################################################################################## #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_無線端末兵装/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/# ################################################################################## #無線端末攻撃。所謂、ファンネルやビット攻撃 #敵周囲を飛びまわりながらビームを発砲する2機×2でセットで発砲、移動する。最後は同時発射 #オプション 画像(デフォルトは汎用の石弾) 画像サイズ ビームの色 効果音 戦闘アニメ_無線端末兵装準備: Center 対象ユニットID _UnSetBattleAnimeValue Local i j Local UID = _GetName(対象ユニット,_GetIDFromArgs()) Local ANG = _GetAngle(UID) Local X_F = _GetCircumference(ANG,X) Local Y_F = _GetCircumference(ANG,Y) Local T_K = (3.141592 * ANG / 180) Local BMP_FILE = _GetBmpFromArgs() Local CR1 CG1 CB1 CR2 CG2 CB2 If BMP_FILE = "" Then Set BMP_FILE "Common\EFFECT_Boulder01.bmp" EndIf Local G_S = _GetPicSizeFromArgs() Local W_X = ((G_S \ 2) - 16) Local W_Y = ((G_S \ 2) - 16) Local C_X = (WX(UID) - W_X) Local C_Y = (WY(UID) - W_Y) Local DRCT = _FlipVertical(ANG) For j = 1 To 6 Switch j Case 1 2 3 4 _SelectSound Whiz.wav _GetWavFromArgs() EndSw For i = 1 To 10 ClearPicture Switch j Case 1 PaintPicture BMP_FILE ((C_X + (2 * i) * Sin(T_K)) - (X_F * (4 * i))) ((C_Y - (2 * i) * Cos(T_K)) - (Y_F * (4 * i))) G_S G_S 透過 DRCT 右回転 ANG Case 2 PaintPicture BMP_FILE ((C_X + (20 + i) * Sin(T_K)) - (X_F * (40 - i))) ((C_Y - (20 + i) * Cos(T_K)) - (Y_F * (40 - i))) G_S G_S 透過 DRCT 右回転 ANG Case 3 PaintPicture BMP_FILE ((C_X + 30 * Sin(T_K)) - (X_F * (30 - i * 8))) ((C_Y - 30 * Cos(T_K)) - (Y_F * (30 - i * 8))) G_S G_S 透過 DRCT 右回転 ANG EndSw Switch j Case 2 PaintPicture BMP_FILE ((C_X - (2 * (i * 2)) * Sin(T_K)) - (X_F * (2 * i))) ((C_Y + (2 * (i * 2)) * Cos(T_K)) - (Y_F * (2 * i))) G_S G_S 透過 DRCT 右回転 ANG Case 3 PaintPicture BMP_FILE ((C_X - ((20 + i) * 2) * Sin(T_K)) - (X_F * (20 - i))) ((C_Y + ((20 + i) * 2) * Cos(T_K)) - (Y_F * (20 - i))) G_S G_S 透過 DRCT 右回転 ANG Case 4 PaintPicture BMP_FILE ((C_X - (30 * 2) * Sin(T_K)) - (X_F * (20 - i * 5))) ((C_Y + (10 * 2) * Cos(T_K)) - (Y_F * (10 - i * 5))) G_S G_S 透過 DRCT 右回転 ANG EndSw Switch j Case 3 PaintPicture BMP_FILE ((C_X + (2 * (i * 2)) * Sin(T_K)) - (X_F * (2 * i))) ((C_Y - (2 * (i * 2)) * Cos(T_K)) - (Y_F * (2 * i))) G_S G_S 透過 DRCT 右回転 ANG Case 4 PaintPicture BMP_FILE ((C_X + ((20 + i) * 2) * Sin(T_K)) - (X_F * (20 - i))) ((C_Y - ((20 + i) * 2) * Cos(T_K)) - (Y_F * (20 - i))) G_S G_S 透過 DRCT 右回転 ANG Case 5 PaintPicture BMP_FILE ((C_X + (30 * 2) * Sin(T_K)) - (X_F * (10 - i * 5))) ((C_Y - (30 * 2) * Cos(T_K)) - (Y_F * (10 - i * 5))) G_S G_S 透過 DRCT 右回転 ANG EndSw Switch j Case 4 PaintPicture BMP_FILE ((C_X - (2 * i) * Sin(T_K)) - (X_F * (4 * i))) ((C_Y + (2 * i) * Cos(T_K)) - (Y_F * (4 * i))) G_S G_S 透過 DRCT 右回転 ANG Case 5 PaintPicture BMP_FILE ((C_X - (20 + i) * Sin(T_K)) - (X_F * (40 - i))) ((C_Y + (20 + i) * Cos(T_K)) - (Y_F * (40 - i))) G_S G_S 透過 DRCT 右回転 ANG Case 6 PaintPicture BMP_FILE ((C_X - 30 * Sin(T_K)) - (X_F * (30 - i * 8))) ((C_Y + 30 * Cos(T_K)) - (Y_F * (30 - i * 8))) G_S G_S 透過 DRCT 右回転 ANG EndSw Refresh Wait 0.2 Next Next ClearPicture Refresh Return ################################################## 戦闘アニメ_無線端末兵装攻撃: Center 相手ユニットID _UnSetBattleAnimeValue Local i j r z Local UID Local ANG ANG2 ANG3 ANG4 Local T_K T_K2 T_K3 T_K4 Local X_F X_F2 X_F3 X_F4 Local Y_F Y_F2 Y_F3 Y_F4 Local A_X A_Y Local X_A Y_A Local X_1 Y_1 C_X C_Y XS1 YS1 XB1 YB1 RX1 RY1 Local X_2 Y_2 C_X2 C_Y2 XS2 YS2 XB2 YB2 RX2 RY2 Local X_3 Y_3 C_X3 C_Y3 XS3 YS3 XB3 YB3 RX3 RY3 Local X_4 Y_4 C_X4 C_Y4 XS4 YS4 XB4 YB4 RX4 RY4 Local RDM1 RDM2 Local BMP_FILE = _GetBmpFromArgs() If BMP_FILE = "" Then Set BMP_FILE "Common\EFFECT_Boulder01.bmp" EndIf Local G_S = _GetPicSizeFromArgs() Local W_X = ((G_S \ 2) - 16) Local W_Y = ((G_S \ 2) - 16) Local DRCT DRCT2 DRCT3 DRCT4 Set YID _GetName(相手ユニットID,_GetIDFromArgs()) Set ((G_S \ 2) - 16) Set X_A X(YID) Set Y_A Y(YID) Set A_X WX(YID) Set A_Y WY(YID) Color RGB(200,0,100) FillColor RGB(250,100,200) Switch _GetColorFromArgs() Case "レッド" "赤" "赤色" "Red" "red" "RED" "Red" "red" "RED" Color RGB(200,0,0) FillColor RGB(250,100,100) Case "ブルー" "青" "青色" "Blue" "blue" "BLUE" "Blue" "blue" "BLUE" Color RGB(0,0,200) FillColor RGB(100,100,250) Case "イエロー" "黄" "黄色" "Yellow" "yellow" "YELLOW" "Yellow" "yellow" "YELLOW" Color RGB(200,200,0) FillColor RGB(250,250,100) Case "グリーン" "緑" "緑色" "Green" "green" "GREEN" "Green" "green" "GREEN" Color RGB(0,200,0) FillColor RGB(100,250,100) Case "ピンク" "桃" "桃色" "Pink" "pink" "PINK" "Pink" "pink" "PINK" Color RGB(0,200,100) FillColor RGB(250,200,100) Case "ブラック" "黒" "Black" "black" "BLACK" "Black" "black" "BLACK" Color RGB(0,0,0) FillColor RGB(100,100,100) Case "パープル" "紫" "紫色" "Purple" "purple" "PURPLE" "Purple" "purple" "PURPLE" Color RGB(0,250,200) FillColor RGB(200,100,100) Case "ホワイト" "白" "白色" "White" "white" "WHITE" "White" "white" "WHITE" Color RGB(200,200,200) FillColor RGB(250,250,250) Case "オレンジ" "橙" "橙色" "だいだい" "だいだい色" "Orange" "orange" "ORANGE" "Orange" "orange" "ORANGE" Color RGB(150,50,0) FillColor RGB(250,150,100) Case "ライトブルー" "水色" "Lightblue" "lightblue" "LIGHTBLUE" "Lightblue" "lightblue" "LIGHTBLUE" Color RGB(0,200,200) FillColor RGB(100,250,200) EndSw FillStyle 塗りつぶし DrawWidth 2 For i = 1 To 4 Switch Random(4) Case 1 Set RDM1 