--1024320:超サイヤ人ベジータ_ファイナルブリッドアタック --sp_effect_a1_00350 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= 159733 ;-- 冒頭気溜め SP_02= 159734 ;-- ジャンプ SP_03= 159735 ;-- 正面接近 SP_04= 159736 ;-- 顔アップ接近→ビーム発射 SP_05= 159737 ;-- 敵ビーム被弾:敵より前 SP_06= 159738 ;-- 敵ビーム被弾:敵より後ろ SP_07= 159739 ;-- ドーム状爆発 SP_08= 159740 ;-- ベジータ正面顔アップ SP_09= 159741 ;-- 気弾連打 SP_10= 159742 ;-- 爆発煙へ気弾着弾ラッシュ SP_11= 159743 ;-- 正面向き気弾連打 SP_12= 159744 ;-- ラスト爆発シーン --エフェクト(てき) SP_01x= 159733 ;-- 冒頭気溜め SP_02x= 159745 ;-- ジャンプ (敵) SP_03x= 159735 ;-- 正面接近 SP_04x= 159746 ;-- 顔アップ接近→ビーム発射 (敵) SP_05x= 159737 ;-- 敵ビーム被弾:敵より前 SP_06x= 159738 ;-- 敵ビーム被弾:敵より後ろ SP_07x= 159777 ;-- ドーム状爆発 SP_08x= 159740 ;-- ベジータ正面顔アップ SP_09x= 159747 ;-- 気弾連打 (敵) SP_10x= 159778 ;-- 爆発煙へ気弾着弾ラッシュ SP_11x= 159743 ;-- 正面向き気弾連打 SP_12x= 159744 ;-- ラスト爆発シーン ------------------------------------------------------ -- 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 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ --冒頭気溜め ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- tame = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_0 + 76, tame, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, tame, 1.0, 1.0 ); setEffScaleKey( spep_0 + 76, tame, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, tame, 0 ); setEffRotateKey( spep_0 + 76, tame, 0 ); setEffAlphaKey( spep_0 + 0, tame, 255 ); setEffAlphaKey( spep_0 + 74, tame, 255 ); setEffAlphaKey( spep_0 + 75, tame, 255 ); setEffAlphaKey( spep_0 + 76, tame, 0 ); --SE --入り SE001 = playSeVer2( spep_0 + 0, 1232, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 75 ); --気ダメ SE002 = playSeVer2( spep_0 + 8, 1035, "", 0, 0, 0, -1); SE003 = playSeVer2( spep_0 + 8, 1024, "", 0, 0, 0, -1); SE004 = playSeVer2( spep_0 + 8, 1147, "",spep_0 + 112, 0, 28, -1); -- ** くろ背景 ** -- entryFadeBg( spep_0 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_1= spep_0 + 76; ------------------------------------------------------ --ジャンプ ------------------------------------------------------ -- ** エフェクト等 ** -- jump = entryEffect( spep_1 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, jump, 0, 0, 0 ); setEffMoveKey( spep_1 + 32, jump, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, jump, 1.0, 1.0 ); setEffScaleKey( spep_1 + 32, jump, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, jump, 0 ); setEffRotateKey( spep_1 + 32, jump, 0 ); setEffAlphaKey( spep_1 + 0, jump, 255 ); setEffAlphaKey( spep_1 + 30, jump, 255 ); setEffAlphaKey( spep_1 + 31, jump, 255 ); setEffAlphaKey( spep_1 + 32, jump, 0 ); --SE --踏み出す SE005 = playSeVer2( spep_1 + 6, 1000, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 6, SE005, 119 ); SE006 = playSeVer2( spep_1 + 6, 1182, "", 0, 0, 0, -1); SE007 = playSeVer2( spep_1 + 6, 1117, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_1 + 0, 0, 40, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_2= spep_1 + 32; ------------------------------------------------------ --正面接近 ------------------------------------------------------ -- ** エフェクト等 ** -- approach = entryEffect( spep_2 + 0, SP_03, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, approach, 0, 0, 0 ); setEffMoveKey( spep_2 + 46, approach, 0, 0, 0 ); setEffScaleKey( spep_2 + 0, approach, 1.0, 1.0 ); setEffScaleKey( spep_2 + 46, approach, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, approach, 0 ); setEffRotateKey( spep_2 + 46, approach, 0 ); setEffAlphaKey( spep_2 + 0, approach, 255 ); setEffAlphaKey( spep_2 + 44, approach, 255 ); setEffAlphaKey( spep_2 + 45, approach, 255 ); setEffAlphaKey( spep_2 + 46, approach, 0 ); --顔カットインのタイミング指定 spep_x=spep_2 +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, 515, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 0, 515); setEffMoveKey( spep_x +84, ctgogo, 0, 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 --向かってくる SE008 = playSeVer2( spep_2 + 0, 9, "", 0, 0, 0, -1); --顔カットイン SE009 = playSeVer2( spep_x + 12, 1018, "", 0, 0, 0, -1); --向かってくる SE010 = playSeVer2( spep_2 + 8, 1167, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 8, SE010, 53 ); setTimeStretch( SE010, 1.43, 30, 4 ); SE011 = playSeVer2( spep_2 + 20, 1072, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_2 + 0, 0, 50, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_3= spep_2 + 46; ------------------------------------------------------ --顔アップ接近→ビーム発射 ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 90, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, 1.0, 1.0 ); setEffScaleKey( spep_3 + 90, beam, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 90, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 88, beam, 255 ); setEffAlphaKey( spep_3 + 89, beam, 255 ); setEffAlphaKey( spep_3 + 90, beam, 0 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_3 + 60; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge-12, 1042); stopSe( SP_dodge - 12, SE005, 