--1021620:亀仙人_魔封波 --sp_effect_a2_00152 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; SE_01 = 1035; --気を貯める SE_02 = 1036; --気が広がる SE_03 = 1036; --かめはめ SE_04 = 1018; --カットイン SE_05 = 1035; --カットイン攻撃 SE_06 = 1021; --発射 SE_07 = 1022; --のびる発射 SE_08 = 1042; --カットイン SE_09 = 1023; --HIT SE_10 = 1024; --爆破 SE_11 = 1054; --割れる音 SE_12 = 09; --エフェクト(味方) SP_01= 156810 ;-- 壺を置く亀仙人 SP_02= 156811 ;-- 構える亀仙人 SP_03= 156812 ;-- 発動_両手から渦を出す亀仙人 SP_04= 156813 ;-- 敵が風に飲み込まれる SP_05= 156814 ;-- 敵が風に飲み込まれる SP_06= 156815 ;-- 持ち上げた敵を壺へ誘導する SP_07= 156816 ;-- 敵が光となって壺に吸い込まれる SP_08= 156817 ;-- 光が壺の中へ、蓋をしてフィニッシュ ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; setVisibleUI( 0, 0); --adjustAttackerLabel( 0, 205); ENABLE_AUTO_TIME_STRETCH(0.9); setDisp( 0, 0, 0); changeAnime( 0, 0, 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 ); setDisp( 0, 1, 0); changeAnime( 0, 1, 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 ); kame_flag = 0x00; if (_IS_PLAYER_SIDE_ == 1) then ------------------------------------------------------------------------------------------------------------ -- 味方側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 壺を置く亀仙人 ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- vase = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, vase, 0, 0, 0 ); setEffMoveKey( spep_0 + 76, vase, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, vase, 1.0, 1.0 ); setEffScaleKey( spep_0 + 76, vase, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, vase, 0 ); setEffRotateKey( spep_0 + 76, vase, 0 ); setEffAlphaKey( spep_0 + 0, vase, 255 ); setEffAlphaKey( spep_0 + 74, vase, 255 ); setEffAlphaKey( spep_0 + 75, vase, 255 ); setEffAlphaKey( spep_0 + 76, vase, 0 ); --SE --環境音 SE001 = playSe( spep_0 + 0, 1269,"",0.6 ); setSeVolumeByWorkId( spep_0 + 0, SE001, 0 ); setSeVolumeByWorkId( spep_0 + 1, SE001, 0.3 ); setSeVolumeByWorkId( spep_0 + 2, SE001, 0.6 ); setSeVolumeByWorkId( spep_0 + 3, SE001, 0.9 ); setSeVolumeByWorkId( spep_0 + 4, SE001, 1.2 ); setSeVolumeByWorkId( spep_0 + 5, SE001, 1.5 ); setSeVolumeByWorkId( spep_0 + 6, SE001, 1.8 ); setSeVolumeByWorkId( spep_0 + 7, SE001, 2.1 ); setSeVolumeByWorkId( spep_0 + 8, SE001, 2.4 ); setSeVolumeByWorkId( spep_0 + 9, SE001, 2.7 ); setSeVolumeByWorkId( spep_0 + 10, SE001, 3 ); setSeVolumeByWorkId( spep_0 + 11, SE001, 3.3 ); setSeVolumeByWorkId( spep_0 + 12, SE001, 3.6 ); setSeVolumeByWorkId( spep_0 + 13, SE001, 3.9 ); setSeVolumeByWorkId( spep_0 + 14, SE001, 4.2 ); setSeVolumeByWorkId( spep_0 + 15, SE001, 4.5 ); setSeVolumeByWorkId( spep_0 + 16, SE001, 4.8 ); setSeVolumeByWorkId( spep_0 + 17, SE001, 5.1 ); setSeVolumeByWorkId( spep_0 + 18, SE001, 6 ); setStartTimeMs( SE001, 0 ); --メガネ外す? SE002 = playSe( spep_0 + 38, 1220 ); setSeVolumeByWorkId( spep_0 + 38, SE002, 0 ); setSeVolumeByWorkId( spep_0 + 39, SE002, 167.5 ); setSeVolumeByWorkId( spep_0 + 40, SE002, 335 ); setStartTimeMs( SE002, 83 ); setBandpassFilter ( spep_0 + 38, SE002, 1500, 24000 ); stopSe( spep_0 + 58, SE002, 2 ); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 76, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_1=spep_0+76; ------------------------------------------------------ -- 構える亀仙人 ------------------------------------------------------ -- ** エフェクト等 ** -- hold = entryEffect( spep_1 + 0, SP_02, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, hold, 0, 0, 0 ); setEffMoveKey( spep_1 + 92, hold, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, hold, 1.0, 1.0 ); setEffScaleKey( spep_1 + 92, hold, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, hold, 0 ); setEffRotateKey( spep_1 + 92, hold, 0 ); setEffAlphaKey( spep_1 + 0, hold, 255 ); setEffAlphaKey( spep_1 + 90, hold, 255 ); setEffAlphaKey( spep_1 + 91, hold, 255 ); setEffAlphaKey( spep_1 + 92, hold, 0 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 92, 0, 0, 0, 0, 255 ); --黒 背景 -------------------------------------- --回避 -------------------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_1 + 30 ; --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, SE001, 0); stopSe( SP_dodge - 12, SE002, 0); pauseAll( SP_dodge, 67); -- ** 敵キャラクター ** -- --setMoveKey( SP_dodge + 0, 1, 224.5, 55.8 , 0 ); --setMoveKey( SP_dodge + 2, 1, 195, 63.7 , 0 ); --setMoveKey( SP_dodge + 4, 