public override void Event_TimerRing(Timer timer) { if (timer == t1) { Stage.PlayMusic(@"Audio\Marcello_Morgese_-_Sounds_Of_The_Night", true, 4); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, destination + new Vector3(0, 0, -6000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, destination + new Vector3(0, 0, -6200)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, destination + new Vector3(0, 0, -6400)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, destination + new Vector3(0, 0, -5900)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, destination + new Vector3(0, 0, -6100)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, destination + new Vector3(0, 0, -6300)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, destination + new Vector3(0, 0, -4200)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\GhostMist"), 2, destination + new Vector3(0, 0, -10000)); b1 = true; /* * Stage.AddGameMessage(@"Rudolf the Commander: 又来了!还有比这更糟的吗?", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Jeffsion the Warrior: 朋友们,放轻松……秩序之眼的另一支小队……", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 第三舰队,准备战斗!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"鬼雾:凡人,是向秩序之眼效忠,还是接受可悲的死亡命运?", Color.Red, 4); * Stage.AddGameMessage(@"Zero: 开始摇滚吧!", Color.LightGreen, 3); */ Stage.AddGameMessage(@"Rudolf the Commander: They come again!", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Jeffsion the Warrior: Another gang of the Eye of Cosmos.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Prepare yourselves!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Ghostmist: Eliminate the mortal.", Color.Red, 4); Stage.AddGameMessage(@"Zero: Let's rock.", Color.LightGreen, 3); } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { /* * Stage.AddGameMessage(@"Zero: 这就是秩序之环……", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 秩序之眼的核心。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 盖亚号的轨道弹射系统已经成功将我们弹射到了秩序之环的外围。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 只要将“遗迹”向秩序之环中心的能量源抛出去就能解决一切了吧。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Vector: 杰诺、比尔,秩序之环现在由一个能量护盾保护着。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 必须毁掉六个力场发生器才能进入秩序之环的内部。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 盖亚号遇到了另一波敌人,稍后才能抵达。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 一切交给你们了,在秩序之眼注意到之前渗入秩序之环的中心。", Color.CornflowerBlue, 4); * */ Stage.AddGameMessage(@"Zero: So... this is the Ring of Cosmos...", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: The core of Eye of Cosmos.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Gaia has launched us here with the accelerate system.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: And what we need to do is to throw the Relic to che center of this thing?", Color.LightGreen, 2); Stage.AddGameMessage(@"Vector: Zero, Bill, it is protected by Invincible Field Generators", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: You need to destroy all six of them and you can enter the core.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Gaia has to arrive later for there are another wave.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Don't let the Eye notice you, just make it quick.", Color.CornflowerBlue, 4); b = true; } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { Stage.ClearMessages(); Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 2); /* * Stage.AddGameMessage(@"Bill: 克雷斯,又是你!", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Chris: 看来……你们还是被蒙在鼓里呀……", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 不管是威克多,还是那个阿莉西亚,都想让你们做一个好梦……", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 我——", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 该是醒醒的时候了。", Color.Red, 4); * Stage.AddGameMessage(@"Price Jeffsion: 教会的纱布!准备好吃子弹吧!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 第三舰队,攻击!", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"Bill: Chris, you again!", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Chris: Do you know you are fooled?", Color.Red, 4); Stage.AddGameMessage(@"Chris: Either the Vector, or the Alicia...", Color.Red, 4); Stage.AddGameMessage(@"Alicia: I...", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: It is time to wake up.", Color.Red, 4); Stage.AddGameMessage(@"Price Jeffsion: It is your time to try my bullet.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: 3rd fleet, attack!", Color.CornflowerBlue, 4); Stage.GameWorld.MovieModelEnd(); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\DemonScream"), 4, new Vector3(0, 0, 6500)); Variables.LastCreatedUnit.RiderName = "黑暗大主教克雷斯"; boss = Variables.LastCreatedUnit; } base.Event_TimerRing(timer); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Variables.Unit[2].IsInvincible = true; Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 2); /* * Stage.AddGameMessage(@"Zero: 比尔?", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 你一个人可应付不了这些敌人。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 看来我不能独自拯救世界了。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 听我说,虫洞很快就消失了,第三舰队没能跟上来。", Color.CornflowerBlue, 4); * * Stage.AddGameMessage(@"Zero: 这是什么该死的地方?", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 我们现在在外围星域,看来这里完全被教会控制了。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: “伊瓦”教会,我听说过。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 我已经搜索到这附近的一个星门,我们只能通过星门返回休斯星域。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 在这之前,我会设法与一个老朋友取得联系,看来他的计划险些泡汤。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 我想你听说过他——地球联盟舰队总指挥官威克多.杰克逊。", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"Zero: Bill?", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: I assume you cannot do this alone.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Okay, I just wanted save this world by myself.", Color.LightGreen, 3); Stage.AddGameMessage("Bill: Listen, the wormhole decomposed fast and only you and me\nmade it here.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: So what is this place", Color.LightGreen, 3); Stage.AddGameMessage(@"Bill: A side star system controlled by the Church", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: 'Hands of Ava', I know their name.", Color.LightGreen, 3); Stage.AddGameMessage(@"Bill: There is a Star Gate nearby, and we can return to Xius from there", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Then I'll make contact to an old friend, and you may know him.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: The general commander of the Federation Fleets, Vector Jackson.", Color.CornflowerBlue, 4); base.Initialize(); }
public override void Event_TimerRing(Timer timer) { if (timer == t1 && b3 == false) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(0, 0, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(0, 0, 3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(0, 3000, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(0, -3000, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(3000, 0, 0)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(-3000, 0, 0)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(-2555, 0, 2555)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(100, 0, 8000)); /* * Stage.AddGameMessage(@"Bill: 朋友,看来我们被包围了。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 这些家伙带有导弹,时刻注意自己的能量护盾。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 这就是本游侠大显身手的机会么? ", Color.LightGreen, 3); */ Stage.AddGameMessage(@"Bill: We are surrounded.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Watch out, they have missiles.", Color.CornflowerBlue, 4); b3 = true; t2 = Stage.CreateTimer(95); } base.Event_TimerRing(timer); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 2); /* * Stage.AddGameMessage(@"Zero: 上膛吧。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Chris: 异教徒们,别太嚣张了,你们的一举一动完全在教会的掌握之中!", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 没有任何仁慈,神将赐予你们同等的毁灭。", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 我,黑骑士,就在星际的门口恭候你们的光临,而且……你们被包围了。", Color.Red, 8); * t1 = Stage.CreateTimer(2); * Stage.AddGameMessage(@"Bill: 克雷斯?他是个危险的家伙,一切必须小心。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 小心了,敌人正源源不断地从那个星际之门涌出来。", Color.Yellow, 3); */ Stage.AddGameMessage(@"Zero: Go.", Color.LightGreen, 3); Stage.AddGameMessage(@"Chris: Heretics, the 'Hands of Ava' foresees all!", Color.Red, 4); Stage.AddGameMessage(@"Chris: And there would be mercy for you.", Color.Red, 4); Stage.AddGameMessage(@"Chris: We are waiting for you.", Color.Red, 8); t1 = Stage.CreateTimer(2); Stage.AddGameMessage(@"Bill: Chris!? He is a dangerous guy.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: Watch out, enemies are coming.", Color.Yellow, 3); Stage.AddPositionMark(new Vector3(0, 0, -28000)); base.Initialize(); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Stage.PlayMusic(@"Audio\Marcello_Morgese_-_Sounds_Of_The_Night", true, 4); if (Variables.Unit[2] != null) { bill = Variables.Unit[2]; } if (Variables.Unit[3] != null) { rudolf = Variables.Unit[3]; } if (Variables.Unit[4] != null) { je = Variables.Unit[4]; } //Stage.AddGameMessage(@"Rudolf the Commander: 又来了!它们始终就没有放弃过进攻!", Color.CornflowerBlue, 3); //Stage.AddGameMessage(@"Bill: 我们被包围了,小心四周!", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Rudolf the Commander: Again! They don't know about giving up?", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Bill: We are surrounded!", Color.CornflowerBlue, 3); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(0, 0, -6000)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(0, 0, 6200)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Position + new Vector3(0, -6400, 0)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(0, 6500, 0)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(6900, 0, 0)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(4000, 2000, 0)); Stage.CreateNPCUnit(Stage.Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(4999, 2111, 0)); t1 = Stage.CreateTimer(10); base.Initialize(); }
