princess-synergy/www/js/plugins/JsScript73Set.js
2026-02-15 18:52:04 -06:00

571 lines
24 KiB
JavaScript

Game_Interpreter.prototype.Cng_TurnSetup = function () {
StateSetup();
StateSyoriEnd = false;
}
let StateSetup = function () {
StateUpdateFlame = 0;
StateSyoriNo = 0;
}
let btlTurnCngFlame = 0;
let enemyTurnFlg = false;
let _即TurnCngFlg = false;
Game_Interpreter.prototype.ChangePhase_TurnChange = function (_set即TurnCngFlg) {
_set即TurnCngFlg = typeof _set即TurnCngFlg !== 'undefined' ? _set即TurnCngFlg : false;
CardKoukaArr = [];
this.CardSelect(-1);
BtlData.Mode = EnBtlMode.TurnCheck;
btlTurnCngFlame = 0;
_即TurnCngFlg = _set即TurnCngFlg;
this.DelSprite(PN_SetuWin);
}
let befTurnType;
let EnBefTurn = {
Player: 1,
Enemy: 2,
Mikata: 3,
Skill: 4,
EmSkill: 5
};
let BefTrashHandArr = [];
let plTurnEndFlg = false;
let turnEndEffectFlg = false;
let NextTurnCardMoveSkip = false;
Game_Interpreter.prototype.BtlTurnCheck_Update = function () {
if (btlTurnCngFlame == 0) {
EasingStr = "";
this.TurnCngPicDel();
BtlData.Turn++;
this.SpriteCngColor(PN_EdBtn);
BefTrashHandArr = [];
plTurnEndFlg = false;
if (TurnCard[0]._No == -1 && !_即TurnCngFlg) {
BefTrashHandArr = CardData.slice();
for (let i = 0; i <= CardData.length - 1; i++) {
let cardData = CardData[i].CardData;
let keepFlg = false;
if (CardKoukaCk(cardData, KSkill.手札に保留)) keepFlg = true;
if (CardKoukaCk(cardData, KSkill.破棄TEnd) || CardKoukaCk(cardData, KSkill.破棄Max)
|| CardData[i]._一時カード) {
keepFlg = true;
this.PicTranOut(CardData[i].setPNo, "123", 45);
continue;
}
if (CardKoukaCk_DType(cardData, DType.TEDmg)) continue;
if (!keepFlg) {
this.HandCard_TrashMove(CardData[i].setPNo);
CardData.splice(i, 1);
i--;
}
}
this.KeepCardMove();
this.DeckMaisuView();
plTurnEndFlg = true;
turnEndEffectFlg = false;
}
}
if (btlTurnCngFlame == 2 && !turnEndEffectFlg) {
if (plTurnEndFlg) this.TurnEndPlayer();
turnEndEffectFlg = true;
}
if (btlTurnCngFlame == 3) {
if ($gameTroop._turnCount == 0) {
this.SetSprite(PN_TurnC_Back, "Black", 0, 0, 0);
this.MoveSprite(PN_TurnC_Back, 0, 0, 15, 100);
this.SetSprite(PN_TurnC_W, BtlPicPath + "PN_TurnC_W4", 0, 283, 0);
this.SetSprite(PN_TurnC, BtlPicPath + "PN_TurnC4", -489, 315, 255);
if (TurnCard[0]._Type == EnemyTCType.EmDoSkill) {
enemyTurnFlg = true;
befTurnType = EnBefTurn.Enemy;
$gameTroop._turnCount++;
} else if (TurnCard[0]._Type == EnemyTCType.PlSkill) {
enemyTurnFlg = true;
befTurnType = EnBefTurn.Skill;
$gameTroop._turnCount++;
} else {
enemyTurnFlg = false;
befTurnType = EnBefTurn.Player;
}
this.MoveSprite(PN_TurnC_W, 0, 283, 15, 255);
this.MoveSprite(PN_TurnC, 386, 315, 15, 255);
} else {
if (!_即TurnCngFlg) {
if (!NextTurnCardMoveSkip) this.NextTCSetting();
NextTurnCardMoveSkip = false;
}
BtlEnemyCellDmgFlg = false;
if (TurnCard[0]._Type == EnemyTCType.PlSkill) {
btlTurnCngFlame = 75;
enemyTurnFlg = true;
befTurnType = EnBefTurn.Skill;
} else if (TurnCard[0]._Type == EnemyTCType.EmSkill) {
