princess-synergy/www/js/plugins/JsScript89Set.js
2026-02-05 14:03:22 -06:00

78 lines
3.2 KiB
JavaScript

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 = [];
}