diff --git a/Readme.md b/Readme.md index 954b974..a28ab32 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/4/1**;**乐子人**;新增插件,完善技能效果 - **2023/3/31**;**乐子人**;完善缴械机制和控制对技能的封禁 - **2023/3/31**;**不明枪兵**;添加火山怪和硫酸怪高等级免战即死 - **2023/3/29**;**不明枪兵**;解决硫酸史莱姆事件和研究站bug diff --git a/data/Classes.json b/data/Classes.json index 5ff2f96..3c81435 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -5,12 +5,12 @@ null, 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+{"id":19,"animationId":0,"description":"被乐子人激活了核心的爆矢枪,需要以精金为材料\n找工具兔修复","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":115,"name":"激活的爆矢枪","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":20,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0} ] \ No newline at end of file diff --git a/js/plugins.js b/js/plugins.js index 9fc38d2..7fc14be 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -21,15 +21,15 @@ var $plugins = {"name":"YEP_CoreEngine","status":true,"description":"v1.31 [v1.0] 系统 - 引擎核心","parameters":{"---屏幕---":"","屏幕宽度":"1024","屏幕高度":"560","屏幕重置-战斗背景":"false","屏幕重置-标题":"true","屏幕重置-游戏结束":"true","控制台":"true","是否重置角色战斗位置":"true","游戏字体加载延时":"0","是否锁定实际比例":"false","是否自动释放缓存":"true","---金钱---":"","金钱最大值":"99999999","金钱字体大小":"20","金钱图标":"163","金钱超出消息":"数不尽","---物品---":"","物品最大值":"9999","物品字体大小":"20","---能力值---":"","角色等级最大值":"99","角色生命最大值":"9999","角色魔法最大值":"9999","角色属性最大值":"999","敌人生命最大值":"999999","敌人魔法最大值":"9999","敌人属性最大值":"999","---战斗---":"","动画速度":"4","是否闪烁选中目标":"false","遇敌动画是否显示角色":"false","战斗结束是否显示角色":"false","---地图优化---":"","角色生命变化时是否刷新":"true","角色魔法变化时是否刷新":"true","角色怒气变化时是否刷新":"false","---字体---":"","中文模式的字体":"SimHei, Heiti TC, sans-serif","日韩模式的字体":"Dotum, AppleGothic, sans-serif","默认模式的字体":"GameFont, Verdana, Arial, Courier 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Pan":"0","---Info Window---":"","Show Game Title":"true","Invalid Game Text":"这是另一个游戏的保存。","Empty Game Text":"Empty","Map Display Name":"true","Party Display":"2","Party Y Position":"this.lineHeight() + Window_Base._faceHeight","Show Actor Names":"true","Name Font Size":"20","Show Actor Level":"true","Level Font Size":"20","Level Format":"\\c[16]%1 \\c[0]%3","Data Font Size":"20","Data Column 1":"empty, playtime, save count, gold count","Data Column 2":"location, variable 1, variable 2, variable 3","Data Column 3":"empty, variable 4, variable 5, variable 6","Data Column 4":"","---Vocabulary---":"","Map Location":"","Playtime":"游戏时间:","Save Count":"保存次数:","Gold Count":"%1:","---Technical---":"","Save Mode":"web","Local Config":"config.rpgsave","Local Global":"global.rpgsave","Local Save":"file%1.rpgsave","Web Config":"RPG %1 Config","Web Global":"RPG %1 Global","Web Save":"RPG %1 File%2","---Confirmation---":"","Load Confirmation":"true","Load Text":"是否要加载此保存文件?","Save Confirmation":"true","Save Text":"是否覆盖此保存文件?","Delete Confirmation":"true","Delete Text":"是否删除此保存文件?","Confirm Yes":"是","Confirm No":"否"}}, {"name":"YEP_OptionsCore","status":true,"description":"v1.01 选项核心☁️","parameters":{"---Categories---":"","OptionsCategories":"[\"{\\\"Name\\\":\\\"\\\\\\\\i[87]General\\\",\\\"---Settings---\\\":\\\"\\\",\\\"HelpDesc\\\":\\\"\\\\\\\"General settings that alter the way the game behaves.\\\\\\\"\\\",\\\"OptionsList\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]Always Dash\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Player walks when OFF. 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ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]Command Remember\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Game remembers the last command selected during battle.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"commandRemember\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]ATB Speed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Determines how fast the ATB Gauge fills up during battle.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"atbSpeed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"if (Imported.YEP_X_BattleSysATB) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = $gameSystem.getBattleSystem() === 'atb';\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(13);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(5);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 10) value = 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 10) value = 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value < 1) value = 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]Enemy Difficulty\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Determines the level strength of enemies.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"difficultySlider\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"if (Imported.YEP_X_DifficultySlider) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = $gameSystem.showDifficultySlider();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / Yanfly.Param.DSliderMaxDif;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(28);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(29);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > Yanfly.Param.DSliderMaxDif) value = Yanfly.Param.DSliderMinDif;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif,\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nYanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]Message Speed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Changes the speed text is displayed during messages.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"messageSpeed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_X_MessageSpeedOpt;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = ((value) / 10).clamp(0, 1);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 10) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n var gaugeColor1 = this.textColor(14);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n var gaugeColor2 = this.textColor(6);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n var gaugeColor1 = this.textColor(20);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n var gaugeColor2 = this.textColor(21);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 11) value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[87]Quest Window\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Show a window displaying the currently active\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nquest on the screen while exploring.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"mapQuestWindow\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_X_MapQuestWindow;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"none\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\"]\\\"}\",\"{\\\"Name\\\":\\\"\\\\\\\\i[80]Audio\\\",\\\"---Settings---\\\":\\\"\\\",\\\"HelpDesc\\\":\\\"\\\\\\\"Adjust the audio settings for the game.\\\\\\\"\\\",\\\"OptionsList\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[80]Master Volume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Adjusts the overall volume of the game.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"masterVolume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(22);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(23);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[80]BGM Volume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Adjusts the volume of the background music.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"bgmVolume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[80]BGS Volume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Adjusts the volume of the background sound effects.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"bgsVolume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[80]ME Volume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Adjusts the volume of the melody effects\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nsuch as fanfares.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"meVolume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[80]SE Volume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Adjusts the volume of the sound effects.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"seVolume\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"none\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\"]\\\"}\",\"{\\\"Name\\\":\\\"\\\\\\\\i[302]Visual\\\",\\\"---Settings---\\\":\\\"\\\",\\\"HelpDesc\\\":\\\"\\\\\\\"Settings that adjust the visual properties of the game.\\\\\\\"\\\",\\\"OptionsList\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[309]Window Tone: Red\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[2]red\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"windowToneRed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(10);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[0];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[311]Window Tone: Green\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[3]green\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"windowToneGreen\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(3);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(11);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[1];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[312]Window Tone: Blue\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[1]blue\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"windowToneBlue\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(1);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(9);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[2];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"none\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"if (Imported.YEP_StaticTilesOption) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else if (Imported.YEP_BattleAniSpeedOpt) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else if (Imported.YEP_X_ActSeqPack3) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else if (Imported.YEP_SynchFpsOption) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[302]Animated Tiles\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Turns animated tiles ON or OFF.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"animateTiles\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_StaticTilesOption;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[302]Battle Animation Speed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Changes the speed of battle animations.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"battleAniSpeed\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_BattleAniSpeedOpt;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar quarterWidth = statusWidth / 4;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 4);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(4);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 0, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 3);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(3);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 1, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(2);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 2, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 1);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(1);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 3, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nif (value <= 0) value = 4;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[302]Battle Camera\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"If ON, the camera in battle will move around.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nIf OFF, the camera in battle will be locked in place.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"battleCamera\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_X_ActSeqPack3;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[302]Synch Monitor FPS\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Turn this ON if your monitor runs above 60 FPS\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nto synchronize the game to run at 60 FPS.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"synchFps\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = Imported.YEP_SynchFpsOption;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"none\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\"]\\\"}\",\"{\\\"Name\\\":\\\"\\\\\\\\i[83]Controls\\\",\\\"---Settings---\\\":\\\"\\\",\\\"HelpDesc\\\":\\\"\\\\\\\"Change the way you can control the game.\\\\\\\"\\\",\\\"OptionsList\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[83]Gamepad Config\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Configure the game's gamepad settings.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"gamepadConfig\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"if (Imported.GamepadConfig && Input.isControllerConnected()) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = !Utils.isMobileDevice();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.playOkSound();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nSceneManager.push(Scene_GamepadConfig);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\i[83]Keyboard Config\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Configure the game's keyboard settings.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"keyConfig\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"if (Imported.YEP_KeyboardConfig) {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = !Utils.isMobileDevice();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.playOkSound();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nSceneManager.push(Scene_KeyConfig);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Name\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Settings---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"HelpDesc\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"none\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowHide\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Enable\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Ext\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---Functions---\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"MakeCommandCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DrawItemCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ProcessOkCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorRightCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CursorLeftCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"DefaultConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"SaveConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"LoadConfigCode\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\"]\\\"}\"]","---Options Menu---":"","AllCommand":"\\i[160]All","AllHelpDesc":"\"游戏所有设置的列表。\"","ExitCommand":"\\i[16]Exit","ExitHelpDesc":"\"退出“选项”菜单。\"","---Options Settings---":"","CategoryWidth":"240","StatusWidth":"400","VolumeOffset":"10","WindowToneOffset":"5"}}, -{"name":"YEP_BattleEngineCore","status":false,"description":"v1.43a 战斗引擎核心☁️","parameters":{"---General---":"","Action Speed":"agi","Default System":"atb","---Escape---":"","Escape Ratio":"0.5 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.1","---Animation---":"","Animation Base Delay":"0","Animation Next Delay":"0","Certain Hit Animation":"120","Physical Animation":"52","Magical Animation":"51","Enemy Attack Animation":"39","Reflect Animation":"42","Motion Waiting":"false","---Frontview---":"","Front Position X":"Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index","Front Position Y":"Graphics.boxHeight - 180","Front Actor Sprite":"false","Front Sprite Priority":"1","---Sideview---":"","Home Position X":"screenWidth - 16 - (maxSize + 2) * 32 + index * 32","Home Position Y":"screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32","Side Sprite Priority":"1","---Sprites---":"","Default X Anchor":"0.5","Default Y Anchor":"1.0","Step Distance":"48","Flinch Distance":"12","Show Shadows":"true","---Damage Popups---":"","Popup Duration":"128","Newest Popup Bottom":"true","Popup Overlap Rate":"0.9","Critical Popup":"255, 0, 0, 160","Critical Duration":"60","---Tick-Settings---":"","Timed States":"false","Timed Buffs":"false","Turn Time":"100","AI Self Turns":"true","---Window Settings---":"","Lower Windows":"true","Window Rows":"4","Command Window Rows":"4","Command Alignment":"center","Start Actor Command":"true","Current Max":"false","---Selection Help---":"","Mouse Over":"true","Select Help Window":"true","User Help Text":"用户","Ally Help Text":"队友","Allies Help Text":"全体队友","Enemy Help Text":"敌人","Enemies Help Text":"全体敌人","All Help Text":"%1","Random Help Text":"%2 随机 %1","---Enemy Select---":"","Visual Enemy Select":"true","Show Enemy Name":"true","Show Select Box":"false","Enemy Font Size":"20","Enemy Auto Select":"this.furthestRight()","---Actor Select---":"","Visual Actor Select":"true","---Battle Log---":"","Show Emerge Text":"false","Show Pre-Emptive Text":"true","Show Surprise Text":"true","Optimize Speed":"true","Show Action Text":"false","Show State Text":"false","Show Buff Text":"false","Show Counter Text":"true","Show Reflect Text":"true","Show Substitute Text":"true","Show Fail Text":"false","Show Critical Text":"false","Show Miss Text":"false","Show Evasion Text":"false","Show HP Text":"false","Show MP Text":"false","Show TP Text":"false"}}, +{"name":"YEP_BattleEngineCore","status":true,"description":"v1.43a 战斗引擎核心☁️","parameters":{"---General---":"","Action Speed":"agi","Default System":"atb","---Escape---":"","Escape Ratio":"0.5 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.1","---Animation---":"","Animation Base Delay":"0","Animation Next Delay":"0","Certain Hit Animation":"120","Physical Animation":"52","Magical Animation":"51","Enemy Attack Animation":"39","Reflect Animation":"42","Motion Waiting":"false","---Frontview---":"","Front Position X":"Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index","Front Position Y":"Graphics.boxHeight - 180","Front Actor Sprite":"false","Front Sprite Priority":"1","---Sideview---":"","Home Position X":"screenWidth - 16 - (maxSize + 2) * 32 + index * 32","Home Position Y":"screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32","Side Sprite Priority":"1","---Sprites---":"","Default X Anchor":"0.5","Default Y Anchor":"1.0","Step Distance":"48","Flinch Distance":"12","Show Shadows":"true","---Damage Popups---":"","Popup Duration":"128","Newest Popup Bottom":"true","Popup Overlap Rate":"0.9","Critical Popup":"255, 0, 0, 160","Critical Duration":"60","---Tick-Settings---":"","Timed States":"false","Timed Buffs":"false","Turn Time":"100","AI Self Turns":"true","---Window Settings---":"","Lower Windows":"true","Window Rows":"4","Command Window Rows":"4","Command Alignment":"center","Start Actor Command":"true","Current Max":"false","---Selection Help---":"","Mouse Over":"true","Select Help Window":"true","User Help Text":"用户","Ally Help Text":"队友","Allies Help Text":"全体队友","Enemy Help Text":"敌人","Enemies Help Text":"全体敌人","All Help Text":"%1","Random Help Text":"%2 随机 %1","---Enemy Select---":"","Visual Enemy Select":"true","Show Enemy Name":"true","Show Select Box":"false","Enemy Font Size":"20","Enemy Auto Select":"this.furthestRight()","---Actor Select---":"","Visual Actor Select":"true","---Battle Log---":"","Show Emerge Text":"false","Show Pre-Emptive Text":"true","Show Surprise Text":"true","Optimize Speed":"true","Show Action Text":"false","Show State Text":"false","Show Buff Text":"false","Show Counter Text":"true","Show Reflect Text":"true","Show Substitute Text":"true","Show Fail Text":"false","Show Critical Text":"false","Show Miss Text":"false","Show Evasion Text":"false","Show HP Text":"false","Show MP Text":"false","Show TP Text":"false"}}, {"name":"YEP_BuffsStatesCore","status":true,"description":"v1.12a 效果状态核心☁️","parameters":{"---Turn指示器---":"","Show Turns":"true","Font Size":"16","Turn Alignment":"right","Turn Buffer X":"-3","Turn Buffer Y":"-6","State Color":"0","Buff Color":"24","Debuff Color":"2","---敌人图标---":"","Show Enemy Icons":"true","Enemy Buff Turn":"true","Enemy State Turn":"true","Enemy State Counter":"true","---Buff设置---":"","Default Limit":"4","Maximum Limit":"8","Buff Formula":"this._buffs[paramId] * 0.25 + 1.0","Show Buff Rate":"false","---状态设置---":"","Reapply Rules":"1","Show Enemy Turns":"true","---计数器设置---":"","Counter Font Size":"16","Counter Alignment":"center","Counter Buffer X":"0","Counter Buffer Y":"8","Counter Color":"0"}}, {"name":"YEP_DamageCore","status":true,"description":"v1.06 伤害核心☁️","parameters":{"---破环上限---":"","Enable Cap":"false","Maximum Damage":"9999","Maximum Healing":"9999","---破坏步骤---":"","Damage Step 1":"baseDamage = this.modifyBaseDamage(value, baseDamage, target);","Damage Step 2":"baseDamage *= this.calcElementRate(target);","Damage Step 3":"","Damage Step 4":"","Damage Step 5":"","Damage Step 6":"critical = this.modifyCritical(critical, baseDamage, target);","Damage Step 7":"target.result().critical = critical;","Damage Step 8":"value = baseDamage;","Damage Step 9":"","Damage Step 10":"if (baseDamage > 0) {","Damage Step 11":"value = this.applyDamageRate(value, baseDamage, target);","Damage Step 12":"","Damage Step 13":"","Damage Step 14":"","Damage Step 15":"","Damage Step 16":"","Damage Step 17":"","Damage Step 18":"}","Damage Step 19":"","Damage Step 20":"if (baseDamage < 0) {","Damage Step 21":"value = this.applyHealRate(value, baseDamage, target);","Damage Step 22":"","Damage Step 23":"","Damage Step 24":"","Damage Step 25":"","Damage Step 26":"","Damage Step 27":"","Damage Step 28":"}","Damage Step 29":"","Damage Step 30":"if (critical) {","Damage Step 31":"value = this.applyCriticalRate(value, baseDamage, target);","Damage Step 32":"","Damage Step 33":"","Damage Step 34":"","Damage Step 35":"","Damage Step 36":"","Damage Step 37":"","Damage Step 38":"}","Damage Step 39":"","Damage Step 40":"if (this.isPhysical()) {","Damage Step 41":"value = this.applyPhysicalRate(value, baseDamage, target);","Damage Step 42":"","Damage Step 43":"","Damage Step 44":"","Damage Step 45":"","Damage Step 46":"","Damage Step 47":"value = this.applyFlatPhysical(value, baseDamage, target);","Damage Step 48":"}","Damage Step 49":"","Damage Step 50":"if (this.isMagical()) {","Damage Step 51":"value = this.applyMagicalRate(value, baseDamage, target);","Damage Step 52":"","Damage Step 53":"","Damage Step 54":"","Damage Step 55":"","Damage Step 56":"","Damage Step 57":"value = this.applyFlatMagical(value, baseDamage, target);","Damage Step 58":"}","Damage Step 59":"","Damage Step 60":"if (baseDamage > 0) {","Damage Step 61":"value = this.applyFlatDamage(value, baseDamage, target);","Damage Step 62":"","Damage Step 63":"","Damage Step 64":"","Damage Step 65":"","Damage Step 66":"","Damage Step 67":"","Damage Step 68":"}","Damage Step 69":"","Damage Step 70":"if (baseDamage < 0) {","Damage Step 71":"value = this.applyFlatHeal(value, baseDamage, target);","Damage Step 72":"","Damage Step 73":"","Damage Step 74":"","Damage Step 75":"","Damage Step 76":"","Damage Step 77":"","Damage Step 78":"}","Damage Step 79":"","Damage Step 80":"if (critical) {","Damage Step 81":"value = this.applyFlatCritical(value, baseDamage, target);","Damage Step 82":"","Damage Step 83":"","Damage Step 84":"","Damage Step 85":"","Damage Step 86":"","Damage Step 87":"","Damage Step 88":"}","Damage Step 89":"","Damage Step 90":"value = this.applyVariance(value, item.damage.variance);","Damage Step 91":"","Damage Step 92":"","Damage Step 93":"","Damage Step 94":"","Damage Step 95":"value = this.applyGuard(value, target);","Damage Step 96":"","Damage Step 97":"","Damage Step 98":"","Damage Step 99":"value = this.applyFlatGlobal(value, baseDamage, target);","Damage Step 100":"value = this.applyMinimumDamage(value, baseDamage, target);"}}, {"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}}, {"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"true","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Enable Independent Items":"false","Midgame Note Parsing":"false"}}, {"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Parameters Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"需要 %1 到下一 %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"2","Element Column 1":"1","Element Column 2":"2 3 4 5 6 7 8 9","Element Column 3":"","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 4 5 6","States Column 2":"7 8 9 10","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev mev mrf cnt","Attributes Column 2":"mcr tcr pdr mdr fdr grd rec pha","Attributes Column 3":"hrg mrg trg tgr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击闪避率","mev Name":"魔法闪避率","mrf Name":"魔法反击率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复率","pha Name":"药水恢复率","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, -{"name":"YEP_X_BattleSysATB","status":false,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"Math.max(2000, BattleManager.highestBaseAgi() * 20)","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.125 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"true","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"1.5 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}}, -{"name":"YEP_X_VisualATBGauge","status":false,"description":"v1.03 时间槽外观☁️","parameters":{"Show Gauges":"true","Minimum Gauge Width":"144","Always Show":"true","Gauge Position":"false","Y Buffer":"-32","Use Thick Gauges":"true"}}, +{"name":"YEP_X_BattleSysATB","status":true,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"Math.max(2000, BattleManager.highestBaseAgi() * 20)","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.125 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"true","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"1.5 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}}, +{"name":"YEP_X_VisualATBGauge","status":true,"description":"v1.03 时间槽外观☁️","parameters":{"Show Gauges":"true","Minimum Gauge Width":"144","Always Show":"true","Gauge Position":"false","Y Buffer":"-32","Use Thick Gauges":"true"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"YEP_EventChasePlayer","status":true,"description":"v1.05 事件追逐☁️","parameters":{"Sight Lock":"300","See Player":"true","Alert Timer":"120","Alert Balloon":"1","Alert Sound":"Attack1","Alert Common Event":"0","Return After":"true","Return Wait":"180"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, @@ -37,19 +37,14 @@ var $plugins = {"name":"YEP_X_SkillCostItems","status":true,"description":"v1.03 技能消耗物品☁️","parameters":{"---全局---":"","Cost Style":"2","Font Size":"20","Amount Format":"×%1","Amount Y Buffer":"4","---计量表---":"","Gauge Color 1":"13","Gauge Color 2":"5","Display Name":"true","Text Color":"16"}}, {"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"0","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}}, {"name":"YEP_X_ItemRequirements","status":true,"description":"v1.01 物品使用限制★","parameters":{}}, -{"name":"YEP_X_ItemCategories","status":true,"description":"v1.01 (Requires YEP_ItemCore.js) Assign items to various\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Items, Weapons, Armors, KeyItems","---Naming---":"","Hidden Item A":"Special Items","Hidden Item B":"Unique Items","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}}, +{"name":"YEP_X_ItemCategories","status":true,"description":"v1.01 (Requires YEP_ItemCore.js) Assign items to various\r\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Items, KeyItems, HiddenItemA, HiddenItemB, Weapons, Armors","---Naming---":"","Hidden Item A":"合成材料","Hidden Item B":"任务道具","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}}, +{"name":"YEP_Z_SkillRewards","status":true,"description":"v1.00 行动后奖励效果☁️","parameters":{"---General---":"","Effect Code":"\"// ----------\\n// Flat Gains\\n// ----------\\nif (data.match(/([\\\\+\\\\-]\\\\d+)[ ]HP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]MP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]TP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ----------------\\n// Percentile Gains\\n// ----------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]HP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mhp * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]MP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mmp * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]TP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.maxTp() * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ------------------\\n// Refund Skill Costs\\n// ------------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND HP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillHpCost(skill) * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND MP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillMpCost(skill) * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND TP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillTpCost(skill) * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// -----------\\n// Refund Item\\n// -----------\\n} else if (data.match(/(\\\\d+)([%%])[ ]REFUND ITEM/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n if (isItem && Math.random() < chance) {\\n $gameParty.gainItem(item, 1);\\n SoundManager.playUseItem();\\n animation = animation || itemAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ------------------------\\n// Add/Remove Buffs/Debuffs\\n// ------------------------\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.removeBuff(paramId);\\n } else {\\n skip = true;\\n }\\n animation = animation || miscAnimation;\\n\\n// -----------------\\n// Add/Remove States\\n// -----------------\\n} else if (data.match(/ADD STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n user.addState(stateId);\\n animation = animation || addStateAnimation;\\n\\n} else if (data.match(/REMOVE STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n if (user.isStateAffected(stateId)) {\\n user.removeState(stateId);\\n animation = animation || removeStateAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ----------------\\n// Rolling Critical\\n// ----------------\\n} else if (data.match(/ROLLING CRITICAL[ ]([\\\\+\\\\-]\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] += rate;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/ROLLING CRITICAL[ ](\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] = rate;\\n } else {\\n skip = true;\\n }\\n\\n// -------------------------------\\n// Add new effects above this line\\n// -------------------------------\\n} else {\\n skip = true;\\n}\"","Weakness Rate":"1.20","Resisted Rate":"0.80","---Animations---":"","HP Animation":"41","MP Animation":"45","TP Animation":"45","Item Animation":"46","Buff Animation":"51","Debuff Animation":"54","Add State Animation":"53","Remove State Animation":"56","Misc Animation":"97"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, -{"name":"SF_SkillUpdate","status":true,"description":"v1.0 Allows you to auto Update skills.","parameters":{}}, {"name":"SF_CommonAttack","status":true,"description":"v1.0 普攻替换插件","parameters":{}}, {"name":"SF_StateSuperpose","status":true,"description":"状态叠加插件","parameters":{}}, {"name":"SF_StatesOverride","status":true,"description":"状态覆盖插件","parameters":{}}, {"name":"SF_QuestSystem","status":true,"description":"v1.0 Allows you to show quests.","parameters":{"Quest List Window":"","Quest List Window X":"260","Quest List Window Y":"90","Quest List Window Width":"120","Quest List Window Height":"370","Quest List Window Font Size":"18","Quest Detail Window":"","Quest Detail Window X":"380","Quest Detail Window Y":"90","Quest Detail Window Width":"440","Quest Detail Window Height":"370","Quest Detail Window Font Size":"18","Quest Editor":"","Quest Editor Enable":"false","Quest List Info X":"0","Quest List Info Y":"90","Quest List Info Width":"240","Quest List Info Height":"370","Quest List Info Font Size":"18"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, -{"name":"MOG_ActorHud","status":true,"description":"(v2.0 *) Adiciona uma Hud com os parâmetros do personagem.","parameters":{"-> MAIN <<<<<<<<<<<<<<<<<<<<<<<":"","Initial Visible":"true","Hud X-Axis":"0","Hud Y-Axis":"0","Smart Fade":"true","Auto Fade":"true","":"","-> LAYOUT 2 <<<<<<<<<<<<<<<<<<<<<<<":"","Layout Overlay Visible":"false","Layout Overlay X-Axis":"0","Layout Overlay Y-Axis":"0","-> FACE <<<<<<<<<<<<<<<<<<<<<<<":"","Face Visible":"true","Face X-Axis":"51","Face Y-Axis":"50","Face Priority":"1","-> NAME <<<<<<<<<<<<<<<<<<<<<<<":"","Name Visible":"false","Name X-Axis":"5","Name Y-Axis":"20","Name Font Size":"20","Name Bold Size":"4","Name Font Italic":"false","-> HP <<<<<<<<<<<<<<<<<<<<<<<":"","HP Meter Visible":"true","HP Meter X-Axis":"110","HP Meter Y-Axis":"33","HP Meter Angle":"0","HP Meter Flow Anime":"true","HP Meter Flow Speed":"4","HP Number Visible":"false","HP Number Align":"0","HP Number X-Axis":"270","HP Number Y-Axis":"70","MaxHP Number Visible":"false","MaxHP Number X-Axis":"185","MaxHP Number Y-Axis":"40","HP Icon Visible":"false","HP Icon Half Mode":"false","HP Icon Max Colors":"2","HP Icon Max Rows":"10","HP Icon Max Columns":"2","HP Icon X-Axis":"143","HP Icon Y-Axis":"85","HP Icon Space X":"0","HP Icon Space Y":"0","HP Icon Zoom Anime":"true","-> MP <<<<<<<<<<<<<<<<<<<<<<<":"","MP Meter Visible":"true","MP Meter X-Axis":"110","MP Meter Y-Axis":"48","MP Meter Angle":"0","MP Meter Flow Anime":"true","MP Meter Flow Speed":"4","MP Number Visible":"false","MP Number Align":"0","MP Number X-Axis":"287","MP Number Y-Axis":"100","MaxMP Number Visible":"false","MaxMP Number X-Axis":"196","MaxMP Number Y-Axis":"78","MP Icon Visible":"false","MP Icon Half Mode":"false","MP Icon Max Colors":"2","MP Icon Max Rows":"10","MP Icon Max Columns":"2","MP Icon X-Axis":"143","MP Icon Y-Axis":"120","MP Icon Space X":"0","MP Icon Space Y":"0","MP Icon Zoom Anime":"true","-> TP <<<<<<<<<<<<<<<<<<<<<<<":"","TP Meter Visible":"false","TP Meter X-Axis":"143","TP Meter Y-Axis":"50","TP Meter Angle":"0","TP Meter Flow Anime":"true","TP Meter Flow Speed":"4","TP Number Visible":"false","TP Number Align":"0","TP Number X-Axis":"270","TP Number Y-Axis":"130","MaxTP Number Visible":"false","MaxTP Number X-Axis":"185","MaxTP Number Y-Axis":"116","TP Icon Visible":"false","TP Icon Half Mode":"false","TP Icon Max Colors":"2","TP Icon Max Rows":"10","TP Icon Max Columns":"2","TP Icon X-Axis":"143","TP Icon Y-Axis":"50","TP Icon Space X":"0","TP Icon Space Y":"0","TP Icon Zoom Anime":"true","-> EXP <<<<<<<<<<<<<<<<<<<<<<<":"","EXP Meter Visible":"true","EXP Meter X-Axis":"110","EXP Meter Y-Axis":"63","EXP Meter Angle":"0","Level Number Visible":"false","Level Number Align":"1","Level Number X-Axis":"65","Level Number Y-Axis":"153","-> STATES <<<<<<<<<<<<<<<<<<<<<<<":"","States Visible":"false","States X-Axis":"5","States Y-Axis":"64"}}, -{"name":"MOG_ATB","status":true,"description":"(v0.3 *) Sistema de batalha em tempo real.","parameters":{"ATB Mode":"0","ATB Max Value":"4000","Turn Duration":"480","States Duration":"180","Escape Duration":"180","Skip Emerge Message":"true","Full SE":"audio/se/Book1","Change Actor Left":"pagedown","Change Actor Right":"pageup","Escape Button":"cancel","Escape Layout X":"600","Escape Layout Y":"64","Escape Gauge X":"6","Escape Gauge Y":"16"}}, -{"name":"MOG_BattleHud","status":true,"description":"(v5.04 *) Permite customizar o layout de batalha.","parameters":{"-> MAIN <<<<<<<<<<<<<<<<<<<<<<<":"","Hud X-Axis":"-90","Hud Y-Axis":"300","Hud Space X":"0","Hud Space Y":"0","Hud Slide X":"0","Hud Slide Y":"0","Vertical Mode":"true","Max Battle Members":"6","":"","-> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<":"","Layout2 Visible":"true","Layout2 X-Axis":"0","Layout2 Y-Axis":"0","-> TURN <<<<<<<<<<<<<<<<<<<<<<<":"","Turn Visible":"true","Turn X-Axis":"-5","Turn Y-Axis":"-5","Turn Rotation Speed":"0","Turn Zoom Animation":"false","-> FACE <<<<<<<<<<<<<<<<<<<<<<<":"","Face Visible":"true","Face X-Axis":"70","Face Y-Axis":"29","Face Shake Animation":"true","Face Zoom Animation":"true","Face Frame Animation":"false","Face Priority":"1","-> NAME <<<<<<<<<<<<<<<<<<<<<<<":"","Name Visible":"false","Name X-Axis":"0","Name Y-Axis":"0","Name Align":"0","Name Font Size":"20","Name Bold Size":"4","Name Font Italic":"false","-> HP <<<<<<<<<<<<<<<<<<<<<<<":"","HP Meter Visible":"true","HP Meter X-Axis":"124","HP Meter Y-Axis":"13","HP Meter Angle":"0","HP Meter Flow Anime":"false","HP Number Visible":"true","HP Number Align type":"0","HP Number X-Axis":"220","HP Number Y-Axis":"0","MaxHP Number Visible":"false","MaxHP Number X-Axis":"0","MaxHP Number Y-Axis":"0","-> MP <<<<<<<<<<<<<<<<<<<<<<<":"","MP Meter Visible":"true","MP Meter X-Axis":"124","MP Meter Y-Axis":"32","MP Meter Angle":"0","MP Meter Flow Anime":"false","MP Number Visible":"true","MP Number Align type":"0","MP Number X-Axis":"220","MP Number Y-Axis":"19","MaxMP Number Visible":"false","MaxMP Number X-Axis":"0","MaxMP Number Y-Axis":"0","-> TP <<<<<<<<<<<<<<<<<<<<<<<":"","TP Meter Visible":"true","TP Meter X-Axis":"124","TP Meter Y-Axis":"51","TP Meter Angle":"0","TP Meter Flow Anime":"false","TP Number Visible":"true","TP Number Align type":"0","TP Number X-Axis":"220","TP Number Y-Axis":"38","MaxTP Number Visible":"false","MaxTP Number X-Axis":"0","MaxTP Number Y-Axis":"0","-> ATB <<<<<<<<<<<<<<<<<<<<<<<":"","ATB Meter Visible":"true","ATB Meter X-Axis":"0","ATB Meter Y-Axis":"61","ATB Meter Angle":"0","ATB Meter Flow Anime":"false","-> STATES <<<<<<<<<<<<<<<<<<<<<<<":"","States Visible":"true","States X-Axis":"3","States Y-Axis":"24","States Mode":"0","States Max":"4","States Align":"0","-> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<":"","Command Auto Adjust":"1","W Command X-Axis":"20","W Command Y-Axis":"270","W Command Width":"192","W Command Height":"180","W Command Slide X":"0","W Command Slide Y":"0","Layout Command":"true","L Command X-Axis":"-25","L Command Y-Axis":"-35","-> W PARTY <<<<<<<<<<<<<<<<<<<<<<<":"","W Party X-Axis":"325","W Party Y-Axis":"170","W Party Width":"192","W Party Height":"110","W Party Slide X":"0","W Party Slide Y":"0","Layout Party":"true","L Party X-Axis":"-325","L Party Y-Axis":"-42","-> W HELP <<<<<<<<<<<<<<<<<<<<<<<":"","W Help X-Axis":"0","W Help Y-Axis":"0","W Help Width":"816","W Help Height":"108","W Help Slide X":"0","W Help Slide Y":"0","Layout Help":"true","L Help X-Axis":"0","L Help Y-Axis":"0","-> W SKILL <<<<<<<<<<<<<<<<<<<<<<<":"","W Skill X-Axis":"0","W Skill Y-Axis":"444","W Skill Width":"816","W Skill Height":"180","W Skill maxCols":"2","W Skill Slide X":"0","W Skill Slide Y":"0","Layout Skill":"true","L Skill X-Axis":"0","L Skill Y-Axis":"-67","-> W ITEM <<<<<<<<<<<<<<<<<<<<<<<":"","W Item X-Axis":"0","W Item Y-Axis":"444","W Item Width":"816","W Item Height":"180","W Item maxCols":"2","W Item Slide X":"0","W Item Slide Y":"0","Layout Item":"true","L Item X-Axis":"0","L Item Y-Axis":"-67","-> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<":"","W Actor X-Axis":"0","W Actor Y-Axis":"444","W Actor Width":"816","W Actor Height":"180","W Actor maxCols":"1","W Actor Slide X":"0","W Actor Slide Y":"0","Layout Actor":"true","L Actor X-Axis":"0","L Actor Y-Axis":"-67","-> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<":"","W Enemy X-Axis":"0","W Enemy Y-Axis":"444","W Enemy Width":"816","W Enemy Height":"180","W Enemy maxCols":"2","W Enemy Slide X":"0","W Enemy Slide Y":"0","Layout Enemy":"true","L Enemy X-Axis":"0","L Enemy Y-Axis":"-67","-> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<":"","Screen Layout":"true","Screen X-Axis":"0","Screen Y-Axis":"0","-> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<":"","Custom Position 1":"25,465","Custom Position 2":"290,465","Custom Position 3":"555,465","Custom Position 4":"25,545","Custom Position 5":"290,545","Custom Position 6":"555,545","Custom Position 7":"","Custom Position 8":""}}, -{"name":"MOG_ATB_Gauge","status":true,"description":"(v1.0) Apresenta a Hud de ATB para MOG_ATB.","parameters":{"Hud Angle":"0","Hud X-Axis":"1000","Hud Y-Axis":"45","Enemy X-Axis Offset":"16","Actor X-Axis Offset":"-16","Active X-Axis":"-3","Active Y-Axis":"30","Gauge Size":"160","Skill Visible":"true","Skill Zoom":"0.6","Skill X-Axis":"0","Skill Y-Axis":"0"}}, -{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"XdRs_MiniMap","status":true,"description":"实景小地图 。","parameters":{"key":"77","width":"Graphics.width / 6","height":"Graphics.height / 6","miniSize":"24","dpFollower":"Y","dpHide":"Y","dpDc1":"Y","dpDc2":"Y","dpMapName":"Y","dpPlace":"Y","dpScale":"Y","color1":"200,0,200","color2":"0,200,0","color3":"0,255,200","icon1":"320","icon2":"320","icon3":"65","icon4":"324","icon5":"117","icon6":"32","icon7":"48"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"SF_ExtraEvent","status":true,"description":"This plugin provide extra event.","parameters":{"ExportMapExtraEvent":"true"}}, @@ -62,5 +57,6 @@ var $plugins = {"name":"SF_TestPlugins","status":true,"description":"","parameters":{}}, {"name":"GALV_MessageBusts","status":true,"description":"(v.2.6) Displays a bust image instead of selected face image","parameters":{"Bust Priority":"1","Bust Position":"1","Text X Offset":"390","Filename Append":""}}, {"name":"Namepop","status":true,"description":"Namepop Ver 1.03 NPC名称显示","parameters":{}}, -{"name":"YEP_EventEncounterAid","status":true,"description":"v1.00 事件遭遇助手","parameters":{}} +{"name":"YEP_EventEncounterAid","status":true,"description":"v1.00 事件遭遇助手","parameters":{}}, +{"name":"YEP_ItemSynthesis","status":true,"description":"v1.08 物品合成系统","parameters":{"---General---":"","Synthesis Command":"合成","Show Command":"true","Enable Command":"true","Auto Place Command":"true","---Command Window---":"","Item Command":"物品","Weapon Command":"武器","Armor Command":"防具","Finish Command":"退出","Text Alignment":"center","---Status Window---":"","Collected Recipes":"材料收集总数","Crafted Items":"物品配方","Crafted Weapons":"武器配方","Crafted Armors":"防具配方","---List Window---":"","Equipped Recipes":"true","Mask Unknown":"true","Mask Text":"?","Mask Italic":"false","Mask Help Text":"未知物品!","Ingredients Text":"所需材料","Amount Text":"数量","Quantity Text Size":"20","---Sound---":"","Default SE":"Twine","Default Volume":"100","Default Pitch":"100","Default Pan":"0"}} ]; diff --git a/js/plugins/MOG_ATB.js b/js/plugins/MOG_ATB.js deleted file mode 100644 index e89378b..0000000 --- a/js/plugins/MOG_ATB.js +++ /dev/null @@ -1,1702 +0,0 @@ -//============================================================================= -// MOG_ATB.js -//============================================================================= - -/*: - * @plugindesc (v0.3 *) Sistema de batalha em tempo real. - * @author Moghunter - * - * @param ATB Mode - * @desc Definição do Modo de ATB. - * 0 Wait / 1 SemiActive-I / 2 SemiActive-II / 3 Full Active - * @default 2 - * @type select - * @option Wait - * @value 0 - * @option Semi Active I - * @value 1 - * @option Semi Active II - * @value 2 - * @option Full Active - * @value 3 - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param ATB Max Value - * @desc Definição do tempo máximo de ATB (Velocidade). - * @default 4000 - * @type number - * - * @param Turn Duration - * @desc Definição da duração do turno. - * @default 480 - * @type number - * - * @param States Duration - * @desc Definição da duração das condições. - * @default 180 - * @type number - * - * @param Escape Duration - * @desc Definição do tempo para escapar. - * @default 180 - * @type number - * - * @param Skip Emerge Message - * @desc Desativar a janela de mensagem de emergir. - * @default true - * @type boolean - * - * @param Full SE - * @desc Definição do som quando o ATB atingir o nível máximo. - * @type file - * @default audio/se/Book1 - * - * @param Change Actor Left - * @desc Definição do botão para mudar o personagem. - * @default pagedown - * - * @param Change Actor Right - * @desc Definição do botão para mudar o personagem. - * @default pageup - * - * @param Escape Button - * @desc Definição do botão para escapar. - * @default cancel - * - * @param Escape Layout X - * @desc Definição da posição do layout de fugir X-axis. - * @default 600 - * @type number - * - * @param Escape Layout Y - * @desc Definição da posição do layout de fugir Y-axis. - * @default 64 - * @type number - * - * @param Escape Gauge X - * @desc Definição da posição do medidor de fugir X-axis. - * @default 6 - * @type number - * - * @param Escape Gauge Y - * @desc Definição da posição do medidor de fugir Y-axis. - * @default 16 - * @type number - * - * @help - * ============================================================================= - * +++ MOG - Active Time Battle [ATB] (v0.3 *) +++ - * By Moghunter - * https://mogplugins.wordpress.com - * ============================================================================= - * Sistema de batalha em tempo real. - * - * ============================================================================= - * IMAGES - * ============================================================================= - * As imagens deverão ser gravadas na pasta. (img/atb/) - * Imagens necessárias. - * - * Escape_A.png - * Escape_B.png - * - * ============================================================================= - * PLUGIN COMMAND - * ============================================================================= - * Para definir o modo do ATB utilize o comando abaixo. - * - * atb_mode : MODE - * - * 0 - Wait - * - Os inimigos não atacam na seleção de comando. - * 1 - Semi Active I - * - Os inimigos não atacam na seleção de items/skills e seleção de alvo. - * 2 - Semi Active II - * - Os inimigos não atacam na seleção de items/skills. - * 3 - Full Active - * - Os inimigos atacam em qualquer situação. - * - * ============================================================================= - * CAST TIME - * ============================================================================= - * Para definir o tempo de ativar uma ação (magias), defina pelo valor da - * velocidade (Speed) da ação da habilidade ou item. - * - * ============================================================================= - * STATE DURATION - * ============================================================================= - * Para definir o tempo da duração da condição, defina um valor em - * - * Durations in Turns - * - * ============================================================================= - * BUTTONS - * ============================================================================= - * Q - Selecionar o personagem da direita. - * W - Selecionar o personagem da esquerda. - * X - Escapar - * - * ============================================================================= - * - WHAT'S NEW (version 0.3b) - * ============================================================================= - * - (BUG FIX) - Correção de não poder mudar de personagem durante a ação. - * - */ - -//============================================================================= -// ** PLUGIN PARAMETERS -//============================================================================= -  var Imported = Imported || {}; -  Imported.MOG_ATB = true; -  var Moghunter = Moghunter || {}; - -  Moghunter.parameters = PluginManager.parameters('MOG_ATB'); - Moghunter.atb_Mode = Number(Moghunter.parameters['ATB Mode'] || 3); - Moghunter.atb_MaxValue = Number(Moghunter.parameters['ATB Max Value'] || 4000); - Moghunter.atb_TurnDuration = Number(Moghunter.parameters['Turn Duration'] || 480); - Moghunter.atb_StatesDuration = Number(Moghunter.parameters['States Duration'] || 180); - Moghunter.atb_SkipEmerge = String(Moghunter.parameters['Skip Emerge Message'] || 'true'); - Moghunter.atb_EscapeDuration = Number(Moghunter.parameters['Escape Duration'] || 180); - - Moghunter.atb_EscapeGaugeX = Number(Moghunter.parameters['Escape Layout X'] || 600); - Moghunter.atb_EscapeGaugeY = Number(Moghunter.parameters['Escape Layout Y'] || 64); - Moghunter.atb_EscapeGaugeX2 = Number(Moghunter.parameters['Escape Gauge X'] || 6); - Moghunter.atb_EscapeGaugeY2 = Number(Moghunter.parameters['Escape Gauge Y'] || 16); - Moghunter.atb_EscapeButton = String(Moghunter.parameters['Escape Button'] || 'cancel'); - Moghunter.atb_FullSE = String(Moghunter.parameters['Full SE'] || 'Book1'); - Moghunter.atb_NextActorLeft = String(Moghunter.parameters['Change Actor Left'] || 'pagedown'); - Moghunter.atb_NextActorRight = String(Moghunter.parameters['Change Actor Right'] || 'pageup'); - -//============================================================================= -// ** Game Temp -//============================================================================= - -//============================== -// * Initialize -//============================== -var _mog_atb_gtemp_initialize = Game_Temp.prototype.initialize; -Game_Temp.prototype.initialize = function() { - _mog_atb_gtemp_initialize.call(this); - this._atbForceHideWindows = false; - this._atbEscape = [0,1,false]; - this._atbWinData = [false,false,false]; - this._atbWaitTemp = [0,0,0]; - this._atbneedRefWind = false; - this._atbBattleEnd = false; - this._atbInTurn = false; - this._battleEnd = false; -}; - -//============================================================================= -// ** Game System -//============================================================================= - -//============================== -// * Initialize -//============================== -var _mog_atb_gsys_initialize = Game_System.prototype.initialize; -Game_System.prototype.initialize = function() { - _mog_atb_gsys_initialize.call(this); - this._atbEventPhase = [0,0,0,false,false]; - this._atbEventPhase[1] = Math.max(Moghunter.atb_TurnDuration,120); - this._atbEspcapeDuration = Math.max(Moghunter.atb_EscapeDuration,60); - this._atbMode = [Moghunter.atb_Mode,false]; -}; - -//============================== -// * Play Sound MX 2 -//============================== -SoundManager.playSoundMX2 = function(fileName){ - var se = {}; - var file = fileName.split('/'); - var fileReal = file[file.length - 1]; - se.name = String(fileReal); - se.pitch = 100; - se.volume = 100; - AudioManager.playSe(se); -}; - -//============================================================================= -// ** Game_Interpreter -//============================================================================= - -//============================== -// * PluginCommand -//============================== -var _mog_atb_pluginCommand = Game_Interpreter.prototype.pluginCommand -Game_Interpreter.prototype.pluginCommand = function(command, args) { - _mog_atb_pluginCommand.call(this,command, args) - this.setATBParInt(command, args); - return true; -}; - -//============================== -// * set ATB ParInt -//============================== -Game_Interpreter.prototype.setATBParInt = function(command, args) { - if (command === "atb_mode" && args[1]) { - var mode = Math.min(Math.max(Number(args[1]),0),3); - $gameSystem._atbMode[0] = mode; - }; -}; - -//============================================================================= -// ** Game Battler Base -//============================================================================= - -//============================== -// * Init Members -//============================== -var _mog_atb_gbbase_initMembers = Game_BattlerBase.prototype.initMembers; -Game_BattlerBase.prototype.initMembers = function() { - _mog_atb_gbbase_initMembers.call(this); - this.initATBSetup(); -}; - -//============================== -// * Init ATB Setup -//============================== -Game_BattlerBase.prototype.initATBSetup = function() { - this._atb = 0; - this._max_atb = Math.max(Moghunter.atb_MaxValue,100); - this._wait_atb = 0; - this._cast_atb = [null,0,1]; - this._atbItem = null; - this._inSelection = false; - this._intTurn = false; - this._stateTime = Math.max(Moghunter.atb_StatesDuration,60); - this._stateDuration = []; - this._buffTime = Math.max(Moghunter.atb_StatesDuration,60); - this._buffDuration = [0,0,0,0,0,0,0,0]; -}; - -//============================== -// * ATB -//============================== -Game_BattlerBase.prototype.atb = function() { - return this._atb; -}; - -//============================== -// * Max ATB -//============================== -Game_BattlerBase.prototype.maxAtb = function() { - return this._max_atb; -}; - -//============================== -// * ATB Speed -//============================== -Game_BattlerBase.prototype.atbSpeed = function() { - return this.agi; -}; - -//============================== -// * Die -//============================== -var _mog_atb_gbbase_die = Game_BattlerBase.prototype.die; -Game_BattlerBase.prototype.die = function() { - _mog_atb_gbbase_die.call(this); - if ($gameParty.inBattle()) { - if (this.needForceClearSelection()){ - this.refreshCommandSelectionATB(); - }; - $gameTemp._atbneedRefWind = true; - this.clearATB(); - }; -}; - -//============================== -// * Need Force Clear Selection -//============================== -Game_BattlerBase.prototype.needForceClearSelection = function() { - if (!BattleManager._atbBattlerInput) {return false}; - if (BattleManager._atbBattlerInput[0] != this) {return false}; - if (this.isRestricted()) {return true}; - if (this.isDead()) {return true} - return false; -}; - -//============================== -// * Refresh -//============================== -var _mog_atb_gBat_refresh = Game_Battler.prototype.refresh; -Game_Battler.prototype.refresh = function() { - _mog_atb_gBat_refresh.call(this); - if (this.needForceClearSelection()){ - this.refreshCommandSelectionATB(); - }; -}; - -//============================== -// * refresh Command Selection ATB -//============================== -Game_BattlerBase.prototype.refreshCommandSelectionATB = function() { - BattleManager.selectionComAtbClear() - BattleManager._atbBattlerInput = [null,false]; - $gameTemp._atbForceHideWindows = true; -}; - -//============================== -// * clear ATB -//============================== -Game_BattlerBase.prototype.clearATB = function() { - this._atb = 0; - this._wait_atb = 0; - this._intTurn = false - this._atbItem = null; - this.clearActions() - this.clearCast(); -}; - -//============================== -// * clear Cast -//============================== -Game_BattlerBase.prototype.clearCast = function() { - this._cast_atb = [null,0,1]; -}; - -//============================== -// * is Max ATB -//============================== -Game_BattlerBase.prototype.isMaxAtb = function() { - return this.atb() >= this.maxAtb(); -}; - -//******************************* -// * is Chanting *(Overwritten)* -//******************************* -Game_Battler.prototype.isChanting = function() { - if (this._cast_atb[1] > 0) {return true}; -}; - -//============================== -// * is Casting -//============================== -Game_BattlerBase.prototype.isCasting = function() { - return this._cast_atb[0]; -}; - -//============================== -// * update Count Atb -//============================== -Game_BattlerBase.prototype.updateCountAtb = function() { - this._atb += this.atbSpeed(); -}; - -//******************************* -// * Can Input *(Overwritten)* -//******************************* -Game_BattlerBase.prototype.canInput = function() { - if (!this.isAppeared()) {return false}; - if (this.isRestricted()) {return false}; - if (this.isAutoBattle()) {return false}; - if (!this.isMaxAtb()) {return false}; - if (this.isCasting()) {return false}; - if (this._intTurn) {return false}; - if (this._atbItem) {return false}; - return true; -}; - -//============================== -// * Can Move Atb -//============================== -Game_BattlerBase.prototype.canMoveAtb = function() { - if (!this.isAppeared()) {return false}; - if ($gameSystem._atbEventPhase[3]) {return false}; - if (Imported.MOG_BattleCameraFrontal && $gameSystem._atbMode[0] < 3) { - if ($gameTemp._bcam.atbwaitFocus && $gameTemp._bcam.sMov) {return false}; - }; - return true; -}; - -//============================== -// * Can Fill ATB -//============================== -Game_BattlerBase.prototype.canFillATB = function() { - if (this.restriction() >= 4) {return false}; - if (this._wait_atb > 0) {return false}; - return true; -}; - -//******************************* -// * On End Turn *(Overwritten)* -//******************************* -Game_Battler.prototype.onTurnEnd = function() { - this.clearResult(); -}; - -//============================== -// * clear States -//============================== -var _mog_atb_gbatbase_clearStates = Game_BattlerBase.prototype.clearStates; -Game_BattlerBase.prototype.clearStates = function() { - _mog_atb_gbatbase_clearStates.call(this); - this._stateDuration = []; -}; - -//============================== -// * Reset States Counts -//============================== -var _mog_atb_gbatbase_resetStateCounts = Game_BattlerBase.prototype.resetStateCounts; -Game_BattlerBase.prototype.resetStateCounts = function(stateId) { - _mog_atb_gbatbase_resetStateCounts.call(this,stateId); - if (!this._stateDuration[stateId]) { - this._stateDuration[stateId] = this._stateTime - }; - if (this._stateDuration[stateId] < 60) { - this._stateDuration[stateId] = this._stateTime; - }; -}; - -//============================== -// * erase State -//============================== -var _mog_atb_gbatbase_eraseState = Game_BattlerBase.prototype.eraseState; -Game_BattlerBase.prototype.eraseState = function(stateId) { - _mog_atb_gbatbase_eraseState.call(this,stateId); - delete this._stateDuration[stateId]; -}; - -//============================== -// * update State Turns ATB -//============================== -Game_BattlerBase.prototype.updateStateTurns_ATB = function() { - this._states.forEach(function(stateId) { - if (this._stateDuration[stateId] == null) { - this._stateDuration[stateId] = 0 - } - this._stateDuration[stateId]--; - if (this._stateDuration[stateId] <= 0) { - this._stateDuration[stateId] = this._stateTime; - if (this._stateTurns[stateId] > 0) { - this._stateTurns[stateId]--; - }; - this.executeStatesEffect_ATB(stateId); - }; - }, this); -}; - -//============================== -// * executeStatesEffect_ATB -//============================== -Game_BattlerBase.prototype.executeStatesEffect_ATB = function(stateId) { - this.regenerateAll(); - this.startDamagePopup(); - if (this._stateTurns[stateId] === 0) {this.eraseState(stateId)}; -}; - -//============================== -// * remove Guard State -//============================== -Game_BattlerBase.prototype.removeGuardState = function(stateId) { - this.states().forEach(function(state) { - for (var i = 0; i < state.traits.length; i++) { - var effect = state.traits[i] - if (effect.code === Game_BattlerBase.TRAIT_SPECIAL_FLAG && effect.dataId === 1) { - this.eraseState(state.id) - }; - }; - }, this); -}; - -//============================== -// * clear Buffs -//============================== -var _mog_atb_gBatbase_clearBuffs = Game_BattlerBase.prototype.clearBuffs; -Game_BattlerBase.prototype.clearBuffs = function() { - _mog_atb_gBatbase_clearBuffs.call(this); - this._buffDuration = [0,0,0,0,0,0,0,0]; -}; - -//============================== -// * erase Buff -//============================== -var _mog_atb_gBatbase_eraseBuff = Game_BattlerBase.prototype.eraseBuff; -Game_BattlerBase.prototype.eraseBuff = function(paramId) { - _mog_atb_gBatbase_eraseBuff.call(this,paramId) - this._buffDuration[paramId] = 0; -}; - -//============================== -// * update Buff Turn ATB -//============================== -Game_BattlerBase.prototype.updateBuffTurns_ATB = function() { - for (var i = 0; i < this._buffTurns.length; i++) { - if (this._buffDuration[i] == null) { - this._buffDuration[i] = 0 - }; - this._buffDuration[i]--; - if (this._buffDuration[i] <= 0) { - this._buffDuration[i] = this._buffTime; - if (this._buffTurns[i] > 0) { - this._buffTurns[i]--; - this.executeBuffEffect_ATB(i) - }; - }; - }; -}; - -//============================== -// * executeBuffEffect_ATB -//============================== -Game_BattlerBase.prototype.executeBuffEffect_ATB = function(buffId) { - if (this._buffTurns[buffId] === 0) {this.removeBuff(buffId)}; -}; - -//============================================================================= -// ** Game Battler -//============================================================================= - -//============================== -// * perform Action End -//============================== -var _mog_atb_gBat_performActionEnd = Game_Battler.prototype.performActionEnd; -Game_Battler.prototype.performActionEnd = function() { - _mog_atb_gBat_performActionEnd.call(this); - this.setActionState('undecided'); -}; - -//============================================================================= -//============================================================================= -// ** Battle Manager -//============================================================================= -//============================================================================= - -//============================== -// * init Members -//============================== -var _mog_atb_btmngr_initMembers = BattleManager.initMembers; -BattleManager.initMembers = function() { - _mog_atb_btmngr_initMembers.call(this); - this.setupATB(); -}; - -//============================== -// * setup ATB -//============================== -BattleManager.setupATB = function() { - this._atbBattler = null; - this._atbBattlerInput = [null,false]; - $gameTemp._atbEscape = [0,$gameSystem._atbEspcapeDuration,false]; - $gameTemp._battleEnd = false; - $gameTemp._atbBattleEnd = false; - $gameTemp._atbWaitTemp = [0,40,0]; - $gameTemp._atbneedRefWind = false; - $gameTemp._atbInTurn = false; - $gameSystem._atbEventPhase[0] = 0; - $gameSystem._atbEventPhase[3] = false; -}; - -//============================== -// * clear ATB Base -//============================== -BattleManager.clearATBBase = function() { - $gameTemp._atbForceHideWindows = true; - $gameTemp._atbEscape[0] = 0; - this._atbBattler = null; - this._atbBattlerInput = [null,false]; - this._actorIndex = -1; - $gameSystem._atbEventPhase[0] = 0; - $gameSystem._atbEventPhase[3] = false; -}; - -//============================== -// * prepare Initial ATB Value -//============================== -BattleManager.prepareInitialATBValue = function() { - for (var i = 0; i < $gameParty.members().length; i++) { - var battler = $gameParty.members()[i]; - battler.clearATB(); - battler._wait_atb = 5; - var per = battler._max_atb * 30 / 100; - var value = Math.randomInt(per); - if (this._preemptive) { - value += (per * 2); - }; - battler._atb = Math.floor(value); - }; - for (var i = 0; i < $gameTroop.members().length; i++) { - var battler = $gameTroop.members()[i]; - battler.clearATB(); - battler._wait_atb = 5; - var per = battler._max_atb * 30 / 100; - var value = Math.randomInt(per); - if (this._surprise) { - value += (per * 2); - }; - battler._atb = Math.floor(value); - }; - this.clearATBBase(); -}; - -//============================== -// * clear ATB Value Party -//============================== -BattleManager.clearATBValueParty = function() { - for (var i = 0; i < $gameParty.members().length; i++) { - var battler = $gameParty.members()[i]; - battler.clearATB(); - battler.setActionState('undecided') - }; - if ($gameTemp._battleEnd || $gameSystem._atbBattleEnd) { - for (var i = 0; i < $gameTroop.members().length; i++) { - var battler = $gameTroop.members()[i]; - battler.clearATB(); - }; - }; - this.clearATBBase(); -}; - -//============================== -// * need Update ATB Basic -//============================== -BattleManager.needUpdate_ATBBasic = function() { - if (this._phase == 'action') {return false}; - if (this._phase == 'turn') {return false}; - if ($gameTemp._atbBattleEnd) {return false}; - if ($gameMessage.isBusy()) {return false}; - if ($gameTemp._battleEnd) {return false}; - if ($gameSystem._atbEventPhase[3]) {return false}; - if ($gameTemp._atbWaitTemp[0] > 0) {return false} - if ($gameTemp._atbWaitTemp[1] > 0) {return false} - if ($gameSystem._atbMode[1]) {return false}; - return true; -}; - -//============================== -// * need Update ATB -//============================== -BattleManager.needUpdate_ATB = function() { - if (this._phase === 'action') {return false}; - if (this._phase === 'turn') {return false}; - if (BattleManager.isBusy()) {return false}; - if ($gameTemp._atbInTurn) {return false}; - return true; -}; - -//============================== -// * Update ATB -//============================== -BattleManager.update_ATB = function() { - if (this.actor()) {this.updateCheckActorPar(this.actor())}; - this.allBattleMembers().forEach(function(battler) { - if (battler.canMoveAtb() && !battler.isDead()) {this.updateBattlers_ATB(battler)}; - }, this); -}; - -//============================== -// * need Force Clear Command -//============================== -BattleManager.needForceClearCommand = function(battler) { - if (!battler) {return true}; - if (battler.restriction() > 0) {return true}; - if (battler._intTurn) {return true}; - if (!battler.isMaxAtb()) {return true}; - if (!battler.currentAction()) {return true}; - if (battler.isCasting()) {return true}; - return false; -}; - -//============================== -// * Update Check Actor Par -//============================== -BattleManager.updateCheckActorPar = function(battler) { - if (this.needForceClearCommand(battler)) { - if (battler) { - battler._intTurn = false - battler._atbItem = null; - battler.clearActions() - battler.clearCast(); - }; - this.selectionComAtbClear(); - }; -}; - -//============================== -// * Update Battlers ATB -//============================== -BattleManager.updateBattlers_ATB = function(battler) { - if (battler._wait_atb > 0) {battler._wait_atb--}; - if (battler.canFillATB()) {this.updateFill_ATB(battler)}; - this.updateStateBuffTurn_ATB(battler); -}; - -//============================== -// * Update State Buff Turn_ATB -//============================== -BattleManager.updateStateBuffTurn_ATB = function(battler) { - battler.updateStateTurns_ATB(); - battler.updateBuffTurns_ATB(); -}; - -//============================== -// * update par Correction -//============================== -BattleManager.updateParCorretionBattler_ATB = function(battler) { - battler._intTurn = false; - battler._atbItem = null; -}; - -//============================== -// * update Fill ATB -//============================== -BattleManager.updateFill_ATB = function(battler) { - if (!battler.isMaxAtb()) { - battler.updateCountAtb(); - this.updateParCorretionBattler_ATB(battler) - if (battler.isMaxAtb()) {this.executeATBFullEffect(battler)}; - } else { - this.updateBattlerFull_ATB(battler); - }; -}; - -//============================== -// * executeATBFullEffect -//============================== -BattleManager.executeATBFullEffect = function(battler) { - if (battler._atb > battler._max_atb) {battler._atb = battler._max_atb}; - if (battler.isActor()) {SoundManager.playSoundMX2(Moghunter.atb_FullSE)}; - battler.removeGuardState(); -}; - -//============================== -// * update Battler Full ATB -//============================== -BattleManager.updateBattlerFull_ATB = function(battler) { - if (!this._atbBattler) { - if (battler.isCasting(battler)) { - this.updateATBCast_ATB(battler); - } else { - this.prepareNextSubject_ATB(battler); - }; - }; -}; - -//============================== -// * update Battler Full ATB -//============================== -BattleManager.updateATBCast_ATB = function(battler) { - battler._cast_atb[1]++; - if (battler._cast_atb[1] >= battler._cast_atb[2]) {this.prepareNextSubjectCast_ATB(battler);}; -}; - -//============================== -// * update Escape -//============================== -BattleManager.canEscape_ATB = function(active) { - if (!active) {return false}; - if (!this._canEscape) {return false}; - if (!Input.isPressed(Moghunter.atb_EscapeButton)) {return false}; - return true; -}; - -//============================== -// * update Escape ATB -//============================== -BattleManager.updateEscape_ATB = function(active) { - if ($gameTemp._atbEscape[2]) {return}; - if (this.canEscape_ATB(active)) { - $gameTemp._atbEscape[0]++; - if ($gameTemp._atbEscape[0] >= $gameTemp._atbEscape[1]) { - $gameTemp._atbEscape[2] = true; - $gameTemp._atbEscape[0] = $gameTemp._atbEscape[1]; - this.executeEscape_ATB(); - }; - } else { - if ($gameTemp._atbEscape[0] > 0) { - $gameTemp._atbEscape[0] -= 2; - if ($gameTemp._atbEscape <= 0) { - $gameTemp._atbEscape[0] = 0; - }; - }; - }; -}; - -//============================== -// * execute Escape ATB -//============================== -BattleManager.executeEscape_ATB = function() { - this._escapeRatio = 100; - this.processEscape(); - $gameTemp._battleEnd = true; - $gameTemp._atbBattleEnd = true; - this.selectionComAtbClear(); - this._escaped = true; - this.clearATBValueParty(); -}; - -//============================== -// * prepare Next Subject Cast -//============================== -BattleManager.prepareNextSubjectCast_ATB = function(battler) { - var item = battler._cast_atb[0]; - if (battler.canUse(item)) { - this._atbBattler = battler; - this._atbBattler._atbItem = item; - } else { - battler.clearATB(); - }; -}; - -//============================== -// * prepare Next Subject ATB -//============================== -BattleManager.prepareNextSubject_ATB = function(battler) { - if (battler.isEnemy()) { - this.prepareActionEnemy(battler); - } else { - if (battler.isConfused()) { - this.prepareConfusionActionActor(battler); - } else if (this.needPrepareSelection(battler)) { - this.prepareCommandSelection(battler); - } else {; - if (battler._atbItem) { - this._atbBattler = battler; - battler._intTurn = true; - }; - }; - }; -}; - -//============================== -// * prepare Confusion Action -//============================== -BattleManager.prepareConfusionActionActor = function(battler) { - battler.clearActions() - battler.makeActions(); - var action = battler.currentAction(); - if (action && action.item() && battler.canUse(action.item())) { - battler._atbItem = action.item() - this._atbBattler = battler; - } else { - battler.clearATB(); - }; -}; - -//============================== -// * need Prepare Action Actor -//============================== -BattleManager.needPrepareActionActor = function(action) { - if (!action) {return false}; - if (!this._atbBattlerInput) {return false}; - if (!this._atbBattlerInput[0]) {return false}; - if (!this._atbBattlerInput[0].currentAction()) {return false}; - if (!this._atbBattlerInput[0].currentAction().item()) {return false}; - return true; -}; - -//============================== -// * selection Com Atb Cler -//============================== -BattleManager.selectionComAtbClear = function() { - var action = BattleManager.inputtingAction(); - var actor = this.actor(); - var active = false - if (this.needPrepareActionActor(action)) { - this.prepareActionActor(this._atbBattlerInput[0]); - active = true; - }; - this._atbBattlerInput = [null,false]; - this._actorIndex = -1; - if (actor) { - if (!this._atbBattler && active && !actor.isCasting()) { - this.updateBattlerFull_ATB(actor) - } else { - actor.setActionState('done'); - }; - }; -}; - -//******************************* -// * start Input *(Overwritten)* -//******************************* -BattleManager.startInput = function() { - if (!this._atbBattler) {return}; - this._atbBattler._intTurn = true; - this.startTurn(); -}; - -//============================== -// * needPrepare Action Actor -//============================== -BattleManager.prepareActionActor = function(battler) { - var action = battler.currentAction(); - if (action && action.item() && battler.canUse(action.item())) { - var castTime = Math.abs(action.item().speed); - if (castTime > 0 && battler.guardSkillId() != action.item().id) { - battler._cast_atb = [action.item(),0,castTime]; - } else { - battler._atbItem = action.item(); - }; - } else { - battler.clearATB(); - }; -}; - -//============================== -// * prepare Action Enemy -//============================== -BattleManager.prepareActionEnemy = function(battler) { - battler.makeActions(); - var action = battler.currentAction(); - if (action && action.item() && battler.canUse(action.item())) { - battler._atbItem = action.item(); - var castTime = Math.abs(action.item().speed) - if (castTime > 0 && battler.guardSkillId() != action.item().id) { - battler._cast_atb = [action.item(),0,castTime]; - } else { - this._atbBattler = battler; - }; - } else { - battler.clearATB(); - }; -}; - -//============================== -// * end Action -//============================== -var _mog_atb_bMngr_endAction = BattleManager.endAction; -BattleManager.endAction = function() { - _mog_atb_bMngr_endAction.call(this); - if (this._subject) { - this._subject.clearATB(); - this._subject._wait_atb = 5; - }; - $gameTemp._atbInTurn = false; -}; - -//******************************* -// * updateTurnEnd (Overwritten)* -//******************************* -BattleManager.updateTurnEnd = function() { - this._atbBattler = null; - this._phase = 'start' - $gameTemp._atbInTurn = false; -}; - -//******************************* -// * get Next Subject *(Overwritten)* -//******************************* -BattleManager.getNextSubject = function() { - for (;;) { - var battler = this._actionBattlers.shift(); - if (!battler) { - return null; - } - if (battler.isBattleMember() && battler.isAlive() && battler._intTurn) { - return battler; - }; - }; -}; - -//******************************* -// * is Inputting *(Overwritten)* -//******************************* -BattleManager.isInputting = function() { - return this._atbBattlerInput[0]; -}; - -//============================== -// * gget Available Actors -//============================== -BattleManager.getAvailableActors = function(index,value) { - var battler = null - if (value > 0) { - for (var i = index; i < $gameParty.battleMembers().length; i++) { - var actor = $gameParty.battleMembers()[i]; - if (actor && actor.canInput() && this.actor() != actor) { - battler = actor; - break; - }; - }; - } else if (value < 0) { - for (var i = index; i >= 0; i--) { - var actor = $gameParty.battleMembers()[i]; - if (actor && actor.canInput() && this.actor() != actor) { - battler = actor; - break; - }; - }; - }; - return battler; -}; - -//============================== -// * change Actor Button -//============================== -BattleManager.changeActorButton_ATB = function(value) { - var currentActor = this.actor(); - var battler = null; - var index = this._actorIndex; - var maxBatMembers = $gameParty.battleMembers().length - index += value; - if (index >= maxBatMembers) { - index = 0; - } else if (index < 0) { - index = maxBatMembers - 1; - }; - if (value > 0) { - battler = this.getAvailableActors(index,value); - if (!battler) { - battler = this.getAvailableActors(0,value); - }; - } else if (value < 0) { - battler = this.getAvailableActors(index,value); - if (!battler) { - battler = this.getAvailableActors(maxBatMembers - 1,value); - }; - }; - if (battler) { - currentActor.clearActions() - SoundManager.playCursor(); - this.selectionComAtbClear() - this.prepareCommandSelection(battler); - currentActor.setActionState('undecided') - }; -}; - -//============================== -// * prepare Command Selection -//============================== -BattleManager.setActorIndexATB = function(battler) { - for (var i = 0; i < $gameParty.members().length; i++) { - var actor = $gameParty.members()[i]; - if (battler === actor) {return i}; - }; - return -1; -}; - -//============================== -// * prepare Command Selection -//============================== -BattleManager.prepareCommandSelection = function(battler) { - battler.clearActions() - this._atbBattlerInput = [battler,false]; - this._actorIndex = this.setActorIndexATB(battler); - battler.makeActions(); - battler._atbItem = null; - battler.setActionState('inputting'); -}; - -//============================== -// * need Prepare Selection -//============================== -BattleManager.needPrepareSelection = function(battler) { - if (this._atbBattlerInput[0]) {return false}; - if (!battler.canInput()) {return false}; - if (battler._atbItem) {return false}; - if (battler._intTurn) {return false}; - return true -}; - -//============================== -// * end Battle -//============================== -var _mog_atb_btmngr_endBattle = BattleManager.endBattle; -BattleManager.endBattle = function(result) { - $gameTemp._atbForceHideWindows = true; - this.clearATBValueParty(); - _mog_atb_btmngr_endBattle.call(this,result); -}; - -//============================== -// * can Use Item ATB -//============================== -BattleManager.canUseItemATB = function() { - if (!this._atbBattler._atbItem) {return false}; - if (!this._atbBattler.canUse(this._atbBattler._atbItem)) {return false}; - return true; -}; - -//******************************* -// * start Turn *(Overwritten)* -//******************************* -BattleManager.startTurn = function() { - $gameTemp._atbInTurn = false; - if (!this._atbBattler) {return}; - if (!this.canUseItemATB()) { - this._atbBattler.clearATB(); - this._atbBattler = null; - this._phase = 'start' - return; - }; - this._phase = 'turn'; - $gameTemp._atbInTurn = true; - this._actionBattlers = [this._atbBattler] - if (this._atbBattler.isActor()) {this._atbBattler.requestMotionRefresh()}; - this._atbBattler.requestMotionRefresh() - this._logWindow.startTurn(); -}; - -//============================== -// * can Event Turn ATB -//============================== -BattleManager.canUpdateEventTurnATB = function() { - if ($gameSystem._atbEventPhase[3]) {return false}; - return true; -}; - -//============================== -// * Update Event Turn ATB -//============================== -BattleManager.updateEventTurnATB = function() { - $gameSystem._atbEventPhase[0]++; - if ($gameSystem._atbEventPhase[0] >= $gameSystem._atbEventPhase[1]) { - $gameSystem._atbEventPhase[0] = 0; - this.refreshEventPhase_ATB() - }; -}; - -//============================== -// * can Event Phase -//============================== -BattleManager.canUpdateEventPhase = function() { - if ($gameTemp._battleEnd) {return false}; - return $gameSystem._atbEventPhase[3]; -}; - -//============================== -// * Update Event Phase -//============================== -BattleManager.updateEventPhase = function() { - var active = $gameSystem._atbEventPhase[3]; - if (this.isActionForced()) { - this.processForcedAction(); - $gameSystem._atbEventPhase[3] = true; - } else { - $gameSystem._atbEventPhase[3] = this.updateEventMain(); - }; - if (active != $gameSystem._atbEventPhase[3]) { - $gameTemp._atbWinData[1] = true; - $gameTemp._atbWaitTemp[0] = 10; - }; -}; - -//============================== -// * refresh Event Phase ATB -//============================== -BattleManager.refreshEventPhase_ATB = function() { - $gameTroop.increaseTurn(); - $gameSystem._atbEventPhase[3] = this.updateEventMain(); - $gameTemp._atbWinData[0] = $gameSystem._atbEventPhase[3]; -}; - -//============================== -// * display Start Messages -//============================== -var _mog_atb_BatMngr_displayStartMessages = BattleManager.displayStartMessages; -BattleManager.displayStartMessages = function() { - if (String(Moghunter.atb_SkipEmerge) == 'true') {return}; - _mog_atb_BatMngr_displayStartMessages.call(this); -}; - -//============================== -// * processVictory -//============================== -var _mog_atbSprt_processVictory = BattleManager.processVictory; -BattleManager.processVictory = function() { - $gameTemp._battleEnd = true; - _mog_atbSprt_processVictory.call(this); -}; - -//============================== -// * processAbort -//============================== -var _mog_atbSprt_processAbort = BattleManager.processAbort; -BattleManager.processAbort = function() { - $gameTemp._battleEnd = true; - _mog_atbSprt_processAbort.call(this); -}; - -//============================== -// * processDefeat -//============================== -var _mog_atbSprt_processDefeat = BattleManager.processDefeat; -BattleManager.processDefeat = function() { - $gameTemp._battleEnd = true; - _mog_atbSprt_processDefeat.call(this); -}; - -//============================================================================= -//============================================================================= -// ** Scene Battle -//============================================================================= -//============================================================================= - -//============================== -// * Start -//============================== -var _mog_atb_sBat_start = Scene_Battle.prototype.start; -Scene_Battle.prototype.start = function() { - _mog_atb_sBat_start.call(this); - BattleManager.prepareInitialATBValue(); - $gameSystem._atbEventPhase[3] = BattleManager.updateEventMain(); -}; - -//******************************* -// * Update Battle Process *(Overwritten)* -//******************************* -Scene_Battle.prototype.updateBattleProcess = function() { - if (Imported.MOG_EmergeMotion && $gameTemp.needSkipBattleProcessEM()) { - $gameTemp._emerging[1]--; - if ($gameTemp._emergingInt > 0) {$gameTemp._emergingInt--}; - return; - }; - this.updateCommandsATB(); - if (!BattleManager.isAborting() || BattleManager.isBattleEnd()) { - if (BattleManager.canUpdateEventPhase()) {BattleManager.updateEventPhase()}; - if (BattleManager.needUpdate_ATBBasic()) { - if (BattleManager.canUpdateEventTurnATB()) {BattleManager.updateEventTurnATB()}; - BattleManager.update_ATB(); - if ($gameSystem._atbMode[0] > 0 && !$gameTemp._atbInTurn) { - BattleManager.updateEscape_ATB(this._actorCommandWindow.active); - }; - - }; - if ($gameSystem._atbMode[0] === 0) { - BattleManager.updateEscape_ATB(this._actorCommandWindow.active); - }; - BattleManager.update(); - if (this.canStartCommandSelection()) { - BattleManager._atbBattlerInput[1] = true - this.changeInputWindow() - }; - }; - if (Imported.MOG_BalloonActionName) {this.updateBalloonName()}; -}; - -//============================== -// * update -//============================== -var _mog_atb_sBat_update = Scene_Battle.prototype.update; -Scene_Battle.prototype.update = function() { - _mog_atb_sBat_update.call(this); - this.updateAtbScBat(); -}; - -//============================== -// * update Atb Sc Bat -//============================== -Scene_Battle.prototype.updateAtbScBat = function() { - if ($gameTemp._atbForceHideWindows) {this.forceHideWindows()}; - if ($gameTemp._atbWinData[0]) {this.forceHideWindowsTemp()}; - if ($gameTemp._atbWinData[1]) {this.loadWindowAtbData()}; - if ($gameTemp._atbneedRefWind) {this.forceRefreshWindowATB()}; - if ($gameTemp._atbWaitTemp[0] > 0) {$gameTemp._atbWaitTemp[0]--}; - if ($gameTemp._atbWaitTemp[1] > 0) {$gameTemp._atbWaitTemp[1]--}; - $gameSystem._atbMode[1] = !this.canUpdateAtbMode(); - if (this._actorCommandWindow.isClosed() && this._actorCommandWindow.active && BattleManager.actor()) { - this._actorCommandWindow.open(); - }; -}; - -//============================== -// * force Refresh WindowATB -//============================== -Scene_Battle.prototype.forceRefreshWindowATB = function() { - $gameTemp._atbneedRefWind = false; - if (this._enemyWindow.active) { - if (this._enemyWindow.enemy().isDead()) { - this._enemyWindow.refresh() - this._enemyWindow.select(0); - if (!this._enemyWindow.enemy()) { - this.onEnemyCancel(); - }; - }; - }; -}; - -//============================== -// * can Update Atb Mode -//============================== -Scene_Battle.prototype.canUpdateAtbMode = function() { - if ($gameSystem._atbMode[0] === 0) { - if (this._partyCommandWindow.active) {return false}; - if (this._actorCommandWindow.active) {return false}; - if (this._actorWindow.active) {return false}; - if (this._enemyWindow.active) {return false}; - if (this._skillWindow.active) {return false}; - if (this._itemWindow.active) {return false}; - } else if ($gameSystem._atbMode[0] === 1) { - if (this._actorWindow.active) {return false}; - if (this._enemyWindow.active) {return false}; - if (this._skillWindow.active) {return false}; - if (this._itemWindow.active) {return false}; - } else if ($gameSystem._atbMode[0] === 2) { - if (this._skillWindow.active) {return false}; - if (this._itemWindow.active) {return false}; - }; - return true; -}; - -//============================== -// * forceHideWindowsTemp -//============================== -Scene_Battle.prototype.forceHideWindowsTemp = function() { - $gameTemp._atbWinData[0] = false; - this.saveWindowAtbData(); - this.disableAllWindowATB(); -}; - -//============================== -// * create Display Objects -//============================== -var _mog_atb_sBat_createDisplayObjects = Scene_Battle.prototype.createDisplayObjects; -Scene_Battle.prototype.createDisplayObjects = function() { - _mog_atb_sBat_createDisplayObjects.call(this); - this.saveWindowAtbData(); -}; - -//============================== -// * load Window Atb Data -//============================== -Scene_Battle.prototype.disableAllWindowATB = function() { - this._partyCommandWindow.visible = false; - this._partyCommandWindow.active = false; - this._actorCommandWindow.visible = false; - this._actorCommandWindow.active = false; - this._actorWindow.visible = false; - this._actorWindow.active = false; - this._enemyWindow.visible = false; - this._enemyWindow.active = false; - this._skillWindow.visible = false; - this._skillWindow.active = false; - this._itemWindow.visible = false; - this._itemWindow.active = false; -}; - -//============================== -// * save Window Atb Data -//============================== -Scene_Battle.prototype.saveWindowAtbData = function() { - $gameTemp._atbWinData[0] = false; - this._partyCommandWindowData = {}; - this._partyCommandWindowData.visible = this._partyCommandWindow.visible; - this._partyCommandWindowData.active = this._partyCommandWindow.active; - - this._actorCommandWindowData = {}; - this._actorCommandWindowData.visible = this._actorCommandWindow.visible; - this._actorCommandWindowData.active = this._actorCommandWindow.active; - - this._actorWindowData = {}; - this._actorWindowData.visible = this._actorWindow.visible; - this._actorWindowData.active = this._actorWindow.active; - - this._enemyWindowData = {}; - this._enemyWindowData.visible = this._enemyWindow.visible; - this._enemyWindowData.active = this._enemyWindow.active; - - this._skillWindowData = {}; - this._skillWindowData.visible = this._skillWindow.visible; - this._skillWindowData.active = this._skillWindow.active; - - this._itemWindowData = {}; - this._itemWindowData.visible = this._itemWindow.visible; - this._itemWindowData.active = this._itemWindow.active; -}; - -//============================== -// * load Window Atb Data -//============================== -Scene_Battle.prototype.loadWindowAtbData = function() { - $gameTemp._atbWinData[1] = false; - if (!this._actorWindowData) {return}; - this._partyCommandWindow.visible = this._partyCommandWindowData.visible; - this._partyCommandWindow.active = this._partyCommandWindowData.active; - - this._actorCommandWindow.visible = this._actorCommandWindowData.visible; - this._actorCommandWindow.active = this._actorCommandWindowData.active; - if (this._actorCommandWindow.active) { - this._actorCommandWindow.open(); - }; - this._actorWindow.visible = this._actorWindowData.visible; - this._actorWindow.active = this._actorWindowData.active; - - this._enemyWindow.visible = this._enemyWindowData.visible; - this._enemyWindow.active = this._enemyWindowData.active; - - this._skillWindow.visible = this._skillWindowData.visible; - this._skillWindow.active = this._skillWindowData.active; - - this._itemWindow.visible = this._itemWindowData.visible; - this._itemWindow.active = this._itemWindowData.active; -}; - -//============================== -// * force Hide Windows -//============================== -Scene_Battle.prototype.forceHideWindows = function() { - $gameTemp._atbForceHideWindows = false; - this._partyCommandWindow.close(); - this._partyCommandWindow.active = false; - this._actorCommandWindow.close(); - this._actorCommandWindow.active = false; - this._actorWindow.hide(); - this._actorWindow.active = false; - this._enemyWindow.hide(); - - this._enemyWindow.active = false; - this._skillWindow.hide(); - this._skillWindow.active = false; - this._itemWindow.hide(); - this._itemWindow.active = false; -}; - -//============================== - -// * can Start Command Selection -//============================== -Scene_Battle.prototype.canStartCommandSelection = function() { - if (!BattleManager._atbBattlerInput[0]) {return false}; - if (BattleManager._atbBattlerInput[1]) {return false}; - return true; -}; - -//============================== -// * update Commands ATB -//============================== -Scene_Battle.prototype.updateCommandsATB = function() { - if (this._actorCommandWindow.active) { - if (Input.isTriggered(Moghunter.atb_NextActorLeft)) { - BattleManager.changeActorButton_ATB(1); - } else if (Input.isTriggered(Moghunter.atb_NextActorRight)) { - BattleManager.changeActorButton_ATB(-1); - }; - }; -}; - -//******************************* -// * Select Next Command *(Overwritten)* -//******************************* -Scene_Battle.prototype.selectNextCommand = function() { - BattleManager.selectionComAtbClear(); - this.endCommandSelection(); -}; - -//============================== -// * create Actor Command Window -//============================== -var _mog_atb_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow; -Scene_Battle.prototype.createActorCommandWindow = function() { - _mog_atb_createActorCommandWindow.call(this) - this._actorCommandWindow.setHandler('cancel', null); -}; - -//============================================================================= -//============================================================================= -// ** SPRITES -//============================================================================= -//============================================================================= - - -//============================== -// * load ATB Icon -//============================== -ImageManager.loadATBIcon = function(filename) { - return this.loadBitmap('img/atb/', filename, 0, true); -}; - -//============================================================================= -// ** Window Battle Actor -//============================================================================= - -//============================== -// * Update -//============================== -var _mog_atb_wBatActor_update = Window_BattleActor.prototype.update; -Window_BattleActor.prototype.update = function() { - if (!BattleManager.actor()) {return}; - _mog_atb_wBatActor_update.call(this); -}; - -//============================================================================= -// ** Window Battle Enemy -//============================================================================= - -//============================== -// * Update -//============================== -var _mog_atb_wBatEnemy_update = Window_BattleEnemy.prototype.update; -Window_BattleEnemy.prototype.update = function() { - if (!BattleManager.actor()) {return}; - _mog_atb_wBatEnemy_update.call(this); -}; - -//============================================================================= -// ** Window Actor Command -//============================================================================= - -//============================== -// * Update -//============================== -var _mog_atb_wActCom_processOk = Window_ActorCommand.prototype.processOk; -Window_ActorCommand.prototype.processOk = function() { - if (!BattleManager.actor()) {return}; - if ($gameTroop.isAllDead()) {return}; - _mog_atb_wActCom_processOk.call(this); -}; - -//******************************* -// * cursor Page Down *(Overwritten)* -//******************************* -Window_ActorCommand.prototype.cursorPagedown = function() { -}; - -//******************************* -// * cursor Page UP *(Overwritten)* -//******************************* -Window_ActorCommand.prototype.cursorPageup = function() { -}; - -//============================================================================= -// ** Sprite Actor -//============================================================================= - -//============================== -// * is Moving -//============================== -Sprite_Actor.prototype.isMoving = function() { - if (this._actor && !this._actor._intTurn) {return false}; - return this._movementDuration > 0; -}; - -//============================================================================= -// ** Scene Base -//============================================================================= - -//============================== -// ** create Hud Field -//============================== -Scene_Base.prototype.createHudField = function() { - this._hudField = new Sprite(); - this._hudField.z = 10; - this.addChild(this._hudField); -}; - -//============================== -// ** sort MZ -//============================== -Scene_Base.prototype.sortMz = function() { - this._hudField.children.sort(function(a, b){return a.mz-b.mz}); -}; - - -//============================== -// * Create Escape Gauge ATB -//============================== -Scene_Base.prototype.createEscapeGaugeATB = function() { - this._escapeGaugeATB = new EscapeGaugeATB(); - this._escapeGaugeATB.mz = 140; - this._hudField.addChild(this._escapeGaugeATB); -}; - -//============================================================================= -// ** Scene Battle -//============================================================================= - -//============================== -// ** create Spriteset -//============================== -var _mog_atbEscapeGauge_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset; -Scene_Battle.prototype.createSpriteset = function() { - _mog_atbEscapeGauge_sbattle_createSpriteset.call(this); - if (!this._hudField) {this.createHudField()}; - this.createEscapeGaugeATB(); - this.sortMz(); -}; - -//============================================================================= -// ** EscapeGaugeATB -//============================================================================= -function EscapeGaugeATB() { - this.initialize.apply(this, arguments); -} - -EscapeGaugeATB.prototype = Object.create(Sprite.prototype); -EscapeGaugeATB.prototype.constructor = EscapeGaugeATB; - -//============================== -// * Initialize -//============================== -EscapeGaugeATB.prototype.initialize = function() { - Sprite.prototype.initialize.call(this); - this.setup(); - this.createSprites(); -}; - -//============================== -// * Setup -//============================== -EscapeGaugeATB.prototype.setup = function() { - this.opacity = 0; - this.x = Moghunter.atb_EscapeGaugeX; - this.y = Moghunter.atb_EscapeGaugeY; -}; - -//============================== -// * create Sprites -//============================== -EscapeGaugeATB.prototype.createSprites = function() { - this.createLayout(); - this.createGauge(); -}; - -//============================== -// * create Layout -//============================== -EscapeGaugeATB.prototype.createLayout = function() { - this._layout = new Sprite(ImageManager.loadATBIcon("Escape_A")); - this.addChild(this._layout); -}; - -//============================== -// * create Gauge -//============================== -EscapeGaugeATB.prototype.createGauge = function() { - this._gauge = new Sprite(ImageManager.loadATBIcon("Escape_B")); - this._gauge.x = Moghunter.atb_EscapeGaugeX2; - this._gauge.y = Moghunter.atb_EscapeGaugeY2; - this.addChild(this._gauge); -}; - -//============================== -// * Update Gauge -//============================== -EscapeGaugeATB.prototype.updateGauge = function() { - var cw = this._gauge.bitmap.width; - var ch = this._gauge.height; - var rg = cw * $gameTemp._atbEscape[0] / $gameTemp._atbEscape[1]; - this._gauge.setFrame(0,0,rg,ch); -}; - -//============================== -// * need Fade -//============================== -EscapeGaugeATB.prototype.needFade = function() { - if ($gameTemp._atbEscape[0] <= 0) {return true}; - if ($gameMessage.isBusy()) {return true}; - if ($gameTemp._battleEnd) {return true}; - return false; -}; - -//============================== -// * Update Visible -//============================== -EscapeGaugeATB.prototype.updateVisible = function() { - if (this.needFade()) { - this.opacity -= 10; - } else { - this.opacity += 10; - }; -}; - -//============================== -// * Update -//============================== -EscapeGaugeATB.prototype.update = function() { - Sprite.prototype.update.call(this); - this.updateVisible(); - this.updateGauge(); -}; - diff --git a/js/plugins/MOG_ATB_Gauge.js b/js/plugins/MOG_ATB_Gauge.js deleted file mode 100644 index 3eb1660..0000000 --- a/js/plugins/MOG_ATB_Gauge.js +++ /dev/null @@ -1,491 +0,0 @@ -//============================================================================= -// MOG_ATB_Gauge.js -//============================================================================= - -/*: - * @plugindesc (v1.0) Apresenta a Hud de ATB para MOG_ATB. - * @author Moghunter - * - * @param Hud Angle - * @desc Definição do ângulo da hud. - * @default 0 - * - * @param Hud X-Axis - * @desc Definição X-Axis da hud. - * @default 740 - * - * @param Hud Y-Axis - * @desc Definição Y-Axis da hud. - * @default 45 - * - * @param Enemy X-Axis Offset - * @desc Definição X-Axis offset do ícone dos inimigos. - * @default 16 - * - * @param Actor X-Axis Offset - * @desc Definição X-Axis offset do ícone dos aliados. - * @default -16 - * - * @param Active X-Axis - * @desc Definição X-Axis quando o battler está em turno. - * @default -3 - * - * @param Active Y-Axis - * @desc Definição Y-Axis quando o battler está em turno. - * @default 30 - * - * @param Gauge Size - * @desc Definição do tamanho do medidor. - * @default 160 - * - * @param Skill Visible - * @desc Apresentar o Ícone de habilidade. - * @default true - * - * @param Skill Zoom - * @desc Definição do zoom do ícone de habilidade. - * @default 0.6 - * - * @param Skill X-Axis - * @desc Definição X-Axis do ícone de habilidade. - * @default 0 - * - * @param Skill Y-Axis - * @desc Definição Y-Axis do ícone de habilidade. - * @default 0 - * - * @help - * ============================================================================= - * +++ MOG - ATB Gauge (v1.0) +++ - * By Moghunter - * https://mogplugins.wordpress.com - * ============================================================================= - * Apresenta a Hud de ATB para MOG_ATB. - * - * ============================================================================= - * IMAGES - * ============================================================================= - * As imagens deverão ser gravadas na pasta (img/atb/) - * Para nomear o ícones dos battlers, nomeie da seguinte forma. - * - * Actor_ + ACTOR_ID.png - * Enemy_ + ACTOR_ID.png - * - * Ex - * - * Actor_1.png - * Actor_2.png - * ... - * Enemy_1.png - * Enemy_2.png - * ... - */ - -//============================================================================= -// ** PLUGIN PARAMETERS -//============================================================================= -  var Imported = Imported || {}; -  Imported.MOG_ATB_Gauge = true; -  var Moghunter = Moghunter || {}; - - Moghunter.parameters = PluginManager.parameters('MOG_ATB_Gauge'); - Moghunter.atbIconAngle = Number(Moghunter.parameters['Hud Angle'] || 0); - Moghunter.atbIcon_GaugeX = Number(Moghunter.parameters['Hud X-Axis'] || 740); - Moghunter.atbIcon_GaugeY = Number(Moghunter.parameters['Hud Y-Axis'] || 45); - Moghunter.atbIcon_enemyX = Number(Moghunter.parameters['Enemy X-Axis Offset'] || 16); - Moghunter.atbIcon_actorX = Number(Moghunter.parameters['Actor X-Axis Offset'] || -16); - Moghunter.atbIcon_inTurnX = Number(Moghunter.parameters['Active X-Axis'] || -3); - Moghunter.atbIcon_inTurnY = Number(Moghunter.parameters['Active Y-Axis'] || 30); - Moghunter.atbIcon_GaugeSize = Number(Moghunter.parameters['Gauge Size'] || 160); - Moghunter.atbIcon_SkillVisible = String(Moghunter.parameters['Skill Visible'] || 'true'); - Moghunter.atbIcon_SkillScale = Number(Moghunter.parameters['Skill Zoom'] || 0.6); - Moghunter.atbIcon_SkillX = Number(Moghunter.parameters['Skill X-Axis'] || 0); - Moghunter.atbIcon_SkillY = Number(Moghunter.parameters['Skill Y-Axis'] || 0); - - -//============================== -// * load ATB Icon -//============================== -ImageManager.loadATBIcon = function(filename) { - return this.loadBitmap('img/atb/', filename, 0, true); -}; - -//============================================================================= -// ** Game Temp -//============================================================================= - -//============================== -// * Initialize -//============================== -var _mog_atb_gTemp_initialize = Game_Temp.prototype.initialize -Game_Temp.prototype.initialize = function() { - _mog_atb_gTemp_initialize.call(this); - this._refreshATBGauge = false;; -}; - -//============================================================================= -// ** Scene Base -//============================================================================= - -//============================== -// ** create Hud Field -//============================== -Scene_Base.prototype.createHudField = function() { - this._hudField = new Sprite(); - this._hudField.z = 10; - this.addChild(this._hudField); -}; - -//============================== -// ** sort MZ -//============================== -Scene_Base.prototype.sortMz = function() { - this._hudField.children.sort(function(a, b){return a.mz-b.mz}); -}; - -//============================================================================= -// ** Scene Battle -//============================================================================= - -//============================== -// ** create Spriteset -//============================== -var _mog_atbGauge_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset; -Scene_Battle.prototype.createSpriteset = function() { - _mog_atbGauge_sbattle_createSpriteset.call(this); - if (!this._hudField) {this.createHudField()}; - this.createATBGauge(); - this.sortMz(); -}; - -//============================== -// ** create ATB Gauge -//============================== -Scene_Battle.prototype.createATBGauge = function() { - this._atbGauge = new ATB_Gauge() - this._atbGauge.mz = 125; - this._hudField.addChild(this._atbGauge); -}; - -//============================== -// ** remove ATB Gauge -//============================== -Scene_Battle.prototype.removeATBGauge = function() { - if (!this._atbGauge) {return}; - this._hudField.removeChild(this._atbGauge); -}; - -//============================== -// ** refresh ATB Gauge -//============================== -Scene_Battle.prototype.refreshATBGauge = function() { - $gameTemp._refreshATBGauge = false; - this.removeATBGauge(); - this.createATBGauge(); -}; - -//============================== -// ** Update -//============================== -var _mog_atbGauge_Sbat_update = Scene_Battle.prototype.update; -Scene_Battle.prototype.update = function() { - _mog_atbGauge_Sbat_update.call(this); - if ($gameTemp._refreshATBGauge) {this.refreshATBGauge()}; -}; - -//============================================================================= -// ** Spriteset Map -//============================================================================= - -//============================================================================= -// ** ATB Icon Gauge -//============================================================================= -function ATB_Gauge() { - this.initialize.apply(this, arguments); -}; - -ATB_Gauge.prototype = Object.create(Sprite.prototype); -ATB_Gauge.prototype.constructor = ATB_Gauge; - -//============================== -// * Initialize -//============================== -ATB_Gauge.prototype.initialize = function() { - Sprite.prototype.initialize.call(this); - this._angle = Moghunter.atbIconAngle * Math.PI / 180; - this.rotation = this._angle; - this._iconImg = ImageManager.loadSystem("IconSet"); - this._skillIcon = String(Moghunter.atbIcon_SkillVisible) == "true" ? true : false; - this.refreshBattlers(); - this.createLayout(); - this.createIcons(); -}; - -//============================== -// * refresh Battlers -//============================== -ATB_Gauge.prototype.refreshBattlers = function() { - this._battlers = []; - for (var i = 0; i < $gameParty.battleMembers().length; i++) { - var battler = $gameParty.battleMembers()[i]; - this._battlers.push(battler); - }; - for (var i = 0; i < $gameTroop.members().length; i++) { - var battler = $gameTroop.members()[i]; - this._battlers.push(battler); - }; -}; - -//============================== -// * battlers -//============================== -ATB_Gauge.prototype.battlers = function() { - if (this._battlers) {return this._battlers}; - return []; -}; - -//============================== -// * At -//============================== -ATB_Gauge.prototype.atb = function(battler) { - if (Imported.MOG_ATB) {return battler.atb()}; - return -1; -} - -//============================== -// * Maxatb -//============================== -ATB_Gauge.prototype.maxatb = function(battler) { - if (Imported.MOG_ATB) {return battler.maxAtb()}; - return 1; -}; - -//============================== -// * Cast AT -//============================== -ATB_Gauge.prototype.cast_at = function(battler) { - if (Imported.MOG_ATB) {return battler._cast_atb[1]}; - return 0; -}; - -//============================== -// * Cast Max AT -//============================== -ATB_Gauge.prototype.cast_max_at = function(battler) { - if (Imported.MOG_ATB) {return battler._cast_atb[2]}; - return 1; -}; - -//============================== -// * Is Casting -//============================== -ATB_Gauge.prototype.is_casting = function(battler) { - if (!battler) {return false}; - if (Imported.MOG_ATB) {return battler.isCasting()}; - return false; -}; - -//============================== -// * Is Max Atb -//============================== -ATB_Gauge.prototype.inTurn = function(battler) { - if (!battler.isMaxAtb()) {return false}; - if (!battler._intTurn) {return false} - return true; -}; - -//============================== -// * Is Max Atb -//============================== -ATB_Gauge.prototype.is_max_at = function(battler) { - return this.atb(battler) >= this.maxatb(battler); -}; - -//============================== -// * Is Max Cast -//============================== -ATB_Gauge.prototype.is_max_cast = function(battler) { - return this.cast_at(battler) >= this.cast_max_at(battler); -}; - -//============================== -// * Item -//============================== -ATB_Gauge.prototype.item = function(battler) { - if (!battler) {return null}; - return battler._cast_atb[0]; - return null -}; - -//============================== -// * Create Layout -//============================== -ATB_Gauge.prototype.createLayout = function() { - this.x = Moghunter.atbIcon_GaugeX; - this.y = Moghunter.atbIcon_GaugeY; - this._layout = new Sprite(ImageManager.loadATBIcon("ATB_Gauge")); - this._layout.anchor.x = 0.5; - this.addChild(this._layout); -}; - -//============================== -// * Create Icons -//============================== -ATB_Gauge.prototype.createIcons = function() { - this._iconField = new Sprite(); - this.addChild(this._iconField); - this._icons = []; - this._skillIcons = []; - for (var i = 0; i < this.battlers().length; i++) { - var battler = this.battlers()[i]; - if (battler.isActor()) { - var name = "Actor_" + String(battler._actorId); - } else { - var name = "Enemy_" + String(battler._enemyId); - }; - this._icons[i] = new Sprite(ImageManager.loadATBIcon(name)); - this._icons[i].battler = battler; - this._icons[i].anchor.x = 0.5; - this._icons[i].anchor.y = 0.5; - this._icons[i].opacity = 0 - this._icons[i].nx = 0; - this._icons[i].ny = 0; - this._icons[i].rotation = -this._angle - this._iconField.addChild(this._icons[i]); - if (this._skillIcon) {this.createSkillIcon(i,this._icons[i])}; - }; -}; - -//============================== -// * Index -//============================== -ATB_Gauge.prototype.createSkillIcon = function(i,sprite) { - this._skillIcons[i] = new Sprite(); - this._skillIcons[i].item = null; - this._skillIcons[i].org = [Moghunter.atbIcon_SkillX,Moghunter.atbIcon_SkillY]; - this._skillIcons[i].scale.x = Moghunter.atbIcon_SkillScale; - this._skillIcons[i].scale.y = Moghunter.atbIcon_SkillScale; - this._skillIcons[i].rotation = this._icons[i].rotation; - sprite.addChild(this._skillIcons[i]); -}; - -//============================== -// * Height EX -//============================== -ATB_Gauge.prototype.heightEX = function(battler,type) { - return 1; -}; - -//============================== -// * update Icon -//============================== -ATB_Gauge.prototype.updateIcon = function(sprite,index) { - var battler = sprite.battler; - if (battler.isDead()) { - sprite.opacity -= 15; - } else { - sprite.opacity += 15; - if (this.is_casting(battler)) { - var h = Moghunter.atbIcon_GaugeSize * this.cast_at(battler) / this.cast_max_at(battler); - var h2 = this.heightEX(battler,1); - } else { - var h = Moghunter.atbIcon_GaugeSize * this.atb(battler) / this.maxatb(battler); - var h2 = this.heightEX(battler,0); - }; - if (this.inTurn(battler)) { - sprite.nx = Moghunter.atbIcon_inTurnX; - sprite.ny = Moghunter.atbIcon_inTurnY; - } else { - sprite.nx = battler.isActor() ? Moghunter.atbIcon_actorX : Moghunter.atbIcon_enemyX; - sprite.ny = this._layout.height - h + h2; - }; - }; - sprite.x = this.mvto(sprite.x,sprite.nx); - sprite.y = this.mvto(sprite.y,sprite.ny); - if (this._skillIcon) {this.updateSkillIcon(this._skillIcons[index],sprite,battler)}; -}; - -//============================== -// * updateSkillIcon -//============================== -ATB_Gauge.prototype.updateSkillIcon = function(spriteskill,spriteicon,battler) { - spriteskill.x = spriteskill.org[0]; - spriteskill.y = spriteskill.org[1]; - spriteskill.opacity = spriteicon.opacity; - spriteskill.visible = spriteicon.visible; - if (spriteskill.item != this.item(battler)) {this.refreshIconSkill(spriteskill,battler)}; -}; - -//============================== -// * refresh Icon Skill -//============================== -ATB_Gauge.prototype.refreshIconSkill = function(spriteskill,battler) { - spriteskill.item = this.item(battler); - if (spriteskill.item) { - var iconIndex = spriteskill.item.iconIndex; - var pw = Window_Base._iconWidth; - var ph = Window_Base._iconHeight; - var sx = iconIndex % 16 * pw; - var sy = Math.floor(iconIndex / 16) * ph; - spriteskill.bitmap = this._iconImg; - spriteskill.setFrame(sx, sy, pw, ph); - } else { - spriteskill.bitmap = null; - }; - spriteskill.visible = spriteskill.item != null ? true : false; -}; - -//============================== -// * mv to -//============================== -ATB_Gauge.prototype.mvto = function(value,real_value) { - if (value == real_value) {return value}; - var dnspeed = 5 + (Math.abs(value - real_value) / 10); - if (value > real_value) {value -= dnspeed; - if (value < real_value) {value = real_value};} - else if (value < real_value) {value += dnspeed; - if (value > real_value) {value = real_value}; - }; - return Math.floor(value); -}; - -//============================== -// * need Fade -//============================== -ATB_Gauge.prototype.needFade = function() { - if ($gameMessage.isBusy()) {return true}; - if ($gameTemp._battleEnd) {return true}; - if ($gameTemp._atbBattleEnd) {return true}; - return false; -}; - -//============================== -// * Update Visible -//============================== -ATB_Gauge.prototype.updateVisible = function() { - if (this.needFade()) { - this.opacity -= 10; - } else { - this.opacity += 10; - }; -}; - - -//============================== -// * update Sort Y -//============================== -ATB_Gauge.prototype.updateSortY = function() { - this._iconField.children.sort(function(b, a){return a.y-b.y}) -}; - -//============================== -// * update -//============================== -ATB_Gauge.prototype.update = function() { - Sprite.prototype.update.call(this); - this.updateVisible(); - this.updateSortY(); - for (var i = 0; i < this._icons.length; i++) { - this.updateIcon(this._icons[i],i); - }; -}; \ No newline at end of file diff --git a/js/plugins/MOG_ActorHud.js b/js/plugins/MOG_ActorHud.js deleted file mode 100644 index 9d1745c..0000000 --- a/js/plugins/MOG_ActorHud.js +++ /dev/null @@ -1,2418 +0,0 @@ -//============================================================================= -// MOG_ActorHud.js (Template - 01) -//============================================================================= - -/*: - * @plugindesc (v2.0 *) Adiciona uma Hud com os parâmetros do personagem. - * @author Moghunter - * - * @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Initial Visible - * @desc Ativar a Hud no inicio do jogo. - * @default true - * @type boolean - * @on Visible From Start - * @off Hide - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud X-Axis - * @desc Definição da posição X-Axis da Hud. - * @default 0 - * @type number - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Y-Axis - * @desc Definição da posição Y-Axis da Hud. - * @default 440 - * @type number - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Smart Fade - * @desc Ativa transparência na hud quando a hud estiver acima do personagem. - * @default true - * @type boolean - * @on Overlapping Character - * @off Always Visible - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Auto Fade - * @desc Oculta na hud quando a janela de messagem estiver ativada. - * @default true - * @type boolean - * @on Window Message - * @off Always Visible - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> LAYOUT 2 <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Layout Overlay Visible - * @desc Apresentar o segundo layout acima dos medidores e face. