princess-synergy/www/js/plugins/JsScript90Set.js
2026-02-14 14:05:38 -06:00

256 lines
12 KiB
JavaScript

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;
}
}