name Curs
type panel
subject_to_gravity 0
animationscript data/scripts/lescript.c
anim spawn
delay 5
offset 12 25
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursA.png
anim idle
@script
if(frame>=1){
void self = getlocalvar("self");
int x = getentityproperty(self,"x");
int y = getentityproperty(self,"y");
void Par = getentityvar(self, 2);
int Px = getentityproperty(Par,"x");
int PIndex = getentityproperty(Par,"playerindex");
int C1 = getglobalvar(PIndex+"A"); // gets attack pressed status
int X1 = getglobalvar(PIndex+"X"); // gets left or right pressed status
int Y1 = getglobalvar(PIndex+"Y"); // gets up or down pressed status
int SFX = loadsample("data/sounds/beat1.wav");
if(x == Px-75 && y == 116){ // at left
if(C1==1){
setglobalvar(PIndex+"A", NULL());
performattack(self, openborconstant("ANI_FOLLOW1")); // selected Ax Battler
} else if(X1>0){ // right is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", Px-25); // moves to right
setglobalvar(PIndex+"X", NULL());
}
} else if(x == Px-25 && y == 116){ // at top middle
if(C1==1){
setglobalvar(PIndex+"A", NULL());
performattack(self, openborconstant("ANI_FOLLOW2")); // selected Tyris Flare
} else if(X1<0){ // left is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", Px-75); // moves to left
setglobalvar(PIndex+"X", NULL());
} else if(X1>0){ // right is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", Px+25); // moves to right
setglobalvar(PIndex+"X", NULL());
} else if(Y1<0){ // down is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", NULL(), NULL(), 76); // moves to bottom
setglobalvar(PIndex+"Y", NULL());
}
} else if(x == Px+25 && y == 116){ // at right
if(C1==1){
setglobalvar(PIndex+"A", NULL());
performattack(self, openborconstant("ANI_FOLLOW3")); // selected Gilius Thunderhead
} else if(X1<0){ // left is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", Px-25); // moves to left
setglobalvar(PIndex+"X", NULL());
} else if(X1>0){ // right is pressed?
playsample(SFX, 0, 120, 120, 100, 0);
changeentityproperty(self, "position", Px+75); // moves to right
setglobalvar(PIndex+"X", NULL());
}
}
}
@end_script
loop 1
delay 2
offset 12 25
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursB.png
frame data/chars/misc/npcmenu/cursB.png
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursB.png
frame data/chars/misc/npcmenu/cursB.png
anim follow1
delay 5
offset 12 25
frame data/chars/misc/npcmenu/cursA.png
sound data/sounds/beep2.wav
frame data/chars/misc/npcmenu/cursB.png
@cmd spawnN "a_npc" -60 0 0 1 "a_npc"
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursB.png
@cmd beidle
frame data/chars/misc/npcmenu/cursA.png
anim follow2
delay 5
offset 12 25
frame data/chars/misc/npcmenu/cursA.png
sound data/sounds/beep2.wav
frame data/chars/misc/npcmenu/cursB.png
@cmd spawnN "t_npc" -60 0 0 1 "t_npc"
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursB.png
@cmd beidle
frame data/chars/misc/npcmenu/cursA.png
anim follow3
delay 5
offset 12 25
frame data/chars/misc/npcmenu/cursA.png
sound data/sounds/beep2.wav
frame data/chars/misc/npcmenu/cursB.png
@cmd spawnN "g_npc" -60 0 0 1 "g_npc"
frame data/chars/misc/npcmenu/cursA.png
frame data/chars/misc/npcmenu/cursB.png
@cmd beidle
frame data/chars/misc/npcmenu/cursA.png