--1023980:魔人ベジータ_ファイナルエクスプロージョン(アクティブスキル) --sp_effect_a7_00052 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= 159265 ;-- 開始 構えからセリフ SP_02= 159266 ;-- 爆発技発動 SP_03= 159268 ;-- 爆発遠景 SP_04= 159269 ;-- 敵巻き込み爆風 SP_05= 159270 ;-- 敵巻き込み背景 ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; setVisibleUI( 0, 0); --adjustAttackerLabel( 0, 205); ENABLE_AUTO_TIME_STRETCH(0.9); setDisp( 0, 0, 0); changeAnime( 0, 0, 0); setMoveKey( 0, 0, 0, -5000, 0); setMoveKey( 1, 0, 0, -5000, 0); setMoveKey( 2, 0, 0, -5000, 0); setMoveKey( 3, 0, 0, -5000, 0); setMoveKey( 4, 0, 0, -5000, 0); setMoveKey( 5, 0, 0, -5000, 0); setMoveKey( 6, 0, 0, -5000, 0); setScaleKey( 0, 0, 1.6, 1.6 ); setScaleKey( 1, 0, 1.6, 1.6 ); setScaleKey( 2, 0, 1.6, 1.6 ); setScaleKey( 3, 0, 1.6, 1.6 ); setScaleKey( 4, 0, 1.6, 1.6 ); setScaleKey( 5, 0, 1.6, 1.6 ); setScaleKey( 6, 0, 1.6, 1.6 ); setRotateKey( 0, 0, 0 ); setRotateKey( 1, 0, 0 ); setRotateKey( 2, 0, 0 ); setRotateKey( 3, 0, 0 ); setRotateKey( 4, 0, 0 ); setRotateKey( 5, 0, 0 ); setRotateKey( 6, 0, 0 ); kame_flag = 0x00; if (_IS_SPECIAL_AIM_ALL_ == 0) then --- 全体必殺技の初回時 if (_IS_PLAYER_SIDE_ == 1) then if (_IS_SKIP_ == 1) then spep_0 = 0; spep_1 = spep_0 + 1036; spep_2 = spep_1 + 254; if(_IS_DODGE_ == 1) then skipFrame(0, spep_1 + 40 -12); -- スキップかつ回避された時のスキップ先フレーム指定 else skipFrame(0, spep_1 + 224); -- スキップ先フレーム指定 end else end ------------------------------------------------------------------------------------------------------------ -- 味方側 ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------ -- 開始 構えからセリフ ------------------------------------------------------ --はじめの準備 spep_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 ); -- ** エフェクト等 ** -- fast = entryEffect( spep_0 + 0, SP_01, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, fast, 0, 0, 0 ); setEffMoveKey( spep_0 + 1036, fast, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, fast, 1.0, 1.0 ); setEffScaleKey( spep_0 + 1036, fast, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, fast, 0 ); setEffRotateKey( spep_0 + 1036, fast, 0 ); setEffAlphaKey( spep_0 + 0, fast, 255 ); setEffAlphaKey( spep_0 + 1036, fast, 255 ); --SE --入り環境音 SE001 = playSeVer2( spep_0 + 0, 1349, "",spep_0 + 174, 0, 60, -1); setSeVolumeByWorkId( spep_0 + 0, SE001, 56 ); --気ダメ SE002 = playSeVer2( spep_0 + 94, 1035, "", 0, 0, 0, -1); SE003 = playSeVer2( spep_0 + 94, 1024, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 94, SE003, 74 ); --イナヅマ SE004 = playSeVer2( spep_0 + 102, 1147, "",spep_0 + 270, 0, 10, -1); setSeVolumeByWorkId( spep_0 + 102, SE004, 64 ); --地割れ SE005 = playSeVer2( spep_0 + 102, 1044, "",spep_0 + 284, 0, 26, -1); setSeVolumeByWorkId( spep_0 + 102, SE005, 78 ); --オーラ SE006 = playSeVer2( spep_0 + 112, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 112, SE006, 79 ); SE007 = playSeVer2( spep_0 + 136, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 