Game_Interpreter.prototype.BtlSpineUpdate = function () { this.Spine_EvUpdate(); if (spainWaitAnimeFlame >= 0) { if (spainWaitAnimeFlame == 1) { if (!LoseSetFlg && !B戦闘復活Flg) { if (!this.IsPlayerメタル化()) this.SetSpineAnime(PN_CharacterPL, "Idl", true); } } spainWaitAnimeFlame--; } } Game_Interpreter.prototype.SettingFinalAccessMode = function () { AccessFlg = true; this.ClearBadStateAll_Chara(NPlayer[0]._NState); this.DeckAccessCng(); Pl_TC_Pic = PlayerBtlChara.Name; for (let j = 0; j <= TurnCard.length - 1; j++) { if (TurnCard[j]._PicStr == PlayerBtlChara.Name || TurnCard[j]._PicStr == PlayerBtlChara.Name + "_A") { TurnCard[j]._ViewFlg = false; TurnCard[j]._PicStr = PlayerBtlChara.Name + "_F"; } } Pl_TC_Pic = PlayerBtlChara.Name + "_F"; this.TCPicReDraw(); notUseCardFlg = false; } Game_Interpreter.prototype.Spine_EvUpdate = function () { for (let i = 0; i <= Spine_EvName.length - 1; i++) { let effectName = Spine_EvName[i]; switch (effectName) { case "AccessEffect": this.PlaySe("Collapse2"); this.PlayPtcPic("BtlACngEffect", NPlayer[0]._PosX - 50, NPlayer[0]._PosY); break; case "SkinCng": $gameScreen.startFlash([255, 255, 255, 155], 10); this.PlaySe("Powerup"); AccessFlg = true; this.ClearBadStateAll_Chara(NPlayer[0]._NState); this.DeckAccessCng(); this.SpineCngAccess(); Live2DParamSetCmnEventStart(MdlRomashaBattle); if ($gameSwitches._data[SW_アクセスジャマー]) { for (let j = 0; j <= BtlDeck.length - 1; j++) { if ($dataWeapons[BtlDeck[j]].wtypeId == CType.必殺) { BtlDeck.splice(j, 1); j--; } } this.Playerアクセスステート解除(); this.SpineCngAccess(); CardSkills = []; this.SetSpineAnime(PN_CharacterPL, "Dmg", false); } else { this.PlayPtcPic("BtlAccess", NPlayer[0]._PosX, NPlayer[0]._PosY); } DeckCard = []; this.DeckReSetting(); Pl_TC_Pic = PlayerBtlChara.Name; for (let j = 0; j <= TurnCard.length - 1; j++) { if (TurnCard[j]._PicStr == PlayerBtlChara.Name) { TurnCard[j]._ViewFlg = false; TurnCard[j]._PicStr = PlayerBtlChara.Name + "_A"; } } this.TCPicReDraw(); effectName = ""; NoUseCardFlg = false; if (!All_装甲状態確認()) { AddNState(NPlayer[0]._NState, 13, 99); } this.TurnEndBtnDraw(); break; } } Spine_EvName = []; }