--1021900:フリーザ(最終形態)&死人軍団_デスビーム --sp_effect_a3_00078 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 = 157190 ;-- 登場→屍人軍団復活 SP_02 = 157191 ;-- 屍人軍団手前に迫る→気弾ため SP_03 = 157192 ;-- デスビーム発射 SP_04 = 157193 ;-- 避けるジース→敵爆発 SP_05 = 157194 ;-- 避けるジース→敵爆発 ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; setVisibleUI( 0, 0); --adjustAttackerLabel( 0, 205); ENABLE_AUTO_TIME_STRETCH(0.85); 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 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 登場→屍人軍団復活 ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- revival = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, revival, 0, 0, 0 ); setEffMoveKey( spep_0 + 286, revival, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, revival, 1.0, 1.0 ); setEffScaleKey( spep_0 + 286, revival, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, revival, 0 ); setEffRotateKey( spep_0 + 286, revival, 0 ); setEffAlphaKey( spep_0 + 0, revival, 255 ); setEffAlphaKey( spep_0 + 284, revival, 255 ); setEffAlphaKey( spep_0 + 285, revival, 255 ); setEffAlphaKey( spep_0 + 286, revival, 0 ); --集中線 shuchusen1 = entryEffectLife( spep_0-3 + 10, 906, 92, 0x100, -1, 0, 0, 0 ); setEffShake( spep_0-3 + 10, shuchusen1, 92, 20 ); setEffMoveKey( spep_0-3 + 10, shuchusen1, 0, 0 , 0 ); setEffMoveKey( spep_0-3 + 102, shuchusen1, 0, 0 , 0 ); setEffScaleKey( spep_0-3 + 10, shuchusen1, 1.03, 1.31 ); setEffScaleKey( spep_0-3 + 102, shuchusen1, 1.03, 1.31 ); setEffRotateKey( spep_0-3 + 10, shuchusen1, 0 ); setEffRotateKey( spep_0-3 + 102, shuchusen1, 0 ); setEffAlphaKey( spep_0-3 + 10, shuchusen1, 36 ); setEffAlphaKey( spep_0-3 + 12, shuchusen1, 73 ); setEffAlphaKey( spep_0-3 + 14, shuchusen1, 109 ); setEffAlphaKey( spep_0-3 + 16, shuchusen1, 146 ); setEffAlphaKey( spep_0-3 + 18, shuchusen1, 182 ); setEffAlphaKey( spep_0-3 + 20, shuchusen1, 219 ); setEffAlphaKey( spep_0-3 + 22, shuchusen1, 255 ); setEffAlphaKey( spep_0-3 + 102, 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, -130, 515, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, -130, 515); setEffMoveKey( spep_x +84, ctgogo, -130, 515); 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); --顔カットイン SE002 = playSe( spep_x + 12, 1018 ); --崖上決め SE003 = playSe( spep_0 + 32, 20 ); setSeVolumeByWorkId( spep_0 + 32, SE003, 74 ); SE004 = playSe( spep_0 + 32, 1033 ); --フリーザ手を上げる SE005 = playSe( spep_0 + 148, 1003 ); setSeVolumeByWorkId( spep_0 + 148, SE005, 141 ); --軍団上昇 SE006 = playSe( spep_0 + 148, 1116 ); setSeVolumeByWorkId( spep_0 + 148, SE006, 76 ); stopSe( spep_0 + 182, SE006, 38 ); SE007 = playSe( spep_0 + 150, 1044 ); setSeVolumeByWorkId( spep_0 + 150, SE007, 0 ); setSeVolumeByWorkId( spep_0 + 151, SE007, 2.5 ); setSeVolumeByWorkId( spep_0 + 152, SE007, 5 ); setSeVolumeByWorkId( spep_0 + 153, SE007, 7.5 ); setSeVolumeByWorkId( spep_0 + 154, SE007, 10 ); setSeVolumeByWorkId( spep_0 + 155, SE007, 12.5 ); setSeVolumeByWorkId( spep_0 + 156, SE007, 15 ); setSeVolumeByWorkId( spep_0 + 157, SE007, 17.5 ); setSeVolumeByWorkId( spep_0 + 158, SE007, 20 ); setSeVolumeByWorkId( spep_0 + 159, SE007, 22.5 ); setSeVolumeByWorkId( spep_0 + 160, SE007, 25 ); setSeVolumeByWorkId( spep_0 + 161, SE007, 27.5 ); setSeVolumeByWorkId( spep_0 + 162, SE007, 30 ); setSeVolumeByWorkId( spep_0 + 163, SE007, 32.5 ); setSeVolumeByWorkId( spep_0 + 164, SE007, 35 ); setSeVolumeByWorkId( spep_0 + 165, SE007, 37.5 ); setSeVolumeByWorkId( spep_0 + 166, SE007, 40 ); setSeVolumeByWorkId( spep_0 + 167, SE007, 42.5 ); setSeVolumeByWorkId( spep_0 + 168, SE007, 45 ); setSeVolumeByWorkId( spep_0 + 169, SE007, 47.5 ); setSeVolumeByWorkId( spep_0 + 170, SE007, 50 ); setSeVolumeByWorkId( spep_0 + 171, SE007, 52.5 ); setSeVolumeByWorkId( spep_0 + 172, SE007, 55 ); setSeVolumeByWorkId( spep_0 + 173, SE007, 57.5 ); setSeVolumeByWorkId( spep_0 + 174, SE007, 60 ); setSeVolumeByWorkId( spep_0 + 175, SE007, 62.5 ); setSeVolumeByWorkId( spep_0 + 176, SE007, 65 ); setSeVolumeByWorkId( spep_0 + 177, SE007, 67.5 ); setSeVolumeByWorkId( spep_0 + 178, SE007, 70 ); setSeVolumeByWorkId( spep_0 + 179, SE007, 72.5 ); setSeVolumeByWorkId( spep_0 + 180, SE007, 75 ); setSeVolumeByWorkId( spep_0 + 181, SE007, 77.5 ); setSeVolumeByWorkId( spep_0 + 182, SE007, 79 ); stopSe( spep_0 + 290, SE007, 22 ); SE008 = playSe( spep_0 + 150, 1278 ); setSeVolumeByWorkId( spep_0 + 150, SE008, 74 ); stopSe( spep_0 + 224, SE008, 26 ); SE009 = playSe( spep_0 + 150, 1314 ); setSeVolumeByWorkId( spep_0 + 150, SE009, 0 ); setSeVolumeByWorkId( spep_0 + 151, SE009, 1.7 ); setSeVolumeByWorkId( spep_0 + 152, SE009, 3.4 ); setSeVolumeByWorkId( spep_0 + 153, SE009, 5.1 ); setSeVolumeByWorkId( spep_0 + 154, SE009, 6.8 ); setSeVolumeByWorkId( spep_0 + 155, SE009, 8.5 ); setSeVolumeByWorkId( spep_0 + 156, SE009, 10.2 ); setSeVolumeByWorkId( spep_0 + 157, SE009, 11.9 ); setSeVolumeByWorkId( spep_0 + 158, SE009, 13.6 ); setSeVolumeByWorkId( spep_0 + 159, SE009, 15.3 ); setSeVolumeByWorkId( spep_0 + 160, SE009, 17 ); setSeVolumeByWorkId( spep_0 + 161, SE009, 18.7 ); setSeVolumeByWorkId( spep_0 + 162, SE009, 20.4 ); setSeVolumeByWorkId( spep_0 + 163, SE009, 22.1 ); setSeVolumeByWorkId( spep_0 + 164, SE009, 23.8 ); setSeVolumeByWorkId( spep_0 + 165, SE009, 25.5 ); setSeVolumeByWorkId( spep_0 + 166, SE009, 27.2 ); setSeVolumeByWorkId( spep_0 + 167, SE009, 28.9 ); setSeVolumeByWorkId( spep_0 + 168, SE009, 30.6 ); setSeVolumeByWorkId( spep_0 + 169, SE009, 32.3 ); setSeVolumeByWorkId( spep_0 + 170, SE009, 34 ); setSeVolumeByWorkId( spep_0 + 171, SE009, 35.7 ); setSeVolumeByWorkId( spep_0 + 172, SE009, 37.4 ); setSeVolumeByWorkId( spep_0 + 173, SE009, 39.1 ); setSeVolumeByWorkId( spep_0 + 174, SE009, 40.8 ); setSeVolumeByWorkId( spep_0 + 175, SE009, 42.5 ); setSeVolumeByWorkId( spep_0 + 176, SE009, 44.2 ); setSeVolumeByWorkId( spep_0 + 177, SE009, 45.9 ); setSeVolumeByWorkId( spep_0 + 178, SE009, 47.6 ); setSeVolumeByWorkId( spep_0 + 179, SE009, 49.3 ); setSeVolumeByWorkId( spep_0 + 180, SE009, 51 ); setSeVolumeByWorkId( spep_0 + 181, SE009, 52.7 ); setSeVolumeByWorkId( spep_0 + 182, SE009, 54.4 ); setSeVolumeByWorkId( spep_0 + 183, SE009, 56.1 ); setSeVolumeByWorkId( spep_0 + 184, SE009, 57.8 ); setSeVolumeByWorkId( spep_0 + 185, SE009, 59.5 ); setSeVolumeByWorkId( spep_0 + 186, SE009, 61.2 ); setSeVolumeByWorkId( spep_0 + 187, SE009, 62.9 ); setSeVolumeByWorkId( spep_0 + 188, SE009, 64.6 ); setSeVolumeByWorkId( spep_0 + 189, SE009, 66.3 ); setSeVolumeByWorkId( spep_0 + 190, SE009, 68 ); setSeVolumeByWorkId( spep_0 + 191, SE009, 69.7 ); setSeVolumeByWorkId( spep_0 + 192, SE009, 70 ); setPitch( spep_0 + 150, SE009, -400 ); setTimeStretch( SE009, 0.73, 10, 1 ); SE010 = playSe( spep_0 + 160, 1183 ); setSeVolumeByWorkId( spep_0 + 160, SE010, 70 ); SE011 = playSe( spep_0 + 170, 1116 ); setSeVolumeByWorkId( spep_0 + 170, SE011, 127 ); setPitch( spep_0 + 170, SE011, -400 ); setTimeStretch( SE011, 0.73, 10, 1 ); stopSe( spep_0 + 190, SE011, 24 ); SE012 = playSe( spep_0 + 192, 1116 ); setSeVolumeByWorkId( spep_0 + 192, SE012, 140 ); stopSe( spep_0 + 212, SE012, 28 ); SE013 = playSe( spep_0 + 214, 1004 ); setTimeStretch( SE013, 1.25, 10, 1 ); SE014 = playSe( spep_0 + 214, 1116 ); setSeVolumeByWorkId( spep_0 + 214, SE014, 135 ); setPitch( spep_0 + 214, SE014, -100 ); setTimeStretch( SE014, 0.93, 10, 1 ); stopSe( spep_0 + 236, SE014, 28 ); SE015 = playSe( spep_0 + 230, 1116 ); setSeVolumeByWorkId( spep_0 + 230, SE015, 116 ); setPitch( spep_0 + 230, SE015, -100 ); setTimeStretch( SE015, 0.93, 10, 1 ); stopSe( spep_0 + 252, SE015, 26 ); SE016 = playSe( spep_0 + 240, 1116 ); setSeVolumeByWorkId( spep_0 + 240, SE016, 117 ); setPitch( spep_0 + 240, SE016, 200 ); setTimeStretch( SE016, 1.13, 10, 1 ); stopSe( spep_0 + 262, SE016, 26 ); SE017 = playSe( spep_0 + 258, 8 ); setSeVolumeByWorkId( spep_0 + 258, SE017, 81 ); -- ** 背景 ** -- entryFadeBg( spep_0 + 0, 0, 230, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 -- ** ホワイトフェード ** -- entryFade( spep_0 + 278, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade --次の準備 spep_1=spep_0+286; ------------------------------------------------------ -- 屍人軍団手前に迫る→気弾ため ------------------------------------------------------ -- ** エフェクト等 ** -- tame = entryEffect( spep_1 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_1 + 130, tame, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, tame, 1.0, 1.0 ); setEffScaleKey( spep_1 + 130, tame, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, tame, 0 ); setEffRotateKey( spep_1 + 130, tame, 0 ); setEffAlphaKey( spep_1 + 0, tame, 255 ); setEffAlphaKey( spep_1 + 128, tame, 255 ); setEffAlphaKey( spep_1 + 129, tame, 255 ); setEffAlphaKey( spep_1 + 130, tame, 0 ); --集中線 shuchusen2 = entryEffectLife( spep_1-3 + 88, 906, 40, 0x100, -1, 0, 0, 0 ); setEffShake( spep_1-3 + 88, shuchusen2, 40, 20 ); setEffMoveKey( spep_1-3 + 88, shuchusen2, 0, 0 , 0 ); setEffMoveKey( spep_1-3 + 128, shuchusen2, 0, 0 , 0 ); setEffScaleKey( spep_1-3 + 88, shuchusen2, 1.03, 1.32 ); setEffScaleKey( spep_1-3 + 90, shuchusen2, 1.07, 1.36 ); setEffScaleKey( spep_1-3 + 92, shuchusen2, 1.1, 1.41 ); setEffScaleKey( spep_1-3 + 94, shuchusen2, 1.13, 1.45 ); setEffScaleKey( spep_1-3 + 96, shuchusen2, 1.17, 1.49 ); setEffScaleKey( spep_1-3 + 98, shuchusen2, 1.2, 1.53 ); setEffScaleKey( spep_1-3 + 128, shuchusen2, 1.2, 1.53 ); setEffRotateKey( spep_1-3 + 88, shuchusen2, 0 ); setEffRotateKey( spep_1-3 + 128, shuchusen2, 0 ); setEffAlphaKey( spep_1-3 + 88, shuchusen2, 43 ); setEffAlphaKey( spep_1-3 + 90, shuchusen2, 85 ); setEffAlphaKey( spep_1-3 + 92, shuchusen2, 128 ); setEffAlphaKey( spep_1-3 + 94, shuchusen2, 170 ); setEffAlphaKey( spep_1-3 + 96, shuchusen2, 213 ); setEffAlphaKey( spep_1-3 + 98, shuchusen2, 255 ); setEffAlphaKey( spep_1-3 + 128, shuchusen2, 255 ); --SE --軍団上昇 stopSe( spep_1 + 4, SE009, 12 ); --軍団手前ダッシュ SE018 = playSe( spep_1 + 0, 9 ); setSeVolumeByWorkId( spep_1 + 0, SE018, 89 ); SE019 = playSe( spep_1 + 0, 1182 ); SE020 = playSe( spep_1 + 0, 1314 ); stopSe( spep_1 + 108, SE020, 16 ); SE021 = playSe( spep_1 + 0, 1183 ); stopSe( spep_1 + 108, SE021, 16 ); SE022 = playSe( spep_1 + 10, 1167 ); setSeVolumeByWorkId( spep_1 + 10, SE022, 48 ); setTimeStretch( SE022, 1.33, 10, 1 ); SE023 = playSe( spep_1 + 18, 1004 ); setTimeStretch( SE023, 1.25, 10, 1 ); SE024 = playSe( spep_1 + 24, 1003 ); setSeVolumeByWorkId( spep_1 + 24, SE024, 158 ); setPitch( spep_1 + 24, SE024, -400 ); setTimeStretch( SE024, 0.73, 10, 1 ); SE025 = playSe( spep_1 + 24, 1116 ); setSeVolumeByWorkId( spep_1 + 24, SE025, 83 ); stopSe( spep_1 + 46, SE025, 14 ); SE026 = playSe( spep_1 + 32, 1003 ); setSeVolumeByWorkId( spep_1 + 32, SE026, 193 ); setPitch( spep_1 + 32, SE026, -400 ); setTimeStretch( SE026, 0.73, 10, 1 ); SE027 = playSe( spep_1 + 40, 1116 ); setSeVolumeByWorkId( spep_1 + 40, SE027, 85 ); stopSe( spep_1 + 66, SE027, 8 ); SE028 = playSe( spep_1 + 52, 1003 ); setSeVolumeByWorkId( spep_1 + 52, SE028, 140 ); setPitch( spep_1 + 52, SE028, -400 ); setTimeStretch( SE028, 0.73, 10, 1 ); SE029 = playSe( spep_1 + 60, 1116 ); setSeVolumeByWorkId( spep_1 + 60, SE029, 120 ); stopSe( spep_1 + 86, SE029, 8 ); SE030 = playSe( spep_1 + 66, 1003 ); setSeVolumeByWorkId( spep_1 + 66, SE030, 155 ); setPitch( spep_1 + 66, SE030, -400 ); setTimeStretch( SE030, 0.73, 10, 1 ); --フリーザズーム&気弾溜め SE031 = playSe( spep_1 + 70, 1072 ); setSeVolumeByWorkId( spep_1 + 70, SE031, 141 ); --軍団手前にダッシュ SE032 = playSe( spep_1 + 82, 1004 ); setTimeStretch( SE032, 1.25, 10, 1 ); --フリーザズーム&気弾溜め SE033 = playSe( spep_1 + 84, 63 ); setSeVolumeByWorkId( spep_1 + 84, SE033, 141 ); SE034 = playSe( spep_1 + 84, 44 ); SE035 = playSe( spep_1 + 96, 1281 ); -- ** 背景 ** -- entryFadeBg( spep_1 + 0, 0, 130, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 -- ** ホワイトフェード ** -- entryFade( spep_1 + 122, 4, 8, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade --次の準備 spep_2=spep_1+130; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_2 + 0, 1507, 0x100, -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, 90, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_2 + 0, shuchusen, 90, 20 ); setEffMoveKey( spep_2 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_2 + 90, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_2 + 90, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_2 + 0, shuchusen, 0 ); setEffRotateKey( spep_2 + 90, shuchusen, 0 ); setEffAlphaKey( spep_2 + 0, shuchusen, 255 ); setEffAlphaKey( spep_2 + 90, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_2 + 0, SE_05 ); --フリーザズーム&気弾溜め stopSe( spep_2 + 2, SE033, 12 ); stopSe( spep_2 + 6, SE035, 10 ); -- ** 白背景 ** -- entryFadeBg( spep_2 + 0, 0, 96, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --白 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; ------------------------------------------------------ -- デスビーム発射 ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_03, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 60, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, 1.0, 1.0 ); setEffScaleKey( spep_3 + 60, beam, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 60, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 60, beam, 255 ); --集中線 shuchusen3 = entryEffectLife( spep_3-3 + 30, 906, 28, 0x100, -1, 0, 0, 0 ); setEffShake( spep_3-3 + 30, shuchusen3, 28, 20 ); setEffMoveKey( spep_3-3 + 30, shuchusen3, 0, 0 , 0 ); setEffMoveKey( spep_3-3 + 58, shuchusen3, 0, 0 , 0 ); setEffScaleKey( spep_3-3 + 30, shuchusen3, 1.15, 1.15 ); setEffScaleKey( spep_3-3 + 58, shuchusen3, 1.15, 1.15 ); setEffRotateKey( spep_3-3 + 30, shuchusen3, 0 ); setEffRotateKey( spep_3-3 + 58, shuchusen3, 0 ); setEffAlphaKey( spep_3-3 + 30, shuchusen3, 51 ); setEffAlphaKey( spep_3-3 + 32, shuchusen3, 102 ); setEffAlphaKey( spep_3-3 + 34, shuchusen3, 153 ); setEffAlphaKey( spep_3-3 + 36, shuchusen3, 204 ); setEffAlphaKey( spep_3-3 + 38, shuchusen3, 255 ); setEffAlphaKey( spep_3-3 + 58, shuchusen3, 255 ); --気弾発射 SE037 = playSe( spep_3 + 30, 1256 ); SE038 = playSe( spep_3 + 30, 1114 ); -- ** 背景 ** -- entryFadeBg( spep_3 + 0, 0, 60, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_3 + 46; --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, SE037, 0 ); stopSe( SP_dodge - 12, SE038, 0 ); pauseAll( SP_dodge, 67 ); -- ** カットイン部分 ** -- speff = entryEffectUnpausable( SP_dodge - 12, 1504, 0x100, -1, 0, 0, -350, 1000 ); -- 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, 1100 ); -- 回避の文字表示 setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi, 255); -- ** 白フェード ** -- entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade setMoveKey( SP_dodge + 10, 0, -2500, -250, 0 ); endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ -- ** ホワイトフェード ** -- entryFade( spep_3 + 52, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade -- ** 次の準備 ** -- spep_4 = spep_3 + 60; ------------------------------------------------------ -- 避けるジース→敵爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- finish_f = entryEffect( spep_4 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, finish_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 