テント関連のソースコード の変更点
Top > テント関連のソースコード
- 追加された行はこの色です。
- 削除された行はこの色です。
- テント関連のソースコード へ行く。
javascript: (function() { #br #br if($gameSystem.lastTentCateNo==null){ #br $gameSystem.lastTentCateNo = 0; #br } #br #br #br if($gameSwitches.value(21)) this.addCommand(226, 6, "姫榊うい", "set", true, 1); #br if($gameSwitches.value(24)) this.addCommand(227, 5, "魔王クロエ", "set", true, 1); #br this.addCommand(228, 3, "ベッド", "set", true, 2); #br this.addCommand(229, 7, "飲水台", "set", true, 2); #br this.addCommand(230, 9, "食事台", "set", true, 2); #br this.addCommand(231, 10, "称号台", "set", true, 2); #br this.addCommand(232, 14, "実績台", "set", true, 2); #br this.addCommand(233, 12, "設定台", "set", true, 2); #br this.addCommand(234, 39, "イベント", "set", true, 2); #br #br this.addCommand(96, 8, "風エリア加工台A", "set", true, 3); #br if($gameSwitches.value(22)) this.addCommand(96, 11, "風エリア加工台B", "set", true, 3); #br if($gameSwitches.value(27)) this.addCommand(97, 13, "風エリア加工台C", "set", true, 3); #br #br if($gameSwitches.value(43)) this.addCommand(98, 15, "水エリア加工台A", "set", true, 3); #br if($gameSwitches.value(44)) this.addCommand(99, 16, "水エリア加工台B", "set", true, 3); #br #br if($gameSwitches.value(58)) this.addCommand(103, 34, "火エリア加工台A", "set", true, 3); #br if($gameSwitches.value(59)) this.addCommand(104, 35, "火エリア加工台B", "set", true, 3); #br #br if($gameSwitches.value(73)) this.addCommand(105, 36, "地エリア加工台A", "set", true, 3); #br if($gameSwitches.value(74)) this.addCommand(106, 37, "地エリア加工台B", "set", true, 3); #br if($gameSwitches.value(75)) this.addCommand(107, 38, "地エリア加工台C", "set", true, 3); #br #br if($gameSwitches.value(326)) this.addCommand(236, 40, "風エリア採取系セット", "set", true, 4); #br if($gameSwitches.value(327)) this.addCommand(237, 41, "水エリア採取系セット", "set", true, 4); #br if($gameSwitches.value(328)) this.addCommand(238, 48, "火エリア採取系セット", "set", true, 4); #br if($gameSwitches.value(329)) this.addCommand(239, 49, "地エリア採取系セット", "set", true, 4); #br if($gameSwitches.value(365)) this.addCommand(253, 56, "地底前半採取系セット", "set", true, 4); #br if($gameSwitches.value(384)) this.addCommand(298, 60, "地底後半採取系セット", "set", true, 4); #br #br if($gameSwitches.value(584)) this.addCommand(463, 75, "天世界前半採取系セット", "set", true, 4); #br if($gameSwitches.value(636)) this.addCommand(590, 79, "天世界中盤採取系セット", "set", true, 4); #br #br if($gameSwitches.value(348)) this.addCommand(219, 53, "地底加工壺A", "set", true, 3); #br if($gameSwitches.value(349)) this.addCommand(220, 54, "地底加工壺B", "set", true, 3); #br if($gameSwitches.value(377)) this.addCommand(282, 59, "地底加工壺C", "set", true, 3); #br if($gameSwitches.value(514)) this.addCommand(110, 63, "地底加工壺D", "set", true, 3); #br #br if($gameSwitches.value(563)) this.addCommand(459, 69, "天の錬金A", "set", true, 3); #br if($gameSwitches.value(564)) this.addCommand(460, 70, "天の錬金B", "set", true, 3); #br if($gameSwitches.value(611)) this.addCommand(549, 77, "天の錬金C", "set", true, 3); #br if($gameSwitches.value(612)) this.addCommand(550, 78, "天の錬金D", "set", true, 3); #br #br if($gameSwitches.value(646)) this.addCommand(602, 82, "天の創造A", "set", true, 3); #br if($gameSwitches.value(647)) this.addCommand(603, 83, "天の創造B", "set", true, 3); #br #br if($gameSwitches.value(376)) this.addCommand(299, 58, "武器鉱炉", "set", true, 2); #br if($gameSwitches.value(522)) this.addCommand(398, 65, "研究所", "set", true, 2); #br