TL Battle stuff
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43b87c27c4
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5 changed files with 12 additions and 12 deletions
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@ -112,7 +112,7 @@
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"startX": 0,
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"startY": 0
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},
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"currencyUnit": "Money",
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"currencyUnit": " Zeni",
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"defeatMe": {
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"name": "",
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"pan": 0,
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@ -92,7 +92,7 @@ Various statuses affecting combat are as follows.
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· \c[23]Spiritual Power\c[0] : Cost usable with martial arts
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· \c[23]Strength\c[0] : Affects damage given to enemies
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· \c[23]Endurance\c[0] : Affects damage received from enemies
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· \c[23]Fighting Spirit\c[0] : Affects Spiritual Power recovery amount at the start of a turn
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· \c[23]Resolve\c[0] : Affects Spiritual Power recovery amount at the start of a turn
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· \c[23]Agility\c[0] : Affects action order during combat
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Damage is determined by "Strength," the attack power of the "Weapon" used in the attack, and the enemy's "Defense."
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@ -464,11 +464,11 @@ var $plugins = [
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"Event Command Switch": "10",
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"Y position type": "0",
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"Window Duration": "180",
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textGainItem: "%1入手!",
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textGainItem: "%1 Obtained!",
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"Display Loss": "true",
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textLoseItem: "%1を失った……。",
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"Display at Battle": "true",
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wordMoney: "Money",
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wordMoney: " Zeni",
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iconMoney: "0",
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"Item SE filename": "Evasion1",
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"Item SE volume": "90",
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@ -1017,7 +1017,7 @@ var $plugins = [
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name: "battle/ChangeEquipOnBattleMZ",
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status: true,
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description: "[Ver1.1.0]戦闘コマンドに装備変更を追加",
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parameters: { commandName: "装備変更" },
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parameters: { commandName: "Equipment" },
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},
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{
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name: "battle/DarkPlasma_FixEquip",
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@ -930,7 +930,7 @@
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this._actorName = this._actor.name();
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if (aqueue) {
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this._costText = "【技力】:" + aqueue.nowCost + "/" + aqueue.maxCost;
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this._costText = "[SKI]: " + aqueue.nowCost + "/" + aqueue.maxCost;
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const actList = aqueue.actions;
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for (let ii = 0; ii < actList.length; ii++) {
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let text = ii + 1 + ". ";
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@ -943,7 +943,7 @@
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let isCurrent = actList[ii] === currentAction; //todo: オブジェクト比較ではなくIdx比較のほうが安全?
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if (isCurrent) {
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text += "(実行中)";
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text += " (Active)";
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}
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this._actionText += text + "\n";
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@ -1001,7 +1001,7 @@
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let paramT = this.actor(index).param(4);
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this.drawTextEx(
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"\\}└\\c[27]闘志(技回復力) \\c[0]" + paramT,
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"\\}└\\c[27]Resolve(RES) \\c[0]" + paramT,
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basicGaugesX,
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basicGaugesY + 50
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);
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@ -1886,7 +1886,7 @@
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//this.addCommand(`速度 x ${playerSpeed}`, PartyCommandSymbol_ChangeSpeed, true);
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this.addCommand(
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`AT速:${playerSpeed}`,
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`AT Speed:${playerSpeed}`,
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PartyCommandSymbol_ChangeSpeed,
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true
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);
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@ -327,7 +327,7 @@
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// 見出し
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//this.drawText(TextManager.victory.format($gameParty.name()), 0, textY, this.width, "center");
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this.drawText("戦闘勝利!", textX, textY, this.width, "center");
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this.drawText("Victory!", textX, textY, this.width, "center");
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textY += textH / 2;
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this.drawText(
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"----------------------------------------------",
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@ -386,14 +386,14 @@
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const bonusText = isBonusItem ? "(Bonus!)" : "";
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if (item.itypeId == 1) {
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this.drawTextEx(
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`\\}\\*item[${item.id}] x${count} 入手!${bonusText}\\{`,
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`\\}\\*item[${item.id}] x${count} GET!${bonusText}\\{`,
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textX,
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textY,
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this.width
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);
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} else {
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this.drawTextEx(
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`\\}\\*weapon[${item.id}] x${count} 入手!${bonusText}\\{`,
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`\\}\\*weapon[${item.id}] x${count} GET!${bonusText}\\{`,
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textX,
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textY,
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this.width
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