btlTurnCngFlame = 75;
enemyTurnFlg = true;
befTurnType = EnBefTurn.EmSkill;
} else if (TurnCard[0]._No == -1) {
this.SetSprite(PN_TurnC_Back, "Black", 0, 0, 0);
this.MoveSprite(PN_TurnC_Back, 0, 0, 15, 100);
this.SetSprite(PN_TurnC_W, BtlPicPath + "PN_TurnC_W", 0, 283, 0);
this.SetSprite(PN_TurnC, BtlPicPath + "PN_TurnC", -489, 315, 255);
enemyTurnFlg = false;
befTurnType = EnBefTurn.Player;
this.MoveSprite(PN_TurnC_W, 0, 283, 15, 255);
this.MoveSprite(PN_TurnC, 386, 315, 15, 255);
} else if (TurnCard[0]._No < -1) {
btlTurnCngFlame = 75;
enemyTurnFlg = true;
befTurnType = EnBefTurn.Mikata;
} else {
if (befTurnType == EnBefTurn.Enemy) {
btlTurnCngFlame = 75;
} else {
this.SetSprite(PN_TurnC_Back, "Black", 0, 0, 0);
this.MoveSprite(PN_TurnC_Back, 0, 0, 15, 100);
this.SetSprite(PN_TurnC_W, BtlPicPath + "PN_TurnC_W2", 0, 283, 0);
this.SetSprite(PN_TurnC, BtlPicPath + "PN_TurnC2", -489, 315, 255);
this.MoveSprite(PN_TurnC_W, 0, 283, 15, 255);
this.MoveSprite(PN_TurnC, 386, 315, 15, 255);
}
enemyTurnFlg = true;
befTurnType = EnBefTurn.Enemy;
}
}
}
if (btlTurnCngFlame == 15) {
this.CardSelect(-1);
this.MoveSprite(PN_TurnC, 514, 315, 45, 255);
}
if (btlTurnCngFlame == 60) {
this.MoveSprite(PN_TurnC_Back, 0, 0, 15, 0);
this.MoveSprite(PN_TurnC_W, 0, 283, 15, 0);
this.MoveSprite(PN_TurnC, 1543, 315, 30, 0);
}
if (btlTurnCngFlame == 75) {
if (enemyTurnFlg) {
this.ChangePhase_EnemyTurn();
} else {
this.ChangePhase_PlayerTurnSetup();
}
}
btlTurnCngFlame++;
}
let StateSyoriEnd = false;
let btlターン使用カード枚数 = 0;
let PLSetFlame = 0;
let drawCardCount = 0;
Game_Interpreter.prototype.ChangePhase_PlayerTurnSetup = function () {
if (DefBtnCoolTime > 0) {
DefBtnCoolTime--;
this.DefBtn_Draw();
}
this.Cng_TurnSetup();
BtlData.Mode = EnBtlMode.PLTurnSetup;
PLSetFlame = 0;
notUseCardFlg = false;
for (let i = 0; i <= NEnemy.length - 1; i++) {
if (NEnemy[i]._hp <= 0 && !NEnemy[i].FstHidden) {
$gameSwitches._data[BtlEnemy行動Check.SW_EnemyDownNextTurn + i] = (NEnemy[i]._hp <= 0);
if (NEnemy[i].RebornEmFlg == undefined) NEnemy[i].RebornEmFlg = false;
if (NEnemy[i].RebornEmFlg) {
$gameSwitches._data[BtlEnemy行動Check._復活EnemyDownNextTn + i] = (NEnemy[i]._hp <= 0);
}
}
}
}
Game_Interpreter.prototype.PlayerTurnSetup_End = function () {
let mpDownCounter = 0;
for (let i = 0; i <= CardData.length - 1; i++) {
let reDrawMp = false;
if (CardKoukaCk(CardData[i].CardData, KSkill.常時MP1減)) {
mpDownCounter++;
NPlayer[0]._mp--;
reDrawMp = true;
}
if (CardKoukaCk(CardData[i].CardData, KSkill.常時MP2減)) {
mpDownCounter += 2;
NPlayer[0]._mp -= 2;
reDrawMp = true;
}
if (NPlayer[0]._mp <= 0) NPlayer[0]._mp = 1;
if (reDrawMp) this.MPKaihuku(0);
}
if (mpDownCounter > 0) this.TextPopUp_ENo(-1, SCol.Red + "MP-" + mpDownCounter, 24);
}
let Btl最初のドローFlg = false;
let IsPlayerSelect = false;
Game_Interpreter.prototype.BtlPLTurnSetup_Update = function () {
if (!StateSyoriEnd) {
this.StateUpdate(-1);
