CoRサンプル集: βCity CoR
RmakeでβCityを作るのは最後とか言ってましたが
Flashが使えなくなったのなら話は別です
3Dダンジョンを再現してみたくてなんとなく作ってみました
まだ全然未完成ですがダンジョンを歩けるようになった
ので進捗として公開します(ほんと完成まで我慢できない性分)
Flashが使えなくなったのなら話は別です
3Dダンジョンを再現してみたくてなんとなく作ってみました
まだ全然未完成ですがダンジョンを歩けるようになった
ので進捗として公開します(ほんと完成まで我慢できない性分)
プレー:66
(人数:17)
クリア:1
評価: 0 (0回)
≪クソクソパラダイス
|
ギガブロイゼンCoR≫
タグが設定されていません
scene 'start' do
title = nil
btan = []
Ply = []
Tgt = []
VSPic = nil
L_W=[]
LLW=[]
R_W=[]
RRW=[]
S_W=[]
SSW=[]
Zan = nil
WENS_Pic = nil
Text_Pic = nil
Chr_Pnl = []
Tgt_Pic =[]
Dm_Pic = nil
Icon = []
Text = []
Tt_BGM=nil
S1_BGM=nil
Bos_BGM=nil
OK_Snd = nil
Zn_Snd = nil
Mt_Snd = nil
Dn_Snd = nil
LU_Snd = nil
DD_Snd = nil
Ft_Snd = nil
DG_Snd = nil
Dor_Snd = nil
TS_Snd = nil
ES_Snd = nil
Win_Snd = nil
GMod = 0
Stp = false
ms_x = nil
ms_y = nil
BBX=160
BBY=0
CT = 0
Mod = 1
BtSt=0
GGMod=0
Zx = 400
FTS = 0
ZCT = 0
SCT = 0
DCT = 0
MT = nil
i = nil
V = nil
Ivt = []
Ptr = 0
PtN = 0
PtS = []
Bos = 0
TgS = 0
Map = [80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,
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80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,
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80,80,80,80,80,0 ,80,0 ,0 ,0 ,0 ,0 ,89,80,80,0 ,80,80,0 ,80,
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80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,
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80,0 ,80,80,80,80,80,80,80,80,0 ,80,0 ,80,80,80,80,90,80,80,
80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,90,0 ,11,80,0 ,0 ,80,
80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,
80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,
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80,0 ,80,80,80,80,80,0 ,80,80,80,80,80,0 ,80,0 ,80,80,0 ,80,
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80,0 ,80,0 ,80,80,0 ,80,80,80,80,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,
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80,0 ,80,0 ,80,0 ,80,80,80,89,0 ,0 ,80,80,80,80,80,0 ,0 ,80,
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80,0 ,91,0 ,10,80,0 ,80,0 ,80,0 ,80,0 ,80,20,80,0 ,80,0 ,80,
80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80] #,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,0,80,80,80,0,80,0,80,80,0,0,0,0,80,0,80,0,90,89,0,0,0,89,90,0,80,0,80,80,0,80,80,0,80,0,80,80,80,80,80,0,80,80,80,0,80,0,80,80,0,0,90,0,80,0,80,0,0,0,0,0,0,0,0,0,80,0,80,80,0,80,80,0,80,0,80,0,80,80,80,80,80,80,80,80,80,80,80,80,0,0,90,0,80,0,80,0,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,0,80,0,80,80,80,80,80,80,80,80,80,80,80,0,80,80,0,0,0,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,80,80,80,80,80,80,80,80,80,80,90,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,80,90,80,80,80,89,80,80,0,80,80,80,0,80,80,0,80,0,80,0,80,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,0,0,0,0,0,0,80,0,80,80,80,0,80,0,80,80,89,80,80,0,80,80,90,80,80,80,80,0,80,0,80,80,80,0,0,0,80,80,80,0,0,89,0,0,0,0,80,0,80,0,0,90,0,0,80,0,0,80,80,80,90,80,80,80,80,0,80,90,80,0,80,80,80,80,80,80,0,80,80,0,0,80,11,0,90,0,80,0,80,0,0,90,0,10,80,0,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,0,80,11,0,90,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,80,0,80,0,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,80,0,0,91,0,0,0,0,0,80,0,80,80,80,80,80,80,80,0,80,80,80,0,80,0,80,0,80