--1021370:ゴールデンフリーザ(天使)&アルティメット孫悟飯_レーザーネット爆裂ラッシュ --sp_effect_a3_00075 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= 156710 ;-- 構える SP_02= 156711 ;-- 悟飯突進 SP_03= 156713 ;-- フリーザがレーザー発射 SP_04= 156714 ;-- レーザーが飛んでいく SP_05= 156715 ;-- 格闘 前面 SP_06= 156717 ;-- 格闘 背面 SP_07= 156718 ;-- 回し蹴り SP_08= 156719 ;-- エフェクト SP_09= 156720 ;-- 敵が吹っ飛びレーザーにあたる 前面 SP_10= 156721 ;-- 敵が吹っ飛びレーザーにあたる 背面 SP_11= 156722 ;-- 悟飯が殴りかかる SP_12= 156724 ;-- ヒットエフェクト SP_13= 156725 ;-- 悟飯殴る→岩肌に激突 前面 SP_14= 156727 ;-- 悟飯殴る→岩肌に激突 背面 --エフェクト(敵がわ) SP_01x= 156710 ;-- 構える SP_02x= 156712 ;-- 悟飯突進 (敵) SP_03x= 156713 ;-- フリーザがレーザー発射 SP_04x= 156714 ;-- レーザーが飛んでいく SP_05x= 156716 ;-- 格闘 前面 (敵) SP_06x= 156717 ;-- 格闘 背面 SP_07x= 156718 ;-- 回し蹴り SP_08x= 156719 ;-- エフェクト SP_09x= 156720 ;-- 敵が吹っ飛びレーザーにあたる 前面 SP_10x= 156721 ;-- 敵が吹っ飛びレーザーにあたる 背面 SP_11x= 156723 ;-- 悟飯が殴りかかる (敵) SP_12x= 156724 ;-- ヒットエフェクト SP_13x= 156726 ;-- 悟飯殴る→岩肌に激突 前面 (敵) SP_14x= 156727 ;-- 悟飯殴る→岩肌に激突 背面 ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; setVisibleUI( 0, 0); 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, 100); setAlphaKey( 0, 1, 255 ); 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 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 構える ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- hold = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, hold, 0, 0, 0 ); setEffMoveKey( spep_0 + 106, hold, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, hold, 1.0, 1.0 ); setEffScaleKey( spep_0 + 106, hold, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, hold, 0 ); setEffRotateKey( spep_0 + 106, hold, 0 ); setEffAlphaKey( spep_0 + 0, hold, 255 ); setEffAlphaKey( spep_0 + 104, hold, 255 ); setEffAlphaKey( spep_0 + 105, hold, 255 ); setEffAlphaKey( spep_0 + 106, hold, 0 ); --集中線 shuchusen1 = entryEffectLife( spep_0-3 + 28, 906, 80, 0x100, -1, 0, 0, -20.3 ); setEffShake( spep_0-3 + 28, shuchusen1, 80, 20 ); setEffMoveKey( spep_0-3 + 28, shuchusen1, 0, -20.3 , 0 ); setEffMoveKey( spep_0-3 + 108, shuchusen1, 0, -20.3 , 0 ); setEffScaleKey( spep_0-3 + 28, shuchusen1, 1.3, 1.3 ); setEffScaleKey( spep_0-3 + 108, shuchusen1, 1.3, 1.3 ); setEffRotateKey( spep_0-3 + 28, shuchusen1, 180 ); setEffRotateKey( spep_0-3 + 108, shuchusen1, 180 ); setEffAlphaKey( spep_0-3 + 28, shuchusen1, 255 ); setEffAlphaKey( spep_0-3 + 108, shuchusen1, 255 ); --顔カットインのタイミング指定 spep_x=spep_0 +18; -- ** 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, 60, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 60, 510); setEffMoveKey( spep_x +84, ctgogo, 60, 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 +74, ctgogo, 0.7, 0.7); setEffScaleKey( spep_x +84, ctgogo, 1.07, 1.07); --SE --構える SE001 = playSe( spep_0 + 24, 1233 ); setPitch( spep_0 + 24, SE001, -400 ); setTimeStretch( SE001, 0.73, 10, 1 ); --顔カットイン SE002 = playSe( spep_x + 12, 1018 ); --白フェード entryFade( spep_0 + 100, 4, 4, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 110, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_1=spep_0+106; ------------------------------------------------------ -- 悟飯突進 ------------------------------------------------------ -- ** エフェクト等 ** -- rush = entryEffect( spep_1 + 0, SP_02, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, rush, 0, 0, 0 ); setEffMoveKey( spep_1 + 56, rush, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, rush, 1.0, 1.0 ); setEffScaleKey( spep_1 + 56, rush, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, rush, 0 ); setEffRotateKey( spep_1 + 56, rush, 0 ); setEffAlphaKey( spep_1 + 0, rush, 255 ); setEffAlphaKey( spep_1 + 54, rush, 255 ); setEffAlphaKey( spep_1 + 55, rush, 255 ); setEffAlphaKey( spep_1 + 56, rush, 0 ); --SE --悟飯ダッシュ SE003 = playSe( spep_1 + 0, 1182 ); SE004 = playSe( spep_1 + 0, 1314 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 60, 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, SE003, 0); stopSe( SP_dodge - 12, SE004, 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 --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 -------------------------------------- --SE --悟飯ダッシュ stopSe( spep_1 + 50, SE004, 52 ); --次の準備 spep_2=spep_1+56; ------------------------------------------------------ -- フリーザがレーザー発射 ------------------------------------------------------ -- ** エフェクト等 ** -- razor = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, razor, 0, 0, 0 ); setEffMoveKey( spep_2 + 96, razor, 0, 0, 0 ); setEffScaleKey( spep_2 + 0, razor, 1.0, 1.0 ); setEffScaleKey( spep_2 + 96, razor, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, razor, 0 ); setEffRotateKey( spep_2 + 96, razor, 0 ); setEffAlphaKey( spep_2 + 0, razor, 255 ); setEffAlphaKey( spep_2 + 94, razor, 255 ); setEffAlphaKey( spep_2 + 95, razor, 255 ); setEffAlphaKey( spep_2 + 96, razor, 0 ); --SE --悟飯ダッシュ stopSe( spep_2 + 2, SE004, 52 ); --フリーザズームアウト SE005 = playSe( spep_2 + 0, 1072 ); --レーザー弾発射 SE006 = playSe( spep_2 + 62, 1201 ); SE007 = playSe( spep_2 + 64, 1254 ); setSeVolumeByWorkId( spep_2 + 64, SE007, 57 ); SE008 = playSe( spep_2 + 64, 1212 ,"",0.6); setSeVolumeByWorkId( spep_2 + 64, SE008, 59 ); SE009 = playSe( spep_2 + 80, 1255 ,"",0.6); setSeVolumeByWorkId( spep_2 + 80, SE009, 63 ); -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_3=spep_2+96; ------------------------------------------------------ -- レーザーが飛んでいく ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_04, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 56, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, 1.0, 1.0 ); setEffScaleKey( spep_3 + 56, beam, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 56, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 54, beam, 255 ); setEffAlphaKey( spep_3 + 55, beam, 255 ); setEffAlphaKey( spep_3 + 56, beam, 0 ); --SE --レーザー弾発射 stopSe( spep_3 + 10, SE008, 20 ); --レーザー網目降る SE010 = playSe( spep_3 + 10, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 10, SE010, 100 ); stopSe( spep_3 + 18, SE010, 4 ) SE011 = playSe( spep_3 + 10, 1015 ,"",0.5); setSeVolumeByWorkId( spep_3 + 10, SE011, 68 ); --SE012 = playSe( spep_3 + 0, 1256 ); --setSeVolumeByWorkId( spep_3 + 0, SE012, 79 ); SE013 = playSe( spep_3 + 16, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 16, SE013, 100 ); stopSe( spep_3 + 24, SE013, 4 ); SE014 = playSe( spep_3 + 22, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 22, SE014, 100 ); stopSe( spep_3 + 30, SE014, 4 ) SE015 = playSe( spep_3 + 26, 1256 ,"",0.5); setSeVolumeByWorkId( spep_3 + 26, SE015, 90 ); SE016 = playSe( spep_3 + 28, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 28, SE016, 100 ); stopSe( spep_3 + 36, SE016, 4 ); SE017 = playSe( spep_3 + 34, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 34, SE017, 100 ); stopSe( spep_3 + 42, SE017, 4 ); SE018 = playSe( spep_3 + 40, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 40, SE018, 100 ); stopSe( spep_3 + 48, SE018, 4 ); -- ** 黒背景 ** -- entryFadeBg( spep_3 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_4=spep_3+56; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_4 + 0, 1507, 0x80, -1, 0, 0, 0 ); -- カード setEffReplaceTexture( speff2, 1, 1 ); setEffReplaceTexture( speff2, 2, 0 );-- カード差し替え setEffReplaceTexture( speff2, 5, 4 );-- 技名テクスチャ差し替え -- ** 集中線 ** -- shuchusen = entryEffectLife( spep_4 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_4 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_4 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_4 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_4 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_4 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_4 + 0, shuchusen, 0 ); setEffRotateKey( spep_4 + 86, shuchusen, 0 ); setEffAlphaKey( spep_4 + 0, shuchusen, 