
### 暗転 ########################################################

暗転:
Color RGB(0,0,0)
For i = 1 To 11
	Line (- 48 + (i * 48)) 0 (0 + (i * 48)) 480 BF
	Wait 0.5
	Refresh
Next
Return

################################################################################

背景:
Cls
PaintPicture args(1) 0 0 args(2) args(3) 保持 args(4)
Return

################################################################################

## 応援

ＳＰ応援ルーチン:
SpecialPowerAnime 努力 相手ユニット
Return


## 感応

ＳＰ感応ルーチン:
SpecialPowerAnime 必中 相手ユニット
Return


## 絆

ＳＰ絆ルーチン:
SpecialPowerAnime ド根性 相手ユニット
Return

################################################################################

揺れ:
# Call 揺れ Ｘ座標 Ｙ座標 (爆発規模(S、M、L、標準はM)) (揺れ数(標準は8))
Local 揺れ数 XX YY
If Args(1) < 2 Then
EX = 2
Endif

If Args(2) < 2 Then
EY = 2
Endif

If Args(4) = "" Then
Set 揺れ数 8
Else 
Set 揺れ数 Args(4)
Endif

Switch Args(3)
	Case S Ｓ 小 小爆発
	PlaySound Explode(Small).wav
	Case M Ｍ 中 中爆発
	PlaySound Explode.wav
	Case L Ｌ 大 大爆発
	Playsound Explode(Nuclear).wav
	Case メカ 
	Playsound -.wav
	Case クラッシュ
　　　Playsound Crash.wav
	Case else 
	PlaySound -.wav
EndSw

For I = 0 to 揺れ数
	XX = (Random(3) - 2)
	YY = (Random(3) - 2)
	Center (Args(1) + XX) (Args(2) + YY)
Next
Return

#『召龍戦記ドラグゼノン』より流用させて頂きました。司商会様に感謝です。
#若干改造しています。

################################################################################
機体説明:

PlaySound WindowOpen.wav
PaintPicture \Bitmap\Event\スペシャルパワー\sarch01.bmp - - 288 192
PaintPicture Args(1) - - 96 96 透過 RGB(255,255,255)
Refresh
Return

機体説明２:

PlaySound WindowOpen.wav
PaintPicture \Bitmap\Event\スペシャルパワー\sarch02.bmp - - 288 192
PaintPicture Args(1) - - 96 96 透過 RGB(255,255,255)
Refresh
Return

#################################################################################

NuclearExplode:
Local i
Font
PlaySound Explode(Nuclear).wav
For i = 1 To 90
  If (i < 50) Then
    Font ((15 * i) & "pt") RGB(255,255,255)
    PaintString - - ○
  EndIf
  If (i > 40) Then
    Font ((15 * (i - 40)) & "pt") RGB(255,255,255)
    PaintString - - ●
  EndIf
  Refresh
  ClearPicture
  If (i < 45) Then
    Wait 0.1
  Else
    Wait 0.3
  EndIf
Next
Wait Click
Refresh
Font
Return

#Silve様のSRC用ライブラリ集より流用させて頂きました

### 場所表示 ########################################################

場所表示:
Color RGB(20,20,100)
Line 0 32 480 84 BF
Font RGB(255,255,255)
Font 16pt Ｐ明朝 Bold
PaintString - 48 Args(1) 
Refresh
Return

場所表示２:
Color RGB(20,20,100)
Line 0 32 480 84 BF
Font RGB(255,255,255)
Font 16pt Ｐ明朝 Bold
PaintString - 48 Args(1) 
Return

日付表示:
Font 12pt
paintstring - 220 Args(1)
paintstring - 260 Args(2)
Refresh
Return

### タイトル ########################################################

タイトル:

Color RGB(40,40,40)

For i = 1 to 10
	Line 0 (240 - (i * 4.5)) 480 (240 + (i * 5.5)) BF
	Wait 0.5
	Refresh
Next

Wait 5

Refresh

For i = 1 to 20
	Color RGB(180,180,180)
	Line 0 205 (i * 24) 205
	Line 480 285 (480 - i * 24) 285
	Refresh
	wait 0.5
Next
Wait 10

For i = 1 to 25
  Font RGB(10 * i,10 * i,10 * i)
    Font 16pt Ｐゴシック Bold
  PaintString - 215 Args(1)
  Wait 0.5
  Refresh
Next
Wait 10

For i = 1 to 25
  Font RGB(10 * i,10 * i,10 * i)
    Font 24pt Ｐ明朝 Bold
  PaintString - 245 Args(2)
    Wait 0.5
  Refresh
Next
 Font 8pt Ｐ明朝 Regular
  PaintString 375 275 click to continue
Wait Click
Redraw
Return

