print( "[lua]exec ak0002"); rn_00 = 0; --rn_01 = rn_00+29; --rn_02 = rn_01+23; --rn_03 = rn_02+15; ATK_01 = rn_00+25; ATK_02 = ATK_01+16; ATK_03 = ATK_02+40; ATK_04 = ATK_03+20; ATK_05 = ATK_04+11; --------------- ATK_end = ATK_03+30; fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; ENABLE_AUTO_TIME_STRETCH(0.9); if ((_IS_CRITICAL_ == 1) ) then --会心の場合 entryFadeBg( 0, 30, 84, 10, 10, 10, 10, 180); -- ベース暗め 背景 shuchusen = entryEffectLife( ATK_01, 906, 89, 0x00, -1, 0, 0, 0); -- 集中線 setEffScaleKey( ATK_01, shuchusen, 1.0, 1.0); kaisinn = entryEffect( ATK_03+33, 1110, 0x80, -1, 0, 0, 0); -- 会心の最後のエフェクト else end ------------------------- --導入 ------------------------- --P 初期位置 setMoveKey( rn_00, 0, -700, 0, 100); setMoveKey( rn_00, 1, 700, 0, 0); changeAnime( rn_00, 0, 3); -- setMoveKey( rn_00+3, 0, -700, 100, 100); -- SE1=playSe( rn_00+3,1018);--ダッシュSE setMoveKey( rn_00+15, 0, 100, 30, 100); setMoveKey( rn_00+15, 0, 100, 120, 80); setMoveKey( rn_00+25, 0, 130, 0, 50); --------------------- changeAnime( ATK_01, 0, 19); -- SE2=playSe(ATK_02+8,1015); -- SE3=playSe(ATK_02+8,1015); -- stopSe( ATK_02+8, SE1, 6 ); ef1 = entryEffect( ATK_01+4, 140, 0x40, 0, 100, 0, 0); -- 気弾 ef2 = entryEffect( ATK_01+15, 140, 0x40, 0, 100, 0, 0); -- 気弾 setEffMoveKey( ATK_01+16, ef2, 100, 30, 0); setEffMoveKey( ATK_01+17, ef2, -20, 0, 0); ------------ changeAnime( ATK_02, 0, 19); -- SE4=playSe(ATK_02+3,1015); -- stopSe( ATK_02+3, SE2, 6 ); ef3 = entryEffect( ATK_02+4, 140, 0x40, 0, 100, 0, 0); -- 気弾 ef4 = entryEffectLife( ATK_02+9, 140, 16,0x40, 0, 100, 0, 0); -- 気弾 -------------------- setMoveKey( ATK_02+23, 0, -240, 50, -128); -- ** 音 ** -- --向かってくる SE001 = playSeVer2( 0, 1117, "", 0, 0, 0, -1); --連続気弾発射 SE002 = playSeVer2( 16, 1015, "",42, 0, 18, -1); setSeVolumeByWorkId( 16, SE002, 66 ); SE003 = playSeVer2( 16, 1016, "", 0, 0, 0, -1); SE004 = playSeVer2( 28, 1015, "",54, 0, 16, -1); setSeVolumeByWorkId( 28, SE004, 79 ); SE005 = playSeVer2( 28, 1016, "", 0, 0, 0, -1); SE006 = playSeVer2( 36, 1015, "",62, 0, 16, -1); setSeVolumeByWorkId( 36, SE006, 74 ); SE007 = playSeVer2( 36, 1016, "", 0, 0, 0, -1); SE008 = playSeVer2( 46, 1015, "",72, 0, 14, -1); setSeVolumeByWorkId( 46, SE008, 72 ); SE009 = playSeVer2( 46, 1016, "", 0, 0, 0, -1); --気弾飛んでいく SE010 = playSeVer2( 68, 1177, "",128, 0, 32, -1); setSeVolumeByWorkId( 68, SE010, 71 ); SE011 = playSeVer2( 68, 1021, "", 0, 0, 0, -1); setSeVolumeByWorkId( 68, SE011, 75 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = 68; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge-12, 1042); 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 if (_IS_PLAYER_SIDE_ == 1) then setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); else setEffScaleKey( SP_dodge, kaihi, -1.0, 1.0); end setEffAlphaKey( SP_dodge, kaihi, 255); pauseAll( SP_dodge, 67); entryFade( SP_dodge+5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255); -- white fade setMoveKey( SP_dodge+5, 0, 130, 0, 50);-- 中央位置から setMoveKey( SP_dodge+9, 0, -1000, 0, 0);-- 中央位置から --setDisp( SP_dodge+5, 0, 0); endPhase(SP_dodge+10); do return end else end entryFade( ATK_02+30, 5, 7, 4, 0,0,0,0); setMoveKey( ATK_02+30, 0, -700, 0, -100); setDisp( ATK_02+36, 0, 0); changeAnime( ATK_02+40, 1, 117); setMoveKey( ATK_03, 1, 700, 0, 0); setMoveKey( ATK_03+1, 1, 120, 30, -100); ef1_atk = entryEffect( ATK_03+7, 140, 0x80, 1, 0, -720, 20); -- 気弾 setEffMoveKey( ATK_03+8, ef1_atk, -1020, 12, 0); ef2_atk = entryEffect( ATK_03+15, 140, 0x80, 1, 0, -780, 0); -- 気弾 setEffMoveKey( ATK_03+16, ef2_atk, -1050, 0, 0); ef1_atk1 = entryEffectLife( ATK_03+18, 140, 8, 0x80, 1, 0, -720, -30); -- 気弾 