651 lines
20 KiB
JavaScript
651 lines
20 KiB
JavaScript
/*:
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* @target MZ
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* @plugindesc スキル実行
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* @author しもや
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* @help
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* ・プラグインコマンド
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* CallEmo
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* @command SkillCheck
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* @text スキル実行条件チェック
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* @desc スキルの実行条件の成否を返します。
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*
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* @arg skillid
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* @text スキルID変数
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* @desc スキルID変数
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* @default 61
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* @type variable
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*
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* @arg actorid
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* @text アクターID
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* @desc アクターID
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* @default 1
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* @type number
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*
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* @command SkillCheckCommon
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* @text スキル実行条件チェックコモン
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* @desc スキルの実行条件の成否を返します。
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*
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* @arg skillid
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* @text コモンID変数
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* @desc コモンID変数
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* @default 61
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* @type variable
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*
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* @arg actorid
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* @text アクターID
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* @desc アクターID
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* @default 1
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* @type number
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*
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* @command SkillActivate
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* @text スキル有効化
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* @desc スキルの実行処理をします。
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*
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* @arg skillid
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* @text スキルID変数
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* @desc スキルID変数
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* @default 61
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* @type variable
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*
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* @arg actorid
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* @text アクターID
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* @desc アクターID
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* @default 1
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* @type number
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*
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* @command SkillActivateItem
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* @text スキル有効化アイテム
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* @desc スキルの実行処理をします。
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*
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* @arg itemid
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* @text アイテムID変数
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* @desc アイテムID変数
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* @default 61
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* @type variable
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*
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* @arg actorid
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* @text アクターID
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* @desc アクターID
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* @default 1
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* @type number
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*
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* @command SkillActivateCommon
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* @text スキル有効化コモン
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* @desc スキルの実行処理をします。
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*
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* @arg itemid
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* @text コモンID変数
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* @desc コモンID変数
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* @default 61
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* @type variable
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*
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* @arg actorid
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* @text アクターID
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* @desc アクターID
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* @default 1
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* @type number
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*
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* @command SkillCommon
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* @text スキルコモン
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* @desc スキルに設定されたコモンの実行
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*
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* @arg skillid
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* @text スキルID変数
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* @desc スキルID変数
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* @default 61
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* @type variable
