dead-end-colosseum/www/js/plugins/JsScript27Set.js
2026-01-17 11:28:46 -06:00

891 lines
34 KiB
JavaScript

let _Adv_保存変数 = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
_Adv_保存変数.call(this);
this.L0Mode = _L0Mode.Base;
this.L0BaseBtnArr = ["Btn_Town", "Btn_Rest", "Btn_Kunren", "Btn_Work"];
this.L0TownBtnArr = ["Btn_Kyoten", "Btn_Skill", "Btn_GunShop", "Btn_Item"];
this.L0TownSelecter = [];
this.L1WorkArr = ["Work1", "Work2", "Work3", "Work4", "Work5", "Work6"];
this.L1KunrenArr = ["Kunren1", "Kunren2", "Kunren3"];
};
let Adv_Mode = -1;
let _Adv_Mode = {
Base: 1,
仕事: 2,
訓練: 3,
:4
};
let Adv_Layer = 0;
let Adv_Stop = true;
let Adv_Stop_flame = 0;
const VN_訓練割引 = 24;
const VN_武器割引 = 38;
const VN_ショップ割引 = 39;
const VN_スキル割引 = 40;
const VN_治安値 = 19;
const CN_拠点移動時 = 4;
const CN_日付変更 = 10;
const AdvPic = "pictures/Adv/";
const PN_tBack = 2;
const PN_tBack_Tp = PN_tBack + 4;
const PN_tBackT = PN_tBack_Tp + 4;
const PN_tGBase = PN_tBackT + 1;
const PN_tGage = PN_tGBase + 1;
const PN_tKTxt = PN_tGage + 2;
const PN_tGage_s = PN_tKTxt + 2;
const PN_DayWin = PN_tGage_s + 2;
const PN_DayTxt = PN_DayWin + 1;
const PN_tGold = PN_DayTxt + 2;
const PN_AStTxt = PN_tGold + 1;
const PN_Tian = PN_AStTxt + 6;
const PN_tSelBtn = 31;
const PN_Layer1 = 38;
const PN_l1Back = PN_Layer1 + 1;
const PN_SelBack = 42;
const PN_tSelBtnCk = PN_l1Back + 4;
const PN_tSelIcn = 155;
const PN_tParWin = PN_tSelBtnCk + 9;
const PN_tParTxt = PN_tParWin + 9;
const PN_tJhWin = PN_tParTxt + 9;
const PN_tJhTxt = PN_tJhWin + 1;
const PN_tPopTxt = PN_tJhTxt + 10;
const PN_tSexharaBtn = PN_tPopTxt + 1;
const PN_WSelectH = PN_Layer1 + 4;
const PN_Wanted = PN_WSelectH + 1;
const PN_WBrake = PN_Wanted + 3;
const PN_KunrenFree = 132;
const PN_KunrenFreeTxt = PN_KunrenFree + 1;
const PN_Layer2 = 88;
const PN_tCkBack = PN_Layer2 + 1;
const PN_tCkWin = PN_tCkBack + 1;
const PN_tCkTxt = PN_tCkWin + 1;
const PN_tWorkBase = PN_tCkTxt + 2;
const PN_tWorkWin = PN_tWorkBase + 1;
const PN_tWorkKek = PN_tWorkWin + 1;
const PN_twResultBack = PN_tWorkKek + 2;
const PN_twResGage = PN_twResultBack + 1;
const PN_twResTxt = PN_twResGage + 6;
const PN_twResTxt_v = PN_twResTxt + 6;
const PN_twResTxt_up = PN_twResTxt_v + 6;
const PN_Layer3 = 124;
const PN_LayerTalk = 137;
const PN_AdvSell = 135;
const PN_tTatieB = 146;
const PN_tTatie = PN_tTatieB + 5
const PN_DyBack = PN_Ensyutu + 10;
const PN_DyTxt = PN_DyBack + 1;
const PN_DyMark = PN_DyTxt + 9;
const PN_EventBar = 490;
const PN_EventTxt = PN_EventBar + 1;
const MN_ADV = 6;
class _PicSave {
constructor(_PicNo, _Opi) {
this._PicNo = _PicNo;
this._Opi = _Opi;
}
}
let _ADV_PicSaveArr = [];
Game_Interpreter.prototype.ADV_PicOpi_0 = function (_time) {
_time = typeof _time !== 'undefined' ? _time : 10;
_ADV_PicSaveArr = [];
if($gameSwitches.value(SW_奴隷)){
for (let i = PN_dBtn; i <= PN_mAdvSell; i++) {
if($gameScreen.PicObjGet(i) != undefined){
if($gameScreen.PicObjGet(i)._opacity == 0) continue;
_ADV_PicSaveArr.push(new _PicSave(i, $gameScreen.PicObjGet(i)._opacity));
this.MovePict( i , true , true , _time , 0 , true , true);
}
}
} else {
for (let i = PN_tSelBtn; i <= PN_LayerTalk - 1; i++) {
if($gameScreen.PicObjGet(i) != undefined){
if($gameScreen.PicObjGet(i)._opacity == 0) continue;
_ADV_PicSaveArr.push(new _PicSave(i, $gameScreen.PicObjGet(i)._opacity));
this.MovePict( i , true , true , _time , 0 , true , true);
}
}
}
}
Game_Interpreter.prototype.ADV_PicOpi_Load = function (_time) {
_time = typeof _time !== 'undefined' ? _time : 10;