0 ); stopSe( SP_dodge - 12, SE006, 0 ); stopSe( SP_dodge - 12, SE007, 0 ); stopSe( SP_dodge - 12, SE008, 0 ); stopSe( SP_dodge - 12, SE009, 0 ); stopSe( SP_dodge - 12, SE010, 0 ); stopSe( SP_dodge - 12, SE011, 0 ); stopSe( SP_dodge - 12, SE001, 0 ); speff = entryEffectUnpausable( SP_dodge-12, 1504, 0x100, -1, 0, 0, -350); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6); -- カットイン差し替え kaihi1 = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350); -- 回避の文字表示 setEffScaleKey( SP_dodge, kaihi1, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi1, 255); pauseAll( SP_dodge, 67); 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 --気弾発射 SE012 = playSeVer2( spep_3 + 44, 1004, "", 0, 0, 0, -1); SE013 = playSeVer2( spep_3 + 66, 1145, "",spep_3 + 132, 6, 20, -1); setSeVolumeByWorkId( spep_3 + 66, SE013, 82 ); setStartTimeMs( SE013, 300 ); SE014 = playSeVer2( spep_3 + 62, 1022, "",spep_3 + 128, 0, 12, -1); SE015 = playSeVer2( spep_3 + 62, 1021, "", 0, 0, 0, -1); SE016 = playSeVer2( spep_3 + 62, 1109, "", 0, 0, 0, -1); SE017 = playSeVer2( spep_3 + 62, 1027, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_3 + 62, SE017, 72 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_4= spep_3 + 90; ------------------------------------------------------ --敵ビーム被弾 ------------------------------------------------------ -- ** エフェクト等 ** -- hit_f = entryEffect( spep_4 + 0, SP_05, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, hit_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 56, hit_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, hit_f, 1.0, 1.0 ); setEffScaleKey( spep_4 + 56, hit_f, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, hit_f, 0 ); setEffRotateKey( spep_4 + 56, hit_f, 0 ); setEffAlphaKey( spep_4 + 0, hit_f, 255 ); setEffAlphaKey( spep_4 + 54, hit_f, 255 ); setEffAlphaKey( spep_4 + 55, hit_f, 255 ); setEffAlphaKey( spep_4 + 56, hit_f, 0 ); -- ** エフェクト等 ** -- hit_b = entryEffect( spep_4 + 0, SP_06, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, hit_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 56, hit_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, hit_b, 1.0, 1.0 ); setEffScaleKey( spep_4 + 56, hit_b, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, hit_b, 0 ); setEffRotateKey( spep_4 + 56, hit_b, 0 ); setEffAlphaKey( spep_4 + 0, hit_b, 255 ); setEffAlphaKey( spep_4 + 54, hit_b, 255 ); setEffAlphaKey( spep_4 + 55, hit_b, 255 ); setEffAlphaKey( spep_4 + 56, hit_b, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-1 + 58, 1, 0 ); changeAnime( spep_4 + 0, 1, 104 ); changeAnime( spep_4-3 + 36, 1, 106 ); changeAnime( spep_4-3 + 40, 1, 108 ); setMoveKey( spep_4 + 0, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 14, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 16, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 18, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 20, 1, 29.1, 43.7 , 0 ); setMoveKey( spep_4-3 + 22, 1, 29.1, 43.7 , 0 ); setMoveKey( spep_4-3 + 24, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 26, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 28, 1, 106.1, 54.2 , 0 ); setMoveKey( spep_4-3 + 30, 1, 106.1, 54.2 , 0 ); setMoveKey( spep_4-3 + 32, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 35, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 36, 1, 167.5, 136.4 , 0 ); setMoveKey( spep_4-3 + 39, 1, 167.5, 136.4 , 0 ); setMoveKey( spep_4-3 + 40, 1, 251.4, 169.3 , 0 ); setMoveKey( spep_4-3 + 42, 1, 322.6, 193.9 , 0 ); setMoveKey( spep_4-3 + 44, 1, 393.8, 218.5 , 0 ); setMoveKey( spep_4-3 + 46, 1, 465.1, 243 , 0 ); setMoveKey( spep_4-3 + 48, 1, 536.3, 267.6 , 0 ); setMoveKey( spep_4-3 + 50, 1, 607.5, 292.2 , 0 ); setMoveKey( spep_4-3 + 52, 1, 678.7, 316.8 , 0 ); setMoveKey( spep_4-3 + 54, 1, 750, 341.4 , 0 ); setMoveKey( spep_4-3 + 56, 1, 821.2, 366 , 0 ); setMoveKey( spep_4-1 + 58, 1, 892.4, 390.5 , 0 ); setScaleKey( spep_4 + 0, 1, 2.37, 2.37 ); setScaleKey( spep_4-3 + 35, 1, 2.37, 2.37 ); setScaleKey( spep_4-3 + 36, 1, 2.19, 2.19 ); setScaleKey( spep_4-3 + 39, 1, 2.19, 2.19 ); setScaleKey( spep_4-3 + 40, 1, 2.59, 2.59 ); setScaleKey( spep_4-1 + 58, 1, 2.59, 2.59 ); setRotateKey( spep_4 + 0, 1, -18.8 ); setRotateKey( spep_4-3 + 35, 1, -18.8 ); setRotateKey( spep_4-3 + 36, 1, -41.3 ); setRotateKey( spep_4-3 + 39, 1, -41.3 ); setRotateKey( spep_4-3 + 40, 1, -5.8 ); setRotateKey( spep_4-3 + 42, 1, -5.6 ); setRotateKey( spep_4-3 + 44, 1, -5.5 ); setRotateKey( spep_4-3 + 46, 1, -5.3 ); setRotateKey( spep_4-3 + 48, 1, -5.2 ); setRotateKey( spep_4-3 + 50, 1, -5 ); setRotateKey( spep_4-3 + 52, 1, -4.8 ); setRotateKey( spep_4-3 + 54, 1, -4.7 ); setRotateKey( spep_4-3 + 56, 1, -4.5 ); setRotateKey( spep_4-1 + 58, 1, -4.3 ); --SE --敵ヒット SE018 = playSeVer2( spep_4 + 6, 1011, "", 0, 0, 0, -1); SE019 = playSeVer2( spep_4 + 6, 1023, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_4 