-- エイプリルフール ピコピコ  悟空 1021490 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; -- エフェクトセットアップ ef_001 = 157023; -- 溜め ef_002 = 157024; -- 発射 ef_003 = 157025; -- 命中 ef_003_1 = 157026; -- 命中(流線) ef_004 = 157027; -- カードカットイン ef_005 = 157087; -- カードカットイン極限1 ef_006 = 157088; -- カードカットイン極限2 -- ef_004 = ef_101 = 157028; -- 敵側 溜め ef_102 = 157029; -- 敵側 発射 -- kaki_001 = 10012; -- ズオッ --[[ -- spepメモ spep_0 = 0; spep_1 = spep_0 + 158 ; spep_2 = spep_1 + 88 ; spep_3 = spep_2 + 118 ; ]] function Efftemp( keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate ) setEffMoveKey( keytiming,name, moveX, moveX); setEffScaleKey( keytiming, name, scaleX, scaleY); setEffAlphaKey( keytiming, name, alpha); setEffRotateKey( keytiming, name, rotate); end ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; 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 ); kame_flag = 0x00; if (_IS_PLAYER_SIDE_ == 1) then ------------------------------------------------------ -- 味方側 ------------------------------------------------------ ------------------------------------------------------ -- 気貯め ------------------------------------------------------ spep_0 = 0 ; -- 敵の動き setDisp( spep_0, 1, 0 ); -- 構えエフェクト tame = entryEffectLife( spep_0, ef_001, 158, 0x100, -1, 0, 0, 0); Efftemp( spep_0, tame, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_0 + 158, tame, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- 貯めSE playSe( 28, SE_01); playSe( 48, SE_03); playSe( 68, SE_03); playSe( 71, SE_03); playSe( 78, SE_04); playSe( 88, SE_03); playSe( 108, SE_03); playSe( 128, SE_03); playSe( 148, SE_03); ------------------------------------------------------ -- カードカットイン ------------------------------------------------------ spep_1 = spep_0 + 158 ; --白フラッシュ entryFade( spep_1-14, 10, 4, 8, fcolor_r, fcolor_g, fcolor_b, 255); -- カードカットイン --[[cardcutin = entryEffectLife( spep_1, ef_004, 88, 0x100, -1, 0, 0, 0); Efftemp( spep_1, cardcutin, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_1 + 88, cardcutin, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate playSe( spep_1, SE_05);]] if (_SPECIAL_SKILL_LEVEL_ == 0) then print ("_SPECIAL_SKILL_LEVEL_ == 0"); playSe( spep_1, SE_05); cutin_1 = entryEffectLife( spep_1 + 0, ef_004, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_1, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_1, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_1, 1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_1, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_1, 0 ); setEffRotateKey( spep_1 + 92, cutin_1, 0 ); setEffAlphaKey( spep_1 + 0, cutin_1, 255 ); setEffAlphaKey( spep_1 + 92, cutin_1, 255 ); elseif(_SPECIAL_SKILL_LEVEL_ == 1) then print ("_SPECIAL_SKILL_LEVEL_ == 1"); playSe( spep_1, SE_05); cutin_2 = entryEffectLife( spep_1 + 0, ef_005, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_2, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_2, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_2, 1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_2, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_2, 0 ); setEffRotateKey( spep_1 + 92, cutin_2, 0 ); setEffAlphaKey( spep_1 + 0, cutin_2, 255 ); setEffAlphaKey( spep_1 + 92, cutin_2, 255 ); elseif(_SPECIAL_SKILL_LEVEL_ == 2) then print ("_SPECIAL_SKILL_LEVEL_ == 2"); playSe( spep_1, SE_05); cutin_3 = entryEffectLife( spep_1 + 0, ef_006, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_3, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_3, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_3, 1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_3, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_3, 0 ); setEffRotateKey( spep_1 + 92, cutin_3, 0 ); setEffAlphaKey( spep_1 + 0, cutin_3, 255 ); setEffAlphaKey( spep_1 + 92, cutin_3, 255 ); end --entryFade( spep_1+ 76, 10, 4, 6, fcolor_r, fcolor_g, fcolor_b, 255); --white fade entryFade( spep_1 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade ------------------------------------------------------ -- かめはめ波発射 ------------------------------------------------------ --spep_2 = spep_1 + 88 ; spep_2 = spep_1 + 94 ; entryFadeBg( spep_2, 0, 276, 0, 10, 10, 10, 180); -- ベース暗め 背景 -- かめはめ波発射 hassha = entryEffectLife( spep_2, ef_002, 118, 0x100, -1, 0, 0, 0); Efftemp( spep_2, hassha, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_2 + 118, hassha, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- 発射SE SE001 = playSe( spep_2, SE_07); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_2 + 60; --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 ); pauseAll( SP_dodge, 67 ); --[[ -- ** 敵キャラクター ** -- changeAnime( SP_dodge + 0, 1, 100 ); --待機正面向き setMoveKey( SP_dodge + 0, 1, 104, -6 , 0 ); setMoveKey( SP_dodge + 2, 1, 84, 2.5 , 0 ); setMoveKey( SP_dodge + 4, 1, 64, 11.1 , 0 ); setMoveKey( SP_dodge + 6, 1, 44, 19.6 , 0 ); setMoveKey( SP_dodge + 8, 1, 24, 28.1 , 0 ); setMoveKey( SP_dodge + 10, 1, 13, 34.5 , 0 ); setScaleKey( SP_dodge + 0, 1, 1.25, 1.25 ); setScaleKey( SP_dodge + 2, 1, 1.31, 1.31 ); setScaleKey( SP_dodge + 4, 1, 1.36, 1.36 ); setScaleKey( SP_dodge + 6, 1, 1.42, 1.42 ); setScaleKey( SP_dodge + 8, 1, 1.48, 1.48 ); setScaleKey( SP_dodge + 10, 1, 1.49, 1.49 ); setRotateKey( SP_dodge + 0, 1, 0 ); setRotateKey( SP_dodge + 10, 1, 0 ); ]] -- ** カットイン部分 ** -- 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 setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi, 255); entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade setMoveKey( SP_dodge + 10, 0, -2500, -250, 0 ); endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ playSe( spep_2 + 70 , SE_06); ------------------------------------------------------ -- 着弾 ------------------------------------------------------ spep_3 = spep_2 + 118 ; --白フラッシュ entryFade( spep_3-10, 10, 4, 8, fcolor_r, fcolor_g, fcolor_b, 255); -- 着弾 chakudan_haikei = entryEffect( spep_3, ef_003_1, 0x80, -1, 0, 0, 0); Efftemp( spep_3, chakudan_haikei, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_3 + 158, chakudan_haikei, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate chakudan = entryEffect( spep_3, ef_003, 0x100, -1, 0, 0, 0); Efftemp( spep_3, chakudan, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_3 + 158, chakudan, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- SE playSe( spep_3, SE_06); playSe( spep_3 - 3 + 32, SE_09); -- 敵の動き setDisp( spep_3 - 2, 1, 0 ); setDisp( spep_3 - 1, 1, 1 ); setDisp( spep_3 +36, 1, 0 ); setMoveKey( spep_3 - 2 + 0, 1, 0, -5000, 0 ); setMoveKey( spep_3 - 3 + 0, 1, 549.8, 0 , 0 ); setMoveKey( spep_3 - 3 + 2, 1, 520.7, 0 , 0 ); setMoveKey( spep_3 - 3 + 4, 1, 491.6, 0 , 0 ); setMoveKey( spep_3 - 3 + 6, 1, 462.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 8, 1, 433.4, 0 , 0 ); setMoveKey( spep_3 - 3 + 10, 1, 404.4, 0 , 0 ); setMoveKey( spep_3 - 3 + 12, 1, 375.3, 0 , 0 ); setMoveKey( spep_3 - 3 + 14, 1, 346.2, 0 , 0 ); setMoveKey( spep_3 - 3 + 16, 1, 317.1, 0 , 0 ); setMoveKey( spep_3 - 3 + 18, 1, 288, 0 , 0 ); setMoveKey( spep_3 - 3 + 20, 1, 258.9, 0 , 0 ); setMoveKey( spep_3 - 3 + 22, 1, 229.8, 0 , 0 ); setMoveKey( spep_3 - 3 + 24, 1, 200.7, 0 , 0 ); setMoveKey( spep_3 - 3 + 26, 1, 171.6, 0 , 0 ); setMoveKey( spep_3 - 3 + 28, 1, 142.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 31, 1, 113.