for (let i = 0; i <= _ADV_PicSaveArr.length - 1; i++) {
let _PicNo = _ADV_PicSaveArr[i]._PicNo;
let _Opi = _ADV_PicSaveArr[i]._Opi;
this.MovePict(_PicNo, true, true, _time, _Opi, true, true);
}
_ADV_PicSaveArr = [];
}
Game_Interpreter.prototype.ADV_PicOpi_Dell = function () {
this.DelPictSpan(PN_tSelBtn , PN_LayerTalk - 1);
_ADV_PicSaveArr = [];
}
let Adv_NUpdate = Game_Interpreter.prototype.NUpdate;
Game_Interpreter.prototype.NUpdate = function () {
Adv_NUpdate.call(this);
if(!$gameSwitches.value(SW_奴隷)){
this.Adv_情報_Update();
if (!Adv_Stop){
this.Adv_Update();
}
} else {
this.Adv_Dorei_UIUpdate();
if(!Adv_Stop){
this.Adv_Dorei_Update();
Adv_Stop_flame = 0;
} else {
Adv_Stop_flame++;
}
}
this.UIAutoUpdate();
}
let nadv_flame = 0;
let _Adv_WaitFlame = 0;
Game_Interpreter.prototype.Adv_Update = function () {
if (Adv_Stop) return;
if(_Adv_WaitFlame > 0) {
_Adv_WaitFlame--;
return;
}
if (Rn_LineDrawFlg) return;
switch (Adv_Layer) {
case 0: this.Adv_L0_Update(); break;
case 1: this.Adv_L1_Update(); break;
case 2: this.Adv_L2_Update(); break;
}
nadv_flame++;
}
let befGold = 0;
Game_Interpreter.prototype.UIAutoUpdate = function () {
var ckSprite = PicObjGet(PN_tGold);
if ($gameParty._gold != befGold && ckSprite != null) {
befGold = $gameParty._gold;
D_Text_Cng_font = "Makinas";
this.Adv_GoldDraw();
D_Text_Cng_font = "";
}
}
let L0_NotDrawFlg = false;
let _L0Mode = {
Event:0,
Base: 1,
Town: 2
};
let L0_flame = 0;
Game_Interpreter.prototype.Adv_L0_Cng = function (_Mode) {
_Mode = typeof _Mode !== 'undefined' ? _Mode : $gameSystem.L0Mode;
if($gameMap._mapId != MN_ADV){
$gamePlayer.reserveTransfer(MN_ADV, 1, 1, 0, 2);
}
$gameSystem.L0Mode = _Mode;
Adv_Layer = 0; L0_flame = 0;
switch ($gameSystem.L0Mode) {
case _L0Mode.Event:
this.Adv_L0Event_View();
break;
case _L0Mode.Base:
this.Adv_L0Base_View();
break;
case _L0Mode.Town:
this.Adv_L0Town_View();
break;
}
this.Adv_情報_Draw(true);
for (let i = PN_tSelBtn; i <= PN_LayerTalk - 1; i++) {
this.MovePict(i, true, true, 10, 0, true, true);
}
}
let L0_Selecter = 0;
Game_Interpreter.prototype.Adv_L0_Update = function () {
if(battleflg) return;
switch ($gameSystem.L0Mode) {
case _L0Mode.Base:
this.Adv_L0Base_Update();
break;
case _L0Mode.Town:
this.Adv_L0Town_Update();
break;
}
if ((Input.isTriggered('escape') || TouchInput.isCancelled()) && L0_flame > 30) {
this.Menu_Open();
}
L0_flame++;
}
Game_Interpreter.prototype.Adv_L0_SelReset = function () {
this.MovePict(PN_AdvSell, L0BtnPos._x - 15, L0BtnPos._y - (_AdvSellSa * L0_Selecter) + 35, 5);
}
let _変数範囲内変更 = function (_VarID , _Min , _Max) {
let _ckVar = $gameVariables.value(_VarID);
if(_ckVar < _Min) _ckVar = _Min;
if(_ckVar > _Max) _ckVar = _Max;
$gameVariables.setValue(_VarID ,_ckVar);
}
let _Bef健康 = 0;
let _Befやる気 = 0;
let _健康DrawFlg = false;
Game_Interpreter.prototype.Adv_情報_Draw = function (_SetFlg) {
_SetFlg = typeof _SetFlg !== 'undefined' ? _SetFlg : false;
_健康DrawFlg = true;
_変数範囲内変更(VN_PLKenko , 0 , 100);
_変数範囲内変更(VN_PLYruki , 0 , 100);
let _opi = 255;
if (_SetFlg){
_opi = 0;
_Bef健康 = $gameVariables.value(VN_PLKenko);
_Befやる気 = $gameVariables.value(VN_PLYruki);
}
this.SetPict(PN_tGBase, AdvPic + "PN_tGBase", 0, 0, _opi);
this.MovePict(PN_tGBase, true, true, 10);
this.SetPict(PN_tBackT, AdvPic + "PN_tBackT", 0, 0, _opi);
this.MovePict(PN_tBackT, true, true, 10);
let _健康 = $gameVariables.value(VN_PLKenko);
this.SetPict(PN_tGage, AdvPic + "PN_tGage", 126, 21, _opi, _健康);
this.MovePict(PN_tGage, true, true, 10, 255, true);
