#/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
戦闘アニメ_KOF_フォール改命中:
## 相手ユニットを中心に描画する。
Local UID = _GetName(対象ユニットID,_GetIDFromArgs())
_CenteringCheck UID
Local C_X = WX(UID)
Local C_Y = WY(UID)
Local BMP_FILE = _GetBMPName(UID)
Local BMP_FILE2 = _GetTileName(UID)
Local BMP_FILE3 = _GetBMPName(相手ユニットID)
Local BMP_FILE4 = _GetTileName(相手ユニットID)
Local A_X = WX(相手ユニットID)
Local A_Y = WY(相手ユニットID)
Local i j
Local CNT = _GetName(3,_GetNumberFromArgs())
Local SPEED = 0.5
Local T_COL = _ColorTime()
If (_SearchOptionFromArgs("遅") != "") Then
Set SPEED 0.7
ElseIf (_SearchOptionFromArgs("速") != "") Then
Set SPEED 0.3
EndIf
Wait Start
ChangeUnitBitmap UID 非表示
ChangeUnitBitmap 相手ユニットID 非表示
For j = 1 To CNT
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
戦闘アニメ_KOF_強打改命中:
## 相手の後ろから殴る。
If (相手ユニットID = "") Then
Return
EndIf
Local i
Local BMP_FILE
Local BMP_FILE2
Local ANG
Local X_F
Local Y_F
Local C_X
Local C_Y
Local UID
Local T_COL = _ColorTime()
Set UID _GetName(対象ユニットID,_GetIDFromArgs())
_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)
Set BMP_FILE _GetBMPName(相手ユニットID)
Set BMP_FILE2 _GetTileName(相手ユニットID)
Set ANG _GetAngle(UID)
Set ANG (ANG + 180)
Set X_F _GetCircumference(ANG,X)
Set Y_F _GetCircumference(ANG,Y)
Local G_S
Local B_C
Local i
Local j
Local C_X
Local C_Y
Local X_F
Local Y_F
Local ANG
Local FL
Local UID
Set UID _GetName(対象ユニットID,_GetIDFromArgs())
_CenteringCheck UID
Set C_X (_Get_WX(UID) - 16)
Set C_Y (_Get_WY(UID) - 16)
Set X_F _GetCircumference(ANG,X)
Set Y_F _GetCircumference(ANG,Y)
Set B_C _GetName("(White)",_GetBeamColor(_GetColorFromArgs()))
If (_SearchOptionFromArgs("縦") != "") Then
Set ANG 90
ElseIf (_SearchOptionFromArgs("逆") != "") Then
Set ANG 270
Else
Set ANG 0
EndIf
If (_IsLight() = 1) Then
Set FL 1
Else
Set FL ""
EndIf
Wait Start
_SelectSound "Storm.wav" _GetWavFromArgs()
For i = 1 To 16
ClearPicture
Switch i
Case 1
PaintPicture ("Spin\EFFECT_WhirlWind" & B_C & "01.bmp") C_X C_Y 64 64 透過 右回転 ANG _ColorTime(FL)
Case 15 16
PaintPicture ("Spin\EFFECT_WhirlWind" & B_C & "0" & (i - 10) & ".bmp") C_X C_Y 64 64 透過 右回転 ANG _ColorTime(FL)
Case Else
If (Random(2) = 1) Then
PaintPicture ("Spin\EFFECT_WhirlWind" & B_C & "0" & (Random(3) + 1) & ".bmp") C_X C_Y 64 64 透過 右回転 ANG _ColorTime(FL)
Else
PaintPicture ("Spin\EFFECT_WhirlWind" & B_C & "0" & (Random(3) + 1) & ".bmp") C_X C_Y 64 64 透過 右回転 ANG 上下反転 _ColorTime(FL)
EndIf
EndSw
Refresh
Wait Until (0.5 * i)
Next
Local UID = _GetName(対象ユニットID,_GetIDFromArgs())
_CenteringCheck UID
Local C_X = WX(UID)
Local C_Y = WY(UID)
Local i L_NUM
Local BMP_FILE = _GetBMPName(UID)
Local BMP_FILE2 = _GetTileName(UID)
Local BMP_FILE3
Local ANG = _GetAngle(UID)
Local TYPE = Args(1)
Local X_F
Local Y_F
Local DRCT