Random(3) Set RDM2 Random(3) Case 2 Set RDM1 (0 - Random(3)) Set RDM2 Random(3) Case 3 Set RDM1 Random(3) Set RDM2 (0 - Random(3)) Case 4 Set RDM1 (0 - Random(3)) Set RDM2 (0 - Random(3)) EndSw Switch i Case 1 Set RX1 RDM1 Set RY1 RDM2 Case 2 Set RX2 RDM1 Set RY2 RDM2 Case 3 Set RX3 RDM1 Set RY3 RDM2 Set X_3 (X_A - RX3) Set Y_3 (Y_A - RY3) Set C_X3 ((A_X + (RX3 * 32)) - W_X) Set C_Y3 ((A_Y + (RY3 * 32)) - W_Y) Set ANG3 _GetAngle(X_3,Y_3,X_A,Y_A) Set X_F3 _GetCircumference(ANG3,X) Set Y_F3 _GetCircumference(ANG3,Y) Set T_K3 (3.141592 * ANG3 / 180) Set DRCT3 _FlipVertical(ANG3) Case 4 Set RX4 RDM1 Set RY4 RDM2 Set X_4 (X_A - RX4) Set Y_4 (Y_A - RY4) Set C_X4 ((A_X + (RX4 * 32)) - W_X) Set C_Y4 ((A_Y + (RY4 * 32)) - W_Y) Set ANG4 _GetAngle(X_4,Y_4,X_A,Y_A) Set X_F4 _GetCircumference(ANG4,X) Set Y_F4 _GetCircumference(ANG4,Y) Set T_K4 (3.141592 * ANG4 / 180) Set DRCT4 _FlipVertical(ANG4) EndSw Next For i = 1 To 16 For z = 1 To 4 Switch Random(4) Case 1 Set RDM1 Random(3) Set RDM2 Random(3) Case 2 Set RDM1 (0 - Random(3)) Set RDM2 Random(3) Case 3 Set RDM1 Random(3) Set RDM2 (0 - Random(3)) Case 4 Set RDM1 (0 - Random(3)) Set RDM2 (0 - Random(3)) EndSw Switch z Case 1 Switch i Case 1 3 5 7 10 12 Set X_1 (X_A - RX1) Set Y_1 (Y_A - RY1) Set C_X ((A_X + (RX1 * 32)) - W_X) Set C_Y ((A_Y + (RY1 * 32)) - W_X) Set ANG _GetAngle(X_1,Y_1,X_A,Y_A) Set X_F _GetCircumference(ANG,X) Set Y_F _GetCircumference(ANG,Y) Set T_K (3.141592 * ANG / 180) Set DRCT _FlipVertical(ANG) Case 2 4 6 9 11 Set XS1 (X_A - RDM1) Set YS1 (Y_A - RDM2) Set XB1 (C_X - ((A_X + (RDM1 * 32)) - W_X)) Set YB1 (C_Y - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG _GetAngle(X_1,Y_1,XS1,YS1) Set DRCT _FlipVertical(ANG) Set RX1 RDM1 Set RY1 RDM2 Case 8 Set XS1 (X_A - RDM1) Set YS1 (Y_A - RDM2) Set XB1 (C_X - ((A_X + (RDM1 * 32)) - W_X)) Set YB1 (C_Y - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG _GetAngle(X_1,Y_1,X_A,Y_A) Set DRCT _FlipVertical(ANG) Set RX1 RDM1 Set RY1 RDM2 EndSw Case 2 Switch i Case 1 3 5 7 10 12 Set X_2 (X_A - RX2) Set Y_2 (Y_A - RY2) Set C_X2 ((A_X + (RX2 * 32)) - W_X) Set C_Y2 ((A_Y + (RY2 * 32)) - W_X) Set ANG2 _GetAngle(X_2,Y_2,X_A,Y_A) Set X_F2 _GetCircumference(ANG2,X) Set Y_F2 _GetCircumference(ANG2,Y) Set T_K2 (3.141592 * ANG2 / 180) Set DRCT2 _FlipVertical(ANG2) Case 2 4 6 9 11 Set XS2 (X_A - RDM1) Set YS2 (Y_A - RDM2) Set XB2 (C_X2 - ((A_X + (RDM1 * 32)) - W_X)) Set YB2 (C_Y2 - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG2 _GetAngle(X_2,Y_2,XS2,YS2) Set DRCT2 _FlipVertical(ANG2) Set RX2 RDM1 Set RY2 RDM2 Case 8 Set XS2 (X_A - RDM1) Set YS2 (Y_A - RDM2) Set XB2 (C_X2 - ((A_X + (RDM1 * 32)) - W_X)) Set YB2 (C_Y2 - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG2 _GetAngle(X_2,Y_2,X_A,Y_A) Set DRCT2 _FlipVertical(ANG2) Set RX2 RDM1 Set RY2 RDM2 EndSw Case 3 Switch i Case 1 3 5 7 9 11 Set XS3 (X_A - RDM1) Set YS3 (Y_A - RDM2) Set XB3 (C_X3 - ((A_X + (RDM1 * 32)) - W_X)) Set YB3 (C_Y3 - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG3 _GetAngle(X_3,Y_3,XS3,YS3) Set DRCT3 _FlipVertical(ANG3) Set RX3 RDM1 Set RY3 RDM2 Case 2 4 6 8 10 12 Set X_3 (X_A - RX3) Set Y_3 (Y_A - RY3) Set C_X3 ((A_X + (RX3 * 32)) - W_X) Set C_Y3 ((A_Y + (RY3 * 32)) - W_Y) Set ANG3 _GetAngle(X_3,Y_3,X_A,Y_A) Set X_F3 _GetCircumference(ANG3,X) Set Y_F3 _GetCircumference(ANG3,Y) Set T_K3 (3.141592 * ANG3 / 180) Set DRCT3 _FlipVertical(ANG3) EndSw Case 4 Switch i Case 1 3 5 7 9 11 Set XS4 (X_A - RDM1) Set YS4 (Y_A - RDM2) Set XB4 (C_X4 - ((A_X + (RDM1 * 32)) - W_X)) Set YB4 (C_Y4 - ((A_Y + (RDM2 * 32)) - W_Y)) Set ANG4 _GetAngle(X_4,Y_4,XS4,YS4) Set DRCT4 _FlipVertical(ANG4) Set RX4 RDM1 Set RY4 RDM2 Case 2 4 6 8 10 12 Set X_4 (X_A - RX4) Set Y_4 (Y_A - RY4) Set C_X4 ((A_X + (RX4 * 32)) - W_X) Set C_Y4 ((A_Y + (RY4 * 32)) - W_Y) Set ANG4 _GetAngle(X_4,Y_4,X_A,Y_A) Set X_F4 _GetCircumference(ANG4,X) Set Y_F4 _GetCircumference(ANG4,Y) Set T_K4 (3.141592 * ANG4 / 180) Set DRCT4 _FlipVertical(ANG4) EndSw EndSw Next Switch i Case 1 3 5 7 _SelectSound LaserGun.wav _GetWavFromArgs() For j = 1 To 10 ClearPicture Set r (0 - j) PaintPicture BMP_FILE C_X C_Y G_S G_S 透過 DRCT 左右反転 右回転 ANG PaintPicture BMP_FILE C_X2 C_Y2 G_S G_S 透過 DRCT2 左右反転 右回転 ANG2 Polygon ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) (((C_X + 16) + (10 + r) * Sin(T_K)) - (X_F * 20)) (((C_Y + 16) - (10 + r) * Cos(T_K)) - (Y_F * 20)) (((C_X + 16) + (10 + r) * Sin(T_K)) - (X_F * 480)) (((C_Y + 16) - (10 + r) * Cos(T_K)) - (Y_F * 480)) (((C_X + 16) - (10 + r) * Sin(T_K)) - (X_F * 480)) (((C_Y + 16) + (10 + r) * Cos(T_K)) - (Y_F * 480)) (((C_X + 16) - (10 + r) * Sin(T_K)) - (X_F * 20)) (((C_Y + 16) + (10 + r) * Cos(T_K)) - (Y_F * 20)) ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) Polygon ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) (((C_X2 + 16) + (10 + r) * Sin(T_K2)) - (X_F2 * 20)) (((C_Y2 + 16) - (10 + r) * Cos(T_K2)) - (Y_F2 * 20)) (((C_X2 + 16) + (10 + r) * Sin(T_K2)) - (X_F2 * 480)) (((C_Y2 + 16) - (10 + r) * Cos(T_K2)) - (Y_F2 * 480)) (((C_X2 + 16) - (10 + r) * Sin(T_K2)) - (X_F2 * 480)) (((C_Y2 + 16) + (10 + r) * Cos(T_K2)) - (Y_F2 * 480)) (((C_X2 + 16) - (10 + r) * Sin(T_K2)) - (X_F2 * 20)) (((C_Y2 + 16) + (10 + r) * Cos(T_K2)) - (Y_F2 * 20)) ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) Oval ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) (15 + r) 1 Oval ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) (15 + r) 1 PaintPicture BMP_FILE (C_X3 - ((XB3 / 10) * j)) (C_Y3 - ((YB3 / 10) * j)) G_S G_S 透過 DRCT3 左右反転 右回転 ANG3 PaintPicture BMP_FILE (C_X4 - ((XB4 / 10) * j)) (C_Y4 - ((YB4 / 10) * j)) G_S G_S 透過 DRCT4 左右反転 右回転 ANG4 Refresh Wait 0.3 Next Case 2 4 6 _SelectSound LaserGun.wav _GetWavFromArgs() For j = 1 To 10 ClearPicture Set r (0 - j) PaintPicture BMP_FILE C_X3 C_Y3 G_S G_S 透過 DRCT3 左右反転 右回転 ANG3 PaintPicture BMP_FILE C_X4 C_Y4 G_S G_S 透過 DRCT4 左右反転 右回転 ANG4 Polygon ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) Polygon ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) Oval ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (15 + r) 1 Oval ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (15 + r) 1 PaintPicture BMP_FILE (C_X - ((XB1 / 10) * j)) (C_Y - ((YB1 / 10) * j)) G_S G_S 透過 DRCT 左右反転 右回転 ANG PaintPicture BMP_FILE (C_X2 - ((XB2 / 10) * j)) (C_Y2 - ((YB2 / 10) * j)) G_S G_S 透過 DRCT2 左右反転 右回転 ANG2 Refresh Wait 0.3 Next Case 8 _SelectSound LaserGun.wav _GetWavFromArgs() For j = 1 To 10 ClearPicture Set r (0 - j) PaintPicture BMP_FILE C_X3 C_Y3 G_S G_S 透過 DRCT3 左右反転 右回転 ANG3 PaintPicture BMP_FILE C_X4 C_Y4 G_S G_S 透過 DRCT4 左右反転 右回転 ANG4 Polygon ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) Polygon ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) Oval ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (15 + r) 1 Oval ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (15 + r) 1 PaintPicture BMP_FILE C_X C_Y G_S G_S 透過 DRCT 左右反転 右回転 ANG PaintPicture BMP_FILE C_X2 C_Y2 G_S G_S 透過 DRCT2 左右反転 右回転 ANG2 Refresh Wait 0.3 Next Case 9 11 For j = 1 To 10 ClearPicture Set r (0 - j) PaintPicture BMP_FILE (C_X - ((XB1 / 10) * j)) (C_Y - ((YB1 / 10) * j)) G_S G_S 透過 DRCT 左右反転 右回転 ANG PaintPicture BMP_FILE (C_X2 - ((XB2 / 10) * j)) (C_Y2 - ((YB2 / 10) * j)) G_S G_S 透過 DRCT2 左右反転 右回転 ANG2 PaintPicture BMP_FILE (C_X3 - ((XB3 / 10) * j)) (C_Y3 - ((YB3 / 10) * j)) G_S G_S 透過 DRCT3 左右反転 右回転 ANG3 PaintPicture BMP_FILE (C_X4 - ((XB4 / 10) * j)) (C_Y4 - ((YB4 / 10) * j)) G_S G_S 透過 DRCT4 左右反転 右回転 ANG4 Refresh Wait 0.3 Next Case 10 12 _SelectSound LaserGun.wav _GetWavFromArgs() For j = 1 To 10 ClearPicture Set r (0 - j) PaintPicture BMP_FILE C_X C_Y G_S G_S 透過 DRCT 左右反転 右回転 ANG PaintPicture BMP_FILE C_X2 C_Y2 G_S G_S 透過 DRCT2 左右反転 右回転 ANG2 PaintPicture BMP_FILE C_X3 C_Y3 G_S G_S 透過 DRCT3 左右反転 右回転 ANG3 PaintPicture BMP_FILE C_X4 C_Y4 