#============================================================================== # ■ SideViewアクション設定 Ver100 #------------------------------------------------------------------------------ #  サイドビューバトル全般のセッティングやアクションを作成します #============================================================================== module N03 #-------------------------------------------------------------------------- # ● 全体のセッティング400,655, 0 #-------------------------------------------------------------------------- # アクター初期位置  一人目 二人目 三人目 四人目 # X軸 Y軸 H軸 X軸 Y軸 H軸 X軸 Y軸 H軸 X軸 Y軸 H軸 ACTOR_POSITION = [[400,655, 0],[40,40, 0],[455,210, 0],[475,235, 0]] # 行動終了時のウエイト(待ち時間・単位は1フレーム) ACTION_END_WAIT = 8 # ターン終了時のウエイト(待ち時間・単位は1フレーム) TURN_END_WAIT = 12 # 敵の不意打ち時にバックアタック(左右反転)を許可するならtrue しないならfalse BACK_ATTACK = false # 味方バトラーがダメージを受けた時、デフォルトのエフェクトを採用するならtrue ACTOR_DAMAGE = false # 敵バトラーがダメージを受けた時、デフォルトのエフェクトを採用するならtrue ENEMY_DAMAGE = false # 敵バトラーのX座標、回転計算、戦闘アニメを自動で反転させるならtrue ENEMY_MIRROR = true # コラプス禁止処理に使う、データベースの不死身ステートID IMMORTAL_ID = 10 # バトルログ(戦闘の進行を実況表示するウィンドウ)を表示させるならtrue # OFFにした場合、スキル名ウインドウが画面上部に表示されます BATTLE_LOG = false # スキル名ウインドウON時の、非表示にするスキルIDを配列に入れます NO_DISPLAY_SKILL_ID = [1,2,3,4,5,6,7,8,224,786,837,932,933,939,1074] # ダメージ数字をPOPさせるならtrue DAMAGE_POP = true # ステート付加をPOPさせるならtrue STATE_POP = true # ダメージ数字画像のファイル名(Systemフォルダを参照します) DAMAGE_PLUS = "damage_num+" # 回復数字画像のファイル名(Systemフォルダを参照します) DAMAGE_MINUS = "damage_num-" # MPダメージ数字画像のファイル名(Systemフォルダを参照します) DAMAGE_MP = "damage_mp" # TPダメージ数字画像のファイル名(Systemフォルダを参照します) DAMAGE_TP = "damage_tp" # ダメージ数字の文字間隔を調整 DAMAGE_ADJUST = -4 # 戦闘カメラのフォーカス(移動先の焦点)を調整 [X軸, Y軸] CAMERA_POSITION = [ 0, 0] #-------------------------------------------------------------------------- # ● 戦闘背景セッティング 背景の座標調整や拡大率を設定します #-------------------------------------------------------------------------- # 床背景ファイル名…設定する床背景(Battlebacks1)画像ファイル名。 # "全Battlebacks1"は指定のないBattlebacks1画像を一括設定する項目です # 壁背景ファイル名…設定する壁背景(Battlebacks2)画像ファイル名。 # "全Battlebacks2"は指定のないBattlebacks2画像を一括設定する項目です # 座標調整…[X軸, Y軸] # 拡大率……[横拡大率, 縦拡大率] # シェイク可……シェイクアクションで揺れを許可するならtrue しないならfalse # スイッチトリガー…戦闘開始時に自動でONにするゲームスイッチ番号。マイナスでサイドビュー専用スイッチがON # 背景とバトルプログラムをセットで管理したい場合などに利用します # スイッチ操作をしないなら0 FLOOR1_DATA = { #――床背景ファイル名――― 座標調整 拡大率 シェイク可 スイッチトリガー "Sea_ex01" => [ [ 0, 120], [ 150, 150], false, -1], "全Battlebacks1" => [ [ 0, 120], [ 150, 150], true, 0], } FLOOR2_DATA = { #――壁背景ファイル名――― 座標調整 拡大率 シェイク可 スイッチトリガー "Ship_ex" => [ [ 0, 120], [ 150, 150], true, 0], "全Battlebacks2" => [ [ 0, 120], [ 150, 150], true, 0], } #============================================================================== # ■ アクション #------------------------------------------------------------------------------ #  バトラーが戦闘中に行う単発行動です。組み合わせてフルアクションにできます #============================================================================== # ここのアクション名やフルアクション名は、かぶらないようにしてください ACTION = { #-------------------------------------------------------------------------- # ● バトラーアニメ設定 #-------------------------------------------------------------------------- # デフォルトのキャラチップは一つの画像ファイルに複数のキャラが配置されています # キャラチップを利用する場合、追加画像はキャラの画像配置に合うようにしてください # 一人のキャラで一つの画像を用いる(ファイルの頭に$がある)場合は特に問題ありません # インデックス…利用するバトラー画像ファイルの後ろに付くインデックス名。 # サイドビューのバトラーはアクターの場合だとキャラクターファイル名を参照しますが # インデックスが付くと、キャラクターファイル名+インデックス名の画像ファイルを参照します # 例)Actor1のバトラーがインデックス"_1"のアニメを実行する場合の参照ファイルはActor1_1 # キャラチップを利用する場合のアニメのインデックスは""になります # アクターはCharactersフォルダ、エネミーはBattlersフォルダに画像を入れます # # 縦セル…画像ファイルのセルの縦位置。上から0~3と続きます。数に制限はありません # セル数の設定はバトラー設定で行ってください # 横セル…画像ファイルのセルの横位置で、再生開始セル。左から0~3と続きます。 # アニメはこの横セルの左から右へと再生します。セル数に制限はありません # パターン… 0:セル固定 1:片道 2:往復 3:片道ループ 4:往復ループ # 速度…アニメの更新速度。数字が低いほど早く更新します # Z軸…手前に表示するならプラス。通常は画面下ほど手前に表示されます # ウエイト…アニメパターンが最後まで再生されてから次の行動に移るならtrue # 影…影グラフィックを表示するならtrue、しない場合はfalse # 武器…武器を表示する場合は武器アクション名を。しない場合は"" # 武器アクションはいくつでも同時追加可能で、追加分は配列の後ろに入れていきます #―アクション名(待機系)― 判別 インデックス 縦セル 横セル パターン 速度 Z軸 ウエイト 影 武器 "待機" => ["motion", "", 0, 0, 4, 12, 5, true, true, "" ], "AGG1" => ["motion", "_ag1", 0, 0, 4, 12, 5, true, true, "" ], "AGG2" => ["motion", "_ag2", 0, 0, 4, 12, 5, true, true, "" ], "AGG3" => ["motion", "_ag3", 0, 0, 4, 12, 5, true, true, "" ], "ex1a" => ["motion", "_ex1a", 0, 0, 4, 12, 5, true, true, "" ], "ex1b" => ["motion", "_ex1b", 0, 0, 4, 12, 5, true, true, "" ], "ex1c" => ["motion", "_ex1c", 0, 0, 4, 12, 5, true, true, "" ], "ex2a" => ["motion", "_ex2a", 0, 0, 4, 12, 5, true, true, "" ], "ex2b" => ["motion", "_ex2b", 0, 0, 4, 12, 5, true, true, "" ], "ex2c" => ["motion", "_ex2c", 0, 0, 4, 12, 5, true, true, "" ], "ex3a" => ["motion", "_ex3a", 0, 0, 4, 12, 5, true, true, "" ], "ex3b" => ["motion", "_ex3b", 0, 0, 4, 12, 5, true, true, "" ], "ex3c" => ["motion", "_ex3c", 0, 0, 4, 12, 5, true, true, "" ], "天地待機1" => ["motion", "_skill", 0, 0, 4, 12, 5, true, true, "" ], "h1" => ["motion", "_h1", 0, 0, 4, 12, 5, true, true, "" ], "h2" => ["motion", "_h2", 0, 0, 4, 12, 5, true, true, "" ], "h3" => ["motion", "_h3", 0, 0, 4, 12, 5, true, true, "" ], "h4" => ["motion", "_h4", 0, 0, 4, 12, 5, true, true, "" ], "hh1" => ["motion", "_hh1", 0, 0, 4, 12, 5, true, true, "" ], "hh2" => ["motion", "_hh2", 0, 0, 4, 12, 5, true, true, "" ], "hh3" => ["motion", "_hh3", 0, 0, 4, 12, 5, true, true, "" ], "hh4" => ["motion", "_hh4", 0, 0, 4, 12, 5, true, true, "" ], "hh5" => ["motion", "_hh5", 0, 0, 4, 12, 5, true, true, "" ], "hh6" => ["motion", "_hh6", 0, 0, 4, 12, 5, true, true, "" ], "hh7" => ["motion", "_hh7", 0, 0, 4, 12, 5, true, true, "" ], "name1" => ["motion", "_name1", 0, 0, 4, 12, 5, true, true, "" ], "kuti1" => ["motion", "_kuti1", 0, 0, 4, 12, 5, true, true, "" ], "kuti2" => ["motion", "_kuti2", 0, 0, 4, 12, 5, true, true, "" ], "kuti3" => ["motion", "_kuti3", 0, 0, 4, 12, 5, true, true, "" ], "kuti4" => ["motion", "_kuti4", 0, 0, 4, 12, 5, true, true, "" ], "kuti5" => ["motion", "_kuti5", 0, 0, 4, 12, 5, true, true, "" ], "sokukuti1" => ["motion", "_sokukuti1", 0, 0, 4, 12, 5, true, true, "" ], "sokukuti2" => ["motion", "_sokukuti2", 0, 0, 4, 12, 5, true, true, "" ], "sokukuti3" => ["motion", "_sokukuti3", 0, 0, 4, 12, 5, true, true, "" ], "sokukuti4" => ["motion", "_sokukuti4", 0, 0, 4, 12, 5, true, true, "" ], "sokukuti5" => ["motion", "_sokukuti5", 0, 0, 4, 12, 5, true, true, "" ], "kiss1" => ["motion", "_kiss1", 0, 0, 4, 12, 5, true, true, "" ], "kiss2" => ["motion", "_kiss2", 0, 0, 4, 12, 5, true, true, "" ], "kiss3" => ["motion", "_kiss3", 0, 0, 4, 12, 5, true, true, "" ], "kiss4" => ["motion", "_kiss4", 0, 0, 4, 12, 5, true, true, "" ], "daki1" => ["motion", "_daki1", 0, 0, 4, 12, 5, true, true, "" ], "daki2" => ["motion", "_daki2", 0, 0, 4, 12, 5, true, true, "" ], "daki3" => ["motion", "_daki3", 0, 0, 4, 12, 5, true, true, "" ], "daki4" => ["motion", "_daki4", 0, 0, 4, 12, 5, true, true, "" ], "te1" => ["motion", "_te1", 0, 0, 4, 12, 5, true, true, "" ], "te2" => ["motion", "_te2", 0, 0, 4, 12, 5, true, true, "" ], "te3" => ["motion", "_te3", 0, 0, 4, 12, 5, true, true, "" ], "te4" => ["motion", "_te4", 0, 0, 4, 12, 5, true, true, "" ], "te5" => ["motion", "_te5", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh1" => ["motion", "_sokuhh1", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh2" => ["motion", "_sokuhh2", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh3" => ["motion", "_sokuhh3", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh4" => ["motion", "_sokuhh4", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh5" => ["motion", "_sokuhh5", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh6" => ["motion", "_sokuhh6", 0, 0, 4, 12, 5, true, true, "" ], "sokuhh7" => ["motion", "_sokuhh7", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh1" => ["motion", "_sokuhhh1", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh2" => ["motion", "_sokuhhh2", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh3" => ["motion", "_sokuhhh3", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh4" => ["motion", "_sokuhhh4", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh5" => ["motion", "_sokuhhh5", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh6" => ["motion", "_sokuhhh6", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhh7" => ["motion", "_sokuhhh7", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh1" => ["motion", "_sokuhhhh1", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh2" => ["motion", "_sokuhhhh2", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh3" => ["motion", "_sokuhhhh3", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh4" => ["motion", "_sokuhhhh4", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh5" => ["motion", "_sokuhhhh5", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh6" => ["motion", "_sokuhhhh6", 0, 0, 4, 12, 5, true, true, "" ], "sokuhhhh7" => ["motion", "_sokuhhhh7", 0, 0, 4, 12, 5, true, true, "" ], "hhh1" => ["motion", "_hhh1", 0, 0, 4, 12, 5, true, true, "" ], "hhh2" => ["motion", "_hhh2", 0, 0, 4, 12, 5, true, true, "" ], "hhh3" => ["motion", "_hhh3", 0, 0, 4, 12, 5, true, true, "" ], "hhh4" => ["motion", "_hhh4", 0, 0, 4, 12, 5, true, true, "" ], "hhh5" => ["motion", "_hhh5", 0, 0, 4, 12, 5, true, true, "" ], "hhh6" => ["motion", "_hhh6", 0, 0, 4, 12, 5, true, true, "" ], "hhh7" => ["motion", "_hhh7", 0, 0, 4, 12, 5, true, true, "" ], "hhh8" => ["motion", "_hhh8", 0, 0, 4, 12, 5, true, true, "" ], "hhh9" => ["motion", "_hhh9", 0, 0, 4, 12, 5, true, true, "" ], "hhh10" => ["motion", "_hhh10", 0, 0, 4, 12, 5, true, true, "" ], "hhh11" => ["motion", "_hhh11", 0, 0, 4, 12, 5, true, true, "" ], "hhh12" => ["motion", "_hhh12", 0, 0, 4, 12, 5, true, true, "" ], "hhh13" => ["motion", "_hhh13", 0, 0, 4, 12, 5, true, true, "" ], "hhhh1" => ["motion", "_hhhh1", 0, 0, 4, 12, 5, true, true, "" ], "hhhh2" => ["motion", "_hhhh2", 0, 0, 4, 12, 5, true, true, "" ], "hhhh3" => ["motion", "_hhhh3", 0, 0, 4, 12, 5, true, true, "" ], "hhhh4" => ["motion", "_hhhh4", 0, 0, 4, 12, 5, true, true, "" ], "hhhh5" => ["motion", "_hhhh5", 0, 0, 4, 12, 5, true, true, "" ], "hhhh6" => ["motion", "_hhhh6", 0, 0, 4, 12, 5, true, true, "" ], "hhhh7" => ["motion", "_hhhh7", 0, 0, 4, 12, 5, true, true, "" ], "hhhh8" => ["motion", "_hhhh8", 0, 0, 4, 12, 5, true, true, "" ], "hhhh9" => ["motion", "_hhhh9", 0, 0, 4, 12, 5, true, true, "" ], "hhhh10" => ["motion", "_hhhh10", 0, 0, 4, 12, 5, true, true, "" ], "hhhh11" => ["motion", "_hhhh11", 0, 0, 4, 12, 5, true, true, "" ], "hhhh12" => ["motion", "_hhhh12", 0, 0, 4, 12, 5, true, true, "" ], "hhhh13" => ["motion", "_hhhh13", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh1" => ["motion", "_hhhhh1", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh2" => ["motion", "_hhhhh2", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh3" => ["motion", "_hhhhh3", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh4" => ["motion", "_hhhhh4", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh5" => ["motion", "_hhhhh5", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh6" => ["motion", "_hhhhh6", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh7" => ["motion", "_hhhhh7", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh8" => ["motion", "_hhhhh8", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh9" => ["motion", "_hhhhh9", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh10" => ["motion", "_hhhhh10", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh11" => ["motion", "_hhhhh11", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh12" => ["motion", "_hhhhh12", 