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const arr = [4, 6, 7, 9]; | |
const result = arr.every((value, i, self) => i + 1 === self.length || value <= self[i + 1]); | |
console.log(result); |
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require('fs').existsSync('img/pictures/aaa.png') |
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const partyIndex = 0; | |
const battler = $gameParty.members()[partyIndex]; | |
if (!battler.isDeathStateAffected()) { | |
const skillId = 8; | |
const targetIndex = 0; | |
battler.forceAction(skillId, targetIndex); | |
BattleManager.forceAction(battler); | |
this.setWaitMode("action"); | |
} |
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!!$gameActors.actor(2).currentAction(); // ID[2]のアクターが行動済みかどうか | |
!!$gameTroop.members()[0].currentAction(); // 0番目の敵キャラが行動済みかどうか |
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$gameParty.setSelectedGlossaryType("1"); | |
$gameParty.setConfirmedGlossaryItem($dataItems[1]); |
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const test = ( tes )=>{ | |
let i = [1,2,3]; | |
let g = i[tes]; | |
console.log( g ); | |
} | |
test( 'length' ); |
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$gameParty.allMembers().forEach(member => { | |
const data = member.actor(); | |
member.setFaceImage(data.faceName, data.faceIndex); | |
}); |
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$gameParty.setMenuActor($gameParty.members()[1]); | |
SceneManager.push(Scene_Status); |
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const mesWin = SceneManager._scene._messageWindow; | |
mesWin.onEndOfText(); | |
mesWin.terminateMessage(); | |
mesWin.pause = false; |