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();
};