#ねお・ぐらっちぇ様作『機動戦士ガーディアンガンダム』のものを参考にさせて頂きました

################################################################################

円集中:
For i = 1 To 10
Wait start
clearpicture
DrawWidth (21 - (i * 2))
circle 240 240 (264 - (i * 26))
refresh
Wait Until 0.1
Next
Return

################################################################################

戦闘アニメ_マルチミサイル攻撃:
Call 戦闘アニメ_マルチミサイル攻撃共通 Args(1) Args(2) Args(3) Args(4) Args(5) Args(6) Args(7) Args(8)
Return "Keep"


戦闘アニメ_マルチミサイル攻撃共通:

UpVar

Local i
Local ANG
Local X_F
Local Y_F
Local LN
Local G_S
Local C_X
Local C_Y
Local WP_FILE
Local FL
Local DRCT
Local UID
Set UID _GetName(対象ユニットＩＤ,_GetIDFromArgs())

_CenteringCheck UID
Set C_X WX(UID)
Set C_Y WY(UID)

Set ANG _GetAngle(UID)
Set X_F _GetCircumference(ANG,Ｘ)
Set Y_F _GetCircumference(ANG,Ｙ)
Set DRCT _FlipVertical(ANG)

Set WP_FILE _GetBmpFromArgs()
Set G_S _GetPicSizeFromArgs()

If (_IsLight() = 1) Then
  Set FL 1
Else
  Set FL ""
EndIf

_SelectSound "Missile(4Shot).wav" _GetWavFromArgs()

Wait Start
For i = 1 To 3
  Switch i
  Case 1
    Set L_N 2
  Case 2
    Set L_N 6
  Case 3
    Set L_N 4
  EndSw
  ClearPicture
  PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)01.bmp (C_X - 24 - (X_F * L_N)) (C_Y - 16 - (Y_F * L_N)) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
  Refresh
  Wait Until (i * 0.2)
Next
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)02.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)03.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)04.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)05.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)06.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)07.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.4
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(A)08.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Redraw

Return "Keep"

#################################################################################

戦闘アニメ_マルチミサイル命中:
Call 戦闘アニメ_マルチミサイル命中共通 Args(1) Args(2) Args(3) Args(4) Args(5) Args(6) Args(7) Args(8)
Return "Keep"


戦闘アニメ_マルチミサイル命中共通:

UpVar

Local i
Local ANG
Local X_F
Local Y_F
Local LN
Local G_S
Local C_X
Local C_Y
Local WP_FILE
Local FL
Local DRCT
Local UID
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 ANG _GetAngle(UID)
Set X_F _GetCircumference(ANG,Ｘ)
Set Y_F _GetCircumference(ANG,Ｙ)
Set DRCT _FlipVertical(ANG)

Set WP_FILE _GetBmpFromArgs()
Set G_S _GetPicSizeFromArgs()

If (_IsLight() = 1) Then
  Set FL 1
Else
  Set FL ""
EndIf

_SelectSound "Jet.wav" _GetWavFromArgs()

Wait Start
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)01.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)02.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)03.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)04.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)05.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)06.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)07.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
PlaySound Explode(Small).wav
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)08.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
PlaySound Explode(Small).wav
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)09.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
PlaySound Explode(Small).wav
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)10.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
PlaySound Explode(Small).wav
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)11.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh
PlaySound Explode.wav
Wait 0.3
ClearPicture
PaintPicture Anime\Missile\EFFECT_OC_MultipleMissile(hit)12.bmp (C_X - 24 - X_F) (C_Y - 16 - Y_F) 80 80 透過 DRCT 右回転 ANG _ColorTime(FL)
Refresh

Return "Keep"

#ぷ〜る様作『スーパーロボ＊フロア大戦』のものを参考にさせて頂きました。

################################################################################

次回を待て:

Color RGB(255,255,255)

For i = 1 to 10
	Line 0 (240 - (i * 2)) 480 (240 + (i * 2)) BF
	Wait 0.5
	Refresh
Next
Wait 10

Font 18pt Ｐ明朝 Italic Bold
PlaySound Sword.wav
Font RGB(170,170,170)
PaintString 149 229 To be Continued
Font RGB(40,40,40)
PaintString 147 227 To be Continued
Refresh
Wait Click

Return

################################################################################

勝利条件達成:
Talk システム(撃鉄)
Talk
Congratulations!　勝利条件を達成しました
End
Ask どうしますか？
クリアする
クイックロードする(クイックセーブした場合のみ)
End
If 選択 = 2 Then
  QuickLoad
Endif
Return

