SetIntimacy( CHARA_YUK, 60);
SetIntimacy( CHARA_MOK, 70);
SetEnding( Ending_YUK_GOOD );
SetEventFlag( EventFlag_4B_MOK, 1);
CallSequence( "EV4B_00_071" );
FDispMess_Wait( 0 );
IsFirstPlay()を真にするには
ScriptChecker → debug → D_InitSysData.bin
IsFirstPlay()を偽にするには
スクリプトファイルを作成して
SetEnding( Ending_YUK_GOOD );
を実行する。
の手段で行うことができます。なおD_initSysData.binを
実行するとフラグ類はすべてクリアされるので注意。
SetWipeColor( COLOR_WHITE );
WipeOut(EFFECT_FADE, 60, MOVEFUNC_DEFAULT );
OpenBG( "BG_001A" );
WipeIn(EFFECT_FADE, 60, MOVEFUNC_DEFAULT );
SetWipeColor( DEFAULT_WIPE_COLOR );
WipeOut(EFFECT_ALPHAFADE_0, 60, MOVEFUNC_DEFAULT );
WipeIn(EFFECT_ALPHAFADE_0_R, 60, MOVEFUNC_DEFAULT );
エフェクトを待たない場合
_OpenTaimen_C( "TM004_00_00_00",EFFECT_SCREENWIPE_DOWN | EFFECT_NOWAIT,120,MOVEFUNC_DEFAULT );
| EFFECT_NOWAIT
AddIntimacy( CHARA_YUK, 10);
if( GetIntimacy( CHARA_HIM ) > 50 )
if(GetEventFlag( EventFlag_TAIKA_MEM ) == 1)
elseif( GetEventFlag( EventFlag_4A_HIM)==1 )
if( GetIntimacy( CHARA_HIM ) >= 50 )
int sel;
sel = SelectMessage2_Random( "", "" );
if( sel==1 )
if( GetIntimacy( CHARA_DOU ) >= GetIntimacy( CHARA_HIM ) )
フラグ、orの時
if(GetEventFlag( EventFlag_TAIKA_HIM ) == 1 || GetEventFlag( EventFlag_TAIKA_DRE )==1 )
2で割ったときのアマリを求めるとき。
if( GetIntimacy( CHARA_MOK ) % 2 == 0 )
if(GetEventFlag( EventFlag_TAIKA_TEA ) == 1 )
選択肢
int sel;
sel = SelectMessage3_Random( "", "", "" );
switch(sel)
//★選択肢A
// 裏口から入ってみよう
case 1;
//四月一日
FOpen( 0, 300, -40, 0, 0, "F14_2_15" );
FCharaName(0, "四月一日" );
#text{
}
FKwp( 0 );
FCloseAll();
//★合流地点3へ
break;
end
int sel3 = 1;
int firstch;
int secondch;
int thirdch;
string chname[5] = "dummy", "侑子", "百目鬼", "ひまわり", "モコナ";
if( IsFirstPlay() )
firstch = GetIntimacyRank3( 1, CHARA_YUK, CHARA_DOU, CHARA_HIM );
secondch = GetIntimacyRank3( 2, CHARA_YUK, CHARA_DOU, CHARA_HIM );
thirdch = GetIntimacyRank3( 3, CHARA_YUK, CHARA_DOU, CHARA_HIM );
else
firstch = GetIntimacyRank4( 1, CHARA_YUK, CHARA_DOU, CHARA_HIM, CHARA_MOK );
secondch = GetIntimacyRank4( 2, CHARA_YUK, CHARA_DOU, CHARA_HIM, CHARA_MOK );
thirdch = GetIntimacyRank4( 3, CHARA_YUK, CHARA_DOU, CHARA_HIM, CHARA_MOK );
end
switch( SelectMessage3_Random( chname[firstch], chname[secondch], chname[thirdch] ))
case 1;
sel3 = firstch;
break;
case 2;
sel3 = secondch;
break;
case 3;
sel3 = thirdch;
break;
end
switch(sel3)
藪の中6B04対面メモ
OpenTaimen_R("TL002_05_00_00");
OpenTaimen_L("TL004_03_04_00");
アニメ
OpenAnim0( "Asfx31",0,-1 );
CloseAnim0( );
OpenAnim0( "A_203_A1",0,-1 );
突撃アニメ
"Asfx31"
ZoomBG( 0, 0, 640, 448, 80, 56, 320, 224, 10, MOVEFUNC_DEFAULT );
ZoomBG( 0, 0, 640, 448, 0, 0, 640, 448, 0, MOVEFUNC_DEFAULT ); // 倍率を戻しておく
ZoomBG( 0, 0, 640, 448, 80, 56, 480, 336, 10, MOVEFUNC_DEFAULT );
int sel;
sel = SelectMessage3_Random( "", "", "" );
switch(sel)
OpenTaimenEx_L( "", -160, 0 );
OpenTaimenEx_R( "", 160, 0 );
_OpenTaimenEx_L( "", -160, 0, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_R( "", 160, 0, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
☆台詞の中で長音記号(ー)が2つ以上連続でつながっていたら
