Equipment

This commit is contained in:
dazedanon 2025-11-03 10:49:50 -06:00
parent 528a43d18a
commit b1d775ef07
6 changed files with 32 additions and 32 deletions

View file

@ -241,7 +241,7 @@ var $plugins = [
WeaponTypeWhenDualWield: "1", WeaponTypeWhenDualWield: "1",
NotMultiEquipWeapon: "[]", NotMultiEquipWeapon: "[]",
NotMultiEquipArmor: "[]", NotMultiEquipArmor: "[]",
RemoveEquipText: "装備を外す", RemoveEquipText: "Remove Equipment",
RemoveEquipIconIndex: "0", RemoveEquipIconIndex: "0",
DisableCommandWindow: "false", DisableCommandWindow: "false",
}, },

View file

@ -255,7 +255,7 @@ Sprite_Gauge.prototype.label = function () {
case "mp": case "mp":
return TextManager.mpA; return TextManager.mpA;
case "exp": case "exp":
return "次のレベルまで"; return "Until next LV";
case "tp": case "tp":
return TextManager.tpA; return TextManager.tpA;
default: default:

View file

@ -1270,13 +1270,13 @@
if ($gameVariables.value(ac_var[a][0]) < 3) { if ($gameVariables.value(ac_var[a][0]) < 3) {
if (ac.isStateAffected(4)) { if (ac.isStateAffected(4)) {
st_text += "ピル服用中"; st_text += "On the pill";
} else if ($gameVariables.value(ac_var[a][1]) == 0) { } else if ($gameVariables.value(ac_var[a][1]) == 0) {
st_text += "性周期:安全日"; st_text += "Cycle: Safe day";
} else if ($gameVariables.value(ac_var[a][1]) == 1) { } else if ($gameVariables.value(ac_var[a][1]) == 1) {
st_text += "性周期:通常日"; st_text += "Cycle: Normal day";
} else { } else {
st_text += "性周期:危険日"; st_text += "Cycle: Risky day";
} }
} else { } else {
var idx = temp.findIndex((e) => e[0] == $gameVariables.value(ac_var[a][2])); var idx = temp.findIndex((e) => e[0] == $gameVariables.value(ac_var[a][2]));

View file

@ -66,7 +66,7 @@
//最強と全て外すを消去し、別キャラクター追加 //最強と全て外すを消去し、別キャラクター追加
Window_EquipCommand.prototype.makeCommandList = function () { Window_EquipCommand.prototype.makeCommandList = function () {
this.addCommand(TextManager.equip2, "equip"); this.addCommand(TextManager.equip2, "equip");
this.addCommand("別キャラクター", "pagedown"); this.addCommand("Other Character", "pagedown");
}; };
Scene_Equip.prototype.commandWindowRect = function () { Scene_Equip.prototype.commandWindowRect = function () {
@ -449,7 +449,7 @@
this.drawTextS("Dress Condition: Exposure Development B or Higher", 224, 505, 300, "left"); this.drawTextS("Dress Condition: Exposure Development B or Higher", 224, 505, 300, "left");
} else { } else {
const fuku_id = $gameParty.menuActor()._name == "Shirayuki" ? 204 : 205; const fuku_id = $gameParty.menuActor()._name == "Shirayuki" ? 204 : 205;
this.drawText(["制服", "裸", "制服", "裸"][$gameVariables.value(fuku_id)], 224, 505, 300, "left"); this.drawText(["Uniform", "Naked", "Uniform", "Naked"][$gameVariables.value(fuku_id)], 224, 505, 300, "left");
} }
}; };

