// ヨッシー出現(コースから) // DEMO_ID_WM_APPEAR_01 demo_script { // ライト設定リスト LIGHT_SETTING_LIST { lightSet001 { f32[] color = {1.0, 1.0, 1.0} } } SCENE { bool dummy = false } // アクター名を設定する。 // プログラム側でこれに対応したモデルをセットする。 str[] ACTOR_LIST = { "TYPE_WMOBJ; none; SYMBOL; $target_symbol; 0,1,2,3", "TYPE_WMOBJ; none; PLAYER1; $player1p; 1,104,5030,5031,5040,5041", "TYPE_WMOBJ; none; PLAYER2; $player2p; 1,104,5030,5031,5040,5041", } // 例。 str[] CMD_LIST = { //========================================================================= // セットアップ //========================================================================= // カメラは通常カメラで "WMSetCamMode; normal", // プレイヤーをシンボル中心に移動 "ActorPos; PLAYER1; 0.0; 0.0; 0.0", "ActorPos; PLAYER2; 0.0; 0.0; 0.0", "ActorVisible; SYMBOL; true", "ActorVisible; PLAYER1; false", "ActorVisible; PLAYER2; false", "WMActorWingAction; PLAYER1; hide", "WMActorWingAction; PLAYER2; hide", //------------------------------------------------------------------------- // フェードイン //------------------------------------------------------------------------- "FadeInWait; 30", "CounterStart; scene1", // BGM開始 "WMPlayWorldBgm", "WMActorAction ; SYMBOL; REACTION_APPEAR", "SE3D; SD_STAGEOUT1; SYMBOL", "NoBlendAnim; PLAYER1; 5040", "NoBlendAnim; PLAYER2; 5040", "ActorVisible; PLAYER1; true", "ActorVisible; PLAYER2; true", // 0-S専用処理 "If;$course_no==54", "ActorMovePosParabola; PLAYER1;$player1_pos; none; none; 8.0; 30; HEIGHT", "ActorMovePosParabola; PLAYER2;$player2_pos; none; none; 8.0; 30; HEIGHT", // 6-8専用処理 "ElseIf;$course_no==52", "WMHitEffect; PLAYER1; J_Root; 0.1; 0.0; 30.0; smoke_15_bs_ef; 130; REVERSE", "WMHitEffect; PLAYER2; J_Root; 0.1; 0.0; 30.0; smoke_15_bs_ef; 130; REVERSE", "ActorMovePosParabola; PLAYER1;$player1_pos; none; none; 5.0; 30; HEIGHT", "ActorMovePosParabola; PLAYER2;$player2_pos; none; none; 5.0; 30; HEIGHT", // その他のコース "Else", "ActorMovePosParabola; PLAYER1;$player1_pos; none; none; 5.0; 30; HEIGHT", "ActorMovePosParabola; PLAYER2;$player2_pos; none; none; 5.0; 30; HEIGHT", "EndIf", "ActorWaitMovePos; PLAYER1", "ActorWaitMovePos; PLAYER2", "WMActorWingAction; PLAYER1; open", "WMActorWingAction; PLAYER2; open", //--------------------------------- // SE定義 //--------------------------------- // ステージから出る時、ヨッシーの着地時にSD_FOOT2_P1 // モーションに合わせて2度呼んでください。 "SE3D; SD_FOOT2_P1; PLAYER1; J_Root; 0.0", "SE3D; SD_FOOT2_P1; PLAYER1; J_Root; 30.0", // "SE3D; SD_FOOT2_P2; PLAYER2; J_Root; 0.0", // "SE3D; SD_FOOT2_P2; PLAYER2; J_Root; 30.0", // ボーンに追従させるモデルエフェクト "MdlEffectBone; EFF_LANDING; EFFECT_KIND_CM_002_SMK_LND_S; PLAYER1; TF01WM; 0.0; -1; 130", "MdlEffectBone; EFF_LANDING; EFFECT_KIND_CM_002_SMK_LND_S; PLAYER2; TF01WM; 0.0; -1; 130", "Anim; PLAYER1; 5041", "Anim; PLAYER2; 5041", // "WaitCounter; scene1; 44", "WaitAnim; PLAYER1; 5041", "WaitAnim; PLAYER2; 5041", "WMActorWingAction; PLAYER1; idle", "WMActorWingAction; PLAYER2; idle", } }