this.PicCngColor(PN_tGage, [0,255,0]);
// if (_健康 <= 50) this.PicCngColor(PN_tGage, [255, 255, 0]);
// if (_健康 <= 25) this.PicCngColor(PN_tGage, [255, 0, 0]);
let _やる気 = $gameVariables.value(VN_PLYruki);
this.SetPict(PN_tGage_s, AdvPic + "PN_tGage_s", 127, 21 + 37, _opi, _やる気);
this.MovePict(PN_tGage_s, true, true, 10, 255, true);
this.PicCngColor(PN_tGage_s, [234, 150, 215]);
D_Text_Cng_font = "Makinas";
this.SetPictFIn(PN_DayWin, AdvPic + "PN_DayWin", 0, 0, 0, 0, 10);
let _現在日 = $gameVariables.value(VN_日付);
let _試合日 = $gameVariables.value(VN_試合日);
let _残り日数 = _試合日 - _現在日;
this.SetPicStrC(PN_DayTxt + 0, $gameVariables.value(VN_日付), 80, 1364, 83, 0);
this.SetPicStrC(PN_DayTxt + 1, _残り日数, 24, 1384, 160, 0);
this.MovePict(PN_DayTxt + 0, true, true, 10);
this.MovePict(PN_DayTxt + 1, true, true, 10);
D_Text_Cng_font = "";
this.Adv_情報_ステートDraw(_opi);
this.Adv_情報_MojiDraw();
let _TianVar = $gameVariables.value(VN_治安値);
let _TianPic = "PN_Tian_1";
if(_TianVar <= 80) _TianPic = "PN_Tian_2";
if(_TianVar <= 60) _TianPic = "PN_Tian_3";
if(_TianVar <= 40) _TianPic = "PN_Tian_4";
if(_TianVar <= 20) _TianPic = "PN_Tian_5";
this.SetPictFIn(PN_Tian, AdvPic + _TianPic, 0, 0, 0, 0, 10);
}
Game_Interpreter.prototype.Adv_情報_ステートDraw = function (_opi) {
_opi = typeof _opi !== 'undefined' ? _opi : 255;
if ($gameSwitches.value(SW_奴隷)) return;
let _AStTxtPs = new Pos2D(801 , 23);
D_Text_Cng_font = "Makinas";
let _StArr = PL_StateGet();
for (let i = 0; i <= _StArr.length - 1; i++) {
let _PsX = _AStTxtPs._x + (97 * (i % 3));
let _PsY = _AStTxtPs._y + (25 * Math.floor(i / 3));
this.SetPicStr(PN_AStTxt + i , _StArr[i] , 18 , _PsX , _PsY , _opi);
this.MovePict(PN_AStTxt + i , true , true , 10 , 255);
}
D_Text_Cng_font = "";
}
Game_Interpreter.prototype.Adv_情報_MojiDraw = function (_健康Txt , _やる気Txt) {
_健康Txt = typeof _健康Txt !== 'undefined' ? _健康Txt : -1;
_やる気Txt = typeof _やる気Txt !== 'undefined' ? _やる気Txt : -1;
D_Text_Cng_font = "Makinas";
let _zrX = 100;
let _tX = 380; let _ty = 14;
let _健康 = $gameVariables.value(VN_PLKenko);
if(_健康Txt != -1){
_健康 = _健康Txt;
}
this.SetPicStrR(PN_tKTxt + 0, " " + String(_健康) + " / 100 ", 22, _tX + _zrX, _ty, 0);
this.MovePict(PN_tKTxt + 0, true, true, 10);
let _やる気 = $gameVariables.value(VN_PLYruki);
if(_やる気Txt != -1){
_やる気 = _やる気Txt;
}
this.SetPicStrR(PN_tKTxt + 1, " " + String(_やる気) + " / 100 ", 22, _tX + _zrX, _ty + 32, 0);
this.MovePict(PN_tKTxt + 1, true, true, 10);
this.Adv_GoldDraw();
D_Text_Cng_font = "";
}
Game_Interpreter.prototype.Adv_GoldDraw = function () {
let _Gold = $gameParty._gold;
this.SetPicStrR(PN_tGold, _Gold + "B", 30, 658, 26, 0);
this.MovePict(PN_tGold, true, true, 10);
}
Game_Interpreter.prototype.Adv_情報_GageDraw = function (_健康変化値 , _やる気変化値) {
_健康変化値 = typeof _健康変化値 !== 'undefined' ? _健康変化値 : 0;
_やる気変化値 = typeof _やる気変化値 !== 'undefined' ? _やる気変化値 : 0;
let _BarXSize = 221;
let _ggXPos = _BarXSize - (_BarXSize * ((100 - $gameVariables.value(VN_PLKenko)) / 100)) + 1;
let _SetSizeX = _健康変化値;
if($gameVariables.value(VN_PLKenko) + _SetSizeX < 0) _SetSizeX = -$gameVariables.value(VN_PLKenko);
if($gameVariables.value(VN_PLKenko) + _SetSizeX > 100) _SetSizeX = 100 - $gameVariables.value(VN_PLKenko);
this.SetPict(PN_tGage + 1, AdvPic + "PN_tGage", 127 + _ggXPos, 21, 255, _SetSizeX);
if(_健康変化値 < 0){
this.PicCngColor(PN_tGage + 1, [255,0,0]);
} else {
this.PicCngColor(PN_tGage + 1, [255,255,0]);
}
_ggXPos = _BarXSize - (_BarXSize * ((100 - $gameVariables.value(VN_PLYruki)) / 100)) + 1;
