1: SPRITE_BODY = 0;
2: SPRITE_ARML = 1;
3: SPRITE_ARMR = 2;
4: SPRITE_FOOTL = 3;
5: SPRITE_FOOTR = 4;
6: SPRITE_ROLL = 5;
7: SPRITE_PILECANON= 6;
8: SPRITE_WEPARM = 7;
9: SPRITE_DRILL = 8;
10: SPRITE_ELECARM = 9;
11: SPRITE_GUN = 10;
12: SPRITE_GUNFIRE = 11;
13: SPRITE_BULLET = 12;
14: SPRITE_PILE = 13;
15: SPRITE_MISSILE = 14;
16:
17: SOUND_DAMAGE1 = 0;
18: SOUND_DAMAGE2 = 1;
19: SOUND_STEP = 2;
20: SOUND_ATTACK = 3; /* 銃声 */
21: SOUND_MOTOR = 4; /* モーター音 */
22: SOUND_BLOOD = 5; /* 突き刺し音 */
23: SOUND_DRILL = 6; /* DRILL */
24: SOUND_SHOT = 7; /* 杭撃ち・ミサイル撃ち音 */
25: SOUND_CLASH = 8; /* 叩きつけ */
26:
27: PARTS_BODY = 0;
28: PARTS_ARMLT1 = 1;
29: PARTS_ARMLT2 = 2;
30: PARTS_FOOTLT = 3;
31: PARTS_ARMLB1 = 4;
32: PARTS_ARMLB2 = 5;
33: PARTS_FOOTLB = 6;
34: PARTS_ARMRT1 = 7;
35: PARTS_ARMRT2 = 8;
36: PARTS_FOOTRT = 9;
37: PARTS_ARMRB1 = 10;
38: PARTS_ARMRB2 = 11;
39: PARTS_FOOTRB = 12;
40: PARTS_ROLLL = 13;
41: PARTS_ROLLR = 14;
42: PARTS_PILECANONL= 15;
43: PARTS_PILECANONR= 16;
44: PARTS_WEPARML1 = 17;
45: PARTS_WEPARML2 = 18;
46: PARTS_DRILL = 19;
47: PARTS_WEPARMR1 = 20;
48: PARTS_WEPARMR2 = 21;
49: PARTS_ELECARM = 22;
50: PARTS_GUN = 23;
51: PARTS_GUNFIRE = 24;
52:
53: START_WAIT = 0;
54: STAND_C = 1;
55: STAND_C2L = 2;
56: STAND_L = 3;
57: STAND_L2C = 4;
58: STAND_C2R = 5;
59: STAND_R = 6;
60: STAND_R2C = 7;
61: WALKUP = 8;
62: DRILL_RIGHT = 9;
63: DRILL_RIGHT_FINISH =10;
64: DRILL_LEFTUP =11;
65: DRILL_LEFTUP_FINISH =12;
66: DRILL_LEFTDOWN =13;
67: DRILL_LEFTDOWN_FINISH =14;
68: ARMHOLD_LEFT =15;
69: ARMHOLD_LEFT_CATCH =16;
70: ARMHOLD_RIGHTUP =17;
71: ARMHOLD_RIGHTUP_CATCH =18;
72: ARMHOLD_RIGHTDOWN =19;
73: ARMHOLD_RIGHTDOWN_CATCH =20;
74: MISSILE_SHOT =21;
75: DEAD_MOTION =22;
76:
77: BIND_ROOT = 0;
78: BIND_DRILL_LEFTUP_FINISH = 1;
79: BIND_DRILL_LEFTDOWN_FINISH = 2;
80: BIND_DRILL_RIGHT_FINISH = 3;
81: BIND_ARMHOLD_LEFT_CATCH = 4;
82: BIND_ARMHOLD_RIGHT_CATCH = 5;
83: /*----------------------------------------*/
84: /* 必須ステータス */
85: HP = 3000;
86:
87: MotionNumber = 30;
88: KeyFrameNumber = 30;
89: PartsNumber = 25;
90: BindNumber = 10;
91: BindKeyFrameNumber = 60;
92:
93: ProcessNum[PARTS_BODY ] = 0; DrawNum[PARTS_BODY ] = 2; ParentParts[PARTS_BODY ] = -1; SpriteParts[PARTS_BODY ] = SPRITE_BODY;
94: ProcessNum[PARTS_ARMLT1 ] = 1; DrawNum[PARTS_ARMLT1 ] = 3; ParentParts[PARTS_ARMLT1 ] = PARTS_BODY; SpriteParts[PARTS_ARMLT1] = SPRITE_ARML;