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_5= spep_4 + 56; ------------------------------------------------------ --ドーム状爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- explosion = entryEffect( spep_5 + 0, SP_07, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, explosion, 0, 0, 0 ); setEffMoveKey( spep_5 + 56, explosion, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, explosion, 1.0, 1.0 ); setEffScaleKey( spep_5 + 56, explosion, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, explosion, 0 ); setEffRotateKey( spep_5 + 56, explosion, 0 ); setEffAlphaKey( spep_5 + 0, explosion, 255 ); setEffAlphaKey( spep_5 + 54, explosion, 255 ); setEffAlphaKey( spep_5 + 55, explosion, 255 ); setEffAlphaKey( spep_5 + 56, explosion, 0 ); --SE --爆発 SE021 = playSeVer2( spep_5 + 0, 1159, "",spep_5 + 132, 0, 84, -1); SE022 = playSeVer2( spep_5 + 0, 1024, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_5 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_6= spep_5 + 56; ------------------------------------------------------ --ベジータ正面顔アップ ------------------------------------------------------ -- ** エフェクト等 ** -- face = entryEffect( spep_6 + 0, SP_08, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, face , 0, 0, 0 ); setEffMoveKey( spep_6 + 80, face , 0, 0, 0 ); setEffScaleKey( spep_6 + 0, face , 1.0, 1.0 ); setEffScaleKey( spep_6 + 80, face , 1.0, 1.0 ); setEffRotateKey( spep_6 + 0, face , 0 ); setEffRotateKey( spep_6 + 80, face , 0 ); setEffAlphaKey( spep_6 + 0, face , 255 ); setEffAlphaKey( spep_6 + 80, face , 255 ); --SE --顔アップ SE023 = playSeVer2( spep_6 + 0, 1068, "",spep_6 + 100, 0, 14, -1); SE024 = playSeVer2( spep_6 + 0, 1264, "",spep_6 + 100, 0, 14, -1); --白フェード entryFade( spep_6 +72 , 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** くろ背景 ** -- entryFadeBg( spep_6 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_7= spep_6 + 80; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_7 + 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_7 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_7 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_7 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_7 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_7 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_7 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_7 + 0, shuchusen, 0 ); setEffRotateKey( spep_7 + 86, shuchusen, 0 ); setEffAlphaKey( spep_7 + 0, shuchusen, 255 ); setEffAlphaKey( spep_7 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_7 + 0, SE_05 ); -- ** くろ背景 ** -- entryFadeBg( spep_7 + 0, 0, 92, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --白 背景 --白フェード entryFade( spep_7 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_8= spep_7 + 94; ------------------------------------------------------ --気弾連打 ------------------------------------------------------ -- ** エフェクト等 ** -- kidan2 = entryEffect( spep_8 + 0, SP_09, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, kidan2, 0, 0, 0 ); setEffMoveKey( spep_8 + 76, kidan2, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, kidan2, 1.0, 1.0 ); setEffScaleKey( spep_8 + 76, kidan2, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, kidan2, 0 ); setEffRotateKey( spep_8 + 76, kidan2, 0 ); setEffAlphaKey( spep_8 + 0, kidan2, 255 ); setEffAlphaKey( spep_8 + 74, kidan2, 255 ); setEffAlphaKey( spep_8 + 75, kidan2, 255 ); setEffAlphaKey( spep_8 + 76, kidan2, 0 ); --SE --連続気弾 SE026 = playSeVer2( spep_8 + 0, 1021, "", 0, 0, 0, -1); SE027 = playSeVer2( spep_8 + 0, 1016, "",spep_8 + 18, 0, 8, -1); SE028 = playSeVer2( spep_8 + 0, 1358, "",spep_8 + 18, 0, 8, -1); SE029 = playSeVer2( spep_8 + 10, 1016, "",spep_8 + 28, 0, 6, -1); SE030 = playSeVer2( spep_8 + 10, 1358, "",spep_8 + 28, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 10, SE030, 88 ); SE031 = playSeVer2( spep_8 + 18, 1016, "",spep_8 + 36, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 18, SE031, 81 ); SE032 = playSeVer2( spep_8 + 18, 1358, "",spep_8 + 36, 0, 6, -1); SE033 = playSeVer2( spep_8 + 28, 1016, "",spep_8 + 44, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 28, SE033, 86 ); SE034 = playSeVer2( spep_8 + 28, 1358, "",spep_8 + 44, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 28, SE034, 81 ); SE035 = playSeVer2( spep_8 + 38, 1016, "",spep_8 + 54, 0, 6, -1); SE036 = playSeVer2( spep_8 + 38, 1358, "",spep_8 + 54, 0, 6, -1); SE037 = playSeVer2( spep_8 + 46, 1016, "",spep_8 + 64, 0, 8, -1); setSeVolumeByWorkId( spep_8 + 46, SE037, 82 ); SE038 = playSeVer2( spep_8 + 46, 1358, "",spep_8 + 64, 0, 8, -1); SE020 = playSeVer2( spep_8 + 56, 1016, "",spep_8 + 72, 0, 6, -1); SE039 = playSeVer2( spep_8 + 56, 1358, "",spep_8 + 72, 0, 6, -1); SE040 = playSeVer2( spep_8 + 68, 1016, "",spep_8 + 84, 0, 6, -1); SE041 = playSeVer2( spep_8 + 68, 