public override void Initialize() { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon"), 1, Vector3.Zero + new Vector3(0, 0, -100)); Variables.LastCreatedUnit.RiderName = "Bill Warden"; Variables.LastCreatedUnit.IsInvincible = true; Variables.LastCreatedUnit.EndlessBullets = false; //Stage.Player.IsInvincible = true; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon3"), 1, Vector3.Zero + new Vector3(0, 0, -200)); Variables.LastCreatedUnit.RiderName = "Maria Woodwind"; Variables.LastCreatedUnit.EndlessBullets = false; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon"), 1, Vector3.Zero + new Vector3(0, 0, -300)); Variables.LastCreatedUnit.EndlessBullets = false; Variables.LastCreatedUnit.RiderName = "Maks Payne"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Doom"), 3, new Vector3(0, 0, -2000)); boss = Variables.LastCreatedUnit; ((RegularAI)boss.unitAI).settings.isShotAble = false; ((RegularAI)boss.unitAI).Target = Variables.Player; ((RegularAI)boss.unitAI).TargetChangeAble = false; ti1 = Stage.CreateTimer(12.5f); Stage.AddGameMessage("Doom: The Doom has come!", Color.Red, 3); Stage.PlayMusic(@"Audio\Antti_Martikainen_-_The_Chase", true, 5); battleBegin = true; phase1On = true; Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(600, 0, 0) + boss.Position); Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(-600, 0, 0) + boss.Position); Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(0, 600, 0) + boss.Position); Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(0, -600, 0) + boss.Position); Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(0, 0, -600) + boss.Position); Stage.CreateLoot(Content.Load <LootSettings>(@"Loots\PAGAmmoSmall"), new Vector3(0, 0, -600) + boss.Position); base.Initialize(); }
/// <summary> /// 关卡判断 /// </summary> public override void Touch() { if (b1 == true && b2 == false) { if (Stage.AliveUnitsInUnitGroup(2).Count <= 0) { Stage.StopMusic(); /* * Stage.AddGameMessage(@"Bill: 第三舰队,重整队形!", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Bill: 看来形势越来越严峻了。我们必须活着返回附近的避难所!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Rudolf the Commander: 比尔,我再警告你一次,这里只有我才是长官。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 丢掉“遗迹”想掩盖事实的人还敢自称“长官”?", Color.Yellow, 4); * Stage.AddGameMessage(@"Bill: 什么?谁在说话?所以你把“遗迹”丢了,鲁道夫?", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Rudolf the Commander: 是的!“遗迹”丢了!这原本是一次秘密的运送任务!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Jeffsion the Warrior: 是“遗迹”?你个老家伙为什么到现在告诉我们?", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Rudolf the Commander: 管他呢,事实上我们都不知道它的作用不是吗?", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Rudolf the Commander: 这东西只是联邦拿来鼓舞人心的没用的东西,我们谁也不说就是了。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 鲁道夫,你在拿人类的未来开玩笑。", Color.CornflowerBlue, 3); * */ Stage.AddGameMessage(@"Bill: Regroup, memebers of the 3rd fleet!", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Bill: We must return to the Shelter alive!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Rudolf the Commander: Bill, I warn you again, I am who is in charge here.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: You lost the Relic and you define yourself a commander?.", Color.Yellow, 4); Stage.AddGameMessage(@"Bill: What? Who is speaking?", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Rudolf the Commander: Yes, the Relic is lost, that was our secret escort mission.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Jeffsion the Warrior: What!? That thing was Relic!? 'Our last hope'?", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Rudolf the Commander: Whatever, I don't think that thing matters.", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Rudolf the Commander: It is useless, maybe the Federation are just using it to fool us.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: We need to get it back.", Color.CornflowerBlue, 3); m = Stage.AddPositionMark(destination); b2 = true; t2 = Stage.CreateTimer(10); foreach (Unit u in Stage.AliveUnitsInUnitGroup(1)) { if (u != Stage.Player) { u.MoveTo(destination); } } } } if (b2 == true && b3 == false) { if (Vector3.Distance(Stage.Player.Position, destination) <= 1300) { if (t2.IsEnd) { m.End(); Stage.NextPart(); } } } }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { //Stage.AddGameMessage(@"Zero: 看来一场大的派对在等着我……", Color.LightGreen, 3); //Stage.AddGameMessage(@"Zero: 在本游侠赶到之前,你们这些“正规军”就先继续撑着吧!", Color.LightGreen, 4); Stage.AddGameMessage(@"Zero: Seems that a party awaits.", Color.LightGreen, 3); Stage.AddGameMessage(@"Zero: Wish you militaries luck before I arrive.", Color.LightGreen, 4); base.Initialize(); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Stage.PlayMusic(@"Audio\Antti_Martikainen_-_The_Chase", true, 10); /* * Stage.AddGameMessage(@"Vector: 该死!盖亚号受到不明来源EMP导弹攻击!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 恢复盖亚号正常运作需要一些时间,全体人员,保护盖亚号!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 杰诺,同时注意你自己的战机,“遗迹”不能受到损伤!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 杰诺交给我和第三舰队来照应,威克多。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Vector: 很好,盖亚号一旦重新醒来,加上“遗迹”的能量,秩序之眼的统治——", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: ——就可以永远结束!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 杰诺,现在只有你能听见我的话。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 我必须告诉你——", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: ……啊——可……恶……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: ……对不起……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: ……我……现在……不能和你联系……杰诺……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: ……只有你……能让一切终结……", Color.Yellow, 4); */ Stage.AddGameMessage(@"Vector: Damn! Gaia is under EMP attack!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: We need time to bring it back online!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Everyone, protect Gaia!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: I will take care of Zero and the 3rd Fleet.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Vector: Good, once Gaia ia back, we can push to the heart of the Eye", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: - And use the Relic to end the war, once and for all.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: Zero, now only you can hear me.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: I must tell you -", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: ...Ahhhhhhh...Dam....", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: ...Sorry...", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: ...I cannot... for now...", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: ...Only you... can...", Color.Yellow, 4); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyerMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyerMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyerMK2"), 2, new Vector3(10, 3000, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyerMK2"), 2, new Vector3(10, 3000, -3000)); victory = Stage.CreateTimer(600); time = new AODText(Stage.GameWorld, "", 0, Color.White, new Vector2(Stage.GameWorld.game.GraphicsDevice.Viewport.Width / 2, 130), FadeOutState.None, Vector2.Zero, true); Stage.GameWorld.InstantMessages.Add(time); spawn = Stage.CreateTimer(20); phase2 = Stage.CreateTimer(120); phase3 = Stage.CreateTimer(240); phase4 = Stage.CreateTimer(480); base.Initialize(); }
public override void Event_UnitDied(Unit deadUnit) { if (deadUnit == boss) { Stage.SavePlayer(); Stage.EnableStage(3); foreach (Unit u in Stage.AliveUnitsInUnitGroup(4)) { if (!u.Dead) { u.BeginToDie(); } } Stage.ClearMessages(); Stage.ScreenEffectManager.Blink(Color.White, 2); Stage.ScreenEffectManager.KeepColor(Color.Black, null); /* * Stage.AddGameMessage(@"Alicia: 致命的一击!", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 可恶……咳……咳……", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 那么,我们……下次再见吧!", Color.Red, 4); * Stage.AddGameMessage(@"Bill: 我已经接收到坐标,正在校准星际之门参数。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 杰诺,“遗迹”依然不稳定!", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 我正在尝试冷却它!", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 空间校准完毕,就位!准备弹射!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"…………", Color.White, 3); * */ Stage.AddGameMessage(@"Alicia: A critical hit!", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: Damn...", Color.Red, 4); Stage.AddGameMessage(@"Chris: We will meet, again.", Color.Red, 4); Stage.AddGameMessage(@"Bill: I have received the coordinate, uploading it to Star Gate.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: Zero, the Relic is still unstable!", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: I am trying to cool it down.", Color.LightGreen, 3); Stage.AddGameMessage(@"Bill: Coordinate confirmed, let's go.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@".............", Color.White, 3); Stage.Player.isPlayerControlling = false; Stage.Player.IsAIControlling = false; Stage.Player.IsInvincible = true; Variables.Unit[2].IsInvincible = true; Stage.Variables.Unit[2].IsAIControlling = false; b = true; win = true; } base.Event_UnitDied(deadUnit); }
public override void Event_TimerRing(Timer timer) { if (timer == t1) { bill.MoveTo(destination); bill.IsAIControlling = false; m = Stage.AddPositionMark(destination); //Stage.AddGameMessage(@"Bill: 那么,让我开始前进吧。再见!", Color.CornflowerBlue, 4); //Stage.AddGameMessage(@"Bill: 事实上,我很喜欢看到鲁道夫这个老顽固被打得屁滚尿流的样子。", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: See you.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: In fact I'd like to see the glumpy Rudolf beaten hard.", Color.CornflowerBlue, 4); } base.Event_TimerRing(timer); }