0, 0, 4, 12, 5, true, true, "" ], "hhhhh13" => ["motion", "_hhhhh13", 0, 0, 4, 12, 5, true, true, "" ], "all0" => ["motion", "_all0", 0, 0, 4, 12, 5, true, true, "" ], "all1" => ["motion", "_all1", 0, 0, 4, 12, 5, true, true, "" ], "all2" => ["motion", "_all2", 0, 0, 4, 12, 5, true, true, "" ], "all3" => ["motion", "_all3", 0, 0, 4, 12, 5, true, true, "" ], "all4" => ["motion", "_all4", 0, 0, 4, 12, 5, true, true, "" ], "all5" => ["motion", "_all5", 0, 0, 4, 12, 5, true, true, "" ], "all6" => ["motion", "_all6", 0, 0, 4, 12, 5, true, true, "" ], "all7" => ["motion", "_all7", 0, 0, 4, 12, 5, true, true, "" ], "all8" => ["motion", "_all8", 0, 0, 4, 12, 5, true, true, "" ], "all9" => ["motion", "_all9", 0, 0, 4, 12, 5, true, true, "" ], "all10" => ["motion", "_all10", 0, 0, 4, 12, 5, true, true, "" ], "all11" => ["motion", "_all11", 0, 0, 4, 12, 5, true, true, "" ], "all12" => ["motion", "_all12", 0, 0, 4, 12, 5, true, true, "" ], "all13" => ["motion", "_all13", 0, 0, 4, 12, 5, true, true, "" ], "all14" => ["motion", "_all14", 0, 0, 4, 12, 5, true, true, "" ], "all15" => ["motion", "_all15", 0, 0, 4, 12, 5, true, true, "" ], "all16" => ["motion", "_all16", 0, 0, 4, 12, 5, true, true, "" ], "all17" => ["motion", "_all17", 0, 0, 4, 12, 5, true, true, "" ], "all18" => ["motion", "_all18", 0, 0, 4, 12, 5, true, true, "" ], "all19" => ["motion", "_all19", 0, 0, 4, 12, 5, true, true, "" ], "all20" => ["motion", "_all20", 0, 0, 4, 12, 5, true, true, "" ], "all21" => ["motion", "_all21", 0, 0, 4, 12, 5, true, true, "" ], "all22" => ["motion", "_all22", 0, 0, 4, 12, 5, true, true, "" ], "all23" => ["motion", "_all23", 0, 0, 4, 12, 5, true, true, "" ], "all24" => ["motion", "_all24", 0, 0, 4, 12, 5, true, true, "" ], "all25" => ["motion", "_all25", 0, 0, 4, 12, 5, true, true, "" ], "all26" => ["motion", "_all26", 0, 0, 4, 12, 5, true, true, "" ], "all27" => ["motion", "_all27", 0, 0, 4, 12, 5, true, true, "" ], "all28" => ["motion", "_all28", 0, 0, 4, 12, 5, true, true, "" ], "all29" => ["motion", "_all29", 0, 0, 4, 12, 5, true, true, "" ], "zuri1" => ["motion", "_zuri1", 0, 0, 4, 12, 5, true, true, "" ], "zuri2" => ["motion", "_zuri2", 0, 0, 4, 12, 5, true, true, "" ], "zuri3" => ["motion", "_zuri3", 0, 0, 4, 12, 5, true, true, "" ], "zuri4" => ["motion", "_zuri4", 0, 0, 4, 12, 5, true, true, "" ], "zuri5" => ["motion", "_zuri5", 0, 0, 4, 12, 5, true, true, "" ], "zuri6" => ["motion", "_zuri6", 0, 0, 4, 12, 5, true, true, "" ], "zuri7" => ["motion", "_zuri7", 0, 0, 4, 12, 5, true, true, "" ], "受け" => ["motion", "_2", 0, 0, 4, 12, 5, true, true, "" ], "受け2" => ["motion", "_2b", 0, 0, 4, 12, 5, true, true, "" ], "受け3" => ["motion", "_2c", 0, 0, 4, 12, 5, true, true, "" ], "受け4" => ["motion", "_2d", 0, 0, 4, 12, 5, true, true, "" ], "ダメ乳" => ["motion", "_titi1", 0, 0, 4, 12, 5, true, true, "" ], "ダメ乳2" => ["motion", "_titi2", 0, 0, 4, 12, 5, true, true, "" ], "ダメ乳3" => ["motion", "_titi3", 0, 0, 4, 12, 5, true, true, "" ], "ダメ乳4" => ["motion", "_titi4", 0, 0, 4, 12, 5, true, true, "" ], "ダメ口1" => ["motion", "_fe1", 0, 0, 4, 12, 5, true, true, "" ], "ダメ口2" => ["motion", "_fe2", 0, 0, 4, 12, 5, true, true, "" ], "ダメ口3" => ["motion", "_fe3", 0, 0, 4, 12, 5, true, true, "" ], "ダメ口4" => ["motion", "_fe4", 0, 0, 4, 12, 5, true, true, "" ], "ダメ口5" => ["motion", "_fe5", 0, 0, 4, 12, 5, true, true, "" ], "スキルプ攻" => ["motion", "_3", 0, 0, 4, 12, 5, true, true, "" ], "敵詠00" => ["motion", "_skill00",0, 0, 4, 12, 5, true, true, "" ], "敵詠0" => ["motion", "_skill0",0, 0, 4, 12, 5, true, true, "" ], "スキルプ技" => ["motion", "_skill1", 0, 0, 4, 12, 5, true, true, "" ], "敵詠2" => ["motion", "_skill2", 0, 0, 4, 12, 5, true, true, "" ], "敵詠3" => ["motion", "_skill3", 0, 0, 4, 12, 5, true, true, "" ], "敵詠4" => ["motion", "_skill4", 0, 0, 4, 12, 5, true, true, "" ], "敵詠5" => ["motion", "_skill5", 0, 0, 4, 12, 5, true, true, "" ], "敵詠6" => ["motion", "_skill6", 0, 0, 4, 12, 5, true, true, "" ], "敵詠7" => ["motion", "_skill7", 0, 0, 4, 12, 5, true, true, "" ], "敵詠8" => ["motion", "_skill8", 0, 0, 4, 12, 5, true, true, "" ], "誘惑" => ["motion", "_yuu", 0, 0, 4, 12, 5, true, true, "" ], "カットイン技1" => ["motion", "_cut1", 0, 0, 4, 12, 5, true, true, "" ], "カットイン技2" => ["motion", "_cut2", 0, 0, 4, 12, 5, true, true, "" ], "待機固定WT" => ["motion", "", 1, 1, 0, 12, 0, true, true, "" ], "待機固定" => ["motion", "", 1, 1, 0, 12, 0,false, true, "" ], "倒れ" => ["motion", "_4", 0, 0, 0, 999, 0, false,false, "" ], "搾取表情" => ["motion", "_3", 0, 0, 4, 12, 0, true, true, "" ], "トロ表情" => ["motion", "_6", 0, 0, 4, 12, 5, true, true, "" ], "トロ待機2" => ["motion", "_6b", 0, 0, 4, 12, 5, true, true, "" ], "トロ待機3" => ["motion", "_6c", 0, 0, 4, 12, 5, true, true, "" ], "束縛待機1" => ["motion", "_soku1", 0, 0, 4, 12, 5, true, true, "" ], "束縛待機2" => ["motion", "_soku2", 0, 0, 4, 12, 5, true, true, "" ], "束縛待機3" => ["motion", "_soku3", 0, 0, 4, 12, 5, true, true, "" ], "待機2" => ["motion", "_1b", 0, 0, 4, 12, 5, true, true, "" ], "待機3" => ["motion", "_1c", 0, 0, 4, 12, 5, true, true, "" ], "右向き" => ["motion", "", 2, 0, 4, 12, 0, true, true, "" ], "特受け" => ["motion", "_7", 0, 0, 4, 10, 5, true, true, "" ], "特受け2" => ["motion", "_7b", 0, 0, 4, 10, 5, true, true, "" ], "専待機1" => ["motion", "_a1", 0, 0, 4, 12, 5, true, true, "" ], "専待機2" => ["motion", "_a2", 0, 0, 4, 12, 5, true, true, "" ], "専待機3" => ["motion", "_a3", 0, 0, 4, 12, 5, true, true, "" ], "専待機4" => ["motion", "_a4", 0, 0, 4, 12, 5, true, true, "" ], "専待機5" => ["motion", "_a5", 0, 0, 4, 12, 5, true, true, "" ], "専待機6" => ["motion", "_a6", 0, 0, 4, 12, 5, true, true, "" ], "専待機7" => ["motion", "_a7", 0, 0, 4, 12, 5, true, true, "" ], "専待機8" => ["motion", "_a8", 0, 0, 4, 12, 5, true, true, "" ], "専待機9" => ["motion", "_a9", 0, 0, 4, 12, 5, true, true, "" ], "専待機10" => ["motion", "_a10", 0, 0, 4, 12, 5, true, true, "" ], "専待機11" => ["motion", "_a11", 0, 0, 4, 12, 5, true, true, "" ], "専待機12" => ["motion", "_a12", 0, 0, 4, 12, 5, true, true, "" ], "専待機13" => ["motion", "_a13", 0, 0, 4, 12, 5, true, true, "" ], "専待機14" => ["motion", "_a14", 0, 0, 4, 12, 5, true, true, "" ], #―アクション名(移動系)― 判別 ファイルNo 縦セル 横セル パターン 速度 Z軸 ウエイト 影 武器 "左向き移動" => ["motion", "", 1, 0, 4, 6, 10, true, true, "" ], "右向き移動" => ["motion", "", 2, 0, 4, 6, 10, true, true, "" ], #―アクション名(ポーズ系)― 判別 ファイルNo 縦セル 横セル パターン 速度 Z軸 ウエイト 影 武器 "武器掲げ" => ["motion", "", 1, 0, 1, 2, 200,false, true, "掲げ" ], #―アクション名(攻撃系)― 判別 ファイルNo 縦セル 横セル パターン 速度 Z軸 ウエイト 影 武器 "武器振りR" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, ""], "武器振り2" => ["motion", "_3b", 0, 0, 1, 2, 200,false, true, ""], "武器振り3" => ["motion", "_3c", 0, 0, 1, 2, 200,false, true, ""], "武器振り4" => ["motion", "_3d", 0, 0, 1, 2, 200,false, true, ""], "武器振りL" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, ""], "武器振りLR" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, "",""], "盾防御" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, ""], "武器拳突き" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, "" ], "武器突き" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, "" ], "弓撃ち" => ["motion", "_3", 0, 0, 1, 2, 200,false, true, ""], #-------------------------------------------------------------------------- # ● バトラー移動 エネミーのX軸移動は自動で逆計算になります #-------------------------------------------------------------------------- # 目標…移動する目標座標の参照先。数値が正で現在地、負で初期位置を参照します([0=自分]は負が設定できないので-7にしてください) # [0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] [6=画面] # X軸…対象から見たX座標 # Y軸…対象から見たY座標 # H軸…対象から見たH座標(地面からの高さ) nilにするとH軸を無視してXYのみの移動に # 速度…1フレームで移動するピクセル数。数値をマイナスにすると時間指定になり、移動完了までの総フレーム数になります # カーブ…移動時の軌道が正は上、負は下にカーブします。 # ジャンプ…ジャンプ放物線軌道。[ジャンプ開始から頂点までの軌道, 頂点から着地までの軌道] # アニメ…その移動に利用するバトラーアニメのアクション名。 #――アクション名(システム系)―― 判別 目標 X軸 Y軸 H軸 速度 カーブ ジャンプ アニメ "戦闘前の味方配置" => ["move",-7, 0, 0, 0, 0, 0, [ 0, 0], "左向き移動"], "退場" => ["move",-7, 180, 0, 0, 7, 0, [ 0, 0], "右向き移動"], "逃走途中" => ["move",-7, 80, 0, 0, 7, 0, [ 0, 0], "右向き移動"], "コマンド入力移動" => ["move",-7, -20, 0, nil,-10, 0, [ 0, 0], "左向き移動"], "ダメージのけぞり" => ["move", 0, 0, -2, nil,-10, 0, [ 0, 0], "受け"], "特殊のけぞり" => ["move", 0, 0, -2, nil,-10, 0, [ 0, 0], "特受け"], "乳のけぞり" => ["move", 0, 0, -2, nil,-10, 0, [ 0, 0], "ダメ乳"], "口のけぞり" => ["move", 0, 0, -2, nil,-10, 0, [ 0, 0], "ダメ口"], "ダメージのけぞり大" => ["move", 0, 0, -10, nil,-10, 0, [ 0, 0], "受け4"], #――アクション名(リセット系)―― 判別 目標 X軸 Y軸 H軸 速度 カーブ ジャンプ アニメ "座標リセット早" => ["move",-7, 0, 0, 0,-10, 0, [ 0, 0], "右向き移動"], "座標リセット" => ["move",-7, 0, 0, 0,-20, 0, [ 0, 0], "右向き移動"], "座標リセテス" => ["move",-7, 0, 0, 0,-1, 0, [ 0, 0], "右向き移動"], "座標リセットカーブ" => ["move",-7, 0, 0, 0,-20, -2, [ 0, 0], ""], "座標リセット左向き" => ["move",-7, 0, 0, 0,-20, 0, [ 0, 0], "左向き移動"], #――アクション名(自身系)―― 判別 目標 X軸 Y軸 H軸 速度 カーブ ジャンプ アニメ "一歩前移動" => ["move", 0, -20, 0, 0,-10, 0, [ 0, 0], "左向き移動"], "一歩後移動" => ["move", 0, 20, 0, 0,-10, 0, [ 0, 0], "左向き移動"], "一歩前ジャンプ" => ["move", 0, -30, 0, 0,-10, 0, [ 20,-20], "左向き移動"], "一歩後ジャンプ" => ["move", 0, 30, 0, 0,-10, 0, [ 20,-20], "左向き移動"], "勝利ジャンプ" => ["move", 0, 10, 0, 0,-25, 0, [ 30,-30], "待機固定"], "勝利ジャンプ武器" => ["move", 0, 0, 0, 0,-15, 0, [ 20, 0], "武器掲げ"], "勝利ジャンプ着地" => ["move",-7, 0, 0, 0,-10, 0, [ 0, 0], "武器振りR"], "縦揺れ01" => ["move", 0, 0, 0, 20, -2, 0, [ 0, 0], ""], "縦揺れ02" => ["move", 0, 0, 0, -20, -2, 0, [ 0, 0], ""], "ビク揺れ01" => ["move", 0, 5, 0, 0, 30, 0, [ 0, 0], ""], "ビク揺れ02" => ["move", 0, -5, 0, 0, 30, 0, [ 0, 0], ""], #――アクション名(目標系)―― 判別 目標 X軸 Y軸 H軸 速度 カーブ ジャンプ アニメ "敵前移動" => ["move", 1, 30, 0, 0,-20, 0, [ 0, 0], "左向き移動"], "敵後移動" => ["move", 1, -60, 0, 0,-20, 0, [ 0, 0], "左向き移動"], "敵中移動早" => ["move", 1, 0, 0, 0,-10, 0, [ 0, 0], "左向き移動"], "叩き付け前ジャンプ" => ["move",-1, 0, 0, 100,-20, 0, [ 40,-20], "武器掲げ"], "叩き付け" => ["move",-1, 0, 0, 0,-10, 0, [ 0, 0], "武器振りR"], #-------------------------------------------------------------------------- # ● 武器アクション バトラーアニメや武器・アニメ飛ばしに利用するアクション #-------------------------------------------------------------------------- # タイプ…[0…アイコン利用] # [1…独自画像(画像名はバトラー設定の武器の項目で行います。参照先はCharactersフォルダ)] # [2…アニメセル(※2003仕様。バトラーと同じセル数でアニメします。画像名はバトラー設定の武器の項目で行います。参照先はCharactersフォルダ)] # 移動…画像を動かす距離。[X軸, Y軸] # 調整…微調整する画像の初期座標。[X軸, Y軸] # 始度…動作前の最初の角度。反時計回りで0~360度。負が時計回り # 終度…動作後の角度 # 原点…画像の原点。[0…中心] [1…左上] [2…右上] [3…左下] [4…右下] [5…バトラーと同じ(画像下と縦半分)] # 反転…trueにすると画像を反転して表示 # 拡大…[X軸拡大率, Y軸拡大率] 小数点でも受け付けます # Z軸…画像をキャラより手前に表示するならtrue # 逆手…盾画像、もしくは二刀流時の左(項目だと下)の武器画像を表示 # アイコンを利用しない場合、盾の画像はバトラー設定の盾の項目で行います # 更新…-1でバトラーアニメ更新と同期化。独立させる場合は [更新時間間隔, 更新パターン数, ループするか] # # インデックス…武器画像は装備している武器(盾)に設定された画像ファイルを参照しますが、 # ここでインデックスを付けると、画像ファイル名+インデックス名の画像を参照します # 一つの武器で複数のパターンがある画像を用いる場合に利用します # 例) "縦振り"のインデックスは"" => 画像ファイル名"IconSet"を参照 # 例) "縦振り2"のインデックスは"_1" => 画像ファイル名"IconSet_1"を参照 # 参照フォルダはアイコン利用の場合はSystemフォルダ、独自画像とアニメセルはCharactersフォルダです # # 画像…武器や盾に設定された画像ファイルやインデックスを無視して、武器画像を直接指定する場合は # ここに画像ファイル名を入れます。