var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError( "Class extends value " + String(b) + " is not a constructor or null" ); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __()); }; })(); var Game_Enemy2 = /** @class */ (function (_super) { __extends(Game_Enemy2, _super); function Game_Enemy2(enemyId, x, y, level) { var _this = _super.call(this, enemyId, x, y) || this; _this._level = level; p("level:" + _this._level); _this.calcMhp(); _this.calcAtk(); _this.calcDef(); _this.recoverAll(); return _this; } Game_Enemy2.prototype.calcMhp = function () { var n = this.param(0); this._mhp = Math.round(n * this.levelHpRate()); }; Game_Enemy2.prototype.calcAtk = function () { var n = this.param(2); this._atk = Math.round(n * this.levelAtkRate()); }; Game_Enemy2.prototype.calcDef = function () { var n = this.param(3); this._def = 0; }; Object.defineProperty(Game_Enemy2.prototype, "mhp", { get: function () { return this._mhp; }, enumerable: false, configurable: true, }); Game_Enemy2.prototype.levelHpRate = function () { var rate = 1 + (this._level - 1) / 2; return rate; }; Game_Enemy2.prototype.levelAtkRate = function () { var rate = 1 + (this._level - 1) / 3; return rate; }; Game_Enemy2.prototype.hpValue = function (n) { switch (n) { case 1: return 10; case 2: return 12; case 3: return 14; case 4: return 17; case 5: return 20; case 6: return 25; case 7: return 30; case 8: return 36; case 9: return 43; case 10: return 50; } console.error("不正なHPです " + n); return n; }; Game_Enemy2.prototype.atkValue = function (n) { switch (n) { case 1: return 3; case 2: return 4; case 3: return 5; case 4: return 6; case 5: return 7; case 6: return 8; case 7: return 9; case 8: return 10; case 9: return 11; case 10: return 12; } console.error("不正なATKです " + n); return n; }; Game_Enemy2.prototype.level = function () { return this._level; }; Game_Enemy2.prototype.element = function () { for (var _i = 0, _a = this.enemy().traits; _i < _a.length; _i++) { var t = _a[_i]; if (t.code == 31) { return t.dataId; } } return EnemyElement.none; }; Game_Enemy2.prototype.atk2 = function () { return this._atk; }; Game_Enemy2.prototype.def2 = function () { return this._def; }; return Game_Enemy2; })(Game_Enemy);