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*
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*
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* @command MessageLoad
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* @text 相手によるメッセージ変化
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* @desc メッセージを読み込みます。
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*
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* @arg loadid
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* @text スキルID入力
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* @desc 反応を得るためのスキルIDです。
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* @default 61
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* @type variable
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*
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* @arg type
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* @text 相手タイプ
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* @desc 相手のタイプです。
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* @type variable
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*/
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(() => {
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const pluginName = "SH_SkillCheck";
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PluginManager.registerCommand(pluginName, "SkillCheck", function (args) {
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var SkillId = $gameVariables.value(args.skillid)//変数61 スキル番号指定
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var ActorId = args.actorid
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$gameVariables._data[63] = $dataSkills[SkillId].name//実行したコマンド名取得
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var activeskill = $gameVariables.value(61)//実行したスキルID。
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var successarray = $gameVariables.value(72) || [0]//成功スキル配列?コモン91で指定。現状スキルIDになっている
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var normalarray = $gameVariables.value(71) || [0]//通常成功?コモン91で指定。現状スキルIDになっている
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console.log(activeskill, successarray)
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if (successarray.includes(activeskill)) {//includes...特定の要素が配列に含まれるか
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$gameVariables._data[74] = 2//スキル大成功
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} else if (normalarray.includes(activeskill)) {
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$gameVariables._data[74] = 1//スキル成功
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} else {
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$gameVariables._data[74] = 0//スキル失敗
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}
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SkillConditionsHp(SkillId, ActorId)
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});
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PluginManager.registerCommand(pluginName, "SkillCheckCommon", function (args) {
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var SkillId = $gameVariables.value(args.skillid)//変数61 スキル番号指定
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var ActorId = args.actorid
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var commonMemo = SH_getMemo(SkillId)
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$gameVariables._data[63] = commonMemo.name//実行したコマンド名取得
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var activeskill = $gameVariables.value(61)//実行したスキルID。
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var successarray = $gameVariables.value(72) || [0]//成功スキル配列?コモン91で指定。現状スキルIDになっている
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var normalarray = $gameVariables.value(71) || [0]//通常成功?コモン91で指定。現状スキルIDになっている
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//console.log(activeskill,successarray)
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if (successarray.includes(activeskill)) {//includes...特定の要素が配列に含まれるか
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$gameVariables._data[74] = 2//スキル大成功
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} else if (normalarray.includes(activeskill)) {
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$gameVariables._data[74] = 1//スキル成功
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} else {
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$gameVariables._data[74] = 0//スキル失敗
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}
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SkillConditionsHp(SkillId, ActorId)
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});
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PluginManager.registerCommand(pluginName, "SkillActivate", function (args) {
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var SkillId = $gameVariables.value(args.skillid)
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var ActorId = args.actorid
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SkillActive(SkillId, ActorId)
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});
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PluginManager.registerCommand(pluginName, "SkillActivateItem", function (args) {
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var SkillId = $gameVariables.value(args.itemid)
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var ActorId = args.actorid
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SkillActive(SkillId, ActorId, 'item')
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});
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PluginManager.registerCommand(pluginName, "SkillActivateCommon", function (args) {
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var SkillId = $gameVariables.value(args.itemid)
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var ActorId = args.actorid
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SkillActive(SkillId, ActorId, 'common')
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});
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// PluginManager.registerCommand(pluginName, "SkillCommon", function(args){
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// var SkillId = $gameVariables.value(args.skillid)
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// if($dataSkills[SkillId].meta.CommonEvent){
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// var CommonId = SkillId + 100