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> LAYOUT 2 <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Overlay X-Axis - * @desc Definição da posição X-Axis da face. - * @default 0 - * @type number - * @parent -> LAYOUT 2 <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Overlay Y-Axis - * @desc Definição da posição Y-Axis da face. - * @default 0 - * @type number - * @parent -> LAYOUT 2 <<<<<<<<<<<<<<<<<<<<<<< - * - * - * @param - * - * @param -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Face Visible - * @desc Apresentar a imagem da face. - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face X-Axis - * @desc Definição da posição X-Axis da face. - * @default 55 - * @type number - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Y-Axis - * @desc Definição da posição Y-Axis da face. - * @default 100 - * @type number - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Priority - * @desc Prioridade da Face. (0 Low - 1 High) - * @default 1 - * @type select - * @option (0) Below the Layout - * @value 0 - * @option (1) Above the Layout - * @value 1 - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Name Visible - * @desc Apresentar o nome do personagem. - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name X-Axis - * @desc Definição da posição X-Axis do nome. - * @default 5 - * @type number - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Y-Axis - * @desc Definição da posição Y-Axis do nome. - * @default 20 - * @type number - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Font Size - * @desc Definição do tamanho da fonte do nome. - * @default 20 - * @type number - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Bold Size - * @desc Definição do tamanho do contorno. - * @default 4 - * @type number - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Font Italic - * @desc Ativar fonte em itálico. - * @default false - * @type boolean - * @on Enable - * @off Disable - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> HP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param HP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de HP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de HP. - * @default 143 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de HP. - * @default 85 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Flow Anime - * @text Gauge Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default true - * @type boolean - * @on Enable - * @off Disable - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Flow Speed - * @text Gauge Gradient Speed - * @desc Define a velocidade de animação do gradient. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default 4 - * @type number - * @min 1 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Visible - * @desc Apresentar o numero de HP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Align - * @desc Definição do alinhamento dos números. - * 0 - Espquerda 1 - Centro 2 - Direita - * @default 0 - * @type select - * @option Left - * @value 0 - * @option Center - * @value 1 - * @option Right - * @value 2 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number X-Axis - * @desc Definição da posição X-Axis do numero de HP. - * @default 270 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de HP. - * @default 70 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number Visible - * @desc Apresentar o numero de HP maximo. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number X-Axis - * @desc Definição da posição X-Axis do numero de HP maximo. - * @default 185 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de HP maximo. - * @default 40 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Visible - * @desc Apresentar o ícone de HP. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Half Mode - * @desc Um ícone equivale a 2 pontos de HP. - * @default false - * @type boolean - * @on Enable (Zelda Style) - * @off Disable - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Max Colors - * @desc Quantidade de cores do ícone. - * A imagem será dividida pelo número de cores. - * @default 2 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Max Rows - * @desc Quantidade de ícones por linha. - * @default 10 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Max Columns - * @desc Quantidade de linhas. - * @default 2 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon X-Axis - * @desc Quantidade X-Axis dos ícones. - * @default 143 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Y-Axis - * @desc Quantidade Y-Axis dos ícones. - * @default 85 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Space X - * @desc Definição do espaço entre os ícones na horizontal. - * @default 0 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Space Y - * @desc Definição do espaço entre os ícones na vertical. - * @default 0 - * @type number - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Icon Zoom Anime - * @desc Ativar a animação de zoom no último ícone. - * @type boolean - * @on Enable - * @off Disable - * @default true - - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> MP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param MP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de MP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de MP. - * @default 160 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de MP. - * @default 115 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Flow Anime - * @text Gauge Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default true - * @type boolean - * @on Enable - * @off Disable - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Flow Speed - * @text Gauge Gradient Speed - * @desc Define a velocidade de animação do gradient. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default 4 - * @type number - * @min 1 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Visible - * @desc Apresentar o numero de MP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Align - * @desc Definição do alinhamento dos números. - * 0 - Espquerda 1 - Centro 2 - Direita - * @default 0 - * @type select - * @option Left - * @value 0 - * @option Center - * @value 1 - * @option Right - * @value 2 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number X-Axis - * @desc Definição da posição X-Axis do numero de MP. - * @default 287 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de MP. - * @default 100 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number Visible - * @desc Apresentar o numero de MP maximo. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number X-Axis - * @desc Definição da posição X-Axis do numero de MP maximo. - * @default 196 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de MP maximo. - * @default 78 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Visible - * @desc Apresentar o ícone de MP. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Half Mode - * @desc Um ícone equivale a 2 pontos de MP. - * @default false - * @type boolean - * @on Enable (Zelda Style) - * @off Disable - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Max Colors - * @desc Quantidade de cores do ícone. - * A imagem será dividida pelo número de cores. - * @default 2 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Max Rows - * @desc Quantidade de ícones por linha. - * @default 10 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Max Columns - * @desc Quantidade de linhas. - * @default 2 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon X-Axis - * @desc Quantidade X-Axis dos ícones. - * @default 143 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Y-Axis - * @desc Quantidade Y-Axis dos ícones. - * @default 120 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Space X - * @desc Definição do espaço entre os ícones na horizontal. - * @default 0 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Space Y - * @desc Definição do espaço entre os ícones na vertical. - * @default 0 - * @type number - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Icon Zoom Anime - * @desc Ativar a animação de zoom no último ícone. - * @default true - * @type boolean - * @on Enable - * @off Disable - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> TP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param TP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de TP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de TP. - * @default 143 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de TP. - * @default 145 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Flow Anime - * @text Gauge Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default true - * @type boolean - * @on Enable - * @off Disable - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Flow Speed - * @text Gauge Gradient Speed - * @desc Define a velocidade de animação do gradient. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default 4 - * @type number - * @min 1 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Visible - * @desc Apresentar o numero de TP. - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Align - * @desc Definição do alinhamento dos números. - * 0 - Espquerda 1 - Centro 2 - Direita - * @default 0 - * @type select - * @option Left - * @value 0 - * @option Center - * @value 1 - * @option Right - * @value 2 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number X-Axis - * @desc Definição da posição X-Axis do numero de TP. - * @default 270 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de TP. - * @default 130 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number Visible - * @desc Apresentar o numero de TP maximo. - * @default false - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number X-Axis - * @desc Definição da posição X-Axis do numero de TP maximo. - * @default 185 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number Y-Axis - * @desc Definição da posição Y-Axis do numero de TP maximo. - * @default 116 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Visible - * @desc Apresentar o ícone de TP. - * @default false - * @type boolean - * @on Show - * @off Hide - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Half Mode - * @desc Um ícone equivale a 2 pontos de TP. - * @default false - * @type boolean - * @on Enable (Zelda Style) - * @off Disable - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Max Colors - * @desc Quantidade de cores do ícone. - * A imagem será dividida pelo número de cores. - * @default 2 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Max Rows - * @desc Quantidade de ícones por linha. - * @default 10 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Max Columns - * @desc Quantidade de linhas. - * @default 2 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon X-Axis - * @desc Quantidade X-Axis dos ícones. - * @default 143 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Y-Axis - * @desc Quantidade Y-Axis dos ícones. - * @default 50 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Space X - * @desc Definição do espaço entre os ícones na horizontal. - * @default 0 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Space Y - * @desc Definição do espaço entre os ícones na vertical. - * @default 0 - * @type number - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Icon Zoom Anime - * @desc Ativar a animação de zoom no último ícone. - * @default true - * @type boolean - * @on Enable - * @off Disable - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param EXP Meter Visible - * @desc Apresentar o medidor de EXP - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param EXP Meter X-Axis - * @desc Definição da posição X-Axis do medidor de EXP. - * @default 127 - * @type number - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param EXP Meter Y-Axis - * @desc Definição da posição Y-Axis do medidor de EXP. - * @default 173 - * @type number - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param EXP Meter Angle - * @desc Ángulo do medidor. - * @default 0 - * @type number - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Level Number Visible - * @desc Apresentar o numero de Level. - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Level Number Align - * @desc Definição do alinhamento dos números. - * 0 - Espquerda 1 - Centro 2 - Direita - * @default 1 - * @type select - * @option Left - * @value 0 - * @option Center - * @value 1 - * @option Right - * @value 2 - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Level Number X-Axis - * @desc Definição da posição X-Axis do numero de Level. - * @default 65 - * @type number - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Level Number Y-Axis - * @desc Definição da posição Y-Axis do numero de Level. - * @default 153 - * @type number - * @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param States Visible - * @desc Apresentar o numero as condições. - * @default true - * @type boolean - * @on Show - * @off Hide - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States X-Axis - * @desc Definição da posição X-Axis das condições. - * @default 5 - * @type number - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States Y-Axis - * @desc Definição da posição Y-Axis das condições. - * @default 64 - * @type number - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @help - * ============================================================================= - * +++ MOG Actor Hud (v2.0) +++ - * By Moghunter - * https://atelierrgss.wordpress.com/ - * ============================================================================= - * Adiciona uma Hud com os parâmetros do personagem. - * - * ============================================================================= - * - REQUIRED FILES - * ============================================================================= - * Serão necessários os arquivos. (img/actorhud/) - * - * HP_Meter.png - * HP_Number.png - * MP_Meter.png - * MP_Number.png - * TP_Meter.png - * TP_Number.png - * Layout.png - * LV_Number.png - * EXP_Meter.png - * - * ============================================================================= - * Para nomear as faces dos battlers basta nomear da seguinte forma. - * - * Face_ + ACTOR_ID.png - * - * Face_1.png - * Face_2.png - * Face_3.png - * ... - * - * ============================================================================= - * - PLUGIN COMMANDS - * ============================================================================= - * Para ocultar ou apresentar a hud use os códigos abaixo. - * - * hide_actor_hud - * show_actor_hud - * - * ============================================================================ - * - WHAT'S NEW (version 2.0) - * ============================================================================ - * - (NEW) - Plugins parameters compatíveis com RM1.5+ - * - (NEW) - Adição da segunda camada de Layout (Overlay). - * - (NEW) - Possibilidade de mudar a velocidade de animação do gradient. - * - (BUG FIX) - Correção de resetar a animação de gradiente ao voltar do menu. - * - (BUG FIX) - Correção de resetar a transparência ao voltar do menu. - */ - -//============================================================================= -// ** PLUGIN PARAMETERS -//============================================================================= -  var Imported = Imported || {}; -  Imported.MOG_ActorHud = true; -  var Moghunter = Moghunter || {}; - -  Moghunter.parameters = PluginManager.parameters('MOG_ActorHud'); - - // HUD POSITION - Moghunter.ahud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || 0); - Moghunter.ahud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 440); - Moghunter.ahud_fade_limit = Number(Moghunter.parameters['Fade Max'] || 90); - Moghunter.ahud_layout2_visible = String(Moghunter.parameters['Layout Overlay Visible'] || true); - Moghunter.ahud_layout2_x = Number(Moghunter.parameters['Layout Overlay X-Axis'] || 0); - Moghunter.ahud_layout2_y = Number(Moghunter.parameters['Layout Overlay Y-Axis'] || 0); - - // FACE POSITION - Moghunter.ahud_face_visible = String(Moghunter.parameters['Face Visible'] || true); - Moghunter.ahud_face_shake = String(Moghunter.parameters['Face Shake Animation'] || true); - Moghunter.ahud_face_zoom = String(Moghunter.parameters['Face Zoom Animation'] || true); - Moghunter.ahud_face_animated = String(Moghunter.parameters['Face Frame Animation'] || false); - Moghunter.ahud_face_pos_x = Number(Moghunter.parameters['Face X-Axis'] || 55); - Moghunter.ahud_face_pos_y = Number(Moghunter.parameters['Face Y-Axis'] || 100); - Moghunter.ahud_face_priority = Number(Moghunter.parameters['Face Priority'] || 1); - - // NAME POSITION - Moghunter.ahud_name_visible = String(Moghunter.parameters['Name Visible'] || true); - Moghunter.ahud_name_font_size = Number(Moghunter.parameters['Name Font Size'] || 20); - Moghunter.ahud_name_font_bold_size = Number(Moghunter.parameters['Name Bold Size'] || 4); - Moghunter.ahud_name_font_italic = String(Moghunter.parameters['Name Font Italic'] || false); - Moghunter.ahud_name_pos_x = Number(Moghunter.parameters['Name X-Axis'] || 5); - Moghunter.ahud_name_pos_y = Number(Moghunter.parameters['Name Y-Axis'] || 20); - - // HP ICON POSITION - Moghunter.ahud_hp_icon_visible = String(Moghunter.parameters['HP Icon Visible'] || 'false'); - Moghunter.ahud_hp_icon_halfMode = String(Moghunter.parameters['HP Icon Half Mode'] || 'false'); - Moghunter.ahud_hp_icon_colorMax = Number(Moghunter.parameters['HP Icon Max Colors'] || 2); - Moghunter.ahud_hp_icon_rows = Number(Moghunter.parameters['HP Icon Max Rows'] || 10); - Moghunter.ahud_hp_icon_cols = Number(Moghunter.parameters['HP Icon Max Columns'] || 2); - Moghunter.ahud_hp_icon_pos_x = Number(Moghunter.parameters['HP Icon X-Axis'] || 143); - Moghunter.ahud_hp_icon_pos_y = Number(Moghunter.parameters['HP Icon Y-Axis'] || 85); - Moghunter.ahud_hp_icon_space_x = Number(Moghunter.parameters['HP Icon Space X'] || 0); - Moghunter.ahud_hp_icon_space_y = Number(Moghunter.parameters['HP Icon Space Y'] || 0); - Moghunter.ahud_hp_icon_zoomAnime = String(Moghunter.parameters['HP Icon Zoom Anime'] || 'true'); - - // MP ICON POSITION - Moghunter.ahud_mp_icon_visible = String(Moghunter.parameters['MP Icon Visible'] || 'false'); - Moghunter.ahud_mp_icon_halfMode = String(Moghunter.parameters['MP Icon Half Mode'] || 'false'); - Moghunter.ahud_mp_icon_colorMax = Number(Moghunter.parameters['MP Icon Max Colors'] || 2); - Moghunter.ahud_mp_icon_rows = Number(Moghunter.parameters['MP Icon Max Rows'] || 10); - Moghunter.ahud_mp_icon_cols = Number(Moghunter.parameters['MP Icon Max Columns'] || 2); - Moghunter.ahud_mp_icon_pos_x = Number(Moghunter.parameters['MP Icon X-Axis'] || 143); - Moghunter.ahud_mp_icon_pos_y = Number(Moghunter.parameters['MP Icon Y-Axis'] || 125); - Moghunter.ahud_mp_icon_space_x = Number(Moghunter.parameters['MP Icon Space X'] || 0); - Moghunter.ahud_mp_icon_space_y = Number(Moghunter.parameters['MP Icon Space Y'] || 0); - Moghunter.ahud_mp_icon_zoomAnime = String(Moghunter.parameters['MP Icon Zoom Anime'] || 'true'); - - // TP ICON POSITION - Moghunter.ahud_tp_icon_visible = String(Moghunter.parameters['TP Icon Visible'] || 'false'); - Moghunter.ahud_tp_icon_halfMode = String(Moghunter.parameters['TP Icon Half Mode'] || 'false'); - Moghunter.ahud_tp_icon_colorMax = Number(Moghunter.parameters['TP Icon Max Colors'] || 2); - Moghunter.ahud_tp_icon_rows = Number(Moghunter.parameters['TP Icon Max Rows'] || 10); - Moghunter.ahud_tp_icon_cols = Number(Moghunter.parameters['TP Icon Max Columns'] || 2); - Moghunter.ahud_tp_icon_pos_x = Number(Moghunter.parameters['TP Icon X-Axis'] || 143); - Moghunter.ahud_tp_icon_pos_y = Number(Moghunter.parameters['TP Icon Y-Axis'] || 50); - Moghunter.ahud_tp_icon_space_x = Number(Moghunter.parameters['TP Icon Space X'] || 0); - Moghunter.ahud_tp_icon_space_y = Number(Moghunter.parameters['TP Icon Space Y'] || 0); - Moghunter.ahud_tp_icon_zoomAnime = String(Moghunter.parameters['TP Icon Zoom Anime'] || 'true'); - - // HP METER POSITION - Moghunter.ahud_hp_meter_visible = String(Moghunter.parameters['HP Meter Visible'] || true); - Moghunter.ahud_hp_meter_pos_x = Number(Moghunter.parameters['HP Meter X-Axis'] || 143); - Moghunter.ahud_hp_meter_pos_y = Number(Moghunter.parameters['HP Meter Y-Axis'] || 85); - Moghunter.ahud_hp_meter_rotation = Number(Moghunter.parameters['HP Meter Angle'] || 0); - Moghunter.ahud_hp_meter_flow = String(Moghunter.parameters['HP Meter Flow Anime'] || true); - Moghunter.ahud_hp_flowSpd = Number(Moghunter.parameters['HP Meter Flow Speed'] || 2); - - // HP NUMBER POSITION - Moghunter.ahud_hp_number_visible = String(Moghunter.parameters['HP Number Visible'] || true); - Moghunter.ahud_hp_number_align = Number(Moghunter.parameters['HP Number Align'] || 0); - Moghunter.ahud_hp_number_pos_x = Number(Moghunter.parameters['HP Number X-Axis'] || 270); - Moghunter.ahud_hp_number_pos_y = Number(Moghunter.parameters['HP Number Y-Axis'] || 70); - Moghunter.ahud_maxhp_number_visible = String(Moghunter.parameters['MaxHP Number Visible'] || false); - Moghunter.ahud_maxhp_number_pos_x = Number(Moghunter.parameters['MaxHP Number X-Axis'] || 125); - Moghunter.ahud_maxhp_number_pos_y = Number(Moghunter.parameters['MaxHP Number Y-Axis'] || 13); - - // MP METER POSITION - Moghunter.ahud_mp_meter_visible = String(Moghunter.parameters['MP Meter Visible'] || true); - Moghunter.ahud_mp_meter_pos_x = Number(Moghunter.parameters['MP Meter X-Axis'] || 160); - Moghunter.ahud_mp_meter_pos_y = Number(Moghunter.parameters['MP Meter Y-Axis'] || 115); - Moghunter.ahud_mp_meter_rotation = Number(Moghunter.parameters['MP Meter Angle'] || 0); - Moghunter.ahud_mp_meter_flow = String(Moghunter.parameters['MP Meter Flow Anime'] || true); - Moghunter.ahud_mp_flowSpd = Number(Moghunter.parameters['MP Meter Flow Speed'] || 2); - - // MP NUMBER POSITION - Moghunter.ahud_mp_number_visible = String(Moghunter.parameters['MP Number Visible'] || true); - Moghunter.ahud_mp_number_align = Number(Moghunter.parameters['MP Number Align'] || 0); - Moghunter.ahud_mp_number_pos_x = Number(Moghunter.parameters['MP Number X-Axis'] || 287); - Moghunter.ahud_mp_number_pos_y = Number(Moghunter.parameters['MP Number Y-Axis'] || 100); - Moghunter.ahud_maxmp_number_visible = String(Moghunter.parameters['MaxMP Number Visible'] || false); - Moghunter.ahud_maxmp_number_pos_x = Number(Moghunter.parameters['MaxMP Number X-Axis'] || 196); - Moghunter.ahud_maxmp_number_pos_y = Number(Moghunter.parameters['MaxMP Number Y-Axis'] || 78); - - // TP METER POSITION - Moghunter.ahud_tp_meter_visible = String(Moghunter.parameters['TP Meter Visible'] || true); - Moghunter.ahud_tp_meter_pos_x = Number(Moghunter.parameters['TP Meter X-Axis'] || 143); - Moghunter.ahud_tp_meter_pos_y = Number(Moghunter.parameters['TP Meter Y-Axis'] || 145); - Moghunter.ahud_tp_meter_rotation = Number(Moghunter.parameters['TP Meter Angle'] || 0); - Moghunter.ahud_tp_meter_flow = String(Moghunter.parameters['TP Meter Flow Anime'] || false); - Moghunter.ahud_tp_flowSpd = Number(Moghunter.parameters['TP Meter Flow Speed'] || 2); - - // TP NUMBER POSITION - Moghunter.ahud_tp_number_visible = String(Moghunter.parameters['TP Number Visible'] || true); - Moghunter.ahud_tp_number_align = Number(Moghunter.parameters['TP Number Align'] || 0); - Moghunter.ahud_tp_number_pos_x = Number(Moghunter.parameters['TP Number X-Axis'] || 270); - Moghunter.ahud_tp_number_pos_y = Number(Moghunter.parameters['TP Number Y-Axis'] || 130); - Moghunter.ahud_maxtp_number_visible = String(Moghunter.parameters['MaxTP Number Visible'] || false); - Moghunter.ahud_maxtp_number_pos_x = Number(Moghunter.parameters['MaxTP Number X-Axis'] || 185); - Moghunter.ahud_maxtp_number_pos_y = Number(Moghunter.parameters['MaxTP Number Y-Axis'] || 116); - - // Level NUMBER POSITION - Moghunter.ahud_level_number_visible = String(Moghunter.parameters['Level Number Visible'] || true); - Moghunter.ahud_level_number_align = Number(Moghunter.parameters['Level Number Align'] || 1); - Moghunter.ahud_level_number_pos_x = Number(Moghunter.parameters['Level Number X-Axis'] || 65); - Moghunter.ahud_level_number_pos_y = Number(Moghunter.parameters['Level Number Y-Axis'] || 153); - - // EXP METER POSITION - Moghunter.ahud_exp_meter_visible = String(Moghunter.parameters['EXP Meter Visible'] || true); - Moghunter.ahud_exp_meter_pos_x = Number(Moghunter.parameters['EXP Meter X-Axis'] || 127); - Moghunter.ahud_exp_meter_pos_y = Number(Moghunter.parameters['EXP Meter Y-Axis'] || 173); - Moghunter.ahud_exp_meter_rotation = Number(Moghunter.parameters['EXP Meter Angle'] || 0); - - // STATES POSITION - Moghunter.ahud_states_visible = String(Moghunter.parameters['States Visible'] || true); - Moghunter.ahud_states_pos_x = Number(Moghunter.parameters['States X-Axis'] || 5); - Moghunter.ahud_states_pos_y = Number(Moghunter.parameters['States Y-Axis'] || 64); - - Moghunter.ahud_hudvisible = String(Moghunter.parameters['Initial Visible'] || "false"); - Moghunter.ahud_smartFade = String(Moghunter.parameters['Smart Fade'] || "true"); - Moghunter.ahud_autoFade = String(Moghunter.parameters['Auto Fade'] || "true"); - -//============================================================================= -// ** ImageManager -//============================================================================= - -//============================== -// * Actor Hud -//============================== -ImageManager.loadAHud = function(filename) { - return this.loadBitmap('img/actorhud/', filename, 0, true); -}; - -//============================================================================= -// ** Game_System -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_ahud_sys_initialize = Game_System.prototype.initialize; -Game_System.prototype.initialize = function() { - _alias_mog_ahud_sys_initialize.call(this); - this._ahud_position = [0,0]; - this._ahud_visible = String(Moghunter.ahud_hudvisible) === "true" ? true : false; - this._ahud_smartFade = String(Moghunter.ahud_smartFade) === "true" ? true : false; - this._ahud_autoFade = String(Moghunter.ahud_autoFade) === "true" ? true : false; - this._ahud_opacity = 0; - this._ahud_flowData = [0,0,0]; -}; - -//============================================================================= -// ** Game BattlerBase -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_ahud_gbat_initMembers = Game_BattlerBase.prototype.initMembers -Game_BattlerBase.prototype.initMembers = function() { - _alias_mog_ahud_gbat_initMembers.call(this); - this._ahud_face_data = [0,0,0,0]; -}; - -//============================================================================= -// ** Game Actor -//============================================================================= - -//============================== -// * Current EXP R -//============================== -Game_Actor.prototype.current_exp_r = function() { - return this.nextLevelExp() - this.nextRequiredExp() - this.expForLevel(this._level); -}; - -//============================== -// * Next Level EXP R -//============================== -Game_Actor.prototype.nextLevelExp_r = function() { - return this.expForLevel(this._level + 1) - this.expForLevel(this._level) ; -}; - -//============================================================================= -// ** Game Character Base -//============================================================================= - -//============================== -// * Screen RealX -//============================== -Game_CharacterBase.prototype.screen_realX = function() { - return this.scrolledX() * $gameMap.tileWidth(); -}; - -//============================== -// * Screen RealY -//============================== -Game_CharacterBase.prototype.screen_realY = function() { - return this.scrolledY() * $gameMap.tileHeight(); -}; - -//============================================================================= -// ** Game_Interpreter -//============================================================================= - -//============================== -// * PluginCommand -//============================== -var _alias_mog_actorhud_pluginCommand = Game_Interpreter.prototype.pluginCommand -Game_Interpreter.prototype.pluginCommand = function(command, args) { - _alias_mog_actorhud_pluginCommand.call(this,command, args) - if (command === "show_actor_hud") { $gameSystem._ahud_visible = true}; - if (command === "hide_actor_hud") { $gameSystem._ahud_visible = false;}; - return true; -}; - -//============================================================================= -// ** Scene Base -//============================================================================= - -//============================== -// ** create Hud Field -//============================== -Scene_Base.prototype.createHudField = function() { - this._hudField = new Sprite(); - this._hudField.z = 10; - this.addChild(this._hudField); -}; - -//============================== -// ** sort MZ -//============================== -Scene_Base.prototype.sortMz = function() { - this._hudField.children.sort(function(a, b){return a.mz-b.mz}); -}; - -//============================================================================= -// ** Scene Map -//============================================================================= - -//============================== -// ** create Spriteset -//============================== -var _mog_actorHud_sMap_createSpriteset = Scene_Map.prototype.createSpriteset; -Scene_Map.prototype.createSpriteset = function() { - _mog_actorHud_sMap_createSpriteset.call(this); - if (!this._hudField) {this.createHudField()}; - this.createActorHud(); - this.sortMz(); -}; - -//============================== -// * Create Actor Hud -//============================== -Scene_Map.prototype.createActorHud = function() { - this._actorHud = new Actor_Hud(); - this._actorHud.mz = 101; - this._hudField.addChild(this._actorHud); -}; - -//============================================================================= -// * Actor_Hud -//============================================================================= -function Actor_Hud() { - this.initialize.apply(this, arguments); -}; - -Actor_Hud.prototype = Object.create(Sprite.prototype); -Actor_Hud.prototype.constructor = Actor_Hud; - -//============================== -// * Initialize -//============================== -Actor_Hud.prototype.initialize = function(hud_id) { - Sprite.prototype.initialize.call(this); - this.visible = false; - this._data_initial_ref = [0,true]; - this._hud_id = hud_id; - this._hud_size = [-1,-1,-1,-1]; - this.base_parameter_clear(); - this.load_img(); - if (!$gameSystem._ahud_visible) { - $gameSystem._ahud_opacity = 0; - this.opacity = 0 - }; - this.opacity = $gameSystem._ahud_opacity; - this.update(); -}; - -//============================== -// * Load Img -//============================== -Actor_Hud.prototype.load_img = function() { - this._layout_img = ImageManager.loadAHud("Layout"); - this._state_img = ImageManager.loadSystem("IconSet"); - if (String(Moghunter.ahud_layout2_visible) == "true") {this._layout2_img = ImageManager.loadAHud("Layout2")}; - if (String(Moghunter.ahud_hp_meter_visible) == "true") {this._hp_meter_img = ImageManager.loadAHud("HP_Meter")}; - if (String(Moghunter.ahud_mp_meter_visible) == "true") {this._mp_meter_img = ImageManager.loadAHud("MP_Meter")}; - if (String(Moghunter.ahud_tp_meter_visible) == "true") {this._tp_meter_img = ImageManager.loadAHud("TP_Meter")}; - if (String(Moghunter.ahud_hp_icon_visible) == "true") {this._hp_icon_img = ImageManager.loadAHud("HP_Icon")}; - if (String(Moghunter.ahud_mp_icon_visible) == "true") {this._mp_icon_img = ImageManager.loadAHud("MP_Icon")}; - if (String(Moghunter.ahud_tp_icon_visible) == "true") {this._tp_icon_img = ImageManager.loadAHud("TP_Icon")}; - if (String(Moghunter.ahud_exp_meter_visible) == "true") {this._exp_meter_img = ImageManager.loadAHud("EXP_Meter")}; - if (String(Moghunter.ahud_hp_number_visible) == "true") {this._hp_number_img = ImageManager.loadAHud("HP_Number")}; - if (String(Moghunter.ahud_mp_number_visible) == "true") {this._mp_number_img = ImageManager.loadAHud("MP_Number")}; - if (String(Moghunter.ahud_tp_number_visible) == "true") {this._tp_number_img = ImageManager.loadAHud("TP_Number")}; - if (String(Moghunter.ahud_level_number_visible) == "true") {this._level_number_img = ImageManager.loadAHud("LV_Number")}; - if (String(Moghunter.ahud_maxhp_number_visible) == "true") {this._maxhp_number_img = ImageManager.loadAHud("HP_Number2")}; - if (String(Moghunter.ahud_maxmp_number_visible) == "true") {this._maxmp_number_img = ImageManager.loadAHud("MP_Number2")}; - if (String(Moghunter.ahud_maxtp_number_visible) == "true") {this._maxtp_number_img = ImageManager.loadAHud("TP_Number2")}; -}; - -//============================== -// * Base Parameter Clear -//============================== -Actor_Hud.prototype.base_parameter_clear = function() { - this._hp_old = [-1,-1]; - this._maxhp_old = [-1,-1]; - this._hp_old_ani = [-1,-1]; - this._hp_flow = [false,0,0,0]; - this._mp_old = [-1,-1]; - this._maxmp_old = [-1,-1]; - this._mp_old_ani = [-1,-1]; - this._mp_flow = [false,0,0,0]; - this._tp_old = [-1,-1]; - this._maxtp_old = [-1,-1]; - this._tp_old_ani = -1; - this._tp_flow = [false,0,0,0]; - this._exp_old = [-1,-1]; - this._exp_flow = [false,0,0,0]; - this._hp_number_old = -1; - this._mp_number_old = -1; - this._hp_number_old = -1; - this._hp_icon_old = [-1,-1]; - this._mp_icon_old = [-1,-1]; - this._tp_icon_old = [-1,-1]; - this._hp_img_data = [0,0,0]; - this._mp_img_data = [0,0,0]; - this._tp_img_data = [0,0,0]; - this._states_old = []; - this._states_data = [0,0,0]; - this._active = false; - this._hp_flow_speed = Moghunter.ahud_hp_flowSpd * 0.1; - this._mp_flow_speed = Moghunter.ahud_mp_flowSpd * 0.1; - this._tp_flow_speed = Moghunter.ahud_tp_flowSpd * 0.1; - this._hud_size = [0,0]; -}; - -//============================== -// * Need Refresh Bhud -//============================== -Actor_Hud.prototype.need_refreh_bhud = function() { - if (this._data_initial_ref[1]) {return true}; - if (this._battler != $gameParty.members()[0]) {return true}; - return false; -}; - -//============================== -// * Refresh Bhud -//============================== -Actor_Hud.prototype.refresh_bhud = function() { - this._data_initial_ref[1] = false; - this._battler = $gameParty.members()[0]; - this._hud_size = [0,0]; - this.base_parameter_clear(); - this.create_base_sprites(); -}; - -//============================== -// * Refresh Position -//============================== -Actor_Hud.prototype.refresh_position = function() { - this.set_hud_position(); - this.visible = true; - this.create_sprites(); - this._layout.x = this._pos_x; - this._layout.y = this._pos_y; - if (this._face) { - this._face.x = this._pos_x + Moghunter.ahud_face_pos_x; - this._face.y = this._pos_y + Moghunter.ahud_face_pos_y; - this._battler._face_pos = [this._face.x,this._face.y]; - }; -}; - -//============================== -// * Set Hud Position -//============================== -Actor_Hud.prototype.set_hud_position = function() { - this._hud_size[0] = Moghunter.ahud_pos_x - ($gameMap.tileWidth() / 2); - this._hud_size[1] = Moghunter.ahud_pos_y - ($gameMap.tileHeight() / 2); - this._hud_size[2] = Moghunter.ahud_pos_x + this._layout.bitmap.width - $gameMap.tileWidth(); - this._hud_size[3] = Moghunter.ahud_pos_y + this._layout.bitmap.height; - this._pos_x = Moghunter.ahud_pos_x; - this._pos_y = Moghunter.ahud_pos_y; -}; - -//============================== -// * Update -//============================== -Actor_Hud.prototype.update = function() { - Sprite.prototype.update.call(this); - if (this.need_refreh_bhud()) {this.refresh_bhud()}; - if (!this._battler) {this.visible = false;return}; - if (!this._layout_img.isReady()) {return}; - if (this._hud_size[0] === 0) {this.refresh_position();return}; - this.update_sprites(); -}; - -//============================== -// * Create Base Sprites -//============================== -Actor_Hud.prototype.create_base_sprites = function() { - if (Number(Moghunter.ahud_face_priority) === 0) { - this.create_face(); - this.create_layout();} - else { - this.create_layout(); - this.create_face(); - }; -}; - -//============================== -// * Create Sprites -//============================== -Actor_Hud.prototype.create_sprites = function() { - this.create_hp_meter(); - this.create_mp_meter(); - this.create_tp_meter(); - this.create_hp_icon(); - this.create_mp_icon(); - this.create_tp_icon(); - this.create_exp_meter(); - if (this._layout2_img) {this.create_layout2()}; - this.create_hp_number(); - this.create_maxhp_number(); - this.create_mp_number(); - this.create_maxmp_number(); - this.create_tp_number(); - this.create_level_number(); - this.create_maxtp_number(); - this.create_states(); - this.create_name(); -}; - -//============================== -// * Update Sprites -//============================== -Actor_Hud.prototype.update_sprites = function() { - this.update_visible(); - this.update_face(); - this.update_hp(); - this.update_mp(); - this.update_tp(); - this.update_states(); - this.update_exp(); -}; - -//============================== -// * Need Hide -//============================== -Actor_Hud.prototype.needHide = function(start) { - if (Imported.MOG_ChronoEngine && $gameSystem.isChronoMode()) {return true}; - if (!this._battler) {return true}; - if (!$gameSystem._ahud_visible) {return true}; - if (!$gameSystem._ahud_autoFade) {return false}; - if ($gameMessage.isBusy()) {return true}; - return false -}; - -//============================== -// * Update visible -//============================== -Actor_Hud.prototype.update_visible = function() { - this.visible = true; - if (this.needHide(false)) { - this.opacity -= 15; - } else { - if (this.needFade()) { - if (this.opacity > Moghunter.ahud_fade_limit) { - this.opacity -= 10; - if (this.opacity < Moghunter.ahud_fade_limit) {this.opacity = Moghunter.ahud_fade_limit}; - }; - } else { - this.opacity += 10; - }; - }; - $gameSystem._ahud_opacity = this.opacity; -}; - -//============================== -// * Need Fade -//============================== -Actor_Hud.prototype.needFade = function() { - if (this._hud_size[0] === -1) {return false}; - if (!this._battler) {return false}; - if (!$gameSystem._ahud_smartFade) {return false}; - if ($gamePlayer.screen_realX() < this._hud_size[0]) {return false}; - if ($gamePlayer.screen_realX() > this._hud_size[2]) {return false}; - if ($gamePlayer.screen_realY() < this._hud_size[1]) {return false}; - if ($gamePlayer.screen_realY() > this._hud_size[3]) {return false}; - return true; -}; - - -//============================== -// * Update Dif -//============================== -Actor_Hud.prototype.update_dif = function(value,real_value,speed) { - if (value == real_value) {return value}; - var dnspeed = 1 + (Math.abs(value - real_value) / speed); - if (value > real_value) {value -= dnspeed; - if (value < real_value) {value = real_value};} - else if (value < real_value) {value += dnspeed; - if (value > real_value) {value = real_value}; - }; - return Math.floor(value); -}; - -//============================== -// * Refresh Meter -//============================== -Actor_Hud.prototype.refresh_meter = function(sprite,value,value_max,type,div) { - var ch = sprite.bitmap.height / div; - var meter_rate = sprite.bitmap.width * value / value_max; - sprite.setFrame(0,type * ch, meter_rate, ch); -}; - -//============================== -// * Refresh Flow -//============================== -Actor_Hud.prototype.refresh_meter_flow = function(sprite,value,value_max,type,flow) { - var cw = sprite.bitmap.width / 3; - var ch = sprite.bitmap.height / 2; - var meter_rate = cw * value / value_max; - sprite.setFrame(flow,type * ch, meter_rate, ch); -}; - -//============================== -// * Refresh Number -//============================== -Actor_Hud.prototype.refresh_number = function(sprites,value,img_data,x,center) { - numbers = Math.abs(value).toString().split(""); - for (var i = 0; i < sprites.length ; i++) {sprites[i].visible = false; - if (i > numbers.length) {return}; - var n = Number(numbers[i]); - sprites[i].setFrame(n * img_data[2], 0, img_data[2], img_data[1]); - sprites[i].visible = true; - var nx = -(img_data[2] * i) + (img_data[2] * numbers.length); - if (sprites.align === 1) { - var xi = (img_data[2] * numbers.length) / 2; - sprites[i].x = x + xi - nx; - } else if (sprites.align === 2) { - var xi = img_data[2] * numbers.length; - sprites[i].x = x + xi - nx; - } else { - sprites[i].x = x - nx; - }; - }; -}; - -//============================== -// * Need Refresh Parameter -//============================== -Actor_Hud.prototype.need_refresh_parameter = function(parameter) { - switch (parameter) { - case 0: - if (this._hp_old[0] != this._battler.hp) {return true}; - if (this._hp_old[1] != this._battler.mhp) {return true}; - break; - case 1: - if (this._mp_old[0] != this._battler.mp) {return true}; - if (this._mp_old[1] != this._battler.mmp) {return true}; - break; - case 2: - if (this._tp_old[0] != this._battler.tp) {return true}; - if (this._tp_old[1] != this._battler.maxTp()) {return true}; - break; - case 3: - if (this._exp_old != this._battler.currentExp()) {return true}; - break; - }; - return false; -}; - -//============================== -// * Create Layout -//============================== -Actor_Hud.prototype.create_layout = function() { - this.removeChild(this._layout); - if (!this._battler) {return}; - this._layout = new Sprite(this._layout_img); - this.addChild(this._layout); -}; - -//============================== -// * Create Layout 2 -//============================== -Actor_Hud.prototype.create_layout2 = function() { - this.removeChild(this._layout2); - if (!this._battler) {return}; - this._layout2 = new Sprite(this._layout2_img); - this._layout2.x = Moghunter.ahud_layout2_x; - this._layout2.y = Moghunter.ahud_layout2_y; - this.addChild(this._layout2); -}; - -//============================== -// * Create Face -//============================== -Actor_Hud.prototype.create_face = function() { - if (String(Moghunter.ahud_face_visible) != "true") {return}; - this.removeChild(this._face); - if (!this._battler) {return}; - this._face = new Sprite(ImageManager.loadAHud("Face_" + this._battler._actorId)); - this._face.anchor.x = 0.5; - this._face.anchor.y = 0.5; - this._face_data = [0,0,false,false,false,-1]; - if (String(Moghunter.ahud_face_shake) === "true") {this._face_data[2] = true} - if (String(Moghunter.ahud_face_animated) === "true") {this._face_data[4] = true} - this._battler._ahud_face_data = [0,0,0,0] - this.addChild(this._face); -}; - -//============================== -// * Update Face -//============================== -Actor_Hud.prototype.update_face = function() { - if (!this._face) {return}; - if (!this._face.bitmap.isReady()) {return}; - if (this._face_data[4] && this._face_data[5] != this._battler._ahud_face_data[2]) {this.refresh_face();}; - this.update_face_animation(); - this.update_face_shake(); - this.update_face_zoom(); -}; - -//============================== -// * Refresh Face -//============================== -Actor_Hud.prototype.refresh_face = function() { - this._face_data[5] = this._battler._ahud_face_data[2]; - var cw = this._face.bitmap.width / 5; - var ch = this._face.bitmap.height; - this._face.setFrame(cw * this._face_data[5], 0, cw, ch); -}; - -//============================== -// * Update Face Animation -//============================== -Actor_Hud.prototype.update_face_animation = function() { - if (this._battler._ahud_face_data[3] > 0) {this._battler._ahud_face_data[3] -= 1; - if (this._battler._ahud_face_data[3] === 0) { - if (this._battler.isDead()) {this._battler._ahud_face_data[2] = 4} - else if (this._battler.hp <= 30 * this._battler.mhp / 100) {this._battler._ahud_face_data[2] = 3} - else {this._battler._ahud_face_data[2] = 0}; - }; - }; -}; - -//============================== -// * Update Face Zoom -//============================== -Actor_Hud.prototype.update_face_zoom = function() { - if (this._battler._ahud_face_data[1] > 0) {this._battler._ahud_face_data[1] -= 1; - if (this._battler._ahud_face_data[1] == 0) {this._face.scale.x = 1.00} - else if (this._battler._ahud_face_data[1] < 20) {this._face.scale.x -= 0.01; - if (this._face.scale.x < 1.00) {this._face.scale.x = 1.00;}; - } - else if (this._battler._ahud_face_data[1] < 40){this._face.scale.x += 0.01; - if (this._face.scale.x > 1.25) {this._face.scale.x = 1.25;}; - }; - this._face.scale.y = this._face.scale.x; - }; -}; - -//============================== -// * Update Face Shake -//============================== -Actor_Hud.prototype.update_face_shake = function() { - this._face.x = this._pos_x + Moghunter.ahud_face_pos_x; - if (this._face_data[2] && this._battler._ahud_face_data[0] > 0) {this._battler._ahud_face_data[0] -= 1; - this._face.x = this._pos_x + Moghunter.ahud_face_pos_x + ((Math.random() * 12) - 6); - }; -}; - -//============================== -// * Create Name -//============================== -Actor_Hud.prototype.create_name = function() { - if (String(Moghunter.ahud_name_visible) != "true") {return}; - this.removeChild(this._name); - if (!this._battler) {return}; - this._name = new Sprite(new Bitmap(300,48)); - this._name.x = this._pos_x + Moghunter.ahud_name_pos_x; - this._name.y = this._pos_y + Moghunter.ahud_name_pos_y; - this._name.bitmap.fontSize = Number(Moghunter.ahud_name_font_size); - if (String(Moghunter.ahud_name_font_italic) === "true") {this._name.bitmap.fontItalic = true}; - this._name.bitmap.outlineWidth = Number(Moghunter.ahud_name_font_bold_size); - this.addChild(this._name); - this.refresh_name(); -}; - -//============================== -// * Refresh Name -//============================== -Actor_Hud.prototype.refresh_name = function() { - this._name.bitmap.clear(); - this._name.bitmap.drawText(this._battler._name, 0, 0, this._name.bitmap.width, this._name.bitmap.height,0); -}; - -//============================== -// * Create HP Meter -//============================== -Actor_Hud.prototype.create_hp_meter = function() { - if (String(Moghunter.ahud_hp_meter_visible) != "true") {return}; - this.removeChild(this._hp_meter_blue); - this.removeChild(this._hp_meter_red); - if (!this._battler) {return}; - this._hp_meter_red = new Sprite(this._hp_meter_img); - this._hp_meter_red.x = this._pos_x + Moghunter.ahud_hp_meter_pos_x; - this._hp_meter_red.y = this._pos_y + Moghunter.ahud_hp_meter_pos_y; - this._hp_meter_red.rotation = Moghunter.ahud_hp_meter_rotation * Math.PI / 180; - this._hp_meter_red.setFrame(0,0,0,0); - this.addChild(this._hp_meter_red); - this._hp_meter_blue = new Sprite(this._hp_meter_img); - this._hp_meter_blue.x = this._hp_meter_red.x; - this._hp_meter_blue.y = this._hp_meter_red.y; - this._hp_meter_blue.rotation = this._hp_meter_red.rotation * Math.PI / 180; - this._hp_meter_blue.setFrame(0,0,0,0); - this.addChild(this._hp_meter_blue); - this._hp_old_ani[0] = this._battler.hp - 1; - if (String(Moghunter.ahud_hp_meter_flow) === "true") {this._hp_flow[0] = true; - this._hp_flow[2] = this._hp_meter_img.width / 3; - this._hp_flow[3] = this._hp_flow[2] * 2; - this._hp_flow[1] = Math.floor(Math.random() * this._hp_flow[2]); - }; -}; - -//============================== -// * Create HP icon -//============================== -Actor_Hud.prototype.create_hp_icon = function() { - if (String(Moghunter.ahud_hp_icon_visible) != "true") {return}; - if (this._hp_icons) { - for (var i = 0; i < this._hp_icons.length; i++) { - this.removeChild(this._hp_icons[i]); - }; - for (var i = 0; i < this._hp_iconsB.length; i++) { - this.removeChild(this._hp_iconsB[i]); - }; - }; - if (!this._battler) {return}; - var n_icons = Moghunter.ahud_hp_icon_rows * Moghunter.ahud_hp_icon_cols; - this._hp_icons = []; - this._hp_icons.iconMode = String(Moghunter.ahud_hp_icon_halfMode) == "true" ? true : false; - this._hp_iconsB = []; - - this._hp_iconsB.iconMode = this._hp_icons.iconMode; - this._hp_IconZoomAnime = String(Moghunter.ahud_hp_icon_zoomAnime) == "true" ? true : false; - var colors = Math.max(Moghunter.ahud_hp_icon_colorMax, 2) - var cw = this._hp_icon_img.width / colors; - var ch = this._hp_icon_img.height / 2; - for (var i = 0; i < n_icons; i++) { - this._hp_iconsB[i] = new Sprite(this._hp_icon_img); - this._hp_iconsB[i].colorMax = colors; - this._hp_iconsB[i].anchor.x = 0.5; - this._hp_iconsB[i].anchor.y = 0.5; - this._hp_iconsB[i].rows = Moghunter.ahud_hp_icon_rows; - this._hp_iconsB[i].cols = Moghunter.ahud_hp_icon_cols; - this._hp_iconsB[i].org = [this._pos_x + Moghunter.ahud_hp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_hp_icon_pos_y - ch]; - this._hp_iconsB[i].spc = [Moghunter.ahud_hp_icon_space_x,Moghunter.ahud_hp_icon_space_y]; - this._hp_iconsB[i].zoomA = this._hp_IconZoomAnime; - this._hp_iconsB[i].zoomData = [0,0,0,1.00]; - this._hp_iconsB[i].visible = false; - this._hp_iconsB[i].enabled = false; - this.addChild(this._hp_iconsB[i]); - }; - for (var i = 0; i < n_icons; i++) { - this._hp_icons[i] = new Sprite(this._hp_icon_img); - this._hp_icons[i].colorMax = Math.max(Moghunter.ahud_hp_icon_colorMax, 2); - this._hp_icons[i].anchor.x = 0.5; - this._hp_icons[i].anchor.y = 0.5; - this._hp_icons[i].rows = Moghunter.ahud_hp_icon_rows; - this._hp_icons[i].cols = Moghunter.ahud_hp_icon_cols; - this._hp_icons[i].org = [this._pos_x + Moghunter.ahud_hp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_hp_icon_pos_y - ch]; - this._hp_icons[i].spc = [Moghunter.ahud_hp_icon_space_x,Moghunter.ahud_hp_icon_space_y]; - this._hp_icons[i].zoomA = this._hp_IconZoomAnime; - this._hp_icons[i].zoomData = [0,0,0,1.00]; - this._hp_icons[i].visible = false; - this._hp_icons[i].enabled = false; - this.addChild(this._hp_icons[i]); - }; -}; - -//============================== -// * Create MP icon -//============================== -Actor_Hud.prototype.create_mp_icon = function() { - if (String(Moghunter.ahud_mp_icon_visible) != "true") {return}; - if (this._mp_icons) { - for (var i = 0; i < this._mp_icons.length; i++) { - this.removeChild(this._mp_icons[i]); - }; - for (var i = 0; i < this._mp_iconsB.length; i++) { - this.removeChild(this._mp_iconsB[i]); - }; - }; - if (!this._battler) {return}; - var n_icons = Moghunter.ahud_mp_icon_rows * Moghunter.ahud_mp_icon_cols; - this._mp_icons = []; - this._mp_icons.iconMode = String(Moghunter.ahud_mp_icon_halfMode) == "true" ? true : false; - this._mp_iconsB = []; - this._mp_iconsB.iconMode = 0; - this._mp_IconZoomAnime = String(Moghunter.ahud_mp_icon_zoomAnime) == "true" ? true : false - var colors = Math.max(Moghunter.ahud_mp_icon_colorMax, 2); - var cw = this._mp_icon_img.width / colors; - var ch = this._mp_icon_img.height / 2; - for (var i = 0; i < n_icons; i++) { - this._mp_iconsB[i] = new Sprite(this._mp_icon_img); - this._mp_iconsB[i].colorMax = colors; - this._mp_iconsB[i].anchor.x = 0.5; - this._mp_iconsB[i].anchor.y = 0.5; - this._mp_iconsB[i].rows = Moghunter.ahud_mp_icon_rows; - this._mp_iconsB[i].cols = Moghunter.ahud_mp_icon_cols; - this._mp_iconsB[i].org = [this._pos_x + Moghunter.ahud_mp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_mp_icon_pos_y - ch]; - this._mp_iconsB[i].spc = [Moghunter.ahud_mp_icon_space_x,Moghunter.ahud_mp_icon_space_y]; - this._mp_iconsB[i].zoomA = this._mp_IconZoomAnime; - this._mp_iconsB[i].zoomData = [0,0,0,1.00]; - this._mp_iconsB[i].visible = false; - this._mp_iconsB[i].enabled = false; - this.addChild(this._mp_iconsB[i]); - }; - for (var i = 0; i < n_icons; i++) { - this._mp_icons[i] = new Sprite(this._mp_icon_img); - this._mp_icons[i].colorMax = Math.max(Moghunter.ahud_mp_icon_colorMax, 2); - this._mp_icons[i].anchor.x = 0.5; - this._mp_icons[i].anchor.y = 0.5; - this._mp_icons[i].rows = Moghunter.ahud_mp_icon_rows; - - this._mp_icons[i].cols = Moghunter.ahud_mp_icon_cols; - this._mp_icons[i].org = [this._pos_x + Moghunter.ahud_mp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_mp_icon_pos_y - ch]; - this._mp_icons[i].spc = [Moghunter.ahud_mp_icon_space_x,Moghunter.ahud_mp_icon_space_y]; - this._mp_icons[i].zoomA = this._mp_IconZoomAnime; - this._mp_icons[i].zoomData = [0,0,0,1.00]; - this._mp_icons[i].visible = false; - this._mp_icons[i].enabled = false; - this.addChild(this._mp_icons[i]); - }; -}; - -//============================== -// * Create TP icon -//============================== -Actor_Hud.prototype.create_tp_icon = function() { - if (String(Moghunter.ahud_tp_icon_visible) != "true") {return}; - if (this._tp_icons) { - for (var i = 0; i < this._tp_icons.length; i++) { - this.removeChild(this._tp_icons[i]); - }; - for (var i = 0; i < this._tp_iconsB.length; i++) { - this.removeChild(this._tp_iconsB[i]); - }; - }; - if (!this._battler) {return}; - var n_icons = Moghunter.ahud_tp_icon_rows * Moghunter.ahud_tp_icon_cols; - this._tp_icons = []; - this._tp_icons.iconMode = String(Moghunter.ahud_tp_icon_halfMode) == "true" ? true : false; - this._tp_iconsB = []; - this._tp_iconsB.iconMode = this._tp_icons.iconMode; - this._tp_IconZoomAnime = String(Moghunter.ahud_tp_icon_zoomAnime) == "true" ? true : false; - var colors = Math.max(Moghunter.ahud_tp_icon_colorMax, 2); - var cw = this._tp_icon_img.width / colors; - var ch = this._tp_icon_img.height / 2; - for (var i = 0; i < n_icons; i++) { - this._tp_iconsB[i] = new Sprite(this._tp_icon_img); - this._tp_iconsB[i].colorMax = colors; - this._tp_iconsB[i].anchor.x = 0.5; - this._tp_iconsB[i].anchor.y = 0.5; - this._tp_iconsB[i].rows = Moghunter.ahud_tp_icon_rows; - this._tp_iconsB[i].cols = Moghunter.ahud_tp_icon_cols; - this._tp_iconsB[i].org = [this._pos_x + Moghunter.ahud_tp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_tp_icon_pos_y - ch]; - this._tp_iconsB[i].spc = [Moghunter.ahud_tp_icon_space_x,Moghunter.ahud_tp_icon_space_y]; - this._tp_iconsB[i].zoomA = this._tp_IconZoomAnime; - this._tp_iconsB[i].zoomData = [0,0,0,1.00]; - this._tp_iconsB[i].visible = false; - this._tp_iconsB[i].enabled = false; - this.addChild(this._tp_iconsB[i]); - }; - for (var i = 0; i < n_icons; i++) { - this._tp_icons[i] = new Sprite(this._tp_icon_img); - this._tp_icons[i].colorMax = Math.max(Moghunter.ahud_tp_icon_colorMax, 2); - this._tp_icons[i].anchor.x = 0.5; - this._tp_icons[i].anchor.y = 0.5; - this._tp_icons[i].rows = Moghunter.ahud_tp_icon_rows; - this._tp_icons[i].cols = Moghunter.ahud_tp_icon_cols; - this._tp_icons[i].org = [this._pos_x + Moghunter.ahud_tp_icon_pos_x - cw,this._pos_y + Moghunter.ahud_tp_icon_pos_y - ch]; - this._tp_icons[i].spc = [Moghunter.ahud_tp_icon_space_x,Moghunter.ahud_tp_icon_space_y]; - this._tp_icons[i].zoomA = this._tp_IconZoomAnime; - this._tp_icons[i].zoomData = [0,0,0,1.00]; - this._tp_icons[i].visible = false; - this._tp_icons[i].enabled = false; - this.addChild(this._tp_icons[i]); - }; -}; - - -//============================== -// * setFrameIcon -//============================== -Actor_Hud.prototype.setFrameIcon = function(icon,image,i,hp,cw,ch) { - var sX = cw + 2 + icon.spc[0]; - var sY = ch + 2 + icon.spc[1]; - var lX = sX * icon.rows; - var lines = Math.floor(i / icon.rows); - icon.scale.y = icon.scale.x; - icon.setFrame(hp,0,cw,ch); - icon.x = icon.org[0] + (sX * i) - (lX * lines); - icon.y = icon.org[1] + (sY * lines); -}; - -//============================== -// * is Icon Visible -//============================== -Actor_Hud.prototype.isIconVisible = function(i,mode,par,par_max,realvalue,isMaxValue,colorIndex,colorIndex2,realvalue2,icon,maxvalue) { - icon.opacity = 255; - icon.blendMode = 0; - if (mode === 0) { - if (i >= par_max) {return false}; - return true; - }; - if (par === 0) {return false}; - if (par > maxvalue) { - icon.opacity = 155; - icon.blendMode = 1; - return true; - }; - if (isMaxValue) {return true}; - if (colorIndex > 0 && colorIndex2 >= colorIndex) { - icon.opacity = i >= realvalue ? 