let btlBattle_flame = 0; let KsnTurn = 0; let _ksnMflame = 0; let _ksnTotalDmgFlame = 0; let _drawPlPopCnt = 0; let _drawEmPopCnt = 0; Game_Interpreter.prototype.N_Btl_BattleCng = function () { L2dFadeMdl("Leona_battle1", "rightout", 15, "", 1, 1, 0, 130); L2dFadeMdl("Leona_battleTH", "rightout", 15, "", 1, 1, 0, 130); if (NEnemy.Live2D_Name != "") { L2dFadeMdl(NEnemy.Live2D_Name, "centerout", 15, "", 1); } this.MoveSpriteAdd(PN_BtlTHBlt, -20, 0, 5, 0); btlMode = _btlMode.Battle; btlBattle_flame = 0; KsnTurn = 0; _ksnMflame = 0; _ksnTotalDmgFlame = 0; PlTotalDmg = 0; EmTotalDmg = 0; this.SetSprite(PN_bKBack + 0, BtlKsnPic + "PN_bKBack_1", 0, 0); this.SetSprite(PN_bKBack + 1, BtlKsnPic + "PN_bKBack_2", 0, 405); this.N_Btl_PlStmove(1150, 647, 10); this.N_Btl_EmStmove(30, 7, 10); this.N_Btl_SetuDel(); this.N_Btl_DoPResetDraw(); this.Blt_Tutorial決戦開始(); } let _PlPosX = 0; let _EmPosX = 360; let _BltPlPosX = 500; let _BltEmPosX = 600; let _BtlUpSyoriNo = 0; let _Btl_StopCmnFlg = false; let _Btl_連続攻撃Cnt = 0; let _GoPlBltPs = new Pos2D(0, 0); let _GoEmBltPs = new Pos2D(0, 0); let Player_SkillNo = 0; let Enemy_SkillNo = 0; let PLAllMissFlg = false; let EnAllMissFlg = false; let Turn_DmgCnt = 0; let PL_SkillFlg = false; const CN_PlayerSkill = 143; const CN_EnemySkill = 144; const CN_PLAllMiss = 145; const CN_EnAllMiss = 146; const PN_TotalDmg = 369; let PlTotalDmg = 0; let EmTotalDmg = 0; let PL_行動不能Flg; Game_Interpreter.prototype.N_Btl_BattleUpdate = function () { if (_ksnTotalDmgFlame > 0) { _ksnTotalDmgFlame++; if (_ksnTotalDmgFlame == 2) { D_Text_Cng_font = "Cornerstone"; let zureY = 20; this.SetSprite(PN_TotalDmg + 0, BtlPic + "PN_TotalDmg", 0, zureY, 0); this.MoveSprite(PN_TotalDmg + 0, 0, 0, 10); let redWhiteFont = SCol.Red0 + "\\oc[rgb(255,255,255)]\\ow[5]"; this.SpriteStrC(PN_TotalDmg + 1, redWhiteFont + " " + EmTotalDmg + " ", 75, 408, 262 + zureY, 0); this.SpriteStrC(PN_TotalDmg + 2, redWhiteFont + " " + PlTotalDmg + " ", 75, 1042, 580 + zureY, 0); this.MoveSprite(PN_TotalDmg + 1, 408, 262, 10, 255); this.MoveSprite(PN_TotalDmg + 2, 1042, 580, 10, 255); D_Text_Cng_font = ""; } if (_ksnTotalDmgFlame == 75) { this.Btl_BattleEnd(); this.DelSpriteSpan(PN_TotalDmg, PN_TotalDmg + 2); } return; } this.DelSprite(PN_bDataBtn); this.Btl_Enter異常描画(); if (_Btl_StopCmnFlg) return; if (btlBattle_flame > 30) { if (KsnTurn <= 5) { if (_ksnMflame >= 0 && _BtlUpSyoriNo == 0) { Turn_DmgCnt = 0; BtlUpSyoriNo = 0; PLAllMissFlg = EnAllMissFlg = true; _drawPlPopCnt = 0; _drawEmPopCnt = 0; this._Skill_UseCk(NPlayer); this._Skill_UseCk(NEnemy); this._Skill事前効果(NPlayer, NEnemy); this._Skill事前効果(NEnemy, NPlayer); let _plImg = MetaChecker($dataSkills[NPlayer.DO_Arr[KsnTurn]], "Img", "miss"); this.SetSprite(PN_bPLTatie, BtlTatie_Pl + _plImg, _PlPosX + 200, 277, 0); this.SetSpriteC(PN_bEmTatie, BtlTatie_Em + NEnemy.Img, _EmPosX - 100, 202, 0); this.Btl_敵画像変更(true); let _mvTime = 9; if (isFastForward()) _mvTime /= 3; this.MoveSprite(PN_bPLTatie, _PlPosX, 277, _mvTime); this.MoveSprite(PN_bEmTatie, _EmPosX, 202, _mvTime); PL_行動不能Flg = false; if (NPlayer.DO_Arr[KsnTurn] == 0) { let _ckPNo = PN_bPLBltWin + (Cnt_PN_bPLBltWin * KsnTurn); this.DelSpriteSpan(_ckPNo + 1, _ckPNo + Cnt_PN_bPLBltWin - 1); this.CngSprite(_ckPNo, BtlPic + "PN_bPLBltWin_Miss"); this.SetCmnEvent(Number(CN_PlayerSkill)); PL_行動不能Flg = true; PLAllMissFlg = false; } else { NPlayer._tp -= btlSelect_TpUse[KsnTurn] * 10; } if (NEnemy.DO_Arr[KsnTurn] == -1 || NEnemy.DO_Arr[KsnTurn] == 0) { EnAllMissFlg = false; } EasingStr = "easeOutQuad"; let _PlBltSp = GetSpriteData(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin)); let _EmBltSp = GetSpriteData(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin)); _GoPlBltPs = new Pos2D(_PlBltSp._x + 50, _PlBltSp._y); _GoEmBltPs = new Pos2D(_EmBltSp._x - 50, _EmBltSp._y); this.N_Btl_Pl弾丸Move(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin), _GoPlBltPs._x, _GoPlBltPs._y, 8); this.N_Btl_Em弾丸Move(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin), _GoEmBltPs._x, _GoEmBltPs._y, 8); EasingStr = ""; _BtlUpSyoriNo = 1; } if (_ksnMflame == 1 && _BtlUpSyoriNo == 1) { this.N_Btl_BattleGo(); } if (_ksnMflame == 2 && NPlayer.Skill != undefined) { try { PL_SkillFlg = true; _Btl_StopCmnFlg = true; Player_SkillNo = NPlayer.Skill.id; let _CmnNo = MetaChecker(NPlayer.Skill, "コモンNo", "") if (_CmnNo != "") { this.SetCmnEvent(Number(_CmnNo)); } else { this.SetCmnEvent(CN_PlayerSkill); } let _ToVoice = MetaChecker(NPlayer.Skill, "Voice", "") if (_ToVoice != "") { let _ckSplt = _ToVoice.split(','); if (_ckSplt.length > 1) { this.PVoice(_ckSplt[0], _ckSplt[1]); } } } catch (e) { } } if (_ksnMflame == 3 && NEnemy.Skill != undefined) { try { PL_SkillFlg = false; Enemy_SkillNo = NEnemy.Skill.id; let _CmnNo = MetaChecker(NEnemy.Skill, "コモンNo", "") if (_CmnNo != "") { this.SetCmnEvent(Number(_CmnNo)); } else { this.SetCmnEvent(CN_EnemySkill); } _Btl_StopCmnFlg = true; } catch (e) { } } if (_ksnMflame >= 10 && _BtlUpSyoriNo == 1) { this.MoveSprite(PN_bPLTatie, _PlPosX - 50, 277, 120); this.MoveSprite(PN_bEmTatie, _EmPosX + 50, 202, 120); if (NPlayer.DO_Arr[KsnTurn] > 0) { NPlayer.AtkRpt = $dataSkills[NPlayer.DO_Arr[KsnTurn]].repeats; if (NPlayer.UseCostRpts > 1) { NPlayer.AtkRpt = NPlayer.UseCostRpts; } } if (NEnemy.DO_Arr[KsnTurn] > 0) { NEnemy.AtkRpt = $dataSkills[NEnemy.DO_Arr[KsnTurn]].repeats; if (NEnemy.UseCostRpts > 