const PN_UI_振り払い_裏地 = 105; const PN_UI_振り払い_ゲージ = PN_UI_振り払い_裏地 + 1; const PN_UI_振り払い_枠 = PN_UI_振り払い_ゲージ + 1; const PN_UI_振り払い_ボタン = PN_UI_振り払い_枠 + 1; const VN_QTE最大値 = 202; const VN_QTE初期値 = 203; const VN_QTE減少速度倍率 = 204; const VN_QTE現在値 = 205; Game_Interpreter.prototype.SolQteStart = function () { this.SetPict( PN_UI_振り払い_裏地 , "UI_Huriharai_Back" , 600 , 400); this.SetPict( PN_UI_振り払い_ゲージ , "UI_Huriharai_Gage" , 603 , 403 , 255 , ($gameVariables.value(VN_QTE初期値) / $gameVariables.value(VN_QTE最大値)) * 100); this.SetPict( PN_UI_振り払い_枠 , "UI_Huriharai_Waku" , 600 , 400); sQteFlame = 0; sQteBtnNo = Math.floor(Math.random() * 4) + 1; this.SolQteBtnDraw(); sQte現在値 = $gameVariables.value(VN_QTE初期値); sQte減少値 = (10 / 60) * ($gameVariables.value(VN_QTE減少速度倍率) / 5); } Game_Interpreter.prototype.SolQteEnd = function () { this.DelPictSpan(PN_UI_振り払い_裏地 , PN_UI_振り払い_ボタン); } Game_Interpreter.prototype.SolQteBtnDraw = function () { let btnPicName = ""; switch (sQteBtnNo) { case EnsQteBtnNo._Z: btnPicName = "UI_Huriharai_Btn"; break; case EnsQteBtnNo._Right: btnPicName = "UI_Huriharai_BtnR"; break; case EnsQteBtnNo._Down: btnPicName = "UI_Huriharai_BtnD"; break; case EnsQteBtnNo._Left: btnPicName = "UI_Huriharai_BtnL"; break; case EnsQteBtnNo._Up: btnPicName = "UI_Huriharai_BtnT"; break; } let btnAddStr = "A"; if (sQteFlame % 15 > 5) btnAddStr = "B"; if (sQteFlame % 15 > 10) btnAddStr = "C"; this.SetPict( PN_UI_振り払い_ボタン , btnPicName + btnAddStr , 694 , 291); } var sQteFlame = 0; var sQteBtnNo = 0; var EnsQteBtnNo = { _Z: 0, _Right: 1, _Down: 2, _Left: 3, _Up: 4 }; var sQte入力成功Flg = false; var sQteミスFlg = false; var sQte現在値 = 0; var sQte減少値 = 0; var sQteEnd成功Flg = false; Game_Interpreter.prototype.SolQteUpdate = function () { sQte減少値 = (10 / 60) * ($gameVariables.value(VN_QTE減少速度倍率) / 5); sQte入力成功Flg = false; sQteミスFlg = false; let ckInputNo = -1; if(Input.isTriggered('ok')) ckInputNo = EnsQteBtnNo._Z; if(Input.isTriggered('right')) ckInputNo = EnsQteBtnNo._Right; if(Input.isTriggered('down')) ckInputNo = EnsQteBtnNo._Down; if(Input.isTriggered('left')) ckInputNo = EnsQteBtnNo._Left; if(Input.isTriggered('up')) ckInputNo = EnsQteBtnNo._Up; if (ckInputNo != -1){ sQte入力成功Flg = ckInputNo == sQteBtnNo; sQteミスFlg = !sQte入力成功Flg } this.SolQteBtnDraw(); sQte現在値 -= sQte減少値; if(sQte現在値 < 0) sQte現在値 = 0; if(sQte現在値 > $gameVariables.value(VN_QTE最大値)) sQte現在値 = $gameVariables.value(VN_QTE最大値); this.SetPict( PN_UI_振り払い_ゲージ , "UI_Huriharai_Gage" , 603 , 403 , 255 , sQte現在値 / $gameVariables.value(VN_QTE最大値) * 100); sQteFlame++; if (sQte現在値 <= 0) { sQteEnd成功Flg = false; $gameVariables.setValue(VN_QTE現在値 , sQte現在値); return false; } if (sQte現在値 >= $gameVariables.value(VN_QTE最大値)) { sQteEnd成功Flg = true; $gameVariables.setValue(VN_QTE現在値 , sQte現在値); return false; } $gameVariables.setValue(VN_QTE現在値 , sQte現在値); return true; } Game_Interpreter.prototype.SolQteValueCng = function (value) { sQte現在値 += value; } Game_Interpreter.prototype.SolQteNextKeySet = function () { sQteBtnNo = Math.floor(Math.random() * 4) + 1; }