if($gameSwitches.value(519)) this.addCommand(383, 64, "スクロールデスク", "set", true, 2); #br if($gameSwitches.value(527)) this.addCommand(414, 66, "収益庫", "set", true, 5); #br #br if($gameSwitches.value(637)) this.addCommand(592, 80, "緑共鳴", "set", true, 5); #br if($gameSwitches.value(638)) this.addCommand(593, 81, "青共鳴", "set", true, 5); #br #br if($gameSwitches.value(600)) this.addCommand(524, 76, "パワーの聖地ゲート", "set", true, 2); #br if($gameSwitches.value(50)) this.addCommand(235, 4, "次元の穴", "set", true, 2); #br if($gameSwitches.value(353)) this.addCommand(223, 55, "地底の穴", "set", true, 2); #br if($gameSwitches.value(536)) this.addCommand(461, 68, "天世界の穴", "set", true, 2); #br #br this.addCommand(15, 0, "配置全リセット", "reset", true, 0); #br })(); #br Game_System.prototype.setTentObject = function() { if(!$gameSystem.TentObjects){ var komomo = [2, 22, 21, 2]; var mimi = [17, 24, 21, 2]; var settei = [12, 18,19, 2]; var bed = [3, 20, 19, 2]; var mizu = [7, 23, 19, 2]; var mesi = [9, 24, 19, 2]; var syougou= [10, 28, 17, 2]; var zisseki= [14, 29, 17, 2]; var kakou = [8, 22, 23, 2]; var evobj = [39, 16, 14, 2]; $gameSystem.TentObjects = [komomo, mimi, settei, bed, mizu, mesi, syougou, zisseki, kakou, evobj]; } #br if($gameSwitches.value(21)){ if(!this.TentmatchEventId(6)){ var ui = [6, 26, 21, 2]; $gameSystem.TentObjects.push(ui); } } #br if($gameSwitches.value(24)){ if(!this.TentmatchEventId(5)){ var kuroe = [5, 28, 21, 2]; $gameSystem.TentObjects.push(kuroe); } } #br this.setTentObject2(); }; #br Game_System.prototype.setTentObject2 = function() { //実際の配置 for (var i = 0; i < $gameMap.events().length; ++i) { if(this.TentmatchEventId($gameMap.events()[i]._eventId)){ $gameMap.events()[i].locate($gameTemp.TentObjTemp[1], $gameTemp.TentObjTemp[2]); $gameMap.events()[i].setDirection($gameTemp.TentObjTemp[3]); }else{ var eid = $gameMap.events()[i]._eventId; if(eid == 11 || eid == 13 || eid == 15 || eid == 16 || eid == 34 || eid == 35 || eid == 36 || eid == 37 || eid == 38 || eid == 4 || eid == 65 || eid == 66 || eid == 68 || eid == 69 || eid == 70 || eid == 40 || eid == 41 || eid == 48 || eid == 49 || eid == 53 || eid == 54 || eid == 55 || eid == 56 || eid == 58 || eid == 59 || eid == 60 || eid == 63 || eid == 64 || eid == 75 || eid == 76|| eid == 40 || eid == 41 || eid == 48 || eid == 49 || eid == 53 || eid == 54 || eid == 55 || eid == 56 || eid == 58 || eid == 59 || eid == 60 || eid == 63 || eid == 64 || eid == 75 || eid == 76|| eid == 77 || eid == 78 || eid == 79 || eid == 80 || eid == 81 || eid == 82 || eid == 83){ eid == 77 || eid == 78 || eid == 79 || eid == 80 || eid == 81 || eid == 82 || eid == 83){ $gameMap.events()[i].locate(0, 0); } } } }; #br Game_System.prototype.TentmatchEventId = function(id) { for (var i = 0; i < $gameSystem.TentObjects.length; ++i) { if(id == $gameSystem.TentObjects[i][0]){ $gameTemp.TentObjTemp = [$gameSystem.TentObjects[i][0], $gameSystem.TentObjects[i][1], $gameSystem.TentObjects[i][2], $gameSystem.TentObjects[i][3], i]; return true; } } return false; }; #br Game_System.prototype.callTentLayout = function() { $gameSwitches.setValue(321, false); $gameScreen.erasePicture(31); SceneManager.push(Scene_TentLayout); }; #br //------------------------------------------------------------------------------------------------- #br function