1) { NEnemy.AtkRpt = NEnemy.UseCostRpts; } } this.Skill_StateTurnUp(); this.N_Btl_SkillUse(); //戦闘ダメージ処理(プレイヤー & 敵) this.N_Btl_DoPPicCng(); this.N_Btl_ChainDraw(); EasingStr = "easeInQuad"; _GoPlBltPs = new Pos2D(_GoPlBltPs._x - 130, _GoPlBltPs._y); _GoEmBltPs = new Pos2D(_GoEmBltPs._x + 130, _GoEmBltPs._y); let _PlBltSp = GetSpriteData(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin)); this.N_Btl_Pl弾丸Move(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin), _GoPlBltPs._x, _GoPlBltPs._y, 5); let _EmBltSp = GetSpriteData(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin)); this.N_Btl_Em弾丸Move(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin), _GoEmBltPs._x, _GoEmBltPs._y, 5); EasingStr = ""; _BtlUpSyoriNo = 2; } if (NPlayer.AtkRpt > 0 || (NEnemy.AtkRpt > 0 && NEnemy.Brns > 0)) { if (_ksnMflame >= 30 && _BtlUpSyoriNo == 2) { _ksnMflame = 10; this.N_Btl_SkillUse(); } _ksnMflame++; return; } if (_ksnMflame == 18 && _BtlUpSyoriNo == 2 && (PLAllMissFlg || PL_行動不能Flg)) { this.SetCmnEvent(CN_PLAllMiss); _Btl_StopCmnFlg = true; } if (_ksnMflame == 19 && _BtlUpSyoriNo == 2 && EnAllMissFlg) { this.SetCmnEvent(CN_EnAllMiss); _Btl_StopCmnFlg = true; } if (_ksnMflame >= 20 && _BtlUpSyoriNo == 2) { if (WinLoseFlg != _BtlBranch.Btl) { this.N_Btl_EndCng(); } EasingStr = "easeOutQuad"; let _戻りX = 100; _GoPlBltPs = new Pos2D(_GoPlBltPs._x + _戻りX, _GoPlBltPs._y); _GoEmBltPs = new Pos2D(_GoEmBltPs._x - _戻りX, _GoEmBltPs._y); let _PlBltSp = GetSpriteData(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin)); this.N_Btl_Pl弾丸Move(PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin), _GoPlBltPs._x, _GoPlBltPs._y, 30); let _EmBltSp = GetSpriteData(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin)); this.N_Btl_Em弾丸Move(PN_bEmBltWin + (KsnTurn * Cnt_PN_bEmBltWin), _GoEmBltPs._x, _GoEmBltPs._y, 30); EasingStr = ""; _BtlUpSyoriNo = 3; } if (_ksnMflame == 20 && _BtlUpSyoriNo == 3) { this.Btl_TurnUp_State効果発動(NPlayer); this.Btl_TurnUp_State効果発動(NEnemy); } if (_ksnMflame >= 130 && _BtlUpSyoriNo == 3) { this.MoveSprite(PN_bPLTatie, _PlPosX - 100, 277, 10, 0); this.MoveSprite(PN_bEmTatie, _EmPosX + 100, 202, 10, 0); _BtlUpSyoriNo = 4; } if (_ksnMflame >= 140 && _BtlUpSyoriNo == 4) { this.MoveSprite(PN_bPLTatie, 200, 277, 1, 0); this.MoveSprite(PN_bEmTatie, _EmPosX - 100, 202, 1, 0); _BtlUpSyoriNo = 5; } if (_ksnMflame >= 142 && _BtlUpSyoriNo == 5) { _ksnMflame = -1; _BtlUpSyoriNo = 0; KsnTurn++; } } _ksnMflame++; } if (KsnTurn > 5) { if (_ksnMflame == 0) { _Btl_StopCmnFlg = true; this.SetCmnEvent(CN_全行動終了時コモン); } if (_ksnMflame == 1) { DoArr_Reset(); btlSelect_TpUse = [0,0,0,0,0,0]; btlSelect_PlTp = 0; _ksnTotalDmgFlame = 1; } } btlBattle_flame++; } const