--1030020:LR_超サイヤ人3ゴテンクス_必殺技カウンター --sp_effect_a1_00463 --c0027 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; --エフェクト(味方) SP_01 = 163381; --ef_001 SP_01b = 163382; --ef_001b ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ setVisibleUI( 0, 0); changeAnime( 0, 0, 0); changeAnime( 0, 1, 100); setDisp( 0, 0, 0); setDisp( 0, 1, 0); setMoveKey( 0, 0, 0, -5000, 0); setMoveKey( 1, 0, 0, -5000, 0); setMoveKey( 2, 0, 0, -5000, 0); setMoveKey( 3, 0, 0, -5000, 0); setMoveKey( 4, 0, 0, -5000, 0); setMoveKey( 5, 0, 0, -5000, 0); setMoveKey( 6, 0, 0, -5000, 0); setScaleKey( 0, 0, 1.6, 1.6 ); setScaleKey( 1, 0, 1.6, 1.6 ); setScaleKey( 2, 0, 1.6, 1.6 ); setScaleKey( 3, 0, 1.6, 1.6 ); setScaleKey( 4, 0, 1.6, 1.6 ); setScaleKey( 5, 0, 1.6, 1.6 ); setScaleKey( 6, 0, 1.6, 1.6 ); setRotateKey( 0, 0, 0 ); setRotateKey( 1, 0, 0 ); setRotateKey( 2, 0, 0 ); setRotateKey( 3, 0, 0 ); setRotateKey( 4, 0, 0 ); setRotateKey( 5, 0, 0 ); setRotateKey( 6, 0, 0 ); setMoveKey( 0, 1, 0, -5000, 0); setMoveKey( 1, 1, 0, -5000, 0); setMoveKey( 2, 1, 0, -5000, 0); setMoveKey( 3, 1, 0, -5000, 0); setMoveKey( 4, 1, 0, -5000, 0); setMoveKey( 5, 1, 0, -5000, 0); setMoveKey( 6, 1, 0, -5000, 0); setScaleKey( 0, 1, 1.6, 1.6 ); setScaleKey( 1, 1, 1.6, 1.6 ); setScaleKey( 2, 1, 1.6, 1.6 ); setScaleKey( 3, 1, 1.6, 1.6 ); setScaleKey( 4, 1, 1.6, 1.6 ); setScaleKey( 5, 1, 1.6, 1.6 ); setScaleKey( 6, 1, 1.6, 1.6 ); setRotateKey( 0, 1, 0 ); setRotateKey( 1, 1, 0 ); setRotateKey( 2, 1, 0 ); setRotateKey( 3, 1, 0 ); setRotateKey( 4, 1, 0 ); setRotateKey( 5, 1, 0 ); setRotateKey( 6, 1, 0 ); ENABLE_AUTO_TIME_STRETCH(0.84); OFFSET_X = -1; ------------------------------------------------------------------------------------------------------------ -- カウンター ------------------------------------------------------------------------------------------------------------ spep_0 = 28; --冒頭顔カットイン入るため28F固定 ------------------------------------------------------ -- カウンター ------------------------------------------------------ MAX_FRAME_0 = 450; -- ** エフェクト等 ** -- base_0f = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0); -- ef_001 setEffMoveKey( spep_0 + 0, base_0f, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, base_0f, 0, 0 , 0); setEffScaleKey( spep_0 + 0, base_0f, 1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, base_0f, 1.0, 1.0); setEffRotateKey( spep_0 + 0, base_0f, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, base_0f, 0); setEffAlphaKey( spep_0 + 0, base_0f, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, base_0f, 255); base_0b = entryEffect( spep_0 + 0, SP_01b, 0x80, -1, 0, 0, 0); -- ef_001b setEffMoveKey( spep_0 + 0, base_0b, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, base_0b, 0, 0 , 0); setEffScaleKey( spep_0 + 0, base_0b, 1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, base_0b, 1.0, 1.0); setEffRotateKey( spep_0 + 