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// //this.setupChild($dataCommonEvents[CommonId].list, 0)
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// this.command117([CommonId]);
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// }
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// });
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PluginManager.registerCommand(pluginName, "SkillCommon", function (args) {
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var SkillId = $gameVariables.value(args.skillid)
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var CommonId = SkillId
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//this.setupChild($dataCommonEvents[CommonId].list, 0)
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this.command117([CommonId]);
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});
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PluginManager.registerCommand(pluginName, "MessageLoad", function (args) {
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var MessageVarNum = 80
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var LoadID = $gameVariables.value(args.loadid)
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var Type = $gameVariables.value(args.type)
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var index = $dataUniques.skilltalk.ID.indexOf(LoadID);
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var Base = $dataUniques.skilltalk[Type][index]
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var Success = $dataUniques.skilltalk[Type][index + 1]
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var Normal = $dataUniques.skilltalk[Type][index + 2]
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var Failed = $dataUniques.skilltalk[Type][index + 3]
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$gameVariables._data[MessageVarNum] = [Base, Success, Normal, Failed]
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$gameVariables._data[464] = Base
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$gameVariables._data[465] = Success
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$gameVariables._data[466] = Normal
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$gameVariables._data[467] = Failed
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});
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function SkillConditionsHp(SkillId, ActorId) {
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$gameSwitches.setValue(41, true)//スキル実行条件
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//if($gameActors.actor(ActorId).hp >= Number($dataSkills[SkillId].meta.LoseHP)){
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//分岐成功
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// $gameSwitches.setValue(41,true)
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//}else{
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// $gameSwitches.setValue(41,false)
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//}
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}
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function SkillActive(SkillId, ActorId, itemflag) {
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if (itemflag == "item") {
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var skilldata = $dataItems[SkillId].meta
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} else if (itemflag == "common") {
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var skilldata = SH_getMemo(SkillId)
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} else {
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var skilldata = $dataSkills[SkillId].meta
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}
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var LoseHP = Number(skilldata.LoseHP) || 0
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var LoseMP = Number(skilldata.LoseMP) || 0
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var GainHP = skilldata.GainHP || 0
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var GainMP = skilldata.GainMP || 0
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var Success = $gameVariables.value(75)
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//var Rewards = Number(skilldata.Rewards) || 0
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var Donate = Number(skilldata.donate) || 0
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var Money = Number(skilldata.Money) || 0
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var EventP = Number(skilldata.GetEventP) || 0
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var LoseTime = skilldata.LoseTime || 0
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if (LoseTime == "NextDay") {//経過時間
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console.log($gameVariables.value(31))
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var nowTime = $gameVariables.value(31)//現在の時間帯
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if (nowTime >= 4) { nowTime = 4 }//4以上の場合4に固定
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LoseTime = 5 - nowTime//5-現在時間=経過させる時間
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// var nowminutes = $gameVariables.value(33)
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// var nowhowr = $gameVariables.value(34)
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// var hour = (24 - nowhowr + 6) * 60
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// var Minutes = 60 - nowminutes
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// LoseTime = hour + Minutes
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} else {
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LoseTime = Number(LoseTime)
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}
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if (itemflag == "common") SH_commonParameter(SkillId)
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//var Lusty = Number(skilldata.Lusty) || 0
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//var Bustle = Number(skilldata.Bustle) || 0
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// var skillexp = skilldata.SkillEXP || 0
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// var skillexp2 = skilldata.SkillEXP2 || 0
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// var skillexpvar = 0;var skillexpnum = 0
