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