--1021670:伝説の超サイヤ人ブロリー_狂戦士の破壊衝動(アクティブバフ)_bs0015 --sp_effect_b4_00184 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 = 157013; ------------------------------------------------------ -- テンプレ構文 ------------------------------------------------------ multi_frm = 2; setVisibleUI( 0, 0); --adjustAttackerLabel( 0, 205); 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 ); ENABLE_AUTO_TIME_STRETCH(0.9); kame_flag = 0x00; ------------------------------------------------------------------------------------------------------------ -- 味方側 ------------------------------------------------------------------------------------------------------------ --はじめの準備 spep_0=0; -- ** エフェクト等 ** -- active = entryEffect( spep_0 + 0, SP_01, 0x100, -1, 0, 0, 0 ); setEffMoveKey( spep_0 + 0, active, 0, 0, 0 ); setEffMoveKey( spep_0 + 784, active, 0, 0, 0 ); setEffScaleKey( spep_0 + 0, active, 1.0, 1.0 ); setEffScaleKey( spep_0 + 784, active, 1.0, 1.0 ); setEffRotateKey( spep_0 + 0, active, 0 ); setEffRotateKey( spep_0 + 784, active, 0 ); setEffAlphaKey( spep_0 + 0, active, 255 ); setEffAlphaKey( spep_0 + 784, active, 255 ); -- ** 書き文字エントリー ** -- ctzuo = entryEffectLife( spep_0 -3 + 12, 10058, 16, 0x100, -1, 0, 133.1, 214.4 ); --ズォッ setEffMoveKey( spep_0 -3 + 12, ctzuo, 133.1, 214.4 , 0 ); setEffMoveKey( spep_0 -3 + 14, ctzuo, 150.5, 242.3 , 0 ); setEffMoveKey( spep_0 -3 + 16, ctzuo, 154, 249.5 , 0 ); setEffMoveKey( spep_0 -3 + 18, ctzuo, 157.6, 256.6 , 0 ); setEffMoveKey( spep_0 -3 + 20, ctzuo, 161.1, 263.7 , 0 ); setEffMoveKey( spep_0 -3 + 22, ctzuo, 164.6, 270.9 , 0 ); setEffMoveKey( spep_0 -3 + 24, ctzuo, 168.9, 279.5 , 0 ); setEffMoveKey( spep_0 -3 + 26, ctzuo, 173.3, 288.2 , 0 ); setEffMoveKey( spep_0 -3 + 28, ctzuo, 177.6, 296.9 , 0 ); setEffScaleKey( spep_0 -3 + 12, ctzuo, 1.148, 1.148 ); setEffScaleKey( spep_0 -3 + 14, ctzuo, 1.253, 1.253 ); setEffScaleKey( spep_0 -3 + 16, ctzuo, 1.267, 1.267 ); setEffScaleKey( spep_0 -3 + 18, ctzuo, 1.288, 1.288 ); setEffScaleKey( spep_0 -3 + 20, ctzuo, 1.302, 1.302 ); setEffScaleKey( spep_0 -3 + 22, ctzuo, 1.323, 1.323 ); setEffScaleKey( spep_0 -3 + 24, ctzuo, 1.337, 1.337 ); setEffScaleKey( spep_0 -3 + 26, ctzuo, 1.351, 1.351 ); setEffScaleKey( spep_0 -3 + 28, ctzuo, 1.365, 1.365 ); setEffRotateKey( spep_0 -3 + 12, ctzuo, 6.1 ); setEffRotateKey( spep_0 -3 + 28, ctzuo, 6.1 ); setEffAlphaKey( spep_0 -3 + 12, ctzuo, 128 ); setEffAlphaKey( spep_0 -3 + 14, ctzuo, 255 ); setEffAlphaKey( spep_0 -3 + 22, ctzuo, 255 ); setEffAlphaKey( spep_0 -3 + 24, ctzuo, 170 ); setEffAlphaKey( spep_0 -3 + 26, ctzuo, 85 ); setEffAlphaKey( spep_0 -3 + 28, ctzuo, 0 ); ctsyun = entryEffectLife( spep_0 -3 + 32, 10011, 20, 0x100, -1, 0, -26, -242.5 ); --シュン setEffMoveKey( spep_0 -3 + 32, ctsyun, -26, -242.5 , 0 ); setEffMoveKey( spep_0 -3 + 34, ctsyun, -31.7, -236.7 , 0 ); setEffMoveKey( spep_0 -3 + 36, ctsyun, -35.2, -233.2 , 0 ); setEffMoveKey( spep_0 -3 + 38, ctsyun, -36.4, -232.1 , 0 ); setEffMoveKey( spep_0 -3 + 40, ctsyun, -44.2, -224.6 , 0 ); setEffMoveKey( spep_0 -3 + 42, ctsyun, -49.9, -219.2 , 0 ); setEffMoveKey( spep_0 -3 + 44, ctsyun, -53.2, -216 , 0 ); setEffMoveKey( spep_0 -3 + 46, ctsyun, -54.4, -214.9 , 0 ); setEffMoveKey( spep_0 -3 + 48, ctsyun, -56, -213.2 , 0 ); setEffMoveKey( spep_0 -3 + 50, ctsyun, -60.8, -208.1 , 0 ); setEffMoveKey( spep_0 -3 + 52, ctsyun, -68.8, -199.6 , 0 ); setEffScaleKey( spep_0 -3 + 32, ctsyun, 1.9800000000000002, 1.9800000000000002 ); setEffScaleKey( spep_0 -3 + 34, ctsyun, 2.068, 2.068 ); setEffScaleKey( spep_0 -3 + 36, ctsyun, 2.112, 2.112 ); setEffScaleKey( spep_0 -3 + 38, ctsyun, 2.134, 2.134 ); setEffScaleKey( spep_0 -3 + 40, ctsyun, 2.244, 2.244 ); setEffScaleKey( spep_0 -3 + 42, ctsyun, 2.3320000000000003, 2.3320000000000003 ); setEffScaleKey( spep_0 -3 + 44, ctsyun, 2.3760000000000003, 2.3760000000000003 ); setEffScaleKey( spep_0 -3 + 46, ctsyun, 2.3980000000000006, 2.3980000000000006 ); setEffScaleKey( spep_0 -3 + 48, ctsyun, 2.4200000000000004, 2.4200000000000004 ); setEffScaleKey( spep_0 -3 + 50, ctsyun, 2.4970000000000003, 2.4970000000000003 ); setEffScaleKey( spep_0 -3 + 52, ctsyun, 2.618, 2.618 ); setEffRotateKey( spep_0 -3 + 32, ctsyun, 0 ); setEffRotateKey( spep_0 -3 + 52, ctsyun, 0 ); setEffAlphaKey( spep_0 -3 + 32, ctsyun, 112 ); setEffAlphaKey( spep_0 -3 + 34, ctsyun, 191 ); setEffAlphaKey( spep_0 -3 + 36, ctsyun, 239 ); setEffAlphaKey( spep_0 -3 + 38, ctsyun, 255 ); setEffAlphaKey( spep_0 -3 + 46, ctsyun, 255 ); setEffAlphaKey( spep_0 -3 + 48, ctsyun, 230 ); setEffAlphaKey( spep_0 -3 + 50, ctsyun, 153 ); setEffAlphaKey( spep_0 -3 + 52, ctsyun, 26 ); if (_IS_DODGE_ == 1) then SP_dodge = spep_0 + 36; --エンドフェイズのフレーム数を置き換える playSe(SP_dodge, 1042); stopSe(SP_dodge, SE0, 0); stopSe(SP_dodge, se_1241, 0); pauseAll(SP_dodge, 67); -- ** カットイン部分 ** -- speff = entryEffectUnpausable(SP_dodge, 1504, 0x100, -1, 0, 0, -350, 1000); -- eff_005 (カットイン) setEffReplaceTexture(speff, 3, 6); -- カットイン差し替え kaihi = entryEffectUnpausable(SP_dodge + 12, 1575, 0x100, -1, 0, 0, 350, 1100); -- 回避の文字表示 setEffScaleKey(SP_dodge, kaihi, 1.0, 1.0); setEffAlphaKey(SP_dodge, kaihi, 255); -- ** 白フェード ** -- entryFade(SP_dodge + 5, 4, 7, 4, fcolor_r, fcolor_g, fcolor_b, 255); -- white fade setMoveKey(SP_dodge + 10, 0, -2500, -250, 0); endPhase(SP_dodge + 10); do return end else end ------------------------------------------- --SE ------------------------------------------- --腕振り被り SE001 = playSe( spep_0 + 0, 1116 ); stopSe( spep_0 + 26, SE001, 22 ); --腕振り被り SE002 = playSe( spep_0 + 6, 1179 ); stopSe( spep_0 + 32, SE002, 18 ); setPitch( spep_0 + 6, SE002, -400 ); setTimeStretch( SE002, 0.73, 10, 1 ); --気弾投げる SE003 = playSe( spep_0 + 38, 1145 ); setSeVolumeByWorkId( spep_0 + 38, SE003, 20 ); setSeVolumeByWorkId( spep_0 + 39, SE003, 40 ); setSeVolumeByWorkId( spep_0 + 40, SE003, 60 ); setSeVolumeByWorkId( spep_0 + 41, SE003, 80 ); setSeVolumeByWorkId( spep_0 + 42, SE003, 100 ); stopSe( spep_0 + 136, SE003, 18 ); setStartTimeMs( SE003, 533 ); setPitch( spep_0 + 38, SE003, 500 ); setTimeStretch( SE003, 1.33, 10, 1 ); --気弾投げる SE004 = playSe( spep_0 + 36, 1027 ); setSeVolumeByWorkId( spep_0 + 36, SE004, 57 ); --気弾投げる SE005 = playSe( spep_0 + 36, 1155 ); setPitch( spep_0 + 36, SE005, 300 ); setTimeStretch( SE005, 1.2, 10, 1 ); --気弾投げる SE006 = playSe( spep_0 + 36, 1021 ); --地面着弾 SE007 = playSe( spep_0 + 66, 1188 ); stopSe( spep_0 + 140, SE007, 18 ); --地面着弾 SE008 = playSe( spep_0 + 66, 1014 ); stopSe( spep_0 + 140, SE008, 18 ); --建物奥爆発 SE009 = playSe( spep_0 + 82, 1023 ); setSeVolumeByWorkId( spep_0 + 82, SE009, 100 ); --建物奥爆発 SE010 = playSe( spep_0 + 86, 1024 ); --建物奥爆発 SE011 = playSe( spep_0 + 90, 1060 ); setSeVolumeByWorkId( spep_0 + 90, SE011, 112 ); --地響き SE012 = playSe( spep_0 + 98, 1044 ); setSeVolumeByWorkId( spep_0 + 98, SE012, 18 ); setSeVolumeByWorkId( spep_0 + 104, SE012, 36 ); setSeVolumeByWorkId( spep_0 + 110, SE012, 54 ); setSeVolumeByWorkId( spep_0 + 116, SE012, 72 ); setSeVolumeByWorkId( spep_0 + 122, SE012, 90 ); setSeVolumeByWorkId( spep_0 + 128, SE012, 108 ); setSeVolumeByWorkId( spep_0 + 134, SE012, 126 ); setSeVolumeByWorkId( spep_0 + 140, SE012, 144 ); setSeVolumeByWorkId( spep_0 + 146, SE012, 162 ); setSeVolumeByWorkId( spep_0 + 152, SE012, 180 ); setSeVolumeByWorkId( spep_0 + 158, SE012, 190 ); setSeVolumeByWorkId( spep_0 + 164, SE012, 198 ); setSeVolumeByWorkId( spep_0 + 166, SE012, 200 ); stopSe( spep_0 + 220, SE012, 78 ); setStartTimeMs( SE012, 100 ); --建物前爆発 SE013 = playSe( spep_0 + 160, 1159 ); setSeVolumeByWorkId( spep_0 + 160, SE013, 68 ); --建物前爆発 SE014 = playSe( spep_0 + 164, 1068 ); setSeVolumeByWorkId( spep_0 + 164, SE014, 80 ); --建物前爆発 SE015 = playSe( spep_0 + 178, 1067 ); --建物前爆発 SE016 = playSe( spep_0 + 192, 1023 ); setSeVolumeByWorkId( spep_0 + 192, SE016, 100 ); --環境音 SE017 = playSe( spep_0 + 260, 1175 ); setSeVolumeByWorkId( spep_0 + 260, SE017, 2 ); setSeVolumeByWorkId( spep_0 + 272, SE017, 4 ); setSeVolumeByWorkId( spep_0 + 284, SE017, 6 ); setSeVolumeByWorkId( spep_0 + 296, SE017, 8 ); setSeVolumeByWorkId( spep_0 + 306, SE017, 10 ); setTimeStretch( SE017, 1.11, 10, 1 ); --セリフカットイン SE018 = playSe( spep_0 + 414, 1018 ); --ラスト決め SE019 = playSe( spep_0 + 656, 1024 ); setSeVolumeByWorkId( spep_0 + 656, SE019, 65 ); --ラスト決め SE020 = playSe( spep_0 + 656, 1068 ); setSeVolumeByWorkId( spep_0 + 656, SE020, 72 ); --------------------------------------------- ----ボイス --------------------------------------------- dealDamage(spep_0 + 150); if (_IS_DEAD_LAST_ ==1 ) then --ハハハハ! playVoice( spep_0 + 240, 238 ); setVoiceVolume( spep_0 + 240, 238, 85 ); pauseAll(spep_0 + 398, 600000000); endPhase( spep_0 +400 ); else endPhase(spep_0 + 225); end if (_IS_SPECIAL_AIM_ALL_ == 1) then ------------------------------------------------------ -- 爆発 (110F) ------------------------------------------------------ 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 --手前ダメージ changeAnime(spep_z + 1, 1, 107); setAnimeLoop(spep_z + 1, 1, 1); skipFrame(spep_z, spep_z + 148); dealDamage(spep_z + 150); setDamage(spep_z + 148, 1, 0); -- ダメージ振動等 -- entryFade( spep_z + 306, 6, 10, 4, fcolor_r, fcolor_g, fcolor_b, 255 ); --white fade if (_IS_DEAD_LAST_ == 1 ) then --ハハハハ! playVoice( spep_z + 240, 238 ); setVoiceVolume( spep_z + 240, 238, 85 ); endPhase(spep_z + 400); pauseAll(spep_z + 398, 600000000); else endPhase(spep_z + 225); end end