-- 4027230: LR_無限ザマス_超必殺技 ザマスの正義と秩序 -- sp_effect_a3_00103 -- sp2592 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; -- 味方側 SP_01 = 162159; -- 地球を覆うザマス ef_001 SP_02 = 162160; -- ビーム〜引きの爆発〜手前ビーム〜爆発 ef_002 SP_03 = 162162; -- 敵ヒット時 背景 ef_003 SP_04 = 162163; -- 全体攻撃 手前爆発 ef_004 SP_05 = 162164; -- 全体攻撃 背景 ef_005 ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ setVisibleUI( 0, 0 ); changeAnime( 0, 0, 0 ); --changeAnime( 0, 1, 100 ); setDisp( 0, 0, 0 ); --setDisp( 0, 1, 0 ); setMoveKey( 0, 0, 0, -5000, 0 ); setMoveKey( 1, 0, 0, -5000, 0 ); setMoveKey( 2, 0, 0, -5000, 0 ); setMoveKey( 3, 0, 0, -5000, 0 ); setMoveKey( 4, 0, 0, -5000, 0 ); setMoveKey( 5, 0, 0, -5000, 0 ); setMoveKey( 6, 0, 0, -5000, 0 ); setScaleKey( 0, 0, 1.6, 1.6 ); setScaleKey( 1, 0, 1.6, 1.6 ); setScaleKey( 2, 0, 1.6, 1.6 ); setScaleKey( 3, 0, 1.6, 1.6 ); setScaleKey( 4, 0, 1.6, 1.6 ); setScaleKey( 5, 0, 1.6, 1.6 ); setScaleKey( 6, 0, 1.6, 1.6 ); setRotateKey( 0, 0, 0 ); setRotateKey( 1, 0, 0 ); setRotateKey( 2, 0, 0 ); setRotateKey( 3, 0, 0 ); setRotateKey( 4, 0, 0 ); setRotateKey( 5, 0, 0 ); setRotateKey( 6, 0, 0 ); --[[ setMoveKey( 0, 1, 0, -5000, 0 ); setMoveKey( 1, 1, 0, -5000, 0 ); setMoveKey( 2, 1, 0, -5000, 0 ); setMoveKey( 3, 1, 0, -5000, 0 ); setMoveKey( 4, 1, 0, -5000, 0 ); setMoveKey( 5, 1, 0, -5000, 0 ); setMoveKey( 6, 1, 0, -5000, 0 ); setScaleKey( 0, 1, 1.6, 1.6 ); setScaleKey( 1, 1, 1.6, 1.6 ); setScaleKey( 2, 1, 1.6, 1.6 ); setScaleKey( 3, 1, 1.6, 1.6 ); setScaleKey( 4, 1, 1.6, 1.6 ); setScaleKey( 5, 1, 1.6, 1.6 ); setScaleKey( 6, 1, 1.6, 1.6 ); setRotateKey( 0, 1, 0 ); setRotateKey( 1, 1, 0 ); setRotateKey( 2, 1, 0 ); setRotateKey( 3, 1, 0 ); setRotateKey( 4, 1, 0 ); setRotateKey( 5, 1, 0 ); setRotateKey( 6, 1, 0 ); ]] ENABLE_AUTO_TIME_STRETCH(0.9); OFFSET_X = -1; -------------------------- if (_IS_SPECIAL_AIM_ALL_ == 0) then --- 全体必殺技の初回時 --テンプレ構文 changeAnime( 0, 1, 100); setDisp( 0, 1, 0); setMoveKey( 0, 1, 0, -5000, 0); setMoveKey( 1, 1, 0, -5000, 0); setMoveKey( 2, 1, 0, -5000, 0); setMoveKey( 3, 1, 0, -5000, 0); setMoveKey( 4, 1, 0, -5000, 0); setMoveKey( 5, 1, 0, -5000, 0); setMoveKey( 6, 1, 0, -5000, 0); setScaleKey( 0, 1, 1.6, 1.6 ); setScaleKey( 1, 1, 1.6, 1.6 ); setScaleKey( 2, 1, 1.6, 1.6 ); setScaleKey( 3, 1, 1.6, 1.6 ); setScaleKey( 4, 1, 1.6, 1.6 ); setScaleKey( 5, 1, 1.6, 1.6 ); setScaleKey( 6, 1, 1.6, 1.6 ); setRotateKey( 0, 1, 0 ); setRotateKey( 1, 1, 0 ); setRotateKey( 2, 1, 0 ); setRotateKey( 3, 1, 0 ); setRotateKey( 4, 1, 0 ); setRotateKey( 5, 1, 0 ); setRotateKey( 6, 1, 0 ); if (_IS_PLAYER_SIDE_ == 1) then ------------------------------------------------------ -- 味方側 ------------------------------------------------------ spep_0 = 0; ------------------------------------------------------ -- 地球を覆うザマス ef_001 (298F) ------------------------------------------------------ MAX_FRAME_0 = 298; -- ** エフェクト等 ** -- entry_SP_01 = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, entry_SP_01, 0, 0 , 0 ); setEffMoveKey( spep_0 + MAX_FRAME_0, entry_SP_01, 0, 0 , 0 ); setEffScaleKey( spep_0 + 0, entry_SP_01, 1.0, 1.0 ); setEffScaleKey( spep_0 + MAX_FRAME_0, entry_SP_01, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, entry_SP_01, 0 ); setEffRotateKey( spep_0 + MAX_FRAME_0, entry_SP_01, 0 ); setEffAlphaKey( spep_0 + 0, entry_SP_01, 255 ); setEffAlphaKey( spep_0 + MAX_FRAME_0, entry_SP_01, 255 ); spep_x = spep_0 + 180; -- ** 顔カットイン ** -- --speff = entryEffect( spep_x + 0, 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 + 0, 1505, 0x100, -1, 0, 0, 0, 1000 ); -- カットイン(セリフ) setEffReplaceTexture( speff1, 4, 5 ); -- セリフカットイン差し替え -- ** 音 ** -- --地球飲まれる SE001 = playSeVer2( spep_0 + 0, 1269, "",spep_0 + 334, 0, 26, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 25 ); SE002 = playSeVer2( spep_0 + 0, 1227, "",spep_0 + 336, 0, 30, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 58 ); SE003 = playSeVer2( spep_0 + 10, 1214, "",spep_0 + 330, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 10, SE003, 162 ); setPitch( spep_0 + 10, SE003, -400 ); setTimeStretch( SE003, 0.73, 30, 4 ); SE004 = playSeVer2( spep_0 + 10, 1398, "",spep_0 + 332, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 10, SE004, 