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// if(skillexp != 0){skillexp = skillexp.split(',');var skillexpvar = Number(skillexp[0]);var skillexpnum = Number(skillexp[1])}
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// var skillexpvar2 = 0;var skillexpnum2 = 0
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// if(skillexp2 != 0){skillexp2 = skillexp2.split(',');var skillexpvar2 = Number(skillexp2[0]);var skillexpnum2 = Number(skillexp2[1])}
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var skillVar = Number(skilldata.skillVar || 0)
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var skillVar2 = Number(skilldata.skillVar2 || 0)
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var exp1 = Number(skilldata.exp || 0)
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var exp2 = Number(skilldata.exp2 || 0)
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var DonateVar = 110
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// var NowHPVar = 124
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// var MaxHPVar = 123
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// var NowMPVar = 126
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// var MaxMPVar = 125
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var EventPVar = 259
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//console.log(skillexpvar,skillexpnum)
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//技能経験加算
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if (exp1 >= 1) { $gameVariables._data[skillVar] += exp1 }
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if (exp2 >= 1) { $gameVariables._data[skillVar2] += exp2 }
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//HP
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LoseHP = 0 - LoseHP
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var MaxHP = $gameActors.actor(ActorId).param(0)
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var MaxMP = $gameActors.actor(ActorId).param(1)
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Game_Interpreter.prototype.changeHp($gameActors.actor(ActorId), LoseHP, false)
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//SP
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LoseMP = 0 - LoseMP
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$gameActors.actor(ActorId).gainMp(LoseMP)
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//パーティー全体回復
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var actorData = $gameActors._data
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for (var i = 1; i < actorData.length; i++) {
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if (!actorData[i]) continue;
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var actor = $gameActors.actor(i)
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console.log(actor)
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MaxHP = actor.mhp
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MaxMP = actor.mmp
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if (GainHP == "MAX") {
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$gameActors.actor(i).gainHp(MaxHP)
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} else if (GainHP == "HALF") {//半回復の処理
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$gameActors.actor(i).gainHp(Math.round(MaxHP / 2))
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} else {
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GainHP = Number(GainHP)
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$gameActors.actor(i).gainHp(GainHP)
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}
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if (GainMP == "MAX") {//全回復の処理
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$gameActors.actor(i).gainMp(MaxMP)
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} else if (GainMP == "HALF") {//半回復の処理
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$gameActors.actor(i).gainMp(Math.round(MaxMP / 2))
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} else {
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GainMP = Number(GainMP)
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$gameActors.actor(i).gainMp(GainMP)
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}
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var reState = null
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if ($gameActors.actor(i).isStateAffected(96)) reState = 96
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if ($gameActors.actor(i).isStateAffected(97)) reState = 97
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if ($gameActors.actor(i).isStateAffected(99)) reState = 99
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if (skilldata.clearState) $gameActors.actor(i).clearStates()
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//console.log(reState)
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if (reState) $gameActors.actor(i).addState(reState)
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}
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// //パーティー全体回復
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// var actors = $gameParty.members()
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// var step = 0
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// while(step < actors.length){
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// MaxHP = $gameParty.members()[step].mhp
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// MaxMP = $gameParty.members()[step].mmp
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// if(GainHP == "MAX"){//全回復の処理
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// $gameParty.members()[step].gainHp(MaxHP)
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// }else if(GainHP == "HALF"){//半回復の処理
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// $gameParty.members()[step].gainHp(Math.round(MaxHP / 2))
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// }else{
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// GainHP = Number(GainHP)
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// $gameParty.members()[step].gainHp(GainHP)
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// }
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// if(GainMP == "MAX"){//全回復の処理
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// $gameParty.members()[step].gainMp(MaxMP)
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// }else if(GainMP == "HALF"){//半回復の処理
