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                        "text": "セーブゲームイメージを表示\n=================\nこの共通イベントは、指定のセーブゲームスロットに対応するスナップショットイメージを表示します。使用するピクチャーIDは、スロットエリアやページと同様に、パラメータを通してパスされます。ページ番号とスロットエリアを活用し、次の式で実際のセーブゲームスロット番号を計算します。\n\n(ページ番号 - 1) x スロットエリアの数 + スロットエリアの番号 = 実際のセーブゲームスロット番号\n\nたとえば、ユーザーが3ページのスロットエリア2番をクリックした場合、実際のセーブゲームスロット番号は次のようになります。\n\n(3 – 1) x 8 + 2 = 18\n\nその後、スクリプトを使用し、スナップショットイメージを指定のピクチャーIDでピクチャーに割り当てます。この処理が必要なのは、VN Makerにはセーブゲームのスクリーンショットにアクセスするコマンドが存在しないためです。"
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                    "params": {
                        "script": "/*\n* This script call is used to assign the correct screenshot image for the slot to the correct picture object. That is necessary because VN Maker has no command by default\n* to access save game date. But feel free to create your own commands for it via plugins!\n*/\n\n/* \n * Here we access tempNumbers which is an array containing all local number variables for this common event.\n * So store the Picture ID, Slot-Area in two local variables \"id\" and \"slotNumber\" to access them later in a shorter way. We also subtract\n * 1 from the slot-number because the internal counting starts at 0 and not at 1. \n*/\nvar id = GameManager.variableStore.tempNumbers[0];\nvar slotNumber = GameManager.variableStore.tempNumbers[3] - 1;\n\n/*\n* Here we use the Picture ID to get the corresponding picture object and store into \"picture\" variable so we can modify the picture object later. We also\n* use the slotNumber to get the corresponding slot-object which contains more info about the save-game slot. So we can check later if that slot is actually used and if yes we\n* can access the screenshot image.\n*/\nvar picture = SceneManager.scene.pictures[id];\nvar slot = GameManager.saveGameSlots[slotNumber];\n\n/* Here we check if the save game slot is used. If so, we can access the screenshot image and\n*  set it as bitmap for the picture-object so it is display on screen.\n*/\nif(slot && slot.date) \n{\n    // Let's check if there already a cached bitmap-object for our save game slot.\n    var bitmap = ResourceManager.getCustomBitmap(\"$slot_\"+slotNumber);\n\n    // If there is a cached bitmap-object but it is different from the current slot-image then\n    // we have to dispose/destroy the old cached bitmap.\n    if(bitmap && bitmap.filePath != slot.image)\n    {\n         bitmap.dispose();\n         bitmap = null;\n    }\n\n    // If not, so bitmap is null, then we have to create it\n    if(!bitmap) \n    {\n        /* Create a new bitmap-object from slot.image. The slot.image property stores the screenshot image for the\n        * save game slot as data url.\n        */\n        bitmap = new gs.Bitmap(slot.image);\n        // Put the new created bitmap object into the cache so we don't need to re-create it everytime.\n        ResourceManager.setCustomBitmap(\"$slot_\"+slotNumber, bitmap);\n        // Set a callback function called if the bitmap is loaded/ready.\n        bitmap.onload = function() \n        {\n            // We set the image name to \"null\" because we want to set an in-memory bitmap.\n            picture.image = null;\n            // Set the bitmap object for the picture to display it on screen.\n            picture.bitmap = bitmap;\n            // Set the size of the picture so it matches the size of the new assigned bitmap\n            picture.dstRect.width = bitmap.width;\n            picture.dstRect.height = bitmap.height;\n            // Set the source-rectangle so it matches the size of the new assigned bitmap.\n            picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n        };\n    }\n    // Otherwise, we can just use the cached bitmap object.\n    else\n    {\n        // We set the image name to \"null\" because we want to set an in-memory bitmap.\n        picture.image = null;\n        // Set the bitmap object for the picture to display it on screen.\n        picture.bitmap = bitmap;\n        // Set the size of the picture so it matches the size of the new assigned bitmap\n        picture.dstRect.width = bitmap.width;\n        picture.dstRect.height = bitmap.height;\n        // Set the source-rectangle so it matches the size of the new assigned bitmap.\n        picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n    }\n}\n// If the slot is a free unused save game slot, we make the picture invisible by assigning nothing \"null\" to it.\nelse\n{\n    // Set bitmap-property and image-property to null so nothing is displayed on screen for this picture.\n    picture.bitmap = null\n    picture.image = null\n}"
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