Б
に置き換える。
対面位置補正
MoveDefaultTaimenPos_C( 0, MOVEFUNC_DEFAULT );
MoveDefaultTaimenPos_L( 0, MOVEFUNC_DEFAULT );
MoveDefaultTaimenPos_R( 0, MOVEFUNC_DEFAULT );
MoveDefaultTaimenPos( 0, MOVEFUNC_DEFAULT );
BG位置
MoveDefaultPosBG( 0, MOVEFUNC_DEFAULT );
プライオリティ
SetPriorityBG1( 25 );
SetPriorityBG1( 75 );
SetPriorityBG1( 25 );
SetPriorityBG2( 26 );
SetPriorityBG3( 27 );
SetPriorityBG1( 75 );
SetPriorityBG2( 76 );
SetPriorityBG3( 77 );
SetTaimenPriority( 41, 40, 42 );
SetTaimenPriority( 40, 42, 41 );
SetTaimenPriority( 40, 41, 42 );
SetDefaultTaimenPriority();
CloseTaimen();
MoveDefaultTaimenPos( 0, MOVEFUNC_DEFAULT );
対面移動例
_OpenTaimenEx_L( "TM006_00_06_02", -160, 450, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_R( "TM007_00_06_02", 160, 450, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
MoveTaimenPos_L( -160, 0, 15,MOVEFUNC_DEFAULT );
MoveTaimenPos_R( 160, 0, 15,MOVEFUNC_DEFAULT );
WaitTaimen_L();
WaitTaimen_R();
MoveTaimenPos_L( -160, 30, 5,MOVEFUNC_DEFAULT );
MoveTaimenPos_R( 160, 30, 5,MOVEFUNC_DEFAULT );
カットイン例
ScissorTaimen_L( 0, 0, 360, 224, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "C000_00", -500, -40, EFFECT_DEFAULT, 0, MOVEFUNC_DEFAULT );
MoveTaimenPos_L( -40, -40, 20, MOVEFUNC_DEFAULT );
WaitTaimen_L();
MoveTaimenPos_L( -60, -40, 10, MOVEFUNC_DEFAULT );
WaitTaimen_L();
ResetScissorTaimen_L();
MoveTaimenPos_L( -500, -40, 10, MOVEFUNC_DEFAULT );
WaitTaimen_L();
_CloseTaimen_L( EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
ResetScissorTaimen_L(); // カットイン領域を再初期化
MoveDefaultTaimenPos_L( 0, MOVEFUNC_DEFAULT ); // 位置も元に戻しておく
その2
ScissorTaimen_L( 300, 0, 340, 224, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "C000_00", 600, -40, EFFECT_DEFAULT, 0, MOVEFUNC_DEFAULT );
MoveTaimenPos_L( 340, -40, 10, MOVEFUNC_DEFAULT );
WaitTaimen_L();
MoveTaimenPos_L( 360, -40, 5, MOVEFUNC_DEFAULT );
WaitTaimen_L();
MoveTaimenPos_L( 500, -40, 10, MOVEFUNC_DEFAULT );
WaitTaimen_L();
_CloseTaimen_L( EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
ResetScissorTaimen_L(); // カットイン領域を再初期化
MoveDefaultTaimenPos_L( 0, MOVEFUNC_DEFAULT ); // 位置も元に戻しておく
拡大縮小
ScaleBG( 1000, 1000, 0, MOVEFUNC_DEFAULT );//デフォルト
ScaleBG( 1000, 1000, 0, MOVEFUNC_DEFAULT );
目パターン
SetEyePattern_C( int patternNo );
_SetEyePattern_C( int index,int patternNo );
#define EYE_OPEN (0) // 開く
#define EYE_HALF (1) // 半開き
#define EYE_CLOSE (2) // 閉じる
SetEyePattern_C( EYE_CLOSE );
口パターン
SetLipPattern_L( int patternNo );
_SetLipPattern_L( int index,int patternNo );
#define LIP_OPEN (2) // 開く
#define LIP_HALF (1) // 半開き
#define LIP_CLOSE (0) // 閉じる
SetLipPattern_L( LIP_OPEN );
画像色調反転
SetLoadCGEffect( LOAD_CG_EFFECT_INVERT );
SetLoadCGEffect( LOAD_CG_EFFECT_DEFAULT );
対面移動
MoveTaimenPos_L( 160, 0, 60,MOVEFUNC_DEFAULT );
WaitTaimen_L();
対面拡大縮小
ScaleTaimen_C( 970, 970, 90, MOVEFUNC_DEFAULT );
振動例
StartShake( SHAKE_MODE_R, SHAKE_LV_LL, -1 );
FOpen(0, 40, 0, 0, 0, "F60_1_10" );
FCharaName(0, "四月一日" );
#text{
ひぃБББББっ!