_SetSizeX = _やる気変化値;
if($gameVariables.value(VN_PLYruki) + _SetSizeX < 0) _SetSizeX = -$gameVariables.value(VN_PLYruki);
if($gameVariables.value(VN_PLYruki) + _SetSizeX > 100) _SetSizeX = 100 - $gameVariables.value(VN_PLYruki);
this.SetPict(PN_tGage_s + 1, AdvPic + "PN_tGage_s", 127 + _ggXPos, 21 + 37, 255, _SetSizeX);
if(_やる気変化値 < 0){
this.PicCngColor(PN_tGage_s + 1, [255,0,0]);
} else {
this.PicCngColor(PN_tGage_s + 1, [255,255,0]);
}
}
Game_Interpreter.prototype.Adv_情報_Update = function (_SetFlg) {
if (!_健康DrawFlg) return;
let _zrX = 100;
let _tX = 380; let _ty = 14;
if (_Bef健康 != $gameVariables.value(VN_PLKenko)) {
D_Text_Cng_font = "Makinas";
this.MovePict(PN_tGage, true, true, 60, 255, $gameVariables.value(VN_PLKenko));
_Bef健康 = $gameVariables.value(VN_PLKenko);
this.SetPicStrR(PN_tKTxt + 0, " " + String(_Bef健康) + " / 100 ", 22, _tX + _zrX, _ty, 0);
this.MovePict(PN_tKTxt + 0, true, true, 10);
D_Text_Cng_font = "";
}
if (_Befやる気 != $gameVariables.value(VN_PLYruki)) {
D_Text_Cng_font = "Makinas";
this.MovePict(PN_tGage_s, true, true, 60, 255, $gameVariables.value(VN_PLYruki));
_Befやる気 = $gameVariables.value(VN_PLYruki);
this.SetPicStrR(PN_tKTxt + 1, " " + String(_Befやる気) + " / 100 ", 22, _tX + _zrX, _ty + 32, 0);
this.MovePict(PN_tKTxt + 1, true, true, 10);
D_Text_Cng_font = "";
}
}
Game_Interpreter.prototype.Adv_健康_Dell = function () {
_健康DrawFlg = false;
this.DelPictSpan(PN_tGBase, PN_Tian);
}
Game_Interpreter.prototype.Adv_Reset = function () {
Adv_Layer = 0;
this.DelPictSpan(PN_tSelBtnCk + 0, PN_tSelBtnCk + 5);
this.Adv_L0_BtnColCng();
this.Adv_L0_SelReset();
this.Adv_PicDel();
this.DelPictSpan(PN_tSelBtn + 0, PN_tSelBtn + 5);
}
Game_Interpreter.prototype.Adv_L0_Back = function () {
L0_NotDrawFlg = true;
Adv_Layer = L0_flame = 0;
L0_flame = 0;
this.Adv_L1_PicDel();
this.Adv_L2_PicDel();
this.Adv_L0_BtnColCng();
this.Adv_L0_SelReset();
}
let L0BtnPos = new Pos2D(60, 630);
let L0_TcPic = [];
const L0背景Path = "parallaxes/";
let L0EventBackImg = "Back_Base";
Game_Interpreter.prototype.Adv_L0Event_View = function () {
}
Game_Interpreter.prototype.EventBackSet = function (_PicName) {
_PicName = typeof _PicName !== 'undefined' ? _PicName : "";
if (_PicName != "") {
L0EventBackImg = _PicName;
}
this.SetPict(PN_tBack, L0背景Path + L0EventBackImg, 0, 0);
}
Game_Interpreter.prototype.EventBackCng = function (_PicName , _time) {
_time = typeof _time !== 'undefined' ? _time : 15;
for (let i = 0; i <= 4 - 1; i++) {
this.PicNoCng( PN_tBack_Tp + i , PN_tBack + i);
}
this.SetPict(PN_tBack_Tp, L0背景Path + _PicName, 0, 0 , 0);
this.MovePict( PN_tBack_Tp , true , true , _time , 255);
}
let _L1Mode = {
仕事: 1,
訓練: 2,
休憩: 3,
遊び: 4,
野試合: 8,
アイテム: 5,
ガン: 6,
スキル: 7
};
let L1Mode = _L1Mode.仕事;
let L1PicArr = [];
let EvCngWait = 0;
let L1_flame = 0;
Game_Interpreter.prototype.Adv_L1_Cng = function (_Mode) {
_Mode = typeof _Mode !== 'undefined' ? _Mode : L1Mode;
L1Mode = _Mode;
L1_flame = 0;
switch (L1Mode) {
case _L1Mode.遊び: this.JN_EventLoad("遊び"); break;
case _L1Mode.仕事: this.JN_EventLoad("仕事"); break;
case _L1Mode.訓練: this.JN_EventLoad("訓練"); break;
case _L1Mode.休憩: this.JN_EventLoad("休憩"); break;
case _L1Mode.野試合: this.JN_EventLoad("野試合"); break;
case _L1Mode.アイテム: this.JN_EventLoad("アイテム"); break;
case _L1Mode.ガン: this.JN_EventLoad("ガン"); break;
case _L1Mode.スキル: this.JN_EventLoad("スキル"); break;
}
EvCngWait = 5;
}
let L1_Selecter = 0;
let L1_KeyStop = 0;
Game_Interpreter.prototype.Adv_L1_Update = function () {
if(EvCngWait > 0){
