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GM come
120) { return; } diefontsize=diefontsize+21; document.all["dieword"].style.fontSize=diefontsize; document.all["dieword"].style.visibility="visible"; if ((diefontsize % 2) == 0) { visible_object("dieword"); } else { hidden_object("dieword"); } setTimeout('dieword_size()',45); } function bgcolor_change() { document.bgColor=gobal_fun_get_random(999999); if (bgflash_counter > 0) { bgflash_counter--; document.bgColor="ffffff"; setTimeout('bgcolor_change()',5); } } function gobal_fun_moveto(objectName,x,y) { eval('document.all["'+objectName+'"].style'+'.top='+y); eval('document.all["'+objectName+'"].style'+'.left='+x); } function hidden_object(objectName) { eval('document.all["'+objectName+'"].style'+'.visibility="hidden";'); } function visible_object(objectName) { eval('document.all["'+objectName+'"].style'+'.visibility="visible";'); } function fliph_object(objectName) { eval('document.all["'+objectName+'"].style'+'.filter="fliph()";'); } function shark(longtime,strong) { shark_counter--; var shark_x=gobal_fun_get_random(strong); var shark_y=gobal_fun_get_random(strong+5); window.moveTo(shark_x,shark_y); if (shark_counter > 1) { setTimeout('bgcolor_change()',longtime); } } function PlaySound(SoundID,SoundFileName) { if (sound_switch ==1) { if (SoundID == "ko" ) { if (sound_switch ==1) { document.all.wigwag.src=SoundFileName; document.all.wigwag.play=1; sound_switch =0; } } if (SoundID == "boom" ) { document.all.boomsound.src=SoundFileName; document.all.boomsound.play=1; } if (SoundID == "backbg" ) { document.all.background_mus.src=SoundFileName; document.all.background_mus.play=1; } } } function fighter() { if ("NT強化裝置" == "帝王神識總帥劍") { ps_weapon_type_img="ps_god_sword"; ps_weapon_height=document.images['god_sword'].height; ps_weapon_width=document.images['god_sword'].width; } if ("隱身光罩(弱攻型)" == "帝王神識總帥劍") { vs_weapon_type_img="vs_god_sword"; vs_weapon_height=document.images['god_sword'].height; vs_weapon_width=document.images['god_sword'].width; } if (actiondown==0) { if ("普通攻擊" == "普通攻擊") { ps_speed_x=30; vs_speed_x=30; attacktimes=6; light_type="dieflash"; } if ("普通攻擊" == "突擊") { ps_speed_x=70; vs_speed_x=10; attacktimes=2; light_type="attacklight"; } if ("普通攻擊" == "防禦") { ps_speed_x=10; vs_speed_x=40; attacktimes=3; light_type="attacklight"; fliph_object(light_type); } if ("普通攻擊" == "防守反擊") { ps_speed_x=20; vs_speed_x=40; attacktimes=6; light_type="attacklight"; fliph_object(light_type); } if ("普通攻擊" == "狙擊") { ps_speed_x=150; vs_speed_x=10; attacktimes=2; light_type="attacklight"; } if ("普通攻擊" == "閃身") { ps_speed_x=300; vs_speed_x=40; attacktimes=4; light_type="attacklight"; fliph_object(light_type); } if ("普通攻擊" == "見切") { ps_weapon_height=document.images['god_sword'].height; ps_weapon_width=document.images['god_sword'].width; ps_weapon_type_img = "ps_god_sword"; ps_speed_x=30; vs_speed_x=30; attacktimes=6; light_type="attacklight"; } ps_x=ps_x+ps_speed_x; vs_x=vs_x-vs_speed_x; if (ps_x > vs_x) { ps_x=ps_x-(ps_speed_x+ps_backtime); vs_x=vs_x+(vs_speed_x+vs_backtime); IsHit=1; } //=SHOW WEAPON ATTACK vs_flash_x=((vs_x+vs_x)/2)-(flash_width/2)+50; vs_flash_y=((vs_y+vs_y)/2); //==PS WEAPON if (ps_weapon_type_img == "ps_weapon_a") { ps_weapon_x=ps_x+flash_width-20; ps_weapon_y=ps_y+vs_weapon_height+20; } if (ps_weapon_type_img == "ps_god_sword") { ps_weapon_x=ps_x+ps_weapon_width-20; ps_weapon_y=ps_y; } //====VS WEAPON if (vs_weapon_type_img == "vs_weapon_a") { vs_weapon_x=vs_x-vs_weapon_width+20; vs_weapon_y=vs_y+vs_weapon_height+20; } if (vs_weapon_type_img == "vs_god_sword") { vs_weapon_x=vs_x-vs_weapon_width+20; vs_weapon_y=vs_y; } //=SHOW WEAPON ATTACK=END===== gobal_fun_moveto('psbody',ps_x,ps_y); gobal_fun_moveto('vsbody',vs_x,vs_y); gobal_fun_moveto(ps_weapon_type_img,ps_weapon_x,ps_weapon_y); gobal_fun_moveto(vs_weapon_type_img,vs_weapon_x,vs_weapon_y); } if ((IsHit == 1) && (fcount < attacktimes) && (actiondown==0)) { fcount++; timespeed=500; flash_x=((ps_x+vs_x)/2)-(flash_width/2)+50; flash_y=((ps_y+vs_y)/2); if ((0 == 1 ) || (0 == 1 )) { dieflash_x =flash_x; dieflash_y =flash_y; if ("普通攻擊" == "普通攻擊") { dieflash_x =flash_x; dieflash_y =flash_y; PlaySound("boom",boom1_sound); } if ("普通攻擊" == "突擊") { dieflash_x =flash_x-100; dieflash_y =flash_y-20; PlaySound("boom",boom2_sound); } if ("普通攻擊" == "防禦") { dieflash_x =flash_x-30; dieflash_y =flash_y-20; PlaySound("boom",boom2_sound); } if ("普通攻擊" == "防守反擊") { dieflash_x =flash_x-30; dieflash_y =flash_y-20; PlaySound("boom",boom2_sound); } if ("普通攻擊" == "狙擊") { dieflash_x =flash_x-100; dieflash_y =flash_y-20; PlaySound("boom",boom2_sound); } if ("普通攻擊" == "閃身") { dieflash_x =flash_x-30; dieflash_y =flash_y-20; hidden_object('psbody'); PlaySound("boom",boom3_sound); } if ("普通攻擊" == "見切") { dieflash_x =flash_x-100; dieflash_y =flash_y-20; PlaySound("boom",boom4_sound); } if (actiondown==0 ) { gobal_fun_moveto(light_type,dieflash_x,dieflash_y); if ((attacktimes-fcount)<2 ) { dieword_size(); gobal_fun_moveto('dieword',flash_x-(diefontsize/2)-40,flash_y-20); } } } } if (fcount >= attacktimes) { ps_x=ps_x_org; vs_x=vs_x_org; hidden_object(ps_weapon_type_img); hidden_object(vs_weapon_type_img); actiondown=1 ; } if (actiondown== 1) { if (0 == 1 ) { if (sound_switch ==1) { PlaySound("ko",ko_sound); } ps_x=ps_x_org; vs_x=vs_x_org; hidden_object("psbody"); gobal_fun_moveto('diebody',ps_x,ps_y); } if (0 == 1) { if (sound_switch ==1) { PlaySound("ko",ko_sound); } ps_x=ps_x_org; vs_x=vs_x_org; hidden_object("vsbody"); gobal_fun_moveto('diebody',vs_x,vs_y); } gobal_fun_moveto('vsbody',vs_x,vs_y); gobal_fun_moveto('psbody',ps_x,ps_y); document.bgColor="000000"; hidden_object(light_type); hidden_object(ps_weapon_type_img); hidden_object(vs_weapon_type_img); hidden_object("dieword"); //AutoFreshFrame(); } setTimeout('fighter()',timespeed); } if (sound_switch ==1){PlaySound("backbg",fightbg1_s
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這是什麼???打到一半突然出現的 |
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