,0,80,0,80,80,0,0,0,0,0,0,0,0,0,0,80,80,80,80,80,0,0,0,80,80,0,80,80,80,80,80,80,80,80,0,80,0,80,0,80,0,80,0,80,80,0,0,80,0,90,0,90,0,0,0,91,0,0,0,0,0,80,0,80,80,0,80,80,80,80,80,80,80,0,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,0,80,0,0,90,0,10,80,0,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,0,80,11,0,90,0,0,80,0,80,0,90,0,10,80,0,0,80,80,80,0,80,80,80,80,80,0,80,0,90,0,80,80,80,80,80,89,80,80,0,0,90,0,0,0,80,0,80,90,80,90,80,0,80,0,80,0,80,80,0,80,80,0,80,0,0,0,80,0,90,0,90,0,90,0,90,0,80,80,80,80,80,90,80,80,89,80,80,90,80,90,80,90,80,90,80,0,80,80,0,0,0,0,0,0,0,0,80,0,90,0,90,0,90,0,90,0,80,80,0,80,80,80,80,80,0,80,80,90,80,90,80,80,80,80,80,0,80,80,0,90,0,10,80,0,0,0,80,0,90,0,0,80,11,0,90,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,90,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,80,0,0,0,0,0,80,0,0,0,80,80,0,80,0,80,80,0,80,0,80,0,80,0,80,0,80,0,80,0,80,80,0,80,0,0,0,0,0,0,80,0,0,0,0,0,80,0,0,0,80,80,0,0,0,80,80,0,80,80,80,80,80,0,80,80,80,80,80,0,80,80,0,80,0,0,0,0,0,0,90,0,0,0,0,0,91,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,80,0,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,0,0,0,0,0,80,11,0,90,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,80,0,80,0,0,80,11,0,90,0,80,80,0,80,80,80,80,0,80,80,80,0,90,0,80,80,80,80,80,0,80,80,0,0,0,0,80,0,0,0,80,80,80,0,80,0,80,0,80,0,80,80,89,80,80,0,80,0,80,0,80,0,0,0,0,0,90,0,0,0,80,80,80,0,90,0,8]
WENS=0
wens=1
PP=281
pp=0
dm=[]
DM=[]
Lv = []
HPmx = []
HP = []
Fit = []
Exp = []
NxExp = 0
Amr = 0
TgLv = 1
TgHP = []
TgFit = 50
Sav1 = []
Sav2 = []
Sav3 = []
Sav4 = []
Sav5 = []
Sav6 = []
key1="data1"
key2="data2"
key3="data3"
key4="data4"
key5="data5"
key6="data6"
key7="data7"
key8="data8"
i=0
while i<50
HPmx[i]=800
HP[i]=HPmx[i]
Lv[i]=1
Exp[i]=0
Fit[i]=80
Ivt[i]=0
RRW[i]=0
LLW[i]=0
#TgLv[i]=1
TgHP[i]=TgLv*50
TgFit=TgLv*5
Amr=Amr+Lv[i]
i=i+1
end
preload do
#画像
image 'タイトル0', id: 324287
image 'タイトルボタン集', id: 325449, frame_size: [160,50], frame_pattern: 4
image '左壁0', id: 325407, frame_size: [240,320], frame_pattern: 6
image '右壁0', id: 325408, frame_size: [240,320], frame_pattern: 6
image '中壁0', id: 325409, frame_size: [480,320], frame_pattern: 5
image '方角0', id: 325441, frame_size: [60,40], frame_pattern: 5
image 'テキスト0', id: 325442 #frame_size
image 'D赤', id: 325443
image '斬撃', id: 325388
image 'Char0', id: 325444
image '敵1', id: 285818, frame_size: [200,200], frame_pattern: 12
image '敵2', id: 286305, frame_size: [200,200], frame_pattern: 12
image '敵3', id: 286475, frame_size: [200,200], frame_pattern: 12
image '敵4', id: 286546, frame_size: [200,200], frame_pattern: 12
image '敵5', id: 286624, frame_size: [200,200], frame_pattern: 12
image 'Icon', id: 325410, frame_size: [30, 30], frame_pattern: 10
#image 'ボス1', id: 325400
#BGM
music 'タイトルBGM', id: 227702
music 'ダンジョン1', id: 143166
music 'ボス1', id: 14465
#効果音
sound '決定', id: 325384
sound '足音', id: 325436
sound '打撃', id: 325437
sound 'ドア', id: 325438
sound '出現', id: 325445
sound '斬音', id: 325390
sound '敵消滅', id: 325394
sound '転倒', id: 325397
sound 'LvUp', id: 325398
sound '階段', id: 324313
sound '逃走', id: 325446
sound '勝利', id: 324299
end
create do
Icon[0] = put_sprite 'Icon00' do
position BBX+0,BBY+320
frame_index 0
end
Icon[1] = put_sprite 'Icon00' do
position BBX+30,BBY+320
frame_index 1
end
Icon[2] = put_sprite 'Icon00' do
