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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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damage.scp
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1994-11-30
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8KB
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268 lines
// HERE IS A QUICK CATALOG OF THE POSSIBLE WOUNDS THAT LEX CAN
// HAVE APPLIED TO HIM.
//
// LEX PICTURE (DECALS PLACED OVER TEXTURE)
// LEX0PIC.FLC = PICTURE
// (ORIGINAL TXM MUST BE REDRAWN BEFORE DECAL UNLESS NOTED - (BLOOD AND FISTS)
// (# IN DECAL REFERS TO DAMAGE LEVEL - 1 BEING LEAST)
// TEXTURE TXM NAME FRAME # DECAL
//
// ANY -- 1 GENERIC BLOOD (NO REDRAW OF ORIG TXM) (REPEAT W/ RANDOM PLACEMENT)
// HAND RIGHT RIGHT MDHNRR1 2 FIST (REPLACE ORIG TXM) (COMBAT ONLY)
// HAND RIGHT FRONT MDHNRF1 3 FIST (REPLACE ORIG TXM) (COMBAT ONLY)
// HAND LEFT LEFT MDHNLL1 4 FIST (REPLACE ORIG TXM) (COMBAT ONLY)
// HAND LEFT FRONT MDHNLF3 5 FIST (REPLACE ORIG TXM) (COMBAT ONLY)
// HEAD FRONT MDH1F 6 (16) BLINK (DURATION = SHORT)
// HEAD FRONT MDH1F 7 (17) GROWL (DURATION = SHORT)
// HEAD FRONT MDH1F 8 BOB A
// HEAD FRONT MDH1F 9 BOB B
// HEAD FRONT MDH1F 10 BOB C
// HEAD FRONT MDH1F 11 (1) DAM HEAD 1
// HEAD FRONT MDH1F 12 (17) DAM HEAD GROWL (DURATION = MED)
// HEAD FRONT MDH1F 13 (18) DAM HEAD GRIMACE (DURATION = SHORT)
// HEAD FRONT MDH1F 14 DAM HEAD 2 (AT DEATH ONLY)
// TORSO FRONT MDTORSF 15 (2) DAM TORSO FRONT 1
// TORSO FRONT MDTORSF 16 (3) DAM TORSO FRONT 2
// TORSO FRONT MDTORSF 17 (4) DAM TORSO FRONT 3
// TORSO BACK MDTB3 18 (5) DAM TORSO BACK 1
// TORSO BACK MDTB3 19 (6) DAM TORSO BACK 2
// ARM LEFT FRONT MDALF1 20 (7) DAM ARM LEFT FRONT (MUST BE APPLIED IN COMBO W/ NEXT DECAL)
// THIS ONE GOT REPLACED WHEN THE PIMM CAME ON LINE. -KLD
// ARM LEFT LEFT MDALL1 21 DAM ARM LEFT LEFT -
// ARM RIGHT FRONT MDARF1 22 (8) DAM ARM RIGHT FRONT (MUST BE APPLIED IN COMBO W/ NEXT DECAL)
// ARM RIGHT RIGHT MDARR1 23 DAM ARM RIGHT RIGHT -
// LEG LEFT FRONT MDLGLF 24 (9) DAM LEG LEFT FRONT (MUST BE APPLIED IN COMBO W/ NEXT 2 DECALS)
// LEG LEFT LEFT MDLGLL 25 DAM LEG LEFT LEFT -
// LEG LEFT RIGHT MDLEGLR 26 DAM LEG LEFT RIGHT -
// LEG RIGHT FRONT MDLGRF 27 (10) DAM LEG RIGHT FRONT (MUST BE APPLIED IN COMBO W/ 1 OF NEXT 5 DECALS)
// LEG RIGHT RIGHT MDLGRR 28 DAM LEG RIGHT RIGHT 1 -
// LEG RIGHT RIGHT MDLGRR 29 DAM SPARKS LEG RIGHT RIGHT 2 A (DURATION = SHORT) (RANDOM SWAP A,B,C,D)
// LEG RIGHT RIGHT MDLGRR 30 DAM SPARKS LEG RIGHT RIGHT 2 B (DURATION = SHORT) (RANDOM SWAP A,B,C,D)
// LEG RIGHT RIGHT MDLGRR 31 DAM SPARKS LEG RIGHT RIGHT 2 C (DURATION = SHORT) (RANDOM SWAP A,B,C,D)
// LEG RIGHT RIGHT MDLGRR 32 DAM SPARKS LEG RIGHT RIGHT 2 D (DURATION = SHORT) (RANDOM SWAP A,B,C,D)
// HERE IS HOW LEX'S DAMAGE FLAGS BREAK DOWN:
// 1-10 DAMAGE TO THE BODY
// 16 WHETHER HIS EYES ARE CLOSED OR NOT (BLINKING)
// 17 HE IS GROWLING
// 18 HE IS GRIMACING
{ LEXMANAGEHEAD _DMG
.ÇéÇä = ~ÇÇ
// CLEAR THE HEAD FOR WRITING...