1358, "",spep_8 + 84, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_8 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_9= spep_8 + 76; ------------------------------------------------------ --爆発煙へ気弾着弾ラッシュ ------------------------------------------------------ -- ** エフェクト等 ** -- hit2 = entryEffect( spep_9 + 0, SP_10, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_9 + 0, hit2, 0, 0, 0 ); setEffMoveKey( spep_9 + 84, hit2, 0, 0, 0 ); setEffScaleKey( spep_9 + 0, hit2, 1.0, 1.0 ); setEffScaleKey( spep_9 + 84, hit2, 1.0, 1.0 ); setEffRotateKey( spep_9 + 0, hit2, 0 ); setEffRotateKey( spep_9 + 84, hit2, 0 ); setEffAlphaKey( spep_9 + 0, hit2, 255 ); setEffAlphaKey( spep_9 + 82, hit2, 255 ); setEffAlphaKey( spep_9 + 83, hit2, 255 ); setEffAlphaKey( spep_9 + 84, hit2, 0 ); --SE --爆発 SE042 = playSeVer2( spep_9 + 0, 1023, "", 0, 0, 0, -1); --爆発中連続気弾 SE043 = playSeVer2( spep_9 + 12, 1016, "",spep_9 + 28, 0, 8, -1); --爆発 SE044 = playSeVer2( spep_9 + 20, 1024, "", 0, 0, 0, -1); --爆発中連続気弾 SE045 = playSeVer2( spep_9 + 22, 1016, "",spep_9 + 38, 0, 6, -1); setSeVolumeByWorkId( spep_9 + 22, SE045, 79 ); SE046 = playSeVer2( spep_9 + 32, 1016, "",spep_9 + 48, 0, 6, -1); --爆発 SE047 = playSeVer2( spep_9 + 36, 1159, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_9 + 36, SE047, 74 ); --爆発中連続気弾 SE048 = playSeVer2( spep_9 + 40, 1016, "",spep_9 + 56, 0, 6, -1); setSeVolumeByWorkId( spep_9 + 40, SE048, 84 ); SE049 = playSeVer2( spep_9 + 48, 1016, "",spep_9 + 64, 0, 6, -1); --爆発中連続気弾 SE050 = playSeVer2( spep_9 + 58, 1016, "",spep_9 + 74, 0, 8, -1); setSeVolumeByWorkId( spep_9 + 58, SE050, 91 ); SE051 = playSeVer2( spep_9 + 68, 1016, "",spep_9 + 84, 0, 8, -1); --爆発中連続気弾 SE052 = playSeVer2( spep_9 + 76, 1016, "",spep_9 + 92, 0, 6, -1); SE053 = playSeVer2( spep_9 + 86, 1016, "",spep_9 + 102, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_9 + 0, 0, 90, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_10= spep_9 + 84; ------------------------------------------------------ --正面向き気弾連打 ------------------------------------------------------ -- ** エフェクト等 ** -- kidan3 = entryEffect( spep_10 + 0, SP_11, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_10 + 0, kidan3, 0, 0, 0 ); setEffMoveKey( spep_10 + 74, kidan3, 0, 0, 0 ); setEffScaleKey( spep_10 + 0, kidan3, 1.0, 1.0 ); setEffScaleKey( spep_10 + 74, kidan3, 1.0, 1.0 ); setEffRotateKey( spep_10 + 0, kidan3, 0 ); setEffRotateKey( spep_10 + 74, kidan3, 0 ); setEffAlphaKey( spep_10 + 0, kidan3, 255 ); setEffAlphaKey( spep_10 + 72, kidan3, 255 ); setEffAlphaKey( spep_10 + 73, kidan3, 255 ); setEffAlphaKey( spep_10 + 74, kidan3, 0 ); --SE --連続気弾2 SE054 = playSeVer2( spep_10 + 0, 1016, "",spep_10 + 16, 0, 6, -1); SE055 = playSeVer2( spep_10 + 0, 1358, "",spep_10 + 16, 0, 6, -1); SE056 = playSeVer2( spep_10 + 10, 1016, "",spep_10 + 26, 0, 6, -1); SE057 = playSeVer2( spep_10 + 10, 1358, "",spep_10 + 26, 0, 6, -1); SE058 = playSeVer2( spep_10 + 20, 1016, "",spep_10 + 36, 0, 6, -1); SE059 = playSeVer2( spep_10 + 20, 1358, "",spep_10 + 36, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 20, SE059, 88 ); SE060 = playSeVer2( spep_10 + 30, 1016, "",spep_10 + 46, 0, 6, -1); SE061 = playSeVer2( spep_10 + 30, 1358, "",spep_10 + 46, 0, 6, -1); SE062 = playSeVer2( spep_10 + 40, 1016, "",spep_10 + 56, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 40, SE062, 88 ); SE063 = playSeVer2( spep_10 + 40, 1358, "",spep_10 + 56, 0, 6, -1); --連続気弾2 SE065 = playSeVer2( spep_10 + 50, 1016, "",spep_10 + 66, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 50, SE065, 86 ); SE066 = playSeVer2( spep_10 + 50, 1358, "",spep_10 + 66, 0, 6, -1); SE067 = playSeVer2( spep_10 + 60, 1016, "",spep_10 + 76, 0, 6, -1); SE068 = playSeVer2( spep_10 + 60, 1358, "",spep_10 + 76, 0, 6, -1); SE069 = playSeVer2( spep_10 + 70, 1016, "",spep_10 + 86, 0, 6, -1); SE070 = playSeVer2( spep_10 + 70, 1358, "",spep_10 + 86, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_10 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_11= spep_10 + 72; ------------------------------------------------------ --ラスト爆発シーン ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_11 + 0, SP_12, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish , 0, 0, 0 ); setEffMoveKey( spep_11 + 150, finish , 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish , 1.0, 1.0 ); setEffScaleKey( spep_11 + 150, finish , 1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish , 0 ); setEffRotateKey( spep_11 + 150, finish , 0 ); setEffAlphaKey( spep_11 + 0, finish , 255 ); setEffAlphaKey( spep_11 + 150, finish , 255 ); --SE --ラスト爆発 SE071 = playSeVer2( spep_11 + 0, 1159, "", 0, 0, 0, -1); SE072 = playSeVer2( spep_11 + 4, 1067, "", 0, 0, 0, -1); SE073 = playSeVer2( spep_11 + 8, 1259, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_11 + 8, SE073, 72 ); setPitch( spep_11 + 