TL Blogs in plugins

This commit is contained in:
dazedanon 2026-02-14 14:05:38 -06:00
parent 8e58a61441
commit bf2f890ddd
7 changed files with 54 additions and 54 deletions

View file

@ -565,17 +565,17 @@ Game_Interpreter.prototype.IttoDk = function (_cId) {
let in待機Card = false;
for (let i = 0; i <= EDeckArr.length - 1; i++) {
if ($dataWeapons[EDeckArr[i]._CNo].meta["NCNo"] != undefined && _必殺Flg) {
this.BLogAdd(90, "アクセスカードは1枚まで");
this.BLogAdd(90, "Only 1 Access Card allowed");
return;
}
if (EDeckArr[i]._CNo == _cId) {
if (_URFlg) {
this.BLogAdd(90, "選択したレアカードはデッキに使用されています");
this.BLogAdd(90, "This rare card is already used in a deck");
return;
}
_AddFlg = false;
if (EDeckArr[i]._Cnt >= 3) {
this.BLogAdd(90, "同じ種類のカードは3枚まで");
this.BLogAdd(90, "Max 3 copies of the same card");
return;
}
}
@ -583,7 +583,7 @@ Game_Interpreter.prototype.IttoDk = function (_cId) {
}
if (_AddFlg) {
if (EDeckArr.length >= 20 && !in待機Card) {
this.BLogAdd(90, "デッキには20種類のカードまで");
this.BLogAdd(90, "Max 20 card types per deck");
return;
}
}

View file

@ -86,8 +86,8 @@ Game_Interpreter.prototype.command126 = function () {
$gameParty.gainItem($dataItems[this._params[0]], value);
if (!$gameSwitches.value(SW_AutoLog) &&
(MenuModeStr == _MMode.Map || MenuModeStr == _MMode.TalkMode)) {
if (value == 1) this.BLogAdd(180, $dataItems[this._params[0]].name + "を手に入れた!");
if (value > 1) this.BLogAdd(180, $dataItems[this._params[0]].name + "を " + value + "個 手に入れた!");
if (value == 1) this.BLogAdd(180, "Obtained " + $dataItems[this._params[0]].name + "!");
if (value > 1) this.BLogAdd(180, "Obtained " + value + "x " + $dataItems[this._params[0]].name + "!");
}
return true;
};
@ -96,8 +96,8 @@ Game_Interpreter.prototype.command127 = function () {
$gameParty.gainItem($dataWeapons[this._params[0]], value, this._params[4]);
if (!$gameSwitches.value(SW_AutoLog) &&
(MenuModeStr == _MMode.Map || MenuModeStr == _MMode.TalkMode)) {
if (value == 1) this.BLogAdd(180, "カード「" + $dataWeapons[this._params[0]].name + "」を手に入れた!");
if (value > 1) this.BLogAdd(180, "カード「" + $dataWeapons[this._params[0]].name + "」を " + value + "枚 手に入れた!");
if (value == 1) this.BLogAdd(180, "Obtained card '" + $dataWeapons[this._params[0]].name + "'!");
if (value > 1) this.BLogAdd(180, "Obtained " + value + "x card '" + $dataWeapons[this._params[0]].name + "'!");
}
return true;
};

View file

@ -151,7 +151,7 @@ Game_Interpreter.prototype.BattleSetUp = function () {
this.DeckMaisuView();
//プレイヤーが酩酊ステート(40)の場合表示を行う
if (_PLステート確認(StateNo_酩酊)) {
this.BLogAdd(220, SCol.Yel + "マリガンによって一時的に酩酊状態から意識が鮮明になった");
this.BLogAdd(220, SCol.Yel + "The Mulligan temporarily cleared the intoxication");
}
plNotHirumi = false;
_所持3ターン敗北Turn = 0;

