From bf2f890ddd0d13cd4b41b9f4d7b251d2592e4df1 Mon Sep 17 00:00:00 2001 From: dazedanon Date: Sat, 14 Feb 2026 14:05:38 -0600 Subject: [PATCH] TL Blogs in plugins --- www/js/plugins/JsScript131Set.js | 8 ++--- www/js/plugins/JsScript173Set.js | 8 ++--- www/js/plugins/JsScript68Set.js | 2 +- www/js/plugins/JsScript77Set.js | 4 +-- www/js/plugins/JsScript79Set.js | 26 +++++++-------- www/js/plugins/JsScript81Set.js | 6 ++-- www/js/plugins/JsScript90Set.js | 54 ++++++++++++++++---------------- 7 files changed, 54 insertions(+), 54 deletions(-) diff --git a/www/js/plugins/JsScript131Set.js b/www/js/plugins/JsScript131Set.js index 579fdbb..b115301 100644 --- a/www/js/plugins/JsScript131Set.js +++ b/www/js/plugins/JsScript131Set.js @@ -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; } } diff --git a/www/js/plugins/JsScript173Set.js b/www/js/plugins/JsScript173Set.js index 137ca37..3c1adec 100644 --- a/www/js/plugins/JsScript173Set.js +++ b/www/js/plugins/JsScript173Set.js @@ -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; }; diff --git a/www/js/plugins/JsScript68Set.js b/www/js/plugins/JsScript68Set.js index b507b60..0b12123 100644 --- a/www/js/plugins/JsScript68Set.js +++ b/www/js/plugins/JsScript68Set.js @@ -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; diff --git a/www/js/plugins/JsScript77Set.js b/www/js/plugins/JsScript77Set.js index 7a6ea82..223d790 100644 --- a/www/js/plugins/JsScript77Set.js +++ b/www/js/plugins/JsScript77Set.js @@ -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; diff --git a/www/js/plugins/JsScript79Set.js b/www/js/plugins/JsScript79Set.js index a021a62..93a3604 100644 --- a/www/js/plugins/JsScript79Set.js +++ b/www/js/plugins/JsScript79Set.js @@ -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) + "の\\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; diff --git a/www/js/plugins/JsScript81Set.js b/www/js/plugins/JsScript81Set.js index 14165e0..ac1c154 100644 --- a/www/js/plugins/JsScript81Set.js +++ b/www/js/plugins/JsScript81Set.js @@ -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 ($gameSwitches._data[swNo] && NPlayer[i]._RePtnArr.indexOf(swNo) == -1) { - this.BLogAdd(180, NPlayer[i]._name + "の行動が変化した"); + this.BLogAdd(180, NPlayer[i]._name + "'s behavior changed"); this.SetEnemyNextAction(i, true); NPlayer[i]._RePtnArr.push(swNo); } @@ -593,7 +593,7 @@ Game_Interpreter.prototype.EnemyExSkillUse = function (skillName, valueArr) { if (valueArr[3] != undefined) targetZureX = valueArr[3]; if (valueArr[4] != undefined) targetZureY = valueArr[4]; if (NEnemy[cngENo]._hp <= 0) { - this.BLogAdd(120, "発動に失敗した!"); + this.BLogAdd(120, "Activation failed!"); break; } let targetENo = TurnCard[0]._No; diff --git a/www/js/plugins/JsScript90Set.js b/www/js/plugins/JsScript90Set.js index 8b140cc..0d61822 100644 --- a/www/js/plugins/JsScript90Set.js +++ b/www/js/plugins/JsScript90Set.js @@ -34,19 +34,19 @@ Game_Interpreter.prototype.Btl_ジャミングSW設定 = function (_jumCount , _ if (!$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); }