View file

@ -168,13 +168,13 @@
const skillTypes = this._actor.skillTypes(); const skillTypes = this._actor.skillTypes();
for (const stypeId of skillTypes) { for (const stypeId of skillTypes) {
const name = $dataSystem.skillTypes[stypeId]; const name = $dataSystem.skillTypes[stypeId];
this.addCommand("全スキル", "skill", true, stypeId, "all"); this.addCommand("All Skills", "skill", true, stypeId, "all");
} }
this.addCommand("攻撃", "skill", true, 2, "attack"); this.addCommand("Attack", "skill", true, 2, "attack");
this.addCommand("回復", "skill", true, 2, "cure"); this.addCommand("Healing", "skill", true, 2, "cure");
this.addCommand("補助", "skill", true, 2, "support"); this.addCommand("Support", "skill", true, 2, "support");
this.addCommand("エッチ", "skill", true, 2, "h"); this.addCommand("Lewd", "skill", true, 2, "h");
} }
}; };
// コマンドにCBR_typeって属性作れるようにする // コマンドにCBR_typeって属性作れるようにする
@ -406,29 +406,29 @@
this.changeTextColor("#000000"); this.changeTextColor("#000000");
this.contents.fontSize = 20; this.contents.fontSize = 20;
this.drawTextM("Description", 16, 35, 80, "center"); this.drawTextM("Description", 16, 35, 80, "center");
this.drawTextM("Attribute", rect.x + 28, rect.y + 4, rect.width); this.drawTextM("Attribute", rect.x + 8, rect.y + 4, rect.width);
this.drawTextM("Range", rect.x + 388, rect.y + 4, rect.width); this.drawTextM("Range", rect.x + 388, rect.y + 4, rect.width);
if (this.CBR_skill) { if (this.CBR_skill) {
this.changeTextColor("#FFFFFF"); this.changeTextColor("#FFFFFF");
this.drawTextS(["Sure Hit", "Physical", "Magical"][this.CBR_skill.hitType], rect.x + 108, rect.y + 4, rect.width); this.drawTextS(["Sure Hit", "Physical", "Magical"][this.CBR_skill.hitType], rect.x + 108, rect.y + 4, rect.width);
const scopeNames = [ const scopeNames = [
"なし", // 0: None "None", // 0: None
"敵単体", // 1: One enemy "One Enemy", // 1: One enemy
"敵全体", // 2: All enemies "All Enemies", // 2: All enemies
"敵ランダム", // 3: 1 random enemy "1 Random Enemy", // 3: 1 random enemy
"敵ランダム×2", // 4: 2 random enemies "2 Random Enemies", // 4: 2 random enemies
"敵ランダム×3", // 5: 3 random enemies "3 Random Enemies", // 5: 3 random enemies
"敵ランダム×4", // 6: 4 random enemies "4 Random Enemies", // 6: 4 random enemies
"味方単体", // 7: One ally "One Ally", // 7: One ally
"味方全体", // 8: One dead ally "All Allies", // 8: All allies
"味方単体(戦闘不能)", // 9: All allies "One Ally (KO)", // 9: One dead ally
"味方全体(戦闘不能)", // 10: All dead allies "All Allies (KO)", // 10: All dead allies
"使用者", // 11: The user "User", // 11: The user
"味方単体(無条件)", // 12: One ally with HP ≤ 50% "One Ally (Unconditional)", // 12: One ally (unconditional)
"味方全体(無条件)", // 13: All allies with HP ≤ 50% "All Allies (Unconditional)", // 13: All allies (unconditional)
"敵と味方全体" "All Enemies & Allies"
]; ];
this.drawTextS(scopeNames[this.CBR_skill.scope], rect.x + 468, rect.y + 4, rect.width); this.drawTextS(scopeNames[this.CBR_skill.scope], rect.x + 468, rect.y + 4, rect.width);
} }
this.changeTextColor("#FFFFFF"); this.changeTextColor("#FFFFFF");

View file

@ -38,7 +38,7 @@
//最強と全て外すを消去し、別キャラクター追加 //最強と全て外すを消去し、別キャラクター追加
Window_EquipCommand.prototype.makeCommandList = function () { Window_EquipCommand.prototype.makeCommandList = function () {
this.addCommand(TextManager.equip2, "equip"); this.addCommand(TextManager.equip2, "equip");
this.addCommand("別キャラクター", "pagedown"); this.addCommand("Other Character", "pagedown");
}; };
Scene_Equip.prototype.commandWindowRect = function () { Scene_Equip.prototype.commandWindowRect = function () {