Game_Interpreter.prototype.OkzCountUp = function () { let _NowOkz = $gameVariables.value(VN_OkzCount); let _BaseOkz = $gameVariables.value(VN_OkzDayUp); let _ItjOkz = $gameVariables.value(VN_OkzItjUp); let OkzUpCount = Math.floor(_BaseOkz * (Math.random() + 0.5)); _NowOkz += OkzUpCount; _NowOkz += _ItjOkz; _ItjOkz = Math.floor(_ItjOkz * 0.5); $gameVariables.setValue(VN_OkzCount, _NowOkz) $gameVariables.setValue(VN_OkzItjUp, _ItjOkz) } let _DelAcCardSave_System = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { _DelAcCardSave_System.call(this); this._DelDeckACardArr = []; this._DelACardArr = []; this._OffAcCard = false; }; Game_Interpreter.prototype.AcCard_削除 = function () { AcCard削除_Void(); } let AcCard削除_Void = function () { if ($gameSystem._DelDeckACardArr == undefined) $gameSystem._DelDeckACardArr = []; if ($gameSystem._DelACardArr == undefined) $gameSystem._DelACardArr = []; $gameSystem._OffAcCard = true; for (let i = 0; i <= $gameSystem.DeckArr.length - 1; i++) { for (let j = 0; j <= $gameSystem.DeckArr[i].length - 1; j++) { let _ckCNo = $gameSystem.DeckArr[i][j]; let _必殺Flg = Check必殺Card($dataWeapons[_ckCNo]); if (_必殺Flg) { $gameSystem._DelDeckACardArr.push([i, _ckCNo]); $gameSystem.DeckArr[i].splice(j, 1); j--; } } } for (let i = 0; i <= $gameSystem.DeckArr.length - 1; i++) { while ($gameSystem.DeckArr[i].length < 20) { $gameSystem.DeckArr[i].push(CId_待機); } } for (let i = 1; i <= $dataWeapons.length - 1; i++) { let _必殺Flg = Check必殺Card($dataWeapons[i]); if (_必殺Flg) { let _WCnt = $gameParty.numItems($dataWeapons[i]); if (_WCnt > 0) { $gameSystem._DelACardArr.push([i, _WCnt]); $gameParty.gainItem($dataWeapons[i], -_WCnt, true) } } } } Game_Interpreter.prototype.AcCard_戻し = function () { if ($gameSystem._DelDeckACardArr == undefined) $gameSystem._DelDeckACardArr = []; if ($gameSystem._DelACardArr == undefined) $gameSystem._DelACardArr = []; let addDeckArr = []; $gameSystem._DelDeckACardArr.forEach(_dArr => { if (addDeckArr.indexOf(_dArr[0]) == -1) { $gameSystem.DeckArr[_dArr[0]].push(_dArr[1]); addDeckArr.push(_dArr[0]); } }); $gameSystem._DelACardArr.forEach(_dArr => { $gameParty.gainItem($dataWeapons[_dArr[0]], _dArr[1], true); }); $gameSystem._OffAcCard = false; } let _CmnSaveEndFlg = false; Game_Interpreter.prototype.SaveView_Draw = function () { _File_CngFlg = true; _CmnSaveEndFlg = false; this.SetSpriteFIn(PNo_TBack, MenuUIPath + "Save/PN_CmnSaveBase", 0, 0, 0, 0, 10); this.MenuSaveView(); } /** セーブ完了時に実行するAction:完了後 nullに * @type {((gi : Game_Interpreter) => void) | null} */ let SaveCompAction = null; Game_Interpreter.prototype.SaveView_Update = function () { this.MenuSaveUpdate(); if (_SaveWaitTimer >= 0) { if (_SaveWaitTimer == 0) { this.GameFileSave(_SaveFileNo); if (SaveCompAction != null) { SaveCompAction(this); SaveCompAction = null; } } _SaveWaitTimer--; return true; } if (Input.isTriggered('menu') || TouchInput.isCancelled() || _CmnSaveEndFlg) { this.DelSprite(PNo_TBack); this.Layer1_DelPicture(); _SaveWaitTimer = -1; return false; } return true; } var _saveMapId = -1; var _saveMapXPos = -1; var _saveMapYPos = -1; Game_Interpreter.prototype.SaveMapAndPostion = function () { _saveMapId = $gameMap.mapId(); _saveMapXPos = $gamePlayer.x; _saveMapYPos = $gamePlayer.y; } Game_Interpreter.prototype.LoadMapAndPostion = function () { if (_saveMapId != -1) { $gamePlayer.reserveTransfer(_saveMapId, _saveMapXPos, _saveMapYPos, 0, 2); } } Game_Interpreter.prototype.HP割合回復 = function (_Par) { let _Wari = _Par / 100; $gameActors._data[1]._hp += Math.floor($gameActors._data[1].mhp * _Wari); if ($gameActors._data[1]._hp > $gameActors._data[1].mhp) { $gameActors._data[1]._hp = $gameActors._data[1].mhp; } if (RD_Keep_NPlayer != null) { RD_Keep_NPlayer[0]._hp = $gameActors._data[1]._hp; } } let HPPowerUp_Initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { HPPowerUp_Initialize.call(this); this.HPUpValue = []; }; Game_Interpreter.prototype.GetHPMaxUp = function (value) { if ($gameSystem.HPUpItems == undefined) $gameSystem.HPUpItems = []; this.changeHp($gameActors.actor(1), value, true) $gameActors.actor(1).addParam(0, value); $gameSystem.HPUpItems.push(value); } Game_Interpreter.prototype.Check治療可能ウィルス = function () { //$gameActors.actor(1)にステート:17,18,19,20,23,24,39,40,43 の何かが付いているか確認 let cureStates = [17, 18, 19, 20, 23, 24, 39, 40, 43]; for (let i = 0; i < cureStates.length; i++) { if ($gameActors.actor(1).isStateAffected(cureStates[i])) { return true; } } return false; }