}
FDispMess_Wait( 0 );
StopShake();
FKeyWaitMess( 0 );
FCloseAll();
StartShake( int mode,int level,int num );
画面振動開始(num…0以下:StopShake()を呼ぶまで止まらない、1以上:回数分揺らす)
ふきだし振動
FOpen(0, 180, -60, 0, 0, "F60_2_15");
FWinShakeStart( 0, SHAKE_MODE_R, SHAKE_LV_LL, SHAKE_START_SPEED, -1 );
FCharaName(0, "四月一日" );
#text{
少しくらい
同情せんのかББББББ∋
}
FDispMess_Wait( 0 );
FWinShakeStop( 0, SHAKE_START_SPEED );
FKeyWaitMess( 0 );
FCloseAll();
背景振動
StartShakeBG( SHAKE_MODE_Y, SHAKE_LV_LL, SHAKE_START_SPEED, -1 );
StopShakeBG( SHAKE_END_SPEED );
対面振動
FOpen(0, 180, -60, 0, 0, "F60_2_15");
StartShakeTaimen_L( SHAKE_MODE_Y, SHAKE_LV_M, 5, -1 );
FCharaName(0, "四月一日" );
#text{
少しくらい
同情せんのかББББББ∋
}
FDispMess_Wait( 0 );
StopShakeTaimen_L( 0 );
FKeyWaitMess( 0 );
FCloseAll();
よく使う四月一日顔拡大
WipeOut(EFFECT_ALPHAFADE_0, 15, MOVEFUNC_DEFAULT );
CloseTaimen();
OpenBG("BG_200C1");
_OpenTaimenEx_C( "TU002_02_00_17", 0, 0, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
WipeIn(EFFECT_ALPHAFADE_0_R, 15, MOVEFUNC_DEFAULT );
//★♯
//四月一日
FOpen(0, 480, 20, 0, 0, "F01_1_15" );
FCharaName(0, "四月一日" );
#text{
#c0やっぱり我が儘もあるんだな。
}
FKwp( 0 );
FCloseAll();
WipeOut(EFFECT_ALPHAFADE_0, 15, MOVEFUNC_DEFAULT );
CloseTaimen();
OpenBG("BG_001A");
_OpenTaimenEx_L( "TL001_01_04_00", -130, 0, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_R( "TL002_02_00_00", 160, 60, EFFECT_FADE, 0, MOVEFUNC_DEFAULT );
WipeIn(EFFECT_ALPHAFADE_0_R, 15, MOVEFUNC_DEFAULT );
歩くとき例
StartShakeTaimen_L( SHAKE_MODE_Y, SHAKE_LV_M, 20, -1 );
MoveTaimenPos_L( -80, 60, 120,MOVEFUNC_DEFAULT );
WaitTaimen_L();
StopShakeTaimen_L( 0 );
Close
_CloseTaimen_C( EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_CloseBG( COLOR_BLACK, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimen_C( "TS002_02_11_05", EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_CloseTaimen_R( EFFECT_FADE | EFFECT_NOWAIT , DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_CloseBG1( COLOR_BLACK, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_C( "TS002_02_11_05", 160, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenBG( "BG_008A",COLOR_BLACK,EFFECT_FADE | EFFECT_NOWAIT,DEFAULT_SPEED,MOVEFUNC_DEFAULT );
OpenZoomBG( "BG_045A", COLOR_BLACK, 0, 0, 640, 448, 320, 0, 320, 224 );
OpenZoomBG( "BG_045A", COLOR_BLACK, 0, 0, 640, 448, 0, 0, 640, 448 );
_OpenZoomBG( "BG_045A", COLOR_BLACK, 0, 0, 640, 448, 0, 0, 320, 224, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenZoomBG( "BG_049A", COLOR_BLACK, 0, 0, 640, 448, 0, 0, 480, 336, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenExBG( "BG_045A", COLOR_BLACK, 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenBG( "BG_200C1",COLOR_BLACK,EFFECT_FADE | EFFECT_NOWAIT,DEFAULT_SPEED,MOVEFUNC_DEFAULT );
_ChangeTaimen_C( "TS002_02_11_05",EFFECT_FADE | EFFECT_NOWAIT,DEFAULT_SPEED,MOVEFUNC_DEFAULT );
SetOpenFixPosTaimen_L( 0, 60 );
_OpenTaimenEx_L( "TS002_02_11_05", -160, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_R( "TS002_02_11_05", 160, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_CloseTaimen_L( EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_CloseTaimen_R( EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