1, 165.4, 71.5 , 0 ); --setMoveKey( SP_dodge + 6, 1, 165.4, 71.5 , 0 ); --setMoveKey( SP_dodge + 8, 1, 209.7, 23.3 , 0 ); --setMoveKey( SP_dodge + 10, 1, 186.2, 53.9 , 0 ); --setScaleKey( SP_dodge + 0, 1, 1.59 +a2, 1.59 +a2 ); --setScaleKey( SP_dodge + 2, 1, 1.55 +a2, 1.55 +a2 ); --setScaleKey( SP_dodge + 4, 1, 1.5 +a2, 1.5 +a2 ); --setScaleKey( SP_dodge + 6, 1, 1.5 +a2, 1.5 +a2 ); --setScaleKey( SP_dodge + 8, 1, 2.4 +a2, 2.4 +a2 ); --setScaleKey( SP_dodge + 10, 1, 2.1 +a2, 2.1 +a2 ); --setRotateKey( SP_dodge + 0, 1, 0 ); --setRotateKey( SP_dodge + 10, 1, 0 ); 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 --entryFadeBg( SP_dodge, 0, 90, 0,0, 0, 0, 180); -- ベース暗め 背景 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 -------------------------------------- --顔カットインのタイミング指定 spep_x=spep_1 +0; -- ** 顔カットイン ** -- speff = entryEffect( spep_x , 1504, 0x100, -1, 0, 0, 0, 1000 ); --カットイン(顔) setEffReplaceTexture( speff, 3, 2 ); --カットイン差し替え speff1 = entryEffect( spep_x , 1505, 0x100, -1, 0, 0, 0, 1100 ); --カットイン(セリフ) setEffReplaceTexture( speff1, 4, 5 ); --セリフカットイン差し替え -- 文字エントリー -- ctgogo = entryEffectLife( spep_x +12, 190006, 72, 0x102, -1, 0, 90, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 90, 510); setEffMoveKey( spep_x +84, ctgogo, 90, 510); setEffAlphaKey( spep_x +12, ctgogo, 0 ); setEffAlphaKey( spep_x + 13, ctgogo, 255 ); setEffAlphaKey( spep_x + 14, ctgogo, 255 ); setEffAlphaKey( spep_x + 78, ctgogo, 255 ); setEffAlphaKey( spep_x + 80, ctgogo, 191 ); setEffAlphaKey( spep_x + 82, ctgogo, 112 ); setEffAlphaKey( spep_x + 84, ctgogo, 64 ); setEffRotateKey( spep_x +12, ctgogo, 0); setEffRotateKey( spep_x +84, ctgogo, 0); setEffScaleKey( spep_x +12, ctgogo, 0.7, 0.7); setEffScaleKey( spep_x +80, ctgogo, 0.7, 0.7); setEffScaleKey( spep_x +84, ctgogo, 1.07, 1.07); --SE --顔カットイン SE003 = playSe( spep_x +12, 1018 ); --構える SE004 = playSe( spep_1 + 32, 1233 ); setSeVolumeByWorkId( spep_1 + 32, SE004, 84 ); SE005 = playSe( spep_1 + 38, 1007 ); setSeVolumeByWorkId( spep_1 + 38, SE005, 81 ); --白フェード entryFade( spep_1 + 84, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade --次の準備 spep_2=spep_1+92; SEzaMAXCardCutin(spep_2, 1); -- ** 音 ** -- --環境音 stopSe( spep_2 + 8, SE001, 0 ); -- ** 次の準備 ** -- spep_3 = spep_2 + 94; ------------------------------------------------------ -- 発動_両手から渦を出す亀仙人 ------------------------------------------------------ -- ** エフェクト等 ** -- activate = entryEffect( spep_3 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, activate, 0, 0, 0 ); setEffMoveKey( spep_3 + 96, activate, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, activate, 1.0, 1.0 ); setEffScaleKey( spep_3 + 96, activate, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, activate, 0 ); setEffRotateKey( spep_3 + 96, activate, 0 ); setEffAlphaKey( spep_3 + 0, activate, 255 ); setEffAlphaKey( spep_3 + 94, activate, 255 ); setEffAlphaKey( spep_3 + 95, activate, 255 ); setEffAlphaKey( spep_3 + 96, activate, 0 ); --SE --魔封波撃つ SE007 = playSe( spep_3 + 0, 1258 ); SE008 = playSe( spep_3 + 0, 1166 ); setSeVolumeByWorkId( spep_3 + 0, SE008, 65 ); SE009 = playSe( spep_3 + 4, 1182 ); SE010 = playSe( spep_3 + 4, 1278,"",0.6 ); SE011 = playSe( spep_3 + 6, 1255 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 , 0, 100, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_4 = spep_3 + 96; ------------------------------------------------------ -- 敵が風に飲み込まれる ------------------------------------------------------ -- ** エフェクト等 ** -- swallowed_f = entryEffect( spep_4 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, swallowed_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 86, swallowed_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, swallowed_f, 1.0, 1.0 ); setEffScaleKey( spep_4 + 86, swallowed_f, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, swallowed_f, 0 ); setEffRotateKey( spep_4 + 86, swallowed_f, 0 ); setEffAlphaKey( spep_4 + 0, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 84, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 85, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 86, swallowed_f, 0 ); -- ** エフェクト等 ** -- swallowed_b = entryEffect( spep_4 + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, swallowed_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 