princess-synergy/www/js/plugins/JsScript98Set.js
2026-02-05 14:03:22 -06:00

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JavaScript
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let DType = {
Dmg: -1,
Draw: 1,
DefBrake: 2,
HpRecv: 3,
MpRecv: 4,
DefGet: 5,
DeckCAdd: 6,
TrashAdd: 7,
HandAdd: 8,
ItemAdd: 51,
HandCRecv: 52,
Reload: 53,
HCostCng: 60,
HCostHrfRnd: 64,
HCostZeroRnd: 67,
StateDel: 65,
SknCng: 66,
HandSute: 68,
HpKyuketu: 75,
ItemCoolTurnCng: 76,
Sogeki: 73,
HPMstCng: 74,
CSHandTr: 55,
CSCardGet: 62,
CSTrCardGet: 63,
SkDmgCng: 54,
TCMove: 56,
TCDelay: 57,
TESknCng: 58,
TEDmg: 59,
BitSet_Atk: 70,
Bit_TurnCng: 71,
Bit_VarCng: 72,
SWCng: 97,
CmnEv: 98,
Hirumi: 99,
SetState: 100,
CelAtkDmg: 61
}
let StType = {
Def: 10,
BaseDef: 20,
CelDmg: 29,
SyaseiYoku: 34,
Koufun: 35,
SeikanJoso: 36,
ADmgCng: 11,
TurnDmg: 12,
DrawUp: 13,
MPRecUp: 14,
HiDmgCng: 16,
ADmgDbl: 17,
NotYosoku: 18,
DrawCostRnd: 19,
DefKantu: 27,
AtkAll: 28,
CardBaika: 30,
AtkToCel: 31,
CelBaria: 32,
Reflect: 33,
Counter: 37,
CelDmgBai: 38,
CelHiDmgCng: 39,
BougyoKinsi: 40,
Kuisibari: 41
}
class ZokuState {
constructor(_id, _setu, _msetu) {
this._id = _id;
this._setu = _setu;
this._msetu = _msetu;
}
}
let ZokuData = [];
ZokuData.push(new ZokuState(StType.Def, "●次ターンまでダメージを<tn>点まで軽減\n 次のターン開始時に消失"));
ZokuData.push(new ZokuState(StType.BaseDef, "●次ターンまで被ダメージを半減する"));
ZokuData.push(new ZokuState(StType.ADmgCng, "●与えるダメージが<var>点増加", "◯与えるダメージが<var>点減少"));
ZokuData.push(new ZokuState(StType.TurnDmg, "●ターン開始時<var>点ダメージを受ける", "◯ターン開始時<var>点回復する"));
ZokuData.push(new ZokuState(StType.DrawUp, "●ターン開始時ドローが<var>枚増加", "◯ターン開始時ドローが<var>枚減少"));
ZokuData.push(new ZokuState(StType.MPRecUp, "●ターン開始時MP回復量が<var>増加", "◯ターン開始時MP回復量が<var>減少"));
ZokuData.push(new ZokuState(StType.HiDmgCng, "●受けるダメージが<var>点増加", "◯受けるダメージが<var>点減る"));
ZokuData.push(new ZokuState(StType.ADmgDbl, "●次カードの与ダメージ<bairitu>倍", "◯次カードの与ダメージ<bairitu>倍"));
ZokuData.push(new ZokuState(StType.AtkAll, "●攻撃スキルの対象が敵全体に", ""));
ZokuData.push(new ZokuState(StType.CardBaika, "●カード「<C>」威力<var>倍", ""));
ZokuData.push(new ZokuState(StType.CelDmg, "●行動終了時:残ターン点ダメージを受ける", ""));
ZokuData.push(new ZokuState(StType.AtkToCel, "●攻撃時、対象に<var>セルダメージ", ""));
ZokuData.push(new ZokuState(StType.CelBaria, "●防御値消費時その値分セルダメージを与える", ""));
ZokuData.push(new ZokuState(StType.NotYosoku, "●相手の行動が読めなくなる", ""));
ZokuData.push(new ZokuState(StType.DrawCostRnd, "●ドロー時コストがランダムに変化", ""));
ZokuData.push(new ZokuState(StType.DefKantu, "●攻撃が防御値を貫通するようになる", ""));
ZokuData.push(new ZokuState(StType.Reflect, "●受けるダメージを相手にも返す", ""));
ZokuData.push(new ZokuState(StType.SyaseiYoku, "♥10蓄積すると絶頂退場する", ""));
ZokuData.push(new ZokuState(StType.Koufun, "♥蓄積する射精欲が2倍になる", ""));
ZokuData.push(new ZokuState(StType.Counter, "●ダメージを受ける時<var>点相手に反撃", ""));
ZokuData.push(new ZokuState(StType.CelDmgBai, "●与えるセルダメージが<bairitu>倍に", ""));
ZokuData.push(new ZokuState(StType.CelHiDmgCng, "◯被ダメージが自身のセルダメージ/4分減る", ""));
ZokuData.push(new ZokuState(StType.BougyoKinsi, "◯防御コマンドが使えなくなる", ""));