task ModerateDisplay(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -110, -18);
		ObjEffect_SetVertexXY(obj, 1, 110,  -18);
		ObjEffect_SetVertexXY(obj, 2, 110, 18);
		ObjEffect_SetVertexXY(obj, 3,  -110,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  8,  280);
		ObjEffect_SetVertexUV(obj, 1,  227, 280);
		ObjEffect_SetVertexUV(obj, 2, 227,  317);
		ObjEffect_SetVertexUV(obj, 3, 8, 317);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task MdDisplay(x,y,Alpha,R,G,B)//Mdを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -31, -18);
		ObjEffect_SetVertexXY(obj, 1, 31,  -18);
		ObjEffect_SetVertexXY(obj, 2, 31, 18);
		ObjEffect_SetVertexXY(obj, 3,  -31,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  287,  106);
		ObjEffect_SetVertexUV(obj, 1, 349, 106);
		ObjEffect_SetVertexUV(obj, 2, 349,  143);
		ObjEffect_SetVertexUV(obj, 3, 287, 143);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ExtreamDisplay(x,y,Alpha,R,G,B)//Extreamを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -96, -18);
		ObjEffect_SetVertexXY(obj, 1, 96,  -18);
		ObjEffect_SetVertexXY(obj, 2, 96, 18);
		ObjEffect_SetVertexXY(obj, 3,  -96,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  328);
		ObjEffect_SetVertexUV(obj, 1,  201, 328);
		ObjEffect_SetVertexUV(obj, 2, 201,  364);
		ObjEffect_SetVertexUV(obj, 3, 9, 364);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ExDisplay(x,y,Alpha,R,G,B)//Exを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -25, -18);
		ObjEffect_SetVertexXY(obj, 1, 25,  -18);
		ObjEffect_SetVertexXY(obj, 2, 25, 18);
		ObjEffect_SetVertexXY(obj, 3,  -25,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  54);
		ObjEffect_SetVertexUV(obj, 1,  59, 54);
		ObjEffect_SetVertexUV(obj, 2, 59,  90);
		ObjEffect_SetVertexUV(obj, 3, 9, 90);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ApocalypseDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -135, -22);
		ObjEffect_SetVertexXY(obj, 1, 135,  -22);
		ObjEffect_SetVertexXY(obj, 2,135, 22);
		ObjEffect_SetVertexXY(obj, 3,  -135,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  375);
		ObjEffect_SetVertexUV(obj, 1,  276, 375);
		ObjEffect_SetVertexUV(obj, 2, 276,  421);
		ObjEffect_SetVertexUV(obj, 3, 6, 421);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ApDisplay(x,y,Alpha,R,G,B)//Apを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -30, -22);
		ObjEffect_SetVertexXY(obj, 1, 30,  -22);
		ObjEffect_SetVertexXY(obj, 2,30, 22);
		ObjEffect_SetVertexXY(obj, 3,  -30,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  102);
		ObjEffect_SetVertexUV(obj, 1,  66, 102);
		ObjEffect_SetVertexUV(obj, 2, 66,  147);
		ObjEffect_SetVertexUV(obj, 3, 6, 147);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task GameStartDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -135, -18);
		ObjEffect_SetVertexXY(obj, 1, 135,  -18);
		ObjEffect_SetVertexXY(obj, 2,135, 18);
		ObjEffect_SetVertexXY(obj, 3,  -135,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  155);
		ObjEffect_SetVertexUV(obj, 1,  275, 155);
		ObjEffect_SetVertexUV(obj, 2, 275,  192);
		ObjEffect_SetVertexUV(obj, 3, 4, 192);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PracticeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -92, -18);
		ObjEffect_SetVertexXY(obj, 1, 92,  -18);
		ObjEffect_SetVertexXY(obj, 2,92, 18);
		ObjEffect_SetVertexXY(obj, 3,  -92,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  206);
		ObjEffect_SetVertexUV(obj, 1,  194, 206);
		ObjEffect_SetVertexUV(obj, 2, 194, 242);
		ObjEffect_SetVertexUV(obj, 3, 11, 242);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ResultDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -70, -18);
		ObjEffect_SetVertexXY(obj, 1, 70,  -18);
		ObjEffect_SetVertexXY(obj, 2,70, 18);
		ObjEffect_SetVertexXY(obj, 3,  -70,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  251);
		ObjEffect_SetVertexUV(obj, 1,  152, 251);
		ObjEffect_SetVertexUV(obj, 2, 152, 287);
		ObjEffect_SetVertexUV(obj, 3, 11, 287);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task QuitDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -48, -21);
		ObjEffect_SetVertexXY(obj, 1, 48,  -21);
		ObjEffect_SetVertexXY(obj, 2,48, 21);
		ObjEffect_SetVertexXY(obj, 3,  -48,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  211,  225);
		ObjEffect_SetVertexUV(obj, 1,  306, 225);
		ObjEffect_SetVertexUV(obj, 2, 306, 267);
		ObjEffect_SetVertexUV(obj, 3, 211, 267);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -64, -18);
