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| var eventId = 10; | |
| var character = this.character(eventId); | |
| var pattern = 0; | |
| character._originalPattern = pattern; | |
| character._pattern = pattern; |
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| (function() { | |
| 'use strict'; | |
| var _Game_Actor_initSkills = Game_Actor.prototype.initSkills; | |
| Game_Actor.prototype.initSkills = function() { | |
| this._initSkillsComplete = false; | |
| _Game_Actor_initSkills.apply(this, arguments); | |
| this._initSkillsComplete = true; | |
| }; |
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| function Test() { | |
| this.initialize.apply(this, arguments); | |
| } | |
| Test.prototype.initialize = function() { | |
| this.aaa = 1; | |
| }; | |
| var t = new Test(); | |
| console.log(t.aaa); // -> 1 |
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| (function() { | |
| 'use strict'; | |
| /** | |
| * callOriginalFunction | |
| * オリジナルの関数です。イベントコマンドの「スクリプト」から「this.callOriginalFunction()」で呼べます。 | |
| */ | |
| Game_Interpreter.prototype.callOriginalFunction = function() { | |
| // do something | |
| this.wait(60); |
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| $gameParty.lastItem().id |
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| var originalActorId = 1; // 継承元アクターID | |
| var targetActorId = 2; // 継承先アクターID | |
| var originalActor = $gameActors.actor(originalActorId); | |
| var targetActor = $gameActors.actor(targetActorId); | |
| originalActor._skills.forEach(function(skillId) { | |
| targetActor.learnSkill(skillId); | |
| }); |
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| var actorId = 1; | |
| var charNumber = 4; | |
| SceneManager.push(Scene_Name); | |
| SceneManager.prepareNextScene(actorId, charNumber); |
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| var actor = $gameActors.actor(1); | |
| var enemy = $dataEnemies[2]; | |
| enemy.actions.forEach(function(action) { | |
| actor.learnSkill(action.skillId); | |
| }); |