position BBX+60,BBY+320
frame_index 2
end
Icon[3] = put_sprite 'Icon00' do
position BBX+90,BBY+320
frame_index 3
end
Icon[4] = put_sprite 'Icon00' do
position BBX+120,BBY+320
frame_index 4
end
Icon[5] = put_sprite 'Icon00' do
position BBX+150,BBY+320
frame_index 5
end
Icon[6] = put_sprite 'Icon00' do
position BBX+180,BBY+320
frame_index 6
end
#ダンジョン画像
L_W[0] = put_sprite '左壁00' do
position BBX+120,BBY+160
frame_index 0
end
R_W[0] = put_sprite '右壁00' do
position BBX+240+120,BBY+160
frame_index 0
end
L_W[1] = put_sprite '左壁00' do
position BBX+120+60,BBY+160
scale 1/2 , 1/2
frame_index 0
end
R_W[1] = put_sprite '右壁00' do
position BBX+240+60,BBY+160
scale 1/2 , 1/2
frame_index 0
end
L_W[2] = put_sprite '左壁00' do
position BBX+120+60+30,BBY+160
scale 1/4 , 1/4
frame_index 0
end
R_W[2] = put_sprite '右壁00' do
position BBX+240+30,BBY+160
scale 1/4 , 1/4
frame_index 0
end
L_W[3] = put_sprite '左壁00' do
position BBX+120+60+30+15,BBY+160
scale 1/8 , 1/8
frame_index 0
end
R_W[3] = put_sprite '右壁00' do
position BBX+240+15,BBY+160
scale 1/8 , 1/8
frame_index 0
end
S_W[3] = put_sprite '中壁00' do
position BBX+225+15,-400
#position BBX+225+15,BBY+150+10
frame_index 0
scale 1/16 , 1/16
end
S_W[2] = put_sprite '中壁00' do
position BBX+210+30,-400
#position BBX+210+30,BBY+140+20
scale 1/8 , 1/8
frame_index 0
end
S_W[1] = put_sprite '中壁00' do
position BBX+180+60,-400
#position BBX+180+60,BBY+120+40
scale 1/4 , 1/4
frame_index 0
end
S_W[0] = put_sprite '中壁00' do
position BBX+120+120,-400
#position BBX+120+120,BBY+80+80
scale 1/2 , 1/2
frame_index 0
end
WENS_Pic = put_sprite '方角00' do
position BBX+210, BBY+0
#position BBX+120+120,BBY+80+80
#scale 1/2 , 1/2
frame_index 0
end
Chr_Pnl[0] = put_sprite 'Char00' do
position 0,0
frame_index 0
end
Chr_Pnl[1] = put_sprite 'Char00' do
position 640,0
frame_index 0
end
Chr_Pnl[2] = put_sprite 'Char00' do
position 0,250
frame_index 0
end
Chr_Pnl[3] = put_sprite 'Char00' do
position 640,250
frame_index 0
end
Text_Pic = put_sprite 'テキスト00' do
position 400,510
#position BBX+120+120,BBY+80+80
#scale 1/2 , 1/2
frame_index 0
end
#===テキスト===#
Text[0] = put_text 'テキスト1' do
#position 10, game_size_h-22
position 180+25, 420+20
text 'HP'
end
Text[1] = put_text 'テキスト1' do
#position 10, game_size_h-22
position 180+25, 420+20+40
text 'HP'
end
Text[2] = put_text 'テキスト1' do
position 180+25, 420+20+80
text 'Lv'
end
Tgt_Pic[1] = put_sprite '敵11' do
position BBX+140, -400 #BBY+60
frame_index 1
end
Tgt_Pic[2] = put_sprite '敵22' do
position BBX+140, -400 #BBY+60
frame_index 0
end
Tgt_Pic[3] = put_sprite '敵33' do
position BBX+140, -400 #BBY+60
frame_index 0
end
Tgt_Pic[4] = put_sprite '敵44' do
position BBX+140, -400 #BBY+60
frame_index 0
end
Tgt_Pic[5] = put_sprite '敵55' do
position BBX+140, -400 #BBY+60
frame_index 0
end
Dm_Pic = put_sprite 'D赤0' do
position BBX+0, -400 #BBY+60
frame_index 0
end
#Text[3] = put_text '敵Lv' do
# position 410, 450
# text 'Lv'
#end
#Text[4] = put_text '必要経験値' do
# position 10, 490
# text '必要経験値'
#end
#キャラ画像&その他
#Ply[0] = put_sprite 'プレイヤー00' do
# position 200, 200
#
# frame_index 0
#end
#Tgt[0] = put_sprite 'ターゲット00' do
# position 600, 200
# frame_index 0
#end
#Tgt[100] = put_sprite 'Bos1' do
# position 600, -400
# frame_index 0
#end
#VSPic = put_sprite 'VS' do
# position 340, 160
# frame_index 0
#end
Zan = put_sprite '斬' do
position BBX+140, -400
scale 1/2 , 1/2
frame_index 0