View file

@ -493,8 +493,8 @@ Game_Interpreter.prototype.CardDrawSetting = function (cardNo , startX , startY
}
}
if (CardData.length >= BtlStatic._手札最大枚数) {
this.BLogAdd(180, SCol.Red + "手札の枚数上限により、ドロー失敗");
this.SetPicStrPop(PN_ExText, SCol.Red + "手札枚数上限", 20,
this.BLogAdd(180, SCol.Red + "Draw failed: hand size limit reached");
this.SetPicStrPop(PN_ExText, SCol.Red + "Hand Limit", 20,
NPlayer[0]._screenX - 64, NPlayer[0]._screenY - 129);
_CardSetting_DeckFlg = false;
return;

View file

@ -406,7 +406,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
DrCounter++;
}
}
this.BLogAdd(180, "カードを" + DrCounter + "枚ドロー");
this.BLogAdd(180, "Drew " + DrCounter + " card(s)");
this.HandCardPicSort(-1);
this.CardDrawMove();
continueFlg = true;
@ -454,7 +454,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
continueFlg = true;
break;
case DType.CmnEv:
console.log("戦闘行動コモン発動:" + EnemyDmgStac[i]._CardEditSkill._CmnNo);
console.log("Battle action common event activated: " + EnemyDmgStac[i]._CardEditSkill._CmnNo);
this.SetCmnEventSc(EnemyDmgStac[i]._CardEditSkill._CmnNo);
continueFlg = true;
break;
@ -470,7 +470,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
let itemID = EnemyDmgStac[i]._Var;
let itemData = GetBtlItemData(itemID);
this.BtlItemAdd(itemID, 1);
this.BLogAdd(180, itemData._name + "を取得した");
this.BLogAdd(180, "Obtained " + itemData._name);
this.BtlItemBtnDraw();
continueFlg = true;
break;
@ -491,7 +491,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
for (let j = 0; j <= ckState.length - 1; j++) {
if (MetaChecker($dataStates[ckState[j]._No] , "有利" , false) != false) {
if (MetaChecker($dataStates[ckState[j]._No] , "剥がれない" , false) == false) {
this.BLogAdd(180, GetEnemyName_ENo(targetENo) + "\\state[" + ckState[j]._No + "]は解除された");
this.BLogAdd(180, GetEnemyName_ENo(targetENo) + "'s \\state[" + ckState[j]._No + "] was removed");
ckState.splice(j, 1);
j--;
}
@ -604,7 +604,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
} else {
switch (_ckStId) {
case StOneType.Defense:
_PosStr = "\\I[" + $dataStates[_ckStId].iconIndex + "] 防御値+" + EnemyDmgStac[i]._Turn;
_PosStr = "\\I[" + $dataStates[_ckStId].iconIndex + "] DEF+" + EnemyDmgStac[i]._Turn;
this.SetDmgPicture(_SSetX, _SSetY, _PosStr);
DmgShakeFlg = false;
break;
@ -636,14 +636,14 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
if (dmgType == DType.HpKyuketu)
setDmgValue = _Skill吸血Dmg;
DmgShakeFlg = false;
_BLogStr = _C_Str + "は" + setDmgValue + "点回復した";
_BLogStr = _C_Str + " recovered " + setDmgValue + " HP";
this.BLogAdd(180, _BLogStr, _SetCol);
this.SetDmgPicture(_SSetX, _SSetY, setDmgValue, _SetCol);
setDmgValue *= -1;
break;
case DType.MpRecv:
DmgShakeFlg = false;
_BLogStr = _C_Str + "はMPが" + setDmgValue + "点回復した";
_BLogStr = _C_Str + " recovered " + setDmgValue + " MP";
this.BLogAdd(180, _BLogStr, _SetCol);
this.MPKaihuku(setDmgValue);
_SetCol = 23;
@ -678,14 +678,14 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
_DefPoint -= setDmgValue;
CngStateTurn_ENo(targetENo, StOneType.Defense, -setDmgValue);
if (dmgType == DType.DefBrake) {
this.BLogAdd(180, _C_Str + "の防御値を" + setDmgValue + "削った");
this.BLogAdd(180, "Reduced " + _C_Str + "'s Defense by " + setDmgValue);
EnemyDmgStac.splice(i, 1);
i--;
continue;
}
if (_DefPoint >= 0 && !_DefBrakeFlg) {
_DefCmpFlg = true;
this.BLogAdd(180, _C_Str + "は" + setDmgValue + "ダメージを軽減した");
this.BLogAdd(180, _C_Str + " mitigated " + setDmgValue + " damage");
this.PlayAnime(GardAnimeId, _APosX, _APosY);
EnemyDmgStac.splice(i, 1);
i--;
@ -701,7 +701,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
i--;
continue;
}
this.BLogAdd(180, _C_Str + "に" + setDmgValue + "ダメージ!!");
this.BLogAdd(180, _C_Str + " took " + setDmgValue + " damage!!");
this.SetDmgPicture(_SSetX, _SSetY, setDmgValue);
if (setDmgValue > 0) _Skill吸血Dmg += setDmgValue;
}
@ -713,7 +713,7 @@ Game_Interpreter.prototype.DmgEffectUpdate = function () {
if (NPlayer[0]._hp <= 0) {
NPlayer[0]._hp = 0;
if (ENo_StateCk_Type(targetENo, StType.Kuisibari)) {
this.BLogAdd(180, _C_Str + "は" + setDmgValue + "食いしばった!!");
this.BLogAdd(180, _C_Str + " endured " + setDmgValue + " damage!!");
NPlayer[0]._hp = 1;
DelStateType_ENo(-1 , StType.Kuisibari);
}
@ -879,7 +879,7 @@ Game_Interpreter.prototype.DownCheck_Mikata = function (dmgStacData) {
if (deadAnime != false) {
this.SetSpineAnime(PN_CharacterPL + pictureNo, deadAnime, false, 0, 100);
}
this.BLogAdd(180, NPlayer[charaNo]._name + "は倒れた!!");
this.BLogAdd(180, NPlayer[charaNo]._name + " was defeated!!");
this.RemoveTCData_ENo(dmgStacData._CNo);
N_Sprite_DLayer = 1;
this.DelSprite(PN_DifNum_PL + pictureNo);
@ -939,7 +939,7 @@ Game_Interpreter.prototype.EnemyDown_ENo = function (ENo) {
this.SetSpineAnime(PN_Character + pictureNo, deadAnime, false, 0, 100);
}
this.DelSprite(PN_NextPic + pictureNo);
this.BLogAdd(180, NEnemy[ENo]._name + "は倒れた!!");
this.BLogAdd(180, NEnemy[ENo]._name + " was defeated!!");
this.RemoveTCData_ENo(ENo);
if (BtlEnemyCellDmgFlg) {
BtlEnemyCellDmgFlg = false;

