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