0 : 255; - icon.blendMode = i >= realvalue ? 1 : 0; - if (colorIndex2 > colorIndex) {return true}; - if (i >= realvalue2) {return false}; - } else { - if (i >= realvalue) {return false}; - }; - return true; -}; - -//============================== -// * set Color Index -//============================== -Actor_Hud.prototype.setColorIndex = function(i,mode,par,par_max,realvalue,isMaxValue,colorIndex,colorMax,maxvalue) { - if (par === 0) {return 0}; - if (colorIndex >= colorMax || par > maxvalue) {return colorMax - 1} - if (mode === 0) {return colorIndex}; - if (mode === 1) { - if (realvalue === 0) {return colorIndex}; - return colorIndex + 1; - }; - return 0; -}; - -//============================== -// * is Icon Enabled -//============================== -Actor_Hud.prototype.isIconEnabled = function(i,mode,par,par_max,realvalue,iconMax,colorIndex,colorMax,maxvalue) { - if (mode === 0) {return false}; - if (par === 0) {return false}; - if (colorIndex >= colorMax || par > maxvalue) {return true} - if (realvalue != 0 && i === (realvalue - 1)) {return true}; - if (realvalue === 0 && i === (iconMax - 1)) {return true}; - return false -}; - -//============================== -// * refresh Icons -//============================== -Actor_Hud.prototype.refresh_icons = function(sprites,image,par,par_max,mode) { - if (sprites.iconMode) { - this.refreshIconHalfMode(sprites,image,par,par_max,mode); - } else { - this.refreshIconNormalMode(sprites,image,par,par_max,mode); - }; -}; - -//============================== -// * refresh Icon Normal Mode -//============================== -Actor_Hud.prototype.refreshIconNormalMode = function(sprites,image,par,par_max,mode) { - for (var i = 0; i < sprites.length; i++) { - var icon = sprites[i]; - var cw = image.width / icon.colorMax; - var ch = image.height; - var iconMax = icon.rows; - var colorIndex = Math.floor(par / iconMax); - var colorMax = icon.colorMax; - var avaliableValue = Math.floor(colorIndex * iconMax) - var realvalue = par - avaliableValue; - var isMaxValue = par === avaliableValue ? true : false; - var colorIndex2 = Math.floor(par_max / iconMax); - var avaliableValue2 = Math.floor(colorIndex2 * iconMax) - var realvalue2 = par_max - avaliableValue2; - var maxvalue = iconMax * (colorMax - 1); - var hp = cw * this.setColorIndex(i,mode,par,par_max,realvalue,isMaxValue,colorIndex,colorMax,maxvalue); - icon.visible = this.isIconVisible(i,mode,par,par_max,realvalue,isMaxValue,colorIndex,colorIndex2,realvalue2,icon,maxvalue); - icon.enable = this.isIconEnabled(i,mode,par,par_max,realvalue,iconMax,colorIndex,colorMax,maxvalue); - icon.scale.x = 1.00; - icon.zoomData = [0,0,0,icon.scale.x]; - this.setFrameIcon(icon,image,i,hp,cw,ch); - }; -}; - -//============================== -// * refresh Icon Half Mode -//============================== -Actor_Hud.prototype.refreshIconHalfMode = function(sprites,image,par,par_max,mode) { - var halfpar = Math.floor(par / 2); - var parOdd1 = par%2; - var parOdd2 = parOdd1 == 0 ? true : false; - var prepar = par; - par = sprites.iconMode ? (halfpar + parOdd1) : par; - var prepar2 = par; - var halfmaxpar = Math.floor(par_max / 2); - var parmaxOdd1 = par_max%2; - var parmaxOdd2 = parmaxOdd1 == 0 ? true : false; - var preparmax = par_max; - par_max = sprites.iconMode ? (halfmaxpar + parmaxOdd1) : par_max; - var preparmax2 = par_max; - if (mode === 1 && par > sprites.length) { - - var mx_g = Math.floor(par / sprites.length); - var mx_l = sprites.length * mx_g; - var par = par - mx_l; - if (par === 0) {par = sprites.length}; - }; - for (var i = 0; i < sprites.length; i++) { - var icon = sprites[i]; - icon.visible = false; - icon.opacity = 255; - icon.enable = (prepar2 > 0 && i === (prepar2 - 1) && mode === 1) ? true : false; - var cw = image.width / icon.colorMax; - var ch = image.height; - if (par > 0 && icon.colorMax > 2) { - var lines = Math.floor((prepar - 1) / sprites.length) + 1; - if (lines >= icon.colorMax - 1) { - var hp = (icon.colorMax - 1) * cw; - if (mode === 1) {icon.opacity = 0}; - } else { - if (mode === 0 && lines > 0) {lines--}; - var hp = lines * cw; - }; - } else { - if (mode === 1 && prepar2 > sprites.length) { - par = prepar; - icon.enable = false; - }; - var hp = mode === 1 ? cw : 0; - }; - var sX = cw + 2 + icon.spc[0]; - var sY = ch + 2 + icon.spc[1]; - var lX = sX * icon.rows; - var lines = Math.floor(i / icon.rows); - if (sprites.iconMode) { - if (mode === 0) { - icon.scale.x = 1.00; - if (par_max <= sprites.length && i == par_max - 1) { - icon.scale.x = !parmaxOdd2 ? 0.5 : 1.00; - }; - } else { - if (prepar2 - 1 === i) { - icon.scale.x = parOdd2 ? 1.00 : 0.50; - } else { - icon.scale.x = 1.00; - }; - }; - } else { - icon.scale.x = 1.00; - }; - icon.scale.y = icon.scale.x; - icon.zoomData = [0,0,0,icon.scale.x]; - icon.visible = true - if (par_max < sprites.length && i > (par_max - 1)) {icon.visible = false}; - if (mode === 1) { - icon.visible = i > prepar2 - 1 ? false : true - }; - icon.setFrame(hp,0,cw,ch); - icon.x = icon.org[0] + (sX * i) - (lX * lines); - icon.y = icon.org[1] + (sY * lines); - }; -}; - -//============================== -// * update Icon Zoom Anime -//============================== -Actor_Hud.prototype.updateIconZoomAnime = function(sprites) { - for (var i = 0; i < sprites.length; i++) { - var icon = sprites[i]; - if (icon.enable) { - icon.zoomData[1]++; - if (icon.zoomData[1] > 2) { - icon.zoomData[1] = 0; - icon.zoomData[2]++; - if (icon.zoomData[2] < 15) { - icon.zoomData[0] += 0.02; - } else if (icon.zoomData[2] < 30) { - icon.zoomData[0] -= 0.02; - } else { - icon.zoomData[0] = 0; - icon.zoomData[2] = 0; - }; - icon.scale.x = icon.zoomData[3] + icon.zoomData[0]; - icon.scale.y = icon.scale.x; - }; - }; - }; -}; - -//============================== -// * Create HP Number -//============================== -Actor_Hud.prototype.create_hp_number = function() { - if (String(Moghunter.ahud_hp_number_visible) != "true") {return}; - if (this._hp_number) {for (var i = 0; i < this._hp_number.length; i++) {this.removeChild(this._hp_number[i]);}}; - if (!this._battler) {return}; - this._hp_number = []; - this._hp_number.align = Number(Moghunter.ahud_hp_number_align); - this._hp_img_data = [this._hp_number_img.width,this._hp_number_img.height, - this._hp_number_img.width / 10, this._hp_number_img.height / 2, - this._pos_x + Moghunter.ahud_hp_number_pos_x, - this._pos_y + Moghunter.ahud_hp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._hp_number[i] = new Sprite(this._hp_number_img); - this._hp_number[i].visible = false; - this._hp_number[i].x = this._hp_img_data[4]; - this._hp_number[i].y = this._hp_img_data[5]; - this.addChild(this._hp_number[i]); - }; - this._hp_number_old = this._battler.hp; - this.refresh_number(this._hp_number,this._hp_number_old,this._hp_img_data,this._hp_img_data[4],0); -}; - -//============================== -// * Create maxHP Number -//============================== -Actor_Hud.prototype.create_maxhp_number = function() { - if (String(Moghunter.ahud_maxhp_number_visible) != "true") {return}; - if (this._maxhp_number) {for (var i = 0; i < this._maxhp_number.length; i++) {this.removeChild(this._maxhp_number[i]);}}; - if (!this._battler) {return}; - this._maxhp_number = []; - this._maxhp_number.align = Number(Moghunter.ahud_hp_number_align); - this._maxhp_img_data = [this._maxhp_number_img.width,this._maxhp_number_img.height, - this._maxhp_number_img.width / 10, this._maxhp_number_img.height / 2, - this._pos_x + Moghunter.ahud_maxhp_number_pos_x, - this._pos_y + Moghunter.ahud_maxhp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxhp_number[i] = new Sprite(this._maxhp_number_img); - this._maxhp_number[i].visible = false; - this._maxhp_number[i].x = this._maxhp_img_data[4]; - this._maxhp_number[i].y = this._maxhp_img_data[5]; - this.addChild(this._maxhp_number[i]); - }; - this._maxhp_number_old = this._battler.mhp; - this.refresh_number(this._maxhp_number,this._maxhp_number_old,this._maxhp_img_data,this._maxhp_img_data[4],0); -}; - -//============================== -// * Update HP -//============================== -Actor_Hud.prototype.update_hp = function() { - if (this._hp_meter_blue) { - if(this._hp_flow[0]) { - if (this._hp_old[1] != this._battler.mhp) { - this._hp_old = [this._battler.hp,this._battler.mhp]; - this.refresh_meter_flow(this._hp_meter_red,this._battler.hp,this._battler.mhp,1,$gameSystem._ahud_flowData[0]); - }; - this.refresh_meter_flow(this._hp_meter_blue,this._battler.hp,this._battler.mhp,0,$gameSystem._ahud_flowData[0]); - var dif_meter = this.update_dif(this._hp_old_ani[0],this._battler.hp,160) - if (this._hp_old_ani[0] != dif_meter) {this._hp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._hp_meter_red,this._hp_old_ani[0],this._battler.mhp,1,$gameSystem._ahud_flowData[0]); - }; - $gameSystem._ahud_flowData[0] += this._hp_flow_speed; - if ($gameSystem._ahud_flowData[0] > this._hp_flow[3]) {$gameSystem._ahud_flowData[0] = 0}; - } - else { - if (this.need_refresh_parameter(0)) { - this.refresh_meter(this._hp_meter_blue,this._battler.hp,this._battler.mhp,0,2,0); - this._hp_old = [this._battler.hp,this._battler.mhp]; - }; - var dif_meter = this.update_dif(this._hp_old_ani[0],this._battler.hp,160) - if (this._hp_old_ani[0] != dif_meter) {this._hp_old_ani[0] = dif_meter; - this.refresh_meter(this._hp_meter_red,this._hp_old_ani[0],this._battler.mhp,1,2,0);}; - }; - }; - if (this._hp_number) { - var dif_number = this.update_dif(this._hp_number_old,this._battler.hp,30) - if (this._hp_number_old != dif_number) {this._hp_number_old = dif_number; - this.refresh_number(this._hp_number,this._hp_number_old,this._hp_img_data,this._hp_img_data[4],0);}; - }; - if (this._maxhp_number) { - if (this._maxhp_number_old != this._battler.mhp) {this._maxhp_number_old = this._battler.mhp; - this.refresh_number(this._maxhp_number,this._maxhp_number_old,this._maxhp_img_data,this._maxhp_img_data[4],0);}; - }; - if (this._hp_icons) { - if (this._hp_icon_old[0] != this._battler.hp || this._hp_icon_old[1] != this._battler.mhp) { - this._hp_icon_old[0] = this._battler.hp; - this._hp_icon_old[1] = this._battler.mhp; - this.refresh_icons(this._hp_iconsB,this._hp_icon_img,this._battler.hp,this._battler.mhp,0); - this.refresh_icons(this._hp_icons,this._hp_icon_img,this._battler.hp,this._battler.mhp,1); - }; - if (this._hp_IconZoomAnime) {this.updateIconZoomAnime(this._hp_icons)}; - }; -}; - -//============================== -// * Create MP Meter -//============================== -Actor_Hud.prototype.create_mp_meter = function() { - if (String(Moghunter.ahud_mp_meter_visible) != "true") {return}; - this.removeChild(this._mp_meter_blue); - this.removeChild(this._mp_meter_red); - if (!this._battler) {return}; - this._mp_meter_red = new Sprite(this._mp_meter_img); - this._mp_meter_red.x = this._pos_x + Moghunter.ahud_mp_meter_pos_x; - this._mp_meter_red.y = this._pos_y + Moghunter.ahud_mp_meter_pos_y; - this._mp_meter_red.rotation = Moghunter.ahud_mp_meter_rotation * Math.PI / 180; - this._mp_meter_red.setFrame(0,0,0,0); - this.addChild(this._mp_meter_red); - this._mp_meter_blue = new Sprite(this._mp_meter_img); - this._mp_meter_blue.x = this._mp_meter_red.x; - this._mp_meter_blue.y = this._mp_meter_red.y; - this._mp_meter_blue.rotation = this._mp_meter_red.rotation * Math.PI / 180; - this._mp_meter_blue.setFrame(0,0,0,0); - this.addChild(this._mp_meter_blue); - this._mp_old_ani[0] = this._battler.mp - 1; - if (String(Moghunter.ahud_mp_meter_flow) === "true") {this._mp_flow[0] = true; - this._mp_flow[2] = this._mp_meter_img.width / 3; - this._mp_flow[3] = this._mp_flow[2] * 2; - this._mp_flow[1] = Math.floor(Math.random() * this._mp_flow[2]); - }; -}; - -//============================== -// * Create MP Number -//============================== -Actor_Hud.prototype.create_mp_number = function() { - if (String(Moghunter.ahud_mp_number_visible) != "true") {return}; - if (this._mp_number) {for (var i = 0; i < this._mp_number.length; i++) {this.removeChild(this._mp_number[i]);}}; - if (!this._battler) {return}; - this._mp_number = []; - this._mp_number.align = Number(Moghunter.ahud_mp_number_align); - this._mp_img_data = [this._mp_number_img.width,this._mp_number_img.height, - this._mp_number_img.width / 10, this._mp_number_img.height / 2, - this._pos_x + Moghunter.ahud_mp_number_pos_x, - this._pos_y + Moghunter.ahud_mp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._mp_number[i] = new Sprite(this._mp_number_img); - this._mp_number[i].visible = false; - this._mp_number[i].x = this._mp_img_data[4]; - this._mp_number[i].y = this._mp_img_data[5] ; - this.addChild(this._mp_number[i]); - }; - this._mp_number_old = this._battler.mp; - this.refresh_number(this._mp_number,this._mp_number_old,this._mp_img_data,this._mp_img_data[4],0); -}; - -//============================== -// * Create MaxMP Number -//============================== -Actor_Hud.prototype.create_maxmp_number = function() { - if (String(Moghunter.ahud_maxmp_number_visible) != "true") {return}; - if (this._maxmp_number) {for (var i = 0; i < this._maxmp_number.length; i++) {this.removeChild(this._maxmp_number[i]);}}; - if (!this._battler) {return}; - this._maxmp_number = []; - this._maxmp_number.align = Number(Moghunter.ahud_mp_number_align); - this._maxmp_img_data = [this._maxmp_number_img.width,this._maxmp_number_img.height, - this._maxmp_number_img.width / 10, this._maxmp_number_img.height / 2, - this._pos_x + Moghunter.ahud_maxmp_number_pos_x, - this._pos_y + Moghunter.ahud_maxmp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxmp_number[i] = new Sprite(this._maxmp_number_img); - this._maxmp_number[i].visible = false; - this._maxmp_number[i].x = this._maxmp_img_data[4]; - this._maxmp_number[i].y = this._maxmp_img_data[5] ; - this.addChild(this._maxmp_number[i]); - }; - this._maxmp_number_old = this._battler.mmp; - this.refresh_number(this._maxmp_number,this._maxmp_number_old,this._maxmp_img_data,this._maxmp_img_data[4],0); -}; - -//============================== -// * Update MP -//============================== -Actor_Hud.prototype.update_mp = function() { - if (this._mp_meter_blue) { - if(this._mp_flow[0]) { - if (this._mp_old[1] != this._battler.mmp) { - this._mp_old = [this._battler.mp,this._battler.mmp]; - this.refresh_meter_flow(this._mp_meter_red,this._battler.mp,this._battler.mmp,1,$gameSystem._ahud_flowData[1]); - }; - this.refresh_meter_flow(this._mp_meter_blue,this._battler.mp,this._battler.mmp,0,$gameSystem._ahud_flowData[1]); - var dif_meter = this.update_dif(this._mp_old_ani[0],this._battler.mp,160); - if (this._mp_old_ani[0] != dif_meter) {this._mp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._mp_meter_red,this._mp_old_ani[0],this._battler.mmp,1,$gameSystem._ahud_flowData[1]); - }; - $gameSystem._ahud_flowData[1] += this._mp_flow_speed; - if ($gameSystem._ahud_flowData[1] > this._mp_flow[3]) {$gameSystem._ahud_flowData[1] = 0}; - } - else { - if (this.need_refresh_parameter(1)) { - this.refresh_meter(this._mp_meter_blue,this._battler.mp,this._battler.mmp,0,2,0); - this._mp_old = [this._battler.mp,this._battler.mmp]; - }; - var dif_meter = this.update_dif(this._mp_old_ani[0],this._battler.mp,160) - if (this._mp_old_ani[0] != dif_meter) {this._mp_old_ani[0] = dif_meter; - this.refresh_meter(this._mp_meter_red,this._mp_old_ani[0],this._battler.mmp,1,2,0);}; - }; - }; - if (this._mp_number) { - var dif_number = this.update_dif(this._mp_number_old,this._battler.mp,30) - if (this._mp_number_old != dif_number) {this._mp_number_old = dif_number; - this.refresh_number(this._mp_number,this._mp_number_old,this._mp_img_data,this._mp_img_data[4],0);}; - }; - if (this._maxmp_number) { - if (this._maxmp_number_old != this._battler.mmp) {this._maxmp_number_old = this._battler.mmp; - this.refresh_number(this._maxmp_number,this._maxmp_number_old,this._maxmp_img_data,this._maxmp_img_data[4],0);}; - }; - if (this._mp_icons) { - if (this._mp_icon_old[0] != this._battler.mp || this._mp_icon_old[1] != this._battler.mmp) { - this._mp_icon_old[0] = this._battler.mp; - this._mp_icon_old[1] = this._battler.mmp; - this.refresh_icons(this._mp_iconsB,this._mp_icon_img,this._battler.mp,this._battler.mmp,0); - this.refresh_icons(this._mp_icons,this._mp_icon_img,this._battler.mp,this._battler.mmp,1); - }; - if (this._mp_IconZoomAnime) {this.updateIconZoomAnime(this._mp_icons)}; - }; -}; - -//============================== -// * Create TP Meter -//============================== -Actor_Hud.prototype.create_tp_meter = function() { - if (String(Moghunter.ahud_tp_meter_visible) != "true") {return}; - this.removeChild(this._tp_meter_blue); - this.removeChild(this._tp_meter_red); - if (!this._battler) {return}; - this._tp_meter_red = new Sprite(this._tp_meter_img); - this._tp_meter_red.x = this._pos_x + Moghunter.ahud_tp_meter_pos_x; - this._tp_meter_red.y = this._pos_y + Moghunter.ahud_tp_meter_pos_y; - this._tp_meter_red.rotation = Moghunter.ahud_tp_meter_rotation * Math.PI / 180; - this._tp_meter_red.setFrame(0,0,0,0); - this.addChild(this._tp_meter_red); - this._tp_meter_blue = new Sprite(this._tp_meter_img); - this._tp_meter_blue.x = this._tp_meter_red.x; - this._tp_meter_blue.y = this._tp_meter_red.y; - this._tp_meter_blue.rotation = this._tp_meter_red.rotation * Math.PI / 180; - this._tp_meter_blue.setFrame(0,0,0,0); - this.addChild(this._tp_meter_blue); - this._tp_old_ani[0] = this._battler.tp - 1; - if (String(Moghunter.ahud_tp_meter_flow) === "true") {this._tp_flow[0] = true; - this._tp_flow[2] = this._tp_meter_img.width / 3; - this._tp_flow[3] = this._tp_flow[2] * 2; - this._tp_flow[1] = Math.floor(Math.random() * this._tp_flow[2]); - }; -}; - -//============================== -// * Create TP Number -//============================== -Actor_Hud.prototype.create_tp_number = function() { - if (String(Moghunter.ahud_tp_number_visible) != "true") {return}; - if (this._tp_number) {for (var i = 0; i < this._tp_number.length; i++) {this.removeChild(this._tp_number[i]);}}; - if (!this._battler) {return}; - this._tp_number = []; - this._tp_number.align = Number(Moghunter.ahud_tp_number_align); - this._tp_img_data = [this._tp_number_img.width,this._tp_number_img.height, - this._tp_number_img.width / 10, this._tp_number_img.height / 2, - this._pos_x + Moghunter.ahud_tp_number_pos_x, - this._pos_y + Moghunter.ahud_tp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._tp_number[i] = new Sprite(this._tp_number_img); - this._tp_number[i].visible = false; - this._tp_number[i].x = this._tp_img_data[4]; - this._tp_number[i].y = this._tp_img_data[5] ; - this.addChild(this._tp_number[i]); - }; - this._tp_number_old = this._battler.tp; - this.refresh_number(this._tp_number,this._tp_number_old,this._tp_img_data,this._tp_img_data[4],0); -}; - -//============================== -// * Create MaxTP Number -//============================== -Actor_Hud.prototype.create_maxtp_number = function() { - if (String(Moghunter.ahud_maxtp_number_visible) != "true") {return}; - if (this._maxtp_number) {for (var i = 0; i < this._maxtp_number.length; i++) {this.removeChild(this._maxtp_number[i]);}}; - if (!this._battler) {return}; - this._maxtp_number = []; - this._maxtp_number.align = Number(Moghunter.ahud_tp_number_align); - this._maxtp_img_data = [this._maxtp_number_img.width,this._maxtp_number_img.height, - this._maxtp_number_img.width / 10, this._maxtp_number_img.height / 2, - this._pos_x + Moghunter.ahud_maxtp_number_pos_x, - this._pos_y + Moghunter.ahud_maxtp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxtp_number[i] = new Sprite(this._maxtp_number_img); - this._maxtp_number[i].visible = false; - this._maxtp_number[i].x = this._maxtp_img_data[4]; - this._maxtp_number[i].y = this._maxtp_img_data[5] ; - this.addChild(this._maxtp_number[i]); - }; - this._maxtp_number_old = 100; - this.refresh_number(this._maxtp_number,this._maxtp_number_old,this._maxtp_img_data,this._maxtp_img_data[4],0); -}; - -//============================== -// * Update TP -//============================== -Actor_Hud.prototype.update_tp = function() { - if (this._tp_meter_blue) { - if(this._tp_flow[0]) { - if (this._tp_old[1] != this._battler.maxTp()) { - this._tp_old = [this._battler.tp,this._battler.maxTp()]; - this.refresh_meter_flow(this._tp_meter_red,this._battler.tp,this._battler.maxTp(),1,$gameSystem._ahud_flowData[2]); - }; - this.refresh_meter_flow(this._tp_meter_blue,this._battler.tp,this._battler.maxTp(),0,$gameSystem._ahud_flowData[2]); - var dif_meter = this.update_dif(this._tp_old_ani[0],this._battler.tp,160) - if (this._tp_old_ani[0] != dif_meter) {this._tp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._tp_meter_red,this._tp_old_ani[0],this._battler.maxTp(),1,$gameSystem._ahud_flowData[2]); - }; - $gameSystem._ahud_flowData[2] += this._tp_flow_speed; - if ($gameSystem._ahud_flowData[2] > this._tp_flow[3]) {$gameSystem._ahud_flowData[2] = 0}; - } - else { - if (this.need_refresh_parameter(2)) { - this.refresh_meter(this._tp_meter_blue,this._battler.tp,this._battler.maxTp(),0,2,0); - this._tp_old = [this._battler.tp,this._battler.maxTp()]; - }; - var dif_meter = this.update_dif(this._tp_old_ani[0],this._battler.tp,160) - if (this._tp_old_ani[0] != dif_meter) {this._tp_old_ani[0] = dif_meter; - this.refresh_meter(this._tp_meter_red,this._tp_old_ani[0],this._battler.maxTp(),1,2,0);}; - }; - }; - if (this._tp_number) { - var dif_number = this.update_dif(this._tp_number_old,this._battler.tp,30) - if (this._tp_number_old != dif_number) {this._tp_number_old = dif_number; - this.refresh_number(this._tp_number,this._tp_number_old,this._tp_img_data,this._tp_img_data[4],0);}; - }; - if (this._tp_icons) { - if (this._tp_icon_old[0] != this._battler.tp || this._tp_icon_old[1] != this._battler.maxTp()) { - this._tp_icon_old[0] = this._battler.tp; - this._tp_icon_old[1] = this._battler.maxTp(); - this.refresh_icons(this._tp_iconsB,this._tp_icon_img,this._battler.tp,this._battler.maxTp(),0); - this.refresh_icons(this._tp_icons,this._tp_icon_img,this._battler.tp,this._battler.maxTp(),1); - }; - if (this._tp_IconZoomAnime) {this.updateIconZoomAnime(this._tp_icons)}; - }; -}; - - -//============================== -// * Create Exp Meter -//============================== -Actor_Hud.prototype.create_exp_meter = function() { -if (String(Moghunter.ahud_exp_meter_visible) != "true") {return}; - this.removeChild(this._exp_meter); - if (!this._battler) {return}; - this._exp_meter = new Sprite(this._exp_meter_img); - this._exp_meter.x = this._pos_x + Moghunter.ahud_exp_meter_pos_x; - this._exp_meter.y = this._pos_y + Moghunter.ahud_exp_meter_pos_y; - this._exp_meter.rotation = this._exp_meter.rotation * Math.PI / 180; - this.addChild(this._exp_meter); - if (String(Moghunter.ahud_exp_meter_flow) === "true") {this._exp_flow[0] = true; - this._exp_flow[2] = this._exp_meter_img.width / 3; - this._exp_flow[3] = this._exp_flow[2] * 2; - this._exp_flow[1] = Math.floor(Math.random() * this._exp_flow[2]); - }; - this._exp_meter.setFrame(0,0,0,0); -}; - -//============================== -// * Create Level Number -//============================== -Actor_Hud.prototype.create_level_number = function() { - if (String(Moghunter.ahud_level_number_visible) != "true") {return}; - if (this._level_number) {for (var i = 0; i < this._level_number.length; i++) {this.removeChild(this._level_number[i]);}}; - if (!this._battler) {return}; - this._level_number = []; - this._level_number.align = Number(Moghunter.ahud_level_number_align); - this._level_img_data = [this._level_number_img.width,this._level_number_img.height, - this._level_number_img.width / 10, this._level_number_img.height / 2, - this._pos_x + Moghunter.ahud_level_number_pos_x, - this._pos_y + Moghunter.ahud_level_number_pos_y, - ]; - for (var i = 0; i < 3; i++) { - this._level_number[i] = new Sprite(this._level_number_img); - this._level_number[i].visible = false; - this._level_number[i].x = this._level_img_data[4]; - this._level_number[i].y = this._level_img_data[5]; - this.addChild(this._level_number[i]); - }; - this._level_number_old = this._battler.level; - this.refresh_number(this._level_number,this._level_number_old,this._level_img_data,this._level_img_data[4],1); -}; - -//============================== -// * Update Exp -//============================== -Actor_Hud.prototype.update_exp = function() { - if (this._exp_meter) { - if (this.need_refresh_parameter(3)) { - if (this._battler.isMaxLevel()) { - this.refresh_meter(this._exp_meter,1,1,0,1,1); - } else { - this.refresh_meter(this._exp_meter,this._battler.current_exp_r(),this._battler.nextLevelExp_r(),0,1,1); - }; - this._exp_old = this._battler.currentExp(); - }; - }; - if (this._level_number) { - var dif_number = this.update_dif(this._level_number_old,this._battler.level,30) - if (this._level_number_old != dif_number) {this._level_number_old = dif_number; - if (this._hp_old_ani) {this._hp_old_ani[0] = 0}; - if (this._mp_old_ani) {this._mp_old_ani[0] = 0}; - if (this._tp_old_ani) {this._tp_old_ani[0] = 0}; - this.refresh_number(this._level_number,this._level_number_old,this._level_img_data,this._level_img_data[4],1);}; - }; -}; - -//============================== -// * Create States -//============================== -Actor_Hud.prototype.create_states = function() { - if (String(Moghunter.ahud_states_visible) != "true") {return}; - this.removeChild(this._state_icon); - if (!this._battler) {return}; - this._states_data = [0,0,0]; - this._state_icon = new Sprite(this._state_img); - this._state_icon.x = this._pos_x + Moghunter.ahud_states_pos_x; - this._state_icon.y = this._pos_y + Moghunter.ahud_states_pos_y; - this._state_icon.visible = false; - this.addChild(this._state_icon); - this.refresh_states(); -}; - -//============================== -// * Refresh States -//============================== -Actor_Hud.prototype.refresh_states = function() { - this._states_data[0] = 0; - this._states_data[2] = 0; - this._state_icon.visible = false; - if (this._battler.allIcons().length == 0) {this._states_data[1] = 0;return}; - if (this._battler.allIcons()[this._states_data[1]]) { - this._states_data[0] = this._battler.allIcons()[this._states_data[1]]; - this._state_icon.visible = true; - var sx = this._states_data[0] % 16 * 32; - var sy = Math.floor(this._states_data[0] / 16) * 32; - this._state_icon.setFrame(sx, sy, 32, 32); - this._battler.need_refresh_bhud_states = false; - - }; - this._states_data[1] += 1; - if (this._states_data[1] >= this._battler.allIcons().length) { - this._states_data[1] = 0 - }; -}; - -//============================== -// * Update States -//============================== -Actor_Hud.prototype.update_states = function() { - if (!this._state_icon) {return}; - this._states_data[2] += 1; - if (this.need_refresh_states()) {this.refresh_states();}; -}; - -//============================== -// * Need Refresh States -//============================== -Actor_Hud.prototype.need_refresh_states = function() { - if (this._battler.need_refresh_bhud_states) {return true}; - if (this._states_data[2] > 60) {return true}; - return false; -}; \ No newline at end of file diff --git a/js/plugins/MOG_BattleHud.js b/js/plugins/MOG_BattleHud.js deleted file mode 100644 index df0ee7e..0000000 --- a/js/plugins/MOG_BattleHud.js +++ /dev/null @@ -1,3860 +0,0 @@ -//============================================================================= -// MOG_BattleHud.js - (Template 06) -//============================================================================= - -/*: - * @plugindesc (v5.04 *) Permite customizar o layout de batalha. - * @author Moghunter - * - * @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Hud X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis da Hud. - * @default -90 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis da Hud. - * @default 500 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Space X - * @text Space X - * @desc Define o espaço na horizontal entre as huds. - * @default 0 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Space Y - * @text Space Y - * @desc Define o espaço na vertical entre as huds. - * @default 0 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Slide X - * @text Slide Animation X - * @desc Deslizar X-Axis. - * @default 0 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Hud Slide Y - * @text Slide Animation Y - * @desc Deslizar Y-Axis. - * @default 0 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Vertical Mode - * @desc Deixar a Hud na posição vertical. - * @default false - * @type boolean - * @on Vertical Mode - * @off Horizontal Mode - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Max Battle Members - * @desc Quantidade de maxima de battler na batalha. - * @type number - * @min 1 - * @default 6 - * @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Layout2 Visible - * @text Visible - * @desc Ativar o segunda imagem do layout, esta imagem - * ficará acima das faces e medidores. - * @default true - * @type boolean - * @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout2 X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis da Hud. - * @default 0 - * @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout2 Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis da Hud. - * @default 0 - * @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Turn Visible - * @text Visible - * @desc Apresentar a imagem do turno. - * @default true - * @type boolean - * @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Turn X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis do turno. - * @default -5 - * @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Turn Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis do turno. - * @default -5 - * @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Turn Rotation Speed - * @text Rotation Animation Speed - * @desc Definição da velocidade de rotação da imagem. - * @default 0 - * @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Turn Zoom Animation - * @text Zoom Animation - * @desc Ativar a animação de zoom ao ativar. - * @default false - * @type boolean - * @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Face Visible - * @text Visible - * @desc Apresentar a imagem da face. - * @default true - * @type boolean - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis da face. - * @default 70 - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis da face. - * @default 29 - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Shake Animation - * @text Shake Animation - * @desc Ativar animação de tremer da face. - * @default true - * @type boolean - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Zoom Animation - * @text Zoom Animation - * @desc Ativar animação de zoom de ação. - * @default true - * @type boolean - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Frame Animation - * @text Animated (Frames) - * @desc Ativar animação por frames. - * É necessário dividir a imagem por 5. - * @default false - * @type boolean - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Face Priority - * @text Priority - * @desc Prioridade da Face. (0 Low - 1 High) - * @type select - * @option Low (Below of Gauge) - * @value 0 - * @option High (Above of Gauge) - * @value 1 - * @default 1 - * @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Name Visible - * @text Visible - * @desc Apresentar o nome do personagem. - * @default false - * @type boolean - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis do nome. - * @default 0 - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis do nome. - * @default 0 - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Align - * @text Text Alignment - * @desc Alinhamento do nome. - * 0 - Left 1 - Center 2 - Right - * @type select - * @option Left - * @value 0 - * @option Center - * @value 1 - * @option Right - * @value 2 - * @default 0 - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Font Size - * @text Font Size - * @desc Definição do tamanho da fonte do nome. - * @default 20 - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Bold Size - * @text Bold Size - * @desc Definição do tamanho do contorno. - * @default 4 - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Name Font Italic - * @text Font Italic - * @desc Ativar fonte em itálico. - * @default false - * @type boolean - * @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> HP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param HP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de HP - * @default true - * @type boolean - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de HP. - * @default 124 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de HP. - * @default 13 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Meter Flow Anime - * @text Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default false - * @type boolean - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Visible - * @text Number Visible - * @desc Apresentar o numero de HP - * @default true - * @type boolean - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Align type - * @text Number Alignment - * @desc Definição do tipo de alinhamento dos números. - * (0 - right / 1 - Center / 2 - Left / 3 - Diagonal) - * @type select - * @option Right - * @value 0 - * @option Center - * @value 1 - * @option Left - * @value 2 - * @option Diagonal - * @value 3 - * @default 0 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number X-Axis - * @text Number X-Axis - * @desc Definição da posição X-Axis do numero de HP. - * @default 220 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param HP Number Y-Axis - * @text Number Y-Axis - * @desc Definição da posição Y-Axis do numero de HP. - * @default 0 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number Visible - * @text Max HP Visible - * @desc Apresentar o numero de HP maximo. - * @default false - * @type boolean - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number X-Axis - * @text Max HP X-Axis - * @desc Definição da posição X-Axis do numero de HP maximo. - * @default 0 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxHP Number Y-Axis - * @text Max HP Y-Axis - * @desc Definição da posição Y-Axis do numero de HP maximo. - * @default 0 - * @parent -> HP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> MP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param MP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de MP - * @default true - * @type boolean - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de MP. - * @default 124 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de MP. - * @default 32 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Meter Flow Anime - * @text Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default false - * @type boolean - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Visible - * @text Number Visible - * @desc Apresentar o numero de MP - * @default true - * @type boolean - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Align type - * @text Number Alignment - * @desc Definição do tipo de alinhamento dos números. - * (0 - right / 1 - Center / 2 - Left / 3 - Diagonal) - * @type select - * @option Right - * @value 0 - * @option Center - * @value 1 - * @option Left - * @value 2 - * @option Diagonal - * @value 3 - * @default 0 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number X-Axis - * @text Number X-Axis - * @desc Definição da posição X-Axis do numero de MP. - * @default 220 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MP Number Y-Axis - * @text Number Y-Axis - * @desc Definição da posição Y-Axis do numero de MP. - * @default 19 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number Visible - * @text Max MP Visible - * @desc Apresentar o numero de MP maximo. - * @default false - * @type boolean - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number X-Axis - * @text Max HP X-Axis - * @desc Definição da posição X-Axis do numero de MP maximo. - * @default 0 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxMP Number Y-Axis - * @text Max HP Y-Axis - * @desc Definição da posição Y-Axis do numero de MP maximo. - * @default 0 - * @parent -> MP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> TP <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param TP Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de TP - * @default true - * @type boolean - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de TP. - * @default 124 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de TP. - * @default 51 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Meter Flow Anime - * @text Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default false - * @type boolean - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Visible - * @text Number Visible - * @desc Apresentar o numero de TP. - * @default true - * @type boolean - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Align type - * @text Number Alignment - * @desc Definição do tipo de alinhamento dos números. - * (0 - right / 1 - Center / 2 - Left / 3 - Diagonal) - * @type select - * @option Right - * @value 0 - * @option Center - * @value 1 - * @option Left - * @value 2 - * @option Diagonal - * @value 3 - * @default 0 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number X-Axis - * @text Number X-Axis - * @desc Definição da posição X-Axis do numero de TP. - * @default 220 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param TP Number Y-Axis - * @text Number Y-Axis - * @desc Definição da posição Y-Axis do numero de TP. - * @default 38 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number Visible - * @text Max TP Visible - * @desc Apresentar o numero de TP maximo. - * @default false - * @type boolean - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number X-Axis - * @text Max TP X-Axis - * @desc Definição da posição X-Axis do numero de TP maximo. - * @default 0 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param MaxTP Number Y-Axis - * @text Max TP Y-Axis - * @desc Definição da posição Y-Axis do numero de TP maximo. - * @default 0 - * @parent -> TP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param ATB Meter Visible - * @text Gauge Visible - * @desc Apresentar o medidor de TP - * @default true - * @type boolean - * @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * - * @param ATB Meter X-Axis - * @text Gauge X-Axis - * @desc Definição da posição X-Axis do medidor de ATB. - * @default 0 - * @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * - * @param ATB Meter Y-Axis - * @text Gauge Y-Axis - * @desc Definição da posição Y-Axis do medidor de ATB. - * @default 61 - * @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * - * @param ATB Meter Angle - * @text Gauge Angle - * @desc Ángulo do medidor. - * @default 0 - * @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * - * @param ATB Meter Flow Anime - * @text Gradient Animation - * @desc Ativar animação de gradiente no medidor. - * É necessário que a imagem tenha 3x a largura do medidor. - * @default false - * @type boolean - * @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param States Visible - * @text Visible - * @desc Apresentar o numero as condições. - * @default true - * @type boolean - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States X-Axis - * @text X-Axis - * @desc Definição da posição X-Axis das condições. - * @default 3 - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States Y-Axis - * @text Y-Axis - * @desc Definição da posição Y-Axis das condições. - * @default 24 - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States Mode - * @text View Mode - * @desc Definição do modo apresentado das condições. - * 0 - Timing Mode 1 - Line Mode - * @type select - * @option Timing Mode (Show one state for second) - * @value 0 - * @option Line Mode (Show all states) - * @value 1 - * @default 0 - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States Max - * @text Max number of states - * @desc Quantidade maxima de ícones apresentados. - * @type number - * @min 1 - * @default 4 - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param States Align - * @text Alignment - * @desc Alinhamento dos ícones. - * 0 - Left 1 - Right 2 - Upper 3 - Below - * @type select - * @option Left - * @value 0 - * @option Right - * @value 1 - * @option Upper - * @value 2 - * @option Below - * @value 3 - * @default 0 - * @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Command <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Command Auto Adjust - * @text Position Mode - * @desc Ativar ajuste automático baseado na posição - * da Hud. - * @type select - * @option Auto - * @value 0 - * @option Static - * @value 1 - * @default 1 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command X-Axis - * @text X-Axis - * @desc Definição do posição X-axis do comando. - * @default 20 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do comando. - * @default 270 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command Width - * @text Width - * @desc Definição da largura da janela. - * @default 192 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command Height - * @text Height - * @desc Definição da altura da janela. - * @default 180 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command Slide X - * @text Slide Animation X - * @desc Animação de slide X-Axis. - * @default 0 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Command Slide Y - * @text Slide Animation Y - * @desc Animação de slide Y-Axis. - * @default 0 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Command - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Command X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default -25 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Command Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -35 - * @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Party <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param W Party X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 325 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Party Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 170 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Party Width - * @text Width - * @desc Definição da largura da janela. - * @default 192 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Party Height - * @text Height - * @desc Definição da altura da janela. - * @default 110 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Party Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Party Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Party - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Party X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default -325 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Party Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -42 - * @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Help <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param W Help X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Help Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Help Width - * @text Width - * @desc Definição da largura da janela. - * @default 816 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Help Height - * @text Height - * @desc Definição da altura da janela. - * @default 108 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Help Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Help Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Help - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Help X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Help Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default 0 - * @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Skill <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param W Skill X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 0 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 444 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill Width - * @text Width - * @desc Definição da largura da janela. - * @default 816 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill Height - * @text Height - * @desc Definição da altura da janela. - * @default 180 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill maxCols - * @text Max Columns - * @desc Definição da quantidade de colunas da janela. - * @type number - * @min 1 - * @default 2 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Skill Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Skill - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Skill X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default 0 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Skill Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -67 - * @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Item <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * @default - * - * @param W Item X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 0 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 444 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item Width - * @text Width - * @desc Definição da largura da janela. - * @default 816 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item Height - * @text Height - * @desc Definição da altura da janela. - * @default 180 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item maxCols - * @text Max Columns - * @desc Definição da quantidade de colunas da janela. - * @type number - * @min 1 - * @default 2 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Item Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Item - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Item X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default 0 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Item Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -67 - * @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Actor <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param W Actor X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 0 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 444 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor Width - * @text Width - * @desc Definição da largura da janela. - * @default 816 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor Height - * @text Height - * @desc Definição da altura da janela. - * @default 180 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor maxCols - * @text Max Columns - * @desc Definição da quantidade de colunas da janela. - * @type number - * @min 1 - * @default 1 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Actor Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Actor - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Actor X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default 0 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Actor Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -67 - * @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * @text -> Window Enemy <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param W Enemy X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da janela. - * @default 0 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis do janela. - * @default 444 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy Width - * @text Width - * @desc Definição da largura da janela. - * @default 816 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy Height - * @text Height - * @desc Definição da altura da janela. - * @default 180 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy maxCols - * @text Max Columns - * @desc Definição da quantidade de colunas da janela. - * @type number - * @min 1 - * @default 2 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy Slide X - * @text Slide Animation X - * @desc Animação de Slide X-Axis. - * @default 0 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param W Enemy Slide Y - * @text Slide Animation Y - * @desc Animação de Slide Y-Axis. - * @default 0 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Layout Enemy - * @text Layout (Picture) - * @desc Ativar a imagem de layout. - * @default true - * @type boolean - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Enemy X-Axis - * @text Layout X-Axis - * @desc Definição do posição X-axis do layout. - * @default 0 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param L Enemy Y-Axis - * @text Layout Y-Axis - * @desc Definição do posição Y-axis do layout. - * @default -67 - * @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Screen Layout - * @text Visible - * @desc Ativar o Layout da tela. - * @default true - * @type boolean - * @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Screen X-Axis - * @text X-Axis - * @desc Definição do posição X-axis da imagem. - * @default 0 - * @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Screen Y-Axis - * @text Y-Axis - * @desc Definição do posição Y-axis da imagem. - * @default 0 - * @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<< - * - * @param - * - * @param -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * @desc - * - * @param Custom Position 1 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 25,465 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 2 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 290,465 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 3 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 555,465 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 4 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 25,545 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 5 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 290,545 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 6 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default 555,545 - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 7 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @param Custom Position 8 - * @desc Definição da posição da hud. - * Ex - 200,200 - * @default - * @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<< - * - * @help - * ============================================================================= - * +++ MOG_BattleHud (v5.04) +++ - * By Moghunter - * https://atelierrgss.wordpress.com/ - * ============================================================================= - * O plugin permite customizar o layout de batalha. - * - * ============================================================================= - * - REQUIRED FILES - * ============================================================================= - * Serão necessários os arquivos. (img/battlehud/) - * - * -> HP_Meter.png - * -> HP_Number.png - * -> MP_Meter.png - * -> MP_Number.png - * -> TP_Meter.png - * -> TP_Number.png - * -> ATB_Meter.png - * -> Layout.png - * -> Layout_Actor.png - * -> Layout_Command.png - * -> Layout_Enemy.png - * -> Layout_Help.png - * -> Layout_Item.png - * -> Layout_Party.png - * -> Layout_Screen.png - * -> Layout_Skill.png - * -> Turn.png - * - * ============================================================================= - * Para nomear as faces dos battlers basta nomear da seguinte forma. - * - * Face_ + ACTOR_ID.png - * - * Face_1.png - * Face_2.png - * Face_3.png - * ... - * - * ============================================================================= - * - NOTETAGS - * ============================================================================= - * Para ativar o efeito de respirar nas faces utilize a notetag abaixo - * - * Face Breath Effect - * - * ============================================================================= - * - PLUGIN COMMANDS - * ============================================================================= - * Para ocultar a hud use o comando abaixo. - * - * bhud_disable - * - * Para apresentar a hud use o comando abaixo - * - * bhud_enable - * - * ============================================================================= - * - SCRIPT COMMANDS - * ============================================================================= - * Para ocultar a hud use o comando abaixo. - * - * $gameSystem._bhud_visible = false - * - * Para apresentar a hud use o commando abaixo. - * - * $gameSystem._bhud_visible = true - * - * ============================================================================ - * - WHAT'S NEW - * ============================================================================ - * - (version 5.04) - * (BUG FIX) - Correção de não apresentar a face correta no inicio da batalha - * caso o personagem seja abatido na batalha anterior. - * - */ - -//============================================================================= -// ** PLUGIN PARAMETERS -//============================================================================= - -var Imported = Imported || {}; -Imported.MOG_BattleHud = true; -var Moghunter = Moghunter || {}; - -Moghunter.parameters = PluginManager.parameters('MOG_BattleHud'); - -// HUD POSITION -Moghunter.bhud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || -90); -Moghunter.bhud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 480); -Moghunter.bhud_space_x = Number(Moghunter.parameters['Hud Space X'] || 0); -Moghunter.bhud_space_y = Number(Moghunter.parameters['Hud Space Y'] || 0); -Moghunter.bhud_pos_mode = String(Moghunter.parameters['Vertical Mode'] || false); -Moghunter.bhud_max_battle_members = Number(Moghunter.parameters['Max Battle Members'] || 4); -Moghunter.bhud_slideX = Number(Moghunter.parameters['Hud Slide X'] || 0); -Moghunter.bhud_slideY = Number(Moghunter.parameters['Hud Slide Y'] || 0); - -// Layout Overlay -Moghunter.bhud_layoverlay_visible = String(Moghunter.parameters['Layout2 Visible'] || "true"); -Moghunter.bhud_layoverlay_x = Number(Moghunter.parameters['Layout2 X-Axis'] || 0); -Moghunter.bhud_layoverlay_y = Number(Moghunter.parameters['Layout2 Y-Axis'] || 0); - -// Screen Layout -Moghunter.bhud_screen_layout = String(Moghunter.parameters['Screen Layout'] || "true"); -Moghunter.bhud_screen_layout_x = Number(Moghunter.parameters['Screen X-Axis'] || 0); -Moghunter.bhud_screen_layout_y = Number(Moghunter.parameters['Screen Y-Axis'] || 0); - -// TURN POSITION -Moghunter.bhud_turn_visible = String(Moghunter.parameters['Turn Visible'] || true); -Moghunter.bhud_turn_pos_x = Number(Moghunter.parameters['Turn X-Axis'] || -10); -Moghunter.bhud_turn_pos_y = Number(Moghunter.parameters['Turn Y-Axis'] || -10); -Moghunter.bhud_turn_rotation = Number(Moghunter.parameters['Turn Rotation Speed'] || 0.01); -Moghunter.bhud_turn_zoom = String(Moghunter.parameters['Turn Zoom Animation'] || "true"); - -// FACE POSITION -Moghunter.bhud_face_visible = String(Moghunter.parameters['Face Visible'] || true); -Moghunter.bhud_face_shake = String(Moghunter.parameters['Face Shake Animation'] || true); -Moghunter.bhud_face_zoom = String(Moghunter.parameters['Face Zoom Animation'] || true); -Moghunter.bhud_face_animated = String(Moghunter.parameters['Face Frame Animation'] || false); -Moghunter.bhud_face_pos_x = Number(Moghunter.parameters['Face X-Axis'] || 52); -Moghunter.bhud_face_pos_y = Number(Moghunter.parameters['Face Y-Axis'] || 52); -Moghunter.bhud_face_priority = Number(Moghunter.parameters['Face Priority'] || 0); - -// NAME POSITION -Moghunter.bhud_name_visible = String(Moghunter.parameters['Name Visible'] || true); -Moghunter.bhud_name_font_size = Number(Moghunter.parameters['Name Font Size'] || 20); -Moghunter.bhud_name_font_bold_size = Number(Moghunter.parameters['Name Bold Size'] || 4); -Moghunter.bhud_name_font_italic = String(Moghunter.parameters['Name Font Italic'] || false); -Moghunter.bhud_name_align = Number(Moghunter.parameters['Name Align'] || 1); -Moghunter.bhud_name_pos_x = Number(Moghunter.parameters['Name X-Axis'] || -25); -Moghunter.bhud_name_pos_y = Number(Moghunter.parameters['Name Y-Axis'] || 65); - -// HP METER POSITION -Moghunter.bhud_hp_meter_visible = String(Moghunter.parameters['HP Meter Visible'] || true); -Moghunter.bhud_hp_meter_pos_x = Number(Moghunter.parameters['HP Meter X-Axis'] || 87); -Moghunter.bhud_hp_meter_pos_y = Number(Moghunter.parameters['HP Meter Y-Axis'] || 7); -Moghunter.bhud_hp_meter_rotation = Number(Moghunter.parameters['HP Meter Angle'] || 0); -Moghunter.bhud_hp_meter_flow = String(Moghunter.parameters['HP Meter Flow Anime'] || true); - -// HP NUMBER POSITION -Moghunter.bhud_hp_number_visible = String(Moghunter.parameters['HP Number Visible'] || true); -Moghunter.bhud_hp_number_pos_x = Number(Moghunter.parameters['HP Number X-Axis'] || 170); -Moghunter.bhud_hp_number_pos_y = Number(Moghunter.parameters['HP Number