/* -------------------------------------------------------------------------------------- * < カスタム (追加であらかじめ設定する場合はここで) > * *--------------------------------------------------------------------------------------*/ word0=""; word1=""; if(dark=="Lyrics" || dark=="All Dark"){ main.lycOFF._visible=false; main.lycON._visible=false; } replaceArr = [0,1,2,3,4,5,6,7,8,9,10,9]; replaceInv = [0,1,2,3,4,5,6,7,8,11,10]; // フェードイン対応 if(startUpFrame < 7519){ keyCtrl[0] = keyCtrl11[0]; keyCtrl[1] = keyCtrl11[1]; keyCtrl[2] = keyCtrl11[2]; keyCtrl[3] = keyCtrl11[3]; keyCtrl[4] = keyCtrl11[4]; keyCtrl[5] = keyCtrl11[5]; keyCtrl[6] = keyCtrl11[6]; keyCtrl[7] = keyCtrl11[7]; keyCtrl[8] = keyCtrl11[8]; keyCtrl[9] = keyCtrl11[9]; keyCtrl[10]= keyCtrl11[10]; keyCtrl[11]= keyCtrl11[11]; }else if(startUpFrame < 12879){ keyCtrl[0] = keyCtrl11L[0]; keyCtrl[1] = keyCtrl11L[1]; keyCtrl[2] = keyCtrl11L[2]; keyCtrl[3] = keyCtrl11L[3]; keyCtrl[4] = keyCtrl11L[4]; keyCtrl[5] = keyCtrl11L[5]; keyCtrl[6] = keyCtrl11L[6]; keyCtrl[7] = keyCtrl11L[7]; keyCtrl[8] = keyCtrl11L[8]; keyCtrl[9] = keyCtrl11L[9]; keyCtrl[10]= keyCtrl11L[10]; keyCtrl[11]= keyCtrl11L[11]; main.l2_s._x = std11L_Def[7]; main.d2_s._x = std11L_Def[8]; main.u2_s._x = std11L_Def[9]; main.r2_s._x = std11L_Def[10]; main.fl2_s._x = std11L_Def[7]; main.fd2_s._x = std11L_Def[8]; main.fu2_s._x = std11L_Def[9]; main.fr2_s._x = std11L_Def[10]; main.l2_step._x = std11L_Def[7]; main.d2_step._x = std11L_Def[8]; main.u2_step._x = std11L_Def[9]; main.r2_step._x = std11L_Def[10]; }else if(startUpFrame < 13754){ keyCtrl[0] = keyCtrl11L[0]; keyCtrl[1] = keyCtrl11L[1]; keyCtrl[2] = keyCtrl11L[2]; keyCtrl[3] = keyCtrl11L[3]; keyCtrl[4] = keyCtrl11L[4]; keyCtrl[5] = keyCtrl11L[5]; keyCtrl[6] = keyCtrl11L[6]; keyCtrl[7] = keyCtrl11L[7]; keyCtrl[8] = keyCtrl11L[8]; keyCtrl[9] = keyCtrl11[9]; keyCtrl[10]= keyCtrl11[10]; keyCtrl[11]= keyCtrl11[11]; main.l2_s._x = std11L_Def[7]; main.d2_s._x = std11L_Def[8]; main.u2_s._x = std11L_Def[9]; main.r2_s._x = std11L_Def[10]; main.fl2_s._x = std11L_Def[7]; main.fd2_s._x = std11L_Def[8]; main.fu2_s._x = std11L_Def[9]; main.fr2_s._x = std11L_Def[10]; main.l2_step._x = std11L_Def[7]; main.d2_step._x = std11L_Def[8]; main.u2_step._x = std11_Def[9]; main.r2_step._x = std11_Def[10]; }else{ main.le_step._x = 30; main.do_step._x = 79; main.up_step._x = 128; main.ri_step._x = 177; main.oni_step._x = 233; main.l2_step._x = 289; main.d2_step._x = 338; main.u2_step._x = 387; main.r2_step._x = 436; main.up_step._y = main.l2_step._y; main.ri_step._y = main.l2_step._y; main.oni_step._y = main.l2_step._y; main.le_step._y = main.l2_step._y; main.do_step._y = main.l2_step._y; // キーコンの変更 keyCtrl[0] = keyCtrl9_1[0]; keyCtrl[2] = keyCtrl9_1[1]; keyCtrl[4] = keyCtrl9_1[2]; keyCtrl[6] = keyCtrl9_1[3]; keyCtrl[3] = keyCtrl9_1[4]; keyCtrl[7] = keyCtrl9_1[5]; keyCtrl[8] = keyCtrl9_1[6]; keyCtrl[9] = keyCtrl9_1[7]; keyCtrl[10]= keyCtrl9_1[8]; keyCtrl[1] = keyCtrl9_1[9]; keyCtrl[5] = keyCtrl9_1[10]; replaceArr[1] = 4; replaceArr[5] = 9; replaceInv[4] = 1; replaceInv[9] = 5; // 矢印・フリーズアローの場所移動 main.le_s._x = 30; main.do_s._x = 79; main.up_s._x = 128; main.ri_s._x = 177; main.oni_s._x = 233; main.l2_s._x = 289; main.d2_s._x = 338; main.u2_s._x = 387; main.r2_s._x = 436; main.fle_s._x = 30; main.fdo_s._x = 79; main.fup_s._x = 128; main.fri_s._x = 177; main.foni_s._x = 233; main.fl2_s._x = 289; main.fd2_s._x = 338; main.fu2_s._x = 387; main.fr2_s._x = 436; main.led_step._visible=false; main.rid_step._visible=false; // スクロール変更 for(j=0;j<7;j+=2){ revn[j] = (revd=="OFF" ? 1 : -1); } revn[3] = (revd=="OFF" ? 1 : -1); } /* -------------------------------------------------------------------------------------- * < 譜面台 (フレームごとの処理) > * * ・ frameNum : (メイン上の)現在のフレーム数。要するに現在のプレイ時間 * ・ realTime : 現在の時刻 * ・ fullTime    : 曲終了の時刻 * ・ delAll(); : 強制的に画面上に残っている矢印などを消します。 * * ・ 上から速度変化(2種)、色変化、矢印生成、フリーズアロー生成。 * 不要な場合は該当するif文を丸ごとコメント化することで処理量を少し減らせます。 * *--------------------------------------------------------------------------------------*/ this.onEnterFrame=function(){ // // 速度変化(途中変速) if (frameNum==arrowSpd[sp]){ setSpd = arrowSpd[sp+1]; changeJudgement(); sp+=2; } // // 速度変化(個別加速) if (frameNum==boostDac[sp2]){ bstSpd = boostDac[sp2+1]; changeJudgement(); sp2+=2; } // // 色変化(個別 / 矢印) if (mkColor[frameNum]!=undefined){ var colNum=mkColor[frameNum].length; for(cn=0;cn