-- 4029410:LR_伝説の超サイヤ人ブロリー_超必殺技:ブラスターメテオ -- sp_effect_a2_00241 -- sp2748 fcolor_r = 245; fcolor_g = 245; fcolor_b = 245; --エフェクト(味方) SP_01 = 163083 --ブロリーのアップ〜遠景 ef_001 SP_02 = 163085 --気弾発射〜フィニッシュ ef_002 SP_03 = 163086 --気弾発射〜フィニッシュ ef_002b SP_04 = 163087 --敵に気弾がヒット〜着弾 ef_003 SP_05 = 163088 --敵に気弾がヒット〜着弾 ef_003b SP_06 = 163089 --KO ef_004 --エフェクト(敵) SP_01r = 163084 --ブロリーのアップ〜遠景 ef_001r ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ setVisibleUI( 0, 0); --「1体目(初回時)の演出」で冒頭に敵表示なし、 --「2体目以降の演出」では冒頭に敵が表示されている場合は --こちらの敵側の動きはコメントアウトする 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(0.78); 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(敵の初期化) 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; ------------------------------------------------- -- ブロリーのアップ〜遠景 ------------------------------------------------- MAX_FRAME_0 = 420; -- ** エフェクト等 ** -- base_0 = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0); -- ブロリーのアップ〜遠景 ef_001 setEffMoveKey( spep_0 + 0, base_0, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, base_0, 0, 0 , 0); setEffScaleKey( spep_0 + 0, base_0, 1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, base_0, 1.0, 1.0); setEffRotateKey( spep_0 + 0, base_0, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, base_0, 0); setEffAlphaKey( spep_0 + 0, base_0, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, base_0, 255); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, MAX_FRAME_0 +2, 0, 0, 0, 0, 255); --黒 背景 ----------------------------- -- 顔カットイン ----------------------------- spep_x = spep_0 + 28; -- ** 顔カットイン ** -- 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 --顔カットイン SE00X = playSeVer2( spep_x + 0, 1018, "", 0, 0, 0, 0.7); -- ** 音 ** -- --環境音 SE001 = playSeVer2( spep_0 + 0, 1269, "",spep_0 + 430, 0, 32, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 25 ); SE002 = playSeVer2( spep_0 + 0, 1227, "",spep_0 + 426, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 45 ); --力む SE005 = playSeVer2( spep_0 + 42, 1344, "", 0, 0, 0, -1); --のけぞる SE006 = playSeVer2( spep_0 + 132, 1116, "",spep_0 + 184, 0, 26, -1); --気ダメ SE007 = playSeVer2( spep_0 + 168, 1035, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 168, SE007, 141 ); SE008 = playSeVer2( spep_0 + 168, 1068, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 168, SE008, 63 ); --オーラ SE009 = playSeVer2( spep_0 + 182, 1036, "", 0, 0, 0, -1); SE011 = playSeVer2( spep_0 + 206, 1036, "", 0, 0, 0, -1); SE012 = playSeVer2( spep_0 + 230, 1036, "", 0, 0, 0, -1); --腕あげる SE010 = playSeVer2( spep_0 + 200, 1004, "", 0, 0, 0, -1); --腕おろす SE013 = playSeVer2( spep_0 + 242, 1189, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 242, SE013, 168 ); --浮き上がる SE014 = playSeVer2( spep_0 + 248, 1067, "", 0, 0, 0, -1); SE015 = playSeVer2( spep_0 + 248, 1190, "", 0, 0, 0, -1); SE016 = playSeVer2( spep_0 + 248, 1359, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 248, SE016, 79 ); --オーラ SE017 = playSeVer2( spep_0 + 254, 1036, "", 0, 0, 0, -1); --オーラ収束1 SE018 = playSeVer2( spep_0 + 312, 1313, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 312, SE018, 86 ); setTimeStretch( SE018, 0.66, 30, 4 ); SE019 = playSeVer2( spep_0 + 312, 1277, "",spep_0 + 372, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 312, SE019, 230 ); setPitch( spep_0 + 312, SE019, -800 ); setTimeStretch( SE019, 0.47, 30, 4 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 360; --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, SE014, 0 ); stopSe( SP_dodge - 12, SE015, 0 ); stopSe( SP_dodge - 12, SE016, 0 ); stopSe( SP_dodge - 12, SE017, 0 ); stopSe( SP_dodge - 12, SE018, 0 ); stopSe( SP_dodge - 12, SE019, 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 ** -- --オーラ収束2 SE020 = playSeVer2( spep_0 + 346, 1313, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 346, SE020, 86 ); setTimeStretch( SE020, 0.66, 30, 4 ); SE021 = playSeVer2( spep_0 + 346, 1277, "",spep_0 + 406, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 346, SE021, 230 ); setPitch( spep_0 + 346, SE021, -800 ); setTimeStretch( SE021, 0.47, 30, 4 ); --気が弾ける SE022 = playSeVer2( spep_0 + 380, 1173, "",spep_0 + 432, 2, 22, -1); setSeVolumeByWorkId( spep_0 + 380, SE022, 200 ); setStartTimeMs( SE022, 333 ); SE023 = playSeVer2( spep_0 + 382, 1179, "",spep_0 + 428, 0, 18, -1); setSeVolumeByWorkId( spep_0 + 382, SE023, 78 ); -- ** 次の準備 ** -- spep_1 = spep_0 + MAX_FRAME_0; --420 -------------------------------------- -- カードカットイン(94F) -------------------------------------- spep_2 = showCardCutin(spep_1, 0); -- ** 音 ** -- --気弾発射 SE025 = playSeVer2( spep_1 + 74, 1226, "",spep_1 + 170, 0, 50, -1); --気弾発射 SE026 = playSeVer2( spep_1 + 90, 1257, "", 0, 0, 0, -1); SE027 = playSeVer2( spep_1 + 90, 1289, "",spep_2 + 156, 0, 66, -1); setSeVolumeByWorkId( spep_1 + 90, SE027, 53 ); setPitch( spep_1 + 90, SE027, -300 ); setTimeStretch( SE027, 0.8, 30, 4 ); ------------------------------------------------- -- 気弾発射〜フィニッシュ ------------------------------------------------- MAX_FRAME_2 = 342; -- ** エフェクト等 ** -- base_f2 = entryEffect( spep_2 + 0, SP_02, 0x100, -1, 0, 0, 0); -- 気弾発射〜フィニッシュ ef_002 setEffMoveKey( spep_2 + 0, base_f2, 0, 0 , 0); setEffMoveKey( spep_2 + MAX_FRAME_2, base_f2, 0, 0 , 0); setEffScaleKey( spep_2 + 0, base_f2, 1.0, 1.0); setEffScaleKey( spep_2 + MAX_FRAME_2, base_f2, 1.0, 1.0); setEffRotateKey( spep_2 + 0, base_f2, 0); setEffRotateKey( spep_2 + MAX_FRAME_2, base_f2, 0); setEffAlphaKey( spep_2 + 0, base_f2, 255); setEffAlphaKey( spep_2 + MAX_FRAME_2, base_f2, 255); base_b2 = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0); -- 気弾発射〜フィニッシュ(背景) ef_002b setEffMoveKey( spep_2 + 0, base_b2, 0, 0 , 0); setEffMoveKey( spep_2 + MAX_FRAME_2, base_b2, 0, 0 , 0); setEffScaleKey( spep_2 + 0, base_b2, 1.0, 1.0); setEffScaleKey( spep_2 + MAX_FRAME_2, base_b2, 1.0, 1.0); setEffRotateKey( spep_2 + 0, base_b2, 0); setEffRotateKey( spep_2 + MAX_FRAME_2, base_b2, 0); setEffAlphaKey( spep_2 + 0, base_b2, 255); setEffAlphaKey( spep_2 + MAX_FRAME_2, base_b2, 255); spep_3 = spep_2 + MAX_FRAME_2-2; finish = entryEffect( spep_3 + 0, SP_06, 0x100, -1, 0, 0, 0); -- --KO ef_004 setEffMoveKey( spep_3 + 0, finish, 0, 0 , 0); setEffMoveKey( spep_3 + 170, finish, 0, 0 , 0); setEffScaleKey( spep_3 + 0, finish, 1.0, 1.0); setEffScaleKey( spep_3 + 170, finish, 1.0, 1.0); setEffRotateKey( spep_3 + 0, finish, 0); setEffRotateKey( spep_3 + 170, finish, 0); setEffAlphaKey( spep_3 + 0, finish, 255); setEffAlphaKey( spep_3 + 170, finish, 255); -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, MAX_FRAME_2 +2, 0, 0, 0, 0, 255); --黒 背景 -- ** 敵キャラクター ** -- setDisp( spep_2 + 96 + OFFSET_X, 1, 1 ); setDisp( spep_2 + 116 + OFFSET_X, 1, 0 ); changeAnime( spep_2 + 96 + OFFSET_X, 1, 100 ); changeAnime( spep_2 + 108 + OFFSET_X, 1, 104 ); changeAnime( spep_2 + 112 + OFFSET_X, 1, 106 ); setMoveKey( spep_2 + 96 + OFFSET_X, 1, 29.2, 0.2 , 0 ); setMoveKey( spep_2 + 111 + OFFSET_X, 1, 29.2, 0.2 , 0 ); setMoveKey( spep_2 + 112 + OFFSET_X, 1, 189.2, 80.2 , 0 ); setMoveKey( spep_2 + 116 + OFFSET_X, 1, 189.2, 80.2 , 0 ); setScaleKey( spep_2 + 96 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_2 + 116 + OFFSET_X, 1, 1, 1 ); setRotateKey( spep_2 + 96 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 111 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 112 + OFFSET_X, 1, -45 ); setRotateKey( spep_2 + 116 + OFFSET_X, 1, -45 ); -- ** 音 ** -- --気弾発射 SE028 = playSeVer2( spep_2 + 8, 1406, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 8, SE028, 73 ); SE029 = playSeVer2( spep_2 + 12, 1401, "", 0, 0, 0, -1); SE030 = playSeVer2( spep_2 + 24, 1401, "", 0, 0, 0, -1); SE031 = playSeVer2( spep_2 + 36, 1401, "", 0, 0, 0, -1); SE032 = playSeVer2( spep_2 + 46, 1401, "", 0, 0, 0, -1); SE033 = playSeVer2( spep_2 + 56, 1401, "", 0, 0, 0, -1); SE034 = playSeVer2( spep_2 + 68, 1401, "", 0, 0, 0, -1); SE035 = playSeVer2( spep_2 + 80, 1401, "", 0, 0, 0, -1); --気弾発射2 SE060 = playSeVer2( spep_2 + 40, 1226, "",spep_2 + 100, 30, 40, -1); --敵ヒット SE036 = playSeVer2( spep_2 + 98, 1027, "", 0, 0, 0, -1); SE037 = playSeVer2( spep_2 + 98, 1021, "", 0, 0, 0, -1); SE038 = playSeVer2( spep_2 + 98, 1178, "", 0, 0, 0, -1); --気弾飛んでいく SE039 = playSeVer2( spep_2 + 108, 1272, "",spep_2 + 152, 0, 16, -1); setPitch( spep_2 + 108, SE039, 600 ); setTimeStretch( SE039, 1.4, 30, 4 ); --爆発 SE040 = playSeVer2( spep_2 + 124, 1069, "", 0, 8, 0, -1); setStartTimeMs( SE040, 133 ); SE041 = playSeVer2( spep_2 + 130, 1159, "", 0, 0, 0, -1); SE042 = playSeVer2( spep_2 + 144, 1044, "",spep_2 + 244, 0, 48, -1); --地響き SE043 = playSeVer2( spep_2 + 144, 1044, "",spep_2 + 368, 0, 36, -1); --地面爆発する SE044 = playSeVer2( spep_2 + 180, 1067, "",spep_2 + 250, 0, 20, -1); SE045 = playSeVer2( spep_2 + 224, 1008, "", 0, 0, 0, -1); SE046 = playSeVer2( spep_2 + 252, 1011, "",spep_2 + 320, 0, 26, -1); SE047 = playSeVer2( spep_2 + 282, 1068, "", 0, 0, 0, -1); SE048 = playSeVer2( spep_2 + 302, 1011, "", 0, 0, 0, -1); SE049 = playSeVer2( spep_2 + 318, 1068, "", 0, 0, 0, -1); -- ** ダメージ表示 ** -- if ( _IS_DEAD_LAST_ == 0 ) then entryFade( spep_2 + 338 + OFFSET_X, 6, 10, 0, 0, 0, 0, 255); -- black fade end hideKoScreen(); dealDamage( spep_2 + 242 ); -- ダメージ表示フレーム endPhase( spep_2 + MAX_FRAME_2); -- 342 else ------------------------------------------------------ -- 敵側 ------------------------------------------------------ spep_0 = 0; ------------------------------------------------- -- ブロリーのアップ〜遠景 ------------------------------------------------- MAX_FRAME_0 = 420; -- ** エフェクト等 ** -- base_0 = entryEffect( spep_0 + 0, SP_01r, 0x80, -1, 0, 0, 0); -- ブロリーのアップ〜遠景 ef_001 setEffMoveKey( spep_0 + 0, base_0, 0, 0 , 0); setEffMoveKey( spep_0 + MAX_FRAME_0, base_0, 0, 0 , 0); setEffScaleKey( spep_0 + 0, base_0, -1.0, 1.0); setEffScaleKey( spep_0 + MAX_FRAME_0, base_0, -1.0, 1.0); setEffRotateKey( spep_0 + 0, base_0, 0); setEffRotateKey( spep_0 + MAX_FRAME_0, base_0, 0); setEffAlphaKey( spep_0 + 0, base_0, 255); setEffAlphaKey( spep_0 + MAX_FRAME_0, base_0, 