setEffMoveKey( ATK_03+19, ef1_atk1, -1050, -30, 0); ef2_atk2 = entryEffect( ATK_03+25, 140, 0x80, 1, 0, -780, 25); -- 気弾 setEffMoveKey( ATK_03+26, ef2_atk2, -1050, 25, 0); ef2_atk3 = entryEffect( ATK_03+33, 140, 0x80, 1, 0, -780, 0); -- 気弾 setEffMoveKey( ATK_03+34, ef2_atk3, -1050, 0, 0); -----------------------------------------------------ガード kame_flag = 0x00; if ((_IS_GUARD_ == 1) or (_IS_FINISH_SPECIAL_ONLY_ == 1)) then ----------------------- --爆破 entryEffect( ATK_03+8, 23, 0x40, 1, 0,-100, 0); entryEffect( ATK_03+20, 23, 0x40, 1, 0,-100, 0); --entryEffect( ATK_03+23, 23, 0x40, 1, 0,-100, 0); entryEffect( ATK_03+23, 11, 0x40, 1, 0, 0, 0); entryEffect( ATK_03+33, 23, 0x40, 1, 0,-100, 0); SE5=playSe(ATK_03+8,1008); stopSe( ATK_03+8, SE3, 6 ); SE6=playSe(ATK_03+20,1005); stopSe( ATK_03+20, SE4, 6 ); SE7=playSe(ATK_03+23,1005); stopSe( ATK_03+23, SE5, 6 ); SE8=playSe(ATK_03+33,1008); stopSe( ATK_03+33, SE6, 6 ); --entryFlashBg( ATK_03+9, 1, 255, 255, 255); changeAnime( ATK_03+8, 1, 104); setMoveKey( ATK_03+8,1, 120, 30, -100); setMoveKey( ATK_03+10, 1, 130, 12, -100); setDamage( ATK_03+8, 1, 0); setDamage( ATK_03+20, 1, 0); setDamage( ATK_03+23, 1, 0); setDamage( ATK_03+33, 1, 0); setMoveKey( ATK_03+20, 1, 130, 12, -100); setMoveKey( ATK_03+23, 1, 150, 0, -100); --entryFlashBg( ATK_04+33, 1, 255, 255, 255); setMoveKey( ATK_03+33, 1, 150, 0, -100); setMoveKey( ATK_03+36, 1, 180, 0, -100); dealDamage( ATK_03+33); --------------- else --爆破 entryEffect( ATK_03+8, 11, 0, 1, -40, 0, 0); shuchusen01 = entryEffectLife( ATK_03+8, 70, 2, 0, -1, 0, 0, 0);--集中線 setEffScaleKey( ATK_03+8, shuchusen01, 1.0, 1.2); entryEffect( ATK_03+20, 11, 0, 1, -30, 30, 0); shuchusen02 = entryEffectLife( ATK_03+20, 70, 2, 0, -1, 0, 0, 0);--集中線 setEffScaleKey( ATK_03+20, shuchusen02, 1.0, 1.2); entryEffect( ATK_03+23, 11, 0, 1, 20, -20, 0); shuchusen03 = entryEffectLife( ATK_03+23, 70, 2, 0, -1, 0, 0, 0);--集中線 setEffScaleKey( ATK_03+23, shuchusen03, 1.0, 1.2); entryEffect( ATK_03+33, 11, 0x80, 1, 0, 0, 0); shuchusen03 = entryEffectLife( ATK_03+33, 70, 2, 0, -1, 0, 0, 0);--集中線 setEffScaleKey( ATK_03+33, shuchusen03, 1.0, 1.2); -- playSe(ATK_03+8,1002); -- playSe(ATK_03+20,10011); -- playSe(ATK_03+23,1002); -- playSe(ATK_03+33,1011); --ダメージ振動等 setDamage( ATK_03+8, 1, 0); setDamage( ATK_03+20, 1, 0); setDamage( ATK_03+23, 1, 0); setDamage( ATK_03+33, 1, 0); --entryFlashBg( ATK_03+8, 1, 255, 255, 255); changeAnime( ATK_03+8, 1, 106); setMoveKey( ATK_03+8,1, 120, 30, -100); setMoveKey( ATK_03+10, 1, 140, 12, -100); changeAnime( ATK_03+20, 1, 108); --entryFlashBg( ATK_03+20, 1, 0, 0, 0); setMoveKey( ATK_03+20, 1, 140, 12, -100); setMoveKey( ATK_03+23, 1, 180, 0, -100); changeAnime( ATK_03+23, 1, 106); entryFlashBg( ATK_03+33, 1, 255, 255, 255); setMoveKey( ATK_03+33, 1, 180, 0, -100); changeAnime( ATK_03+33, 1, 108); setMoveKey( ATK_03+36, 1, 230, 0, -100); dealDamage( ATK_03+33); -- ** 音 ** -- --連続爆発 SE012 = playSeVer2( 82, 1023, "", 0, 0, 0, -1); SE013 = playSeVer2( 94, 1017, "", 0, 0, 0, -1); setSeVolumeByWorkId( 94, SE013, 79 ); SE014 = playSeVer2( 106, 1011, "",158, 0, 26, -1); setSeVolumeByWorkId( 106, SE014, 71 ); ----------------------------------------------------- end -------------------------------- --------------------------------死亡 kame_flag = 0x00; if (_IS_DEAD_ == 1) then -- 死亡フェーズ (sys0002 / sys0003) ATK_dead = ATK_04+36; entryFade( ATK_dead, 5, 5, 17, 119,3,16,255); -- カット接続用 endPhase( ATK_dead+6); else ------------ setMoveKey( ATK_04+36, 1, 230, 0, -100); setMoveKey( ATK_04+40, 1, 210, 0, -100); changeAnime( ATK_04+45, 1, 104); changeAnime( ATK_04+48, 1, 100); endPhase( ATK_04+44+20); end