let _PLSelect_SUFlg = false; let _Bef_SelNo = -1; let _YPlsMFlg = false; Game_Interpreter.prototype.RD_PLSelect_Cng = function () { RD_Mode = EnRDMode.PL_Select; _Bef_SelNo = -1; _PLSelect_SUFlg = false; _PLSelect_SU_Flame = 0; _PLSelect_Flame = 0; PL_Select_Mode = RDSelMode._通常; this.RD_MapHPDraw(); } Game_Interpreter.prototype.RD移動後共通処理 = function () { this.TmpEvPCall("RD_All" , 1); } let _PLSelect_SU_Flame = 0; Game_Interpreter.prototype.RD_PLSelect_SetUp = function () { if (_PLSelect_SU_Flame == 0) { this.RD_ClrUIDraw(); RD_EvMode = Em_RD_EvMode.CSelect; console.log("ベースコモンイベント"); this.TmpEvPCall("RD" + RD_Id + "_0" , $gameVariables.value(VN_RdKaiso) + 1); if (RDBtlSettingData.移動カード制限Turn > 0) RDBtlSettingData.移動カード制限Turn--; } let rdDrawCount = $gameSystem.RD_HandVar; if (RDBtlSettingData.移動カード制限Turn > 0) { rdDrawCount = RDBtlSettingData.移動カード制限枚数; } rdDrawCount += RDBtlSettingData.移動カードCng枚数; if (rdDrawCount <= 0) rdDrawCount = 1; if (_PLSelect_SU_Flame == 1) { if ($gameSystem.RD_HandCard.length >= rdDrawCount) { _PLSelect_SUFlg = true; if (RD_ReloadCnt == 0 && RDBtlSettingData.移動カード制限Turn <= 0) { this.RD_ReloadBtnOn(); } } else { this.RD_CardSetting(); this.RD_CardDrawMove(); } } if (_PLSelect_SU_Flame == 15) { _PLSelect_SU_Flame = 0; } _PLSelect_SU_Flame++; } let _PLSelect_Flame = 0; let _UseCardPNo = -1; let PL_Select_Mode = 1; let RDSelMode = { _通常:1, _状態:2, _撤退:3, _デッキ確認:4 }; let RD_KoudoZeroLoseFlg = false; let rdSelectWait_flame = 0; Game_Interpreter.prototype.RD_PL_Select_Update = function () { if(rdSelectWait_flame > 0){ rdSelectWait_flame--; return; } if(RD_Koudo <= 0) { RD_LoseEndFlg = RD_KoudoZeroLoseFlg = true; let setX = GetSpriteData(PN_rdPlayer)._x; let setY = GetSpriteData(PN_rdPlayer)._y; this.SetSpriteC(PN_rdPlayer , STY_MovePic_down , setX , setY , 255); RD_ClearMode = EnRDClearMode.Faild; this.RD_RDEnd_Cng(); this.RD_ClrUIDraw(); return; } this.RD_行動数描画Update(); if (!_PLSelect_SUFlg){ L2dTop($gameSystem.Btl_Chara.Live2D.Name); this.RD_PLSelect_SetUp(); } else { switch (PL_Select_Mode){ case RDSelMode._通常: this.OpeUpdate(); this.RD_PLSelect_BaseUpdate(); break; case RDSelMode._撤退: this.RD_PLSelect_撤退Update(); break; case RDSelMode._デッキ確認: this.RD_PLSelect_デッキ確認Update(); break; } _PLSelect_Flame++; } } Game_Interpreter.prototype.RD_PLSelect_BaseUpdate = function () { if (TutorialDgn管理No == 1) { this.SetCmnEvent(CN_RDチュートリアル用); return; } let overPicArr = []; for (let i = 0; i <= $gameSystem.RD_HandCard.length - 1; i++) { overPicArr.push($gameSystem.RD_HandCard[i].setPNo); } let ckPicNo = overPointerCkArr(overPicArr); if (ckPicNo != -1) { for (let i = 0; i <= $gameSystem.RD_HandCard.length - 1; i++) { if ($gameSystem.RD_HandCard[i].setPNo == ckPicNo) { let selectCard = $gameSystem.RD_HandCard[i]; this.PicCngColor(selectCard.setPNo, [-20, -20, -20, 