戦闘アニメ_SPLK_点滅命中:
Local i
Local C_X = WX(相手ユニットID)
LOcal C_Y = WY(相手ユニットID)
Local BMP_FILE = _GetBMPName(相手ユニットID)
Local BMP_FILE2 = _GetTileName(相手ユニットID,1)
PlaySound SPLK_Miss.wav
For i = 1 to 5
PaintPicture BMP_FILE2 C_X C_Y 32 32
Refresh
Wait 2
PaintPicture BMP_FILE C_X C_Y 32 32 透過
Refresh
Wait 2
Next
ClearPicture
Refresh
Wait Start
For i = 0 To 19
ClearPicture
PaintPicture ("Hit\EFFECT_StrikeHit(Red)0" & j & ".bmp") - (ST_P + (Y_F * i)) G_S G_S 透過
Incr j 1
If j > 3 Then
set j 1
Endif
Refresh
Wait Until (i * 0.7)
Next
Return "Keep"
戦闘アニメ_SPLK_ガン攻撃:
Local i j
Local C_X = WX(対象ユニットID)
LOcal C_Y = WY(対象ユニットID)
Local BMP_FILE = _GetBMPName(対象ユニットID)
Local BMP_FILE2 = _GetTileName(対象ユニットID,1)
For J = 1 to 2
PlaySound MachineGun(2).wav
Wait Reset
For i = 1 to 4
ClearPicture
PaintPicture ("ShootAnime\EFFECT_ChainGunShot(Orange)0" & i & ".bmp") _
(C_X - 16) (C_Y - 16) 64 64 透過
PaintPicture Weapon\EFFECT_LaserMachineGun01.bmp (C_X + Random(4) - 2) C_Y 32 32 透過
Refresh
Wait Until (0.8 * i)
Next
Next
For J = 1 to 2
PlaySound MachineGun(2).wav
Wait Reset
For i = 1 to 4
ClearPicture
PaintPicture BMP_FILE2 C_X C_Y 32 32
PaintPicture BMP_FILE C_X C_Y 32 32 左右反転 透過
PaintPicture ("ShootAnime\EFFECT_ChainGunShot(Orange)0" & i & ".bmp") _
(C_X - 16) (C_Y - 16) 64 64 左右反転 透過
PaintPicture Weapon\EFFECT_LaserMachineGun01.bmp (C_X + Random(4) - 2) C_Y 32 32 透過 左右反転
Refresh
Wait Until (0.8 * i)
Next
Next