8, SE073, -600 ); setTimeStretch( SE073, 0.6, 30, 4 ); SE064 = playSeVer2( spep_11 + 8, 1168, "", 0, 12, 0, -1); setStartTimeMs( SE064, 750 ); --終わり dealDamage(spep_11+28); endPhase( spep_11 + 140 ); else ------------------------------------------------------------------------------------------------------------ -- 敵側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ --冒頭気溜め ------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- tame = entryEffect( spep_0 + 0, SP_01x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, tame, 0, 0, 0 ); setEffMoveKey( spep_0 + 76, tame, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, tame, 1.0, 1.0 ); setEffScaleKey( spep_0 + 76, tame, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, tame, 0 ); setEffRotateKey( spep_0 + 76, tame, 0 ); setEffAlphaKey( spep_0 + 0, tame, 255 ); setEffAlphaKey( spep_0 + 74, tame, 255 ); setEffAlphaKey( spep_0 + 75, tame, 255 ); setEffAlphaKey( spep_0 + 76, tame, 0 ); --SE --入り SE001 = playSeVer2( spep_0 + 0, 1232, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 75 ); --気ダメ SE002 = playSeVer2( spep_0 + 8, 1035, "", 0, 0, 0, -1); SE003 = playSeVer2( spep_0 + 8, 1024, "", 0, 0, 0, -1); SE004 = playSeVer2( spep_0 + 8, 1147, "",spep_0 + 112, 0, 28, -1); -- ** くろ背景 ** -- entryFadeBg( spep_0 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_1= spep_0 + 76; ------------------------------------------------------ --ジャンプ ------------------------------------------------------ -- ** エフェクト等 ** -- jump = entryEffect( spep_1 + 0, SP_02x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, jump, 0, 0, 0 ); setEffMoveKey( spep_1 + 32, jump, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, jump, 1.0, 1.0 ); setEffScaleKey( spep_1 + 32, jump, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, jump, 0 ); setEffRotateKey( spep_1 + 32, jump, 0 ); setEffAlphaKey( spep_1 + 0, jump, 255 ); setEffAlphaKey( spep_1 + 30, jump, 255 ); setEffAlphaKey( spep_1 + 31, jump, 255 ); setEffAlphaKey( spep_1 + 32, jump, 0 ); --SE --踏み出す SE005 = playSeVer2( spep_1 + 6, 1000, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 6, SE005, 119 ); SE006 = playSeVer2( spep_1 + 6, 1182, "", 0, 0, 0, -1); SE007 = playSeVer2( spep_1 + 6, 1117, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_1 + 0, 0, 40, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_2= spep_1 + 32; ------------------------------------------------------ --正面接近 ------------------------------------------------------ -- ** エフェクト等 ** -- approach = entryEffect( spep_2 + 0, SP_03x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, approach, 0, 0, 0 ); setEffMoveKey( spep_2 + 46, approach, 0, 0, 0 ); setEffScaleKey( spep_2 + 0, approach, 1.0, 1.0 ); setEffScaleKey( spep_2 + 46, approach, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, approach, 0 ); setEffRotateKey( spep_2 + 46, approach, 0 ); setEffAlphaKey( spep_2 + 0, approach, 255 ); setEffAlphaKey( spep_2 + 44, approach, 255 ); setEffAlphaKey( spep_2 + 45, approach, 255 ); setEffAlphaKey( spep_2 + 46, approach, 0 ); --顔カットインのタイミング指定 spep_x=spep_2 +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, 515, 2000);-- ゴゴゴゴ setEffMoveKey( spep_x +12, ctgogo, 0, 515); setEffMoveKey( spep_x +84, ctgogo, 0, 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 --向かってくる SE008 = playSeVer2( spep_2 + 0, 9, "", 0, 0, 0, -1); --顔カットイン SE009 = playSeVer2( spep_x + 12, 1018, "", 0, 0, 0, -1); --向かってくる SE010 = playSeVer2( spep_2 + 8, 1167, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 8, SE010, 53 ); setTimeStretch( SE010, 1.43, 30, 4 ); SE011 = playSeVer2( spep_2 + 20, 1072, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_2 + 0, 0, 50, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_3= spep_2 + 46; ------------------------------------------------------ --顔アップ接近→ビーム発射 ------------------------------------------------------ -- ** エフェクト等 ** -- beam = entryEffect( spep_3 + 0, SP_04x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_3 + 0, beam, 0, 0, 0 ); setEffMoveKey( spep_3 + 90, beam, 0, 0, 0 ); setEffScaleKey( spep_3 + 0, beam, 1.0, 1.0 ); setEffScaleKey( spep_3 + 90, beam, 1.0, 1.0 ); setEffRotateKey( spep_3 + 0, beam, 0 ); setEffRotateKey( spep_3 + 90, beam, 0 ); setEffAlphaKey( spep_3 + 0, beam, 255 ); setEffAlphaKey( spep_3 + 88, beam, 255 ); setEffAlphaKey( spep_3 + 89, beam, 255 ); setEffAlphaKey( spep_3 + 90, beam, 0 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_3 + 60; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge-12, 1042); stopSe( SP_dodge - 12, SE005, 0 ); stopSe( SP_dodge - 12, SE006, 0 ); stopSe( SP_dodge - 12, SE007, 0 ); stopSe( SP_dodge - 12, SE008, 0 ); stopSe( SP_dodge - 12, SE009, 0 ); stopSe( SP_dodge - 12, SE010, 0 ); stopSe( SP_dodge - 12, SE011, 0 ); stopSe( SP_dodge - 12, SE001, 0 ); speff = entryEffectUnpausable( SP_dodge-12, 