class BtlEroCheck_Class { constructor() { this.SW_ニップルドーム使用可能 = 702; } } const VN_エロ戦闘敵種類 = 702; let BtlEroCheck = new BtlEroCheck_Class(); Game_Interpreter.prototype.Btlエロ行動制御SW_Update = function () { $gameSwitches.setValue(BtlEroCheck.SW_ニップルドーム使用可能, _ニップルドーム_UseCk()); } class BtlEnemy行動SW_Class { constructor() { this.SW_EnemyHp半分 = 862; this.SW_EnemyDown = 867; this.SW_復活EnemyDown = 872; this.SW_EnemyDownNextTurn = 905; this.SW_復活EmDownNextTurn = 910; } } let BtlEnemy行動Check = new BtlEnemy行動SW_Class(); Game_Interpreter.prototype.BtlEnemy行動SW_Update = function () { for (let i = 0; i <= NEnemy.length - 1; i++) { if (!NEnemy[i].FstHidden) { $gameSwitches._data[BtlEnemy行動Check.SW_EnemyHp半分 + i] = (NEnemy[i]._hp <= NEnemy[i].mhp / 2); if (NEnemy[i]._hp <= 0) $gameSwitches._data[BtlEnemy行動Check.SW_EnemyDown + i] = true if (NEnemy[i].RebornEmFlg == undefined) NEnemy[i].RebornEmFlg = false; if (NEnemy[i].RebornEmFlg) { $gameSwitches._data[BtlEnemy行動Check.SW_復活EnemyDown + i] = (NEnemy[i]._hp <= 0); } } } } Game_Interpreter.prototype.BtlEnemy行動SW_Reset = function () { for (let i = 0; i < 5; i++) { $gameSwitches._data[BtlEnemy行動Check.SW_EnemyHp半分 + i] = false; $gameSwitches._data[BtlEnemy行動Check.SW_EnemyDown + i] = false; $gameSwitches._data[BtlEnemy行動Check.SW_復活EnemyDown + i] = false; $gameSwitches._data[BtlEnemy行動Check.SW_EnemyDownNextTurn + i] = false; $gameSwitches._data[BtlEnemy行動Check.SW_復活EmDownNextTurn + i] = false; } }