View file

@ -236,7 +236,7 @@ Game_Interpreter.prototype.BtlEnemyActionUpdate = function (ckSWNo) {
for (let j = 0; j <= ckSwArr.length - 1; j++) {
let swNo = BtlSwCk(ckSwArr[j]);
if ($gameSwitches._data[swNo] && NEnemy[i]._RePtnArr.indexOf(swNo) == -1) {
this.BLogAdd(180, NEnemy[i]._name + "の行動が変化した");
this.BLogAdd(180, NEnemy[i]._name + "'s behavior changed");
this.SetEnemyNextAction(i, true);
NEnemy[i]._RePtnArr.push(swNo);
}
@ -251,7 +251,7 @@ Game_Interpreter.prototype.BtlEnemyActionUpdate = function (ckSWNo) {
for (let j = 0; j <= ckSwArr.length - 1; j++) {
let swNo = BtlSwCk(ckSwArr[j]);
if ($gameSwitches._data[swNo] && NPlayer[i]._RePtnArr.indexOf(swNo) == -1) {
this.BLogAdd(180, NPlayer[i]._name + "の行動が変化した");
this.BLogAdd(180, NPlayer[i]._name + "'s behavior changed");
this.SetEnemyNextAction(i, true);
NPlayer[i]._RePtnArr.push(swNo);
}
@ -593,7 +593,7 @@ Game_Interpreter.prototype.EnemyExSkillUse = function (skillName, valueArr) {
if (valueArr[3] != undefined) targetZureX = valueArr[3];
if (valueArr[4] != undefined) targetZureY = valueArr[4];
if (NEnemy[cngENo]._hp <= 0) {
this.BLogAdd(120, "発動に失敗した!");
this.BLogAdd(120, "Activation failed!");
break;
}
let targetENo = TurnCard[0]._No;

