/* */ const CN_拠点コモン = 15; const CN_仕事訓練後_成功 = 310; const CN_仕事訓練後_失敗 = 311; const CN_仕事リザルト後 = 313; const SN_拠点夜発動 = 1; const L0BasePic = "pictures/Adv/L0_Base/"; Game_Interpreter.prototype.Adv_L0Base_View = function () { let _opi = 0; this.SetPict(PN_tBackT, AdvPic + "PN_tBackT", 0, 0); ViewPicReset(); this.EventBackCng("Base_Back", 15); } const _AdvSellSa = 90; const VN_TownBtnNo = 75; let KnrnTktPsX = 0; let KnrnTktPsY = 0; Game_Interpreter.prototype.Adv_L0Base_UIDraw = function () { if (L0_NotDrawFlg) { L0_NotDrawFlg = false; return; } L0_TcPic = []; L0_Selecter = $gameSystem.L0BaseBtnArr.length - 1; let _opi = 0; for (let i = 0; i <= $gameSystem.L0BaseBtnArr.length - 1; i++) { let _AddZureX = 0; let _DrawImg = $gameSystem.L0BaseBtnArr[i]; if (_DrawImg == "Btn_Town") { if ($gameVariables.value(VN_TownBtnNo) > 0) { _DrawImg += "_" + $gameVariables.value(VN_TownBtnNo); } } this.SetPict(PN_tSelBtn + i, L0BasePic + _DrawImg, L0BtnPos._x - 100, L0BtnPos._y - (_AdvSellSa * i), _opi); if (i != L0_Selecter) { this.MovePict(PN_tSelBtn + i, L0BtnPos._x - 15, true, 3); } else { _AddZureX = 15; this.MovePict(PN_tSelBtn + i, L0BtnPos._x, true, 3); } if (_DrawImg == "Btn_Kunren") { KnrnTktPsX = L0BtnPos._x + 155; KnrnTktPsY = L0BtnPos._y - (_AdvSellSa * i) + 2; this.KunrenTktDraw(_opi, _AddZureX); } L0_TcPic.push(PN_tSelBtn + i); } this.SetPictC(PN_AdvSell, AdvPic + "PN_AdvSell", L0BtnPos._x - 15 - 100, L0BtnPos._y - (_AdvSellSa * L0_Selecter) + 35, _opi); this.MovePict(PN_AdvSell, L0BtnPos._x - 15, true, 15); } Game_Interpreter.prototype.KunrenTktDraw = function (_opi, _zureX, _mvflg) { _opi = typeof _opi !== 'undefined' ? _opi : 0; _zureX = typeof _zureX !== 'undefined' ? _zureX : 0; _mvflg = typeof _mvflg !== 'undefined' ? _mvflg : false; let _TktCnt = $gameParty.numItems($dataItems[_INo_訓練無料券]); SoundManager.playCursor(); if (_TktCnt > 0) { if (!_mvflg) { this.SetPict(PN_KunrenFree, L0BasePic + "PN_KunrenFree", KnrnTktPsX, KnrnTktPsY, _opi); this.SetPicStrC(PN_KunrenFreeTxt, " " + _TktCnt + " ", 28, KnrnTktPsX + 106, KnrnTktPsY + 41, _opi); } this.MovePict(PN_KunrenFree, KnrnTktPsX + _zureX, true, 3); this.MovePict(PN_KunrenFreeTxt, KnrnTktPsX + 106 + _zureX, true, 3); } else { this.DelPict(PN_KunrenFree); this.DelPict(PN_KunrenFreeTxt); } this.SetPictC(PN_AdvSell, AdvPic + "PN_AdvSell", L0BtnPos._x - 15 - 100, L0BtnPos._y - (_AdvSellSa * L0_Selecter) + 35, _opi); this.MovePict(PN_AdvSell, L0BtnPos._x - 15, true, 15); } Game_Interpreter.prototype.Move_Api0_KTkt = function () { this.MovePict(PN_KunrenFree, true, true, 3, 0); this.MovePict(PN_KunrenFreeTxt, true, true, 3, 0); } Game_Interpreter.prototype.Move_Api255_KTkt = function () { this.MovePict(PN_KunrenFree, true, true, 3); this.MovePict(PN_KunrenFreeTxt, true, true, 3); } let _Event_Erase = Game_Interpreter.prototype.command214; Game_Interpreter.prototype.command214 = function () { for (let i = 0; i <= $gameMap._events.length - 1; i++) { if ($gameMap._events[i] != undefined) { if ($gameMap._events[i]._templateEvent != undefined) { if ($gameMap._events[i]._eventId == this._eventId) { if ($gameMap._events[i]._templateEvent.name == _Ck移動EvName) { _Ck移動EvName = ""; } } } } } return _Event_Erase.call(this); }; let _街Move_flame = 0; let _Ck移動EvName = ""; Game_Interpreter.prototype.Adv_L0Base_Update = function () { if (_街Move_flame >= 1) { _街Move_flame++; if (_街Move_flame == 5) { this.Adv_SpineEffect_Close(); } if (_街Move_flame == 10) { _街Move_flame = 0; this.Adv_L0_Cng(_L0Mode.Town); this.Adv_SpineEffect_Open(); } return; } if (L0_flame == 13) { this.SetCmnEventSc(CN_拠点コモン); } if (L0_flame == 15) { _Ck移動EvName = this.JN_EventLoad("拠点"); } if (L0_flame == 18 && _Ck移動EvName != "") { L0_flame--; return; } if (L0_flame == 19) { this.Adv_L0Base_UIDraw(); } if (L0_flame < 20) return; if (L0_flame == 60) { this.AutoSave(); } KyotenYesBtnStartFlg = false; let _mvFlg = false; if (Input.isTriggered('up')) { L0_Selecter++; _mvFlg = true; if (L0_Selecter >= $gameSystem.L0BaseBtnArr.length) L0_Selecter = 0; } if (Input.isTriggered('down')) { L0_Selecter--; _mvFlg = true; if (L0_Selecter < 0) L0_Selecter = $gameSystem.L0BaseBtnArr.length - 1; } let _CNo = overPointerCkArr(L0_TcPic); if (_CNo != -1) { if (L0_Selecter != _CNo - PN_tSelBtn) { L0_Selecter = _CNo - PN_tSelBtn; _mvFlg = true; } } if (_mvFlg) { SoundManager.playCursor(); for (let i = 0; i <= $gameSystem.L0BaseBtnArr.length - 1; i++) { let _AddZureX = 0; if (i != L0_Selecter) { this.MovePict(PN_tSelBtn + i, L0BtnPos._x - 15, true, 3); } else { _AddZureX = 15; this.MovePict(PN_tSelBtn + i, L0BtnPos._x, true, 3); } if ($gameSystem.L0BaseBtnArr[i] == "Btn_Kunren") { this.KunrenTktDraw(255, _AddZureX, true); } } this.MovePict(PN_AdvSell, L0BtnPos._x - 15, L0BtnPos._y - (_AdvSellSa * L0_Selecter) + 35, 3); } if (Input.isTriggered('ok') || (_CNo != -1) && TouchInput.isTriggered()) { SoundManager.playOk(); this.Adv_L0_BtnColCng(L0_Selecter); switch ($gameSystem.L0BaseBtnArr[L0_Selecter]) { case "Btn_Asobi": Adv_Layer = 1; this.Adv_L1_Cng(_L1Mode.