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_Temp2 = /** @class */ (function (_super) { __extends(Game_Temp2, _super); function Game_Temp2() { var _this = (_super !== null && _super.apply(this, arguments)) || this; _this.ninshinDamage = 0; _this.taneoya = 0; _this._ninshinTotal = 100; _this._messageVisible = true; _this.costume = null; _this.lastCostume = null; _this.lastHistoryIndex = 0; _this.bufferedInput = false; _this.historyFaceId = 1; _this._damageCount = 0; _this._eroBaseId = 0; _this.isCancelMenu = false; _this.hideStateInfo = false; _this._aegiIds = []; _this._autoBattle = false; _this.inSlg = false; _this.inInput = false; _this.inRecordAv = false; _this.recoEventOn = true; _this.selectBattle = false; _this.selectFormation = false; _this.douseiMapChanged = false; _this.timeSpeedUp = false; _this.lastJoinBattleActorId = -1; _this.lastJoinBattleActorNew = false; _this.lastJoinBattleActorIdList = []; _this.lastJoinBattleActorNewList = []; return _this; } Game_Temp2.prototype.initialize = function () { _super.prototype.initialize.call(this); this.ignoreFiles = {}; }; Game_Temp2.prototype.setEroId = function (id) { this._eroId = id; }; Game_Temp2.prototype.eroId = function () { return this._eroId; }; Game_Temp2.prototype.changeMessageVisible = function () { this._messageVisible = !this._messageVisible; }; Game_Temp2.prototype.isMessageVisible = function () { return this._messageVisible; }; Game_Temp2.prototype.removeIgnoreFileSet = function (base, index) { // p(base ) for (var i = 1; i < 1100; i++) { var id = i; var idString = id.padZero(2); delete this.ignoreFiles[base + "_" + idString + "_" + index.padZero(2)]; } }; Game_Temp2.prototype.addIgnoreFileSet = function (base, index) { for (var i = 1; i < 1100; i++) { var id = i; var idString = id.padZero(2); this.ignoreFiles[base + "_" + idString + "_" + index.padZero(2)] = true; } }; Game_Temp2.prototype.addIgnoreFiles = function (list) { if (!list) { return; } for (var _i = 0, list_1 = list; _i < list_1.length; _i++) { var file = list_1[_i]; this.ignoreFiles[file] = true; } }; Game_Temp2.prototype.clearIgnoreFiles = function () { this.ignoreFiles = {}; }; Game_Temp2.prototype.setNextScenario = function (id) { this._nextScenario = id; }; Game_Temp2.prototype.nextScenario = function () { return this._nextScenario; }; Game_Temp2.prototype.clearNextScenario = function () { this._nextScenario = null; }; Game_Temp2.prototype.hasNextScenario = function () { return this._nextScenario != null; }; Game_Temp2.prototype.showGion = function (id) { this.hideGion(); this.gionId = id; var xx = $gameVariables.value(41); var yy = $gameVariables.value(42); var scale = $gameVariables.value(43) || 100; var picId = Nore.GION_PIC_ID; if ($gameScreen.picture(picId) && $gameScreen.picture(picId)._name != "") { picId++; } $gameScreen.showPicture( picId, Nore.gionPrefix + this.gionId, 0, xx, yy, scale, scale, 255, PIXI.BLEND_MODES.NORMAL ); }; Game_Temp2.prototype.hideGion = function () { this.gionId = null; $gameScreen.erasePicture(Nore.GION_PIC_ID); $gameScreen.erasePicture(Nore.GION_PIC_ID + 1); }; Game_Temp2.prototype.showAegi = function (id) { this.hideAegi(); this.aegiId = id; var xx = $gameVariables.value(54); var yy = $gameVariables.value(55); var scale = $gameVariables.value(56) || 100; var picId = Nore.AEGI_PIC_ID; if ($gameScreen.picture(picId) && $gameScreen.picture(picId)._name != "") { picId++; } $gameScreen.showPicture( picId, Nore.aegiPrefix + this.aegiId, 0, xx, yy, scale, scale, 255, PIXI.BLEND_MODES.NORMAL ); }; Game_Temp2.prototype.hideAegi = function () { this.aegiId = null; $gameScreen.erasePicture(Nore.AEGI_PIC_ID); $gameScreen.erasePicture(Nore.AEGI_PIC_ID + 1); }; Game_Temp2.prototype.onBattleStart = function () { this._damageCount = 0; }; Game_Temp2.prototype.onDamage = function () { this._damageCount++; }; Game_Temp2.prototype.isNoDamage = function () { return this._damageCount == 0; }; Game_Temp2.prototype.is1Damage = function () { return this._damageCount == 1; }; Game_Temp2.prototype.is2Damage = function () { return this._damageCount == 2; }; Game_Temp2.prototype.setEroBaseId = function (baseId) { this._eroBaseId = baseId; }; Game_Temp2.prototype.eroBaseId = function () { return this._eroBaseId; }; Game_Temp2.prototype.punishScenario = function () { return this._punishScenario; }; Game_Temp2.prototype.setPunishScenario = function (s) { this._punishScenario = s; }; Game_Temp2.prototype.setAegiIds = function (ids) { this._aegiIds = ids; }; Game_Temp2.prototype.randomAegi = function () { return Nore.shuffle(this._aegiIds)[0]; }; Game_Temp2.prototype.maxNakadashiRakuagki = function () { var max = $gameVariables.value(58); if (max === 0) { //console.error('中出し落書き最大数が設定されていません'); } return max; }; Game_Temp2.prototype.startAutoBattle = function () { this._autoBattle = true; }; Game_Temp2.prototype.isAutoBattle = function () { return this._autoBattle; }; Game_Temp2.prototype.cancelAutoBattle = function () { this._autoBattle = false; }; Game_Temp2.prototype.requestAnimation = function ( targets, animationId, mirror ) { if (mirror === void 0) { mirror = false; } if ($dataAnimations[animationId]) { var request = { targets: targets, animationId: animationId, mirror: mirror, }; this._animationQueue.push(request); for (var _i = 0, targets_1 = targets; _i < targets_1.length; _i++) { var target = targets_1[_i]; if (target && target.startAnimation) { target.startAnimation(); } } } }; Game_Temp2.prototype.menuIndex = function () { return this._menuIndex; }; Game_Temp2.prototype.setMenuIndex = function (n) { this._menuIndex = n; }; Game_Temp2.prototype.isIdleMode = function () { return ConfigManager.simpleMenu; }; return Game_Temp2; })(Game_Temp);