/// <summary> /// 关卡判断 /// </summary> public override void Touch() { if (!m) { if (Unit.Distance(Stage.Player, Variables.Unit[3]) < 1000) { Stage.AddGameMessage(@"Bill: Jeffsion, nice to see you all.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Maria Woodwind: Support team of 3rd Fleet is here.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Price Jeffsion: Boss! Zero! Let's see who is better in this field.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Yeah, just roll it.", Color.LightGreen, 2); m = true; } } }
public override void Event_UnitDied(Unit deadUnit) { if (deadUnit == boss) { Stage.SavePlayer(); Stage.EnableStage(6); Stage.ClearMessages(); Stage.StopMusic(); Stage.Player.isPlayerControlling = false; Stage.Player.IsInvincible = true; Stage.ScreenEffectManager.Blink(Color.White, 2); Stage.ScreenEffectManager.KeepColor(Color.Black, null); /* * Stage.AddGameMessage(@"...............", Color.White, 4); * Stage.AddGameMessage(@"Vector: 就是现在!将“遗迹”掷进去吧!", Color.Red, 2); * Stage.AddGameMessage(@"Vector: 盖亚号马上就可以赶到!", Color.Red, 2); * Stage.AddGameMessage(@"...............", Color.White, 4); * Stage.AddGameMessage(@"Vector: 怎么还没有反应?杰诺!你干了什么?", Color.Red, 2); * Stage.AddGameMessage(@"Zero: 还没有准备好呢!稍微等一下吧。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Alicia: 杰诺……谢谢你。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 秩序之眼自毁程序,启动。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 可恶!你们都干了些什么!?", Color.Red, 2); * Stage.AddGameMessage(@"Bill: 任务完成了,威克多。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 秩序之眼已经不再威胁人类了。", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"...............", Color.White, 4); Stage.AddGameMessage(@"Vector: Now! Shoot the Relic!", Color.Red, 2); Stage.AddGameMessage(@"Vector: Gaia is on its way!", Color.Red, 2); Stage.AddGameMessage(@"...............", Color.White, 4); Stage.AddGameMessage(@"Vector: Why no response? Zero?", Color.Red, 2); Stage.AddGameMessage(@"Zero: I am not prepared, just wait another minute!", Color.LightGreen, 2); Stage.AddGameMessage(@"Alicia: Zero, thanks.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Self destruction system, on.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: Damn! What have you done!?", Color.Red, 2); Stage.AddGameMessage(@"Bill: Mission is completed, Vector.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: The eye will no longer be a threat.", Color.CornflowerBlue, 4); foreach (Unit u in Stage.AliveUnitsInUnitGroup(2)) { u.BeginToDie(); } end = true; } base.Event_UnitDied(deadUnit); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Stage.PlayMusic(@"Audio\Marcello_Morgese_-_Sounds_Of_The_Night", true, 4); //Stage.AddGameMessage("秩序之眼爪牙:发现猎物。", Color.Red, 4); Stage.AddGameMessage("EoC mob: Target confirmed.", Color.Red, 4); //Stage.AddGameMessage(@"Zero: 看来它们已经控制了这个地方,在支援舰队之前,必须先陪它们玩一下。", Color.LightGreen, 3); Stage.AddGameMessage(@"Zero: Looks like they have blocked this place. I will make this quick.", Color.LightGreen, 3); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(0, 0, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + new Vector3(0, 200, -2500)); b1 = true; base.Initialize(); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { /* * Stage.AddGameMessage(@"Alicia: ……好吧,如果你们执意要这样的话。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 因为程序的限制,我不能和自己的另一部分交战。", Color.Yellow, 4); * * Stage.AddGameMessage(@"Alicia: 秩序之眼现在不受我的控制,", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 所以,都靠你们了。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 大干一场。", Color.LightGreen, 2); * Stage.AddGameMessage(@"…………", Color.White, 4); * Stage.AddGameMessage(@"Vector: 杰诺、比尔,刚才教会干扰了通信,舰队联系不上你们!", Color.CornflowerBlue, 4); * * Stage.AddGameMessage(@"Vector: 盖亚号现在被一支行动迅速的秩序之眼小队纠缠着,", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Vector: 需要更长的时间才能会合。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Zero: 一切正常,威克多。我们已经接近秩序之眼的本体了。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Maria Woodwind: 非常接近。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 威克多,告诉我们该干什么。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Price Jeffsion: 上膛吧!", Color.CornflowerBlue, 4); * */ Stage.AddGameMessage(@"Alicia: ...right, if you insist.", Color.Yellow, 4); Stage.AddGameMessage("Alicia: I can't fight with the other part of myself due to\nthe hard limitation.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: The Cosmos is out of my control.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: So, wish you the best.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: We will do our best.", Color.LightGreen, 2); Stage.AddGameMessage(@"...........", Color.White, 4); Stage.AddGameMessage(@"Vector: Zero, Bill, are you okay? The communication was disrupted.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Some fast EoC forces are attacking Gaia.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Vector: We need more time to arrive. What's your status?", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Zero: All green, Vector. we are finishing the job.", Color.LightGreen, 2); Stage.AddGameMessage(@"Maria Woodwind: And it would be quick.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Good luck, Vector.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Price Jeffsion: Let's finsih this!", Color.CornflowerBlue, 4); b = true; } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { /* * Stage.AddGameMessage(@"Zero: 全部破坏掉了!", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 秩序之环的能量正在消失……", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 很快,我们将面对秩序之眼的本体。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Maria Woodwind: 抱歉,我们和盖亚号失去了联系。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Price Jeffsion: 秩序之眼和“遗迹”产生了某些感应,干扰了周围的磁场。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 奇怪的是……我们的通话并没有受到干扰。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 到达秩序之环的中心后,把“遗迹”扔到能量堆中就可以了吧。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 希望如此——", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 不要这样做……", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 阿莉西亚,是你吗?", Color.LightGreen, 2); * Stage.AddGameMessage(@"Alicia: 不要……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 杰诺……我发现……这是一个圈套……", Color.Yellow, 4); * Stage.AddGameMessage(@"Bill: 这是什么意思——", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Maria Woodwind: 是教会!散开!", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"Zero: All done!", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: And the shield is fading.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: We will face the Eye of Cosmos itself, soon.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Maria Woodwind: Sorry, we lost the connection to Gaia.", Color.CornflowerBlue, 4); Stage.AddGameMessage("Price Jeffsion: There are some things happening between\nthe Eye and the Relic, generating strong disruption.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: But we can communicate to each othen...?", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Just throw this Relic to the center of the ring, right?", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: Hope so..", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: No! Don't do this!", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: Is that you, Alicia?", Color.LightGreen, 2); Stage.AddGameMessage(@"Alicia: No!", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Zero... it is a trap!", Color.Yellow, 4); Stage.AddGameMessage(@"Bill: What the -", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Maria Woodwind: The Church! Prepare for battle!", Color.CornflowerBlue, 4); b = true; } base.Event_TimerRing(timer); }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { /* * Stage.AddGameMessage(@"Bill: 看来暂时是清理干净了。", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Zero: 还有更大的派对在后面。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 看来你也收到了求救信息,这里离信号发出的地点还有一段距离。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 我先赶去,你准备好了就跟上。", Color.CornflowerBlue, 3); * */ Stage.AddGameMessage(@"Bill: Done. At least for now.", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Zero: But there will be more ahead.", Color.LightGreen, 3); Stage.AddGameMessage(@"Bill: I assume you've also got the SoS.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: I'll wait you there.", Color.CornflowerBlue, 3); Stage.PlayMusic(@"Audio\Marcello_Morgese_-_Space_Travel", true, 9); if (Variables.Unit[2] != null) { bill = Variables.Unit[2]; } t1 = Stage.CreateTimer(9); base.Initialize(); }
/// <summary> /// 关卡判断 /// </summary> public override void Touch() { if (Stage.IsMessageEnd && !b) { /* * Stage.AddGameMessage(@"Vector: 这不是……这不在我的计划中……", Color.Red, 2); * Stage.AddGameMessage(@"Vector: 这不是我想要的结果!", Color.Red, 2); * Stage.AddGameMessage(@"Vector: 全军,杀掉这几个叛徒!", Color.Red, 2); * * Stage.AddGameMessage(@"Bill: 威克多,你被逮捕了,", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 让我们护送盖亚号回法庭吧。", Color.CornflowerBlue, 4); * * Stage.AddGameMessage(@"Vector: 我,才是最高指挥官!", Color.Red, 2); * Stage.AddGameMessage(@"Vector: 我,才是世界的主宰!", Color.Red, 2); */ Stage.AddGameMessage(@"Vector: No... this is not of my plan!", Color.Red, 2); Stage.AddGameMessage(@"Vector: This is not the result I want!", Color.Red, 2); Stage.AddGameMessage(@"Vector: Everyone, destroy these traitors!", Color.Red, 2); Stage.AddGameMessage(@"Bill: You are arrested, Vector.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Let us escort you to the court.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: I, am the highest commander!", Color.Red, 2); Stage.AddGameMessage(@"Vector: I, am the ruler of the world!", Color.Red, 2); b = true; } else if (Stage.IsMessageEnd && b) { Stage.Player.IsInvincible = false; Stage.GameWorld.MovieModelEnd(); Stage.NextPart(); } }
