/*: * @plugindesc * @author ぬぷ竜 */ DataManager._databaseFiles.push({ name: '$RDData', src: 'RdData.json' }); DataManager._databaseFiles.push({ name: '$Nupu_PSData', src: 'Nupu_PSData.json' }); DataManager._databaseFiles.push({ name: '$Nupu_GameSetting', src: 'Nupu_GameSetting.json' }); let CienVerStr = "Ci-en "; const DbgFlg = false; const Cien版Flg = false; let DbgLive2D = ["romasha_battale"]; let MdlRomashaBattle = "romasha_battale"; const MouseMukoFlame = 5000; const SW_StartFlg = 9; const VN_DbgVer = 9; const VN_BefSaveNo = 49; const VN_SaveStr = 50; const VN_SavePsStr = 57; const VN_SSkpSaveNo = 1062; const VN_MemorySave = 1063; const VN_AutoSaveNo = 1066; const VN_戦闘Debug = 1064; const VN_TitleType = 1068; const VN_DggEffScNo = 1083; const VN_DggEmScNo = 1084; const VN_DggDgnScNo = 1086; const SW_DbgGameCng = 981; const SW_Live2DLight = 1095; const SW_エンディング見た = 1375; const SW_シナリオスキップ解放 = 1387; const SW_アグロ敗北 = 1388; const SW_ラスボス撃破履歴 = 1481; N_Sprite_TNo = 130; const VoiceMuteSwNo = 11; const MasterVolVarNo = 44; const VoiceVolVarNo = 45; const F_MasterVol = 30; const F_BGMVol = 30; const F_SEVol = 30; const F_VoiceVol = 50; let BtlKeepSWs = [74 , 54 , 1385]; for (let i = 807; i <= 830; i++) BtlKeepSWs.push(i); let BtlKeepVNs = [54]; for (let i = 61; i <= 99; i++) BtlKeepVNs.push(i); for (let i = 441; i <= 498; i++) BtlKeepVNs.push(i); for (let i = 601; i <= 640; i++) BtlKeepVNs.push(i); utakata.CommonSaveManager._targetSwitchList = [ SW_StartFlg, VoiceMuteSwNo, DownFpsSwt, SW_Live2DLight, SW_DbgGameCng , SW_シナリオスキップ解放 , SW_アグロ敗北 , SW_エンディング見た , SW_ラスボス撃破履歴 ]; utakata.CommonSaveManager._targetVariableList = [ MasterVolVarNo, VoiceVolVarNo, VN_BefSaveNo, VN_SaveStr, VN_DbgVer, VN_SavePsStr, VN_SSkpSaveNo, VN_MemorySave, VN_DggEffScNo, VN_DggEmScNo, VN_DggDgnScNo, VN_TitleType, VN_戦闘Debug, VN_AutoSaveNo ]; /* GraphicsRenderFix.js * @plugindesc * @author kido * * @help */ (function () { var _render = Graphics.render; Graphics.render = function (stage) { if (this._skipCount < 0) { this._skipCount = 0; } _render.call(this, stage); }; })(); // SceneManager.snapForBackground = function() {