言霊のソースコード

Mon, 17 Jan 2022 13:08:23 JST (842d)
Top > 言霊のソースコード

function Window_KotodamaCommand() {

   this.initialize(...arguments);

}

Window_KotodamaCommand.prototype = Object.create(Window_Command.prototype);
Window_KotodamaCommand.prototype.constructor = Window_KotodamaCommand;

Window_KotodamaCommand.prototype.initialize = function(rect) {

   Window_Command.prototype.initialize.call(this, rect);
   if($gameSystem.kotodamaCount == null){
   	$gameSystem.kotodamaCount = 0;
   }

};

コメント: $gameVariables.value(27) >= 10ってのはつまりは
$gameVariables.value(27)がプレイヤーの実績Pでこれが10以上なら開放って感じだと思われる
つまりチートで改ざんするならここのとこかな

Window_KotodamaCommand.prototype.makeCommandList = function() {

	this.addCommand("いやっほぃ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("朝なんだが!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("昼下がりの人妻!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("大人の時間です!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	
	this.addCommand("どうも吉田です。", "必要実績P: 500", "kotodama", $gameVariables.value(27) >= 500);
	this.addCommand("山田く~ん。", "必要実績P: 500", "kotodama", $gameVariables.value(27) >= 500);
	this.addCommand("佐藤さんですか?", "必要実績P: 500", "kotodama", $gameVariables.value(27) >= 500);
	this.addCommand("俺が中山だ!", "必要実績P: 500", "kotodama", $gameVariables.value(27) >= 500);
	
	this.addCommand("元気りんりん!", "必要実績P: 1000", "kotodama", $gameVariables.value(27) >= 1000);
	this.addCommand("カルシウム足りない。", "必要実績P: 1000", "kotodama", $gameVariables.value(27) >= 1000);
	this.addCommand("右が大きいです。", "必要実績P: 1500", "kotodama", $gameVariables.value(27) >= 1500);
	this.addCommand("ゾンビつらいっすぅ~", "必要実績P: 1500", "kotodama", $gameVariables.value(27) >= 1500);
	
	this.addCommand("時は満ちた・・・", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("納品任せろ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("建設は得意さ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("ぶみっ!!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	
	this.addCommand("おい、おれの胸筋!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("じわじわきてます。", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("諸君、ごきげんよう☆", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("おら復活しただぁ~!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	
	this.addCommand("その飯、消えるよッ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("人形怖い・・・", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("トレジャーハンターさ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("こいつは夢物語だ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	
	this.addCommand("ヤッホー 僕だよ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("食うか寝るか悩む☆", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("食え!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("寝ろ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("あらま!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("うほうほ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("私作る人、あなたルビー削る人", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("横取りされた!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("今、半分寝てます", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("資材ほしいちょ~!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	
	this.addCommand("ありがちょ~!(^o^)☆ミ", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("おめーー(◎´⑪`◎)ーーでトン!!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("下の穴が凄いの!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("アヌビス討伐頼む!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	
	this.addCommand("塵も積もればゴミとなる!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("ちっちゃいバナナついてんのかい!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("フレッシュゥゥッ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("おら、地底さ行くだ!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("わ~たし さくらんぼ~♪", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	this.addCommand("迷わず行けよ! お前の人生!", "  特別", "kotodama", $gameParty.hasItem($dataItems[1909]));
	
	this.addCommand("祭りの時間よ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("おつぽこ~!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("ぽこっ…ぽこっ…うぴょぉぉぉ。", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("収益庫見てる~?", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("カメェェェーッ!", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);
	this.addCommand("ねこです、よろしくおねがいします。", "必要実績P: 10", "kotodama", $gameVariables.value(27) >= 10);

};

Window_KotodamaCommand.prototype.maxCols = function() {

	return 2;

};

Window_KotodamaCommand.prototype.addCommand = function(

   name, desc, symbol, enabled = true, ext = null

) {

   this._list.push({ name: name, desc: desc, symbol: symbol, enabled: enabled, ext: ext });

};

Window_KotodamaCommand.prototype.commandDesc = function(index) {

   return this._list[index].desc;

};

Window_KotodamaCommand.prototype.drawItem = function(index) {

	this.contents.fontSize = 18;
   const rect = this.itemLineRect(index);
   const align = this.itemTextAlign();
   this.resetTextColor();
   this.changePaintOpacity(this.isCommandEnabled(index));
   this.drawText(this.commandName(index), rect.x, rect.y, rect.width, "left");
   this.changeTextColor(ColorManager.systemColor());
   this.drawText(this.commandDesc(index), rect.x+210, rect.y, rect.width, "left");