画像はCharactersフォルダを参照します #―アクション名― 判別 タイプ 移動 調整 始度 終度 原点 反転 拡大 Z軸 逆手 更新 インデックス 画像 "縦振り" => ["wp", 0,[ 6, 0],[ -4,-10], -45, 45, 4, false, [1,1], false, false, -1, "", ""], "盾" => ["wp", 0,[ 0, 0],[ 12, 0], 0, 0, 4, false, [1,1], true, true, -1, "", ""], "縦振りL" => ["wp", 0,[ 6, 0],[ 0, -8],-135, 45, 4, false, [1,1], true, true, -1, "", ""], "拳突き" => ["wp", 0,[-20, 0],[ 5, 5], -45, -45, 4, false, [1,1], false, false, -1, "", ""], "突き" => ["wp", 0,[-25, 0],[ 25,-10], 45, 45, 4, false, [1,1], false, false, -1, "", ""], "掲げ" => ["wp", 0,[ 6,-4],[ -4,-10], 90, -45, 4, false, [1,1], false, false, -1, "", ""], #―2003仕様― 判別 タイプ 移動 調整 始度 終度 原点 反転 拡大 Z軸 逆手 更新 インデックス 画像 "弓" => ["wp", 2,[ 0, 0],[ 0, 0], 0, 0, 5, false, [1,1], true, false, -1, "", ""], "D1" => ["wp", 0,[ 0, 0],[ 0, 0], 0, 0, 1, false, [1,1], true, false, -1, "", "$hioga"], # 武器飛ばし用 判別 タイプ 移動 調整 始度 終度 原点 反転 拡大 Z軸 二刀 更新 インデックス 画像 "矢" => ["wp", 0,[ 0, 0],[ 0, 0], 0, 45, 0, false, [1,1], true, false,[2,6,false], "", "$hioga"], "回転" => ["wp", 0,[ 0, 0],[ 0, 0], 0, 360, 0, false, [1,1], true, false,[1,8, true], "", ""], #-------------------------------------------------------------------------- # ● 武器・アニメ飛ばし 武器や戦闘アニメを移動させます。飛び道具などに #-------------------------------------------------------------------------- # ID…データベースのアニメID。[移動させるアニメID, ヒット時のアニメID] 0はアニメ非表示、-1は武器のアニメを表示。 # 始…アニメ移動の開始位置。マイナスにすると、複数ターゲットでも一個のアニメだけ実行 # [0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] [6=画面] # 後…アニメ移動の終了位置。マイナスにすると、複数ターゲットでも一個のアニメだけ実行 # [0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] [6=画面] # 始調整…移動開始座標の微調整。[X軸, Y軸] エネミーはX軸が自動で逆計算に # 後調整…移動終了座標の微調整。[X軸, Y軸] エネミーはX軸が自動で逆計算に # 速度…1フレームに移動するX軸ピクセル数。マイナスにすると時間扱いになり、距離によって速度が変わります # タイプ…移動後の処理。[0=消える(ミス時は自動で貫通に変化)] [1=貫通] [2=消える(ミス時も消える)] # 軌道…移動の軌道。[開始から頂点までの軌道, 頂点から終了までの軌道] # Z軸…アニメや武器をキャラより手前に表示するならtrue # ウエイト…アクションが終わるまで次のアクションに移行しないならtrue [移動させるアニメのウエイト, ヒット時アニメのウエイト] # ダメージ…目標到達時にダメージ計算を適用するならtrue # ホーミング…移動するターゲットに対してホーミングするならtrue。しないならfalse # カメラ…カメラのズームに合わせてアニメを拡大縮小するならtrue # ループ…移動させるアニメの再生が終わった時、最初にループさせるならtrue # 反転不可…いかなる場合でもアニメを反転させないならtrue # 武器…武器アクション名を入れます。利用しないなら"" #――アクション名―― 判別 ID 始 後 始調整 後調整 速度 タイプ 軌道 Z軸 ウエイト ダメージ ホーミング カメラ ループ 反転不可 武器 "矢発射WT" => ["m_a",[ 0,-1], 0, 1, [ 0, 0], [ 0, 0], 10, 2, [-3,-3], true, [ true, true], true, true, true, false, false, "矢"], "矢発射" => ["m_a",[ 0,-1], 0, 1, [ 0, 0], [ 0, 0], 10, 2, [-3,-3], true, [false,false], true, true, true, false, false, "矢"], "D発射1" => ["m_a",[ 0,-1], 6, 6, [ 0, 0], [ 0, 0], 10, 2, [-3,-3], true, [false,false], false, true, true, false, false, "D1"], "水鉄砲発射" => ["m_a",[69,69], 0, 1, [ 0, 0], [ 0, 0], 10, 0, [ 0, 0], true, [ true, true], true, true, true, true, false, ""], "武器投げ開始" => ["m_a",[ 0,-1], 0, 1, [ 4,-6], [ 0, 0], 10, 2, [-3,-3], true, [ true,false], true, true, true, false, false, "回転"], "武器投げ戻し" => ["m_a",[ 0, 0], 1, 0, [ 0, 0], [ 4,-6], 10, 0, [ 3, 3], true, [ true,false], false, true, true, false, false, "回転"], #-------------------------------------------------------------------------- # ● 戦闘アニメ データベースの戦闘アニメを表示します #-------------------------------------------------------------------------- # ID…アニメID。-1で武器に設定されたアニメに -2は二刀流のもう片方の武器アニメに # -3でスキルに設定されたアニメに # 対象…[0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] # ホーミング… 対象の座標移動にアニメが追尾するならtrue # ウエイト…アニメ表示が終わるまで待つならtrue # ダメージ…ダメージ計算を適用するならtrue # カメラ…カメラのズームに合わせてアニメを拡大縮小するならtrue # 反転不可…いかなる場合でもアニメを反転させないならtrue # 反転…アニメを反転させるならtrue # Z軸…アニメをキャラより手前に表示するならtrue #―アクション名(ダメージ系)― 判別 ID 対象 ホーミング ウエイト ダメージ カメラ 反転不可 反転 Z軸 "対象アニメ武器" => ["anime", -1, 1, false, false, true, true, false, false, true], "対象アニメ武器WT" => ["anime", -1, 1, false, true, true, true, false, false, true], "対象アニメ武器LWT" => ["anime", -2, 1, false, true, true, true, false, false, true], "対象アニメ" => ["anime", -3, 1, false, false, true, true, false, false, true], "対象アニメWT" => ["anime", -3, 1, false, true, true, true, false, false, true], "対象アニメ武器D" => ["anime", -1, 0, false, false, false, true, false, false, true], #――アクション名(自身系)―― 判別 ID 対象 ホーミング ウエイト ダメージ カメラ 反転不可 反転 Z軸 "魔法詠唱中" => ["anime", 113, 0, true, true, false, true, false, false, true], "特技待機中" => ["anime", 114, 0, true, true, false, true, false, false, true], "魔法発動アニメ" => ["anime", 115, 0, false, true, false, true, false, false, false], "特技発動アニメ" => ["anime", 116, 0, false, true, false, true, false, false, false], "気玉" => ["anime", 220, 0, true, false, false, true, false, false, true], #-------------------------------------------------------------------------- # ● カメラワーク 画面のズームやスクロールを行います #-------------------------------------------------------------------------- # 対象…移動やズームの対象 # [0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] [6=画面] # 調整座標…カメラ座標の最終地点微調整 [X軸(プラスで画面→), Y軸(プラスで画面↓)] # 時間…カメラワークにかける時間 # ズーム…カメラのズーム率(%)。100でズームなし。 # ウエイト…カメラワークが終わるまで待つならtrue。待たないならfalse #――アクション名―― 判別 対象 調整座標 ズーム 時間 ウエイト "カメラリセット"=> ["camera", 6, [ 0, 0], 100, 5, false], "カメラリセット遅"=> ["camera", 6, [ 0, 0], 100, 100, true], "ズームイン" => ["camera", 6, [ 0, 100], 100, 40, false], "ズームアウト" => ["camera", 6, [ 0, 0], 100, 40, false], "ズームピストン"=> ["camera", 6, [ 0, -50], 105, 5, false], "スキルズーム中央" => ["camera", 6, [ 0, 0], 125, 5,true], "スキルズーム上中央" => ["camera", 6, [ 0, -125], 125, 5,true], "スキルズーム下中央" => ["camera", 6, [ 0, 125], 125, 5,true], "射精ズーム" => ["camera", 6, [ -50, 100], 150, 20,true], "射精ズーム右" => ["camera", 6, [ 50, 100], 150, 20,true], "射精ズーム中" => ["camera", 6, [ 0, 100], 150, 20,true], "射精ズーム中央" => ["camera", 6, [ 0, 0], 150, 20,true], "射精ズーム左中" => ["camera", 6, [ -70, 0], 150, 20,true], "射精ズーム右上" => ["camera", 6, [ 50, 0], 150, 20,true], "射精ズーム上中" => ["camera", 6, [ 0, -100], 150, 20,true], "射精ズーム引" => ["camera", 6, [ 0, 0], 50, 20,true], #-------------------------------------------------------------------------- # ● 画面のシェイク 画面を揺らします。空中座標(H座標が0以上)のバトラーは揺れません #-------------------------------------------------------------------------- # 方向…揺れる方向 [横,縦] 数値が大きいほど揺れ幅は大きくなります # 速度…揺れの速度。小さいほど早く揺れます # 時間…揺れの続く時間。揺れ幅は時間と共に弱まっていきます # ウエイト…シェイクが終わるまで待つならtrue。待たないならfalse #――アクション名―― 判別 方向 速度 時間 ウエイト "シェイク小" => ["shake", [ 0, 4], 2, 16, false], "シェイク中" => ["shake", [ 0, 6], 3, 30, false], "シェイク大" => ["shake", [ 0,12], 3, 40, false], #-------------------------------------------------------------------------- # ● 画面色調変更 背景やバトラーの色調を変更します #-------------------------------------------------------------------------- # 対象…色調変更の対象 # [0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] # [6=背景] [7=自分+ターゲット] [8=自分以外] [9=自分+ターゲット以外] [10=全て] # 色調レベル…[ R, G, B, アルファ(色の強さ), 変更時間, ※戻り] # ※戻り…変更完了してから元の色に戻す時間。戻さないなら0 # ウエイト…色調変更が終わるまで待つならtrue。待たないならfalse # 変更名 判別 対象 R, G, B,アルファ 時間 戻り ウエイト "色調初期化" => ["color", 10, [ 0, 0, 0, 0, 30, 0], false], "ピンチ色調" => ["color", 0, [ 255, 50, 50, 100, 40, 40], false], "毒色調" => ["color", 0, [ 170, 50, 255, 170, 30, 30], false], "汎用状態異常色調" => ["color", 0, [ 255, 255, 50, 170, 40, 40], false], "背景のみ暗転" => ["color", 6, [ 0, 0, 0, 255, 30, 0], false], "自分とターゲット以外暗転" => ["color", 9, [ 0, 0, 0, 255, 30, 0], false], #-------------------------------------------------------------------------- # ● トランジション 画面を固定した後に実行するトランジションです #-------------------------------------------------------------------------- # 実行する前にアクション"画面固定"を実行し、画面を固定させてください # # 境界…境界の曖昧さ。値が大きいほど曖昧になります # 時間…トランジションにかける時間。トランジション中はゲーム画面は固定されます # トランジションファイル名…トランジション画像。Picturesフォルダに入れてください #―――アクション名――― 判別 境界 時間 トランジションファイル名 "サークル" => ["ts", 40, 60, "circle"], #-------------------------------------------------------------------------- # ● 残像 バトラーの移動に残像を残します #-------------------------------------------------------------------------- # 数…残像数。0は表示中の残像を消します。あまり多いと負荷が高くなります # 間隔…残像の表示間隔。小さいほど狭い。単位は1フレーム # 処理…残像の後処理。trueはフルアクション終了時に消え、falseは消えずにずっと表示 # 透明度…残像の透明度 #――アクション名―― 判別 数 間隔 処理 透明度 "残像ON" => ["mirage", 4, 3, true, 160], "残像OFF" => ["mirage", 0, 0, true, 0], #-------------------------------------------------------------------------- # ● バトラー回転 画像を回転 #-------------------------------------------------------------------------- # 回転しているバトラーのフルアクションが終了すると、回転角度はリセットされます # 回転中の画像転送元原点は中心になります。反転と違い、武器アクションは反映されません # # 時間…回転にかける時間。0で即座に反映されます # 始度…回転開始時の角度。0~360度を指定。正が反時計周り、負が時計周り # 終度…回転終了時の角度。0~360度を指定。上記ともにエネミーは逆計算になります # タイプ…回転終了後の処理。[0…回転リセット] [1…終了角度のまま] [2…ループ] #――アクション名――   判別 時間 始度 終度 タイプ "右1回転" => ["angle", 12, 0, -360, 0], "左1回転" => ["angle", 12, 0, 360, 0], #-------------------------------------------------------------------------- # ● バトラー拡大縮小 画像を拡大縮小 #-------------------------------------------------------------------------- # 拡大縮小しているバトラーのフルアクションが終了すると、拡大縮小はリセットされます # 反転と違い、武器アクションは反映されません # # 時間…拡大縮小にかける時間。 # 開始サイズ…拡大縮小開始時のサイズ。小数点で入れてください。[X軸(横), Y軸(縦)] # 終了サイズ…拡大縮小終了時のサイズ。小数点で入れてください。[X軸(横), Y軸(縦)] # タイプ…拡大縮小終了後の処理。[0…サイズリセット] [1…終了サイズのまま] [2…ループ] #――アクション名――   判別 時間 開始サイズ 終了サイズ タイプ "横縮み" => ["zoom", 12, [1.0, 1.0], [0.5, 1.0], 0], "縦縮み" => ["zoom", 12, [1.0, 1.0], [1.0, 0.5], 0], #-------------------------------------------------------------------------- # ● バトラー透明度操作 画像の透明度を変更 #-------------------------------------------------------------------------- # 透明度操作しているバトラーのフルアクションが終了すると、透明度操作はリセットされます # # 時間…透明度変更にかける時間。 # 開始…変更開始時の透明度。0が完全に消えた状態、255が完全に不透明な状態 # 終了…変更終了時の透明度 # 影…影も同じ透明度操作をするならtrue # 武器…武器も同じ透明度操作をするならtrue # ループ…透明度変更が終了した後、操作を自動で逆転させ続けるならtrue # ウエイト…操作終了まで次のアクションに移行せず待つならtrue #――アクション名――   判別 時間 開始 終了 影 武器 ループ ウエイト "逃走透明" => ["opacity", 30, 255, 0, true, true, false, false], "透明化" => ["opacity", 60, 255, 0, true, true, false, false], "透明化改" => ["opacity", 1, 255, 0, true, true, false, false], "透明化WT" => ["opacity", 60, 255, 0, true, true, false, true], "透明化解除" => ["opacity", 60, 0, 255, true, true, false, false], "透明化解除WT" => ["opacity", 60, 0, 255, true, true, false, true], "透明待機0" => ["opacity", 60, 100, 100, true, true, false, false], "ハイド解除" => ["opacity", 1, 0, 255, true, true, false, false], #-------------------------------------------------------------------------- # ● ふきだしアニメ イベントに使うふきだしアイコンを表示 #-------------------------------------------------------------------------- # 種類…ふきだしの種類(縦位置)を0~9で指定 # 速度…更新速度。セルは2コマ目から再生されます # サイズ…ふきだしのサイズ # ふきだし名   判別 種類 速度 サイズ "状態異常/汎用" => ["balloon", 6, 10, 0.6], "状態異常/ピンチ" => ["balloon", 5, 10, 0.6], "状態異常/睡眠" => ["balloon", 9, 10, 0.6], #-------------------------------------------------------------------------- # ● ピクチャの表示 カットインなどに #-------------------------------------------------------------------------- # 番号…使用するピクチャの番号。ピクチャを管理するための番号です。何枚でも表示できます # フルアクションが終了すると自動で消去(Bitmap解放)されます # 開始座標…移動開始位置。ピクチャの左上を原点とします。[X軸, Y軸] # 既にピクチャがある場合、[]にすると開始座標はその場所になります # 終了座標…移動終了位置。開始位置と同じ値にすると移動せず表示のみになります # プレーン使用の場合、開始と終了を[]にすると移動速度を維持します # 時間…移動時間。0でピクチャを消去します # Z軸…ピクチャのZ座標。100以上にするとウインドウより手前に表示されます # 透明度…透明度設定。[開始時の透明度, 1フレームごとに加算される透明度] # プレーン使用…プレーンクラス(画像がタイル状に並ぶ画像)を使用する場合の矩形。[X軸,Y軸] # プレーンを使用しない場合は[] # BA反転…バックアタック時に画像反転とX座標移動を逆にするならtrue # プレーン使用時の画像はtrueでも反転せず、X座標移動のみ逆になります # ピクチャファイル名…ピクチャフォルダ内のファイル名。 #―――アクション名――― 判別 番号 開始座標 終了座標 時間 Z軸 透明度 プレーン使用 BA反転 ピクチャファイル名 "カットイン終" => ["pic", 0, [], [ 640, 40], 30, 90, [255, 0], [], true, ""], "カットイン背景始"=> ["pic", 1, [ 0, 0], [ 100, 8], 10, 0, [ 0, 10], [640,382], true, "cutin_back"], "カットイン背景終"=> ["pic", 1, [], [], 10, 0, [255, -7], [640,382], true, ""], "白フェードイン" => ["pic", 0, [ 0, 0], [ 0, 0], 50,500, [ 0, 6], [], false, "white"], "白フェードアウト"=> ["pic", 0, [ 0, 0], [ 0, 0], 50,500, [255, -6], [], false, "white"], "ハートテスト" => ["pic", 10, [ 80, 80], [ 80, 80], 10, 90, [ 200, 20], [], true, "Heart"], #-------------------------------------------------------------------------- # ● ステート操作 #-------------------------------------------------------------------------- # 対象…[0=自分] [1=ターゲット] [2=敵全] [3=味方全] [4=敵味方全] [5=セカンドターゲット] # 拡張…上で設定した対象をさらに拡張します [0=拡張なし] [1=ランダム1体] [2=自分を除く] # 操作…ステートを付与するなら"+" 解除するなら"-" # ステートID…操作するステートのIDをまとめて配列に入れます # ステート付与名 判別 対象 拡張 操作 ステートID "戦闘不能付与" => ["sta", 0, 0, "+", [1]], "健全バリア" => ["sta", 0, 0, "+", [334]], "射精付与" => ["sta", 2, 0, "+", [29]], #-------------------------------------------------------------------------- # ● FPS(ゲーム全体のスピード)変更 アクションの細部チェック用 #-------------------------------------------------------------------------- # ゲームスピード…60がデフォルトで、低くなるほどスローになります。  #――アクション名―― 判別 ゲームスピード "スロー再生" => ["fps", 15], "通常再生" => ["fps", 60], #-------------------------------------------------------------------------- # ● バトラー画像変更 バトラー画像の参照先ファイルを変更します #-------------------------------------------------------------------------- # 維持…アクターの場合、戦闘後も変更を維持するならtrue # インデックス…アクターの場合、歩行グラのどの矩形かを設定します # [0][1][2][3] # [4][5][6][7] # # ファイル名…変更する画像ファイル名。アクターはCharactersフォルダ、 # エネミーはBattlersフォルダを参照します # 顔グラ…アクターの場合、戦闘後の顔グラも変更するなら[顔グラインデックス, ファイル名] # 変更しないなら[] #―――アクション名――― 判別 維持 インデックス ファイル名 顔グラ "オオカミに変身" => ["change", false, 6, "Animal", [0, "Actor4"]], "ポリン変身" => ["change", false, 0, "porinex", []], #-------------------------------------------------------------------------- # ● スキル派生 アクションを中断し、別のスキルに派生させます #-------------------------------------------------------------------------- # 習得…派生するスキルが未修得でも実行可能ならtrue # コスト条件…派生するスキルのコストが足りなくても実行可能ならtrue # スキルID…派生するスキルID #―――アクション名――― 判別 習得 コスト条件 スキルID "多段攻撃に派生" => ["der", true, false, 130], #-------------------------------------------------------------------------- # ● サウンドの演奏 BGM・BGS・SEを鳴らします #-------------------------------------------------------------------------- # 種別…効果音は"se" BGMは"bgm" BGSは"bgs" # ピッチ…ピッチ。50~150まで指定できます。100がデフォルトです # 音量…ボリューム。50~150まで指定できます。100がデフォルトです # ファイル名…再生するファイル名。""にするとBGM、BGSを変えずに各種設定可能。 #――アクション名―― 判別 種別 ピッチ 音量 ファイル名 "Bow1" => ["sound", "se", 100, 80, "Bow1"], #-------------------------------------------------------------------------- # ● ムービーの再生 ogvファイルのムービーを再生します #-------------------------------------------------------------------------- # ファイル名…再生するムービーファイル名。Moviesフォルダを参照します #――アクション名―― 判別 ファイル名 "死亡フラグムービー" => ["movie", "sample1"], #-------------------------------------------------------------------------- # ● ゲームスイッチ(サイドビュー専用スイッチ)の操作 #-------------------------------------------------------------------------- # IDがプラスでゲームスイッチ、マイナスでサイドビュー専用スイッチの操作になります # # ON番号…ONにするスイッチIDをまとめて配列に入れます # OFF番号…OFFにするスイッチIDをまとめて配列に入れます # #――アクション名―― 判別 ON番号 OFF番号 "スイッチNo1/ON" => ["switch", [ 1], []], "息ON" => ["switch", [ 11], []], "息OFF" => ["switch", [ ], [11]], "VON" => ["switch", [ 247], []], "背景を宇宙に変更"=> ["switch", [-4], []], "背景宇宙を解除" => ["switch", [], [-4]], "魔方陣ON" => ["switch", [-5], []], "魔方陣OFF" => ["switch", [], [-5]], #-------------------------------------------------------------------------- # ● ゲーム変数の操作 #-------------------------------------------------------------------------- # 変数No…何番の変数を操作するか # 操作…[0=代入] [1=加算] [2=減算] [3=乗算] [4=除算] [5=剰余] # オペランド…演算の対象となる数値を指定します。マイナスにすると、その数字の # 絶対値の変数Noに格納されている数値が演算の対象となります # # ――アクション名――    判別 変数No 操作 オペランド "変数No1/+1" => ["variable", 1, 1, 1], #-------------------------------------------------------------------------- # ● 条件分岐 (ゲームスイッチ) 条件を設定し、アクションを分岐させます #-------------------------------------------------------------------------- # スイッチNo…何番のスイッチを参照するか。マイナスでサイドビュー専用スイッチを操作します # 条件…ONならtrue、OFFならfalse # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 スイッチNo 条件 分岐 "スイッチNo1=ONで実行" => ["n_1", 1, true, 0], "揺無" => ["n_1", 30, true, 1], "無加" => ["n_1", 246, true, 0], "無加次" => ["n_1", 246, false, 0], "5キャン" => ["n_1", 248, true, 2], "トロ禁止" => ["n_1", 249, true, 2], "騎乗禁止" => ["n_1", 250, true, 2], "断面許可" => ["n_1", 221, true, 0], "瞬き禁止" => ["n_1", 252, true, 2], "アニメ無" => ["n_1", 231, true, 0], "アニメ有" => ["n_1", 231, true, 1], "カメラ無" => ["n_1", 32, true, 1], "にゅる待機" => ["n_1", 34, false, 2], "se36" => ["n_1", 36, true, 0], "se37" => ["n_1", 37, true, 0], "se38" => ["n_1", 38, true, 0], "se39" => ["n_1", 39, true, 0], "エモ禁止" => ["n_1", 35, true, 1], "エモ左上" => ["n_1", 21, true, 0], "エモ中上" => ["n_1", 22, true, 0], "エモ右上" => ["n_1", 24, true, 0], "225キャンセル" => ["n_1", 225, true, 1], #-------------------------------------------------------------------------- # ● 条件分岐 (ゲーム変数) #-------------------------------------------------------------------------- # 変数No…何番の変数を参照するか # 数値…条件となる数字を入れます。マイナスでその絶対値の変数に格納された数値を参照します # 条件…参照した変数が条件の数字と比べて…[0=同値] [1=少ない] [2=多い] # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 変数No 数値 条件 分岐 "変数No1=1で実行" => ["n_2", 1, 1, 0, 0], #-------------------------------------------------------------------------- # ● 条件分岐 (ステート) #-------------------------------------------------------------------------- # 対象…条件を参照する対象 [0=自分] [1=ターゲット] [2=敵全体] [3=味方全体] [4=敵味方全体] [5=セカンドターゲット] # ステートID…何番のステートを条件にするか # 条件…[0=付加している] [1=付加していない] # 人数…上の条件となる必要人数。条件対象がグループの場合、0でグループ全員の数になります # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 対象 ステートID 条件 人数 分岐 "死亡確認" => ["n_3", 1, 1, 0, 1, 1], "主人公死亡確認" => ["n_3", 1, 1, 0, 1, 0], "ハイド中" => ["n_3", 1, 13, 0, 1, 2], "RS確認" => ["n_3", 1, 98, 0, 1, 0], "気弾" => ["n_3", 0, 210, 0, 1, 0], "捕獲" => ["n_3", 1, 5, 0, 1, 1], #-------------------------------------------------------------------------- # ● 条件分岐 (スキル) #-------------------------------------------------------------------------- # 対象…条件を参照する対象 [0=自分] [1=ターゲット] [2=敵全体] [3=味方全体] [4=敵味方全体] [5=セカンドターゲット] # スキルID…何番のスキルを条件にするか # 条件…[0=使える] [1=使えない] # 人数…上の条件となる必要人数。条件対象がグループの場合、0でグループ全員の数になります # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 対象 スキルID 条件 人数 分岐 "強撃使用可限定" => ["n_4", 0, 80, 0, 1, 0], #-------------------------------------------------------------------------- # ● 条件分岐 (パラメータ) #-------------------------------------------------------------------------- # 対象…条件を参照する対象 [0=自分] [1=ターゲット] [2=敵全体] [3=味方全体] [4=敵味方全体] [5=セカンドターゲット] # 種別…どのパラメータを条件にするか # [1=Lv] [2=最大HP] [3=最大MP] [4=HP] [5=MP] [6=TP] [7=攻撃力] # [8=防御力] [9=魔法力] [10=魔法防御] [11=敏捷性] [12=運] # # 数値…条件となる数字を入れます。マイナスで最大値からの割合%に(HP・MP・TP限定) # 条件…参照したパラメータが条件の数字と比べて…[0=同じ] [1=少ない] [2=多い] # 人数…上の条件となる必要人数。条件対象がグループの場合、0でグループ全員の数になります # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 対象 種別 数値 条件 人数 分岐 "HP50%以上で実行" => ["n_5", 0, 4, -50, 2, 1, 0], #-------------------------------------------------------------------------- # ● 条件分岐 (装備) #-------------------------------------------------------------------------- # 対象…条件を参照する対象 [0=自分] [1=ターゲット] [2=敵全体] [3=味方全体] [4=敵味方全体] [5=セカンドターゲット] # 種類…条件となる装備の種類 [0=武器] [1=防具] # 装備ID…上の種類のアイテムID。IDは一括して配列[]に入れます。 # マイナスで武器(防具)タイプを参照します # 条件…[0=装備している] [1=装備していない] # 人数…上の条件となる必要人数。条件対象がグループの場合、0でグループ全員の数になります # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # #―――アクション名――― 判別 対象 種類 ID 条件 人数 分岐 "ハンドアクス限定" => ["n_6", 0, 0, [1], 0, 1, 0], "拳限定" => ["n_6", 0, 0, [-2], 0, 1, 0], "拳除外" => ["n_6", 0, 0, [-2], 0, 1, 1], "弓限定" => ["n_6", 0, 0, [-6], 0, 1, 0], "弓除外" => ["n_6", 0, 0, [-6], 0, 1, 1], "拳弓除外" => ["n_6", 0, 0,[-2,-6], 0, 1, 1], #-------------------------------------------------------------------------- # ● 条件分岐 (スクリプト)  #-------------------------------------------------------------------------- # 分岐…条件を満たした場合の分岐処理。満たさない場合はその逆の処理がされます # [0=次のアクションを実行] [1=次のアクションをキャンセル] [2=フルアクション終了] # スクリプト…trueかfalseを返すスクリプトを入れます # #―――アクション名――― 判別 分岐 スクリプト "半確実行" => ["n_7", 2, "rand(100) < 50"], "半確実行2" => ["n_7", 0, "rand(100) < 30"], "アクター限定" => ["n_7", 0, "@battler.actor?"], "アクターID1限定" => ["n_7", 0, "@battler.actor? && @battler.actor_id == 1"], "アクターID2限定" => ["n_7", 0, "@battler.actor? && @battler.actor_id == 2"], "アクターID6限定" => ["n_7", 0, "@battler.actor? && @battler.actor_id == 6"], "アクターID7限定" => ["n_7", 0, "@battler.actor? && @battler.actor_id == 7"], "エネミー限定" => ["n_7", 0, "!@battler.actor?"], "エネミー限定f" => ["n_7", 2, "!@battler.actor?"], "エネミー中止" => ["n_7", 2, "!@battler.actor?"], "二刀流限定" => ["n_7", 0, "@battler.dual_wield?"], #-------------------------------------------------------------------------- # ● セカンドターゲット操作 #-------------------------------------------------------------------------- # セカンドターゲットとは、通常のターゲットとは別の独立したターゲット情報です # 何も操作しない場合、通常ターゲットと同じ対象がセットされています # # 対象…[0=自分] [1=ターゲット] [2=敵全体] [3=味方全体] [4=敵味方全体] [5=セカンドターゲット] # # INDEX…対象をパーティのインデックス(並び順)で絞込みます INDEX = [インデックス, 判別] # インデックス…パーティのインデックス数値 # 判別…数値の条件 [0=絞込まない] [1=そのインデックスが対象に] [2=そのインデックスを排除] # # ID…対象をアクター(エネミー)IDで絞込むならIDの数字を入れる。0で絞込まない # マイナスにするとその絶対値のIDが排除条件になります # # ステート…対象を現在付加しているステートIDで絞込むならステートIDの数字を入れる。0で絞込まない # マイナスにすると付加していないことが条件になります # # スキル…対象を使用可能なスキルIDで絞込むならスキルIDの数字を入れる。0で絞込まない # マイナスにすると使用不可能が条件になります # # パラメータ…対象のパラメータを条件に絞込みます パラメータ = [種別, 数値, 判別] # 種別…[0=絞込まない] [1=Lv] [2=最大HP] [3=最大MP] [4=HP] [5=MP] [6=TP] # [7=攻撃力] [8=防御力] [9=魔法力] [10=魔法防御] [11=敏捷性] [12=運] # 数値…種別で決定した数値を入れる。マイナスで最大値からの割合%に(HP・MP・TP限定) # 判別…数値の条件 [0=同じ] [1=少ない] [2=多い] # # 装備…対象の装備物を条件に絞込みます。アクター限定 装備 = [種類, ID] # 種類…[0=武器] [1=防具] # ID…装備種別の条件となるアイテムIDを配列[]に入れます。0で絞込まない # マイナスで武器(防具)タイプを参照します # # 拡張…上で設定した対象をさらに拡張します [0=拡張なし] [1=ランダム1体] [2=自分を除く] # 操作…[0=操作しない] [1=通常ターゲットをセカンドターゲットに変更] [2=セカンドターゲット・通常ターゲットを初期化] #――アクション名―― 判別 対象 INDEX ID ステート スキル パラメータ 装備 拡張 操作 "自分以外味方全員"=> ["s_t", 3, [ 0, 0], 0, 0, 0, [ 0, 0, 0], [ 0,[0]], 2, 0], "全域化" => ["s_t", 4, [ 0, 0], 0, -1, 0, [ 0, 0, 0], [ 0,[0]], 0, 1], #-------------------------------------------------------------------------- # ● コモンイベントの呼び出し #-------------------------------------------------------------------------- # ID…コモンイベントID # ウエイト…イベント実行中はアクションをストップさせるならtrue # #―――アクション名――― 判別 ID ウエイト "コモンNo1" => ["common", 1, true], "comNo5" => ["common", 5, true], "comNo10" => ["common", 10, true], "comNo31" => ["common", 31, true], #-------------------------------------------------------------------------- # ● スクリプトの操作 #-------------------------------------------------------------------------- # スクリプトを実行。サンプルのp = 1 の部分にevalで実行するスクリプトを入れます # #―――アクション名――― "テストスクリプト" => ["p = 1 "], #-------------------------------------------------------------------------- # ● その他 設定項目なしでフルアクションに入れます #-------------------------------------------------------------------------- # 戦闘アニメ消去…表示中の戦闘アニメを消去します(飛ばしアニメは消去されません) # 強制戦闘終了…戦闘を強制終了させます # 画面固定…ゲーム画面を固定させます。トランジション前に入れます # ダメージアニメ…スキルアニメを再生し、それが終わる直前にダメージをPOPさせます # 反転…画像と武器アニメを反転します。再度反転させるかフルアクション終了で反転解除 # 武器消去…表示中の武器画像を消去します # 武器消去解除…消去した武器画像を表示します # 敵コラプス…崩御エフェクトを実行します。主に敵の戦闘不能に使用します # コラプス禁止…対象のHPが0になった場合のコラプスを禁止します。連続攻撃開始時などに # コラプス禁止解除…コラプス禁止を解除します。連続攻撃の終わりなどに。入れなくても行動終了時にコラプス許可になります # 待機キャンセル…待機アクションを行わないようになります。