0, base_0b, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, base_0b, 0); setEffAlphaKey( spep_0 + 0, base_0b, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, base_0b, 255); -- ** 敵キャラクター ** -- setDisp( spep_0 + 314 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 384 + OFFSET_X, 1, 0 ); changeAnime( spep_0 + 314 + OFFSET_X, 1, 104 ); changeAnime( spep_0 + 338 + OFFSET_X, 1, 106 ); setMoveKey( spep_0 + 314 + OFFSET_X, 1, 11.4, -45.7 , 0 ); setMoveKey( spep_0 + 319 + OFFSET_X, 1, 11.4, -45.7 , 0 ); setMoveKey( spep_0 + 320 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 321 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 322 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 323 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 324 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 325 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 326 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 327 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 328 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 329 + OFFSET_X, 1, 11.4, -44.7 , 0 ); setMoveKey( spep_0 + 330 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 331 + OFFSET_X, 1, 11.4, -46.7 , 0 ); setMoveKey( spep_0 + 332 + OFFSET_X, 1, 11.4, -43.7 , 0 ); setMoveKey( spep_0 + 333 + OFFSET_X, 1, 11.4, -43.7 , 0 ); setMoveKey( spep_0 + 334 + OFFSET_X, 1, 11.4, -47.7 , 0 ); setMoveKey( spep_0 + 335 + OFFSET_X, 1, 11.4, -47.7 , 0 ); setMoveKey( spep_0 + 336 + OFFSET_X, 1, 11.4, -43.7 , 0 ); setMoveKey( spep_0 + 337 + OFFSET_X, 1, 11.4, -43.7 , 0 ); setMoveKey( spep_0 + 338 + OFFSET_X, 1, 65.3, 12.3 , 0 ); setMoveKey( spep_0 + 339 + OFFSET_X, 1, 65.3, 12.3 , 0 ); setMoveKey( spep_0 + 340 + OFFSET_X, 1, 6.3, -25.4 , 0 ); setMoveKey( spep_0 + 341 + OFFSET_X, 1, 6.3, -25.4 , 0 ); setMoveKey( spep_0 + 342 + OFFSET_X, 1, 65.6, -34.7 , 0 ); setMoveKey( spep_0 + 343 + OFFSET_X, 1, 65.6, -34.7 , 0 ); setMoveKey( spep_0 + 344 + OFFSET_X, 1, 56.8, -14 , 0 ); setMoveKey( spep_0 + 345 + OFFSET_X, 1, 56.8, -14 , 0 ); setMoveKey( spep_0 + 346 + OFFSET_X, 1, 69.8, -37.4 , 0 ); setMoveKey( spep_0 + 347 + OFFSET_X, 1, 69.8, -37.4 , 0 ); setMoveKey( spep_0 + 348 + OFFSET_X, 1, 60.7, -15.9 , 0 ); setMoveKey( spep_0 + 349 + OFFSET_X, 1, 60.7, -15.9 , 0 ); setMoveKey( spep_0 + 350 + OFFSET_X, 1, 54.5, -40.4 , 0 ); setMoveKey( spep_0 + 351 + OFFSET_X, 1, 54.5, -40.4 , 0 ); setMoveKey( spep_0 + 352 + OFFSET_X, 1, 72.2, -10 , 0 ); setMoveKey( spep_0 + 353 + OFFSET_X, 1, 72.2, -10 , 0 ); setMoveKey( spep_0 + 354 + OFFSET_X, 1, 72.8, -16.6 , 0 ); setMoveKey( spep_0 + 355 + OFFSET_X, 1, 72.8, -16.6 , 0 ); setMoveKey( spep_0 + 356 + OFFSET_X, 1, 63.3, -24.3 , 0 ); setMoveKey( spep_0 + 357 + OFFSET_X, 1, 63.3, -24.3 , 0 ); setMoveKey( spep_0 + 358 + OFFSET_X, 1, 72.7, -26.1 , 0 ); setMoveKey( spep_0 + 359 + OFFSET_X, 1, 72.7, -26.1 , 0 ); setMoveKey( spep_0 + 360 + OFFSET_X, 