};

function Scene_Kotodama() {

   this.initialize(...arguments);

}

Scene_Kotodama.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Kotodama.prototype.constructor = Scene_Kotodama;

Scene_Kotodama.prototype.initialize = function() {

   Scene_MenuBase.prototype.initialize.call(this);

};

Scene_Kotodama.prototype.create = function() {

   Scene_MenuBase.prototype.create.call(this);
   this.createNInfoWindow();
   this.createSCommandWindow();

};

Scene_Kotodama.prototype.createNInfoWindow = function() {

   const rect = this.NInfoWindowRect();
   this._NInfoWindow = new Window_InfoN(rect);
   this.addWindow(this._NInfoWindow);

};

Scene_Kotodama.prototype.NInfoWindowRect = function() {

   const wx = 0;
   const wy = 0;
   const ww = Graphics.boxWidth;
   const wh = 52;
   return new Rectangle(wx, wy, ww, wh);

};

Scene_Kotodama.prototype.createSCommandWindow = function() {

   const rect = this.SCommandWindowRect();
   this._SCommandWindow = new Window_KotodamaCommand(rect);
   this._SCommandWindow.setHandler("cancel", this.popScene.bind(this));
   this._SCommandWindow.setHandler("kotodama", this.kotodama.bind(this));
   this.addWindow(this._SCommandWindow);

};

Scene_Kotodama.prototype.SCommandWindowRect = function() {

   const wx = 0;
   const wy = 52;
   const ww = Graphics.boxWidth;
   const wh = Graphics.boxHeight - 52;
   return new Rectangle(wx, wy, ww, wh);

};

コメント : 例えばここのifを!=にするとか別のに書き換えたら開放できると思う
Scene_Kotodama.prototype.kotodama = function() {

	if(this._SCommandWindow.index() >= 0){
		if(this._SCommandWindow.index() == 0){
			$gameVariables.setValue(50, "[言霊]いやっほぃ!");
		}
		if(this._SCommandWindow.index() == 1){
			$gameVariables.setValue(50, "[言霊]朝なんだが!");
		}
		if(this._SCommandWindow.index() == 2){
			$gameVariables.setValue(50, "[言霊]昼下がりの人妻!!");
		}
		if(this._SCommandWindow.index() == 3){
			$gameVariables.setValue(50, "[言霊]大人の時間です!");
		}
		
		if(this._SCommandWindow.index() == 4){
			$gameVariables.setValue(50, "[言霊]どうも吉田です。");
		}
		if(this._SCommandWindow.index() == 5){
			$gameVariables.setValue(50, "[言霊]山田く~ん。");
		}
		if(this._SCommandWindow.index() == 6){
			$gameVariables.setValue(50, "[言霊]佐藤さんですか?");
		}
		if(this._SCommandWindow.index() == 7){
			$gameVariables.setValue(50, "[言霊]俺が中山だ!");
		}
		
		if(this._SCommandWindow.index() == 8){
			$gameVariables.setValue(50, "[言霊]元気りんりん!");
		}
		if(this._SCommandWindow.index() == 9){
			$gameVariables.setValue(50, "[言霊]カルシウム足りない。");
		}
		if(this._SCommandWindow.index() == 10){
			$gameVariables.setValue(50, "[言霊]右が大きいです。");
		}
		if(this._SCommandWindow.index() == 11){
			$gameVariables.setValue(50, "[言霊]ゾンビつらいっすぅ~");
		}
		
		//-----
		if(this._SCommandWindow.index() == 12){
			$gameVariables.setValue(50, "[特言]時は満ちた・・・");
		}
		if(this._SCommandWindow.index() == 13){
			$gameVariables.setValue(50, "[特言]納品任せろ!");
		}
		if(this._SCommandWindow.index() == 14){
			$gameVariables.setValue(50, "[特言]建設は得意さ!");
		}
		if(this._SCommandWindow.index() == 15){
			$gameVariables.setValue(50, "[特言]ぶみっ!!");
		}
		
		if(this._SCommandWindow.index() == 16){
			$gameVariables.setValue(50, "[特言]おい、おれの胸筋!");
		}
		if(this._SCommandWindow.index() == 17){
			$gameVariables.setValue(50, "[特言]じわじわきてます。");
		}
		if(this._SCommandWindow.index() == 18){
			$gameVariables.setValue(50, "[特言]諸君、ごきげんよう☆");
		}
		if(this._SCommandWindow.index() == 19){
			$gameVariables.setValue(50, "[特言]おら復活しただぁ~!");
		}
		
