Coins modal text and SFXs + fix Dan and Tower result screen BGMs not being looped
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4529305add
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26e700c288
@ -365,6 +365,8 @@ namespace TJAPlayer3
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public Cシステムサウンド soundHeyaBGM = null;
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public Cシステムサウンド[] soundModal = null;
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public Cシステムサウンド soundCrownIn = null;
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public Cシステムサウンド soundRankIn = null;
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public Cシステムサウンド soundDonClear = null;
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@ -714,9 +716,10 @@ namespace TJAPlayer3
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this.bgmリザルトイン音 = new Cシステムサウンド(@"Sounds\BGM\Result_In.ogg", false, false, true, ESoundGroup.SongPlayback);
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this.bgmリザルト音 = new Cシステムサウンド(@"Sounds\BGM\Result.ogg", true, false, true, ESoundGroup.SongPlayback);
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this.bgmDanResult = new Cシステムサウンド(@"Sounds\Dan\Dan_Result.ogg", false, false, true, ESoundGroup.SongPlayback);
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this.bgmDanResult = new Cシステムサウンド(@"Sounds\Dan\Dan_Result.ogg", true, false, false, ESoundGroup.SongPlayback);
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this.bgmTowerResult = new Cシステムサウンド(@"Sounds\Tower\Tower_Result.ogg", true, false, false, ESoundGroup.SongPlayback);
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this.bgmTowerResult = new Cシステムサウンド(@"Sounds\Tower\Tower_Result.ogg", false, false, true, ESoundGroup.SongPlayback);
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this.soundTowerMiss = new Cシステムサウンド(@"Sounds\Tower\Miss.wav", false, false, true, ESoundGroup.SoundEffect);
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this.soundCrownIn = new Cシステムサウンド(@"Sounds\ResultScreen\CrownIn.ogg", false, false, false, ESoundGroup.SoundEffect);
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@ -743,6 +746,14 @@ namespace TJAPlayer3
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this.soundDanSongSelect = new Cシステムサウンド(@"Sounds\Dan\DanSongSelect.wav", false, false, false, ESoundGroup.SoundEffect);
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this.soundHeyaBGM = new Cシステムサウンド(@"Sounds\Heya\BGM.ogg", true, false, false, ESoundGroup.SongPlayback);
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soundModal = new Cシステムサウンド[6];
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for (int i = 0; i < soundModal.Length - 1; i++)
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{
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soundModal[i] = new Cシステムサウンド(@"Sounds\Modals\" + i.ToString() + ".ogg", false, false, false, ESoundGroup.SoundEffect);
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}
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soundModal[soundModal.Length - 1] = new Cシステムサウンド(@"Sounds\Modals\Coin.ogg", false, false, false, ESoundGroup.SoundEffect);
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ReloadSkin();
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tReadSkinConfig();
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}
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@ -5,6 +5,7 @@ using System.Text;
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using System.Threading.Tasks;
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using FDK;
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using System.Drawing;
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using static TJAPlayer3.CActSelect曲リスト;
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namespace TJAPlayer3
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{
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@ -45,6 +46,8 @@ namespace TJAPlayer3
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: 640,
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720);
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tGenerateTextures();
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_isSet = true;
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}
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@ -53,25 +56,75 @@ namespace TJAPlayer3
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if (_isSet == true)
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{
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_box?.t2D描画(TJAPlayer3.app.Device, 640 * player, 0, _boxRect);
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Point[] Pos = new Point[]
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{
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(modalFormat == EModalFormat.Full) ? new Point(640, 140) : new Point(320 + 640 * player, 290), // title
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(modalFormat == EModalFormat.Full) ? new Point(640, tTextCentered() ? 445 : 327) : new Point(320 + 640 * player, tTextCentered() ? 442 : 383), // content
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};
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_ModalTitle?.t2D中心基準描画(TJAPlayer3.app.Device, Pos[0].X, Pos[0].Y);
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_ModalText?.t2D中心基準描画(TJAPlayer3.app.Device, Pos[1].X, Pos[1].Y);
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// Extra texture for Puchichara, Character and Titles next
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}
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}
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public void tPlayModalSfx()
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{
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if (modalType == EModalType.Coin)
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TJAPlayer3.Skin.soundModal[TJAPlayer3.Skin.soundModal.Length - 1].t再生する();
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else
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TJAPlayer3.Skin.soundModal[Math.Max(0, Math.Min(TJAPlayer3.Skin.soundModal.Length - 2, rarity))].t再生する();
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}
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public static void tInitModalFonts()
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{
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if (_pfModalContentHalf != null
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&& _pfModalTitleHalf != null
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&& _pfModalContentFull != null
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&& _pfModalTitleFull != null)
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return;
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if (!string.IsNullOrEmpty(TJAPlayer3.ConfigIni.FontName))
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{
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_pfModalContentHalf = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 28);
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_pfModalTitleHalf = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 28);
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_pfModalContentFull = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 56);
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_pfModalTitleFull = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 56);
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}
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else
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{
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_pfModalContentHalf = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 28);
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_pfModalTitleHalf = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 28);
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_pfModalContentFull = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 56);
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_pfModalTitleFull = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 56);
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}
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}
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#region [Enum definitions]
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public enum EModalType
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{
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Coin,
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Puchichara,
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Character,
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Title,
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Text,
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Confirm,
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Coin = 0,
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Puchichara = 1,
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Character = 2,
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Title = 3,
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Text = 4,
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Confirm = 5,
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}
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// Full : 1P standard modal, Half : Splitted screen modal
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public enum EModalFormat
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{
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Full,
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Half,
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}
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#endregion
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#region [Public variables]
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// Coin number for coin; database/unlockable asset for puchichara, character and title; no effect on text, confirm
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public int reference;
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@ -82,9 +135,68 @@ namespace TJAPlayer3
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// For modalFormat = Half only
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public int player;
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#endregion
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#region [private]
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// Check if the text is vertically centered or slightly up (to let enough space for the unlocked unit texture)
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private bool tTextCentered()
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{
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if (modalType == EModalType.Coin || modalType == EModalType.Text)
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return true;
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return false;
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}
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// Generate the modal title and content text textures
