nyacronomicon/js/plugins/KN_Constants.js
2026-03-12 22:39:10 -05:00

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//=============================================================================
// RPG Maker MZ - KN_Constants.js
// Centralized constants for the project (picture IDs, variable IDs, switches)
//=============================================================================
/*:ja
* @target MZ
* @author kurogoma knights
* @plugindesc プロジェクト共通定数 一番上で呼ぶことを想定しています
*/
(function() {
'use strict';
window.Kurogoma = window.Kurogoma || {};
// Picture IDs (PascalCase container)
window.Kurogoma.PIDConst = window.Kurogoma.PIDConst || {};
const PID = window.Kurogoma.PIDConst;
// 新 KN_StillManager.js で使ってるやつ
PID.StillReservedStart = 70;
// 古 KN_Map.js で使ってるやつ
PID.StillBgPictureId = 90;
PID.StillPictureId = 91;
// 古 ガイド表示用
PID.GuidePictureId = 99;
// Variable IDs (PascalCase container)
window.Kurogoma.VariableConst = window.Kurogoma.VariableConst || {};
const V = window.Kurogoma.VariableConst;
// Project-specific variable IDs
V.Progress = 8; // 進行度
V.CostumeKey = 9; // 衣装 key
V.ArmorDamage = 10; // シロ服損傷度
V.MenuStand = 11; // メニュー立ち絵インデックス
V.Face = 13; // 表情変数
V.StillId = 15; // スチルID保存
V.BattleSetting = 19; // バトル設定
V.AutoTarget = 20; // ステータスポイント自動割当対象
V.UnassignedPoints = 22; // ステータスポイント未割当
V.DefeatCount = 23; // 討伐数
V.ChestCount = 24; // 宝箱発見数
// StatusPoint detailed vars
V.StatusHP = 33;
V.StatusMP = 34;
V.StatusATK = 35;
V.StatusDEF = 36;
V.StatusAGI = 37;
// にぼし強化用変数NiboshiEnhanceHPNiboshiEnhanceAGI
V.NiboshiEnhanceHP = 42;
V.NiboshiEnhanceMP = 43;
V.NiboshiEnhanceATK = 44;
V.NiboshiEnhanceDEF = 45;
V.NiboshiEnhanceAGI = 46;
// 累積
V.TotalDefeatCount = 49; // 累積討伐数
V.TotalChestCount = 50; // 累積宝箱発見数
// EroStatus related
V.Keiken = 51;
V.Zettyou = 52;
V.Omanko = 53;
V.Anal = 54;
V.Okuchi = 55;
V.Oppai = 56;
V.Inran = 59;
V.Muramura = 60;
// Switch IDs (PascalCase container)
window.Kurogoma.SwitchConst = window.Kurogoma.SwitchConst || {};
const S = window.Kurogoma.SwitchConst;
S.DebugParallerlMonitor = 7; // 並列処理の監視ログをONにするデバッグ用スイッチ
S.ParallerlMonitor = 8; // 並列処理の監視ログをONにするデバッグ用スイッチ
S.GlossaryDisable = 9; // 辞典メニュー無効
S.GuideDisable = 10; // ガイド無効
S.FloorDamageDead = 13; // フロアダメージ判定スイッチ
S.StandWeapon = 16; // 立ち絵の武装スイッチ
S.AutoUseOnGain = 18; // アイテム取得時自動使用ID27-30
})();