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