DmgPopTimer = 90; let StateZureCnt = 0; Game_Interpreter.prototype.Btl_TurnUp_State効果発動 = function (_CkChara) { StateZureCnt = 0; _CkChara.state.forEach(_CkSt => { let _CkState = $dataStates[_CkSt._No]; for (let i = 0; i <= _CkState.traits.length - 1; i++) { let drawZureX = Math.floor( Math.random() * 50); let drawZureY = StateZureCnt * -60; if (_CkState.traits[i].code == 11) { let _CngDmg = 0; switch (_CkState.traits[i].dataId) { case _Zoku._回避時TP回復: if (!_CkChara._回避成功) break; let _AddTp = Math.round(_CkState.traits[i].value * 100 - 100); _CkChara._tp += _AddTp; this.DmgPop_Set(SCol.Yel + "TP+" + _AddTp, _CkChara.APos._x + drawZureX - 30, _CkChara.APos._y + drawZureY - 40, 35, DmgPopTimer, 10); if (_CkChara._tp < 0) _CkChara._tp = 0; if (_CkChara._tp > 100) _CkChara._tp = 100; this.Btl_EnterStateDraw(); break; case _Zoku._ターンダメージ: _CngDmg = Math.round(_CkState.traits[i].value * 100 - 100); _CkChara._hp -= _CngDmg; this.DmgPop_Set(SCol.Red + _CngDmg, _CkChara.APos._x + drawZureX + 30, _CkChara.APos._y + drawZureY - 40, 60, DmgPopTimer, 10); StateZureCnt++; break; case _Zoku._ターン割合ダメージ: _CngDmg = Math.floor((_CkState.traits[i].value - 1) * _CkChara.mhp); _CkChara._hp -= _CngDmg; this.DmgPop_Set(SCol.Red + _CngDmg, _CkChara.APos._x + drawZureX + 30, _CkChara.APos._y + drawZureY - 40, 60, DmgPopTimer, 10); StateZureCnt++; break; } } } }); } Game_Interpreter.prototype.Btl_Enter異常描画 = function (_opi) { this.DelSpriteSpan(PN_bPlState, PN_bEmStateTn + 6); for (let i = 0; i <= NPlayer.state.length - 1; i++) { let _ckst = $dataStates[NPlayer.state[i]._No]; let _SetStr = " \\I[" + _ckst.iconIndex + "] "; let _PLIPs = new Pos2D(1400, 650); this.SpriteStrC(PN_bPlState + i, _SetStr, 25, _PLIPs._x, _PLIPs._y + (-60 * i), 255, 150, 150); let _TurnStr = "\\oc[rgba(0,0,0,1)] " + NPlayer.state[i]._Turn + " "; this.SpriteStrR(PN_bPlStateTn + i, _TurnStr, 25, _PLIPs._x + 30, _PLIPs._y + (-60 * i), 255); } for (let i = 0; i <= NEnemy.state.length - 1; i++) { let _StPs = new Pos2D(63, 261 + 67 + (56 * i)); let _ckst = $dataStates[NEnemy.state[i]._No]; let _SetStr = " \\I[" + _ckst.iconIndex + "] "; this.SpriteStrC(PN_bEmState + i, _SetStr, 25, _StPs._x, _StPs._y, 255, 150, 150); let _TurnStr = "\\oc[rgba(0,0,0,1)] " + NEnemy.state[i]._Turn + " "; this.SpriteStrR(PN_bEmStateTn + i, _TurnStr, 25, _StPs._x, _StPs._y, 255); } } Game_Interpreter.prototype.Btl_Enter異常削除 = function () { this.DelSpriteSpan(PN_bPlState, PN_bEmStateTn + 6); } Game_Interpreter.prototype.Btlコモン終了 = function () { _Btl_StopCmnFlg = false; } Game_Interpreter.prototype.Btl_敵画像変更 = function (_ImgFlg) { _ImgFlg = typeof _ImgFlg !== 'undefined' ? _ImgFlg : false; if (NEnemy.Live2D_Name != "" && !