--1021720:超サイヤ人トランクス(青年期)_ダブル魔閃光 --sp_effect_a1_00288 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= 157046 ;-- かまえ SP_02= 157047 ;-- 両手を前に〜敵が塔に激突〜両手クロス SP_03= 157048 ;-- 両手を前に〜敵が塔に激突〜両手クロス SP_04= 157051 ;-- 両手クロス〜気功波が塔に当たり爆発 --エフェクト(敵) SP_01x= 157046 ;-- かまえ SP_02x= 157049 ;-- 両手を前に〜敵が塔に激突〜両手クロス (敵) SP_03x= 157050 ;-- 両手を前に〜敵が塔に激突〜両手クロス (敵) SP_04x= 157052 ;-- 両手クロス〜気功波が塔に当たり爆発 ------------------------------------------------------ -- 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, 100); 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 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- かまえ ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- tame = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_0 + 100, tame, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, tame, 1.0, 1.0 ); setEffScaleKey( spep_0 + 100, tame, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, tame, 0 ); setEffRotateKey( spep_0 + 100, tame, 0 ); setEffAlphaKey( spep_0 + 0, tame, 255 ); setEffAlphaKey( spep_0 + 100, tame, 255 ); --顔カットインのタイミング指定 spep_x=spep_0 +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, 0, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 0, 510); setEffMoveKey( spep_x +84, ctgogo, 0, 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 --入り SE001 = playSe( spep_0 + 0, 1072 ,"",0.6); setSeVolumeByWorkId( spep_0 + 0, SE001,100 ); setTimeStretch( SE001, 0.7, 30, 4 ); --オーラ SE002 = playSe( spep_0 + 0, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 0, SE002, 63 ); --顔カットイン SE003 = playSe( spep_x +12, 1018 ); --オーラ SE004 = playSe( spep_0 + 24, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 24, SE004, 63 ); SE005 = playSe( spep_0 + 48, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 48, SE005, 63 ); SE006 = playSe( spep_0 + 72, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 72, SE006, 63 ); SE007 = playSe( spep_0 + 96, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 96, SE007, 63 ); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 110, 0, 0, 0, 0, 255); -- ベース暗め 背景 -- ** 次の準備 ** -- spep_1 = spep_0 + 100; ------------------------------------------------------ -- 両手を前に〜敵が塔に激突〜両手クロス ------------------------------------------------------ -- ** エフェクト等 ** -- beam_f = entryEffect( spep_1 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, beam_f, 0, 0, 0 ); setEffMoveKey( spep_1 + 380, beam_f, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, beam_f, 1.0, 1.0 ); setEffScaleKey( spep_1 + 380, beam_f, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, beam_f, 0 ); setEffRotateKey( spep_1 + 380, beam_f, 0 ); setEffAlphaKey( spep_1 + 0, beam_f, 255 ); setEffAlphaKey( spep_1 + 380, beam_f, 255 ); -- ** エフェクト等 ** -- beam_b = entryEffect( spep_1 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, beam_b, 0, 0, 0 ); setEffMoveKey( spep_1 + 380, beam_b, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, beam_b, 1.0, 1.0 ); setEffScaleKey( spep_1 + 380, beam_b, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, beam_b, 0 ); setEffRotateKey( spep_1 + 380, beam_b, 0 ); setEffAlphaKey( spep_1 + 0, beam_b, 255 ); setEffAlphaKey( spep_1 + 380, beam_b, 255 ); --SE --腕広げる SE008 = playSe( spep_1 + 0, 1004 ); setPitch( spep_1 + 0, SE008, -600 ); setTimeStretch( SE008, 0.6, 10, 1 ); --オーラ SE009 = playSe( spep_1 + 14, 1036 ); setSeVolumeByWorkId( spep_1 + 14, SE009, 63 ); --腕を前にして気溜め SE010 = playSe( spep_1 + 36, 1006 ); setSeVolumeByWorkId( spep_1 + 36, SE010, 79 ); SE011 = playSe( spep_1 + 36, 1007 ); SE012 = playSe( spep_1 + 36, 1191 ,"",0.6); setSeVolumeByWorkId( spep_1 + 36, SE012, 260 ); stopSe( spep_1 + 66, SE012, 8 ); --オーラ SE013 = playSe( spep_1 + 38, 1036 ); setSeVolumeByWorkId( spep_1 + 38, SE013, 63 ); --連続気弾A SE014 = playSe( spep_1 + 64, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 64, SE014, 158 ); setPitch( spep_1 + 64, SE014, -200 ); setTimeStretch( SE014, 0.87, 10, 1 ); --連続気弾B SE015 = playSe( spep_1 + 74, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 74, SE015, 72 ); setBandpassFilter( spep_1 + 74, SE015, 500, 24000 ); --連続気弾A SE016 = playSe( spep_1 + 78, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 78, SE016, 158 ); setPitch( spep_1 + 78, SE016, -200 ); setTimeStretch( SE016, 0.87, 10, 1 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 390, 0, 0, 0, 0, 255); -- ベース暗め 背景 -------------------------------------- --回避 -------------------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_1 + 94 ; --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, SE009, 0); stopSe( SP_dodge - 12, SE010, 0); stopSe( SP_dodge - 12, SE011, 0); stopSe( SP_dodge - 12, SE012, 0); stopSe( SP_dodge - 12, SE013, 0); stopSe( SP_dodge - 12, SE014, 0); stopSe( SP_dodge - 12, SE015, 0); stopSe( SP_dodge - 12, SE016, 