255); -- ** 黒背景 ** -- entryFadeBg( spep_0 + 0, 0, MAX_FRAME_0 +2, 0, 0, 0, 0, 255); --黒 背景 ----------------------------- -- 顔カットイン ----------------------------- spep_x = spep_0 + 28; -- ** 顔カットイン ** -- --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 --顔カットイン SE00X = playSeVer2( spep_x + 0, 1018, "", 0, 0, 0, 0.7); -- ** 音 ** -- --環境音 SE001 = playSeVer2( spep_0 + 0, 1269, "",spep_0 + 430, 0, 32, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 25 ); SE002 = playSeVer2( spep_0 + 0, 1227, "",spep_0 + 426, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 0, SE002, 45 ); --力む SE005 = playSeVer2( spep_0 + 42, 1344, "", 0, 0, 0, -1); --のけぞる SE006 = playSeVer2( spep_0 + 132, 1116, "",spep_0 + 184, 0, 26, -1); --気ダメ SE007 = playSeVer2( spep_0 + 168, 1035, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 168, SE007, 141 ); SE008 = playSeVer2( spep_0 + 168, 1068, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 168, SE008, 63 ); --オーラ SE009 = playSeVer2( spep_0 + 182, 1036, "", 0, 0, 0, -1); SE011 = playSeVer2( spep_0 + 206, 1036, "", 0, 0, 0, -1); SE012 = playSeVer2( spep_0 + 230, 1036, "", 0, 0, 0, -1); --腕あげる SE010 = playSeVer2( spep_0 + 200, 1004, "", 0, 0, 0, -1); --腕おろす SE013 = playSeVer2( spep_0 + 242, 1189, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 242, SE013, 168 ); --浮き上がる SE014 = playSeVer2( spep_0 + 248, 1067, "", 0, 0, 0, -1); SE015 = playSeVer2( spep_0 + 248, 1190, "", 0, 0, 0, -1); SE016 = playSeVer2( spep_0 + 248, 1359, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 248, SE016, 79 ); --オーラ SE017 = playSeVer2( spep_0 + 254, 1036, "", 0, 0, 0, -1); --オーラ収束1 SE018 = playSeVer2( spep_0 + 312, 1313, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 312, SE018, 86 ); setTimeStretch( SE018, 0.66, 30, 4 ); SE019 = playSeVer2( spep_0 + 312, 1277, "",spep_0 + 372, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 312, SE019, 230 ); setPitch( spep_0 + 312, SE019, -800 ); setTimeStretch( SE019, 0.47, 30, 4 ); ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_0 + 360; --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, SE014, 0 ); stopSe( SP_dodge - 12, SE015, 0 ); stopSe( SP_dodge - 12, SE016, 0 ); stopSe( SP_dodge - 12, SE017, 0 ); stopSe( SP_dodge - 12, SE018, 0 ); stopSe( SP_dodge - 12, SE019, 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 ** -- --オーラ収束2 SE020 = playSeVer2( spep_0 + 346, 1313, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 346, SE020, 86 ); setTimeStretch( SE020, 0.66, 30, 4 ); SE021 = playSeVer2( spep_0 + 346, 1277, "",spep_0 + 406, 0, 24, -1); setSeVolumeByWorkId( spep_0 + 346, SE021, 230 ); setPitch( spep_0 + 346, SE021, -800 ); setTimeStretch( SE021, 0.47, 30, 4 ); --気が弾ける SE022 = playSeVer2( spep_0 + 380, 1173, "",spep_0 + 432, 2, 22, -1); setSeVolumeByWorkId( spep_0 + 380, SE022, 200 ); setStartTimeMs( SE022, 333 ); SE023 = playSeVer2( spep_0 + 382, 1179, "",spep_0 + 428, 0, 18, -1); setSeVolumeByWorkId( spep_0 + 382, SE023, 78 ); -- ** 次の準備 ** -- spep_1 = spep_0 + MAX_FRAME_0; --420 -------------------------------------- -- カードカットイン(94F) -------------------------------------- spep_2 = showCardCutin(spep_1, 0); -- ** 音 ** -- --気弾発射 SE025 = playSeVer2( spep_1 + 74, 1226, "",spep_1 + 170, 0, 50, -1); --気弾発射 SE026 = playSeVer2( spep_1 + 90, 1257, "", 0, 0, 0, -1); SE027 = playSeVer2( spep_1 + 90, 1289, "",spep_2 + 156, 0, 66, -1); setSeVolumeByWorkId( spep_1 + 90, SE027, 53 ); setPitch( spep_1 + 90, SE027, -300 ); setTimeStretch( SE027, 0.8, 30, 4 ); ------------------------------------------------- -- 気弾発射〜フィニッシュ ------------------------------------------------- MAX_FRAME_2 = 342; -- ** エフェクト等 ** -- base_f2 = entryEffect( spep_2 + 0, SP_02, 0x100, -1, 0, 0, 0); -- 気弾発射〜フィニッシュ ef_002 setEffMoveKey( spep_2 + 0, base_f2, 0, 0 , 0); setEffMoveKey( spep_2 + MAX_FRAME_2, base_f2, 0, 0 , 0); setEffScaleKey( spep_2 + 0, base_f2, -1.0, 1.0); setEffScaleKey( spep_2 + MAX_FRAME_2, base_f2, -1.0, 1.0); setEffRotateKey( spep_2 + 0, base_f2, 0); setEffRotateKey( spep_2 + MAX_FRAME_2, base_f2, 0); setEffAlphaKey( spep_2 + 0, base_f2, 255); setEffAlphaKey( spep_2 + MAX_FRAME_2, base_f2, 255); base_b2 = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0); -- 気弾発射〜フィニッシュ(背景) ef_002b setEffMoveKey( spep_2 + 0, base_b2, 0, 0 , 0); setEffMoveKey( spep_2 + MAX_FRAME_2, base_b2, 0, 0 , 0); setEffScaleKey( spep_2 + 0, base_b2, -1.0, 1.0); setEffScaleKey( spep_2 + MAX_FRAME_2, base_b2, -1.0, 1.0); setEffRotateKey( spep_2 + 0, base_b2, 0); setEffRotateKey( spep_2 + MAX_FRAME_2, base_b2, 0); setEffAlphaKey( spep_2 + 0, base_b2, 255); setEffAlphaKey( spep_2 + MAX_FRAME_2, base_b2, 255); -- spep_3 = spep_2 + MAX_FRAME_2-2; -- finish = entryEffect( spep_3 + 0, SP_06, 0x100, -1, 0, 0, 0); --KO ef_004 -- setEffMoveKey( spep_3 + 0, finish, 0, 0 , 0); -- setEffMoveKey( spep_3 + 170, finish, 0, 0 , 0); -- setEffScaleKey( spep_3 + 0, finish, -1.0, 1.0); -- setEffScaleKey( spep_3 + 170, finish, -1.0, 1.0); -- setEffRotateKey( spep_3 + 0, finish, 0); -- setEffRotateKey( spep_3 + 170, finish, 0); -- setEffAlphaKey( spep_3 + 0, finish, 255); -- setEffAlphaKey( spep_3 + 170, finish, 255); -- ** 黒背景 ** -- entryFadeBg( spep_2 + 0, 0, MAX_FRAME_2 +2, 0, 0, 0, 0, 255); --黒 背景 -- ** 敵キャラクター ** -- setDisp( spep_2 + 96 + OFFSET_X, 1, 1 ); setDisp( spep_2 + 116 + OFFSET_X, 1, 0 ); changeAnime( spep_2 + 96 + OFFSET_X, 1, 0 ); changeAnime( spep_2 + 108 + OFFSET_X, 1, 4 ); changeAnime( spep_2 + 112 + OFFSET_X, 1, 6 ); changeAnime( spep_2 + 116 + OFFSET_X, 1, 6 ); setMoveKey( spep_2 + 96 + OFFSET_X, 1, -29.2, 0.2 , 0 ); setMoveKey( spep_2 + 111 + OFFSET_X, 1, -29.2, 0.2 , 0 ); setMoveKey( spep_2 + 112 + OFFSET_X, 1, -189.2, 80.2 , 0 ); setMoveKey( spep_2 + 116 + OFFSET_X, 1, -189.2, 80.2 , 0 ); setScaleKey( spep_2 + 96 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_2 + 116 + OFFSET_X, 1, 1, 1 ); setRotateKey( spep_2 + 96 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 111 + OFFSET_X, 1, 0 ); setRotateKey( spep_2 + 112 + OFFSET_X, 1, 45 ); setRotateKey( spep_2 + 116 + OFFSET_X, 1, 45 ); -- ** 音 ** -- --気弾発射 SE028 = playSeVer2( spep_2 + 8, 1406, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_2 + 8, SE028, 73 ); SE029 = playSeVer2( spep_2 + 12, 1401, "", 0, 0, 0, -1); SE030 = playSeVer2( spep_2 + 24, 1401, "", 0, 0, 0, -1); SE031 = playSeVer2( spep_2 + 36, 1401, "", 0, 0, 0, -1); SE032 = playSeVer2( spep_2 + 46, 1401, "", 0, 0, 0, -1); SE033 = playSeVer2( spep_2 + 56, 1401, "", 0, 0, 0, -1); SE034 = playSeVer2( spep_2 + 68, 1401, "", 0, 0, 0, -1); SE035 = playSeVer2( spep_2 + 80, 1401, "", 0, 0, 0, -1); --気弾発射2 SE060 = playSeVer2( spep_2 + 40, 1226, "",spep_2 + 100, 