dead-end-colosseum/www/js/plugins/JsScript42Set.js
2026-01-17 11:28:46 -06:00

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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);
}
}