95: ProcessNum[PARTS_ARMLT2 ] = 2; DrawNum[PARTS_ARMLT2 ] = 4; ParentParts[PARTS_ARMLT2 ] = PARTS_ARMLT1; SpriteParts[PARTS_ARMLT2] = SPRITE_ARML;
96: ProcessNum[PARTS_FOOTLT ] = 3; DrawNum[PARTS_FOOTLT ] = 5; ParentParts[PARTS_FOOTLT ] = PARTS_ARMLT2; SpriteParts[PARTS_FOOTLT] = SPRITE_FOOTL;
97: ProcessNum[PARTS_ARMLB1 ] = 4; DrawNum[PARTS_ARMLB1 ] = 6; ParentParts[PARTS_ARMLB1 ] = PARTS_BODY; SpriteParts[PARTS_ARMLB1] = SPRITE_ARML;
98: ProcessNum[PARTS_ARMLB2 ] = 5; DrawNum[PARTS_ARMLB2 ] = 7; ParentParts[PARTS_ARMLB2 ] = PARTS_ARMLB1; SpriteParts[PARTS_ARMLB2] = SPRITE_ARML;
99: ProcessNum[PARTS_FOOTLB ] = 6; DrawNum[PARTS_FOOTLB ] = 8; ParentParts[PARTS_FOOTLB ] = PARTS_ARMLB2; SpriteParts[PARTS_FOOTLB] = SPRITE_FOOTL;
100: ProcessNum[PARTS_ARMRT1 ] = 7; DrawNum[PARTS_ARMRT1 ] = 9; ParentParts[PARTS_ARMRT1 ] = PARTS_BODY; SpriteParts[PARTS_ARMRT1] = SPRITE_ARMR;
101: ProcessNum[PARTS_ARMRT2 ] = 8; DrawNum[PARTS_ARMRT2 ] =10; ParentParts[PARTS_ARMRT2 ] = PARTS_ARMRT1; SpriteParts[PARTS_ARMRT2] = SPRITE_ARMR;
102: ProcessNum[PARTS_FOOTRT ] = 9; DrawNum[PARTS_FOOTRT ] =11; ParentParts[PARTS_FOOTRT ] = PARTS_ARMRT2; SpriteParts[PARTS_FOOTRT] = SPRITE_FOOTR;
103: ProcessNum[PARTS_ARMRB1 ] =10; DrawNum[PARTS_ARMRB1 ] =12; ParentParts[PARTS_ARMRB1 ] = PARTS_BODY; SpriteParts[PARTS_ARMRB1] = SPRITE_ARMR;
104: ProcessNum[PARTS_ARMRB2 ] =11; DrawNum[PARTS_ARMRB2 ] =13; ParentParts[PARTS_ARMRB2 ] = PARTS_ARMRB1; SpriteParts[PARTS_ARMRB2] = SPRITE_ARMR;
105: ProcessNum[PARTS_FOOTRB ] =12; DrawNum[PARTS_FOOTRB ] =14; ParentParts[PARTS_FOOTRB ] = PARTS_ARMRB2; SpriteParts[PARTS_FOOTRB] = SPRITE_FOOTR;
106:
107: ProcessNum[PARTS_ROLLL ] =13; DrawNum[PARTS_ROLLL ] = 0; ParentParts[PARTS_ROLLL ] = PARTS_BODY; SpriteParts[PARTS_ROLLL ] = SPRITE_ROLL;
108: ProcessNum[PARTS_ROLLR ] =14; DrawNum[PARTS_ROLLR ] = 1; ParentParts[PARTS_ROLLR ] = PARTS_BODY; SpriteParts[PARTS_ROLLR ] = SPRITE_ROLL;
109: ProcessNum[PARTS_PILECANONL ] =15; DrawNum[PARTS_PILECANONL ] =15; ParentParts[PARTS_PILECANONL ] = PARTS_BODY; SpriteParts[PARTS_PILECANONL] = SPRITE_PILECANON;
110: ProcessNum[PARTS_PILECANONR ] =16; DrawNum[PARTS_PILECANONR ] =16; ParentParts[PARTS_PILECANONR ] = PARTS_BODY; SpriteParts[PARTS_PILECANONR] = SPRITE_PILECANON;
111:
112: ProcessNum[PARTS_WEPARML1 ] =17; DrawNum[PARTS_WEPARML1 ] =19; ParentParts[PARTS_WEPARML1 ] = PARTS_BODY; SpriteParts[PARTS_WEPARML1 ] = SPRITE_WEPARM;