136, SE007, 79 ); SE008 = playSeVer2( spep_0 + 160, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 160, SE008, 79 ); SE009 = playSeVer2( spep_0 + 184, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 184, SE009, 79 ); SE010 = playSeVer2( spep_0 + 208, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 208, SE010, 79 ); --画面遷移 SE011 = playSeVer2( spep_0 + 208, 1072, "", 0, 0, 0, -1); SE012 = playSeVer2( spep_0 + 230, 1182, "", 0, 14, 0, -1); --オーラ SE013 = playSeVer2( spep_0 + 232, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 232, SE013, 79 ); --画面遷移 SE014 = playSeVer2( spep_0 + 234, 1116, "",spep_0 + 324, 0, 64, -1); --オーラベース SE015 = playSeVer2( spep_0 + 242, 1278, "",spep_0 + 348, 0, 48, -1); setSeVolumeByWorkId( spep_0 + 242, SE015, 56 ); --オーラ SE016 = playSeVer2( spep_0 + 256, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 256, SE016, 79 ); --オーラベース SE017 = playSeVer2( spep_0 + 256, 1226, "",spep_0 + 654, 0, 26, -1); setSeVolumeByWorkId( spep_0 + 256, SE017, 47 ); SE018 = playSeVer2( spep_0 + 258, 1267, "",spep_0 + 636, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 258, SE018, 142 ); --オーラ SE019 = playSeVer2( spep_0 + 280, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 280, SE019, 63 ); SE020 = playSeVer2( spep_0 + 304, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 304, SE020, 63 ); --オーラベース SE021 = playSeVer2( spep_0 + 304, 1343, "",spep_0 + 654, 0, 26, -1); setSeVolumeByWorkId( spep_0 + 304, SE021, 158 ); setBandpassFilter( spep_0 + 304, SE021, 24, 230 ); --オーラ SE022 = playSeVer2( spep_0 + 328, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 328, SE022, 63 ); SE023 = playSeVer2( spep_0 + 352, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 352, SE023, 63 ); SE024 = playSeVer2( spep_0 + 376, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 376, SE024, 63 ); SE025 = playSeVer2( spep_0 + 400, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 400, SE025, 63 ); SE026 = playSeVer2( spep_0 + 424, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 424, SE026, 63 ); SE027 = playSeVer2( spep_0 + 448, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 448, SE027, 63 ); SE028 = playSeVer2( spep_0 + 472, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 472, SE028, 63 ); SE029 = playSeVer2( spep_0 + 496, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 496, SE029, 63 ); SE030 = playSeVer2( spep_0 + 520, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 520, SE030, 63 ); SE031 = playSeVer2( spep_0 + 544, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 544, SE031, 63 ); SE032 = playSeVer2( spep_0 + 568, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 568, SE032, 63 ); SE033 = playSeVer2( spep_0 + 592, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 592, SE033, 63 ); --画面遷移 SE034 = playSeVer2( spep_0 + 604, 1160, "",spep_0 + 810, 30, 60, -1); setSeVolumeByWorkId( spep_0 + 604, SE034, 73 ); --オーラ SE035 = playSeVer2( spep_0 + 616, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 616, SE035, 63 ); --画面遷移 SE036 = playSeVer2( spep_0 + 630, 8, "", 0, 0, 0, -1); --オーラ SE037 = playSeVer2( spep_0 + 640, 1036, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_0 + 640, SE037, 63 ); --語り中 SE038 = playSeVer2( spep_0 + 648, 1349, "",spep_0 + 1060, 0, 60, -1); setSeVolumeByWorkId( spep_0 + 648, SE038, 50 ); SE039 = playSeVer2( spep_0 + 648, 1288, "",spep_0 + 1060, 0, 60, -1); setSeVolumeByWorkId( spep_0 + 648, SE039, 72 ); SE040 = playSeVer2( spep_0 + 648, 1263, "", 0, 0, 0, -1); --セリフカットイン SE041 = playSeVer2( spep_0 + 650, 1018, "", 0, 0, 0, -1); --語り最後決め SE042 = playSeVer2( spep_0 + 940, 1266, "",spep_0 + 1034, 28, 44, -1); setSeVolumeByWorkId( spep_0 + 940, SE042, 60 ); setStartTimeMs( SE042, 1000 ); SE043 = playSeVer2( spep_0 + 958, 8, "",spep_0 + 1024, 0, 36, -1); --ボイス --きさまの片付け方がわかったぜ…/やっとな...... playVoice( spep_0 + 0, 405 ); setVoiceVolume( spep_0 + 0, 405, 100 ); --きさまを倒すには二度と修復できないよう/こなごなにふっとばすことだ…!! playVoice( spep_0 + 267, 406 ); setVoiceVolume( spep_0 + 267, 406, 100 ); --さらばだ…ブルマ…トランクス…/そして…カカロット…… playVoice( spep_0 +637, 407 ); setVoiceVolume( spep_0 + 637, 407, 126 ); -- ** くろ背景 ** -- entryFadeBg( spep_0 , 0, 1040, 0, 0, 0, 0, 255 ); --くろ 背景 --敵の動き spep_1=spep_0+1036; ------------------------------------------------------ -- 爆発技発動 ------------------------------------------------------ -- ** エフェクト等 ** -- activate = entryEffect( spep_1 + 0, SP_02, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_1 + 0, activate, 0, 0, 0 ); setEffMoveKey( spep_1 + 254, activate, 0, 0, 0 ); setEffScaleKey( spep_1 + 0, activate, 1.0, 1.0 ); setEffScaleKey( spep_1 + 254, activate, 1.0, 1.0 ); setEffRotateKey( spep_1 + 0, activate, 0 ); setEffRotateKey( spep_1 + 254, activate, 0 ); setEffAlphaKey( spep_1 + 0, activate, 255 ); setEffAlphaKey( spep_1 + 254, activate, 255 ); --SE --エネルギーチャージ SE044 = playSeVer2( spep_1 + 0, 1258, "", 0, 28, 0, -1); setSeVolumeByWorkId( spep_1 + 0, SE045, 55 ); --地割れ SE045 = playSeVer2( spep_1 + 0, 1044, "",spep_1 + 150, 0, 10, -1); setSeVolumeByWorkId( spep_1 + 0, SE045, 55 ); setBandpassFilter( spep_1 + 0, SE045, 24, 700 ); --エネルギーチャージ SE046 = playSeVer2( spep_1 + 2, 1137, "", 0, 30, 0, -1); setSeVolumeByWorkId( spep_1 + 2, SE046, 68 ); SE047 = playSeVer2( spep_1 + 8, 1282, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 8, SE047, 68 ); -- ** くろ背景 ** -- entryFadeBg( spep_1 , 0, 260, 0, 0, 0, 0, 255 ); --くろ 背景 ------------------------------------------------------ -- 回避 ------------------------------------------------------ if(_IS_DODGE_ == 1) then SP_dodge = spep_1 +40; --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, SE044, 0 ); stopSe( SP_dodge - 12, SE045, 0 ); stopSe( SP_dodge - 12, SE046, 0 ); stopSe( SP_dodge - 12, SE047, 0 ); pauseAll( SP_dodge, 67 ); -- ** カットイン部分 ** -- 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 setEffScaleKey( SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey( SP_dodge, kaihi, 255); --敵の固定 --setMoveKey( SP_dodge + 32, 1, 52.3, 0.3 , 0 ); --setScaleKey( SP_dodge + 32, 1, 1.41, 1.41 ); --setRotateKey( SP_dodge + 32, 1, 2.5 ); entryFade( SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); -- white fade setMoveKey( SP_dodge + 10, 0,-2500, -250, 0 ); endPhase( SP_dodge + 10 ); do return end else end ------------------------------------------------------ -- 回避しなかった場合 ------------------------------------------------------ --SE --地割れ SE048 = playSeVer2( spep_1 + 78, 1226, "",spep_1 + 150, 0, 10, -1); setSeVolumeByWorkId( spep_1 + 78, SE048, 27 ); setBandpassFilter( spep_1 + 78, SE048, 24, 700 ); --気を爆発させる SE049 = playSeVer2( spep_1 + 140, 1024, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 140, SE049, 51 ); SE050 = playSeVer2( spep_1 + 140, 1159, "", 0, 14, 0, -1); setSeVolumeByWorkId( spep_1 + 140, SE050, 51 ); SE051 = playSeVer2( spep_1 + 140, 1188, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 140, SE051, 55 ); SE052 = playSeVer2( spep_1 + 140, 1321, "",spep_1 + 228, 0, 56, -1); setSeVolumeByWorkId( spep_1 + 140, SE052, 70 ); --爆発広がる SE053 = playSeVer2( spep_1 + 224, 1024, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 224, SE053, 80 ); SE054 = playSeVer2( spep_1 + 224, 1067, "", 0, 0, 0, -1); SE055 = playSeVer2( spep_1 + 224, 1049, "", 0, 0, 0, -1); setSeVolumeByWorkId( spep_1 + 224, SE055, 84 ); --ボイス --うおおーーー!! playVoice( spep_1 + 73, 408 ); setVoiceVolume( spep_1 + 73, 408, 105 ); setVoiceVolume( spep_1 + 120, 408, 90 ); setVoiceVolume( spep_1 + 140, 408, 80 ); --敵の動き spep_2=spep_1+254; ------------------------------------------------------ -- 爆発遠景 ------------------------------------------------------ -- ** エフェクト等 ** -- explosion = entryEffect( spep_2 + 0, SP_03, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_2 + 0, explosion, 0, 0, 0 ); setEffMoveKey( spep_2 + 96, explosion, 0, 0, 0 ); setEffScaleKey( spep_2 + 0, explosion, 1.0, 1.0 ); setEffScaleKey( spep_2 + 96, explosion, 1.0, 1.0 ); setEffRotateKey( spep_2 + 0, explosion, 0 ); setEffRotateKey( spep_2 + 96, explosion, 0 ); setEffAlphaKey( spep_2 + 0, explosion, 255 ); setEffAlphaKey( spep_2 + 96, explosion, 255 ); --SE --爆発さらに広がる SE056 = playSeVer2( spep_2 + 12, 1320, "",spep_2 + 132, 22, 40, -1); setSeVolumeByWorkId( spep_2 + 12, SE056, 76 ); setStartTimeMs( SE056, 217 ); SE057 = playSeVer2( spep_2 + 0, 1159, "",spep_2 + 122, 0, 26, -1); setSeVolumeByWorkId( spep_2 + 0, SE057, 81 ); SE058 = playSeVer2( spep_2 + 0, 1068, "", 0, 0, 0, -1); SE059 = playSeVer2( spep_2 + 0, 1305, "",spep_2 + 124, 0, 30, -1); -- ** くろ背景 ** -- entryFadeBg( spep_2 , 0, 100, 0, 0, 0, 0, 255 ); --くろ 背景 dealDamage( spep_2 + 0 ); endPhase( spep_2 + 92 ) else end end ------------------------------------------------------ -- 2人目以降の演出 ------------------------------------------------------ if (_IS_SPECIAL_AIM_ALL_ == 1) then ------------------------------------------------------ -- 敵巻き込み爆風(全体攻撃部分) ------------------------------------------------------ spep_z = 0; setVisibleUI( spep_z, 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 -- ** エフェクト等 ** -- finish_f = entryEffect( spep_z + 0, SP_04, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, finish_f, 0, 0, 0 ); setEffMoveKey( spep_z + 158, finish_f, 0, 0, 0 ); setEffScaleKey( spep_z + 0, finish_f, 1.0, 1.0 ); setEffScaleKey( spep_z + 158, finish_f, 1.0, 1.0 ); setEffRotateKey( spep_z + 0, finish_f, 0 ); setEffRotateKey( spep_z + 158, finish_f, 0 ); setEffAlphaKey( spep_z + 0, finish_f, 255 ); setEffAlphaKey( spep_z + 158, finish_f, 255 ); -- ** エフェクト等 ** -- finish_b = entryEffect( spep_z + 0, SP_05, 0x80, -1, 0, 0, 0 ); setEffMoveKey( spep_z + 0, finish_b, 0, 0, 0 ); setEffMoveKey( spep_z + 158, finish_b, 0, 0, 0 ); setEffScaleKey( spep_z + 0, finish_b, 1.0, 1.0 ); setEffScaleKey( spep_z + 158, finish_b, 1.0, 1.0 ); setEffRotateKey( spep_z + 0, finish_b, 0 ); setEffRotateKey( spep_z + 158, finish_b, 0 ); setEffAlphaKey( spep_z + 0, finish_b, 255 ); setEffAlphaKey( spep_z + 158, finish_b, 255 ); --敵の動き setDisp( spep_z + 0, 1, 1 ); setDisp( spep_z-1 +132, 1, 0 ); changeAnime( spep_z + 0, 1, 102 ); changeAnime( spep_z-3 + 38, 1, 106 ); setGaussBlurKey(spep_z-3 +38,1,0.001); setGaussBlurKey(spep_z-1 +132,1,0.001); setGaussBlurKey(spep_z +132,1,0.0); setBlendColor(spep_z +0, 1, 3, 0.79, 0.83, 0.15, 0); setBlendColor(spep_z +1, 1, 3, 0.79, 0.83, 0.15, 0.029); setBlendColor(spep_z +2, 1, 3, 0.79, 0.83, 0.15, 0.058); setBlendColor(spep_z +3, 1, 3, 0.79, 0.83, 0.15, 0.087); setBlendColor(spep_z +4, 1, 3, 0.79, 0.83, 0.15, 0.116); setBlendColor(spep_z +5, 1, 3, 0.79, 0.83, 0.15, 0.145); setBlendColor(spep_z +6, 1, 3, 0.79, 0.83, 0.15, 0.174); setBlendColor(spep_z +7, 1, 3, 0.79, 0.83, 0.15, 0.203); setBlendColor(spep_z +8, 1, 3, 0.79, 0.83, 0.15, 0.232); setBlendColor(spep_z +9, 1, 3, 0.79, 0.83, 0.15, 0.261); setBlendColor(spep_z +10, 1, 3, 0.79, 0.83, 0.15, 0.29); setBlendColor(spep_z +11, 1, 3, 0.79, 0.83, 0.15, 0.319); setBlendColor(spep_z +12, 1, 3, 0.79, 0.83, 0.15, 0.348); setBlendColor(spep_z +13, 1, 3, 0.79, 0.83, 0.15, 0.377); setBlendColor(spep_z +14, 1, 3, 0.79, 0.83, 0.15, 0.406); setBlendColor(spep_z +15, 1, 3, 0.79, 0.83, 0.15, 0.435); setBlendColor(spep_z +16, 1, 3, 0.79, 0.83, 0.15, 0.464); setBlendColor(spep_z +17, 1, 3, 0.79, 0.83, 0.15, 0.493); setBlendColor(spep_z +18, 1, 3, 0.79, 0.83, 0.15, 0.522); setBlendColor(spep_z +19, 1, 3, 0.79, 0.83, 0.15, 0.551); setBlendColor(spep_z +20, 1, 3, 0.79, 0.83, 0.15, 0.58); setBlendColor(spep_z +21, 1, 3, 0.79, 0.83, 0.15, 0.609); setBlendColor(spep_z +22, 1, 3, 0.79, 0.83, 0.15, 0.638); setBlendColor(spep_z +23, 1, 3, 0.79, 0.83, 0.15, 