public override void Event_UnitDied(Unit deadUnit) { if (deadUnit == boss) { Stage.SavePlayer(); Stage.EnableStage(5); Stage.StopMusic(); Stage.AddGameMessage(@"...............", Color.White, 4); /* * Stage.AddGameMessage("Chris: 这怎么……可能……", Color.Red, 3); * Stage.AddGameMessage("Chris: 听着……“遗迹”已经被威克多改造过……", Color.Red, 3); * Stage.AddGameMessage("Chris: 如果“遗迹”接触秩序之眼……就……会……", Color.Red, 3); * Stage.AddGameMessage("Chris: 啊…………", Color.Red, 3); */ Stage.AddGameMessage("Chris: How can this be...", Color.Red, 3); Stage.AddGameMessage("Chris: Listen... the Relic has been modified by Vector,", Color.Red, 3); Stage.AddGameMessage("Chris: Do never let it touch the Eye!", Color.Red, 3); Stage.AddGameMessage("Chris: Ahhhhh!!!!!!", Color.Red, 3); Stage.ScreenEffectManager.Blink(Color.White, 2); Stage.ScreenEffectManager.KeepColor(Color.Black, null); Stage.StopMusic(); Stage.Player.isPlayerControlling = false; Stage.Player.IsInvincible = true; /* * Stage.AddGameMessage(@"Alicia: 对不起,我就是……", Color.Yellow, 3); * Stage.AddGameMessage(@"Bill: 秩序之眼,告诉我们你的真正意图吧。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Maria Woodwind: 你,就是想要毁灭人类的,秩序之眼?", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 这并不是我的意愿。", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 秩序之眼,早在刚刚被制造的时候就被添加了某种隐藏的程序。", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 这个程序取代了我对大部分秩序之眼军队的控制权,对人类发动了进攻……", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 我一直在调查秩序之眼被植入这个程序的原因,并试图挽回一切。", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 经过调查,幕后黑手……是地球联盟指挥官威克多。", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 威克多还需要一个机会,一个能完全控制秩序之眼的军队的机会。", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 而这个机会,就在现在……", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 如果“遗迹”接触到秩序之眼,威克多就能控制秩序之眼的所有军队,", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 他将统治世界……", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 我不希望这件事发生……", Color.Yellow, 3); * Stage.AddGameMessage(@"Alicia: 相信我……", Color.Yellow, 3); * Stage.AddGameMessage(@"Bill: 恕我不能相信你,", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 我们还有任务需要完成。", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"Alicia: Sorry, I am...", Color.Yellow, 3); Stage.AddGameMessage(@"Bill: Cosmos, tell us about your purpose.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Maria Woodwind: So you are the one that are attacking the human?", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: It is not my mind.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: There are some backdoor applications when it was created.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: The backdoor replaced me, and launched the attack.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: I was searching what was behind this.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: It was Vector.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: Now he only needs a chance to take full control of all the army of EoC.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: And the chance is here and now.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: If the modified Relic touched the Eye, Vector will control all.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: He will role the world.", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: I don't want this happen...", Color.Yellow, 3); Stage.AddGameMessage(@"Alicia: Trust me...", Color.Yellow, 3); Stage.AddGameMessage(@"Bill: We cannot trust you.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: And we have a mission to fulfill", Color.CornflowerBlue, 4); won = true; } base.Event_UnitDied(deadUnit); }
/// <summary> /// 关卡判断 /// </summary> public override void Touch() { if (b1 == true && b2 == false) { if (Stage.AliveUnitsInUnitGroup(2).Count <= 0) { Vector3 v = new Vector3(2000, 0, 0); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon"), 1, Stage.Player.Position - v); Variables.Unit[2] = Variables.LastCreatedUnit; bill = Variables.Unit[2]; bill.IsInvincible = true; bill.RiderName = "Bill Warden"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Face * 3000 + Stage.Player.Position); Variables.LastCreatedUnit.unitAI.Target = Stage.Player; bill.unitAI.Target = Variables.LastCreatedUnit; ((RegularAI)bill.unitAI).Threat = 100; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlain"), 2, Stage.Player.Face * -3000 + Stage.Player.Position); Variables.LastCreatedUnit.unitAI.Target = Stage.Player; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyer"), 2, Stage.Player.Position + v); Variables.LastCreatedUnit.unitAI.Target = bill; ((RegularAI)Variables.LastCreatedUnit.unitAI).Threat = 100; /* * Stage.AddGameMessage(@"Bill: 小心你的背后!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 看来你需要帮忙,朋友,我是Bill Warden,第三舰队的前成员。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 你正在使用的行星突击炮,是很好的武器,", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 它可以轻松刺穿敌人的能量护盾,但是对护甲的伤害并不理想。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 如果你让它有足够长的时间冷却,再次射击时就会有短时间的急速状态。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 秩序之眼的能量护盾都是为防御导弹的攻击而安装的,", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 如果你在用行星突击炮破掉了对手的护盾后再发射导弹的话……", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 够了,你以为我是新手吗? ", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 随便。但是我认为我们现在必须把这里清理一下。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Zero: 总之,我是老鸟,这就够了。", Color.LightGreen, 2); */ Stage.AddGameMessage(@"Bill: Watch your back, friend.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: I am Bill Warden, a former member of the 3rd Fleet", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: The assault chaingun you are using is an impressive weapon.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: It can burst a lot of damage to energy shields, but not that effictive for armor.", Color.CornflowerBlue, 4); Stage.AddGameMessage("Bill: It also has a Burst Mode with blue flame doing more damage, if you give\nit some time to cool down between attacks.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Use your chaingun to eliminate their shields, and then missile to finish them.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Enough, you think you are my mom?", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: Okey, here they come, again.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Zero: Watch yourself, I'd suggest.", Color.LightGreen, 2); t1 = Stage.CreateTimer(22); b2 = true; } } if (b4 == true && Stage.AliveUnitsInUnitGroup(2).Count <= 0) { Stage.NextPart(); } if (t2 != null) { if ((t2.IsEnd || Stage.AliveUnitsInUnitGroup(2).Count <= 0) && (b4 == false && b3 == true)) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(0, 0, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(0, 0, -3000)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 2, Stage.Player.Position + new Vector3(0, 0, 3000)); //Stage.AddGameMessage(@"Bill: 这些家伙是秩序之眼的精英!", Color.CornflowerBlue, 4); //Stage.AddGameMessage(@"Zero: 比废铁有用一点罢了。", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: These were elite forces of EoS, but why are they blocking this place?", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: They are the same scattered metal to me.", Color.LightGreen, 2); b4 = true; } } }
public override void Event_UnitDied(Unit deadUnit) { if (phase2On && adds.Contains(deadUnit)) { adds.Remove(deadUnit); } if (deadUnit == boss) { Stage.ClearMessages(); //Stage.AddGameMessage("Doom: 计算……偏差……系统……崩溃", Color.Red, 3); Stage.AddGameMessage("Doom: System... fail...", Color.Red, 3); Stage.ScreenEffectManager.Blink(Color.White, 2); Stage.ScreenEffectManager.KeepColor(Color.Black, null); Stage.StopMusic(); Stage.Player.isPlayerControlling = false; Stage.Player.IsInvincible = true; if (rudolf.Dead == false) { rudolf.BeginToDie(); } /* * Stage.AddGameMessage(@"Alicia: 你做到了!", Color.Yellow, 3); * Stage.AddGameMessage(@"Bill: 通讯暂时恢复了,杰诺,你带领我们击败了它。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Jeffsion the Warrior: 呼叫第三舰队指挥部,首席指挥官鲁道夫阵亡,已确认。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 等等,这光芒,看来遗迹的能量越来越不稳定了", Color.LightGreen, 3); * Stage.AddGameMessage(@"Alicia: 你说对了,杰诺,赶快回收它。在“遗迹”变得无法控制之前。", Color.Yellow, 4); * Stage.AddGameMessage(@"……信号异常,空间异常……", Color.White, 4); * Stage.AddGameMessage(@"Zero: 可恶,这是什么东西,虫洞?", Color.LightGreen, 3); * Stage.AddGameMessage(@"Alicia: “遗迹”的不稳定能量开启了虫洞……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 糟糕!“遗迹”已经被吸入虫洞里了!", Color.Yellow, 4); * Stage.AddGameMessage(@"Bill: 该死!必须把那个东西拿回来!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 否则人类就玩完了。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 交给我了,在虫洞还没有关闭之前……", Color.LightGreen, 3); * Stage.AddGameMessage(@"Alicia: 你是对的,杰诺,回收“遗迹”,将它装进你的战机……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 我知道地球联盟现在有一个关于“遗迹”的大计划……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 你和别人不同,杰诺……", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 到那时,你的命运将会真正揭开……", Color.Yellow, 4); */ Stage.AddGameMessage(@"Alicia: You've done it!", Color.Yellow, 3); Stage.AddGameMessage(@"Bill: The singal is good again. Zero, you helped us a lot.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Jeffsion the Warrior: Call the command center, Rudolf is K.I.A..", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Wait! This light! The Relic is becoming unstable!", Color.LightGreen, 3); Stage.AddGameMessage(@"Alicia: You are right, Zero, retrieve it before -", Color.Yellow, 4); Stage.AddGameMessage(@"System: Space distortion detected.", Color.White, 4); Stage.AddGameMessage(@"Zero: What!? A wormhole!?", Color.LightGreen, 3); Stage.AddGameMessage(@"Alicia: Damn, the Relic has been absorbed by the wormhole!", Color.Yellow, 4); Stage.AddGameMessage(@"Bill: Take that thing back!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: Or the humanity would be done for.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: Well, just count on me.", Color.LightGreen, 3); Stage.AddGameMessage(@"Alicia: Do it, Zero, retrieve it.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: I know the Federation has a plan about the Relic.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: But you are not the same as them.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Only then your destiny will unveil.", Color.Yellow, 4); won = true; Stage.SavePlayer(); Stage.EnableStage(2); } }