} else {
if (PLSetFlame == 0) {
_手札PopReset = [];
btlターン使用カード枚数 = 0;
IsPlayerSelect = true;
NPlayer[0]._TurnCount++;
drawCardCount = GetTurnStartDrawValue();
this.MPKaihuku(GetTurnStartRecoveryMP() , false);
if (NPlayer[0]._mp <= GetPlayerMaxMp()) {
NPlayer[0]._mp = GetPlayerMaxMp();
}
if (BtlData.Turn <= 3) {
NPlayer[0]._mp += RDBtlSettingData.NextBtl_MpUp;
RDBtlSettingData.NextBtl_MpUp = 0;
}
NPlayer[0]._mp += RDBtlSettingData.Btl_MpUp;
this.TurnEndBtnDraw();
BefSelectNo = -2;
this.CardSelect(-1);
if (drawCardCount > 0 && CardData.length < BtlStatic._手札最大枚数 && Btl最初のドローFlg) {
if ($gameSwitches.value(SW_ゴブリンパート)) {
this.PVoice("romasha","h1_436_nn");
} else {
this.PRandVoice("romasha",["btl_377_doro","btl_378_doros","btl_379_watas","btl_380_dekki"]);
}
}
Btl最初のドローFlg = true;
for (let i = 0; i < drawCardCount; i++) {
AddCardDrawStac();
}
for (let i = 0; i < RDBtlSettingData.NextBtl_DrawUp; i++) {
AddCardDrawStac();
}
for (let i = 0; i < RDBtlSettingData.Btl_DrawUp; i++) {
AddCardDrawStac();
}
if (BtlData.Turn == 1) {
for (let i = 0; i < RDBtlSettingData.NextBtl_StartDrawUp; i++) {
AddCardDrawStac();
}
}
this.SetCmnEvent(BtlStatic.CN_称号処理);
}
if (PLSetFlame == 10) {
this.DefBtn_Draw();
this._ターン開始時レリック効果発動();
this.PlayerTurnSetup_End();
this.ChangePhase_CardSelect();
$gameTroop.increaseTurn();
}
PLSetFlame++;
}
}
let EnemyUseSkillId = null;
let EnemyNomalAnimeId = -1;
let SetEnemyLogText = "";
let EnemyAtkAnimeId = 1;
let EnemySkillAnimeId = -1;
let UseSkillIconStr = "";
let EnemyDrawSkillText = "";
let EnemyNo毎ターンコモン = -1;
Game_Interpreter.prototype.ChangePhase_EnemyTurn = function () {
this.Cng_TurnSetup();
BtlData.Mode = EnBtlMode.EnemyTurn;
EmTurnFlame = 0;
EnemyAtkAnimeId = 0;
EnemySkillAnimeId = 0;
CardSkills = [];
memoSkillArr = [];
UseCard_SkillCounter = 0;
cardUseEffTimer = 0;
cardUseMoveTimer = 0;
_SWCngFlg = _CmnGoFlg = false;
let turnENo = TurnCard[0]._No;
switch (befTurnType) {
case EnBefTurn.Mikata:
turnENo = -turnENo - 1;
EnemyAtkAnimeId = MetaChecker(NPlayer[turnENo].enemy(), "AtkAnimeNo", 1);
NPlayer[turnENo]._TurnCount++;
EUseSkillPtnId = NPlayer[turnENo]._UsePtnNo;
//レーティングが8(一度だけの実行)なら、ワンショットフラグに入れる
if (GetEnemyData_ENo(TurnCard[0]._No).actions[EUseSkillPtnId].rating == 8) {
NPlayer[turnENo]._OneSkillNo.push(EUseSkillPtnId);
}
GetSkillMemoData(NPlayer[turnENo].enemy(), NPlayer[turnENo]._UsePtnNo);
var ckCmnStr = MetaChecker(NPlayer[turnENo].enemy(), "毎ターンCmn", "");
if (ckCmnStr != "") this.Btl毎ターンCmnStart(Number(ckCmnStr));
break;
case EnBefTurn.Enemy:
turnENo = TurnCard[0]._No;
EnemyAtkAnimeId = MetaChecker(NEnemy[turnENo].enemy(), "AtkAnimeNo", 1);
if (!NEnemy[turnENo]._FstTn) NEnemy[turnENo]._TurnCount++;
NEnemy[turnENo]._FstTn = false;
EUseSkillPtnId = NEnemy[turnENo]._UsePtnNo;
//レーティングが8(一度だけの実行)なら、ワンショットフラグに入れる
if (GetEnemyData_ENo(turnENo).actions[EUseSkillPtnId].rating == 8) {
NEnemy[turnENo]._OneSkillNo.push(EUseSkillPtnId);