Y-Axis'] || -11); -Moghunter.bhud_maxhp_number_visible = String(Moghunter.parameters['MaxHP Number Visible'] || false); -Moghunter.bhud_maxhp_number_pos_x = Number(Moghunter.parameters['MaxHP Number X-Axis'] || 245); -Moghunter.bhud_maxhp_number_pos_y = Number(Moghunter.parameters['MaxHP Number Y-Axis'] || 20); -Moghunter.bhud_hp_align_type = Number(Moghunter.parameters['HP Number Align type'] || 0); - -// MP METER POSITION -Moghunter.bhud_mp_meter_visible = String(Moghunter.parameters['MP Meter Visible'] || true); -Moghunter.bhud_mp_meter_pos_x = Number(Moghunter.parameters['MP Meter X-Axis'] || 104); -Moghunter.bhud_mp_meter_pos_y = Number(Moghunter.parameters['MP Meter Y-Axis'] || 33); -Moghunter.bhud_mp_meter_rotation = Number(Moghunter.parameters['MP Meter Angle'] || 0); -Moghunter.bhud_mp_meter_flow = String(Moghunter.parameters['MP Meter Flow Anime'] || true); - -// MP NUMBER POSITION -Moghunter.bhud_mp_number_visible = String(Moghunter.parameters['MP Number Visible'] || true); -Moghunter.bhud_mp_number_pos_x = Number(Moghunter.parameters['MP Number X-Axis'] || 187); -Moghunter.bhud_mp_number_pos_y = Number(Moghunter.parameters['MP Number Y-Axis'] || 16); -Moghunter.bhud_maxmp_number_visible = String(Moghunter.parameters['MaxMP Number Visible'] || false); -Moghunter.bhud_maxmp_number_pos_x = Number(Moghunter.parameters['MaxMP Number X-Axis'] || 196); -Moghunter.bhud_maxmp_number_pos_y = Number(Moghunter.parameters['MaxMP Number Y-Axis'] || 78); -Moghunter.bhud_mp_align_type = Number(Moghunter.parameters['MP Number Align type'] || 0); -Moghunter.bhud_mp_diagonal_number = Number(Moghunter.parameters['MP Number Diagonal'] || true); - -// TP METER POSITION -Moghunter.bhud_tp_meter_visible = String(Moghunter.parameters['TP Meter Visible'] || true); -Moghunter.bhud_tp_meter_pos_x = Number(Moghunter.parameters['TP Meter X-Axis'] || 104); -Moghunter.bhud_tp_meter_pos_y = Number(Moghunter.parameters['TP Meter Y-Axis'] || 59); -Moghunter.bhud_tp_meter_rotation = Number(Moghunter.parameters['TP Meter Angle'] || 0); -Moghunter.bhud_tp_meter_flow = String(Moghunter.parameters['TP Meter Flow Anime'] || true); - -// TP NUMBER POSITION -Moghunter.bhud_tp_number_visible = String(Moghunter.parameters['TP Number Visible'] || true); -Moghunter.bhud_tp_number_pos_x = Number(Moghunter.parameters['TP Number X-Axis'] || 187); -Moghunter.bhud_tp_number_pos_y = Number(Moghunter.parameters['TP Number Y-Axis'] || 43); -Moghunter.bhud_maxtp_number_visible = String(Moghunter.parameters['MaxTP Number Visible'] || false); -Moghunter.bhud_maxtp_number_pos_x = Number(Moghunter.parameters['MaxTP Number X-Axis'] || 185); -Moghunter.bhud_maxtp_number_pos_y = Number(Moghunter.parameters['MaxTP Number Y-Axis'] || 116); -Moghunter.bhud_tp_align_type = Number(Moghunter.parameters['TP Number Align type'] || 0); -Moghunter.bhud_tp_diagonal_number = Number(Moghunter.parameters['TP Number Diagonal'] || false); - -// AT METER POSITION -Moghunter.bhud_at_meter_visible = String(Moghunter.parameters['ATB Meter Visible'] || true); -Moghunter.bhud_at_meter_pos_x = Number(Moghunter.parameters['ATB Meter X-Axis'] || 69); -Moghunter.bhud_at_meter_pos_y = Number(Moghunter.parameters['ATB Meter Y-Axis'] || 117); -Moghunter.bhud_at_meter_rotation = Number(Moghunter.parameters['ATB Meter Angle'] || 0); -Moghunter.bhud_at_meter_flow = String(Moghunter.parameters['ATB Meter Flow Anime'] || true); - -// STATES POSITION -Moghunter.bhud_states_visible = String(Moghunter.parameters['States Visible'] || true); -Moghunter.bhud_states_pos_x = Number(Moghunter.parameters['States X-Axis'] || 102); -Moghunter.bhud_states_pos_y = Number(Moghunter.parameters['States Y-Axis'] || 76); -Moghunter.bhud_statesType = Number(Moghunter.parameters['States Mode'] || 0); -Moghunter.bhud_statesMax = Number(Moghunter.parameters['States Max'] || 4); -Moghunter.bhud_statesAlign = Number(Moghunter.parameters['States Align'] || 0); - -// COMMAND WINDOWS -Moghunter.bhud_auto_pos = Number(Moghunter.parameters['Command Auto Adjust'] || 0); -Moghunter.bhud_com_x = Number(Moghunter.parameters['W Command X-Axis'] || 0); -Moghunter.bhud_com_y = Number(Moghunter.parameters['W Command Y-Axis'] || -15); -Moghunter.bhud_com_layout = String(Moghunter.parameters['Layout Command'] || true); -Moghunter.bhud_com_lay_x = Number(Moghunter.parameters['L Command X-Axis'] || -25); -Moghunter.bhud_com_lay_y = Number(Moghunter.parameters['L Command Y-Axis'] || -35); -Moghunter.bhud_com_width = Number(Moghunter.parameters['W Command Width'] || 192); -Moghunter.bhud_com_height = Number(Moghunter.parameters['W Command Height'] || 180); -Moghunter.bhud_com_slideX = Number(Moghunter.parameters['W Command Slide X'] || 0); -Moghunter.bhud_com_slideY = Number(Moghunter.parameters['W Command Slide Y'] || 64); - - -// PARTY WINDOWS -Moghunter.bhud_party_x = Number(Moghunter.parameters['W Party X-Axis'] || 325); -Moghunter.bhud_party_y = Number(Moghunter.parameters['W Party Y-Axis'] || 170); -Moghunter.bhud_party_layout = String(Moghunter.parameters['Layout Party'] || true); -Moghunter.bhud_party_lay_x = Number(Moghunter.parameters['L Party X-Axis'] || -325); -Moghunter.bhud_party_lay_y = Number(Moghunter.parameters['L Party Y-Axis'] || -42); -Moghunter.bhud_party_width = Number(Moghunter.parameters['W Party Width'] || 192); -Moghunter.bhud_party_height = Number(Moghunter.parameters['W Party Height'] || 110); -Moghunter.bhud_party_slide_x = Number(Moghunter.parameters['W Party Slide X'] || 0); -Moghunter.bhud_party_slide_y = Number(Moghunter.parameters['W Party Slide Y'] || -150); - -// HELP WINDOW -Moghunter.bhud_help_x = Number(Moghunter.parameters['W Help X-Axis'] || 0); -Moghunter.bhud_help_y = Number(Moghunter.parameters['W Help Y-Axis'] || 0); -Moghunter.bhud_help_layout = String(Moghunter.parameters['Layout Help'] || true); -Moghunter.bhud_help_lay_x = Number(Moghunter.parameters['L Help X-Axis'] || 0); -Moghunter.bhud_help_lay_y = Number(Moghunter.parameters['L Help Y-Axis'] || 0); -Moghunter.bhud_help_width = Number(Moghunter.parameters['W Help Width'] || 816); -Moghunter.bhud_help_height = Number(Moghunter.parameters['W Help Height'] || 108); -Moghunter.bhud_help_slide_x = Number(Moghunter.parameters['W Help Slide X'] || 0); -Moghunter.bhud_help_slide_y = Number(Moghunter.parameters['W Help Slide Y'] || -150); - -// SKILL WINDOW -Moghunter.bhud_skill_x = Number(Moghunter.parameters['W Skill X-Axis'] || 0); -Moghunter.bhud_skill_y = Number(Moghunter.parameters['W Skill Y-Axis'] || 444); -Moghunter.bhud_skill_layout = String(Moghunter.parameters['Layout Skill'] || true); -Moghunter.bhud_skill_lay_x = Number(Moghunter.parameters['L Skill X-Axis'] || 0); -Moghunter.bhud_skill_lay_y = Number(Moghunter.parameters['L Skill Y-Axis'] || -67); -Moghunter.bhud_skill_width = Number(Moghunter.parameters['W Skill Width'] || 816); -Moghunter.bhud_skill_height = Number(Moghunter.parameters['W Skill Height'] || 180); -Moghunter.bhud_skill_maxcols = Number(Moghunter.parameters['W Skill maxCols'] || 2); -Moghunter.bhud_skill_slide_x = Number(Moghunter.parameters['W Skill Slide X'] || 0); -Moghunter.bhud_skill_slide_y = Number(Moghunter.parameters['W Skill Slide Y'] || 100); - -// ITEM WINDOW -Moghunter.bhud_item_x = Number(Moghunter.parameters['W Item X-Axis'] || 0); -Moghunter.bhud_item_y = Number(Moghunter.parameters['W Item Y-Axis'] || 444); -Moghunter.bhud_item_layout = String(Moghunter.parameters['Layout Item'] || true); -Moghunter.bhud_item_lay_x = Number(Moghunter.parameters['L Item X-Axis'] || 0); -Moghunter.bhud_item_lay_y = Number(Moghunter.parameters['L Item Y-Axis'] || -67); -Moghunter.bhud_item_width = Number(Moghunter.parameters['W Item Width'] || 816); -Moghunter.bhud_item_height = Number(Moghunter.parameters['W Item Height'] || 180); -Moghunter.bhud_item_maxcols = Number(Moghunter.parameters['W Item maxCols'] || 2); -Moghunter.bhud_item_slide_x = Number(Moghunter.parameters['W Item Slide X'] || 0); -Moghunter.bhud_item_slide_y = Number(Moghunter.parameters['W Item Slide Y'] || 150); - -// ACTOR WINDOWS -Moghunter.bhud_actor_x = Number(Moghunter.parameters['W Actor X-Axis'] || 0); -Moghunter.bhud_actor_y = Number(Moghunter.parameters['W Actor Y-Axis'] || 444); -Moghunter.bhud_actor_layout = String(Moghunter.parameters['Layout Actor'] || true); -Moghunter.bhud_actor_lay_x = Number(Moghunter.parameters['L Actor X-Axis'] || 0); -Moghunter.bhud_actor_lay_y = Number(Moghunter.parameters['L Actor Y-Axis'] || -67); -Moghunter.bhud_actor_width = Number(Moghunter.parameters['W Actor Width'] || 816); -Moghunter.bhud_actor_height = Number(Moghunter.parameters['W Actor Height'] || 180); -Moghunter.bhud_actor_maxcols = Number(Moghunter.parameters['W Actor maxCols'] || 1); -Moghunter.bhud_actor_slide_x = Number(Moghunter.parameters['W Actor Slide X'] || 0); -Moghunter.bhud_actor_slide_y = Number(Moghunter.parameters['W Actor Slide Y'] || 150); - -// ENEMY WINDOWS -Moghunter.bhud_enemy_x = Number(Moghunter.parameters['W Enemy X-Axis'] || 0); -Moghunter.bhud_enemy_y = Number(Moghunter.parameters['W Enemy Y-Axis'] || 444); -Moghunter.bhud_enemy_layout = String(Moghunter.parameters['Layout Enemy'] || true); -Moghunter.bhud_enemy_lay_x = Number(Moghunter.parameters['L Enemy X-Axis'] || 0); -Moghunter.bhud_enemy_lay_y = Number(Moghunter.parameters['L Enemy Y-Axis'] || -67); -Moghunter.bhud_enemy_width = Number(Moghunter.parameters['W Enemy Width'] || 816); -Moghunter.bhud_enemy_height = Number(Moghunter.parameters['W Enemy Height'] || 180); -Moghunter.bhud_enemy_maxcols = Number(Moghunter.parameters['W Enemy maxCols'] || 2); -Moghunter.bhud_enemy_slide_x = Number(Moghunter.parameters['W Enemy Slide X'] || 0); -Moghunter.bhud_enemy_slide_y = Number(Moghunter.parameters['W Enemy Slide Y'] || 150); - -// Custom Position -Moghunter.bhud_custom_pos = []; -for (var i = 0; i < 8; i++) { - Moghunter.bhud_custom_pos[i] = (Moghunter.parameters['Custom Position ' + String(i + 1)] || null); -}; - -//============================================================================= -// ** Sprite Animation -//============================================================================= - -//============================== -// * Update Position -//============================== -var _mog_bhud_sprAnim_updatePosition = Sprite_Animation.prototype.updatePosition; -Sprite_Animation.prototype.updatePosition = function () { - _mog_bhud_sprAnim_updatePosition.call(this) - if (this._battler) { - if (this._animation.position === 3 && this.x === 0 && this.y === 0) { - this.x = Graphics.boxWidth / 2; - this.y = Graphics.boxHeight / 2; - }; - }; -}; - -//============================================================================= -// ** ImageManager -//============================================================================= - -//============================== -// * BHud -//============================== -ImageManager.loadBHud = function (filename) { - return this.loadBitmap('img/battlehud/', filename, 0, true); -}; - -//============================================================================= -// ** ImageManager -//============================================================================= - -//============================== -// * BHud -//============================== -ImageManager.loadBHud = function (filename) { - return this.loadBitmap('img/battlehud/', filename, 0, true); -}; - -//============================================================================= -// ** Game_Interpreter -//============================================================================= - -//============================== -// * PluginCommand -//============================== -var _alias_mog_bhud_pluginCommand = Game_Interpreter.prototype.pluginCommand -Game_Interpreter.prototype.pluginCommand = function (command, args) { - _alias_mog_bhud_pluginCommand.call(this, command, args) - if (command === "bhud_disable") { $gameSystem._bhud_visible = false }; - if (command === "bhud_enable") { $gameSystem._bhud_visible = true }; - return true; -}; - -//============================================================================= -// ** Game_Temp -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_bhud_temp_initialize = Game_Temp.prototype.initialize; -Game_Temp.prototype.initialize = function () { - _alias_mog_bhud_temp_initialize.call(this); - this._bhud_position = []; - this._bhud_position_active = null; - this._bhudFaceAnime = false; - this._battleEnd = false; - this._bhud_dp = false; - this._refreshBhud = false; - this._forceCreateBattleHud = false; - this._forceRemoveBattleHud = false; -}; - -//============================================================================= -// ** Game_System -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_bhud_sys_initialize = Game_System.prototype.initialize; -Game_System.prototype.initialize = function () { - _alias_mog_bhud_sys_initialize.call(this); - this._bhud_position = []; - for (var i = 0; i < 8; i++) { - this._bhud_position[i] = this.set_hudcp(Moghunter.bhud_custom_pos[i]); - }; - this._bhud_auto_com = false; - this._bhud_pos_mode = 0; - this._bhud_visible = true; - this._bhudFaceBattler = String(Moghunter.bhud_face_visible) == "true" && !$dataSystem.optSideView ? true : false; - if (String(Moghunter.bhud_pos_mode) == "true") { this._bhud_pos_mode = 1 }; - if (Number(Moghunter.bhud_auto_pos) == 0) { this._bhud_auto_com = true }; -}; - -//============================== -// * set Hudcp -//============================== -Game_System.prototype.set_hudcp = function (value) { - if (!value) { return null }; - var s = value.split(','); - if (!s[0] || !s[1]) { return null }; - return [Number(s[0]), Number(s[1])]; -} - -//============================================================================= -// ** Game Interpreter -//============================================================================= - -//============================== -// * Command129 -//============================== -var _alias_mog_bhud_command129 = Game_Interpreter.prototype.command129; -Game_Interpreter.prototype.command129 = function () { - _alias_mog_bhud_command129.call(this); - $gameTemp._refresh_Bhud = true; - return true; -}; - -//============================================================================= -// ** Game Party -//============================================================================= - -//============================== -// * max Battle Members -//============================== -Game_Party.prototype.maxBattleMembers = function () { - if (Imported.MOG_ChronoEngine) { Math.min(Math.max(Number(Moghunter.ras_maxBattleMembers), 1), 4) }; - return Math.max(Number(Moghunter.bhud_max_battle_members), 1); -}; - -//============================================================================= -// ** BattleManager -//============================================================================= - -//============================== -// * processVictory -//============================== -var _alias_mog_bhud_processVictory = BattleManager.processVictory; -BattleManager.processVictory = function () { - $gameTemp._battleEnd = true; - _alias_mog_bhud_processVictory.call(this); -}; - -//============================== -// * processAbort -//============================== -var _alias_mog_bhud_processAbort = BattleManager.processAbort; -BattleManager.processAbort = function () { - $gameTemp._battleEnd = true; - _alias_mog_bhud_processAbort.call(this); -}; - -//============================== -// * processDefeat -//============================== -var _alias_mog_bhud_processDefeat = BattleManager.processDefeat; -BattleManager.processDefeat = function () { - $gameTemp._battleEnd = true; - _alias_mog_bhud_processDefeat.call(this); -}; - - -//============================================================================= -// ** Game BattlerBase -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_bhud_gbat_initMembers = Game_BattlerBase.prototype.initMembers -Game_BattlerBase.prototype.initMembers = function () { - _alias_mog_bhud_gbat_initMembers.call(this); - this.need_refresh_bhud_states = false; - this._bhud_face_data = [0, 0, 0, 0]; - this._face_pos = [0, 0]; -}; - -//============================== -// * addNewState -//============================== -var _alias_mog_bhud_addNewState = Game_BattlerBase.prototype.addNewState -Game_BattlerBase.prototype.addNewState = function (stateId) { - _alias_mog_bhud_addNewState.call(this, stateId); - this.need_refresh_bhud_states = true; -}; - -//============================== -// * eraseState -//============================== -var _alias_mog_bhud_eraseState = Game_BattlerBase.prototype.eraseState -Game_BattlerBase.prototype.eraseState = function (stateId) { - _alias_mog_bhud_eraseState.call(this, stateId); - this.need_refresh_bhud_states = true; -}; - -//============================================================================= -// ** Game Battler -//============================================================================= - -//============================== -// ** iniMembers -//============================== -var _mog_bhud_gbattler_initMembers = Game_Battler.prototype.initMembers; -Game_Battler.prototype.initMembers = function () { - _mog_bhud_gbattler_initMembers.call(this); - this._bhud = {}; - this._bhud.faceBreath = false; -}; - - -//============================== -// * Notetags -//============================== -Game_Battler.prototype.notetags = function () { - if (this.isEnemy()) { return this.enemy().note.split(/[\r\n]+/) }; - ;; if (this.isActor()) { return this.actor().note.split(/[\r\n]+/) }; -}; - -//============================== -// ** get Bmotion Idle -//============================== -Game_Battler.prototype.checkBhudNoteTags = function () { - this.notetags().forEach(function (note) { - var note_data = note.split(': ') - if (note_data[0].toLowerCase() == "face breath effect") { - this._bhud.faceBreath = true; - }; - }, this); -}; - -//============================== -// * -//============================== -var _mog_bhud_gactor_initMembers = Game_Actor.prototype.initMembers; -Game_Actor.prototype.initMembers = function () { - _mog_bhud_gactor_initMembers.call(this); - -}; - -//============================================================================= -// ** Game Action -//============================================================================= - -//============================== -// * Apply -//============================== -var _alias_mog_bhud_apply = Game_Action.prototype.apply; -Game_Action.prototype.apply = function (target) { - var oldhp = target.hp - _alias_mog_bhud_apply.call(this, target); - if (target.isActor()) { - if (oldhp > target.hp) { target._bhud_face_data = [60, 0, 3, 60] } - else if (oldhp < target.hp) { target._bhud_face_data = [0, 70, 1, 70] }; - }; -}; - -//============================== -// * Prepare -//============================== -var _alias_mog_bmhud_action_prepare = Game_Action.prototype.prepare -Game_Action.prototype.prepare = function () { - _alias_mog_bmhud_action_prepare.call(this); - if (this.subject().isActor() && String(Moghunter.bhud_face_zoom) === "true") { this.subject()._bhud_face_data = [0, 70, 2, 70]; }; -}; - -//============================================================================= -// ** Game Actor -//============================================================================= - -//============================== -// * Gain HP -//============================== -var _alias_mog_bhud_gainHp = Game_Actor.prototype.gainHp; -Game_Actor.prototype.gainHp = function (value) { - _alias_mog_bhud_gainHp.call(this, value); - this._bhud_face_data[3] += 1; -}; - -//============================== -// * Recover All -//============================== -var _alias_mog_bhud_recoverAll = Game_Actor.prototype.recoverAll; -Game_Actor.prototype.recoverAll = function () { - _alias_mog_bhud_recoverAll.call(this); - this._bhud_face_data[3] += 1; -}; - -//============================================================================= -// ** Window_BattleStatus -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_mog_bhud_initialize = Window_BattleStatus.prototype.initialize -Window_BattleStatus.prototype.initialize = function () { - _alias_mog_bhud_initialize.call(this); - this.visible = false -}; - -//============================================================================= -// ** Window_BattleSkill -//============================================================================= - -//============================== -// * windowWidth -//============================== -Window_BattleSkill.prototype.windowWidth = function () { - return Moghunter.bhud_skill_width; -}; - -//============================== -// * maxCols -//============================== -Window_BattleSkill.prototype.maxCols = function () { - return Moghunter.bhud_skill_maxcols; -}; - -//============================================================================= -// ** Window_BattleItem -//============================================================================= - -//============================== -// * windowWidth -//============================== -Window_BattleItem.prototype.windowWidth = function () { - return Moghunter.bhud_item_width; -}; - -//============================== -// * maxCols -//============================== -Window_BattleItem.prototype.maxCols = function () { - return Moghunter.bhud_item_maxcols; -}; - -//============================================================================= -// ** Window_BattleActor -//============================================================================= - -//============================== -// * Initialize -//============================== -Window_BattleActor.prototype.windowWidth = function () { - return Moghunter.bhud_actor_width; -}; - -//============================== -// * maxCols -//============================== -Window_BattleActor.prototype.maxCols = function () { - return Moghunter.bhud_actor_maxcols; -}; - -//============================================================================= -// ** Window_BattleEnemy -//============================================================================= - -//============================== -// * windowWidth -//============================== -Window_BattleEnemy.prototype.windowWidth = function () { - return Moghunter.bhud_enemy_width; -}; - -//============================== -// * maxCols -//============================== -Window_BattleEnemy.prototype.maxCols = function () { - return Moghunter.bhud_enemy_maxcols; -}; - -//============================================================================= -// ** Window Actor Command -//============================================================================= - -//============================== -// * initialize -//============================== -var _alias_mog_bhud_wActCom_initialize = Window_ActorCommand.prototype.initialize; -Window_ActorCommand.prototype.initialize = function () { - _alias_mog_bhud_wActCom_initialize.call(this); - this._com_mode = Number($gameSystem._bhud_pos_mode); - this._force_hide_duration = 0; - this.org = [Moghunter.bhud_com_x, Moghunter.bhud_com_y]; - this.org2 = [ - this.org[0] + Moghunter.bhud_com_slideX, - this.org[1] + Moghunter.bhud_com_slideY - ]; - this.slide = Moghunter.bhud_com_slideX === 0 && Moghunter.bhud_com_slideY === 0 ? false : true; - this._actorVis != this._actor; - this.xp = -1; - this.yp = -1; -}; - -//============================== -// * Activate -//============================== -var _alias_mog_bhud_wActCom_activate = Window_ActorCommand.prototype.activate; -Window_ActorCommand.prototype.activate = function () { - _alias_mog_bhud_wActCom_activate.call(this); - if (String(Moghunter.bhud_com_layout) === "true") { this._force_hide_duration = 1 }; -}; - -//============================== -// * Sprite Move To -//============================== -Window_ActorCommand.prototype.sprite_move_to = function (value, real_value) { - if (value === real_value) { return value }; - var dnspeed = 1 + (Math.abs(value - real_value) / 12); - if (value > real_value) { - value -= dnspeed; - if (value < real_value) { value = real_value }; - } - else if (value < real_value) { - value += dnspeed; - if (value > real_value) { value = real_value }; - }; - return Math.floor(value); -}; - -//============================== -// ** slideWindow -//============================== -Window_ActorCommand.prototype.slideWindow = function (win, vmode) { - var vm = vmode ? win.active : win.visible; - if (vm) { - var np = [win.org[0], win.org[1]]; - win.contentsOpacity += 15; - } else { - var np = [win.org2[0], win.org2[1]]; - win.contentsOpacity = 0; - }; - win.x = this.sprite_move_to(win.x, np[0]); - win.y = this.sprite_move_to(win.y, np[1]); -}; - -//============================== -// ** update Position -//============================== -Window_ActorCommand.prototype.updatePosition = function () { - if (Imported.MOG_BattleCommands) { - this.updateBattleCommands(); - } else { - if (!this.slide) { - this.updatePosN(); - } else { - this.updatePosS(); - }; - }; -}; - -//============================== -// ** update Battle Commands -//============================== -Window_ActorCommand.prototype.updateBattleCommands = function () { - if ($gameTemp._bhud_position_active) { - this.visible = this.active; - if ($gameSystem._bhud_auto_com) { - this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x; - if (this._com_mode === 0) { - this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height; - } - else { this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y }; - } - else { - this.x = Moghunter.bhud_com_x; - this.y = Moghunter.bhud_com_y; - }; - }; -}; - -//============================== -// ** update Position S -//============================== -Window_ActorCommand.prototype.updatePosS = function () { - if ($gameTemp._bhud_position_active) { - this.visible = this.active; - if ($gameSystem._bhud_auto_com) { - if (this.xp != $gameTemp._bhud_position_active[0] || this.yp != $gameTemp._bhud_position_active[1]) { - this.xp = $gameTemp._bhud_position_active[0]; - this.yp = $gameTemp._bhud_position_active[1]; - this.org[0] = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x; - if (this._com_mode === 0) { - this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height; - } else { - this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y; - }; - this.org2 = [ - this.org[0] + Moghunter.bhud_com_slideX, - this.org[1] + Moghunter.bhud_com_slideY - ]; - if (this._actorVis != this._actor) { - this.x = this.org2[0]; - this.y = this.org2[1]; - this._actorVis = this._actor; - }; - }; - this.slideWindow(this, false); - } else { - this.slideWindow(this, false); - }; - }; -}; - -//============================== -// ** update Position N -//============================== -Window_ActorCommand.prototype.updatePosN = function () { - if ($gameTemp._bhud_position_active) { - this.visible = this.active; - if ($gameSystem._bhud_auto_com) { - this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x; - if (this._com_mode === 0) { - this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height; - } - else { this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y }; - } - else { - this.x = Moghunter.bhud_com_x; - this.y = Moghunter.bhud_com_y; - }; - }; -}; - -//============================== -// * Update -//============================== -var _alias_mog_bhud_wcom_update = Window_ActorCommand.prototype.update; -Window_ActorCommand.prototype.update = function () { - _alias_mog_bhud_wcom_update.call(this); - this.updatePosition(); - if (this._force_hide_duration > 0) { this._force_hide_duration -= 1; this.visible = false }; -}; - - -//============================================================================= -// ** Sprite Actor -//============================================================================= - -//============================== -// * Initialize -//============================== -var _alias_bhud_sprt_actor_initialize = Sprite_Actor.prototype.initialize -Sprite_Actor.prototype.initialize = function (battler) { - _alias_bhud_sprt_actor_initialize.call(this, battler); - this._sprite_face = false; - if (String(Moghunter.bhud_face_visible) == "true") { this._sprite_face = true }; -}; - -//============================== -// * Damage Offset X -//============================== -Sprite_Actor.prototype.damageOffsetX = function () { - if (!$gameSystem.isSideView() && this._sprite_face) { return 0 }; - return -32; -}; - -//============================== -// * update Position -//============================== -var _alias_mog_bhud_sprt_actor_updatePosition = Sprite_Battler.prototype.updatePosition; -Sprite_Battler.prototype.updatePosition = function () { - if (!$gameSystem.isSideView() && this._sprite_face) { - if (this._battler && $gameTemp._bhud_position[this._battler.index()]) { - this.x = $gameTemp._bhud_position[this._battler.index()][0] + Moghunter.bhud_face_pos_x; - this.y = $gameTemp._bhud_position[this._battler.index()][1] + Moghunter.bhud_face_pos_y; - return; - }; - }; - _alias_mog_bhud_sprt_actor_updatePosition.call(this); -}; - -//============================== -// * Setup Animation -//============================== -var _alias_mog_bhud_sprt_actor_setupAnimation = Sprite_Battler.prototype.setupAnimation; -Sprite_Actor.prototype.setupAnimation = function () { - if (!$gameSystem.isSideView() && this._sprite_face) { - while (this._battler.isAnimationRequested()) { - var data = this._battler.shiftAnimation(); - var animation = $dataAnimations[data.animationId]; - var mirror = data.mirror; - var delay = animation.position === 3 ? 0 : data.delay; - this.startAnimation(animation, mirror, delay); - for (var i = 0; i < this._animationSprites.length; i++) { - var sprite = this._animationSprites[i]; - sprite.visible = true; - } - } - return; - }; - _alias_mog_bhud_sprt_actor_setupAnimation.call(this); -}; - -//============================== -// * Setup Damage Popup -//============================== -var _alias_mog_bhud_sprt_actor_setupDamagePopup = Sprite_Battler.prototype.setupDamagePopup -Sprite_Actor.prototype.setupDamagePopup = function () { - if (!$gameSystem.isSideView() && this._sprite_face) { - if (this._battler.isDamagePopupRequested()) { - var sprite = new Sprite_Damage(); - sprite.x = this.x + this.damageOffsetX(); - sprite.y = this.y + this.damageOffsetY(); - sprite.setup(this._battler); - this._damages.push(sprite); - this.parent.addChild(sprite); - this._battler.clearDamagePopup(); - this._battler.clearResult(); - }; - return; - }; - _alias_mog_bhud_sprt_actor_setupDamagePopup.call(this); -}; - -//============================== -// ** update Main -//============================== -var _mog_bhud_sprActor_updateMain = Sprite_Actor.prototype.updateMain; -Sprite_Actor.prototype.updateMain = function () { - _mog_bhud_sprActor_updateMain.call(this); - if (this.isAnimationPlaying()) { - $gameTemp._bhudFaceAnime = 3; - }; -}; - -//============================================================================= -// ** Spriteset Battle -//============================================================================= - -//============================== -// ** update Actors -//============================== -var _mog_bhud_sprbat_updateActors = Spriteset_Battle.prototype.updateActors; -Spriteset_Battle.prototype.updateActors = function () { - if (!$gameSystem.isSideView()) { return }; - _mog_bhud_sprbat_updateActors.call(this); -}; - -//============================== -// * Is Busy -//============================== -Spriteset_Battle.prototype.isBusy = function () { - if ($gameSystem._bhudFaceBattler) { - return this.isAnimationPlaying() || this.isAnyoneMoving() || $gameTemp._bhudFaceAnime > 0; - }; - if (Imported.YEP_BattleEngineCore) { return false }; - return this.isAnimationPlaying() || this.isAnyoneMoving(); -}; - -//============================================================================= -// ** Scene Base -//============================================================================= - -//============================== -// ** create Hud Field -//============================== -Scene_Base.prototype.createHudField = function () { - this._hudField = new Sprite(); - this._hudField.z = 10; - this.addChild(this._hudField); -}; - -//============================== -// ** sort MZ -//============================== -Scene_Base.prototype.sortMz = function () { - this._hudField.children.sort(function (a, b) { return a.mz - b.mz }); -}; - -//============================== -// ** create Battle Hud -//============================== -Scene_Base.prototype.createBattleHud = function () { - if (String(Moghunter.bhud_screen_layout) === "true") { this.createBattleHudScreenLayout(); }; - $gameTemp.refresh_Bhud = false; - $gameTemp._battleEnd = false; - this._com_mode = Number($gameSystem._bhud_pos_mode) - this._battle_hud = []; - for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { - this._battle_hud[i] = new Battle_Hud(i); - this._battle_hud[i].mz = 110; - this._hudField.addChild(this._battle_hud[i]); - }; -}; - -//============================== -// ** remove Battle Hud -//============================== -Scene_Base.prototype.removeBattleHud = function () { - if (!this._battle_hud) { return }; - if (this._screen_layout) { - this._hudField.removeChild(this._screen_layout); - }; - for (var i = 0; i < this._battle_hud.length; i++) { - this._hudField.removeChild(this._battle_hud[i]); - }; - this._battle_hud = null; -}; - -//============================== -// * Create Battle Hud Screen -//============================== -Scene_Base.prototype.createBattleHudScreenLayout = function () { - this._screen_layout = new Sprite(ImageManager.loadBHud("Layout_Screen")); - this._screen_layout.opacity = 0; - this._screen_layout.x = Moghunter.bhud_screen_layout_x; - this._screen_layout.y = Moghunter.bhud_screen_layout_y; - this._screen_layout.mz = 100; - this._hudField.addChild(this._screen_layout); -}; - -//============================== -// * Update Battle Hud visible -//============================== -Scene_Base.prototype.updateBattleHudVisible = function () { - if (this.isBattleHudVisible()) { this._screen_layout.opacity += 10 } - else { this._screen_layout.opacity -= 10 }; -}; - -//============================== -// * Is Battle Hud Visible -//============================== -Scene_Base.prototype.isBattleHudVisible = function () { - if ($gameMessage.isBusy()) { return false }; - if ($gameTemp._battleEnd) { return false }; - if (!$gameSystem._bhud_visible) { return false }; - return true -}; - -//============================== -// ** Refresh Battle Hud -//============================== -Scene_Base.prototype.refreshBattleHud = function () { - if (!this._battle_hud) { return }; - $gameTemp._refresh_Bhud = false; - for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { - this._battle_hud[i].refresh_bhud(); - }; -}; - -//============================== -// ** force Create Battle Hud -//============================== -Scene_Base.prototype.forceCreateBattleHud = function () { - $gameTemp._forceCreateBattleHud = false; - this.forceRemoveBattleHud(); - this.createBattleHud(); - this.sortMz(); -}; - -//============================== -// ** force Remove Battle Hud -//============================== -Scene_Base.prototype.forceRemoveBattleHud = function () { - $gameTemp._forceRemoveBattleHud = false; - this.removeBattleHud(); -}; - -//============================== -// ** Update Battle Hud -//============================== -Scene_Base.prototype.updateBatteHud = function () { - if (this._screen_layout) { this.updateBattleHudVisible() }; - if ($gameTemp._refresh_Bhud) { this.refreshBattleHud() }; -}; - -//============================== -// ** createActorsF -//============================== -Scene_Base.prototype.createActorsF = function () { - if (this._actorSprites) { - for (var i = 0; i < this._actorSprites.length; i++) { - this._hudField.removeChild(this._actorSprites[i]); - }; - }; - this._actorSprites = []; - for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { - this._actorSprites[i] = new Sprite_Actor(); - this._actorSprites[i].mz = 110; - this._hudField.addChild(this._actorSprites[i]); - }; -}; - -//============================== -// ** Update -//============================== -var _mog_bhud_Smap_update = Scene_Map.prototype.update; -Scene_Map.prototype.update = function () { - _mog_bhud_Smap_update.call(this); - if ($gameTemp._forceCreateBattleHud) { this.forceCreateBattleHud() }; - if ($gameTemp._forceRemoveBattleHud) { this.forceRemoveBattleHud() }; - if (this._battle_hud) { this.updateBatteHud() }; -}; - -//============================================================================= -// ** Scene Battle -//============================================================================= - -//============================== -// ** create Spriteset -//============================== -var _mog_bhud_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset; -Scene_Battle.prototype.createSpriteset = function () { - _mog_bhud_sbattle_createSpriteset.call(this); - if (!this._hudField) { this.createHudField() }; - this.createBattleHudSB(); -}; - -//============================== -// ** create Battle Hud SB -//============================== -Scene_Battle.prototype.createBattleHudSB = function () { - this.createBattleHud(); - if (!$gameSystem.isSideView()) { this.createActorsF() }; -}; - -//============================== -// ** update Actors -//============================== -Scene_Battle.prototype.updateActors = function () { - var members = $gameParty.battleMembers(); - for (var i = 0; i < this._actorSprites.length; i++) { - this._actorSprites[i].setBattler(members[i]); - } -}; - -//============================== -// ** create Spriteset -//============================== -var _mog_bhud_sMap_createSpriteset = Scene_Map.prototype.createSpriteset; -Scene_Map.prototype.createSpriteset = function () { - _mog_bhud_sMap_createSpriteset.call(this); - if (!this._hudField) { this.createHudField() }; -}; - -//============================== -// ** createWindowLayer -//============================== -var _alias_mog_bhud_createWindowLayer = Scene_Battle.prototype.createWindowLayer -Scene_Battle.prototype.createWindowLayer = function () { - this.create_layout_window(); - _alias_mog_bhud_createWindowLayer.call(this); -}; - -//============================== -// ** createAllWindows -//============================== -var _alias_mog_bhud_createAllWindows = Scene_Battle.prototype.createAllWindows; -Scene_Battle.prototype.createAllWindows = function () { - _alias_mog_bhud_createAllWindows.call(this); - // ACTOR COMMAND --------------------------------------------------------------------- - this._actorCommandWindow.x = Moghunter.bhud_com_x; - this._actorCommandWindow.y = Moghunter.bhud_com_y; - this._actorCommandWindow.vis = this._actorCommandWindow.visible; - this._actorCommandWindow.width = Moghunter.bhud_com_width; - this._actorCommandWindow.height = Moghunter.bhud_com_height; - if (String(Moghunter.bhud_com_layout) === "true") { this._actorCommandWindow.opacity = 0 }; - // PARTY COMMAND --------------------------------------------------------------------- - this._partyCommandWindow.x = Moghunter.bhud_party_x; - this._partyCommandWindow.y = Moghunter.bhud_party_y; - this._partyCommandWindow.org = [Moghunter.bhud_party_x, Moghunter.bhud_party_y]; - this._partyCommandWindow.org2 = [ - this._partyCommandWindow.org[0] + Moghunter.bhud_party_slide_x, - this._partyCommandWindow.org[1] + Moghunter.bhud_party_slide_y - ]; - this._partyCommandWindow.slide = Moghunter.bhud_party_slide_x === 0 && Moghunter.bhud_party_slide_y === 0 ? false : true; - this._partyCommandWindow.vis = this._partyCommandWindow.visible; - this._partyCommandWindow.width = Moghunter.bhud_party_width; - this._partyCommandWindow.height = Moghunter.bhud_party_height; - if (String(Moghunter.bhud_party_layout) === "true") { this._partyCommandWindow.opacity = 0 }; - // HELP WINDOW --------------------------------------------------------------------- - this._helpWindow.x = Moghunter.bhud_help_x; - this._helpWindow.y = Moghunter.bhud_help_y; - this._helpWindow.org = [this._helpWindow.x, this._helpWindow.y]; - this._helpWindow.org2 = [ - this._helpWindow.org[0] + Moghunter.bhud_help_slide_x, - this._helpWindow.org[1] + Moghunter.bhud_help_slide_y - ]; - this._helpWindow.slide = Moghunter.bhud_help_slide_x === 0 && Moghunter.bhud_help_slide_y === 0 ? false : true; - this._helpWindow.vis = this._helpWindow.visible; - this._helpWindow.width = Moghunter.bhud_help_width; - this._helpWindow.height = Moghunter.bhud_help_height; - if (String(Moghunter.bhud_help_layout) === "true") { this._helpWindow.opacity = 0 }; - // SKILL WINDOW --------------------------------------------------------------------- - this._skillWindow.x = Moghunter.bhud_skill_x; - this._skillWindow.y = Moghunter.bhud_skill_y; - this._skillWindow.org = [Moghunter.bhud_skill_x, Moghunter.bhud_skill_y]; - this._skillWindow.org2 = [ - this._skillWindow.org[0] + Moghunter.bhud_skill_slide_x, - this._skillWindow.org[1] + Moghunter.bhud_skill_slide_y - ]; - this._skillWindow.slide = Moghunter.bhud_skill_slide_x === 0 && Moghunter.bhud_skill_slide_y === 0 ? false : true; - this._skillWindow.vis = this._skillWindow.visible; - this._skillWindow.width = Moghunter.bhud_skill_width; - this._skillWindow.height = Moghunter.bhud_skill_height; - if (String(Moghunter.bhud_skill_layout) === "true") { this._skillWindow.opacity = 0 }; - // ITEM COMMAND --------------------------------------------------------------------- - this._itemWindow.x = Moghunter.bhud_item_x; - this._itemWindow.y = Moghunter.bhud_item_y; - this._itemWindow.org = [this._itemWindow.x, this._itemWindow.y]; - this._itemWindow.org2 = [ - this._itemWindow.org[0] + Moghunter.bhud_item_slide_x, - this._itemWindow.org[1] + Moghunter.bhud_item_slide_y - ]; - this._itemWindow.slide = Moghunter.bhud_item_slide_x === 0 && Moghunter.bhud_item_slide_y === 0 ? false : true; - this._itemWindow.vis = this._itemWindow.visible; - this._itemWindow.width = Moghunter.bhud_item_width; - this._itemWindow.height = Moghunter.bhud_item_height; - if (String(Moghunter.bhud_item_layout) === "true") { this._itemWindow.opacity = 0 }; - // ACTOR WINDOW --------------------------------------------------------------------- - this._actorWindow.x = Moghunter.bhud_actor_x; - this._actorWindow.y = Moghunter.bhud_actor_y; - this._actorWindow.org = [this._actorWindow.x, this._actorWindow.y]; - this._actorWindow.org2 = [ - this._actorWindow.org[0] + Moghunter.bhud_actor_slide_x, - this._actorWindow.org[1] + Moghunter.bhud_actor_slide_y - ]; - this._actorWindow.slide = Moghunter.bhud_actor_slide_x === 0 && Moghunter.bhud_actor_slide_y === 0 ? false : true; - this._actorWindow.vis = this._actorWindow.visible; - this._actorWindow.width = Moghunter.bhud_actor_width; - this._actorWindow.height = Moghunter.bhud_actor_height; - if (String(Moghunter.bhud_actor_layout) === "true") { this._actorWindow.opacity = 0 }; - // ENEMY WINDOW --------------------------------------------------------------------- - this._enemyWindow.x = Moghunter.bhud_enemy_x; - this._enemyWindow.y = Moghunter.bhud_enemy_y; - this._enemyWindow.org = [Moghunter.bhud_enemy_x, Moghunter.bhud_enemy_y]; - this._enemyWindow.org2 = [ - this._enemyWindow.org[0] + Moghunter.bhud_enemy_slide_x, - this._enemyWindow.org[1] + Moghunter.bhud_enemy_slide_y - ]; - this._enemyWindow.slide = Moghunter.bhud_enemy_slide_x === 0 && Moghunter.bhud_enemy_slide_y === 0 ? false : true; - this._enemyWindow.vis = this._enemyWindow.visible; - this._enemyWindow.width = Moghunter.bhud_enemy_width; - this._enemyWindow.height = Moghunter.bhud_enemy_height; - if (String(Moghunter.bhud_enemy_layout) === "true") { this._enemyWindow.opacity = 0 }; -}; - -//============================== -// ** create Layout Window -//============================== -Scene_Battle.prototype.create_layout_window = function () { - this._layoutField = new Sprite(); - this.addChild(this._layoutField); - if (String(Moghunter.bhud_com_layout) === "true") { - this._com_layout = new Sprite(ImageManager.loadBHud("Layout_Command")) - this._com_layout.x = Moghunter.bhud_com_lay_x; - this._com_layout.y = Moghunter.bhud_com_lay_y; - this._com_layout.visible = false; - this._layoutField.addChild(this._com_layout); - }; - if (String(Moghunter.bhud_party_layout) === "true") { - this._party_layout = new Sprite(ImageManager.loadBHud("Layout_Party")) - this._party_layout.x = Moghunter.bhud_party_lay_x; - this._party_layout.y = Moghunter.bhud_party_lay_y; - this._party_layout.visible = false; - this._layoutField.addChild(this._party_layout); - }; - if (String(Moghunter.bhud_help_layout) === "true") { - this._help_layout = new Sprite(ImageManager.loadBHud("Layout_Help")) - this._help_layout.x = Moghunter.bhud_help_lay_x; - this._help_layout.y = Moghunter.bhud_help_lay_y; - this._help_layout.visible = false; - this._layoutField.addChild(this._help_layout); - }; - if (String(Moghunter.bhud_skill_layout) === "true") { - - this._skill_layout = new Sprite(ImageManager.loadBHud("Layout_Skill")) - this._skill_layout.x = Moghunter.bhud_skill_lay_x; - this._skill_layout.y = Moghunter.bhud_skill_lay_y; - this._skill_layout.visible = false; - this._layoutField.addChild(this._skill_layout); - }; - if (String(Moghunter.bhud_item_layout) === "true") { - this._item_layout = new Sprite(ImageManager.loadBHud("Layout_Item")) - this._item_layout.x = Moghunter.bhud_item_lay_x; - this._item_layout.y = Moghunter.bhud_item_lay_y; - this._item_layout.visible = false; - this._layoutField.addChild(this._item_layout); - }; - if (String(Moghunter.bhud_actor_layout) === "true") { - this._actor_layout = new Sprite(ImageManager.loadBHud("Layout_Actor")) - this._actor_layout.x = Moghunter.bhud_actor_lay_x; - this._actor_layout.y = Moghunter.bhud_actor_lay_y; - this._actor_layout.visible = false; - this._layoutField.addChild(this._actor_layout); - }; - if (String(Moghunter.bhud_enemy_layout) === "true") { - this._enemy_layout = new Sprite(ImageManager.loadBHud("Layout_Enemy")) - this._enemy_layout.x = Moghunter.bhud_enemy_lay_x; - this._enemy_layout.y = Moghunter.bhud_enemy_lay_y; - this._enemy_layout.visible = false; - this._layoutField.addChild(this._enemy_layout); - }; -}; - -//============================== -// ** update -//============================== -var _alias_mog_bhud_scnbattle_update = Scene_Battle.prototype.update -Scene_Battle.prototype.update = function () { - if ($gameTemp._bhudFaceAnime > 0) { $gameTemp._bhudFaceAnime-- }; - _alias_mog_bhud_scnbattle_update.call(this); - this.updateBattleHud(); -}; - -//============================== -// ** update Battle Hud -//============================== -Scene_Battle.prototype.updateBattleHud = function () { - if ($gameTemp._forceCreateBattleHud) { this.forceCreateBattleHud() }; - if ($gameTemp._forceRemoveBattleHud) { this.forceRemoveBattleHud() }; - if (this._screen_layout) { this.updateBattleHudVisible() }; - this.updateWindowSlideEffect() - this.updateLayoutWindow(); - if (this._actorSprites) { this.updateActors() }; -}; - -//============================== -// ** slideWindow -//============================== -Scene_Battle.prototype.slideWindow = function (win, vmode) { - var vm = vmode ? win.active : win.visible; - if (vm) { - var np = [win.org[0], win.org[1]]; - win.contentsOpacity += 15; - } else { - var np = [win.org2[0], win.org2[1]]; - win.contentsOpacity = 0; - }; - win.x = this.sprite_move_to(win.x, np[0]); - win.y = this.sprite_move_to(win.y, np[1]); -}; - -//============================== -// ** updateWindowSlideEffect -//============================== -Scene_Battle.prototype.updateWindowSlideEffect = function () { - if (this._partyCommandWindow.slide) { this.slideWindow(this._partyCommandWindow, true) }; - if (this._helpWindow.slide) { this.slideWindow(this._helpWindow, false) }; - if (this._skillWindow.slide) { this.slideWindow(this._skillWindow, false) }; - if (this._itemWindow.slide) { this.slideWindow(this._itemWindow, false) }; - if (this._actorWindow.slide) { this.slideWindow(this._actorWindow, false) }; - if (this._enemyWindow.slide) { this.slideWindow(this._enemyWindow, false) }; -}; - -//============================== -// ** updateLayoutWindows -//============================== -Scene_Battle.prototype.updateLayoutWindow = function () { - if (this._com_layout) { - this._com_layout.x = Moghunter.bhud_com_lay_x + this._actorCommandWindow.x; - this._com_layout.y = Moghunter.bhud_com_lay_y + this._actorCommandWindow.y; - this._com_layout.visible = this._actorCommandWindow.isOpenAndActive(); - this._com_layout.opacity = this._actorCommandWindow.contentsOpacity; - if (!this._actorCommandWindow.visible) { this._com_layout.visible = false }; - }; - if (this._party_layout) { - this._party_layout.x = Moghunter.bhud_party_lay_x + this._partyCommandWindow.x; - this._party_layout.y = Moghunter.bhud_party_lay_y + this._partyCommandWindow.y; - this._party_layout.visible = this._partyCommandWindow.isOpenAndActive(); - this._party_layout.opacity = this._partyCommandWindow.contentsOpacity; - if (!this._partyCommandWindow.visible) { this._party_layout.visible = false }; - }; - if (this._help_layout) { - this._help_layout.x = Moghunter.bhud_help_lay_x + this._helpWindow.x; - this._help_layout.y = Moghunter.bhud_help_lay_y + this._helpWindow.y; - this._help_layout.visible = this._helpWindow.visible; - this._help_layout.opacity = this._helpWindow.contentsOpacity; - }; - if (this._skill_layout) { - this._skill_layout.x = Moghunter.bhud_skill_lay_x + this._skillWindow.x; - this._skill_layout.y = Moghunter.bhud_skill_lay_y + this._skillWindow.y; - this._skill_layout.visible = this._skillWindow.isOpenAndActive(); - - this._skill_layout.opacity = this._skillWindow.contentsOpacity; - if (!this._skillWindow.visible) { this._skill_layout.visible = false }; - }; - if (this._item_layout) { - this._item_layout.x = Moghunter.bhud_item_lay_x + this._itemWindow.x; - this._item_layout.y = Moghunter.bhud_item_lay_y + this._itemWindow.y; - this._item_layout.visible = this._itemWindow.isOpenAndActive(); - this._item_layout.opacity = this._itemWindow.contentsOpacity; - if (!this._itemWindow.visible) { this._item_layout.visible = false }; - }; - if (this._actor_layout) { - this._actor_layout.x = Moghunter.bhud_actor_lay_x + this._actorWindow.x; - this._actor_layout.y = Moghunter.bhud_actor_lay_y + this._actorWindow.y; - this._actor_layout.visible = this._actorWindow.isOpenAndActive(); - this._actor_layout.opacity = this._actorWindow.contentsOpacity; - if (!this._actorWindow.visible) { this._actor_layout.visible = false }; - }; - if (this._enemy_layout) { - this._enemy_layout.x = Moghunter.bhud_enemy_lay_x + this._enemyWindow.x; - this._enemy_layout.y = Moghunter.bhud_enemy_lay_y + this._enemyWindow.y; - this._enemy_layout.visible = this._enemyWindow.isOpenAndActive(); - this._enemy_layout.opacity = this._enemyWindow.contentsOpacity; - if (!this._enemyWindow.visible) { this._enemy_layout.visible = false }; - }; -}; - -//============================== -// * Sprite Move To -//============================== -Scene_Battle.prototype.sprite_move_to = function (value, real_value) { - if (value === real_value) { return value }; - var dnspeed = 1 + (Math.abs(value - real_value) / 12); - if (value > real_value) { - value -= dnspeed; - if (value < real_value) { value = real_value }; - } - else if (value < real_value) { - value += dnspeed; - if (value > real_value) { value = real_value }; - }; - return Math.floor(value); -}; - -//============================================================================= -// * Battle_Hud -//============================================================================= -function Battle_Hud() { - this.initialize.apply(this, arguments); -}; - -Battle_Hud.prototype = Object.create(Sprite.prototype); -Battle_Hud.prototype.constructor = Battle_Hud; - -//============================== -// * Initialize -//============================== -Battle_Hud.prototype.initialize = function (hud_id) { - Sprite.prototype.initialize.call(this); - this._data_initial_ref = [0, true]; - this._hud_id = hud_id; - this._slideA = [0, Moghunter.bhud_slideX, Moghunter.bhud_slideY]; - if (this._slideA[1] != 0 || this._slideA[2] != 0) { this._slideA[0] = this._hud_id * 10 }; - this.x = this._slideA[1]; - this.y = this._slideA[2]; - this._hud_size = [0, 0]; - this.base_parameter_clear(); - this.load_img(); - this.opacity = 0; - $gameTemp._bhud_position_active = null; - $gameTemp._battleEnd = false; -}; - -//============================== -// * Load Img -//============================== -Battle_Hud.prototype.load_img = function () { - this._layout_img = ImageManager.loadBHud("Layout"); - if (String(Moghunter.bhud_layoverlay_visible) == "true") { this._layout2_img = ImageManager.loadBHud("Layout2");; }; - this._turn_img = ImageManager.loadBHud("Turn"); - this._state_img = ImageManager.loadSystem("IconSet"); - if (String(Moghunter.bhud_hp_meter_visible) == "true") { this._hp_meter_img = ImageManager.loadBHud("HP_Meter"); }; - if (String(Moghunter.bhud_mp_meter_visible) == "true") { this._mp_meter_img = ImageManager.loadBHud("MP_Meter"); }; - if (String(Moghunter.bhud_tp_meter_visible) == "true") { this._tp_meter_img = ImageManager.loadBHud("TP_Meter"); }; - if (String(Moghunter.bhud_at_meter_visible) == "true") { this._at_meter_img = ImageManager.loadBHud("ATB_Meter"); }; - if (String(Moghunter.bhud_hp_number_visible) == "true") { this._hp_number_img = ImageManager.loadBHud("HP_Number"); }; - if (String(Moghunter.bhud_mp_number_visible) == "true") { this._mp_number_img = ImageManager.loadBHud("MP_Number"); }; - if (String(Moghunter.bhud_tp_number_visible) == "true") { this._tp_number_img = ImageManager.loadBHud("TP_Number"); }; - if (String(Moghunter.bhud_maxhp_number_visible) == "true") { this._maxhp_number_img = ImageManager.loadBHud("HP_Number2"); }; - if (String(Moghunter.bhud_maxmp_number_visible) == "true") { this._maxmp_number_img = ImageManager.loadBHud("MP_Number2"); }; - if (String(Moghunter.bhud_maxtp_number_visible) == "true") { this._maxtp_number_img = ImageManager.loadBHud("TP_Number2"); }; -}; - -//============================== -// * Base Parameter Clear -//============================== -Battle_Hud.prototype.base_parameter_clear = function () { - this._hp_old = [-1, -1]; - this._maxhp_old = [-1, -1]; - this._hp_old_ani = [-1, -1]; - this._hp_flow = [false, 0, 0, 0]; - this._mp_old = [-1, -1]; - this._maxmp_old = [-1, -1]; - this._mp_old_ani = [-1, -1]; - this._mp_flow = [false, 0, 0, 0]; - this._tp_old = [-1, -1]; - this._maxtp_old = [-1, -1]; - this._tp_old_ani = -1; - this._tp_flow = [false, 0, 0, 0]; - this._at_flow = [false, 0, 0, 0]; - this._hp_number_old = -1; - this._mp_number_old = -1; - this._hp_number_old = -1; - this._number_align = []; - this._number_align[0] = Moghunter.bhud_hp_align_type; - this._number_align[1] = Moghunter.bhud_mp_align_type; - this._number_align[2] = Moghunter.bhud_tp_align_type; - this._diagonal_number = []; - this._diagonal_number[0] = Moghunter.bhud_hp_diagonal_number; - this._diagonal_number[1] = Moghunter.bhud_mp_diagonal_number; - this._diagonal_number[2] = Moghunter.bhud_tp_diagonal_number; - this._hp_img_data = [0, 0, 0]; - this._mp_img_data = [0, 0, 0]; - this._tp_img_data = [0, 0, 0]; - this._states_old = []; - this._states_data = [0, 0, 0]; - this._active = false; - this._hud_size = [0, 0]; -}; - -//============================== -// * Need Refresh Bhud -//============================== -Battle_Hud.prototype.need_refreh_bhud = function () { - if (this._data_initial_ref[1]) { return true }; - if (this._battler != $gameParty.battleMembers()[this._hud_id]) { return true }; - return false; -}; - -//============================== -// * Refresh Bhud -//============================== -Battle_Hud.prototype.refresh_bhud = function () { - this._data_initial_ref[1] = false; - this._battler = $gameParty.battleMembers()[this._hud_id]; - if (this._battler) { this._battler.checkBhudNoteTags() } - this.opacity = 0; - this._hud_size = [0, 0]; - this.base_parameter_clear(); - this.create_base_sprites(); -}; - -//============================== -// * Refresh Position -//============================== -Battle_Hud.prototype.refresh_position = function () { - this.set_hud_position(); - this.create_sprites(); - this._layout.x = this._pos_x; - this._layout.y = this._pos_y; - if (this._face) { - this._face.x = this._pos_x + Moghunter.bhud_face_pos_x; - this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.ph; - }; - if (this._turn) { - this._turn.x = this._pos_x + (this._turn.width / 2) + Moghunter.bhud_turn_pos_x; - this._turn.y = this._pos_y + (this._turn.height / 2) + Moghunter.bhud_turn_pos_y; - }; - if (this._layout2) { - this._layout2.x = this._pos_x + Moghunter.bhud_layoverlay_x; - this._layout2.y = this._pos_y + Moghunter.bhud_layoverlay_y; - }; - if (this._face) { this._battler._face_pos = [this._face.x, this._face.y] }; -}; - -//============================== -// * Set Hud Position -//============================== -Battle_Hud.prototype.set_hud_position = function () { - this._hud_size = [this._layout.bitmap.width, this._layout.bitmap.height]; - this._members_max = $gameParty.battleMembers().length; - var ps = [Number(Moghunter.bhud_space_x) * this._hud_id, - Number(Moghunter.bhud_space_y) * this._hud_id]; - if ($gameSystem._bhud_position[this._hud_id]) { - this._pos_x = $gameSystem._bhud_position[this._hud_id][0]; - this._pos_y = $gameSystem._bhud_position[this._hud_id][1]; - } - else { - if (Number($gameSystem._bhud_pos_mode) === 0) { - var spc = ((Graphics.boxWidth - 14) / this._members_max); - var px = (spc / 2) + (spc * this._hud_id); - this._pos_x = Moghunter.bhud_pos_x + px + ps[0]; - this._pos_y = Moghunter.bhud_pos_y + ps[1]; - } - else { - var py = (this._hud_size[1] + 5) * this._hud_id; - this._pos_x = Moghunter.bhud_pos_x + ps[0]; - this._pos_y = Moghunter.bhud_pos_y + py + ps[1]; - }; - }; - $gameTemp._bhud_position[this._hud_id] = [this._pos_x, this._pos_y]; -}; - -//============================== -// * Update -//============================== -Battle_Hud.prototype.update = function () { - Sprite.prototype.update.call(this); - if (this._data_initial_ref[0] < 2) { this._data_initial_ref[0] += 1; return }; - if (this.need_refreh_bhud()) { this.refresh_bhud() }; - if (!this._battler) { return }; - if (!this._layout.bitmap.isReady()) { return }; - if (this._hud_size[0] === 0) { this.refresh_position(); return }; - this.update_sprites(); - this.updateSlide(); -}; - -//============================== -// * Update Slide -//============================== -Battle_Hud.prototype.updateSlide = function () { - if (!this.is_hud_visible()) { return }; - if (this._slideA[0] > 0) { - this.visible = false; - this.opacity = 0; - this._slideA[0]--; - return; - }; - this.visible = true; - this.x = this.update_dif(this.x, 0, 20); - this.y = this.update_dif(this.y, 0, 20); -}; - -//============================== -// * Create Base Sprites -//============================== -Battle_Hud.prototype.create_base_sprites = function () { - this.create_turn(); - if (Number(Moghunter.bhud_face_priority) === 0) { - this.create_face(); - this.create_layout(); - } - else { - this.create_layout(); - this.create_face(); - }; -}; - -//============================== -// * Create Sprites -//============================== -Battle_Hud.prototype.create_sprites = function () { - this.create_hp_meter(); - this.create_mp_meter(); - this.create_tp_meter(); - this.create_at_meter(); - if (String(Moghunter.bhud_layoverlay_visible) == "true") { this.create_layoutOverlay() }; - this.create_hp_number(); - this.create_maxhp_number(); - this.create_mp_number(); - this.create_maxmp_number(); - this.create_tp_number(); - this.create_maxtp_number(); - this._stateType = Number(Moghunter.bhud_statesType); - if (this._stateType === 0) { - this.create_states(); - } else { - this.create_states2(); - }; - this.create_name(); -}; - -//============================== -// * Update Sprites -//============================== -Battle_Hud.prototype.update_sprites = function () { - this.update_active(); - this.update_visible(); - this.update_turn(); - this.update_face(); - this.update_hp(); - this.update_mp(); - this.update_tp(); - this.update_at(); - if (this._state_icon) { - if (this._stateType === 0) { - this.update_states(); - } else { - this.update_states2(); - }; - }; -}; - -//============================== -// * Update Active -//============================== -Battle_Hud.prototype.update_active = function () { - this._active = false - if (this.isChronoBattle()) { - if (this._battler == $gameTemp._chronoCom.user[1]) { - this._active = true; - $gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id] - }; - - } else { - if (this._battler == BattleManager.actor()) { - this._active = true; - $gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id] - }; - }; -}; - -//============================== -// * is Chrono Battle -//============================== -Battle_Hud.prototype.isChronoBattle = function () { - if (!Imported.MOG_ChronoEngine) { return false }; - if (!