遊び); this.Move_Api0_KTkt(); break; case "Btn_Battle": Adv_Layer = 1; this.Adv_L1_Cng(_L1Mode.野試合); this.Move_Api0_KTkt(); NoBtlCnt = 0; console.log("野試合を選択!"); break; case "Btn_Work": Adv_Layer = 1; this.Adv_L1_Cng(_L1Mode.仕事); this.Move_Api0_KTkt(); break; case "Btn_Kunren": Adv_Layer = 1; this.Adv_L1_Cng(_L1Mode.訓練); break; case "Btn_Rest": Adv_Layer = 1; this.Adv_L1_Cng(_L1Mode.休憩); this.Move_Api0_KTkt(); break; case "Btn_Town": _街Move_flame = 1; this.JN_EventLoad("街選択"); this.Move_Api0_KTkt(); break; } } } const _BtnCnt = 6; Game_Interpreter.prototype.Adv_L0_BtnColCng = function (_Col) { _Col = typeof _Col !== 'undefined' ? _Col : -1; for (let i = 0; i <= _BtnCnt - 1; i++) { if (_Col != i) this.PicCngColor(PN_tSelBtn + i, [-150, -150, -150, 0]); if (_Col == -1) this.PicCngColor(PN_tSelBtn + i); } this.DelPictArr([PN_tGage + 1, PN_tGage_s + 1]); this.Adv_情報_MojiDraw(); } Game_Interpreter.prototype._街Move_Cancel = function () { _街Move_flame = 0; this.Adv_L0_Back(); } const CN_WorkJug = 289; const CN_KunrenJug = 299; const VN_Work成功 = 301; const L1WorkPic = "pictures/Adv/L1_Work/"; let L1_Workコモン内ReDrawFlg = false; Game_Interpreter.prototype.Adv_L1WorkボタンReDraw = function () { if (L1_Workコモン内ReDrawFlg) { this.Adv_L1Work_FirstDraw(); L1_Workコモン内ReDrawFlg = false; } } let L1_WorkDrawFlg = false; Game_Interpreter.prototype.Adv_L1Work_View = function () { this.SetCmnEventSc(CN_WorkJug); L1_WorkDrawFlg = true; this.JN_EventLoad("仕事"); } const SW_セクハラボタン出現 = 481; const SW_セクハラ許可 = 482; Game_Interpreter.prototype.Adv_L1Work_FirstDraw = function () { L1_Selecter = 0 this.Adv_L1Work_Draw(); } Game_Interpreter.prototype.Adv_L1Work_Draw = function () { this.DelPictSpan(PN_tSelIcn , PN_tSexharaBtn); this.DelSpriteSpan(PN_tSelIcn , PN_tSelIcn + 25); let _SucArr = []; let _StArr = []; if ($gameSystem.L1WorkArr.indexOf("Work7") != -1) { $gameSystem.L1WorkArr.push("Work8"); $gameSystem.L1WorkArr.push("Work9"); } else { let ckIndex = $gameSystem.L1WorkArr.indexOf("Work8"); if (ckIndex != -1) $gameSystem.L1WorkArr.splice(ckIndex, 1); ckIndex = $gameSystem.L1WorkArr.indexOf("Work9"); if (ckIndex != -1) $gameSystem.L1WorkArr.splice(ckIndex, 1); } $gameSystem.L1WorkArr = [...new Set($gameSystem.L1WorkArr)]; for (let i = 0; i <= $gameSystem.L1WorkArr.length - 1; i++) { _SucArr.push($gameVariables.value(VN_WorkCk)); _StArr.push(this.WorkDataGet($gameSystem.L1WorkArr[i])._CSkills); } this.SetPictFIn(PN_SelBack, L1WorkPic + "PN_WorkBack", 0, 0, 0, 0, 10); this.Adv_L1Sel6_View(L1WorkPic , $gameSystem.L1WorkArr , _SucArr , _StArr); this.Adv_L1Work_SexharaDraw(); this.Adv_L1Work_SelDraw($gameSystem.L1WorkArr[0]); } Game_Interpreter.prototype.Adv_L1Work_SexharaDraw = function () { if ($gameSwitches.value(SW_セクハラボタン出現)) { var setSexharaBtn = "PN_tSexharaBtnb"; if ($gameSwitches.value(SW_セクハラ許可)) setSexharaBtn = "PN_tSexharaBtna"; this.SetPictFIn(PN_tSexharaBtn, L1WorkPic + setSexharaBtn, 1096, 510, 0, 0, 10); } } let _Sel_WorkData; let _Sel_WorkNo = 0; let _Sel_WorkImg = ""; let _訓練チュートリアルFlg = false; Game_Interpreter.prototype.Adv_L1Work_SelDraw = function (_ItemStr, _訓練Flg) { _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; this.DelPictSpan(PN_tJhWin, PN_tJhTxt + 9); this.SetPict(PN_tJhWin, AdvPic + "PN_tJhWin", 350, 508); let _SelPic = _ItemStr; _Sel_WorkData = undefined; D_Text_Cng_font = "Makinas"; let _ckADV_Data = null; if (!_訓練Flg) _ckADV_Data = ADV_WorkData; if (_訓練Flg) _ckADV_Data = ADV_KunrenData; for (let i = 0; i <= _ckADV_Data.length - 1; i++) { if (_ckADV_Data[i]._BtnImg == _SelPic) { if (!_訓練Flg) { this.Adv_SelDataView(_ckADV_Data[i]); } else { this.Adv_SelDataView(_ckADV_Data[i], true); } _Sel_WorkNo = i; } } D_Text_Cng_font = ""; } let ADVData_GetData = function (_BtnImg, _訓練Flg) { _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; if (!_訓練Flg) _ckADV_Data = ADV_WorkData; if (_訓練Flg) _ckADV_Data = ADV_KunrenData; for (let i = 0; i <= _ckADV_Data.length - 1; i++) { if (_ckADV_Data[i]._BtnImg == _BtnImg) { return _ckADV_Data[i]; } } } let CheckWork8 = function () { return $gameVariables.value(VN_客引き回数) >= 1 && $gameVariables.value(VN_淫乱度) >= 25; } let CheckWork9 = function () { return $gameVariables.value(VN_接客回数) >= 1 && $gameVariables.value(VN_淫乱度) >= 50; } let Workセクハラ選択 = false; Game_Interpreter.prototype.Adv_SelDataView = function (_WorkData, _訓練Flg) { _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; _Sel_WorkImg = _WorkData._BtnImg; _Sel_WorkData = _WorkData; let _仕事名 = _WorkData._Name; if (!