30, 40, -1); --敵ヒット SE036 = playSeVer2( spep_2 + 98, 1027, "", 0, 0, 0, -1); SE037 = playSeVer2( spep_2 + 98, 1021, "", 0, 0, 0, -1); SE038 = playSeVer2( spep_2 + 98, 1178, "", 0, 0, 0, -1); --気弾飛んでいく SE039 = playSeVer2( spep_2 + 108, 1272, "",spep_2 + 152, 0, 16, -1); setPitch( spep_2 + 108, SE039, 600 ); setTimeStretch( SE039, 1.4, 30, 4 ); --爆発 SE040 = playSeVer2( spep_2 + 124, 1069, "", 0, 8, 0, -1); setStartTimeMs( SE040, 133 ); SE041 = playSeVer2( spep_2 + 130, 1159, "", 0, 0, 0, -1); SE042 = playSeVer2( spep_2 + 144, 1044, "",spep_2 + 244, 0, 48, -1); --地響き SE043 = playSeVer2( spep_2 + 144, 1044, "",spep_2 + 368, 0, 36, -1); --地面爆発する SE044 = playSeVer2( spep_2 + 180, 1067, "",spep_2 + 250, 0, 20, -1); SE045 = playSeVer2( spep_2 + 224, 1008, "", 0, 0, 0, -1); SE046 = playSeVer2( spep_2 + 252, 1011, "",spep_2 + 320, 0, 26, -1); SE047 = playSeVer2( spep_2 + 282, 1068, "", 0, 0, 0, -1); SE048 = playSeVer2( spep_2 + 302, 1011, "", 0, 0, 0, -1); SE049 = playSeVer2( spep_2 + 318, 1068, "", 0, 0, 0, -1); -- ** ダメージ表示 ** -- -- if ( _IS_DEAD_LAST_ == 0 ) then -- entryFade( spep_2 + 338 + OFFSET_X, 6, 10, 0, 0, 0, 0, 255); -- black fade -- end -- hideKoScreen(); dealDamage( spep_2 + 242 ); -- ダメージ表示フレーム endPhase( spep_2 + MAX_FRAME_2); -- 342 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 ------------------------------------------------------ ------------------------------------------------------ -- フィニッシュ ------------------------------------------------------ spep_z = 0; setVisibleUI( spep_z, 0); setDisp( spep_z, 0, 0); ------------------------------------------------------ -- 回避  2人目以降の場合はエフェクト読み込み前に入れること ------------------------------------------------------ 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); 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 ------------------------------------------------------ MAX_FRAME_Z = 192; -- ** エフェクト等 ** -- base_fZ = entryEffect( spep_z + 0, SP_04, 0x100, -1, 0, 0, 0); -- 敵に気弾がヒット〜着弾 ef_003 setEffMoveKey( spep_z + 0, base_fZ, 0, 0 , 0); setEffMoveKey( spep_z + MAX_FRAME_Z, base_fZ, 0, 0 , 0); setEffScaleKey( spep_z + 0, base_fZ, 1.0, 1.0); setEffScaleKey( spep_z + MAX_FRAME_Z, base_fZ, 1.0, 1.0); setEffRotateKey( spep_z + 0, base_fZ, 0); setEffRotateKey( spep_z + MAX_FRAME_Z, base_fZ, 0); setEffAlphaKey( spep_z + 0, base_fZ, 255); setEffAlphaKey( spep_z + MAX_FRAME_Z, base_fZ, 255); base_bZ = entryEffect( spep_z + 0, SP_05, 0x80, -1, 0, 0, 0); -- 敵に気弾がヒット〜着弾(背景) ef_003b setEffMoveKey( spep_z + 0, base_bZ, 0, 0 , 0); setEffMoveKey( spep_z + MAX_FRAME_Z, base_bZ, 0, 0 , 0); setEffScaleKey( spep_z + 0, base_bZ, 1.0, 1.0); setEffScaleKey( spep_z + MAX_FRAME_Z, base_bZ, 1.0, 1.0); setEffRotateKey( spep_z + 0, base_bZ, 0); setEffRotateKey( spep_z + MAX_FRAME_Z, base_bZ, 0); setEffAlphaKey( spep_z + 0, base_bZ, 255); setEffAlphaKey( spep_z + MAX_FRAME_Z, base_bZ, 255); spep_3 = spep_z + MAX_FRAME_Z-2; finish = entryEffect( spep_3 + 0, SP_06, 0x100, -1, 0, 0, 0); --KO ef_004 setEffMoveKey( spep_3 + 0, finish, 0, 0 , 0); setEffMoveKey( spep_3 + 170, finish, 0, 0 , 0); setEffScaleKey( spep_3 + 0, finish, 1.0, 1.0); setEffScaleKey( spep_3 + 170, finish, 1.0, 1.0); setEffRotateKey( spep_3 + 0, finish, 0); setEffRotateKey( spep_3 + 170, finish, 0); setEffAlphaKey( spep_3 + 0, finish, 255); setEffAlphaKey( spep_3 + 