$gameSystem.isChronoMode()) { return false }; - if (!$gameTemp._chronoCom.user) { return false }; - return true; -}; - - -//============================== -// * Update visible -//============================== -Battle_Hud.prototype.update_visible = function (sprite) { - if (this.is_hud_visible()) { this.opacity += 10 } - else { this.opacity -= 10 }; -}; - -//============================== -// * Is Hud Visible -//============================== -Battle_Hud.prototype.is_hud_visible = function (sprite) { - if ($gameMessage.isBusy()) { return false }; - if ($gameTemp._battleEnd) { return false }; - if (!$gameSystem._bhud_visible) { return false }; - if (Imported.MOG_ChronoEngine) { - if ($gameSystem._chronoMode.phase > 3 && $gameSystem._chronoMode.phaseEndPhaseDuration === 0) { return false } - }; - return true -}; - -//============================== -// * Update Dif -//============================== -Battle_Hud.prototype.update_dif = function (value, real_value, speed) { - if (value == real_value) { return value }; - var dnspeed = 1 + (Math.abs(value - real_value) / speed); - if (value > real_value) { - value -= dnspeed; - if (value < real_value) { value = real_value }; - } - else if (value < real_value) { - value += dnspeed; - if (value > real_value) { value = real_value }; - }; - return Math.floor(value); -}; - -//============================== -// * Refresh Meter -//============================== -Battle_Hud.prototype.refresh_meter = function (sprite, value, value_max, type) { - var ch = sprite.bitmap.height / 2; - var meter_rate = sprite.bitmap.width * value / value_max; - sprite.setFrame(0, type * ch, meter_rate, ch); -}; - -//============================== -// * Refresh Flow -//============================== -Battle_Hud.prototype.refresh_meter_flow = function (sprite, value, value_max, type, flow) { - var cw = sprite.bitmap.width / 3; - var ch = sprite.bitmap.height / 2; - var meter_rate = cw * value / value_max; - sprite.setFrame(flow, type * ch, meter_rate, ch); -}; - -//============================== -// * Refresh Number -//============================== -Battle_Hud.prototype.refresh_number = function (sprites, value, img_data, x, y, type) { - numbers = Math.abs(value).toString().split(""); - var nx = 0; - var ny = 0; - var dir = 1; - for (var i = 0; i < sprites.length; i++) { - sprites[i].visible = false; - if (i > numbers.length) { return }; - var n = Number(numbers[i]); - sprites[i].setFrame(n * img_data[2], 0, img_data[2], img_data[1]); - sprites[i].visible = true; - if (this._number_align[type] === 0) { - var nx = -(img_data[2] * i) + (img_data[2] * numbers.length); - } else if (this._number_align[type] === 1) { - var nx = -(img_data[2] * i) + ((img_data[2] / 2) * numbers.length); - } else if (this._number_align[type] === 2) { - var nx = -(img_data[2] * i); - } else if (this._number_align[type] === 3) { - var nx = -(img_data[2] * i); - var ny = (img_data[3] * i); - } else { - var nx = -(img_data[2] * i) + (img_data[2] * numbers.length); - var ny = (img_data[3] / 2) * dir; - }; - sprites[i].x = x - nx; - sprites[i].y = y - ny; - dir = dir === 0 ? 1 : 0; - }; -}; - -//============================== -// * Need Refresh Parameter -//============================== -Battle_Hud.prototype.need_refresh_parameter = function (parameter) { - switch (parameter) { - case 0: - if (this._hp_old[0] != this._battler.hp) { return true }; - if (this._hp_old[1] != this._battler.mhp) { return true }; - break; - case 1: - if (this._mp_old[0] != this._battler.mp) { return true }; - if (this._mp_old[1] != this._battler.mmp) { return true }; - break; - case 2: - if (this._tp_old[0] != this._battler.tp) { return true }; - if (this._tp_old[1] != this._battler.maxTp()) { return true }; - break; - }; - return false; -}; - -//============================== -// * Create Layout -//============================== -Battle_Hud.prototype.create_layout = function () { - this.removeChild(this._layout); - if (!this._battler) { return }; - this._layout = new Sprite(this._layout_img); - this.addChild(this._layout); -}; - -//============================== -// * Create Layout Overlay -//============================== -Battle_Hud.prototype.create_layoutOverlay = function () { - this.removeChild(this._layout2); - if (!this._battler) { return }; - this._layout2 = new Sprite(this._layout2_img); - this.addChild(this._layout2); -}; - -//============================== -// * Create Turn -//============================== -Battle_Hud.prototype.create_turn = function () { - if (String(Moghunter.bhud_turn_visible) != "true") { return }; - this.removeChild(this._turn); - if (!this._battler) { return }; - this._turn = new Sprite(this._turn_img); - this._turn.anchor.x = 0.5; - this._turn.anchor.y = 0.5; - this._turn.rt = Number(Moghunter.bhud_turn_rotation); - this._turn.zt = String(Moghunter.bhud_turn_zoom) === "true" ? true : false; - this._turn.vis = this._turn.visible; - this._turn_blink = [0, 0]; - this.addChild(this._turn); -}; - -//============================== -// * Update Turn -//============================== -Battle_Hud.prototype.update_turn = function () { - if (!this._turn) { return }; - if (!this._active) { this._turn.visible = false; return; }; - if (this._turn.rt != 0) { this._turn.rotation += this._turn.rt }; - if (this._turn.zt) { this.updateTurnZoom() }; - this._turn.visible = true; - this._turn_blink[0] += 1 - if (this._turn_blink[0] < 60) { this._turn_blink[1] += 2 } - else if (this._turn_blink[0] < 120) { this._turn_blink[1] -= 2 } - else { this._turn_blink = [0, 0] }; - this._turn.opacity = 135 + this._turn_blink[1] -}; - -//============================== -// * Update Turn Zoom -//============================== -Battle_Hud.prototype.updateTurnZoom = function () { - if (this._turn.vis != this._turn.visible) { - this._turn.vis = this._turn.visible; - this._turn.scale.x = 1.50; - this._turn.scale.y = this._turn.scale.x; - }; - if (this._turn.scale.x > 0) { - this._turn.scale.x -= 0.04; - if (this._turn.scale.x <= 1.00) { this._turn.scale.x = 1.00 }; - }; - this._turn.scale.y = this._turn.scale.x; -}; - -//============================== -// * Create Face -//============================== -Battle_Hud.prototype.create_face = function () { - if (String(Moghunter.bhud_face_visible) != "true") { return }; - this.removeChild(this._face); - if (!this._battler) { return }; - this._face = new Sprite(ImageManager.loadBHud("Face_" + this._battler._actorId)); - this._face.anchor.x = 0.5; - this._face.anchor.y = 0.5; - this._face_data = [0, 0, false, false, false, -1]; - this._face.ph = 0; - this._face.animation = [-1, 0, 0, 0, 0, 0, 0, 0, 0]; - this._face.breathEffect = this._battler._bhud.faceBreath; - this._face.scaleY = 0; - if (String(Moghunter.bhud_face_shake) === "true") { this._face_data[2] = true } - if (String(Moghunter.bhud_face_animated) === "true") { this._face_data[4] = true } - this._battler._bhud_face_data = [0, 0, 0, 1] - this.addChild(this._face); -}; - -//============================== -// * Update Face -//============================== -Battle_Hud.prototype.update_face = function () { - if (!this._face) { return }; - if (!this._face.bitmap.isReady()) { return }; - if (this._face_data[4] && this._face_data[5] != this._battler._bhud_face_data[2]) { this.refresh_face(); }; - this.update_face_animation(); - this.update_face_shake(); - this.update_face_zoom(); - if (this._face.breathEffect) { this.updateFaceEffects() }; -}; - -//============================== -// * update Face Effects -//============================== -Battle_Hud.prototype.updateFaceEffects = function () { - if (this._face_data[5] == 0 || this._face_data[5] == 3) { - this._face.anchor.y = 1; - this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.height / 2; - this.updateBreathEffect() - } else { - this._face.anchor.y = 0.5; - this._face.y = this._pos_y + Moghunter.bhud_face_pos_y; - - }; -}; - -//============================== -// * set Breath Effect -//============================== -Battle_Hud.prototype.setBreathEffect = function () { - this._face.animation[0] = 0; - var rds = Math.randomInt(100); - var rds2 = rds * 0.0000001; - this._face.animation[2] = 0.000005; - this._face.animation[3] = 0.0002; - var int = this._face.animation[3]; - var int2 = (Math.randomInt(int) * 0.0001).toFixed(4); - this._face.animation[1] = int2; - this._face.animation[8] = Math.randomInt(80) -}; - -//============================== -// * update Breath Effect -//============================== -Battle_Hud.prototype.updateBreathEffect = function () { - this._face.scale.y = 1.00 + this._face.scaleY; - if (this._face.animation[0] == -1) { - if (this._face.bitmap.isReady()) { this.setBreathEffect() } - return - } - if (this._face.animation[8] > 0) { - this._face.animation[8]-- - return - } - if (this._face.animation[0] == 0) { - this._face.animation[1] -= this._face.animation[2] - this._face.scaleY += this._face.animation[1]; - if (this._face.animation[1] <= -this._face.animation[3]) { - this._face.animation[1] = -this._face.animation[3] - this._face.animation[0] = 1; - }; - } else { - this._face.animation[1] += this._face.animation[2] - this._face.scaleY += this._face.animation[1]; - if (this._face.animation[1] >= this._face.animation[3]) { - this._face.animation[1] = this._face.animation[3] - this._face.animation[0] = 0; - }; - }; -}; - -//============================== -// * Refresh Face -//============================== -Battle_Hud.prototype.refresh_face = function () { - this._face_data[5] = this._battler._bhud_face_data[2]; - var cw = this._face.bitmap.width / 5; - var ch = this._face.bitmap.height; - this._face.setFrame(cw * this._face_data[5], 0, cw, ch); -}; - -//============================== -// * Update Face Animation -//============================== -Battle_Hud.prototype.update_face_animation = function () { - if (this._battler._bhud_face_data[3] > 0) { - this._battler._bhud_face_data[3] -= 1; - if (this._battler._bhud_face_data[3] === 0) { - if (this._battler.isDead()) { this._battler._bhud_face_data[2] = 4 } - else if (this._battler.hp <= 30 * this._battler.mhp / 100) { this._battler._bhud_face_data[2] = 3 } - else { this._battler._bhud_face_data[2] = 0 }; - }; - }; -}; - -//============================== -// * Update Face Zoom -//============================== -Battle_Hud.prototype.update_face_zoom = function () { - if (this._battler._bhud_face_data[1] > 0) { - this._battler._bhud_face_data[1] -= 1; - if (this._battler._bhud_face_data[1] == 0) { this._face.scale.x = 1.00 } - else if (this._battler._bhud_face_data[1] < 35) { - this._face.scale.x -= 0.005; - if (this._face.scale.x < 1.00) { this._face.scale.x = 1.00; }; - } - else if (this._battler._bhud_face_data[1] < 70) { - this._face.scale.x += 0.005; - if (this._face.scale.x > 1.25) { this._face.scale.x = 1.25; }; - }; - this._face.scale.y = this._face.scale.x; - }; -}; - -//============================== -// * Update Face Shake -//============================== -Battle_Hud.prototype.update_face_shake = function () { - this._face.x = this._pos_x + Moghunter.bhud_face_pos_x; - if (this._face_data[2] && this._battler._bhud_face_data[0] > 0) { - this._battler._bhud_face_data[0] -= 1; - this._face.x = this._pos_x + Moghunter.bhud_face_pos_x + ((Math.random() * 12) - 6); - }; -}; - -//============================== -// * Create Name -//============================== -Battle_Hud.prototype.create_name = function () { - if (String(Moghunter.bhud_name_visible) != "true") { return }; - this.removeChild(this._name); - if (!this._battler) { return }; - this._name = new Sprite(new Bitmap(200, 48)); - this._name.x = this._pos_x + Moghunter.bhud_name_pos_x; - this._name.y = this._pos_y + Moghunter.bhud_name_pos_y; - this._name.bitmap.fontSize = Number(Moghunter.bhud_name_font_size); - if (String(Moghunter.bhud_name_font_italic) === "true") { this._name.bitmap.fontItalic = true }; - - this._name.bitmap.outlineWidth = Number(Moghunter.bhud_name_font_bold_size); - this.addChild(this._name); - this.refresh_name(); -}; - -//============================== -// * Refresh Name -//============================== -Battle_Hud.prototype.refresh_name = function () { - this._name.bitmap.clear(); - var align = "left" - if (Moghunter.bhud_name_align === 1) { - var align = "center" - } else if (Moghunter.bhud_name_align === 2) { - var align = "right" - }; - this._name.bitmap.drawText(this._battler._name, 0, 0, this._name.bitmap.width, this._name.bitmap.height, align); -}; - -//============================== -// * Create HP Meter -//============================== -Battle_Hud.prototype.create_hp_meter = function () { - if (String(Moghunter.bhud_hp_meter_visible) != "true") { return }; - this.removeChild(this._hp_meter_blue); - this.removeChild(this._hp_meter_red); - if (!this._battler) { return }; - this._hp_meter_red = new Sprite(this._hp_meter_img); - this._hp_meter_red.x = this._pos_x + Moghunter.bhud_hp_meter_pos_x; - this._hp_meter_red.y = this._pos_y + Moghunter.bhud_hp_meter_pos_y; - this._hp_meter_red.rotation = Moghunter.bhud_hp_meter_rotation * Math.PI / 180; - this.addChild(this._hp_meter_red); - this._hp_meter_blue = new Sprite(this._hp_meter_img); - this._hp_meter_blue.x = this._hp_meter_red.x; - this._hp_meter_blue.y = this._hp_meter_red.y; - this._hp_meter_blue.rotation = this._hp_meter_red.rotation; - this.addChild(this._hp_meter_blue); - if (String(Moghunter.bhud_hp_meter_flow) === "true") { - this._hp_flow[0] = true; - this._hp_flow[2] = this._hp_meter_img.width / 3; - this._hp_flow[3] = this._hp_flow[2] * 2; - this._hp_flow[1] = Math.floor(Math.random() * this._hp_flow[2]); - }; -}; - -//============================== -// * Create HP Number -//============================== -Battle_Hud.prototype.create_hp_number = function () { - if (String(Moghunter.bhud_hp_number_visible) != "true") { return }; - if (this._hp_number) { for (var i = 0; i < this._hp_number.length; i++) { this.removeChild(this._hp_number[i]); } }; - if (!this._battler) { return }; - this._hp_number = []; - this._hp_img_data = [this._hp_number_img.width, this._hp_number_img.height, - this._hp_number_img.width / 10, this._hp_number_img.height / 2, - this._pos_x + Moghunter.bhud_hp_number_pos_x, - this._pos_y + Moghunter.bhud_hp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._hp_number[i] = new Sprite(this._hp_number_img); - this._hp_number[i].visible = false; - this._hp_number[i].x = this._hp_img_data[4]; - this._hp_number[i].y = this._hp_img_data[5]; - this.addChild(this._hp_number[i]); - }; - this._hp_number_old = this._battler.hp; - this.refresh_number(this._hp_number, this._hp_number_old, this._hp_img_data, this._hp_img_data[4], this._hp_img_data[5], 0); -}; - -//============================== -// * Create maxHP Number -//============================== -Battle_Hud.prototype.create_maxhp_number = function () { - if (String(Moghunter.bhud_maxhp_number_visible) != "true") { return }; - if (this._maxhp_number) { for (var i = 0; i < this._maxhp_number.length; i++) { this.removeChild(this._maxhp_number[i]); } }; - if (!this._battler) { return }; - this._maxhp_number = []; - this._maxhp_img_data = [this._maxhp_number_img.width, this._maxhp_number_img.height, - this._maxhp_number_img.width / 10, this._maxhp_number_img.height / 2, - this._pos_x + Moghunter.bhud_maxhp_number_pos_x, - this._pos_y + Moghunter.bhud_maxhp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxhp_number[i] = new Sprite(this._maxhp_number_img); - this._maxhp_number[i].visible = false; - this._maxhp_number[i].x = this._maxhp_img_data[4]; - this._maxhp_number[i].y = this._maxhp_img_data[5]; - this.addChild(this._maxhp_number[i]); - }; - this._maxhp_number_old = this._battler.mhp; - this.refresh_number(this._maxhp_number, this._maxhp_number_old, this._maxhp_img_data, this._maxhp_img_data[4], this._maxhp_img_data[5], 0); -}; - -//============================== -// * Update HP -//============================== -Battle_Hud.prototype.update_hp = function () { - if (this._hp_meter_blue) { - if (this._hp_flow[0]) { - this.refresh_meter_flow(this._hp_meter_blue, this._battler.hp, this._battler.mhp, 0, this._hp_flow[1]); - var dif_meter = this.update_dif(this._hp_old_ani[0], this._battler.hp, 160) - if (this._hp_old_ani[0] != dif_meter) { - this._hp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._hp_meter_red, this._hp_old_ani[0], this._battler.mhp, 1, this._hp_flow[1]); - }; - this._hp_flow[1] += 1.5; - if (this._hp_flow[1] > this._hp_flow[3]) { this._hp_flow[1] = 0 }; - } - else { - if (this.need_refresh_parameter(0)) { - this.refresh_meter(this._hp_meter_blue, this._battler.hp, this._battler.mhp, 0); - this._hp_old = [this._battler.hp, this._battler.mhp]; - }; - var dif_meter = this.update_dif(this._hp_old_ani[0], this._battler.hp, 160) - if (this._hp_old_ani[0] != dif_meter) { - this._hp_old_ani[0] = dif_meter; - this.refresh_meter(this._hp_meter_red, this._hp_old_ani[0], this._battler.mhp, 1); - }; - }; - }; - if (this._hp_number) { - var dif_number = this.update_dif(this._hp_number_old, this._battler.hp, 30) - if (this._hp_number_old != dif_number) { - this._hp_number_old = dif_number; - this.refresh_number(this._hp_number, this._hp_number_old, this._hp_img_data, this._hp_img_data[4], this._hp_img_data[5], 0); - }; - }; - if (this._maxhp_number) { - if (this._maxhp_number_old != this._battler.mhp) { - this._maxhp_number_old = this._battler.mhp; - this.refresh_number(this._maxhp_number, this._maxhp_number_old, this._maxhp_img_data, this._maxhp_img_data[4], this._maxhp_img_data[5], 0); - }; - }; -}; - -//============================== -// * Create MP Meter -//============================== -Battle_Hud.prototype.create_mp_meter = function () { - if (String(Moghunter.bhud_mp_meter_visible) != "true") { return }; - this.removeChild(this._mp_meter_blue); - this.removeChild(this._mp_meter_red); - if (!this._battler) { return }; - this._mp_meter_red = new Sprite(this._mp_meter_img); - this._mp_meter_red.x = this._pos_x + Moghunter.bhud_mp_meter_pos_x; - this._mp_meter_red.y = this._pos_y + Moghunter.bhud_mp_meter_pos_y; - this._mp_meter_red.rotation = Moghunter.bhud_mp_meter_rotation * Math.PI / 180; - this.addChild(this._mp_meter_red); - this._mp_meter_blue = new Sprite(this._mp_meter_img); - this._mp_meter_blue.x = this._mp_meter_red.x; - this._mp_meter_blue.y = this._mp_meter_red.y; - this._mp_meter_blue.rotation = this._mp_meter_red.rotation; - this.addChild(this._mp_meter_blue); - if (String(Moghunter.bhud_mp_meter_flow) === "true") { - this._mp_flow[0] = true; - this._mp_flow[2] = this._mp_meter_img.width / 3; - this._mp_flow[3] = this._mp_flow[2] * 2; - this._mp_flow[1] = Math.floor(Math.random() * this._mp_flow[2]); - }; -}; - -//============================== -// * Create MP Number -//============================== -Battle_Hud.prototype.create_mp_number = function () { - if (String(Moghunter.bhud_mp_number_visible) != "true") { return }; - if (this._mp_number) { for (var i = 0; i < this._mp_number.length; i++) { this.removeChild(this._mp_number[i]); } }; - if (!this._battler) { return }; - this._mp_number = []; - this._mp_img_data = [this._mp_number_img.width, this._mp_number_img.height, - this._mp_number_img.width / 10, this._mp_number_img.height / 2, - this._pos_x + Moghunter.bhud_mp_number_pos_x, - this._pos_y + Moghunter.bhud_mp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._mp_number[i] = new Sprite(this._mp_number_img); - this._mp_number[i].visible = false; - this._mp_number[i].x = this._mp_img_data[4]; - this._mp_number[i].y = this._mp_img_data[5]; - this.addChild(this._mp_number[i]); - }; - this._mp_number_old = this._battler.mp; - this.refresh_number(this._mp_number, this._mp_number_old, this._mp_img_data, this._mp_img_data[4], this._mp_img_data[5], 1); -}; - -//============================== -// * Create MaxMP Number -//============================== -Battle_Hud.prototype.create_maxmp_number = function () { - if (String(Moghunter.bhud_maxmp_number_visible) != "true") { return }; - if (this._maxmp_number) { for (var i = 0; i < this._maxmp_number.length; i++) { this.removeChild(this._maxmp_number[i]); } }; - if (!this._battler) { return }; - this._maxmp_number = []; - this._maxmp_img_data = [this._maxmp_number_img.width, this._maxmp_number_img.height, - this._maxmp_number_img.width / 10, this._maxmp_number_img.height / 2, - this._pos_x + Moghunter.bhud_maxmp_number_pos_x, - this._pos_y + Moghunter.bhud_maxmp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxmp_number[i] = new Sprite(this._maxmp_number_img); - this._maxmp_number[i].visible = false; - this._maxmp_number[i].x = this._maxmp_img_data[4]; - this._maxmp_number[i].y = this._maxmp_img_data[5]; - this.addChild(this._maxmp_number[i]); - }; - this._maxmp_number_old = this._battler.mmp; - this.refresh_number(this._maxmp_number, this._maxmp_number_old, this._maxmp_img_data, this._maxmp_img_data[4], this._maxmp_img_data[5], 1); -}; - -//============================== -// * Update MP -//============================== -Battle_Hud.prototype.update_mp = function () { - if (this._mp_meter_blue) { - if (this._mp_flow[0]) { - this.refresh_meter_flow(this._mp_meter_blue, this._battler.mp, this._battler.mmp, 0, this._mp_flow[1]); - var dif_meter = this.update_dif(this._mp_old_ani[0], this._battler.mp, 160) - if (this._mp_old_ani[0] != dif_meter) { - this._mp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._mp_meter_red, this._mp_old_ani[0], this._battler.mmp, 1, this._mp_flow[1]); - }; - this._mp_flow[1] += 1.5; - if (this._mp_flow[1] > this._mp_flow[3]) { this._mp_flow[1] = 0 }; - } - else { - if (this.need_refresh_parameter(1)) { - this.refresh_meter(this._mp_meter_blue, this._battler.mp, this._battler.mmp, 0); - this._mp_old = [this._battler.mp, this._battler.mmp]; - }; - var dif_meter = this.update_dif(this._mp_old_ani[0], this._battler.mp, 160) - if (this._mp_old_ani[0] != dif_meter) { - this._mp_old_ani[0] = dif_meter; - this.refresh_meter(this._mp_meter_red, this._mp_old_ani[0], this._battler.mmp, 1); - }; - }; - }; - if (this._mp_number) { - var dif_number = this.update_dif(this._mp_number_old, this._battler.mp, 30) - if (this._mp_number_old != dif_number) { - this._mp_number_old = dif_number; - this.refresh_number(this._mp_number, this._mp_number_old, this._mp_img_data, this._mp_img_data[4], this._mp_img_data[5], 1); - }; - }; - if (this._maxmp_number) { - if (this._maxmp_number_old != this._battler.mmp) { - this._maxmp_number_old = this._battler.mmp; - this.refresh_number(this._maxmp_number, this._maxmp_number_old, this._maxmp_img_data, this._maxmp_img_data[4], this._maxmp_img_data[5], 1); - }; - }; - -}; - -//============================== -// * Create TP Meter -//============================== -Battle_Hud.prototype.create_tp_meter = function () { - if (String(Moghunter.bhud_tp_meter_visible) != "true") { return }; - this.removeChild(this._tp_meter_blue); - this.removeChild(this._tp_meter_red); - if (!this._battler) { return }; - this._tp_meter_red = new Sprite(this._tp_meter_img); - this._tp_meter_red.x = this._pos_x + Moghunter.bhud_tp_meter_pos_x; - this._tp_meter_red.y = this._pos_y + Moghunter.bhud_tp_meter_pos_y; - this._tp_meter_red.rotation = Moghunter.bhud_tp_meter_rotation * Math.PI / 180; - this.addChild(this._tp_meter_red); - this._tp_meter_blue = new Sprite(this._tp_meter_img); - this._tp_meter_blue.x = this._tp_meter_red.x; - this._tp_meter_blue.y = this._tp_meter_red.y; - this._tp_meter_blue.rotation = this._tp_meter_red.rotation; - this.addChild(this._tp_meter_blue); - if (String(Moghunter.bhud_tp_meter_flow) === "true") { - this._tp_flow[0] = true; - this._tp_flow[2] = this._tp_meter_img.width / 3; - this._tp_flow[3] = this._tp_flow[2] * 2; - this._tp_flow[1] = Math.floor(Math.random() * this._tp_flow[2]); - }; -}; - -//============================== -// * Create TP Number -//============================== -Battle_Hud.prototype.create_tp_number = function () { - if (String(Moghunter.bhud_tp_number_visible) != "true") { return }; - if (this._tp_number) { for (var i = 0; i < this._tp_number.length; i++) { this.removeChild(this._tp_number[i]); } }; - if (!this._battler) { return }; - this._tp_number = []; - this._tp_img_data = [this._tp_number_img.width, this._tp_number_img.height, - this._tp_number_img.width / 10, this._tp_number_img.height / 2, - this._pos_x + Moghunter.bhud_tp_number_pos_x, - this._pos_y + Moghunter.bhud_tp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._tp_number[i] = new Sprite(this._tp_number_img); - this._tp_number[i].visible = false; - this._tp_number[i].x = this._tp_img_data[4]; - - this._tp_number[i].y = this._tp_img_data[5]; - this.addChild(this._tp_number[i]); - }; - this._tp_number_old = this._battler.tp; - this.refresh_number(this._tp_number, this._tp_number_old, this._tp_img_data, this._tp_img_data[4], this._tp_img_data[5], 2); -}; - -//============================== -// * Create MaxTP Number -//============================== -Battle_Hud.prototype.create_maxtp_number = function () { - if (String(Moghunter.bhud_maxtp_number_visible) != "true") { return }; - if (this._maxtp_number) { for (var i = 0; i < this._maxtp_number.length; i++) { this.removeChild(this._maxtp_number[i]); } }; - if (!this._battler) { return }; - this._maxtp_number = []; - this._maxtp_img_data = [this._maxtp_number_img.width, this._maxtp_number_img.height, - this._maxtp_number_img.width / 10, this._maxtp_number_img.height / 2, - this._pos_x + Moghunter.bhud_maxtp_number_pos_x, - this._pos_y + Moghunter.bhud_maxtp_number_pos_y, - ]; - for (var i = 0; i < 5; i++) { - this._maxtp_number[i] = new Sprite(this._maxtp_number_img); - this._maxtp_number[i].visible = false; - this._maxtp_number[i].x = this._maxtp_img_data[4]; - this._maxtp_number[i].y = this._maxtp_img_data[5]; - this.addChild(this._maxtp_number[i]); - }; - this._maxtp_number_old = this._battler.maxTp(); - this.refresh_number(this._maxtp_number, this._maxtp_number_old, this._maxtp_img_data, this._maxtp_img_data[4], this._maxtp_img_data[5], 2); -}; - -//============================== -// * Update TP -//============================== -Battle_Hud.prototype.update_tp = function () { - if (this._tp_meter_blue) { - if (this._tp_flow[0]) { - this.refresh_meter_flow(this._tp_meter_blue, this._battler.tp, this._battler.maxTp(), 0, this._tp_flow[1]); - var dif_meter = this.update_dif(this._tp_old_ani[0], this._battler.tp, 160) - if (this._tp_old_ani[0] != dif_meter) { - this._tp_old_ani[0] = dif_meter; - this.refresh_meter_flow(this._tp_meter_red, this._tp_old_ani[0], this._battler.maxTp(), 1, this._tp_flow[1]); - }; - this._tp_flow[1] += 1.5; - if (this._tp_flow[1] > this._tp_flow[3]) { this._tp_flow[1] = 0 }; - } - else { - if (this.need_refresh_parameter(2)) { - this.refresh_meter(this._tp_meter_blue, this._battler.tp, this._battler.maxTp(), 0); - this._tp_old = [this._battler.tp, this._battler.maxTp()]; - }; - var dif_meter = this.update_dif(this._tp_old_ani[0], this._battler.tp, 160) - if (this._tp_old_ani[0] != dif_meter) { - this._tp_old_ani[0] = dif_meter; - this.refresh_meter(this._tp_meter_red, this._tp_old_ani[0], this._battler.maxTp(), 1); - }; - }; - }; - if (this._tp_number) { - var dif_number = this.update_dif(this._tp_number_old, this._battler.tp, 30) - if (this._tp_number_old != dif_number) { - this._tp_number_old = dif_number; - this.refresh_number(this._tp_number, this._tp_number_old, this._tp_img_data, this._tp_img_data[4], this._tp_img_data[5], 2); - }; - }; -}; - -//============================== -// * Create AT Meter -//============================== -Battle_Hud.prototype.create_at_meter = function () { - if (String(Moghunter.bhud_at_meter_visible) != "true") { return }; - this.removeChild(this._at_meter); - if (!this._battler) { return }; - this._at_meter = new Sprite(this._at_meter_img); - this._at_meter.x = this._pos_x + Moghunter.bhud_at_meter_pos_x; - this._at_meter.y = this._pos_y + Moghunter.bhud_at_meter_pos_y; - this._at_meter.rotation = Moghunter.bhud_at_meter_rotation * Math.PI / 180; - this.addChild(this._at_meter); - if (String(Moghunter.bhud_at_meter_flow) === "true") { - this._at_flow[0] = true; - this._at_flow[2] = this._at_meter_img.width / 3; - this._at_flow[3] = this._at_flow[2] * 2; - this._at_flow[1] = Math.floor(Math.random() * this._at_flow[2]); - }; - this.check_compatibility_atb(); -}; - -//============================== -// * Check Compatibility ATB -//============================== -Battle_Hud.prototype.check_compatibility_atb = function () { - if (Imported.Ellye_ATB) { - var parameters = $plugins.filter(function (p) { - return p.description.contains(''); - })[0].parameters; - this._ellye_max_atb = Number(parameters['Full ATB Gauge'] || 50000); - }; -}; - -//============================== -// * Update AT -//============================== -Battle_Hud.prototype.update_at = function () { - if (this._at_meter) { - if (!this.at === -1) { this._at_meter.visible = false; return } - else { this._at_meter.visible = true }; - if (this._at_flow[0]) { - if (this.is_casting()) { - if (this.is_max_cast()) { - this.refresh_at_meter_flow(this._at_meter, this.cast_at(), this.cast_max_at(), 3, this._at_flow[1]); - } - else { - this.refresh_at_meter_flow(this._at_meter, this.cast_at(), this.cast_max_at(), 2, this._at_flow[1]); - }; - } - else if (this.is_max_at()) { - this.refresh_at_meter_flow(this._at_meter, this.at(), this.max_at(), 1, this._at_flow[1]); - } - else { - this.refresh_at_meter_flow(this._at_meter, this.at(), this.max_at(), 0, this._at_flow[1]); - }; - - this._at_flow[1] += 1.5; - if (this._at_flow[1] > this._at_flow[3]) { this._at_flow[1] = 0 }; - } - else { - if (this.is_casting()) { - if (this.is_max_cast()) { - this.refresh_at_meter(this._at_meter, this.cast_at(), this.cast_max_at(), 3); - } - else { - this.refresh_at_meter(this._at_meter, this.cast_at(), this.cast_max_at(), 2); - }; - } - else if (this.is_max_at()) { - this.refresh_at_meter(this._at_meter, this.at(), this.max_at(), 1); - } - else { - this.refresh_at_meter(this._at_meter, this.at(), this.max_at(), 0); - }; - }; - }; -}; - -//============================== -// * Refresh AT Meter -//============================== -Battle_Hud.prototype.refresh_at_meter = function (sprite, value, value_max, type) { - var ch = sprite.bitmap.height / 4; - var meter_rate = sprite.bitmap.width * value / value_max; - sprite.setFrame(0, type * ch, meter_rate, ch); -}; - -//============================== -// * Refresh AT Meter Flow -//============================== -Battle_Hud.prototype.refresh_at_meter_flow = function (sprite, value, value_max, type, flow) { - var cw = sprite.bitmap.width / 3; - var ch = sprite.bitmap.height / 4; - var meter_rate = cw * value / value_max; - sprite.setFrame(flow, type * ch, meter_rate, ch); -}; - -//============================== -// * At -//============================== -Battle_Hud.prototype.at = function () { - if (Imported.MOG_ATB) { return this._battler._atb }; - if (Imported.Ellye_ATB) { return this._battler.atb }; - if (Imported.YEP_X_BattleSysATB) { return Math.abs(this._battler._atbSpeed) }; - if (Imported['VE - Active Time Battle']) { - return this._battler.maxAtb - this._battler.atb; - }; - if (this._battler._ras && $gameSystem.isChronoMode()) { - return this._battler._chrono.atb; - }; - return -1; -} - -//============================== -// * Max At -//============================== -Battle_Hud.prototype.max_at = function () { - if (Imported.MOG_ATB) { return this._battler._max_atb }; - if (Imported.Ellye_ATB) { return this._ellye_max_atb }; - if (Imported.YEP_X_BattleSysATB) { return Math.abs(BattleManager._atbTarget) }; - if (Imported['VE - Active Time Battle']) { return this._battler.maxAtb }; - if (this._battler._ras && $gameSystem.isChronoMode()) { - return this._battler._chrono.maxAtb; - }; - return 1; -}; - -//============================== -// * Cast AT -//============================== -Battle_Hud.prototype.cast_at = function () { - if (Imported.MOG_ATB) { return this._battler._cast_atb[1] }; - if (Imported.Ellye_ATB) { return this._battler.current_cast_atb }; - if (Imported.YEP_X_BattleSysATB) { return Math.abs(this._battler._atbCharge) }; - if (Imported['VE - Active Time Battle']) { - return this._battler.maxAtb - this._battler.atb; - }; - if (this._battler._ras && $gameSystem.isChronoMode()) { - return this._battler._ras.cast.duration; - }; - return 0; -}; - -//============================== -// * Cast Max AT -//============================== -Battle_Hud.prototype.cast_max_at = function () { - if (Imported.MOG_ATB) { return this._battler._cast_atb[2] }; - if (Imported.Ellye_ATB) { return this._battler.target_cast_atb }; - if (Imported.YEP_X_BattleSysATB) { return Math.abs(BattleManager._atbCharge) }; - if (Imported['VE - Active Time Battle']) { return this._battler.maxAtb }; - if (this._battler._ras && $gameSystem.isChronoMode()) { - return this._battler._ras.cast.maxDuration; - }; - return 1; -}; - -//============================== -// * Is Casting -//============================== -Battle_Hud.prototype.is_casting = function () { - if (Imported.MOG_ATB) { if (this._battler._cast_atb[0]) { return true; } }; - if (Imported.Ellye_ATB) { if (this._battler.casting_action) { return true; } }; - if (Imported.YEP_X_BattleSysATB) { if (this._battler._atbCharging) { return true; } }; - if (Imported['VE - Active Time Battle']) { return this._battler.isAtbCast() }; - if (this._battler._chrono && $gameSystem.isChronoMode()) { - return this._battler.isCastingC(); - }; - return false; -}; - -//============================== -// * Is Max Atb -//============================== -Battle_Hud.prototype.is_max_at = function () { - return this.at() >= this.max_at(); -}; - -//============================== -// * Is Max Cast -//============================== -Battle_Hud.prototype.is_max_cast = function () { - return this.cast_at() >= this.cast_max_at(); -}; - -//============================== -// * Create States -//============================== -Battle_Hud.prototype.create_states = function () { - if (String(Moghunter.bhud_states_visible) != "true") { return }; - this.removeChild(this._state_icon); - if (!this._battler) { return }; - this._states_data = [0, 0, 0]; - this._state_icon = new Sprite(this._state_img); - this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x; - this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y; - this._state_icon.visible = false; - this.addChild(this._state_icon); - this.refresh_states(); -}; - -//============================== -// * Create States -//============================== -Battle_Hud.prototype.refresh_states = function () { - this._states_data[0] = 0; - this._states_data[2] = 0; - this._state_icon.visible = false; - if (this._battler.allIcons().length == 0) { this._states_data[1] = 0; return }; - if (this._battler.allIcons()[this._states_data[1]]) { - this._states_data[0] = this._battler.allIcons()[this._states_data[1]]; - this._state_icon.visible = true; - var sx = this._states_data[0] % 16 * 32; - var sy = Math.floor(this._states_data[0] / 16) * 32; - this._state_icon.setFrame(sx, sy, 32, 32); - this._battler.need_refresh_bhud_states = false; - - }; - this._states_data[1] += 1; - if (this._states_data[1] >= this._battler.allIcons().length) { - this._states_data[1] = 0 - }; -}; - -//============================== -// * Update States -//============================== -Battle_Hud.prototype.update_states = function () { - this._states_data[2] += 1; - if (this.need_refresh_states()) { this.refresh_states(); }; -}; - -//============================== -// * Need Refresh States -//============================== -Battle_Hud.prototype.need_refresh_states = function () { - if (this._battler.need_refresh_bhud_states) { return true }; - if (this._states_data[2] > 60) { return true }; - return false; -}; - -//============================== -// * Create States 2 -//============================== -Battle_Hud.prototype.create_states2 = function () { - if (String(Moghunter.bhud_states_visible) != "true") { return }; - this.removeChild(this._state_icon); - if (!this._battler) { return }; - this._states_data = [0, 0, 0]; - this._stateIcons = []; - this._state_icon = new Sprite(); - this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x; - this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y; - this._state_icon.visible = false; - this.addChild(this._state_icon); - this.refresh_states2(); -}; - -//============================== -// * Create States -//============================== -Battle_Hud.prototype.refresh_states2 = function () { - this._state_icon.visible = false; - this._battler.need_refresh_bhud_states = false; - for (i = 0; i < this._stateIcons.length; i++) { - this._state_icon.removeChild(this._stateIcons[i]); - }; - if (this._battler.allIcons().length == 0) { return }; - this._state_icon.visible = true; - this._stateIcons = []; - var w = Window_Base._iconWidth; - var icons = this._battler.allIcons().slice(0, w); - var m = Math.min(Math.max(this._battler.allIcons().length, 0), Moghunter.bhud_statesMax); - var align = Moghunter.bhud_statesAlign; - for (i = 0; i < m; i++) { - this._stateIcons[i] = new Sprite(this._state_img); - var sx = icons[i] % 16 * w; - var sy = Math.floor(icons[i] / 16) * w; - this._stateIcons[i].setFrame(sx, sy, w, w); - if (align === 1) { - this._stateIcons[i].x = -((w + 4) * i); - } else if (align === 2) { - this._stateIcons[i].y = (w + 4) * i; - } else if (align === 3) { - this._stateIcons[i].y = -((w + 4) * i); - } else { - this._stateIcons[i].x = (w + 4) * i; - }; - this._state_icon.addChild(this._stateIcons[i]); - }; -}; - -//============================== -// * Update States 2 -//============================== -Battle_Hud.prototype.update_states2 = function () { - if (this.need_refresh_states2()) { this.refresh_states2(); }; -}; - -//============================== -// * Need Refresh States 2 -//============================== -Battle_Hud.prototype.need_refresh_states2 = function () { - if (this._battler.need_refresh_bhud_states) { return true }; - return false; -}; \ No newline at end of file diff --git a/js/plugins/SF_SkillUpdate.js b/js/plugins/SF_SkillUpdate.js deleted file mode 100644 index f83bc40..0000000 --- a/js/plugins/SF_SkillUpdate.js +++ /dev/null @@ -1,94 +0,0 @@ -//============================================================================= -// SaltedFish Plugins - Skill Update -// SF_SkillUpdate.js -// License: MIT -//============================================================================= - -var Imported = Imported || {}; -Imported.SF_SkillUpdate = true; - -var SF_Plugins = SF_Plugins || {}; -SF_Plugins.SF_SkillUpdate = SF_Plugins.SF_SkillUpdate || {}; -SF_Plugins.SF_SkillUpdate.version = 1.0; - -//============================================================================= -/*: - * @plugindesc v1.0 Allows you to auto update skills. - * @author SaltedFish - * - * @help - * ============================================================================ - * Introduction - * ============================================================================ - * - * When learning a high-priority skill with the same ID, the skill will be - * automatically forgotten - * 当学习一个同ID的高优先级技能时,低优先级技能将自动遗忘 - * - * ============================================================================ - * Skill Notes - * ============================================================================ - * - * You can set the skill to auto update by adding the following to the skill's - * note: - * - * - * ID: The skill ID - * priority: The skill priority. High-priority skills override low-priority - * skills - * - * 在技能的注释中添加以下代码,可以设置技能自动更新 - * - * - * ID: 技能ID - * priority: 技能优先级。高优先级的技能会覆盖低优先级的技能 - * - */ -//============================================================================= - -//============================================================================= -// DataManager -//============================================================================= - -SF_Plugins.SF_SkillUpdate.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; -DataManager.isDatabaseLoaded = function () { - if (!SF_Plugins.SF_SkillUpdate.DataManager_isDatabaseLoaded.call(this)) return false; - if (!this.SF_SkillUpdate_isDatabaseLoaded($dataSkills)) return false; - return true; -}; - -DataManager.SF_SkillUpdate_isDatabaseLoaded = function (group) { - var note = //i; - for (var i = 1; i < group.length; i++) { - var obj = group[i]; - var noteData = obj.note.split(/[\r\n]+/); - obj.SF_Skill_ID = 0; - obj.SF_Skill_priority = 0; - for (var j = 0; j < noteData.length; j++) { - var line = noteData[j]; - if (line.match(note)) { - obj.SF_Skill_ID = RegExp.$1; - obj.SF_Skill_priority = parseInt(RegExp.$2); - } - } - } - return true; -}; - -//============================================================================= -// Game_Actor -//============================================================================= - -SF_Plugins.SF_SkillUpdate.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill; -Game_Actor.prototype.learnSkill = function (skillId) { - SF_Plugins.SF_SkillUpdate.Game_Actor_learnSkill.call(this, skillId); - var skill = $dataSkills[skillId]; - if (skill.SF_Skill_ID > 0 && skill.SF_Skill_priority > 0) { - var needForgetSkills = this.skills().filter(function (obj) { - return obj.SF_Skill_ID === skill.SF_Skill_ID && obj.SF_Skill_priority < skill.SF_Skill_priority; - }); - for (var i = 0; i < needForgetSkills.length; i++) { - this.forgetSkill(needForgetSkills[i].id); - } - } -}; diff --git a/js/plugins/Synthetic_system.js b/js/plugins/Synthetic_system.js deleted file mode 100644 index ead55c5..0000000 --- a/js/plugins/Synthetic_system.js +++ /dev/null @@ -1,1157 +0,0 @@ -//== -// Recipe Crafting MV Version 1.3b -//== - -/*: - * @plugindesc 带一些东西. .,让他们到其他物品!这是制作~ - * @author Vlue (with additions from DragonPC and MuteDay) - * - * @param Categories - * @desc 各种类别的制作 - * @default "Alchemy","Blacksmith","Tailor","Dismantle" “炼金术”、“铁匠”,“裁缝”、“拆除” - * - * @param Dismantle Category - * @desc 拆除对象类别名称(类别名称相同) - * @default Dismantle - * - * @param User Definable Max Level - * @desc 定义的最大级别的球员可以达到制作界面(默认- 99) - * @default 99 - * - * @param Category Icons - * @desc 制作的图标(指数)使用类别 - * @default 219,223,225,242 - * - * @param Player Level Icon - * @desc 图标显示的球员水平(如适用)在制定菜单 - * @default 82 - * - * @param Crafting XP Formula - * @desc 实验需要确定当前工艺水平(级) - * @default 100 * lvl - * - * @param Dismantling Base Rate - * @desc 默认的拆除成功率(每材料) - * @default 80 - * - * @param Dismantling Base Return - * @desc 违约率的材料返回拆除 - * @default 50 - * - * @param Craft Multiple - * @desc 允许制作多个项目 - * @default true - * - * @param Menu Craft Options - * @desc 是否允许制作从菜单(,看来,工艺) - * @default craft - * - * @param Display Parameters - * @desc 从配方的窗口包括/排除各种细节 - * @default gold:true, chance:true, plevel:true, clevel:true - * - * @param Main Menu String - * @desc 字符串显示在主菜单的制作 - * @default Crafting - * - * @param Required Level Text - * @desc 改变文本要求的水平。(默认-要求的水平:) - * @default Required level: - * - * @param Required Material Text - * @desc 改变文本所需的材料。(默认-所需材料:) - * @default Required materials: - * - * @param Returned Material Text - * @desc 改变材料返回文本。反向制作(默认-材料:返回) - * @default Returned materials: - * - * @param Reverse Recipe Prefix - * @desc 字符串附加到反向食谱配方名称(defualt -拆除) - * @default Dismantle - * - * @param Success Rate Text - * @desc 改变文本的成功率。(默认-成功率:) - * @default Success rate: - * - * @param Crafting Cost Text - * @desc 改变文本的制作成本。(默认-制作成本:) - * @default Crafting costs: - * - * @param Crafting Text - * @desc 改变制作文本。(默认-工艺) - * @default Craft - * - * @param Crafted Text - * @desc 改变了文本。(默认——精心制作!) - * @default Crafted! - * - * @param Crafting Failed - * @desc 改变制作失败的文本。(默认-制作失败!) - * @default Crafting failed! - * - * @param Dismantle Text - * @desc 改变文本拆除。(默认-拆除) - * @default Dismantle - * - * @param Dismantled Text - * @desc 改变文本拆除。(默认——了!) - * @default obtained! - * - * @param Dismantle Fail - * @desc 改变拆除失败文本(默认——没有物品了!) - * @default No items obtained! - * - * @param Max Level Test - * @desc 文本显示,当达到最大水平的职业。 - * @default MAX LEVEL - * - * @param Success 0-20 Color - * @desc 改变颜色的百分比(默认- 18) - * @default 18 - * - * @param Success 20-40 Color - * @desc 改变颜色的百分比(默认- 20) - * @default 20 - * - * @param Success 40-60 Color - * @desc 改变颜色的百分比(默认- 20) - * @default 21 - * - * @param Success 60-80 Color - * @desc 改变颜色的百分比(默认- 20) - * @default 17 - * - * @param Success 80-100 Color - * @desc 改变颜色的百分比(默认- 20) - * @default 29 - * - * @param Crafting Succeded Sound - * @desc 改变制作成功的声音。(区分大小写)(默认- Item3) - * @default Item3 - * - * @param Success Sound Volume - * @desc 改变制作成功了音量。(默认- 90) - * @default 90 - * - * @param Crafting Failed Sound - * @desc 改变制作失败的声音。(区分大小写)(默认-尖叫) - * @default Buzzer2 - * - * @param Fail Sound Volume - * @desc 改变制作失败的音量。(默认- 90) - * @default 90 - * - * @help 配方制作MV v1.3b ! -*在twitter上关注我:https://twitter.com/DaimoniousTails -*或facebook:https://www.facebook.com/DaimoniousTailsGames/ -*为最近更新! -*在这里找到我所有的工作:http://daimonioustails.weebly.com/ - * - *插件命令: - * crafting call categoryName (Example: crafting call Alchemy)(例子:制作调用炼金术) - * crafting learn recipeID (Example: crafting learn 1)(例如:制定学习1) - * crafting forget recipeID 制作忘记recipeID - * - * Script Calls: - * $gameParty.recipeKnown(recipeId) (检查是否一个特定的食谱已知或不) - * $gameparty.getCraftLevel(craftingName) (返回当前级别的具体工艺) - * - * 配方的设置 - *食谱中创建一个文本文件命名的食谱。txt和放置在 - * /data 文件夹。如果你注意到你可能没有食谱 -*在错误的地方或者不正确命名! - * - * - * result:{type:"itemtype", id:itemId, amount:numberCrafted} - * (itemtype is one of: "item","weapon",or "armor") - * {type:"itemtype", id:itemId, amount:numberRequired, cons:consumed?, rate:0-100, bonus:true/false} - * { + as many as you need } - * - * category:CategoryOfCraft (Name i.e. Blacksmith) - * goldCost:costInGold (Number) - * success:successRateBase (Number, 0 = 0%, 100 = 100%) - * successGain:successRateChangePerLevelDifference (Number, %) - * level:levelRequired (Number) - * xp:craftingExpEarned (Number) - * xpDeprac:lossOfExpPerLevelDifference (Number) - * craftLevel:craftingLevelRequired (Number) - * pxp:PlayerExpEarned (Number) - * reverse:whetherReverseRecipe (Boolean i.e. true) - * craftMultiple:allowMultipleCrafts (Boolean i.e. true) - * known:whetherRecipeIsKnownFromStart (Boolean i.e. true) - * returnRate:%ofMaterialsFromDismantle (Number, 0 = 0%, 100 = 100%) - * - * - * 从goldCost craftMultiple是可选的(将被设置为默认值0 - 1) -*反向食谱开关结果和材料价值(成本核算结果,返回材料) -*反过来食谱的机会获得材料的速度值。 -*奖金材料是来自拆除的材料(不包括在制作)。 - * - * Simplest recipe (example): - * - * recipe:{type:"armor", id:3, amount:1} - * - * {type:"armor", id:1, amount:3, cons:false} - * - * category:Blacksmith - * - * - * Full Recipe (example): - * - * result:{type:"armor", id:3, amount:1} - * - * {type:"weapon", id:3, amount:3, cons:false} - * {type:"armor", id:2, amount:3, cons:false} - * - * goldCost:0 - * success:80 - * successGain:2 - * level:1 - * category:Alchemy - * xp:10 - * xpDeprac:2 - * craftLevel:1 - * pxp:5 - * craftMultiple:true - * known:true - * - * - */ - -var $gameRecipes = null; - -function Scene_Crafting() { - this.initialize.apply(this, arguments); - } -Scene_Crafting.prototype = Object.create(Scene_MenuBase.prototype); -Scene_Crafting.prototype.constructor = Scene_Crafting; - -(function() { - - var parameters = PluginManager.parameters('RecipeCrafting'); - var categoryNames = eval("[" + (parameters['Categories'] || '"炼丹","锻造","烹饪"') + "]"); - var dismantleText = parameters['Dismantle Category'] || "Dismantle"; - var categoryIcons = eval("[" + (parameters['Category Icons'] || "219,223,225,242") + "]"); - var xpFormula = parameters['Crafting XP Formula'] || "100 * lvl"; - var dsmBaseRate = Number(parameters['Dismantling Base Rate'] || 80); - var dsmBaseReturn = Number(parameters['Dismantling Base Return'] || 50); - var craftMultiple = (parameters['Craft Multiple'] || "true").toLowerCase() == "true"; - var craftFromMenu = parameters['Menu Craft Options'] || "craft"; - var craftingMenuString = parameters['Main Menu String'] || "生活技能" - var tempdParam = "gold:true, chance:true, plevel:true, clevel:true" - var displayParam = eval( "( { " + (parameters['Display Parameters'] || tempdParam) + " } )"); - var playerLevelIcon = parameters['Player Level Icon'] || 82; - var reqlevel = parameters['Required Level Text'] || '制作级别:'; - var reqmaterial = parameters['Required Material Text'] || '需要物品:'; - var matreturn = parameters['Return Material Text'] || 'Returned materials:'; - var reversePrefix = parameters['Reverse Recipe Prefix'] || 'Dismantle'; - var sucRate = parameters['Success Rate Text'] || '成功率:'; - var craCost = parameters['Crafting Cost Text'] || '制作成本:'; - var craText = parameters['Crafting Text'] || '制作'; - var dsmText = parameters['Dismantle Text'] || '拆除'; - var craftedText = parameters['Crafted Text'] || '制作完成!'; - var dismantledText = parameters['Dismantled Text'] || '得到!' - var craFailed = parameters['Crafting Failed'] || 'Crafting failed!'; - var dsmFailed = parameters['Dismantle Fail'] || 'No items obtained!'; - var MLT = parameters['Max Level Test'] || 'MAX LEVEL'; - var success = parameters['Crafting Succeded Sound'] || 'Item3'; - var failure = parameters['Crafting Failed Sound'] || 'Buzzer2'; - var failureVol = Number(parameters['Fail Sound Volume'] || 90); - var successVol = Number(parameters['Success Sound Volume'] || 90); - var UDML = Number(parameters['User Definable Max Level'] || 99); - var colorCPV1 = Number(parameters['Success 0-20 Color'] || 18); - var colorCPV2 = Number(parameters['Success 20-40 Color'] || 20); - var colorCPV3 = Number(parameters['Success 40-60 Color'] || 21); - var colorCPV4 = Number(parameters['Success 60-80 Color'] || 17); - var colorCPV5 = Number(parameters['Success 80-100 Color'] || 29); - - var categoryEventName = ""; - var craftingFromMenu = false; - - TextManager.getErrorDetails = function() { - if($gameMap) { - return "[Map: " + $gameMap._mapId + "] [Event: " + $gameMap._interpreter._eventId + "] : \n" - } - } - DataManager.loadRecipeFile = function() { - var xml = new XMLHttpRequest(); - var url = "data/Recipes.txt"; - xml.onload = function() { - if(xml.status < 400) { - DataManager.createRecipes(xml.responseText); - } - } - xml.open("GET",url,true); - xml.send(); - } - var crafting_DataManager_createGameObjects = DataManager.createGameObjects; - DataManager.createGameObjects = function() { - crafting_DataManager_createGameObjects.call(this); - this.loadRecipeFile(); - } - DataManager.createRecipes = function(recipeData) { - var recipes = [0]; - if(recipeData) { - var numberOfRecipes = recipeData.match(//g).length / 2; - for(var i = 1;i <= numberOfRecipes;i++) { - var recipeString = recipeData.match(new RegExp("([^.]+)")); - if(recipeString) { - recipes.push(new Recipe(i,this.createRecipeStruct(i, recipeString))); - } else { - throw new Error("Recipe list: Could not get data for recipe ID# " + i + ". Check your setup."); - } - } - } - $gameRecipes = recipes; - } - DataManager.createRecipeStruct = function(id, recipeData) { - if(!recipeData[1].match(/result:/)) { - throw new Error("Recipe List: Recipe ID# " + id + " does not have a result.") - } - if(recipeData[1].match(/result:/g).length > 1) { - throw new Error("Recipe List: Possible repeated recipe ID. (ID #" + id + ")"); - } - var recipeStruct = {}; - recipeStruct.result = recipeData[1].match(/result:(.+)/); - recipeStruct.reverse = recipeData[1].match(/reverse:(.+)/); - var materialData = recipeData[1].match(/([^.]+)/); - if(materialData) { - materialData = eval( "[" + materialData[1].split("}").join("},") + "]" ); - } else { - throw new Error("Recipe List: Recipe ID# " + id + " does not have a proper material setup.") - } - recipeStruct.materials = materialData; - recipeStruct.goldCost = recipeData[1].match(/goldCost:(.+)/); - recipeStruct.success = recipeData[1].match(/success:(.+)/); - recipeStruct.successGain = recipeData[1].match(/successGain:(.+)/); - recipeStruct.level = recipeData[1].match(/level:(.+)/); - recipeStruct.category = recipeData[1].match(/category:(.+)/); - recipeStruct.xp = recipeData[1].match(/xp:(.