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--------------¤Hª«----------------
<bmp_begin>
name: Davis¤H¦W
head: sprite\sys\davis_f.bmp¤jÀY·Ó¦ì¸m
small: sprite\sys\davis_s.bmp¯à¶q´Î¤H·Ó¦ì¸m
file(0-69): sprite\sys\davis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\davis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7
w: 79--->¨C¤@®æªº¼e«×
h: 79--->¨C¤@®æªº°ª«×
row: 10 col: 7 ¨º¤@±i¹ÏÁ`¦@¦³´X¦æ´X¦C

walking_speed :²¾°Ê³t«×
walking_speedz :¦æ®É¦Vz-axis²¾°Êªº³t«×
running_speed :¶]³t«×
running_speedz :¶]®É¦Vz-axis²¾°Êªº³t«×
heavy_walking_speed :®³­«ª«ªº²¾°Ê³t«×
heavy_walking_speedz:®³­«ª«®É¦Vz-axis²¾°Êªº³t«×
heavy_running_speed :®³­«ª«ªº¶]³t«×
heavy_running_speedz:®³­«ª«®É¦Vz-axis¶]ªº³t«×
jump_height :¸õªº°ª«×
jump_distance :¸õªº¶ZÂ÷
jump_distancez :¸õ®É¦Vz-axis¸õªº¶ZÂ÷
dash_height :½Ä¸õªº°ª«×
dash_distance :½Ä¸õªº¶ZÂ÷
dash_distancez :½Ä¸õ®É¦Vz-axis½Ä¸õªº¶ZÂ÷
rowing_distance :ºuªº¶ZÂ÷
<bmp_end>

§ädavisªº72¸¹§@¦C¤l
<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
<frame_end>

<frame>=°Ê§@¶}©l
72 super_punch=¸¹½X©M¦W
pic: 8 =¹Ï
state:
3=ª¬ªp
0=¯¸
7=¨¾½d
1700=+hp
¦æ=1
¨«=2
18=¤õ
15,13=¦B
1280=Áô§Î

400=²¾°Ê¨ì¼Ä¤H401:²¾°Ê¨ì¶¤¤Í

wait: 2 =°±¹y®É¶¡
next: 73 =¤U¤@­Ó°Ê§@¬O
dvx: 0 =¦V«e«á¦æ¦h¤Ö
dvy: 0=¦V¤Ñ,¦a¦æ¦h¤Ö
dvz: 0=¦V¤W¤U¦æ¦h¤Ö
centerx: 28 centerx¬O¥H­þ¤@ÂI§@¬°¤Hª«ªº¤¤¥¡
centery: 79 ¬O¥H­þ¤@ÂI§@¬°¤Hª«ªº§C³¡(¸}ªº¦ì¸m)
hit_a: «ö§ðÀ»®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_d: «ö¨¾½Ã®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_j: «ö¸õ®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_Ua: «öD^A®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_Fj: «öD>J®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_Uj: «öD^J®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_Fa: «öD>A®É , ¤U¤@­Óframe ¬O¤°»ò?
hit_ja: «öDJA®É , ¤U¤@­Óframe ¬O¤°»ò?

itr:=§ðÀ»ªº¶}©l
kind: 0 =¯S®í¯S§Þ,10 «Yhenry ªº§j²Ã®ÄªG,16 «Yµ²¦B
itr:­Èªºkind:¦pªG¬O9
ªí¥Ü¥´¤¤¼Ä¤H«á¥ß§Y¦Û¤vHPÅܬ°¹s
(Johnªº¨¾Å@¸n´N¬O¨Ï¥Î³o­Ó¤èªk¡A¥´¤¤¼Ä¤H«á®ø¥¢)
bdy:­Èªºkind:¥i¥H¼g¦¨10**
«á­±ªº**¸¹¬Oframe¸¹½X
¥\¥Î¬O¦b©ó·í³Q"®±À»"§ðÀ»®É¸õ¨ì­þ­Óframe
¨Ò¦p·Q­n³Q§ðÀ»®É¸õ¨ì<frame> 1
´N¿é¤J1001
·Q­n³Q§ðÀ»®É¸õ¨ì<frame> 10
´N¿é¤J1010
x: 40 ,w: 35=§ðÀ»«e~«áªº¶ZÂ÷
y: 5 ,h: 45 §ðÀ»¤W~¤Uªº¶ZÂ÷
dvx: 3 =¥´¤¤«á¼u«á¦h¤Ö
dvy: -10=¥´¤¤«á¼u°ª¦h¤Ö
fall: 70 =³lªº¾÷·|
arest: 15 ¤£¸Ô
bdefend: 60 bdefend¬OÃzÀÉ¥i¯à,©Mfall®t¤£¦h
injury: 40 §ðÀ»¤O
itr_end:=§ðÀ»ªºµ²§ô
¦binjury«á­±¥[¤W¥H¤Uªºcode·|¦³¯S®Ä
effect: 0 ®±À»
effect: 1 §Q¾¹§ðÀ»
effect: 2 µÛ¤õ
effect: 3 µ²¦B
effect: 4 ¬ï¹L¼Ä¤H(­øª¾«Y­ø«Yheal¥Î¬[­ù?)
effect: 5 ©Î¥H¤W (ÉN®ÄªG, ¥´¤¤¤H³£­ø·|¥XÁn)
effect: 20 µÛ¤õ