170, finish, 255); -- ** 黒背景 ** -- entryFadeBg( spep_z + 0, 0, MAX_FRAME_Z +2, 0, 0, 0, 0, 255); --黒 背景 -- ** 敵キャラクター ** -- setDisp( spep_z + 0, 1, 1 ); setDisp( spep_z + 20 + OFFSET_X, 1, 0 ); changeAnime( spep_z + 0, 1, 100 ); changeAnime( spep_z + 12 + OFFSET_X, 1, 104 ); changeAnime( spep_z + 16 + OFFSET_X, 1, 106 ); setMoveKey( spep_z + 0, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 2 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 3 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 4 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 5 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 6 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 7 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 15 + OFFSET_X, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 16 + OFFSET_X, 1, 180, 84 , 0 ); setMoveKey( spep_z + 20 + OFFSET_X, 1, 180, 84 , 0 ); setScaleKey( spep_z + 0, 1, 1, 1 ); setScaleKey( spep_z + 2 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 3 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 4 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 5 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 6 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 7 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 20 + OFFSET_X, 1, 1, 1 ); 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 + 15 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 16 + OFFSET_X, 1, -45 ); setRotateKey( spep_z + 20 + OFFSET_X, 1, -45 ); -- ** 音 ** -- --【全体】敵ヒット SE050 = playSeVer2( spep_z + 0, 1027, "", 0, 0, 0, -1); SE051 = playSeVer2( spep_z + 0, 1177, "",spep_z + 78, 0, 26, -1); setSeVolumeByWorkId( spep_z + 0, SE051, 73 ); SE052 = playSeVer2( spep_z + 0, 1422, "",spep_z + 76, 0, 22, -1); setSeVolumeByWorkId( spep_z + 0, SE052, 140 ); SE053 = playSeVer2( spep_z + 0, 1304, "",spep_z + 74, 0, 20, -1); setPitch( spep_z + 0, SE053, 400 ); setTimeStretch( SE053, 1.27, 30, 4 ); --爆発 SE054 = playSeVer2( spep_z + 50, 1159, "", 0, 0, 0, -1); SE055 = playSeVer2( spep_z + 76, 1067, "", 0, 0, 0, -1); -- ** ダメージ表示 ** -- if ( _IS_DEAD_LAST_ == 0 ) then entryFade( spep_z + 188 + OFFSET_X, 6, 10, 0, 0, 0, 0, 255); -- black fade end hideKoScreen(); dealDamage( spep_z + 92 ); -- ダメージ表示フレーム endPhase( spep_z + MAX_FRAME_Z); -- 192 else ------------------------------------------------------ -- 敵側 ------------------------------------------------------ ------------------------------------------------------ -- フィニッシュ ------------------------------------------------------ spep_z = 0; setVisibleUI( spep_z, 0); setDisp( spep_z, 0, 0); ------------------------------------------------------ -- 回避  2人目以降の場合はエフェクト読み込み前に入れること ------------------------------------------------------ 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); 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 ------------------------------------------------------ MAX_FRAME_Z = 192; -- ** エフェクト等 ** -- base_fZ = entryEffect( spep_z + 0, SP_04, 0x100, -1, 0, 0, 0); -- 敵に気弾がヒット〜着弾 ef_003 setEffMoveKey( spep_z + 0, base_fZ, 0, 0 , 0); setEffMoveKey( spep_z + MAX_FRAME_Z, base_fZ, 0, 0 , 0); setEffScaleKey( spep_z + 0, base_fZ, -1.0, 1.0); setEffScaleKey( spep_z + MAX_FRAME_Z, base_fZ, -1.0, 1.0); setEffRotateKey( spep_z + 0, base_fZ, 0); setEffRotateKey( spep_z + MAX_FRAME_Z, base_fZ, 