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private void tGenerateTextures()
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{
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TitleTextureKey _title = new TitleTextureKey(
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CLangManager.LangInstance.GetString(300 + (int)modalType),
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(modalFormat == EModalFormat.Full)
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? _pfModalTitleFull
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: _pfModalTitleHalf,
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Color.White,
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Color.Black,
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700);
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string content = "";
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if (modalType == EModalType.Coin)
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{
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content = String.Format("+{0} {1} ({2}: {3})",
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reference,
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CLangManager.LangInstance.GetString(306),
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CLangManager.LangInstance.GetString(307),
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TJAPlayer3.NamePlateConfig.data.Medals[player]
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);
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}
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TitleTextureKey _content = new TitleTextureKey(
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content,
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(modalFormat == EModalFormat.Full)
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? _pfModalContentFull
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: _pfModalContentHalf,
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Color.White,
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Color.Black,
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700);
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_ModalText = TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(_content);
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_ModalTitle = TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(_title);
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}
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private CTexture _box;
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private Rectangle _boxRect;
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private bool _isSet;
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private static CPrivateFastFont _pfModalTitleHalf;
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private static CPrivateFastFont _pfModalContentHalf;
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private static CPrivateFastFont _pfModalTitleFull;
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private static CPrivateFastFont _pfModalContentFull;
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private CTexture _ModalTitle;
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private CTexture _ModalText;
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#endregion
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}
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}
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@ -2082,6 +2082,9 @@ for (int i = 0; i < 3; i++) {
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this.Window.EnableSystemMenu = TJAPlayer3.ConfigIni.bIsEnabledSystemMenu; // #28200 2011.5.1 yyagi
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// 2012.8.22 Config.iniが無いときに初期値が適用されるよう、この設定行をifブロック外に移動
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// Init Modal fonts once config.ini parsing is done
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Modal.tInitModalFonts();
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//---------------------
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#endregion
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#region [ ログ出力開始 ]
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@ -246,6 +246,15 @@ namespace TJAPlayer3
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[202] = "Play recently played songs !",
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[203] = "Random song",
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[300] = "Coins got !",
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[301] = "Character got !",
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[302] = "Puchichara got !",
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[303] = "Title got !",
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[304] = "Notice",
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[305] = "Confirm",
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[306] = "Coins",
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[307] = "Total",
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[1000] = "Reached floor",
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[1001] = "F",
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[1002] = "P",
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@ -237,6 +237,15 @@ namespace TJAPlayer3
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[202] = "Rejouez les sons joués précedement !",
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[203] = "Surprend moi !",
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[300] = "Jetons obtenus !",
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[301] = "Personnage obtenu !",
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[302] = "Petit personnage obtenu !",
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[303] = "Titre obtenu !",
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[304] = "Notification",
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[305] = "Confirmation",
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[306] = "Jetons",
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[307] = "Total",
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[1000] = "Étage atteint",
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[1001] = "",
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[1002] = "P",
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@ -260,9 +269,9 @@ namespace TJAPlayer3
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[90000] = "[ERREUR] Condition invalide",
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[90001] = "L'article n'est disponible que dans le Magasin.",
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[90002] = "Prix en pièces : ",
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[90002] = "Prix en jetons : ",
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[90003] = "Article acheté !",
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[90004] = "Nombre de pièces insuffisant !",
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[90004] = "Nombre de jetons insuffisant !",
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[90005] = "La condition suivante : ",
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[900] = "Reprendre",
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@ -301,6 +301,15 @@ namespace TJAPlayer3
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[202] = "最近あそんだ曲を集めたよ!",
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[203] = "おまかせ",
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[300] = "コイン取得!",
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[301] = "キャラクター取得!",
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[302] = "プチキャラ取得!",
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[303] = "タイトル取得!",
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[304] = "注目",
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[305] = "確認",
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[306] = "コイン",
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[307] = "累計",
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[1000] = "到達階数",
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[1001] = "階",
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[1002] = "点",
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@ -1473,6 +1473,7 @@ namespace TJAPlayer3
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)
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{
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displayedModals[0] = mqModals.tPopModal(0);
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displayedModals[0]?.tPlayModalSfx();
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}
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else if (TJAPlayer3.ConfigIni.nPlayerCount == 1 || mqModals.tIsQueueEmpty(1))
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{
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@ -1507,6 +1508,7 @@ namespace TJAPlayer3
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TJAPlayer3.Skin.sound決定音.t再生する();
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displayedModals[1] = mqModals.tPopModal(1);
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displayedModals[1]?.tPlayModalSfx();
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}
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}
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@ -193,6 +193,17 @@
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202 : Ensou recently played songs description
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203 : Ensou randomly select song
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# Modal specific text (0030X)
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300 : Coins got !
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301 : Character got !
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302 : Puchichara got !
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303 : Title got !
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304 : Notice
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305 : Confirm
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306 : Coins
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307 : Total (coins)
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# Tower text (0100X)
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1000 : Reached floor (Tower)
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@ -240,8 +251,8 @@
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9000 : Off
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9001 : On
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9002 : None
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9003 : きまぐれ
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9004 : でたらめ
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9003 : Kimagure (きまぐれ)
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9004 : Detarame (でたらめ)
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9006 : Special Training Mode
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9007 : Null
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9008 : Speed
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