################################################################################## #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/3点バースト_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/# ################################################################################## #準備は、ホルスターから抜き出す感じで #発砲は、三点射を三回繰り返す。 #オプション 画像(デフォルトは汎用のマシンガン) 効果音 ユニットID 戦闘アニメ_3点バースト準備: 戦闘アニメ_スタイリッシュ構え準備: Local i j Local UID = _GetName(対象ユニットID,_GetIDFromArgs()) _CenteringCheck UID Local U_X = WX(UID) Local U_Y = WY(UID) Local C_X C_Y C_X2 C_Y2 Local WP_FILE = _SelectWPBN(マシンガン) Local G_S = _SelectWPBS(マシンガン) Local ANG = _GetAngle(UID) Local X_F = _GetCircumference(ANG,X) Local Y_F = _GetCircumference(ANG,Y) Local X_F2 = _GetCircumference((ANG + 90),X) Local Y_F2 = _GetCircumference((ANG + 90),Y) Local DRCT = _FlipVertical(ANG) Local T_COL_F = _ColorTime(_IsLight()) Local L_N Local W_FLG = _IsDoubleWeapon() If (W_FLG = 0) Then Set C_X (U_X + (16 - (G_S \ 2))) Set C_Y (U_Y + (16 - (G_S \ 2))) Else If (DRCT = "上下反転") Then Set C_X (U_X + 16 + (6 * X_F) - (6 * X_F2) - (G_S \ 2)) Set C_Y (U_Y + 16 + (6 * Y_F) - (6 * Y_F2) - (G_S \ 2)) Set C_X2 (U_X + 16 - (6 * X_F) + (6 * X_F2) - (G_S \ 2)) Set C_Y2 (U_Y + 16 - (6 * Y_F) + (6 * Y_F2) - (G_S \ 2)) Else Set C_X (U_X + 16 + (6 * X_F) + (6 * X_F2) - (G_S \ 2)) Set C_Y (U_Y + 16 + (6 * Y_F) + (6 * Y_F2) - (G_S \ 2)) Set C_X2 (U_X + 16 - (6 * X_F) - (6 * X_F2) - (G_S \ 2)) Set C_Y2 (U_Y + 16 - (6 * Y_F) - (6 * Y_F2) - (G_S \ 2)) EndIf EndIf PlaySound Swing.wav Set L_N -4 Wait Start For i = 1 To 6 ClearPicture PaintPicture WP_FILE (C_X + (X_F * L_N)) ((C_Y + (Y_F * L_N)) + (6 - i)) G_S G_S 透過 DRCT 右回転 (ANG + i * 60) T_COL_F If (W_FLG = 1) Then PaintPicture WP_FILE (C_X2 + (X_F * L_N)) ((C_Y2 + (Y_F * L_N)) + (6 - i)) G_S G_S 透過 DRCT 右回転 (ANG + i * 60) T_COL_F EndIf Refresh Wait Until (i * 0.3) Next _SelectSound "Reload.wav" _GetWavFromArgs() Wait Start For i = 1 To 3 Switch i Case 1 Set L_N -4 Case 2 Set L_N 2 Case 3 Set L_N 0 EndSw ClearPicture PaintPicture WP_FILE (C_X + (X_F * L_N)) (C_Y + (Y_F * L_N)) G_S G_S 透過 DRCT 右回転 ANG T_COL_F If (W_FLG = 1) Then PaintPicture WP_FILE (C_X2 + (X_F * L_N)) (C_Y2 + (Y_F * L_N)) G_S G_S 透過 DRCT 右回転 ANG T_COL_F EndIf Refresh Wait Until (i * 0.6) Next Wait Until 7 Return "Keep" ################################################## 戦闘アニメ_3点バースト攻撃: UpVar Local UID = _GetName(対象ユニットID,_GetIDFromArgs()) _UnSetBattleAnimeValue Local BMP_FILE = _SelectWPBN(マシンガン) Local G_S = _SelectWPBS(マシンガン) Local C_X = WX(UID) Local C_Y = WY(UID) Local W_X = (C_X + 16 - (G_S \ 2)) Local W_Y = (C_Y + 16 - (G_S \ 2)) Local ANG = _GetAngle(UID) Local X_F = _GetCircumference(ANG,X) Local Y_F = _GetCircumference(ANG,Y) Local DRCT = _FlipVertical(ANG) Local LN = 2 Local i j r Local T_COL1 = _ColorTime(1) For r = 1 To 3 For j = 1 To 3 _SelectSound "Rifle.wav" _GetWavFromArgs() For i = 1 To 2 ClearPicture Switch i Case 1 Set LN 2 Set T_TCOL T_COL_F PaintPicture BMP_FILE (W_X + (X_F * LN)) (W_Y + (Y_F * LN)) G_S G_S 透過 DRCT 右回転 ANG T_COL1 PaintPicture "Attack\EFFECT_MuzzleFlashB01.bmp" (C_X + (X_F * G_S \ 2)) (C_Y + (Y_F * G_S \ 2)) 右回転 (ANG + 45) 透過 T_COL1 Case 2 Set LN -2 Set T_TCOL T_COL1 PaintPicture BMP_FILE (W_X + (X_F * LN)) (W_Y + (Y_F * LN)) G_S G_S 透過 DRCT 右回転 ANG T_COL1 EndSw Refresh Wait 0.5 Next Next Playsound -.wav ClearPicture Set LN 2 PaintPicture BMP_FILE (W_X + (X_F * LN)) (W_Y + (Y_F * LN)) G_S G_S 透過 DRCT 右回転 ANG T_TCOL Refresh Wait 1 Next ClearPicture Refresh Return ################################################## 戦闘アニメ_3点バースト命中: Call 戦闘アニメ_マシンガン命中 _GetWavFromArgs() _GetIDFromArgs() Return ##################################################