princess-synergy/www/js/plugins/JsScript58Set.js
2026-02-05 14:03:22 -06:00

81 lines
2.5 KiB
JavaScript

/*:
* @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() {