end
# タイトルの配置
title = put_sprite 'タイトル00' do
position 0, 0
frame_index 0
end
btan[0] = put_sprite 'タイトルボタン集0' do
position 50, 500
frame_index 0
end
btan[1] = put_sprite 'タイトルボタン集0' do
position 320, 500
frame_index 1
end
btan[2] = put_sprite 'タイトルボタン集0' do
position 570, 500
frame_index 3
end
#BGM
Tt_BGM = add_music('タイトルBGM')
S1_BGM = add_music('ダンジョン1')
Bos_BGM = add_music('ボス1')
#===効果音===#
OK_Snd = add_sound('決定')
Ft_Snd = add_sound('足音')
DG_Snd = add_sound('打撃')
Dor_Snd = add_sound('ドア')
TS_Snd = add_sound('出現')
Zn_Snd = add_sound('斬音')
Mt_Snd = add_sound('敵消滅')
Dn_Snd = add_sound('転倒')
LU_Snd = add_sound('LvUp')
DD_Snd = add_sound('階段')
ES_Snd = add_sound('逃走')
Win_Snd = add_sound('勝利')
#BGM再生
Tt_BGM.play
end
update do
# タイトル画面
if GMod == 0
if pointer.down? #&& Key_control_flag == true
if Stp == false
Stp = true
ms_x = pointer.x
ms_y = pointer.y
if (ms_x > 50 && ms_x < 210 && ms_y > 500 && ms_y < 550)
OK_Snd.play
#重要ポイント#
#Ply[0].scale 0.5, 0.5
TgLv=1
Amr=0
i=0
while i<50
HPmx[i]=800
HP[i]=HPmx[i]
Lv[i]=1
Exp[i]=0
Fit[i]=80
Ivt[i]=0
RRW[i]=0
LLW[i]=0
#TgLv[i]=1
TgHP[i]=TgLv*50
TgFit=TgLv*5
Amr=Amr+Lv[i]
i=i+1
end
Amr=Amr-100
if Amr<0
Amr=0
end
WENS=0
wens=1
PP=281
pp=0
title.position 0, -600
btan[0].position 50,-100
btan[1].position 320,-100
btan[2].position 570,-100
Tt_BGM.stop
S1_BGM.play
GMod = 1
elsif (ms_x > 320 && ms_x < 480 && ms_y > 500 && ms_y <550)
OK_Snd.play
data1 = loadGameData(key1)
data2 = loadGameData(key2)
data3 = loadGameData(key3)
data4 = loadGameData(key4)
data5 = loadGameData(key5)
data6 = loadGameData(key6)
data7 = loadGameData(key7)
data8 = loadGameData(key8)
Lv[Ptr] = data1.to_i
HPmx[Ptr] = data2.to_i
Fit[Ptr] = data3.to_i
Exp[Ptr] = data4.to_i
TgLv = data5.to_i
Ivt[Ptr] = data6.to_i
PP = data7.to_i
WENS = data8.to_i
HP[Ptr] = HPmx[Ptr]
TgHP[Ptr] = TgLv * 50
TgFit = TgLv * 5
#PP=1934
#Fit[Ptr] = 500000
title.position 0, -600
btan[0].position 50,-100
btan[1].position 320,-100
btan[2].position 570,-100
Tt_BGM.stop
S1_BGM.play
GMod = 1
end
end
else
Stp = false
end
# ゲーム画面
elsif GMod == 1
#LW[0].frame_index 1
#RW[0].frame_index 1
#SW[0].position BBX+120+120,BBY+80+80
if (WENS != wens || PP != pp) #0
case WENS
when 0
dm[0] = PP - 20
dm[1] = PP - 40
dm[2] = PP - 60
dm[3] = PP - 80
dm[4] = PP - 1
dm[5] = PP - 21
dm[6] = PP - 41
dm[7] = PP - 61
dm[8] = PP - 81
dm[9] = PP + 1
dm[10] = PP - 19
dm[11] = PP - 39
dm[12] = PP - 59
dm[13] = PP - 79
dm[14] = PP - 101
dm[15] = PP - 99
Go = -20 #北
when 1
dm[0] = PP + 1
dm[1] = PP + 2
dm[2] = PP + 3
dm[3] = PP + 4
dm[4] = PP - 20
dm[5] = PP - 19
dm[6] = PP - 18
dm[7] = PP - 17
dm[8] = PP - 16
dm[9] = PP + 20
dm[10] = PP + 21
dm[11] = PP + 22
dm[12] = PP + 23
dm[13] = PP + 24
dm[14] = PP - 15
dm[15] = PP + 25
Go = 1 #東
when 2
dm[0] = PP + 20
dm[1] = PP + 40
dm[2] = PP + 60
dm[3] = PP + 80
dm[4] = PP + 1
dm[5] = PP + 21
dm[6] = PP + 41
dm[7] = PP + 61
dm[8] = PP + 81
dm[9] = PP - 1
dm[10] = PP + 19
dm[11] = PP + 39
dm[12] = PP + 59
dm[13] = PP + 79
dm[14] = PP + 101
dm[15] = PP + 99
Go = 20 #南
when 3
dm[0] = PP - 1
dm[1] = PP - 2
dm[2] = PP - 3
dm[3] = PP - 4
dm[4] = PP + 20
dm[5] = PP + 19
dm[6] = PP + 18
dm[7] = PP + 17
dm[8] = PP + 16
dm[9] = PP - 20
dm[10] = PP - 21
dm[11] = PP - 22
dm[12] = PP - 23
dm[13] = PP - 24
dm[14] = PP + 15
dm[15] = PP - 25
Go = -1 #西
#default:
# dm[0] = PP + 20; dm[1] = PP + 40; dm[2] = PP + 60; dm[3] = PP + 80;
# dm[4] = PP + 1; dm[5] = PP + 21; dm[6] = PP + 41; dm[7] = PP + 61; dm[8] = PP + 81;
# dm[9] = PP - 1; dm[10] = PP + 19; dm[11] = PP + 39; dm[12] = PP + 59; dm[13] = PP + 79;
# dm[14] = PP + 101; dm[15] = PP + 99; Go = 20;
# break;
end
wens = WENS
pp = PP;
j=0
while j<16
if dm[j] < 0
dm[j] = 21 #21
end
DM[j] = Map[dm[j]]
j=j+1
end
if (DM[0] > 79 || DM[0] == 10 || DM[0] == 11) #1
SSW[0] = 0
if (DM[0] == 90 || DM[0] == 91)
SSW[1] = 5
elsif (DM[0] == 10)
SSW[1] = 8
elsif (DM[0] == 11)
SSW[1] = 9
else
SSW[1] = 1
end
else #1
#左壁2のチェック
if (DM[5] > 79)
if (DM[5] == 90 || DM[5] == 91)
LLW[1] = 20
else
LLW[1] = 1
end
elsif (DM[6] > 79)
LLW[1] = 2
elsif (DM[7] > 79)
if (DM[7] == 90 || DM[7] == 91)
LLW[1] = 5
else
LLW[1] = 4
end
else
LLW[1] = 3
end
#右壁2のチェック
if (DM[10] > 79)
if (DM[10] == 90 || DM[10] == 91)
RRW[1] = 20
else
RRW[1] = 1
end
elsif (DM[11] > 79)
RRW[1] = 2
elsif (DM[12] > 79)
if (DM[12] == 90 || DM[12] == 91)
RRW[1] = 5
else
RRW[1] = 4
end
else
RRW[1] = 3
end
if (DM[1] > 79 || DM[1] == 10 || DM[1] == 11) #2
SSW[0] = 1
if (DM[1] == 90 || DM[1] == 91)
SSW[1] = 5
elsif (DM[1] == 10)
SSW[1] = 8
elsif (DM[1] == 11)
SSW[1] = 9
else
SSW[1] = 1
end
else #2
#左壁3のチェック
if (DM[6] > 79)
if (DM[6] == 90 || DM[6] == 91)
LLW[2] = 20
else
LLW[2] = 1
end
elsif (DM[7] > 79)
LLW[2] = 2
elsif (DM[8] > 79)
if (DM[8] == 90 || DM[8] == 91)
LLW[2] = 5
else
LLW[2] = 4
end
else
LLW[2] = 3
end
#右壁3のチェック
if (DM[11] > 79)
if (DM[11] == 90 || DM[11] == 91)
RRW[2] = 20
else
RRW[2] = 1
end
elsif (DM[12] > 79)
RRW[2] = 2
elsif (DM[13] > 79)
if (DM[13] == 90 || DM[13] == 91)
RRW[2] = 5
else
RRW[2] = 4
end
else
RRW[2] = 3
end
if (DM[2] > 79 || DM[2] == 10 || DM[2] == 11) #3
SSW[0] = 2
if (DM[2] == 90 || DM[2] == 91)
SSW[1] = 5
elsif (DM[2] == 10)
SSW[1] = 8
elsif (DM[2] == 11)
SSW[1] = 9
else
SSW[1] = 1
end
else #3
SSW[0] = 5
#左壁4のチェック
if (DM[7] > 79)
if (DM[7] == 90 || DM[7] == 91)
LLW[3] = 20
else
LLW[3] = 1
end
elsif (DM[8] > 79)
LLW[3] = 2
elsif (DM[14] > 79)
if (DM[14] == 90 || DM[14] == 91)
LLW[3] = 5
else
LLW[3] = 4
end
else
LLW[3] = 3
end
#右壁4のチェック
if (DM[12] > 79)
if (DM[12] == 90 || DM[12] == 91)
RRW[3] = 20
else
RRW[3] = 1
end
elsif (DM[13] > 79)
RRW[3] = 2
elsif (DM[15] > 79)
if (DM[15] == 90 || DM[15] == 91)
RRW[3] = 5
else
RRW[3] = 4
end
else
RRW[3] = 3
end
if (DM[3] > 79 || DM[3] == 10 || DM[3] == 11)
SSW[0] = 3
if (DM[3] == 90 || DM[3] == 91)
SSW[1] = 5
elsif (DM[3] == 10)
SSW[1] = 8
elsif (DM[3] == 11)
SSW[1] = 9
else
SSW[1] = 1
end
end
end #3
end #2
end #1
#左壁1のチェック
if (DM[4] > 79)
if (DM[4] == 90 || DM[4] == 91)
LLW[0] = 20
else
LLW[0] = 1
end
elsif (DM[5] > 79)
LLW[0] = 2
elsif (DM[6] > 79)
if (DM[6] == 90 || DM[6] == 91)
LLW[0] = 5
else
LLW[0] = 4
end
else
LLW[0] = 3
end
#右壁1のチェック
if (DM[9] > 79)
if (DM[9] == 90 || DM[9] == 91)
RRW[0] = 20
else
RRW[0] = 1
end
elsif (DM[10] > 79)
RRW[0] = 2;
elsif (DM[11] > 79)
if (DM[11] == 90 || DM[11] == 91)
RRW[0] = 5
else
RRW[0] = 4
end
else
RRW[0] = 3
end
#end #0
i=0
while i<4
LLW[i]=LLW[i]-1
if LLW[i]==19
LLW[i]=5
end
RRW[i]=RRW[i]-1
if RRW[i]==19
RRW[i]=5
end
#Kabe[20][0] = LoadGraph("DATA/Sw2.png");
#Kabe[20][1] = LoadGraph("DATA/Sw1.png");
#Kabe[20][5] = LoadGraph("DATA/Sw20.png");
if i>0
if SSW[i]==0
SSW[i]=1
elsif SSW[i]==1
SSW[i]=0
end
if SSW[i]==5
SSW[i]=2
end
if SSW[i]==8
SSW[i]=3
end
if SSW[i]==9
SSW[i]=4
end
end
#Kabe[20][8] = LoadGraph("DATA/Sw50.png");