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 32, 1, -1.4, 0 , 0 ); setMoveKey( spep_3 +36, 1, -1.4, 0 , 0 ); setScaleKey( spep_3 - 3 + 0, 1, 1.4, 1.4 ); setScaleKey( spep_3 + 36, 1, 1.4, 1.4 ); setRotateKey( spep_3 - 3 + 0, 1, 0 ); setRotateKey( spep_3 - 3 + 31, 1, 0 ); setRotateKey( spep_3 - 3 + 32, 1, -44.9 ); setRotateKey( spep_3 +36, 1, -44.9 ); changeAnime( spep_3 - 3 + 0, 1, 100 ); changeAnime( spep_3 - 3 + 32, 1, 106 ); changeAnime( spep_3 +36, 1, 106 ); -- ダメージ表示 dealDamage( spep_3 + 59 ); -- 黒フェード entryFade( spep_3 + 143, 9, 10, 1, 8, 8, 8, 255); endPhase(spep_3 + 153 ); else --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- --敵側の攻撃 --敵側の攻撃 --敵側の攻撃 --敵側の攻撃 --敵側の攻撃 --敵側の攻撃 --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ -- 気貯め ------------------------------------------------------ spep_0 = 0 ; -- 敵の動き setDisp( spep_0, 1, 0 ); -- 構えエフェクト tame = entryEffectLife( spep_0, ef_101, 158, 0x100, -1, 0, 0, 0); Efftemp( spep_0, tame, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_0 + 158, tame, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- 貯めSE playSe( 28, SE_01); playSe( 48, SE_03); playSe( 68, SE_03); playSe( 71, SE_03); playSe( 78, SE_04); playSe( 88, SE_03); playSe( 108, SE_03); playSe( 128, SE_03); playSe( 148, SE_03); ------------------------------------------------------ -- カードカットイン ------------------------------------------------------ spep_1 = spep_0 + 158 ; --白フラッシュ entryFade( spep_1-14, 10, 4, 8, fcolor_r, fcolor_g, fcolor_b, 255); -- カードカットイン --[[cardcutin = entryEffectLife( spep_1, ef_004, 88, 0x100, -1, 0, 0, 0); Efftemp( spep_1, cardcutin, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_1 + 88, cardcutin, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate playSe( spep_1, SE_05);]] if (_SPECIAL_SKILL_LEVEL_ == 0) then print ("_SPECIAL_SKILL_LEVEL_ == 0"); playSe( spep_1, SE_05); cutin_1 = entryEffectLife( spep_1 + 0, ef_004, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_1, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_1, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_1, -1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_1, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_1, 0 ); setEffRotateKey( spep_1 + 92, cutin_1, 0 ); setEffAlphaKey( spep_1 + 0, cutin_1, 255 ); setEffAlphaKey( spep_1 + 92, cutin_1, 255 ); elseif(_SPECIAL_SKILL_LEVEL_ == 1) then print ("_SPECIAL_SKILL_LEVEL_ == 1"); playSe( spep_1, SE_05); cutin_2 = entryEffectLife( spep_1 + 0, ef_005, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_2, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_2, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_2, -1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_2, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_2, 0 ); setEffRotateKey( spep_1 + 92, cutin_2, 0 ); setEffAlphaKey( spep_1 + 0, cutin_2, 255 ); setEffAlphaKey( spep_1 + 92, cutin_2, 255 ); elseif(_SPECIAL_SKILL_LEVEL_ == 2) then print ("_SPECIAL_SKILL_LEVEL_ == 2"); playSe( spep_1, SE_05); cutin_3 = entryEffectLife( spep_1 + 0, ef_006, 92, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, cutin_3, 0, 0 , 0 ); setEffMoveKey( spep_1 + 92, cutin_3, 0, 0 , 0 ); setEffScaleKey( spep_1 + 0, cutin_3, -1.0, 1.0 ); setEffScaleKey( spep_1 + 92, cutin_3, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, cutin_3, 0 ); setEffRotateKey( spep_1 + 92, cutin_3, 0 ); setEffAlphaKey( spep_1 + 0, cutin_3, 255 ); setEffAlphaKey( spep_1 + 92, cutin_3, 255 ); end --entryFade( spep_1+ 76, 10, 4, 6, fcolor_r, fcolor_g, fcolor_b, 255); --white fade entryFade( spep_1 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade ------------------------------------------------------ -- かめはめ波発射 ------------------------------------------------------ --spep_2 = spep_1 + 88 ; spep_2 = spep_1 + 94 ; entryFadeBg( spep_2, 0, 276, 0, 10, 10, 10, 180); -- ベース暗め 背景 -- かめはめ波発射 