戦闘イベントでの演出などに # 待機キャンセル解除…待機キャンセルを解除し、待機アクションを行います # 初期位置変更…元の座標(初期位置)を現在の座標に変更します # 初期位置変更解除…初期位置変更で変更した座標を元に戻します # 強制…この次にある行動をターゲットに強制させます(リアクション) # 強制2…この次にある行動をセカンドターゲットに強制させます(リアクション) # 次の行動者へ…戦闘行動が終了したとみなし、直後に次のキャラが行動開始します # 個別開始…複数ターゲット攻撃を個別で処理する場合の、リピート行動開始の目印です # 個別終了…複数ターゲット攻撃を個別で処理する場合の、リピート行動終了の目印です # ループ開始…"ループ開始"と"ループ終了"の間のアクションを永遠に繰り返します # ループ終了…"ループ開始"と"ループ終了"の間のアクションを永遠に繰り返します #―――アクション名――― 判別 "戦闘アニメ消去" => ["anime_off"], "強制戦闘終了" => ["battle_end"], "画面固定" => ["graphics_freeze"], "ダメージアニメ" => ["damage_anime"], "反転" => ["mirror"], "武器消去" => ["weapon_off"], "武器消去解除" => ["weapon_on"], "敵コラプス" => ["normal_collapse"], "コラプス禁止" => ["no_collapse"], "コラプス禁止解除" => ["collapse"], "待機キャンセル" => ["non_motion"], "待機キャンセル解除"=> ["non_motion_cancel"], "初期位置変更" => ["change_base_position"], "初期位置変更解除" => ["set_base_position"], "強制" => ["force_action"], "強制2" => ["force_action2"], "次の行動者へ" => ["next_battler"], "個別開始" => ["individual_start"], "個別終了" => ["individual_end"], "ループ開始" => ["loop_start"], "ループ終了" => ["loop_end"], #-------------------------------------------------------------------------- # ● ウエイト 次のアクションに行かずに待つ時間 #-------------------------------------------------------------------------- # アクションで数値のみの場合、それがそのままウエイト時間となります。 # (例) "20" …次のアクションに行かずに20フレーム待つ # # 数値をマイナスにするとランダムウエイトとなり、その数値の0~絶対値の間で # ランダムにウエイト時間が決定されます。 # (例) "-20" …ランダムで0~20フレーム待つ #-------------------------------------------------------------------------- # ● ショートカットコマンド #-------------------------------------------------------------------------- # 通常は設定したアクション名をフルアクション配列に入れて行動を作りますが # アクション設定せず直接コマンドを記述して、作業を短縮できるものがあります # 頻繁に利用するものはこのショートカットを使うと登録アクションが増えないのでお勧めです # # [戦闘アニメ] # (例) "anime(20)" …データベース20番のアニメをターゲットに実行(ウエイトあり) # (例) "anime(20,false)" …データベース20番のアニメをターゲットに実行(ウエイトなし) # (例) "anime_me(20)" …データベース20番のアニメを自分に実行(ウエイトあり) # (例) "anime_me(20)" …データベース20番のアニメを自分に実行(ウエイトなし) # # [ウエイト インデックスディレイ] ※パーティインデックスでウエイトにディレイを掛けます # (例) "delay(12)"…インデックス1番のウエイトが0フレーム 2番のウエイトが12フレーム 3番のウエイトが24フレーム… # # [効果音(SE)] # (例) "se('Bow1')" …ファイル名がBow1のSEを鳴らします # (例) "se('Bow1',50)" …ファイル名がBow1のSEをピッチ50で鳴らします # # [ターゲットへアクション(フルアクション)を強制] # (例) "target('ダメージのけぞり')" …ターゲットに"ダメージのけぞり"のアクションを強制します # (例) "target2('被ダメージ')" …セカンドターゲットに"被ダメージ"のフルアクションを強制します } #============================================================================== # ■ フルアクション #------------------------------------------------------------------------------ #  アクションを組み合わせたもので、行動は左側から順番に行われます。 # フルアクションの中にフルアクションを入れることも可能で、アクションのパーツ化や # 条件分岐の次にフルアクションを置く等の使い方が便利です #============================================================================== FULLACTION = { # ―――待機系――― "通常待機" => ["ハイド解除","待機","エネミー限定f","にゅる待機","se('sulime',110)","15"], "ハイド待機" => ["透明待機0"], "ハイド待機改" => ["透明化改"], "ハイド待機特" => ["透明待機0","待機","7","待機2","7","待機3","7","待機2","7","エネミー限定f","にゅる待機","se('sulime',110)","15"], "トロ待機" => ["気弾","気玉","ハイド解除","トロ表情","トロ禁止","7","トロ待機2","7","トロ待機3","7","トロ待機2","7","エネミー限定f","にゅる待機","se('sulime',110)","15"], "トロ待機WT" => ["気弾","気玉","ハイド解除","トロ表情","トロ禁止","7","トロ待機2","7","トロ待機3","7","トロ待機2","トロ表情","30","エネミー限定f","にゅる待機","se('sulime',110)","15"], "ノマ待機" => ["気弾","気玉","ハイド解除","待機","7","待機2","7","待機3","7","待機2","7","エネミー限定f","にゅる待機","se('sulime',110)","15"], "ノマ待機WT" => ["気弾","気玉","ハイド解除","待機","7","待機2","7","待機3","7","待機2","7","待機","60","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機7枚" => ["気弾","気玉","ハイド解除","専待機1","5","専待機2","5","専待機3","5","専待機4","5","専待機5","5","専待機6","5","専待機7","5","専待機6","5","専待機5","5","専待機4","5","専待機3","5","専待機2","5","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機3枚" => ["気弾","気玉","ハイド解除","専待機1","5","専待機2","5","専待機3","5","専待機2","5","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機hhh" => ["気弾","気玉","ハイド解除","hhh1","2","hhh2","2","hhh3","2","hhh4","2","hhh5","2","hhh6","2","hhh7","2","hhh6","2","hhh5","2","hhh4","2","hhh3","2","hhh2","2","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機hh" => ["気弾","気玉","ハイド解除","hh1","2","hh2","2","hh3","2","hh4","2","hh5","2","hh6","2","hh7","2","hh6","2","hh5","2","hh4","2","hh3","2","hh2","2","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機sokuhhh" => ["気弾","気玉","ハイド解除","sokuhhh1","2","sokuhhh2","2","sokuhhh3","2","sokuhhh4","2","sokuhhh5","2","sokuhhh6","2","sokuhhh7","2","sokuhhh6","2","sokuhhh5","2","sokuhhh4","2","sokuhhh3","2","sokuhhh2","2","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機sokuhh" => ["気弾","気玉","ハイド解除","sokuhh1","2","sokuhh2","2","sokuhh3","2","sokuhh4","2","sokuhh3","2","sokuhh2","2","エネミー限定f","にゅる待機","se('sulime',110)","15"], "待機_3" => ["気弾","気玉","ハイド解除","武器振りR","2","武器振り2","2","武器振り3","2","武器振り4","2","武器振り3","2","武器振り2","2","エネミー限定f","にゅる待機","se('sulime',110)","15"], "AG待機" => ["気弾","気玉","ハイド解除","AGG1","7","AGG2","7","AGG3","7","AGG2","7"], "ex1待機" => ["ハイド解除","ex1a","7","ex1b","7","ex1c","7","ex1b","7"], "ex2待機" => ["ハイド解除","ex2a","7","ex2b","7","ex2c","7","ex2b","7"], "ex3待機" => ["ハイド解除","ex3a","7","ex3b","7","ex3c","7","ex3b","7"], "束縛待機" => ["ハイド解除","束縛待機1","7","束縛待機2","7","束縛待機3","7","束縛待機2","7","エネミー限定f","にゅる待機","se('sulime',110)","15"], "天地待機" => ["天地待機1"], "土下座待機" => ["敵詠2"], "オナペ特殊待機" => ["デレ待機"], "敵絶頂待機" => ["揺無","縦揺れ","set","受け","1","受け2","1","受け3","1","受け4","1","受け3","1","受け2","2"], "ビク絶頂待機" => ["特受け","ビク揺れ","ビク揺れ","10","特受け","5"], "敵絶頂待機ona8" => ["揺無","縦揺れ","set","オナ絶頂1","1","オナ絶頂2","1","オナ絶頂3","1","オナ絶頂2","1","オナ絶頂1","2"], "口スキル待機" => ["スキルプ口","騎乗禁止","無加","1","1","set","スキルプ口2","無加","1","1","スキルプ口3","無加","1","1","スキルプ口2","無加","1","1","スキルプ口","無加","1","1","スキルプ口6","無加","1","1","スキルプ口7","無加","1","1","スキルプ口6","無加","1","1","カメラリセット","無加","15"], "オナペ中フィニッシュ" => ["ビク揺れ","3","ビク揺れ","3","ビク揺れ"], "堕天ループ" => ["縦揺れ","hhh1","se('Pfack',110)","1","hhh2","hhh3","hhh4","hhh5","hhh6","hhh7","hhh8","hhh9","hhh3","hhh2","se('nyuru',80)",], #"ピストンループ5" => ["縦揺れ","hhh1","se('sulime',110)","1","hhh2","hhh3","hhh4","hhh5","hhh4","hhh3","hhh2","se('nyuru',80)",], "ソニループ" => ["縦揺れ","お仕置き待機","se('nyuru',110)","1","仕待口2","仕待口1","1","仕待口4","1","仕待口3","1","お仕置き待機","se('Pfack',110)","1"], "口バループ" => ["縦揺れ","スキルプ口","se('chupa2',110)","1","スキルプ口2","1","スキルプ口3","1","スキルプ口2","1","スキルプ口","1","スキルプ口6","1","スキルプ口7","1","スキルプ口6","1","se('sulime',110)","1"], "口バループ0" => ["縦揺れ","スキルプ口","se('chupa2',110)","0","スキルプ口2","0","スキルプ口3","0","スキルプ口2","0","スキルプ口","0","スキルプ口6","0","スキルプ口7","0","スキルプ口6","0","se('sulime',110)","1"], "特受141" => ["特受け","1"], "スキループ特" => ["スキルプ技","10"], "スキループ特2" => ["敵詠2","10"], "スキループ特3" => ["敵詠3","10"], "誘惑カット" => ["誘惑","対象アニメWT","60"], "舐めカット" => ["name1","対象アニメWT","60"], "舐めカット2" => ["敵詠2","対象アニメWT","60"], "skill2攻撃" => ["敵詠2","対象アニメWT"], "skill3攻撃" => ["敵詠3","対象アニメWT"], "set" => ["VON","se39","se('sulime',80)","se36","se('Pfack',110)","se37","se('nyuru',80)","se38","se('chupa',100)","半確実行2","setuba"], "setuba" => ["se38","se('chupa2',100)","5"], "通常待機固定" => ["待機固定WT"], "ピンチ待機" => ["待機","待機"], "防御待機" => ["10"], "60秒" => ["60"], "毒待機" => ["待機","待機","エネミー限定","80"], "イキ顔" => ["倒れ"], "スキル0" => ["敵詠0"], "スキル1" => ["スキルプ技"], "スキル00" => ["敵詠00"], "イカセ顔口" => ["ダメ口5"], "イカセ顔口前" => ["ダメ口4"], "スキルイカセ顔口" => ["スキルプ口5"], "スキルイカセ顔口前"=> ["スキルプ口4"], "オ中待機" => ["オ中表情"], "オ外待機" => ["オ外表情"], "トロ顔" => ["トロ表情"], "搾取顔" => ["搾取表情"], "睡眠待機" => ["エネミー限定","40","エネミー中止","倒れ","倒れ"], "汎用状態異常待機"=> ["待機","待機","エネミー限定","80"], "様子見" => ["待機","1"], "様子見2" => ["敵詠2","1"], "戦闘不能" => ["倒れ"], "敵戦闘不能" => ["倒れ"], # ――システム系―― "戦闘開始味方" => ["戦闘前の味方配置","delay(4)","座標リセット左向き"],#敵です #"戦闘開始全年齢" => ["健全待機1","健全バリア","40","戦闘前の味方配置"],#敵です "味方退場" => ["退場"], "逃走" => ["対象アニメ","カメラリセット","delay(4)","退場"], "敵逃走" => ["対象アニメ","逃走透明","退場"], "逃走失敗" => ["カメラリセット","delay(4)","逃走途中","一歩後移動","座標リセット左向き"], "コマンド入力" => ["戦闘アニメ消去","コマンド入力移動"], "コマンド入力終了"=> ["座標リセット早"], "コマンド後防御" => ["待機固定WT"], "コマンド後魔法" => ["待機固定","魔法詠唱中"], "コマンド後特技" => ["待機固定"], "防御" => ["対象アニメ","待機固定WT"], "回避" => ["10"],#["10","comNo5"] "盾ガード" => ["se('Evasion2')","盾防御","60"], "身代わり開始" => ["敵中移動早","初期位置変更"], "身代わり終了" => ["初期位置変更解除","座標リセット左向き"], "被身代わり開始" => ["一歩後移動","一歩後移動","待機固定WT"], "被身代わり終了" => ["座標リセット左向き"], "勝利ポーズ振り" => ["戦闘アニメ消去","120"], "勝利ポーズバク転"=> ["戦闘アニメ消去","右1回転","勝利ジャンプ","拳限定","武器拳突き","拳除外","武器振りR","120"], "閃き" => ["anime_me(119)","20"], # ―リアクション系― "被ダメージ" => ["ダメージのけぞり","20","座標リセット左向き"], "被ダメージ3穴" => ["特受け","2","特受け2","ビク揺れ","特受け","2","特受け2","ビク揺れ","特受け","2","特受け2","ビク揺れ","座標リセット"], "被ダメージBB" => ["被ダメージ改","ビク揺れ","1","被ダメージ改"], "被ダメージSB" => ["被ダメージ改"], "被ダメージSPP" => ["被ダメージ改","ビク揺れ","被ダメージ改","ビク揺れ"], "被ダメージ乳" => ["ダメ乳","2","ダメ乳2","2","ダメ乳3","2","ダメ乳4","2","ダメ乳3","2","ダメ乳2","2","ダメ乳","2","ダメ乳2","2","ダメ乳3","2","ダメ乳4","2","ダメ乳3","2","ダメ乳2","2","ダメ乳","2","ダメ乳2","2","ダメ乳3","2","ダメ乳4","2","ダメ乳3","2","ダメ乳2","10","座標リセット"],#乳ダメージ新規 "被ダメージ口" => ["被ダメージ口汎用","被ダメージ口汎用","被ダメージ口汎用","15","座標リセット"], "被ダメージ口2" => ["被ダメージ口汎用","ビク揺れ","被ダメージ口汎用","ビク揺れ","被ダメージ口汎用","ビク揺れ","被ダメージ口汎用","被ダメージ口汎用","ビク揺れ","被ダメージ口汎用","座標リセット"],#口ダメージ新規 "被ダメージ口汎用"=> ["ダメ口1","2","ダメ口2","2","ダメ口3","2","ダメ口4","ダメ口5","ダメ口4","ダメ口3","2","ダメ口2","2"], "被ダメージ改" => ["受け","1","受け2","set","1","受け3","1","受け4","1","受け3","1","受け2","1","受け","1","受け2","1","受け3","1","受け4","1","受け3","1","受け2","1","受け","1","受け2","1","受け3","1","受け4","10","座標リセット左向き"],#敵ダメージ新規 "被ダメージ大改" => ["受け","ビク揺れ","ビク揺れ","ビク揺れ","1","受け2","set","1","受け3","1","受け4","1","受け3","1","受け2","1","受け","1","受け2","1","受け3","1","受け4","1","受け3","1","受け2","1","受け","1","受け2","1","受け3","1","受け4","20","座標リセット左向き"],#敵ダメージ新規 "被ダメージGX" => ["被ダメージ改","ビク揺れ","1","被ダメージ改","ビク揺れ","1","座標リセット"], "被ダメージ特" => ["特受け","ビク揺れ","2","ビク揺れ","2","ビク揺れ","2","特受け2","20","座標リセット左向き"], "被ダメージ特大" => ["特受け","ビク揺れ","特受け2","80","座標リセット左向き"], "被ダメージ指" => ["特受141","ビク揺れ","5","特受141","ビク揺れ","5","特受141","ビク揺れ","5","特受け2","ビク揺れ","10","座標リセット"], "被ダメージ指長" => ["特受141","ビク揺れ","5","特受141","ビク揺れ","5","特受141","ビク揺れ","5","特受け2","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","10","座標リセット"], #"被ダメージ舌" => ["特受け","2","特受け2","2","特受け3","2","特受け4","2","特受け3","2","特受け2","2","特受け","2","ビク揺れ","特受け2","2","特受け3","2","特受け4","2","特受け3","2","特受け2","2","特受け","2","ビク揺れ","特受け2","2","特受け3","2","特受け4","2","特受け3","2","特受け2","2","特受け","2","ビク揺れ","特受け5","ビク揺れ","ビク揺れ","ビク揺れ","20","座標リセット左向き"], "被ダメージビク" => ["特受け","2","特受け2","ビク揺れ","5","特受け","2","特受け2","ビク揺れ","15","特受け","2","特受け2","ビク揺れ","15","座標リセット"], "被ダメージSG" => ["被ダメージ乳","ビク揺れ","1","被ダメージ乳","ビク揺れ","1","座標リセット"], "被ダメージ乳4" => ["ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","1","ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","1","ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","1","ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","1","ダメ乳","1","ダメ乳2","1","ダメ乳3","1","ダメ乳4","1","ダメ乳3","1","ダメ乳2","座標リセット"], "被ダメージ大" => ["シェイク中","ダメージのけぞり大","20","座標リセット左向き"], "RS効果音" => ["RS確認","se('Evasion2')"], "射精カット" => ["射精ズーム"], "射精カット右" => ["射精ズーム右"], "射精カット戻" => ["シェイク中","100","カメラリセット遅","座標リセテス"], "射精カット中央" => ["射精ズーム中"], "射精カット左中央" => ["射精ズーム左中"], "射精カット右上" => ["射精ズーム右上"], "座リ" => ["待機"], "座リ2" => [],#["1"], "被アイテム" => ["20"], "縦揺れ" => ["シェイク小","縦揺れ01","縦揺れ02"], "ビク揺れ" => ["ビク揺れ01","ビク揺れ02"], # ―ショートカット系(他のフルアクションから呼び出されるパーツ)― "斬り" => ["武器振りR","対象アニメ武器","10"], "拳" => ["武器拳突き","対象アニメ武器","10"], "弓" => ["Bow1","弓撃ち","矢発射","9"], "攻撃" => ["拳限定","拳","弓限定","弓","拳弓除外","斬り"], "通常攻撃始め" => ["RS効果音","コラプス禁止","個別開始","二刀流限定","二刀左"], "通常攻撃終わり" => ["対象アニメ武器WT","カメラリセット","個別終了","コラプス禁止解除","次の行動者へ","座標リセットカーブ"], "二刀左" => ["武器振りL","対象アニメ武器LWT"], "特技発動" => [], "魔法発動" => [], "カットイン" => ["カットイン背景始","カットイン分岐","70","カットイン終","カットイン背景終","20"], "カットイン分岐" => ["アクターID1限定","カットインA1","アクターID2限定","カットインA2","アクターID6限定","カットインA3","アクターID7限定","カットインA4"], "死亡フラグ動画" => ["白フェードイン","50","死亡フラグムービー","白フェードアウト","50"], "背景を宇宙に" => ["ズームアウト","se('Blind',70)","背景のみ暗転","自分以外味方全員","強制2","透明化","透明化","40","背景を宇宙に変更","色調初期化"], "背景宇宙解除" => ["カメラリセット","背景のみ暗転","target2('透明化解除WT')","透明化解除","40","背景宇宙を解除","色調初期化"], "魔方陣表示" => ["se('Blind',70)","画面固定","魔方陣ON","サークル"], "魔方陣消去" => ["40","画面固定","魔方陣OFF","サークル"], # ――通常攻撃系―― "通常攻撃" => ["通常攻撃始め","待機固定","通常攻撃終わり"], "斬り攻撃" => ["通常攻撃始め","武器振りR","縦揺れ","通常攻撃終わり"],#Pファック "斬り攻撃SB" => ["対象アニメ","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","カメラリセット"], "斬り攻撃BB" => ["スキルズーム中央","対象アニメ","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","カメラリセット"], "斬り攻撃SPP" => ["スキルズーム下中央","対象アニメ","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","カメラリセット"], "揉み攻撃" => ["対象アニメ","シェイク中","10","シェイク中","10","カメラリセット"],#["通常攻撃始め","対象アニメ","通常攻撃終わり"], "揉み攻撃SG" => ["スキルズーム下中央","対象アニメ","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","カメラリセット"], "口攻撃" => ["対象アニメ","シェイク中","30","カメラリセット"], "ピアース攻" => ["対象アニメ","シェイク中","10","シェイク中","10","シェイク中","30","カメラリセット"], "GX攻" => ["スキルズーム下中央","対象アニメ","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","シェイク中","10","カメラリセット"], "バッシュ攻" => ["対象アニメ","縦揺れ","縦揺れ","10"], "ローター攻" => ["対象アニメWT","10"], "ローター攻長" => ["対象アニメWT","縦揺れ","60"], "舌攻" => ["対象アニメWT","10"], "ハッケイ" => ["ハイド中","敵詠2","60","シェイク中","敵詠3","ダメージアニメ","座標リセット"], "阿修羅" => ["ハイド中","スキルプ技","70","シェイク中","新アニ7","ダメージアニメ","シェイク中","シェイク中","シェイク中","100","座標リセット"], "敵専用攻撃" => ["ハイド中","ズームピストン","通常攻撃始め","死亡確認","対象アニメ武器","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","15","カメラリセット","個別終了","コラプス禁止解除","次の行動者へ","座標リセットカーブ"],#敵攻撃新規 "敵専用BB" => ["ハイド中","ズームピストン","通常攻撃始め","死亡確認","対象アニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","15","カメラリセット","個別終了","コラプス禁止解除","次の行動者へ","座標リセットカーブ"],#敵攻撃新規 "敵専用攻撃エフェ"=> ["ズームピストン","通常攻撃始め","死亡確認","対象アニメ武器","武器振りR","2","武器振り2","2","武器振り3","2","武器振り4","2","武器振り3","2","武器振り2","2","武器振りR","2","武器振り2","2","武器振り3","2","武器振り2","2","武器振りR","2","武器振り2","2","武器振り3","2","武器振り4","2","武器振り3","2","武器振り2","15","カメラリセット","個別終了","コラプス禁止解除","次の行動者へ","ダメージアニメ","座標リセットカーブ"],#バッシュメマー "三段掌" => ["ハイド中","ズームピストン","通常攻撃始め","死亡確認","対象アニメ武器","対象アニメ武器","対象アニメ武器","武器振りR","2","武器振り2","2","武器振り3","2","武器振り2","2","武器振りR","2","武器振り2","2","武器振り3","2","武器振り2","2","武器振りR","2","武器振り2","2","武器振り3","2","武器振り2","15","カメラリセット","個別終了","コラプス禁止解除","次の行動者へ","座標リセットカーブ"], "拳攻撃" => ["通常攻撃始め","武器拳突き","通常攻撃終わり"], "突き攻撃" => ["通常攻撃始め","武器突き","通常攻撃終わり"], "弓攻撃" => ["一歩前移動","コラプス禁止","個別開始","Bow1","弓撃ち", "矢発射WT","個別終了","コラプス禁止解除","座標リセット"], "D攻撃" => ["個別開始","D1","D発射1","個別終了"], # ――スキル系――― "堕天" => ["堕天ループ","堕天ループ","堕天ループ","堕天ループ","堕天ループ","20","ダメージアニメ","60"], "挿入スキルhhh" => ["ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","60"], "挿入スキルhhhh" => ["ピストンループ4","ピストンループ4","ピストンループ4","ピストンループ4","ピストンループ4","20","ダメージアニメ","60"], "挿入スキルhhhhh" => ["ピストンループhhhhh","ピストンループhhhhh","ピストンループhhhhh","ピストンループhhhhh","ピストンループhhhhh","20","ダメージアニメ","60"], "敵バッシュ" => ["ピストンループ","ピストンループ","20","ダメージアニメ","60"], "汎用スキル" => ["ダメージアニメ"], "汎用魔法" => ["魔法発動","武器振りR","ダメージアニメ","座標リセット"], "敵スキル" => ["ダメージアニメ"], "敵スキル特殊" => ["スキループ特","ダメージアニメ"],#,"座標リセット" "敵スキル特殊2" => ["スキループ特2","ダメージアニメ","座標リセット"], "敵スキル特殊3" => ["スキループ特3","ダメージアニメ","座標リセット"], "敵スキル特殊4" => ["敵詠4","ダメージアニメ","座標リセット"], "ゴピ追い打ち用" => ["敵詠5","ダメージアニメ"], "敵スキルカットイン1" => ["カットイン技1","ビク揺れ","ビク揺れ","ビク揺れ","ダメージアニメ","座標リセット"], "敵スキルカットイン2" => ["カットイン技2","ビク揺れ","ビク揺れ","ビク揺れ","ダメージアニメ","座標リセット"], "敵スキルキス" => ["キス","ビク揺れ","ビク揺れ","ダメージアニメ"],#,"座標リセット" "青連打" => ["スキループ特","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","座標リセット"], "敵スキル攻" => ["ハイド中","敵専用攻撃","縦揺れ","se('sulime',110)","10","縦揺れ","se('sulime',110)","10","縦揺れ","se('sulime',110)","10","ダメージアニメ"], "しんだふり追撃" => ["縦揺れ","se('sulime',110)","10","縦揺れ","se('sulime',110)","10","縦揺れ","se('sulime',110)","10","ダメージアニメ"], "スプラッシュ" => ["ハイド中","スキルプ技","1","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","anime_me(182)","ダメージアニメ","座標リセット","座標リセット"], "ソニックブロー" => ["ハイド中","anime_me(126)","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","座標リセット"], "ソニックブロー改" => ["ハイド中","anime_me(126)","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","20","ダメージアニメ","225キャンセル","座標リセット"], "ソニックブロー改5HIT" => ["ハイド中","anime_me(126)","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","20","ダメージアニメ","225キャンセル","座標リセット"], "ソニックスマターhhh" => ["ハイド中","anime_me(126)","hhh触手ループ","ダメージアニメ","hhh触手ループ","ダメージアニメ","hhh触手ループ","ダメージアニメ","hhh触手ループ","20","ダメージアニメ","225キャンセル","座標リセット"], "ソニックスマターhhh3HIT" => ["ハイド中","anime_me(126)","hhh触手ループ","ダメージアニメ","hhh触手ループ","ダメージアニメ","hhh触手ループ","20","ダメージアニメ","225キャンセル","座標リセット"], "ソニックスプレスhhhh" => ["ハイド中","anime_me(126)","hhhh触手ループ","ダメージアニメ","hhhh触手ループ","ダメージアニメ","hhhh触手ループ","ダメージアニメ","hhhh触手ループ","20","ダメージアニメ","225キャンセル","座標リセット"], "挿入スキルhhh5hit" => ["anime_me(449,false)","ピストンループ","ダメージアニメ","anime_me(449,false)","ピストンループ","ダメージアニメ","anime_me(449,false)","ピストンループ","ダメージアニメ","anime_me(449,false)","ピストンループ","ダメージアニメ","anime_me(449,false)","ピストンループ","ダメージアニメ"], "テレキブロー" => ["ハイド中","敵詠2","10","se('up4',110)","敵詠3","4","敵詠4","4","敵詠5","anime_me(126)","LOVループ","LOVループ","LOVループ","LOVループ","20","ダメージアニメ","座標リセット"], "イベソニックブロー" => ["anime_me(126)","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ","ソニループ","ダメージアニメ"], "挿入おねだりスキル" => ["新アニ4","20","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","新アニ4","60"], "LOV" => ["ハイド中","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","ダメージアニメ"], "LOV44" => ["ハイド中","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","ダメージアニメ"], "LOV444" => ["ハイド中","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","LOVループ444","ダメージアニメ"], "切り札" => ["ハイド中","LOVループ444","ダメージアニメ","LOVループ444","ダメージアニメ","LOVループ444","ダメージアニメ","LOVループ444","ダメージアニメ","LOVループ444","ダメージアニメ"], "フルバスト" => ["ハイド中","LOVループ44","ダメージアニメ","LOVループ44","ダメージアニメ","LOVループ44","ダメージアニメ","LOVループ44","ダメージアニメ","LOVループ44","ダメージアニメ"], "グランドセクロス" => ["ハイド中","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","カメラリセット","20","225キャンセル","座標リセット"], "束縛グランドセクロス" => ["ハイド中","束ピストンループ","束ピストンループ","束ピストンループ","束ピストンループ","束ピストンループ","束ピストンループ","束ピストンループ","束ピストンループ","20","ダメージアニメ","カメラリセット","20","225キャンセル","座標リセット"], "グランドセクロスショック" => ["ハイド中","anime_me(492,false)","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","カメラリセット","20","225キャンセル","座標リセット"], "ヴェスパー" => ["ハイド中","LOVループ44","LOVループ44","LOVループ44","LOVループ44","LOVループ44","anime_me(253,false)","LOVループ44","ダメージアニメ"], "SPP" => ["ハイド中","hhh7","20","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","カメラリセット","60"], "SPP舌" => ["ハイド中","hh5","20","anime_me(165,false)","hh1","1","シェイク中","hh5","ダメージアニメ","anime_me(165,false)","hh1","1","シェイク中","hh5","ダメージアニメ","anime_me(165,false)","hh1","1","シェイク中","hh5","ダメージアニメ","anime_me(165,false)","hh1","1","シェイク中","hh5","ダメージアニメ","anime_me(165,false)","hh1","1","シェイク中","hh5","ダメージアニメ","カメラリセット","60"], "SPP9HIT" => ["ハイド中","hhh7","20","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","anime_me(165,false)","hhh1","1","シェイク中","hhh7","ダメージアニメ","カメラリセット","60"], "ガイデ" => ["ハイド中","スキルプ1","20","カメラ無","射精ズーム中央","ソニループ","ソニループ","ソニループ","ソニループ","ダメージアニメ","カメラリセット","60"], "EQ" => ["ハイド中","敵詠2","2","敵詠3","2","敵詠4","2","敵詠5","2","敵詠6","2","敵詠7","2","敵詠8","2","敵詠9","2","敵詠10","2","se('Close2',80)","敵詠11","2","敵詠10","2","敵詠9","2","敵詠8","30","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","LOVループ","20","ダメージアニメ","225キャンセル","座標リセット"], "hh与ダメージ乳奥義" => ["ハイド中","hh与ダメージ乳ループ","hh与ダメージ乳ループ","hh与ダメージ乳ループ","hh与ダメージ乳ループ","hh与ダメージ乳ループ","ダメージアニメ","225キャンセル","座標リセット"], "hh与ダメージ乳ループ" => ["hh1","se('kou06',80)","1","hh2","1","hh3","1","hh4","1","hh5","1","hh6","1","hh7","1","hh6","1","hh5","1","hh4","1","hh3","1","hh2"], "hhh与ダメージ乳奥義" => ["ハイド中","hhh与ダメージ乳ループ","hhh与ダメージ乳ループ","hhh与ダメージ乳ループ","hhh与ダメージ乳ループ","hhh与ダメージ乳ループ","ダメージアニメ","225キャンセル","座標リセット"], "hhh与ダメージ乳ループ" => ["hhh1","se('kou06',80)","1","hhh2","1","hhh3","1","hhh4","1","hhh5","1","hhh6","1","hhh7","1","hhh6","1","hhh5","1","hhh4","1","hhh3","1","hhh2"], "hhhh与ダメージ乳奥義" => ["ハイド中","hhhh与ダメージ乳ループ","hhhh与ダメージ乳ループ","hhhh与ダメージ乳ループ","hhhh与ダメージ乳ループ","hhhh与ダメージ乳ループ","ダメージアニメ","225キャンセル","座標リセット"], "hhhh与ダメージ乳ループ" => ["hhhh1","se('kou06',80)","1","hhhh2","1","hhhh3","1","hhhh4","1","hhhh5","1","hhhh6","1","hhhh7","1","hhhh6","1","hhhh5","1","hhhh4","1","hhhh3","1","hhhh2"], #"hhh与ダメージ束縛" => ["ハイド中","ピストンループ5","ピストンループ5","ピストンループ5","15","ダメージアニメ"], "hh触手ループ" => ["hh1","se('kou06',80)","1","hh2","1","hh3","1","hh4","1","hh5","1","hh6","1","hh7","1","se('sulime',80)","hh6","1","hh5","1","hh4","1","hh3","1","hh2"], "hh与ダメージ触手" => ["ハイド中","se('kou08',110)","hh触手ループ","hh触手ループ","hh触手ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hh与ダメージ触手DA" => ["ハイド中","se('kou08',110)","hh触手ループ","hh触手ループ","hh触手ループ","se('sulime',90)","15","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "hhh触手ループ" => ["hhh1","se('kou06',80)","1","hhh2","1","hhh3","1","hhh4","1","hhh5","1","hhh6","1","hhh7","1","se('sulime',80)","hhh6","1","hhh5","1","hhh4","1","hhh3","1","hhh2"], "hhh与ダメージ触手" => ["ハイド中","se('kou08',110)","hhh触手ループ","hhh触手ループ","hhh触手ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hhhh触手ループ" => ["hhhh1","se('kou06',80)","1","hhhh2","1","hhhh3","1","hhhh4","1","hhhh5","1","hhhh6","1","hhhh7","1","se('sulime',80)","hhhh6","1","hhhh5","1","hhhh4","1","hhhh3","1","hhhh2"], "hhhh与ダメージ触手" => ["ハイド中","se('kou08',110)","hhhh触手ループ","hhhh触手ループ","hhhh触手ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hhhh触手4ループ" => ["hhhh1","se('kou06',80)","1","hhhh2","1","hhhh3","1","hhhh4","1","se('sulime',80)","hhhh3","1","hhhh2"], "hhhh与ダメージ触手4" => ["ハイド中","se('kou08',110)","hhhh触手4ループ","hhhh触手4ループ","hhhh触手4ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hhhhh触手4ループ" => ["hhhhh1","se('kou06',80)","1","hhhhh2","1","hhhhh3","1","hhhhh4","1","se('sulime',80)","hhhhh3","1","hhhhh2"], "hhhhh与ダメージ触手4" => ["ハイド中","se('kou08',110)","hhhhh触手4ループ","hhhhh触手4ループ","hhhhh触手4ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hh触手4ループ" => ["hh1","se('kou06',80)","1","hh2","1","hh3","1","hh4","1","se('sulime',80)","hh3","1","hh2"], "hh与ダメージ触手4" => ["ハイド中","se('kou08',110)","hh触手4ループ","hh触手4ループ","hh触手4ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "パラコーンホールド派生" => ["ハイド中","se('kou08',110)","hh触手4ループ","hh触手4ループ","hh触手4ループ","se('sulime',90)","15","ダメージアニメ"], "hhhhh触手ループ" => ["hhhhh1","se('kou06',80)","1","hhhhh2","1","hhhhh3","1","hhhhh4","1","hhhhh5","1","hhhhh6","1","hhhhh7","1","se('sulime',80)","hhhhh6","1","hhhhh5","1","hhhhh4","1","hhhhh3","1","hhhhh2"], "hhhhh与ダメージ触手" => ["ハイド中","se('kou08',110)","hhhhh触手ループ","hhhhh触手ループ","hhhhh触手ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "hhhhh2HIT" => ["ハイド中","se('kou08',110)","hhhhh触手ループ","ダメージアニメ","hhhhh触手ループ","ダメージアニメ","225キャンセル","座標リセット"], "hhループ" => ["hh1","se('sulime',80)","1","hh2","1","hh3","1","hh4","1","hh5","hh6","1","hh7","1","se('kou06',80)","hh6","1","hh5","1","hh4","1","hh3","1","hh2"], "hhhループ" => ["hhh1","se('sulime',80)","1","hhh2","1","hhh3","1","hhh4","1","hhh5","hhh6","1","hhh7","1","se('kou06',80)","hhh6","1","hhh5","1","hhh4","1","hhh3","1","hhh2"], "ぽかぽかhh" => ["ハイド中","anime_me(470,false)","hh無音4ループ","ダメージアニメ","hh無音4ループ","ダメージアニメ","hh無音4ループ","ダメージアニメ","hh無音4ループ","20","ダメージアニメ","225キャンセル","座標リセット"], "hh無音4ループ" => ["hh1","1","hh2","1","hh3","1