#Kabe[20][9] = LoadGraph("DATA/Sw51.png");
if i<4
S_W[i].position BBX+120+120,-400
end
#position BBX+120+120,BBY+80+80
i=i+1
end
end
L_W[0].frame_index LLW[0]
R_W[0].frame_index RRW[0]
if (SSW[0] == 0)
S_W[0].frame_index SSW[1]
S_W[0].position BBX+120+120,BBY+80+80
else
L_W[1].frame_index LLW[1] #DrawRotaGraph(BBX + 120 + 60, BBY + 80 + 80, 0.5, 0.0, Kabe[0][LW[1]], FALSE);
R_W[1].frame_index RRW[1] #DrawRotaGraph(BBX + 240 + 60, BBY + 80 + 80, 0.5, 0.0, Kabe[10][RW[1]], FALSE);
if (SSW[0] == 1)
S_W[1].frame_index SSW[1]
S_W[1].position BBX+180+60,BBY+120+40
#DrawRotaGraph(BBX + 180 + 60, BBY + 120 + 40, 0.25, 0.0, Kabe[20][SW[1]], FALSE);
else
L_W[2].frame_index LLW[2] #DrawRotaGraph(BBX + 180 + 30, BBY + 120 + 40, 0.25, 0.0, Kabe[0][LW[2]], FALSE);
R_W[2].frame_index RRW[2] #DrawRotaGraph(BBX + 240 + 30, BBY + 120 + 40, 0.25, 0.0, Kabe[10][RW[2]], FALSE);
if (SSW[0] == 2)
S_W[2].frame_index SSW[1] #DrawRotaGraph(BBX + 210 + 30, BBY + 140 + 20, 0.125, 0.0, Kabe[20][SW[1]], FALSE);
S_W[2].position BBX+210+30,BBY+140+20
else
L_W[3].frame_index LLW[3] #DrawRotaGraph(BBX + 210 + 15, BBY + 140 + 20, 0.125, 0.0, Kabe[0][LW[3]], FALSE);
R_W[3].frame_index RRW[3] #DrawRotaGraph(BBX + 240 + 15, BBY + 140 + 20, 0.125, 0.0, Kabe[10][RW[3]], FALSE);
if (SSW[0] == 3)
S_W[3].frame_index SSW[1] #DrawRotaGraph(BBX + 225 + 15, BBY + 150 + 10, 0.0625, 0.0, Kabe[20][SW[1]], FALSE);
S_W[3].position BBX+225+15,BBY+150+10
end
end
end
end
WENS_Pic.frame_index WENS
#
# 戦闘モード
#
if (GGMod == 1)
TgNo = rand(TgLv) + 1
if TgNo==1
TgSe = rand(10) + 1
else
TgSe = rand(10)
end
TgSt = 1 + rand(5)
TgHP[0] = (TgLv - 1) * 200 + TgSt * 20; TgFit = (TgLv - 1) * 100 + TgSt * 10
TS_Snd.play #SoundMem(SHan[6], DX_PLAYTYPE_BACK);
Tgt_Pic[TgNo].frame_index TgSe #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE);
Tgt_Pic[TgNo].position BBX + 140, BBY + 60
ZCt=0
GGMod = 2;
end
if (GGMod == 3)
ZCt=ZCt + 1
#DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE);
#DrawRotaGraph(BBX + 140 + 100, BBY + 60 + 100, 0.5, 0.0, Zan, TRUE);
if (ZCt > 8)
GGMod = 2
Zan.position BBX + 140, -400
DCt = 0
MT = (Fit[0] / 5 + rand(Fit[0])) - (TgFit / 5 + rand(TgFit))
if (MT > 0)
TgHP[0] = TgHP[0] - MT
if (TgHP[0] < 1)
TgHP[0] = 0
GGMod = 5
Mt_Snd.play #PlaySoundMem(SHan[7], DX_PLAYTYPE_BACK);
if(Bos>0)
Bos_BGM.stop
Win_Snd.play #PlaySoundMem(SHan[8], DX_PLAYTYPE_BACK);
end
end
else
Dm_Pic.position BBX,BBY
GGMod = 4
DCt = 0
end
end
end
if (GGMod == 4)
DCt=DCt + 1
#DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE);
#SetDrawBlendMode(DX_BLENDMODE_ALPHA, 150); //半透明化
#DrawGraph(BBX + 0, BBY + 0, Red, FALSE);
#SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0); //半透明化をオフ
if (DCt > 8)
Dm_Pic.position BBX,-400
GGMod = 2
HP[0] = HP[0] + MT
if (HP[0] < 1)
HP[0] = 0
GGMod = 6
Dn_Snd.play
end
end
end
if (GGMod == 5)
GGMod = 0
Tgt_Pic[TgNo].position BBX+140, -400
case (Bos)
when 1
Map[1974] = 0
Map[1962] = 90
GGMod = 10
#case 2: Map[3969] = 0; Map[3782] = 90; break;
#case 3: Map[5828] = 0; Map[5662] = 90; break;
#case 4: Map[7809] = 0; Map[7962] = 90; break;
#case 5: GGMod = 10; PlaySoundMem(EndBGM, DX_PLAYTYPE_LOOP); break;
#default:break;
end
Bos = 0
Exp[0] = Exp[0] + TgFit;
LvU = 0
NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2;
while (NxExp <= Exp[0])
LvU = LvU + 1
Lv[0] = Lv[0] + 1
HPmx[0] = HPmx[0] + 10
Fit[0] = Fit[0] + 5
NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2
HP[0] = HPmx[0]
end
if (LvU > 0)
LU_Snd.play #PlaySoundMem(SHan[10], DX_PLAYTYPE_BACK);
end
NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2;
HP[0] = HPmx[0]
end
# ゲームオーバー
if (GGMod == 6)
GGMod = 0
Tgt_Pic[TgNo].position BBX+140, -400
title.position 0, 0
btan[0].position 50,500
btan[1].position 320,500
btan[2].position 570,500
S1_BGM.stop
Tt_BGM.play
#DrawGraph(BBX + 0, BBY + 0, GameOver, FALSE);
GMod = 0
end
# エンディング
if (GGMod == 10)
#DrawGraph(BBX + 0, BBY + 0, EndingCG, FALSE);
# アクティビティフィードを流す
result = send_activity_feed("レベル:#{Lv}でクリア");
# 結果をデバッグログに出力する
# 公開したゲームでは見えません
debug_log(result ? "フィードを流した" : "フィードを流さなかった")
#S1_BGM.stop
game_clear
end
Text[0].text("地下 #{TgLv}階 Lv:#{Lv[Ptr]}")
Text[1].text("HP:#{HP[Ptr]}")
#Text[2].text("Lv:#{Lv[Ptr]}")
#Text[3].text("Lv:#{TgLv}")
NxExp = (Lv[Ptr] * (2 * 50 + (Lv[Ptr] - 1) * 10)) / 2
V=NxExp-Exp[Ptr]
Text[2].text("必要経験値:#{V}")
#アイコン操作
if pointer.down?
if Stp == false
Stp = true
ms_x = pointer.x
ms_y = pointer.y
if (ms_x > BBX+0 && ms_x < BBX+30 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0)
OK_Snd.play
#saveGameData(Sav1[0], Lv[0])
#saveGameData(Sav2[0], HPmx[0])
#saveGameData(Sav3[0], Fit[0])
#saveGameData(Sav4[0], Exp[0])
#saveGameData(Sav5[0], TgLv[0])
#saveGameData(Sav6[0], Ivt[0])
data1="#{Lv[Ptr]}"
data2="#{HPmx[Ptr]}"
data3="#{Fit[Ptr]}"
data4="#{Exp[Ptr]}"
data5="#{TgLv}"
data6="#{Ivt[Ptr]}"
data7="#{PP}"
data8="#{WENS}"
#saveGameData(Sav1[0], data1)
#saveGameData(Sav2[0], data2)
#saveGameData(Sav3[0], data3)
#saveGameData(Sav4[0], data4)
#saveGameData(Sav5[0], data5)
#saveGameData(Sav6[0], data6)
saveGameData(key1, data1)
saveGameData(key2, data2)
saveGameData(key3, data3)
saveGameData(key4, data4)
saveGameData(key5, data5)
saveGameData(key6, data6)
saveGameData(key7, data7)
saveGameData(key8, data8)
#GMod = 1
elsif (ms_x >BBX+30 && ms_x <BBX+60 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0)
WENS = WENS - 1
if (WENS < 0)
WENS = 3
end
#前進
elsif (ms_x >BBX+60 && ms_x <BBX+90 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0)
if (DM[0] == 80 || DM[0] == 91)
DG_Snd.play #PlaySoundMem(SHan[1], DX_PLAYTYPE_BACK);
elsif (DM[0] == 90)
Dor_Snd.play #PlaySoundMem(SHan[2], DX_PLAYTYPE_BACK);
PP = PP + Go * 2
else
Ft_Snd.play #PlaySoundMem(SHan[0], DX_PLAYTYPE_BACK);
PP = PP + Go;
end
#
# 階段の上り下り
#
if (Map[PP] == 10 || Map[PP] == 11)
DD_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK);
if (Map[PP] == 10)
PP = PP + 400
TgLv = TgLv + 1
elsif (Map[PP] == 11)
PP = PP - 400
TgLv = TgLv - 1
end
case (WENS)
when 0
PP = PP - 20
when 1
PP = PP + 1
when 2
PP = PP + 20
when 3
PP = PP - 1
#default:PP = PP + 1; break;
end
end
#
# イベントチェック(ボス)
#
if (Map[PP] == 20)
case (PP)
when 1974
Bos = 1
TgNo = 1
TgSe = 11
TgHP[0] = 5000
TgFit = 500
#PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK);
#GGMod = 2
#when 3969:Bos = 2; TgNo = 2; TgSe = 11; TgHP = 10000; TgFit = 1000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break;
#when 5828:Bos = 3; TgNo = 3; TgSe = 11; TgHP = 20000; TgFit = 2000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break;
#when 7809:Bos = 4; TgNo = 4; TgSe = 11; TgHP = 40000; TgFit = 4000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break;
#when 9969:Bos = 5; TgNo = 11; TgSe = 11; TgHP = 80000; TgFit = 8000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break;