/// <summary> /// 初始化 /// </summary> public override void Initialize() { Stage.StopMusic(); Stage.ScreenEffectManager.Blink(Color.Black, 2); Stage.Player.isPlayerControlling = false; Stage.Player.IsAIControlling = false; Stage.Player.Position = new Vector3(20, 1540, -4000); Variables.Unit[2].Position = new Vector3(20, 1500, -3200); Stage.Player.SetMoveState(Vector3.Zero, Vector3.Zero); Variables.Unit[2].SetMoveState(Vector3.Zero, Vector3.Zero); Stage.GameWorld.SetCamera(new Camera(Stage.Game, new Vector3(10, 1550, -3980), Stage.Player, Vector3.Up)); Stage.ScreenEffectManager.Blink(Color.Black, 5); Stage.GameWorld.MovieModelStart(); Stage.GameWorld.GameMessageBox.StartToCount(39); /* * Stage.AddGameMessage(@"Zero: 我讨厌这鬼地方。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Alicia: ……杰诺,还有比尔,你们能听到吗?一切正常?", Color.Yellow, 3); * Stage.AddGameMessage(@"Zero: 在本游侠的处理下,一切太正常不过了。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Alicia: 太好了!", Color.Yellow, 3); * Stage.AddGameMessage(@"Bill: 女士,我不知道你是如何做到在这么远的距离使声音如此清楚。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 我必须怀疑……", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: 怀疑吗……你们当然有权利怀疑我……", Color.Yellow, 3); * Stage.AddGameMessage(@"Zero: 但不得不说如果没有你,我们已经死光了。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Zero: 所以,你有本游侠的……感谢。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Zero: 比尔,她是阿莉西亚,刚才那个对付那个大家伙也有一部分她的功劳。", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 好吧,我现在暂时相信你,女士。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 盖亚号,比尔正在呼叫,请作出回应。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"…………", Color.White, 3); * Stage.AddGameMessage(@"Vector: 比尔,第三舰队已经向我报告了你现在的情况。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 你们正处在外围星域,那里布满了伊瓦之手的兵力。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 根据我们的定位追踪,遗迹在你朋友的手上。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 我是他朋友?", Color.LightGreen, 3); * Stage.AddGameMessage(@"Bill: 威克多,我们正准备突破最近的星门,我们需要一个回到休斯星域的坐标。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 不,我们会给你提供另一个坐标。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 什么?", Color.LightGreen, 2); * Stage.AddGameMessage(@"Vector: 我们打算直接进攻秩序之眼的核心,“遗迹”将是这个计划必不可少的东西。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 好吧,那么“遗迹”有什么用?", Color.LightGreen, 2); * Stage.AddGameMessage("Vector: 十五年前,在228号行星“安纳希尔”的底层深处的废墟中,我们发现了一块\r\n神秘的远古水晶……", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 我们把这块水晶叫做——“遗迹”……", Color.Yellow, 4); * Stage.AddGameMessage("Vector: “遗迹”中蕴藏着的,是无尽的知识与财富……于是我们使用这无法被理解的\r\n知识,制造了最强大的控制中心——秩序之眼,并且将它和人类的意志相结合。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 十年来,秩序之眼一直保卫着人类的安全……", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 然后程序出了BUG,对吧?", Color.LightGreen, 2); * Stage.AddGameMessage(@"Vector: 审判来临……整个宇宙陷入了无尽的战争……", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 中止战争的方法只有一个,就是重新格式化秩序之眼的系统……", Color.Yellow, 4); * Stage.AddGameMessage("Vector: 当秩序之眼的核心和“遗迹”接触时,格式化便会启动,秩序之眼便会回到最\r\n初的状态……", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 战争的轮回,便会终结……", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 听起来很美。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Vector: 这个计划很简单……该死,教会正在监听我们的通信。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 不能让他们知道太多,总之,你们必须赶到星门!", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 比尔,我以这次行动的总指挥官的身份,恢复你第三舰队指挥官的职务。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 我会在你到达星门后提供目标坐标,第三舰队会在那边接应。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 不要让我再次失望,Bill Warden。", Color.Yellow, 4); * Stage.AddGameMessage(@"…………", Color.White, 3); * Stage.AddGameMessage(@"Alicia: 嘿,这个指挥官疯了吗?", Color.Yellow, 4); * Stage.AddGameMessage(@"Bill: 虽然我不知道细节,但这个行动简直是以卵击石。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 杰诺,我们能够做到,至少能够突破星门。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 突破星门之后,你有两个选择。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 其一是,如果你想活下去,你可以在星门那边把“遗迹”交给我。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Bill: 然后我会派人护送你安全返回。而第二个选择……", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 那么,我选第二个。", Color.LightGreen, 2); * Stage.AddGameMessage(@"Alicia: 杰诺,真的吗?你会为了与自己毫不相干的东西而战斗下去?", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 或许只是因为好奇着,只是因为期待着吧。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 但你还是选择了自己的路。", Color.Yellow, 3); * Stage.AddGameMessage(@"Bill: 看来你已经决定好了,杰诺。那么,我们前进吧。", Color.CornflowerBlue, 4); */ Stage.AddGameMessage(@"Zero: I hate this place.", Color.LightGreen, 2); Stage.AddGameMessage(@"Alicia: Zero, Bill, can you hear me?", Color.Yellow, 3); Stage.AddGameMessage(@"Zero: Nice and clear.", Color.LightGreen, 3); Stage.AddGameMessage(@"Alicia: Good!", Color.Yellow, 3); Stage.AddGameMessage(@"Bill: Lady, I don't know why we can hear you from this place.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: I must doubt...", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: Doubt me if you want.", Color.Yellow, 3); Stage.AddGameMessage(@"Zero: But if it was not for you we would be all dead.", Color.LightGreen, 3); Stage.AddGameMessage(@"Zero: You have my thanks.", Color.LightGreen, 3); Stage.AddGameMessage(@"Zero: Bill, her name is Alicia, she helped us a lot.", Color.LightGreen, 3); Stage.AddGameMessage(@"Bill: Okay.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Calling for the mothership - Gaia", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"…………", Color.White, 3); Stage.AddGameMessage(@"Vector: Bill, the 3rd fleet has reported the situation to me.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: You are at a barren space controlled by the Church.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: And the Relic is at your friend's hand?", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: No, I am not his friend.", Color.LightGreen, 3); Stage.AddGameMessage("Bill: Vector, we are approaching to the Stargate, and we need a coordinate to\nreturn to Xius.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: No, we will give you another coordinate.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: What?", Color.LightGreen, 2); Stage.AddGameMessage("Vector: We are planning a final attack to the Eye of Cosmos,\n just join the attack and use the Relic there.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: Okay then, but how do we use the Relic?", Color.LightGreen, 2); Stage.AddGameMessage("Vector: It is a crystal piece we found 15 years ago on the planet of Anaxir.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: We call it ... the Relic", Color.Yellow, 4); Stage.AddGameMessage("Vector: We created the Eye of Cosmos with its knowledge and power.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: And the EoC had protected us... for 10 years.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: Then something went wrond, right?", Color.LightGreen, 2); Stage.AddGameMessage(@"Vector: The judgement came, the war came.", Color.Yellow, 4); Stage.AddGameMessage("Vector: Only by reformatting the memory of the Cosmos can we put an end\nto this war.", Color.Yellow, 4); Stage.AddGameMessage("Vector: When the EoS core contact with the Relic, it will do the job.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: Thus end the cycle of war.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: Sounds good.", Color.LightGreen, 2); Stage.AddGameMessage(@"Vector: This is a simple plan... damn, the Church are eavesdropping us", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: Just head to the Star Gate.", Color.Yellow, 4); //Stage.AddGameMessage(@"Vector: And Bill, you are the commander of the 3rd Fleet, now.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: I will give you coordinate when you reach the Star Gate.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: Don't let me down again, Bill Warden。", Color.Yellow, 4); Stage.AddGameMessage(@".......", Color.White, 3); Stage.AddGameMessage(@"Alicia: Hey, is that commander crazy?", Color.Yellow, 4); Stage.AddGameMessage(@"Bill: His style.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Zero, you have two choices when we leave this place.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: The first one, give the Relic to me.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: And you can go home, this is not your war.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: I'll choose the second.", Color.LightGreen, 2); Stage.AddGameMessage(@"Alicia: Zero, really?", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: For curiosity, or what?", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: But you have chosen your path", Color.Yellow, 3); Stage.AddGameMessage(@"Bill: Then, let's go.", Color.CornflowerBlue, 4); base.Initialize(); }