+)/); - recipeStruct.xpDeprac = recipeData[1].match(/xpDeprac:(.+)/); - recipeStruct.craftLevel = recipeData[1].match(/craftLevel:(.+)/); - recipeStruct.playerXp = recipeData[1].match(/pxp:(.+)/); - recipeStruct.multiple = recipeData[1].match(/craftMultiple:(.+)/); - recipeStruct.known = recipeData[1].match(/known:(.+)/); - recipeStruct.returnRate = recipeData[1].match(/returnRate:(.+)/); - return recipeStruct; - } - - function Recipe() { - this.initialize.apply(this, arguments); - } - Recipe.prototype.initialize = function(id, recipe) { - this._id = id; - try { - this._result = new Material(eval("("+recipe.result[1]+")")); - } catch(e) { - throw new Error("Recipe List: Recipe ID# " + id + " does not have a proper result set up.") - } - this._returnRate = recipe.returnRate ? Number(recipe.returnRate[1]) : dsmBaseReturn; - this._materials = []; - for(var i = 0;i < recipe.materials.length;i++) { - this._materials.push(new Material(recipe.materials[i], this._returnRate)); - } - if(this._materials.length == 0) { - throw new Error("Recipe List: Recipe ID# " + id + " does not have any set materials.") - } - this._goldCost = recipe.goldCost ? Number(recipe.goldCost[1]) : 0; - this._success = recipe.success ? Number(recipe.success[1]) : 100; - this._successGain = recipe.successGain ? Number(recipe.successGain[1]) : 0; - this._level = recipe.level ? Number(recipe.level[1]) : 0; - this._category = recipe.category ? recipe.category[1] : categoryNames[0]; - this._xp = recipe.xp ? Number(recipe.xp[1]) : 100; - this._xpDeprac = recipe.xpDeprac ? Number(recipe.xpDeprac[1]) : 0; - this._craftLevel = recipe.craftLevel ? Number(recipe.craftLevel[1]) : 1; - this._pxp = recipe.playerXp ? Number(recipe.playerXp[1]) : 0; - this._craftMultiple = (recipe.multiple ? recipe.multiple[1] : "true").toLowerCase() == "true"; - this._known = (recipe.known ? recipe.known[1] : "true").toLowerCase() == "true"; - this._reverse = (recipe.reverse ? recipe.reverse[1] : "true").toLowerCase() == "true"; - } - Recipe.prototype.name = function(reverse) { - return reverse ? reversePrefix + this._result.name() : this._result.name(); - } - Recipe.prototype.hasMaterials = function(reverse) { - if(reverse) { - if($gameParty.numItemsCrafting(this._result._item) < 1) { return false; } - } else { - for(var i = 0;i < this._materials.length;i++) { - var material = this._materials[i]; - if(material._bonus) { continue; } - if($gameParty.numItemsCrafting(material._item) < material._amount) {return false;} - } - } - return true; - } - Recipe.prototype.hasGold = function() { return $gameParty.gold() >= this._goldCost;} - Recipe.prototype.hasCraftLevel = function() { return this._craftLevel <= $gameParty.craftLevel(this.categoryId());} - Recipe.prototype.hasLevel = function() { return this._level <= $gameParty.highestLevel() && this.hasCraftLevel();} - Recipe.prototype.craftable = function(reverse) { return this.hasGold() && this.hasMaterials(reverse) && this.hasLevel();} - Recipe.prototype.amountCraftable = function(reverse) { - var amount = null; - if(reverse) { - return amount = $gameParty.numItemsCrafting(this._result._item); - } else { - for(var i = 0;i < this._materials.length;i++) { - var material = this._materials[i]; - if(material._bonus) { continue; } - var amountNext = 0 - if(material._consumed) { - amountNext = $gameParty.numItemsCrafting(material._item) / material._amount - } else { - amountNext = $gameParty.numItemsCrafting(material._item) >= material._amount ? 99 : 0 - } - if(amount) { - if(amountNext < amount) {amount = amountNext;} - } else { - amount = amountNext; - } - } - } - var amountGold = this._goldCost > 0 ? $gameParty.gold() / this._goldCost : 99; - if(amountGold < amount) {amount = amountGold;} - return Math.floor(amount); - } - Recipe.prototype.craft = function(failRate, reverse) { - failRate = failRate || 0; - if(reverse) { failRate = 0; } - this.removeMaterials(reverse); - if(failRate < this.successRate()) { - return this.addResult(reverse); - } - return []; - } - Recipe.prototype.removeMaterials = function(reverse) { - if(reverse) { - $gameParty.gainItem(this._result._item,-1); - } else { - for(var i = 0;i < this._materials.length;i++) { - var material = this._materials[i]; - if(material._bonus) { continue; } - if(material._consumed) { - $gameParty.gainItem(material._item, -material._amount); - } - } - $gameParty.gainGold(-this._goldCost); - } - } - Recipe.prototype.addResult = function(reverse) { - var newItem = []; - if(reverse) { - for(var i = 0;i < this._materials.length;i++) { - var material = this._materials[i]; - if(Math.random() < material._rate / 100) { - $gameParty.gainItem(material._item, material.returnAmount()); - newItem.push(material); - } - } - } else { - $gameParty.gainItem(this._result._item,this._result._amount); - newItem.push(this._result); - $gameParty.gainCraftExp(this.categoryId(), this.xpGain()); - for(var i = 0;i < $gameParty.members().length;i++) { - $gameParty.members()[i].gainExp(this._pxp); - } - } - return newItem; - } - Recipe.prototype.categoryId = function() { return categoryNames.indexOf(this._category);} - Recipe.prototype.xpGain = function() { - if($gameParty.craftLevel(this.categoryId()) > UDML) { return 0; } - var levelDiff = $gameParty.craftLevel(this.categoryId()) - this._craftLevel; - return Math.max(this._xp - this._xpDeprac * levelDiff,0); - } - Recipe.prototype.successRate = function() { - var levelDiff = $gameParty.craftLevel(this.categoryId()) - this._craftLevel; - return Math.min(this._success + this._successGain * levelDiff,100); - } - Recipe.prototype.known = function() { - return $gameParty.recipeKnown(this._id); - } - - function Material() { - this.initialize.apply(this, arguments); - } - Material.prototype.initialize = function(material, rate) { - if(material.type == "item") {this._item = $dataItems[material.id];} - if(material.type == "weapon") {this._item = $dataWeapons[material.id];} - if(material.type == "armor") {this._item = $dataArmors[material.id];} - this._amount = material.amount; - this._consumed = material.cons != null ? material.cons : true; - this._rate = material.rate || dsmBaseRate; - this._returnRate = rate || 100; - this._bonus = material.bonus != null ? material.bonus : false; - } - Material.prototype.name = function() { - return this._item.name; - } - Material.prototype.returnAmount = function() { - return this._bonus ? this._amount : Math.round(Math.max(1,this._amount * (this._returnRate / 100))); - } - - var crafting_game_party_initialize = Game_Party.prototype.initialize; - Game_Party.prototype.initialize = function() { - crafting_game_party_initialize.call(this); - this.createRecipeData(); - } - Game_Party.prototype.createRecipeData = function() { - this._craftingLevel = new Array(categoryNames.length); - this._craftingExp = new Array(categoryNames.length); - for(var i = 0;i < categoryNames.length;i++) { - this._craftingLevel[i] = 1; - this._craftingExp[i] = 0; - } - this._recipesKnown = []; - this.resetKnownRecipes(); - } - Game_Party.prototype.checkRecipeVariables = function() { - if(!this._recipesKnown) { this.createRecipeData(); } - } - Game_Party.prototype.learnRecipe = function(id) { - this._recipesKnown[id] = true; - } - Game_Party.prototype.forgetRecipe = function(id) { - this._recipesKnown[id] = false; - } - Game_Party.prototype.resetKnownRecipes = function() { - if($gameRecipes) { - for(var i = 1;i < $gameRecipes.length;i++) { - if($gameRecipes[i]._known) { - this.learnRecipe($gameRecipes[i]._id); - } else { - this.forgetRecipe($gameRecipes[i]._id); - } - } - } - } - Game_Party.prototype.recipeKnown = function(id) { - return this._recipesKnown[id]; - } - Game_Party.prototype.craftLevel = function(id) { return this._craftingLevel[id]; } - Game_Party.prototype.craftExp = function(id) { return this._craftingExp[id]; } - Game_Party.prototype.getCraftLevel = function(string) { - var index = categoryNames.indexOf(string) - if(index >= 0) { - return this.craftLevel(categoryNames.indexOf(string)); - } else { - throw new Error(TextManager.getErrorDetails() + string + " is not a valid crafting category!"); - } - } - Game_Party.prototype.craftExpNext = function(id) { - var string = xpFormula.replace(/\lvl/g, this.craftLevel(id)); - return eval(string); - } - Game_Party.prototype.gainCraftExp = function(id, value) { - this._craftingExp[id] += value; - while(this.craftExp(id) >= this.craftExpNext(id)) { - this._craftingExp[id] -= this.craftExpNext(id); - this._craftingLevel[id]++; - } - } - Game_Party.prototype.numItemsCrafting = function(item) { - if(Object.keys(PluginManager.parameters('YEP_ItemCore')).length > 0) { - return this.numIndependentItems(item); - } else { - return this.numItems(item); - } - } - - function Window_RecipeList() { - this.initialize.apply(this, arguments); - } - Window_RecipeList.prototype = Object.create(Window_Selectable.prototype); - Window_RecipeList.prototype.constructor = Window_RecipeList; - Window_RecipeList.prototype.initialize = function(x, y, w, h) { - Window_Selectable.prototype.initialize.call(this, x, y, w, h); - this.resetRecipes(); - } - Window_RecipeList.prototype.maxItems = function() { - return this._data ? this._data.length : 1; - } - Window_RecipeList.prototype.item = function() { - return this._data && this._index >= 0 ? this._data[this._index] : null; - } - Window_RecipeList.prototype.currentItemEnabled = function() { - return this.enable(this._data[this._index]); - } - Window_RecipeList.prototype.include = function(item) { - if(item == 0) { return false; } - if(!item.known()) { return false; } - if(!item.hasCraftLevel()) { return false; } - if(this._category == "all") {return true;} - if(this._category == dismantleText && item._reverse) { - return item.craftable(true); } - return this._category == item._category; - } - Window_RecipeList.prototype.setCategory = function(category) { - if(category == this._category) { return; } - this._category = category; - this.resetRecipes(); - } - Window_RecipeList.prototype.isReverse = function() { - return this._category == dismantleText; - } - Window_RecipeList.prototype.resetRecipes = function() { - this._data = []; - for(var i = 0;i < $gameRecipes.length;i++) { - var recipe = $gameRecipes[i]; - if(this.include(recipe)) {this._data.push(recipe);} - } - this.refresh(); - } - Window_RecipeList.prototype.isEnabled = function(item) { - if(item) { return item.craftable(this.isReverse()); } - return false; - } - Window_RecipeList.prototype.drawItem = function(index) { - var item = this._data[index]; - if(item) { - rect = this.itemRect(index); - rect.width -= 4; - this.changePaintOpacity(this.isEnabled(item)); - this.drawItemName(item, rect.x, rect.y); - if(item.amountCraftable(this.isReverse()) > 0) { - this.drawText("x"+String(item.amountCraftable(this.isReverse())),rect.x,rect.y,this.contents.width,"right"); - } - } - } - Window_RecipeList.prototype.currentItem = function() { - return this._index >= 0 ? this._data[this._index] : null; - } - Window_RecipeList.prototype.processOk = function() { - if (this.isCurrentItemEnabled() && this.craftMenuOk()) { - this.playOkSound(); - this.updateInputData(); - this.callOkHandler(); - } else { - this.playBuzzerSound(); - } - } - Window_RecipeList.prototype.craftMenuOk = function() { - if(craftingFromMenu) { - if(craftFromMenu == "view") { return false; } - } - return true; - } - Window_RecipeList.prototype.refresh = function() { - this.createContents(); - Window_Selectable.prototype.refresh.call(this); - } - Window_RecipeList.prototype.contentsHeight = function() { - return this.maxItems() * this.lineHeight(); - } - Window_RecipeList.prototype.isCurrentItemEnabled = function() { - return this.isEnabled(this.currentItem()); - } - Window_RecipeList.prototype.drawItemName = function(recipe, x, y, width) { - var amount = recipe._result._amount; - item = recipe._result._item; - width = width || 312; - if (item) { - var iconBoxWidth = Window_Base._iconWidth + 4; - this.resetTextColor(); - this.drawIcon(item.iconIndex, x + 2, y + 2); - var string = recipe.name(); - if(amount > 1) { string += " (x" + amount + ")" } - this.drawText(string, x + iconBoxWidth, y, width - iconBoxWidth); - } - }; - - function Window_RecipeDetail() { - this.initialize.apply(this, arguments); - } - Window_RecipeDetail.prototype = Object.create(Window_Base.prototype); - Window_RecipeDetail.prototype.constructor = Window_RecipeDetail; - Window_RecipeDetail.prototype.initialize = function(x, y, w, h) { - Window_Base.prototype.initialize.call(this, x, y, w, h); - this._recipe = null; - } - Window_RecipeDetail.prototype.setRecipe = function(recipe, reverse) { - if(recipe == this._recipe) {return;} - this._recipe = recipe; - this._reverse = reverse || false; - this.refresh(); - } - Window_RecipeDetail.prototype.refresh = function() { - this.contents.clear(); - if(this._recipe) { - if(!this._reverse) { - if(displayParam.clevel || displayParam.plevel) {this.drawCraftLevel();} - if(displayParam.chance) { this.drawSuccessRate(); } - if(displayParam.gold) {this.drawGoldCost();} - } - this.drawMaterials(); - } - } - Window_RecipeDetail.prototype.drawCraftLevel = function() { - this.changePaintOpacity(this._recipe.hasLevel()); - this.changeTextColor(this.systemColor()); - this.drawText(reqlevel,0,0,this.contents.width); - this.changeTextColor(this.normalColor()); - var xx = 0; - var text = ""; - if(displayParam.plevel) { - this.drawText(String(this._recipe._level),0,0,this.contents.width,"right"); - this.drawIcon(playerLevelIcon,this.contents.width - 24 - Window_Base._iconWidth,0); - xx += 68; //HERE - text = String(this._recipe._craftLevel) + " |"; - } else { - text = String(this._recipe._craftLevel); - } - if(displayParam.clevel) { - this.drawText(text,0,0,this.contents.width - xx,"right"); - this.drawIcon(categoryIcons[this._recipe.categoryId()],this.contents.width - 75 - xx,0); //HERE - } - } - Window_RecipeDetail.prototype.drawMaterials = function() { - var yy = 20; - if(displayParam.clevel || displayParam.plevel) {yy = this.contents.fontSize + 20;} - if(this._reverse) { yy = 0; } - this.changePaintOpacity(this._recipe.craftable(this._reverse)); - this.changeTextColor(this.systemColor()); - this.drawText(this._reverse ? matreturn : reqmaterial,0,yy,this.width); - yy += this.contents.fontSize + this.textPadding(); - for(var i = 0;i < this._recipe._materials.length;i++) { - var item = this._recipe._materials[i]; - if(!this._reverse && item._bonus) { continue; } - if(!this._reverse) { this.changePaintOpacity($gameParty.numItemsCrafting(item._item) >= item._amount); } - this.changeTextColor(this.normalColor()); - this.drawIcon(item._item.iconIndex,12,yy); - this.drawText(item._item.name,12+Window_Base._iconWidth,yy,this.width); - var string = "" - if(this._reverse) { - string = "x" + String(item.returnAmount()) + " (" + String(item._rate) + "%)"; - } else { - var itemAmount = $gameParty.numItemsCrafting(item._item); - this.changeTextColor(this.textColor(itemAmount >= item._amount ? 3 : 18)); - this.drawText(itemAmount,0,yy,this.contents.width-72,'right'); - this.changeTextColor(this.normalColor()); - string = " / " + String(item._amount); - } - this.drawText(string,0,yy,this.contents.width-12,"right"); - yy += this.contents.fontSize + this.textPadding(); - } - } - Window_RecipeDetail.prototype.drawSuccessRate = function() { - var successRate = this._recipe.successRate(); - this.changePaintOpacity(this._recipe.craftable(this._reverse)); - this.changeTextColor(this.systemColor()); - var yy = this.contents.height - this.contents.fontSize - this.textPadding() - 6; - this.drawText(sucRate,0,yy,this.contents.width); - var color = [colorCPV1,colorCPV2,colorCPV3,colorCPV4,colorCPV5,colorCPV5]; - this.changeTextColor(this.textColor(color[Math.floor(successRate/20)])); - this.drawText(successRate + "%",0,yy,this.contents.width,"right"); - this.changeTextColor(this.normalColor()); - } - Window_RecipeDetail.prototype.drawGoldCost = function() { - if(this._recipe._goldCost > 0) { - this.changePaintOpacity(this._recipe.hasGold()); - this.changeTextColor(this.systemColor()); - this.drawText(craCost,0,this.contents.height-this.contents.fontSize*2,this.contents.width); - this.changeTextColor(this.normalColor()); - this.drawCurrencyValue(this._recipe._goldCost,TextManager.currencyUnit,0,this.contents.height-this.contents.fontSize*2,this.contents.width) - } - } - Window_RecipeDetail.prototype.drawCurrencyValue = function(value, unit, x, y, width) { - var unitWidth = Math.min(80, this.textWidth(unit)); - this.resetTextColor(); - this.changePaintOpacity(this._recipe.hasGold()); - this.drawText(value, x, y, width - unitWidth - 6, 'right'); - this.changeTextColor(this.systemColor()); - this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right'); - } - - function Window_RecipeConfirm() { - this.initialize.apply(this, arguments); - } - Window_RecipeConfirm.prototype = Object.create(Window_Selectable.prototype); - Window_RecipeConfirm.prototype.constructor = Window_RecipeConfirm; - Window_RecipeConfirm.prototype.initialize = function(x, y, w, h) { - Window_Selectable.prototype.initialize.call(this, x, y, w, h); - this._amount = 1; - this.refresh(); - } - Window_RecipeConfirm.prototype.itemMax = function() {return 1;} - Window_RecipeConfirm.prototype.enable = function() {return true;} - Window_RecipeConfirm.prototype.refresh = function() { - Window_Selectable.prototype.refresh.call(this); - this.drawText(this._reverse ? dsmText : craText,0,0,this.contents.width,"center"); - if(this._recipe && this._recipe.craftable(this._reverse)) { - this.drawText("x" + String(this._amount),0,0,this.contents.width,"right"); - } - } - Window_RecipeConfirm.prototype.activate = function() { - Window_Selectable.prototype.activate.call(this); - this.select(0); - } - Window_RecipeConfirm.prototype.deactivate = function() { - Window_Selectable.prototype.deactivate.call(this); - this.deselect(); - } - Window_RecipeConfirm.prototype.setRecipe = function(recipe, reverse) { - if(recipe == this._recipe) { return; } - this._recipe = recipe; - this._reverse = reverse || false; - this._amount = 1; - this.refresh(); - } - Window_RecipeConfirm.prototype.isCursorMovable = function() { - return this.isOpenAndActive() && craftMultiple && this._recipe._craftMultiple; - } - Window_RecipeConfirm.prototype.cursorDown = function(wrap) { this.changeAmount(-10);} - Window_RecipeConfirm.prototype.cursorUp = function(wrap) { this.changeAmount(10);} - Window_RecipeConfirm.prototype.cursorRight = function(wrap) { this.changeAmount(1);} - Window_RecipeConfirm.prototype.cursorLeft = function(wrap) { this.changeAmount(-1);} - Window_RecipeConfirm.prototype.changeAmount = function(value) { - SoundManager.playCursor(); - this._amount += value; - this._amount = Math.min(Math.max(this._amount,1),this._recipe.amountCraftable(this._reverse)); - this.refresh(); - } - Window_RecipeConfirm.prototype.onTouch = function(triggered) { - if (triggered && this.isTouchOkEnabled()) { - this.processOk(); - } - }; - - Scene_Crafting.prototype.initialize = function() { - Scene_MenuBase.prototype.initialize.call(this); - } - Scene_Crafting.prototype.create = function() { - Scene_MenuBase.prototype.create.call(this); - this._helpWindow = new Window_Help(); - var width = Graphics.width / 2; - var height = Graphics.height - this._helpWindow.height; - this._listWindow = new Window_RecipeList(0,this._helpWindow.height+72,width,height-72*2); - this._listWindow.setHandler('ok',this.listSuccess.bind(this)); - this._listWindow.setHandler('cancel',this.cancel.bind(this)); - if(!displayParam.clevel) { this._listWindow.height += this._listWindow.fittingHeight(1); } - this._listWindow.createContents(); - this._detailWindow = new Window_RecipeDetail(width,this._listWindow.y,width,height-72*2); - if(!displayParam.gold) { this._detailWindow.height += this._detailWindow.fittingHeight(1); } - this._detailWindow.createContents(); - height = this._detailWindow.y + this._detailWindow.height; - this._confirmWindow = new Window_RecipeConfirm(width,height,width,72); - this._confirmWindow.setHandler('ok',this.craftSuccess.bind(this)); - this._confirmWindow.setHandler('cancel',this.confirmCancel.bind(this)); - if(displayParam.gold) { - this._goldWindow = new Window_Gold(); - this._goldWindow.width = width; - this._goldWindow.y = Graphics.height - 72; - this._goldWindow.x = width; - } - this._popupWindow = new Window_RecPopup(); - this._popupWindow.setHandler('ok',this.popupOk.bind(this)); - this._popupWindow.setHandler('cancel',this.popupOk.bind(this)); - this._commandWindow = new Window_RecCategory(); - this._commandWindow.setHandler('ok',this.commandOk.bind(this)); - this._commandWindow.setHandler('cancel',this.commandCancel.bind(this)); - if(displayParam.clevel) {this._gaugeWindow = new Window_RecGauge();} - this.addWindow(this._helpWindow); - this.addWindow(this._listWindow); - this.addWindow(this._detailWindow); - this.addWindow(this._confirmWindow); - if(this._goldWindow) {this.addWindow(this._goldWindow);} - this.addWindow(this._popupWindow); - this.addWindow(this._commandWindow); - if(this._gaugeWindow) {this.addWindow(this._gaugeWindow);} - } - Scene_Crafting.prototype.popupOk = function() { - this._popupWindow.deactivate(); - this._popupWindow.close(); - this._listWindow.activate(); - } - Scene_Crafting.prototype.update = function() { - Scene_Base.prototype.update.call(this); - if(this._listWindow.currentItem()) {this._helpWindow.setText(this._listWindow.currentItem()._result._item.description);} - if(this._commandWindow.isOpenAndActive()) { - this._helpWindow.setText(""); - } - this._detailWindow.setRecipe(this._listWindow.currentItem(),this._listWindow.isReverse()); - this._confirmWindow.setRecipe(this._listWindow.currentItem(),this._listWindow.isReverse()); - this._listWindow.setCategory(categoryNames[this._commandWindow._index]); - if(this._gaugeWindow) { this._gaugeWindow.setCategory(categoryNames[this._commandWindow._index]);} - if(this._listWindow.currentItem()) { - if(this._listWindow.currentItem().craftable(this._listWindow.isReverse())) { - this._confirmWindow.opacity = 255; - this._confirmWindow.contentsOpacity = 255; - } else { - this._confirmWindow.opacity = 75; - this._confirmWindow.contentsOpacity = 75; - } - } - } - Scene_Crafting.prototype.listSuccess = function() { - this._listWindow.deactivate(); - if(this._goldWindow) {this._goldWindow.close();} - this._confirmWindow.activate(); - } - Scene_Crafting.prototype.craftSuccess = function() { - var amount = 0; - var items = []; - for(var i = 0;i < this._confirmWindow._amount;i++) { - Array.prototype.push.apply(items, this._listWindow.currentItem().craft(Math.random() * 100,this._listWindow.isReverse())); - } - if(items.length > 0) { - this._popupWindow.setText(items, amount, this._listWindow.isReverse()); - } else { - this._popupWindow.setTextFail(this._listWindow.isReverse()); - } - this._confirmWindow.changeAmount(-1000); - if(this._goldWindow) {this._goldWindow.refresh();} - this._listWindow.resetRecipes(); - if(this._gaugeWindow) {this._gaugeWindow.refresh();} - this._popupWindow.activate(); - this._detailWindow.refresh(); - } - Scene_Crafting.prototype.confirmCancel = function() { - this._confirmWindow.deactivate(); - if(this._goldWindow) {this._goldWindow.open();} - this._listWindow.activate(); - } - Scene_Crafting.prototype.commandCancel = function() { - craftingFromMenu = false; - this.popScene(); - } - Scene_Crafting.prototype.cancel = function() { - this._listWindow.select(-1); - this._helpWindow.setText(""); - this._commandWindow.activate(); - } - Scene_Crafting.prototype.commandOk = function() { - this._listWindow.select(0); - this._listWindow.activate(); - } - - function Scene_CraftingSpecific() { - this.initialize.apply(this, arguments); - } - Scene_CraftingSpecific.prototype = Object.create(Scene_Crafting.prototype); - Scene_CraftingSpecific.prototype.constructor = Scene_CraftingSpecific; - Scene_CraftingSpecific.prototype.initialize = function() { - Scene_Crafting.prototype.initialize.call(this); - } - Scene_CraftingSpecific.prototype.create = function() { - Scene_Crafting.prototype.create.call(this); - this._commandWindow._index = categoryNames.indexOf(categoryEventName); - this._commandWindow.deactivate(); - this._commandWindow.visible = false; - this._listWindow.height += this._listWindow.fittingHeight(1); - this._listWindow.y -= this._listWindow.fittingHeight(1); - this._detailWindow.height += this._listWindow.fittingHeight(1); - this._detailWindow.y -= this._listWindow.fittingHeight(1); - this._listWindow.createContents(); - this._detailWindow.createContents(); - this._listWindow.select(0); - this._listWindow.activate(); - } - Scene_CraftingSpecific.prototype.cancel = function() { this.popScene(); } - - - function Window_RecCategory() { - this.initialize.apply(this, arguments); - } - Window_RecCategory.prototype = Object.create(Window_HorzCommand.prototype); - Window_RecCategory.prototype.constructor = Window_RecCategory; - Window_RecCategory.prototype.initialize = function() { - Window_HorzCommand.prototype.initialize.call(this, 0, this.fittingHeight(2)); - } - Window_RecCategory.prototype.windowWidth = function() { return Graphics.width; } - Window_RecCategory.prototype.windowHeight = function() { return this.fittingHeight(1); } - Window_RecCategory.prototype.makeCommandList = function() { - for(var i = 0;i < categoryNames.length;i++) { - this.addCommand(categoryNames[i],categoryNames[i]); - } - } - Window_RecCategory.prototype.itemWidth = function() {return this.width / 5;} - Window_RecCategory.prototype.drawItem = function(index) { - this.changePaintOpacity(this.isCommandEnabled(index)); - var rect = this.itemRectForText(index); - this.drawText(this.commandName(index),rect.x,rect.y,rect.width); - this.drawIcon(categoryIcons[index],rect.x-Window_Base._iconWidth,rect.y+2); - } - Window_RecCategory.prototype.itemRectForText = function(index) { - var rect = this.itemRect(index); - rect.x += Window_Base._iconWidth; - rect.width -= Window_Base._iconWidth; - return rect; - } - - function Window_RecPopup() { - this.initialize.apply(this, arguments); - } - Window_RecPopup.prototype = Object.create(Window_Selectable.prototype); - Window_RecPopup.prototype.constructor = Window_RecPopup; - Window_RecPopup.prototype.initialize = function() { - Window_Selectable.prototype.initialize.call(this, Graphics.width/2-this.windowWidth()/2,Graphics.height/2-this.windowHeight()/2,120,this.fittingHeight(1)); - this.openness = 0; - this.deactivate(); - } - Window_RecPopup.prototype.windowWidth = function() {return 120;} - Window_RecPopup.prototype.windowHeight = function() {return this.fittingHeight(1);} - Window_RecPopup.prototype.setText = function(results, amount, reverse) { - this.contents.clear(); - AudioManager.playSe({name:success,volume:successVol,pitch:100,pan:0}) - var texts = []; - var width = 0; - var weapons = []; - var armors = []; - var items = []; - for(var i = 0;i < results.length;i++) { - var item = results[i]; - var container = item.type == "weapon" ? weapons : item.type == "armor" ? armors : items; - if(!container[item._item.id]) { container[item._item.id] = [item._item,0]; } - container[item._item.id][1] += item.returnAmount(); - } - var containers = [weapons, armors, items]; - for(var i = 0;i < containers.length;i++) { - for(var j = 0; j < containers[i].length;j++) { - var item = containers[i][j]; - var widthNew = 0; - if(item) { - var string = String(item[1]) + "x " + item[0].name + " " - string += reverse ? dismantledText : craftedText; - texts.push([string,item[0].iconIndex]); - widthNew = this.textWidth(string) + Window_Base._iconWidth; - if(widthNew > width) { width = widthNew; } - } - } - } - this.width = width + this.standardPadding() * 2; - this.height = this.fittingHeight(texts.length) - this.x = (Graphics.width-this.width)/2; - this.y = (Graphics.height-this.height)/2; - this.createContents(); - for(var i = 0;i < texts.length;i++) { - this.drawText(texts[i][0],Window_Base._iconWidth,i*this.lineHeight(),this.contents.width); - this.drawIcon(texts[i][1],0,i*this.lineHeight()); - } - this.open(); - } - Window_RecPopup.prototype.setTextFail = function(reverse) { - this.contents.clear(); - AudioManager.playSe({name:failure,volume:failureVol,pitch:100,pan:0}) - var text = reverse ? dsmFailed : craFailed; - var width = this.textWidth(text); - this.width = width + this.standardPadding() * 2; - this.height = this.fittingHeight(1); - this.x = (Graphics.width-width)/2; - this.createContents(); - this.drawText(text,0,0,this.contents.width); - this.open(); - } - Window_RecPopup.prototype.processOk = function() { - if (this.isCurrentItemEnabled()) { - this.updateInputData(); - this.deactivate(); - this.callOkHandler(); - } else { - this.playBuzzerSound(); - } - } - - function Window_RecGauge() { - this.initialize.apply(this, arguments); - } - Window_RecGauge.prototype = Object.create(Window_Base.prototype); - Window_RecGauge.prototype.constructor = Window_RecGauge; - Window_RecGauge.prototype.initialize = function() { - Window_Selectable.prototype.initialize.call(this, 0,Graphics.height-this.fittingHeight(1),Graphics.width/2,this.fittingHeight(1)); - this._category = "all"; - } - Window_RecGauge.prototype.refresh = function() { - this.contents.clear(); - if(this._category == "all") {return;} - if(this._category == dismantleText) { return; } - this.drawIcon(categoryIcons[this.catIndex()],0,0); - this.drawText($gameParty.craftLevel(this.catIndex()),Window_Base._iconWidth,0,this.contents.width); - var rate = $gameParty.craftExp(this.catIndex()) / $gameParty.craftExpNext(this.catIndex()); - if($gameParty.craftLevel(this.catIndex()) == UDML) { - this.changeTextColor(this.textColor(20)); - this.drawText(MLT,0,0,this.contents.width,"right"); - this.changeTextColor(this.normalColor()); - } else { - this.drawGauge(96,-3,this.contents.width-96,rate,this.tpGaugeColor1(),this.tpGaugeColor2()); - text = String($gameParty.craftExp(this.catIndex())) + "/" + String($gameParty.craftExpNext(this.catIndex())); - this.drawText(text,0,0,this.contents.width,"right"); - } - } - Window_RecGauge.prototype.setCategory = function(cat) { - if(cat == this._category) {return;} - this._category = cat; - this.refresh(); - } - Window_RecGauge.prototype.catIndex = function() { - return categoryNames.indexOf(this._category); - } - - var crafting_window_menucommand_addoriginalcommands = Window_MenuCommand.prototype.addOriginalCommands; - Window_MenuCommand.prototype.addOriginalCommands = function() { - crafting_window_menucommand_addoriginalcommands.call(this); - if(craftFromMenu != "off") { this.addCommand(craftingMenuString,"crafting"); } - } - - var crafting_scene_menu_createcommandwindow = Scene_Menu.prototype.createCommandWindow; - Scene_Menu.prototype.createCommandWindow = function() { - crafting_scene_menu_createcommandwindow.call(this); - this._commandWindow.setHandler("crafting",this.commandRecipe.bind(this)); - } - Scene_Menu.prototype.commandRecipe = function() { - craftingFromMenu = true; - SceneManager.push(Scene_Crafting); - } - - var RecipeCrafting_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; - Game_Interpreter.prototype.pluginCommand = function(command, args) { - RecipeCrafting_Game_Interpreter_pluginCommand.call(this, command, args); - if(command === 'crafting') { - if(args[0] === 'call') { - categoryEventName = args[1] - if(categoryNames.indexOf(categoryEventName) >= 0) { - SceneManager.push(Scene_CraftingSpecific); - } else { - throw new Error(TextManager.getErrorDetails() + "Incorrect category name"); - } - } - if(args[0] === 'learn') { - $gameParty.learnRecipe(args[1]); - } - if(args[0] === 'forget') { - $gameParty.forgetRecipe(args[1]); - } - } - } - - var recipe_scene_load_onloadsuccess = Scene_Load.prototype.onLoadSuccess; - Scene_Load.prototype.onLoadSuccess = function() { - recipe_scene_load_onloadsuccess.call(this); - $gameParty.checkRecipeVariables(); - }; - - //YEP-ITEMCORE - Game_Party.prototype.numIndependentItems = function(item) { - if(!item) return null; - if (DataManager.isIndependent(item)) { - if (DataManager.isItem(item)) var group = this.items(); - if (DataManager.isWeapon(item)) var group = this.weapons(); - if (DataManager.isArmor(item)) var group = this.armors(); - var baseItemId = item.id; - var amount = 0; - for (var i = 0; i < group.length; ++i) { - var item = group[i]; - if (!item) continue; - if (!item.baseItemId) continue; - if (item.baseItemId !== baseItemId) continue; - if (this.checkItemIsEquipped(item)) continue; - amount++; - } - return amount; - } else { - return this.numItems(item); - } - } - - - - -})(); \ No newline at end of file diff --git a/js/plugins/YEP_ItemSynthesis.js b/js/plugins/YEP_ItemSynthesis.js new file mode 100644 index 0000000..8cb3876 --- /dev/null +++ b/js/plugins/YEP_ItemSynthesis.js @@ -0,0 +1,1756 @@ +//============================================================================= +// Yanfly Engine Plugins - Item Synthesis +// YEP_ItemSynthesis.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_ItemSynthesis = true; + +var Yanfly = Yanfly || {}; +Yanfly.IS = Yanfly.IS || {}; +Yanfly.IS.version = 1.08; + +//============================================================================= +/*: +* @plugindesc v1.08 物品合成系统 +* @author Yanfly Engine Plugins 汉化:硕明云书 +* +* @param ---General--- +* @default +* +* @param Synthesis Command +* @text 合成命令 +* @desc 这是用于转到项目合成菜单的文本。 +* @default 合成 +* +* @param Show Command +* @text 显示命令 +* @desc 默认情况下在主菜单中显示合成命令? +* NO - false YES - true +* @default true +* +* @param Enable Command +* @text 启用命令 +* @desc Enable the Synthesis command in the main menu by default? +* NO - false YES - true +* @default true +* +* @param Auto Place Command +* @text 自动放置命令 +* @desc Allow this plugin to decide the menu placement position? +* NO - false YES - true +* @default true +* +* @param ---Command Window--- +* @default +* +* @param Item Command +* @text 道具显示 +* @desc 用于合成项的命令文本。 +* @default 道具 +* +* @param Weapon Command +* @text 武器显示 +* @desc The command text used for synthesizing weapons. +* @default 武器 +* +* @param Armor Command +* @text 装备显示 +* @desc The command text used for synthesizing armors. +* @default 装备 +* +* @param Finish Command +* @text 完成显示 +* @desc The command text used for exiting the synthesis scene. +* @default 退出 +* +* @param Text Alignment +* @text 文本对齐方式 +* @desc 如何对齐命令窗口的文本。 +* left center right +* @default center +* +* @param ---Status Window--- +* @default +* +* @param Collected Recipes +* @text 材料总数文本 +* @desc 用于表示收集的总配方的文本。 +* Leave this blank if you don't wish to show this. +* @default 材料收集总数 +* +* @param Crafted Items +* @text 道具配方 +* @desc 用于表示制作的全部项目的文本 +* @default 道具配方 +* +* @param Crafted Weapons +* @text 武器配方 +* @desc Text used to represent total weapons crafted. +* Leave this blank if you don't wish to show this. +* @default 武器配方 +* +* @param Crafted Armors +* @text 装备配方 +* @desc Text used to represent total armors crafted. +* Leave this blank if you don't wish to show this. +* @default 装备配方 +* +* @param ---List Window--- +* @default +* +* @param Equipped Recipes +* @text 检查配方 +* @desc 检查装备物品的配方? +* NO - false YES - true +* @default true +* +* @param Mask Unknown +* @text 屏蔽未创建 +* @desc 屏蔽尚未创建的项目的名称? +* NO - false YES - true +* @default true +* +* @param Mask Text +* @text 掩盖未知 +* @desc 这将用于掩盖未知项目 +* @default ? +* +* @param Mask Italic +* @text 斜体遮罩 +* @desc Causes the name for unknown items to appear in italic. +* @default false +* +* @param Mask Help Text +* @text 屏蔽帮助文本 +* @desc 这是将显示在帮助窗口中的文本 +* @default 未知物品! +* +* @param Ingredients Text +* @text 成分文本 +* @desc 这是用于描述成分列表的文本。 +* @default 所需材料 +* +* @param Amount Text +* @text 数量文本 +* @desc 这是用于合成金额的文本。 +* @default 数量 +* +* @param Quantity Text Size +* @text 数量文本大小 +* @desc 这是用于项目数量的文本大小。 +* Default: 28 +* @default 20 +* +* @param ---Sound--- +* @default +* +* @param Default SE +* @text SE +* @desc 这是合成项目时播放的默认SE +* @default Twine +* +* @param Default Volume +* @text 音量 +* @desc This is the default volume when synthesizing an item. +* @default 100 +* +* @param Default Pitch +* @text 音调 +* @desc This is the default pitch when synthesizing an item. +* @default 100 +* +* @param Default Pan +* @text 默认 +* @desc This is the default pan when synthesizing an item. +* @default 0 +* +* @help +* ============================================================================ +* Introduction +* ============================================================================ +* 物品代码: +* +* item 4 +* item 3 +* +* 物品合成系统是大多数角色扮演游戏常见的方面,玩家可以通过制作书合成他们自 +* 己的物品。这个插件让玩家实现这个功能。制作书可以涉及物品,武器或者装备, +* 并且可以合成物品,武器或者装备。这些物品可以从主菜单或者合成菜单制作。 +* +* ============================================================================ +* Notetags +* ============================================================================ +* +* 为了让玩家打造出某个物品,这些物品必须拥有制作书的标签 +* +* Item, Weapon, and Armor Notetags: +* +* +* +* 在数据库建立名为制作书的物品,备注放入这些标签,例如: +* 表示ID为41、42、43的物品可以合成。 +* 前提是你必须在游戏中得到这个制作书。武器和防具例同。 +* 注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成 +* +* +* +* +* 可以把这些武器放入制作书,只要队伍拥有这个武器,他就可以被玩家和其他原料 +* 一起合成 +* 注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成 +* +* +* +* +* 可以把这些装备放入制作书,只要队伍拥有这个装备,他就可以被玩家和其他原料 +* 一起合成 +* 注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成 +* +* +* item id 物品ID例如:item 40 表示需要ID为40的物品1个。 +* item id: x 需要的数量例如:item 40: 3 表示ID为40的物品需要3个。 +* weapon id +* weapon id: x +* armor id +* armor id: x +* gold: x +* named item +* named item: x +* +* 使用这个标签,可以让物品通过这些原料合成。替代ID即可。如果没有指定ID,数 +* 据库认为只需要任何一件物品作为原料即可。如果金钱被指定,则需要消耗如此数 +* 量金钱来合成物品 +* +* 如果你使用名字,则会优先使用ID最高的 +* +* 注意:如果你使用了物品核心插件。独立物品不能成为合成原料,将会自动被漏掉 +* +* +* 如果你伪装了物品名字,你可以改变物品显示的文本。这将造成游戏采用伪装名代 +* 替平时使用的。这可以让玩家生成他们想要的合成品例如“奇异水”或者“特殊水 +* 晶”等 +* +* ============================================================================ +* Lunatic Mode - Custom Synthesis Effects +* ============================================================================ +* +* For those with a JavaScript experience, you can use these notetags to make +* a custom effect that will occur when a specific item is synthesized. For +* example, when a Potion is made, you can give the player an empty bottle as a +* side product of the synthesis. +* +* --- +* +* Item, Weapon, and Armor Notetags: +* +* +* var bottle = $dataItems[123]; +* $gameParty.gainItem(bottle, 2); +* +* +* For this notetag, the 'item' variable will refer to the item being +* synthesized. Changing it will do nothing but it will be used as a +* convenience variable to refer to it. +* +* --- +* +* ============================================================================ +* Plugin Commands +* ============================================================================ +* +* 下面的插件命令可以使用在事件里面 +* +* Plugin Command: +* OpenSynthesis 打开合成界面 +* ShowSynthesis 主菜单显示合成命令 +* HideSynthesis 主菜单隐藏合成命令 +* EnableSynthesis 开启主菜单合成命令 +* DisableSynthesis 关闭主菜单合成命令 +* +* For those who wish to make the player synthesize only specific recipes, you +* can use the following command. +* +* OpenSynthesis Item 15 Recipe +* - or - +* OpenSynthesis Weapon 20 Recipe +* - or - +* OpenSynthesis Armor 30 Recipe +* +* This will make the synthesis menu, when opened up, only allow the recipes of +* the Item 15, Weapon 20, or Armor 30 without needing it and not showing the +* recipes of any recipe items within the player's inventory. +* +* ============================================================================ +* Changelog +* ============================================================================ +* +* Version 1.08: +* - Lunatic Mode fail safes added. +* +* Version 1.07: +* - Added Lunatic Mode notetag. +* +* Version 1.06: +* - Fixed an error with the calculation of total recipes. +* +* Version 1.05: +* - Updated for RPG Maker MV version 1.1.0. +* +* Version 1.04: +* - Added failsafes to prevent crashes from saved games that did not have this +* plugin already installed. +* +* Version 1.03a: +* - Fixed a bug that caused a crash for OpenSynthesis recipe commands. +* - Fixed an issue with recipe counts not appearing right. +* +* Version 1.02: +* - Added 'Equipped Recipes' plugin parameter. If enabled, this will allow the +* Item Synthesis menu to check your party's equipment to see if any of them +* are recipe holders. +* +* Version 1.01: +* - Fixed a bug with the synthesis gold costs taking more than they should. +* - Extended the OpenSynthesis plugin command. If you add Item, Weapon, or +* Armor after the command along with an ID, the synthesis menu will only show +* the items listed on the recipe for Item x, Weapon x, or Armor x. +* +* Version 1.00: +* - Finished Plugin! +*/ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_ItemSynthesis'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.ISSynthCmd = String(Yanfly.Parameters['Synthesis Command']); +Yanfly.Param.ISShowSynth = String(Yanfly.Parameters['Show Command']); +Yanfly.Param.ISShowSynth = eval(Yanfly.Param.ISShowSynth); +Yanfly.Param.ISEnableSynth = String(Yanfly.Parameters['Enable Command']); +Yanfly.Param.ISEnableSynth = eval(Yanfly.Param.ISEnableSynth); +Yanfly.Param.ISAutoPlaceCmd = String(Yanfly.Parameters['Auto Place Command']); + +Yanfly.Param.ISItemCmd = String(Yanfly.Parameters['Item Command']); +Yanfly.Param.ISWeaponCmd = String(Yanfly.Parameters['Weapon Command']); +Yanfly.Param.ISArmorCmd = String(Yanfly.Parameters['Armor Command']); +Yanfly.Param.ISFinishCmd = String(Yanfly.Parameters['Finish Command']); +Yanfly.Param.ISTextAlign = String(Yanfly.Parameters['Text Alignment']); + +Yanfly.Param.ISColRecipes = String(Yanfly.Parameters['Collected Recipes']); +Yanfly.Param.ISCraftedItems = String(Yanfly.Parameters['Crafted Items']); +Yanfly.Param.ISCraftedWeapons = String(Yanfly.Parameters['Crafted Weapons']); +Yanfly.Param.ISCraftedArmors = String(Yanfly.Parameters['Crafted Armors']); + +Yanfly.Param.ISEquRecipes = eval(String(Yanfly.Parameters['Equipped Recipes'])); +Yanfly.Param.ISMaskUnknown = String(Yanfly.Parameters['Mask Unknown']); +Yanfly.Param.ISMaskText = String(Yanfly.Parameters['Mask Text']); +Yanfly.Param.ISMaskItalic = String(Yanfly.Parameters['Mask Italic']); +Yanfly.Param.ISMaskItalic = eval(Yanfly.Param.ISMaskItalic); +Yanfly.Param.ISMaskHelpText = String(Yanfly.Parameters['Mask Help Text']); +Yanfly.Param.ISIngredientsList = String(Yanfly.Parameters['Ingredients Text']); +Yanfly.Param.ISAmountText = String(Yanfly.Parameters['Amount Text']); +Yanfly.Param.ISQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']); + +Yanfly.Param.ISDefSEName = String(Yanfly.Parameters['Default SE']); +Yanfly.Param.ISDefVol = Number(Yanfly.Parameters['Default Volume']); +Yanfly.Param.ISDefPitch = Number(Yanfly.Parameters['Default Pitch']); +Yanfly.Param.ISDefPant = Number(Yanfly.Parameters['Default Pan']); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.IS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.IS.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_ItemSynthesis) { + this.processISNotetagsI($dataItems); + this.processISNotetagsW($dataWeapons); + this.processISNotetagsA($dataArmors); + Yanfly.IS.SynthesisRecipeCount = 0; + Yanfly.IS.SynthesisItemTotal = 0; + Yanfly.IS.SynthesisWeaponTotal = 0; + Yanfly.IS.SynthesisArmorTotal = 0; + this.processISNotetags1($dataItems, 0); + this.processISNotetags1($dataWeapons, 1); + this.processISNotetags1($dataArmors, 2); + Yanfly._loaded_YEP_ItemSynthesis = true; + } + return true; +}; + +DataManager.processISNotetagsI = function(group) { + if (Yanfly.ItemIdRef) return; + Yanfly.ItemIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.ItemIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processISNotetagsW = function(group) { + if (Yanfly.WeaponIdRef) return; + Yanfly.WeaponIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processISNotetagsA = function(group) { + if (Yanfly.ArmorIdRef) return; + Yanfly.ArmorIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processISNotetags1 = function(group, type) { + var note1 = /<(?:ITEM RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note2 = /<(?:ITEM RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i; + var note3 = /<(?:WEAPON RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note4 = /<(?:WEAPON RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i; + var note5 = /<(?:ARMOR RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note6 = /<(?:ARMOR RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i; + var note7 = /<(?:SYNTHESIS INGREDIENTS)>/i; + var note8 = /<\/(?:SYNTHESIS INGREDIENTS)>/i; + var note9 = /<(?:MASK NAME):[ ](.*)>/i; + var note10a = /<(?:CUSTOM SYNTHESIS EFFECT)>/i; + var note10b = /<\/(?:CUSTOM SYNTHESIS EFFECT)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.groupType = type; + obj.maskName = ''; + obj.recipeItem = []; + obj.recipeWeapon = []; + obj.recipeArmor = []; + obj.synthCost = 0; + obj.synthIngredients = []; + var gatherIngredients = false; + obj.synthSeName = Yanfly.Param.ISDefSEName; + obj.synthSeVol = Yanfly.Param.ISDefVol; + obj.synthSePitch = Yanfly.Param.ISDefPitch; + obj.synthSePan = Yanfly.Param.ISDefPan; + obj.customSynthEval = ''; + var evalMode = 'none'; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(note1)) { + var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + obj.recipeItem = obj.recipeItem.concat(array); + } else if (line.match(note2)) { + var range = Yanfly.Util.getRange(parseInt(RegExp.$1), + parseInt(RegExp.$2)); + obj.recipeItem = obj.recipeItem.concat(range); + } else if (line.match(note3)) { + var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + obj.recipeWeapon = obj.recipeWeapon.concat(array); + } else if (line.match(note4)) { + var range = Yanfly.Util.getRange(parseInt(RegExp.$1), + parseInt(RegExp.$2)); + obj.recipeWeapon = obj.recipeWeapon.concat(range); + } else if (line.match(note5)) { + var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + obj.recipeArmor = obj.recipeArmor.concat(array); + } else if (line.match(note6)) { + var range = Yanfly.Util.getRange(parseInt(RegExp.$1), + parseInt(RegExp.$2)); + obj.recipeArmor = obj.recipeArmor.concat(range); + } else if (line.match(note7)) { + gatherIngredients = true; + } else if (line.match(note8)) { + gatherIngredients = false; + } else if (line.match(note9)) { + obj.maskName = String(RegExp.$1); + } else if (gatherIngredients) { + this.addSynthesisIngredient(obj, line); + } else if (line.match(/<(?:SYNTHESIS SE):[ ](.*)>/i)) { + obj.synthSeName = String(RegExp.$1); + } else if (line.match(/<(?:SYNTHESIS VOLUME):[ ](\d+)>/i)) { + obj.synthSeVol = parseInt(RegExp.$1); + } else if (line.match(/<(?:SYNTHESIS PITCH):[ ](\d+)>/i)) { + obj.synthSePitch = parseInt(RegExp.$1); + } else if (line.match(/<(?:SYNTHESIS PAN):[ ](\d+)>/i)) { + obj.synthSePan = parseInt(RegExp.$1); + } else if (line.match(note10a)) { + evalMode = 'custom synthesis effect'; + } else if (line.match(note10b)) { + evalMode = 'none'; + } else if (evalMode === 'custom synthesis effect') { + obj.customSynthEval += line + '\n'; + } + } + this.processRecipeCounts(obj); + } +}; + +DataManager.addSynthesisIngredient = function(obj, line) { + var ingType; + var ingId; + var ingValue = 1; + if (line.match(/GOLD:[ ](\d+)/i)) { + obj.synthCost = parseInt(RegExp.$1); + return; + } else if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 0; + ingValue = parseInt(RegExp.$2); + } else if (line.match(/ITEM[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 0; + ingValue = 1; + } else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 1; + ingValue = parseInt(RegExp.$2); + } else if (line.match(/WEAPON[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 1; + ingValue = 1; + } else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 2; + ingValue = parseInt(RegExp.$2); + } else if (line.match(/ARMOR[ ](\d+)/i)) { + ingId = parseInt(RegExp.$1); + ingType = 2; + ingValue = 1; + } else if (line.match(/(.*):[ ](\d+)/i)) { + var name = String(RegExp.$1).toUpperCase(); + ingValue = parseInt(RegExp.$2); + if (Yanfly.ItemIdRef[name]) { + ingId = Yanfly.ItemIdRef[name]; + ingType = 0; + } else if (Yanfly.WeaponIdRef[name]) { + ingId = Yanfly.WeaponIdRef[name]; + ingType = 1; + } else if (Yanfly.ArmorIdRef[name]) { + ingId = Yanfly.ArmorIdRef[name]; + ingType = 2; + } + } else { + var name = line.toUpperCase(); + ingValue = 1; + if (Yanfly.ItemIdRef[name]) { + ingId = Yanfly.ItemIdRef[name]; + ingType = 0; + } else if (Yanfly.WeaponIdRef[name]) { + ingId = Yanfly.WeaponIdRef[name]; + ingType = 1; + } else if (Yanfly.ArmorIdRef[name]) { + ingId = Yanfly.ArmorIdRef[name]; + ingType = 2; + } + } + if (!this.isSynthesisIngredientOk(ingId, ingType)) return; + var length = obj.synthIngredients.length; + obj.synthIngredients[length] = [ingType, ingId, ingValue]; +}; + +DataManager.isSynthesisIngredientOk = function(ingId, ingType) { + var item; + if (ingType === 0) item = $dataItems[ingId]; + if (ingType === 1) item = $dataWeapons[ingId]; + if (ingType === 2) item = $dataArmors[ingId]; + if (!item) return false; + if (Imported.YEP_ItemCore && this.isIndependent(item)) return false; + return true; +}; + +DataManager.getSynthesisIngredient = function(item, index) { + var itemId = item.synthIngredients[index][1]; + if (item.synthIngredients[index][0] === 0) { + return $dataItems[itemId]; + } else if (item.synthIngredients[index][0] === 1) { + return $dataWeapons[itemId]; + } if (item.synthIngredients[index][0] === 2) { + return $dataArmors[itemId]; + } + return null; +}; + +DataManager.getSynthesisQuantity = function(item, index) { + return item.synthIngredients[index][2]; +}; + +DataManager.processRecipeCounts = function(obj) { + if (obj.recipeItem.length > 0 || obj.recipeWeapon.length > 0 || + obj.recipeArmor.length > 0) { + Yanfly.IS.SynthesisRecipeCount += obj.recipeItem.length; + Yanfly.IS.SynthesisRecipeCount += obj.recipeWeapon.length; + Yanfly.IS.SynthesisRecipeCount += obj.recipeArmor.length; + } + if (obj.name === '') return; + if (obj.synthCost > 0 || obj.synthIngredients.length > 0) { + if (obj.groupType === 0) Yanfly.IS.SynthesisItemTotal += 1; + if (obj.groupType === 1) Yanfly.IS.SynthesisWeaponTotal += 1; + if (obj.groupType === 2) Yanfly.IS.SynthesisArmorTotal += 1; + } +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.IS.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + Yanfly.IS.Game_System_initialize.call(this); + this.initSynthesis(); +}; + +Game_System.prototype.initSynthesis = function() { + this._showSynthesis = Yanfly.Param.ISShowSynth; + this._enableSynthesis = Yanfly.Param.ISEnableSynth; + this._synthedItems = []; + this._synthedWeapons = []; + this._synthedArmors = []; +}; + +Game_System.prototype.isShowSynthesis = function() { + return this._showSynthesis; +}; + +Game_System.prototype.isEnableSynthesis = function() { + return this._enableSynthesis; +}; + +Game_System.prototype.totalRecipes = function() { + var value = 0; + $gameParty.items().forEach(function(item) { + if (item.recipeItem && item.recipeItem.length > 0) { + value += item.recipeItem.length; + } + if (item.recipeWeapon && item.recipeWeapon.length > 0) { + value += item.recipeWeapon.length; + } + if (item.recipeArmor && item.recipeArmor.length > 0) { + value += item.recipeArmor.length; + } + }, this); + $gameParty.weapons().forEach(function(item) { + if (item.recipeItem && item.recipeItem.length > 0) { + value += item.recipeItem.length; + } + if (item.recipeWeapon && item.recipeWeapon.length > 0) { + value += item.recipeWeapon.length; + } + if (item.recipeArmor && item.recipeArmor.length > 0) { + value += item.recipeArmor.length; + } + }, this); + $gameParty.armors().forEach(function(item) { + if (item.recipeItem && item.recipeItem.length > 0) { + value += item.recipeItem.length; + } + if (item.recipeWeapon && item.recipeWeapon.length > 0) { + value += item.recipeWeapon.length; + } + if (item.recipeArmor && item.recipeArmor.length > 0) { + value += item.recipeArmor.length; + } + }, this); + return value; +}; + +Game_System.prototype.hasSynthed = function(item) { + if (!item) return false; + if (DataManager.isItem(item)) { + return this.synthedItems().contains(item.id); + } else if (DataManager.isWeapon(item)) { + return this.synthedWeapons().contains(item.id); + } else if (DataManager.isArmor(item)) { + return this.synthedArmors().contains(item.id); + } + return false; +}; + +Game_System.prototype.addSynth = function(item) { + if (!item) return false; + if (DataManager.isItem(item)) { + if (!this._synthedItems.contains(item.id)) { + this._synthedItems.push(item.id); + } + } else if (DataManager.isWeapon(item)) { + if (!this._synthedWeapons.contains(item.id)) { + this._synthedWeapons.push(item.id); + } + } else if (DataManager.isArmor(item)) { + if (!this._synthedArmors.contains(item.id)) { + this._synthedArmors.push(item.id); + } + } +}; + +Game_System.prototype.synthedItems = function() { + if (this._synthedItems === undefined) this._synthedItems = []; + return this._synthedItems; +}; + +Game_System.prototype.synthedWeapons = function() { + if (this._synthedWeapons === undefined) this._synthedWeapons = []; + return this._synthedWeapons; +}; + +Game_System.prototype.synthedArmors = function() { + if (this._synthedArmors === undefined) this._synthedArmors = []; + return this._synthedArmors; +}; + +Game_System.prototype.canSynthesize = function(item, times) { + if (!item) return false; + if ($gameParty.numItems(item) >= $gameParty.maxItems(item)) return false; + times = times || 1; + if (item.synthCost * times > $gameParty.gold()) return false; + for (var i = 0; i < item.synthIngredients.length; ++i) { + var ingredient = DataManager.getSynthesisIngredient(item, i); + var quantity = DataManager.getSynthesisQuantity(item, i); + if (quantity * times > $gameParty.numItems(ingredient)) return false; + } + return true; +}; + +Game_System.prototype.maxSynthesize = function(item) { + var maximum = $gameParty.maxItems(item) - $gameParty.numItems(item); + if (item.synthCost > 0) { + maximum = Math.min(maximum, $gameParty.gold() / item.synthCost); + } + for (var i = 0; i < item.synthIngredients.length; ++i) { + var ingredient = DataManager.getSynthesisIngredient(item, i); + var quantity = DataManager.getSynthesisQuantity(item, i); + maximum = Math.min(maximum, $gameParty.numItems(ingredient) / quantity); + } + return parseInt(Math.max(maximum, 0)); +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.IS.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.IS.Game_Interpreter_pluginCommand.call(this, command, args) + if (command === 'OpenSynthesis') this.gotoSceneSynthesis(args); + if (command === 'ShowSynthesis') $gameSystem._showSynthesis = true; + if (command === 'HideSynthesis') $gameSystem._showSynthesis = false; + if (command === 'EnableSynthesis') $gameSystem._enableSynthesis = true; + if (command === 'DisableSynthesis') $gameSystem._enableSynthesis = false; +}; + +Game_Interpreter.prototype.gotoSceneSynthesis = function(args) { + if ($gameParty.inBattle()) return; + if (args && args.length >= 2) { + var text = args[0].toUpperCase(); + var id = parseInt(args[1]); + if (text === 'ITEM') { + $gameTemp._synthRecipe = $dataItems[id]; + } else if (text === 'WEAPON') { + $gameTemp._synthRecipe = $dataWeapons[id]; + } else if (text === 'ARMOR') { + $gameTemp._synthRecipe = $dataArmors[id]; + } + } + SceneManager.push(Scene_Synthesis); +}; + +//============================================================================= +// Window_MenuCommand +//============================================================================= + +Yanfly.IS.Window_MenuCommand_addOriginalCommands = + Window_MenuCommand.prototype.addOriginalCommands; +Window_MenuCommand.prototype.addOriginalCommands = function() { + Yanfly.IS.Window_MenuCommand_addOriginalCommands.call(this); + this.addSynthesisCommand(); +}; + +Window_MenuCommand.prototype.addSynthesisCommand = function() { + if (!eval(Yanfly.Param.ISAutoPlaceCmd)) return; + if (!$gameSystem.isShowSynthesis()) return; + if (this.findSymbol('synthesis') > -1) return; + if ($gameSystem.totalRecipes() <= 0) return; + var text = Yanfly.Param.ISSynthCmd; + var enabled = $gameSystem.isEnableSynthesis(); + this.addCommand(text, 'synthesis', enabled); +}; + +//============================================================================= +// Window_SynthesisCommand +//============================================================================= + +function Window_SynthesisCommand() { + this.initialize.apply(this, arguments); +} + +Window_SynthesisCommand.prototype = Object.create(Window_Command.prototype); +Window_SynthesisCommand.prototype.constructor = Window_SynthesisCommand; + +Window_SynthesisCommand.