SRC総合支援センター

ヘルプh| 連絡先

GSCトップ掲示板等身大ゲームデータ掲示板


【5053】include

名前
 ジム公
投稿日時
 - 2010年01月21日(木) 18時46分 -
設定
引用なし
パスワード
# ローカル戦闘アニメです。
#
# SPLK_点滅
# SPLK_フラッシュ
# SPLK_ガン
# SPLK_爆弾


#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

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

Return


#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/


戦闘アニメ_SPLK_フラッシュ攻撃:

Local i j
Local A2
Local ST_P
Local Y_F
Local G_S

Set G_S 48
 Set ST_P (0 - G_S)
 Set Y_F 7


set j 1

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

Return "Keep"


#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/


戦闘アニメ_SPLK_爆弾攻撃:

Local UID = _GetName(対象ユニットID)
_CenteringCheck UID

Local posX posY
Local ANG B_ANG
Local DST
Local i

Local UID2 = _GetName(相手ユニットID)


Local BMP_FILE = _GetBMPName(対象ユニットID)
Local BMP_FILE2 = _GetTileName(対象ユニットID,1)
Local C_X = WX(UID)
Local C_Y = WY(UID)

Local DRCT DRCT2
Local W_T WC_X WC_Y

 Set posX ((X(UID) - _Get_X(UID2)) * 32)
 Set posY ((Y(UID) - _Get_Y(UID2)) * 32)
 Set DST (Abs(X(UID) - _Get_X(UID2)) _
     + Abs(Y(UID) - _Get_Y(UID2)))

If (X(UID) < _Get_X(UID2)) Then
    Set DRCT 左右反転
    Set DRCT2 ""
Else
    Set DRCT ""
    Set DRCT2 左右反転
Endif

Set DST (3 * DST)
Set W_T 0.5


Wait Reset


For i = 1 To (DST + 1)
  ClearPicture
  PaintPicture BMP_FILE2 C_X C_Y 32 32
   PaintPicture BMP_FILE _
  (C_X - (posX / (DST + 2)) * i) (C_Y - (posY / (DST + 2)) * i) _
  32 32 透過 DRCT
  Refresh
 Wait Until (W_T * i)
Next

Wait Reset
PlaySound Hide.wav
  PaintPicture BMP_FILE2 C_X C_Y 32 32
  PaintPicture BMP_FILE (C_X - posX) (C_Y - posY) 32 32 透過 DRCT
  PaintPicture Weapon\EFFECT_Bomb01.bmp (C_X - posX) (C_Y - posY) 32 32 透過
Refresh
Wait 5
Wait Reset
PlaySound Hide.wav
For i = 1 To (DST + 1)
  ClearPicture
  PaintPicture BMP_FILE2 C_X C_Y 32 32
  PaintPicture BMP_FILE _
  (C_X - (posX / (DST + 2)) * (DST - i)) (C_Y - (posY / (DST + 2)) * (DST - i)) _
  32 32 透過 DRCT2
  PaintPicture Weapon\EFFECT_Bomb01.bmp (C_X - posX) (C_Y - posY) 32 32 透過
  Refresh
 Wait Until (W_T * i)
Next

ClearPicture
Refresh


Return

740 hits



2250 / 7216 ←次へ前へ→

ページ:

記事番号:

635,989

(SS)C-BOARD v3.8 is Free

ページトップへt


SRC総合支援センター