bdy:=¨­Åé¶}©l
kind: 0 ¯S®í¯S§Þ
x: 26 w: 35 =¨ü§ðÀ»«e~«áªº¶ZÂ÷
y: 12 h: 66=¨ü§ðÀ»¤W~¤Uªº¶ZÂ÷
bdy_end:=¨­Åéµ²§ô

mp: mp¥Î¶q

Án­µ¥u­n¦b¬Y¤@¦æ¥[¤WXXX.wav «K¦æ¤F(¦bdata¦³)

¦bframeùØ¥[¤J
opoint:
kind:1 x:? y:? action: ? dvx: ? dvy: ? oid: ? facing: ?
opoint_end
x: ¦Py: ¬J?¥Nªíobject ¥X²{¬J®y¼Ð
action ¥Nªíª«¥óªºframe
dvx ¥NªíÊ\·|¦V?¶ZÂ÷²¾°Ê
¥[¤W­t¸¹object ´N·|¥Ñ?¶ZÂ÷¶}©l²¾°Ê¦V®y¼Ð.
dvy ¥Nªíobject ¤§¤É°ª©Î¤U­°,
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¥[¤W­t¸¹«h·|¦V¤W¤É.
oid ¬Oobject¤§id,
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facing ¥Nªí­±¦V¤è¦V©M¥X¦h¤Ö
¼È®É¥uª¾0 «Y¥¿¤è¦V,1 «Y¬Û¤Ï,
¦p¥Õ¦âÀs±²«h¬O1 ¤~·|¦V«e²¾°Ê.

X¬O¥Ñ­þ¤@ÂI¶}©lªºX-axis point
Y¬O¥Ñ­þ¤@ÂI¶}©lªºY-axis point
W¬O¥Ñx,y,¶}©lªºªø
H¬O¥Ñx,y,¶}©lªº°ª
§ä¤@´T¹Ï¹ï¤@¹ïframe«K¥i¥H²M·¡©ú¥Õ




<frame> 0 standing
pic: 0 state: 0 wait: 4 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 285 hit_Fj: 273 hit_Uj: 250 hit_Dj: 260 hit_ja: 295 hit_Ua: 300
wpoint:
kind: 1 x: 46 y: 49 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
pic: «YÃä´T¹Ï,xxx_0(¦pbandit_0)¥ª¤W¨¤²Ä1±i¹Ï¬O0
state: «Y«ü¨Ì®a°µºò«§
1700«Y¦^´_¡A3«Y§ðÀ»¤¤¡A7«Ydefend
wpoint: weapon point¡A¥óªZ¾¹o¬J©ñªk
hit_Da, hit_Ua, hit_Dj, hit_Uj, hit_Fa, hit_Fj, hit_jaµ¥µ¥¬ODvA, D^A, DvJ, D^J, D>A, D>J, DJA®É¸õ¥h­þ¤@­ÓFrame¡C

<frame> 285 explosion
pic: 175 state: 3 wait: 1 next: 286 dvx: 0 dvy: 0 centerx: 43
centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 4300
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0
dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 19 w: 41 h: 60
bdy_end:
<frame_end>

¨ä¤¤ªº mp: 4300
«á­±¥½¤T¦ì¼Æ¦r¬O¯Ó¥ÎªºMP¶q
«e­±ªº¬O¯Ó¥ÎªºHP
¦pªG¬O9¡Aªí¥Ü¦©90HP/500HP
¦pªG¬O40¡A¦©400HP/500HP

itr:
kind:1 x:40 y:4 w:32 h:44 dvx:7 dvy:-13 fall:70 arest:15 bdefend:60
injury:70
itr_end:
§ðÀ»(Âл\½d³ò)¡Abdfend §Ú·Q«Ybreak defend ¨ö~
fall ·|«Y¶^¸¨¦a¦³´X­«¡A¦p¡G70´N¤@©w¶^¸¨¦a¡A0´N¥i¥H¸õµf°_
injury: §ðÀ»¤O
kind:
0:´¶³q§ðÀ»
2:·Ç³Æ§ðÀ»
10,11¡GÅ]¤ý¤§¼Ö³¹



