let AllJumingFlg = false; Game_Interpreter.prototype.Btl_アクセスジャミング = function (_jumCount , _commentOff) { _jumCount = typeof _jumCount !== 'undefined' ? _jumCount : 1; _commentOff = typeof _commentOff !== 'undefined' ? _commentOff : false; if (_所持レリック確認(Itm_Reric.ジャミング倍加)) _jumCount *= 2; AllJumingFlg = false; this.Btl_ジャミングSW設定(_jumCount , _commentOff); Live2DParamSetCmnEventStart(MdlRomashaBattle); this.SpineCngAccess(); this.AccGageDraw(); } Game_Interpreter.prototype._ジャミングリセット = function () { $gameSwitches.setValue(SW_BtlGrbOFF, false); $gameSwitches.setValue(SW_BtlUdeSutuOFF, false); $gameSwitches.setValue(SW_BtlBodySutuOFF, false); $gameSwitches.setValue(SW_BtlInnerOFF, false); $gameSwitches.setValue(SW_BtlLegSutuOFF, false); $gameSwitches.setValue(SW_BtlAmKosiOFF, false); $gameSwitches.setValue(SW_BtlAmLegOFF, false); $gameSwitches.setValue(SW_BtlAmKataOFF, false); $gameSwitches.setValue(SW_BtlAmMuneOFF, false); $gameSwitches.setValue(SW_BtlPltMuneOFF, false); } Game_Interpreter.prototype.Btl_ジャミングSW設定 = function (_jumCount , _commentOff) { _commentOff = typeof _commentOff !== 'undefined' ? _commentOff : false; let onCommand = AccessFlg && !_commentOff; while (_jumCount > 0) { while (true) { let jmgCardNo = -1; let _BrkFlg = false; let _jRndInt = Math.floor(Math.random() * 10); switch (_jRndInt) { case 0: if (!$gameSwitches.value(SW_BtlGrbOFF)) { _BrkFlg = true; jmgCardNo = 4; $gameSwitches.setValue(SW_BtlGrbOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Armor was jammed!"); } break; case 1: if (!$gameSwitches.value(SW_BtlGrbOFF)) { _BrkFlg = true; jmgCardNo = 4; $gameSwitches.setValue(SW_BtlGrbOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Armor was jammed!"); } else { if (!$gameSwitches.value(SW_BtlUdeSutuOFF)) { _BrkFlg = true; jmgCardNo = 5; $gameSwitches.setValue(SW_BtlUdeSutuOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Arm Suit was jammed!"); } } break; case 2: if (!$gameSwitches.value(SW_BtlInnerOFF)) { _BrkFlg = true; jmgCardNo = 6; $gameSwitches.setValue(SW_BtlInnerOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Innerwear was jammed!"); } break; case 3: if (!$gameSwitches.value(SW_BtlBodySutuOFF)) { _BrkFlg = true; jmgCardNo = 7; $gameSwitches.setValue(SW_BtlBodySutuOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Bodysuit was jammed!"); } break; case 4: if (!$gameSwitches.value(SW_BtlLegSutuOFF)) { _BrkFlg = true; jmgCardNo = 8; $gameSwitches.setValue(SW_BtlLegSutuOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Leg Suit was jammed!"); } break; case 5: if (!$gameSwitches.value(SW_BtlAmKosiOFF)) { _BrkFlg = true; jmgCardNo = 9; $gameSwitches.setValue(SW_BtlAmKosiOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Waist Armor was jammed!"); } break; case 6: if (!$gameSwitches.value(SW_BtlAmLegOFF)) { _BrkFlg = true; jmgCardNo = 10; $gameSwitches.setValue(SW_BtlAmLegOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Leg Armor was jammed!"); } break; case 7: if (!$gameSwitches.value(SW_BtlAmKataOFF)) { _BrkFlg = true; jmgCardNo = 11; $gameSwitches.setValue(SW_BtlAmKataOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Shoulder Armor was jammed!"); } break; case 8: if (!$gameSwitches.value(SW_BtlPltMuneOFF)) { _BrkFlg = true; jmgCardNo = 12; $gameSwitches.setValue(SW_BtlPltMuneOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Chest Plate was jammed!"); } break; case 9: if (!$gameSwitches.value(SW_BtlAmMuneOFF)) { _BrkFlg = true; jmgCardNo = 13; $gameSwitches.setValue(SW_BtlAmMuneOFF, true); if (onCommand) this.BLogAdd(180, SCol.Red + "Chest Armor was jammed!"); } break; } if (_BrkFlg && !