let _MMode = { Map: 1 , TalkMode: 2 , RdDungeon: 3 , Battle: 3 }; let MenuModeStr = _MMode.Map; var NotSaveValue1 = -1; var NotSaveValue2 = -1; var NotSaveValue3 = -1; var NotSaveValue4 = -1; var NotSaveValue5 = -1; var NotSaveValue6 = -1; var NotSaveValue7 = -1; var NotSaveValue8 = -1; var NotSaveValue9 = -1; let BaseDeck = []; let ResetDeck = []; DbgPNo = [480]; Deck_初期化 = function () { ResetDeck.forEach(cardNo => { GetCard_CardSet(cardNo); }); $gameSystem.DeckArr[0] = CopyArr(ResetDeck); $gameSystem.DeckArr[1] = []; $gameSystem.DeckArr[2] = []; for (let i = 0; i <= 20 - 1; i++) { $gameSystem.DeckArr[1].push(CId_待機); $gameSystem.DeckArr[2].push(CId_待機); } let skipArr = []; for (let i = 1; i <= $dataWeapons.length - 1; i++) { if (i >= 670 && i <= 676) continue; $gameParty.gainItem($dataWeapons[i], -99, true) } for (let i = 0; i <= ResetDeck.length - 1; i++) { let _wpnNo = ResetDeck[i]; $gameParty.gainItem($dataWeapons[_wpnNo], +1, true) } } let _Game_System_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { _Game_System_initialize.call(this); var baseArr = $Nupu_GameSetting.prologueDeck.split(','); BaseDeck = []; for (let i = 0; i < baseArr.length; i++) BaseDeck.push(Number(baseArr[i])); var resetArr = $Nupu_GameSetting.resetDeck.split(','); ResetDeck = []; for (let i = 0; i < resetArr.length; i++) ResetDeck.push(Number(resetArr[i])); this.SelDeck = 0; this.NewCard = []; this.GetCard = []; BaseDeck.forEach(cardNo => { if (this.GetCard.indexOf(cardNo) == -1) { this.GetCard.push(cardNo); } }); this.DeckArr = [ CopyArr(BaseDeck), CopyArr(BaseDeck), CopyArr(BaseDeck) ]; this.StarCardNo = [-1,-1,-1]; this.MasterDeck = []; this._FgetFlg = false; this._GrayKigae = [false, false, false, false, false]; this._GrayKami = [false, false]; }; let NC_FirstCardSet = Game_Interpreter.prototype.NUpdate; Game_Interpreter.prototype.NUpdate = function () { NC_FirstCardSet.call(this); if ($gameSystem.StarCardNo == undefined) $gameSystem.StarCardNo = [-1,-1,-1]; if (!$gameSystem._FgetFlg) { $gameSystem._FgetFlg = true; for (let i = 0; i <= BaseDeck.length - 1; i++) { $gameParty.gainItem($dataWeapons[BaseDeck[i]], 1, true); } } //スイッチ管理 $gameSwitches.value(34) let _IfkCkNo = 34; for (let i = 0; i <= $gameSystem._GrayKigae.length - 1; i++) { if (!$gameSystem._GrayKigae[i] && $gameSwitches.value(_IfkCkNo + i)) { $gameSystem._GrayKigae[i] = true; } } let _KamiCkNo = 39; for (let i = 0; i <= $gameSystem._GrayKami.length - 1; i++) { if (!$gameSystem._GrayKami[i] && $gameSwitches.value(_KamiCkNo + i)) { $gameSystem._GrayKami[i] = true; } } } let MemoryOpenEvent_Counter = 0; Game_Interpreter.prototype.MemoryOpenEvent = function () { MemoryOpenEvent_Frame = 60; MemoryOpenEvent_Counter++; if (MemoryOpenEvent_Counter == 10) { $gameSwitches.setValue(SW_Nupu全開放 , true); } } let MemoryOpenEvent_Frame = 0; let MemoryOpenEvent_NUpdate = Game_Interpreter.prototype.NUpdate; Game_Interpreter.prototype.NUpdate = function () { MemoryOpenEvent_NUpdate.call(this); if (MemoryOpenEvent_Frame > 0) { MemoryOpenEvent_Frame--; } else { MemoryOpenEvent_Counter = 0; } } let NSetUp_NUpdateScFstFlg = false; let NSetUp_NUpdateSc = Game_Interpreter.prototype.NUpdateSc; Game_Interpreter.prototype.NUpdateSc = function () { NSetUp_NUpdateSc.call(this); if (!NSetUp_NUpdateScFstFlg) { NSetUp_NUpdateScFstFlg = true; if (!$gameTemp.isPlaytest()) { const noop = function(){}; console.log = noop; console.info = noop; console.debug = noop; console.warn = noop; console.trace = noop; } } }