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 -------------------------------------- --敵の動き setDisp( spep_1-3 + 136, 1, 1); setDisp( spep_1-1 + 258, 1, 0); changeAnime( spep_1-3 + 136, 1, 100); changeAnime( spep_1-3 + 150, 1, 104); changeAnime( spep_1-3 + 230, 1, 5); setMoveKey( spep_1-3 + 136, 1, -279.9, 275.8 , 0 ); setMoveKey( spep_1-3 + 138, 1, -242.3, 245.2 , 0 ); setMoveKey( spep_1-3 + 140, 1, -205, 214.8 , 0 ); setMoveKey( spep_1-3 + 142, 1, -168.4, 184.9 , 0 ); setMoveKey( spep_1-3 + 144, 1, -132.8, 155.9 , 0 ); setMoveKey( spep_1-3 + 146, 1, -98.4, 127.9 , 0 ); setMoveKey( spep_1-3 + 148, 1, -65.6, 101.1 , 0 ); setMoveKey( spep_1-3 + 149, 1, -65.6, 101.1 , 0 ); setMoveKey( spep_1-3 + 150, 1, -34.4, 75.6 , 0 ); setMoveKey( spep_1-3 + 152, 1, -23.8, 73 , 0 ); setMoveKey( spep_1-3 + 154, 1, -13.8, 70.5 , 0 ); setMoveKey( spep_1-3 + 156, 1, -4, 70.6 , 0 ); setMoveKey( spep_1-3 + 158, 1, 5.1, 70.8 , 0 ); setMoveKey( spep_1-3 + 160, 1, 8.4, 65.1 , 0 ); setMoveKey( spep_1-3 + 162, 1, 19.2, 62.1 , 0 ); setMoveKey( spep_1-3 + 164, 1, 21.9, 61.6 , 0 ); setMoveKey( spep_1-3 + 166, 1, 26.3, 57.5 , 0 ); setMoveKey( spep_1-3 + 168, 1, 39.5, 61.7 , 0 ); setMoveKey( spep_1-3 + 170, 1, 41.7, 52.4 , 0 ); setMoveKey( spep_1-3 + 172, 1, 54, 54.7 , 0 ); setMoveKey( spep_1-3 + 174, 1, 56.3, 52.2 , 0 ); setMoveKey( spep_1-3 + 176, 1, 52.1, 55.9 , 0 ); setMoveKey( spep_1-3 + 178, 1, 58.1, 48.7 , 0 ); setMoveKey( spep_1-3 + 180, 1, 63.5, 54.9 , 0 ); setMoveKey( spep_1-3 + 182, 1, 63.5, 47.5 , 0 ); setMoveKey( spep_1-3 + 184, 1, 64.1, 46.4 , 0 ); setMoveKey( spep_1-3 + 186, 1, 63, 46.1 , 0 ); setMoveKey( spep_1-3 + 188, 1, 62.1, 39.7 , 0 ); setMoveKey( spep_1-3 + 190, 1, 63.1, 44.9 , 0 ); setMoveKey( spep_1-3 + 192, 1, 69.2, 41.7 , 0 ); setMoveKey( spep_1-3 + 194, 1, 69.2, 40.2 , 0 ); setMoveKey( spep_1-3 + 196, 1, 70.4, 43.8 , 0 ); setMoveKey( spep_1-3 + 198, 1, 69.8, 36.1 , 0 ); setMoveKey( spep_1-3 + 200, 1, 67.2, 41 , 0 ); setMoveKey( spep_1-3 + 202, 1, 70.1, 33.7 , 0 ); setMoveKey( spep_1-3 + 204, 1, 70.3, 35.1 , 0 ); setMoveKey( spep_1-3 + 206, 1, 72.3, 31.6 , 0 ); setMoveKey( spep_1-3 + 208, 1, 73.4, 27.8 , 0 ); setMoveKey( spep_1-3 + 210, 1, 69.3, 22.5 , 0 ); setMoveKey( spep_1-3 + 212, 1, 73.4, 26.4 , 0 ); setMoveKey( spep_1-3 + 214, 1, 80.7, 26.2 , 0 ); setMoveKey( spep_1-3 + 216, 1, 82.4, 17.8 , 0 ); setMoveKey( spep_1-3 + 218, 1, 75.7, 19.2 , 0 ); setMoveKey( spep_1-3 + 220, 1, 78.3, 17.7 , 0 ); setMoveKey( spep_1-3 + 222, 1, 76.6, 15.1 , 0 ); setMoveKey( spep_1-3 + 224, 1, 80.5, 16.4 , 0 ); setMoveKey( spep_1-3 + 226, 1, 80.6, 12.3 , 0 ); setMoveKey( spep_1-3 + 228, 1, 80.3, 14.7 , 0 ); setMoveKey( spep_1-3 + 229, 1, 80.3, 14.7 , 0 ); setMoveKey( spep_1-3 + 230, 1, 111.9, -25.4 , 0 ); setMoveKey( spep_1-3 + 232, 1, 116.4, -37.9 , 0 ); setMoveKey( spep_1-3 + 234, 1, 127, -42.5 , 0 ); setMoveKey( spep_1-3 + 236, 1, 132.1, -55.4 , 0 ); setMoveKey( spep_1-3 + 238, 1, 137.2, -62.8 , 0 ); setMoveKey( spep_1-3 + 240, 1, 140.1, -69.6 , 0 ); setMoveKey( spep_1-3 + 242, 1, 143.3, -70.5 , 0 ); setMoveKey( spep_1-3 + 244, 1, 144.6, -79.3 , 0 ); setMoveKey( spep_1-3 + 246, 1, 146.3, -82.3 , 0 ); setMoveKey( spep_1-3 + 248, 1, 147.5, -84.5 , 0 ); setMoveKey( spep_1-3 + 250, 1, 148.3, -86 , 0 ); setMoveKey( spep_1-3 + 252, 1, 148.7, -86.9 , 0 ); setMoveKey( spep_1-3 + 254, 1, 149, -87.3 , 0 ); setMoveKey( spep_1-3 + 256, 1, 149.1, -87.5 , 0 ); setMoveKey( spep_1-1 + 258, 1, 149.1, -87.5 , 0 ); setScaleKey( spep_1-3 + 136, 1, 3.91, 3.91 ); setScaleKey( spep_1-3 + 138, 1, 3.56, 3.56 ); setScaleKey( spep_1-3 + 140, 1, 3.22, 3.22 ); setScaleKey( spep_1-3 + 142, 1, 2.88, 2.88 ); setScaleKey( spep_1-3 + 144, 1, 2.55, 2.55 ); setScaleKey( spep_1-3 + 146, 1, 2.23, 2.23 ); setScaleKey( spep_1-3 + 148, 1, 1.92, 1.92 ); setScaleKey( spep_1-3 + 149, 1, 1.92, 1.92 ); setScaleKey( spep_1-3 + 150, 1, 1.63, 1.63 ); setScaleKey( spep_1-3 + 152, 1, 1.56, 1.56 ); setScaleKey( spep_1-3 + 154, 1, 1.49, 1.49 ); setScaleKey( spep_1-3 + 156, 1, 1.42, 1.42 ); setScaleKey( spep_1-3 + 158, 1, 1.36, 1.36 ); setScaleKey( spep_1-3 + 160, 1, 1.3, 1.3 ); setScaleKey( spep_1-3 + 162, 1, 1.25, 1.25 ); setScaleKey( spep_1-3 + 164, 1, 1.2, 1.2 ); setScaleKey( spep_1-3 + 166, 1, 1.16, 1.16 ); setScaleKey( spep_1-3 + 168, 1, 1.12, 1.12 ); setScaleKey( spep_1-3 + 170, 1, 1.08, 1.08 ); setScaleKey( spep_1-3 + 172, 1, 1.05, 1.05 ); setScaleKey( spep_1-3 + 174, 1, 1.02, 1.02 ); setScaleKey( spep_1-3 + 176, 1, 0.99, 0.99 ); setScaleKey( spep_1-3 + 178, 1, 0.96, 0.96 ); setScaleKey( spep_1-3 + 180, 1, 0.95, 0.95 ); setScaleKey( spep_1-3 + 182, 1, 0.94, 0.94 ); setScaleKey( spep_1-3 + 184, 1, 0.93, 0.93 ); setScaleKey( spep_1-3 + 186, 1, 0.92, 0.92 ); setScaleKey( spep_1-3 + 188, 1, 0.91, 0.91 ); setScaleKey( spep_1-3 + 190, 1, 0.9, 0.9 ); setScaleKey( spep_1-3 + 192, 