¥[­Ózwidth: -xxx(§AÄÁ·N)©M x: -4800 y: -3000 w: 700 h: 300 «Y¥i¥H°µ¨ì¥þ¤è¦ì§ðÀ»
§Y«Y ____________
/ /
/°Ï°ì /
/____________/
ËÝ«Y©O­Ó°Ï°ì¤ºªº¤H´N·|³Q§ðÀ»¨ì°Õ!(§O¤H¸õªº®É­Ô³£§ðÀ»)

¨Ò: itr:
kind: 0 x: -1840 y: -370 w: 4380 h: 2000 fall: 70 arest: 10 bdefend: 60 injury: 50 zwidth: 100 
itr_end:

À³¸Ó«YËݰÕ......¦p¦³¿ù»~,½Ð¸É¥R

opoint:
kind:1 x:42 y:51 action:0 dvx:0 dvy:0 oid:210 facing:0
opoint_end:

object point
oid: «ü¥Î«§object
dvx: ¦Pdvy «Y«ü±N·|²¾°Êo¬J¶ZÂ÷
facing: «Y«ü¦³´X¦h­Ó·|¥X²{
0: ¦V«e
1: ¦V«á
20:¨â­Ó
50:¤­­Ó

action: ­Óobject ¤J­±²Ä´X­Óframe


bdy:
kind: 0 x:21 y:18 w:43 h:43
bdy_end:
¨­Åéo¬J½d³ò

ª«¥ó¥Î:
kind:
8:ªvÀø
-------------------------ÂôÃö---------------------
<stage> id: 30 #stage 4-1
<phase> bound: 900
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
id: 300 hp: 100 act: 40 x: 1100 y: 0 reserve: 8
id: 300 hp: 500 act: 60 x: 900 y: 0 reserve: 3
id: 300 hp: 400 act: 0 x: 1300 y: 0 reserve: 3
id: 3000 hp: 50 times: 1 ratio: 2
id: 34 hp: 100 
id: 34 hp: 100 times: 1 ratio: .5
<phase_end>
<stage_end>
-------------------------------------------------------------------------------------------------------------
<stage> Ãö¥d¶}©l
id: 30 Ãö¥dªº½s¸¹
<phase> ¬q¸¨¶}©l
bound: 900 ¥i¦æ¨«½d³ò
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
id: 300 ¤Hª«©Îª«¥ó½s¸¹¡A300¬O¤H½è¡A3000¬OHunter©Î¬OBandit¡A1000¬OÀH¾÷¤@­Ó¥D­n¨¤¦â¡A¨ä¾l½Ð°Ñ¦Òdeep_chop.dat
hp: 100 ¤Hª«HP
act: 40 ¸Ó¤Hª«©Îª«¥óªº²Ä´X­Óframe
x:1000,y:0 ¥X²{®y¼Ð
reserve: 8 ´_¬¡¾÷·|
time: 1 ¥X²{¦¸¼Æ
ratio: 2 ¤H¼Æ=2*§Ú¤è¤H¼Æ
¦pªG§Ú¤è¦³¤K­Ó¤H¡Aratio: 2 ¡A±N·|¥X²{16¤H
<boss> «ü³o¬OÀY¥Ø
<soldier> ¦pªGÀY¥Ø¨S¥þ¦º¡AÁÙ·|¦A¶]¥X¨Ó!
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,¦pªG¨S¦³data.htmªº¸Ü,«K¤£·|¦³¤Hª«,¹D¨ã

Á`¬A¨Ó»¡,data.htm¨S¦³«K¤£¦æ

¥´¶}lf2_1.9/data/data.htm¸Ì­±¬Ý¨ì«Ü¦h¦r

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5.(¥¼ª¾)
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file¬O©Û¦¡,¹D¨ã,³õ´ºªº¦ì¸m
«ÝÄò........



id: 100 type: 1 file: data\weapon0.dat #stick=´Î¤l
id: 101 type: 1 file: data\weapon2.dat #hoe=¤M
id: 120 type: 1 file: data\weapon4.dat #knife=¤p¤M
id: 121 type: 4 file: data\weapon5.dat #baseball=±·²y
id: 122 type: 6 file: data\weapon6.dat #milk=¤û¥¤
id: 150 type: 2 file: data\weapon1.dat #stone=¥ÛÀY
id: 151 type: 2 file: data\weapon3.dat #wooden_box=¤ì½c
id: 123 type: 6 file: data\weapon8.dat #beer=°à°s
id: 124 type: 1 file: data\weapon9.dat #<=¦^¤O¼Ð
id: 217 type: 2 file: data\weapon10.dat #louis_armour=louisªº²¯¥Ò
id: 218 type: 2 file: data\weapon11.dat #louis_armour=louisªº²¯¥Ò
id: 300 type: 5 file: data\criminal.dat #criminal=ÂôÃöªº¤H½è