_訓練Flg) { switch (_Sel_WorkImg) { case "Work8": if (!CheckWork8()) { this.SetPicStr(PN_tJhTxt + 0, SCol.Blk0 + _仕事名, 25, 380, 524); this.SetPicStr(PN_tJhTxt + 2, SCol.Blk0 + "Unlock: Worked as Tout & Lewdness 25+", 25, 380, 564); return; } break; case "Work9": if (!CheckWork9()) { this.SetPicStr(PN_tJhTxt + 0, SCol.Blk0 + _仕事名, 25, 380, 524); this.SetPicStr(PN_tJhTxt + 2, SCol.Blk0 + "Unlock: Worked as Hostess & Lewdness 50+", 25, 380, 564); return; } break; } } _WorkData._成功確立 = $gameVariables.value(VN_WorkCk); Workセクハラ選択 = false; let _成功確率 = _WorkData._成功確立; if (_成功確率 >= 100) _成功確率 = 100; let _説明 = _WorkData._Setu; this.SetPicStr(PN_tJhTxt + 0, SCol.Blk0 + _仕事名, 25, 380, 524); let _成功Txt = "Success Rate " + _成功確率 + "% "; let _お金 = _WorkData._Gold; if (_訓練Flg) { _お金 = Math.floor(_お金 * ((100 - $gameVariables.value(VN_訓練割引)) / 100)) _お金 = "Cost: " + -_お金 + " Borda "; } else { _お金 = "Pay: " + _お金 + " Borda "; } let _お金Txt = "  " + _お金 + " "; _成功Txt += _お金Txt; this.SetPicStr(PN_tJhTxt + 1, SCol.Blk0 + _成功Txt, 25, 600, 524); this.SetPicStr(PN_tJhTxt + 2, SCol.Blk0 + _説明, 25, 380, 564); this.Adv_情報_GageDraw(_WorkData._Kenk, _WorkData._Yrki); let _SetStTxt = ""; for (let j = 0; j <= _WorkData._CSkills.length - 1; j++) { _SetStTxt += _GetStTxt(_WorkData._CSkills[j]._St, _WorkData._CSkills[j]._Var); _SetStTxt += "   "; if (j % 2 == 1) { let _PiNo = Math.floor(j / 2); this.SetPicStr(PN_tJhTxt + 3 + _PiNo, SCol.Blk0 + _SetStTxt, 25, 380, 604 + (_PiNo * 40)); _SetStTxt = ""; } } if (_SetStTxt != "") { let _PiNo = 0; this.SetPicStr(PN_tJhTxt + 3 + _PiNo, SCol.Blk0 + _SetStTxt, 25, 380, 604 + (_PiNo * 40)); } } const IN_Up = 90; const IN_Down = 91; let _GetStTxt = function (_CkSt, _変化値) { let _CngIco = ""; if (_変化値 > 0) { _CngIco = "\\I[" + IN_Up + "]"; } else { _CngIco = "\\I[" + IN_Down + "]"; } switch (_CkSt) { case _St.健康: return "HP" + _CngIco; case _St.淫乱度: return "Lewdness" + _CngIco; case _St.体力: return "Stamina" + _CngIco; case _St.攻撃: return "Attack" + _CngIco; case _St.防御: return "Defense" + _CngIco; case _St.命中: return "Hit" + _CngIco; case _St.回避: return "Evasion" + _CngIco; case _St.直感: return "Intuition" + _CngIco; } } const CN_仕事変化値設定 = 290; let CN_WorkJugPlayFlg = false; Game_Interpreter.prototype.Adv_L1Work_Update = function (_ReFlg) { _ReFlg = typeof _ReFlg !== 'undefined' ? _ReFlg : false; if (CN_WorkJugPlayFlg) this.SetCmnEventSc(CN_WorkJug); CN_WorkJugPlayFlg = false; let _btnStr = ""; var _sセクハラSelect = false; if (overPointerCk(PN_tSexharaBtn)) _sセクハラSelect = true; if (Sel6_Selecter + 3 > Sel6_BtnArr.length - 1 && $gameSwitches.value(SW_セクハラボタン出現)) { if (!Workセクハラ選択) { if (Input.isTriggered('down')) _sセクハラSelect = true; } } if (_sセクハラSelect) { this.MovePict(PN_AdvSell, 1090, 560, 5); Workセクハラ選択 = true; } var bセクハラ状態Skip = false; if (Workセクハラ選択 && $gameSwitches.value(SW_セクハラボタン出現)) { bセクハラ状態Skip = true; if (Input.isTriggered('up')) { Workセクハラ選択 = false; this.Adv_L1Sel6_ReSell(); } if (Input.isTriggered('ok') || (overPointerCk(PN_tSexharaBtn) && TouchInput.isTriggered())) { $gameSwitches.setValue(SW_セクハラ許可 , !$gameSwitches.value(SW_セクハラ許可)) this.Adv_L1Work_SexharaDraw(); this.PlaySe("Switch2"); L1_Workコモン内ReDrawFlg = true; CN_WorkJugPlayFlg = true; } let _CNo = overPointerCkArr(_Sel6_TcPic); if (_CNo != -1){ Sel6_Selecter--; bセクハラ状態Skip = Workセクハラ選択 = false; } } if (!bセクハラ状態Skip) { _btnStr = this.Adv_L1Sel6_Update(_ReFlg); if (_btnStr != "") { this.Adv_L1Work_SelDraw(_btnStr); } if (L1_WorkDrawFlg) { this.Adv_L1Work_FirstDraw(); L1_WorkDrawFlg = false; } if (_ReFlg) { L1_flame = 0; return; } if (Input.isTriggered('ok') || (this.Adv_L1Sel6_TcCk() && TouchInput.isTriggered())) { switch (_Sel_WorkData._BtnImg) { case "Work8": if (!CheckWork8()) return; break; case "Work9": if (!CheckWork9()) return; break; } SoundManager.playOk(); Adv_Layer = 2; _Sel_WorkData = ADVData_GetData($gameSystem.L1WorkArr[Sel6_Selecter]); //this.SetCmnEventSc(CN_仕事変化値設定 + Sel6_Selecter); this.Adv_L2_Cng(_L2Mode.Work); for (let i = 0; i <= 25 - 1; i++) { this.MoveSprite(PN_tSelIcn + i, true, true, 5, 0); } } } if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); Adv_Layer = 0; Workセクハラ選択 = false; this.Move_Api255_KTkt(); this.Adv_L1_PicDel(); this.Adv_L0_BtnColCng(); this.Adv_L0_SelReset(); this.DelSpriteSpan(PN_tSelIcn, PN_tSelIcn + 25); } } const VN_Kunren成功 = 