146 ); ----------------------------- -- 回避 ----------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 150; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge - 12, 1042); stopSe( SP_dodge - 12, SE001, 0); stopSe( SP_dodge - 12, SE002, 0); stopSe( SP_dodge - 12, SE003, 0); stopSe( SP_dodge - 12, SE004, 0); pauseAll( SP_dodge, 67); speff = entryEffectUnpausable( SP_dodge-12, 1504, 0x100, -1, 0, 0, -350); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6); -- カットイン差し替え kaihi = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350); -- 回避の文字表示 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 ----------------------------- -- ** 音 ** -- --顔現れる SE005 = playSeVer2( spep_0 + 156, 1264, "",spep_0 + 332, 0, 28, -1); setSeVolumeByWorkId( spep_0 + 156, SE005, 82 ); setPitch( spep_0 + 156, SE005, -500 ); setTimeStretch( SE005, 0.67, 30, 4 ); SE006 = playSeVer2( spep_0 + 156, 1265, "",spep_0 + 330, 0, 24, -1); SE007 = playSeVer2( spep_0 + 164, 1178, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 164, SE007, 71 ); --顔カットイン SE00X = playSeVer2( spep_x + 12, 1018, "", 0, 0, 0, -1); -- ** 白フェード ** -- entryFade( spep_0 + 0, 0, 0, 7, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_0 + 289, 9, 2, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, MAX_FRAME_0 + 2, 0, 0, 0, 0, 255 ); -- ** 次の準備 ** -- spep_1 = spep_0 + MAX_FRAME_0; -- 298 -------------------------------------- -- カードカットイン(94F) -------------------------------------- spep_2 = showCardCutin(spep_1, 0); ------------------------------------------------------ -- ビーム〜引きの爆発〜手前ビーム〜爆発 ef_002 (638F) ------------------------------------------------------ MAX_FRAME_2 = 638; -- ** エフェクト等 ** -- entry_SP_02 = entryEffect( spep_2 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, entry_SP_02, 0, 0 , 0 ); setEffMoveKey( spep_2 + MAX_FRAME_2, entry_SP_02, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, entry_SP_02, 1.0, 1.0 ); setEffScaleKey( spep_2 + MAX_FRAME_2, entry_SP_02, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, entry_SP_02, 0 ); setEffRotateKey( spep_2 + MAX_FRAME_2, entry_SP_02, 0 ); setEffAlphaKey( spep_2 + 0, entry_SP_02, 255 ); setEffAlphaKey( spep_2 + MAX_FRAME_2, entry_SP_02, 255 ); entry_SP_03 = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, entry_SP_03, 0, 0 , 0 ); setEffMoveKey( spep_2 + MAX_FRAME_2, entry_SP_03, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, entry_SP_03, 1.0, 1.0 ); setEffScaleKey( spep_2 + MAX_FRAME_2, entry_SP_03, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, entry_SP_03, 0 ); setEffRotateKey( spep_2 + MAX_FRAME_2, entry_SP_03, 0 ); setEffAlphaKey( spep_2 + 0, entry_SP_03, 255 ); setEffAlphaKey( spep_2 + MAX_FRAME_2, entry_SP_03, 255 ); -- ** 敵キャラクター ** -- setDisp(spep_2 + 410 + OFFSET_X, 1, 1); setDisp(spep_2 + 439 + OFFSET_X, 1, 0); changeAnime( spep_2 + 410 + OFFSET_X, 1, 104 ); changeAnime( spep_2 + 432 + OFFSET_X, 1, 108 ); setMoveKey( spep_2 + 410 + OFFSET_X, 1, 0, 1.8 , 0 ); setMoveKey( spep_2 + 411 + OFFSET_X, 1, 0, 1.8 , 0 ); setMoveKey( spep_2 + 412 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 413 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 414 + OFFSET_X, 1, 0, 0.8 , 0 ); setMoveKey( spep_2 + 415 + OFFSET_X, 1, 0, 0.8 , 0 ); setMoveKey( spep_2 + 416 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 417 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 418 + OFFSET_X, 1, 0, 0.6 , 0 ); setMoveKey( spep_2 + 419 + OFFSET_X, 1, 0, 0.6 , 0 ); setMoveKey( spep_2 + 420 + OFFSET_X, 1, 0, 2.8 , 0 ); setMoveKey( spep_2 + 421 + OFFSET_X, 1, 0, 2.8 , 0 ); setMoveKey( spep_2 + 422 + OFFSET_X, 1, 0, -0.1 , 0 ); setMoveKey( spep_2 + 423 + OFFSET_X, 1, 0, -0.1 , 0 ); setMoveKey( spep_2 + 424 + OFFSET_X, 1, 0, 3.1 , 0 ); setMoveKey( spep_2 + 425 + OFFSET_X, 1, 0, 3.1 , 0 ); setMoveKey( spep_2 + 426 + OFFSET_X, 1, 0, -0.5 , 0 ); setMoveKey( spep_2 + 427 + OFFSET_X, 1, 0, -0.5 , 0 ); setMoveKey( spep_2 + 428 + OFFSET_X, 1, 0, 4 , 0 ); setMoveKey( spep_2 + 429 + OFFSET_X, 1, 0, 4 , 0 ); setMoveKey( spep_2 + 430 + OFFSET_X, 1, 0, -1.2 , 0 ); setMoveKey( spep_2 + 431 + OFFSET_X, 1, 0, -1.2 , 0 ); setMoveKey( spep_2 + 432 + OFFSET_X, 1, 7.9, -58.1 , 0 ); setMoveKey( spep_2 + 433 + OFFSET_X, 1, 7.9, -58.1 , 0 ); setMoveKey( spep_2 + 434 + OFFSET_X, 1, 45.9, -120.6 , 0 ); setMoveKey( spep_2 + 435 + OFFSET_X, 1, 45.9, -120.6 , 0 ); setMoveKey( spep_2 + 436 + OFFSET_X, 1, 95.6, -145.6 , 0 ); setMoveKey( spep_2 + 439 + OFFSET_X, 1, 95.6, -145.6 , 0 ); setScaleKey( spep_2 + 410 + OFFSET_X, 1, 0.65, 0.65 ); setScaleKey( spep_2 + 431 + OFFSET_X, 1, 0.65, 0.65 ); setScaleKey( spep_2 + 432 + OFFSET_X, 1, 0.7, 0.7 ); setScaleKey( spep_2 + 435 + OFFSET_X, 1, 0.7, 0.7 ); setScaleKey( spep_2 + 436 + OFFSET_X, 1, 0.75, 0.75 ); setScaleKey( spep_2 + 439 + OFFSET_X, 1, 0.75, 0.75 ); setRotateKey( spep_2 + 410 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 431 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 432 + OFFSET_X, 1, 52.9 ); setRotateKey( spep_2 + 439 + OFFSET_X, 1, 52.9 ); setBlendColor( spep_2 + 410 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.3); setBlendColor( spep_2 + 438 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.3); setBlendColor( spep_2 + 439 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.0); -- ** 音 ** -- --顔光る SE011 = playSeVer2( spep_2 + 16, 1255, "",spep_2 + 98, 14, 18, -1); setSeVolumeByWorkId( spep_2 + 16, SE011, 63 ); setStartTimeMs( SE011, 500 ); setPitch( spep_2 + 16, SE011, -900 ); setTimeStretch( SE011, 0.4, 30, 4 ); SE012 = playSeVer2( spep_2 + 16, 1240, "",spep_2 + 98, 0, 22, -1); setSeVolumeByWorkId( spep_2 + 16, SE012, 117 ); setPitch( spep_2 + 16, SE012, -300 ); setTimeStretch( SE012, 0.8, 30, 4 ); SE013 = playSeVer2( spep_2 + 16, 1391, "",spep_2 + 88, 0, 32, -1); setSeVolumeByWorkId( spep_2 + 16, SE013, 85 ); --発射前溜め SE010 = playSeVer2( spep_2 + 42, 1374, "", 0, 16, 0, -1); setSeVolumeByWorkId( spep_2 + 42, SE010, 71 ); setStartTimeMs( SE010, 1100 ); SE014 = playSeVer2( spep_2 + 46, 1274, "",spep_2 + 98, 0, 16, -1); setSeVolumeByWorkId( spep_2 + 46, SE014, 86 ); --気弾発射1 SE015 = playSeVer2( spep_2 + 80, 1423, "",spep_2 + 186, 0, 20, -1); setSeVolumeByWorkId( spep_2 + 80, SE015, 138 ); SE016 = playSeVer2( spep_2 + 80, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 80, SE016, 136 ); SE017 = playSeVer2( spep_2 + 80, 1027, "", 0, 0, 0, -1); --気弾発射2 SE018 = playSeVer2( spep_2 + 166, 1423, "",spep_2 + 258, 0, 16, -1); setSeVolumeByWorkId( spep_2 + 166, SE018, 129 ); SE019 = playSeVer2( spep_2 + 166, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 166, SE019, 130 ); SE020 = playSeVer2( spep_2 + 166, 1027, "", 0, 0, 0, -1); --気弾発射3 SE021 = playSeVer2( spep_2 + 240, 1423, "",spep_2 + 408, 0, 34, -1); setSeVolumeByWorkId( spep_2 + 240, SE021, 129 ); SE022 = playSeVer2( spep_2 + 240, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 240, SE022, 130 ); SE023 = playSeVer2( spep_2 + 240, 1027, "", 0, 0, 0, -1); --連続爆発 SE024 = playSeVer2( spep_2 + 310, 1024, "", 0, 0, 0, -1); --連続気弾発射 SE025 = playSeVer2( spep_2 + 320, 1423, "",spep_2 + 408, 0, 42, -1); --連続爆発 SE026 = playSeVer2( spep_2 + 340, 1014, "", 0, 0, 0, -1); --連続気弾発射 SE027 = playSeVer2( spep_2 + 354, 1423, "",spep_2 + 454, 0, 36, -1); --連続爆発 SE028 = playSeVer2( spep_2 + 374, 1011, "", 0, 0, 0, -1); --画面遷移 SE029 = playSeVer2( spep_2 + 400, 8, "", 0, 0, 0, -1); --大気弾発射 SE030 = playSeVer2( spep_2 + 424, 1213, "", 1042 , 0, 14, -1); setSeVolumeByWorkId( spep_2 + 424, SE030, 72 ); SE031 = playSeVer2( spep_2 + 424, 1423, "", 1046 , 0, 40, -1); setSeVolumeByWorkId( spep_2 + 424, SE031, 140 ); SE032 = playSeVer2( spep_2 + 424, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 424, SE032, 129 ); --気弾ヒット SE033 = playSeVer2( spep_2 + 436, 1021, "", 0, 0, 0, -1); SE034 = playSeVer2( spep_2 + 436, 1023, "", 0, 0, 0, -1); --連続気弾発射 SE035 = playSeVer2( spep_2 + 486, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 486, SE035, 135 ); --爆発 SE036 = playSeVer2( spep_2 + 504, 1159, "", 0, 0, 0, -1); --連続気弾発射 SE037 = playSeVer2( spep_2 + 526, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 526, SE037, 151 ); --爆発 SE038 = playSeVer2( spep_2 + 522, 1068, "", 0, 0, 0, -1); SE039 = playSeVer2( spep_2 + 522, 1044, "", 1032 , 0, 20, -1); SE040 = playSeVer2( spep_2 + 544, 1188, "", 0, 0, 0, -1); --連続気弾発射 SE041 = playSeVer2( spep_2 + 560, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 