1, 0.89, 0.89 ); setScaleKey( spep_1-3 + 194, 1, 0.88, 0.88 ); setScaleKey( spep_1-3 + 196, 1, 0.87, 0.87 ); setScaleKey( spep_1-3 + 198, 1, 0.86, 0.86 ); setScaleKey( spep_1-3 + 200, 1, 0.85, 0.85 ); setScaleKey( spep_1-3 + 202, 1, 0.84, 0.84 ); setScaleKey( spep_1-3 + 204, 1, 0.83, 0.83 ); setScaleKey( spep_1-3 + 206, 1, 0.82, 0.82 ); setScaleKey( spep_1-3 + 208, 1, 0.81, 0.81 ); setScaleKey( spep_1-3 + 210, 1, 0.8, 0.8 ); setScaleKey( spep_1-3 + 212, 1, 0.79, 0.79 ); setScaleKey( spep_1-3 + 214, 1, 0.78, 0.78 ); setScaleKey( spep_1-3 + 216, 1, 0.77, 0.77 ); setScaleKey( spep_1-3 + 218, 1, 0.76, 0.76 ); setScaleKey( spep_1-3 + 220, 1, 0.75, 0.75 ); setScaleKey( spep_1-3 + 222, 1, 0.74, 0.74 ); setScaleKey( spep_1-3 + 224, 1, 0.73, 0.73 ); setScaleKey( spep_1-3 + 226, 1, 0.72, 0.72 ); setScaleKey( spep_1-3 + 228, 1, 0.71, 0.71 ); setScaleKey( spep_1-3 + 229, 1, 0.71, 0.71 ); setScaleKey( spep_1-3 + 230, 1, 0.57, 0.57 ); setScaleKey( spep_1-3 + 232, 1, 0.49, 0.49 ); setScaleKey( spep_1-3 + 234, 1, 0.42, 0.42 ); setScaleKey( spep_1-3 + 236, 1, 0.36, 0.36 ); setScaleKey( spep_1-3 + 238, 1, 0.31, 0.31 ); setScaleKey( spep_1-3 + 240, 1, 0.27, 0.27 ); setScaleKey( spep_1-3 + 242, 1, 0.24, 0.24 ); setScaleKey( spep_1-3 + 244, 1, 0.22, 0.22 ); setScaleKey( spep_1-3 + 246, 1, 0.2, 0.2 ); setScaleKey( spep_1-3 + 248, 1, 0.19, 0.19 ); setScaleKey( spep_1-3 + 250, 1, 0.18, 0.18 ); setScaleKey( spep_1-3 + 252, 1, 0.17, 0.17 ); setScaleKey( spep_1-1 + 258, 1, 0.17, 0.17 ); setRotateKey( spep_1-3 + 136, 1, 12.5 ); setRotateKey( spep_1-3 + 149, 1, 12.5 ); setRotateKey( spep_1-3 + 150, 1, 12.5 ); setRotateKey( spep_1-3 + 178, 1, 12.5 ); setRotateKey( spep_1-3 + 180, 1, 12.6 ); setRotateKey( spep_1-3 + 182, 1, 12.6 ); setRotateKey( spep_1-3 + 184, 1, 12.7 ); setRotateKey( spep_1-3 + 186, 1, 12.8 ); setRotateKey( spep_1-3 + 188, 1, 12.9 ); setRotateKey( spep_1-3 + 190, 1, 13 ); setRotateKey( spep_1-3 + 192, 1, 13 ); setRotateKey( spep_1-3 + 194, 1, 13.1 ); setRotateKey( spep_1-3 + 196, 1, 13.2 ); setRotateKey( spep_1-3 + 198, 1, 13.3 ); setRotateKey( spep_1-3 + 200, 1, 13.4 ); setRotateKey( spep_1-3 + 202, 1, 13.4 ); setRotateKey( spep_1-3 + 204, 1, 13.5 ); setRotateKey( spep_1-3 + 206, 1, 13.6 ); setRotateKey( spep_1-3 + 208, 1, 13.7 ); setRotateKey( spep_1-3 + 210, 1, 13.8 ); setRotateKey( spep_1-3 + 212, 1, 13.8 ); setRotateKey( spep_1-3 + 214, 1, 13.9 ); setRotateKey( spep_1-3 + 216, 1, 14 ); setRotateKey( spep_1-3 + 218, 1, 14.1 ); setRotateKey( spep_1-3 + 220, 1, 14.2 ); setRotateKey( spep_1-3 + 222, 1, 14.2 ); setRotateKey( spep_1-3 + 224, 1, 14.3 ); setRotateKey( spep_1-3 + 226, 1, 14.4 ); setRotateKey( spep_1-3 + 228, 1, 14.5 ); setRotateKey( spep_1-3 + 229, 1, 14.5 ); setRotateKey( spep_1-3 + 230, 1, 62.2 ); setRotateKey( spep_1-3 + 232, 1, 63.9 ); setRotateKey( spep_1-3 + 234, 1, 65.4 ); setRotateKey( spep_1-3 + 236, 1, 66.7 ); setRotateKey( spep_1-3 + 238, 1, 67.7 ); setRotateKey( spep_1-3 + 240, 1, 68.6 ); setRotateKey( spep_1-3 + 242, 1, 69.3 ); setRotateKey( spep_1-3 + 244, 1, 69.8 ); setRotateKey( spep_1-3 + 246, 1, 70.2 ); setRotateKey( spep_1-3 + 248, 1, 70.5 ); setRotateKey( spep_1-3 + 250, 1, 70.7 ); setRotateKey( spep_1-3 + 252, 1, 70.8 ); setRotateKey( spep_1-3 + 254, 1, 70.9 ); setRotateKey( spep_1-1 + 258, 1, 70.9 ); --敵の動き setDisp( spep_1-3 + 268, 1, 1); setDisp( spep_1-1 + 288, 1, 0); changeAnime( spep_1-3 + 268, 1, 5); setMoveKey( spep_1-3 + 268, 1, 27.2, 529.1 , 0 ); setMoveKey( spep_1-3 + 270, 1, 21.8, 429.2 , 0 ); setMoveKey( spep_1-3 + 272, 1, 17, 341 , 0 ); setMoveKey( spep_1-3 + 274, 1, 12.9, 264.6 , 0 ); setMoveKey( spep_1-3 + 276, 1, 9.4, 200 , 0 ); setMoveKey( spep_1-3 + 278, 1, 6.5, 147.1 , 0 ); setMoveKey( spep_1-3 + 280, 1, 4.3, 105.9 , 0 ); setMoveKey( spep_1-3 + 282, 1, 2.7, 76.6 , 0 ); setMoveKey( spep_1-3 + 284, 1, 1.8, 58.9 , 0 ); setMoveKey( spep_1-1 + 288, 1, 1.5, 53 , 0 ); setScaleKey( spep_1-3 + 268, 1, 2.47, 2.47 ); setScaleKey( spep_1-3 + 270, 1, 2, 2 ); setScaleKey( spep_1-3 + 272, 1, 1.59, 1.59 ); setScaleKey( spep_1-3 + 274, 1, 1.23, 1.23 ); setScaleKey( spep_1-3 + 276, 1, 0.92, 0.92 ); setScaleKey( spep_1-3 + 278, 1, 0.67, 0.67 ); setScaleKey( spep_1-3 + 280, 1, 0.48, 0.48 ); setScaleKey( spep_1-3 + 282, 1, 0.34, 0.34 ); setScaleKey( spep_1-3 + 284, 1, 0.26, 0.26 ); setScaleKey( spep_1-1 + 288, 1, 0.23, 0.23 ); setRotateKey( spep_1-3 + 268, 1, 139 ); setRotateKey( spep_1-3 + 270, 1, 142.8 ); setRotateKey( spep_1-3 + 272, 1, 146.2 ); setRotateKey( spep_1-3 + 274, 1, 149.1 ); setRotateKey( spep_1-3 + 276, 1, 151.6 ); setRotateKey( spep_1-3 + 278, 1, 153.7 ); setRotateKey( spep_1-3 + 280, 1, 155.2 ); setRotateKey( spep_1-3 + 282, 1, 156.4 ); setRotateKey( spep_1-3 + 284, 1, 157 ); setRotateKey( spep_1-1 + 288, 1, 157.3 ); --SE --連続気弾B stopSe( spep_1 + 96, SE015, 16 ); --連続気弾B SE017 = playSe( spep_1 + 88, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 88, SE017, 93 ); setBandpassFilter( spep_1 + 88, SE017, 500, 24000 ); stopSe( spep_1 + 110, SE017, 16 ); --連続気弾A SE018 = playSe( spep_1 + 92, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 92, SE018, 158 ); setPitch( spep_1 + 92, SE018, -200 ); setTimeStretch( SE018, 0.87, 10, 1 ); --連続気弾A SE019 = playSe( spep_1 + 104, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 104, SE019, 158 ); setPitch( spep_1 + 104, SE019, -200 ); setTimeStretch( SE019, 0.87, 10, 1 ); --連続気弾B SE020 = playSe( spep_1 + 104, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 104, SE020, 98 ); setBandpassFilter( spep_1 + 104, SE020, 500, 24000 ); stopSe( spep_1 + 126, SE020, 16 ); --連続気弾A SE021 = playSe( spep_1 + 118, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 118, SE021, 141 ); setPitch( spep_1 + 118, SE021, -200 ); setTimeStretch( SE021, 0.87, 10, 1 ); stopSe( spep_1 + 164, SE021, 2 ); --連続気弾B SE022 = playSe( spep_1 + 120, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 120, SE022, 103 ); setBandpassFilter( spep_1 + 120, SE022, 500, 24000 ); stopSe( spep_1 + 142, SE022, 14 ); --連続気弾A SE023 = playSe( spep_1 + 132, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 132, SE023, 71 ); setPitch( spep_1 + 132, SE023, -200 ); setTimeStretch( SE023, 0.87, 10, 1 ); stopSe( spep_1 + 164, SE023, 2 ); --連続気弾B SE024 = playSe( spep_1 + 134, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 134, SE024, 80 ); setBandpassFilter( spep_1 + 134, SE024, 500, 24000 ); stopSe( spep_1 + 154, SE024, 16 ); --連続気弾B SE025 = playSe( spep_1 + 146, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 146, SE025, 87 ); setBandpassFilter( spep_1 + 146, SE025, 500, 24000 ); stopSe( spep_1 + 166, SE025, 18 ); --連続爆発 SE026 = playSe( spep_1 + 156, 1023 ); setSeVolumeByWorkId( spep_1 + 156, SE026, 126 ); stopSe( spep_1 + 180, SE026, 18 ); SE027 = playSe( spep_1 + 168, 1024 ); setSeVolumeByWorkId( spep_1 + 168, SE027, 78 ); SE028 = playSe( spep_1 + 182, 1023 ); setSeVolumeByWorkId( spep_1 + 182, SE028, 66 ); SE029 = playSe( spep_1 + 182, 1025 ); setSeVolumeByWorkId( spep_1 + 182, SE029, 89 ); SE030 = playSe( spep_1 + 208, 1011 ); stopSe( spep_1 + 226, SE030, 62 ); --敵飛んでいく SE031 = playSe( spep_1 + 212, 1183 ); setSeVolumeByWorkId( spep_1 + 212, SE031, 160 ); stopSe( spep_1 + 284, SE031, 10 ); --塔にヒット SE032 = playSe( spep_1 + 286, 1159 ); setSeVolumeByWorkId( spep_1 + 286, SE032, 75 ); stopSe( spep_1 + 336, SE032, 46 ); --悟飯と合流 SE033 = playSe( spep_1 + 326, 1117 ); setSeVolumeByWorkId( spep_1 + 326, SE033, 88 ); SE034 = playSe( spep_1 + 326, 44 ); setSeVolumeByWorkId( spep_1 + 326, SE034, 80 ); --白フェード entryFade( spep_1 + 376, 0, 8, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_2 = spep_1 + 380; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_2 + 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_2 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_2 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_2 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_2 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_2 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_2 + 0, shuchusen, 0 ); setEffRotateKey( spep_2 + 86, shuchusen, 0 ); setEffAlphaKey( spep_2 + 0, shuchusen, 255 ); setEffAlphaKey( spep_2 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_2 + 0, SE_05 ); --悟飯と合流 stopSe( spep_2 + 4, SE034, 0 ); stopSe( spep_2 + 4, SE033, 0 ); -- ** くろ背景 ** -- entryFadeBg( spep_2 , 0, 98, 0, 0, 0, 0, 255 ); --くろ 背景 --白フェード entryFade( spep_2 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_3 = spep_2 + 94; ------------------------------------------------------ -- 両手クロス〜気功波が塔に当たり爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_3 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, finish, 0, 0, 0 ); setEffMoveKey( spep_3 + 280, finish, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, finish, 1.0, 1.0 ); setEffScaleKey( spep_3 + 280, finish, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, finish, 0 ); setEffRotateKey( spep_3 + 280, finish, 0 ); setEffAlphaKey( spep_3 + 0, finish, 255 ); setEffAlphaKey( spep_3 + 280, finish, 255 ); --SE --気弾発射 SE036 = playSe( spep_3 + 14, 1146 ); setSeVolumeByWorkId( spep_3 + 14, SE036, 77 ); SE037 = playSe( spep_3 + 14, 1022 ); SE038 = playSe( spep_3 + 14, 1177 ); setSeVolumeByWorkId( spep_3 + 14, SE038, 90 ); SE039 = playSe( spep_3 + 48, 1124 ); stopSe( spep_3 + 132, SE039, 22 ); --気弾飛んでいく SE040 = playSe( spep_3 + 114, 1202 ,"",0.6); setSeVolumeByWorkId( spep_3 + 114, SE040, 200 ); --爆発 SE041 = playSe( spep_3 + 150, 1024 ); setSeVolumeByWorkId( spep_3 + 150, SE041, 91 ); SE042 = playSe( spep_3 + 154, 1159 ); setSeVolumeByWorkId( spep_3 + 154, SE042, 87 