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  | const id = $gameVariables.value(1); | |
| this.command339([1, id, 8, 1]); | 
  
    
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  | ConfigManager.touchUI = true; | |
| ConfigManager.save(); | 
  
    
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  | Game_Player.prototype.findStartableEvents = function() { | |
| const x = $gameMap.roundXWithDirection(this.x, this._direction); | |
| const y = $gameMap.roundHalfYWithDirection(this.y, this._direction); | |
| return $gameMap.eventsXy(x, y); | |
| }; | 
  
    
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  | Game_Player.prototype.canStartEvent = function() { | |
| this.checkEventTriggerHere([0]); | |
| this.checkEventTriggerThere([0, 1, 2]); | |
| let result = false; | |
| $gameMap.events().forEach(event => { | |
| if (event.isStarting()) { | |
| event.clearStartingFlag(); | |
| event.unlock(); | |
| result = true; | |
| } | 
  
    
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  | const _Window_Help_calcTextHeight = Window_Help.prototype.calcTextHeight; | |
| Window_Help.prototype.calcTextHeight = function(testState) { | |
| const result = _Window_Help_calcTextHeight.apply(this, arguments); | |
| if (this._anotherTextVisible && testState.text !== param.ChangePage) { | |
| return result - 12; | |
| } else { | |
| return result; | |
| } | |
| }; | 
  
    
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  | $gameSystem._parties._data[0].members()[0].actorId(); | 
  
    
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  | $gameParty.members()[$gameVariables.value(2)].actorId(); | 
  
    
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  | <AS計算式:this.isActor() && | |
| this.hasArmor($dataArmors[1]) && | |
| this.hasArmor($dataArmors[2]) && | |
| this.hasArmor($dataArmors[3])> | 
  
    
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  | /*: | |
| * @plugindesc サンプルコード | |
| * @target MZ | |
| */ | |
| (()=> { | |
| 'use strict'; | |
| Window_Message.prototype.updatePadding = function() { | |
| this.padding = 50; | |
| }; | 
  
    
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  | const promise = DataManager.loadGameLatest(); | |
| if (promise) { | |
| promise.then(() => { | |
| $gameSystem.onAfterLoad(); | |
| SceneManager.goto(Scene_Map); | |
| }); | |
| } |