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); +}; + +Window_SynthesisCommand.prototype.windowWidth = function() { + return 240; +}; + +Window_SynthesisCommand.prototype.numVisibleRows = function() { + return 4; +}; + +Window_SynthesisCommand.prototype.itemTextAlign = function() { + return Yanfly.Param.ISTextAlign; +}; + +Window_SynthesisCommand.prototype.makeCommandList = function() { + this.addItemCommands(); + this.addCustomCommand(); + this.addFinishCommand(); +}; + +Window_SynthesisCommand.prototype.addItemCommands = function() { + if (Scene_Synthesis.availableItems().length > 0) { + this.addCommand(Yanfly.Param.ISItemCmd, 'item', true); + } + if (Scene_Synthesis.availableWeapons().length > 0) { + this.addCommand(Yanfly.Param.ISWeaponCmd, 'weapon', true); + } + if (Scene_Synthesis.availableArmors().length > 0) { + this.addCommand(Yanfly.Param.ISArmorCmd, 'armor', true); + } +}; + +Window_SynthesisCommand.prototype.addCustomCommand = function() { +}; + +Window_SynthesisCommand.prototype.addFinishCommand = function() { + this.addCommand(Yanfly.Param.ISFinishCmd, 'cancel', true); +}; + +//============================================================================= +// Window_SynthesisStatus +//============================================================================= + +function Window_SynthesisStatus() { + this.initialize.apply(this, arguments); +} + +Window_SynthesisStatus.prototype = Object.create(Window_Base.prototype); +Window_SynthesisStatus.prototype.constructor = Window_SynthesisStatus; + +Window_SynthesisStatus.prototype.initialize = function(wx, wy, ww, wh) { + Window_Base.prototype.initialize.call(this, wx, wy, ww, wh); + this.refresh(); +}; + +Window_SynthesisStatus.prototype.refresh = function() { + this.contents.clear(); + var dy = 0; + dy = this.drawCollectedRecipes(dy); + dy = this.drawCraftedItems(dy); + dy = this.drawCraftedWeapons(dy); + dy = this.drawCraftedArmors(dy); +}; + +Window_SynthesisStatus.prototype.drawCollectedRecipes = function(dy) { + if (Yanfly.Param.ISColRecipes.length <= 0) return dy; + var dw = this.contents.width; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISColRecipes, 0, dy, dw); + this.changeTextColor(this.normalColor()); + var value = parseFloat($gameSystem.totalRecipes()) / + Yanfly.IS.SynthesisRecipeCount; + var text = String(parseInt(value * 100)) + '%'; + this.drawText(text, 0, dy, dw, 'right'); + dw -= this.textWidth('100%') + this.standardPadding() * 2; + var fmt = '%1/%2' + text = fmt.format($gameSystem.totalRecipes(), + Yanfly.IS.SynthesisRecipeCount); + this.drawText(text, 0, dy, dw, 'right'); + return dy + this.lineHeight(); +}; + +Window_SynthesisStatus.prototype.drawCraftedItems = function(dy) { + if (Yanfly.Param.ISCraftedItems.length <= 0) return dy; + var dw = this.contents.width; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISCraftedItems, 0, dy, dw); + this.changeTextColor(this.normalColor()); + var value = parseFloat($gameSystem.synthedItems().length) / + Math.max(1, Yanfly.IS.SynthesisItemTotal); + var text = String(parseInt(value * 100)) + '%'; + this.drawText(text, 0, dy, dw, 'right'); + dw -= this.textWidth('100%') + this.standardPadding() * 2; + var fmt = '%1/%2' + text = fmt.format($gameSystem.synthedItems().length, + Yanfly.IS.SynthesisItemTotal); + this.drawText(text, 0, dy, dw, 'right'); + return dy + this.lineHeight(); +}; + +Window_SynthesisStatus.prototype.drawCraftedWeapons = function(dy) { + if (Yanfly.Param.ISCraftedWeapons.length <= 0) return dy; + var dw = this.contents.width; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISCraftedWeapons, 0, dy, dw); + this.changeTextColor(this.normalColor()); + var value = parseFloat($gameSystem.synthedWeapons().length) / + Math.max(1, Yanfly.IS.SynthesisWeaponTotal); + var text = String(parseInt(value * 100)) + '%'; + this.drawText(text, 0, dy, dw, 'right'); + dw -= this.textWidth('100%') + this.standardPadding() * 2; + var fmt = '%1/%2' + text = fmt.format($gameSystem.synthedWeapons().length, + Yanfly.IS.SynthesisWeaponTotal); + this.drawText(text, 0, dy, dw, 'right'); + return dy + this.lineHeight(); +}; + +Window_SynthesisStatus.prototype.drawCraftedArmors = function(dy) { + if (Yanfly.Param.ISCraftedArmors.length <= 0) return dy; + var dw = this.contents.width; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISCraftedArmors, 0, dy, dw); + this.changeTextColor(this.normalColor()); + var value = parseFloat($gameSystem.synthedArmors().length) / + Math.max(1, Yanfly.IS.SynthesisArmorTotal); + var text = String(parseInt(value * 100)) + '%'; + this.drawText(text, 0, dy, dw, 'right'); + dw -= this.textWidth('100%') + this.standardPadding() * 2; + var fmt = '%1/%2' + text = fmt.format($gameSystem.synthedArmors().length, + Yanfly.IS.SynthesisArmorTotal); + this.drawText(text, 0, dy, dw, 'right'); + return dy + this.lineHeight(); +}; + +//============================================================================= +// Window_SynthesisList +//============================================================================= + +function Window_SynthesisList() { + this.initialize.apply(this, arguments); +} + +Window_SynthesisList.prototype = Object.create(Window_Selectable.prototype); +Window_SynthesisList.prototype.constructor = Window_SynthesisList; + +Window_SynthesisList.prototype.initialize = function(commandWindow) { + this._commandWindow = commandWindow + var wy = commandWindow.y + commandWindow.height; + var ww = this.windowWidth(); + var wh = Graphics.boxHeight - wy; + Window_Selectable.prototype.initialize.call(this, 0, wy, ww, wh); + this.refresh(); +}; + +Window_SynthesisList.prototype.windowWidth = function() { + return Graphics.boxWidth / 2; +}; + + +Window_SynthesisList.prototype.updateHelp = function() { + if (this._commandWindow.active) { + this._helpWindow.setText(''); + } else if (eval(Yanfly.Param.ISMaskUnknown) && + !$gameSystem.hasSynthed(this.item())) { + var text = Yanfly.Param.ISMaskHelpText; + if (this._helpWindow) this._helpWindow.setText(text); + } else { + this.setHelpWindowItem(this.item()); + } + if (this._ingredients) { + this._ingredients.refresh(this.item()); + } +}; + +Window_SynthesisList.prototype.item = function() { + return this._data[this.index()]; +}; + +Window_SynthesisList.prototype.isCurrentItemEnabled = function() { + return this.isEnabled(this.item()); +}; + +Window_SynthesisList.prototype.isEnabled = function(item) { + if ($gamePlayer.isDebugThrough()) return true; + return $gameSystem.canSynthesize(item); +}; + +Window_SynthesisList.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + if (this._commandWindow) { + this.setCategory(this._commandWindow.currentSymbol()) + } +}; + +Window_SynthesisList.prototype.setCategory = function(symbol) { + if (this._categorySymbol === symbol) return; + this._categorySymbol = symbol; + this.refresh(); +}; + +Window_SynthesisList.prototype.refresh = function() { + if (this._commandWindow) { + this._categorySymbol = this._commandWindow.currentSymbol(); + } + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_SynthesisList.prototype.makeItemList = function() { + this._data = []; + if (this._commandWindow.currentSymbol() === 'item') { + this._data = Scene_Synthesis.availableItems(); + } else if (this._commandWindow.currentSymbol() === 'weapon') { + this._data = Scene_Synthesis.availableWeapons(); + } else if (this._commandWindow.currentSymbol() === 'armor') { + this._data = Scene_Synthesis.availableArmors(); + } +}; + +Window_SynthesisList.prototype.maxItems = function() { + return this._data ? this._data.length : 1; +}; + +Window_SynthesisList.prototype.drawItem = function(index) { + var item = this._data[index]; + if (!item) return; + this.resetFontSettings(); + var rect = this.itemRect(index); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width); + this.drawItemNumber(item, rect.x, rect.y, rect.width); +}; + +Window_SynthesisList.prototype.drawItemName = function(item, x, y, width) { + if (!item) return; + if ($gameSystem.hasSynthed(item)) { + Window_Base.prototype.drawItemName.call(this, item, x, y, width); + return; + } + var iconBoxWidth = Window_Base._iconWidth + 4; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + 2, y + 2); + var text = item.name; + if (eval(Yanfly.Param.ISMaskUnknown)) { + this.contents.fontItalic = Yanfly.Param.ISMaskItalic; + if (item.maskName !== '') { + text = item.maskName; + } else { + text = Yanfly.Util.maskString(text, Yanfly.Param.ISMaskText); + } + } + this.drawText(text, x + iconBoxWidth, y, width - iconBoxWidth); + this.contents.fontItalic = false; +}; + +Window_SynthesisList.prototype.drawItemNumber = function(item, wx, wy, ww) { + if (eval(Yanfly.Param.ISMaskUnknown) && !$gameSystem.hasSynthed(item)) { + return; + } + ww -= this.textPadding(); + if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) { + var baseItem = DataManager.getBaseItem(item); + var value = $gameParty.numIndependentItems(baseItem); + var numItems = Yanfly.Util.toGroup(value); + } else { + var numItems = Yanfly.Util.toGroup($gameParty.numItems(item)); + } + this.contents.fontSize = Yanfly.Param.ISQuantitySize; + this.drawText('\u00d7' + numItems, wx, wy, ww - 2, 'right'); +}; + +//============================================================================= +// Window_SynthesisIngredients +//============================================================================= + +function Window_SynthesisIngredients() { + this.initialize.apply(this, arguments); +} + +Window_SynthesisIngredients.prototype = Object.create(Window_Base.prototype); +Window_SynthesisIngredients.prototype.constructor = Window_SynthesisIngredients; + +Window_SynthesisIngredients.prototype.initialize = function(wx, wy, ww, wh) { + Window_Base.prototype.initialize.call(this, wx, wy, ww, wh); +}; + +Window_SynthesisIngredients.prototype.refresh = function(item) { + this.contents.clear(); + if (!item) return; + this._item = item; + this.resetFontSettings(); + this.resetTextColor(); + this.drawItemIngredients(item, this.lineHeight()); +}; + +Window_SynthesisIngredients.prototype.drawItemIngredients = function(item, wy) { + var ww = this.contents.width; + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISIngredientsList, 0, 0, ww, 'center'); + this.changeTextColor(this.normalColor()); + for (var i = 0; i < item.synthIngredients.length; ++i) { + wy = this.drawItemDetails(i, wy); + if (wy + this.lineheight > this.contents.height) break; + } + this.drawItemSynthCost(item, wy); +}; + +Window_SynthesisIngredients.prototype.drawItemDetails = function(index, wy) { + var ingredient = DataManager.getSynthesisIngredient(this._item, index); + var quantity = DataManager.getSynthesisQuantity(this._item, index); + var ww = this.contents.width; + if (!ingredient) return wy; + this.resetFontSettings(); + this.drawItemName.call(this, ingredient, 0, wy, ww); + this.drawItemQuantity(index, wy); + return wy + this.lineHeight(); +}; + +Window_SynthesisIngredients.prototype.drawItemQuantity = function(index, wy) { + var ingredient = DataManager.getSynthesisIngredient(this._item, index); + var quantity = DataManager.getSynthesisQuantity(this._item, index); + var ww = this.contents.width; + this.contents.fontSize = Yanfly.Param.ISQuantitySize; + this.changeTextColor(this.normalColor()); + var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient)); + this.drawText(num, 0, wy, ww, 'right'); + ww -= this.textWidth(num); + if ($gameParty.numItems(ingredient) >= quantity) { + this.changeTextColor(this.powerUpColor()); + } else { + this.changeTextColor(this.powerDownColor()); + } + var text = String(Yanfly.Util.toGroup(quantity)); + this.drawText(text, 0, wy, ww, 'right'); +} + +Window_SynthesisIngredients.prototype.drawItemSynthCost = function(item, wy) { + if (item.synthCost <= 0) return; + this.resetFontSettings(); + var value = item.synthCost; + var ww = this.contents.width - 4; + this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww) +}; + +//============================================================================= +// Window_SynthesisNumber +//============================================================================= + +function Window_SynthesisNumber() { + this.initialize.apply(this, arguments); +} + +Window_SynthesisNumber.prototype = Object.create(Window_Selectable.prototype); +Window_SynthesisNumber.prototype.constructor = Window_SynthesisNumber; + +Window_SynthesisNumber.prototype.initialize = function(ingredientsWindow) { + var wx = ingredientsWindow.x; + var wy = ingredientsWindow.y; + var ww = ingredientsWindow.width; + var wh = ingredientsWindow.height; + Window_Selectable.prototype.initialize.call(this, wx, wy, ww, wh); + this._index = 0; + this._item = null; + this._max = 1; + this._price = 0; + this._number = 1; + this._currencyUnit = TextManager.currencyUnit; + this.createButtons(); +}; + +Window_SynthesisNumber.prototype.setup = function(item, max, price) { + this._item = item; + this._max = Math.max(1, Math.floor(max)); + if ($gamePlayer.isDebugThrough()) this._max = $gameParty.maxItems(item); + this._price = price; + this._number = 1; + this.placeButtons(); + this.updateButtonsVisiblity(); + this.refresh(); +}; + +Window_SynthesisNumber.prototype.setCurrencyUnit = function(currencyUnit) { + this._currencyUnit = currencyUnit; + this.refresh(); +}; + +Window_SynthesisNumber.prototype.createButtons = function() { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 5; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * i; + var w = buttonWidth * (i === 4 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown2.bind(this)); + this._buttons[1].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[2].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[3].setClickHandler(this.onButtonUp2.bind(this)); + this._buttons[4].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_SynthesisNumber.prototype.placeButtons = function() { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_SynthesisNumber.prototype.updateButtonsVisiblity = function() { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_SynthesisNumber.prototype.showButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_SynthesisNumber.prototype.hideButtons = function() { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_SynthesisNumber.prototype.refresh = function() { + this.contents.clear(); + this.drawAmountText() + this.drawMultiplicationSign(); + this.drawNumber(); + this.drawIngredients(); +}; + +Window_SynthesisNumber.prototype.drawAmountText = function() { + this.resetFontSettings(); + this.changeTextColor(this.systemColor()); + this.drawText(Yanfly.Param.ISAmountText, 0, 0, this.contents.width); + this.resetTextColor(); +}; + +Window_SynthesisNumber.prototype.drawMultiplicationSign = function() { + var sign = '\u00d7'; + var width = this.textWidth(sign); + var x = this.cursorX() - width * 2; + var y = this.itemY(); + this.resetTextColor(); + this.drawText(sign, x, y, width); +}; + +Window_SynthesisNumber.prototype.drawNumber = function() { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + this.drawText(Yanfly.Util.toGroup(this._number), x, y, width, 'right'); +}; + +Window_SynthesisNumber.prototype.drawIngredients = function() { + var wy = this.lineHeight(); + for (var i = 0; i < this._item.synthIngredients.length; ++i) { + wy = this.drawItemDetails(i, wy); + if (wy + this.lineheight > this.contents.height) break; + } + this.drawItemSynthCost(this._item, wy); +}; + +Window_SynthesisNumber.prototype.drawItemDetails = function(index, wy) { + var ingredient = DataManager.getSynthesisIngredient(this._item, index); + var quantity = DataManager.getSynthesisQuantity(this._item, index); + var ww = this.contents.width; + if (!ingredient) return wy; + this.resetFontSettings(); + this.drawItemName.call(this, ingredient, 0, wy, ww); + this.drawItemQuantity(index, wy); + return wy + this.lineHeight(); +}; + +Window_SynthesisNumber.prototype.drawItemQuantity = function(index, wy) { + var ingredient = DataManager.getSynthesisIngredient(this._item, index); + var quantity = DataManager.getSynthesisQuantity(this._item, index); + quantity *= this.number(); + var ww = this.contents.width; + this.contents.fontSize = Yanfly.Param.ISQuantitySize; + this.changeTextColor(this.normalColor()); + var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient)); + this.drawText(num, 0, wy, ww, 'right'); + ww -= this.textWidth(num); + if ($gameParty.numItems(ingredient) >= quantity) { + this.changeTextColor(this.powerUpColor()); + } else { + this.changeTextColor(this.powerDownColor()); + } + var text = String(Yanfly.Util.toGroup(quantity)); + this.drawText(text, 0, wy, ww, 'right'); +} + +Window_SynthesisNumber.prototype.drawItemSynthCost = function(item, wy) { + if (item.synthCost <= 0) return; + this.resetFontSettings(); + var value = item.synthCost * this.number(); + var ww = this.contents.width - 4; + this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww) +}; + +Window_SynthesisNumber.prototype.itemY = function() { + return 0; +}; + +Window_SynthesisNumber.prototype.priceY = function() { + return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2); +}; + +Window_SynthesisNumber.prototype.buttonY = function() { + return Math.round(this.priceY() + this.lineHeight() * 2.5); +}; + +Window_SynthesisNumber.prototype.cursorWidth = function() { + var digitWidth = this.textWidth('0'); + return this.maxDigits() * digitWidth + this.textPadding() * 4; +}; + +Window_SynthesisNumber.prototype.cursorX = function() { + return this.contentsWidth() - this.cursorWidth() - this.textPadding(); +}; + +Window_SynthesisNumber.prototype.maxDigits = function() { + if (this._item) { + var maxItem = parseInt($gameSystem.maxSynthesize(this._item)); + maxItem = Math.max(1, maxItem); + if ($gamePlayer.isDebugThrough()) { + maxItem = $gameParty.maxItems(this._item); + } + return String(Yanfly.Util.toGroup(maxItem)).length; + } + return 2; + +}; + +Window_SynthesisNumber.prototype.update = function() { + Window_Selectable.prototype.update.call(this); + this.processNumberChange(); +}; + +Window_SynthesisNumber.prototype.playOkSound = function() { +}; + +Window_SynthesisNumber.prototype.processNumberChange = function() { + if (this.isOpenAndActive()) { + if (Input.isRepeated('right')) { + this.changeNumber(1); + } + if (Input.isRepeated('left')) { + this.changeNumber(-1); + } + if (Input.isRepeated('up')) { + this.changeNumber(10); + } + if (Input.isRepeated('down')) { + this.changeNumber(-10); + } + } +}; + +Window_SynthesisNumber.prototype.changeNumber = function(amount) { + var lastNumber = this._number; + this._number = (this._number + amount).clamp(1, this._max); + if (this._number !== lastNumber) { + SoundManager.playCursor(); + this.refresh(); + } +}; + +Window_SynthesisNumber.prototype.updateCursor = function() { + this.setCursorRect(this.cursorX(), this.itemY(), + this.cursorWidth(), this.lineHeight()); +}; + +Window_SynthesisNumber.prototype.onButtonUp = function() { + this.changeNumber(1); +}; + +Window_SynthesisNumber.prototype.onButtonUp2 = function() { + this.changeNumber(10); +}; + +Window_SynthesisNumber.prototype.onButtonDown = function() { + this.changeNumber(-1); +}; + +Window_SynthesisNumber.prototype.onButtonDown2 = function() { + this.changeNumber(-10); +}; + +Window_SynthesisNumber.prototype.onButtonOk = function() { + this.processOk(); +}; + +Window_SynthesisNumber.prototype.number = function() { + return this._number; +}; + +//============================================================================= +// Scene_Menu +//============================================================================= + +Yanfly.IS.Scene_Menu_createCommandWindow = + Scene_Menu.prototype.createCommandWindow; +Scene_Menu.prototype.createCommandWindow = function() { + Yanfly.IS.Scene_Menu_createCommandWindow.call(this); + this._commandWindow.setHandler('synthesis', + this.commandSynthesis.bind(this)); +}; + +Scene_Menu.prototype.commandSynthesis = function() { + SceneManager.push(Scene_Synthesis); +}; + +//============================================================================= +// Scene_Synthesis +//============================================================================= + +function Scene_Synthesis() { + this.initialize.apply(this, arguments); +} + +Scene_Synthesis.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Synthesis.prototype.constructor = Scene_Synthesis; + +Scene_Synthesis.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Synthesis.addSynthesisItem = function(obj, list) { + if (!obj) return; + if (obj.name.length <= 0) return; + if (obj.synthCost <= 0 && obj.synthIngredients.length <= 0) return; + if (list.contains(obj)) return; + list.push(obj); +}; + +Scene_Synthesis.getAvailableItems = function(type) { + var list = []; + var lib = this.availableLibrary(); + var length = lib.length; + for (var i = 0; i < length; ++i) { + var set = lib[i]; + this.getAvailableRecipes(set, type, list); + } + return list; +}; + +Scene_Synthesis.getAvailableRecipes = function(set, type, list) { + var length = set.length; + for (var i = 0; i < length; ++i) { + var item = set[i]; + if (!item) continue; + if (type === 0 && item.recipeItem) { + this.getAvailableSynthesisItems(item.recipeItem, type, list); + } else if (type === 1 && item.recipeWeapon) { + this.getAvailableSynthesisItems(item.recipeWeapon, type, list); + } else if (type === 2 && item.recipeArmor) { + this.getAvailableSynthesisItems(item.recipeArmor, type, list); + } + } +}; + +Scene_Synthesis.getAvailableSynthesisItems = function(array, type, list) { + var length = array.length; + for (var i = 0; i < length; ++i) { + if (type === 0) var obj = $dataItems[array[i]]; + if (type === 1) var obj = $dataWeapons[array[i]]; + if (type === 2) var obj = $dataArmors[array[i]]; + this.addSynthesisItem(obj, list); + } +}; + +Scene_Synthesis.availableLibrary = function() { + if ($gameTemp._synthRecipe) { + return [[$gameTemp._synthRecipe]]; + } + var library = []; + library.push($gameParty.items()); + library.push($gameParty.weapons()); + library.push($gameParty.armors()); + if (Yanfly.Param.ISEquRecipes) { + var length = $gameParty.allMembers().length; + for (var i = 0; i < length; ++i) { + var member = $gameParty.allMembers()[i]; + if (member) library.push(member.equips()); + } + } + return library; +}; + +Scene_Synthesis.availableItems = function() { + var list = this.getAvailableItems(0); + return this.sortList(list); +}; + +Scene_Synthesis.availableWeapons = function() { + var list = this.getAvailableItems(1); + return this.sortList(list); +}; + +Scene_Synthesis.availableArmors = function() { + var list = this.getAvailableItems(2); + return this.sortList(list); +}; + +Scene_Synthesis.sortList = function(list) { + list.sort(function(a, b) { + var p1 = a.id; + var p2 = b.id; + if (p1 !== p2) { + return p1 - p2; + } + return b - a; + }); + return list; +}; + +Scene_Synthesis.prototype.refreshWindows = function() { + this._statusWindow.refresh(); + this._listWindow.refresh(); + this._goldWindow.refresh(); + this._ingredientsWindow.refresh(this._listWindow.item()); +}; + +Scene_Synthesis.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCommandWindow(); + this.createStatusWindow(); + this.createListWindow(); + this.createGoldWindow(); + this.createIngredientsWindow(); + this.createNumberWindow(); +}; + +Scene_Synthesis.prototype.createCommandWindow = function() { + this._commandWindow = new Window_SynthesisCommand(); + this._commandWindow.y = this._helpWindow.height; + this._commandWindow.setHandler('ok', this.onCommandOk.bind(this)); + this._commandWindow.setHandler('cancel', this.onCancelOk.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Synthesis.prototype.onCancelOk = function() { + $gameTemp._synthRecipe = undefined; + this.popScene(); +}; + +Scene_Synthesis.prototype.createStatusWindow = function() { + var wx = this._commandWindow.width; + var wy = this._commandWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._commandWindow.height; + this._statusWindow = new Window_SynthesisStatus(wx, wy, ww, wh); + this.addWindow(this._statusWindow); +}; + +Scene_Synthesis.prototype.createListWindow = function() { + this._listWindow = new Window_SynthesisList(this._commandWindow); + this._listWindow.setHandler('ok', this.onListOk.bind(this)); + this._listWindow.setHandler('cancel', this.onListCancel.bind(this)); + this._listWindow.setHelpWindow(this._helpWindow); + this.addWindow(this._listWindow); +}; + +Scene_Synthesis.prototype.createGoldWindow = function() { + var wx = this._listWindow.width; + this._goldWindow = new Window_Gold(wx, 0); + this._goldWindow.width = Graphics.boxWidth / 2; + this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height; + this._goldWindow.createContents(); + this._goldWindow.refresh(); + this.addWindow(this._goldWindow); +}; + +Scene_Synthesis.prototype.createIngredientsWindow = function() { + var wx = this._listWindow.width; + var wy = this._listWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = Graphics.boxHeight - wy - this._goldWindow.height; + this._ingredientsWindow = new Window_SynthesisIngredients(wx, wy, ww, wh); + this._listWindow._ingredients = this._ingredientsWindow; + this.addWindow(this._ingredientsWindow); +}; + +Scene_Synthesis.prototype.createNumberWindow = function() { + this._numberWindow = new Window_SynthesisNumber(this._ingredientsWindow); + this._numberWindow.hide(); + this._numberWindow.setHandler('ok', this.onNumberOk.bind(this)); + this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this)); + this.addWindow(this._numberWindow); +}; + +Scene_Synthesis.prototype.onCommandOk = function() { + this._listWindow.activate(); + this._listWindow.select(0); +}; + +Scene_Synthesis.prototype.onListCancel = function() { + this._commandWindow.activate(); + this._listWindow.select(-1); + this._listWindow.updateHelp(); +}; + +Scene_Synthesis.prototype.onListOk = function() { + this._item = this._listWindow.item(); + this._ingredientsWindow.hide(); + this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); +}; + +Scene_Synthesis.prototype.onNumberOk = function() { + this.playSynthesisSound(); + var number = this._numberWindow.number(); + this.doBuy(number); + this.customSynthEffect(number); + this.endNumberInput(); + this.refreshWindows(); +}; + +Scene_Synthesis.prototype.playSynthesisSound = function() { + var se = { + name: this._item.synthSeName, + volume: this._item.synthSeVol, + pitch: this._item.synthSePitch, + pan: this._item.synthSePan + } + AudioManager.playSe(se); +}; + +Scene_Synthesis.prototype.doBuy = function(number) { + var price = number * this._item.synthCost; + $gameParty.loseGold(price); + for (var i = 0; i < this._item.synthIngredients.length; ++i) { + var ingredient = DataManager.getSynthesisIngredient(this._item, i); + var quantity = DataManager.getSynthesisQuantity(this._item, i); + quantity *= number; + if (!ingredient) continue; + $gameParty.loseItem(ingredient, quantity, false); + } + $gameParty.gainItem(this._item, number); + $gameSystem.addSynth(this._item); +}; + +Scene_Synthesis.prototype.customSynthEffect = function(number) { + if (!this._item.customSynthEval) return; + if (this._item.customSynthEval <= 0) return; + var item = this._item; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = this._item.customSynthEval; + try { + while (number--) { + eval(code); + } + } catch (e) { + Yanfly.Util.displayError(e, code, 'CUSTOM SYNTH EFFECT ERROR'); + } +}; + +Scene_Synthesis.prototype.endNumberInput = function() { + this._numberWindow.hide(); + this._listWindow.activate(); + this._ingredientsWindow.show(); +}; + +Scene_Synthesis.prototype.onNumberCancel = function() { + SoundManager.playCancel(); + this.endNumberInput(); +}; + +Scene_Synthesis.prototype.maxBuy = function() { + return $gameSystem.maxSynthesize(this._item); +}; + +Scene_Synthesis.prototype.buyingPrice = function() { + return $gameSystem.maxSynthesize(this._item) * this._item.synthCost; +}; + +Scene_Synthesis.prototype.currencyUnit = function() { + return this._goldWindow.currencyUnit(); +}; + +//============================================================================= +// New Function +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.getRange = function(n, m) { + var result = []; + for (var i = n; i <= m; ++i) result.push(i); + return result; +}; + +Yanfly.Util.maskString = function(str, mask) { + var text = mask; + if (mask.length === 1) { + text = Array(str.length + 1).join(mask); + return text; + } else { + return mask; + } +}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + + +//============================================================================= +// End of File +//============================================================================= \ No newline at end of file diff --git a/js/plugins/YEP_Z_SkillRewards.js b/js/plugins/YEP_Z_SkillRewards.js new file mode 100644 index 0000000..892c0bf --- /dev/null +++ b/js/plugins/YEP_Z_SkillRewards.js @@ -0,0 +1,942 @@ +//============================================================================= +// Yanfly Engine Plugins - Lunatic Pack - Skill Rewards +// YEP_Z_SkillRewards.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_Z_SkillRewards = true; + +var Yanfly = Yanfly || {}; +Yanfly.LunSkRew = Yanfly.LunSkRew || {}; +Yanfly.LunSkRew.version = 1.00; + +//============================================================================= + /*: + * @plugindesc v1.00 行动后奖励效果☁️ + * @author Yanfly Engine Plugins + * + * @help + * ============================================================================ + * 导言 + * ============================================================================ + * + * 此插件需要以下插件: + * -战斗引擎核心 + * -技能核心 + * + * 将此插件放在插件管理器中上述插件的下面。 + * + * 这个插件允许你添加各种效果到你的项目和技能 + * 奖励玩家好的(或坏的)游戏。某些效果只能 + * 在特定条件下触发,例如击溃目标、着陆 + * 暴击,或打击目标的弱点。在这些情况发生之后 + * 如果已经达到,效果可以从技能费用退款,增加buff, + * 移除减益,甚至应用状态。 + * + * * 注 * :此插件最好与RPG Maker MV版本1.5.0+一起使用。你可以 + * 仍然使用这个版本号较低的插件,但你会有很多 + * 没有它就很难改变插件参数。 + * + * ============================================================================ + * 便签 + * ============================================================================ + * + * 在技能或项目的记事本框中插入以下记事本标签,为技能或项目添加 + * 一个记事本这些影响包括: + * + * --- + * +*技能和物品标签: + * + * + * - 如果此技能/物品效果有奖励且满足条件,则将播放此动画代替默认动画, + * 以指示已发生效果。 + * + * + * - 这个插件的大部分NoteTag都将遵循上述格式便签中的“条件”和 + * “效果”将分别替换为以下“条件”和“效果”部分中的条目。 + * 插入多个条目以赋予您的技能/项目多重效果。 + * + * =-=-=-= 奖励条件 =-=-=-= + * + * + * - 将“条件”替换为“失败”, + * 当目标被击败(生命值达到0或收到死亡状态)时,你将使便签生效。 + * + * + * - 将“condition”替换为“Critical”,这样当用户对目标造成 + * 致命一击时,便签就会生效。 + * + * + * - 将“condition”替换为“Nonnritical”,当用户未能对目标 + * 进行致命一击时,您将使notetag生效。 + * + * + * - 将“condition”替换为“Hit”,当用户成功命中目标时,您 + * 将使notetag生效。 + * + * + * - 将“condition”替换为“Missed”,当用户错过操作或目标 + * 逃避操作时,您将使notetag生效。 + * + * + * - 将“条件”替换为“弱点”,这样当用户在目标上点击一个 + * 基本弱点时,便签就会生效。 + * + * + * - 将“condition”替换为“Resisted”,这样当用户在目标上 + * 命中元素抗性时,便签就会生效。 + * + * + * - 将“condition”替换为“Nulled”,这样当用户在目标上 + * 点击一个为null的元素时,notetag就会生效。 + * + * + * - 将“condition”替换为“Nulled”,这样当用户点击目标上 + * 的某个元素时,notetag就会生效。 + * + * =-=-=-= 奖励效应 =-=-=-= + * + * --- HP效果 --- + * + * + * - 用上述格式替换“effect”。将“x”替换为您希望在满足 + * 技能/物品条件时奖励用户的固定HP值。 + * 建议:Yanfly + * + * + * - 用上述格式替换“effect”。将“x”替换为等于用户 + * 最大HP的x%的HP,以在满足条件时奖励用户。 + * 建议:Yanfly + * + * + * - 用上述格式替换“effect”。如果满足条件,则将“x”替换为 + * 用于奖励用户的HP技能成本的百分比。 + **注意:只能与技能一起使用。 + *建议:Yanfly + * + * --- MP效果 --- + * + * + * - 用上述格式替换“effect”。将“x”替换为您希望在 + * 技能/物品条件满足时奖励用户的固定MP金额。 + * 建议:Yanfly + * + * + * - 用上述格式替换“effect”。用等于用户MaxMP的x%的 + * MP替换“x”,以在满足条件时奖励用户。 + * 建议:Yanfly + * + * + * - 用上述格式替换“effect”。如果满足条件,则将“x”替换 + * 为用于奖励用户的HP技能成本的百分比。 + ** 注意:只能与技能一起使用。 + * 建议:Yanfly + * + * --- TP效果 --- + * + * + * - 用上述格式替换“effect”。将“x”替换为您希望在满足 + * 技能/物品条件时奖励用户的固定数量的TP。 + * 建议:Yanfly + * + * + * - 用上述格式替换“效果”。将“x”替换为等于用户最大 + * TP的x%的TP,以在满足条件时奖励用户。 + * 建议:Yanfly + * + * + * - 用上述格式替换“effect”。如果满足条件,则将“x”替换 + * 为用于奖励用户的HP技能成本的百分比。 + ** 注意:只能与技能一起使用。 + * 建议:Yanfly + * + * --- 物品效果 --- + * + * + * - 用上述格式替换“effect”。将“x”替换为在满足条件时用户 + * 必须退款(取回)的机会。 + * + ** 注意:只能与物品一起使用。最好与消耗品一起使用。 + * 建议:Yanfly + * + * --- Buff/Debuff效果 --- + * + * + * + * + * + * - 将“effect”替换为上述格式。将“x”替换为以下任何参数: + * “MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、 + * “MDF”、“AGI”或“LUK”,以改变相应的状态。 + * 如果使用带有“y”回合的格式,则将“y”替换为希望buff或 + * 减益持续的回合数。如果不使用“y”,它将持续5圈。 +*建议:Yanfly + * + * + * + * - 将“effect”替换为上述格式。将“x”替换为以下任何参数: + * “MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、 + * “MDF”、“AGI”或“LUK”,以便在满足条件时从 + * 用户中移除相应的buff/debuff。如果不使用“y”,它将持续5圈。 + * 建议:Yanfly + * + * --- State Effects --- + * + * + * - 将“effect”替换为上述格式。将“x”替换为满足条件时要添加 + * 到用户的状态ID。 + * 建议:Yanfly + * + * + * - 将“effect”替换为上述格式。将“x”替换为满足条件时要从 + * 用户中删除的状态ID。 + * 建议:Yanfly + * + * --- 滚动临界 --- + * + * + * + * - 将“effect”替换为上述格式。将“x”替换为技能下次使用时 + * 的增减百分比。只有满足条件时,用户才会发生此更改。 +* + ** 注意:只能与技能一起使用。开启技能的暴击。 + * 建议:Goldschuss + * + * + * - 将“effect”替换为上述格式。将“x”替换为满足条件时下次 + * 使用技能的百分比。 + * + ** 注意:只能与技能一起使用。开启技能的暴击。 + * 建议:Goldschuss + * + * =-=-=-= 示例 =-=-=-= + * + * + * - 当目标被此技能击败时,退还该用户为施展此技能所花费MP的50%。 + * + * + * - 当用户对敌人造成暴击时,给予用户持续8回合的ATK buff。 + * + * + * - 当用户成功命中敌人时,将用户的DEF缓冲2圈。 + * + * + * - 当用户无法使用物品着陆时,请确保它不会被退款所消耗。 + * + * + * - 如果用户对弱于此技能元素的敌人执行此技能, + * 则授予用户+20额外TP。 + * + * + * + * - 如果用户无法使用此技能获得暴击,则下次用户执行此技能时, + * 有10%的几率获得暴击。每次的暴击率将继续上升10%, + * 直到用户最终成功获得暴击。一旦用户这样做,暴击率加成将重置回0%。 + * + * ============================================================================ + * 疯狂模式-效果代码 + * ============================================================================ + * + * For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you + * can add new notetag effects that can be used by the plugin or alter the + * effects of currently existing notetag effects from the plugin parameters + * entry: Effect Code. It should look something like this: + * + * --- + * + * // ---------- + * // Flat Gains + * // ---------- + * if (data.match(/([\+\-]\d+)[ ]HP/i)) { + * value = parseInt(RegExp.$1); + * user.gainHp(value); + * animation = animation || hpAnimation; + + * } else if (data.match(/([\+\-]\d+)[ ]MP/i)) { + * value = parseInt(RegExp.$1); + * user.gainMp(value); + * animation = animation || mpAnimation; + * + * ... + * + * // ------------------------------- + * // Add new effects above this line + * // ------------------------------- + * } else { + * skip = true; + * } + * + * --- + * + * Here's what each of the variables used in this code bit refer to: + * + * -------------------- --------------------------------------------------- + * Variable: Refers to: + * -------------------- --------------------------------------------------- + * item The item being used by this action + * skill The skill being used by this action + * + * isItem Returns true if action is an item + * isSkill Returns true if action is a skill + * + * a Returns the action user + * user Returns the action user + * subject Returns the action user + * + * b Returns the action's current target + * target Returns the action's current target + * + * s[x] Return switch x (true/false) + * v[x] Return variable x's current value + * + * user._result The current results for the user + * target._result The current results for the target + * userPreviousResult The results for the user before any changes + * targetPreviousResult The results for the target before any changes + * + * animation The animation to be played. You can set it equal to + * any of the following which corresponds to plugin + * parameter settings: + * - hpAnimation + * - mpAnimation + * - tpAnimation + * - itemAnimation + * - buffAnimation + * - debuffAnimation + * - addStateAnimation + * - removeStateAnimation + * - miscAnimation + * + * skip Default: false. If true, skips popups & animations + * + * --- + * + * If you need to revert the Effect Code back to its original state, delete the + * plugin from your plugin manager list and then add it again. The code will be + * back to default. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.00: + * - Finished Plugin! + * + * ============================================================================ + * End of Helpfile + * ============================================================================ + * + * @param ---General--- + * @text ---全局--- + * @default + * + * @param Effect Code + * @text 效果代码 + * @parent ---General--- + * @type note + * @desc LUNATIC MODE: This is the code used for each of the notetag + * effects. Refer to the help file for variables used here. + * @default "// ----------\n// Flat Gains\n// ----------\nif (data.match(/([\\+\\-]\\d+)[ ]HP/i)) {\n value = parseInt(RegExp.$1);\n user.gainHp(value);\n animation = animation || hpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)[ ]MP/i)) {\n value = parseInt(RegExp.$1);\n user.gainMp(value);\n animation = animation || mpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)[ ]TP/i)) {\n value = parseInt(RegExp.$1);\n user.gainTp(value);\n animation = animation || tpAnimation;\n\n// ----------------\n// Percentile Gains\n// ----------------\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]HP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.mhp * rate);\n user.gainHp(value);\n animation = animation || hpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]MP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.mmp * rate);\n user.gainMp(value);\n animation = animation || mpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]TP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.maxTp() * rate);\n user.gainTp(value);\n animation = animation || tpAnimation;\n\n// ------------------\n// Refund Skill Costs\n// ------------------\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]REFUND HP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillHpCost(skill) * rate);\n user.gainHp(value);\n animation = animation || hpAnimation;\n } else {\n skip = true;\n }\n\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]REFUND MP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillMpCost(skill) * rate);\n user.gainMp(value);\n animation = animation || mpAnimation;\n } else {\n skip = true;\n }\n\n} else if (data.match(/([\\+\\-]\\d+)([%%])[ ]REFUND TP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillTpCost(skill) * rate);\n user.gainTp(value);\n animation = animation || tpAnimation;\n } else {\n skip = true;\n }\n\n// -----------\n// Refund Item\n// -----------\n} else if (data.match(/(\\d+)([%%])[ ]REFUND ITEM/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n if (isItem && Math.random() < chance) {\n $gameParty.gainItem(item, 1);\n SoundManager.playUseItem();\n animation = animation || itemAnimation;\n } else {\n skip = true;\n }\n\n// ------------------------\n// Add/Remove Buffs/Debuffs\n// ------------------------\n} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\\d+)[ ]TURN/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = parseInt(RegExp.$2);\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addBuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || buffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = 5;\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addBuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || buffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\\d+)[ ]TURN/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = parseInt(RegExp.$2);\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addDebuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || debuffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = 5;\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addDebuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || debuffAnimation;\n\n} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.removeBuff(paramId);\n } else {\n skip = true;\n }\n animation = animation || miscAnimation;\n\n// -----------------\n// Add/Remove States\n// -----------------\n} else if (data.match(/ADD STATE[ ](\\d+)/i)) {\n var stateId = parseInt(RegExp.$1);\n user.addState(stateId);\n animation = animation || addStateAnimation;\n\n} else if (data.match(/REMOVE STATE[ ](\\d+)/i)) {\n var stateId = parseInt(RegExp.$1);\n if (user.isStateAffected(stateId)) {\n user.removeState(stateId);\n animation = animation || removeStateAnimation;\n } else {\n skip = true;\n }\n\n// ----------------\n// Rolling Critical\n// ----------------\n} else if (data.match(/ROLLING CRITICAL[ ]([\\+\\-]\\d+)([%%])/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n user._rollingCritical = user._rollingCritical || {};\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\n user._rollingCritical[skill.id] += rate;\n } else {\n skip = true;\n }\n\n} else if (data.match(/ROLLING CRITICAL[ ](\\d+)([%%])/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n user._rollingCritical = user._rollingCritical || {};\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\n user._rollingCritical[skill.id] = rate;\n } else {\n skip = true;\n }\n\n// -------------------------------\n// Add new effects above this line\n// -------------------------------\n} else {\n skip = true;\n}" + * + * @param Weakness Rate + * @text 弱点率 + * @parent ---General--- + * @type number + * @decimals 2 + * @min 0 + * @max 31 + * @desc 在什么时候元素率算是弱点? + * At what point does an element rate count as a weakness? + * @default 1.20 + * + * @param Resisted Rate + * @text 抵抗率 + * @parent ---General--- + * @type number + * @decimals 2 + * @min 0 + * @max 31 + * @desc 元素率在什么时候被抵抗? + * At what point does an element rate count as resisted? + * @default 0.80 + * + * @param ---Animations--- + * @text ---动画--- + * @default + * + * @param HP Animation + * @text HP动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves healing HP. + * @default 41 + * + * @param MP Animation + * @text MP动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves restoring MP. + * @default 45 + * + * @param TP Animation + * @text TP动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves raising TP. + * @default 45 + * + * @param Item Animation + * @text 物品动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves refunding items. + * @default 46 + * + * @param Buff Animation + * @text buff动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves buffing parameters. + * @default 51 + * + * @param Debuff Animation + * @text Debuff动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves debuffing parameters. + * @default 54 + * + * @param Add State Animation + * @text 添加状态动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves adding states. + * @default 53 + * + * @param Remove State Animation + * @text 移除状态动画 + * @parent ---Animations--- + * @type animation + * @desc Animation to play when reward involves removing states. + * @default 56 + * + * @param Misc Animation + * @text 杂项动画 + * @parent ---Animations--- + * @type animation + * @desc 当奖励包含其他效果时播放的动画。 + * Animation to play when reward involves misc effects. + * @default 97 + * + */ +//============================================================================= + +Yanfly.PluginRequirements = function() { + return Imported.YEP_BattleEngineCore && + Imported.YEP_SkillCore; +}; + +if (Yanfly.PluginRequirements()) { + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_Z_SkillRewards'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.LunSkRewEffect = JSON.parse(Yanfly.Parameters['Effect Code']); +Yanfly.Param.LunSkRewWeakness = Number(Yanfly.Parameters['Weakness Rate']); +Yanfly.Param.LunSkRewResisted = Number(Yanfly.Parameters['Resisted Rate']); + +Yanfly.Param.LunSkRewAniHp = + Number(Yanfly.Parameters['HP Animation']); +Yanfly.Param.LunSkRewAniMp = + Number(Yanfly.Parameters['MP Animation']); +Yanfly.Param.LunSkRewAniTp = + Number(Yanfly.Parameters['TP Animation']); +Yanfly.Param.LunSkRewAniItem = + Number(Yanfly.Parameters['Item Animation']); +Yanfly.Param.LunSkRewAniBuff = + Number(Yanfly.Parameters['Buff Animation']); +Yanfly.Param.LunSkRewAniDebuff = + Number(Yanfly.Parameters['Debuff Animation']); +Yanfly.Param.LunSkRewAniAddState = + Number(Yanfly.Parameters['Add State Animation']); +Yanfly.Param.LunSkRewAniRemoveState = + Number(Yanfly.Parameters['Remove State Animation']); +Yanfly.Param.LunSkRewAniMisc = + Number(Yanfly.Parameters['Misc Animation']); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.LunSkRew.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.LunSkRew.DataManager_isDatabaseLoaded.call(this)) return false; + + if (!Yanfly._loaded_YEP_Z_SkillRewards) { + this.processLunSkRewNotetags1($dataSkills); + this.processLunSkRewNotetags1($dataItems); + Yanfly._loaded_YEP_Z_SkillRewards = true; + } + + return true; +}; + +DataManager.processLunSkRewNotetags1 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.rewardAnimation = 0; + obj.criticalRewards = []; + obj.noncriticalRewards = []; + obj.defeatRewards = []; + obj.hitRewards = []; + obj.missedRewards = []; + obj.weaknessRewards = []; + obj.resistRewards = []; + obj.nulledRewards = []; + obj.absorbRewards = []; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(//i)) { + obj.rewardAnimation = parseInt(RegExp.$1); + } else if (line.match(/<(.*)[ ](?:REWARD|REWARDS):[ ](.*)>/i)) { + var condition = String(RegExp.$1); + var data = String(RegExp.$2); + if (condition.match(/DEFEAT/i)) { + obj.defeatRewards.push(data); + } else if (condition.match(/NONCRITICAL/i)) { + obj.noncriticalRewards.push(data); + } else if (condition.match(/CRITICAL/i)) { + obj.criticalRewards.push(data); + } else if (condition.match(/HIT/i)) { + obj.hitRewards.push(data); + } else if (condition.match(/(?:MISSED|EVADE)/i)) { + obj.missedRewards.push(data); + } else if (condition.match(/WEAKNESS/i)) { + obj.weaknessRewards.push(data); + } else if (condition.match(/RESIST/i)) { + obj.resistRewards.push(data); + } else if (condition.match(/NULLED/i)) { + obj.nulledRewards.push(data); + } else if (condition.match(/ABSORB/i)) { + obj.absorbRewards.push(data); + } + } + } + } +}; + +DataManager.getParamId = function(str) { + switch (str.toUpperCase()) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + return 0; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + return 1; + break; + case 'ATK': + case 'STR': + return 2; + break; + case 'DEF': + return 3; + break; + case 'MAT': + case 'INT': + case 'SPI': + return 4; + break; + case 'MDF': + case 'RES': + return 5; + break; + case 'AGI': + case 'SPD': + return 6; + break; + case 'LUK': + return 7; + break; + default: + return -1; + break; + } +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Yanfly.LunSkRew.Game_Action_apply = Game_Action.prototype.apply; +Game_Action.prototype.apply = function(target) { + var alive = target.hp > 0; + Yanfly.LunSkRew.Game_Action_apply.call(this, target); + var result = target.result(); + if (alive) { + if (target.hp <= 0 || target.isDead()) { + this.processLunaticSkillReward(target, 'defeat'); + } + } + if (result.isHit()) { + this.processLunaticSkillReward(target, 'hit'); + if (result.critical) { + this.processLunaticSkillReward(target, 'critical'); + } else { + this.processLunaticSkillReward(target, 'noncritical'); + } + var rate = this.calcElementRate(target); + if (rate >= Yanfly.Param.LunSkRewWeakness) { + this.processLunaticSkillReward(target, 'weakness'); + } else if (rate < 0) { + this.processLunaticSkillReward(target, 'absorb'); + } else if (rate === 0) { + this.processLunaticSkillReward(target, 'nulled'); + } else if (rate <= Yanfly.Param.LunSkRewResisted) { + this.processLunaticSkillReward(target, 'resist'); + } + } else { + this.processLunaticSkillReward(target, 'missed'); + } +}; + +Yanfly.LunSkRew.Game_Action_itemCri = Game_Action.prototype.itemCri; +Game_Action.prototype.itemCri = function(target) { + var cri = Yanfly.LunSkRew.Game_Action_itemCri.call(this, target); + var user = this.subject(); + if (this.isSkill() && user && user._rollingCritical) { + user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0; + cri += user._rollingCritical[skill.id]; + } + return cri; +}; + +Game_Action.prototype.processLunaticSkillReward = function(target, type) { + switch (type) { + case 'defeat': + var dataInfo = this.item().defeatRewards; + break; + case 'noncritical': + var dataInfo = this.item().noncriticalRewards; + break; + case 'critical': + var dataInfo = this.item().criticalRewards; + break; + case 'hit': + var dataInfo = this.item().hitRewards; + break; + case 'missed': + var dataInfo = this.item().missedRewards; + break; + case 'weakness': + var dataInfo = this.item().weaknessRewards; + break; + case 'resist': + var dataInfo = this.item().resistRewards; + break; + case 'nulled': + var dataInfo = this.item().nulledRewards; + break; + case 'absorb': + var dataInfo = this.item().absorbRewards; + break; + default: + return; + } + var length = dataInfo.length; + for (var i = 0; i < length; ++i) { + var data = dataInfo[i]; + this.lunaticSkillRewardEval(target, type, data); + } +}; + +Game_Action.prototype.lunaticSkillRewardEval = function(target, type, data) { + var item = this.item(); + var skill = this.item(); + var isSkill = DataManager.isSkill(skill); + var isItem = DataManager.isSkill(item); + var user = this.subject(); + var a = user; + var subject = user; + var b = target; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var userPreviousResult = JsonEx.makeDeepCopy(user._result); + var targetPreviousResult = JsonEx.makeDeepCopy(target._result); + var skip = false; + var value = 0; + var rate = 1; + + var hpAnimation = Yanfly.Param.LunSkRewAniHp; + var mpAnimation = Yanfly.Param.LunSkRewAniMp; + var tpAnimation = Yanfly.Param.LunSkRewAniTp; + var itemAnimation = Yanfly.Param.LunSkRewAniItem; + var buffAnimation = Yanfly.Param.LunSkRewAniBuff; + var debuffAnimation = Yanfly.Param.LunSkRewAniDebuff; + var addStateAnimation = Yanfly.Param.LunSkRewAniAddState; + var removeStateAnimation = Yanfly.Param.LunSkRewAniRemoveState; + var miscAnimation = Yanfly.Param.LunSkRewAniMisc; + + var animation = this.item().rewardAnimation || 0; + + var code = Yanfly.Param.LunSkRewEffect; + try { + eval(code) + } catch (e) { + Yanfly.Util.displayError(e, code, 'LUNATIC SKILL REWARDS ERROR'); + } + + if (!skip) { + user.startDamagePopup(); + if (animation > 0) { + user.startAnimation(animation); + } + } + + if (user.isDead()) user.performCollapse(); + if (target.isDead()) target.performCollapse(); + user._result = userPreviousResult; + target._result = targetPreviousResult; +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + +//============================================================================= +// Default Effect Code +//============================================================================= + +if (false) { + +// ---------- +// Flat Gains +// ---------- +if (data.match(/([\+\-]\d+)[ ]HP/i)) { + value = parseInt(RegExp.$1); + user.gainHp(value); + animation = animation || hpAnimation; + +} else if (data.match(/([\+\-]\d+)[ ]MP/i)) { + value = parseInt(RegExp.$1); + user.gainMp(value); + animation = animation || mpAnimation; + +} else if (data.match(/([\+\-]\d+)[ ]TP/i)) { + value = parseInt(RegExp.$1); + user.gainTp(value); + animation = animation || tpAnimation; + +// ---------------- +// Percentile Gains +// ---------------- +} else if (data.match(/([\+\-]\d+)([%%])[ ]HP/i)) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.mhp * rate); + user.gainHp(value); + animation = animation || hpAnimation; + +} else if (data.match(/([\+\-]\d+)([%%])[ ]MP/i)) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.mmp * rate); + user.gainMp(value); + animation = animation || mpAnimation; + +} else if (data.match(/([\+\-]\d+)([%%])[ ]TP/i)) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.maxTp() * rate); + user.gainTp(value); + animation = animation || tpAnimation; + +// ------------------ +// Refund Skill Costs +// ------------------ +} else if (data.match(/([\+\-]\d+)([%%])[ ]REFUND HP COST/i)) { + if (isSkill) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.skillHpCost(skill) * rate); + user.gainHp(value); + animation = animation || hpAnimation; + } else { + skip = true; + } + +} else if (data.match(/([\+\-]\d+)([%%])[ ]REFUND MP COST/i)) { + if (isSkill) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.skillMpCost(skill) * rate); + user.gainMp(value); + animation = animation || mpAnimation; + } else { + skip = true; + } + +} else if (data.match(/([\+\-]\d+)([%%])[ ]REFUND TP COST/i)) { + if (isSkill) { + rate = parseFloat(RegExp.$1) * 0.01; + value = Math.round(user.skillTpCost(skill) * rate); + user.gainTp(value); + animation = animation || tpAnimation; + } else { + skip = true; + } + +// ----------- +// Refund Item +// ----------- +} else if (data.match(/(\d+)([%%])[ ]REFUND ITEM/i)) { + rate = parseFloat(RegExp.$1) * 0.01; + if (isItem && Math.random() < chance) { + $gameParty.gainItem(item, 1); + SoundManager.playUseItem(); + animation = animation || itemAnimation; + } else { + skip = true; + } + +// ------------------------ +// Add/Remove Buffs/Debuffs +// ------------------------ +} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\d+)[ ]TURN/i)) { + var str = String(RegExp.$1).toUpperCase(); + var turns = parseInt(RegExp.$2); + var paramId = DataManager.getParamId(str); + if (paramId >= 0) { + user.addBuff(paramId, turns); + } else { + skip = true; + } + animation = animation || buffAnimation; + +} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) { + var str = String(RegExp.$1).toUpperCase(); + var turns = 5; + var paramId = DataManager.getParamId(str); + if (paramId >= 0) { + user.addBuff(paramId, turns); + } else { + skip = true; + } + animation = animation || buffAnimation; + +} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\d+)[ ]TURN/i)) { + var str = String(RegExp.$1).toUpperCase(); + var turns = parseInt(RegExp.$2); + var paramId = DataManager.getParamId(str); + if (paramId >= 0) { + user.addDebuff(paramId, turns); + } else { + skip = true; + } + animation = animation || debuffAnimation; + +} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) { + var str = String(RegExp.$1).toUpperCase(); + var turns = 5; + var paramId = DataManager.getParamId(str); + if (paramId >= 0) { + user.addDebuff(paramId, turns); + } else { + skip = true; + } + animation = animation || debuffAnimation; + +} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) { + var str = String(RegExp.$1).toUpperCase(); + var paramId = DataManager.getParamId(str); + if (paramId >= 0) { + user.removeBuff(paramId); + } else { + skip = true; + } + animation = animation || miscAnimation; + +// ----------------- +// Add/Remove States +// ----------------- +} else if (data.match(/ADD STATE[ ](\d+)/i)) { + var stateId = parseInt(RegExp.$1); + user.addState(stateId); + animation = animation || addStateAnimation; + +} else if (data.match(/REMOVE STATE[ ](\d+)/i)) { + var stateId = parseInt(RegExp.$1); + if (user.isStateAffected(stateId)) { + user.removeState(stateId); + animation = animation || removeStateAnimation; + } else { + skip = true; + } + +// ---------------- +// Rolling Critical +// ---------------- +} else if (data.match(/ROLLING CRITICAL[ ]([\+\-]\d+)([%%])/i)) { + if (isSkill) { + rate = parseFloat(RegExp.$1) * 0.01; + user._rollingCritical = user._rollingCritical || {}; + user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0; + user._rollingCritical[skill.id] += rate; + } else { + skip = true; + } + +} else if (data.match(/ROLLING CRITICAL[ ](\d+)([%%])/i)) { + if (isSkill) { + rate = parseFloat(RegExp.$1) * 0.01; + user._rollingCritical = user._rollingCritical || {}; + user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0; + user._rollingCritical[skill.id] = rate; + } else { + skip = true; + } + +// ------------------------------- +// Add new effects above this line +// ------------------------------- +} else { + skip = true; +} + +}; // Default Effect Code + +//============================================================================= +// End of File +//============================================================================= +} else { + +var text = ''; +text += 'You are getting this error because you are trying to run '; +text += 'YEP_Z_SkillRewards without the required plugins. Please visit '; +text += 'Yanfly.moe and install the required plugins neede for this plugin '; +text += 'found in this plugin\'s help file before you can use it.'; +console.log(text); +require('nw.gui').Window.get().showDevTools(); + +}; // Yanfly.PluginRequirements \ No newline at end of file