Local DRCT2
Local DRCT3
Local W_T
Local UDR
Local FJ
Local R_S
Local UPE
_UnSetBattleAnimeValue
Set L_NUM 5
Set X_F _GetCircumference(ANG,X)
Set Y_F 1
If (X(UID) < _Get_X(相手ユニットID)) Then
Set DRCT 左右反転
Set DRCT2 左右反転
Set DRCT3 左右反転
Set ANG 270
Else
Set DRCT ""
Set DRCT2 ""
Set DRCT3 ""
Set ANG 90
EndIf
If (_SearchOptionFromArgs("垂直") != "") Then
Set X_F 0
EndIf
Set W_T 1
If (_SearchOptionFromArgs("速") != "") Then
Set W_T 0.5
ElseIf (_SearchOptionFromArgs("遅") != "") Then
Set W_T 1.5
EndIf
Set UDR ""
If (_SearchOptionFromArgs("上下反転") != "") Then
Set UDR 上下反転
EndIf
Set FJ 1
If (_SearchOptionFromArgs("正") != "") Then
Set FJ -1
EndIf
If (_SearchOptionFromArgs("回転") != "") Then
If DRCT2 = 左右反転 Then
Set DRCT2 ""
Set DRCT3 ""
Else
Set DRCT2 左右反転
Set DRCT3 左右反転
EndIf
EndIf
If (_SearchOptionFromArgs("昇龍") != "") Then
If DRCT3 = 左右反転 Then
Set DRCT3 ""
Else
Set DRCT3 左右反転
EndIf
EndIf
# アッパー・振り下ろしエフェクト指定
Set BMP_FILE3 "-"
Set UPE ""
If (_SearchOptionFromArgs("アッパー") != "") Then
Set BMP_FILE3 "Attack\EFFECT_Swing0"
Set UPE 上下反転
ElseIf (_SearchOptionFromArgs("振り下ろし") != "") Then
Set BMP_FILE3 "Attack\EFFECT_Swing0"
EndIf
Wait Start
ChangeUnitBitmap UID 非表示
For i = 1 To L_NUM
ClearPicture
_PaintTile BMP_FILE2 C_X C_Y
Local i
Local BMP_FILE
Local BMP_FILE2
Local BMP_FILE3
Local BMP_FILE4
Local A_X
Local A_Y
Local C_X
Local C_Y
Local UID
Set UID 対象ユニットID
Center UID
Set C_X WX(UID)
Set C_Y WY(UID)
Set BMP_FILE _GetBMPName(UID)
Set BMP_FILE2 _GetTileName(UID)
Set BMP_FILE3 _GetBMPName(相手ユニットID)
Set BMP_FILE4 _GetTileName(相手ユニットID)
Set A_X WX(相手ユニットID)
Set A_Y WY(相手ユニットID)
Local i
Local BMP_FILE
Local BMP_FILE2
Local BMP_FILE3
Local BMP_FILE4
Local A_X
Local A_Y
Local C_X
Local C_Y
Local UID
Set UID 対象ユニットID
Center UID
Set C_X WX(UID)
Set C_Y WY(UID)
Set BMP_FILE _GetBMPName(UID)
Set BMP_FILE2 _GetTileName(UID)
Set BMP_FILE3 _GetBMPName(相手ユニットID)
Set BMP_FILE4 _GetTileName(相手ユニットID)
Set A_X WX(相手ユニットID)
Set A_Y WY(相手ユニットID)
Local UID = _GetName(対象ユニットID,_GetIDFromArgs())
Center UID
Local C_X = WX(UID)
Local C_Y = WY(UID)
Local BMP_FILE = _GetBMPName(UID)
Local BMP_FILE2 = _GetTileName(UID)
Local BMP_FILE3 = _GetBMPName(相手ユニットID)
Local BMP_FILE4 = _GetTileName(相手ユニットID)
Local A_X = WX(相手ユニットID)
Local A_Y = WY(相手ユニットID)
Local i
Local T_COL = _ColorTime()
Local i
Local BMP_FILE
Local BMP_FILE2
Local BMP_FILE3
Local BMP_FILE4
Local A_X
Local A_Y
Local C_X
Local C_Y
Local UID
Local T_COL1 = _ColorTime(1)
Local T_COL = _ColorTime()
Set UID _GetName(対象ユニットID,_GetIDFromArgs())
Center UID
Set C_X WX(UID)
Set C_Y WY(UID)
Set BMP_FILE _GetBMPName(UID)
Set BMP_FILE2 _GetTileName(UID)
Set BMP_FILE3 _GetBMPName(相手ユニットID)
Set BMP_FILE4 _GetTileName(相手ユニットID)
Set A_X WX(相手ユニットID)
Set A_Y WY(相手ユニットID)