230, finish_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, finish_f, 1.0, 1.0 ); setEffScaleKey( spep_4 + 230, finish_f, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, finish_f, 0 ); setEffRotateKey( spep_4 + 230, finish_f, 0 ); setEffAlphaKey( spep_4 + 0, finish_f, 255 ); setEffAlphaKey( spep_4 + 230, finish_f, 255 ); -- ** エフェクト等 ** -- finish_b = entryEffect( spep_4 + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, finish_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 230, finish_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, finish_b, 1.0, 1.0 ); setEffScaleKey( spep_4 + 230, finish_b, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, finish_b, 0 ); setEffRotateKey( spep_4 + 230, finish_b, 0 ); setEffAlphaKey( spep_4 + 0, finish_b, 255 ); setEffAlphaKey( spep_4 + 230, finish_b, 255 ); --集中線 shuchusen4=entryEffectLife( spep_4 + 0, 906, 78-3, 0x100, -1, 0, 0, 0 ); setEffShake( spep_4 + 0, shuchusen4, 78-3, 20 ); setEffMoveKey( spep_4 + 0, shuchusen4, 0, 0 , 0 ); setEffMoveKey( spep_4-3 + 78, shuchusen4, 0, 0 , 0 ); setEffScaleKey( spep_4 + 0, shuchusen4, 1.15, 1.15 ); setEffScaleKey( spep_4-3 + 78, shuchusen4, 1.15, 1.15 ); setEffRotateKey( spep_4 + 0, shuchusen4, 0 ); setEffRotateKey( spep_4-3 + 78, shuchusen4, 0 ); setEffAlphaKey( spep_4 + 0, shuchusen4, 255 ); setEffAlphaKey( spep_4-3 + 68, shuchusen4, 255 ); setEffAlphaKey( spep_4-3 + 70, shuchusen4, 204 ); setEffAlphaKey( spep_4-3 + 72, shuchusen4, 153 ); setEffAlphaKey( spep_4-3 + 74, shuchusen4, 102 ); setEffAlphaKey( spep_4-3 + 76, shuchusen4, 51 ); setEffAlphaKey( spep_4-3 + 78, shuchusen4, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-3 + 88, 1, 0 ); changeAnime( spep_4 + 0, 1, 100 ); changeAnime( spep_4-3 + 68, 1, 108 ); changeAnime( spep_4-3 + 72, 1, 105 ); setMoveKey( spep_4 + 0, 1, -0.4, 0.1 , 0 ); setMoveKey( spep_4-3 + 16, 1, -0.4, 0.1 , 0 ); setMoveKey( spep_4-3 + 18, 1, -0.3, 0.1 , 0 ); setMoveKey( spep_4-3 + 22, 1, -0.3, 0.1 , 0 ); setMoveKey( spep_4-3 + 24, 1, -0.3, 0 , 0 ); setMoveKey( spep_4-3 + 30, 1, -0.3, 0 , 0 ); setMoveKey( spep_4-3 + 32, 1, -0.2, 0 , 0 ); setMoveKey( spep_4-3 + 38, 1, -0.2, 0 , 0 ); setMoveKey( spep_4-3 + 40, 1, -0.1, 0 , 0 ); setMoveKey( spep_4-3 + 42, 1, -0.1, 0 , 0 ); setMoveKey( spep_4-3 + 44, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 48, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 50, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 52, 1, 0.2, 0 , 0 ); setMoveKey( spep_4-3 + 56, 1, 0.2, 0 , 0 ); setMoveKey( spep_4-3 + 58, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 71, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 72, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 88, 1, 0, 0 , 0 ); setScaleKey( spep_4 + 0, 1, 0.75, 0.75 ); setScaleKey( spep_4-3 + 4, 1, 0.75, 0.75 ); setScaleKey( spep_4-3 + 6, 1, 0.74, 0.74 ); setScaleKey( spep_4-3 + 12, 1, 0.74, 0.74 ); setScaleKey( spep_4-3 + 14, 1, 0.73, 0.73 ); setScaleKey( spep_4-3 + 16, 1, 0.73, 0.73 ); setScaleKey( spep_4-3 + 18, 1, 0.72, 0.72 ); setScaleKey( spep_4-3 + 20, 1, 0.72, 0.72 ); setScaleKey( spep_4-3 + 22, 1, 0.71, 0.71 ); setScaleKey( spep_4-3 + 24, 1, 0.7, 0.7 ); setScaleKey( spep_4-3 + 26, 1, 0.7, 0.7 ); setScaleKey( spep_4-3 + 28, 1, 0.69, 0.69 ); setScaleKey( spep_4-3 + 30, 1, 0.68, 0.68 ); setScaleKey( spep_4-3 + 32, 1, 0.66, 0.66 ); setScaleKey( spep_4-3 + 34, 1, 0.65, 0.65 ); setScaleKey( spep_4-3 + 36, 1, 0.63, 0.63 ); setScaleKey( spep_4-3 + 38, 1, 0.61, 0.61 ); setScaleKey( spep_4-3 + 40, 1, 0.59, 0.59 ); setScaleKey( spep_4-3 + 42, 1, 0.56, 0.56 ); setScaleKey( spep_4-3 + 44, 1, 0.54, 0.54 ); setScaleKey( spep_4-3 + 46, 1, 0.51, 0.51 ); setScaleKey( spep_4-3 + 48, 1, 0.47, 0.47 ); setScaleKey( spep_4-3 + 50, 1, 0.44, 0.44 ); setScaleKey( spep_4-3 + 52, 1, 0.4, 0.4 ); setScaleKey( spep_4-3 + 56, 1, 0.4, 0.4 ); setScaleKey( spep_4-3 + 58, 1, 0.41, 0.41 ); setScaleKey( spep_4-3 + 60, 1, 0.41, 0.41 ); setScaleKey( spep_4-3 + 62, 1, 0.42, 0.42 ); setScaleKey( spep_4-3 + 64, 1, 0.43, 0.43 ); setScaleKey( spep_4-3 + 67, 1, 0.44, 0.44 ); setScaleKey( spep_4-3 + 68, 1, 0.45, 0.45 ); setScaleKey( spep_4-3 + 71, 1, 0.46, 0.46 ); setScaleKey( spep_4-3 + 72, 1, 0.47, 0.47 ); setScaleKey( spep_4-3 + 74, 1, 0.48, 0.48 ); setScaleKey( spep_4-3 + 76, 1, 0.5, 0.5 ); setScaleKey( spep_4-3 + 88, 1, 0.5, 0.5 ); setRotateKey( spep_4 + 0, 1, 0 ); setRotateKey( spep_4-3 + 88, 1, 0 ); --SE --ジース気付く SE039 = playSe( spep_4 + 0, 48 ); --避ける SE040 = playSe( spep_4 + 42, 1004 ); SE041 = playSe( spep_4 + 42, 1177 ); setSeVolumeByWorkId( spep_4 + 42, SE041, 84 ); stopSe( spep_4 + 66, SE041, 18 ); SE042 = playSe( spep_4 + 42, 1306 ); setSeVolumeByWorkId( spep_4 + 42, SE042, 90 ); stopSe( spep_4 + 66, SE042, 20 ); --気弾ヒット SE043 = playSe( spep_4 + 60, 1023 ); setSeVolumeByWorkId( spep_4 + 60, SE043, 82 ); SE044 = playSe( spep_4 + 66, 1011 ); SE045 = playSe( spep_4 + 70, 1024 ); setSeVolumeByWorkId( spep_4 + 70, SE045, 88 ); SE046 = playSe( spep_4 + 78, 1017 ); setSeVolumeByWorkId( spep_4 + 