0]); if (_Bef_SelNo != ckPicNo) { this.PicCngColor(selectCard.setPNo); this.RD_CardDrawMove(selectCard.setPNo); SelRndRoot = selectCard.CardRoot; this.RD_MoveMapDraw(); _Bef_SelNo = ckPicNo; } if (TouchInput.isPressed()) { if (TutorialDgn管理No == 6 && $gameVariables.value(VN_rdSyori) == 6) { return; } this.RD_DMapArr_Get(); this.PlaySe("card"); this.MoveSprite(ckPicNo, selectCard.XPos - 20, selectCard.YPos - 129, 20, 0, 80, 80); if (RD_Koudo < 99) RD_Koudo--; _UseCardPNo = ckPicNo; $gameSystem.RD_HandCard.splice(i, 1); this.RD_PLMove_Cng(); if (RD_ReloadCnt > 0 && RDBtlSettingData.移動カード制限Turn <= 0){ RD_ReloadCnt--; //this.SpriteStr(PN_Reload + 1, RD_ReloadCnt, 18, 10, 570, 150); } if ($gameSystem.RD_LineX == 0) { this.RD_ReloadBtnOff(); } break; } } } } this.RD_レリックUpdate(); if (RD無限マリガンCount > 0) { this.CngSprite(PN_Reload , RdnPicPath + "PN_Reload_Non"); } else { this.CngSprite(PN_Reload , RdnPicPath + "PN_Reload"); } this.SpriteCngColor(PN_Reload); let ckPointer = overPointerSpCk(PN_Reload) && RD_ReloadCnt == 0 && RDBtlSettingData.移動カード制限Turn <= 0; if (RD無限マリガンCount > 0) { ckPointer = overPointerSpCk(PN_Reload) && RD無限マリガンCount > 0; } if (ckPointer) { this.SpriteCngColor(PN_Reload, [100, 100, 100, 0]); if (TouchInput.isPressed()) { if (TutorialDgn管理No >= 1 && TutorialDgn管理No <= 4) return; if (RD_Koudo > 1 || RD無限マリガンCount > 0) { if (RD_Koudo < 99) { if (RD無限マリガンCount <= 0) { RD_Koudo--; } } this.RD_MoveCardReloadSetup(); } else { console.log("行動数が0になってしまいます"); } if (TutorialDgn管理No == 6) RD_ReloadCnt = 9; } } this.RD_撤退BtnUpdate(); } Game_Interpreter.prototype.RD_MoveCardReloadSetup = function () { $gameSystem.RD_HandCard = []; this.RD_ReloadBtnOff(); this.RD_PLSelect_Cng(); this.DelPict(PN_HandMax + 2); this.RD_行動数描画Update(); } Game_Interpreter.prototype.RD_ReloadBtnOn = function () { RD_ReloadCnt = 0; if (TutorialDgn管理No >= 1 && TutorialDgn管理No <= 4) return; if (TutorialDgn管理No == 5) TutorialDgn管理No = 6; this.MoveSprite(PN_Reload, 0, true, 7); //this.MoveSprite(PN_Reload + 1, true, true, 7, 0); } let RD無限マリガンCount = 0; Game_Interpreter.prototype.RD_ReloadBtnOff = function () { RD_ReloadCnt = 0; if ($gameSystem.RD_LineX == 0 && $gameActors._data[1].equips()[3].id == 8 || RD無限マリガンCount > 0) { RD_ReloadCnt = 0; } if (RD無限マリガンCount > 0) { RD無限マリガンCount--; } this.MoveSprite(PN_Reload, -192, true, 7); } Game_Interpreter.prototype.RD_撤退BtnUpdate = function () { let ckPicArr = [PN_rdRtBtn + 0, PN_rdRtBtn + 1]; this.SpriteCngColorArr(ckPicArr); let ckPicNo = overPointerSpCkArr(ckPicArr); if (ckPicNo != -1){ this.SpriteCngColor(ckPicNo, [100, 100, 100, 0]); if (TouchInput.isPressed()){ switch (ckPicNo - PN_rdRtBtn){ case 1: this.RD_PLSelect_撤退View(); PL_Select_Mode = RDSelMode._撤退; break; } } } this.SpriteCngColor( PN_BDeckBtn); if(overPointerSpCk(PN_BDeckBtn)){ this.SpriteCngColor( PN_BDeckBtn , [150,150,150,0]); if (TouchInput.isTriggered()) { this.RD_PLelect_デッキ確認Cng(); } } } const Rd_DeckPath = RdnPicPath + "Deck/"; Game_Interpreter.prototype.RD_PLelect_デッキ確認Cng = function () { PL_Select_Mode = RDSelMode._デッキ確認; this.Deck一覧View(PN_BDeckBack , $gameSystem.Btl_Chara.FDeck); } Game_Interpreter.prototype.RD_PLSelect_デッキ確認Update = function () { if(this.Deck一覧Update()) { rdSelectWait_flame = 10; PL_Select_Mode = RDSelMode._通常; } }; Game_Interpreter.prototype.RD_PLSelect_撤退View = function () { this.SetSprite(PN_rdMenu, RdnPicPath + "TettaiBase", 0, 0, 0); this.MoveSprite(PN_rdMenu, true, true, 10); RD_TettaiSelectNo = 1; this.SetSpriteC(PN_rdMenu + 1, RdnPicPath + "TettaiSelect", 524 + (351 * RD_TettaiSelectNo), 461, 0); this.MoveSprite(PN_rdMenu + 1, true, true, 10); } let _RdTettaiCM = [ [422, 422, 202, 78], [750, 422, 249, 78] ]; let RD_TettaiSelectNo = 1; Game_Interpreter.prototype.RD_PLSelect_撤退Update = function () { let ckNo = overSpriteClickable(PN_rdMenu, _RdTettaiCM); switch (ckNo){ case 0: if (ckNo != RD_TettaiSelectNo){ RD_TettaiSelectNo = ckNo; this.MoveSprite(PN_rdMenu + 1, 524 + (351 * RD_TettaiSelectNo), true, 5); } if (TouchInput.isPressed()) { this.RD_RDEnd_Cng(); } break; case 1: if (ckNo != RD_TettaiSelectNo) { RD_TettaiSelectNo = ckNo; this.MoveSprite(PN_rdMenu + 1, 524 + (351 * RD_TettaiSelectNo), true, 5); } if (TouchInput.isPressed()) { PL_Select_Mode = 1; this.RD_RTBtn_MenuDel(); } break; } if (Input.isTriggered('menu') || TouchInput.isCancelled()) { PL_Select_Mode = 1; this.RD_RTBtn_MenuDel(); } } Game_Interpreter.prototype.RD_RTBtn_MenuDel = function () { for (let i = 0; i <= 30; i++) { this.DelPict(PN_rdMenu + i); this.DelSprite(PN_rdMenu + i); } } Game_Interpreter.prototype.RD_行動数描画Update = function () { this.SetSprite(PN_rdKoudoCnt + 0, RdnPicPath + "PN_rdKoudoCnt", 0, 0); let _cntStr = RD_Koudo; if (_cntStr < 0) _cntStr = 0; if (_cntStr > 9) _cntStr = 10; this.SetSpriteC(PN_rdKoudoCnt + 1, BtlPicPath + "PN_EdCount" + _cntStr, 948, 654); if (overPointerSpCkTm(PN_rdKoudoCnt + 0)) { D_Text_Cng_font = "Makinas"; this.SetSpriteC(PN_dgnKodoWin, RdnPicPath + "PN_dgnKodoWin", 946, 569); if (RD_Koudo >= 99) { this.SpriteStrC( PN_dgnKodoWin + 1 , "Unlimited" , 24 , 946, 562); } else { this.SpriteStrC( PN_dgnKodoWin + 1 , "Left: " + RD_Koudo + " moves" , 24 , 946, 562); } D_Text_Cng_font = ""; } else { this.DelSpriteSpan(PN_dgnKodoWin , PN_dgnKodoWin + 1); } } let RD_Koudo_WinPlsCnt = 3; Game_Interpreter.prototype.RD_戦闘勝利行動数増加量設定 = function (_setCnt) { RD_Koudo_WinPlsCnt = _setCnt; } let RD_戦闘勝利行動数増加量Reset = function () { RD_Koudo_WinPlsCnt = 3; } Game_Interpreter.prototype.RD_行動数変更 = function (_cngCnt) { RD_Koudo += _cngCnt; if (RD_Koudo < 0) RD_Koudo = 0; }