255 ); setEffAlphaKey( spep_4 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_4 + 0, SE_05 ); --レーザー弾発射 stopSe( spep_4 + 0, SE009, 2 ); -- ** くろ背景 ** -- entryFadeBg( spep_4 , 0, 98, 0, 0, 0, 0, 255 ); --くろ 背景 --白フェード entryFade( spep_4 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_5 = spep_4 + 94; ------------------------------------------------------ -- 格闘 ------------------------------------------------------ -- ** エフェクト等 ** -- fighting_f = entryEffect( spep_5 + 0, SP_05, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, fighting_f, 0, 0, 0 ); setEffMoveKey( spep_5 + 96, fighting_f, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, fighting_f, 1.0, 1.0 ); setEffScaleKey( spep_5 + 96, fighting_f, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, fighting_f, 0 ); setEffRotateKey( spep_5 + 96, fighting_f, 0 ); setEffAlphaKey( spep_5 + 0, fighting_f, 255 ); setEffAlphaKey( spep_5 + 94, fighting_f, 255 ); setEffAlphaKey( spep_5 + 95, fighting_f, 255 ); setEffAlphaKey( spep_5 + 96, fighting_f, 0 ); -- ** エフェクト等 ** -- fighting_b = entryEffect( spep_5 + 0, SP_06, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, fighting_b, 0, 0, 0 ); setEffMoveKey( spep_5 + 96, fighting_b, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, fighting_b, 1.0, 1.0 ); setEffScaleKey( spep_5 + 96, fighting_b, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, fighting_b, 0 ); setEffRotateKey( spep_5 + 96, fighting_b, 0 ); setEffAlphaKey( spep_5 + 0, fighting_b, 255 ); setEffAlphaKey( spep_5 + 94, fighting_b, 255 ); setEffAlphaKey( spep_5 + 95, fighting_b, 255 ); setEffAlphaKey( spep_5 + 96, fighting_b, 0 ); --集中線 shuchusen2 = entryEffectLife( spep_5-3 + 12, 906, 87, 0x100, -1, 0, 0, -20.2 ); setEffShake( spep_5-3 + 12, shuchusen2, 87, 20 ); setEffMoveKey( spep_5-3 + 12, shuchusen2, 0, -20.2 , 0 ); setEffMoveKey( spep_5 + 96, shuchusen2, 0, -20.2 , 0 ); setEffScaleKey( spep_5-3 + 12, shuchusen2, 1.12, 1.12 ); setEffScaleKey( spep_5 + 96, shuchusen2, 1.12, 1.12 ); setEffRotateKey( spep_5-3 + 12, shuchusen2, 180 ); setEffRotateKey( spep_5 + 96, shuchusen2, 180 ); setEffAlphaKey( spep_5-3 + 12, shuchusen2, 255 ); setEffAlphaKey( spep_5 + 96, shuchusen2, 255 ); --書き文字 ctzudodo = entryEffectLife( spep_5-3 + 8, 10014, 90, 0x100, -1, 0, 1.2, 148.4 );--ズドドドッ setEffShake( spep_5-3 + 8, ctzudodo, 90, 10 ); setEffMoveKey( spep_5-3 + 8, ctzudodo, 1.2, 148.4 , 0 ); setEffMoveKey( spep_5-3 + 10, ctzudodo, -1.1, 161.3 , 0 ); setEffMoveKey( spep_5-3 + 12, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 14, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 16, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 18, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 20, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 22, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 24, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 26, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 28, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 30, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 32, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 34, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 36, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 38, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 40, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 42, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 44, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 46, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 48, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 50, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 52, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 54, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 56, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 58, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 60, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 62, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 64, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 66, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 68, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 70, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 72, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 74, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 76, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 78, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 80, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 82, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 84, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 86, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 88, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 90, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 92, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 94, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 96, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 98, ctzudodo, 5.6, 130.8 , 0 ); setEffScaleKey( spep_5-3 + 8, ctzudodo, 0.01, 0.01 ); setEffScaleKey( spep_5-3 + 10, ctzudodo, 0.92, 0.96 ); setEffScaleKey( spep_5-3 + 12, ctzudodo, 1.83, 1.9 ); setEffScaleKey( spep_5-3 + 98, ctzudodo, 1.83, 1.9 ); setEffRotateKey( spep_5-3 + 8, ctzudodo, -11.8 ); setEffRotateKey( spep_5-3 + 10, ctzudodo, -12 ); setEffRotateKey( spep_5-3 + 98, ctzudodo, -12 ); setEffAlphaKey( spep_5-3 + 8, ctzudodo, 255 ); setEffAlphaKey( spep_5-3 + 98, ctzudodo, 255 ); --敵の動き setDisp( spep_5 + 0, 1, 1 ); setDisp( spep_5 + 96, 1, 0 ); changeAnime( spep_5 + 0, 1, 101 ); changeAnime( spep_5-3 + 10, 1, 106 ); changeAnime( spep_5-3 + 20, 1, 108 ); changeAnime( spep_5-3 + 30, 1, 106 ); changeAnime( spep_5-3 + 40, 1, 108 ); changeAnime( spep_5-3 + 50, 1, 106 ); changeAnime( spep_5-3 + 60, 1, 108 ); changeAnime( spep_5-3 + 70, 1, 106 ); changeAnime( spep_5-3 + 80, 1, 108 ); changeAnime( spep_5-3 + 90, 1, 106 ); setMoveKey( spep_5 + 0, 1, 100, -73 , 0 ); setMoveKey( spep_5-3 + 9, 1, 100, -73 , 0 ); setMoveKey( spep_5-3 + 10, 1, 119.5, -58.9 , 0 ); setMoveKey( spep_5-3 + 12, 1, 116.2, -62.3 , 0 ); setMoveKey( spep_5-3 + 14, 1, 118.3, -59.9 , 0 ); setMoveKey( spep_5-3 + 16, 1, 117.3, -62.5 , 0 ); setMoveKey( spep_5-3 + 19, 1, 117.6, -61.1 , 0 ); setMoveKey( spep_5-3 + 20, 1, 114.5, -52.7 , 0 ); setMoveKey( spep_5-3 + 22, 1, 111.2, -55.3 , 0 ); setMoveKey( spep_5-3 + 24, 1, 113.5, -57.7 , 0 ); setMoveKey( spep_5-3 + 26, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 29, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 30, 1, 113.9, -58.2 , 0 ); setMoveKey( spep_5-3 + 32, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 34, 1, 112.7, -63.9 , 0 ); setMoveKey( spep_5-3 + 36, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 39, 1, 112.4, -60.1 , 0 ); setMoveKey( spep_5-3 + 40, 1, 112.6, -58.1 , 0 ); setMoveKey( spep_5-3 + 42, 1, 114.5, -56.2 , 0 ); setMoveKey( spep_5-3 + 44, 1, 111.2, -59.5 , 0 ); setMoveKey( spep_5-3 + 46, 1, 113.3, -61.9 , 0 ); setMoveKey( spep_5-3 + 49, 1, 112.6, -58.1 , 0 ); setMoveKey( spep_5-3 + 50, 1, 116.2, -62.3 , 0 ); setMoveKey( spep_5-3 + 52, 1, 118.3, -59.9 , 0 ); setMoveKey( spep_5-3 + 54, 1, 117.3, -62.5 , 0 ); setMoveKey( spep_5-3 + 56, 1, 117.6, -61.1 , 0 ); setMoveKey( spep_5-3 + 59, 1, 119.5, -58.9 , 0 ); setMoveKey( spep_5-3 + 60, 1, 111.2, -55.3 , 0 ); setMoveKey( spep_5-3 + 62, 1, 113.5, -57.7 , 0 ); setMoveKey( spep_5-3 + 64, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 66, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 69, 1, 114.5, -52 , 0 ); setMoveKey( spep_5-3 + 70, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 72, 1, 112.7, -63.9 , 0 ); setMoveKey( spep_5-3 + 74, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 76, 1, 112.4, -60.1 , 0 ); setMoveKey( spep_5-3 + 79, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 80, 1, 114.5, -56.2 , 0 ); setMoveKey( spep_5-3 + 82, 1, 111.2, -60.3 , 0 ); setMoveKey( spep_5-3 + 84, 1, 113.3, -57.9 , 0 ); setMoveKey( spep_5-3 + 86, 1, 112.3, -60.5 , 0 ); setMoveKey( spep_5-3 + 89, 1, 112.6, -59.1 , 0 ); setMoveKey( spep_5-3 + 90, 1, 113.9, -58.9 , 0 ); setMoveKey( spep_5-3 + 92, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 94, 1, 112.9, -63.9 , 0 ); setMoveKey( spep_5 + 96, 1, 112, -60.1 , 0 ); setScaleKey( spep_5 + 0, 1, 1.09, 1.09 ); setScaleKey( spep_5 + 96, 1, 1.09, 1.09 ); setRotateKey( spep_5 + 0, 1, 0 ); setRotateKey( spep_5-3 + 9, 1, 0 ); setRotateKey( spep_5-3 + 10, 1, -33 ); setRotateKey( spep_5-3 + 19, 1, -33 ); setRotateKey( spep_5-3 + 20, 1, 0 ); setRotateKey( spep_5-3 + 29, 1, 0 ); setRotateKey( spep_5-3 + 30, 1, -33 ); setRotateKey( spep_5-3 + 39, 1, -33 ); setRotateKey( spep_5-3 + 40, 1, 0 ); setRotateKey( spep_5-3 + 49, 1, 0 ); setRotateKey( spep_5-3 + 50, 1, -33 ); setRotateKey( spep_5-3 + 59, 1, -33 ); setRotateKey( spep_5-3 + 60, 1, 0 ); setRotateKey( spep_5-3 + 69, 1, 0 ); setRotateKey( spep_5-3 + 70, 1, -33 ); setRotateKey( spep_5-3 + 79, 1, -33 ); setRotateKey( spep_5-3 + 80, 1, 0 ); setRotateKey( spep_5-3 + 89, 1, 0 ); setRotateKey( spep_5-3 + 90, 1, -33 ); setRotateKey( spep_5 + 96, 1, -33 ); --SE --環境音 SE020 = playSe( spep_5 + 0, 1176 ); setSeVolumeByWorkId( spep_5 + 0, SE020, 25 ); SE021 = playSe( spep_5 + 0, 1181 ); --ラッシュ SE022 = playSe( spep_5 + 0, 1003 ); SE023 = playSe( spep_5 + 6, 1010 ); setSeVolumeByWorkId( spep_5 + 6, SE023, 56 ); stopSe( spep_5 + 18, SE023, 6 ); SE024 = playSe( spep_5 + 6, 1000 ); setSeVolumeByWorkId( spep_5 + 6, SE024, 89 ); SE025 = playSe( spep_5 + 20, 1009 ); setSeVolumeByWorkId( spep_5 + 20, SE025, 68 ); stopSe( spep_5 + 30, SE025, 12 ); SE026 = playSe( spep_5 + 20, 1000 ); setSeVolumeByWorkId( spep_5 + 20, SE026, 94 ); SE027 = playSe( spep_5 + 30, 1009 ); setSeVolumeByWorkId( spep_5 + 30, SE027, 62 ) stopSe( spep_5 + 40, SE027, 8 ); SE028 = playSe( spep_5 + 30, 1001 ); setSeVolumeByWorkId( spep_5 + 30, SE028, 62 ); SE029 = playSe( spep_5 + 40, 1012 ); setSeVolumeByWorkId( spep_5 + 40, SE029, 79 ); SE030 = playSe( spep_5 + 40, 1000 ); setSeVolumeByWorkId( spep_5 + 40, SE030, 84 ); SE031 = playSe( spep_5 + 50, 1009 ); setSeVolumeByWorkId( spep_5 + 50, SE031, 75 ); stopSe( spep_5 + 64, SE031, 4 ) SE032 = playSe( spep_5 + 50, 1000 ); setSeVolumeByWorkId( spep_5 + 50, SE032, 87 ); SE033 = playSe( spep_5 + 62, 1009 ); setSeVolumeByWorkId( spep_5 + 62, SE033, 72 ); stopSe( spep_5 + 74, SE033, 8 ); SE034 = playSe( spep_5 + 62, 1001 ); setSeVolumeByWorkId( spep_5 + 62, SE034, 63 ); SE035 = playSe( spep_5 + 74, 1009 ); setSeVolumeByWorkId( spep_5 + 74, SE035, 65 ); stopSe( spep_5 + 86, SE035, 8 ); SE036 = playSe( spep_5 + 74, 1000 ); setSeVolumeByWorkId( spep_5 + 74, SE036, 75 ); SE037 = playSe( spep_5 + 88, 1009 ); setSeVolumeByWorkId( spep_5 + 88, SE037, 79 ); SE038 = playSe( spep_5 + 88, 1000 ); setSeVolumeByWorkId( spep_5 + 88, SE038, 72 ); -- ** 黒背景 ** -- entryFadeBg( spep_5 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_6 = spep_5 + 96; ------------------------------------------------------ -- 回し蹴り ------------------------------------------------------ -- ** エフェクト等 ** -- kick = entryEffect( spep_6 + 0, SP_07, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, kick, 0, 0, 0 ); setEffMoveKey( spep_6 + 24, kick, 0, 0, 0 ); setEffScaleKey( spep_6 + 0, kick, 1.0, 1.0 ); setEffScaleKey( spep_6 + 24, kick, 1.0, 1.0 ); setEffRotateKey( spep_6 + 0, kick, 0 ); setEffRotateKey( spep_6 + 24, kick, 0 ); setEffAlphaKey( spep_6 + 0, kick, 255 ); setEffAlphaKey( spep_6 + 22, kick, 255 ); setEffAlphaKey( spep_6 + 23, kick, 255 ); setEffAlphaKey( spep_6 + 24, kick, 0 ); --SE --蹴り振りかぶる SE039 = playSe( spep_6 + 0, 1004 ); SE040 = playSe( spep_6 + 0, 1117 ); stopSe( spep_6 + 24, SE040, 12 ); SE041 = playSe( spep_6 + 10, 1189 ); -- ** 黒背景 ** -- entryFadeBg( spep_6 + 0, 0, 30, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_7 = spep_6 + 24; ------------------------------------------------------ -- エフェクト ------------------------------------------------------ -- ** エフェクト等 ** -- effect = entryEffect( spep_7 + 0, SP_08, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_7 + 0, effect, 0, 0, 0 ); setEffMoveKey( spep_7 + 12, effect, 0, 0, 0 ); setEffScaleKey( spep_7 + 0, effect, 1.0, 1.0 ); setEffScaleKey( spep_7 + 12, effect, 1.0, 1.0 ); setEffRotateKey( spep_7 + 0, effect, 0 ); setEffRotateKey( spep_7 + 12, effect, 0 ); setEffAlphaKey( spep_7 + 0, effect, 255 ); setEffAlphaKey( spep_7 + 10, effect, 255 ); setEffAlphaKey( spep_7 + 11, effect, 255 ); setEffAlphaKey( spep_7 + 12, effect, 0 ); --SE --環境音 stopSe( spep_7 + 2, SE020, 0 ); stopSe( spep_7 + 2, SE021, 0 ); --蹴り SE042 = playSe( spep_7 + 0, 1233 ); setSeVolumeByWorkId( spep_7 + 0, SE042, 0 ); setSeVolumeByWorkId( spep_7 + 1, SE042, 25 ); setSeVolumeByWorkId( spep_7 + 2, SE042, 50 ); setSeVolumeByWorkId( spep_7 + 3, SE042, 75 ); setSeVolumeByWorkId( spep_7 + 4, SE042, 100 ); setStartTimeMs( SE042, 133 ); SE043 = playSe( spep_7 + 4, 1187 ); setSeVolumeByWorkId( spep_7 + 4, SE043, 79 ); SE044 = playSe( spep_7 + 6, 1190 ); setSeVolumeByWorkId( spep_7 + 6, SE044, 79 ); SE045 = playSe( spep_7 + 6, 1110 ); -- ** 黒背景 ** -- entryFadeBg( spep_7 + 0, 0, 20, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_8 = spep_7 + 12; ------------------------------------------------------ -- 敵が吹っ飛びレーザーにあたる ------------------------------------------------------ -- ** エフェクト等 ** -- fly_f = entryEffect( spep_8 + 0, SP_09, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, fly_f, 0, 0, 0 ); setEffMoveKey( spep_8 + 56, fly_f, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, fly_f, 1.0, 1.0 ); setEffScaleKey( spep_8 + 56, fly_f, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, fly_f, 0 ); setEffRotateKey( spep_8 + 56, fly_f, 0 ); setEffAlphaKey( spep_8 + 0, fly_f, 255 ); setEffAlphaKey( spep_8 + 54, fly_f, 255 ); setEffAlphaKey( spep_8 + 55, fly_f, 255 ); setEffAlphaKey( spep_8 + 56, fly_f, 0 ); -- ** エフェクト等 ** -- fly_b = entryEffect( spep_8 + 0, SP_10, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, fly_b, 0, 0, 0 ); setEffMoveKey( spep_8 + 56, fly_b, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, fly_b, 1.0, 1.0 ); setEffScaleKey( spep_8 + 56, fly_b, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, fly_b, 0 ); setEffRotateKey( spep_8 + 56, fly_b, 0 ); setEffAlphaKey( spep_8 + 0, fly_b, 255 ); setEffAlphaKey( spep_8 + 54, fly_b, 255 ); setEffAlphaKey( spep_8 + 55, fly_b, 255 ); setEffAlphaKey( spep_8 + 56, fly_b, 0 ); --書き文字 ctbibibi = entryEffectLife( spep_8-3 + 18, 10025, 40, 0x100, -1, 0, 15.9, 219.5 );--ビビビッ setEffShake( spep_8-3 + 18, ctbibibi, 40, 10 ); setEffMoveKey( spep_8-3 + 18, ctbibibi, 15.9, 219.5 , 0 ); setEffMoveKey( spep_8-3 + 20, ctbibibi, 12.2, 225.2 , 0 ); setEffMoveKey( spep_8-3 + 22, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 24, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 26, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 28, ctbibibi, 9, 220.4 , 0 ); setEffMoveKey( spep_8-3 + 30, ctbibibi, 15.8, 209.8 , 0 ); setEffMoveKey( spep_8-3 + 32, ctbibibi, 21.6, 211.5 , 0 ); setEffMoveKey( spep_8-3 + 34, ctbibibi, 20.9, 229.5 , 0 ); setEffMoveKey( spep_8-3 + 36, ctbibibi, 8.6, 230.9 , 0 ); setEffMoveKey( spep_8-3 + 38, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 40, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 42, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 44, ctbibibi, 9, 220.4 , 0 ); setEffMoveKey( spep_8-3 + 46, ctbibibi, 15.8, 209.8 , 0 ); setEffMoveKey( spep_8-3 + 48, ctbibibi, 21.6, 211.5 , 0 ); setEffMoveKey( spep_8-3 + 50, ctbibibi, 8.6, 230.9 , 0 ); setEffMoveKey( spep_8-3 + 52, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 54, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 56, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 58, ctbibibi, 9, 220.4 , 0 ); setEffScaleKey( spep_8-3 + 18, ctbibibi, 0.01, 0.01 ); setEffScaleKey( spep_8-3 + 20, ctbibibi, 0.81, 0.85 ); setEffScaleKey( spep_8-3 + 22, ctbibibi, 1.62, 1.69 ); setEffScaleKey( spep_8-3 + 58, ctbibibi, 1.62, 1.69 ); setEffRotateKey( spep_8-3 + 18, ctbibibi, -29.8 ); setEffRotateKey( spep_8-3 + 20, ctbibibi, -20 ); setEffRotateKey( spep_8-3 + 58, ctbibibi, -20 ); setEffAlphaKey( spep_8-3 + 18, ctbibibi, 255 ); setEffAlphaKey( spep_8-3 + 58, ctbibibi, 255 ); --敵の動き setDisp( spep_8 + 0, 1, 1 ); setDisp( spep_8-1 + 58, 1, 0 ); changeAnime( spep_8 + 0, 1, 105 ); changeAnime( spep_8-3 + 20, 1, 106 ); a=-40; setMoveKey( spep_8 + 0, 1, 71.7+a, -238.9 , 0 ); --setMoveKey( spep_8-3 + 2, 1, 50.3, -172.2 , 0 ); setMoveKey( spep_8-3 + 4, 1, 40.6+a, -134.8 , 0 ); setMoveKey( spep_8-3 + 6, 1, 34.3+a, -106 , 0 ); setMoveKey( spep_8-3 + 8, 1, 29.8+a, -81.8 , 0 ); setMoveKey( spep_8-3 + 10, 1, 26.5+a, -60.7 , 0 ); setMoveKey( spep_8-3 + 12, 1, 24+a, -41.9 , 0 ); setMoveKey( spep_8-3 + 14, 1, 22.2+a, -24.8 , 0 ); setMoveKey( spep_8-3 + 16, 1, 21+a, -9.4 , 0 ); setMoveKey( spep_8-3 + 19, 1, 20.4+a, 4.4 , 0 ); setMoveKey( spep_8-3 + 20, 1, -11.9, 10.3 , 0 ); setMoveKey( spep_8-3 + 22, 1, -26.7, -8.6 , 0 ); setMoveKey( spep_8-3 + 24, 1, -13.1, -6.1 , 0 ); setMoveKey( spep_8-3 + 26, 1, -25.2, 6.9 , 0 ); setMoveKey( spep_8-3 + 28, 1, -21.6, -1.9 , 0 ); setMoveKey( spep_8-3 + 30, 1, -21.9, 0.9 , 0 ); setMoveKey( spep_8-3 + 32, 1, -21.8, 2.4 , 0 ); setMoveKey( spep_8-3 + 34, 1, -20.9, -0.5 , 0 ); setMoveKey( spep_8-3 + 36, 1, -20.5, 1.1 , 0 ); setMoveKey( spep_8-3 + 38, 1, -19.6, -2.9 , 0 ); setMoveKey( spep_8-3 + 40, 1, -24.3, 0.2 , 0 ); setMoveKey( spep_8-3 + 42, 1, -20, 2.4 , 0 ); setMoveKey( spep_8-3 + 44, 1, -24.8, 2.6 , 0 ); setMoveKey( spep_8-3 + 46, 1, -20.9, 4.3 , 0 ); setMoveKey( spep_8-3 + 48, 1, -20.4, 3.2 , 0 ); setMoveKey( spep_8-3 + 50, 1, -22.4, 3.3 , 0 ); setMoveKey( spep_8-3 + 52, 1, -21, 0.1 , 0 ); setMoveKey( spep_8-3 + 54, 1, -19.3, 1.7 , 0 ); setMoveKey( spep_8-3 + 56, 1, -19.7, 1.3 , 0 ); setMoveKey( spep_8-1 + 58, 1, -21.5, -2.7 , 0 ); setScaleKey( spep_8 + 0, 1,5.83,5.83); setScaleKey( spep_8-3 + 4, 1,4.06,4.04); setScaleKey( spep_8-3 + 6, 1,3.45,3.45); setScaleKey( spep_8-3 + 8, 1,2.94,2.95); setScaleKey( spep_8-3 + 10, 1,2.52,2.53); setScaleKey( spep_8-3 + 12, 1,2.17,2.18); setScaleKey( spep_8-3 + 14, 1,1.86,1.89); setScaleKey( spep_8-3 + 16, 1,1.62,1.63); setScaleKey( spep_8-3 + 19, 1,1.42,1.42); setScaleKey( spep_8-3 + 20, 1, 1.5, 1.5 ); setScaleKey( spep_8-1 + 58, 1, 1.5, 1.5 ); setRotateKey( spep_8 + 0, 1, 0 ); setRotateKey( spep_8-3 + 19, 1, 0 ); setRotateKey( spep_8-3 + 20, 1, -53.2 ); setRotateKey( spep_8-1 + 58, 1, -53.2 ); --SE --ネットにかかる SE046 = playSe( spep_8 + 18, 1043 ); SE047 = playSe( spep_8 + 22, 1038 ); -- ** 黒背景 ** -- entryFadeBg( spep_8 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_9 = spep_8 + 56; ------------------------------------------------------ -- 悟飯が殴りかかる ------------------------------------------------------ -- ** エフェクト等 ** -- punch = entryEffect( spep_9 + 0, SP_11, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_9 + 0, punch, 0, 0, 0 ); setEffMoveKey( spep_9 + 56, punch, 0, 0, 0 ); setEffScaleKey( spep_9 + 0, punch, 1.0, 1.0 ); setEffScaleKey( spep_9 + 56, punch, 1.0, 1.0 ); setEffRotateKey( spep_9 + 0, punch, 0 ); setEffRotateKey( spep_9 + 56, punch, 0 ); setEffAlphaKey( spep_9 + 0, punch, 255 ); setEffAlphaKey( spep_9 + 54, punch, 255 ); setEffAlphaKey( spep_9 + 55, punch, 255 ); setEffAlphaKey( spep_9 + 56, punch, 0 ); --SE --ネットにかかる stopSe( spep_9 + 10, SE046, 14 ); --悟飯ダッシュ SE048 = playSe( spep_9 + 0, 1182 ); SE049 = playSe( spep_9 + 0, 1314 ); -- ** 黒背景 ** -- entryFadeBg( spep_9 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_10 = spep_9 + 56; ------------------------------------------------------ -- ヒットエフェクト ------------------------------------------------------ -- ** エフェクト等 ** -- hit = entryEffect( spep_10 + 0, SP_12, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_10 + 0, hit, 0, 0, 0 ); setEffMoveKey( spep_10 + 10, hit, 0, 0, 0 ); setEffScaleKey( spep_10 + 0, hit, 1.0, 1.0 ); setEffScaleKey( spep_10 + 10, hit, 1.0, 1.0 ); setEffRotateKey( spep_10 + 0, hit, 0 ); setEffRotateKey( spep_10 + 10, hit, 0 ); setEffAlphaKey( spep_10 + 0, hit, 255 ); setEffAlphaKey( spep_10 + 8, hit, 255 ); setEffAlphaKey( spep_10 + 9, hit, 255 ); setEffAlphaKey( spep_10 + 10, hit, 0 ); --SE --悟飯ダッシュ stopSe( spep_10 + 6, SE049, 10 ); --パンチ SE050 = playSe( spep_10 + 0, 1003 ); SE051 = playSe( spep_10 + 6, 1120 ); SE052 = playSe( spep_10 + 6, 1009 ); -- ** 黒背景 ** -- entryFadeBg( spep_10 + 0, 0, 14, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_11 = spep_10 + 10; ------------------------------------------------------ -- 悟飯殴る→岩肌に激突 ------------------------------------------------------ -- ** エフェクト等 ** -- finish_f = entryEffect( spep_11 + 0, SP_13, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish_f, 0, 0, 0 ); setEffMoveKey( spep_11 + 120, finish_f, 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish_f, 1.0, 1.0 ); setEffScaleKey( spep_11 + 120, finish_f, 1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish_f, 0 ); setEffRotateKey( spep_11 + 120, finish_f, 0 ); setEffAlphaKey( spep_11 + 0, finish_f, 255 ); setEffAlphaKey( spep_11 + 120, finish_f, 255 ); -- ** エフェクト等 ** -- finish_b = entryEffect( spep_11 + 0, SP_14, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish_b, 0, 0, 0 ); setEffMoveKey( spep_11 + 120, finish_b, 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish_b, 1.0, 1.0 ); setEffScaleKey( spep_11 + 120, finish_b, 1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish_b, 0 ); setEffRotateKey( spep_11 + 120, finish_b, 0 ); setEffAlphaKey( spep_11 + 0, finish_b, 255 ); setEffAlphaKey( spep_11 + 120, finish_b, 255 ); --敵の動き setDisp( spep_11 + 0, 1, 1 ); setDisp( spep_11-1 + 22, 1, 0 ); changeAnime( spep_11 + 0, 1, 105 ); c=-70; setMoveKey( spep_11 + 0, 1, 144.9+c, -37.3 , 0 ); --setMoveKey( spep_11-3 + 2, 1, 153.6, -37.3 , 0 ); setMoveKey( spep_11-3 + 4, 1, 162.3+c, -37.2 , 0 ); setMoveKey( spep_11-3 + 6, 1, 171.1+c, -37 , 0 ); setMoveKey( spep_11-3 + 8, 1, 243.8+c, -40.6 , 0 ); setMoveKey( spep_11-3 + 10, 1, 320.2+c, -39.2 , 0 ); setMoveKey( spep_11-3 + 12, 1, 239.7+c, -41 , 0 ); setMoveKey( spep_11-3 + 14, 1, 184.7+c, -39 , 0 ); setMoveKey( spep_11-3 + 16, 1, 131.7+c, -33 , 0 ); setMoveKey( spep_11-3 + 18, 1, 113.2+c, -31.2 , 0 ); setMoveKey( spep_11-3 + 20, 1, 101.7+c, -33.8 , 0 ); setMoveKey( spep_11-1 + 22, 1, 104.4+c, -34 , 0 ); setScaleKey( spep_11 + 0, 1,6.55,6.55); setScaleKey( spep_11-3 + 4, 1,6.24,6.24); setScaleKey( spep_11-3 + 6, 1,6.09,6.09); setScaleKey( spep_11-3 + 8, 1,5.44,5.44); setScaleKey( spep_11-3 + 10, 1,4.8,4.8); setScaleKey( spep_11-3 + 12, 1,4.63,4.63); setScaleKey( spep_11-3 + 14, 1,4.35,4.35); setScaleKey( spep_11-3 + 16, 1,3.88,3.88); setScaleKey( spep_11-3 + 18, 1,3.27,3.27); setScaleKey( spep_11-3 + 20, 1,2.52,2.52); setScaleKey( spep_11-1 + 22, 1,1.6,1.6); setRotateKey( spep_11 + 0, 1, 26 ); setRotateKey( spep_11-3 + 6, 1, 26 ); setRotateKey( spep_11-3 + 8, 1, 29.5 ); setRotateKey( spep_11-3 + 10, 1, 33 ); setRotateKey( spep_11-3 + 12, 1, 36.5 ); setRotateKey( spep_11-3 + 14, 1, 40 ); setRotateKey( spep_11-3 + 16, 1, 43.5 ); setRotateKey( spep_11-3 + 18, 1, 47 ); setRotateKey( spep_11-3 + 20, 1, 50.5 ); setRotateKey( spep_11-1 + 22, 1, 54 ); --SE --爆発 SE053 = playSe( spep_11 + 22, 1011 ); setSeVolumeByWorkId( spep_11 + 22, SE053, 87 ); SE054 = playSe( spep_11 + 22, 1168 ); setSeVolumeByWorkId( spep_11 + 22, SE054, 70 ); -- ** 黒背景 ** -- entryFadeBg( spep_11 + 0, 0, 120, 0, 0, 0, 0, 255 ); --黒 背景 -- ** ダメージ表示 ** -- dealDamage( spep_11 + 20 ); endPhase( spep_11 + 110 ); else ------------------------------------------------------------------------------------------------------------ -- てき側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 構える ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- hold = entryEffect( spep_0 + 0, SP_01x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, hold, 0, 0, 0 ); setEffMoveKey( spep_0 + 106, hold, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, hold, -1.0, 1.0 ); setEffScaleKey( spep_0 + 106, hold, -1.0, 1.0 ); setEffRotateKey( spep_0 + 0, hold, 0 ); setEffRotateKey( spep_0 + 106, hold, 0 ); setEffAlphaKey( spep_0 + 0, hold, 255 ); setEffAlphaKey( spep_0 + 104, hold, 255 ); setEffAlphaKey( spep_0 + 105, hold, 255 ); setEffAlphaKey( spep_0 + 106, hold, 0 ); --集中線 shuchusen1 = entryEffectLife( spep_0-3 + 28, 906, 80, 0x100, -1, 0, 0, -20.3 ); setEffShake( spep_0-3 + 28, shuchusen1, 80, 20 ); setEffMoveKey( spep_0-3 + 28, shuchusen1, 0, -20.3 , 0 ); setEffMoveKey( spep_0-3 + 108, shuchusen1, 0, -20.3 , 0 ); setEffScaleKey( spep_0-3 + 28, shuchusen1, 1.3, 1.3 ); setEffScaleKey( spep_0-3 + 108, shuchusen1, 1.3, 1.3 ); setEffRotateKey( spep_0-3 + 28, shuchusen1, 180 ); setEffRotateKey( spep_0-3 + 108, shuchusen1, 180 ); setEffAlphaKey( spep_0-3 + 28, shuchusen1, 255 ); setEffAlphaKey( spep_0-3 + 108, shuchusen1, 255 ); --顔カットインのタイミング指定 spep_x=spep_0 +18; -- ** 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(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, 60, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 60, 510); setEffMoveKey( spep_x +84, ctgogo, 60, 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 +74, ctgogo, -0.7, 0.7); setEffScaleKey( spep_x +84, ctgogo, -1.07, 1.07); --SE --構える SE001 = playSe( spep_0 + 24, 1233 ); setPitch( spep_0 + 24, SE001, -400 ); setTimeStretch( SE001, 0.73, 10, 1 ); --顔カットイン SE002 = playSe( spep_x + 12, 1018 ); --白フェード entryFade( spep_0 + 100, 4, 4, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 110, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_1=spep_0+106; ------------------------------------------------------ -- 悟飯突進 ------------------------------------------------------ -- ** エフェクト等 ** -- rush = entryEffect( spep_1 + 0, SP_02x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, rush, 0, 0, 0 ); setEffMoveKey( spep_1 + 56, rush, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, rush, -1.0, 1.0 ); setEffScaleKey( spep_1 + 56, rush, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, rush, 0 ); setEffRotateKey( spep_1 + 56, rush, 0 ); setEffAlphaKey( spep_1 + 0, rush, 255 ); setEffAlphaKey( spep_1 + 54, rush, 255 ); setEffAlphaKey( spep_1 + 55, rush, 255 ); setEffAlphaKey( spep_1 + 56, rush, 0 ); --SE --悟飯ダッシュ SE003 = playSe( spep_1 + 0, 1182 ); SE004 = playSe( spep_1 + 0, 1314 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 60, 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, SE003, 0); stopSe( SP_dodge - 12, SE004, 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 --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 -------------------------------------- --SE --悟飯ダッシュ stopSe( spep_1 + 50, SE004, 52 ); --次の準備 spep_2=spep_1+56; ------------------------------------------------------ -- フリーザがレーザー発射 ------------------------------------------------------ -- ** エフェクト等 ** -- razor = entryEffect( spep_2 + 0, SP_03x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, razor, 0, 0, 0 ); setEffMoveKey( spep_2 + 96, razor, 0, 0, 0 ); setEffScaleKey( spep_2 + 0, razor, -1.0, 1.0 ); setEffScaleKey( spep_2 + 96, razor, -1.0, 1.0 ); setEffRotateKey( spep_2 + 0, razor, 0 ); setEffRotateKey( spep_2 + 96, razor, 0 ); setEffAlphaKey( spep_2 + 0, razor, 255 ); setEffAlphaKey( spep_2 + 94, razor, 255 ); setEffAlphaKey( spep_2 + 95, razor, 255 ); setEffAlphaKey( spep_2 + 96, razor, 0 ); --SE --悟飯ダッシュ stopSe( spep_2 + 2, SE004, 52 ); --フリーザズームアウト SE005 = playSe( spep_2 + 0, 1072 ); --レーザー弾発射 SE006 = playSe( spep_2 + 62, 1201 ); SE007 = playSe( spep_2 + 64, 1254 ); setSeVolumeByWorkId( spep_2 + 64, SE007, 57 ); SE008 = playSe( spep_2 + 64, 1212 ,"",0.6); setSeVolumeByWorkId( spep_2 + 64, SE008, 59 ); SE009 = playSe( spep_2 + 80, 1255 ,"",0.6); setSeVolumeByWorkId( spep_2 + 80, SE009, 63 ); -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_3=spep_2+96; ------------------------------------------------------ -- レーザーが飛んでいく ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_04x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 56, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, 1.0, 1.0 ); setEffScaleKey( spep_3 + 56, beam, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 56, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 54, beam, 255 ); setEffAlphaKey( spep_3 + 55, beam, 255 ); setEffAlphaKey( spep_3 + 56, beam, 0 ); --SE --レーザー弾発射 stopSe( spep_3 + 10, SE008, 20 ); --レーザー網目降る SE010 = playSe( spep_3 + 10, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 10, SE010, 100 ); stopSe( spep_3 + 18, SE010, 4 ) SE011 = playSe( spep_3 + 10, 1015 ,"",0.5); setSeVolumeByWorkId( spep_3 + 10, SE011, 68 ); --SE012 = playSe( spep_3 + 0, 1256 ); --setSeVolumeByWorkId( spep_3 + 0, SE012, 79 ); SE013 = playSe( spep_3 + 16, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 16, SE013, 100 ); stopSe( spep_3 + 24, SE013, 4 ); SE014 = playSe( spep_3 + 22, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 22, SE014, 100 ); stopSe( spep_3 + 30, SE014, 4 ) SE015 = playSe( spep_3 + 26, 1256 ,"",0.5); setSeVolumeByWorkId( spep_3 + 26, SE015, 90 ); SE016 = playSe( spep_3 + 28, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 28, SE016, 100 ); stopSe( spep_3 + 36, SE016, 4 ); SE017 = playSe( spep_3 + 34, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 34, SE017, 100 ); stopSe( spep_3 + 42, SE017, 4 ); SE018 = playSe( spep_3 + 40, 1016 ,"",0.5); setSeVolumeByWorkId( spep_3 + 40, SE018, 100 ); stopSe( spep_3 + 48, SE018, 4 ); -- ** 黒背景 ** -- entryFadeBg( spep_3 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 --次の準備 spep_4=spep_3+56; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_4 + 0, 1507, 0x80, -1, 0, 0, 0 ); -- カード setEffReplaceTexture( speff2, 1, 1 ); setEffReplaceTexture( speff2, 2, 0 );-- カード差し替え setEffReplaceTexture( speff2, 5, 4 );-- 技名テクスチャ差し替え -- ** 集中線 ** -- shuchusen = entryEffectLife( spep_4 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_4 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_4 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_4 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_4 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_4 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_4 + 0, shuchusen, 0 ); setEffRotateKey( spep_4 + 86, shuchusen, 0 ); setEffAlphaKey( spep_4 + 0, shuchusen, 255 ); setEffAlphaKey( spep_4 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_4 + 0, SE_05 ); --レーザー弾発射 stopSe( spep_4 + 0, SE009, 2 ); -- ** くろ背景 ** -- entryFadeBg( spep_4 , 0, 98, 0, 0, 0, 0, 255 ); --くろ 背景 --白フェード entryFade( spep_4 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_5 = spep_4 + 94; ------------------------------------------------------ -- 格闘 ------------------------------------------------------ -- ** エフェクト等 ** -- fighting_f = entryEffect( spep_5 + 0, SP_05x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, fighting_f, 0, 0, 0 ); setEffMoveKey( spep_5 + 96, fighting_f, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, fighting_f, -1.0, 1.0 ); setEffScaleKey( spep_5 + 96, fighting_f, -1.0, 1.0 ); setEffRotateKey( spep_5 + 0, fighting_f, 0 ); setEffRotateKey( spep_5 + 96, fighting_f, 0 ); setEffAlphaKey( spep_5 + 0, fighting_f, 255 ); setEffAlphaKey( spep_5 + 94, fighting_f, 255 ); setEffAlphaKey( spep_5 + 95, fighting_f, 255 ); setEffAlphaKey( spep_5 + 96, fighting_f, 0 ); -- ** エフェクト等 ** -- fighting_b = entryEffect( spep_5 + 0, SP_06x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, fighting_b, 0, 0, 0 ); setEffMoveKey( spep_5 + 96, fighting_b, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, fighting_b, 1.0, 1.0 ); setEffScaleKey( spep_5 + 96, fighting_b, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, fighting_b, 0 ); setEffRotateKey( spep_5 + 96, fighting_b, 0 ); setEffAlphaKey( spep_5 + 0, fighting_b, 255 ); setEffAlphaKey( spep_5 + 94, fighting_b, 255 ); setEffAlphaKey( spep_5 + 95, fighting_b, 255 ); setEffAlphaKey( spep_5 + 96, fighting_b, 0 ); --集中線 shuchusen2 = entryEffectLife( spep_5-3 + 12, 906, 87, 0x100, -1, 0, 0, -20.2 ); setEffShake( spep_5-3 + 12, shuchusen2, 87, 20 ); setEffMoveKey( spep_5-3 + 12, shuchusen2, 0, -20.2 , 0 ); setEffMoveKey( spep_5 + 96, shuchusen2, 0, -20.2 , 0 ); setEffScaleKey( spep_5-3 + 12, shuchusen2, 1.12, 1.12 ); setEffScaleKey( spep_5 + 96, shuchusen2, 1.12, 1.12 ); setEffRotateKey( spep_5-3 + 12, shuchusen2, 180 ); setEffRotateKey( spep_5 + 96, shuchusen2, 180 ); setEffAlphaKey( spep_5-3 + 12, shuchusen2, 255 ); setEffAlphaKey( spep_5 + 96, shuchusen2, 255 ); --書き文字 ctzudodo = entryEffectLife( spep_5-3 + 8, 10014, 90, 0x100, -1, 0, 1.2, 148.4 );--ズドドドッ setEffShake( spep_5-3 + 8, ctzudodo, 90, 10 ); setEffMoveKey( spep_5-3 + 8, ctzudodo, 1.2, 148.4 , 0 ); setEffMoveKey( spep_5-3 + 10, ctzudodo, -1.1, 161.3 , 0 ); setEffMoveKey( spep_5-3 + 12, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 14, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 16, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 18, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 20, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 22, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 24, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 26, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 28, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 30, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 32, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 34, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 36, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 38, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 40, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 42, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 44, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 46, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 48, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 50, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 52, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 54, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 56, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 58, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 60, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 62, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 64, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 66, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 68, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 70, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 72, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 74, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 76, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 78, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 80, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 82, ctzudodo, 5.6, 130.8 , 0 ); setEffMoveKey( spep_5-3 + 84, ctzudodo, 17.2, 162.8 , 0 ); setEffMoveKey( spep_5-3 + 86, ctzudodo, -3.4, 174 , 0 ); setEffMoveKey( spep_5-3 + 88, ctzudodo, 24.1, 167.6 , 0 ); setEffMoveKey( spep_5-3 + 90, ctzudodo, -10.9, 136.8 , 0 ); setEffMoveKey( spep_5-3 + 92, ctzudodo, 10.3, 158 , 0 ); setEffMoveKey( spep_5-3 + 94, ctzudodo, -10.2, 155.4 , 0 ); setEffMoveKey( spep_5-3 + 96, ctzudodo, -5.7, 131.8 , 0 ); setEffMoveKey( spep_5-3 + 98, ctzudodo, 5.6, 130.8 , 0 ); setEffScaleKey( spep_5-3 + 8, ctzudodo, 0.01, 0.01 ); setEffScaleKey( spep_5-3 + 10, ctzudodo, 0.92, 0.96 ); setEffScaleKey( spep_5-3 + 12, ctzudodo, 1.83, 1.9 ); setEffScaleKey( spep_5-3 + 98, ctzudodo, 1.83, 1.9 ); setEffRotateKey( spep_5-3 + 8, ctzudodo, -11.8 ); setEffRotateKey( spep_5-3 + 10, ctzudodo, -12 ); setEffRotateKey( spep_5-3 + 98, ctzudodo, -12 ); setEffAlphaKey( spep_5-3 + 8, ctzudodo, 255 ); setEffAlphaKey( spep_5-3 + 98, ctzudodo, 255 ); --敵の動き setDisp( spep_5 + 0, 1, 1 ); setDisp( spep_5 + 96, 1, 0 ); changeAnime( spep_5 + 0, 1, 101 ); changeAnime( spep_5-3 + 10, 1, 106 ); changeAnime( spep_5-3 + 20, 1, 108 ); changeAnime( spep_5-3 + 30, 1, 106 ); changeAnime( spep_5-3 + 40, 1, 108 ); changeAnime( spep_5-3 + 50, 1, 106 ); changeAnime( spep_5-3 + 60, 1, 108 ); changeAnime( spep_5-3 + 70, 1, 106 ); changeAnime( spep_5-3 + 80, 1, 108 ); changeAnime( spep_5-3 + 90, 1, 106 ); setMoveKey( spep_5 + 0, 1, 100, -73 , 0 ); setMoveKey( spep_5-3 + 9, 1, 100, -73 , 0 ); setMoveKey( spep_5-3 + 10, 1, 119.5, -58.9 , 0 ); setMoveKey( spep_5-3 + 12, 1, 116.2, -62.3 , 0 ); setMoveKey( spep_5-3 + 14, 1, 118.3, -59.9 , 0 ); setMoveKey( spep_5-3 + 16, 1, 117.3, -62.5 , 0 ); setMoveKey( spep_5-3 + 19, 1, 117.6, -61.1 , 0 ); setMoveKey( spep_5-3 + 20, 1, 114.5, -52.7 , 0 ); setMoveKey( spep_5-3 + 22, 1, 111.2, -55.3 , 0 ); setMoveKey( spep_5-3 + 24, 1, 113.5, -57.7 , 0 ); setMoveKey( spep_5-3 + 26, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 29, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 30, 1, 113.9, -58.2 , 0 ); setMoveKey( spep_5-3 + 32, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 34, 1, 112.7, -63.9 , 0 ); setMoveKey( spep_5-3 + 36, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 39, 1, 112.4, -60.1 , 0 ); setMoveKey( spep_5-3 + 40, 1, 112.6, -58.1 , 0 ); setMoveKey( spep_5-3 + 42, 1, 114.5, -56.2 , 0 ); setMoveKey( spep_5-3 + 44, 1, 111.2, -59.5 , 0 ); setMoveKey( spep_5-3 + 46, 1, 113.3, -61.9 , 0 ); setMoveKey( spep_5-3 + 49, 1, 112.6, -58.1 , 0 ); setMoveKey( spep_5-3 + 50, 1, 116.2, -62.3 , 0 ); setMoveKey( spep_5-3 + 52, 1, 118.3, -59.9 , 0 ); setMoveKey( spep_5-3 + 54, 1, 117.3, -62.5 , 0 ); setMoveKey( spep_5-3 + 56, 1, 117.6, -61.1 , 0 ); setMoveKey( spep_5-3 + 59, 1, 119.5, -58.9 , 0 ); setMoveKey( spep_5-3 + 60, 1, 111.2, -55.3 , 0 ); setMoveKey( spep_5-3 + 62, 1, 113.5, -57.7 , 0 ); setMoveKey( spep_5-3 + 64, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 66, 1, 112.6, -53.9 , 0 ); setMoveKey( spep_5-3 + 69, 1, 114.5, -52 , 0 ); setMoveKey( spep_5-3 + 70, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 72, 1, 112.7, -63.9 , 0 ); setMoveKey( spep_5-3 + 74, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 76, 1, 112.4, -60.1 , 0 ); setMoveKey( spep_5-3 + 79, 1, 112, -60.1 , 0 ); setMoveKey( spep_5-3 + 80, 1, 114.5, -56.2 , 0 ); setMoveKey( spep_5-3 + 82, 1, 111.2, -60.3 , 0 ); setMoveKey( spep_5-3 + 84, 1, 113.3, -57.9 , 0 ); setMoveKey( spep_5-3 + 86, 1, 112.3, -60.5 , 0 ); setMoveKey( spep_5-3 + 89, 1, 112.6, -59.1 , 0 ); setMoveKey( spep_5-3 + 90, 1, 113.9, -58.9 , 0 ); setMoveKey( spep_5-3 + 92, 1, 110.6, -61.5 , 0 ); setMoveKey( spep_5-3 + 94, 1, 112.9, -63.9 , 0 ); setMoveKey( spep_5 + 96, 1, 112, -60.1 , 0 ); setScaleKey( spep_5 + 0, 1, 1.09, 1.09 ); setScaleKey( spep_5 + 96, 1, 1.09, 1.09 ); setRotateKey( spep_5 + 0, 1, 0 ); setRotateKey( spep_5-3 + 9, 1, 0 ); setRotateKey( spep_5-3 + 10, 1, -33 ); setRotateKey( spep_5-3 + 19, 1, -33 ); setRotateKey( spep_5-3 + 20, 1, 0 ); setRotateKey( spep_5-3 + 29, 1, 0 ); setRotateKey( spep_5-3 + 30, 1, -33 ); setRotateKey( spep_5-3 + 39, 1, -33 ); setRotateKey( spep_5-3 + 40, 1, 0 ); setRotateKey( spep_5-3 + 49, 1, 0 ); setRotateKey( spep_5-3 + 50, 1, -33 ); setRotateKey( spep_5-3 + 59, 1, -33 ); setRotateKey( spep_5-3 + 60, 1, 0 ); setRotateKey( spep_5-3 + 69, 1, 0 ); setRotateKey( spep_5-3 + 70, 1, -33 ); setRotateKey( spep_5-3 + 79, 1, -33 ); setRotateKey( spep_5-3 + 80, 1, 0 ); setRotateKey( spep_5-3 + 89, 1, 0 ); setRotateKey( spep_5-3 + 90, 1, -33 ); setRotateKey( spep_5 + 96, 1, -33 ); --SE --環境音 SE020 = playSe( spep_5 + 0, 1176 ); setSeVolumeByWorkId( spep_5 + 0, SE020, 25 ); SE021 = playSe( spep_5 + 0, 1181 ); --ラッシュ SE022 = playSe( spep_5 + 0, 1003 ); SE023 = playSe( spep_5 + 6, 1010 ); setSeVolumeByWorkId( spep_5 + 6, SE023, 56 ); stopSe( spep_5 + 18, SE023, 6 ); SE024 = playSe( spep_5 + 6, 1000 ); setSeVolumeByWorkId( spep_5 + 6, SE024, 89 ); SE025 = playSe( spep_5 + 20, 1009 ); setSeVolumeByWorkId( spep_5 + 20, SE025, 68 ); stopSe( spep_5 + 30, SE025, 12 ); SE026 = playSe( spep_5 + 20, 1000 ); setSeVolumeByWorkId( spep_5 + 20, SE026, 94 ); SE027 = playSe( spep_5 + 30, 1009 ); setSeVolumeByWorkId( spep_5 + 30, SE027, 62 ) stopSe( spep_5 + 40, SE027, 8 ); SE028 = playSe( spep_5 + 30, 1001 ); setSeVolumeByWorkId( spep_5 + 30, SE028, 62 ); SE029 = playSe( spep_5 + 40, 1012 ); setSeVolumeByWorkId( spep_5 + 40, SE029, 79 ); SE030 = playSe( spep_5 + 40, 1000 ); setSeVolumeByWorkId( spep_5 + 40, SE030, 84 ); SE031 = playSe( spep_5 + 50, 1009 ); setSeVolumeByWorkId( spep_5 + 50, SE031, 75 ); stopSe( spep_5 + 64, SE031, 4 ) SE032 = playSe( spep_5 + 50, 1000 ); setSeVolumeByWorkId( spep_5 + 50, SE032, 87 ); SE033 = playSe( spep_5 + 62, 1009 ); setSeVolumeByWorkId( spep_5 + 62, SE033, 72 ); stopSe( spep_5 + 74, SE033, 8 ); SE034 = playSe( spep_5 + 62, 1001 ); setSeVolumeByWorkId( spep_5 + 62, SE034, 63 ); SE035 = playSe( spep_5 + 74, 1009 ); setSeVolumeByWorkId( spep_5 + 74, SE035, 65 ); stopSe( spep_5 + 86, SE035, 8 ); SE036 = playSe( spep_5 + 74, 1000 ); setSeVolumeByWorkId( spep_5 + 74, SE036, 75 ); SE037 = playSe( spep_5 + 88, 1009 ); setSeVolumeByWorkId( spep_5 + 88, SE037, 79 ); SE038 = playSe( spep_5 + 88, 1000 ); setSeVolumeByWorkId( spep_5 + 88, SE038, 72 ); -- ** 黒背景 ** -- entryFadeBg( spep_5 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_6 = spep_5 + 96; ------------------------------------------------------ -- 回し蹴り ------------------------------------------------------ -- ** エフェクト等 ** -- kick = entryEffect( spep_6 + 0, SP_07x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, kick, 0, 0, 0 ); setEffMoveKey( spep_6 + 24, kick, 0, 0, 0 ); setEffScaleKey( spep_6 + 0, kick, -1.0, 1.0 ); setEffScaleKey( spep_6 + 24, kick, -1.0, 1.0 ); setEffRotateKey( spep_6 + 0, kick, 0 ); setEffRotateKey( spep_6 + 24, kick, 0 ); setEffAlphaKey( spep_6 + 0, kick, 255 ); setEffAlphaKey( spep_6 + 22, kick, 255 ); setEffAlphaKey( spep_6 + 23, kick, 255 ); setEffAlphaKey( spep_6 + 24, kick, 0 ); --SE --蹴り振りかぶる SE039 = playSe( spep_6 + 0, 1004 ); SE040 = playSe( spep_6 + 0, 1117 ); stopSe( spep_6 + 24, SE040, 12 ); SE041 = playSe( spep_6 + 10, 1189 ); -- ** 黒背景 ** -- entryFadeBg( spep_6 + 0, 0, 30, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_7 = spep_6 + 24; ------------------------------------------------------ -- エフェクト ------------------------------------------------------ -- ** エフェクト等 ** -- effect = entryEffect( spep_7 + 0, SP_08x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_7 + 0, effect, 0, 0, 0 ); setEffMoveKey( spep_7 + 12, effect, 0, 0, 0 ); setEffScaleKey( spep_7 + 0, effect, -1.0, 1.0 ); setEffScaleKey( spep_7 + 12, effect, -1.0, 1.0 ); setEffRotateKey( spep_7 + 0, effect, 0 ); setEffRotateKey( spep_7 + 12, effect, 0 ); setEffAlphaKey( spep_7 + 0, effect, 255 ); setEffAlphaKey( spep_7 + 10, effect, 255 ); setEffAlphaKey( spep_7 + 11, effect, 255 ); setEffAlphaKey( spep_7 + 12, effect, 0 ); --SE --環境音 stopSe( spep_7 + 2, SE020, 0 ); stopSe( spep_7 + 2, SE021, 0 ); --蹴り SE042 = playSe( spep_7 + 0, 1233 ); setSeVolumeByWorkId( spep_7 + 0, SE042, 0 ); setSeVolumeByWorkId( spep_7 + 1, SE042, 25 ); setSeVolumeByWorkId( spep_7 + 2, SE042, 50 ); setSeVolumeByWorkId( spep_7 + 3, SE042, 75 ); setSeVolumeByWorkId( spep_7 + 4, SE042, 100 ); setStartTimeMs( SE042, 133 ); SE043 = playSe( spep_7 + 4, 1187 ); setSeVolumeByWorkId( spep_7 + 4, SE043, 79 ); SE044 = playSe( spep_7 + 6, 1190 ); setSeVolumeByWorkId( spep_7 + 6, SE044, 79 ); SE045 = playSe( spep_7 + 6, 1110 ); -- ** 黒背景 ** -- entryFadeBg( spep_7 + 0, 0, 20, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_8 = spep_7 + 12; ------------------------------------------------------ -- 敵が吹っ飛びレーザーにあたる ------------------------------------------------------ -- ** エフェクト等 ** -- fly_f = entryEffect( spep_8 + 0, SP_09x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, fly_f, 0, 0, 0 ); setEffMoveKey( spep_8 + 56, fly_f, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, fly_f, 1.0, 1.0 ); setEffScaleKey( spep_8 + 56, fly_f, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, fly_f, 0 ); setEffRotateKey( spep_8 + 56, fly_f, 0 ); setEffAlphaKey( spep_8 + 0, fly_f, 255 ); setEffAlphaKey( spep_8 + 54, fly_f, 255 ); setEffAlphaKey( spep_8 + 55, fly_f, 255 ); setEffAlphaKey( spep_8 + 56, fly_f, 0 ); -- ** エフェクト等 ** -- fly_b = entryEffect( spep_8 + 0, SP_10x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, fly_b, 0, 0, 0 ); setEffMoveKey( spep_8 + 56, fly_b, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, fly_b, 1.0, 1.0 ); setEffScaleKey( spep_8 + 56, fly_b, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, fly_b, 0 ); setEffRotateKey( spep_8 + 56, fly_b, 0 ); setEffAlphaKey( spep_8 + 0, fly_b, 255 ); setEffAlphaKey( spep_8 + 54, fly_b, 255 ); setEffAlphaKey( spep_8 + 55, fly_b, 255 ); setEffAlphaKey( spep_8 + 56, fly_b, 0 ); --書き文字 ctbibibi = entryEffectLife( spep_8-3 + 18, 10025, 40, 0x100, -1, 0, 15.9, 219.5 );--ビビビッ setEffShake( spep_8-3 + 18, ctbibibi, 40, 10 ); setEffMoveKey( spep_8-3 + 18, ctbibibi, 15.9, 219.5 , 0 ); setEffMoveKey( spep_8-3 + 20, ctbibibi, 12.2, 225.2 , 0 ); setEffMoveKey( spep_8-3 + 22, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 24, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 26, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 28, ctbibibi, 9, 220.4 , 0 ); setEffMoveKey( spep_8-3 + 30, ctbibibi, 15.8, 209.8 , 0 ); setEffMoveKey( spep_8-3 + 32, ctbibibi, 21.6, 211.5 , 0 ); setEffMoveKey( spep_8-3 + 34, ctbibibi, 20.9, 229.5 , 0 ); setEffMoveKey( spep_8-3 + 36, ctbibibi, 8.6, 230.9 , 0 ); setEffMoveKey( spep_8-3 + 38, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 40, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 42, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 44, ctbibibi, 9, 220.4 , 0 ); setEffMoveKey( spep_8-3 + 46, ctbibibi, 15.8, 209.8 , 0 ); setEffMoveKey( spep_8-3 + 48, ctbibibi, 21.6, 211.5 , 0 ); setEffMoveKey( spep_8-3 + 50, ctbibibi, 8.6, 230.9 , 0 ); setEffMoveKey( spep_8-3 + 52, ctbibibi, 23.4, 233.2 , 0 ); setEffMoveKey( spep_8-3 + 54, ctbibibi, 12.3, 211.2 , 0 ); setEffMoveKey( spep_8-3 + 56, ctbibibi, 18.5, 225.8 , 0 ); setEffMoveKey( spep_8-3 + 58, ctbibibi, 9, 220.4 , 0 ); setEffScaleKey( spep_8-3 + 18, ctbibibi, 0.01, 0.01 ); setEffScaleKey( spep_8-3 + 20, ctbibibi, 0.81, 0.85 ); setEffScaleKey( spep_8-3 + 22, ctbibibi, 1.62, 1.69 ); setEffScaleKey( spep_8-3 + 58, ctbibibi, 1.62, 1.69 ); setEffRotateKey( spep_8-3 + 18, ctbibibi,19.8 ); setEffRotateKey( spep_8-3 + 20, ctbibibi, 20 ); setEffRotateKey( spep_8-3 + 58, ctbibibi, 20 ); setEffAlphaKey( spep_8-3 + 18, ctbibibi, 255 ); setEffAlphaKey( spep_8-3 + 58, ctbibibi, 255 ); --敵の動き setDisp( spep_8 + 0, 1, 1 ); setDisp( spep_8-1 + 58, 1, 0 ); changeAnime( spep_8 + 0, 1, 105 ); changeAnime( spep_8-3 + 20, 1, 106 ); a=-40; setMoveKey( spep_8 + 0, 1, 71.7+a, -238.9 , 0 ); --setMoveKey( spep_8-3 + 2, 1, 50.3, -172.2 , 0 ); setMoveKey( spep_8-3 + 4, 1, 40.6+a, -134.8 , 0 ); setMoveKey( spep_8-3 + 6, 1, 34.3+a, -106 , 0 ); setMoveKey( spep_8-3 + 8, 1, 29.8+a, -81.8 , 0 ); setMoveKey( spep_8-3 + 10, 1, 26.5+a, -60.7 , 0 ); setMoveKey( spep_8-3 + 12, 1, 24+a, -41.9 , 0 ); setMoveKey( spep_8-3 + 14, 1, 22.2+a, -24.8 , 0 ); setMoveKey( spep_8-3 + 16, 1, 21+a, -9.4 , 0 ); setMoveKey( spep_8-3 + 19, 1, 20.4+a, 4.4 , 0 ); setMoveKey( spep_8-3 + 20, 1, -11.9, 10.3 , 0 ); setMoveKey( spep_8-3 + 22, 1, -26.7, -8.6 , 0 ); setMoveKey( spep_8-3 + 24, 1, -13.1, -6.1 , 0 ); setMoveKey( spep_8-3 + 26, 1, -25.2, 6.9 , 0 ); setMoveKey( spep_8-3 + 28, 1, -21.6, -1.9 , 0 ); setMoveKey( spep_8-3 + 30, 1, -21.9, 0.9 , 0 ); setMoveKey( spep_8-3 + 32, 1, -21.8, 2.4 , 0 ); setMoveKey( spep_8-3 + 34, 1, -20.9, -0.5 , 0 ); setMoveKey( spep_8-3 + 36, 1, -20.5, 1.1 , 0 ); setMoveKey( spep_8-3 + 38, 1, -19.6, -2.9 , 0 ); setMoveKey( spep_8-3 + 40, 1, -24.3, 0.2 , 0 ); setMoveKey( spep_8-3 + 42, 1, -20, 2.4 , 0 ); setMoveKey( spep_8-3 + 44, 1, -24.8, 2.6 , 0 ); setMoveKey( spep_8-3 + 46, 1, -20.9, 4.3 , 0 ); setMoveKey( spep_8-3 + 48, 1, -20.4, 3.2 , 0 ); setMoveKey( spep_8-3 + 50, 1, -22.4, 3.3 , 0 ); setMoveKey( spep_8-3 + 52, 1, -21, 0.1 , 0 ); setMoveKey( spep_8-3 + 54, 1, -19.3, 1.7 , 0 ); setMoveKey( spep_8-3 + 56, 1, -19.7, 1.3 , 0 ); setMoveKey( spep_8-1 + 58, 1, -21.5, -2.7 , 0 ); setScaleKey( spep_8 + 0, 1,5.83,5.83); setScaleKey( spep_8-3 + 4, 1,4.06,4.04); setScaleKey( spep_8-3 + 6, 1,3.45,3.45); setScaleKey( spep_8-3 + 8, 1,2.94,2.95); setScaleKey( spep_8-3 + 10, 1,2.52,2.53); setScaleKey( spep_8-3 + 12, 1,2.17,2.18); setScaleKey( spep_8-3 + 14, 1,1.86,1.89); setScaleKey( spep_8-3 + 16, 1,1.62,1.63); setScaleKey( spep_8-3 + 19, 1,1.42,1.42); setScaleKey( spep_8-3 + 20, 1, 1.5, 1.5 ); setScaleKey( spep_8-1 + 58, 1, 1.5, 1.5 ); setRotateKey( spep_8 + 0, 1, 0 ); setRotateKey( spep_8-3 + 19, 1, 0 ); setRotateKey( spep_8-3 + 20, 1, -53.2 ); setRotateKey( spep_8-1 + 58, 1, -53.2 ); --SE --ネットにかかる SE046 = playSe( spep_8 + 18, 1043 ); SE047 = playSe( spep_8 + 22, 1038 ); -- ** 黒背景 ** -- entryFadeBg( spep_8 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_9 = spep_8 + 56; ------------------------------------------------------ -- 悟飯が殴りかかる ------------------------------------------------------ -- ** エフェクト等 ** -- punch = entryEffect( spep_9 + 0, SP_11x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_9 + 0, punch, 0, 0, 0 ); setEffMoveKey( spep_9 + 56, punch, 0, 0, 0 ); setEffScaleKey( spep_9 + 0, punch, -1.0, 1.0 ); setEffScaleKey( spep_9 + 56, punch, -1.0, 1.0 ); setEffRotateKey( spep_9 + 0, punch, 0 ); setEffRotateKey( spep_9 + 56, punch, 0 ); setEffAlphaKey( spep_9 + 0, punch, 255 ); setEffAlphaKey( spep_9 + 54, punch, 255 ); setEffAlphaKey( spep_9 + 55, punch, 255 ); setEffAlphaKey( spep_9 + 56, punch, 0 ); --SE --ネットにかかる stopSe( spep_9 + 10, SE046, 14 ); --悟飯ダッシュ SE048 = playSe( spep_9 + 0, 1182 ); SE049 = playSe( spep_9 + 0, 1314 ); -- ** 黒背景 ** -- entryFadeBg( spep_9 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_10 = spep_9 + 56; ------------------------------------------------------ -- ヒットエフェクト ------------------------------------------------------ -- ** エフェクト等 ** -- hit = entryEffect( spep_10 + 0, SP_12x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_10 + 0, hit, 0, 0, 0 ); setEffMoveKey( spep_10 + 10, hit, 0, 0, 0 ); setEffScaleKey( spep_10 + 0, hit, -1.0, 1.0 ); setEffScaleKey( spep_10 + 10, hit, -1.0, 1.0 ); setEffRotateKey( spep_10 + 0, hit, 0 ); setEffRotateKey( spep_10 + 10, hit, 0 ); setEffAlphaKey( spep_10 + 0, hit, 255 ); setEffAlphaKey( spep_10 + 8, hit, 255 ); setEffAlphaKey( spep_10 + 9, hit, 255 ); setEffAlphaKey( spep_10 + 10, hit, 0 ); --SE --悟飯ダッシュ stopSe( spep_10 + 6, SE049, 10 ); --パンチ SE050 = playSe( spep_10 + 0, 1003 ); SE051 = playSe( spep_10 + 6, 1120 ); SE052 = playSe( spep_10 + 6, 1009 ); -- ** 黒背景 ** -- entryFadeBg( spep_10 + 0, 0, 14, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_11 = spep_10 + 10; ------------------------------------------------------ -- 悟飯殴る→岩肌に激突 ------------------------------------------------------ -- ** エフェクト等 ** -- finish_f = entryEffect( spep_11 + 0, SP_13x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish_f, 0, 0, 0 ); setEffMoveKey( spep_11 + 120, finish_f, 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish_f, -1.0, 1.0 ); setEffScaleKey( spep_11 + 120, finish_f, -1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish_f, 0 ); setEffRotateKey( spep_11 + 120, finish_f, 0 ); setEffAlphaKey( spep_11 + 0, finish_f, 255 ); setEffAlphaKey( spep_11 + 120, finish_f, 255 ); -- ** エフェクト等 ** -- finish_b = entryEffect( spep_11 + 0, SP_14x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish_b, 0, 0, 0 ); setEffMoveKey( spep_11 + 120, finish_b, 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish_b, 1.0, 1.0 ); setEffScaleKey( spep_11 + 120, finish_b, 1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish_b, 0 ); setEffRotateKey( spep_11 + 120, finish_b, 0 ); setEffAlphaKey( spep_11 + 0, finish_b, 255 ); setEffAlphaKey( spep_11 + 120, finish_b, 255 ); --敵の動き setDisp( spep_11 + 0, 1, 1 ); setDisp( spep_11-1 + 22, 1, 0 ); changeAnime( spep_11 + 0, 1, 105 ); c=-70; setMoveKey( spep_11 + 0, 1, 144.9+c, -37.3 , 0 ); --setMoveKey( spep_11-3 + 2, 1, 153.6, -37.3 , 0 ); setMoveKey( spep_11-3 + 4, 1, 162.3+c, -37.2 , 0 ); setMoveKey( spep_11-3 + 6, 1, 171.1+c, -37 , 0 ); setMoveKey( spep_11-3 + 8, 1, 243.8+c, -40.6 , 0 ); setMoveKey( spep_11-3 + 10, 1, 320.2+c, -39.2 , 0 ); setMoveKey( spep_11-3 + 12, 1, 239.7+c, -41 , 0 ); setMoveKey( spep_11-3 + 14, 1, 184.7+c, -39 , 0 ); setMoveKey( spep_11-3 + 16, 1, 131.7+c, -33 , 0 ); setMoveKey( spep_11-3 + 18, 1, 113.2+c, -31.2 , 0 ); setMoveKey( spep_11-3 + 20, 1, 101.7+c, -33.8 , 0 ); setMoveKey( spep_11-1 + 22, 1, 104.4+c, -34 , 0 ); setScaleKey( spep_11 + 0, 1,6.55,6.55); setScaleKey( spep_11-3 + 4, 1,6.24,6.24); setScaleKey( spep_11-3 + 6, 1,6.09,6.09); setScaleKey( spep_11-3 + 8, 1,5.44,5.44); setScaleKey( spep_11-3 + 10, 1,4.8,4.8); setScaleKey( spep_11-3 + 12, 1,4.63,4.63); setScaleKey( spep_11-3 + 14, 1,4.35,4.35); setScaleKey( spep_11-3 + 16, 1,3.88,3.88); setScaleKey( spep_11-3 + 18, 1,3.27,3.27); setScaleKey( spep_11-3 + 20, 1,2.52,2.52); setScaleKey( spep_11-1 + 22, 1,1.6,1.6); setRotateKey( spep_11 + 0, 1, 26 ); setRotateKey( spep_11-3 + 6, 1, 26 ); setRotateKey( spep_11-3 + 8, 1, 29.5 ); setRotateKey( spep_11-3 + 10, 1, 33 ); setRotateKey( spep_11-3 + 12, 1, 36.5 ); setRotateKey( spep_11-3 + 14, 1, 40 ); setRotateKey( spep_11-3 + 16, 1, 43.5 ); setRotateKey( spep_11-3 + 18, 1, 47 ); setRotateKey( spep_11-3 + 20, 1, 50.5 ); setRotateKey( spep_11-1 + 22, 1, 54 ); --SE --爆発 SE053 = playSe( spep_11 + 22, 1011 ); setSeVolumeByWorkId( spep_11 + 22, SE053, 87 ); SE054 = playSe( spep_11 + 22, 1168 ); setSeVolumeByWorkId( spep_11 + 22, SE054, 70 ); -- ** 黒背景 ** -- entryFadeBg( spep_11 + 0, 0, 120, 0, 0, 0, 0, 255 ); --黒 背景 -- ** ダメージ表示 ** -- dealDamage( spep_11 + 20 ); endPhase( spep_11 + 110 ); end