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 , 0, 260, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** ダメージ表示 ** -- dealDamage( spep_3 + 150 ); endPhase( spep_3 + 250 -6 ); else ------------------------------------------------------------------------------------------------------------ -- 敵側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- かまえ ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- tame = entryEffect( spep_0 + 0, SP_01x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_0 + 100, tame, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, tame, -1.0, 1.0 ); setEffScaleKey( spep_0 + 100, tame, -1.0, 1.0 ); setEffRotateKey( spep_0 + 0, tame, 0 ); setEffRotateKey( spep_0 + 100, tame, 0 ); setEffAlphaKey( spep_0 + 0, tame, 255 ); setEffAlphaKey( spep_0 + 100, tame, 255 ); --顔カットインのタイミング指定 spep_x=spep_0 +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, 0, 510, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 0, 510); setEffMoveKey( spep_x +84, ctgogo, 0, 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 --入り SE001 = playSe( spep_0 + 0, 1072 ,"",0.6); setSeVolumeByWorkId( spep_0 + 0, SE001,100 ); setTimeStretch( SE001, 0.7, 30, 4 ); --オーラ SE002 = playSe( spep_0 + 0, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 0, SE002, 63 ); --顔カットイン SE003 = playSe( spep_x +12, 1018 ); --オーラ SE004 = playSe( spep_0 + 24, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 24, SE004, 63 ); SE005 = playSe( spep_0 + 48, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 48, SE005, 63 ); SE006 = playSe( spep_0 + 72, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 72, SE006, 63 ); SE007 = playSe( spep_0 + 96, 1036 ,"",0.7); setSeVolumeByWorkId( spep_0 + 96, SE007, 63 ); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, 110, 0, 0, 0, 0, 255); -- ベース暗め 背景 -- ** 次の準備 ** -- spep_1 = spep_0 + 100; ------------------------------------------------------ -- 両手を前に〜敵が塔に激突〜両手クロス ------------------------------------------------------ -- ** エフェクト等 ** -- beam_f = entryEffect( spep_1 + 0, SP_02x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, beam_f, 0, 0, 0 ); setEffMoveKey( spep_1 + 380, beam_f, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, beam_f, -1.0, 1.0 ); setEffScaleKey( spep_1 + 324, beam_f, -1.0, 1.0 ); setEffScaleKey( spep_1 + 325, beam_f, 1.0, 1.0 ); setEffScaleKey( spep_1 + 380, beam_f, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, beam_f, 0 ); setEffRotateKey( spep_1 + 380, beam_f, 0 ); setEffAlphaKey( spep_1 + 0, beam_f, 255 ); setEffAlphaKey( spep_1 + 380, beam_f, 255 ); -- ** エフェクト等 ** -- beam_b = entryEffect( spep_1 + 0, SP_03x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, beam_b, 0, 0, 0 ); setEffMoveKey( spep_1 + 380, beam_b, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, beam_b, -1.0, 1.0 ); setEffScaleKey( spep_1 + 380, beam_b, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, beam_b, 0 ); setEffRotateKey( spep_1 + 380, beam_b, 0 ); setEffAlphaKey( spep_1 + 0, beam_b, 255 ); setEffAlphaKey( spep_1 + 380, beam_b, 255 ); --SE --腕広げる SE008 = playSe( spep_1 + 0, 1004 ); setPitch( spep_1 + 0, SE008, -600 ); setTimeStretch( SE008, 0.6, 10, 1 ); --オーラ SE009 = playSe( spep_1 + 14, 1036 ); setSeVolumeByWorkId( spep_1 + 14, SE009, 63 ); --腕を前にして気溜め SE010 = playSe( spep_1 + 36, 1006 ); setSeVolumeByWorkId( spep_1 + 36, SE010, 79 ); SE011 = playSe( spep_1 + 36, 1007 ); SE012 = playSe( spep_1 + 36, 1191 ,"",0.6); setSeVolumeByWorkId( spep_1 + 36, SE012, 260 ); stopSe( spep_1 + 66, SE012, 8 ); --オーラ SE013 = playSe( spep_1 + 38, 1036 ); setSeVolumeByWorkId( spep_1 + 38, SE013, 63 ); --連続気弾A SE014 = playSe( spep_1 + 64, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 64, SE014, 158 ); setPitch( spep_1 + 64, SE014, -200 ); setTimeStretch( SE014, 0.87, 10, 1 ); --連続気弾B SE015 = playSe( spep_1 + 74, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 74, SE015, 72 ); setBandpassFilter( spep_1 + 74, SE015, 500, 24000 ); --連続気弾A SE016 = playSe( spep_1 + 78, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 78, SE016, 158 ); setPitch( spep_1 + 78, SE016, -200 ); setTimeStretch( SE016, 0.87, 10, 1 ); -- ** 黒背景 ** -- entryFadeBg( spep_1 + 0, 0, 390, 0, 0, 0, 0, 255); -- ベース暗め 背景 -------------------------------------- --回避 -------------------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_1 + 94 ; --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, SE009, 0); stopSe( SP_dodge - 12, SE010, 0); stopSe( SP_dodge - 12, SE011, 0); stopSe( SP_dodge - 12, SE012, 0); stopSe( SP_dodge - 12, SE013, 0); stopSe( SP_dodge - 12, SE014, 0); stopSe( SP_dodge - 12, SE015, 0); stopSe( SP_dodge - 12, SE016, 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 -------------------------------------- --敵の動き setDisp( spep_1-3 + 136, 1, 1); setDisp( spep_1-1 + 258, 1, 0); changeAnime( spep_1-3 + 136, 1, 100); changeAnime( spep_1-3 + 150, 1, 104); changeAnime( spep_1-3 + 230, 1, 5); setMoveKey( spep_1-3 + 136, 1, -279.9, 275.8 , 0 ); setMoveKey( spep_1-3 + 138, 1, -242.3, 245.2 , 0 ); setMoveKey( spep_1-3 + 140, 1, -205, 214.8 , 0 ); setMoveKey( spep_1-3 + 142, 1, -168.4, 184.9 , 0 ); setMoveKey( spep_1-3 + 144, 1, -132.8, 155.9 , 0 ); setMoveKey( spep_1-3 + 146, 1, -98.4, 127.9 , 0 ); setMoveKey( spep_1-3 + 148, 1, -65.6, 101.1 , 0 ); setMoveKey( spep_1-3 + 149, 1, -65.6, 101.1 , 0 ); setMoveKey( spep_1-3 + 150, 1, -34.4, 75.6 , 0 ); setMoveKey( spep_1-3 + 152, 1, -23.8, 73 , 0 ); setMoveKey( spep_1-3 + 154, 1, -13.8, 70.5 , 0 ); setMoveKey( spep_1-3 + 156, 1, -4, 70.6 , 0 ); setMoveKey( spep_1-3 + 158, 1, 5.1, 70.8 , 0 ); setMoveKey( spep_1-3 + 160, 1, 8.4, 65.1 , 0 ); setMoveKey( spep_1-3 + 162, 1, 19.2, 62.1 , 0 ); setMoveKey( spep_1-3 + 164, 1, 21.9, 61.6 , 0 ); setMoveKey( spep_1-3 + 166, 1, 26.3, 57.5 , 0 ); setMoveKey( spep_1-3 + 168, 1, 39.5, 61.7 , 0 ); setMoveKey( spep_1-3 + 170, 1, 41.7, 52.4 , 0 ); setMoveKey( spep_1-3 + 172, 1, 54, 54.7 , 0 ); setMoveKey( spep_1-3 + 174, 1, 56.3, 52.2 , 0 ); setMoveKey( spep_1-3 + 176, 1, 52.1, 55.9 , 0 ); setMoveKey( spep_1-3 + 178, 1, 58.1, 48.7 , 0 ); setMoveKey( spep_1-3 + 180, 1, 63.5, 54.9 , 0 ); setMoveKey( spep_1-3 + 182, 1, 63.5, 47.5 , 0 ); setMoveKey( spep_1-3 + 184, 1, 64.1, 46.4 , 0 ); setMoveKey( spep_1-3 + 186, 1, 63, 46.1 , 0 ); setMoveKey( spep_1-3 + 188, 1, 62.1, 39.7 , 0 ); setMoveKey( spep_1-3 + 190, 1, 63.1, 44.9 , 0 ); setMoveKey( spep_1-3 + 192, 1, 69.2, 41.7 , 0 ); setMoveKey( spep_1-3 + 194, 1, 69.2, 40.2 , 0 ); setMoveKey( spep_1-3 + 196, 1, 70.4, 43.8 , 0 ); setMoveKey( spep_1-3 + 198, 1, 69.8, 36.1 , 0 ); setMoveKey( spep_1-3 + 200, 1, 67.2, 41 , 0 ); setMoveKey( spep_1-3 + 202, 1, 70.1, 33.7 , 0 ); setMoveKey( spep_1-3 + 204, 1, 70.3, 35.1 , 0 ); setMoveKey( spep_1-3 + 206, 1, 72.3, 31.6 , 0 ); setMoveKey( spep_1-3 + 208, 1, 73.4, 27.8 , 0 ); setMoveKey( spep_1-3 + 210, 1, 69.3, 22.5 , 0 ); setMoveKey( spep_1-3 + 212, 1, 73.4, 26.4 , 0 ); setMoveKey( spep_1-3 + 214, 1, 80.7, 26.2 , 0 ); setMoveKey( spep_1-3 + 216, 1, 82.4, 17.8 , 0 ); setMoveKey( spep_1-3 + 218, 1, 75.7, 19.2 , 0 ); setMoveKey( spep_1-3 + 220, 1, 78.3, 17.7 , 0 ); setMoveKey( spep_1-3 + 222, 1, 76.6, 15.1 , 0 ); setMoveKey( spep_1-3 + 224, 1, 80.5, 16.4 , 0 ); setMoveKey( spep_1-3 + 226, 1, 80.6, 12.3 , 0 ); setMoveKey( spep_1-3 + 228, 1, 80.3, 14.7 , 0 ); setMoveKey( spep_1-3 + 229, 1, 80.3, 14.7 , 0 ); setMoveKey( spep_1-3 + 230, 1, 111.9, -25.4 , 0 ); setMoveKey( spep_1-3 + 232, 1, 116.4, -37.9 , 0 ); setMoveKey( spep_1-3 + 234, 1, 127, -42.5 , 0 ); setMoveKey( spep_1-3 + 236, 1, 132.1, -55.4 , 0 ); setMoveKey( spep_1-3 + 238, 1, 137.2, -62.8 , 0 ); setMoveKey( spep_1-3 + 240, 1, 140.1, -69.6 , 0 ); setMoveKey( spep_1-3 + 242, 1, 143.3, -70.5 , 0 ); setMoveKey( spep_1-3 + 244, 1, 144.6, -79.3 , 0 ); setMoveKey( spep_1-3 + 246, 1, 146.3, -82.3 , 0 ); setMoveKey( spep_1-3 + 248, 1, 147.5, -84.5 , 0 ); setMoveKey( spep_1-3 + 250, 1, 148.3, -86 , 0 ); setMoveKey( spep_1-3 + 252, 1, 148.7, -86.9 , 0 ); setMoveKey( spep_1-3 + 254, 1, 149, -87.3 , 0 ); setMoveKey( spep_1-3 + 256, 1, 149.1, -87.5 , 0 ); setMoveKey( spep_1-1 + 258, 1, 149.1, -87.5 , 0 ); setScaleKey( spep_1-3 + 136, 1, 3.91, 3.91 ); setScaleKey( spep_1-3 + 138, 1, 3.56, 3.56 ); setScaleKey( spep_1-3 + 140, 1, 3.22, 3.22 ); setScaleKey( spep_1-3 + 142, 1, 2.88, 2.88 ); setScaleKey( spep_1-3 + 144, 1, 2.55, 2.55 ); setScaleKey( spep_1-3 + 146, 1, 2.23, 2.23 ); setScaleKey( spep_1-3 + 148, 1, 1.92, 1.92 ); setScaleKey( spep_1-3 + 149, 1, 1.92, 1.92 ); setScaleKey( spep_1-3 + 150, 1, 1.63, 1.63 ); setScaleKey( spep_1-3 + 152, 1, 1.56, 1.56 ); setScaleKey( spep_1-3 + 154, 1, 1.49, 1.49 ); setScaleKey( spep_1-3 + 156, 1, 1.42, 1.42 ); setScaleKey( spep_1-3 + 158, 1, 1.36, 1.36 ); setScaleKey( spep_1-3 + 160, 1, 1.3, 1.3 ); setScaleKey( spep_1-3 + 162, 1, 1.25, 1.25 ); setScaleKey( spep_1-3 + 164, 1, 1.2, 1.2 ); setScaleKey( spep_1-3 + 166, 1, 1.16, 1.16 ); setScaleKey( spep_1-3 + 168, 1, 1.12, 1.12 ); setScaleKey( spep_1-3 + 170, 1, 1.08, 1.08 ); setScaleKey( spep_1-3 + 172, 1, 1.05, 1.05 ); setScaleKey( spep_1-3 + 174, 1, 1.02, 1.02 ); setScaleKey( spep_1-3 + 176, 1, 0.99, 0.99 ); setScaleKey( spep_1-3 + 178, 1, 0.96, 0.96 ); setScaleKey( spep_1-3 + 180, 1, 0.95, 0.95 ); setScaleKey( spep_1-3 + 182, 1, 0.94, 0.94 ); setScaleKey( spep_1-3 + 184, 1, 0.93, 0.93 ); setScaleKey( spep_1-3 + 186, 1, 0.92, 0.92 ); setScaleKey( spep_1-3 + 188, 1, 0.91, 0.91 ); setScaleKey( spep_1-3 + 190, 1, 0.9, 0.9 ); setScaleKey( spep_1-3 + 192, 1, 0.89, 0.89 ); setScaleKey( spep_1-3 + 194, 1, 0.88, 0.88 ); setScaleKey( spep_1-3 + 196, 1, 0.87, 0.87 ); setScaleKey( spep_1-3 + 