id: 200 type: 3 file: data\john_ball.dat=johnªº®ð¥\ªi
id: 201 type: 3 file: data\henry_arrow1.dat=henryªº½b
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id: 205 type: 3 file: data\dennis_ball.dat=dennisªº®ð¥\ªi
id: 206 type: 3 file: data\woody_ball.dat=woodyªº®ð¥\ªi
id: 207 type: 3 file: data\davis_ball.dat=davisªº®ð¥\ªi
id: 208 type: 3 file: data\henry_arrow2.dat=henryªº¬ïªÅ¥Ú
id: 209 type: 3 file: data\freeze_ball.dat=¦B¤Hªº¦Bªi
id: 210 type: 3 file: data\firen_ball.dat=¤õ¤Hªº¤õªi
id: 211 type: 3 file: data\firen_flame.dat=¤õ¤Hªº¤õ,¤jÃz¬µ
id: 212 type: 3 file: data\freeze_column.dat=¦B¤Hªº¦B¬W
id: 213 type: 1 file: data\weapon7.dat #ice_sword=¦B¼C
id: 214 type: 3 file: data\john_biscuit.dat=johnªº¨¾Å@¾À
id: 215 type: 3 file: data\dennis_chase.dat=dennisªº°lÂܪi
id: 216 type: 3 file: data\jack_ball.dat=jackªº®ð¥\ªi
id: 219 type: 3 file: data\jan_chaseh.dat=janªº¤Ñ¨Ï
id: 220 type: 3 file: data\jan_chase.dat=janªº´cÅ]°lÂܪi
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id: 222 type: 3 file: data\firzen_chasei.dat=¦B¤õ¤Hªº¦B°lÂܪi
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id: 229 type: 3 file: data\julian_ball2.dat=¨¸°­ªº¤jªi,¥ú¬W





id: 998 type: 5 file: data\etc.dat=¹Î¾Ô«ü¥O
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<object_end>=ª«¥ó§¹²¦

<file_editing>=?
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<background>=­I´º¶}©l
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id: 100~199 drop weapon=¹D¨ã¸¹½X¤@©w­n¦b100-199¤¤¶¡¤~·|±¼¤U¨Ó
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¨ä¹ê§A¤]¥i¥H¦Û³Ð­I´ºªº

©ñ­I´ºµ{¦¡ªº¦ì¸m:lf2_??/bg/sys¤ºªºÀÉ®×

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­Y­n³y­I´º,½Ð¨Ï¥Îtemplate³o¼Ë¥»­I´º¨Ó³y

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¦ý¤j³¡¥÷ªºµ{¦¡³£¥i¦b''¤Hª«''³o¤@­¶¬Ý¨ì

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entry: 2 jump 
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entry: 3 run 
dvx: 10 fall: 70 vrest: 10 bdefend: 60 injury: 55 effect: 1
entry: 4 dash 
dvx: 12 fall: 70 vrest: 20 bdefend: 60 injury: 55 effect: 1
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<frame> 0 in_the_sky=¹D¨ã¦b¤ÑªÅ®Éªºµ{«×
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bdy_end:
<frame_end>

frame> 20 on_hand=¹D¨ã®³¦b¤â®Éªºµ{¦¡
pic: 20 state: 1001 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 24 y: 40 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 
wpoint_end:
itr:
kind: 5 x: 17 y: 2 w: 13 h: 44 fall: 20 bdefend: 16 injury: 789 (¸Ô±¡½Ð°Ñ¬Ý''¤Hª«''³o¤@­¶)
itr_end:
<frame_end


<frame> 60 on_ground=¹D¨ã¦b¦a¤W®Éªºµ{¦¡
pic: 2 state: 1003 wait: 1 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\079.wav(¸Ô±¡½Ð°Ñ¬Ý''¤Hª«''³o¤@­¶) 
<frame_end>

<frame> 70 just_on_ground¦p¤W
pic: 2 state: 1003 wait: 1 next: 71 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\079.wav(¸Ô±¡½Ð°Ñ¬Ý''¤Hª«''³o¤@­¶) 
itr:
kind: 0 x: 1 y: 19 w: 46 h: 15 dvx: 2 fall: 40 arest: 16 bdefend: 16 
itr_end:
<frame_end>


<frame> 399 dummy=¤@©w­n¦³³oµ{¦¡,§_«h¹D¨ã·|¬ðµM®ø¥¢
pic: 4 state: 0 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 1 y: 19 w: 46 h: 15
bdy_end:(¸Ô±¡½Ð°Ñ¬Ý''¤Hª«''³o¤@­¶)
<frame_end>

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