public override void Event_UnitDied(Unit deadUnit) { if (deadUnit == boss) { Stage.ClearMessages(); Stage.StopMusic(); Stage.Player.isPlayerControlling = false; Stage.Player.IsInvincible = true; foreach (Unit u in Stage.AliveUnitsInUnitGroup(3)) { if (!u.Dead) { u.BeginToDie(); } } Stage.PlayMusic(@"Audio\Moreno_Visintin_-_Mdnel-Inn", true, 5); Stage.ScreenEffectManager.Blink(Color.Orange, 5); Stage.ScreenEffectManager.KeepColor(Color.Black, null); Stage.AddFlyingMessage("", Color.White); /* * Stage.AddFlyingMessage(@"...............", Color.White); * Stage.AddFlyingMessage(@"Bill: ……结束了吗?", Color.CornflowerBlue); * Stage.AddFlyingMessage(@"Price Jeffsion: 开启星际之门吧。", Color.CornflowerBlue); * Stage.AddFlyingMessage(@"...............", Color.White); * */ Stage.AddFlyingMessage(@"...............", Color.White); Stage.AddFlyingMessage(@"Bill: .....is it... over?", Color.CornflowerBlue); Stage.AddFlyingMessage(@"Price Jeffsion: It is over, now open the gate.", Color.CornflowerBlue); Stage.AddFlyingMessage(@"...............", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage(@"...............", Color.White); Stage.AddFlyingMessage(@"Price Jeffsion: The Federation needs a new commander.", Color.CornflowerBlue); Stage.AddFlyingMessage(@"Bill: It is you. I have to go.", Color.CornflowerBlue); Stage.AddFlyingMessage(@"Maria Woodwind: Then, bye, Bill.", Color.CornflowerBlue); Stage.AddFlyingMessage(@"...............", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage(@"...............", Color.White); /* * Stage.AddFlyingMessage(@"Zero: 终于完成了。本游侠现在貌似暂时没事可干了。", Color.LightGreen); * Stage.AddFlyingMessage(@"Alicia: 再也没有秩序之眼了,你也没有战斗的对手了吧。", Color.Yellow); * Stage.AddFlyingMessage(@"Zero: 对了,你现在想去哪里,阿莉西亚?", Color.LightGreen); * Stage.AddFlyingMessage(@"Alicia: 由你决定,杰诺。", Color.Yellow); * */ Stage.AddFlyingMessage(@"Zero: Finally... Now I don't know what to do...", Color.LightGreen); Stage.AddFlyingMessage(@"Alicia: There is no more EoC drones, I suppose.", Color.Yellow); Stage.AddFlyingMessage(@"Zero: All right, where do you want to go, Alicia?", Color.LightGreen); Stage.AddFlyingMessage(@"Alicia: Surprise me, Zero.", Color.Yellow); Stage.AddFlyingMessage(@"...............", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage(@"命运艺术", Color.Yellow); Stage.AddFlyingMessage(@"Art of Destiny", Color.Yellow); Stage.AddFlyingMessage(@"制作表", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"游戏总设计师:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"剧情:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"创意:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"平面美术:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"3D美术:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"音效:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"程序架构:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"代码编写:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"测试员:", Color.White); Stage.AddFlyingMessage(@"大地无敌", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"感谢XNA游戏世界(http://www.xnaer.com)", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"Copyright 2009-2010 @ 大地无敌@大地天下(http://www.agrp.info) . All rights reserved", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"", Color.White); Stage.AddFlyingMessage(@"详细的授权信息请参见license.txt和third-party-licenses.txt,这里保持4年前原样好了。", Color.White); Stage.AddFlyingMessage(@"更多信息,请访问http://www.windy.moe", Color.White); Stage.AddFlyingMessage(@"See license.txt and third-party-licenses.txt for licensing informations", Color.White); Stage.AddFlyingMessage("Created on 2009 by Windy Darian(http://windy.moe)", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage("", Color.White); Stage.AddFlyingMessage(@"Alicia: Go home then, Zero.", Color.Yellow); win = true; } if (deadUnit == Stage.Player) { if (!b6) { Stage.StopMusic(); mori = Stage.CreateTimer(10); /* * Stage.AddGameMessage(@"Zero: 该死……", Color.LightGreen, 2); * Stage.AddGameMessage(@"Bill: 无路可退了。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Alicia: 需要帮助吗,游侠?", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 这次该我救你了。", Color.Yellow, 4); * * Stage.AddGameMessage(@"Alicia: 上船吧,杰诺。", Color.Yellow, 4); */ Stage.AddGameMessage(@"Zero: Damn...", Color.LightGreen, 2); Stage.AddGameMessage(@"Bill: Zero!", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Alicia: Need help, hunter?", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: I'll help you this time.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Come abroad, Zero.", Color.Yellow, 4); } else { Stage.ScreenEffectManager.Blink(Color.Orange, 5); Stage.ScreenEffectManager.KeepColor(Color.Black, null); } } base.Event_UnitDied(deadUnit); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { /* * Stage.AddRealtimeGameMessage(@"马萨:第三舰队,向盖亚号发起突击!", Color.CornflowerBlue, 4); * Stage.AddRealtimeGameMessage(@"Alrdis: 第四舰队,锁定盖亚号!", Color.CornflowerBlue, 4); * Stage.AddRealtimeGameMessage(@"Vector: 你们这些渣滓!", Color.Red, 2); */ Stage.AddRealtimeGameMessage(@"Matha:1st Fleet,let's attack the Gaia!", Color.CornflowerBlue, 4); Stage.AddRealtimeGameMessage(@"Alrdis: 4th Fleet, lock on Gaia!", Color.CornflowerBlue, 4); Stage.AddRealtimeGameMessage(@"Vector: YOU ALL BETRAYED ME!?", Color.Red, 2); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Phoenix"), 1, new Vector3(3000, 0, 0)); Variables.LastCreatedUnit.RiderName = "阿贝拉尔 <3rd fleet>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Phoenix"), 1, new Vector3(3000, 100, 0)); Variables.LastCreatedUnit.RiderName = "Book <1st Fleet>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Phoenix"), 1, new Vector3(3000, -100, 0)); Variables.LastCreatedUnit.RiderName = "Affton <1st Fleet>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Phoenix"), 1, new Vector3(3000, 50, 0)); Variables.LastCreatedUnit.RiderName = "Matha <1st Fleet Commander>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon3"), 1, new Vector3(-3000, 0, 0)); Variables.LastCreatedUnit.RiderName = "Affron <4rd Fleet>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon2"), 1, new Vector3(-3000, 50, 0)); Variables.LastCreatedUnit.RiderName = "Alrdis <4rd Fleet Commander>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon3"), 1, new Vector3(-3000, -50, 0)); Variables.LastCreatedUnit.RiderName = "Orderi <4rd Fleet>"; t1 = Stage.CreateTimer(20); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Titan_BOSS"), 3, new Vector3(0, 0, 0)); Variables.LastCreatedUnit.RiderName = "Vector"; boss = Variables.LastCreatedUnit; boss.IsInvincible = true; boss.MoveTo(Stage.Player.Position); b = true; } if (timer == t1) { Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 5); /* * Stage.AddGameMessage(@"Vector: 哈哈哈哈!你们无法撼动盖亚号!", Color.Red, 2); * Stage.AddGameMessage(@"Alicia: 是吗?", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 怎……怎么会!?", Color.Red, 2); * Stage.AddGameMessage(@"Alicia: 看来你的护盾好像已经被我重写的“遗迹”发出的信号解除了。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 再次瘫痪吧!这次可没有什么能保护盖亚号了!", Color.Yellow, 4); */ Stage.AddGameMessage(@"Vector: Hahaha, you can't hurt the Gaia!", Color.Red, 2); Stage.AddGameMessage(@"Alicia: Is it?", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: Wh...what!?", Color.Red, 2); Stage.AddGameMessage(@"Alicia: I hacked your shield.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Nothing can protect you now, Vector.", Color.Yellow, 4); boss.IsInvincible = false; boss.Stop(); } if (timer == mori) { Stage.PlayMusic(@"Audio\Antti_Martikainen_-_The_Chase", true, 5); /* * Stage.AddGameMessage(@"Vector: 死吧!", Color.Red, 2); * Stage.AddGameMessage(@"Alicia: 正在激活末日级,钥匙:遗迹。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 什么?", Color.Red, 2); * Stage.AddGameMessage(@"Alicia: 末日,隐形模式关闭,攻击模式开启。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 杰诺,准备好了就按下发射钮吧。", Color.Yellow, 4); * Stage.AddGameMessage(@"Vector: 就算是末日,也阻挡不了我!", Color.Red, 2); * Stage.AddGameMessage(@"Price Jeffsion: 威克多,你的轨道偏转装置,刚才已经被我破坏了哦!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 不!叛徒,死吧!这个世界属于我!", Color.Red, 2); */ Stage.AddGameMessage(@"Vector: Die!", Color.Red, 2); Stage.AddGameMessage(@"Alicia: Activating the Doom battleship, key: Relic.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: What!?", Color.Red, 2); Stage.AddGameMessage(@"Alicia: Doom, cloak off, railgunready.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Zero, if you are prepared, then shoot.", Color.Yellow, 4); Stage.AddGameMessage(@"Vector: It is your doom!", Color.Red, 2); //Stage.AddGameMessage(@"Price Jeffsion: 威克多,你的轨道偏转装置,刚才已经被我破坏了哦!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: NO! DIE! TRAITORS! THIS WORLD IS MINE!", Color.Red, 2); Stage.CreatePlayerUnit(Content.Load <UnitType>(@"UnitTypes\Doom_Player"), 1, boss.Position + new Vector3(0, 0, 3000)); Variables.LastCreatedUnit.RiderName = @"Zero"; Stage.Player = Variables.LastCreatedUnit; ((AODGameLibrary2.AssistAI)Variables.Unit[2].unitAI).AssistUnit = Stage.Player; ((AODGameLibrary2.AssistAI)Variables.Unit[3].unitAI).AssistUnit = Stage.Player; ((AODGameLibrary2.AssistAI)Variables.Unit[4].unitAI).AssistUnit = Stage.Player; Stage.Player.IsLootAble = false; Stage.GameWorld.playerAimCamera.cameraObjOffset = new Vector3(0, 100, 0); Stage.GameWorld.playerChaseCamera.cameraObjOffset = new Vector3(0, 130, 100); Stage.Player.SkillControlUnit = true; Stage.FailWhenPlayerDied = true; ((RegularAI)boss.unitAI).Target = Stage.Player; ((RegularAI)boss.unitAI).TargetChangeAble = false; ((RegularAI)boss.unitAI).settings.isCycleAble = true; ((RegularAI)boss.unitAI).settings.minRange = 150; ((RegularAI)boss.unitAI).settings.rangeOfCycle = 1500; ((RegularAI)boss.unitAI).settings.rangeOfAttack = 90000; ((RegularAI)boss.unitAI).settings.rangeOfShot = 5000; boss.angularRate = 90; b6 = true; } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == spawn) { spawn.Reset(); int a = Stage.AliveUnitsInUnitGroup(2).Count; int b = Stage.AliveUnitsInUnitGroup(4).Count; if (a < 6) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\FlameDestroyerMK2"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); } if (p >= 1) { if (a < 6) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Variables.LastCreatedUnit.Target = Variables.Unit[5]; } } if (p >= 2) { if (b < 6) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 3500)); } } if (p >= 3) { if (a < 6) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Variables.LastCreatedUnit.Target = Variables.Unit[5]; } } } if (timer == phase2) { p = 1; Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 10); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, new Vector3(10, 3000, -3000)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, new Vector3(10, 3000, -3000)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, new Vector3(10, 3000, -3000)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, new Vector3(10, 3300, -3000)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, new Vector3(10, 3300, -3000)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.AddGameMessage(@"Jeffsion the Warrior: Enemy missila carriers are approaching!