113: ProcessNum[PARTS_WEPARML2 ] =18; DrawNum[PARTS_WEPARML2 ] =18; ParentParts[PARTS_WEPARML2 ] = PARTS_WEPARML1; SpriteParts[PARTS_WEPARML2 ] = SPRITE_WEPARM;
114: ProcessNum[PARTS_DRILL ] =19; DrawNum[PARTS_DRILL ] =17; ParentParts[PARTS_DRILL ] = PARTS_WEPARML2; SpriteParts[PARTS_DRILL ] = SPRITE_DRILL;
115: ProcessNum[PARTS_WEPARMR1 ] =20; DrawNum[PARTS_WEPARMR1 ] =22; ParentParts[PARTS_WEPARMR1 ] = PARTS_BODY; SpriteParts[PARTS_WEPARMR1 ] = SPRITE_WEPARM;
116: ProcessNum[PARTS_WEPARMR2 ] =21; DrawNum[PARTS_WEPARMR2 ] =21; ParentParts[PARTS_WEPARMR2 ] = PARTS_WEPARMR1; SpriteParts[PARTS_WEPARMR2 ] = SPRITE_WEPARM;
117: ProcessNum[PARTS_ELECARM ] =22; DrawNum[PARTS_ELECARM ] =20; ParentParts[PARTS_ELECARM ] = PARTS_WEPARMR2; SpriteParts[PARTS_ELECARM ] = SPRITE_ELECARM;
118:
119: ProcessNum[PARTS_GUN ] =23; DrawNum[PARTS_GUN ] =23; ParentParts[PARTS_GUN ] = PARTS_BODY; SpriteParts[PARTS_GUN ] = SPRITE_GUN;
120: ProcessNum[PARTS_GUNFIRE ] =24; DrawNum[PARTS_GUNFIRE ] =24; ParentParts[PARTS_GUNFIRE ] = PARTS_GUN; SpriteParts[PARTS_GUNFIRE ] = SPRITE_GUNFIRE;
121:
122: /* 任意の変数 */
123: global.BOSSID = id;
124: global.BOSSHPMAX = HP;
125: countLiveFoot = 4;
126:
127: Counter = 0;
128: AnimationIndex = 0;
129: FireDirection = image_angle;
130: Bullet[ 0] = noone;
131: Bullet[ 1] = noone;
132: Bullet[ 2] = noone;
133: Bullet[ 3] = noone;
134: Bullet[ 4] = noone;
135: Bullet[ 5] = noone;
136: Bullet[ 6] = noone;
137: Bullet[ 7] = noone;
138: Bullet[ 8] = noone;
139: Bullet[ 9] = noone;
140: Bullet[10] = noone;
141: Bullet[11] = noone;
142: Bullet[12] = noone;
143: Bullet[13] = noone;
144: Bullet[14] = noone;
145: Bullet[15] = noone;
146: Bullet[16] = noone;
147: Bullet[17] = noone;
148: Bullet[18] = noone;
149: Bullet[19] = noone;
150:
151: Pile[ 0] = noone;
152: Pile[ 1] = noone;
153: Pile[ 2] = noone;
154: Pile[ 3] = noone;
155: Pile[ 4] = noone;
156: Pile[ 5] = noone;
157:
158: Missile[ 0] = noone;
159: Missile[ 1] = noone;
160: Missile[ 2] = noone;
161: Missile[ 3] = noone;
162: Missile[ 4] = noone;
163: Missile[ 5] = noone;
164:
165: if(!EDIT()){
166: FootCollisionLT = instance_create(x,y,objExistOnlyEnemy);
167: FootCollisionLB = instance_create(x,y,objExistOnlyEnemy);
168: FootCollisionRT = instance_create(x,y,objExistOnlyEnemy);
169: FootCollisionRB = instance_create(x,y,objExistOnlyEnemy);
170: }