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$dataCommonEvents.findIndex(item => item && item.name === 'コモンイベント名称'); |
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/*: | |
* @plugindesc 装備品を解除させられたアクターのIDを保持 | |
* @target MZ | |
*/ | |
(()=> { | |
const variableId = 1; | |
const _Game_Actor_discardEquip = Game_Actor.prototype.discardEquip; | |
Game_Actor.prototype.discardEquip = function(item) { | |
_Game_Actor_discardEquip.apply(this, arguments); |
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/*: | |
* @plugindesc 装備画面を右にずらす | |
* @target MZ | |
*/ | |
(()=> { | |
const offsetX = 200; | |
Scene_Equip.prototype.statusWindowRect = function() { | |
const wx = offsetX; |
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$gameActors.actor(1).armors().some(armor => [1, 2, 3].contains(armor.id)) |
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/*: | |
* @plugindesc スキル選択時にヘルプウィンドウを再描画 | |
* @target MZ | |
*/ | |
(()=> { | |
const _Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill; | |
Scene_Battle.prototype.commandSkill = function() { | |
_Scene_Battle_commandSkill.apply(this, arguments); | |
this._helpWindow.refresh(); |
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<DD攻撃力:$dataWeapons[data.id + 1].params[2] * 2> |
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const cpdArgs = { | |
character : '0', | |
valueVariable : String($gameVariables._data[1]), | |
setting: '{"reverse":"false","type":"HP","critical":"false"}' | |
}; | |
PluginManager.callCommand( | |
this, 'CharacterPopupDamage' , 'POPUP_DAMAGE', cpdArgs | |
); |
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const weaponName = '武器の名前'; | |
const variableId = 1; | |
const data = $dataWeapons.find(weapon => weapon && weapon.name === weaponName); | |
if (data) { | |
$gameVariables.setValue(variableId, data.id); | |
} |
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AudioManager._currentBgm.volume = 10; | |
AudioManager.updateBgmParameters(AudioManager._currentBgm); |