_ImgFlg) { L2dFExp = "exp_1"; L2dFadeMdl(NEnemy.Live2D_Name, "centerin", 15, "wait", 1); if (NEnemy.DO_Arr[KsnTurn] == -1) { L2dIdleStart(NEnemy.Live2D_Name, "break"); L2dSetMotion(NEnemy.Live2D_Name, "break"); } else { L2dIdleStart(NEnemy.Live2D_Name, "wait"); L2dSetMotion(NEnemy.Live2D_Name, "wait"); } } else { this.SetSpriteC(PN_bEmTatie, BtlTatie_Em + NEnemy.Img, 300, 202); if (NEnemy.DO_Arr[KsnTurn] == -1) { this.CngSprite(PN_bEmTatie, BtlTatie_Em + NEnemy.Img + "_break"); } else { this.CngSprite(PN_bEmTatie, BtlTatie_Em + NEnemy.Img); this._ブレイクモード終了確認(); } } } Game_Interpreter.prototype.Btl_BattleEnd = function () { for (let i = 0; i <= 6 - 1; i++) { EasingStr = ""; let _PlBltSp = GetSpriteData(PN_bPLBltWin + (i * Cnt_PN_bPLBltWin)); let _EmBltSp = GetSpriteData(PN_bEmBltWin + (i * Cnt_PN_bEmBltWin)); let _戻りX = -20; _GoPlBltPs = new Pos2D(_PlBltSp._x + _戻りX, _PlBltSp._y); _GoEmBltPs = new Pos2D(_EmBltSp._x - _戻りX, _EmBltSp._y); _PlBltSp = GetSpriteData(PN_bPLBltWin + (i * Cnt_PN_bPLBltWin)); this.N_Btl_Pl弾丸Move(PN_bPLBltWin + (i * Cnt_PN_bPLBltWin), _GoPlBltPs._x, _GoPlBltPs._y, 10, 0); _EmBltSp = GetSpriteData(PN_bEmBltWin + (i * Cnt_PN_bEmBltWin)); this.N_Btl_Em弾丸Move(PN_bEmBltWin + (i * Cnt_PN_bEmBltWin), _GoEmBltPs._x, _GoEmBltPs._y, 10, 0); EasingStr = ""; } BtlTurn++; this.MoveSprite(PN_bKBack + 0, true, true, 10, 0); this.MoveSprite(PN_bKBack + 1, true, true, 10, 0); DoArr_Reset(); this.Btl_Enter異常削除(); this.N_Btl_SelectCng(); NPlayer.Skill = undefined; NEnemy.Skill = undefined; this.Skill_StateTurnUp(); this.N_Btl_TatieView(); this.N_Btl_PlStView(PLStPos._x, PLStPos._y, true); this.N_Btl_EmStView(); this.MoveSpriteAdd(PN_bCmbTxt + 0, 0, 30, 5, 0); this.MoveSpriteAdd(PN_bCmbTxt + 1, 0, 30, 5, 0); } Game_Interpreter.prototype._Skill事前効果 = function (_AChara, _BChara) { if (_AChara.DO_Arr[KsnTurn] > 0) { let _SkillNo = _AChara.DO_Arr[KsnTurn]; if (_Skill_State存在Ck(_SkillNo, _StateDt._相手行動不能)) { _BChara.DO_Arr[KsnTurn] = 0; } } } Game_Interpreter.prototype._Skill_UseCk = function (_AChara) { if (_AChara.DO_Arr[KsnTurn] > 0) { let _ckSkill = $dataSkills[_AChara.DO_Arr[KsnTurn]]; if (_AChara.Do_Mp < _ckSkill.mpCost) { _AChara.DO_Arr[KsnTurn] = 0; } let _CmnNo = MetaChecker(_ckSkill, "発生コモンNo", -1); if (_CmnNo != -1) { _CmnNo = Number(_CmnNo); this.SetCmnEventSc(_CmnNo); _Btl_StopCmnFlg = true; } if (_Skill_State存在Ck(_AChara.DO_Arr[KsnTurn], _StateDt._TP全消費)) { _AChara.UseTp = _AChara._tp; _AChara._tp = 0; } if (MetaChecker(_ckSkill, "テンション消費") != "") { let _消費TP = Number(MetaChecker(_ckSkill, "テンション消費")); if (_AChara._tp - _消費TP >= 0) { _AChara._tp -= _消費TP; } else { let _PNo = PN_bPLBltWin + (KsnTurn * Cnt_PN_bPLBltWin) + 