0.667); setBlendColor(spep_z +24, 1, 3, 0.79, 0.83, 0.15, 0.696); setBlendColor(spep_z +25, 1, 3, 0.79, 0.83, 0.15, 0.725); setBlendColor(spep_z +26, 1, 3, 0.79, 0.83, 0.15, 0.754); setBlendColor(spep_z +27, 1, 3, 0.79, 0.83, 0.15, 0.783); setBlendColor(spep_z +28, 1, 3, 0.79, 0.83, 0.15, 0.8); setBlendColor(spep_z-3 +37, 1, 3, 0.79, 0.83, 0.15, 0.8); setBlendColor(spep_z-3 +38, 1, 3, 1, 1, 1, 0); setBlendColor(spep_z +47, 1, 3, 1, 1, 1, 0); setBlendColor(spep_z +48, 1, 3, 1, 1, 1,0); setBlendColor(spep_z +49, 1, 3, 1, 1, 1,0.02); setBlendColor(spep_z +50, 1, 3, 1, 1, 1,0.04); setBlendColor(spep_z +51, 1, 3, 1, 1, 1,0.06); setBlendColor(spep_z +52, 1, 3, 1, 1, 1,0.08); setBlendColor(spep_z +53, 1, 3, 1, 1, 1,0.1); setBlendColor(spep_z +54, 1, 3, 1, 1, 1,0.12); setBlendColor(spep_z +55, 1, 3, 1, 1, 1,0.14); setBlendColor(spep_z +56, 1, 3, 1, 1, 1,0.16); setBlendColor(spep_z +57, 1, 3, 1, 1, 1,0.18); setBlendColor(spep_z +58, 1, 3, 1, 1, 1,0.2); setBlendColor(spep_z +59, 1, 3, 1, 1, 1,0.22); setBlendColor(spep_z +60, 1, 3, 1, 1, 1,0.24); setBlendColor(spep_z +61, 1, 3, 1, 1, 1,0.26); setBlendColor(spep_z +62, 1, 3, 1, 1, 1,0.28); setBlendColor(spep_z +63, 1, 3, 1, 1, 1,0.3); setBlendColor(spep_z +64, 1, 3, 1, 1, 1,0.32); setBlendColor(spep_z +65, 1, 3, 1, 1, 1,0.34); setBlendColor(spep_z +66, 1, 3, 1, 1, 1,0.36); setBlendColor(spep_z +67, 1, 3, 1, 1, 1,0.38); setBlendColor(spep_z +68, 1, 3, 1, 1, 1,0.4); setBlendColor(spep_z +69, 1, 3, 1, 1, 1,0.42); setBlendColor(spep_z +70, 1, 3, 1, 1, 1,0.44); setBlendColor(spep_z +71, 1, 3, 1, 1, 1,0.46); setBlendColor(spep_z +72, 1, 3, 1, 1, 1,0.48); setBlendColor(spep_z +73, 1, 3, 1, 1, 1,0.5); setBlendColor(spep_z +74, 1, 3, 1, 1, 1,0.52); setBlendColor(spep_z +75, 1, 3, 1, 1, 1,0.54); setBlendColor(spep_z +76, 1, 3, 1, 1, 1,0.56); setBlendColor(spep_z +77, 1, 3, 1, 1, 1,0.58); setBlendColor(spep_z +78, 1, 3, 1, 1, 1,0.6); setBlendColor(spep_z +79, 1, 3, 1, 1, 1,0.62); setBlendColor(spep_z +80, 1, 3, 1, 1, 1,0.64); setBlendColor(spep_z-1 +132, 1, 3, 1, 1, 1,0.64); setBlendColor(spep_z +132, 1, 3, 1, 1, 1,0); setMoveKey( spep_z + 0, 1, 193.7, 12.4 , 0 ); --setMoveKey( spep_z-3 + 2, 1, 201.7, 29.7 , 0 ); setMoveKey( spep_z-3 + 4, 1, 207.1, -17.8 , 0 ); setMoveKey( spep_z-3 + 6, 1, 202.3, -13.3 , 0 ); setMoveKey( spep_z-3 + 8, 1, 193.4, 28.7 , 0 ); setMoveKey( spep_z-3 + 10, 1, 202.3, -25.8 , 0 ); setMoveKey( spep_z-3 + 12, 1, 193.9, -31.7 , 0 ); setMoveKey( spep_z-3 + 14, 1, 181.3, 0 , 0 ); setMoveKey( spep_z-3 + 16, 1, 197.6, -23.1 , 0 ); setMoveKey( spep_z-3 + 18, 1, 187.7, -4.2 , 0 ); setMoveKey( spep_z-3 + 20, 1, 189, 12.7 , 0 ); setMoveKey( spep_z-3 + 22, 1, 188.4, -16.4 , 0 ); setMoveKey( spep_z-3 + 24, 1, 183.7, -5.7 , 0 ); setMoveKey( spep_z-3 + 26, 1, 190.2, 18.3 , 0 ); setMoveKey( spep_z-3 + 28, 1, 192.4, -30 , 0 ); setMoveKey( spep_z-3 + 30, 1, 196.8, 3 , 0 ); setMoveKey( spep_z-3 + 32, 1, 183.6, 