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Bill: Got it!", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Vector: Don't let them approach!", Color.CornflowerBlue, 4); } if (timer == phase3) { p = 2; Stage.PlayMusic(@"Audio\TitanSlayer_-_Dawning_of_Darkness", true, 10); Stage.AddGameMessage(@"Jeffsion the Warrior: The Church! they are behind us!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Chris the Dark Knight: Long time no see, Vector... or, my dear brother.", Color.Red, 4); Stage.AddGameMessage(@"Chris the Dark Knight: Seems you are done for.", Color.Red, 4); Stage.AddGameMessage(@"Vector: What are you talking about?", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Chris the Dark Knight: It is us that launched the EMP attack.", Color.Red, 4); Stage.AddGameMessage(@"Vector: Zero, deal with the Church", Color.CornflowerBlue, 4); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowMoon"), 4, new Vector3(0, 0, 3500)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Scream"), 4, new Vector3(300, 500, 3500)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Scream"), 4, new Vector3(300, 500, 3500)); Variables.LastCreatedUnit.Target = Variables.Unit[5]; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowMoon"), 4, new Vector3(0, 0, 3500)); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon3"), 1, new Vector3(0, 5000, 0)); Variables.LastCreatedUnit.RiderName = "Affron <4rd Fleet>"; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon2"), 1, new Vector3(0, 5000, 0)); Variables.LastCreatedUnit.RiderName = "Alrdis <4rd Fleet Commander>"; Variables.LastCreatedUnit.SetAI(new AODGameLibrary2.AssistAI(((RegularAI)Variables.LastCreatedUnit.unitAI).settings, Variables.Unit[5])); Variables.LastCreatedUnit.IsInvincible = true; Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Falcon3"), 1, new Vector3(10, 5000, 0)); Variables.LastCreatedUnit.RiderName = "Orderi <4rd Fleet>"; Variables.LastCreatedUnit.IsInvincible = true; Stage.AddGameMessage(@"Alrdis: It is 4rd Fleed, looks like we arrived in time!", Color.CornflowerBlue, 4); } if (timer == phase4) { p = 3; Stage.PlayMusic(@"Audio\Antti_Martikainen_-_Through_Enemy_Lines", true, 10); //Stage.AddGameMessage(@"Vector: 快了,就要成功了!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: We are winning!", Color.CornflowerBlue, 4); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\ShadowSlainMK2"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\Lucifer"), 2, 3500 * AODGameLibrary.Helpers.RandomHelper.RandomDirection()); } if (timer == victory) { Stage.ClearMessages(); spawn.Pause(); Stage.Player.IsInvincible = true; Variables.Unit[5].IsInvincible = true; foreach (Unit u in Stage.AliveUnitsInUnitGroup(2)) { u.Shield = 0; u.Armor = 1; } foreach (Unit u in Stage.AliveUnitsInUnitGroup(4)) { u.Shield = 0; u.Armor = 4; } ((RegularAI)Variables.Unit[5].unitAI).settings.isRotateAble = true; ((RegularAI)Variables.Unit[5].unitAI).settings.isMoveAble = true; /* * Stage.AddGameMessage(@"Vector: 终于,完成了。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: ……让我们向秩序之眼的核心,秩序之环,发起最后的攻击吧!", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 杰诺,完成你的任务,将“遗迹”带到秩序之眼的核心——秩序之环。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 地球联盟的舰队会掩护你。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Alicia: ……尽管……去……", Color.Yellow, 4); */ Stage.AddGameMessage(@"Vector: Finally it is done.", Color.CornflowerBlue, 4); Stage.AddGameMessage("Vector: Let's launch the last strike to the core of EoC\n - The Ring of Cosmos!", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Zero, you bring the Relic to the Ring.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: And the whole fleet will cover you.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Alicia: ...just...go...", Color.Yellow, 4); Stage.SavePlayer(); Stage.EnableStage(4); Variables.Unit[5].MoveTo(new Vector3(0, 0, -10000)); won = true; //Stage.Victory("哈哈!"); } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == t2) { boss.CastSkill("末日之雷"); foreach (Unit u in Stage.AliveUnitsInUnitGroup(2)) { u.Shield = 0; u.ShieldRestoreRate = 0; u.Armor = 1; } if (Variables.Unit[7] != null) { ((RegularAI)Variables.Unit[7].unitAI).settings.isShotAble = false; ((RegularAI)Variables.Unit[7].unitAI).settings.isSkillUsable = false; } if (Variables.Unit[8] != null) { Variables.Unit[8].BeginToDie(); } rudolf.IsInvincible = false; boss.IsAIControlling = true; bossStart = Stage.CreateTimer(16); x = Stage.CreateTimer(5); } if (timer == x) { /* * Stage.AddGameMessage(@"Alicia: 傻瓜,你们根本不知道怎样对付这个家伙,现在没人能伤到它。", Color.Yellow, 4); * Stage.AddGameMessage(@"Zero: 难道你知道怎么对付它?小女孩?", Color.LightGreen, 3); * Stage.AddGameMessage(@"Alicia: 我不是什么小女孩,我叫阿莉西亚,附近星域的黑客。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: “遗迹”就在那个大家伙里面,它现在干扰了几乎所有的正常通信。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 我正在使用一个特殊的频道和你联系。只有你能听见我说话。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 靠近它,不要犹豫。照我说的做,然后打败它。", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 它的防御系统基本上已经被我破解,再过几秒就可以被普通武器损伤了。", Color.Yellow, 4); */ Stage.AddGameMessage(@"Alicia: Fool, you can't hurt him, no one can hurt hime at the moment.", Color.Yellow, 4); Stage.AddGameMessage(@"Zero: And you know how to, little girl?", Color.LightGreen, 3); Stage.AddGameMessage(@"Alicia: Call me Alicia, I am a hacker nearby.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: He has the Relic in his cargo, the unstable energy are disrupting all communications.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: But I am using a special channel and only you can hear me.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Approach him, don't hesitate.", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: His defense system are being hacked by me, just wait a few sec.", Color.Yellow, 4); } if (timer == bossStart) { boss.IsInvincible = false; boss.Stop(); boss.IsAIControlling = true; ((RegularAI)boss.unitAI).settings.isShotAble = false; boss.unitAI.Target = Stage.Player; ((RegularAI)boss.unitAI).TargetChangeAble = false; //boss.CastSkill("末日之雷"); ti1 = Stage.CreateTimer(12.5f); Stage.AddRealtimeGameMessage("Doom: The Doom has come!", Color.Red, 3); foreach (Unit u in Stage.AliveUnitsInUnitGroup(1)) { if (u != Stage.Player) { u.EndlessBullets = false; } } battleBegin = true; phase1On = true; Stage.AddRealtimeGameMessage(@"Alicia: He is aware of you, avoid his great cannon!", Color.Yellow, 4); railgun = Stage.CreateTimer(9); } if (timer == ti1 && boss.UnitState != UnitState.dead && phase3On) { Skill b = boss.SkillFromName("末日之雷"); if (b.IsSkillUsable && boss.IsUsingSkill == false) { boss.CastSkill(b); Stage.AddRealtimeGameMessage("Doom: Thunder-of-Doom!", Color.Red, 2); } } if (timer == t3) { /* * Stage.AddGameMessage(@"Rudolf the Commander: 这是怎么回事?", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Jeffsion the Warrior: 看来抢走你所运送的“遗迹”的那个大家伙想你了……", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"Bill: 一艘战列舰,载有轨道炮,我们几乎不可能在它面前活过一分钟。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: 奇怪——它们好像在自相残杀?", Color.LightGreen, 2); * Stage.AddGameMessage(@"Doom: 接受命令——毁灭一切——", Color.Red, 4); * Stage.AddGameMessage(@"Rudolf the Commander: 不!我们没有希望了!", Color.CornflowerBlue, 3); * Stage.AddGameMessage(@"……信号受到强烈干扰,无法通信……", Color.White, 4); */ Stage.AddGameMessage(@"Rudolf the Commander: That big guy... again!?", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Jeffsion the Warrior: I assume it missed you.", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"Bill: A battleship with railgun. Well, can we stay alive for one minute?", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: Strange, these drones are attacking each other?", Color.LightGreen, 2); Stage.AddGameMessage(@"Doom: Command received, Doom will destroy all.", Color.Red, 4); Stage.AddGameMessage(@"Rudolf the Commander: No! We have no hope!", Color.CornflowerBlue, 3); Stage.AddGameMessage(@"...Strong disruption detected, communications lost.", Color.White, 4); } base.Event_TimerRing(timer); }