		if(this._SCommandWindow.index() == 20){
			$gameVariables.setValue(50, "[特言]その飯、消えるよッ!");
		}
		if(this._SCommandWindow.index() == 21){
			$gameVariables.setValue(50, "[特言]人形怖い・・・");
		}
		if(this._SCommandWindow.index() == 22){
			$gameVariables.setValue(50, "[特言]トレジャーハンターさ!");
		}
		if(this._SCommandWindow.index() == 23){
			$gameVariables.setValue(50, "[特言]こいつは夢物語だ!");
		}
		
		if(this._SCommandWindow.index() == 24){
			$gameVariables.setValue(50, "[言霊]ヤッホー 僕だよ!");
		}
		if(this._SCommandWindow.index() == 25){
			$gameVariables.setValue(50, "[言霊]食うか寝るか悩む☆");
		}
		if(this._SCommandWindow.index() == 26){
			$gameVariables.setValue(50, "[言霊]食え!");
		}
		if(this._SCommandWindow.index() == 27){
			$gameVariables.setValue(50, "[言霊]寝ろ!");
		}
		if(this._SCommandWindow.index() == 28){
			$gameVariables.setValue(50, "[言霊]あらま!");
		}
		if(this._SCommandWindow.index() == 29){
			$gameVariables.setValue(50, "[言霊]うほうほ!");
		}
		if(this._SCommandWindow.index() == 30){
			$gameVariables.setValue(50, "[言霊]私作る人、あなたルビー削る人");
		}
		if(this._SCommandWindow.index() == 31){
			$gameVariables.setValue(50, "[言霊]横取りされた!");
		}
		if(this._SCommandWindow.index() == 32){
			$gameVariables.setValue(50, "[言霊]今、半分寝てます");
		}
		if(this._SCommandWindow.index() == 33){
			$gameVariables.setValue(50, "[言霊]資材ほしいちょ~!");
		}
		
		if(this._SCommandWindow.index() == 34){
			$gameVariables.setValue(50, "[言霊]ありがちょ~!(^o^)☆ミ");
		}
		if(this._SCommandWindow.index() == 35){
			$gameVariables.setValue(50, "[言霊]おめーー(◎´⑪`◎)ーーでトン!!");
		}
		if(this._SCommandWindow.index() == 36){
			$gameVariables.setValue(50, "[言霊]下の穴が凄いの!");
		}
		if(this._SCommandWindow.index() == 37){
			$gameVariables.setValue(50, "[言霊]アヌビス討伐頼む!");
		}
		
		
		if(this._SCommandWindow.index() == 38){
			$gameVariables.setValue(50, "[特言]塵も積もればゴミとなる!");
		}
		if(this._SCommandWindow.index() == 39){
			$gameVariables.setValue(50, "[特言]ちっちゃいバナナついてんのかい!");
		}
		if(this._SCommandWindow.index() == 40){
			$gameVariables.setValue(50, "[特言]フレッシュゥゥッ!");
		}
		if(this._SCommandWindow.index() == 41){
			$gameVariables.setValue(50, "[特言]おら、地底さ行くだ!");
		}
		if(this._SCommandWindow.index() == 42){
			$gameVariables.setValue(50, "[特言]わ~たし さくらんぼ~♪");
		}
		if(this._SCommandWindow.index() == 43){
			$gameVariables.setValue(50, "[特言]迷わず行けよ! お前の人生!");
		}
		
		
		if(this._SCommandWindow.index() == 44){
			$gameVariables.setValue(50, "[言霊]祭りの時間よ!");
		}
		if(this._SCommandWindow.index() == 45){
			$gameVariables.setValue(50, "[言霊]おつぽこ~!");
		}
		if(this._SCommandWindow.index() == 46){
			$gameVariables.setValue(50, "[言霊]ぽこっ…ぽこっ…うぴょぉぉぉ。");
		}
		if(this._SCommandWindow.index() == 47){
			$gameVariables.setValue(50, "[言霊]収益庫見てる~?");
		}
		if(this._SCommandWindow.index() == 48){
			$gameVariables.setValue(50, "[言霊]カメェェェーッ!");
		}
		if(this._SCommandWindow.index() == 49){
			$gameVariables.setValue(50, "[言霊]ねこです、よろしくおねがいします。");
		}
	}
	$gameTemp.reserveCommonEvent(127);
	AudioManager.playSe({"name":"Decision3","volume":85,"pitch":150,"pan":0});
	this.popScene();

};