1, 65.1, -13.8 , 0 ); setMoveKey( spep_0 + 361 + OFFSET_X, 1, 65.1, -13.8 , 0 ); setMoveKey( spep_0 + 362 + OFFSET_X, 1, 75.4, -15.7 , 0 ); setMoveKey( spep_0 + 363 + OFFSET_X, 1, 75.4, -15.7 , 0 ); setMoveKey( spep_0 + 364 + OFFSET_X, 1, 64.7, -23.5 , 0 ); setMoveKey( spep_0 + 365 + OFFSET_X, 1, 64.7, -23.5 , 0 ); setMoveKey( spep_0 + 366 + OFFSET_X, 1, 75.9, -24.4 , 0 ); setMoveKey( spep_0 + 367 + OFFSET_X, 1, 75.9, -24.4 , 0 ); setMoveKey( spep_0 + 368 + OFFSET_X, 1, 66.1, -15.3 , 0 ); setMoveKey( spep_0 + 369 + OFFSET_X, 1, 66.1, -15.3 , 0 ); setMoveKey( spep_0 + 370 + OFFSET_X, 1, 70.2, -19.2 , 0 ); setMoveKey( spep_0 + 371 + OFFSET_X, 1, 70.2, -19.2 , 0 ); setMoveKey( spep_0 + 372 + OFFSET_X, 1, 70.3, -19.1 , 0 ); setMoveKey( spep_0 + 373 + OFFSET_X, 1, 70.3, -19.1 , 0 ); setMoveKey( spep_0 + 374 + OFFSET_X, 1, 70.4, -19.1 , 0 ); setMoveKey( spep_0 + 377 + OFFSET_X, 1, 70.4, -19.1 , 0 ); setMoveKey( spep_0 + 378 + OFFSET_X, 1, 670.5, -19 , 0 ); setMoveKey( spep_0 + 384 + OFFSET_X, 1, 670.6, -19 , 0 ); setScaleKey( spep_0 + 314 + OFFSET_X, 1, 1.2, 1.2 ); setScaleKey( spep_0 + 337 + OFFSET_X, 1, 1.2, 1.2 ); setScaleKey( spep_0 + 338 + OFFSET_X, 1, 1.1, 1.1 ); setScaleKey( spep_0 + 339 + OFFSET_X, 1, 1.1, 1.1 ); setScaleKey( spep_0 + 340 + OFFSET_X, 1, 1.07, 1.07 ); setScaleKey( spep_0 + 384 + OFFSET_X, 1, 1.07, 1.07 ); setRotateKey( spep_0 + 314 + OFFSET_X, 1, 0 ); setRotateKey( spep_0 + 337 + OFFSET_X, 1, 0 ); setRotateKey( spep_0 + 338 + OFFSET_X, 1, -35.1 ); setRotateKey( spep_0 + 339 + OFFSET_X, 1, -35.1 ); setRotateKey( spep_0 + 340 + OFFSET_X, 1, -35.2 ); setRotateKey( spep_0 + 351 + OFFSET_X, 1, -35.2 ); setRotateKey( spep_0 + 352 + OFFSET_X, 1, -35.1 ); setRotateKey( spep_0 + 384 + OFFSET_X, 1, -35.1 ); setAlphaKey( spep_0 + 314 + OFFSET_X, 1, 255 ); setAlphaKey( spep_0 + 341 + OFFSET_X, 1, 255 ); setAlphaKey( spep_0 + 342 + OFFSET_X, 1, 140 ); setAlphaKey( spep_0 + 343 + OFFSET_X, 1, 140 ); setAlphaKey( spep_0 + 344 + OFFSET_X, 1, 90 ); setAlphaKey( spep_0 + 345 + OFFSET_X, 1, 90 ); setAlphaKey( spep_0 + 346 + OFFSET_X, 1, 80 ); setAlphaKey( spep_0 + 347 + OFFSET_X, 1, 80 ); setAlphaKey( spep_0 + 348 + OFFSET_X, 1, 70 ); setAlphaKey( spep_0 + 349 + OFFSET_X, 1, 70 ); setAlphaKey( spep_0 + 350 + OFFSET_X, 1, 60 ); setAlphaKey( spep_0 + 351 + OFFSET_X, 1, 60 ); setAlphaKey( spep_0 + 352 + OFFSET_X, 1, 40 ); setAlphaKey( spep_0 + 353 + OFFSET_X, 1, 40 ); setAlphaKey( spep_0 + 354 + OFFSET_X, 1, 30 ); setAlphaKey( spep_0 + 355 + OFFSET_X, 1, 30 ); setAlphaKey( spep_0 + 356 + OFFSET_X, 1, 20 ); setAlphaKey( spep_0 + 357 + OFFSET_X, 1, 20 ); setAlphaKey( spep_0 + 358 + OFFSET_X, 1, 15 ); setAlphaKey( spep_0 + 359 + OFFSET_X, 1, 15 ); setAlphaKey( spep_0 + 360 + OFFSET_X, 1, 10 ); setAlphaKey( spep_0 + 361 + OFFSET_X, 1, 10 ); setAlphaKey( spep_0 + 362 + OFFSET_X, 1, 8 ); setAlphaKey( spep_0 + 363 + OFFSET_X, 1, 8 ); setAlphaKey( spep_0 + 364 + OFFSET_X, 1, 6 ); setAlphaKey( spep_0 + 365 + OFFSET_X, 1, 6 ); setAlphaKey( spep_0 + 366 + OFFSET_X, 1, 4 ); setAlphaKey( spep_0 + 367 + OFFSET_X, 1, 4 ); setAlphaKey( spep_0 + 368 + OFFSET_X, 1, 0 ); setAlphaKey( spep_0 + 383 + OFFSET_X, 1, 0 ); setAlphaKey( spep_0 + 384 + OFFSET_X, 1, 255 ); setBlendColor( spep_0 + 338 + OFFSET_X, 1, 3, 0, 0, 0, 1 ); setBlendColor( spep_0 + 340 + OFFSET_X, 1, 3, 0.76, 0.607, 0.384, 0.95 ); setBlendColor( spep_0 + 384 + OFFSET_X, 1, 3, 0, 0, 0, 1 ); -- ** 音 ** -- --入り SE001 = playSeVer2( spep_0 + 0, 1168, "", 0, 12, 0, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 54 ); setStartTimeMs( SE001, 667 ); SE002 = playSeVer2( spep_0 + 0, 8, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 79 ); SE003 = playSeVer2( spep_0 + 16, 1219, "", 0, 0, 0, -1); --画面遷移 SE004 = playSeVer2( spep_0 + 170, 1232, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 170, SE004, 69 ); --気弾溜め SE005 = playSeVer2( spep_0 + 226, 1262, "",spep_0 + 286, 0, 18, -1); SE006 = playSeVer2( spep_0 + 226, 1276, "",spep_0 + 282, 0, 18, -1); --気弾発射 SE007 = playSeVer2( spep_0 + 260, 1145, "", 0, 0, 0, -1); SE008 = playSeVer2( spep_0 + 260, 1213, "", 0, 0, 0, -1); SE009 = playSeVer2( spep_0 + 260, 1211, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 260, SE009, 153 ); --敵飲まれる SE010 = playSeVer2( spep_0 + 320, 1021, "", 0, 0, 0, -1); SE011 = playSeVer2( spep_0 + 320, 1258, "", 0, 0, 0, -1); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 324; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge -12, 1042 ); stopSe( SP_dodge - 12, SE007, 0 ); stopSe( SP_dodge - 12, SE008, 0 ); stopSe( SP_dodge - 12, SE009, 0 ); stopSe( SP_dodge - 12, SE010, 0 ); stopSe( SP_dodge - 12, SE011, 0 ); pauseAll( SP_dodge, 67 ); speff = entryEffectUnpausable( SP_dodge -12, 1504, 0x100, -1, 0, 0, -350 ); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6 ); -- カットイン差し替え kaihi = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350 ); -- 回避の文字表示 entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ -- ** 音 ** -- --敵飲まれる SE010 = playSeVer2( spep_0 + 324, 1021, "", 0, 0, 0, -1); SE011 = playSeVer2( spep_0 + 324, 1258, "", 0, 0, 0, -1); ------------------------------------------------------ -- K.O.時のスクリプト遷移 ------------------------------------------------------ if ( _IS_DEAD_ == 1 ) then stopSe( spep_0 + 438, SE008, 0 ); stopSe( spep_0 + 438, SE009, 0 ); stopSe( spep_0 + 438, SE010, 0 ); stopSe( spep_0 + 438, SE011, 0 ); setDisp( spep_0 + 438, 1, 1 ); endPhase( spep_0 + 440 ); setAlphaKey( spep_0 + 438 + OFFSET_X, 1, 255 ); setBlendColor( spep_0 + 438 + OFFSET_X, 1, 3, 0, 0, 0, 0 ); else ------------------------------------------------------ -- K.O.しない場合 ------------------------------------------------------ -- -- ** ダメージ表示 ** -- dealDamage( spep_0 + 380 ); -- ダメージ表示フレーム endPhase( spep_0 + MAX_FRAME_0 ); -- 450 end