G_S G_S 透過 DRCT4 左右反転 右回転 ANG4 Polygon ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) (((C_X + 16) + (10 + r) * Sin(T_K)) - (X_F * 20)) (((C_Y + 16) - (10 + r) * Cos(T_K)) - (Y_F * 20)) (((C_X + 16) + (10 + r) * Sin(T_K)) - (X_F * 480)) (((C_Y + 16) - (10 + r) * Cos(T_K)) - (Y_F * 480)) (((C_X + 16) - (10 + r) * Sin(T_K)) - (X_F * 480)) (((C_Y + 16) + (10 + r) * Cos(T_K)) - (Y_F * 480)) (((C_X + 16) - (10 + r) * Sin(T_K)) - (X_F * 20)) (((C_Y + 16) + (10 + r) * Cos(T_K)) - (Y_F * 20)) ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) Polygon ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) (((C_X2 + 16) + (10 + r) * Sin(T_K2)) - (X_F2 * 20)) (((C_Y2 + 16) - (10 + r) * Cos(T_K2)) - (Y_F2 * 20)) (((C_X2 + 16) + (10 + r) * Sin(T_K2)) - (X_F2 * 480)) (((C_Y2 + 16) - (10 + r) * Cos(T_K2)) - (Y_F2 * 480)) (((C_X2 + 16) - (10 + r) * Sin(T_K2)) - (X_F2 * 480)) (((C_Y2 + 16) + (10 + r) * Cos(T_K2)) - (Y_F2 * 480)) (((C_X2 + 16) - (10 + r) * Sin(T_K2)) - (X_F2 * 20)) (((C_Y2 + 16) + (10 + r) * Cos(T_K2)) - (Y_F2 * 20)) ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) Oval ((C_X + 16) - (X_F * 10)) ((C_Y + 16) - (Y_F * 10)) (15 + r) 1 Oval ((C_X2 + 16) - (X_F2 * 10)) ((C_Y2 + 16) - (Y_F2 * 10)) (15 + r) 1 Polygon ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) (((C_X3 + 16) + (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) - (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 480)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 480)) (((C_X3 + 16) - (10 + r) * Sin(T_K3)) - (X_F3 * 20)) (((C_Y3 + 16) + (10 + r) * Cos(T_K3)) - (Y_F3 * 20)) ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) Polygon ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) (((C_X4 + 16) + (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) - (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 480)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 480)) (((C_X4 + 16) - (10 + r) * Sin(T_K4)) - (X_F4 * 20)) (((C_Y4 + 16) + (10 + r) * Cos(T_K4)) - (Y_F4 * 20)) ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) Oval ((C_X3 + 16) - (X_F3 * 10)) ((C_Y3 + 16) - (Y_F3 * 10)) (15 + r) 1 Oval ((C_X4 + 16) - (X_F4 * 10)) ((C_Y4 + 16) - (Y_F4 * 10)) (15 + r) 1 Refresh Wait 0.3 Next EndSw Next ClearPicture Refresh Return ########################################################################################################### #命中アニメは、貫通レーザー命中と全く同じソースなので、そちらがある場合、ラベルだけ移して消して貰っても構いません 戦闘アニメ_無線端末兵装命中: Local i j r a Local CR1 CG1 CB1 CR2 CG2 CB2 Local BMP_FILE Local BMP_FILE2 Local UID Local ANG Local C_X Local C_Y Local BMP_FILE Local