--1031470:LR_超サイヤ人4ゴジータ_気弾カウンター --sp_effect_a2_00264 --c0031 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; --エフェクト(味方) SP_01 = 163943; -- 気弾迎える~フィニッシュ ef_001 SP_01b = 163944; -- 気弾迎える~フィニッシュ ef_001b ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ setVisibleUI( 0, 0); adjustAttackerLabel( 0, 205); 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(0.74); 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 ------------------------------------------------------ -- 気弾迎える~フィニッシュ ------------------------------------------------------ MAX_FRAME_0 = 720; -- ** エフェクト等 ** -- base_0f = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0); -- 敵より前 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); -- 敵より後ろ 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 ** -- --敵の動き1 setDisp( spep_0 + 530 + OFFSET_X, 1, 1 ); setDisp( spep_0 + 560 + OFFSET_X, 1, 0 ); setBlendColor( spep_0 + 530 + OFFSET_X, 1, 3, 0.000, 0.396, 1.000, 0.5); setBlendColor( spep_0 + 560 + OFFSET_X, 1, 3, 0, 0, 0, 0); changeAnime( spep_0 + 530 + OFFSET_X, 1, 117 ); setMoveKey( spep_0 + 530 + OFFSET_X, 1, 212.9, 367.6 , 0 ); setMoveKey( spep_0 + 531 + OFFSET_X, 1, 212.9, 367.6 , 0 ); setMoveKey( spep_0 + 532 + OFFSET_X, 1, 212.5, 366.9 , 0 ); setMoveKey( spep_0 + 533 + OFFSET_X, 1, 212.5, 366.9 , 0 ); setMoveKey( spep_0 + 534 + OFFSET_X, 1, 212, 366 , 0 ); setMoveKey( spep_0 + 535 + OFFSET_X, 1, 212, 366 , 0 ); setMoveKey( spep_0 + 536 + OFFSET_X, 1, 211.2, 364.8 , 0 ); setMoveKey( spep_0 + 537 + OFFSET_X, 1, 211.2, 364.8 , 0 ); setMoveKey( spep_0 + 538 + OFFSET_X, 1, 210.2, 363.1 , 0 ); setMoveKey( spep_0 + 539 + OFFSET_X, 1, 210.2, 363.1 , 0 ); setMoveKey( spep_0 + 540 + OFFSET_X, 1, 208.8, 360.9 , 0 ); setMoveKey( spep_0 + 541 + OFFSET_X, 1, 208.8, 360.9 , 0 ); setMoveKey( spep_0 + 542 + OFFSET_X, 1, 207.1, 357.9 , 0 ); setMoveKey( spep_0 + 543 + OFFSET_X, 1, 207.1, 357.9 , 0 ); setMoveKey( spep_0 + 544 + OFFSET_X, 1, 204.7, 354 , 0 ); setMoveKey( spep_0 + 545 + OFFSET_X, 1, 204.7, 354 , 0 ); setMoveKey( spep_0 + 546 + OFFSET_X, 1, 201.5, 348.8 , 0 ); setMoveKey( spep_0 + 547 + OFFSET_X, 1, 201.5, 348.8 , 0 ); setMoveKey( spep_0 + 548 + OFFSET_X, 1, 197.1, 341.5 , 0 ); setMoveKey( spep_0 + 549 + OFFSET_X, 1, 197.1, 341.5 , 0 ); setMoveKey( spep_0 + 550 + OFFSET_X, 1, 190.8, 331.3 , 0 ); setMoveKey( spep_0 + 551 + OFFSET_X, 1, 190.8, 331.3 , 0 ); setMoveKey( spep_0 + 552 + OFFSET_X, 1, 181.5, 316.1 , 0 ); setMoveKey( spep_0 + 553 + OFFSET_X, 1, 181.5, 316.1 , 0 ); setMoveKey( spep_0 + 554 + OFFSET_X, 1, 165.8, 290.3 , 0 ); setMoveKey( spep_0 + 555 + OFFSET_X, 1, 165.8, 290.3 , 0 ); setMoveKey( spep_0 + 556 + OFFSET_X, 1, 123.1, 221.4 , 0 ); setMoveKey( spep_0 + 560 + OFFSET_X, 1, 123.1, 221.4 , 0 ); setScaleKey( spep_0 + 530 + OFFSET_X, 1, 0.55, 0.55 ); setScaleKey( spep_0 + 535 + OFFSET_X, 1, 0.55, 0.55 ); setScaleKey( spep_0 + 536 + OFFSET_X, 1, 0.56, 0.56 ); setScaleKey( spep_0 + 539 + OFFSET_X, 1, 0.56, 0.56 ); setScaleKey( spep_0 + 540 + OFFSET_X, 1, 0.57, 0.57 ); setScaleKey( spep_0 + 541 + OFFSET_X, 1, 0.57, 0.57 ); setScaleKey( spep_0 + 542 + OFFSET_X, 1, 0.58, 0.58 ); setScaleKey( spep_0 + 543 + OFFSET_X, 1, 0.58, 0.58 ); setScaleKey( spep_0 + 544 + OFFSET_X, 1, 0.59, 0.59 ); setScaleKey( spep_0 + 545 + OFFSET_X, 1, 0.59, 0.59 ); setScaleKey( spep_0 + 546 + OFFSET_X, 1, 0.6, 0.6 ); setScaleKey( spep_0 + 547 + OFFSET_X, 1, 0.6, 0.6 ); setScaleKey( spep_0 + 548 + OFFSET_X, 1, 0.62, 0.62 ); setScaleKey( spep_0 + 549 + OFFSET_X, 1, 0.62, 0.62 ); setScaleKey( spep_0 + 550 + OFFSET_X, 1, 0.64, 0.64 ); setScaleKey( spep_0 + 551 + OFFSET_X, 1, 0.64, 0.64 ); setScaleKey( spep_0 + 552 + OFFSET_X, 1, 0.68, 0.68 ); setScaleKey( spep_0 + 553 + OFFSET_X, 1, 0.68, 0.68 ); setScaleKey( spep_0 + 554 + OFFSET_X, 1, 0.75, 0.75 ); setScaleKey( spep_0 + 555 + OFFSET_X, 1, 0.75, 0.75 ); setScaleKey( spep_0 + 556 + OFFSET_X, 1, 0.93, 0.93 ); setScaleKey( spep_0 + 560 + OFFSET_X, 1, 0.93, 0.93 ); setRotateKey( spep_0 + 530 + OFFSET_X, 1, 0 ); setRotateKey( spep_0 + 560 + OFFSET_X, 1, 0 ); -- ** 音 ** -- --気弾飛んでくる SE001 = playSeVer2( spep_0 + 0, 1022, "", 0, 0, 0, -1); SE002 = playSeVer2( spep_0 + 0, 1215, "",spep_0 + 252, 0, 126, -1); --気弾せまる SE003 = playSeVer2( spep_0 + 244, 1193, "", 0, 18, 0, -1); setSeVolumeByWorkId( spep_0 + 244, SE003, 61 ); setStartTimeMs( SE003, 2000 ); --気ダメ SE004 = playSeVer2( spep_0 + 122, 1503, "", 0, 0, 0, -1); SE005 = playSeVer2( spep_0 + 122, 1035, "", 0, 0, 0, -1); SE006 = playSeVer2( spep_0 + 146, 1504, "", 0, 0, 0, -1); --顔アップ SE007 = playSeVer2( spep_0 + 180, 1182, "", 0, 0, 0, -1); SE008 = playSeVer2( spep_0 + 180, 1117, "", 0, 0, 0, -1); SE009 = playSeVer2( spep_0 + 198, 1264, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 198, SE009, 68 ); --気弾せまる SE010 = playSeVer2( spep_0 + 252, 1226, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 252, SE010, 71 ); SE011 = playSeVer2( spep_0 + 252, 1304, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 252, SE011, 69 ); --膝蹴り SE012 = playSeVer2( spep_0 + 332, 1473, "",spep_0 + 354, 0, 6, -1); setSeVolumeByWorkId( spep_0 + 332, SE012, 130 ); SE013 = playSeVer2( spep_0 + 332, 1274, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 332, SE013, 135 ); SE014 = playSeVer2( spep_0 + 332, 1049, "", 0, 0, 0, -1); SE015 = playSeVer2( spep_0 + 344, 1147, "",spep_0 + 484, 0, 26, -1); --気弾跳ね返す SE016 = playSeVer2( spep_0 + 450, 1027, "", 0, 0, 0, -1); SE017 = playSeVer2( spep_0 + 450, 1452, "", 0, 0, 0, -1); SE018 = playSeVer2( spep_0 + 458, 1430, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 458, SE018, 135 ); --気弾飛んでいく SE019 = playSeVer2( spep_0 + 514, 1202, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 514, SE019, 155 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 546; --エンドフェイズのフレーム数を置き換える -- ** 敵キャラクター ** -- setBlendColor( SP_dodge + 9, 1, 3, 0, 0, 0, 0); --回避後の敵の色戻す playSe( SP_dodge -12, 1042 ); stopSe( SP_dodge - 12, SE010, 0 ); stopSe( SP_dodge - 12, SE017, 0 ); stopSe( SP_dodge - 12, SE018, 0 ); stopSe( SP_dodge - 12, SE019, 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 ** -- --爆発 SE020 = playSeVer2( spep_0 + 556, 1159, "", 0, 0, 0, -1); SE021 = playSeVer2( spep_0 + 574, 1188, "", 0, 0, 0, -1); SE022 = playSeVer2( spep_0 + 598, 1128, "", 0, 0, 0, 0.5); setSeVolumeByWorkId( spep_0 + 598, SE022, 56 ); setPitch( spep_0 + 598, SE022, -1200 ); setTimeStretch( SE022, 0.2, 30, 4 ); ------------------------------------------------------ -- K.O.時のスクリプト遷移 ------------------------------------------------------ if ( _IS_DEAD_ == 1 ) then -- stopSe( spep_0 + 578, SE010, 0 ); setDisp( spep_0 + 568, 1, 1 ); endPhase( spep_0 + 572 ); else ------------------------------------------------------ -- K.O.しない場合 ------------------------------------------------------ -- -- ** ダメージ表示 ** -- dealDamage( spep_0 + 580 ); -- ダメージ表示フレーム endPhase( spep_0 + MAX_FRAME_0 ); -- 720F end