560, SE041, 132 ); --爆発 SE042 = playSeVer2( spep_2 + 556, 1067, "", 0, 0, 0, -1); -- ** 白フェード ** -- entryFade( spep_2 + 0, 0, 0, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 273, 15, 3, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 401, 7, 3, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 471, 7, 1, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, MAX_FRAME_2 + 2, 0, 0, 0, 0, 255 ); -- ** おわり ** -- dealDamage( spep_2 + 500); endPhase( spep_2 + MAX_FRAME_2 -2); -- 638 else ------------------------------------------------------ -- 敵側 ------------------------------------------------------ spep_0 = 0; ------------------------------------------------------ -- 地球を覆うザマス ef_001 (298F) ------------------------------------------------------ MAX_FRAME_0 = 298; -- ** エフェクト等 ** -- entry_SP_01 = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, entry_SP_01, 0, 0 , 0 ); setEffMoveKey( spep_0 + MAX_FRAME_0, entry_SP_01, 0, 0 , 0 ); setEffScaleKey( spep_0 + 0, entry_SP_01, -1.0, 1.0 ); setEffScaleKey( spep_0 + MAX_FRAME_0, entry_SP_01, -1.0, 1.0 ); setEffRotateKey( spep_0 + 0, entry_SP_01, 0 ); setEffRotateKey( spep_0 + MAX_FRAME_0, entry_SP_01, 0 ); setEffAlphaKey( spep_0 + 0, entry_SP_01, 255 ); setEffAlphaKey( spep_0 + MAX_FRAME_0, entry_SP_01, 255 ); spep_x = spep_0 + 180; -- ** 顔カットイン ** -- --speff = entryEffect( spep_x + 0, 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 + 0, 1505, 0x100, -1, 0, 0, 0, 1000 ); -- カットイン(セリフ) --setEffReplaceTexture( speff1, 4, 5 ); -- セリフカットイン差し替え -- ** 音 ** -- --地球飲まれる SE001 = playSeVer2( spep_0 + 0, 1269, "",spep_0 + 334, 0, 26, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 25 ); SE002 = playSeVer2( spep_0 + 0, 1227, "",spep_0 + 336, 0, 30, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 58 ); SE003 = playSeVer2( spep_0 + 10, 1214, "",spep_0 + 330, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 10, SE003, 162 ); setPitch( spep_0 + 10, SE003, -400 ); setTimeStretch( SE003, 0.73, 30, 4 ); SE004 = playSeVer2( spep_0 + 10, 1398, "",spep_0 + 332, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 10, SE004, 146 ); ----------------------------- -- 回避 ----------------------------- if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 150; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge - 12, 1042); stopSe( SP_dodge - 12, SE001, 0); stopSe( SP_dodge - 12, SE002, 0); stopSe( SP_dodge - 12, SE003, 0); stopSe( SP_dodge - 12, SE004, 0); pauseAll( SP_dodge, 67); speff = entryEffectUnpausable( SP_dodge-12, 1504, 0x100, -1, 0, 0, -350); -- eff_005 (カットイン) setEffReplaceTexture( speff, 3, 6); -- カットイン差し替え kaihi = entryEffectUnpausable( SP_dodge, 1575, 0x100, -1, 0, 0, 350); -- 回避の文字表示 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 ----------------------------- -- ** 音 ** -- --顔現れる SE005 = playSeVer2( spep_0 + 156, 1264, "",spep_0 + 332, 0, 28, -1); setSeVolumeByWorkId( spep_0 + 156, SE005, 82 ); setPitch( spep_0 + 156, SE005, -500 ); setTimeStretch( SE005, 0.67, 30, 4 ); SE006 = playSeVer2( spep_0 + 156, 1265, "",spep_0 + 330, 0, 24, -1); SE007 = playSeVer2( spep_0 + 164, 1178, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 164, SE007, 71 ); --顔カットイン SE00X = playSeVer2( spep_x + 12, 1018, "", 0, 0, 0, -1); -- ** 白フェード ** -- entryFade( spep_0 + 0, 0, 0, 7, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_0 + 289, 9, 2, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, MAX_FRAME_0 + 2, 0, 0, 0, 0, 255 ); -- ** 次の準備 ** -- spep_1 = spep_0 + MAX_FRAME_0; -- 298 -------------------------------------- -- カードカットイン(94F) -------------------------------------- spep_2 = showCardCutin(spep_1, 0); ------------------------------------------------------ -- ビーム〜引きの爆発〜手前ビーム〜爆発 ef_002 (638F) ------------------------------------------------------ MAX_FRAME_2 = 638; -- ** エフェクト等 ** -- entry_SP_02 = entryEffect( spep_2 + 0, SP_02, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, entry_SP_02, 0, 0 , 0 ); setEffMoveKey( spep_2 + MAX_FRAME_2, entry_SP_02, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, entry_SP_02, -1.0, 1.0 ); setEffScaleKey( spep_2 + MAX_FRAME_2, entry_SP_02, -1.0, 1.0 ); setEffRotateKey( spep_2 + 0, entry_SP_02, 0 ); setEffRotateKey( spep_2 + MAX_FRAME_2, entry_SP_02, 0 ); setEffAlphaKey( spep_2 + 0, entry_SP_02, 255 ); setEffAlphaKey( spep_2 + MAX_FRAME_2, entry_SP_02, 255 ); entry_SP_03 = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, entry_SP_03, 0, 0 , 0 ); setEffMoveKey( spep_2 + MAX_FRAME_2, entry_SP_03, 0, 0 , 0 ); setEffScaleKey( spep_2 + 0, entry_SP_03, -1.0, 1.0 ); setEffScaleKey( spep_2 + MAX_FRAME_2, entry_SP_03, -1.0, 1.0 ); setEffRotateKey( spep_2 + 0, entry_SP_03, 0 ); setEffRotateKey( spep_2 + MAX_FRAME_2, entry_SP_03, 0 ); setEffAlphaKey( spep_2 + 0, entry_SP_03, 255 ); setEffAlphaKey( spep_2 + MAX_FRAME_2, entry_SP_03, 255 ); -- ** 敵キャラクター ** -- setDisp(spep_2 + 410 + OFFSET_X, 1, 1); setDisp(spep_2 + 439 + OFFSET_X, 1, 0); changeAnime( spep_2 + 410 + OFFSET_X, 1, 4 ); changeAnime( spep_2 + 432 + OFFSET_X, 1, 8 ); setMoveKey( spep_2 + 410 + OFFSET_X, 1, 0, 1.8 , 0 ); setMoveKey( spep_2 + 411 + OFFSET_X, 1, 0, 1.8 , 0 ); setMoveKey( spep_2 + 412 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 413 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 414 + OFFSET_X, 1, 0, 0.8 , 0 ); setMoveKey( spep_2 + 415 + OFFSET_X, 1, 0, 0.8 , 0 ); setMoveKey( spep_2 + 416 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 417 + OFFSET_X, 1, 0, 2.6 , 0 ); setMoveKey( spep_2 + 418 + OFFSET_X, 1, 0, 0.6 , 0 ); setMoveKey( spep_2 + 419 + OFFSET_X, 1, 0, 0.6 , 0 ); setMoveKey( spep_2 + 420 + OFFSET_X, 1, 0, 2.8 , 0 ); setMoveKey( spep_2 + 421 + OFFSET_X, 1, 0, 2.8 , 0 ); setMoveKey( spep_2 + 422 + OFFSET_X, 1, 0, -0.1 , 0 ); setMoveKey( spep_2 + 423 + OFFSET_X, 1, 0, -0.1 , 0 ); setMoveKey( spep_2 + 424 + OFFSET_X, 1, 0, 3.1 , 0 ); setMoveKey( spep_2 + 425 + OFFSET_X, 1, 0, 3.1 , 0 ); setMoveKey( spep_2 + 426 + OFFSET_X, 1, 0, -0.5 , 0 ); setMoveKey( spep_2 + 427 + OFFSET_X, 1, 0, -0.5 , 0 ); setMoveKey( spep_2 + 428 + OFFSET_X, 1, 0, 4 , 0 ); setMoveKey( spep_2 + 429 + OFFSET_X, 1, 0, 4 , 0 ); setMoveKey( spep_2 + 430 + OFFSET_X, 1, 0, -1.2 , 0 ); setMoveKey( spep_2 + 431 + OFFSET_X, 1, 0, -1.2 , 0 ); setMoveKey( spep_2 + 432 + OFFSET_X, 1, -7.9, -58.1 , 0 ); setMoveKey( spep_2 + 433 + OFFSET_X, 1, -7.9, -58.1 , 0 ); setMoveKey( spep_2 + 434 + OFFSET_X, 1, -45.9, -120.6 , 0 ); setMoveKey( spep_2 + 435 + OFFSET_X, 1, -45.9, -120.6 , 0 ); setMoveKey( spep_2 + 436 + OFFSET_X, 1, -95.6, -145.6 , 0 ); setMoveKey( spep_2 + 439 + OFFSET_X, 1, -95.6, -145.6 , 0 ); setScaleKey( spep_2 + 410 + OFFSET_X, 1, 0.65, 0.65 ); setScaleKey( spep_2 + 431 + OFFSET_X, 1, 0.65, 0.65 ); setScaleKey( spep_2 + 432 + OFFSET_X, 1, 0.7, 0.7 ); setScaleKey( spep_2 + 435 + OFFSET_X, 1, 0.7, 0.7 ); setScaleKey( spep_2 + 436 + OFFSET_X, 1, 0.75, 0.75 ); setScaleKey( spep_2 + 439 + OFFSET_X, 1, 0.75, 0.75 ); setRotateKey( spep_2 + 410 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 431 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 432 + OFFSET_X, 1, -52.9 ); setRotateKey( spep_2 + 439 + OFFSET_X, 1, -52.9 ); setBlendColor( spep_2 + 410 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.3); setBlendColor( spep_2 + 438 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.3); setBlendColor( spep_2 + 439 + OFFSET_X, 1, 0, 1.0, 0.0, 0.0, 0.0); -- ** 音 ** -- --顔光る SE011 = playSeVer2( spep_2 + 16, 1255, "",spep_2 + 98, 14, 18, -1); setSeVolumeByWorkId( spep_2 + 16, SE011, 63 ); setStartTimeMs( SE011, 500 ); setPitch( spep_2 + 16, SE011, -900 ); setTimeStretch( SE011, 0.4, 30, 4 ); SE012 = playSeVer2( spep_2 + 16, 1240, "",spep_2 + 98, 0, 22, -1); setSeVolumeByWorkId( spep_2 + 16, SE012, 117 ); setPitch( spep_2 + 16, SE012, -300 ); setTimeStretch( SE012, 0.8, 30, 4 ); SE013 = playSeVer2( spep_2 + 16, 1391, "",spep_2 + 88, 0, 32, -1); setSeVolumeByWorkId( spep_2 + 16, SE013, 85 ); --発射前溜め SE010 = playSeVer2( spep_2 + 42, 1374, "", 0, 16, 0, -1); setSeVolumeByWorkId( spep_2 + 42, SE010, 71 ); setStartTimeMs( SE010, 1100 ); SE014 = playSeVer2( spep_2 + 46, 1274, "",spep_2 + 98, 0, 16, -1); setSeVolumeByWorkId( spep_2 + 46, SE014, 86 ); --気弾発射1 SE015 = playSeVer2( spep_2 + 80, 1423, "",spep_2 + 186, 0, 20, -1); setSeVolumeByWorkId( spep_2 + 80, SE015, 138 ); SE016 = playSeVer2( spep_2 + 80, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 80, SE016, 136 ); SE017 = playSeVer2( spep_2 + 80, 1027, "", 0, 0, 0, -1); --気弾発射2 SE018 = playSeVer2( spep_2 + 166, 1423, "",spep_2 + 258, 0, 16, -1); setSeVolumeByWorkId( spep_2 + 166, SE018, 129 ); SE019 = playSeVer2( spep_2 + 166, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 166, SE019, 130 ); SE020 = playSeVer2( spep_2 + 166, 1027, "", 0, 0, 0, -1); --気弾発射3 SE021 = playSeVer2( spep_2 + 240, 1423, "",spep_2 + 408, 0, 34, -1); setSeVolumeByWorkId( spep_2 + 240, SE021, 129 ); SE022 = playSeVer2( spep_2 + 240, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 240, SE022, 130 ); SE023 = playSeVer2( spep_2 + 240, 1027, "", 0, 0, 0, -1); --連続爆発 SE024 = playSeVer2( spep_2 + 310, 1024, "", 0, 0, 0, -1); --連続気弾発射 SE025 = playSeVer2( spep_2 + 320, 1423, "",spep_2 + 408, 0, 42, -1); --連続爆発 SE026 = playSeVer2( spep_2 + 340, 1014, "", 0, 0, 0, -1); --連続気弾発射 SE027 = playSeVer2( spep_2 + 354, 1423, "",spep_2 + 454, 0, 36, -1); --連続爆発 SE028 = playSeVer2( spep_2 + 374, 1011, "", 0, 0, 0, -1); --画面遷移 SE029 = playSeVer2( spep_2 + 400, 8, "", 0, 0, 0, -1); --大気弾発射 SE030 = playSeVer2( spep_2 + 424, 1213, "", 1042 , 0, 14, -1); setSeVolumeByWorkId( spep_2 + 424, SE030, 72 ); SE031 = playSeVer2( spep_2 + 424, 1423, "", 1046 , 0, 40, -1); setSeVolumeByWorkId( spep_2 + 424, SE031, 140 ); SE032 = playSeVer2( spep_2 + 424, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 424, SE032, 129 ); --気弾ヒット SE033 = playSeVer2( spep_2 + 436, 1021, "", 0, 0, 0, -1); SE034 = playSeVer2( spep_2 + 436, 1023, "", 0, 0, 0, -1); --連続気弾発射 SE035 = playSeVer2( spep_2 + 486, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 486, SE035, 135 ); --爆発 SE036 = playSeVer2( spep_2 + 504, 1159, "", 0, 0, 0, -1); --連続気弾発射 SE037 = playSeVer2( spep_2 + 526, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 526, SE037, 151 ); --爆発 SE038 = playSeVer2( spep_2 + 522, 1068, "", 0, 0, 0, -1); SE039 = playSeVer2( spep_2 + 522, 1044, "", 1032 , 0, 20, -1); SE040 = playSeVer2( spep_2 + 544, 1188, "", 0, 0, 0, -1); --連続気弾発射 SE041 = playSeVer2( spep_2 + 560, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 560, SE041, 132 ); --爆発 SE042 = playSeVer2( spep_2 + 556, 1067, "", 0, 0, 0, -1); -- ** 白フェード ** -- entryFade( spep_2 + 0, 0, 0, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 273, 15, 3, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 401, 7, 3, 9, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade entryFade( spep_2 + 471, 7, 1, 0, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, MAX_FRAME_2 + 2, 0, 0, 0, 0, 255 ); -- ** おわり ** -- dealDamage( spep_2 + 500); endPhase( spep_2 + MAX_FRAME_2 -2); -- 638 end end ------------------------------------------------------ -- 2人目以降の演出 ------------------------------------------------------ if (_IS_SPECIAL_AIM_ALL_ == 1) then if (_IS_PLAYER_SIDE_ == 1) then ------------------------------------------------------ -- 味方側 ------------------------------------------------------ ------------------------------------------------------ -- 全体攻撃 ef_004 (88F) ------------------------------------------------------ MAX_FRAME_3 = 88; spep_z = 0; setVisibleUI( spep_z, 0); setDisp( spep_z, 0, 0); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_z; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge-12, 1042); 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 if (_IS_PLAYER_SIDE_ == 1) then setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); else setEffScaleKey( SP_dodge, kaihi, -1.0, 1.0); end setEffAlphaKey( SP_dodge, kaihi, 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 ------------------------------------------------------ -- ** エフェクト等 ** -- entry_SP_04 = entryEffect( spep_z + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, entry_SP_04, 0, 0 , 0 ); setEffMoveKey( spep_z + MAX_FRAME_3, entry_SP_04, 0, 0 , 0 ); setEffScaleKey( spep_z + 0, entry_SP_04, 1.0, 1.0 ); setEffScaleKey( spep_z + MAX_FRAME_3, entry_SP_04, 1.0, 1.0 ); setEffRotateKey( spep_z + 0, entry_SP_04, 0 ); setEffRotateKey( spep_z + MAX_FRAME_3, entry_SP_04, 0 ); setEffAlphaKey( spep_z + 0, entry_SP_04, 255 ); setEffAlphaKey( spep_z + MAX_FRAME_3, entry_SP_04, 