EvCngWait--;
if(EvCngWait <= 0){
switch (L1Mode) {
case _L1Mode.遊び: this.Adv_L1AsobiView(); break;
case _L1Mode.仕事: this.Adv_L1Work_View(); break;
case _L1Mode.訓練: this.Adv_L1Kunren_View(); break;
case _L1Mode.休憩: this.Adv_L1Kyukei_View(); break;
case _L1Mode.野試合: this.Adv_L1Battle_View(); break;
case _L1Mode.アイテム: this.Adv_L1アイテム_View(); break;
case _L1Mode.ガン: this.Adv_L1ガン_View(); break;
case _L1Mode.スキル: this.Adv_L1スキル_View(); break;
}
return;
} else {
return;
}
}
if (L1_flame > 10) {
switch (L1Mode) {
case _L1Mode.遊び: this.Adv_L1Asobi_Update(); break;
case _L1Mode.仕事: this.Adv_L1Work_Update(); break;
case _L1Mode.訓練: this.Adv_L1Kunren_Update(); break;
case _L1Mode.休憩: this.Adv_L1Kyukei_Update(); break;
//case _L1Mode.野試合: this.Adv_L1Battle_Update(); break; //野試合
case _L1Mode.アイテム: this.Adv_L1アイテム_Update(); break;
case _L1Mode.ガン: this.Adv_L1ガン_Update(); break;
case _L1Mode.スキル: this.Adv_L1スキル_Update(); break;
}
}
L1_flame++;
}
Game_Interpreter.prototype.Adv_L1_PicDel = function () {
this.DelPictSpan(PN_Layer1, PN_Layer2 - 1);
}
Game_Interpreter.prototype.Adv_L1_Back = function () {
Adv_Layer = 1; L1_flame = 0;
this.Adv_L2_PicDel();
}
let Sel6_PicPath = "";
let Sel6_BtnArr = [];
let Sel6_Selecter = 0;
let Sel6_BtnPos = new Pos2D(268, 192);
let _Sel6_TcPic = [];
let _Sel6_StArr = [];
let Sel6_Flame = 0;
const _Sel6SaX = 308;
const _Sel6SaY = 117;
let Sel6IcnPicCnt = 0;
const VN_客引き回数 = 115;
const VN_接客回数 = 116;
Game_Interpreter.prototype.Adv_L1Sel6_View = function (_PicPath, _BtnArr, _SucArr , _StArr) {
_SucArr = typeof _SucArr !== 'undefined' ? _SucArr : [];
_StArr = typeof _StArr !== 'undefined' ? _StArr : [];
Sel6IcnPicCnt = 0;
Sel6_Selecter = 0;
Sel6_PicPath = _PicPath;
Sel6_BtnArr = _BtnArr.slice();
_Sel6_TcPic = [];
_Sel6_StArr = [];
Sel6_Flame = 0;
let _opi = 0;
D_Text_Cng_font = "Makinas";
for (let i = 0; i <= Sel6_BtnArr.length - 1; i++) {
let _PsX = Sel6_BtnPos._x + (_Sel6SaX * (i % 3));
let _PsY = Sel6_BtnPos._y + (_Sel6SaY * (Math.floor(i / 3)));
this.SetPict(PN_tSelBtnCk + i, Sel6_PicPath + "Btn_" + Sel6_BtnArr[i], _PsX - 50, _PsY, _opi);
this.MovePict(PN_tSelBtnCk + i, _PsX, true, 10 + (3 * i));
_Sel6_TcPic.push(PN_tSelBtnCk + i);
switch (Sel6_BtnArr[i]) {
case "Work8":
if (!CheckWork8()) {
this.PicCngColor(PN_tSelBtnCk + i , [-100,-100,-100,0]);
continue;
}
break;
case "Work9":
if (!CheckWork9()) {
this.PicCngColor(PN_tSelBtnCk + i , [-100,-100,-100,0]);
continue;
}
break;
}
for (let j = 0; j <= _StArr[i].length - 1; j++) {
let _SetImg = "";
switch(_StArr[i][j]._St){
case _St.体力: _SetImg = "Icn_UpHp";
break;
case _St.攻撃: _SetImg = "Icn_UpAtk";
break;
case _St.防御: _SetImg = "Icn_UpDef";
break;
case _St.命中: _SetImg = "Icn_UpHit";
break;
case _St.回避: _SetImg = "Icn_UpAgi";
break;
case _St.直感: _SetImg = "Icn_UpJut";
break;
case _St.お金:
_SetImg = "Icn_UpMn1";
if(_StArr[i][j]._Gold >= 400) _SetImg = "Icn_UpMn2";
if(_StArr[i][j]._Gold >= 1000) _SetImg = "Icn_UpMn3";
break;
case _St.淫乱度: _SetImg = "Icn_UpInrn";
break;
}
let _PsIcnX = _PsX + 224 - (j * 44);
let _PsIcnY = _PsY + 26;
this.SetSprite(PN_tSelIcn + Sel6IcnPicCnt, L0BasePic + _SetImg, _PsIcnX - 50, _PsIcnY, 0);
this.MoveSprite(PN_tSelIcn + Sel6IcnPicCnt, _PsIcnX, true, 10 + (3 * i));
Sel6IcnPicCnt++;
}
let _SaveX = _PsX + 157;
_PsY += 25;
this.SetPict(PN_tParWin + i, Sel6_PicPath + "RateWin", _SaveX - 50, _PsY - 60, _opi);
this.MovePict(PN_tParWin + i, _SaveX, true, 10 + (3 * i));
let _成功確率 = _SucArr[i];