Window_SetTentCommand() { this.initialize(...arguments); this.initialize(...arguments); } #br Window_SetTentCommand.prototype = Object.create(Window_Command.prototype); Window_SetTentCommand.prototype.constructor = Window_SetTentCommand; #br Window_SetTentCommand.prototype.initialize = function(rect) { Window_Command.prototype.initialize.call(this, rect); Window_Command.prototype.initialize.call(this, rect); }; #br Window_SetTentCommand.prototype.makeCommandList = function() { #br if($gameSystem.lastTentCateNo==null){ $gameSystem.lastTentCateNo = 0; } #br コメント:1人物 2施設 3加工台 4採集セット 5オブジェ これとかも条件とか変えたら未開放でも開放みたいなん全然できると思われる #br this.addCommand(224, 2, "御霊こもも", "set", true, 1); this.addCommand(225, 17, "姫榊みみ", "set", true, 1); if($gameSwitches.value(21)) this.addCommand(226, 6, "姫榊うい", "set", true, 1); if($gameSwitches.value(24)) this.addCommand(227, 5, "魔王クロエ", "set", true, 1); this.addCommand(228, 3, "ベッド", "set", true, 2); this.addCommand(229, 7, "飲水台", "set", true, 2); this.addCommand(230, 9, "食事台", "set", true, 2); this.addCommand(231, 10, "称号台", "set", true, 2); this.addCommand(232, 14, "実績台", "set", true, 2); this.addCommand(233, 12, "設定台", "set", true, 2); this.addCommand(234, 39, "イベント", "set", true, 2); #br this.addCommand(96, 8, "風エリア加工台A", "set", true, 3); if($gameSwitches.value(22)) this.addCommand(96, 11, "風エリア加工台B", "set", true, 3); if($gameSwitches.value(27)) this.addCommand(97, 13, "風エリア加工台C", "set", true, 3); #br if($gameSwitches.value(43)) this.addCommand(98, 15, "水エリア加工台A", "set", true, 3); if($gameSwitches.value(44)) this.addCommand(99, 16, "水エリア加工台B", "set", true, 3); #br if($gameSwitches.value(58)) this.addCommand(103, 34, "火エリア加工台A", "set", true, 3); if($gameSwitches.value(59)) this.addCommand(104, 35, "火エリア加工台B", "set", true, 3); #br if($gameSwitches.value(73)) this.addCommand(105, 36, "地エリア加工台A", "set", true, 3); if($gameSwitches.value(74)) this.addCommand(106, 37, "地エリア加工台B", "set", true, 3); if($gameSwitches.value(75)) this.addCommand(107, 38, "地エリア加工台C", "set", true, 3); #br if($gameSwitches.value(326)) this.addCommand(236, 40, "風エリア採取系セット", "set", true, 4); if($gameSwitches.value(327)) this.addCommand(237, 41, "水エリア採取系セット", "set", true, 4); if($gameSwitches.value(328)) this.addCommand(238, 48, "火エリア採取系セット", "set", true, 4); if($gameSwitches.value(329)) this.addCommand(239, 49, "地エリア採取系セット", "set", true, 4); if($gameSwitches.value(365)) this.addCommand(253, 56, "地底前半採取系セット", "set", true, 4); if($gameSwitches.value(384)) this.addCommand(298, 60, "地底後半採取系セット", "set", true, 4); #br if($gameSwitches.value(584)) this.addCommand(463, 75, "天世界前半採取系セット", "set", true, 4); if($gameSwitches.value(636)) this.addCommand(590, 79, "天世界中盤採取系セット", "set", true, 4); #br if($gameSwitches.value(348)) this.addCommand(219, 53, "地底加工壺A", "set", true, 3); if($gameSwitches.value(349)) this.addCommand(220, 54, "地底加工壺B", "set", true, 3); if($gameSwitches.value(377)) this.addCommand(282, 59, "地底加工壺C", "set", true, 3); if($gameSwitches.value(514)) this.addCommand(110, 63, "地底加工壺D", "set", true, 3); #br if($gameSwitches.value(563)) this.addCommand(459, 69, "天の錬金A", "set", true, 3); if($gameSwitches.value(564)) this.addCommand(460, 70, "天の錬金B", "set", true, 3); if($gameSwitches.value(611)) this.addCommand(549, 77, "天の錬金C", "set", true, 3); if($gameSwitches.value(612)) this.addCommand(550, 78, "天の錬金D", "set", true, 3); #br