0); setEffAlphaKey( spep_z + 0, base_fZ, 255); setEffAlphaKey( spep_z + MAX_FRAME_Z, base_fZ, 255); base_bZ = entryEffect( spep_z + 0, SP_05, 0x80, -1, 0, 0, 0); -- 敵に気弾がヒット〜着弾(背景) ef_003b setEffMoveKey( spep_z + 0, base_bZ, 0, 0 , 0); setEffMoveKey( spep_z + MAX_FRAME_Z, base_bZ, 0, 0 , 0); setEffScaleKey( spep_z + 0, base_bZ, -1.0, 1.0); setEffScaleKey( spep_z + MAX_FRAME_Z, base_bZ, -1.0, 1.0); setEffRotateKey( spep_z + 0, base_bZ, 0); setEffRotateKey( spep_z + MAX_FRAME_Z, base_bZ, 0); setEffAlphaKey( spep_z + 0, base_bZ, 255); setEffAlphaKey( spep_z + MAX_FRAME_Z, base_bZ, 255); -- spep_3 = spep_z + MAX_FRAME_Z-2; -- finish = entryEffect( spep_3 + 0, SP_06, 0x100, -1, 0, 0, 0); --KO ef_004 -- setEffMoveKey( spep_3 + 0, finish, 0, 0 , 0); -- setEffMoveKey( spep_3 + 170, finish, 0, 0 , 0); -- setEffScaleKey( spep_3 + 0, finish, -1.0, 1.0); -- setEffScaleKey( spep_3 + 170, finish, -1.0, 1.0); -- setEffRotateKey( spep_3 + 0, finish, 0); -- setEffRotateKey( spep_3 + 170, finish, 0); -- setEffAlphaKey( spep_3 + 0, finish, 255); -- setEffAlphaKey( spep_3 + 170, finish, 255); -- ** 黒背景 ** -- entryFadeBg( spep_z + 0, 0, MAX_FRAME_Z +2, 0, 0, 0, 0, 255); --黒 背景 -- ** 敵キャラクター ** -- setDisp( spep_z + 0, 1, 1 ); setDisp( spep_z + 20 + OFFSET_X, 1, 0 ); changeAnime( spep_z + 0, 1, 0 ); changeAnime( spep_z + 12 + OFFSET_X, 1, 4 ); changeAnime( spep_z + 16 + OFFSET_X, 1, 6 ); setMoveKey( spep_z + 0, 1, 20, 3.9 , 0 ); setMoveKey( spep_z + 2 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 3 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 4 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 5 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 6 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 7 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 15 + OFFSET_X, 1, -20, 3.9 , 0 ); setMoveKey( spep_z + 16 + OFFSET_X, 1, -180, 84 , 0 ); setMoveKey( spep_z + 20 + OFFSET_X, 1, -180, 84 , 0 ); setScaleKey( spep_z + 0, 1, 1, 1 ); setScaleKey( spep_z + 2 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 3 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 4 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 5 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 6 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 7 + OFFSET_X, 1, 1, 1 ); setScaleKey( spep_z + 20 + OFFSET_X, 1, 1, 1 ); 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 + 15 + OFFSET_X, 1, 0 ); setRotateKey( spep_z + 16 + OFFSET_X, 1, 45 ); setRotateKey( spep_z + 20 + OFFSET_X, 1, 45 ); -- ** 音 ** -- --【全体】敵ヒット SE050 = playSeVer2( spep_z + 0, 1027, "", 0, 0, 0, -1); SE051 = playSeVer2( spep_z + 0, 1177, "",spep_z + 78, 0, 26, -1); setSeVolumeByWorkId( spep_z + 0, SE051, 73 ); SE052 = playSeVer2( spep_z + 0, 1422, "",spep_z + 76, 0, 22, -1); setSeVolumeByWorkId( spep_z + 0, SE052, 140 ); SE053 = playSeVer2( spep_z + 0, 1304, "",spep_z + 74, 0, 20, -1); setPitch( spep_z + 0, SE053, 400 ); setTimeStretch( SE053, 1.27, 30, 4 ); --爆発 SE054 = playSeVer2( spep_z + 50, 1159, "", 0, 0, 0, -1); SE055 = playSeVer2( spep_z + 76, 1067, "", 0, 0, 0, -1); -- ** ダメージ表示 ** -- -- if ( _IS_DEAD_LAST_ == 0 ) then -- entryFade( spep_z + 190 + OFFSET_X, 6, 10, 0, 0, 0, 0, 255); -- black fade -- end --hideKoScreen(); dealDamage( spep_z + 92 ); -- ダメージ表示フレーム endPhase( spep_z + MAX_FRAME_Z); -- 192 end end