hassha = entryEffectLife( spep_2, ef_102, 118, 0x100, -1, 0, 0, 0); Efftemp( spep_2, hassha, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_2 + 118, hassha, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- 発射SE SE001 = playSe( spep_2, SE_07); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_2 + 60; --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 ); pauseAll( SP_dodge, 67 ); --[[ -- ** 敵キャラクター ** -- changeAnime( SP_dodge + 0, 1, 100 ); --待機正面向き setMoveKey( SP_dodge + 0, 1, 104, -6 , 0 ); setMoveKey( SP_dodge + 2, 1, 84, 2.5 , 0 ); setMoveKey( SP_dodge + 4, 1, 64, 11.1 , 0 ); setMoveKey( SP_dodge + 6, 1, 44, 19.6 , 0 ); setMoveKey( SP_dodge + 8, 1, 24, 28.1 , 0 ); setMoveKey( SP_dodge + 10, 1, 13, 34.5 , 0 ); setScaleKey( SP_dodge + 0, 1, 1.25, 1.25 ); setScaleKey( SP_dodge + 2, 1, 1.31, 1.31 ); setScaleKey( SP_dodge + 4, 1, 1.36, 1.36 ); setScaleKey( SP_dodge + 6, 1, 1.42, 1.42 ); setScaleKey( SP_dodge + 8, 1, 1.48, 1.48 ); setScaleKey( SP_dodge + 10, 1, 1.49, 1.49 ); setRotateKey( SP_dodge + 0, 1, 0 ); setRotateKey( SP_dodge + 10, 1, 0 ); ]] -- ** カットイン部分 ** -- 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 setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi, 255); entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade setMoveKey( SP_dodge + 10, 0, -2500, -250, 0 ); endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ playSe( spep_2 + 70 , SE_06); ------------------------------------------------------ -- 着弾 ------------------------------------------------------ spep_3 = spep_2 + 118 ; --白フラッシュ entryFade( spep_3-10, 10, 4, 8, fcolor_r, fcolor_g, fcolor_b, 255); -- 着弾 chakudan_haikei = entryEffect( spep_3, ef_003_1, 0x80, -1, 0, 0, 0); Efftemp( spep_3, chakudan_haikei, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_3 + 158, chakudan_haikei, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate chakudan = entryEffect( spep_3, ef_003, 0x100, -1, 0, 0, 0); Efftemp( spep_3, chakudan, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate Efftemp( spep_3 + 158, chakudan, 0, 0, 1.0, 1.0, 255, 0 ); --keytiming, name, moveX, moveY, scaleX, scaleY, alpha, rotate -- SE playSe( spep_3, SE_06); playSe( spep_3 - 3 + 32, SE_09); -- 敵の動き setDisp( spep_3 - 2, 1, 0 ); setDisp( spep_3 - 1, 1, 1 ); setDisp( spep_3 +36, 1, 0 ); setMoveKey( spep_3 - 2 + 0, 1, 0, -5000, 0 ); setMoveKey( spep_3 - 3 + 0, 1, 549.8, 0 , 0 ); setMoveKey( spep_3 - 3 + 2, 1, 520.7, 0 , 0 ); setMoveKey( spep_3 - 3 + 4, 1, 491.6, 0 , 0 ); setMoveKey( spep_3 - 3 + 6, 1, 462.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 8, 1, 433.4, 0 , 0 ); setMoveKey( spep_3 - 3 + 10, 1, 404.4, 0 , 0 ); setMoveKey( spep_3 - 3 + 12, 1, 375.3, 0 , 0 ); setMoveKey( spep_3 - 3 + 14, 1, 346.2, 0 , 0 ); setMoveKey( spep_3 - 3 + 16, 1, 317.1, 0 , 0 ); setMoveKey( spep_3 - 3 + 18, 1, 288, 0 , 0 ); setMoveKey( spep_3 - 3 + 20, 1, 258.9, 0 , 0 ); setMoveKey( spep_3 - 3 + 22, 1, 229.8, 0 , 0 ); setMoveKey( spep_3 - 3 + 24, 1, 200.7, 0 , 0 ); setMoveKey( spep_3 - 3 + 26, 1, 171.6, 0 , 0 ); setMoveKey( spep_3 - 3 + 28, 1, 142.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 31, 1, 113.5, 0 , 0 ); setMoveKey( spep_3 - 3 + 32, 1, -1.4, 0 , 0 ); setMoveKey( spep_3 +36, 1, -1.4, 0 , 0 ); setScaleKey( spep_3 - 3 + 0, 1, 1.4, 1.4 ); setScaleKey( spep_3 + 36 + 0, 1, 1.4, 1.4 ); setRotateKey( spep_3 - 3 + 0, 1, 0 ); setRotateKey( spep_3 - 3 + 31, 1, 0 ); setRotateKey( spep_3 - 3 + 32, 1, -44.9 ); setRotateKey( spep_3 +36, 1, -44.9 ); changeAnime( spep_3 - 3 + 0, 1, 100 ); changeAnime( spep_3 - 3 + 32, 1, 106 ); changeAnime( spep_3 +36, 1, 106 ); -- ダメージ表示 dealDamage( spep_3 + 59 ); -- 黒フェード entryFade( spep_3 + 143, 9, 10, 1, 8, 8, 8, 255); endPhase(spep_3 + 153 ); end