this.SetPicStrR(PN_tParTxt + i, SCol.Blk0 + _成功確率 + " ", 25, _SaveX + 89 + 51, _PsY - 50, _opi);
this.MovePict(PN_tParTxt + i, _SaveX + 48 + 51, true, 10 + (3 * i));
}
D_Text_Cng_font = "";
this.MovePict(PN_AdvSell, Sel6_BtnPos._x - 15, Sel6_BtnPos._y + 30, 5);
}
Game_Interpreter.prototype.Adv_L1Sel6_TcCk = function () {
return overPointerCkArr(_Sel6_TcPic) != -1;
}
Game_Interpreter.prototype.Adv_L1Sel6_Update = function (_ReFlg) {
_ReFlg = typeof _ReFlg !== 'undefined' ? _ReFlg : false;
let _mvFlg = false;
if (Input.isTriggered('up')) {
Sel6_Selecter -= 3; _mvFlg = true;
}
if (Input.isTriggered('down')) {
if (Sel6_Selecter + 3 <= Sel6_BtnArr.length - 1) {
Sel6_Selecter += 3; _mvFlg = true;
}
}
if (Input.isTriggered('left')) {
_mvFlg = true;
if (Sel6_Selecter % 3 > 0) Sel6_Selecter--;
}
if (Input.isTriggered('right')) {
_mvFlg = true;
if (Sel6_Selecter % 3 < 2) Sel6_Selecter++;
}
let _CNo = overPointerCkArr(_Sel6_TcPic);
if (_CNo != -1){
if (Sel6_Selecter != _CNo - PN_tSelBtnCk){
Sel6_Selecter = _CNo - PN_tSelBtnCk;
_mvFlg = true;
}
}
if (_ReFlg) _mvFlg = true;
if (_mvFlg) {
SoundManager.playCursor();
if (Sel6_Selecter < 0) Sel6_Selecter = 0;
if (Sel6_Selecter >= Sel6_BtnArr.length - 1) Sel6_Selecter = Sel6_BtnArr.length - 1;
let _PsX = Sel6_BtnPos._x + (_Sel6SaX * (Sel6_Selecter % 3));
let _PsY = Sel6_BtnPos._y + (_Sel6SaY * (Math.floor(Sel6_Selecter / 3)));
this.MovePict(PN_AdvSell, _PsX - 15, _PsY + 30, 5);
return Sel6_BtnArr[Sel6_Selecter];
}
Sel6_Flame++;
return "";
}
Game_Interpreter.prototype.Adv_L1Sel6_ReSell = function () {
let _PsX = Sel6_BtnPos._x + (_Sel6SaX * (Sel6_Selecter % 3));
let _PsY = Sel6_BtnPos._y + (_Sel6SaY * (Math.floor(Sel6_Selecter / 3)));
this.MovePict(PN_AdvSell, _PsX - 15, _PsY + 30, 5);
}
let _L2Mode = {
Work: 1,
Kunren: 2,
Asobi: 3
};
let L2Mode = _L2Mode.Work;
let L2PicArr = [];
let L2_flame = 0;
let L2Select = 0;
let YNPos = [new Pos2D(455,381), new Pos2D(720,381)];
Game_Interpreter.prototype.Adv_L2_Cng = function (_Mode) {
L2Mode = _Mode; L2_flame = 0;
switch (_Mode) {
case _L2Mode.Work: this.Adv_L2Work_View(); break;
case _L2Mode.Kunren: this.Adv_L2Work_View(true); break;
case _L2Mode.Asobi: this.Adv_L2Asobi_View(true); break;
}
}
let L2_Selecter = 0;
Game_Interpreter.prototype.Adv_L2_Update = function () {
switch (L2Mode) {
case _L2Mode.Work: this.Adv_L2Work_Update(); break;
case _L2Mode.Kunren: this.Adv_L2Work_Update(true); break;
case _L2Mode.Asobi: this.Adv_L2Asobi_Update(true); break;
}
L2_flame++;
}
Game_Interpreter.prototype.Adv_L2_PicDel = function () {
this.DelPictSpan(PN_Layer2, PN_Layer3 - 1);
}
let L2Select_Cng = function () {
if (L2Select == 0) {
L2Select = 1;
} else {
L2Select = 0;
}
}
const DyCngPic = "pictures/Adv/Day_Cng/";
const DyCngMarkPic = "pictures/Adv/Day_Cng/Mark/";
let _DayArr = [null, null, null, null, null, null, null, null];
let _Day = 0;
let _dy_flame = 0;
let Adv_DyCng_Initialize = Game_System.prototype.initialize;
const DayCng_マーク差Y = 110;
Game_System.prototype.initialize = function () {
Adv_DyCng_Initialize.call(this);
this.DayMarkArr = [];
};
class DayMarkData {
constructor(day , markPic){
this.day = day
this.markPic = markPic;
}
}
Game_Interpreter.prototype.日付変更マーク設定 = function (day , markPic) {
$gameSystem.DayMarkArr.push(new DayMarkData(day , markPic));
}
Game_Interpreter.prototype.日付変更マーク設定削除 = function (day) {
for (let j = 0; j < $gameSystem.DayMarkArr.length; j++) {
if ($gameSystem.DayMarkArr[j].day == day) {
$gameSystem.DayMarkArr.splice(j , 1);
}
}
}