321; const L1KunrenPic = "pictures/Adv/L1_Kunren/"; var KunrenFirstDraw = false; Game_Interpreter.prototype.Adv_L1Kunren_View = function () { this.SetCmnEventSc(CN_KunrenJug); KunrenFirstDraw = false; this.JN_EventLoad("訓練"); } Game_Interpreter.prototype.Adv_L1Kunren_FirstDraw = function () { L1_Selecter = 0 this.Adv_L1Kunren_Draw(); } Game_Interpreter.prototype.Adv_L1Kunren_Draw = function () { let _SucArr = []; let _StArr = []; for (let i = 0; i <= $gameSystem.L1KunrenArr.length - 1; i++) { _SucArr.push($gameVariables.value(VN_WorkCk)); _StArr.push(this.KunrenDataGet($gameSystem.L1KunrenArr[i])._CSkills); } this.SetPictFIn(PN_SelBack, L1KunrenPic + "PN_KunrenBack", 0, 0, 0, 0, 10); this.Adv_L1Sel6_View(L1KunrenPic, $gameSystem.L1KunrenArr, _SucArr, _StArr); $gameVariables.setValue(VN_訓練割引, 0); let _TktCnt = $gameParty.numItems($dataItems[_INo_訓練無料券]); if (_TktCnt > 0) { $gameVariables.setValue(VN_訓練割引, 100); } this.Adv_L1Work_SelDraw($gameSystem.L1KunrenArr[0], true); } Game_Interpreter.prototype.Adv_訓練再描画 = function () { this.Adv_L1Work_SelDraw($gameSystem.L1KunrenArr[0], true); this.KunrenTktDraw(0, 15); } Game_Interpreter.prototype.Adv_L1Kunren_Update = function (_ReFlg) { _ReFlg = typeof _ReFlg !== 'undefined' ? _ReFlg : false; if (!KunrenFirstDraw) { this.Adv_L1Kunren_FirstDraw(); KunrenFirstDraw = true; return; } let _btnStr = this.Adv_L1Sel6_Update(_ReFlg); if (_btnStr != "") { this.Adv_L1Work_SelDraw(_btnStr, true); } if (_ReFlg) { L1_flame = 0; return; } if (Input.isTriggered('ok') || (this.Adv_L1Sel6_TcCk() && TouchInput.isTriggered())) { SoundManager.playOk(); if (-1 * (_Sel_WorkData._Gold * ((100 - $gameVariables.value(VN_訓練割引)) / 100)) > $gameParty._gold) { D_Text_Cng_font = "Makinas"; let _AdvSel = this.PicObjGet(PN_AdvSell); let PssX = _AdvSel._x + 152; let PssY = _AdvSel._y - 26; this.SetPicStrPopC(PN_tPopTxt, SCol.Red + "Not enough money", 40, PssX, PssY, 30, 30); D_Text_Cng_font = ""; return; } _Adv_WaitFlame = 10; Adv_Layer = 2; this.Adv_L2_Cng(_L2Mode.Kunren); for (let i = 0; i <= 25 - 1; i++) { this.MoveSprite(PN_tSelIcn + i, true, true, 5, 0); } } if (_訓練チュートリアルFlg) return; if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); Adv_Layer = 0; this.Adv_L1_PicDel(); this.Adv_L0_BtnColCng(); this.Adv_L0_SelReset(); this.DelSpriteSpan(PN_tSelIcn, PN_tSelIcn + 25); } } let _野試合_Func = Game_System.prototype.initialize; let _野試合_Sel = 0; let _野試合DrawArr = []; let _野試合PicArr = []; let _野試合選択ENo = -1; const CN_野試合選択 = 21; const AdvBtlPic = AdvPic + "L1_Battle/"; Game_System.prototype.initialize = function () { _野試合_Func.call(this); this._野試合Arr = []; }; class _野試合Enemy { constructor(_No, _WinFlg) { this.No = _No; this.WinFlg = false; } } Game_Interpreter.prototype._野試合_セットアップ = function (_敵番号) { _野試合DrawArr = []; for (let i = 0; i <= $gameSystem._野試合Arr.length - 1; i++) { if (!$gameSystem._野試合Arr[i].WinFlg) { _野試合DrawArr.push($gameSystem._野試合Arr[i]); } if (_野試合DrawArr.length >= 3) return; } for (let i = $gameSystem._野試合Arr.length - 1; i >= 0; i--) { if ($gameSystem._野試合Arr[i].WinFlg) { _野試合DrawArr.push($gameSystem._野試合Arr[i]); } } }; Game_Interpreter.prototype._野試合_敵追加 = function (_敵番号) { $gameSystem._野試合Arr.push(new _野試合Enemy(_敵番号)); }; Game_Interpreter.prototype.Adv_L1Battle_View = function () { }; Game_Interpreter.prototype.Adv_L1Battle_SelectView = function () { let _SPs = new Pos2D(146 + 179, 144 + 236); _SPs._x += (_野試合_Sel * 421); if (_野試合_Sel == 1) _SPs._y += 60; this.SetPictC(PN_WSelectH, AdvBtlPic + "PN_WSelectH", _SPs._x, _SPs._y); }; Game_Interpreter.prototype.Adv_L1Battle_Update = function () { let mvFlg = false; let _okFlg = false; if (Input.isTriggered('left')) { _野試合_Sel--; mvFlg = true; } if (Input.isTriggered('right')) { _野試合_Sel++; mvFlg = true; } let _CNo = overPointerCkArr(_野試合PicArr); if (_CNo != -1) { if (_野試合_Sel != _CNo - PN_Wanted) { _野試合_Sel = _CNo - PN_Wanted; mvFlg = true; } if (TouchInput.isTriggered()) { _okFlg = true; } } if ((Input.isTriggered('menu') || TouchInput.isCancelled())) { Adv_Layer = 0; SoundManager.playCancel(); this.Move_Api255_KTkt(); this.Adv_L1_PicDel(); this.Adv_L0_BtnColCng(); this.Adv_L0_SelReset(); } if (mvFlg) { if (_野試合_Sel < 0) _野試合_Sel = _野試合DrawArr.length - 1; if (_野試合_Sel >= _野試合DrawArr.length) _野試合_Sel = 0; this.Adv_L1Battle_SelectView(); } if (Input.isTriggered('ok')) _okFlg = true; if (_okFlg) { SoundManager.playOk(); _野試合選択ENo = _野試合DrawArr[_野試合_Sel].No; this.SetCmnEventSc(CN_野試合選択); } }; let _Kyukei_flame = 0; let kakuCBMArr = [ [449 + (296 * 0), 349, 184, 66], [449 + (296 * 1), 349, 184, 66] ]; Game_Interpreter.prototype.Adv_L1Kyukei_View = function () { D_Text_Cng_font = "Makinas"; _Kyukei_flame = 0; this.SetPict(PN_tCkBack, "Black", 0, 0, 0); this.MovePict(PN_tCkBack, true, true, 15, 80); this.SetPictFIn(PN_tCkWin, AdvPic + "KakuninWin", 0, 0, 0, 0, 15); L2Select = 0; this.MovePict(PN_AdvSell, YNPos[0]._x, YNPos[0]._y, 5); let _restTxt = "Would you like to rest? (Recovers Health)"; this.SetPicStrC(PN_tCkTxt + 0, _restTxt, 30, 710, 245, 0); this.MovePict(PN_tCkTxt + 0, true, true, 5); D_Text_Cng_font = ""; this.JN_EventLoad("休憩"); this.Adv_情報_GageDraw(50); } let KyotenYesBtnStartFlg = false; Game_Interpreter.prototype.Adv_L1Kyukei_Update = function () { if (_Kyukei_flame > 0) { _Kyukei_flame++; return; } let _MvFlg = false; if (Input.isTriggered('left')) { L2Select_Cng(); _MvFlg = true; } if (Input.isTriggered('right')) { L2Select_Cng(); _MvFlg = true; } let _CNo = overPicClickable(PN_tCkWin, kakuCBMArr); if (_CNo != -1 && L2Select != _CNo) { L2Select = _CNo; _MvFlg = true; } if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); this.Move_Api255_KTkt(); this.Adv_L0_Back(); } if ((Input.isTriggered('ok') || ((_CNo != -1) && TouchInput.isTriggered())) && !KyotenYesBtnStartFlg) { if (L2Select == 0) { KyotenYesBtnStartFlg = true; SoundManager.playOk(); let _健康 = $gameVariables.value(VN_PLKenko) + 50; if (_健康 > 100) _健康 = 100; $gameVariables.setValue(VN_PLKenko, _健康) this.JN_EventLoad("休憩選択"); } if (L2Select == 1) { SoundManager.playCancel(); this.Adv_L0_Back(); } } if (_MvFlg) { SoundManager.playCursor(); this.MovePict(PN_AdvSell, YNPos[L2Select]._x, YNPos[L2Select]._y, 5); } } let _Work成功率 = 0; let _yn_flame = 0; const CN_仕事訓練挑戦時 = 309; Game_Interpreter.prototype.Adv_L2Work_View = function (_訓練Flg) { _yn_flame = 0; L2Select = 0; EvCngWait = 5; if (!_訓練Flg) this.JN_EventLoad("仕事選択"); if (_訓練Flg) this.JN_EventLoad("訓練選択"); } Game_Interpreter.prototype.Adv_L2Work_Update = function (_訓練Flg) { _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; if (EvCngWait > 0) { EvCngWait--; if (EvCngWait <= 0) { D_Text_Cng_font = "Makinas"; this.SetPict(PN_tCkBack, "Black", 0, 0, 0); this.MovePict(PN_tCkBack, true, true, 15, 80); this.SetPictFIn(PN_tCkWin, AdvPic + "KakuninWin", 0, 0, 0, 0, 15); this.MovePict(PN_AdvSell, YNPos[0]._x, YNPos[0]._y, 5); if (_Sel_WorkData != undefined) { let _仕事Txt = "Do " + _Sel_WorkData._Name + "?"; this.SetPicStrC(PN_tCkTxt + 0, _仕事Txt, 30, 710, 245, 0); this.MovePict(PN_tCkTxt + 0, true, true, 5); let _成功確率 = _Sel_WorkData._成功確立; _Work成功率 = _成功確率 if (_成功確率 >= 100) _成功確率 = 100; let _成功率 = "Success Rate " + _成功確率 + "% "; this.SetPicStrC(PN_tCkTxt + 1, _成功率, 30, 710, 285, 0); this.MovePict(PN_tCkTxt + 1, true, true, 5); } D_Text_Cng_font = ""; return; } else { return; } } if (L2_flame < 15) return; if (WorkingFlg) { this.Adv_L2_WorkingUpdate(_訓練Flg); return; } let _MvFlg = false; if (Input.isTriggered('left')) { L2Select_Cng(); _MvFlg = true; } if (Input.isTriggered('right')) { L2Select_Cng(); _MvFlg = true; } let _CNo = overPicClickable(PN_tCkWin, kakuCBMArr); if (_CNo != -1 && L2Select != _CNo) { L2Select = _CNo; _MvFlg = true; } if (_MvFlg) { SoundManager.playCursor(); this.MovePict(PN_AdvSell, YNPos[L2Select]._x, YNPos[L2Select]._y, 5); } let _closeFlg = false; if (_yn_flame > 5) { if (Input.isTriggered('ok') || ((_CNo != -1) && TouchInput.isTriggered())) { if (L2Select == 0) { SoundManager.playOk(); console.log("仕事選択:はい"); this.MovePict(PN_KunrenFree, true, true, 5, 0); this.MovePict(PN_KunrenFreeTxt, true, true, 5, 0); this.Adv_L2_WorkingView(_訓練Flg); this.SetCmnEventSc(CN_仕事訓練挑戦時); } if (L2Select == 1) { SoundManager.playCancel(); _closeFlg = true; } } if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); _closeFlg = true; } if (_closeFlg) { if (!_訓練Flg) { this.Adv_L2_WorkClose(); this.Adv_L1Work_Draw(); } if (_訓練Flg) { this.Adv_L2_KunrenClose(); this.Adv_L1Kunren_Draw(); } } } _yn_flame++; } const PN_AsBase = PN_Layer1 + 5; const PN_AsTxt = PN_AsBase + 1; const PN_AsGage_wb = PN_AsTxt + 4; const PN_AsGage = PN_AsGage_wb + 5; const PN_AsCBack = PN_AsGage + 5; const PN_AsHart = PN_AsCBack + 5; const PN_AsBackBtn = PN_AsHart + 5; const PN_AsOneBtn = PN_AsBackBtn + 1; const PN_AsHint = PN_AsOneBtn + 2; const SW_CView_Flg = 61; const VN_C好感Flg = 61; const CN_As遊び = 25; let _Const遊びArr = [ ["Rury", "Hang out with Rury"], ["Eve", "Hang out with Eve"], ["Rebecca", "Hang out with Rebecca"], ["Kotaro", "Hang out with Kotaro"], ["Marcus", "Hang out with Marcus"] ]; let _AsTcPic = []; let _Asobi_Game_System_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { _Asobi_Game_System_initialize.call(this); this._遊び説明Arr = _Const遊びArr; }; let _AsSelArr = [false, false, false, false, false]; const L1AsobiPic = "pictures/Adv/L1_Asobi/"; const AsobiBtnZureX = 155; const SW_ルーリー遊び4 = 304; const SW_売春経験済 = 333; Game_Interpreter.prototype.Adv_L1AsobiView = function () { L1_Selecter = 0; _BefAsobi_TxtNo = -1; this.SetPictFIn(PN_AsBase, L1AsobiPic + "PN_AsBase", 0, 0, 0, 0, 15); let _posX = 350; let _posY = 97; _AsTcPic = []; for (let i = 0; i <= 5 - 1; i++) { if ($gameSwitches.value(SW_CView_Flg + i)) { this.SetPictFIn(PN_AsCBack + i, L1AsobiPic + "PN_AsCBack_" + (i + 1), _posX + (AsobiBtnZureX * i), _posY, 0, 0, 15); this.SetPictB(PN_AsGage_wb + i, L1AsobiPic + "PN_AsGage_wb", _posX + 3 + (AsobiBtnZureX * i), _posY + 394, 0); this.MovePict(PN_AsGage_wb + i, true, true, 15, 255, true, true); this.SetPictB(PN_AsGage + i, L1AsobiPic + "PN_AsGage", _posX + 3 + (AsobiBtnZureX * i), _posY + 394, 0, 100, $gameVariables.value(VN_C好感Flg + i)); this.MovePict(PN_AsGage + i, true, true, 15, 255, true, true); let _好感度 = $gameVariables.value(VN_C好感Flg + i); this.SetPicStrC(PN_AsHart + i, _好感度 + " ", 25, _posX + (AsobiBtnZureX * i) + 71, _posY + 369, 0); this.MovePict(PN_AsHart + i, true, true, 15, 255, true, true); _AsSelArr[i] = true; _AsTcPic.push(PN_AsCBack + i); if (i == 0 && $gameSwitches.value(SW_ルーリー遊び4)) { if (!$gameSwitches.value(SW_売春経験済)) { this.SetPictFIn(PN_AsHint, L1AsobiPic + "PN_AsHint1", 0, 0, 0, 0, 15); } } } else { _AsSelArr[i] = false; } } this.Adv_L1Asobi_TxtDraw(); /* this.SetPictFIn(PN_AsOneBtn, L1AsobiPic + "PN_AsOneBtn", 1019, 496, 0, 0, 15); _AsTcPic.push(PN_AsOneBtn);*/ this.MovePict(PN_AdvSell, _posX + (AsobiBtnZureX * L1_Selecter), _posY + 427, 5); this.JN_EventLoad("遊び選択", true); } let _BefAsobi_TxtNo = -1; Game_Interpreter.prototype.Adv_L1Asobi_TxtDraw = function () { if ($gameSystem._遊び説明Arr == undefined) { $gameSystem._遊び説明Arr = _Const遊びArr; } if (_BefAsobi_TxtNo != L1_Selecter) { D_Text_Cng_font = "Makinas"; this.SetPicStr(PN_AsTxt + 0, SCol.Blk0 + $gameSystem._遊び説明Arr[L1_Selecter][0], 25, 341, 648, 0); this.MovePict(PN_AsTxt + 0, true, true, 15, 255, true, true); this.SetPicStr(PN_AsTxt + 1, SCol.Blk0 + $gameSystem._遊び説明Arr[L1_Selecter][1], 25, 341, 648 + 40, 0); this.MovePict(PN_AsTxt + 1, true, true, 15, 255, true, true); D_Text_Cng_font = ""; _BefAsobi_TxtNo = L1_Selecter; } } Game_Interpreter.prototype.Adv_L1Asobi_Update = function () { let _MvFlg = false; if (Input.isTriggered('left')) { _MvFlg = true; while (true) { L1_Selecter--; if (L1_Selecter < 0) L1_Selecter = _AsSelArr.length - 1; if (_AsSelArr[L1_Selecter]) break; } } if (Input.isTriggered('right')) { _MvFlg = true; while (true) { L1_Selecter++; if (L1_Selecter >= _AsSelArr.length) L1_Selecter = 0; if (_AsSelArr[L1_Selecter]) break; } } if (L1_Selecter < 0) L1_Selecter = _AsSelArr.length - 1; if (L1_Selecter >= _AsSelArr.length) L1_Selecter = 0; let _CNo = overPointerCkArr(_AsTcPic); if (_CNo != -1) { L1_Selecter = _CNo - PN_AsCBack; if (_CNo == PN_AsOneBtn) L1_Selecter = 5; _MvFlg = true; } if (_MvFlg) { this.Adv_L1Asobi_TxtDraw(); let _posX = 350; let _posY = 97; if (L1_Selecter < 5) { this.MovePict(PN_AdvSell, _posX + (AsobiBtnZureX * L1_Selecter), _posY + 427, 5); } if (L1_Selecter == 5) { this.MovePict(PN_AdvSell, 1004, _posY + 427, 5); } } if (Input.isTriggered('ok') || ((_CNo != -1) && TouchInput.isTriggered())) { SoundManager.playOk(); Adv_Layer = 2; this.Adv_L2_Cng(_L2Mode.Asobi); } if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); this.Adv_L0_Back(); this.Move_Api255_KTkt(); } } let _l2Asobi_flame = 0; Game_Interpreter.prototype.Adv_L2Asobi_View = function () { D_Text_Cng_font = "Makinas"; _l2Asobi_flame = 0; this.SetPict(PN_tCkBack, "Black", 0, 0, 0); this.MovePict(PN_tCkBack, true, true, 15, 80); this.SetPictFIn(PN_tCkWin, AdvPic + "KakuninWin", 0, 0, 0, 0, 15); L2Select = 0; this.MovePict(PN_AdvSell, YNPos[0]._x, YNPos[0]._y, 5); let _遊びTxt = ""; if (L1_Selecter < 5) { _遊びTxt = "Hang out with " + $gameSystem._遊び説明Arr[L1_Selecter][0] + "?" } if (L1_Selecter == 5) { _遊びTxt = "Play alone?" } this.SetPicStrC(PN_tCkTxt + 0, _遊びTxt, 30, 710, 245, 0); this.MovePict(PN_tCkTxt + 0, true, true, 5); D_Text_Cng_font = ""; } Game_Interpreter.prototype.Adv_L2Asobi_Update = function () { let _MvFlg = false; if (Input.isTriggered('left')) { L2Select_Cng(); _MvFlg = true; } if (Input.isTriggered('right')) { L2Select_Cng(); _MvFlg = true; } let _CNo = overPicClickable(PN_tCkWin, kakuCBMArr); if (_CNo != -1 && L2Select != _CNo) { L2Select = _CNo; _MvFlg = true; } let _posX = 350; let _posY = 97; if (Input.isTriggered('escape') || TouchInput.isCancelled()) { SoundManager.playCancel(); this.Adv_L1_Back(); this.MovePict(PN_AdvSell, _posX + (AsobiBtnZureX * L1_Selecter), _posY + 427, 5); } if (Input.isTriggered('ok') || ((_CNo != -1) && TouchInput.isTriggered())) { if (L2Select == 0) { SoundManager.playOk(); this.JN_EventLoad("遊びC" + (L1_Selecter + 1), true); Adv_Stop = true; Adv_Layer = L0_flame = 0; this.Adv_PicDel(); } if (L2Select == 1) { SoundManager.playCancel(); this.Adv_L1_Back(); this.MovePict(PN_AdvSell, _posX + (AsobiBtnZureX * L1_Selecter), _posY + 427, 5); } } if (_MvFlg) { this.MovePict(PN_AdvSell, YNPos[L2Select]._x, YNPos[L2Select]._y, 5); } } let WorkingFlg = false; let WorkingOk_PushCnt = 0; let Working_flame = 0; let WWinPos = new Pos2D(341, 64); const _INo_訓練無料券 = 10; Game_Interpreter.prototype.Adv_L2_WorkingView = function (_訓練Flg) { _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; let _PicPath = L1WorkPic; if (_訓練Flg) { _PicPath = L1KunrenPic; } WorkingFlg = true; WorkingOk_PushCnt = 0; Working_flame = 0; this.SetPictFIn(PN_tWorkBase, _PicPath + "PN_tBase", 0, 0, 0, 0, 15); let _ckImg = _Sel_WorkData._BtnImg + "_Ck"; this.SetPictFIn(PN_tWorkWin, _PicPath + _ckImg, WWinPos._x, WWinPos._y, 0, 0, 15); this.MovePict(PN_AdvSell, true, true, 10, 0); _ViewStCnt = 0; _ViewStFlg = false; _ViewCSkills = []; _NowGold = 0; _GainGold = 0; if ($gameParty.hasItem($dataItems[_INo_訓練無料券])) { } } let _ViewStCnt = 0; let _ViewStFlg = false; let _ViewCSkills = []; let _NowGold = 0; let _GainGold = 0; let _コモンデータセッティングFlg = false; let _Work_成功Flg = false; let _WorkSexFlg = false; let _Working_Stop = false; let _WorkNo = -1; const VN_仕事セクハラ変数 = 481; Game_Interpreter.prototype.Adv_L2_WorkingUpdate = function (_訓練Flg) { Other_Voice_OffFlg = true; _訓練Flg = typeof _訓練Flg !== 'undefined' ? _訓練Flg : false; let _PicPath = L1WorkPic; if (_訓練Flg) _PicPath = L1KunrenPic; if (_Working_Stop) return; Working_flame++; if (!_コモンデータセッティングFlg) { _コモンデータセッティングFlg = true; } switch (WorkingOk_PushCnt) { case 0: if (Working_flame > 30 && (Input.isTriggered('ok') || TouchInput.isTriggered())) { SoundManager.playOk(); this.SetPict(PN_Ensyutu, "White", 0, 0, 255); this.MovePict(PN_Ensyutu, 0, 0, 30, 0); _Work_成功Flg = true; _WorkSexFlg = false; _WorkNo = -1; if (_Sel_WorkData._BtnImg.indexOf("Work") != -1) { _WorkNo = Number(_Sel_WorkData._BtnImg.replace("Work" , "")); } if (Math.random() * 100 < _Work成功率) { _Work_成功Flg = true; let sexyFlg = false; let setX = WWinPos._x; let setY = WWinPos._y; let _ckImg = _Sel_WorkData._BtnImg + "_Ok"; if ($gameSwitches.value(SW_セクハラ許可)) { _WorkSexFlg = true; var getVn = $gameVariables.value(VN_仕事セクハラ変数 + _WorkNo); if (getVn > 0) { sexyFlg = true; setX = 0; setY = 0; this.DelPict(PN_tWorkBase); if (getVn > 3) getVn = 3; _ckImg = _Sel_WorkData._BtnImg + "_Sex" + getVn; } } this.SetPictFIn(PN_tWorkWin, _PicPath + _ckImg, setX, setY, 0, 0, 5); this.SetPictFIn(PN_tWorkKek, _PicPath + "Success", 0, 0, 0, 0, 15); this.SetCmnEventSc(CN_仕事訓練後_成功); } else { _Work_成功Flg = false; let _ckImg = _Sel_WorkData._BtnImg + "_Miss"; this.SetPictFIn(PN_tWorkWin, _PicPath + _ckImg, WWinPos._x, WWinPos._y, 0, 0, 5); this.SetPictFIn(PN_tWorkKek, _PicPath + "Failure", 0, 0, 0, 0, 15); this.SetCmnEventSc(CN_仕事訓練後_失敗); } Working_flame = 0; WorkingOk_PushCnt++; } break; case 1: if (Working_flame == 2) { _ViewCSkills = []; for (let i = 0; i <= _Sel_WorkData._CSkills.length - 1; i++) { if (_Sel_WorkData._CSkills[i]._St != _St.健康) { _Sel_WorkData._CSkills[i]._UpVar = _Sel_WorkData._CSkills[i]._Var; if (!_Work_成功Flg) { _Sel_WorkData._CSkills[i]._UpVar = Math.floor(_Sel_WorkData._CSkills[i]._Var / 2); } _ViewCSkills.push(_Sel_WorkData._CSkills[i]); } } _GainGold = 0; if (_訓練Flg) { _GainGold = _Sel_WorkData._Gold; if ($gameParty.numItems($dataItems[_INo_訓練無料券]) > 0) { _GainGold = 0; $gameParty.loseItem($dataItems[_INo_訓練無料券], 1); } _UpVar = Math.floor(_GainGold * ((100 - $gameVariables.value(VN_訓練割引)) / 100)); _GainGold = _UpVar; } else { if (_Work_成功Flg) _GainGold = _Sel_WorkData._Gold; } } if (Working_flame > 30 && (Input.isTriggered('ok') || TouchInput.isTriggered())) { SoundManager.playOk(); WorkingOk_PushCnt++; this.MovePict(PN_tWorkKek, 0, 0, 30, 0); this.SetPict(PN_twResultBack, _PicPath + "PN_twResultBack", 0, 0, 0); this.MovePict(PN_twResultBack, 0, 0, 15); Working_flame = _ViewStCnt = 0; _ViewStFlg = false; _ViewCSkills.push(new _CSkill(_St.お金, _GainGold)); let _健康 = $gameVariables.value(VN_PLKenko) + _Sel_WorkData._Kenk; if (_健康 < 0) _健康 = 0; $gameVariables.setValue(VN_PLKenko, _健康); this.MovePict(PN_tGage + 1, true, true, 15, 0, true, true); let _やる気 = $gameVariables.value(VN_PLYruki) + _Sel_WorkData._Yrki; this.MovePict(PN_tGage_s + 1, true, true, 15, 0, true, true); if (_やる気 < 0) _やる気 = 0; if (_やる気 > 100) _やる気 = 100; $gameVariables.setValue(VN_PLYruki, _やる気); } break; case 2: D_Text_Cng_font = "Makinas"; if (Working_flame == 1 && !