}
if (TurnCard[0]._Type == EnemyTCType.EmDoSkill) {
EUseSkillPtnId = -1;
GetSkillMemoData(NEnemy[turnENo].enemy(), -2);
} else {
GetSkillMemoData(NEnemy[turnENo].enemy(), NEnemy[turnENo]._UsePtnNo);
}
EnemyNo毎ターンコモン = NEnemy[turnENo].enemy().id;
var ckCmnStr = MetaChecker(NEnemy[turnENo].enemy(), "毎ターンCmn", "");
if (ckCmnStr != "") this.Btl毎ターンCmnStart(Number(ckCmnStr));
break;
case EnBefTurn.Skill:
case EnBefTurn.EmSkill:
EnemyNomalAnimeId = -1;
let weaponData = $dataWeapons[TurnCard[0]._No];
UseCard = new Card(weaponData);
EnemyAtkAnimeId = weaponData.animationId;
EnemyDrawSkillText = "\\I[" + weaponData.iconIndex + "] " + weaponData.name;
for (let i = 0; i <= weaponData.traits.length - 1; i++) {
if (weaponData.traits[i].code == 43) {
let skillData = $dataSkills[weaponData.traits[i].dataId];
if (skillData.damage.elementId != DType.TCDelay) {
CardSkills_Add(weaponData.traits[i].dataId);
SetEnemyLogText = "";
try {
if (skillData.message2 != "" && skillData.message2 != undefined) {
SetEnemyLogText = skillData.message2.replace("%1", skillData.name);
}
} catch (e) {
console.log("No_Btl_message");
}
}
}
}
return;
}
if (TurnCard[0]._Type == EnemyTCType.EmDoSkill) {
EnemyUseSkillId = TurnCard[0]._SkillNo;
} else {
EnemyUseSkillId = GetEnemyData_ENo(TurnCard[0]._No).actions[EUseSkillPtnId].skillId;
}
EnemyNomalAnimeId = $dataSkills[EnemyUseSkillId].animationId;
EnemySkillAnimeId = MetaChecker(GetEnemyData_ENo(TurnCard[0]._No), "SAni" + (EUseSkillPtnId + 1), -1);
//EUseSkillId(使用スキルID)から、実際に処理で使う項目を抜き出し
SetEnemyLogText = "";
let skillIconIndex = $dataSkills[EnemyUseSkillId].iconIndex;
let sIconStr = MetaChecker(GetEnemyData_ENo(TurnCard[0]._No), "Sico" + (EUseSkillPtnId + 1), -1);
if (sIconStr != -1) skillIconIndex = sIconStr;
let sIconText = "\\I[" + skillIconIndex + "]";
UseSkillIconStr = sIconText;
EnemyDrawSkillText = "";
if ($dataSkills[EnemyUseSkillId].name.indexOf("::") == -1) {
EnemyDrawSkillText = sIconText + $dataSkills[EnemyUseSkillId].name;
} else {
let setEnemySkillText = _以降文字削除($dataSkills[EnemyUseSkillId].name, "::");
if (memoSkillArr.length > 0) {
setEnemySkillText = memoSkillArr[0];
}
if (setEnemySkillText != "") {
EnemyDrawSkillText = sIconText + setEnemySkillText;
}
}
try {
let setMessage1 = $dataSkills[EnemyUseSkillId].message1.replace("%1", $dataSkills[EnemyUseSkillId].name);
if (setMessage1 != "") {
if (befTurnType == EnBefTurn.Mikata) {
SetEnemyLogText = NPlayer[turnENo]._name + setMessage1;
} else {
SetEnemyLogText = NEnemy[turnENo]._name + setMessage1;
}
}
if ($dataSkills[EnemyUseSkillId].message2 != "" && $dataSkills[EnemyUseSkillId].message2 != undefined) {
SetEnemyLogText = $dataSkills[EnemyUseSkillId].message2.replace("%1", $dataSkills[EnemyUseSkillId].name);
}
} catch (ex) {
console.log("No_Btl_message");
}
CardSkills_Add(EnemyUseSkillId);
}
let Btl毎ターンCmnPlay中 = false;
Game_Interpreter.prototype.Btl毎ターンCmnStart = function (playCmnNo) {