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// $gameParty.members()[step].gainMp(Math.round(MaxMP / 2))
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// }else{
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// GainMP = Number(GainMP)
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// $gameParty.members()[step].gainMp(GainMP)
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// }
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// //バステ全快
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// if(skilldata.clearState)$gameParty.members()[step].clearStates()
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// step++
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// }
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if (skilldata.clearSemen) SH_clearSemen()
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//給料
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if (Money != 0) {
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Money = Math.floor(Money * Success / 100)//成功値補正
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var min = Money * 0.8
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var max = Money * 1.2
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Money = Math.floor(Math.random() * (max - min + 1) + min);
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Money = SH_NumberLimit(Money, 9999, 0)
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//$gameParty.gainGold(Money);
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Game_Interpreter.prototype.command125(params2 = [0, 0, Money]);
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//console.log("通過")
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}
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//寄付加算
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//console.log(Donate)
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if (Donate != 0) {
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Donate = Math.floor(Donate * Success / 100)//成功値補正
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$gameVariables._data[DonateVar] += Donate;
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}
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//--------------------------------------------------------------------
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//イベントポイント
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var epBonusBar = 0
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if ($gameSwitches.value(1227)) epBonusBar = SH_getMetaParameter("skill", "epBonusBar")//酒場イベント中
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EventP += epBonusBar
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EventP = Math.floor(EventP * Success / 100)//成功値補正
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$gameVariables._data[EventPVar] += EventP;
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tickergamevar('EventP', EventP)
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//淫欲経験
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// $gameVariables._data[205] += LustEXP
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// tickergamevar('Lust',LustEXP)
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//雰囲気
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// $gameVariables._data[115] += Lusty
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// $gameVariables._data[115] = SH_NumberLimit($gameVariables.value(115),100,0)
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// //人気
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// $gameVariables._data[114] += Bustle
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// $gameVariables._data[114] = SH_NumberLimit($gameVariables.value(114),100,0)
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// //$gameVariables._data[114] = Math.max(0, Math.min(100, $gameVariables.value(114) + Bustle));
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// var Icon = "\\i[" + IconBustle + "]"
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// if(Bustle != 0){$TM.show(Icon + TextManager.paraname(114) + '+' + Bustle)}
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//貢献
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//$gameVariables._data[114] = Math.max(0, Math.min(100, $gameVariables.value(114) + Bustle));
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// if(Bustle != 0){
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// Bustle = Math.floor(Bustle * Success / 100)//成功値補正
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// $gameVariables._data[117] += Bustle
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// tickergamevar('Bustle',Bustle)
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// }
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// $gameVariables._data[117] = SH_NumberLimit($gameVariables.value(117),9999,0)
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//教会レベルアップ-------------------------------------------------------------
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// var CLevelVar = 113
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// var CLevel = $gameVariables.value(CLevelVar)
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// var CExpVar = 117
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// var CExp = $gameVariables.value(CExpVar)
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// var NextExpVar = 118
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// var NextLevel = CLevel
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// var NextExp = SH_CLevel(NextLevel)
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// if(CExp >= NextExp && $gameVariables.value(CLevelVar) <= 9){
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// $gameVariables._data[CLevelVar] += 1
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// CLevel += 1
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// tickergamevar('CLevel',1)
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// $gameVariables._data[CExpVar] -= $gameVariables.value(NextExpVar)
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// }
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//次回経験値・表示用
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// NextLevel = CLevel
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// NextEXP = SH_CLevel(NextLevel)
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// $gameVariables._data[NextExpVar] = NextExp