BMP_FILE2 Set BMP_FILE _GetBMPName(相手ユニットID) Set BMP_FILE2 _GetTileName(相手ユニットID) _CenteringCheck 相手ユニットID Set C_X WX(相手ユニットID) Set C_Y WY(相手ユニットID) ChangeUnitBitmap 相手ユニットID 非表示 Set CR1 250 Set CR2 200 Set CG1 100 Set CG2 0 Set CB1 200 Set CB2 100 Switch _GetColorFromArgs() Case "レッド" "赤" "赤色" "Red" "red" "RED" "Red" "red" "RED" Set CR1 250 Set CR2 200 Set CG1 100 Set CG2 0 Set CB1 100 Set CB2 0 Case "ブルー" "青" "青色" "Blue" "blue" "BLUE" "Blue" "blue" "BLUE" Set CR1 100 Set CR2 0 Set CG1 100 Set CG2 0 Set CB1 250 Set CB2 200 Case "イエロー" "黄" "黄色" "Yellow" "yellow" "YELLOW" "Yellow" "yellow" "YELLOW" Set CR1 250 Set CR2 200 Set CG1 250 Set CG2 200 Set CB1 100 Set CB2 0 Case "グリーン" "緑" "緑色" "Green" "green" "GREEN" "Green" "green" "GREEN" Set CR1 100 Set CR2 0 Set CG1 250 Set CG2 200 Set CB1 100 Set CB2 0 Case "ピンク" "桃" "桃色" "Pink" "pink" "PINK" "Pink" "pink" "PINK" Set CR1 250 Set CR2 200 Set CG1 100 Set CG2 0 Set CB1 200 Set CB2 100 Case "ブラック" "黒" "Black" "black" "BLACK" "Black" "black" "BLACK" Set CR1 100 Set CR2 0 Set CG1 100 Set CG2 0 Set CB1 100 Set CB2 0 Case "パープル" "紫" "紫色" "Purple" "purple" "PURPLE" "Purple" "purple" "PURPLE" Set CR1 200 Set CR2 100 Set CG1 100 Set CG2 0 Set CB1 250 Set CB2 200 Case "ホワイト" "白" "白色" "White" "white" "WHITE" "White" "white" "WHITE" Set CR1 250 Set CR2 200 Set CG1 250 Set CG2 200 Set CB1 250 Set CB2 200 Case "オレンジ" "橙" "橙色" "だいだい" "だいだい色" "Orange" "orange" "ORANGE" "Orange" "orange" "ORANGE" Set CR1 250 Set CR2 150 Set CG1 150 Set CG2 50 Set CB1 100 Set CB2 0 Case "ライトブルー" "水色" "Lightblue" "lightblue" "LIGHTBLUE" "Lightblue" "lightblue" "LIGHTBLUE" Set CR1 100 Set CR2 0 Set CG1 250 Set CG2 200 Set CB1 250 Set CB2 200 EndSw DrawWidth 2 Color RGB(CR2,CG2,CB2) FillStyle 塗りつぶし FillColor RGB(CR1,CG1,CB1) For i = 1 To 4 DrawWidth 2 Set r Random(32) Set a Random(32) ClearPicture _SelectSound "Explode.wav" _GetWavFromArgs() For j = 1 To 10 ClearPicture _PaintTile BMP_FILE2 C_X C_Y Switch j Case 1 3 5 7 9 PaintPicture BMP_FILE C_X (C_Y + 2) 透過 Case 2 4 6 8 10 PaintPicture BMP_FILE C_X (C_Y - 2) 透過 EndSw Oval (C_X + r) (C_Y + a) (j * 5) 1 Refresh Wait 0.1 Next Next _SelectSound "Explode.wav" _GetWavFromArgs() FillStyle 透明 For j = 1 To 10 ClearPicture _PaintTile BMP_FILE2 C_X C_Y Switch j Case 1 3 5 7 9 PaintPicture BMP_FILE C_X (C_Y + 2) 透過 Case 2 4 6 8 10 PaintPicture BMP_FILE C_X (C_Y - 2) 透過 EndSw Oval (C_X + 16) (C_Y + 16) (j * 10) 1 Refresh Wait 0.1 Next ChangeUnitBitmap 相手ユニットID 非表示解除 ClearPicture Refresh Return ###########################################################################################################