2; this.SpriteStr(_PNo, SCol.Red + "攻撃失敗", 22, true, true, 255, true, true); _AChara.DO_Arr[KsnTurn] = 0; } } } if (_AChara.DO_Arr[KsnTurn] == 0) _AChara._tp -= 2; } Game_Interpreter.prototype.WinLoseCheck = function () { } Game_Interpreter.prototype.N_Btl_BattleGo = function () { this.N_Btl_SkillSetting(NPlayer); this.N_Btl_SkillSetting(NEnemy); } Game_Interpreter.prototype.N_Btl_SkillSetting = function (_AChara) { _AChara.Skill = undefined; _AChara.UseCost = 0; _AChara.UseCostRpts = 1; let _SkillNo = _AChara.DO_Arr[KsnTurn]; if (_SkillNo > 0) { _AChara.Skill = $dataSkills[_SkillNo]; _AChara.UseTp = 0; if (_Skill_State存在Ck(_SkillNo, _StateDt._コスト全消費)) { _AChara.UseCost = _AChara.Do_Mp; if (MetaChecker(_AChara.Skill, "C回数", false) != false) { let _WCnt = Number(MetaChecker(_AChara.Skill, "C回数", false)); _AChara.UseCostRpts = _AChara.Do_Mp / _WCnt; } _AChara.Do_Mp = 0; } else { if (_AChara.Skill.mpCost > 0) { _AChara.UseCost = _AChara.Skill.mpCost; _AChara.Do_Mp -= _AChara.Skill.mpCost; } else if (_AChara.Skill.tpCost > 0) { _AChara.UseCost = -_AChara.Skill.tpCost; _AChara.Do_Mp += _AChara.Skill.tpCost; } } if (_AChara.Do_Mp <= 0) _AChara.Do_Mp = 0; if (_AChara.Do_Mp >= _AChara.Do_MaxMp) _AChara.Do_Mp = _AChara.Do_MaxMp; if (_AChara.Do_Mp >= DoP_Cnt) _AChara.Do_Mp = DoP_Cnt; } } let ChainPs = new Pos2D(1176, 214); let ChainTxtPs = new Pos2D(1232, 184); let Chain_Cnt = 0; let _引分Cnt = 0; const チェイン増加最大 = 5; Game_Interpreter.prototype.N_Btl_ChainDraw = function () { let _PlSkillNo = NPlayer.DO_Arr[KsnTurn]; let _EmSkillNo = NEnemy.DO_Arr[KsnTurn]; let _相性 = Skill相性Ck(_PlSkillNo, _EmSkillNo); let _失敗Flg = false; switch (_相性) { case _相性結果.Win: Chain_Cnt++; if (Rz_最大チェイン数 < Chain_Cnt) Rz_最大チェイン数 = Chain_Cnt; let _TPUp = Chain_Cnt; if (_TPUp > チェイン増加最大) _TPUp = チェイン増加最大; NPlayer._tp += _TPUp; D_Text_Cng_font = "Makinas"; let _OL = "\\ow[5]\\oc[rgb(0,0,0)]" this.SpriteStrC(PN_bCmbTxt + 0, _OL + SCol.Yel + " " + Chain_Cnt + " ", 100, ChainPs._x, ChainPs._y - 20, 0); this.SpriteStr(PN_bCmbTxt + 1, _OL + SCol.Yel + " chain ", 50, ChainTxtPs._x, ChainTxtPs._y, 255); this.DmgPop_Set(SCol.Red + "TP+" + _TPUp, ChainTxtPs._x, ChainTxtPs._y - 40, 35, DmgPopTimer, 10); D_Text_Cng_font = ""; this.MoveSpriteAdd(PN_bCmbTxt + 0, 20, 0, 5, 255); _引分Cnt = 0; break; case _相性結果.Draw: _引分Cnt++; if (Chain_Cnt > 0) { this.MoveSprite(PN_bCmbTxt + 0, true, true, 5, 180, 80, 80); this.MoveSprite(PN_bCmbTxt + 1, true, true, 5, 180, 80, 80); } if (_引分Cnt == 2) { Chain_Cnt = 0; _引分Cnt = 0; _失敗Flg = true; } break; case _相性結果.Lose: Chain_Cnt = 0; _引分Cnt = 0; _失敗Flg = true; break; } if (_失敗Flg) { this.MoveSpriteAdd(PN_bCmbTxt + 0, 20, 0, 5, 0); this.MoveSpriteAdd(PN_bCmbTxt + 1, 20, 0, 5, 0); } }