78, SE046, 88 ); SE047 = playSe( spep_4 + 86, 1162 ); setSeVolumeByWorkId( spep_4 + 86, SE047, 67 ); -- ** ダメージ表示 ** -- dealDamage( spep_4 + 96 ); endPhase( spep_4 + 220 ); else ------------------------------------------------------------------------------------------------------------ -- てき側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 登場→屍人軍団復活 ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- revival = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, revival, 0, 0, 0 ); setEffMoveKey( spep_0 + 286, revival, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, revival, -1.0, 1.0 ); setEffScaleKey( spep_0 + 286, revival, -1.0, 1.0 ); setEffRotateKey( spep_0 + 0, revival, 0 ); setEffRotateKey( spep_0 + 286, revival, 0 ); setEffAlphaKey( spep_0 + 0, revival, 255 ); setEffAlphaKey( spep_0 + 284, revival, 255 ); setEffAlphaKey( spep_0 + 285, revival, 255 ); setEffAlphaKey( spep_0 + 286, revival, 0 ); --集中線 shuchusen1 = entryEffectLife( spep_0-3 + 10, 906, 92, 0x100, -1, 0, 0, 0 ); setEffShake( spep_0-3 + 10, shuchusen1, 92, 20 ); setEffMoveKey( spep_0-3 + 10, shuchusen1, 0, 0 , 0 ); setEffMoveKey( spep_0-3 + 102, shuchusen1, 0, 0 , 0 ); setEffScaleKey( spep_0-3 + 10, shuchusen1, 1.03, 1.31 ); setEffScaleKey( spep_0-3 + 102, shuchusen1, 1.03, 1.31 ); setEffRotateKey( spep_0-3 + 10, shuchusen1, 0 ); setEffRotateKey( spep_0-3 + 102, shuchusen1, 0 ); setEffAlphaKey( spep_0-3 + 10, shuchusen1, 36 ); setEffAlphaKey( spep_0-3 + 12, shuchusen1, 73 ); setEffAlphaKey( spep_0-3 + 14, shuchusen1, 109 ); setEffAlphaKey( spep_0-3 + 16, shuchusen1, 146 ); setEffAlphaKey( spep_0-3 + 18, shuchusen1, 182 ); setEffAlphaKey( spep_0-3 + 20, shuchusen1, 219 ); setEffAlphaKey( spep_0-3 + 22, shuchusen1, 255 ); setEffAlphaKey( spep_0-3 + 102, 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, -130, 515, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, -130, 515); setEffMoveKey( spep_x +84, ctgogo, -130, 515); 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); --顔カットイン SE002 = playSe( spep_x + 12, 1018 ); --崖上決め SE003 = playSe( spep_0 + 32, 20 ); setSeVolumeByWorkId( spep_0 + 32, SE003, 74 ); SE004 = playSe( spep_0 + 32, 1033 ); --フリーザ手を上げる SE005 = playSe( spep_0 + 148, 1003 ); setSeVolumeByWorkId( spep_0 + 148, SE005, 141 ); --軍団上昇 SE006 = playSe( spep_0 + 148, 1116 ); setSeVolumeByWorkId( spep_0 + 148, SE006, 76 ); stopSe( spep_0 + 182, SE006, 38 ); SE007 = playSe( spep_0 + 150, 1044 ); setSeVolumeByWorkId( spep_0 + 150, SE007, 0 ); setSeVolumeByWorkId( spep_0 + 151, SE007, 2.5 ); setSeVolumeByWorkId( spep_0 + 152, SE007, 5 ); setSeVolumeByWorkId( spep_0 + 153, SE007, 7.5 ); setSeVolumeByWorkId( spep_0 + 154, SE007, 10 ); setSeVolumeByWorkId( spep_0 + 155, SE007, 12.5 ); setSeVolumeByWorkId( spep_0 + 156, SE007, 15 ); setSeVolumeByWorkId( spep_0 + 157, SE007, 17.5 ); setSeVolumeByWorkId( spep_0 + 158, SE007, 20 ); setSeVolumeByWorkId( spep_0 + 159, SE007, 22.5 ); setSeVolumeByWorkId( spep_0 + 160, SE007, 25 ); setSeVolumeByWorkId( spep_0 + 161, SE007, 27.5 ); setSeVolumeByWorkId( spep_0 + 162, SE007, 30 ); setSeVolumeByWorkId( spep_0 + 163, SE007, 32.5 ); setSeVolumeByWorkId( spep_0 + 164, SE007, 35 ); setSeVolumeByWorkId( spep_0 + 165, SE007, 37.5 ); setSeVolumeByWorkId( spep_0 + 166, SE007, 40 ); setSeVolumeByWorkId( spep_0 + 167, SE007, 42.5 ); setSeVolumeByWorkId( spep_0 + 168, SE007, 45 ); setSeVolumeByWorkId( spep_0 + 169, SE007, 47.5 ); setSeVolumeByWorkId( spep_0 + 170, SE007, 50 ); setSeVolumeByWorkId( spep_0 + 171, SE007, 52.5 ); setSeVolumeByWorkId( spep_0 + 172, SE007, 55 ); setSeVolumeByWorkId( spep_0 + 173, SE007, 57.5 ); setSeVolumeByWorkId( spep_0 + 174, SE007, 60 ); setSeVolumeByWorkId( spep_0 + 175, SE007, 62.5 ); setSeVolumeByWorkId( spep_0 + 176, SE007, 65 ); setSeVolumeByWorkId( spep_0 + 177, SE007, 67.5 ); setSeVolumeByWorkId( spep_0 + 178, SE007, 70 ); setSeVolumeByWorkId( spep_0 + 179, SE007, 72.5 ); setSeVolumeByWorkId( spep_0 + 180, SE007, 75 ); setSeVolumeByWorkId( spep_0 + 181, SE007, 77.5 ); setSeVolumeByWorkId( spep_0 + 182, SE007, 79 ); stopSe( spep_0 + 290, SE007, 22 ); SE008 = playSe( spep_0 + 150, 1278 ); setSeVolumeByWorkId( spep_0 + 150, SE008, 74 ); stopSe( spep_0 + 224, SE008, 26 ); SE009 = playSe( spep_0 + 150, 1314 ); setSeVolumeByWorkId( spep_0 + 150, SE009, 0 ); setSeVolumeByWorkId( spep_0 + 151, SE009, 1.7 ); setSeVolumeByWorkId( spep_0 + 152, SE009, 3.4 ); setSeVolumeByWorkId( spep_0 + 153, SE009, 5.1 ); setSeVolumeByWorkId( spep_0 + 154, SE009, 6.8 ); setSeVolumeByWorkId( spep_0 + 155, SE009, 8.5 ); setSeVolumeByWorkId( spep_0 + 156, SE009, 10.2 ); setSeVolumeByWorkId( spep_0 + 157, SE009, 11.9 ); setSeVolumeByWorkId( spep_0 + 158, SE009, 13.6 ); setSeVolumeByWorkId( spep_0 + 159, SE009, 15.3 ); setSeVolumeByWorkId( spep_0 + 160, SE009, 17 ); setSeVolumeByWorkId( spep_0 + 161, SE009, 18.7 ); setSeVolumeByWorkId( spep_0 + 162, SE009, 20.4 ); setSeVolumeByWorkId( spep_0 + 163, SE009, 22.1 ); setSeVolumeByWorkId( spep_0 + 164, SE009, 23.8 ); setSeVolumeByWorkId( spep_0 + 165, SE009, 25.5 ); setSeVolumeByWorkId( spep_0 + 166, SE009, 27.2 ); setSeVolumeByWorkId( spep_0 + 167, SE009, 28.9 ); setSeVolumeByWorkId( spep_0 + 168, SE009, 30.6 ); setSeVolumeByWorkId( spep_0 + 169, SE009, 32.3 ); setSeVolumeByWorkId( spep_0 + 170, SE009, 34 ); setSeVolumeByWorkId( spep_0 + 171, SE009, 35.7 ); setSeVolumeByWorkId( spep_0 + 172, SE009, 37.4 ); setSeVolumeByWorkId( spep_0 + 173, SE009, 39.1 ); setSeVolumeByWorkId( spep_0 + 174, SE009, 40.8 ); setSeVolumeByWorkId( spep_0 + 175, SE009, 42.5 ); setSeVolumeByWorkId( spep_0 + 176, SE009, 44.2 ); setSeVolumeByWorkId( spep_0 + 177, SE009, 45.9 ); setSeVolumeByWorkId( spep_0 + 178, SE009, 47.6 ); setSeVolumeByWorkId( spep_0 + 179, SE009, 49.3 ); setSeVolumeByWorkId( spep_0 + 180, SE009, 51 ); setSeVolumeByWorkId( spep_0 + 181, SE009, 52.7 ); setSeVolumeByWorkId( spep_0 + 182, SE009, 54.4 ); setSeVolumeByWorkId( spep_0 + 183, SE009, 56.1 ); setSeVolumeByWorkId( spep_0 + 184, SE009, 57.8 ); setSeVolumeByWorkId( spep_0 + 185, SE009, 59.5 ); setSeVolumeByWorkId( spep_0 + 186, SE009, 61.2 ); setSeVolumeByWorkId( spep_0 + 187, SE009, 62.9 ); setSeVolumeByWorkId( spep_0 + 188, SE009, 64.6 ); setSeVolumeByWorkId( spep_0 + 189, SE009, 66.3 ); setSeVolumeByWorkId( spep_0 + 190, SE009, 68 ); setSeVolumeByWorkId( spep_0 + 191, SE009, 69.7 ); setSeVolumeByWorkId( spep_0 + 192, SE009, 70 ); setPitch( spep_0 + 150, SE009, -400 ); setTimeStretch( SE009, 0.73, 10, 1 ); SE010 = playSe( spep_0 + 160, 1183 ); setSeVolumeByWorkId( spep_0 + 160, SE010, 70 ); SE011 = playSe( spep_0 + 170, 1116 ); setSeVolumeByWorkId( spep_0 + 170, SE011, 127 ); setPitch( spep_0 + 170, SE011, -400 ); setTimeStretch( SE011, 0.73, 10, 1 ); stopSe( spep_0 + 190, SE011, 24 ); SE012 = playSe( spep_0 + 192, 1116 ); setSeVolumeByWorkId( spep_0 + 192, SE012, 140 ); stopSe( spep_0 + 212, SE012, 28 ); SE013 = playSe( spep_0 + 214, 1004 ); setTimeStretch( SE013, 1.25, 10, 1 ); SE014 = playSe( spep_0 + 214, 1116 ); setSeVolumeByWorkId( spep_0 + 214, SE014, 135 ); setPitch( spep_0 + 214, SE014, -100 ); setTimeStretch( SE014, 0.93, 10, 1 ); stopSe( spep_0 + 236, SE014, 28 ); SE015 = playSe( spep_0 + 230, 1116 ); setSeVolumeByWorkId( spep_0 + 230, SE015, 116 ); setPitch( spep_0 + 230, SE015, -100 ); setTimeStretch( SE015, 0.93, 10, 1 ); stopSe( spep_0 + 252, SE015, 26 ); SE016 = playSe( spep_0 + 240, 1116 ); setSeVolumeByWorkId( spep_0 + 240, SE016, 117 ); setPitch( spep_0 + 240, SE016, 200 ); setTimeStretch( SE016, 1.13, 10, 1 ); stopSe( spep_0 + 262, SE016, 26 ); SE017 = playSe( spep_0 + 258, 8 ); setSeVolumeByWorkId( spep_0 + 258, SE017, 81 ); -- ** 背景 ** -- entryFadeBg( spep_0 + 0, 0, 230, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 -- ** ホワイトフェード ** -- entryFade( spep_0 + 278, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade --次の準備 spep_1=spep_0+286; ------------------------------------------------------ -- 屍人軍団手前に迫る→気弾ため ------------------------------------------------------ -- ** エフェクト等 ** -- tame = entryEffect( spep_1 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_1 + 130, tame, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, tame, -1.0, 1.0 ); setEffScaleKey( spep_1 + 130, tame, -1.0, 1.0 ); setEffRotateKey( spep_1 + 0, tame, 0 ); setEffRotateKey( spep_1 + 130, tame, 0 ); setEffAlphaKey( spep_1 + 0, tame, 255 ); setEffAlphaKey( spep_1 + 128, tame, 255 ); setEffAlphaKey( spep_1 + 129, tame, 255 ); setEffAlphaKey( spep_1 + 130, tame, 0 ); --集中線 shuchusen2 = entryEffectLife( spep_1-3 + 88, 906, 40, 0x100, -1, 0, 0, 0 ); setEffShake( spep_1-3 + 88, shuchusen2, 40, 20 ); setEffMoveKey( spep_1-3 + 88, shuchusen2, 0, 0 , 0 ); setEffMoveKey( spep_1-3 + 128, shuchusen2, 0, 0 , 0 ); setEffScaleKey( spep_1-3 + 88, shuchusen2, 1.03, 1.32 ); setEffScaleKey( spep_1-3 + 90, shuchusen2, 1.07, 1.36 ); setEffScaleKey( spep_1-3 + 92, shuchusen2, 1.1, 1.41 ); setEffScaleKey( spep_1-3 + 94, shuchusen2, 1.13, 1.45 ); setEffScaleKey( spep_1-3 + 96, shuchusen2, 1.17, 1.49 ); setEffScaleKey( spep_1-3 + 98, shuchusen2, 1.2, 1.53 ); setEffScaleKey( spep_1-3 + 128, shuchusen2, 1.2, 1.53 ); setEffRotateKey( spep_1-3 + 88, shuchusen2, 0 ); setEffRotateKey( spep_1-3 + 128, shuchusen2, 0 ); setEffAlphaKey( spep_1-3 + 88, shuchusen2, 43 ); setEffAlphaKey( spep_1-3 + 90, shuchusen2, 85 ); setEffAlphaKey( spep_1-3 + 92, shuchusen2, 128 ); setEffAlphaKey( spep_1-3 + 94, shuchusen2, 170 ); setEffAlphaKey( spep_1-3 + 96, shuchusen2, 213 ); setEffAlphaKey( spep_1-3 + 98, shuchusen2, 255 ); setEffAlphaKey( spep_1-3 + 128, shuchusen2, 255 ); --SE --軍団上昇 stopSe( spep_1 + 4, SE009, 12 ); --軍団手前ダッシュ SE018 = playSe( spep_1 + 0, 9 ); setSeVolumeByWorkId( spep_1 + 0, SE018, 89 ); SE019 = playSe( spep_1 + 0, 1182 ); SE020 = playSe( spep_1 + 0, 1314 ); stopSe( spep_1 + 108, SE020, 16 ); SE021 = playSe( spep_1 + 0, 1183 ); stopSe( spep_1 + 108, SE021, 16 ); SE022 = playSe( spep_1 + 10, 1167 ); setSeVolumeByWorkId( spep_1 + 10, SE022, 48 ); setTimeStretch( SE022, 1.33, 10, 1 ); SE023 = playSe( spep_1 + 18, 1004 ); setTimeStretch( SE023, 1.25, 10, 1 ); SE024 = playSe( spep_1 + 24, 1003 ); setSeVolumeByWorkId( spep_1 + 24, SE024, 158 ); setPitch( spep_1 + 24, SE024, -400 ); setTimeStretch( SE024, 0.73, 10, 1 ); SE025 = playSe( spep_1 + 24, 1116 ); setSeVolumeByWorkId( spep_1 + 24, SE025, 83 ); stopSe( spep_1 + 46, SE025, 14 ); SE026 = playSe( spep_1 + 32, 1003 ); setSeVolumeByWorkId( spep_1 + 32, SE026, 193 ); setPitch( spep_1 + 32, SE026, -400 ); setTimeStretch( SE026, 0.73, 10, 1 ); SE027 = playSe( spep_1 + 40, 1116 ); setSeVolumeByWorkId( spep_1 + 40, SE027, 85 ); stopSe( spep_1 + 66, SE027, 8 ); SE028 = playSe( spep_1 + 52, 1003 ); setSeVolumeByWorkId( spep_1 + 52, SE028, 140 ); setPitch( spep_1 + 52, SE028, -400 ); setTimeStretch( SE028, 0.73, 10, 1 ); SE029 = playSe( spep_1 + 60, 1116 ); setSeVolumeByWorkId( spep_1 + 60, SE029, 120 ); stopSe( spep_1 + 86, SE029, 8 ); SE030 = playSe( spep_1 + 66, 1003 ); setSeVolumeByWorkId( spep_1 + 66, SE030, 155 ); setPitch( spep_1 + 66, SE030, -400 ); setTimeStretch( SE030, 0.73, 10, 1 ); --フリーザズーム&気弾溜め SE031 = playSe( spep_1 + 70, 1072 ); setSeVolumeByWorkId( spep_1 + 70, SE031, 141 ); --軍団手前にダッシュ SE032 = playSe( spep_1 + 82, 1004 ); setTimeStretch( SE032, 1.25, 10, 1 ); --フリーザズーム&気弾溜め SE033 = playSe( spep_1 + 84, 63 ); setSeVolumeByWorkId( spep_1 + 84, SE033, 141 ); SE034 = playSe( spep_1 + 84, 44 ); SE035 = playSe( spep_1 + 96, 1281 ); -- ** 背景 ** -- entryFadeBg( spep_1 + 0, 0, 130, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 -- ** ホワイトフェード ** -- entryFade( spep_1 + 122, 4, 8, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade --次の準備 spep_2=spep_1+130; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_2 + 0, 1507, 0x100, -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, 90, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_2 + 0, shuchusen, 90, 20 ); setEffMoveKey( spep_2 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_2 + 90, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_2 + 90, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_2 + 0, shuchusen, 0 ); setEffRotateKey( spep_2 + 90, shuchusen, 0 ); setEffAlphaKey( spep_2 + 0, shuchusen, 255 ); setEffAlphaKey( spep_2 + 90, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_2 + 0, SE_05 ); --フリーザズーム&気弾溜め stopSe( spep_2 + 2, SE033, 12 ); stopSe( spep_2 + 6, SE035, 10 ); -- ** 白背景 ** -- entryFadeBg( spep_2 + 0, 0, 96, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --白 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; ------------------------------------------------------ -- デスビーム発射 ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_03, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 60, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, -1.0, 1.0 ); setEffScaleKey( spep_3 + 60, beam, -1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 60, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 60, beam, 255 ); --集中線 shuchusen3 = entryEffectLife( spep_3-3 + 30, 906, 28, 0x100, -1, 0, 0, 0 ); setEffShake( spep_3-3 + 30, shuchusen3, 28, 20 ); setEffMoveKey( spep_3-3 + 30, shuchusen3, 0, 0 , 0 ); setEffMoveKey( spep_3-3 + 58, shuchusen3, 0, 0 , 0 ); setEffScaleKey( spep_3-3 + 30, shuchusen3, 1.15, 1.15 ); setEffScaleKey( spep_3-3 + 58, shuchusen3, 1.15, 1.15 ); setEffRotateKey( spep_3-3 + 30, shuchusen3, 0 ); setEffRotateKey( spep_3-3 + 58, shuchusen3, 0 ); setEffAlphaKey( spep_3-3 + 30, shuchusen3, 51 ); setEffAlphaKey( spep_3-3 + 32, shuchusen3, 102 ); setEffAlphaKey( spep_3-3 + 34, shuchusen3, 153 ); setEffAlphaKey( spep_3-3 + 36, shuchusen3, 204 ); setEffAlphaKey( spep_3-3 + 38, shuchusen3, 255 ); setEffAlphaKey( spep_3-3 + 58, shuchusen3, 255 ); --気弾発射 SE037 = playSe( spep_3 + 30, 1256 ); SE038 = playSe( spep_3 + 30, 1114 ); -- ** 背景 ** -- entryFadeBg( spep_3 + 0, 0, 60, 0, 10, 10, 10, 230 ); --黒 背景 -- ベース暗め 背景 ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_3 + 46; --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, SE037, 0 ); stopSe( SP_dodge - 12, SE038, 0 ); pauseAll( SP_dodge, 67 ); -- ** カットイン部分 ** -- speff = entryEffectUnpausable( SP_dodge - 12, 1504, 0x100, -1, 0, 0, -350, 1000 ); -- 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, 1100 ); -- 回避の文字表示 setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi, 255); -- ** 白フェード ** -- entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade setMoveKey( SP_dodge + 10, 0, -2500, -250, 0 ); endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ -- ** ホワイトフェード ** -- entryFade( spep_3 + 52, 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade -- ** 次の準備 ** -- spep_4 = spep_3 + 60; ------------------------------------------------------ -- 避けるジース→敵爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- finish_f = entryEffect( spep_4 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, finish_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 230, finish_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, finish_f, -1.0, 1.0 ); setEffScaleKey( spep_4 + 230, finish_f, -1.0, 