_ViewStFlg) { let _SetTxt = ""; let _SelSt = _ViewCSkills[_ViewStCnt]._St; let _UpVar = _ViewCSkills[_ViewStCnt]._UpVar; if (_UpVar >= 0) _UpVar = "+" + _UpVar; let _VN_No = -1; switch (_SelSt) { case _St.淫乱度: _SetTxt = "Lewdness "; _VN_No = VN_PLInran; break; case _St.体力: _SetTxt = "Stamina "; _VN_No = VN_PLHp; break; case _St.攻撃: _SetTxt = "Attack "; _VN_No = VN_PLAtk; break; case _St.防御: _SetTxt = "Defense "; _VN_No = VN_PLDef; break; case _St.命中: _SetTxt = "Accuracy "; _VN_No = VN_PLHit; break; case _St.回避: _SetTxt = "Evasion "; _VN_No = VN_PLkaihi; break; case _St.直感: _SetTxt = "Intuition "; _VN_No = VN_PLYomi; break; } if (_VN_No != -1) { _SetTxt += _UpVar + "("; var ckStr = PL_StateGet(); var baseValue = 0; switch (_SelSt) { case _St.淫乱度: baseValue = $gameVariables.value(_VN_No); break; case _St.体力: baseValue = ckStr[0]; break; case _St.攻撃: baseValue = ckStr[1]; break; case _St.防御: baseValue = ckStr[2]; break; case _St.命中: baseValue = ckStr[3]; break; case _St.回避: baseValue = ckStr[4]; break; case _St.直感: baseValue = ckStr[5]; break; } _SetTxt += baseValue + "→" + (baseValue + _ViewCSkills[_ViewStCnt]._UpVar) + ")"; $gameVariables.setValue(_VN_No, $gameVariables.value(_VN_No) + _ViewCSkills[_ViewStCnt]._UpVar); } else { _UpVar = _GainGold; if (_訓練Flg) { _訓練チュートリアルFlg = false; } if (_UpVar >= 0) _UpVar = "+" + _UpVar; _SetTxt = "Money " + _UpVar + "("; _SetTxt += $gameParty._gold + "→"; $gameParty._gold += _GainGold; _SetTxt += $gameParty._gold + ")"; } this.Adv_情報_MojiDraw(); let _XPos = 338 + (_ViewStCnt % 2) * 410; let _YPos = 620 + Math.floor(_ViewStCnt / 2) * 64; this.SetPicStr(PN_twResTxt + _ViewStCnt, _SetTxt, 30, _XPos, _YPos - 30, 0); this.MovePict(PN_twResTxt + _ViewStCnt, _XPos, _YPos, 15); _ViewStCnt++; } if (Working_flame == 30 && _ViewStCnt < _ViewCSkills.length) { Working_flame = 0; break; } if (Working_flame > 60 + 20 && (Input.isTriggered('ok') || TouchInput.isTriggered())) { SoundManager.playOk(); Adv_Layer = 0; WorkingFlg = false; Other_Voice_OffFlg = false; this.SetCmnEventSc(CN_日付変更); } D_Text_Cng_font = ""; break; } } Game_Interpreter.prototype.SetVN_Span = function (_StartNo, _EndNo, _Var) { for (let i = _StartNo; i <= _EndNo; i++) { $gameVariables.setValue(i, _Var) } } const VN_WorkCk = 309; Game_Interpreter.prototype.Work_CkSkillSet = function (_WorkStr) { _ViewCSkills = []; if (_WorkStr.indexOf("Work") != -1) { for (let i = 0; i <= ADV_WorkData.length - 1; i++) { if (ADV_WorkData[i]._BtnImg == _WorkStr) { _Sel_WorkData = ADV_WorkData[i].Copy(); } } } else { for (let i = 0; i <= ADV_KunrenData.length - 1; i++) { if (ADV_KunrenData[i]._BtnImg == _WorkStr) { _Sel_WorkData = ADV_KunrenData[i].Copy(); } } } _Sel_WorkData._Gold = _Sel_WorkData._Kenk = _Sel_WorkData._Yrki = 0; let _Set確立 = $gameVariables.value(VN_WorkCk); if (_Set確立 > 100) _Set確立 = 99; _Sel_WorkData._成功確立 = _Set確立; _Sel_WorkData._CSkills = []; for (let i = VN_WorkCk + 1; i <= VN_WorkCk + 10; i++) { let _ckVar = i - VN_WorkCk - 1; if ($gameVariables.value(i) == 0) continue; switch (_ckVar) { case 0: _Sel_WorkData._CSkills.push(new _CSkill(_St.体力, $gameVariables.value(i))); break; case 1: _Sel_WorkData._CSkills.push(new _CSkill(_St.攻撃, $gameVariables.value(i))); break; case 2: _Sel_WorkData._CSkills.push(new _CSkill(_St.防御, $gameVariables.value(i))); break; case 3: _Sel_WorkData._CSkills.push(new _CSkill(_St.命中, $gameVariables.value(i))); break; case 4: _Sel_WorkData._CSkills.push(new _CSkill(_St.回避, $gameVariables.value(i))); break; case 5: _Sel_WorkData._CSkills.push(new _CSkill(_St.直感, $gameVariables.value(i))); break; case 6: _Sel_WorkData._Gold = $gameVariables.value(i); break; case 7: _Sel_WorkData._CSkills.push(new _CSkill(_St.淫乱度, $gameVariables.value(i))); break; case 8: _Sel_WorkData._Kenk = $gameVariables.value(i); break; case 9: _Sel_WorkData._Yrki = $gameVariables.value(i); break; } } if (_WorkStr.indexOf("Work") != -1) { for (let i = 0; i <= ADV_WorkData.length - 1; i++) { if (ADV_WorkData[i]._BtnImg == _WorkStr) { ADV_WorkData[i] = _Sel_WorkData; } } } else { for (let i = 0; i <= ADV_KunrenData.length - 1; i++) { if (ADV_KunrenData[i]._BtnImg == _WorkStr) { ADV_KunrenData[i] = _Sel_WorkData; } } } } Game_Interpreter.prototype.Adv_L2_WorkClose = function () { this.Adv_L1_Back(); this.Adv_L1Work_Update(true); } Game_Interpreter.prototype.Adv_L2_KunrenClose = function () { this.Adv_L1_Back(); this.Adv_L1Kunren_Update(true); }