w CURFIG RESTORE MDH1F
// WHAT HIS HEAD LOOKS LIKE WHEN HE IS DEAD, SO OVERRIDE EVERYTHING
// ELSE WITH IT:
I ( .ÇéÇÇ < 1 ) THEN
{
w CURFIG DRAWONLY MDH1F PICTURE 14
}
E
{
// THIS IS HIS HEAD WHEN HE HAS BEEN HARMED...
I ( @ÇÅ ( ~ÇÇ , 1 ) ) THEN
{
w CURFIG DRAW MDH1F PICTURE 11
I ( @ÇÅ ( ~ÇÇ , 17 ) ) THEN
w CURFIG DRAW MDH1F PICTURE 12 // DAM+GROWL
I ( @ÇÅ ( ~ÇÇ , 18 ) ) THEN
w CURFIG DRAW MDH1F PICTURE 13 // DAM+GRIMACE
}
E
{
I ( @ÇÅ ( ~ÇÇ , 17 ) || @ÇÅ ( ~ÇÇ , 18 ) ) THEN
w CURFIG DRAW MDH1F PICTURE 7 // GROWL
I ( @ÇÅ ( ~ÇÇ , 16 ) ) THEN
w CURFIG DRAW MDH1F PICTURE 6 // BLINK
}
}
}
// IF YOU CALL LEXHEAD AND YOU ARE SETTING A FLAG THAT IS ALREADY
// SET, YOU'LL GET A ZERO BACK AND LEXMANAGEHEAD WILL NEVER GET
// CALLED. -KLD
{ LEXHEAD _WHICH_FLAG _NEW_VALUE
P ~Çé
@Ç¢ LEX
~Çé = .ÇéÇä
I ( ~Çü = 0 ) THEN
b ( ~Çé , ~ÇÇ )
E
{
I ( @ÇÅ ( ~Çé , ~ÇÇ ) ) THEN
é 0
a ( ~Çé , ~ÇÇ )
}
@Ç¥ LEXMANAGEHEAD ~Çé
é 1
}
{ BLINK
I ( @Ç¥ LEXHEAD( 16, 1 ) ) THEN
{
W 4
@Ç¥ LEXHEAD 16 0
}
}
{ GROWL _DURATION
I ( @Ç¥ LEXHEAD( 17, 1 ) ) THEN
{
W ~ÇÇ SECONDS
@Ç¥ LEXHEAD 17 0
}
}
// YOU ALWAYS GRIMACE FOR A CERTAIN NUMBER OF SECONDS.