255 ); entry_SP_05 = entryEffect( spep_z + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, entry_SP_05, 0, 0 , 0 ); setEffMoveKey( spep_z + MAX_FRAME_3, entry_SP_05, 0, 0 , 0 ); setEffScaleKey( spep_z + 0, entry_SP_05, 1.0, 1.0 ); setEffScaleKey( spep_z + MAX_FRAME_3, entry_SP_05, 1.0, 1.0 ); setEffRotateKey( spep_z + 0, entry_SP_05, 0 ); setEffRotateKey( spep_z + MAX_FRAME_3, entry_SP_05, 0 ); setEffAlphaKey( spep_z + 0, entry_SP_05, 255 ); setEffAlphaKey( spep_z + MAX_FRAME_3, entry_SP_05, 255 ); -- ** 敵キャラクター ** -- setDisp( spep_z + 0 , 1, 1 ); setDisp( spep_z + 29 + OFFSET_X, 1, 0 ); changeAnime( spep_z + 0 , 1, 104 ); changeAnime( spep_z + 18 + OFFSET_X, 1,108 ); setMoveKey( spep_z + 0 , 1, -89.9, 45.7 , 0 ); setMoveKey( spep_z + 2 + OFFSET_X, 1, -91.1, 45.7 , 0 ); setMoveKey( spep_z + 3 + OFFSET_X, 1, -91.1, 45.7 , 0 ); setMoveKey( spep_z + 4 + OFFSET_X, 1, -92.2, 45.7 , 0 ); setMoveKey( spep_z + 5 + OFFSET_X, 1, -92.2, 45.7 , 0 ); setMoveKey( spep_z + 6 + OFFSET_X, 1, -93.3, 45.7 , 0 ); setMoveKey( spep_z + 7 + OFFSET_X, 1, -93.3, 45.7 , 0 ); setMoveKey( spep_z + 8 + OFFSET_X, 1, -94.5, 45.7 , 0 ); setMoveKey( spep_z + 10 + OFFSET_X, 1, -95.6, 45.7 , 0 ); setMoveKey( spep_z + 12 + OFFSET_X, 1, -96.7, 45.7 , 0 ); setMoveKey( spep_z + 14 + OFFSET_X, 1, -97.9, 45.7 , 0 ); setMoveKey( spep_z + 16 + OFFSET_X, 1, -99, 45.7 , 0 ); setMoveKey( spep_z + 17 + OFFSET_X, 1, -99, 45.7 , 0 ); setMoveKey( spep_z + 18 + OFFSET_X, 1, -105, 11.5 , 0 ); setMoveKey( spep_z + 19 + OFFSET_X, 1, -105, 11.5 , 0 ); setMoveKey( spep_z + 20 + OFFSET_X, 1, -79.4, -28 , 0 ); setMoveKey( spep_z + 21 + OFFSET_X, 1, -79.4, -28 , 0 ); setMoveKey( spep_z + 22 + OFFSET_X, 1, -60.5, -77.1 , 0 ); setMoveKey( spep_z + 23 + OFFSET_X, 1, -60.5, -77.1 , 0 ); setMoveKey( spep_z + 24 + OFFSET_X, 1, -24.9, -125 , 0 ); setMoveKey( spep_z + 25 + OFFSET_X, 1, -24.9, -125 , 0 ); setMoveKey( spep_z + 26 + OFFSET_X, 1, 2.1, -170 , 0 ); setMoveKey( spep_z + 29 + OFFSET_X, 1, 2.1, -170 , 0 ); setScaleKey( spep_z + 0 , 1, 0.8, 0.8 ); setScaleKey( spep_z + 2 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 3 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 4 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 5 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 6 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 7 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 29 + OFFSET_X, 1, 0.8, 0.8 ); setRotateKey( spep_z + 0 , 1, 0 ); setRotateKey( spep_z + 2 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 3 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 4 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 5 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 6 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 7 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 17 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 18 + OFFSET_X, 1, 52.9 ); setRotateKey( spep_z + 29 + OFFSET_X, 1, 52.9 ); -- ** 音 ** -- --【全体】気弾発射 SE043 = playSeVer2( spep_z + 6, 1423, "", 0, 0, 0, -1); SE044 = playSeVer2( spep_z + 6, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_z + 6, SE044, 151 ); --【全体】気弾ヒット SE045 = playSeVer2( spep_z + 14, 1021, "", 0, 0, 0, -1); --【全体】爆発 SE046 = playSeVer2( spep_z + 32, 1159, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_z + 32, SE046, 81 ); SE047 = playSeVer2( spep_z + 32, 1024, "", 0, 0, 0, -1); -- ** 黒背景 ** -- entryFadeBg( spep_z + 0, 0, MAX_FRAME_3 + 2, 0, 0, 0, 0, 255 ); -- ** おわり ** -- dealDamage( spep_z + 0 ); endPhase( spep_z + MAX_FRAME_3 ); -- 88 else ------------------------------------------------------ -- 敵側 ------------------------------------------------------ ------------------------------------------------------ -- 全体攻撃 ef_004 (88F) ------------------------------------------------------ MAX_FRAME_3 = 88; spep_z = 0; setVisibleUI( spep_z, 0); setDisp( spep_z, 0, 0); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_z; --エンドフェイズのフレーム数を置き換える playSe( SP_dodge-12, 1042); 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 if (_IS_PLAYER_SIDE_ == 1) then setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); else setEffScaleKey( SP_dodge, kaihi, -1.0, 1.0); end