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/ Champak 26 (Anniversary Edition) / Volume 26 [Anniversary Edition] - JOGO DISK .iso / DEPOSITO / sb_bust.swf / scripts / __Packages / Enemy4Obj.as < prev    next >
Text File  |  2006-07-26  |  2KB  |  63 lines

  1. class Enemy4Obj extends Enemy1Obj
  2. {
  3.    function Enemy4Obj(l_RefMov)
  4.    {
  5.       super(l_RefMov);
  6.       this.ComboNow = new Array(35);
  7.       this.Combos = new Array();
  8.       this.Combos.push(["PunchR",["Wait",20,25]]);
  9.       this.Combos.push(["PunchL",["Wait",20,25]]);
  10.       this.Combos.push(["PunchR",["Wait",20,25]]);
  11.       this.Combos.push(["PunchL",["Wait",20,25]]);
  12.       this.Combos.push(["TriPunch",["Wait",30,30]]);
  13.       this.Combos.push(["SA",["Wait",20,25]]);
  14.       this.MaxHealth = 150;
  15.       this.Health = 150;
  16.       this.ChanceToParry = 80;
  17.       this.MaxNbParry = 3;
  18.       this.PunchRDammage = 10;
  19.       this.PunchLDammage = 10;
  20.       this.TriPunchDammage = 10;
  21.       this.SADammage = 25;
  22.    }
  23.    function StartTriPunch()
  24.    {
  25.       if(this.RefMov.State._currentframe >= this.RefMov.State._totalframes)
  26.       {
  27.          this.CanBeHit = true;
  28.          this.State = "TriPunchPt1";
  29.       }
  30.    }
  31.    function TriPunchPt1()
  32.    {
  33.       if(this.RefMov.State._currentframe >= this.RefMov.State._totalframes)
  34.       {
  35.          this.CheckHit();
  36.          this.State = "TriPunchPt2";
  37.       }
  38.    }
  39.    function TriPunchPt2()
  40.    {
  41.       if(this.RefMov.State._currentframe >= this.RefMov.State._totalframes)
  42.       {
  43.          this.CheckHit();
  44.          this.State = "TriPunchPt3";
  45.       }
  46.    }
  47.    function TriPunchPt3()
  48.    {
  49.       if(this.RefMov.State._currentframe >= this.RefMov.State._totalframes)
  50.       {
  51.          this.CheckHit();
  52.          this.State = "TriPunchPt4";
  53.       }
  54.    }
  55.    function TriPunchPt4()
  56.    {
  57.       if(this.RefMov.State._currentframe >= this.RefMov.State._totalframes)
  58.       {
  59.          this.ReturnIdle();
  60.       }
  61.    }
  62. }
  63.