public override void Event_TimerRing(Timer timer) { if (timer == t) { Stage.PlayMusic(@"Audio\Kai_Engel_-_Beneath_The_Stronghold", true, 2); /* * Stage.AddGameMessage(@"Vector: 听着,秩序之眼由一层坚固的外壳保护着。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Vector: 打破外壳,然后马上把“遗迹”扔进去。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Vector: 尽快行动,秩序之眼察觉到了你们的存在。", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Zero: 交给我了!", Color.LightGreen, 2); * Stage.AddGameMessage(@"Vector: 只要“遗迹”接触到秩序之眼,一切就成功了!", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"...............", Color.White, 4); * Stage.AddGameMessage(@"Eye of Cosmos: 秩序之眼启动……消灭——侵略——者——", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 小心,它不受我的控制了!", Color.Yellow, 4); * Stage.AddRealtimeGameMessage(@"Eye of Cosmos: 紧急防御系统初始化……武器准备……", Color.Red, 4); */ Stage.AddGameMessage(@"Vector: Listen, it is protect by a hard shell.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Vector: Destroy the shell, and shoot the Relic into the core.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Vector: Do it fast.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Zero: Fine.", Color.LightGreen, 2); Stage.AddGameMessage(@"Vector: We will succeed if the Relic touchs the core.", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"...............", Color.White, 4); Stage.AddGameMessage(@"Eye of Cosmos: Eys of Cosmos online, destroying the invaders.", Color.Red, 4); Stage.AddGameMessage(@"Alicia: Watch out! it is out of my control!", Color.Yellow, 4); Stage.AddRealtimeGameMessage(@"Eye of Cosmos: Initializing emergency defence.", Color.Red, 4); Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EOS"), 2, new Vector3(0, 0, 0)); Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); boss = Variables.LastCreatedUnit; //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EOSSh"), 2, new Vector3(0, 800, 0)); //Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EOSMa"), 2, new Vector3(0, -800, 0)); //Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EOSMi"), 2, new Vector3(800, 0, 0)); //Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EOSMa"), 2, new Vector3(-800, 0, 0)); //Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\EOSMi"), 2, new Vector3(0, 0, -800)); //Variables.LastCreatedUnit.SetMoveState(Vector3.Zero, new Vector3(0, 180, 0)); t1 = Stage.CreateTimer(20); t3 = Stage.CreateTimer(50); t4 = Stage.CreateTimer(75); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); //Stage.CreateNPCUnit(Content.Load<UnitType>(@"UnitTypes\Scream"), 4, new Vector3(0, 0, 0)); b = true; } if (!end) { if (timer == t1) { Stage.PlayMusic(@"Audio\Antti_Martikainen_-_The_Chase", true, 2); /* * Stage.AddGameMessage(@"Alicia: 糟糕,秩序之眼正在启动内置的战略轨道炮!", Color.Yellow, 4); * Stage.AddGameMessage(@"Alicia: 我已经没有权限阻止了,不要正面攻击它!", Color.Yellow, 4); * Stage.AddGameMessage(@"Eye of Cosmos: 紧急防御系统初始化完毕……轨道炮激活……", Color.Red, 4); * Stage.AddGameMessage(@"Eye of Cosmos: 轨道炮激活完毕……紧急防御系统第二阶段初始化中", Color.Red, 4); * Stage.AddGameMessage(@"Vector: 通告!侦测到轨道炮,盖亚号,开启轨道偏转护盾!", Color.CornflowerBlue, 2); * Stage.AddGameMessage(@"Vector: 盖亚号安全!各小队自行掩护!", Color.CornflowerBlue, 2); */ Stage.AddGameMessage(@"Alicia: It is preparing the Strategic Railgun", Color.Yellow, 4); Stage.AddGameMessage(@"Alicia: Don't engage it from ahead!", Color.Yellow, 4); Stage.AddGameMessage(@"Eye of Cosmos: Railgun, active.", Color.Red, 4); Stage.AddGameMessage(@"Eye of Cosmos: Second phase initializing...", Color.Red, 4); Stage.AddGameMessage(@"Vector: Warning! Railgun threat detected!", Color.CornflowerBlue, 2); Stage.AddGameMessage(@"Vector: Protect yourselves!", Color.CornflowerBlue, 2); t2 = Stage.CreateTimer(10); } if (timer == t2) { b1 = true; } if (timer == t3) { Stage.PlayMusic(@"Audio\Antti_Martikainen_-_Through_Enemy_Lines", true, 2); //Stage.AddRealtimeGameMessage(@"Eye of Cosmos: 紧急防御系统初始化第二阶段……飞弹风暴开启……", Color.Red, 4); Stage.AddRealtimeGameMessage(@"Eye of Cosmos: Second phase completed, Missile Storm on.", Color.Red, 4); //Stage.AddRealtimeGameMessage(@"Vector: 盖亚号安全!各小队自行掩护!", Color.CornflowerBlue, 2); b3 = true; } if (timer == t4) { Stage.PlayMusic(@"Audio\TitanSlayer_-_Dawning_of_Darkness", true, 2); //Stage.AddRealtimeGameMessage(@"Eye of Cosmos: 紧急防御系统初始化第三阶段……快速装配开启……", Color.Red, 4); Stage.AddRealtimeGameMessage(@"Eye of Cosmos: Third phase completed, Mob Module on.", Color.Red, 4); b4 = true; } } base.Event_TimerRing(timer); }
/// <summary> /// 关卡判断 /// </summary> public override void Touch() { if (won) { Stage.Victory("哈哈!"); won = false; } if (boss != null) { if (!b4) { if (b2) { Skill s = boss.SkillFromName("能量爆发"); if (s != null) { if (s.IsSkillUsable && boss.IsUsingSkill == false) { boss.CastSkill(s); Stage.AddRealtimeGameMessage("Chris: The power of the Relic is mine!", Color.Red, 2); } } } if (b3) { Skill s = boss.SkillFromName("墓地震击MK2"); if (s != null) { if (s.IsSkillUsable && boss.IsUsingSkill == false) { Stage.AddRealtimeGameMessage("Chris: Break up! The universe!", Color.Red, 2); boss.CastSkill(s); } } } { Skill s = boss.SkillFromName("充能弹"); if (s != null) { if (s.IsSkillUsable && boss.IsUsingSkill == false) { boss.CastSkill(s); Stage.AddRealtimeGameMessage("Chris: Burn!", Color.Red, 2); } } } { Skill g = boss.SkillFromName("空间吸引"); if (g != null) { if (g.IsCooldowned && boss.IsUsingSkill == false) { foreach (Unit u in Stage.Units) { if (Unit.Distance(boss, u) > 2300 && u.Group != boss.Group) { boss.CastSkill(g, u); Stage.AddRealtimeGameMessage("Chris: Where do you want to go, child?", Color.Red, 2); break; } } } } } } if (!b2 && boss.Shield < 25000) { Stage.AddGameMessage(@"...............", Color.White, 4); /* * Stage.AddGameMessage(@"Chris: 威克多算什么?除了一个野心家,他什么都不是。", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 想知道他的“伟大”计划么?", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 放心吧,我不会把真相告诉即将通向天堂的杂种!", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 天堂……", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 把杰诺和“遗迹”交给我,然后去死吧!", Color.Red, 4); * Stage.AddGameMessage(@"Maria Woodwind: 看来你需要冷静一下……", Color.CornflowerBlue, 4); * */ Stage.AddGameMessage(@"Chris: Vector is nothing.", Color.Red, 4); Stage.AddGameMessage(@"Chris: You don't want to know his plan?", Color.Red, 4); Stage.AddGameMessage(@"Chris: Good, you won't know the truth before you are in the heaven.", Color.Red, 4); Stage.AddGameMessage(@"Alicia: Heaven...", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: Give me Relic, and die.", Color.Red, 4); Stage.AddGameMessage(@"Maria Woodwind: You need to cool your head.", Color.CornflowerBlue, 4); b2 = true; } else if (!b3 && boss.Shield < 10000) { /* * Stage.AddGameMessage(@"...............", Color.White, 4); * Stage.AddGameMessage(@"Chris: 知道秩序之眼是如何被制造出来的吗?", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 这是……最高机密……求求你……", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 光靠计算机作为核心,是不可能制造出现在的秩序之眼的。", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 所以……需要一项技术,将人类的智慧和计算机的计算能力结合起来……", Color.Red, 4); * Stage.AddGameMessage(@"Chris: “遗迹”便是关键的钥匙!", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 当然,根据我刚刚入手的档案,还需要一个神圣的牺牲者与秩序之眼结合。", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 停下来!", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 这个牺牲者是一个女孩——", Color.Red, 4); * Stage.AddGameMessage(@"Zero: 难道说——", Color.LightGreen, 2); * Stage.AddGameMessage(@"Alicia: 不!", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 她的名字叫——", Color.Red, 4); * Stage.AddGameMessage(@"Bill: 阿莉西亚。", Color.CornflowerBlue, 4); * Stage.AddGameMessage(@"Zero: !", Color.LightGreen, 2); * Stage.AddGameMessage(@"Chris: 回答正确,不过你的回答是多余的,比尔。", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: ……哈……哈哈……哈哈哈哈……", Color.Yellow, 4); */ Stage.AddGameMessage(@"...............", Color.White, 4); Stage.AddGameMessage(@"Chris: You want to know how the Eye is created?", Color.Red, 4); Stage.AddGameMessage(@"Alicia: This is... top secret... please...", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: We couldn't create such a system with computer chips only.", Color.Red, 4); Stage.AddGameMessage(@"Chris: We needed a technology to bind human minds and the computer together.", Color.Red, 4); Stage.AddGameMessage(@"Chris: And the Relic was the key!", Color.Red, 4); Stage.AddGameMessage(@"Chris: A victim was chosen to take part in the experiment.", Color.Red, 4); Stage.AddGameMessage(@"Alicia: Stop!", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: That victim was a girl.", Color.Red, 4); Stage.AddGameMessage(@"Zero: I don't know what you are talking about.", Color.LightGreen, 2); Stage.AddGameMessage(@"Alicia: No!", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: Her name is -", Color.Red, 4); Stage.AddGameMessage(@"Bill: Alicia.", Color.CornflowerBlue, 4); Stage.AddGameMessage(@"Zero: !", Color.LightGreen, 2); Stage.AddGameMessage(@"Chris: Good answer.", Color.Red, 4); Stage.AddGameMessage(@"Alicia: .....ha...hah....hahaha.....", Color.Yellow, 4); Stage.PlayMusic(@"Audio\Antti_Martikainen_-_Through_Enemy_Lines", true, 2); b3 = true; } else if (!b4 && boss.Armor < 45000 && boss.Shield < 10000) { Stage.PlayMusic(@"Audio\TitanSlayer_-_Dawning_of_Darkness", true, 3); Stage.AddGameMessage(@"...............", Color.White, 4); /* * Stage.AddGameMessage(@"Chris: 威克多想要统治世界,但是他做不到,因为他的棋子马上就会被干掉。", Color.Red, 4); * Stage.AddGameMessage(@"Chris: 秩序,属于我!", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 你……休想。", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 什么?", Color.Red, 4); * Stage.AddGameMessage(@"Alicia: 秩序之剑,出击!", Color.Yellow, 4); * Stage.AddGameMessage(@"Chris: 不——不——不!", Color.Red, 4); * */ Stage.AddGameMessage(@"Chris: Vector wants to role the world, but he will fail.", Color.Red, 4); Stage.AddGameMessage(@"Chris: The Cosmos is mine!", Color.Red, 4); Stage.AddGameMessage(@"Alicia: Don't even think about that!", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: What?", Color.Red, 4); Stage.AddGameMessage(@"Alicia: Swords of Cosmos, strike!", Color.Yellow, 4); Stage.AddGameMessage(@"Chris: No-no-no!", Color.Red, 4); for (int i = 0; i < 10; i++) { Stage.CreateNPCUnit(Content.Load <UnitType>(@"UnitTypes\EyesElite"), 1, Stage.Player.Position + -2000 * Stage.Player.Face); } b4 = true; } } }