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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); | |
}); | |
} |