_commentOff) { this.DeckCardAdd(jmgCardNo , 1); break; } if (AllJumingCk()) { if (onCommand) this.BLogAdd(180, SCol.Red + "No more parts to jam!"); AllJumingFlg = true; break; } } _jumCount--; } } let _着替え値保管用 = 0; let I装甲回復箇所指定No = -1; Game_Interpreter.prototype.Btl_装甲回復 = function () { if (AccessFlg) { AllJumingFlg = false; while (true) { _RecFlg = false; _RecStr = ""; let _jRndInt = Math.floor(Math.random() * 10); if (I装甲回復箇所指定No != -1) { _jRndInt = I装甲回復箇所指定No; I装甲回復箇所指定No = -1; } switch (_jRndInt) { case 0: if ($gameSwitches.value(SW_BtlGrbOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlGrbOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Arm Armor!"); } if ($gameSwitches.value(SW_BtlUdeSutuOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlUdeSutuOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Arm Suit!"); } break; case 1: if ($gameSwitches.value(SW_BtlUdeSutuOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlUdeSutuOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Arm Suit!"); } else { if ($gameSwitches.value(SW_BtlGrbOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlGrbOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Arm Armor!"); } } break; case 2: if ($gameSwitches.value(SW_BtlInnerOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlInnerOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Innerwear!"); } break; case 3: if ($gameSwitches.value(SW_BtlBodySutuOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlBodySutuOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Bodysuit!"); } break; case 4: if ($gameSwitches.value(SW_BtlLegSutuOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlLegSutuOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Leg Suit!"); } break; case 5: if ($gameSwitches.value(SW_BtlAmKosiOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlAmKosiOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Waist Armor!"); } break; case 6: if ($gameSwitches.value(SW_BtlAmLegOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlAmLegOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Leg Armor!"); } break; case 7: if ($gameSwitches.value(SW_BtlAmKataOFF)) { _RecFlg = true; $gameSwitches.setValue(SW_BtlAmKataOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Shoulder Armor!"); } break; case 8: if ($gameSwitches.value(SW_BtlPltMuneOFF)) { _RecFlg = true; if (!CheckNStateInState_ENo(-1, En_StNo.ニップル)) { $gameSwitches.setValue(SW_BtlPltMuneOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Chest Plate!"); } else { this.BLogAdd(180, SCol.Red + "Repair failed due to Nipple Dome."); } } break; case 9: if ($gameSwitches.value(SW_BtlAmMuneOFF)) { _RecFlg = true; if (!CheckNStateInState_ENo(-1, En_StNo.ニップル)) { $gameSwitches.setValue(SW_BtlAmMuneOFF, false); this.BLogAdd(180, SCol.Grn + "Repaired Chest Armor!"); } else { this.BLogAdd(180, SCol.Red + "Repair failed due to Nipple Dome."); } } break; } if (_RecFlg) { break; } if (All_装甲状態確認()) break; } Live2DParamSetCmnEventStart(MdlRomashaBattle); this.SpineCngAccess(); } else { if ($gameVariables.value(VN_TL2DKigae) == _着替え値保管用) { this.BLogAdd(180, SCol.Grn + "Repaired clothing data!"); } else { $gameVariables.setValue(VN_TL2DKigae, _着替え値保管用); } Live2DParamSetCmnEventStart(MdlRomashaBattle); this.RomaSpineSkinSet(); } } let All_装甲状態確認 = function () { if (AccessFlg) { return ( !$gameSwitches.value(SW_BtlGrbOFF) && !$gameSwitches.value(SW_BtlUdeSutuOFF) && !$gameSwitches.value(SW_BtlInnerOFF) && !$gameSwitches.value(SW_BtlBodySutuOFF) && !$gameSwitches.value(SW_BtlLegSutuOFF) && !$gameSwitches.value(SW_BtlAmKosiOFF) && !$gameSwitches.value(SW_BtlAmLegOFF) && !$gameSwitches.value(SW_BtlAmKataOFF) && !$gameSwitches.value(SW_BtlPltMuneOFF) && !$gameSwitches.value(SW_BtlAmMuneOFF) ); } else { return $gameVariables.value(VN_TL2DKigae) == _着替え値保管用; } }