Btl毎ターンCmnPlay中 = true;
this.SetCmnEvent(playCmnNo);
}
Game_Interpreter.prototype.Btl毎ターンCmnEnd = function () {
Btl毎ターンCmnPlay中 = false;
}
let _SkillOneEffectAnime = null;
class SkillOneEffect {
constructor() {
this.AnimeId = -1;
this.Ptc = "";
this.ComboFlg = false;
this.SetX = 0;
this.SetY = 0;
}
}
let _Skill吸血Dmg = 0;
let CardSkills_Add = function (skillId) {
_Skill吸血Dmg = 0;
_SkillOneEffectAnime = null;
if (MetaChecker($dataSkills[skillId] , "OneEff" , true) == "") {
_SkillOneEffectAnime = new SkillOneEffect();
if ($dataSkills[skillId].animationId == AN_PtcNo || $dataSkills[skillId].animationId == AN_KPtcNo) {
let ptcMemoStr = "";
let memoStr = "Ptc";
if ($dataSkills[skillId].animationId == AN_KPtcNo) {
memoStr = "KPtc";
_SkillOneEffectAnime.ComboFlg = true;
}
_SkillOneEffectAnime.Ptc = MetaChecker($dataSkills[skillId], memoStr, "");
let ckArr = ptcMemoStr.split(',');
if (ckArr.length > 1) {
_SkillOneEffectAnime.SetX += Number(ckArr[1]);
}
if (ckArr.length > 2) {
_SkillOneEffectAnime.SetY += Number(ckArr[2]);
}
} else {
_SkillOneEffectAnime.AnimeId = $dataSkills[skillId].animationId;
}
}
let oneSkillFlg = true;
for (let i = 0; i <= $dataSkills[skillId].effects.length - 1; i++) {
if ($dataSkills[skillId].effects[i].code == 43) {
let setId = $dataSkills[skillId].effects[i].dataId;
CardSkills.push($dataSkills[setId]);
oneSkillFlg = false;
}
}
if (oneSkillFlg) CardSkills.push($dataSkills[skillId]);
}
let GetTurnStartRecoveryMP = function () {
let ckState = NPlayer[0]._NState;
let sumValue = GetStateTypeSumValue(ckState, StType.MPRecUp);
let recoverMP = $gameSystem.Btl_Chara.回復MP;
let rtnValue = recoverMP + sumValue;
if (BtlRomashaFlg) {
if ($gameActors._data[1].equips()[3] != null) {
rtnValue += $gameActors._data[1].equips()[3].params[1];
}
}
return rtnValue;
}
let GetPlayerMaxMp = function () {
let ckState = NPlayer[0]._NState;
let cngValue = GetStateTypeSumValue(ckState, StType.MPRecUp);
let baseMP = $gameSystem.Btl_Chara.ベースMP;
let rtnMaxMp = baseMP + cngValue;
return rtnMaxMp;
}
let GetTurnStartDrawValue = function () {
let ckNState = NPlayer[0]._NState;
let cngValue = GetStateTypeSumValue(ckNState, StType.DrawUp);
let baseDraw = $gameSystem.Btl_Chara.ドロー枚数;
if (BtlRomashaFlg) {
baseDraw = $gameVariables.value(VN_DrowCard);
if ($gameActors._data[1].equips()[3] != null) {
baseDraw += $gameActors._data[1].equips()[3].params[6]; //称号(防具)の敏捷はドロー追加
}
}
let rtnDraw = baseDraw + cngValue;
if (rtnDraw < 0) rtnDraw = 0;
return rtnDraw;
}
Game_Interpreter.prototype.HandCard_TrashMove = function (cardPicNo) {
$gameScreen.rotatePicture(cardPicNo, 40);
EasingStr = "easeOutQuad";
this.MovePict(cardPicNo, 977, 759, 45, 255, 0, 0);
EasingStr = "";
}
Game_Interpreter.prototype.TurnCngPicDel = function () {
for (let i = 0; i <= NEnemy.length - 1; i++) {
if (NEnemy[i]._hp < 1) {
continue;
}
Alpha0Sprite(PN_RockOn + i);
}
for (let i = PN_RockOn; i <= PN_RockOnPL + 3; i++) {
