戦闘アニメ_ビームソード命中:
Local i
Local BMP_FILE = Info(ユニット,相手ユニットＩＤ,グラフィック)
Local B_C = _GetName("(Pink)",_GetBeamColor(_GetColorFromArgs()))
Local C_X1 = WX(相手ユニットＩＤ)
Local C_Y1 = WY(相手ユニットＩＤ)
Local C_X2 = (WX(相手ユニットＩＤ) - 8)
Local C_Y2 = (WY(相手ユニットＩＤ) - 8)
Local DX = 1
Local BMP_Option = "左右反転"
If (WX(相手ユニットＩＤ) - WX(対象ユニットＩＤ)) < 1 Then
	BMP_Option = ""
	DX = -1
EndIf
_SelectSound "Saber.wav" _GetWavFromArgs()
ChangeUnitBitmap 相手ユニットＩＤ -.bmp
Wait Start
For i = 1 To 7
	ClearPicture
	Switch i
		Case 1
			PaintPicture BMP_FILE C_X1 C_Y1 透過 明
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "01.bmp") C_X2 C_Y2 透過 BMP_Option
		Case 2
			PaintPicture BMP_FILE (C_X1 + 2 * DX) (C_Y1 + 2) 透過 明
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "02.bmp") C_X2 C_Y2 透過 BMP_Option
		Case 3
			PaintPicture BMP_FILE (C_X1 + 3 * DX) (C_Y1 + 3) 透過
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "03.bmp") C_X2 C_Y2 透過 BMP_Option
		Case 4
			PaintPicture BMP_FILE (C_X1 + 3 * DX) (C_Y1 + 3) 透過
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "04.bmp") C_X2 C_Y2 透過 BMP_Option
		Case 5
			PaintPicture BMP_FILE (C_X1 + 2 * DX) (C_Y1 + 2) 透過 明
		Case 6
			PaintPicture BMP_FILE C_X1 (C_Y1 + 1) 透過 明
		EndSw
	PaintPicture ("EX-Effect\EFFECT_BeamSwordHit2" & B_C & "0" & i & ".bmp") (C_X2 - 8) (C_Y2 - 8) 透過 BMP_Option
	Wait Until (i * 0.55)
	Refresh
Next
ChangeUnitBitmap 相手ユニットＩＤ BMP_FILE
Refresh
ClearPicture
Refresh
Return

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

戦闘アニメ_ツインビームソード準備:
Local i
Local B_C = _GetName("(Pink)",_GetBeamColor(_GetColorFromArgs()))
Local C_X = (WX(対象ユニットＩＤ) - 28)
Local C_Y = (WY(対象ユニットＩＤ) - 12)
_SelectSound "BeamSaber(2).wav" _GetWavFromArgs()

Wait Start

For i = 1 To 6
	ClearPicture
	PaintPicture ("BeamWeapon\EFFECT_BeamSword" & B_C & "0" & i & ".bmp") C_X C_Y 透過
	PaintPicture ("BeamWeapon\EFFECT_BeamSword" & B_C & "0" & i & ".bmp") (C_X + 40) C_Y 透過 左右反転
	Refresh
	Wait Until (i * 0.7)
Next

Return "Keep"

戦闘アニメ_ツインビームソード攻撃:
	Call 戦闘アニメ_ビームソード攻撃 二刀流 Args(1) Args(2) Args(3)
Return

戦闘アニメ_ツインビームソード命中:
Local i
Local BMP_FILE = Info(ユニット,相手ユニットＩＤ,グラフィック)
Local B_C = _GetName("(Pink)",_GetBeamColor(_GetColorFromArgs()))
Local C_X1 = WX(相手ユニットＩＤ)
Local C_Y1 = WY(相手ユニットＩＤ)
Local C_X2 = (WX(相手ユニットＩＤ) - 8)
Local C_Y2 = (WY(相手ユニットＩＤ) - 8)
_SelectSound "Saber.wav" _GetWavFromArgs()
ChangeUnitBitmap 相手ユニットＩＤ -.bmp
Wait Start
For i = 1 To 7
	ClearPicture
	Switch i
		Case 1
			PaintPicture BMP_FILE (C_X1 + 1) C_Y1 透過 明
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "01.bmp") C_X2 C_Y2 透過 左右反転
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "01.bmp") C_X2 C_Y2 透過
		Case 2
			PaintPicture BMP_FILE (C_X1 - 1) C_Y1 透過 明
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "02.bmp") C_X2 C_Y2 透過 左右反転
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "02.bmp") C_X2 C_Y2 透過
		Case 3
			PaintPicture BMP_FILE (C_X1 + 1) C_Y1 透過
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "03.bmp") C_X2 C_Y2 透過 左右反転
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "03.bmp") C_X2 C_Y2 透過
		Case 4
			PaintPicture BMP_FILE (C_X1 - 1) C_Y1 透過
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "04.bmp") C_X2 C_Y2 透過 左右反転
			PaintPicture ("EX-Effect\EFFECT_BeamSwordHit" & B_C & "04.bmp") C_X2 C_Y2 透過
		Case 5
			PaintPicture BMP_FILE (C_X1 + 1) C_Y1 透過 明
		Case 6
			PaintPicture BMP_FILE (C_X1 - 1) C_Y1 透過 明
		EndSw
	PaintPicture ("EX-Effect\EFFECT_BeamSwordHit2" & B_C & "0" & i & ".bmp") (C_X2 - 8) (C_Y2 - 8) 透過 左右反転
	PaintPicture ("EX-Effect\EFFECT_BeamSwordHit2" & B_C & "0" & i & ".bmp") (C_X2 - 8) (C_Y2 - 8) 透過
	Wait Until (i * 0.5)
	Refresh
Next
ChangeUnitBitmap 相手ユニットＩＤ BMP_FILE
Refresh
ClearPicture
Refresh
Return