		ObjEffect_SetVertexXY(obj, 1, 64,  -18);
		ObjEffect_SetVertexXY(obj, 2,64, 18);
		ObjEffect_SetVertexXY(obj, 3,  -64,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  422,  287);
		ObjEffect_SetVertexUV(obj, 1,  550, 287);
		ObjEffect_SetVertexUV(obj, 2, 550, 324);
		ObjEffect_SetVertexUV(obj, 3, 422, 324);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task OthersDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -80, -18);
		ObjEffect_SetVertexXY(obj, 1, 80,  -18);
		ObjEffect_SetVertexXY(obj, 2,80, 18);
		ObjEffect_SetVertexXY(obj, 3,  -80,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  469,  348);
		ObjEffect_SetVertexUV(obj, 1,  629, 348);
		ObjEffect_SetVertexUV(obj, 2, 629, 384);
		ObjEffect_SetVertexUV(obj, 3, 469, 384);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PlayTimeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 280,  -23);
		ObjEffect_SetVertexXY(obj, 2,280, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  168,  344);
		ObjEffect_SetVertexUV(obj, 1,  448, 344);
		ObjEffect_SetVertexUV(obj, 2, 448, 390);
		ObjEffect_SetVertexUV(obj, 3, 168, 390);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task UpTimeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1, 232,  -22);
		ObjEffect_SetVertexXY(obj, 2,232, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  168,  284);
		ObjEffect_SetVertexUV(obj, 1,  400, 284);
		ObjEffect_SetVertexUV(obj, 2, 400, 328);
		ObjEffect_SetVertexUV(obj, 3, 168, 328);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task TotalDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 106,  -18);
		ObjEffect_SetVertexXY(obj, 2,106, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  331,  228);
		ObjEffect_SetVertexUV(obj, 1,  437, 228);
		ObjEffect_SetVertexUV(obj, 2, 437, 264);
		ObjEffect_SetVertexUV(obj, 3, 331, 264);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PlayNumDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 230,  -23);
		ObjEffect_SetVertexXY(obj, 2,230, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  303,  150);
		ObjEffect_SetVertexUV(obj, 1,  533, 150);
		ObjEffect_SetVertexUV(obj, 2, 533, 196);
		ObjEffect_SetVertexUV(obj, 3, 303, 196);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task MarisaADisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1, 328,  -21);
		ObjEffect_SetVertexXY(obj, 2,328, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  7);
		ObjEffect_SetVertexUV(obj, 1,  592, 7);
		ObjEffect_SetVertexUV(obj, 2, 592, 49);
		ObjEffect_SetVertexUV(obj, 3, 266, 49);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task MarisaBDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1,328,  -21);
		ObjEffect_SetVertexXY(obj, 2,328, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  58);
		ObjEffect_SetVertexUV(obj, 1,  592, 58);
		ObjEffect_SetVertexUV(obj, 2, 592, 100);
		ObjEffect_SetVertexUV(obj, 3, 266, 100);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task NoDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1,58,  -18);
		ObjEffect_SetVertexXY(obj, 2,58, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  476,  227);
		ObjEffect_SetVertexUV(obj, 1,  534, 227);
		ObjEffect_SetVertexUV(obj, 2, 534, 263);
		ObjEffect_SetVertexUV(obj, 3, 476, 263);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ScoreLetterDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1,128,  -18);
		ObjEffect_SetVertexXY(obj, 2,128, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  422,  287);
		ObjEffect_SetVertexUV(obj, 1,  550, 287);
		ObjEffect_SetVertexUV(obj, 2, 550, 324);
		ObjEffect_SetVertexUV(obj, 3, 422, 324);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task AchievementDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -156, -18);
		ObjEffect_SetVertexXY(obj, 1,156,  -18);
		ObjEffect_SetVertexXY(obj, 2,156, 18);
		ObjEffect_SetVertexXY(obj, 3,  -156,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  454);
		ObjEffect_SetVertexUV(obj, 1,  316, 454);
		ObjEffect_SetVertexUV(obj, 2, 316, 491);
		ObjEffect_SetVertexUV(obj, 3, 3, 491);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ZenPlayerDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.35;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1,378,  -22);
		ObjEffect_SetVertexXY(obj, 2,378, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  399);
		ObjEffect_SetVertexUV(obj, 1,  381, 399);
		ObjEffect_SetVertexUV(obj, 2, 381, 444);
		ObjEffect_SetVertexUV(obj, 3, 3, 444);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}