Alpha0Sprite(i);
}
for (let i = 0; i <= 8 - 1; i++) {
Alpha0Sprite(PN_T_Setu + 3 + i);
}
Alpha0SpriteSpan(PN_SetuC, PN_Setu_End);
}
let _手札AtkChange = 0;
let _手札UseDamage = 0;
let _手札UseSexUp = 0;
let _所持3ターン敗北Flg = false;
let _所持3ターン敗北Turn = 0;
let _Turn常時効果ViewArr = [];
Game_Interpreter.prototype._手札PopReset = function () {
_Turn常時効果ViewArr = [];
}
Game_Interpreter.prototype.TurnEndPlayer = function () {
this.AdSysCt_CountDown(1);
this._手札常在効果確認();
if (_所持3ターン敗北Flg) {
for (let i = 0; i <= CardData.length - 1; i++) {
for (let j = 0; j <= CardData[i].CardData.traits.length - 1; j++) {
if (CardData[i].CardData.traits[j].code == 43) {
let _ckId = CardData[i].CardData.traits[j].dataId;
switch (_ckId) {
case KSkill.所持3ターン敗北:
CardData[i].Cost++;
break;
}
}
}
}
_所持3ターン敗北Turn++;
this._手札PopUp(-1, SCol.Red + "Petrification: " + (3 - _所持3ターン敗北Turn) + " turns", 24);
this.AddState_ENo(-1 , STNo_石化中 , (3 - _所持3ターン敗北Turn + 1));
if (_所持3ターン敗北Turn == 3) {
LoseSetFlg = true;
RD_Flg = false;
RD_Keep_NPlayer = null;
this.DelSpriteSpan(PN_SetuC , PN_Setu_End);
this.DelPictSpan(PN_SetuC , PN_Setu_End);
this.PL_石化演出();
this.ChangePhase_EndBtl();
return;
}
}
for (let i = 0; i <= CardData.length - 1; i++) {
UseCard = CardData[i];
let card破棄Flg = false;
let breakFlg = false;
for (let j = 0; j <= CardData[i].CardData.traits.length - 1; j++) {
UseCard = CardData[i];
if (UseCard.CardData.traits[j].code == 43) {
let skillId = UseCard.CardData.traits[j].dataId;
let setDamageType = $dataSkills[skillId].damage.elementId;
if ($dataSkills[skillId].damage.type == 0) setDamageType = -1;
let calcValue = GetSkillCalcValue(-1, skillId);
let animeId = UseCard.CardData.animationId;
switch (setDamageType) {
case DType.TESknCng:
if (animeId > 0) this.PlayAnimeTopBtlChara(-1, animeId);
if ($gameVariables._data[VN_Seikan] == undefined) $gameVariables._data[VN_Seikan] = 0;
$gameVariables._data[VN_Seikan] = $gameVariables._data[VN_Seikan] + calcValue;
this.TextPopUp_ENo(-1, SCol.Red + "Sensitivity +" + calcValue, 24);
if ($gameVariables._data[VN_Seikan] < 0) $gameVariables._data[VN_Seikan] = 0;
if ($gameVariables._data[VN_Seikan] > 100) $gameVariables._data[VN_Seikan] = 100;
break;
case DType.TEDmg:
if (animeId > 0) this.PlayAnimeTopBtlChara(-1, animeId);
SetEnemyDmgStac(DType.Dmg, -1, 15, calcValue);
break;
}
if (CardKoukaCk(CardData[i].CardData, KSkill.破棄TEnd) ||
CardKoukaCk(CardData[i].CardData, KSkill.破棄Max) || CardData[i]._一時カード) {
card破棄Flg = true;
}
}
if (breakFlg) break;
}
if (card破棄Flg) {
for (let di = 0; di <= BtlDeck.length - 1; di++) {
if (BtlDeck[di] == UseCard.CardData.id) {
BtlDeck.splice(di, 1);
break;
}
}
}
if (!CardKoukaCk(CardData[i].CardData, KSkill.手札に保留)) {
this.HandCard_TrashMove(CardData[i].setPNo);
CardData.splice(i, 1);
i--;
}
}
this.SetCmnEvent(CN_StTurnEnd);
}
BattleManager.isTurnEnd = function() {
return BtlData.Mode == EnBtlMode.EnemyTurn;
};