statesX=0;function states(){if(backScene===BS_FREE||backScene===BS_DUNGEON){drawImgS(Graphs.BG_MENU,0,0,DISPLAY_SIZE_X,DISPLAY_SIZE_Y);setAlp(50);drawImgS(Graphs.W_BG,0,0,DISPLAY_SIZE_X,DISPLAY_SIZE_Y);setAlp(100)}else if(backScene===BS_TOWN){if(dungeon_count<DUNGEON_MAX){drawImg(Graphs.BG_TOWN,0,0)}else{drawImg(Graphs.BG_TOWN2,0,0)} setAlp(50);drawImgS(Graphs.W_BG,0,0,DISPLAY_SIZE_X,DISPLAY_SIZE_Y);setAlp(100)} let x=0,y=0,max;drawImgS(charaGh[statesX],x,y,PLAYER_X_SIZE_B,PLAYER_Y_SIZE_B);if(backScene!==BS_DUNGEON){max=CHARA_NUM_MAX}else{max=charaNumMax} statesX=selectMenuX(statesX,max);fText("【ステータス】",500,45,25,colorRGB(255,255,255));fText("名前："+charaName[statesX],300,100,20,colorRGB(255,255,255));let job="";if(charaJob[statesX]===CHARA_SWORDSMAN){job="剣士"}else if(charaJob[statesX]===CHARA_STRIKER){job="格闘家"}else if(charaJob[statesX]===CHARA_MAGICIAN){job="魔法使い"} fText("職業："+job,300,100+25,20,colorRGB(255,255,255));let lv=charaLv[statesX]+1;fText("Lv："+lv,300,100+25*2,20,colorRGB(255,255,255));let position="";if(charaPosition[statesX]===CHARA_1ST){position="前衛"}else if(charaPosition[statesX]===CHARA_2ND){position="中衛"}else if(charaPosition[statesX]===CHARA_3RD){position="後衛"}else if(charaPosition[statesX]===CHARA_WAIT){position="待機"} fText("ポジション："+position,300,100+25*3,20,colorRGB(255,255,255));fText("武器："+items[charaWeapon[statesX]].name+"(武器Lv："+items[charaWeapon[statesX]].lv+")",300,100+25*4,20,colorRGB(255,255,255));fText("防具："+items[charaArmor[statesX]].name+"(防具Lv："+items[charaArmor[statesX]].lv+")",300,100+25*5,20,colorRGB(255,255,255));fText("装飾品："+items[charaAccessory[statesX]].name,300,100+25*6,20,colorRGB(255,255,255));fText("HP："+Math.floor(charaHp[statesX])+"/"+Math.floor(charaMaxHp[statesX]),300,100+25*7,20,colorRGB(255,255,255));fText("EXP："+Math.floor(charaExp[statesX])+"/"+Math.floor(charaMaxExp[statesX]),300,100+25*8,20,colorRGB(255,255,255));fText("攻撃力："+Math.floor(charaStr[statesX])+"/"+Math.floor(charaStr0[statesX]),300,100+25*9,20,colorRGB(255,255,255));fText("魔法攻撃力："+Math.floor(charaM_Str[statesX])+"/"+Math.floor(charaM_Str0[statesX]),300,100+25*10,20,colorRGB(255,255,255));fText("防御力："+Math.floor(charaDef[statesX])+"/"+Math.floor(charaDef0[statesX]),300,100+25*11,20,colorRGB(255,255,255));fText("魔法防御力："+Math.floor(charaM_Def[statesX])+"/"+Math.floor(charaM_Def0[statesX]),300,100+25*12,20,colorRGB(255,255,255));fText("素早さ："+Math.floor(charaSpeed[statesX]),300,100+25*13,20,colorRGB(255,255,255));fText("<<",100,210,25,colorRGB(255,255,255));fText(">>",500,210,25,colorRGB(255,255,255));drawImg(Graphs.KEY_ESC,0,0);fText("タイトルに戻る",105,14,16,colorRGB(64,255,64));if(key[27]===1){key[27]=2;statesX=0;playSE(Sounds.SE_ESC);stopBgm();bgmSwitch=BGM_OFF;gameScene=SCENE_TITLE;backScene=BS_TITLE} drawImg(Graphs.KEY_J,550,35+100);drawImg(Graphs.KEY_L,610,35+100);fText("←→",590,70+75,16,colorRGB(64,255,64));drawImg(Graphs.KEY_F,580,5+100+32+90);fText("戻る",587,115+100+32+15,16,colorRGB(64,255,64));if(key[70]===1){key[70]=2;statesX=0;if(backScene===BS_TOWN){gameScene=SCENE_TOWN}else if(backScene===BS_DUNGEON){gameScene=SCENE_DUNGEON_MENU}else if(backScene===BS_FREE){gameScene=SCENE_FREE_BATTLE} playSE(Sounds.SE_ESC)}}