{ GRIMACE _DURATION
I ( @Ç¥ LEXHEAD( 18, 1 ) ) THEN
{
W ~ÇÇ SECONDS
@Ç¥ LEXHEAD 18 0
}
}
{ LEX_WOUNDS
P ~ÇÇ
P ~Çü
P ~Çé
P ~Çâ
P ~Çä
P ~Çà
P ~Çå
P ~Çç
I @Ç⌐ ( LEXMIR ) THEN
é
E
I @Ç⌐ ( HARD) THEN @Ç¥ ( HARD_WOUNDS)
E
{
~Çä = .ÇéÇä
~ÇÇ = @Ç» ( ~Çä , 1, 10 );
~Çü = .ÇéÇÇ / 10
~Çü = 10 - ~Çü
I ( ~Çü < 0 ) THEN ~Çü = 0
I ( ~Çü > 10 ) THEN ~Çü = 10
:TOP
~Çé = 0
// HEY, HE HAS MORE DAMAGE THAN WE'RE SHOWING. GIVE HIM MORE!
I ( ~ÇÇ < ~Çü ) THEN
{
~Çé = 1
:ADDATWHATPOINT
~Çâ = @Çà ( 1, 10 )
I ( @ÇÅ ( ~Çä , ~Çâ ) = 1 ) THEN J #Çç
a ( ~Çä , ~Çâ )
~ÇÇ += 1
}
// HEY, TOO MUCH DAMAGE IS SHOWING. REMOVE SOME!
I ( ~ÇÇ > ~Çü ) THEN
{
~Çé = 1
:REMOVEATWHATPOINT
~Çâ = @Çà ( 1, 10 )
I ( @ÇÅ ( ~Çä , ~Çâ ) = 0 ) THEN J #Çê
b ( ~Çä , ~Çâ )
~ÇÇ -= 1
}
I ( ~Çé = 1 ) THEN J #Çå
// THIS IS THE SECTION THAT MANAGES THE ACT OF DRAWING
// STUFF ON LEX.
w CURFIG RESTORE ALL
I ( @ǃ ) THEN
{
w CURFIG CLEAR MDHNRR1 PICTURE 2
w CURFIG CLEAR MDHNRF1 PICTURE 3
w CURFIG CLEAR MDHNLL1 PICTURE 4
w CURFIG CLEAR MDHNLF3 PICTURE 5
}
@Ç¥ LEXMANAGEHEAD ~Çä
~Çå = 14
I ( @ÇÅ ( ~Çä , 2 ) ) THEN ~Çå += 1
I ( @ÇÅ ( ~Çä , 3 ) ) THEN ~Çå += 1
I ( @ÇÅ ( ~Çä , 4 ) ) THEN ~Çå += 1
I ( ~Çå > 14 ) THEN
w CURFIG DRAWONLY MDTORSF PICTURE ~Çå
~Çç = 17
I ( @ÇÅ ( ~Çä , 5 ) ) THEN ~Çç += 1
I ( @ÇÅ ( ~Çä , 6 ) ) THEN ~Çç += 1
I ( ~Çç > 17 ) THEN
w CURFIG DRAWONLY MDTB3 PICTURE ~Çç
I ( @ÇÅ ( ~Çä , 7 ) ) THEN
{
// BOTH TEXTURES MUST CHANGE!
w CURFIG DRAWONLY MDALF1 PICTURE 20
// NOW THE PIMM USES THIS TEXTURE. ITS NAME CHANGED,
// SO I CAN'T DAMAGE IT ANYMORE. -KLD
// APPLY CURFIG DRAWONLY MDALL1 PICTURE 21
}
I ( @ÇÅ ( ~Çä , 8 ) ) THEN
{
w CURFIG DRAWONLY MDARF1 PICTURE 22
w CURFIG DRAWONLY MDARR1 PICTURE 23
}
I ( @ÇÅ ( ~Çä , 9 ) ) THEN
{
w CURFIG DRAWONLY MDLGLF PICTURE 24
w CURFIG DRAWONLY MDLGLL PICTURE 25
w CURFIG DRAWONLY MDLEGLR PICTURE 26
}
I ( @ÇÅ ( ~Çä , 10 ) ) THEN
{
w CURFIG DRAWONLY MDLGRF PICTURE 27
w CURFIG DRAWONLY MDLGRR PICTURE 28
}
}
}
//$ 26 - version number