3 , 0 ); setMoveKey( spep_z-3 + 34, 1, 188, -32.2 , 0 ); setMoveKey( spep_z-3 + 37, 1, 195.2, 12.9 , 0 ); setMoveKey( spep_z-3 + 38, 1, 61.3, -55.6 , 0 ); setMoveKey( spep_z-3 + 40, 1, 67.9, -73.2 , 0 ); setMoveKey( spep_z-3 + 42, 1, 67.9, -73.2 , 0 ); setMoveKey( spep_z-3 + 44, 1, 67.9, -82 , 0 ); setMoveKey( spep_z-3 + 50, 1, 67.9, -82 , 0 ); setMoveKey( spep_z-3 + 52, 1, 67.9, -126 , 0 ); setMoveKey( spep_z-3 + 54, 1, 74.5, -82 , 0 ); setMoveKey( spep_z-3 + 56, 1, 65.7, -112.8 , 0 ); setMoveKey( spep_z-3 + 58, 1, 56.9, -77.6 , 0 ); setMoveKey( spep_z-3 + 60, 1, 61.3, -119.4 , 0 ); setMoveKey( spep_z-3 + 62, 1, 70.1, -101.8 , 0 ); setMoveKey( spep_z-3 + 64, 1, 78.9, -126 , 0 ); setMoveKey( spep_z-3 + 66, 1, 70.1, -95.2 , 0 ); setMoveKey( spep_z-3 + 68, 1, 70.1, -117.2 , 0 ); setMoveKey( spep_z-3 + 70, 1, 74.5, -126 , 0 ); setMoveKey( spep_z-3 + 72, 1, 74.5, -126 , 0 ); setMoveKey( spep_z-3 + 74, 1, 74.5, -104 , 0 ); setMoveKey( spep_z-3 + 76, 1, 74.5, -132.6 , 0 ); setMoveKey( spep_z-3 + 78, 1, 74.5, -101.8 , 0 ); setMoveKey( spep_z-3 + 80, 1, 59.1, -137 , 0 ); setMoveKey( spep_z-3 + 82, 1, 72.3, -93 , 0 ); setMoveKey( spep_z-3 + 84, 1, 72.3, -115 , 0 ); setMoveKey( spep_z-3 + 86, 1, 72.3, -93 , 0 ); setMoveKey( spep_z-3 + 88, 1, 67.9, -130.4 , 0 ); setMoveKey( spep_z-3 + 90, 1, 81.1, -119.4 , 0 ); setMoveKey( spep_z-3 + 92, 1, 92.1, -141.4 , 0 ); setMoveKey( spep_z-3 + 94, 1, 92.1, -106.2 , 0 ); setMoveKey( spep_z-3 + 96, 1, 81.1, -134.8 , 0 ); setMoveKey( spep_z-3 + 98, 1, 85.5, -108.4 , 0 ); setMoveKey( spep_z-3 + 100, 1, 94.3, -141.4 , 0 ); setMoveKey( spep_z-3 + 102, 1, 107.5, -97.4 , 0 ); setMoveKey( spep_z-3 + 104, 1, 107.5, -132.6 , 0 ); setMoveKey( spep_z-3 + 114, 1, 107.5, -132.6 , 0 ); setMoveKey( spep_z-3 + 116, 1, 100.9, -126 , 0 ); setMoveKey( spep_z-3 + 118, 1, 107.5, -148 , 0 ); setMoveKey( spep_z-3 + 122, 1, 107.5, -148 , 0 ); setMoveKey( spep_z-3 + 124, 1, 100.9, -137 , 0 ); setMoveKey( spep_z-3 + 126, 1, 100.9, -137 , 0 ); setMoveKey( spep_z-3 + 128, 1, 105.3, -121.6 , 0 ); setMoveKey( spep_z-3 + 130, 1, 105.3, -121.6 , 0 ); setMoveKey( spep_z-1 + 132, 1, 83.3, -99.6 , 0 ); setScaleKey( spep_z + 0, 1, 1.32, 1.32 ); setScaleKey( spep_z-3 + 37, 1, 1.32, 1.32 ); setScaleKey( spep_z-3 + 38, 1, 2.42, 2.42 ); setScaleKey( spep_z-1 + 132, 1, 2.42, 2.42 ); setRotateKey( spep_z-3 + 0, 1, -2.3 ); setRotateKey( spep_z-3 + 37, 1, -2.3 ); setRotateKey( spep_z-3 + 38, 1, -25 ); setRotateKey( spep_z-1 + 132, 1, -25 ); --SE --【全体】気弾広がる SE064 = playSeVer2( spep_z + 0, 1226, "",spep_z + 162, 0, 20, -1); SE065 = playSeVer2( spep_z + 0, 1264, "",spep_z + 162, 0, 20, -1); setSeVolumeByWorkId( spep_z + 0, SE065, 83 ); --【全体】気弾飲み込まれる SE066 = playSeVer2( spep_z + 40, 1021, "", 0, 0, 0, -1); SE067 = playSeVer2( spep_z + 84, 1258, "",spep_z + 162, 32, 20, -1); setStartTimeMs( SE067, 100 ); dealDamage( spep_z + 38 ); endPhase( spep_z + 148 ); end