86, swallowed_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, swallowed_b, 1.0, 1.0 ); setEffScaleKey( spep_4 + 86, swallowed_b, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, swallowed_b, 0 ); setEffRotateKey( spep_4 + 86, swallowed_b, 0 ); setEffAlphaKey( spep_4 + 0, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 84, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 85, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 86, swallowed_b, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-1 + 88, 1, 0 ); setBlendColor(spep_4 + 0, 1, 3, 0.72, 1, 0.48 ,0.6); setBlendColor(spep_4-1 + 88, 1, 3, 0.72, 1, 0.48 ,0.6); setBlendColor(spep_4 + 90, 1, 3, 0.72, 1, 0.48 ,0); changeAnime( spep_4 + 0, 1, 6 ); setMoveKey( spep_4 + 0, 1, 215.1, -52 , 0 ); --setMoveKey( spep_4-3 + 2, 1, 222.3, -39.9 , 0 ); setMoveKey( spep_4-3 + 4, 1, 213.7, -52.4 , 0 ); setMoveKey( spep_4-3 + 6, 1, 194.1, -40.3 , 0 ); setMoveKey( spep_4-3 + 8, 1, 220.4, -36.4 , 0 ); setMoveKey( spep_4-3 + 10, 1, 222, -24.3 , 0 ); setMoveKey( spep_4-3 + 12, 1, 210.6, -32.8 , 0 ); setMoveKey( spep_4-3 + 14, 1, 212.4, -30 , 0 ); setMoveKey( spep_4-3 + 16, 1, 217.5, -20.8 , 0 ); setMoveKey( spep_4-3 + 18, 1, 216.5, -0.8 , 0 ); setMoveKey( spep_4-3 + 20, 1, 207.8, -21.1 , 0 ); setMoveKey( spep_4-3 + 22, 1, 196.1, -14.4 , 0 ); setMoveKey( spep_4-3 + 24, 1, 214.4, -5.2 , 0 ); setMoveKey( spep_4-3 + 26, 1, 216.2, 17.5 , 0 ); setMoveKey( spep_4-3 + 28, 1, 204.8, -1.6 , 0 ); setMoveKey( spep_4-3 + 30, 1, 190.5, -1.5 , 0 ); setMoveKey( spep_4-3 + 32, 1, 203.3, 2.1 , 0 ); setMoveKey( spep_4-3 + 34, 1, 202.3, 22.2 , 0 ); setMoveKey( spep_4-3 + 36, 1, 210, 18.2 , 0 ); setMoveKey( spep_4-3 + 38, 1, 193.2, 19.7 , 0 ); setMoveKey( spep_4-3 + 40, 1, 200.3, 21.9 , 0 ); setMoveKey( spep_4-3 + 42, 1, 196.6, 40.5 , 0 ); setMoveKey( spep_4-3 + 44, 1, 198.9, 25.5 , 0 ); setMoveKey( spep_4-3 + 46, 1, 181.9, 29.7 , 0 ); setMoveKey( spep_4-3 + 48, 1, 205.6, 41.6 , 0 ); setMoveKey( spep_4-3 + 50, 1, 204.6, 61.6 , 0 ); setMoveKey( spep_4-3 + 52, 1, 195.9, 45.3 , 0 ); setMoveKey( spep_4-3 + 54, 1, 179, 42.7 , 0 ); setMoveKey( spep_4-3 + 56, 1, 202.6, 57.2 , 0 ); setMoveKey( spep_4-3 + 58, 1, 204.2, 63.5 , 0 ); setMoveKey( spep_4-3 + 60, 1, 184.7, 65 , 0 ); setMoveKey( spep_4-3 + 62, 1, 192.5, 61 , 0 ); setMoveKey( spep_4-3 + 64, 1, 191.4, 81 , 0 ); setMoveKey( spep_4-3 + 66, 1, 198.6, 83.2 , 0 ); setMoveKey( spep_4-3 + 68, 1, 181.8, 80.6 , 0 ); setMoveKey( spep_4-3 + 70, 1, 181.3, 68.3 , 0 ); setMoveKey( spep_4-3 + 72, 1, 180.3, 88.4 , 0 ); setMoveKey( spep_4-3 + 74, 1, 161.9, 147.1 , 0 ); setMoveKey( spep_4-3 + 76, 1, 119.2, 198.3 , 0 ); setMoveKey( spep_4-3 + 78, 1, 111.4, 238.7 , 0 ); setMoveKey( spep_4-3 + 80, 1, 63.6, 311 , 0 ); setMoveKey( spep_4-3 + 82, 1, 35.6, 364.2 , 0 ); setMoveKey( spep_4-3 + 84, 1, -9.6, 413.9 , 0 ); setMoveKey( spep_4-3 + 86, 1, -39.6, 453 , 0 ); setMoveKey( spep_4-1 + 88, 1, -82.6, 509.7 , 0 ); setScaleKey( spep_4 + 0, 1,1.11,1.11); setScaleKey( spep_4-3 + 76, 1,1.11,1.11); setScaleKey( spep_4-3 + 78, 1,1.18,1.11); setScaleKey( spep_4-3 + 80, 1,1.32,1.11); setScaleKey( spep_4-3 + 82, 1,1.32,1.11); setScaleKey( spep_4-3 + 84, 1,1.4,0.97); setScaleKey( spep_4-3 + 86, 1,1.53,0.97); setScaleKey( spep_4-1 + 88, 1,1.82,0.91); setRotateKey( spep_4 + 0, 1, 51.2 ); --setRotateKey( spep_4-3 + 2, 1, 50.8 ); setRotateKey( spep_4-3 + 4, 1, 50.5 ); setRotateKey( spep_4-3 + 6, 1, 50.1 ); setRotateKey( spep_4-3 + 8, 1, 49.7 ); setRotateKey( spep_4-3 + 10, 1, 49.3 ); setRotateKey( spep_4-3 + 12, 1, 48.9 ); setRotateKey( spep_4-3 + 14, 1, 48.6 ); setRotateKey( spep_4-3 + 16, 1, 48.2 ); setRotateKey( spep_4-3 + 18, 1, 47.8 ); setRotateKey( spep_4-3 + 20, 1, 47.4 ); setRotateKey( spep_4-3 + 22, 1, 47 ); setRotateKey( spep_4-3 + 24, 1, 46.7 ); setRotateKey( spep_4-3 + 26, 1, 46.3 ); setRotateKey( spep_4-3 + 28, 1, 45.9 ); setRotateKey( spep_4-3 + 30, 1, 45.5 ); setRotateKey( spep_4-3 + 32, 1, 45.1 ); setRotateKey( spep_4-3 + 34, 1, 44.8 ); setRotateKey( spep_4-3 + 36, 1, 44.4 ); setRotateKey( spep_4-3 + 38, 1, 44 ); setRotateKey( spep_4-3 + 40, 1, 43.6 ); setRotateKey( spep_4-3 + 42, 1, 43.2 ); setRotateKey( spep_4-3 + 44, 1, 42.9 ); setRotateKey( spep_4-3 + 46, 1, 42.5 ); setRotateKey( spep_4-3 + 48, 1, 42.1 ); setRotateKey( spep_4-3 + 50, 1, 41.7 ); setRotateKey( spep_4-3 + 52, 1, 41.3 ); setRotateKey( spep_4-3 + 54, 1, 41 ); setRotateKey( spep_4-3 + 56, 1, 40.6 ); setRotateKey( spep_4-3 + 58, 1, 40.2 ); setRotateKey( spep_4-3 + 60, 1, 39.8 ); setRotateKey( spep_4-3 + 62, 1, 39.4 ); setRotateKey( spep_4-3 + 64, 1, 39.1 ); setRotateKey( spep_4-3 + 66, 1, 38.7 ); setRotateKey( spep_4-3 + 68, 1, 38.3 ); setRotateKey( spep_4-3 + 70, 1, 37.9 ); setRotateKey( spep_4-3 + 72, 1, 37.5 ); setRotateKey( spep_4-3 + 74, 1, 31.7 ); setRotateKey( spep_4-3 + 76, 1, 25.9 ); setRotateKey( spep_4-3 + 78, 1, 20.1 ); setRotateKey( spep_4-3 + 80, 1, 25.3 ); setRotateKey( spep_4-3 + 82, 1, 13.7 ); setRotateKey( spep_4-3 + 84, 1, 21.4 ); setRotateKey( spep_4-3 + 86, 1, 28.7 ); setRotateKey( spep_4-1 + 88, 1, 24.5 ); --SE --魔封波撃つ(画面切り替え) SE012 = playSe( spep_4 + 0, 1175 ); SE013 = playSe( spep_4 + 0, 1161,"",0.6 ); --敵細く飛んでく SE014 = playSe( spep_4 + 76, 1119 ); -- ** くろ背景 ** -- entryFadeBg( spep_4 , 0, 90, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_5 = spep_4 + 86; ------------------------------------------------------ -- 持ち上げた敵を壺へ誘導する ------------------------------------------------------ -- ** エフェクト等 ** -- Induction = entryEffect( spep_5 + 0, SP_06, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, Induction, 0, 0, 0 ); setEffMoveKey( spep_5 + 72, Induction, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, Induction, 1.0, 1.0 ); setEffScaleKey( spep_5 + 72, Induction, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, Induction, 0 ); setEffRotateKey( spep_5 + 72, Induction, 0 ); setEffAlphaKey( spep_5 + 0, Induction, 255 ); setEffAlphaKey( spep_5 + 70, Induction, 255 ); setEffAlphaKey( spep_5 + 71, Induction, 255 ); setEffAlphaKey( spep_5 + 72, Induction, 0 ); --SE --敵細く飛んでく stopSe( spep_5 + 8, SE014, 30 ); --腕振り下ろす SE015 = playSe( spep_5 + 60, 1004 ); setSeVolumeByWorkId( spep_5 + 60, SE015, 141 ); -- ** くろ背景 ** -- entryFadeBg( spep_5 , 0, 76, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_6 = spep_5 + 72; ------------------------------------------------------ -- 敵が光となって壺に吸い込まれる ------------------------------------------------------ -- ** エフェクト等 ** -- light = entryEffect( spep_6 + 0, SP_07, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, light, 0, 0, 0 ); setEffMoveKey( spep_6 + 56, light, 0, 0, 0 ); setEffScaleKey( spep_6 + 0, light, 1.0, 1.0 ); setEffScaleKey( spep_6 + 56, light, 1.0, 1.0 ); setEffRotateKey( spep_6 + 0, light, 0 ); setEffRotateKey( spep_6 + 56, light, 0 ); setEffAlphaKey( spep_6 + 0, light, 255 ); setEffAlphaKey( spep_6 + 54, light, 255 ); setEffAlphaKey( spep_6 + 55, light, 255 ); setEffAlphaKey( spep_6 + 56, light, 0 ); --SE --魔封波撃つ stopSe( spep_6 + 48, SE011, 44 ); stopSe( spep_6 + 50, SE012, 44 ); --ツボに吸い込まれる SE016 = playSe( spep_6 + 0, 1118,"",0.6 ); setTimeStretch( SE016, 1.25, 30, 4 ); --環境音 SE017 = playSe( spep_6 + 34, 1269 ); setSeVolumeByWorkId( spep_6 + 34, SE017, 6 ); -- ** くろ背景 ** -- entryFadeBg( spep_6 , 0, 60, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_7 = spep_6 + 56; ------------------------------------------------------ -- 光が壺の中へ、蓋をしてフィニッシュ ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_7 + 0, SP_08, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_7 + 0, finish, 0, 0, 0 ); setEffMoveKey( spep_7 + 300, finish, 0, 0, 0 ); setEffScaleKey( spep_7 + 0, finish, 1.0, 1.0 ); setEffScaleKey( spep_7 + 300, finish, 1.0, 1.0 ); setEffRotateKey( spep_7 + 0, finish, 0 ); setEffRotateKey( spep_7 + 300, finish, 0 ); setEffAlphaKey( spep_7 + 0, finish, 255 ); setEffAlphaKey( spep_7 + 300, finish, 255 ); --SE --ツボに吸い込まれる SE018 = playSe( spep_7 + 0, 1277 ); setSeVolumeByWorkId( spep_7 + 0, SE018, 178 ); stopSe( spep_7 + 48, SE018, 4 ); --スポッ SE019 = playSe( spep_7 + 46, 1309 ); --ビン着地 SE020 = playSe( spep_7 + 88, 1220 ); setPitch( spep_7 + 88, SE020, -300 ) setTimeStretch( SE020, 0.8, 10, 1 ); stopSe( spep_7 + 94, SE020, 2 ); SE021 = playSe( spep_7 + 120, 1220 ); setSeVolumeByWorkId( spep_7 + 120, SE021, 82 ); setPitch( spep_7 + 120, SE021, -500 ); setTimeStretch( SE021, 0.67, 10, 1 ); stopSe( spep_7 + 126, SE021, 2 ); SE022 = playSe( spep_7 + 134, 1220 ); setSeVolumeByWorkId( spep_7 + 134, SE022, 74 ); setStartTimeMs( SE022, 83 ); setPitch( spep_7 + 134, SE022, 300 ); setTimeStretch( SE022, 1.2, 10, 1 ); --蓋閉める SE023 = playSe( spep_7 + 202, 1310,"",0.7 ); setSeVolumeByWorkId( spep_7 + 202, SE023, 126 ); --ツボに吸い込まれる stopSe( spep_7 + 48, SE016, 4 ); --魔封波撃つ(画面切り替え) stopSe( spep_7 + 48, SE013, 4 ); stopSe( spep_7 + 48, SE008, 4 ); stopSe( spep_7 + 48, SE010, 4 ); -- ** ダメージ表示 ** -- dealDamage( spep_7 + 124 ); endPhase( spep_7 + 290 ); else ------------------------------------------------------------------------------------------------------------ -- てき側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 壺を置く亀仙人 ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- vase = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, vase, 0, 0, 0 ); setEffMoveKey( spep_0 + 76, vase, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, vase, -1.0, 1.0 ); setEffScaleKey( spep_0 + 76, vase, -1.0, 1.0 ); setEffRotateKey( spep_0 + 0, vase, 0 ); setEffRotateKey( spep_0 + 76, vase, 0 ); setEffAlphaKey( spep_0 + 0, vase, 255 ); setEffAlphaKey( spep_0 + 74, vase, 255 ); setEffAlphaKey( spep_0 + 75, vase, 255 ); setEffAlphaKey( spep_0 + 76, vase, 0 ); --SE --環境音 SE001 = playSe( spep_0 + 0, 1269,"",0.6 ); setSeVolumeByWorkId( spep_0 + 0, SE001, 0 ); setSeVolumeByWorkId( spep_0 + 1, SE001, 0.3 ); setSeVolumeByWorkId( spep_0 + 2, SE001, 0.6 ); setSeVolumeByWorkId( spep_0 + 3, SE001, 0.9 ); setSeVolumeByWorkId( spep_0 + 4, SE001, 1.2 ); setSeVolumeByWorkId( spep_0 + 5, SE001, 1.5 ); setSeVolumeByWorkId( spep_0 + 6, SE001, 1.8 ); setSeVolumeByWorkId( spep_0 + 7, SE001, 2.1 ); setSeVolumeByWorkId( spep_0 + 8, SE001, 2.4 ); setSeVolumeByWorkId( spep_0 + 9, SE001, 2.7 ); setSeVolumeByWorkId( spep_0 + 10, SE001, 3 ); setSeVolumeByWorkId( spep_0 + 11, SE001, 3.3 ); setSeVolumeByWorkId( spep_0 + 12, SE001, 3.6 ); setSeVolumeByWorkId( spep_0 + 13, SE001, 3.9 ); setSeVolumeByWorkId( spep_0 + 14, SE001, 4.2 ); setSeVolumeByWorkId( spep_0 + 15, SE001, 4.5 ); setSeVolumeByWorkId( spep_0 + 16, SE001, 4.8 ); setSeVolumeByWorkId( spep_0 + 17, SE001, 5.1 ); setSeVolumeByWorkId( spep_0 + 18, SE001, 6 ); setStartTimeMs( SE001, 0 ); --メガネ外す? SE002 = playSe( spep_0 + 38, 1220 ); setSeVolumeByWorkId( spep_0 + 38, SE002, 0 ); setSeVolumeByWorkId( spep_0 + 39, SE002, 167.5 ); setSeVolumeByWorkId( spep_0 + 40, SE002, 335 ); setStartTimeMs( SE002, 83 ); setBandpassFilter ( spep_0 + 38, SE002, 1500, 24000 ); stopSe( spep_0 + 58, SE002, 2 ); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 76, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_1=spep_0+76; ------------------------------------------------------ -- 構える亀仙人 ------------------------------------------------------ -- ** エフェクト等 ** -- hold = entryEffect( spep_1 + 0, SP_02, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, hold, 0, 0, 0 ); setEffMoveKey( spep_1 + 92, hold, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, hold, -1.0, 1.0 ); setEffScaleKey( spep_1 + 92, hold, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, hold, 0 ); setEffRotateKey( spep_1 + 92, hold, 0 ); setEffAlphaKey( spep_1 + 0, hold, 255 ); setEffAlphaKey( spep_1 + 90, hold, 255 ); setEffAlphaKey( spep_1 + 91, hold, 255 ); setEffAlphaKey( spep_1 + 92, hold, 0 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 92, 0, 0, 0, 0, 255 ); --黒 背景 -------------------------------------- --回避 -------------------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_1 + 30 ; --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, SE001, 0); stopSe( SP_dodge - 12, SE002, 0); pauseAll( SP_dodge, 67); -- ** 敵キャラクター ** -- --setMoveKey( SP_dodge + 0, 1, 224.5, 55.8 , 0 ); --setMoveKey( SP_dodge + 2, 1, 195, 63.7 , 0 ); --setMoveKey( SP_dodge + 4, 1, 165.4, 71.5 , 0 ); --setMoveKey( SP_dodge + 6, 1, 165.4, 71.5 , 0 ); --setMoveKey( SP_dodge + 8, 1, 209.7, 23.3 , 0 ); --setMoveKey( SP_dodge + 10, 1, 186.2, 53.9 , 0 ); --setScaleKey( SP_dodge + 0, 1, 1.59 +a2, 1.59 +a2 ); --setScaleKey( SP_dodge + 2, 1, 1.55 +a2, 1.55 +a2 ); --setScaleKey( SP_dodge + 4, 1, 1.5 +a2, 1.5 +a2 ); --setScaleKey( SP_dodge + 6, 1, 1.5 +a2, 1.5 +a2 ); --setScaleKey( SP_dodge + 8, 1, 2.4 +a2, 2.4 +a2 ); --setScaleKey( SP_dodge + 10, 1, 2.1 +a2, 2.1 +a2 ); --setRotateKey( SP_dodge + 0, 