Game_Interpreter.prototype.Adv_DyCng_View = function () {
_dy_flame = 0;
this.DelPictSpan(PN_rsMovie , PN_rsTop);
this.DelPict(PN_DyBack);
this.SetPict(PN_DyBack , DyCngPic + "PN_DyBack" , 0 , 0, 0 , 100 , 100);
this.MovePict(PN_DyBack , 0 , 0 , 10 , 255 , 100 , 100);
_Day = $gameVariables.value(VN_日付);
D_Text_Cng_font = "Makinas";
for (let i = 0; i <= _DayArr.length - 1; i++) {
_DayArr[i] = _Day - 3 + i;
if (_DayArr[i] < 0) _DayArr[i] = null;
if (_DayArr[i] != null) {
let _tPos = _dyTxtPos(i);
let _fontSize = _dyFontSize(i);
for (let j = 0; j < $gameSystem.DayMarkArr.length; j++) {
if ($gameSystem.DayMarkArr[j].day == _DayArr[i]) {
this.SetPictTC(
PN_DyMark + i , DyCngMarkPic + $gameSystem.DayMarkArr[j].markPic ,
_tPos._x, _tPos._y + DayCng_マーク差Y , 0 , _fontSize , _fontSize
);
}
}
if (_DayArr[i] > 140) _DayArr[i] = "";
this.SetPicStrC(PN_DyTxt + i, _DayArr[i], 240, _tPos._x, _tPos._y, 0);
this.MovePict(PN_DyTxt + i, true, true, 1, 0, _fontSize, _fontSize);
}
}
D_Text_Cng_font = "";
}
let _dyTxtPos = function (_Cnt) {
let _kX = 0;
let _kY = 0;
let _Sa = Math.abs(_Cnt - 3);
if (_Sa > 0) { _kX += 212; _kY += 34; }
if (_Sa > 1) { _kX += 174; _kY += 15; }
if (_Sa > 2) { _kX += 146; _kY += 0; }
if (_Sa > 3) { _kX += 146; _kY += 0; }
if (_Cnt - 3 < 0) _kX *= -1;
let _PosX = 703 + _kX; let _PosY = 429 + _kY;
return new Pos2D(_PosX, _PosY);
}
let _dyFontSize倍率 = 0.8;
let _dyFontSize = function (_Cnt) {
let _Sa = Math.abs(_Cnt - 3);
let _FSize = 100 * _dyFontSize倍率;
if (_Sa > 0) _FSize = 60 * _dyFontSize倍率;
if (_Sa > 1) _FSize = 40 * _dyFontSize倍率;
return _FSize;
}
let _dyFontOpi = function (_Cnt) {
let _Sa = Math.abs(_Cnt - 3);
let _FOpi = 255;
if (_Sa > 1) _FOpi = 200;
if (_Sa > 2) _FOpi = 100;
if (_Sa > 3) _FOpi = 0;
return _FOpi;
}
Game_Interpreter.prototype.Adv_DyCng_Update = function () {
var okFlg = Input.isPressed('ok') || TouchInput.isPressed()
if (okFlg && _dy_flame < 90) _dy_flame = 89;
if (_dy_flame == 2) {
for (let i = 0; i <= _DayArr.length - 1; i++) {
if (_DayArr[i] != null) {
let _fontOpi = _dyFontOpi(i);
this.MovePict(PN_DyTxt + i, true, true, 48, _fontOpi, true, true);
for (let j = 0; j < $gameSystem.DayMarkArr.length; j++) {
if ($gameSystem.DayMarkArr[j].day == _DayArr[i]) {
this.MovePict(PN_DyMark + i, true, true, 48, _fontOpi, true, true);
}
}
}
}
}
if (_dy_flame == 90) {
EasingStr = "easeOutQuad";
for (let i = 0; i <= _DayArr.length - 1; i++) {
if (_DayArr[i] != null) {
let _tPos = _dyTxtPos(i - 1);
let _fontOpi = _dyFontOpi(i - 1);
let _fontSize = _dyFontSize(i - 1);
this.MovePict(PN_DyTxt + i, _tPos._x, _tPos._y, 30, _fontOpi, _fontSize, _fontSize);
for (let j = 0; j < $gameSystem.DayMarkArr.length; j++) {
if ($gameSystem.DayMarkArr[j].day == _DayArr[i]) {
this.MovePict(PN_DyMark + i, _tPos._x, _tPos._y + DayCng_マーク差Y,
30, _fontOpi, _fontSize, _fontSize);
}
}
}
}
EasingStr = "";
this.ADV_PicOpi_Dell();
if (okFlg) _dy_flame = 90 + 30;
}
if (_dy_flame == 90 + 60) {
for (let i = PN_DyBack; i <= PN_DyMark + 8; i++) {
this.MovePict(i, true, true, 30, 0, 100, 100);
}
if(_DayCngBack != ""){
this.SetPict(PN_tBack_Tp, L0背景Path + _DayCngBack, 0, 0);
}
}
if (_dy_flame == 90 + 60 + 35) {
this.DelPictSpan(PN_DyBack , PN_DyTxt + 8);
Adv_Stop = false;
L0_NotDrawFlg = false;
return false;
}
_dy_flame++;
return true;
}
let _DayCngEvent = "";
let _DayCngBack = "";
Game_Interpreter.prototype.DayCngEvent = function () {
Adv_Stop = false;
if(_DayCngEvent != ""){
this.Adv_L0_Cng(_L0Mode.Event);
this.JN_EventLoad(_DayCngEvent , true);