View file

@ -34,19 +34,19 @@ Game_Interpreter.prototype.Btl_ジャミングSW設定 = function (_jumCount , _
if (!$gameSwitches.value(SW_BtlGrbOFF)) {
_BrkFlg = true; jmgCardNo = 4;
$gameSwitches.setValue(SW_BtlGrbOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "腕装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Armor was jammed!");
}
break;
case 1:
if (!$gameSwitches.value(SW_BtlGrbOFF)) {
_BrkFlg = true; jmgCardNo = 4;
$gameSwitches.setValue(SW_BtlGrbOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "腕装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Armor was jammed!");
} else {
if (!$gameSwitches.value(SW_BtlUdeSutuOFF)) {
_BrkFlg = true; jmgCardNo = 5;
$gameSwitches.setValue(SW_BtlUdeSutuOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "アームスーツがジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Suit was jammed!");
}
}
break;
@ -54,56 +54,56 @@ Game_Interpreter.prototype.Btl_ジャミングSW設定 = function (_jumCount , _
if (!$gameSwitches.value(SW_BtlInnerOFF)) {
_BrkFlg = true; jmgCardNo = 6;
$gameSwitches.setValue(SW_BtlInnerOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "インナーがジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Innerwear was jammed!");
}
break;
case 3:
if (!$gameSwitches.value(SW_BtlBodySutuOFF)) {
_BrkFlg = true; jmgCardNo = 7;
$gameSwitches.setValue(SW_BtlBodySutuOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "ボディスーツがジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Bodysuit was jammed!");
}
break;
case 4:
if (!$gameSwitches.value(SW_BtlLegSutuOFF)) {
_BrkFlg = true; jmgCardNo = 8;
$gameSwitches.setValue(SW_BtlLegSutuOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "レッグスーツがジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Leg Suit was jammed!");
}
break;
case 5:
if (!$gameSwitches.value(SW_BtlAmKosiOFF)) {
_BrkFlg = true; jmgCardNo = 9;
$gameSwitches.setValue(SW_BtlAmKosiOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "腰装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Waist Armor was jammed!");
}
break;
case 6:
if (!$gameSwitches.value(SW_BtlAmLegOFF)) {
_BrkFlg = true; jmgCardNo = 10;
$gameSwitches.setValue(SW_BtlAmLegOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "脚装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Leg Armor was jammed!");
}
break;
case 7:
if (!$gameSwitches.value(SW_BtlAmKataOFF)) {
_BrkFlg = true; jmgCardNo = 11;
$gameSwitches.setValue(SW_BtlAmKataOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "肩装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Shoulder Armor was jammed!");
}
break;
case 8:
if (!$gameSwitches.value(SW_BtlPltMuneOFF)) {
_BrkFlg = true; jmgCardNo = 12;
$gameSwitches.setValue(SW_BtlPltMuneOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "胸プレートがジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Chest Plate was jammed!");
}
break;
case 9:
if (!$gameSwitches.value(SW_BtlAmMuneOFF)) {
_BrkFlg = true; jmgCardNo = 13;
$gameSwitches.setValue(SW_BtlAmMuneOFF, true);
if (onCommand) this.BLogAdd(180, SCol.Red + "胸装甲がジャミングされた!");
if (onCommand) this.BLogAdd(180, SCol.Red + "Chest Armor was jammed!");
}
break;
}
@ -112,7 +112,7 @@ Game_Interpreter.prototype.Btl_ジャミングSW設定 = function (_jumCount , _
break;
}
if (AllJumingCk()) {
if (onCommand) this.BLogAdd(180, SCol.Red + "これ以上ジャミングされる箇所が無い!");
if (onCommand) this.BLogAdd(180, SCol.Red + "No more parts to jam!");
AllJumingFlg = true;
break;
}
@ -138,24 +138,24 @@ Game_Interpreter.prototype.Btl_装甲回復 = function () {