1.0 ); setEffRotateKey( spep_4 + 0, finish_f, 0 ); setEffRotateKey( spep_4 + 230, finish_f, 0 ); setEffAlphaKey( spep_4 + 0, finish_f, 255 ); setEffAlphaKey( spep_4 + 230, finish_f, 255 ); -- ** エフェクト等 ** -- finish_b = entryEffect( spep_4 + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, finish_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 230, finish_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, finish_b, -1.0, 1.0 ); setEffScaleKey( spep_4 + 230, finish_b, -1.0, 1.0 ); setEffRotateKey( spep_4 + 0, finish_b, 0 ); setEffRotateKey( spep_4 + 230, finish_b, 0 ); setEffAlphaKey( spep_4 + 0, finish_b, 255 ); setEffAlphaKey( spep_4 + 230, finish_b, 255 ); --集中線 shuchusen4=entryEffectLife( spep_4 + 0, 906, 78-3, 0x100, -1, 0, 0, 0 ); setEffShake( spep_4 + 0, shuchusen4, 78-3, 20 ); setEffMoveKey( spep_4 + 0, shuchusen4, 0, 0 , 0 ); setEffMoveKey( spep_4-3 + 78, shuchusen4, 0, 0 , 0 ); setEffScaleKey( spep_4 + 0, shuchusen4, 1.15, 1.15 ); setEffScaleKey( spep_4-3 + 78, shuchusen4, 1.15, 1.15 ); setEffRotateKey( spep_4 + 0, shuchusen4, 0 ); setEffRotateKey( spep_4-3 + 78, shuchusen4, 0 ); setEffAlphaKey( spep_4 + 0, shuchusen4, 255 ); setEffAlphaKey( spep_4-3 + 68, shuchusen4, 255 ); setEffAlphaKey( spep_4-3 + 70, shuchusen4, 204 ); setEffAlphaKey( spep_4-3 + 72, shuchusen4, 153 ); setEffAlphaKey( spep_4-3 + 74, shuchusen4, 102 ); setEffAlphaKey( spep_4-3 + 76, shuchusen4, 51 ); setEffAlphaKey( spep_4-3 + 78, shuchusen4, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-3 + 88, 1, 0 ); changeAnime( spep_4 + 0, 1, 100 ); changeAnime( spep_4-3 + 68, 1, 108 ); changeAnime( spep_4-3 + 72, 1, 105 ); setMoveKey( spep_4 + 0, 1, -0.4, 0.1 , 0 ); setMoveKey( spep_4-3 + 16, 1, -0.4, 0.1 , 0 ); setMoveKey( spep_4-3 + 18, 1, -0.3, 0.1 , 0 ); setMoveKey( spep_4-3 + 22, 1, -0.3, 0.1 , 0 ); setMoveKey( spep_4-3 + 24, 1, -0.3, 0 , 0 ); setMoveKey( spep_4-3 + 30, 1, -0.3, 0 , 0 ); setMoveKey( spep_4-3 + 32, 1, -0.2, 0 , 0 ); setMoveKey( spep_4-3 + 38, 1, -0.2, 0 , 0 ); setMoveKey( spep_4-3 + 40, 1, -0.1, 0 , 0 ); setMoveKey( spep_4-3 + 42, 1, -0.1, 0 , 0 ); setMoveKey( spep_4-3 + 44, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 48, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 50, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 52, 1, 0.2, 0 , 0 ); setMoveKey( spep_4-3 + 56, 1, 0.2, 0 , 0 ); setMoveKey( spep_4-3 + 58, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 71, 1, 0.1, 0 , 0 ); setMoveKey( spep_4-3 + 72, 1, 0, 0 , 0 ); setMoveKey( spep_4-3 + 88, 1, 0, 0 , 0 ); setScaleKey( spep_4 + 0, 1, 0.75, 0.75 ); setScaleKey( spep_4-3 + 4, 1, 0.75, 0.75 ); setScaleKey( spep_4-3 + 6, 1, 0.74, 0.74 ); setScaleKey( spep_4-3 + 12, 1, 0.74, 0.74 ); setScaleKey( spep_4-3 + 14, 1, 0.73, 0.73 ); setScaleKey( spep_4-3 + 16, 1, 0.73, 0.73 ); setScaleKey( spep_4-3 + 18, 1, 0.72, 0.72 ); setScaleKey( spep_4-3 + 20, 1, 0.72, 0.72 ); setScaleKey( spep_4-3 + 22, 1, 0.71, 0.71 ); setScaleKey( spep_4-3 + 24, 1, 0.7, 0.7 ); setScaleKey( spep_4-3 + 26, 1, 0.7, 0.7 ); setScaleKey( spep_4-3 + 28, 1, 0.69, 0.69 ); setScaleKey( spep_4-3 + 30, 1, 0.68, 0.68 ); setScaleKey( spep_4-3 + 32, 1, 0.66, 0.66 ); setScaleKey( spep_4-3 + 34, 1, 0.65, 0.65 ); setScaleKey( spep_4-3 + 36, 1, 0.63, 0.63 ); setScaleKey( spep_4-3 + 38, 1, 0.61, 0.61 ); setScaleKey( spep_4-3 + 40, 1, 0.59, 0.59 ); setScaleKey( spep_4-3 + 42, 1, 0.56, 0.56 ); setScaleKey( spep_4-3 + 44, 1, 0.54, 0.54 ); setScaleKey( spep_4-3 + 46, 1, 0.51, 0.51 ); setScaleKey( spep_4-3 + 48, 1, 0.47, 0.47 ); setScaleKey( spep_4-3 + 50, 1, 0.44, 0.44 ); setScaleKey( spep_4-3 + 52, 1, 0.4, 0.4 ); setScaleKey( spep_4-3 + 56, 1, 0.4, 0.4 ); setScaleKey( spep_4-3 + 58, 1, 0.41, 0.41 ); setScaleKey( spep_4-3 + 60, 1, 0.41, 0.41 ); setScaleKey( spep_4-3 + 62, 1, 0.42, 0.42 ); setScaleKey( spep_4-3 + 64, 1, 0.43, 0.43 ); setScaleKey( spep_4-3 + 67, 1, 0.44, 0.44 ); setScaleKey( spep_4-3 + 68, 1, 0.45, 0.45 ); setScaleKey( spep_4-3 + 71, 1, 0.46, 0.46 ); setScaleKey( spep_4-3 + 72, 1, 0.47, 0.47 ); setScaleKey( spep_4-3 + 74, 1, 0.48, 0.48 ); setScaleKey( spep_4-3 + 76, 1, 0.5, 0.5 ); setScaleKey( spep_4-3 + 88, 1, 0.5, 0.5 ); setRotateKey( spep_4 + 0, 1, 0 ); setRotateKey( spep_4-3 + 88, 1, 0 ); --SE --ジース気付く SE039 = playSe( spep_4 + 0, 48 ); --避ける SE040 = playSe( spep_4 + 42, 1004 ); SE041 = playSe( spep_4 + 42, 1177 ); setSeVolumeByWorkId( spep_4 + 42, SE041, 84 ); stopSe( spep_4 + 66, SE041, 18 ); SE042 = playSe( spep_4 + 42, 1306 ); setSeVolumeByWorkId( spep_4 + 42, SE042, 90 ); stopSe( spep_4 + 66, SE042, 20 ); --気弾ヒット SE043 = playSe( spep_4 + 60, 1023 ); setSeVolumeByWorkId( spep_4 + 60, SE043, 82 ); SE044 = playSe( spep_4 + 66, 1011 ); SE045 = playSe( spep_4 + 70, 1024 ); setSeVolumeByWorkId( spep_4 + 70, SE045, 88 ); SE046 = playSe( spep_4 + 78, 1017 ); setSeVolumeByWorkId( spep_4 + 78, SE046, 88 ); SE047 = playSe( spep_4 + 86, 1162 ); setSeVolumeByWorkId( spep_4 + 86, SE047, 67 ); -- ** ダメージ表示 ** -- dealDamage( spep_4 + 96 ); endPhase( spep_4 + 220 ); end