} else {
this.Adv_L0_Cng(_L0Mode.Base);
}
this.EnFadeOut(30);
_DayCngEvent = "";
}
const PN_AsGage_wb_t = 190;
const PN_AsGage_t = PN_AsGage_wb_t + 1;
const PN_AsCBack_t = PN_AsGage_t + 1;
const PN_AsTxt_t = PN_AsCBack_t + 1
let _好感度_flame = 0;
let _Set_Plus = -1;
let _好感度CNo = 0;
let _好感度ViewTxt = 0;
let _好感度Ps = new Pos2D(0,0);
Game_Interpreter.prototype.好感度表示 = function (_CNo , _Plus , _Pos) {
_Plus = typeof _Plus !== 'undefined' ? _Plus : 0;
_Pos = typeof _Pos !== 'undefined' ? _Pos : "l";
_好感度Ps = new Pos2D(0,308);
_好感度CNo = _CNo;
_好感度_flame = 1;
switch(_Pos){
case "l":
_好感度Ps._x = 54;
break;
case "r":
_好感度Ps._x = 1312;
break
}
let _posX = _好感度Ps._x;
let _posY = _好感度Ps._y;
this.SetPictFIn(PN_AsCBack_t, L1AsobiPic + "PN_AsCBack_" + _好感度CNo, _posX, _posY, 0, 0, 15);
this.SetPictB(PN_AsGage_wb_t, L1AsobiPic + "PN_AsGage_wb" , _posX + 3, _posY + 394, 0);
this.MovePict(PN_AsGage_wb_t, true, true, 15, 255, true, true);
this.SetPictB(PN_AsGage_t, L1AsobiPic + "PN_AsGage", _posX + 3, _posY + 394,
0, 100, $gameVariables.value(VN_C好感Flg + (_好感度CNo - 1)));
this.MovePict(PN_AsGage_t, true, true, 15, 255, true, true);
let _変数No = VN_C好感Flg + _好感度CNo - 1;
this.SetPictB(PN_AsGage_t, L1AsobiPic + "PN_AsGage" , _posX + 3, _posY + 394, 0, 100, $gameVariables.value(_変数No));
this.MovePict(PN_AsGage_t, true, true, 15, 255, true, true);
let _好感度 = $gameVariables.value(_変数No);
_Bef好感度 = _好感度;
_Set_Plus = _好感度 + _Plus;
$gameVariables.setValue(VN_C好感Flg + _好感度CNo - 1 , _Set_Plus);
//if(_Set_Plus > 100) _Set_Plus = 100;
if(_Set_Plus < 0) _Set_Plus = 0;
this.SetPicStrC(PN_AsTxt_t , " " + _好感度 + " " , 25, _posX + 65, _posY + 369, 0);
this.MovePict(PN_AsTxt_t , true, true, 15, 255, true, true);
this.SetPicStrC(PN_AsTxt_t + 1 , " " + _Plus + " " , 25, _posX + 65, _posY + 369 - 60, 0);
this.MovePict(PN_AsTxt_t + 1 , true, true, 15, 255, true, true);
_好感度WaitFlg = true;
}
let _好感度WaitFlg = false;
let _好感度DelFlame = 0;
let _Bef好感度 = 0;
let 好感度表示_Update = Game_Interpreter.prototype.NUpdateSc;
Game_Interpreter.prototype.NUpdateSc = function () {
好感度表示_Update.call(this);
let _posX = _好感度Ps._x;
let _posY = _好感度Ps._y;
if(_好感度_flame > 0){
if(_好感度_flame == 60){
this.MovePict(PN_AsTxt_t + 1 , true, _posY + 369, 15, 0);
}
if(_好感度_flame > 60 && _好感度_flame % 5 == 0){
this.MovePict(PN_AsGage_t, true, true, 30, 255, true, _Set_Plus);
let _CkVN = _Bef好感度
if(_CkVN > _Set_Plus){
_Bef好感度 -= 1;
}
if(_CkVN < _Set_Plus){
_Bef好感度 += 1;
}
if(_CkVN == _Set_Plus){
_Set_Plus = -1;
_好感度_flame = 0;
_好感度DelFlame = 60;
}
this.SetPicStrC(PN_AsTxt_t , " " + _Bef好感度 + " " , 25, _posX + 65, _posY + 369);
}
if(_好感度_flame != 0) _好感度_flame++;
}
if(_好感度_flame == 0 && _好感度DelFlame > 0){
_好感度DelFlame--;
if(_好感度DelFlame == 0) {
this.DelPictSpan(PN_AsGage_wb_t , PN_AsTxt_t + 1);
_好感度WaitFlg = false;
}
}
}
Game_Interpreter.prototype.Adv_PicDel = function () {
for (let i = 0; i <= 6; i++) {
this.DelPict(PN_tSelBtn + i);
}
this.Adv_L1_PicDel();
this.Adv_L2_PicDel();
this.DelPict(PN_AdvSell);
}
Game_Interpreter.prototype.Adv_SpineEffect_Close = function () {
this.SpineView(PN_EnSpine,"WinEffect","Close",false,0,0);
}
Game_Interpreter.prototype.Adv_SpineEffect_Open = function () {
this.SetSpineAnime(PN_EnSpine,"Open",false , 0 , 100);
}
Game_Interpreter.prototype.Adv_SpineEffect_A_Close = function () {
this.SpineView(PN_EnSpine,"WinEffect","A_Close",false,0,0);
}
Game_Interpreter.prototype.Adv_SpineEffect_A_Open = function () {
this.SetSpineAnime(PN_EnSpine,"A_Open",false , 0 , 100);
}