1, 0 ); --setRotateKey( SP_dodge + 10, 1, 0 ); 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 --entryFadeBg( SP_dodge, 0, 90, 0,0, 0, 0, 180); -- ベース暗め 背景 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 -------------------------------------- --顔カットインのタイミング指定 spep_x=spep_1 +0; -- ** 顔カットイン ** -- --speff = entryEffect( spep_x , 1504, 0x100, -1, 0, 0, 0, 1000 ); --カットイン(顔) --setEffReplaceTexture( speff, 3, 2 ); --カットイン差し替え --speff1 = entryEffect( spep_x , 1505, 0x100, -1, 0, 0, 0, 1100 ); --カットイン(セリフ) --setEffReplaceTexture( speff1, 4, 5 ); --セリフカットイン差し替え -- 文字エントリー -- ctgogo = entryEffectLife( spep_x +12, 190006, 72, 0x102, -1, 0, 90, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 90, 510); setEffMoveKey( spep_x +84, ctgogo, 90, 510); setEffAlphaKey( spep_x +12, ctgogo, 0 ); setEffAlphaKey( spep_x + 13, ctgogo, 255 ); setEffAlphaKey( spep_x + 14, ctgogo, 255 ); setEffAlphaKey( spep_x + 78, ctgogo, 255 ); setEffAlphaKey( spep_x + 80, ctgogo, 191 ); setEffAlphaKey( spep_x + 82, ctgogo, 112 ); setEffAlphaKey( spep_x + 84, ctgogo, 64 ); setEffRotateKey( spep_x +12, ctgogo, 0); setEffRotateKey( spep_x +84, ctgogo, 0); setEffScaleKey( spep_x +12, ctgogo, -0.7, 0.7); setEffScaleKey( spep_x +80, ctgogo, -0.7, 0.7); setEffScaleKey( spep_x +84, ctgogo, -1.07, 1.07); --SE --顔カットイン SE003 = playSe( spep_x +12, 1018 ); --構える SE004 = playSe( spep_1 + 32, 1233 ); setSeVolumeByWorkId( spep_1 + 32, SE004, 84 ); SE005 = playSe( spep_1 + 38, 1007 ); setSeVolumeByWorkId( spep_1 + 38, SE005, 81 ); --白フェード entryFade( spep_1 + 84, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade --次の準備 spep_2=spep_1+92; SEzaMAXCardCutin(spep_2, 1); -- ** 音 ** -- --環境音 stopSe( spep_2 + 8, SE001, 0 ); -- ** 次の準備 ** -- spep_3 = spep_2 + 94; ------------------------------------------------------ -- 発動_両手から渦を出す亀仙人 ------------------------------------------------------ -- ** エフェクト等 ** -- activate = entryEffect( spep_3 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, activate, 0, 0, 0 ); setEffMoveKey( spep_3 + 96, activate, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, activate, -1.0, 1.0 ); setEffScaleKey( spep_3 + 96, activate, -1.0, 1.0 ); setEffRotateKey( spep_3 + 0, activate, 0 ); setEffRotateKey( spep_3 + 96, activate, 0 ); setEffAlphaKey( spep_3 + 0, activate, 255 ); setEffAlphaKey( spep_3 + 94, activate, 255 ); setEffAlphaKey( spep_3 + 95, activate, 255 ); setEffAlphaKey( spep_3 + 96, activate, 0 ); --SE --魔封波撃つ SE007 = playSe( spep_3 + 0, 1258 ); SE008 = playSe( spep_3 + 0, 1166 ); setSeVolumeByWorkId( spep_3 + 0, SE008, 65 ); SE009 = playSe( spep_3 + 4, 1182 ); SE010 = playSe( spep_3 + 4, 1278,"",0.6 ); SE011 = playSe( spep_3 + 6, 1255 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 , 0, 100, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_4 = spep_3 + 96; ------------------------------------------------------ -- 敵が風に飲み込まれる ------------------------------------------------------ -- ** エフェクト等 ** -- swallowed_f = entryEffect( spep_4 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, swallowed_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 86, swallowed_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, swallowed_f, -1.0, 1.0 ); setEffScaleKey( spep_4 + 86, swallowed_f, -1.0, 1.0 ); setEffRotateKey( spep_4 + 0, swallowed_f, 0 ); setEffRotateKey( spep_4 + 86, swallowed_f, 0 ); setEffAlphaKey( spep_4 + 0, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 84, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 85, swallowed_f, 255 ); setEffAlphaKey( spep_4 + 86, swallowed_f, 0 ); -- ** エフェクト等 ** -- swallowed_b = entryEffect( spep_4 + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, swallowed_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 86, swallowed_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, swallowed_b, -1.0, 1.0 ); setEffScaleKey( spep_4 + 86, swallowed_b, -1.0, 1.0 ); setEffRotateKey( spep_4 + 0, swallowed_b, 0 ); setEffRotateKey( spep_4 + 86, swallowed_b, 0 ); setEffAlphaKey( spep_4 + 0, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 84, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 85, swallowed_b, 255 ); setEffAlphaKey( spep_4 + 86, swallowed_b, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-1 + 88, 1, 0 ); setBlendColor(spep_4 + 0, 1, 3, 0.72, 1, 0.48 ,0.6); setBlendColor(spep_4-1 + 88, 1, 3, 0.72, 1, 0.48 ,0.6); setBlendColor(spep_4 + 90, 1, 3, 0.72, 1, 0.48 ,0); changeAnime( spep_4 + 0, 1, 106 ); setMoveKey( spep_4 + 0, 1, -215.1, -52 , 0 ); --setMoveKey( spep_4-3 + 2, 1, -222.3, -39.9 , 0 ); setMoveKey( spep_4-3 + 4, 1, -213.7, -52.4 , 0 ); setMoveKey( spep_4-3 + 6, 1, -194.1, -40.3 , 0 ); setMoveKey( spep_4-3 + 8, 1, -220.4, -36.4 , 0 ); setMoveKey( spep_4-3 + 10, 1, -222, -24.3 , 0 ); setMoveKey( spep_4-3 + 12, 1, -210.6, -32.8 , 0 ); setMoveKey( spep_4-3 + 14, 1, -212.4, -30 , 0 ); setMoveKey( spep_4-3 + 16, 1, -217.5, -20.8 , 0 ); setMoveKey( spep_4-3 + 18, 1, -216.5, -0.8 , 0 ); setMoveKey( spep_4-3 + 20, 1, -207.8, -21.1 , 0 ); setMoveKey( spep_4-3 + 22, 1, -196.1, -14.4 , 0 ); setMoveKey( spep_4-3 + 24, 1, -214.4, -5.2 , 0 ); setMoveKey( spep_4-3 + 26, 1, -216.2, 17.5 , 0 ); setMoveKey( spep_4-3 + 28, 1, -204.8, -1.6 , 0 ); setMoveKey( spep_4-3 + 30, 1, -190.5, -1.5 , 0 ); setMoveKey( spep_4-3 + 32, 1, -203.3, 2.1 , 0 ); setMoveKey( spep_4-3 + 34, 1, -202.3, 22.2 , 0 ); setMoveKey( spep_4-3 + 36, 1, -210, 18.2 , 0 ); setMoveKey( spep_4-3 + 38, 1, -193.2, 19.7 , 0 ); setMoveKey( spep_4-3 + 40, 1, -200.3, 21.9 , 0 ); setMoveKey( spep_4-3 + 42, 1, -196.6, 40.5 , 0 ); setMoveKey( spep_4-3 + 44, 1, -198.9, 25.5 , 0 ); setMoveKey( spep_4-3 + 46, 1, -181.9, 29.7 , 0 ); setMoveKey( spep_4-3 + 48, 1, -205.6, 41.6 , 0 ); setMoveKey( spep_4-3 + 50, 1, -204.6, 61.6 , 0 ); setMoveKey( spep_4-3 + 52, 1, -195.9, 45.3 , 0 ); setMoveKey( spep_4-3 + 54, 1, -179, 42.7 , 0 ); setMoveKey( spep_4-3 + 56, 1, -202.6, 57.2 , 0 ); setMoveKey( spep_4-3 + 58, 1, -204.2, 63.5 , 0 ); setMoveKey( spep_4-3 + 60, 1, -184.7, 65 , 0 ); setMoveKey( spep_4-3 + 62, 1, -192.5, 61 , 0 ); setMoveKey( spep_4-3 + 64, 1, -191.4, 81 , 0 ); setMoveKey( spep_4-3 + 66, 1, -198.6, 83.2 , 0 ); setMoveKey( spep_4-3 + 68, 1, -81.8, 80.6 , 0 ); setMoveKey( spep_4-3 + 70, 1, -181.3, 68.3 , 0 ); setMoveKey( spep_4-3 + 72, 1, -180.3, 88.4 , 0 ); setMoveKey( spep_4-3 + 74, 1, -161.9, 147.1 , 0 ); setMoveKey( spep_4-3 + 76, 1, -119.2, 198.3 , 0 ); setMoveKey( spep_4-3 + 78, 1, -111.4, 238.7 , 0 ); setMoveKey( spep_4-3 + 80, 1, -63.6, 311 , 0 ); setMoveKey( spep_4-3 + 82, 1, -35.6, 364.2 , 0 ); setMoveKey( spep_4-3 + 84, 1, 9.6, 413.9 , 0 ); setMoveKey( spep_4-3 + 86, 1, 39.6, 453 , 0 ); setMoveKey( spep_4-1 + 88, 1, 82.6, 509.7 , 0 ); setScaleKey( spep_4 + 0, 1,1.11,1.11); setScaleKey( spep_4-3 + 76, 1,1.11,1.11); setScaleKey( spep_4-3 + 78, 1,1.18,1.11); setScaleKey( spep_4-3 + 80, 1,1.32,1.11); setScaleKey( spep_4-3 + 82, 1,1.32,1.11); setScaleKey( spep_4-3 + 84, 1,1.4,0.97); setScaleKey( spep_4-3 + 86, 1,1.53,0.97); setScaleKey( spep_4-1 + 88, 1,1.82,0.91); setRotateKey( spep_4 + 0, 1, -51.2 ); --setRotateKey( spep_4-3 + 2, 1, 50.8 ); setRotateKey( spep_4-3 + 4, 1, -50.5 ); setRotateKey( spep_4-3 + 6, 1, -50.1 ); setRotateKey( spep_4-3 + 8, 1, -49.7 ); setRotateKey( spep_4-3 + 10, 1, -49.3 ); setRotateKey( spep_4-3 + 12, 1, -48.9 ); setRotateKey( spep_4-3 + 14, 1, -48.6 ); setRotateKey( spep_4-3 + 16, 1, -48.2 ); setRotateKey( spep_4-3 + 18, 1, -47.8 ); setRotateKey( spep_4-3 + 20, 1, -47.4 ); setRotateKey( spep_4-3 + 22, 1, -47 ); setRotateKey( spep_4-3 + 24, 1, -46.7 ); setRotateKey( spep_4-3 + 26, 1, -46.3 ); setRotateKey( spep_4-3 + 28, 1, -45.9 ); setRotateKey( spep_4-3 + 30, 1, -45.5 ); setRotateKey( spep_4-3 + 32, 1, -45.1 ); setRotateKey( spep_4-3 + 34, 1, -44.8 ); setRotateKey( spep_4-3 + 36, 1, -44.4 ); setRotateKey( spep_4-3 + 38, 1, -44 ); setRotateKey( spep_4-3 + 40, 1, -43.6 ); setRotateKey( spep_4-3 + 42, 1, -43.2 ); setRotateKey( spep_4-3 + 44, 1, -42.9 ); setRotateKey( spep_4-3 + 46, 1, -42.5 ); setRotateKey( spep_4-3 + 48, 1, -42.1 ); setRotateKey( spep_4-3 + 50, 1, -41.7 ); setRotateKey( spep_4-3 + 52, 1, -41.3 ); setRotateKey( spep_4-3 + 54, 1, -41 ); setRotateKey( spep_4-3 + 56, 1, -40.6 ); setRotateKey( spep_4-3 + 58, 1, -40.2 ); setRotateKey( spep_4-3 + 60, 1, -39.8 ); setRotateKey( spep_4-3 + 62, 1, -39.4 ); setRotateKey( spep_4-3 + 64, 1, -39.1 ); setRotateKey( spep_4-3 + 66, 1, -38.7 ); setRotateKey( spep_4-3 + 68, 1, -38.3 ); setRotateKey( spep_4-3 + 70, 1, -37.9 ); setRotateKey( spep_4-3 + 72, 1, -37.5 ); setRotateKey( spep_4-3 + 74, 1, -31.7 ); setRotateKey( spep_4-3 + 76, 1, -25.9 ); setRotateKey( spep_4-3 + 78, 1, -20.1 ); setRotateKey( spep_4-3 + 80, 1, -25.3 ); setRotateKey( spep_4-3 + 82, 1, -13.7 ); setRotateKey( spep_4-3 + 84, 1, -21.4 ); setRotateKey( spep_4-3 + 86, 1, -28.7 ); setRotateKey( spep_4-1 + 88, 1, -24.5 ); --SE --魔封波撃つ(画面切り替え) SE012 = playSe( spep_4 + 0, 1175 ); SE013 = playSe( spep_4 + 0, 1161,"",0.6 ); --敵細く飛んでく SE014 = playSe( spep_4 + 76, 1119 ); -- ** くろ背景 ** -- entryFadeBg( spep_4 , 0, 90, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_5 = spep_4 + 86; ------------------------------------------------------ -- 持ち上げた敵を壺へ誘導する ------------------------------------------------------ -- ** エフェクト等 ** -- Induction = entryEffect( spep_5 + 0, SP_06, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, Induction, 0, 0, 0 ); setEffMoveKey( spep_5 + 72, Induction, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, Induction, -1.0, 1.0 ); setEffScaleKey( spep_5 + 72, Induction, -1.0, 1.0 ); setEffRotateKey( spep_5 + 0, Induction, 0 ); setEffRotateKey( spep_5 + 72, Induction, 0 ); setEffAlphaKey( spep_5 + 0, Induction, 255 ); setEffAlphaKey( spep_5 + 70, Induction, 255 ); setEffAlphaKey( spep_5 + 71, Induction, 255 ); setEffAlphaKey( spep_5 + 72, Induction, 0 ); --SE --敵細く飛んでく stopSe( spep_5 + 8, SE014, 30 ); --腕振り下ろす SE015 = playSe( spep_5 + 60, 1004 ); setSeVolumeByWorkId( spep_5 + 60, SE015, 141 ); -- ** くろ背景 ** -- entryFadeBg( spep_5 , 0, 76, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_6 = spep_5 + 72; ------------------------------------------------------ -- 敵が光となって壺に吸い込まれる ------------------------------------------------------ -- ** エフェクト等 ** -- light = entryEffect( spep_6 + 0, SP_07, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, light, 0, 0, 0 ); setEffMoveKey( spep_6 + 56, light, 0, 0, 0 ); setEffScaleKey( spep_6 + 0, light, -1.0, 1.0 ); setEffScaleKey( spep_6 + 56, light, -1.0, 1.0 ); setEffRotateKey( spep_6 + 0, light, 0 ); setEffRotateKey( spep_6 + 56, light, 0 ); setEffAlphaKey( spep_6 + 0, light, 255 ); setEffAlphaKey( spep_6 + 54, light, 255 ); setEffAlphaKey( spep_6 + 55, light, 255 ); setEffAlphaKey( spep_6 + 56, light, 0 ); --SE --魔封波撃つ stopSe( spep_6 + 48, SE011, 44 ); stopSe( spep_6 + 50, SE012, 44 ); --ツボに吸い込まれる SE016 = playSe( spep_6 + 0, 1118,"",0.6 ); setTimeStretch( SE016, 1.25, 30, 4 ); --環境音 SE017 = playSe( spep_6 + 34, 1269 ); setSeVolumeByWorkId( spep_6 + 34, SE017, 6 ); -- ** くろ背景 ** -- entryFadeBg( spep_6 , 0, 60, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** 次の準備 ** -- spep_7 = spep_6 + 56; ------------------------------------------------------ -- 光が壺の中へ、蓋をしてフィニッシュ ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_7 + 0, SP_08, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_7 + 0, finish, 0, 0, 0 ); setEffMoveKey( spep_7 + 300, finish, 0, 0, 0 ); setEffScaleKey( spep_7 + 0, finish, -1.0, 1.0 ); setEffScaleKey( spep_7 + 300, finish, -1.0, 1.0 ); setEffRotateKey( spep_7 + 0, finish, 0 ); setEffRotateKey( spep_7 + 300, finish, 0 ); setEffAlphaKey( spep_7 + 0, finish, 255 ); setEffAlphaKey( spep_7 + 300, finish, 255 ); --SE --ツボに吸い込まれる SE018 = playSe( spep_7 + 0, 1277 ); setSeVolumeByWorkId( spep_7 + 0, SE018, 178 ); stopSe( spep_7 + 48, SE018, 4 ); --スポッ SE019 = playSe( spep_7 + 46, 1309 ); --ビン着地 SE020 = playSe( spep_7 + 88, 1220 ); setPitch( spep_7 + 88, SE020, -300 ) setTimeStretch( SE020, 0.8, 10, 1 ); stopSe( spep_7 + 94, SE020, 2 ); SE021 = playSe( spep_7 + 120, 1220 ); setSeVolumeByWorkId( spep_7 + 120, SE021, 82 ); setPitch( spep_7 + 120, SE021, -500 ); setTimeStretch( SE021, 0.67, 10, 1 ); stopSe( spep_7 + 126, SE021, 2 ); SE022 = playSe( spep_7 + 134, 1220 ); setSeVolumeByWorkId( spep_7 + 134, SE022, 74 ); setStartTimeMs( SE022, 83 ); setPitch( spep_7 + 134, SE022, 300 ); setTimeStretch( SE022, 1.2, 10, 1 ); --蓋閉める SE023 = playSe( spep_7 + 202, 1310,"",0.7 ); setSeVolumeByWorkId( spep_7 + 202, SE023, 126 ); --ツボに吸い込まれる stopSe( spep_7 + 48, SE016, 4 ); --魔封波撃つ(画面切り替え) stopSe( spep_7 + 48, SE013, 4 ); stopSe( spep_7 + 48, SE008, 4 ); stopSe( spep_7 + 48, SE010, 4 ); -- ** ダメージ表示 ** -- dealDamage( spep_7 + 124 ); endPhase( spep_7 + 290 ); end