if ($gameSwitches.value(SW_BtlGrbOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlGrbOFF, false);
this.BLogAdd(180, SCol.Grn + "腕装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Arm Armor!");
}
if ($gameSwitches.value(SW_BtlUdeSutuOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlUdeSutuOFF, false);
this.BLogAdd(180, SCol.Grn + "アームスーツを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Arm Suit!");
}
break;
case 1:
if ($gameSwitches.value(SW_BtlUdeSutuOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlUdeSutuOFF, false);
this.BLogAdd(180, SCol.Grn + "アームスーツを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Arm Suit!");
} else {
if ($gameSwitches.value(SW_BtlGrbOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlGrbOFF, false);
this.BLogAdd(180, SCol.Grn + "腕装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Arm Armor!");
}
}
break;
@ -163,42 +163,42 @@ Game_Interpreter.prototype.Btl_装甲回復 = function () {
if ($gameSwitches.value(SW_BtlInnerOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlInnerOFF, false);
this.BLogAdd(180, SCol.Grn + "インナーを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Innerwear!");
}
break;
case 3:
if ($gameSwitches.value(SW_BtlBodySutuOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlBodySutuOFF, false);
this.BLogAdd(180, SCol.Grn + "ボディスーツを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Bodysuit!");
}
break;
case 4:
if ($gameSwitches.value(SW_BtlLegSutuOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlLegSutuOFF, false);
this.BLogAdd(180, SCol.Grn + "レッグスーツを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Leg Suit!");
}
break;
case 5:
if ($gameSwitches.value(SW_BtlAmKosiOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlAmKosiOFF, false);
this.BLogAdd(180, SCol.Grn + "腰装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Waist Armor!");
}
break;
case 6:
if ($gameSwitches.value(SW_BtlAmLegOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlAmLegOFF, false);
this.BLogAdd(180, SCol.Grn + "脚装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Leg Armor!");
}
break;
case 7:
if ($gameSwitches.value(SW_BtlAmKataOFF)) {
_RecFlg = true;
$gameSwitches.setValue(SW_BtlAmKataOFF, false);
this.BLogAdd(180, SCol.Grn + "肩装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Shoulder Armor!");
}
break;
case 8:
@ -206,9 +206,9 @@ Game_Interpreter.prototype.Btl_装甲回復 = function () {
_RecFlg = true;
if (!CheckNStateInState_ENo(-1, En_StNo.ニップル)) {
$gameSwitches.setValue(SW_BtlPltMuneOFF, false);
this.BLogAdd(180, SCol.Grn + "胸プレートを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Chest Plate!");
} else {
this.BLogAdd(180, SCol.Red + "ニップルドームの為修復失敗した。");
this.BLogAdd(180, SCol.Red + "Repair failed due to Nipple Dome.");
}
}
break;
@ -217,9 +217,9 @@ Game_Interpreter.prototype.Btl_装甲回復 = function () {
_RecFlg = true;
if (!CheckNStateInState_ENo(-1, En_StNo.ニップル)) {
$gameSwitches.setValue(SW_BtlAmMuneOFF, false);
this.BLogAdd(180, SCol.Grn + "胸装甲を修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired Chest Armor!");
} else {
this.BLogAdd(180, SCol.Red + "ニップルドームの為修復失敗した。");
this.BLogAdd(180, SCol.Red + "Repair failed due to Nipple Dome.");
}
}
break;
@ -233,7 +233,7 @@ Game_Interpreter.prototype.Btl_装甲回復 = function () {
this.SpineCngAccess();
} else {
if ($gameVariables.value(VN_TL2DKigae) == _着替え値保管用) {
this.BLogAdd(180, SCol.Grn + "服のデータを修復した!");
this.BLogAdd(180, SCol.Grn + "Repaired clothing data!");
} else {
$gameVariables.setValue(VN_TL2DKigae, _着替え値保管用);
}