1504, 0x100, -1, 0, 0, -350); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6); -- カットイン差し替え kaihi1 = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350); -- 回避の文字表示 setEffScaleKey( SP_dodge, kaihi1, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi1, 255); pauseAll( SP_dodge, 67); 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 --気弾発射 SE012 = playSeVer2( spep_3 + 44, 1004, "", 0, 0, 0, -1); SE013 = playSeVer2( spep_3 + 66, 1145, "",spep_3 + 132, 6, 20, -1); setSeVolumeByWorkId( spep_3 + 66, SE013, 82 ); setStartTimeMs( SE013, 300 ); SE014 = playSeVer2( spep_3 + 62, 1022, "",spep_3 + 128, 0, 12, -1); SE015 = playSeVer2( spep_3 + 62, 1021, "", 0, 0, 0, -1); SE016 = playSeVer2( spep_3 + 62, 1109, "", 0, 0, 0, -1); SE017 = playSeVer2( spep_3 + 62, 1027, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_3 + 62, SE017, 72 ); -- ** くろ背景 ** -- entryFadeBg( spep_3 + 0, 0, 100, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_4= spep_3 + 90; ------------------------------------------------------ --敵ビーム被弾 ------------------------------------------------------ -- ** エフェクト等 ** -- hit_f = entryEffect( spep_4 + 0, SP_05x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, hit_f, 0, 0, 0 ); setEffMoveKey( spep_4 + 56, hit_f, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, hit_f, 1.0, 1.0 ); setEffScaleKey( spep_4 + 56, hit_f, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, hit_f, 0 ); setEffRotateKey( spep_4 + 56, hit_f, 0 ); setEffAlphaKey( spep_4 + 0, hit_f, 255 ); setEffAlphaKey( spep_4 + 54, hit_f, 255 ); setEffAlphaKey( spep_4 + 55, hit_f, 255 ); setEffAlphaKey( spep_4 + 56, hit_f, 0 ); -- ** エフェクト等 ** -- hit_b = entryEffect( spep_4 + 0, SP_06x, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_4 + 0, hit_b, 0, 0, 0 ); setEffMoveKey( spep_4 + 56, hit_b, 0, 0, 0 ); setEffScaleKey( spep_4 + 0, hit_b, 1.0, 1.0 ); setEffScaleKey( spep_4 + 56, hit_b, 1.0, 1.0 ); setEffRotateKey( spep_4 + 0, hit_b, 0 ); setEffRotateKey( spep_4 + 56, hit_b, 0 ); setEffAlphaKey( spep_4 + 0, hit_b, 255 ); setEffAlphaKey( spep_4 + 54, hit_b, 255 ); setEffAlphaKey( spep_4 + 55, hit_b, 255 ); setEffAlphaKey( spep_4 + 56, hit_b, 0 ); --敵の動き setDisp( spep_4 + 0, 1, 1 ); setDisp( spep_4-1 + 58, 1, 0 ); changeAnime( spep_4 + 0, 1, 104 ); changeAnime( spep_4-3 + 36, 1, 106 ); changeAnime( spep_4-3 + 40, 1, 108 ); setMoveKey( spep_4 + 0, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 14, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 16, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 18, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 20, 1, 29.1, 43.7 , 0 ); setMoveKey( spep_4-3 + 22, 1, 29.1, 43.7 , 0 ); setMoveKey( spep_4-3 + 24, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 26, 1, 29.1, 15.7 , 0 ); setMoveKey( spep_4-3 + 28, 1, 106.1, 54.2 , 0 ); setMoveKey( spep_4-3 + 30, 1, 106.1, 54.2 , 0 ); setMoveKey( spep_4-3 + 32, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 35, 1, 67.6, 54.2 , 0 ); setMoveKey( spep_4-3 + 36, 1, 167.5, 136.4 , 0 ); setMoveKey( spep_4-3 + 39, 1, 167.5, 136.4 , 0 ); setMoveKey( spep_4-3 + 40, 1, 251.4, 169.3 , 0 ); setMoveKey( spep_4-3 + 42, 1, 322.6, 193.9 , 0 ); setMoveKey( spep_4-3 + 44, 1, 393.8, 218.5 , 0 ); setMoveKey( spep_4-3 + 46, 1, 465.1, 243 , 0 ); setMoveKey( spep_4-3 + 48, 1, 536.3, 267.6 , 0 ); setMoveKey( spep_4-3 + 50, 1, 607.5, 292.2 , 0 ); setMoveKey( spep_4-3 + 52, 1, 678.7, 316.8 , 0 ); setMoveKey( spep_4-3 + 54, 1, 750, 341.4 , 0 ); setMoveKey( spep_4-3 + 56, 1, 821.2, 366 , 0 ); setMoveKey( spep_4-1 + 58, 1, 892.4, 390.5 , 0 ); setScaleKey( spep_4 + 0, 1, 2.37, 2.37 ); setScaleKey( spep_4-3 + 35, 1, 2.37, 2.37 ); setScaleKey( spep_4-3 + 36, 1, 2.19, 2.19 ); setScaleKey( spep_4-3 + 39, 1, 2.19, 2.19 ); setScaleKey( spep_4-3 + 40, 1, 2.59, 2.59 ); setScaleKey( spep_4-1 + 58, 1, 2.59, 2.59 ); setRotateKey( spep_4 + 0, 1, -18.8 ); setRotateKey( spep_4-3 + 35, 1, -18.8 ); setRotateKey( spep_4-3 + 36, 1, -41.3 ); setRotateKey( spep_4-3 + 39, 1, -41.3 ); setRotateKey( spep_4-3 + 40, 1, -5.8 ); setRotateKey( spep_4-3 + 42, 1, -5.6 ); setRotateKey( spep_4-3 + 44, 1, -5.5 ); setRotateKey( spep_4-3 + 46, 1, -5.3 ); setRotateKey( spep_4-3 + 48, 1, -5.2 ); setRotateKey( spep_4-3 + 50, 1, -5 ); setRotateKey( spep_4-3 + 52, 1, -4.8 ); setRotateKey( spep_4-3 + 54, 1, -4.7 ); setRotateKey( spep_4-3 + 56, 1, -4.5 ); setRotateKey( spep_4-1 + 58, 1, -4.3 ); --SE --敵ヒット SE018 = playSeVer2( spep_4 + 6, 1011, "", 0, 0, 0, -1); SE019 = playSeVer2( spep_4 + 6, 1023, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_4 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_5= spep_4 + 56; ------------------------------------------------------ --ドーム状爆発 ------------------------------------------------------ -- ** エフェクト等 ** -- explosion = entryEffect( spep_5 + 0, SP_07x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_5 + 0, explosion, 0, 0, 0 ); setEffMoveKey( spep_5 + 56, explosion, 0, 0, 0 ); setEffScaleKey( spep_5 + 0, explosion, 1.0, 1.0 ); setEffScaleKey( spep_5 + 56, explosion, 1.0, 1.0 ); setEffRotateKey( spep_5 + 0, explosion, 0 ); setEffRotateKey( spep_5 + 56, explosion, 0 ); setEffAlphaKey( spep_5 + 0, explosion, 255 ); setEffAlphaKey( spep_5 + 54, explosion, 255 ); setEffAlphaKey( spep_5 + 55, explosion, 255 ); setEffAlphaKey( spep_5 + 56, explosion, 0 ); --SE --爆発 SE021 = playSeVer2( spep_5 + 0, 1159, "",spep_5 + 132, 0, 84, -1); SE022 = playSeVer2( spep_5 + 0, 1024, "", 0, 0, 0, -1); -- ** くろ背景 ** -- entryFadeBg( spep_5 + 0, 0, 60, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_6= spep_5 + 56; ------------------------------------------------------ --ベジータ正面顔アップ ------------------------------------------------------ -- ** エフェクト等 ** -- face = entryEffect( spep_6 + 0, SP_08x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_6 + 0, face , 0, 0, 0 ); setEffMoveKey( spep_6 + 80, face , 0, 0, 0 ); setEffScaleKey( spep_6 + 0, face , 1.0, 1.0 ); setEffScaleKey( spep_6 + 80, face , 1.0, 1.0 ); setEffRotateKey( spep_6 + 0, face , 0 ); setEffRotateKey( spep_6 + 80, face , 0 ); setEffAlphaKey( spep_6 + 0, face , 255 ); setEffAlphaKey( spep_6 + 80, face , 255 ); --SE --顔アップ SE023 = playSeVer2( spep_6 + 0, 1068, "",spep_6 + 100, 0, 14, -1); SE024 = playSeVer2( spep_6 + 0, 1264, "",spep_6 + 100, 0, 14, -1); --白フェード entryFade( spep_6 +72 , 4, 6, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** くろ背景 ** -- entryFadeBg( spep_6 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_7= spep_6 + 80; -------------------------------------- --カードカットイン(94F) -------------------------------------- -- ** カードカットイン ** -- speff2 = entryEffect( spep_7 + 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_7 + 0, 906, 86, 0x100, -1, 0, 0, 0 ); --集中線 setEffShake( spep_7 + 0, shuchusen, 86, 20 ); setEffMoveKey( spep_7 + 0, shuchusen, 0, 0 , 0 ); setEffMoveKey( spep_7 + 86, shuchusen, 0, 0 , 0 ); setEffScaleKey( spep_7 + 0, shuchusen, 1.6, 1.6 ); setEffScaleKey( spep_7 + 86, shuchusen, 1.6, 1.6 ); setEffRotateKey( spep_7 + 0, shuchusen, 0 ); setEffRotateKey( spep_7 + 86, shuchusen, 0 ); setEffAlphaKey( spep_7 + 0, shuchusen, 255 ); setEffAlphaKey( spep_7 + 86, shuchusen, 255 ); -- ** 音 ** -- playSe( spep_7 + 0, SE_05 ); -- ** くろ背景 ** -- entryFadeBg( spep_7 + 0, 0, 92, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --白 背景 --白フェード entryFade( spep_7 + 80, 6, 8, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 次の準備 ** -- spep_8= spep_7 + 94; ------------------------------------------------------ --気弾連打 ------------------------------------------------------ -- ** エフェクト等 ** -- kidan2 = entryEffect( spep_8 + 0, SP_09x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_8 + 0, kidan2, 0, 0, 0 ); setEffMoveKey( spep_8 + 76, kidan2, 0, 0, 0 ); setEffScaleKey( spep_8 + 0, kidan2, 1.0, 1.0 ); setEffScaleKey( spep_8 + 76, kidan2, 1.0, 1.0 ); setEffRotateKey( spep_8 + 0, kidan2, 0 ); setEffRotateKey( spep_8 + 76, kidan2, 0 ); setEffAlphaKey( spep_8 + 0, kidan2, 255 ); setEffAlphaKey( spep_8 + 74, kidan2, 255 ); setEffAlphaKey( spep_8 + 75, kidan2, 255 ); setEffAlphaKey( spep_8 + 76, kidan2, 0 ); --SE --連続気弾 SE026 = playSeVer2( spep_8 + 0, 1021, "", 0, 0, 0, -1); SE027 = playSeVer2( spep_8 + 0, 1016, "",spep_8 + 18, 0, 8, -1); SE028 = playSeVer2( spep_8 + 0, 1358, "",spep_8 + 18, 0, 8, -1); SE029 = playSeVer2( spep_8 + 10, 1016, "",spep_8 + 28, 0, 6, -1); SE030 = playSeVer2( spep_8 + 10, 1358, "",spep_8 + 28, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 10, SE030, 88 ); SE031 = playSeVer2( spep_8 + 18, 1016, "",spep_8 + 36, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 18, SE031, 81 ); SE032 = playSeVer2( spep_8 + 18, 1358, "",spep_8 + 36, 0, 6, -1); SE033 = playSeVer2( spep_8 + 28, 1016, "",spep_8 + 44, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 28, SE033, 86 ); SE034 = playSeVer2( spep_8 + 28, 1358, "",spep_8 + 44, 0, 6, -1); setSeVolumeByWorkId( spep_8 + 28, SE034, 81 ); SE035 = playSeVer2( spep_8 + 38, 1016, "",spep_8 + 54, 0, 6, -1); SE036 = playSeVer2( spep_8 + 38, 1358, "",spep_8 + 54, 0, 6, -1); SE037 = playSeVer2( spep_8 + 46, 1016, "",spep_8 + 64, 0, 8, -1); setSeVolumeByWorkId( spep_8 + 46, SE037, 82 ); SE038 = playSeVer2( spep_8 + 46, 1358, "",spep_8 + 64, 0, 8, -1); SE020 = playSeVer2( spep_8 + 56, 1016, "",spep_8 + 72, 0, 6, -1); SE039 = playSeVer2( spep_8 + 56, 1358, "",spep_8 + 72, 0, 6, -1); SE040 = playSeVer2( spep_8 + 68, 1016, "",spep_8 + 84, 0, 6, -1); SE041 = playSeVer2( spep_8 + 68, 1358, "",spep_8 + 84, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_8 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_9= spep_8 + 76; ------------------------------------------------------ --爆発煙へ気弾着弾ラッシュ ------------------------------------------------------ -- ** エフェクト等 ** -- hit2 = entryEffect( spep_9 + 0, SP_10x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_9 + 0, hit2, 0, 0, 0 ); setEffMoveKey( spep_9 + 84, hit2, 0, 0, 0 ); setEffScaleKey( spep_9 + 0, hit2, 1.0, 1.0 ); setEffScaleKey( spep_9 + 84, hit2, 1.0, 1.0 ); setEffRotateKey( spep_9 + 0, hit2, 0 ); setEffRotateKey( spep_9 + 84, hit2, 0 ); setEffAlphaKey( spep_9 + 0, hit2, 255 ); setEffAlphaKey( spep_9 + 82, hit2, 255 ); setEffAlphaKey( spep_9 + 83, hit2, 255 ); setEffAlphaKey( spep_9 + 84, hit2, 0 ); --SE --爆発 SE042 = playSeVer2( spep_9 + 0, 1023, "", 0, 0, 0, -1); --爆発中連続気弾 SE043 = playSeVer2( spep_9 + 12, 1016, "",spep_9 + 28, 0, 8, -1); --爆発 SE044 = playSeVer2( spep_9 + 20, 1024, "", 0, 0, 0, -1); --爆発中連続気弾 SE045 = playSeVer2( spep_9 + 22, 1016, "",spep_9 + 38, 0, 6, -1); setSeVolumeByWorkId( spep_9 + 22, SE045, 79 ); SE046 = playSeVer2( spep_9 + 32, 1016, "",spep_9 + 48, 0, 6, -1); --爆発 SE047 = playSeVer2( spep_9 + 36, 1159, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_9 + 36, SE047, 74 ); --爆発中連続気弾 SE048 = playSeVer2( spep_9 + 40, 1016, "",spep_9 + 56, 0, 6, -1); setSeVolumeByWorkId( spep_9 + 40, SE048, 84 ); SE049 = playSeVer2( spep_9 + 48, 1016, "",spep_9 + 64, 0, 6, -1); --爆発中連続気弾 SE050 = playSeVer2( spep_9 + 58, 1016, "",spep_9 + 74, 0, 8, -1); setSeVolumeByWorkId( spep_9 + 58, SE050, 91 ); SE051 = playSeVer2( spep_9 + 68, 1016, "",spep_9 + 84, 0, 8, -1); --爆発中連続気弾 SE052 = playSeVer2( spep_9 + 76, 1016, "",spep_9 + 92, 0, 6, -1); SE053 = playSeVer2( spep_9 + 86, 1016, "",spep_9 + 102, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_9 + 0, 0, 90, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_10= spep_9 + 84; ------------------------------------------------------ --正面向き気弾連打 ------------------------------------------------------ -- ** エフェクト等 ** -- kidan3 = entryEffect( spep_10 + 0, SP_11x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_10 + 0, kidan3, 0, 0, 0 ); setEffMoveKey( spep_10 + 74, kidan3, 0, 0, 0 ); setEffScaleKey( spep_10 + 0, kidan3, 1.0, 1.0 ); setEffScaleKey( spep_10 + 74, kidan3, 1.0, 1.0 ); setEffRotateKey( spep_10 + 0, kidan3, 0 ); setEffRotateKey( spep_10 + 74, kidan3, 0 ); setEffAlphaKey( spep_10 + 0, kidan3, 255 ); setEffAlphaKey( spep_10 + 72, kidan3, 255 ); setEffAlphaKey( spep_10 + 73, kidan3, 255 ); setEffAlphaKey( spep_10 + 74, kidan3, 0 ); --SE --連続気弾2 SE054 = playSeVer2( spep_10 + 0, 1016, "",spep_10 + 16, 0, 6, -1); SE055 = playSeVer2( spep_10 + 0, 1358, "",spep_10 + 16, 0, 6, -1); SE056 = playSeVer2( spep_10 + 10, 1016, "",spep_10 + 26, 0, 6, -1); SE057 = playSeVer2( spep_10 + 10, 1358, "",spep_10 + 26, 0, 6, -1); SE058 = playSeVer2( spep_10 + 20, 1016, "",spep_10 + 36, 0, 6, -1); SE059 = playSeVer2( spep_10 + 20, 1358, "",spep_10 + 36, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 20, SE059, 88 ); SE060 = playSeVer2( spep_10 + 30, 1016, "",spep_10 + 46, 0, 6, -1); SE061 = playSeVer2( spep_10 + 30, 1358, "",spep_10 + 46, 0, 6, -1); SE062 = playSeVer2( spep_10 + 40, 1016, "",spep_10 + 56, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 40, SE062, 88 ); SE063 = playSeVer2( spep_10 + 40, 1358, "",spep_10 + 56, 0, 6, -1); --連続気弾2 SE065 = playSeVer2( spep_10 + 50, 1016, "",spep_10 + 66, 0, 6, -1); setSeVolumeByWorkId( spep_10 + 50, SE065, 86 ); SE066 = playSeVer2( spep_10 + 50, 1358, "",spep_10 + 66, 0, 6, -1); SE067 = playSeVer2( spep_10 + 60, 1016, "",spep_10 + 76, 0, 6, -1); SE068 = playSeVer2( spep_10 + 60, 1358, "",spep_10 + 76, 0, 6, -1); SE069 = playSeVer2( spep_10 + 70, 1016, "",spep_10 + 86, 0, 6, -1); SE070 = playSeVer2( spep_10 + 70, 1358, "",spep_10 + 86, 0, 6, -1); -- ** くろ背景 ** -- entryFadeBg( spep_10 + 0, 0, 80, 0, 0, 0, 0, 255 ); --黒 背景 -- ** 次の準備 ** -- spep_11= spep_10 + 72; ------------------------------------------------------ --ラスト爆発シーン ------------------------------------------------------ -- ** エフェクト等 ** -- finish = entryEffect( spep_11 + 0, SP_12x, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_11 + 0, finish , 0, 0, 0 ); setEffMoveKey( spep_11 + 150, finish , 0, 0, 0 ); setEffScaleKey( spep_11 + 0, finish , -1.0, 1.0 ); setEffScaleKey( spep_11 + 150, finish , -1.0, 1.0 ); setEffRotateKey( spep_11 + 0, finish , 0 ); setEffRotateKey( spep_11 + 150, finish , 0 ); setEffAlphaKey( spep_11 + 0, finish , 255 ); setEffAlphaKey( spep_11 + 150, finish , 255 ); --SE --ラスト爆発 SE071 = playSeVer2( spep_11 + 0, 1159, "", 0, 0, 0, -1); SE072 = playSeVer2( spep_11 + 4, 1067, "", 0, 0, 0, -1); SE073 = playSeVer2( spep_11 + 8, 1259, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_11 + 8, SE073, 72 ); setPitch( spep_11 + 8, SE073, -600 ); setTimeStretch( SE073, 0.6, 30, 4 ); SE064 = playSeVer2( spep_11 + 8, 1168, "", 0, 12, 0, -1); setStartTimeMs( SE064, 750 ); --終わり dealDamage(spep_11+28); endPhase( spep_11 + 140 ); end