if($gameSwitches.value(646)) this.addCommand(602, 82, "天の創造A", "set", true, 3); if($gameSwitches.value(647)) this.addCommand(603, 83, "天の創造B", "set", true, 3); #br if($gameSwitches.value(376)) this.addCommand(299, 58, "武器鉱炉", "set", true, 2); if($gameSwitches.value(522)) this.addCommand(398, 65, "研究所", "set", true, 2); if($gameSwitches.value(519)) this.addCommand(383, 64, "スクロールデスク", "set", true, 2); if($gameSwitches.value(527)) this.addCommand(414, 66, "収益庫", "set", true, 5); #br if($gameSwitches.value(637)) this.addCommand(592, 80, "緑共鳴", "set", true, 5); if($gameSwitches.value(638)) this.addCommand(593, 81, "青共鳴", "set", true, 5); #br if($gameSwitches.value(600)) this.addCommand(524, 76, "パワーの聖地ゲート", "set", true, 2); if($gameSwitches.value(50)) this.addCommand(235, 4, "次元の穴", "set", true, 2); if($gameSwitches.value(353)) this.addCommand(223, 55, "地底の穴", "set", true, 2); if($gameSwitches.value(536)) this.addCommand(461, 68, "天世界の穴", "set", true, 2); #br this.addCommand(15, 0, "配置全リセット", "reset", true, 0); }; #br Window_SetTentCommand.prototype.cursorRight = function() { if($gameSystem.lastTentCateNo!=null){ $gameSystem.lastTentCateNo += 1; if($gameSystem.lastTentCateNo >= 6){ $gameSystem.lastTentCateNo = 0; } AudioManager.playSe({"name":"Cursor1","volume":90,"pitch":100,"pan":0}); this.refresh(); this.select(0); this.reselect(); } }; #br Window_SetTentCommand.prototype.cursorLeft = function() { if($gameSystem.lastTentCateNo!=null){ $gameSystem.lastTentCateNo -= 1; if($gameSystem.lastTentCateNo <= -1){ $gameSystem.lastTentCateNo = 5; } AudioManager.playSe({"name":"Cursor1","volume":90,"pitch":100,"pan":0}); this.refresh(); this.select(0); this.reselect(); } }; #br Window_SetTentCommand.prototype.addCommand = function( icon, eventId, name, symbol, enabled = true, ext = null icon, eventId, name, symbol, enabled = true, ext = null ) { if($gameSystem.lastTentCateNo==0){ this._list.push({ icon: icon, eventId: eventId, name: name, symbol: symbol, enabled: enabled, ext: ext, flagz: this.checkFlagz(eventId) }); return; } if(!ext){ this._list.push({ icon: icon, eventId: eventId, name: name, symbol: symbol, enabled: enabled, ext: ext, flagz: this.checkFlagz(eventId) }); }else{ if(ext == $gameSystem.lastTentCateNo){ this._list.push({ icon: icon, eventId: eventId, name: name, symbol: symbol, enabled: enabled, ext: ext, flagz: this.checkFlagz(eventId) }); } } }; #br Window_SetTentCommand.prototype.checkFlagz = function(eventId) { for (var i = 0; i < $gameSystem.TentObjects.length; ++i) { for (var i = 0; i < $gameSystem.TentObjects.length; ++i) { if($gameSystem.TentObjects[i][0]==eventId){ if($gameSystem.TentObjects[i][0]==eventId){ return false; return false; } } } } return true; return true; }; #br Window_SetTentCommand.prototype.commandIcon = function(index) { return this._list[index].icon; return this._list[index].icon; }; #br Window_SetTentCommand.prototype.commandEventId = function(index) { return this._list[index].eventId; return this._list[index].eventId; }; #br Window_SetTentCommand.prototype.commandFlagz = function(index) { return this._list[index].flagz; return this._list[index].flagz; }; #br Window_SetTentCommand.prototype.drawItem = function(index) { const rect = this.itemLineRect(index); const rect = this.itemLineRect(index); const align = this.itemTextAlign(); const align = this.itemTextAlign(); this.resetTextColor(); this.resetTextColor(); if(this._list[index].name == "配置全リセット"){ if(this._list[index].name == "配置全リセット"){ this.changeTextColor(ColorManager.textColor(2)); this.changeTextColor(ColorManager.textColor(2)); } } this.changePaintOpacity(this.isCommandEnabled(index)); this.changePaintOpacity(this.isCommandEnabled(index)); this.drawIcon(this.commandIcon(index), rect.x, rect.y+2); this.drawIcon(this.commandIcon(index), rect.x, rect.y+2); this.drawText(this.commandName(index), rect.x+42, rect.y, rect.width, "left"); this.drawText(this.commandName(index), rect.x+42, rect.y, rect.width, "left"); var flag = 0; var flag = 0; if(this.commandFlagz(index) && this.commandEventId(index)!= 0){ if(this.commandFlagz(index) && this.commandEventId(index)!= 0){ this.drawText("未配置", rect.x, rect.y, rect.width, "right"); this.drawText("未配置", rect.x, rect.y, rect.width, "right"); } } }; #br //------------------------------------------------------------------------------------------------- #br function Scene_TentLayout() { this.initialize(...arguments); this.initialize(...arguments); } #br Scene_TentLayout.prototype = Object.create(Scene_MenuBase.prototype); Scene_TentLayout.prototype.constructor = Scene_TentLayout; #br Scene_TentLayout.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); Scene_MenuBase.prototype.initialize.call(this); }; #br Scene_TentLayout.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); Scene_MenuBase.prototype.create.call(this); this.createHelpWindow(); this.createHelpWindow(); this.createCommandWindow(); this.createCommandWindow(); this._helpWindow.setText("プレイヤーの向で前面配置を試みます! [←] [→] 表示種類変更"); this._helpWindow.setText("プレイヤーの向で前面配置を試みます! [←] [→] 表示種類変更"); }; #br Scene_TentLayout.prototype.createHelpWindow = function() { const rect = this.helpWindowRect(); const rect = this.helpWindowRect(); this._helpWindow = new Window_Help(rect); this._helpWindow = new Window_Help(rect); this.addWindow(this._helpWindow); this.addWindow(this._helpWindow); }; #br Scene_TentLayout.prototype.helpWindowRect = function() { const wx = 0; const wx = 0; const wy = 0; const wy = 0; const ww = Graphics.boxWidth; const ww = Graphics.boxWidth; const wh = 56; const wh = 56; return new Rectangle(wx, wy, ww, wh); return new Rectangle(wx, wy, ww, wh); }; #br Scene_TentLayout.prototype.createCommandWindow = function() { const rect = this.commandWindowRect(); const rect = this.commandWindowRect(); this._commandWindow = new Window_SetTentCommand(rect); this._commandWindow = new Window_SetTentCommand(rect); this._commandWindow.setHandler("cancel", this.popScene.bind(this)); this._commandWindow.setHandler("cancel", this.popScene.bind(this)); this._commandWindow.setHandler("set", this.set.bind(this)); this._commandWindow.setHandler("set", this.set.bind(this)); this._commandWindow.setHandler("reset", this.reset.bind(this)); this._commandWindow.setHandler("reset", this.reset.bind(this)); this.addWindow(this._commandWindow); this.addWindow(this._commandWindow); }; #br Scene_TentLayout.prototype.commandWindowRect = function() { const wx = 0; const wx = 0; const wy = this._helpWindow.height; const wy = this._helpWindow.height; const ww = Graphics.boxWidth; const ww = Graphics.boxWidth; const wh = Graphics.boxHeight - this._helpWindow.height; const wh = Graphics.boxHeight - this._helpWindow.height; return new Rectangle(wx, wy, ww, wh); return new Rectangle(wx, wy, ww, wh); }; #br //--------------------- #br Scene_TentLayout.prototype.set = function() { var px = $gamePlayer.x; var py = $gamePlayer.y; var sx = 0; var sy = 0; var pd = 0; #br if($gamePlayer._direction == 8){ sx = px; sy = py - 1; pd = 8; } else if($gamePlayer._direction == 6){ sx = px + 1; sy = py; pd = 6; } else if($gamePlayer._direction == 2){ sx = px; sy = py + 1; pd = 2; } else if($gamePlayer._direction == 4){ sx = px - 1; sy = py; pd = 4; } #br if($gameMap.eventIdXy(sx, sy) == 0 && $gameMap.regionId(sx, sy) == 251){ AudioManager.playSe({"name":"Flash1","volume":100,"pitch":100,"pan":0}); #br var eventId = this._commandWindow._list[this._commandWindow.index()].eventId; if($gameSystem.TentmatchEventId(eventId)){ $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]][1] = sx; $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]][2] = sy; #br if(eventId == 2 || eventId == 17 || eventId == 6 || eventId == 5){ $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]][3] = pd; }else{ $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]][3] = 2; } #br $gameSystem.setTentObject2(); }else{ if(eventId == 2 || eventId == 17 || eventId == 6 || eventId == 5){ var a = [eventId, sx, sy, pd]; }else{ var a = [eventId, sx, sy, 2]; } #br $gameSystem.TentObjects.push(a); $gameSystem.setTentObject2(); } #br }else{ AudioManager.playSe({"name":"Buzzer1","volume":100,"pitch":100,"pan":0}); } this.popScene(); }; #br Scene_TentLayout.prototype.reset = function() { var komomo = [2, 22, 21, 2]; var mimi = [17, 24, 21, 2]; var settei = [12, 18,19, 2]; var bed = [3, 20, 19, 2]; var mizu = [7, 23, 19, 2]; var mesi = [9, 24, 19, 2]; var syougou= [10, 28, 17, 2]; var zisseki= [14, 29, 17, 2]; var kakou = [8, 22, 23, 2]; var evobj = [39, 16, 14, 2]; $gameSystem.TentObjects[0] = komomo; $gameSystem.TentObjects[1] = mimi; $gameSystem.TentObjects[2] = settei; $gameSystem.TentObjects[3] = bed; $gameSystem.TentObjects[4] = mizu; $gameSystem.TentObjects[5] = mesi; $gameSystem.TentObjects[6] = syougou; $gameSystem.TentObjects[7] = zisseki; $gameSystem.TentObjects[8] = kakou; $gameSystem.TentObjects[9] = evobj; #br if($gameSwitches.value(21)){ if(!$gameSystem.TentmatchEventId(6)){ var ui = [6, 26, 21, 2]; $gameSystem.TentObjects.push(ui); }else{ $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]] = [6, 26, 21, 2]; } } #br if($gameSwitches.value(24)){ if(!$gameSystem.TentmatchEventId(5)){ var kuroe = [5, 28, 21, 2]; $gameSystem.TentObjects.push(kuroe); }else{ $gameSystem.TentObjects[$gameTemp.TentObjTemp[4]] = [5, 28, 21, 2]; } } #br //加工台 if($gameSwitches.value(22)){ if($gameSystem.TentmatchEventId(11)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(27)){ if($gameSystem.TentmatchEventId(13)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(43)){ if($gameSystem.TentmatchEventId(15)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(44)){ if($gameSystem.TentmatchEventId(16)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(58)){ if($gameSystem.TentmatchEventId(34)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(59)){ if($gameSystem.TentmatchEventId(35)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(73)){ if($gameSystem.TentmatchEventId(36)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(74)){ if($gameSystem.TentmatchEventId(37)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(75)){ if($gameSystem.TentmatchEventId(38)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(50)){ if($gameSystem.TentmatchEventId(4)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br //採取系 if($gameSwitches.value(326)){ if($gameSystem.TentmatchEventId(40)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(327)){ if($gameSystem.TentmatchEventId(41)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(328)){ if($gameSystem.TentmatchEventId(48)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(329)){ if($gameSystem.TentmatchEventId(49)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } //---------------------------- #br if($gameSwitches.value(348)){ if($gameSystem.TentmatchEventId(53)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(349)){ if($gameSystem.TentmatchEventId(54)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(353)){ if($gameSystem.TentmatchEventId(55)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(365)){ if($gameSystem.TentmatchEventId(56)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(376)){ if($gameSystem.TentmatchEventId(58)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(377)){ if($gameSystem.TentmatchEventId(59)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(384)){ if($gameSystem.TentmatchEventId(60)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(514)){ if($gameSystem.TentmatchEventId(63)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(519)){ if($gameSystem.TentmatchEventId(64)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(522)){ if($gameSystem.TentmatchEventId(65)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(527)){ if($gameSystem.TentmatchEventId(66)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } //---------------------------- #br if($gameSwitches.value(536)){ if($gameSystem.TentmatchEventId(68)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(563)){ if($gameSystem.TentmatchEventId(69)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(564)){ if($gameSystem.TentmatchEventId(70)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(584)){ if($gameSystem.TentmatchEventId(75)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(600)){ if($gameSystem.TentmatchEventId(76)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(611)){ if($gameSystem.TentmatchEventId(77)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(612)){ if($gameSystem.TentmatchEventId(78)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(636)){ if($gameSystem.TentmatchEventId(79)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(637)){ if($gameSystem.TentmatchEventId(80)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(638)){ if($gameSystem.TentmatchEventId(81)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } #br if($gameSwitches.value(646)){ if($gameSystem.TentmatchEventId(82)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } if($gameSwitches.value(647)){ if($gameSystem.TentmatchEventId(83)){ $gameSystem.TentObjects.splice($gameTemp.TentObjTemp[4], 1); #br } } //---------------------------- #br var params = [0, 4, 25, 24, 8, 0]; $gameMap._interpreter.command201(params); $gameSystem.setTentObject2(); AudioManager.playSe({"name":"Flash1","volume":100,"pitch":100,"pan":0}); this.popScene(); };