setEffAlphaKey( SP_dodge, kaihi, 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 ------------------------------------------------------ -- ** エフェクト等 ** -- entry_SP_04 = entryEffect( spep_z + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, entry_SP_04, 0, 0 , 0 ); setEffMoveKey( spep_z + MAX_FRAME_3, entry_SP_04, 0, 0 , 0 ); setEffScaleKey( spep_z + 0, entry_SP_04, -1.0, 1.0 ); setEffScaleKey( spep_z + MAX_FRAME_3, entry_SP_04, -1.0, 1.0 ); setEffRotateKey( spep_z + 0, entry_SP_04, 0 ); setEffRotateKey( spep_z + MAX_FRAME_3, entry_SP_04, 0 ); setEffAlphaKey( spep_z + 0, entry_SP_04, 255 ); setEffAlphaKey( spep_z + MAX_FRAME_3, entry_SP_04, 255 ); entry_SP_05 = entryEffect( spep_z + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, entry_SP_05, 0, 0 , 0 ); setEffMoveKey( spep_z + MAX_FRAME_3, entry_SP_05, 0, 0 , 0 ); setEffScaleKey( spep_z + 0, entry_SP_05, -1.0, 1.0 ); setEffScaleKey( spep_z + MAX_FRAME_3, entry_SP_05, -1.0, 1.0 ); setEffRotateKey( spep_z + 0, entry_SP_05, 0 ); setEffRotateKey( spep_z + MAX_FRAME_3, entry_SP_05, 0 ); setEffAlphaKey( spep_z + 0, entry_SP_05, 255 ); setEffAlphaKey( spep_z + MAX_FRAME_3, entry_SP_05, 255 ); -- ** 敵キャラクター ** -- setDisp( spep_z + 0 , 1, 1 ); setDisp( spep_z + 29 + OFFSET_X, 1, 0 ); changeAnime( spep_z + 0 , 1, 4 ); changeAnime( spep_z + 18 + OFFSET_X, 1,8 ); setMoveKey( spep_z + 0 , 1, 89.9, 45.7 , 0 ); setMoveKey( spep_z + 2 + OFFSET_X, 1, 91.1, 45.7 , 0 ); setMoveKey( spep_z + 3 + OFFSET_X, 1, 91.1, 45.7 , 0 ); setMoveKey( spep_z + 4 + OFFSET_X, 1, 92.2, 45.7 , 0 ); setMoveKey( spep_z + 5 + OFFSET_X, 1, 92.2, 45.7 , 0 ); setMoveKey( spep_z + 6 + OFFSET_X, 1, 93.3, 45.7 , 0 ); setMoveKey( spep_z + 7 + OFFSET_X, 1, 93.3, 45.7 , 0 ); setMoveKey( spep_z + 8 + OFFSET_X, 1, 94.5, 45.7 , 0 ); setMoveKey( spep_z + 10 + OFFSET_X, 1, 95.6, 45.7 , 0 ); setMoveKey( spep_z + 12 + OFFSET_X, 1, 96.7, 45.7 , 0 ); setMoveKey( spep_z + 14 + OFFSET_X, 1, 97.9, 45.7 , 0 ); setMoveKey( spep_z + 16 + OFFSET_X, 1, 99, 45.7 , 0 ); setMoveKey( spep_z + 17 + OFFSET_X, 1, 99, 45.7 , 0 ); setMoveKey( spep_z + 18 + OFFSET_X, 1, 105, 11.5 , 0 ); setMoveKey( spep_z + 19 + OFFSET_X, 1, 105, 11.5 , 0 ); setMoveKey( spep_z + 20 + OFFSET_X, 1, 79.4, -28 , 0 ); setMoveKey( spep_z + 21 + OFFSET_X, 1, 79.4, -28 , 0 ); setMoveKey( spep_z + 22 + OFFSET_X, 1, 60.5, -77.1 , 0 ); setMoveKey( spep_z + 23 + OFFSET_X, 1, 60.5, -77.1 , 0 ); setMoveKey( spep_z + 24 + OFFSET_X, 1, 24.9, -125 , 0 ); setMoveKey( spep_z + 25 + OFFSET_X, 1, 24.9, -125 , 0 ); setMoveKey( spep_z + 26 + OFFSET_X, 1, -2.1, -170 , 0 ); setMoveKey( spep_z + 29 + OFFSET_X, 1, -2.1, -170 , 0 ); setScaleKey( spep_z + 0 , 1, 0.8, 0.8 ); setScaleKey( spep_z + 2 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 3 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 4 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 5 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 6 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 7 + OFFSET_X, 1, 0.8, 0.8 ); setScaleKey( spep_z + 29 + OFFSET_X, 1, 0.8, 0.8 ); setRotateKey( spep_z + 0 , 1, 0 ); setRotateKey( spep_z + 2 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 3 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 4 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 5 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 6 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 7 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 17 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 18 + OFFSET_X, 1, -52.9 ); setRotateKey( spep_z + 29 + OFFSET_X, 1, -52.9 ); -- ** 音 ** -- --【全体】気弾発射 SE043 = playSeVer2( spep_z + 6, 1423, "", 0, 0, 0, -1); SE044 = playSeVer2( spep_z + 6, 1424, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_z + 6, SE044, 151 ); --【全体】気弾ヒット SE045 = playSeVer2( spep_z + 14, 1021, "", 0, 0, 0, -1); --【全体】爆発 SE046 = playSeVer2( spep_z + 32, 1159, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_z + 32, SE046, 81 ); SE047 = playSeVer2( spep_z + 32, 1024, "", 0, 0, 0, -1); -- ** 黒背景 ** -- entryFadeBg( spep_z + 0, 0, MAX_FRAME_3 + 2, 0, 0, 0, 0, 255 ); -- ** おわり ** -- dealDamage( spep_z + 0 ); endPhase( spep_z + MAX_FRAME_3 ); -- 88 end end