198, 1, 0.86, 0.86 ); setScaleKey( spep_1-3 + 200, 1, 0.85, 0.85 ); setScaleKey( spep_1-3 + 202, 1, 0.84, 0.84 ); setScaleKey( spep_1-3 + 204, 1, 0.83, 0.83 ); setScaleKey( spep_1-3 + 206, 1, 0.82, 0.82 ); setScaleKey( spep_1-3 + 208, 1, 0.81, 0.81 ); setScaleKey( spep_1-3 + 210, 1, 0.8, 0.8 ); setScaleKey( spep_1-3 + 212, 1, 0.79, 0.79 ); setScaleKey( spep_1-3 + 214, 1, 0.78, 0.78 ); setScaleKey( spep_1-3 + 216, 1, 0.77, 0.77 ); setScaleKey( spep_1-3 + 218, 1, 0.76, 0.76 ); setScaleKey( spep_1-3 + 220, 1, 0.75, 0.75 ); setScaleKey( spep_1-3 + 222, 1, 0.74, 0.74 ); setScaleKey( spep_1-3 + 224, 1, 0.73, 0.73 ); setScaleKey( spep_1-3 + 226, 1, 0.72, 0.72 ); setScaleKey( spep_1-3 + 228, 1, 0.71, 0.71 ); setScaleKey( spep_1-3 + 229, 1, 0.71, 0.71 ); setScaleKey( spep_1-3 + 230, 1, 0.57, 0.57 ); setScaleKey( spep_1-3 + 232, 1, 0.49, 0.49 ); setScaleKey( spep_1-3 + 234, 1, 0.42, 0.42 ); setScaleKey( spep_1-3 + 236, 1, 0.36, 0.36 ); setScaleKey( spep_1-3 + 238, 1, 0.31, 0.31 ); setScaleKey( spep_1-3 + 240, 1, 0.27, 0.27 ); setScaleKey( spep_1-3 + 242, 1, 0.24, 0.24 ); setScaleKey( spep_1-3 + 244, 1, 0.22, 0.22 ); setScaleKey( spep_1-3 + 246, 1, 0.2, 0.2 ); setScaleKey( spep_1-3 + 248, 1, 0.19, 0.19 ); setScaleKey( spep_1-3 + 250, 1, 0.18, 0.18 ); setScaleKey( spep_1-3 + 252, 1, 0.17, 0.17 ); setScaleKey( spep_1-1 + 258, 1, 0.17, 0.17 ); setRotateKey( spep_1-3 + 136, 1, 12.5 ); setRotateKey( spep_1-3 + 149, 1, 12.5 ); setRotateKey( spep_1-3 + 150, 1, 12.5 ); setRotateKey( spep_1-3 + 178, 1, 12.5 ); setRotateKey( spep_1-3 + 180, 1, 12.6 ); setRotateKey( spep_1-3 + 182, 1, 12.6 ); setRotateKey( spep_1-3 + 184, 1, 12.7 ); setRotateKey( spep_1-3 + 186, 1, 12.8 ); setRotateKey( spep_1-3 + 188, 1, 12.9 ); setRotateKey( spep_1-3 + 190, 1, 13 ); setRotateKey( spep_1-3 + 192, 1, 13 ); setRotateKey( spep_1-3 + 194, 1, 13.1 ); setRotateKey( spep_1-3 + 196, 1, 13.2 ); setRotateKey( spep_1-3 + 198, 1, 13.3 ); setRotateKey( spep_1-3 + 200, 1, 13.4 ); setRotateKey( spep_1-3 + 202, 1, 13.4 ); setRotateKey( spep_1-3 + 204, 1, 13.5 ); setRotateKey( spep_1-3 + 206, 1, 13.6 ); setRotateKey( spep_1-3 + 208, 1, 13.7 ); setRotateKey( spep_1-3 + 210, 1, 13.8 ); setRotateKey( spep_1-3 + 212, 1, 13.8 ); setRotateKey( spep_1-3 + 214, 1, 13.9 ); setRotateKey( spep_1-3 + 216, 1, 14 ); setRotateKey( spep_1-3 + 218, 1, 14.1 ); setRotateKey( spep_1-3 + 220, 1, 14.2 ); setRotateKey( spep_1-3 + 222, 1, 14.2 ); setRotateKey( spep_1-3 + 224, 1, 14.3 ); setRotateKey( spep_1-3 + 226, 1, 14.4 ); setRotateKey( spep_1-3 + 228, 1, 14.5 ); setRotateKey( spep_1-3 + 229, 1, 14.5 ); setRotateKey( spep_1-3 + 230, 1, 62.2 ); setRotateKey( spep_1-3 + 232, 1, 63.9 ); setRotateKey( spep_1-3 + 234, 1, 65.4 ); setRotateKey( spep_1-3 + 236, 1, 66.7 ); setRotateKey( spep_1-3 + 238, 1, 67.7 ); setRotateKey( spep_1-3 + 240, 1, 68.6 ); setRotateKey( spep_1-3 + 242, 1, 69.3 ); setRotateKey( spep_1-3 + 244, 1, 69.8 ); setRotateKey( spep_1-3 + 246, 1, 70.2 ); setRotateKey( spep_1-3 + 248, 1, 70.5 ); setRotateKey( spep_1-3 + 250, 1, 70.7 ); setRotateKey( spep_1-3 + 252, 1, 70.8 ); setRotateKey( spep_1-3 + 254, 1, 70.9 ); setRotateKey( spep_1-1 + 258, 1, 70.9 ); --敵の動き setDisp( spep_1-3 + 268, 1, 1); setDisp( spep_1-1 + 288, 1, 0); changeAnime( spep_1-3 + 268, 1, 5); setMoveKey( spep_1-3 + 268, 1, 27.2, 529.1 , 0 ); setMoveKey( spep_1-3 + 270, 1, 21.8, 429.2 , 0 ); setMoveKey( spep_1-3 + 272, 1, 17, 341 , 0 ); setMoveKey( spep_1-3 + 274, 1, 12.9, 264.6 , 0 ); setMoveKey( spep_1-3 + 276, 1, 9.4, 200 , 0 ); setMoveKey( spep_1-3 + 278, 1, 6.5, 147.1 , 0 ); setMoveKey( spep_1-3 + 280, 1, 4.3, 105.9 , 0 ); setMoveKey( spep_1-3 + 282, 1, 2.7, 76.6 , 0 ); setMoveKey( spep_1-3 + 284, 1, 1.8, 58.9 , 0 ); setMoveKey( spep_1-1 + 288, 1, 1.5, 53 , 0 ); setScaleKey( spep_1-3 + 268, 1, 2.47, 2.47 ); setScaleKey( spep_1-3 + 270, 1, 2, 2 ); setScaleKey( spep_1-3 + 272, 1, 1.59, 1.59 ); setScaleKey( spep_1-3 + 274, 1, 1.23, 1.23 ); setScaleKey( spep_1-3 + 276, 1, 0.92, 0.92 ); setScaleKey( spep_1-3 + 278, 1, 0.67, 0.67 ); setScaleKey( spep_1-3 + 280, 1, 0.48, 0.48 ); setScaleKey( spep_1-3 + 282, 1, 0.34, 0.34 ); setScaleKey( spep_1-3 + 284, 1, 0.26, 0.26 ); setScaleKey( spep_1-1 + 288, 1, 0.23, 0.23 ); setRotateKey( spep_1-3 + 268, 1, 139 ); setRotateKey( spep_1-3 + 270, 1, 142.8 ); setRotateKey( spep_1-3 + 272, 1, 146.2 ); setRotateKey( spep_1-3 + 274, 1, 149.1 ); setRotateKey( spep_1-3 + 276, 1, 151.6 ); setRotateKey( spep_1-3 + 278, 1, 153.7 ); setRotateKey( spep_1-3 + 280, 1, 155.2 ); setRotateKey( spep_1-3 + 282, 1, 156.4 ); setRotateKey( spep_1-3 + 284, 1, 157 ); setRotateKey( spep_1-1 + 288, 1, 157.3 ); --SE --連続気弾B stopSe( spep_1 + 96, SE015, 16 ); --連続気弾B SE017 = playSe( spep_1 + 88, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 88, SE017, 93 ); setBandpassFilter( spep_1 + 88, SE017, 500, 24000 ); stopSe( spep_1 + 110, SE017, 16 ); --連続気弾A SE018 = playSe( spep_1 + 92, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 92, SE018, 158 ); setPitch( spep_1 + 92, SE018, -200 ); setTimeStretch( SE018, 0.87, 10, 1 ); --連続気弾A SE019 = playSe( spep_1 + 104, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 104, SE019, 158 ); setPitch( spep_1 + 104, SE019, -200 ); setTimeStretch( SE019, 0.87, 10, 1 ); --連続気弾B SE020 = playSe( spep_1 + 104, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 104, SE020, 98 ); setBandpassFilter( spep_1 + 104, SE020, 500, 24000 ); stopSe( spep_1 + 126, SE020, 16 ); --連続気弾A SE021 = playSe( spep_1 + 118, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 118, SE021, 141 ); setPitch( spep_1 + 118, SE021, -200 ); setTimeStretch( SE021, 0.87, 10, 1 ); stopSe( spep_1 + 164, SE021, 2 ); --連続気弾B SE022 = playSe( spep_1 + 120, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 120, SE022, 103 ); setBandpassFilter( spep_1 + 120, SE022, 500, 24000 ); stopSe( spep_1 + 142, SE022, 14 ); --連続気弾A SE023 = playSe( spep_1 + 132, 1155 ,"",0.6); setSeVolumeByWorkId( spep_1 + 132, SE023, 71 ); setPitch( spep_1 + 132, SE023, -200 ); setTimeStretch( SE023, 0.87, 10, 1 ); stopSe( spep_1 + 164, SE023, 2 ); --連続気弾B SE024 = playSe( spep_1 + 134, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 134, SE024, 80 ); setBandpassFilter( spep_1 + 134, SE024, 500, 24000 ); stopSe( spep_1 + 154, SE024, 16 ); --連続気弾B SE025 = playSe( spep_1 + 146, 1060 ,"",0.6); setSeVolumeByWorkId( spep_1 + 146, SE025, 87 ); setBandpassFilter( spep_1 + 146, SE025, 500, 24000 ); stopSe( spep_1 + 166, SE025, 18 ); --連続爆発 SE026 = playSe( spep_1 + 156, 1023 ); setSeVolumeByWorkId( spep_1 + 156, SE026, 126 ); stopSe( spep_1 + 180, SE026, 18 ); SE027 = playSe( spep_1 + 168, 1024 ); setSeVolumeByWorkId( spep_1 + 168, SE027, 78 ); SE028 = playSe( spep_1 + 182, 1023 ); setSeVolumeByWorkId( spep_1 + 182, SE028, 66 ); SE029 = playSe( spep_1 + 182, 1025 ); setSeVolumeByWorkId( spep_1 + 182, SE029, 89 ); SE030 = playSe( spep_1 + 208, 1011 ); stopSe( spep_1 + 226, SE030, 62 ); --敵飛んでいく SE031 = playSe( spep_1 + 212, 1183 ); setSeVolumeByWorkId( spep_1 + 212, SE031, 160 ); stopSe( spep_1 + 284, SE031, 10 ); --塔にヒット SE032 = playSe( spep_1 + 286, 1159 ); setSeVolumeByWorkId( spep_1 + 286, SE032, 75 ); stopSe( spep_1 + 336, SE032, 46 ); --悟飯と合流 SE033 = playSe( spep_1 + 326, 1117 ); setSeVolumeByWorkId( spep_1 + 326, SE033, 88 ); SE034 = playSe( spep_1 + 326, 44 ); setSeVolumeByWorkId( spep_1 + 326, SE034, 80 ); --白フェード entryFade( spep_1 + 376, 0, 8, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_2 = spep_1 + 380; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_2 + 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_2 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_2 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_2 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_2 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_2 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_2 + 0, shuchusen, 0 ); setEffRotateKey( spep_2 + 86, shuchusen, 0 ); setEffAlphaKey( spep_2 + 0, shuchusen, 255 ); setEffAlphaKey( spep_2 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_2 + 0, SE_05 ); --悟飯と合流 stopSe( spep_2 + 4, SE034, 0 ); stopSe( spep_2 + 4, SE033, 0 ); -- ** くろ背景 ** -- entryFadeBg( spep_2 , 0, 98, 0, 0, 0, 0, 255 ); --くろ 背景 --白フェード entryFade( spep_2 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_3 = spep_2 + 94; ------------------------------------------------------ -- 両手クロス〜気功波が塔に当たり爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_3 + 0, SP_04x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, finish, 0, 0, 0 ); setEffMoveKey( spep_3 + 280, finish, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, finish, -1.0, 1.0 ); setEffScaleKey( spep_3 + 280, finish, -1.0, 1.0 ); setEffRotateKey( spep_3 + 0, finish, 0 ); setEffRotateKey( spep_3 + 280, finish, 0 ); setEffAlphaKey( spep_3 + 0, finish, 255 ); setEffAlphaKey( spep_3 + 280, finish, 255 ); --SE --気弾発射 SE036 = playSe( spep_3 + 14, 1146 ); setSeVolumeByWorkId( spep_3 + 14, SE036, 77 ); SE037 = playSe( spep_3 + 14, 1022 ); SE038 = playSe( spep_3 + 14, 1177 ); setSeVolumeByWorkId( spep_3 + 14, SE038, 90 ); SE039 = playSe( spep_3 + 48, 1124 ); stopSe( spep_3 + 132, SE039, 22 ); --気弾飛んでいく SE040 = playSe( spep_3 + 114, 1202 ,"",0.6); setSeVolumeByWorkId( spep_3 + 114, SE040, 200 ); --爆発 SE041 = playSe( spep_3 + 150, 1024 ); setSeVolumeByWorkId( spep_3 + 150, SE041, 91 ); SE042 = playSe( spep_3 + 154, 1159 ); setSeVolumeByWorkId( spep_3 + 154, SE042, 87 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 , 0, 260, 0, 0, 0, 0, 255 ); --くろ 背景 -- ** ダメージ表示 ** -- dealDamage( spep_3 + 150 ); endPhase( spep_3 + 250 -6 ); end