandom(0,1)"]
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[voice storage="a9010" forced=true]
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[else]
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[voice storage="a9011" forced=true]
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[endif]
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[endif]
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[move path=(-51,0,34) haccel=-1 frame=10]
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[else]
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[move path=(-51,0,17) haccel=-1 frame=10]
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[endif]
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[if exp="sprite.HP<=0"]
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[fukidashireset]
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[voice storage="a9016" forced=true]
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[endif]
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[move path=(-25,0,-34) haccel=1 xaccel=-0.2 frame=5]
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[disp left=0 top=0 opacity=255][wait frame=1]
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[if exp="sprite.comboDamageCount>=4"]
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[eval exp="sprite.invincibleCount=30"]
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[disp left=0 top=0 opacity=255][wait frame=9]
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[else]
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[disp left=0 top=0 opacity=255][hit rect="(6,40,106,80)"][wait frame=9]
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[endif]
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[image id=stDamage2 num=2]
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[dispsize width=120 height=46 baseline=0]
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;[state enablemove=false enableattack=false enablecounter=false]
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[disp left=0 top=0 opacity=255][hit rect="(6,10,108,40)"]
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[s cond="sprite.altitude>0"]
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*landing1
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;[state enablemove=false enableattack=false enablecounter=false]
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[playse storage=se211]
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[quake frame=10 vmax=5]
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[ontrigger name=landing target=*landing2]
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[move path=(-17,0,17) haccel=-1 frame=5]
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[move path=(-17,0,-17) haccel=1 frame=5]
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[image id=stDamage2 num=3]
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[dispsize width=124 height=42 baseline=4]
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[disp left=0 top=1 opacity=255][wait frame=5]
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[disp left=0 top=0 opacity=255]
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[s]
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*landing2
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[if exp="!mp.fukidashiFlag && sprite.HP > 0 && !sf.adjSinglePlayMode && bao.players.count > 1 && (sprite.cosState!=4 || sf.adjCosVariation!=4) && (bao.players[1].state == stateNormal || bao.players[1].state == stateAttack)"]
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[fukidashireset]
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[eval exp="tf.damageFukidashi = 1"]
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[if exp="mp.cosBroken"]
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[fukidashi chara=chrChocolat storage="b9004" text="Are you okay!?"]
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[fukidashi chara=chrChiffon storage="a9015" text="Ugh... uuugh...!!"]
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[elsif exp="sprite.HP/sprite.maxHP > 0.7 && mp.damage2Count == 1"]
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[fukidashi chara=chrChocolat storage="b9004" text="Are you okay!?"]
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[fukidashi chara=chrChiffon storage="a9012" text="Y-yeah... this is nothing!"]
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[elsif exp="sprite.HP/sprite.maxHP > 0.3 && mp.damage2Count <= 2"]
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[fukidashi chara=chrChocolat storage="b9005" text="Chiffon!? Hang in there!"]
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[fukidashi chara=chrChiffon storage="a9013" text="Th-this much... I'm fine...!"]
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[else]
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[fukidashi chara=chrChocolat storage="b9006" text="Chiffon, keep going!!"]
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[if exp="intrandom(0,1)"]
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[fukidashi chara=chrChiffon storage="a9014" text="Yeah... we won't... lose...!!"]
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[else]
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[fukidashi chara=chrChiffon storage="a9015" text="Ugh... uuugh...!!"]
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[endif]
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[endif]
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[endif]
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[eval exp="mp.fukidashiFlag = false"]
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[state enablemove=false enableattack=false enablecounter=false]
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[ontrigger name=landing target=*landing3]
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[move path=(-4,0,5) haccel=-1 frame=5]
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[move path=(-4,0,-5) haccel=1 frame=5]
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[disp left=0 top=1 opacity=255][wait frame=5]
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[disp left=0 top=2 opacity=255][wait frame=5]
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[disp left=0 top=3 opacity=255]
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[s]
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*landing3
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[disp left=0 top=3 opacity=255]
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[eval exp="sprite.comboDamageCount=0"]
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[if exp="sprite.HP > 0"]
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; [if exp="sprite.extasyGauge.value>=sprite.extasyGauge.maxValue"]
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; [jump target=*extasy]
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; [endif]
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[wait frame=15]
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[setface num=&sprite.defaultFaceNum]
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[load id="stStandUp"]
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[endif]
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[if exp="bao.returnState == ''"]
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[eval exp="sprite.miss(,true)"]
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[endif]
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[load id="stDown"]
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;*extasy
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;[eval exp="f.noExtacy=false"]
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;
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;[voice storage=a9129]
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;[eval exp="mp.cnt=0"]
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;
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;[if exp="sprite.inverse"]
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; [eval exp="mp.circle=bao.setObject(%['storage'=>'omorashi01','rootx'=>sprite.rootX+12,'rooty'=>sprite.rootY-4,'shadow'=>false,'absolute'=>50])"]
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;[else]
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; [eval exp="mp.circle=bao.setObject(%['storage'=>'omorashi01','rootx'=>sprite.rootX-12,'rooty'=>sprite.rootY-4,'shadow'=>false,'absolute'=>50])"]
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;[endif]
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;
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;*loop
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;[eval exp="mp.cnt++"]
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;[disp left=3 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=1]
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;[disp left=2 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=1]
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;[jump target=*loop cond="mp.cnt<64"]
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;
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;[disp left=3 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=6]
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;[disp left=2 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=6]
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;[disp left=3 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=6]
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;[disp left=2 top=1 opacity=255][hit rect="(10,7,104,34)" damagerate=2.5][wait frame=6]
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;
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;*standup
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;[eval exp="sprite.inExtasy=0"]
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;[load id="stStandUp"]
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