end
Tgt_Pic[TgNo].frame_index TgSe #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE);
Tgt_Pic[TgNo].position BBX + 140, BBY + 60
ZCt=0
S1_BGM.stop
Bos_BGM.play
GGMod = 2
end
#
# 敵の出現チェック
#
BtSt = BtSt + rand(10);
if (BtSt > 100)
BtSt = 0
GGMod = 1
end
elsif (ms_x >BBX+90 && ms_x <BBX+120 && ms_y > BBY+320 && ms_y <BBY+350 && GGMod==0)
WENS = WENS - 1
if (WENS < 0)
WENS = 3
end
WENS = WENS - 1
if (WENS < 0)
WENS = 3
end
elsif (ms_x >BBX+120 && ms_x <BBX+150 && ms_y > BBY+320 && ms_y <BBY+350 && GGMod==0)
WENS = WENS + 1
if (WENS > 3)
WENS = 0
end
elsif (ms_x > BBX+150 && ms_x < BBX+150+30 && ms_y > BBY+320 && ms_y < BBY+320+30 && GGMod == 2 && Bos==0)
ES_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK);
Tgt_Pic[TgNo].position BBX+140, -400
GGMod = 0
elsif (ms_x > BBX+180 && ms_x < BBX+180+30 && ms_y > BBY+320 && ms_y < BBY+320+30 && GGMod == 2)
Zn_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK);
Zan.position BBX + 140, BBY + 60 #Tgt_Pic[TgNo].position BBX+140, -400
ZCt=0
GGMod = 3
elsif (ms_x > 30 && ms_x < 60 && ms_y > 570 && ms_y < 600 && Mod==2)
OK_Snd.play
Mod = 1
if (TgLv[Ptr]==10 && Ivt[Ptr]==0)
Bos=1
Tgt[100].position 600,200
Tgt[0].position 600,-400
TgHP[Ptr] = TgLv[Ptr] * 100
TgFit[Ptr] = TgLv[Ptr] * 5 + 10
else
TgHP[Ptr] = TgLv[Ptr] * 50
TgFit[Ptr] = TgLv[Ptr] * 5
end
elsif (ms_x > 60 && ms_x < 90 && ms_y > 570 && ms_y < 600 && Mod==1)
OK_Snd.play
Mod = 2
HP[Ptr]=HPmx[Ptr]
elsif (ms_x > 90 && ms_x < 120 && ms_y > 570 && ms_y < 600 && Mod==2 && TgLv[Ptr]<10)
DD_Snd.play
TgLv[Ptr]=TgLv[Ptr]+1
elsif (ms_x > 120 && ms_x < 150 && ms_y > 570 && ms_y < 600 && Mod==2 && TgLv[Ptr]>1)
DD_Snd.play
TgLv[Ptr]=TgLv[Ptr]-1
end
end
else
Stp = false
end
else
end
end
render do
end
end
start_scene 'start'
sprite 'タイトル00' do
image 'タイトル0'
origin :left_top
end
sprite 'タイトルボタン集0' do
image 'タイトルボタン集'
origin :left_top
end
sprite '左壁00' do
image '左壁0'
origin :center
end
sprite '右壁00' do
image '右壁0'
origin :center
end
sprite '中壁00' do
image '中壁0'
origin :center
end
sprite '方角00' do
image '方角0'
origin :left_top
end
sprite 'テキスト00' do
image 'テキスト0'
origin :center
end
sprite 'Bos1' do
image 'ボス1'
origin :center
end
sprite '敵11' do
image '敵1'
origin :left_top
end
sprite '敵22' do
image '敵2'
origin :left_top
end
sprite '敵33' do
image '敵3'
origin :left_top
end
sprite '敵44' do
image '敵4'
origin :left_top
end
sprite '敵55' do
image '敵5'
origin :left_top
end
sprite '斬' do
image '斬撃'
origin :left_top
end
sprite 'D赤0' do
image 'D赤'
origin :left_top
end
sprite 'Icon00' do
image 'Icon'
origin :left_top
end
sprite 'Char00' do
image 'Char0'
origin :left_top
end
sprite '停止' do
image 'Icon'
origin :left_top
end
sprite '上り' do
image 'Icon'
origin :left_top
end
sprite '下り' do
image 'Icon'
origin :left_top
end
sprite '仲間' do
image 'Icon'
origin :left_top
end
#####テキストスプライト定義#####
text 'テキスト1' do
origin :left_top #原点を画像左上に設定
font_size 25
color '#EEEEEE' #白っぽい色
end
text '敵HP' do
origin :left_top #原点を画像左上に設定
font_size 30
color '#EEEEEE' #白っぽい色
end
text '自Lv' do
origin :left_top #原点を画像左上に設定
font_size 30
color '#EEEEEE' #白っぽい色
end
text '敵Lv' do
origin :left_top #原点を画像左上に設定
font_size 30
color '#EEEEEE' #白っぽい色
end
text '必要経験値' do
origin :left_top #原点を画像左上に設定
font_size 30
color '#EEEEEE' #白っぽい色
end
コード一覧
- start.rb
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