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//-------------------------------------------------------------
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||
|
||
|
||
//経過時間
|
||
$gameVariables._data[29] = LoseTime
|
||
|
||
|
||
|
||
ParaLimit()
|
||
//-------------------------------------------------------------
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
})();
|
||
|
||
function SH_NumberLimit(number, maxnum, minnum) {
|
||
number = Math.max(minnum, Math.min(maxnum, number));
|
||
|
||
return number
|
||
}
|
||
|
||
|
||
function SH_CLevel(number) {
|
||
var CLevel = number
|
||
var BaseExp = 30
|
||
if (CLevel < 1) { CLevel = 1 }
|
||
|
||
var LevelCul = 1
|
||
var BeforeExp = BaseExp
|
||
var NextExp = BaseExp
|
||
var Arg2 = 0.20
|
||
|
||
while (LevelCul < CLevel) {
|
||
LevelCul += 1
|
||
NextExp = Math.floor((BaseExp * (1 + (1 / (1 + (LevelCul + (1 / 0.1)) * Arg2))) ** (LevelCul - 1) * LevelCul))
|
||
console.log(NextExp)
|
||
// LevelCul += 1
|
||
// var ExpA = BeforeExp * 1.1
|
||
// var ExpB = LevelCul * 15
|
||
// NextExp = Math.floor((ExpA + ExpB) / 2)
|
||
// BeforeExp = NextExp
|
||
// console.log(BeforeExp,LevelCul,NextExp)
|
||
}
|
||
return NextExp
|
||
}
|
||
|
||
|
||
function SkillDesc() {
|
||
var actorid = 1
|
||
var SkillId = 1; var skilltextvar = 1100; var skilldescvar = 1200; var skillresource = 1300; var hasskill = 1400;
|
||
while (SkillId < 100) {
|
||
SkillId; skilltextvar = 1100 + SkillId; skilldescvar = 1200 + SkillId; skillresource = 1300 + SkillId; hasskill = 1400 + SkillId
|
||
var name = $dataSkills[SkillId].name
|
||
var icon = $dataSkills[SkillId].iconIndex
|
||
var desc = $dataSkills[SkillId].description
|
||
var time = $dataSkills[SkillId].meta.LoseTime || 0
|
||
var losehp = $dataSkills[SkillId].meta.LoseHP || 0
|
||
var losemp = $dataSkills[SkillId].meta.LoseMP || 0
|
||
|
||
|
||
|
||
var text = "\\i[" + icon + "]" + name
|
||
var hasflag = 0
|
||
if ($gameActors.actor(actorid).isLearnedSkill(SkillId)) { hasflag = 1 }
|
||
|
||
var nowTime = $gameVariables.value(31)
|
||
var timeDsp1 = "なし"
|
||
var timeDsp2 = ""
|
||
if (time == "NextDay") {
|
||
time = 5
|
||
} else {
|
||
time = Number(time)
|
||
}
|
||
|
||
if (time >= 1) {
|
||
if (nowTime == 0) { timeDsp1 = "Morning→" }
|
||
if (nowTime == 1) { timeDsp1 = "Afternoon→" }
|
||
if (nowTime == 2) { timeDsp1 = "Evening→" }
|
||
if (nowTime == 3) { timeDsp1 = "Night→" }
|
||
if (nowTime == 4) { timeDsp1 = "Late Night→" }
|
||
var totalTime = nowTime + time//総時間。イベント後の時間を判定。
|
||
if (totalTime >= 5) { timeDsp2 = "Next Day" }
|
||
if (totalTime == 4) { timeDsp2 = "Late Night" }
|
||
if (totalTime == 3) { timeDsp2 = "Evening" }
|
||
if (totalTime == 2) { timeDsp2 = "Afternoon" }
|
||
if (totalTime == 1) { timeDsp2 = "Morning" }
|
||
if (totalTime == 0) { timeDsp2 = "Night" }
|
||
}
|
||
|
||
|
||
|
||
if (losehp > $gameVariables.value(124)) { var hpcolor = "\\c[" + 18 + "]" } else { var hpcolor = "\\c[" + 4 + "]" }
|
||
var text2 = "Elapsed Time : " + timeDsp1 + timeDsp2 + hpcolor + " HP Consumption : " + losehp + hpcolor + " SP Consumption : " + losemp
|
||
$gameVariables._data[skilltextvar] = text;
|
||
$gameVariables._data[skilldescvar] = desc;
|
||
$gameVariables._data[skillresource] = text2; SkillId += 1
|
||
$gameVariables._data[hasskill] = hasflag;
|
||
}
|
||
}
|
||
|
||
function SkillDescCommon() {
|
||
var actorid = 1
|
||
var SkillId = 100; var skilltextvar = 1000; var skilldescvar = skilltextvar + 100; var skillresource = skilldescvar + 100; var hasskill = skillresource + 100;
|
||
while (SkillId < 200) {
|
||
SkillId; skilltextvar = 1000 + SkillId; skilldescvar = skilltextvar + 100; skillresource = skilldescvar + 100; hasskill = skillresource + 100
|
||
var commnMemo = SH_getMemo(SkillId)
|
||
if (commnMemo) {
|
||
var name = commnMemo.name || ""
|
||
var icon = commnMemo.icon || 0
|
||
var desc = commnMemo.help || ""
|
||
var time = commnMemo.LoseTime || 0
|
||
var losehp = commnMemo.LoseHP || 0
|
||
var losemp = commnMemo.LoseMP || 0
|
||
} else {
|
||
var name = ""
|
||
var icon = 0
|
||
var desc = ""
|
||
var time = 0
|
||
var losehp = 0
|
||
var losemp = 0
|
||
}
|
||
|
||
|
||
|
||
var text = "\\i[" + icon + "]" + name
|
||
|
||
var nowTime = $gameVariables.value(31)
|
||
var timeDsp1 = "None"
|
||
var timeDsp2 = ""
|
||
if (time == "NextDay") {
|
||
time = 5
|
||
} else {
|
||
time = Number(time)
|
||
}
|
||
|
||
if (time >= 1) {
|
||
if (nowTime == 0) { timeDsp1 = "Morning→" }
|
||
if (nowTime == 1) { timeDsp1 = "Afternoon→" }
|
||
if (nowTime == 2) { timeDsp1 = "Evening→" }
|
||
if (nowTime == 3) { timeDsp1 = "Night→" }
|
||
if (nowTime == 4) { timeDsp1 = "Late Night→" }
|
||
var totalTime = nowTime + time//総時間。イベント後の時間を判定。
|
||
if (totalTime >= 5) { timeDsp2 = "Next Day" }
|
||
if (totalTime == 4) { timeDsp2 = "Late Night" }
|
||
if (totalTime == 3) { timeDsp2 = "Night" }
|
||
if (totalTime == 2) { timeDsp2 = "Evening" }
|
||
if (totalTime == 1) { timeDsp2 = "Afternoon" }
|
||
if (totalTime == 0) { timeDsp2 = "Morning" }
|
||
}
|
||
|
||
|
||
|
||
if (losehp > $gameActors.actor(actorid).hp) { var hpcolor = "\\c[" + 18 + "]" } else { var hpcolor = "\\c[" + 4 + "]" }
|
||
if (losemp > $gameActors.actor(actorid).mp) { var mpcolor = "\\c[" + 18 + "]" } else { var mpcolor = "\\c[" + 4 + "]" }
|
||
var text2 = "Elapsed Time : " + timeDsp1 + timeDsp2 + hpcolor + " HP Consumption : " + losehp + mpcolor + " SP Consumption : " + losemp
|
||
$gameVariables._data[skilltextvar] = text;
|
||
$gameVariables._data[skilldescvar] = desc;
|
||
$gameVariables._data[skillresource] = text2; SkillId += 1
|
||
}
|
||
}
|
||
|
||
function ParaLimit() {
|
||
//体力
|
||
var VarNum = 124
|
||
var num = $gameVariables.value(VarNum); var max = $gameVariables.value(123); var min = 0;; $gameVariables._data[VarNum] = SH_NumberLimit(num, max, min)
|
||
//気力
|
||
var VarNum = 126
|
||
var num = $gameVariables.value(VarNum); var max = $gameVariables.value(125); var min = 0; $gameVariables._data[VarNum] = SH_NumberLimit(num, max, min)
|
||
|
||
//人気
|
||
var VarNum = 114
|
||
var num = $gameVariables.value(VarNum); var max = 100; var min = 0; $gameVariables._data[VarNum] = SH_NumberLimit(num, max, min)
|
||
|
||
var VarNum = 115
|
||
var num = $gameVariables.value(VarNum); var max = 100; var min = 0; $gameVariables._data[VarNum] = SH_NumberLimit(num, max, min)
|
||
|
||
|
||
|
||
}
|
||
|
||
|
||
|
||
|
||
|