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