色調反転
SetLoadCGEffect( LOAD_CG_EFFECT_INVERT );
SetLoadCGEffect( LOAD_CG_EFFECT_DEFAULT );
色調変化
SetColorTaimen_C( 0xff8888ff, 30, MOVEFUNC_DEFAULT );
SetColorBG( 0xff8888ff, 30, MOVEFUNC_DEFAULT );
SetColorTaimen_C( COLOR_DEFAULT, 30, MOVEFUNC_DEFAULT );
SetColorBG( COLOR_DEFAULT, 30, MOVEFUNC_DEFAULT );
クリアスクリーン
ClearScreen();
対面補正
SetOpenFixPosTaimen_L( 0, 0 );
SetOpenFixPosTaimen_C( 0, 0 );
SetOpenFixPosTaimen_R( 0, 0 );
対面拡大
ScaleTaimen_C( 1000, 1000, 0, MOVEFUNC_DEFAULT );
対面反転
RotXYZ_Taimen_R( 0, 1800, 0, 0, MOVEFUNC_DEFAULT );
_OpenTaimenEx_R( "TS002_02_23_00",260, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
RotXYZ_BG( 0, 1800, 0, 0, MOVEFUNC_DEFAULT );
元に戻す
RotXYZ_Taimen_R( 0, 0, 0, 0, MOVEFUNC_DEFAULT );
RotXYZ_BG( 0, 0, 0, 0, MOVEFUNC_DEFAULT );
スケールBG
ScaleBG( 1080, 1080, 30, MOVEFUNC_DEFAULT );
BGの補正
ScaleBG( 1000, 1000, 0, MOVEFUNC_DEFAULT );
MoveDefaultPosBG( 0, MOVEFUNC_DEFAULT );
背景デフォルト
MoveDefaultPosBG1( 0, MOVEFUNC_DEFAULT );
MoveDefaultPosBG2( 0, MOVEFUNC_DEFAULT );
アニメ色
SetColorAnim0( 0x00ffffff, 30, MOVEFUNC_DEFAULT );
SetColorAnim0( COLOR_DEFAULT, 0, MOVEFUNC_DEFAULT );
アニメ位置
OpenExAnim0( string filename, int animSeqNo, int playCount, int x, int y );
OpenExAnim0( "A_203_A1", 0, -1, -200, 0 );
OpenAnim0( "A_203_A1",0,-1 );
CloseAnim0( );
MoveDefaultPosAnim0( 0, 0 );
アニメ
OpenAnim1( "A_117_C1",0,1 );
AnimWait( 1 );
シザリング
ScissorTaimen_C( 0, 128, 640, 120, 0, MOVEFUNC_DEFAULT );
ScissorBG3( 0, 128, 640, 120, 0, MOVEFUNC_DEFAULT );
ScissorAnim1( 0, 0, 0, 0, 60, MOVEFUNC_DEFAULT );
ResetScissorTaimen_C();
ResetScissorBG3();
ResetScissorTaimen_L();
ResetScissorTaimen_R();
ResetScissorBG1();
ResetScissorBG2();
その他対面
四月一日
_OpenTaimenEx_L( "EM002_01_26_05", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_01_26_15", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_01_26_78", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_01_27_05", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_01_27_15", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_01_27_78", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_06_46_00", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EM002_06_46_01", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EU002_00_39_00", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
ウワバミ
_OpenTaimenEx_L( "EM125_00_00_00", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenTaimenEx_L( "EU125_00_00_00", 0, 0, EFFECT_FADE | EFFECT_NOWAIT, DEFAULT_SPEED, MOVEFUNC_DEFAULT );
_OpenBG( "EM125_00_00_00",COLOR_BLACK,EFFECT_FADE | EFFECT_NOWAIT,DEFAULT_SPEED,MOVEFUNC_DEFAULT );
_OpenBG( "EU125_00_00_00",COLOR_BLACK,EFFECT_FADE | EFFECT_NOWAIT,DEFAULT_SPEED,MOVEFUNC_DEFAULT );
SetPriorityBG1( 75 );
SetPriorityBG2( 76 );
SetPriorityBG3( 77 );
コントローラー
StartVibration( VIBRATION_SMALL_0, VIBRATION_BIG_0 );
StopVibration();
平安・鎌倉、対面補正
現代・明治と身長を合わせる場合は
以下のような値を指定してください
現代・明治 鎌倉・平安
四月一日 60 90
百目鬼 30 50
二人で微妙に補正値が違うので注意。