","hh4","1","hh3","1","hh2"], "ピストンループ" => ["225キャンセル","縦揺れ","hhh1","se('Pfack',110)","1","hhh2","hhh3","hhh4","hhh5","hhh6","hhh7","hhh6","hhh5","hhh4","hhh3","hhh2","se('nyuru',80)",], "束ピストンループ" => ["225キャンセル","縦揺れ","sokuhhh1","se('Pfack',110)","1","sokuhhh2","sokuhhh3","sokuhhh4","sokuhhh5","sokuhhh6","sokuhhh7","sokuhhh6","sokuhhh5","sokuhhh4","sokuhhh3","sokuhhh2","se('nyuru',80)",], "sokuhhh4ループ" => ["225キャンセル","縦揺れ","sokuhhh1","se('Pfack',110)","1","sokuhhh2","1","sokuhhh3","1","sokuhhh4","1","sokuhhh3","1","sokuhhh2","1","se('nyuru',80)",], #"ピストンループ5" => ["縦揺れ","hhh1","se('sulime',110)","1","hhh2","hhh3","hhh4","hhh5","hhh4","hhh3","hhh2","se('nyuru',80)",], "ピストンループ4" => ["縦揺れ","hhhh1","se('Pfack',110)","1","hhhh2","hhhh3","hhhh4","hhhh5","hhhh6","hhhh7","hhhh6","hhhh5","hhhh4","hhhh3","hhhh2","se('nyuru',80)",], #"ピストンループ5hhhh" => ["縦揺れ","hhhh1","se('sulime',110)","1","hhhh2","hhhh3","hhhh4","hhhh5","hhhh4","hhhh3","hhhh2","se('nyuru',80)",], "ピストンループhhhhh" => ["縦揺れ","hhhhh1","se('Pfack',110)","1","hhhhh2","hhhhh3","hhhhh4","hhhhh5","hhhhh6","hhhhh7","hhhhh6","hhhhh5","hhhhh4","hhhhh3","hhhhh2","se('nyuru',80)",], "hhトリプルアタック用" => ["ハイド中","se('kou08',110)","hhループ","ダメージアニメ","hhループ","ダメージアニメ","hhループ","ダメージアニメ","225キャンセル","座標リセット"], "hhhトリプルアタック用" => ["ハイド中","se('kou08',110)","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","225キャンセル","座標リセット"], "hhダブルアタック用" => ["ハイド中","se('kou08',110)","hhループ","ダメージアニメ","se('sulime',90)","hhループ","ダメージアニメ","225キャンセル","座標リセット"], "ホーリーバッシュ" => ["ハイド中","se('kou08',110)","anime_me(452,false)","ピストンループ4","ダメージアニメ","se('sulime',90)","ピストンループ4","ダメージアニメ","225キャンセル","座標リセット"], "聖魔" => ["ハイド中","se('kou08',110)","anime(466,false)","スキループ特","20","ダメージアニメ","ダメージアニメ"], "連続魔3回" => ["ハイド中","se('kou08',110)","anime(453,false)","スキループ特","座標リセット","5","スキループ特","座標リセット","5","スキループ特","ダメージアニメ","ダメージアニメ","ダメージアニメ"], "連続魔4回" => ["ハイド中","se('kou08',110)","anime(440,false)","スキループ特","座標リセット","5","スキループ特","座標リセット","5","スキループ特","座標リセット","5","スキループ特","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ"], "スパッツQ" => ["ハイド中","se('kou08',110)","hh触手ループ","hh触手ループ","hh触手ループ","se('sulime',90)","15","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "スパッツQ奥義" => ["ハイド中","se('kou08',110)","hhh触手ループ","hhh触手ループ","hhh触手ループ","se('sulime',90)","15","ダメージアニメ","ダメージアニメ","ダメージアニメ","座標リセット"], "マタヌスhh" => ["ハイド中","se('kou08',110)","hh触手ループ","hh触手ループ","hh触手ループ","hh触手ループ","hh触手ループ","se('sulime',90)","15","anime(443,false)","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "WB5HIT" => ["ハイド中","se('kou08',110)","anime(430,false)","hh触手ループ","hh触手ループ","hh触手ループ","anime(430,false)","hh触手ループ","hh触手ループ","se('sulime',90)","15","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "hh4連続触手" => ["ハイド中","se('kou08',110)","hh触手ループ","hh触手ループ","hh触手ループ","hh触手ループ","se('sulime',90)","15","anime(433,false)","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "hhh4連続LD" => ["ハイド中","se('kou08',110)","ピストンループ","ピストンループ","ピストンループ","ピストンループ","15","anime(52,false)","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "ハメテオストーム" => ["ハイド中","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","15","anime(447,false)","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "ハメテオストーム竜" => ["ハイド中","ピストンループ","ピストンループ","ピストンループ4","ピストンループ4","ピストンループhhhhh","ピストンループhhhhh","15","anime(447,false)","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "EQ2" => ["ハイド中","se('Fire7',80)","敵詠ループ","敵詠ループ","15","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","座標リセット"], "EQ3" => ["ハイド中","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","ピストンループ","20","ダメージアニメ","座標リセット"], "敵詠ループ" => ["敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠7","1","敵詠6","1","敵詠5","1","敵詠4","1","敵詠3","1","敵詠2","1"], "スタンオナホ" => ["se('meka_ge_phone_vib01',80)","オナホループ","オナホループ","オナホループ","オナホループ","オナホループ","オナホループ","オナホループ","オナホループ","オナホループ","ダメージアニメ","座標リセット"], "オナホループ" => ["敵詠2","1","敵詠3","1"], "スタンオナホ弐" => ["se('meka_ge_phone_vib01',80)","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","オナホループ弐","ダメージアニメ","座標リセット"], "オナホループ弐" => ["hh1","1","hh2","1"], "レッグトマホーク" => ["ハイド中","hhhhh1","se('kou06',80)","2","hhhhh2","2","hhhhh3","2","hhhhh4","ダメージアニメ","座標リセット"], "ベナムスラッシャー" => ["anime(431,false)","スキループ特3","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","ダメージアニメ","225キャンセル","座標リセット"], "ソニックブロー改8HIT" => ["ハイド中","anime_me(126)","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","anime_me(491,false)","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","anime_me(491,false)","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","ピストンループ","ダメージアニメ","225キャンセル","座標リセット"], "触手4連" => ["ハイド中","スキループ特2","ダメージアニメ","スキループ特3","anime(493,false)","スキループ特2","ダメージアニメ","スキループ特3","スキループ特2","ダメージアニメ","スキループ特3","スキループ特2","ダメージアニメ","スキループ特3","225キャンセル","座標リセット"], "ロケットパンチ" => ["ハイド中","anime(450,false)","専待機1","1","専待機2","1","専待機3","1","専待機4","1","専待機5","1","専待機6","1","専待機7","1","専待機8","20","専待機9","1","専待機10","1","専待機11","1","専待機12","1","専待機13","1","専待機14","1","se('meka_ge_phone_vib01',80)","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","ビク揺れ","15","ダメージアニメ","225キャンセル","座標リセット"], "フロントステップ奥義" => ["ハイド中","se('kou08',110)","anime(431,false)","hhh触手ループ","hhh触手ループ","ダメージアニメ","se('sulime',90)","anime(431,false)","hhh触手ループ","hhh触手ループ","ダメージアニメ","225キャンセル","座標リセット"], "hhhh与ダメージ連続魔" => ["ハイド中","se('kou08',110)","hhhh触手ループ","hhhh触手ループ","se('sulime',90)","5","ダメージアニメ","hhhh触手ループ","hhhh触手ループ","se('sulime',90)","5","ダメージアニメ","225キャンセル","座標リセット"], "hhhhh与ダメージ連続魔" => ["ハイド中","se('kou08',110)","hhhhh触手ループ","hhhhh触手ループ","hhhhh触手ループ","se('sulime',90)","15","ダメージアニメ","hhhhh触手ループ","hhhhh触手ループ","hhhhh触手ループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "サイトラシャー" => ["ハイド中","anime(460,false)","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠2","1","敵詠3","1","敵詠4","1","ダメージアニメ","座標リセット"], "授乳手コキ" => ["ハイド中","se('kou08',110)","anime_me(419,false)","hhhh触手ループ","se('sulime',90)","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","se('sulime',90)","5","ダメージアニメ","座標リセット"], "冥王" => ["ハイド中","se('kou08',110)","anime_me(475,false)","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","225キャンセル","座標リセット"], "死刑執行" => ["ハイド中","se('kou08',110)","anime_me(476,false)","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","hhhループ","ダメージアニメ","225キャンセル","座標リセット"], "hhhhパイズリ3連" => ["ハイド中","se('kou08',110)","anime(430,false)","hhhh触手ループ","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","hhhh触手ループ","se('sulime',90)","ダメージアニメ","225キャンセル","座標リセット"], "チヤh与ダメージ触手4" => ["ハイド中","se('kou08',110)","チヤh触手4ループ","チヤh触手4ループ","チヤh触手4ループ","se('sulime',90)","15","ダメージアニメ"], "チヤh触手4ループ" => ["h1","se('kou06',80)","1","h2","1","h3","1","h4","1","se('sulime',80)","h3","1","h2"], "sokuhh与ダメージ触手4" => ["ハイド中","se('kou08',110)","sokuhh触手4ループ","sokuhh触手4ループ","sokuhh触手4ループ","se('sulime',90)","15","ダメージアニメ"], "sokuhh触手4ループ" => ["sokuhh1","se('kou06',80)","1","sokuhh2","1","sokuhh3","1","sokuhh4","1","se('sulime',80)","sokuhh3","1","sokuhh2"], "sokuhh触手ループ" => ["sokuhh1","se('kou06',80)","1","sokuhh2","1","sokuhh3","1","sokuhh4","1","sokuhh5","1","sokuhh6","1","sokuhh7","1","se('sulime',80)","sokuhh6","1","sokuhh5","1","sokuhh4","1","sokuhh3","1","sokuhh2"], "sokuhh与ダメージ触手" => ["ハイド中","se('kou08',110)","sokuhh触手ループ","sokuhh触手ループ","sokuhh触手ループ","se('sulime',90)","15","ダメージアニメ"], "sokuhhh触手ループ" => ["sokuhhh1","se('kou06',80)","1","sokuhhh2","1","sokuhhh3","1","sokuhhh4","1","sokuhhh5","1","sokuhhh6","1","sokuhhh7","1","se('sulime',80)","sokuhhh6","1","sokuhhh5","1","sokuhhh4","1","sokuhhh3","1","sokuhhh2"], "sokuhhh与ダメージ触手" => ["ハイド中","se('kou08',110)","sokuhhh触手ループ","sokuhhh触手ループ","sokuhhh触手ループ","se('sulime',90)","15","ダメージアニメ"], "sokuhhhh触手ループ" => ["sokuhhhh1","se('kou06',80)","1","sokuhhhh2","1","sokuhhhh3","1","sokuhhhh4","1","sokuhhhh5","1","sokuhhhh6","1","sokuhhhh7","1","se('sulime',80)","sokuhhhh6","1","sokuhhhh5","1","sokuhhhh4","1","sokuhhhh3","1","sokuhhhh2"], "sokuhhhh与ダメージ触手" => ["ハイド中","se('kou08',110)","sokuhhhh触手ループ","sokuhhhh触手ループ","sokuhhhh触手ループ","se('sulime',90)","15","ダメージアニメ"], "3人攻撃" => ["ハイド中","se('kou08',110)","sokuhh触手ループ","ダメージアニメ","sokuhhh触手ループ","ダメージアニメ","sokuhhhh触手ループ","se('sulime',90)","15","ダメージアニメ"], "sokuダブルアタック用" => ["ハイド中","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","se('kou06',80)","15","ダメージアニメ"], "sokuQアタック用" => 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["ハイド中","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","5","ダメージアニメ"], "sokuhhh与ダメージ挿入TA" => ["ハイド中","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","5","ダメージアニメ"], "sokuhhh与ダメージ挿入QA" => ["ハイド中","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","ダメージアニメ","sokuhhh挿入ループ","5","ダメージアニメ"], "sokuhhhh挿入ループ" => ["sokuhhhh1","se('kou06',80)","1","sokuhhhh2","1","sokuhhhh3","1","sokuhhhh4","1","sokuhhhh5","1","sokuhhhh6","1","sokuhhhh7","1","se('sulime',80)","sokuhhhh6","1","sokuhhhh5","1","sokuhhhh4","1","sokuhhhh3","1","sokuhhhh2"], "sokuhhhh与ダメージ挿入" => ["ハイド中","se('kou08',110)","sokuhhhh挿入ループ","sokuhhhh挿入ループ","sokuhhhh挿入ループ","se('sulime',90)","15","ダメージアニメ"], "シグルド束縛追撃" => ["ハイド中","ピストンループ","ダメージアニメ","ピストンループ","5","ダメージアニメ"], "sokukuti与ダメージ" => ["ハイド中","se('kou08',110)","sokukutiループ","sokukutiループ","sokukutiループ","se('sulime',90)","15","ダメージアニメ"], "sokukutiループ" => 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["ハイド中","se('kou08',110)","zuriループ","zuriループ","zuriループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "zuriループ" => ["zuri1","se('kou06',80)","1","zuri2","1","zuri3","1","zuri4","1","zuri5","1","zuri6","1","zuri7","se('sulime',80)","1","zuri6","1","zuri5","1","zuri4","1","zuri3","1","zuri2"], "zuri与ダメージW" => ["ハイド中","se('kou08',110)","zuriループ","zuriループ","zuriループ","se('sulime',90)","15","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "daki与ダメージ" => ["ハイド中","dakiループ","ビク揺れ","dakiループ","ビク揺れ","dakiループ","se('sulime',90)","15","ダメージアニメ","225キャンセル","座標リセット"], "dakiループ" => ["daki1","se('kou12',110)","2","daki2","2","daki3","2","daki4","2","se('kou12',110)","2","daki3","2","daki2"], "口DA用" => ["ハイド中","se('kou08',110)","kutiループ","kutiループ","kutiループ","ダメージアニメ","ダメージアニメ","225キャンセル","座標リセット"], "口Qアタック用" => ["ハイド中","se('kou08',110)","anime(436,false)","kutiループ","ダメージアニメ","kutiループ","ダメージアニメ","kutiループ","ダメージアニメ","kutiループ","ダメージアニメ","225キャンセル","座標リセット"], "口5Hアタック用" => 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["ハイド中","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","se('kou06',80)","15","ダメージアニメ","225キャンセル","座標リセット"], "3の5アタック用" => ["ハイド中","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","se('kou06',80)","15","ダメージアニメ","座標リセット"], "ブラックフライ" => ["ハイド中","anime(468,false)","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","se('kou06',80)","15","ダメージアニメ","225キャンセル","座標リセット"], "ホールバルカン" => ["ハイド中","anime_me(449,false)","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","1","ダメージアニメ","武器振りR","1","武器振り2","1","武器振り3","1","武器振り2","1","武器振りR","1","武器振り2","1","武器振り3","1","武器振り4","1","武器振り3","1","武器振り2","se('kou06',80)","15","anime_me(449,false)","ダメージアニメ","座標リセット"], "ハピネスロンド" => ["ハイド中","sokuhhh挿入ループ","sokuhhh挿入ループ","sokuhhh挿入ループ","sokuhhh挿入ループ","sokuhhh挿入ループ","anime(468,false)","ダメージアニメ","2","ダメージアニメ","2","ダメージアニメ","2","ダメージアニメ","2","ダメージアニメ"], "手ダブルアタック用" => ["ハイド中","se('kou08',110)","teループ","ダメージアニメ","se('sulime',90)","teループ","ダメージアニメ","225キャンセル","座標リセット"], "手トリプルアタック用" => ["ハイド中","se('kou08',110)","teループ","ダメージアニメ","teループ","ダメージアニメ","teループ","ダメージアニメ","225キャンセル","座標リセット"], "新アニ与ダメージ口" => ["ハイド中","se('kou08',110)","新アニ1","3","新アニ2","3","新アニ3","3","新アニ4","3","se('chupa',100)","新アニ3","3","新アニ2","3","新アニ1","3","新アニ2","3","se('chupa2',100)","新アニ3","3","新アニ4","3","新アニ3","3","新アニ2","3","新アニ1","3","新アニ2","3","新アニ3","3","新アニ4","3","新アニ3","3","se('chupa',90)","15","ダメージアニメ","座標リセット"],#口スキル新規 "甘噛み" => ["ハイド中","se('kou08',110)","敵詠2","3","ビク揺れ","3","ビク揺れ","3","se('chupa',100)","ビク揺れ","ビク揺れ","3","ビク揺れ","15","ダメージアニメ","座標リセット"],#口スキル新規 "与ダメージパフ" => ["ハイド中","se('nyuru',110)","スキルプ口","3","スキルプ口2","3","スキルプ口3","3","スキルプ口2","3","se('nyuru',100)","スキルプ口","3","スキルプ口6","3","スキルプ口7","3","スキルプ口6","3","se('nyuru',100)","スキルプ口","3","スキルプ口2","3","スキルプ口3","3","スキルプ口2","3","スキルプ口","3","スキルプ口6","3","スキルプ口7","3","スキルプ口6","3","スキルプ口","3","se('nyuru',90)","15","ダメージアニメ","座標リセット"],#ぱふ "音ループ" => ["スキルプ技","1","敵詠2","1","敵詠3","1","敵詠4","1","敵詠3","1","敵詠2","1"],#手スキル新規サブスキル "暗黒闘気" => ["anime_me(249,false)","スキルプ技","3","敵詠2","3","敵詠3","3","敵詠4","3","敵詠5","3","敵詠6","3","敵詠7","3","敵詠8","60","ダメージアニメ","座標リセット"], "SPP5" => ["ハイド中","se('kou06',80)","anime_me(165,false)","シェイク中","esc1","1","esc2","1","esc3","1","esc4","1","se('sulime',80)","esc3","1","esc2","1","ダメージアニメ","anime_me(165,false)","シェイク中","esc1","1","esc2","1","esc3","1","esc4","1","se('sulime',80)","esc3","1","esc2","1","ダメージアニメ","anime_me(165,false)","シェイク中","esc1","1","esc2","1","esc3","1","esc4","1","se('sulime',80)","esc3","1","esc2","1","ダメージアニメ","anime_me(165,false)","シェイク中","esc1","1","esc2","1","esc3","1","esc4","1","se('sulime',80)","esc3","1","esc2","1","ダメージアニメ","anime_me(165,false)","シェイク中","esc1","1","esc2","1","esc3","1","esc4","1","se('sulime',80)","esc3","1","esc2","1","ダメージアニメ","座標リセット"], "触手10" => ["ハイド中","se('kou06',80)","anime_me(284,false)","esc1","3","esc2","3","esc3","3","esc4","3","se('sulime',80)","esc3","3","esc2","3","esc1","3","esc2","3","se('kou06',80)","esc3","3","esc4","3","esc3","3","esc2","3","esc1","3","esc2","3","esc3","3","esc4","3","esc3","3","se('kou06',80)","15","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ","ダメージアニメ"],#,"座標リセット" "SBR" => ["ハイド中","新アニ1","0","新アニ2","0","新アニ3","0","新アニ4","0","新アニ5","0","新アニ6","0","新アニ7","15","ダメージアニメ","座標リセット"], "生命変換イベ" => ["ハイド中","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","5","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","5","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","15","ダメージアニメ"], "生命変換" => ["ハイド中","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","5","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","5","敵詠2","1","敵詠3","1","敵詠4","1","敵詠5","1","敵詠6","1","敵詠7","1","敵詠8","1","敵詠9","1","敵詠10","1","敵詠11","se('kaifuku',80)","15","ダメージアニメ","座標リセット"], "5回攻撃" => ["特技発動","コラプス禁止","弓除外","敵前移動","攻撃","攻撃","攻撃","攻撃","攻撃","コラプス禁止解除","座標リセット"], "スキル派生" => ["武器投げ","多段攻撃に派生","斬り攻撃"], "オールレンジ" => ["ハイド中","all0","anime(481)","all1","se('kou06',80)","1","all2","1","all3","1","all4","1","all5","1","all6","1","all7","1","se('sulime',80)","all6","1","all5","1","all4","1","all3","1","all2","ダメージアニメ", "all0","anime(482)","all8","se('kou06',80)","1","all9","1","all10","1","all11","1","all12","1","all13","1","all14","1","se('sulime',80)","all13","1","all12","1","all11","1","all10","1","all9","ダメージアニメ", "all0","anime(483)","hhhhh1","se('sulime',80)","1","hhhhh2","1","hhhhh3","1","hhhhh4","1","se('sulime',80)","hhhhh3","1","hhhhh2","hhhhh1","se('sulime',80)","1","hhhhh2","1","hhhhh3","1","hhhhh4","1","se('sulime',80)","hhhhh3","1","hhhhh2","hhhhh1","se('sulime',80)","1","hhhhh2","1","hhhhh3","1","hhhhh4","1","se('sulime',80)","hhhhh3","1","hhhhh2","ダメージアニメ","ダメージアニメ", "all0","anime(484)","all19","se('chupa2',110)","1","all20","1","all21","1","all22","1","all23","se('sulime',110)","1","all22","1","all21","1","all20","all19","se('chupa2',110)","1","all20","1","all21","1","all22","1","all23","se('sulime',110)","1","all22","1","all21","1","all20","all19","se('chupa2',110)","1","all20","1","all21","1","all22","1","all23","se('sulime',110)","1","all22","1","all21","1","all20","ダメージアニメ","座標リセット"], "トリプルフェラ" => ["ハイド中","anime(432,false)","all1","se('kou06',80)","1","all2","1","all3","1","all4","1","all5","1","all4","1","all3","1","all2","1","all1","ダメージアニメ", "anime(432,false)","all6","se('kou06',80)","1","all7","1","all8","1","all9","1","all10","1","all9","1","all8","1","all7","1","all6","ダメージアニメ", "anime(432,false)","all11","se('kou06',80)","1","all12","1","all13","1","all14","1","all15","1","all14","1","all13","1","all12","1","all11","ダメージアニメ","座標リセット"], # ――アイテム系――― "アイテム使用" => ["敵前移動","待機固定","対象アニメWT","座標リセット左向き"], } #============================================================================== # ■ バトルプログラム #------------------------------------------------------------------------------ #  バトルシーンの演出を時間管理します #  制御はゲームスイッチ・サイドビュー専用スイッチで行います #============================================================================== BATTLE_PROGRAM = { #-------------------------------------------------------------------------- # ● スイッチの制御 スイッチの時間操作で、演出をプログラムします #-------------------------------------------------------------------------- # スイッチ…プログラム実行合図となるゲームスイッチ番号。マイナスでサイドビュー専用スイッチ番号になります # OFFにすると、実行中のプログラムは中止されます # サイドビュー専用スイッチは戦闘終了時に初期化(全てOFFに)されます # イベントで戦闘前にサイドビュー専用スイッチを操作する場合、イベントスクリプトで # $sv_camera.switches[1] = true と入れてください # (1は操作するスイッチ番号、ONにするならtrue OFFにするならfalse) # # ON番号…ONにするするゲームスイッチ番号。マイナスでサイドビュー専用スイッチ番号になります # 番号は一括して配列に入れます。 # 例…[1,2,-5] ゲームスイッチ1番2番とサイドビュー専用スイッチ5番がON # # OFF番号…OFFにするするゲームスイッチ番号。マイナスでサイドビュー専用スイッチ番号になります # 操作しない場合は[]と入れます # # 時間…上のスイッチ操作を実行するまでの時間(単位は1フレーム) # 例えば100とした場合、プログラム開始から100フレーム後にスイッチ操作が実行されます # [参考値] 30秒…1800 1分…3600 5分…18000 10分…36000 1時間…216000 # # ランダム幅…時間に加算されるランダム幅。単位は1フレーム # 例えば時間300、ランダム幅300だと最終的に300~600フレームの時間になります #――プログラム名―― 判別 スイッチ ON番号 OFF番号 時間 ランダム幅 "背景を砦に" => ["switch", -1, [-2], [], 1200, 0], "背景を海に" => ["switch", -2, [-3], [], 2400, 0], #-------------------------------------------------------------------------- # ● SE/BGM/BGSの演奏 #-------------------------------------------------------------------------- # スイッチ…実行合図となるゲームスイッチ番号。マイナスはサイドビュー専用スイッチ。 # # 種別…SEの操作なら"se" BGMの操作なら"bgm" BGSの操作なら"bgs" # # ピッチ…ピッチ。50~150まで指定できます。100がデフォルトです # 音量…ボリューム。50~150まで指定できます。100がデフォルトです # ファイル名…再生するファイル名。""にするとBGM、BGSを変えずに各種設定可能。 #――プログラム名―― 判別 スイッチ 種別 ピッチ 音量 ファイル名 "潮騒" => ["sound", -1, "bgs", 100, 80, "Sea"], #-------------------------------------------------------------------------- # ● 背景の制御 画像変更や自動スクロールを行います #-------------------------------------------------------------------------- # スイッチ…実行合図となるスイッチ番号 # # No.…操作する背景のナンバー。1が床背景、2が壁背景(遠景)になります # # スクロール速度…背景の移動する速度。[X軸, Y軸] # 単位は100フレームあたりに移動するピクセル数になります # 高速で移動させる場合は、1000単位の数値が目安です # # BA反転…バックアタック時に背景のX座標スクロールを逆にするならtrue 画像は反転しません # # 画像…背景画像を変更する場合、ファイル名を入れます。変更しない場合は"" # 床背景はBattlebacks1フォルダ、壁背景はBattlebacks2フォルダから参照します # 変更する背景設定は、変更前のものを引き継ぎます # # 繋ぎ画像…背景スクロール時、背景変更を自然に見せるための繋ぎ画像ファイル名 # スクロール途中で背景変更が行われた場合、スクロールが終わってから変更が行われます # 性質上、斜めスクロールには対応していません # # 割込み…この背景が表示されている時に別の背景制御が割り込んできた場合、 # 割込みを許可するならtrue(繋ぎ画像表示中はスクロールなしの背景だけが割込みます) # 割込みを許可しないならfalse(別の背景制御は保留され、この背景が消えた時に変更されます) #――プログラム名―― 判別 スイッチ No. スクロール速度 BA反転 画像 繋ぎ画像 割込み "遠景右移動" => ["scroll", -1, 1, [ 40, 0], true, "", "", true], "海背景3に変更" => ["scroll", -2, 1, [ 120, 0], true, "Sea_ex03", "Sea_ex02", true], "海背景4に変更" => ["scroll", -3, 1, [ 40, 0], true, "Sea_ex01", "Sea_ex04", true], "宇宙に変更1" => ["scroll", -4, 1, [ 0, 0], true, "DarkSpace", "", false], "宇宙に変更2" => ["scroll", -4, 2, [ 0, 0], true, "DarkSpace", "", false], #-------------------------------------------------------------------------- # ● 周期ピクチャ 周期的にタイル状のピクチャを操作します。風や巨大魔方陣などに #-------------------------------------------------------------------------- # スイッチ…実行合図となるゲームスイッチ番号 # No.…操作するピクチャの番号。ピクチャは何枚も表示できます # 移動速度…100フレームあたりに移動するピクチャの速度。[X軸, Y軸] 0で背景スクロールと同期化 # 期間…このプログラムを行う期間。単位は1フレーム。0にすると時間無制限でループ # # 透明操作…ピクチャの透明度操作。[開始透明度, 100フレームあたりに加算する透明度] # 透明度が255になると開始透明度まで戻り、それを繰り返します # Z軸…ピクチャのZ座標。100以上にするとウインドウより手前に表示されます # シェイク許可…シェイクアクションの揺れと連動するならtrue # BA反転…バックアタック時にピクチャのX座標移動を逆にするならtrue 画像は反転しません # ファイル名…ピクチャのファイル名。Picturesフォルダを参照します #――プログラム名―― 判別 スイッチ No. 移動速度 期間 透明操作 Z軸 シェイク許可 BA反転 ファイル名 "風" => ["kpic", -1, 0, [ 500, 0], 0, [ 255, 0], 90, false, true, "back_wind"], "魔方陣" => ["kpic", -5, 1, [ 0, 0], 0, [ 255, 0], 90, true, true, "magic_square01"], #-------------------------------------------------------------------------- # ● 周期SE 周期的に効果音を鳴らします。雷鳴や潮騒などに #-------------------------------------------------------------------------- # スイッチ…実行合図となるゲームスイッチ番号 # 周期…効果音を鳴らす周期。単位は1フレーム。この間隔で効果音が定期的に鳴ります # ランダム幅…周期に加算されるランダム幅。単位は1フレーム # # ピッチ…ピッチ。50~150まで指定できます。100がデフォルトです # 音量…ボリューム。50~150まで指定できます。100がデフォルトです # 開始実行…プログラム実行直後に周期を待たず鳴らすならtrue # ファイル名…再生するファイル名。 #――プログラム名―― 判別 スイッチ 周期 ランダム幅 ピッチ 音量 開始実行 ファイル名 "カモメ" => ["keep_se", -1, 400, 100, 150, 60, false, "Crow"], "カモメ2" => ["keep_se", -1, 300, 200, 140, 45, true, "Crow"], #-------------------------------------------------------------------------- # ● 周期シェイク 周期的に画面を揺らします #-------------------------------------------------------------------------- # スイッチ…実行合図となるゲームスイッチ番号。これがONになることで開始されます # 周期…画面を揺らす周期。単位は1フレーム # ランダム幅…周期に加算されるランダム幅。単位は1フレーム # # 方向…揺れる方向 [横,縦] 数値が大きいほど揺れも大きくなります # 速度…揺れの速度。小さいほど早く揺れます # 時間…揺れの続く時間。揺れ幅は時間と共に少しずつ弱まっていきます # 開始実行…プログラム実行直後に周期を待たず揺らすならtrue #――プログラム名―― 判別 スイッチ 周期 ランダム幅 方向 速度 時間 開始実行 "船の揺れ" => ["keep_sk", -1, 130, 0, [ 0, 4], 80, 120, true], #-------------------------------------------------------------------------- # ● 周期色調変更 周期的に画面の色調を変更します #-------------------------------------------------------------------------- # スイッチ…実行合図となるゲームスイッチ番号。これがONになることで開始されます # 周期…色調変更させる周期。単位は1フレーム # ランダム幅…周期に加算されるランダム幅。単位は1フレーム # # 対象…色調変更の対象 [0=背景] [1=敵全] [2=味方全] [3=敵味方全] [4=全て] # 色調レベル…[ R, G, B, アルファ(色の強さ), 変更時間, ※戻り] # ※戻り…変更完了してから元の色に戻す時間。戻さないなら0 # 開始実行…プログラム実行直後に周期を待たず色調変更するならtrue #――プログラム名―― 判別 スイッチ 周期 ランダム幅 対象 R, G, B, アルファ 時間 戻り 開始実行 "雷光" => ["keep_c", 0, 300, 100, 4, [ 255, 255, 255, 255, 8, 8], true], "エマージェンシー" => ["keep_c", 0, 150, 0, 4, [ 255, 0, 0, 100, 40, 40], true], } #============================================================================== # ■ カメラ設定 #------------------------------------------------------------------------------ #  アクションとは別にバトルシーンの各ポイントでカメラワークを行います #  アクション名でカメラが動くため、名前は変えないようにしてください #============================================================================== BATTLE_CAMERA = { #-------------------------------------------------------------------------- # ● カメラワーク 画面のズームやスクロールを行います #-------------------------------------------------------------------------- # 対象…移動やズームの対象 [2=敵全] [3=味方全] [4=敵味方全] [6=画面] # 調整座標…カメラ座標の最終地点微調整 [X軸(プラスで画面→), Y軸(プラスで画面↓)] # 時間…カメラワークにかける時間 # ズーム…カメラのズーム率(%)。100でズームなし。 #――アクション名―― 判別 対象 調整座標 ズーム 時間 "ターン開始前" => ["camera", 6, [ 0, 0], 100, 40], "ターン開始後" => ["camera", 6, [ 0, 0], 100, 40], "戦闘終了時" => ["camera", 6, [ 0, 0], 100, 50], } end