From 372a57b0a57751e34bfc7c24a7eac294e3bf694d Mon Sep 17 00:00:00 2001 From: xian18 <44394537+xian18@users.noreply.github.com> Date: Sun, 30 Apr 2023 19:28:29 +0800 Subject: [PATCH] [WIP} Modify Battle Window Location --- js/plugins.js | 4 +- js/plugins/SF_SceneBattleTmp.js | 78 +++ js/plugins/YEP_BattleEngineCore.js | 753 ++++++++++++++++++--------- js/plugins/YEP_BattleStatusWindow.js | 362 +++++++------ 4 files changed, 764 insertions(+), 433 deletions(-) create mode 100644 js/plugins/SF_SceneBattleTmp.js mode change 100644 => 100755 js/plugins/YEP_BattleEngineCore.js diff --git a/js/plugins.js b/js/plugins.js index 1d83bd0..25ccc8e 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -20,10 +20,12 @@ var $plugins = {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"SF_Cursor","status":true,"description":"windows selectable cursor","parameters":{}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, +{"name":"SF_SceneBattleTmp","status":true,"description":"Scene_Battle 临时使用,功能不保证。","parameters":{}}, +{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"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 New","默认字体大小":"28","默认对齐方式":"left","---窗口---":"","是否使用数字逗号分割":"true","默认行高":"36","默认图标大小":"32","默认图标高度":"32","默认脸图宽度":"144","默认脸图高度":"144","默认窗口内边距":"18","默认文本内边距":"6","默认窗口透明度":"192","YEP条是否描边":"true","默认YEP条行高":"18","是否绘制YEP怒气条":"true","---窗口颜色---":"","颜色-普通文本":"0","颜色-系统文本":"16","颜色-角色垂死":"17","颜色-角色死亡":"18","颜色-YEP条背景色":"19","颜色-生命条左":"20","颜色-生命条右":"21","颜色-魔法条左":"22","颜色-魔法条右":"23","颜色-魔法消耗":"23","颜色-强化":"24","颜色-弱化":"25","颜色-怒气条左":"28","颜色-怒气条右":"29","颜色-怒气消耗":"29"}}, {"name":"YEP_SaveCore","status":true,"description":"v1.06 存档核心☁️","parameters":{"---General---":"","Max Files":"24","Saved Icon":"231","Empty Icon":"230","Return After Saving":"false","Auto New Index":"true","---Action Window---":"","Load Command":"加载","Save Command":"保存","Delete Command":"删除","---Help Window---":"","Select Help":"请选择一个文件槽","Load Help":"加载当前进度","Save Help":"保存当前进度","Delete Help":"删除当前进度","---Delete---":"","Delete Filename":"Damage2","Delete Volume":"100","Delete Pitch":"150","Delete 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. Player dashes when ON.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\nHolding SHIFT switches between walking and dashing.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"Symbol\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"alwaysDash\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"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]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":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":"82","Magical Animation":"79","Enemy Attack Animation":"0","Reflect Animation":"0","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":"v1.50 Have more control over the flow of the battle system\nwith this plugin and alter various aspects to your liking.","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":"82","Magical Animation":"79","Enemy Attack Animation":"0","Reflect Animation":"0","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":"false","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":"true","Show Pre-Emptive Text":"true","Show Surprise Text":"true","Optimize Speed":"true","Show Action Text":"true","Show State Text":"true","Show Buff Text":"true","Show Counter Text":"true","Show Reflect Text":"true","Show Substitute Text":"true","Show Fail Text":"true","Show Critical Text":"true","Show Miss Text":"true","Show Evasion Text":"true","Show HP Text":"true","Show MP Text":"true","Show TP Text":"true"}}, {"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"}}, diff --git a/js/plugins/SF_SceneBattleTmp.js b/js/plugins/SF_SceneBattleTmp.js new file mode 100644 index 0000000..87d8714 --- /dev/null +++ b/js/plugins/SF_SceneBattleTmp.js @@ -0,0 +1,78 @@ +//============================================================================= +// SF_SceneBattleTmp.js - Scene_Battle temporary +//============================================================================= + +/*: + * @plugindesc Scene_Battle 临时使用,功能不保证。 + * @version 1.0.0 + * @help + * 放在 YEP_Core Engine 之前。 + */ + +var SF_Plugins = SF_Plugins || {}; +SF_Plugins.SF_SceneBattleTmp = {}; + +//============================================================================= +// Game_Party +//============================================================================= +SF_Plugins.SF_SceneBattleTmp.Game_Party_maxBattleMembers = Game_Party.prototype.maxBattleMembers; +Game_Party.prototype.maxBattleMembers = function () { + return 5; +}; + +//============================================================================= +// Window_PartyCommand +//============================================================================= +SF_Plugins.SF_SceneBattleTmp.Window_PartyCommand_initialize = Window_PartyCommand.prototype.initialize; +Window_PartyCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight() * 2; + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); +}; + +//============================================================================= +// Window_ActorCommand +//============================================================================= +SF_Plugins.SF_SceneBattleTmp.Window_ActorCommand_initialize = Window_ActorCommand.prototype.initialize; +Window_ActorCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight() * 2; + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); + this._actor = null; +}; + +//============================================================================= +// Window_BattleStatus +//============================================================================= +SF_Plugins.SF_SceneBattleTmp.Window_BattleStatus_initialize = Window_BattleStatus.prototype.initialize; + +//============================================================================= +// Scene_Battle +//============================================================================= +SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createSkillWindow = Scene_Battle.prototype.createSkillWindow; +Scene_Battle.prototype.createSkillWindow = function () { + var wx = this._actorCommandWindow.x + this._actorCommandWindow.width; + var wy = this._actorCommandWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._actorCommandWindow.height; + this._skillWindow = new Window_BattleSkill(wx, wy, ww, wh); + this._skillWindow.setHelpWindow(this._helpWindow); + this._skillWindow.setHandler("ok", this.onSkillOk.bind(this)); + this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this)); + this.addWindow(this._skillWindow); +}; + +SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createItemWindow = Scene_Battle.prototype.createItemWindow; +Scene_Battle.prototype.createItemWindow = function () { + var wx = this._actorCommandWindow.x + this._actorCommandWindow.width; + var wy = this._actorCommandWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._actorCommandWindow.height; + this._itemWindow = new Window_BattleItem(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler("ok", this.onItemOk.bind(this)); + this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); +}; diff --git a/js/plugins/YEP_BattleEngineCore.js b/js/plugins/YEP_BattleEngineCore.js old mode 100644 new mode 100755 index e3cb7c8..8c46e92 --- a/js/plugins/YEP_BattleEngineCore.js +++ b/js/plugins/YEP_BattleEngineCore.js @@ -1,4 +1,4 @@ -//============================================================================= +//============================================================================= // Yanfly Engine Plugins - Battle Engine Core // YEP_BattleEngineCore.js //============================================================================= @@ -8,476 +8,630 @@ Imported.YEP_BattleEngineCore = true; var Yanfly = Yanfly || {}; Yanfly.BEC = Yanfly.BEC || {}; -Yanfly.BEC.version = 1.43; +Yanfly.BEC.version = 1.50; //============================================================================= /*: - * @plugindesc v1.43a 战斗引擎核心☁️ + * @plugindesc v1.50 Have more control over the flow of the battle system + * with this plugin and alter various aspects to your liking. * @author Yanfly Engine Plugins * * @param ---General--- - * @text ---全局--- * @default * * @param Action Speed - * @text 动作速度 + * @parent ---General--- * @desc This is the formula used for an action's base speed. * Default: agi + Math.randomInt(Math.floor(5 + agi / 4)) * @default agi * * @param Default System - * @text 默认系统 + * @parent ---General--- + * @type select + * @option Default Turn Battle + * @value dtb + * @option Active Turn Battle (plugin required) + * @value atb + * @option Charge Turn Battle (plugin required) + * @value ctb + * @option Standard Turn Battle (plugin required) + * @value stb * @desc This is the default battle system your game uses. * Default: dtb * @default dtb * * @param ---Escape--- - * @text ---逃跑--- * @default * * @param Escape Ratio - * @text 默认逃跑率 + * @parent ---Escape--- * @desc This is the formula used to determine escape success. * Default: 0.5 * $gameParty.agility() / $gameTroop.agility() * @default 0.5 * $gameParty.agility() / $gameTroop.agility() * * @param Fail Escape Boost - * @text 失败+逃跑率 + * @parent ---Escape--- + * @type number + * @decimals 2 * @desc Each time the player fails escape, increase the success - * rate by this much. Default: 0.1 - * @default 0.1 + * rate by this much. Default: 0.10 + * @default 0.10 * * @param ---Animation--- - * @text ---动画--- * @default * * @param Animation Base Delay - * @text 动画基本延迟 + * @parent ---Animation--- + * @type number + * @min 0 * @desc This sets the base delay in between animations. * Default: 8 * @default 0 * * @param Animation Next Delay - * @text 动画下一个延迟 + * @parent ---Animation--- + * @type number + * @min 0 * @desc This sets the sequential delay in between animations. * Default: 12 * @default 0 * * @param Certain Hit Animation - * @text 特定命中动画 + * @parent ---Animation--- + * @type number + * @min 0 * @desc Default animation to play for certain hit skills. * Use 0 if you wish for no animation. - * @default 120 + * @default 0 * * @param Physical Animation - * @text 物理技能动画 + * @parent ---Animation--- + * @type number + * @min 0 * @desc Default animation to play for physical skills. * Use 0 if you wish for no animation. * @default 52 * * @param Magical Animation - * @text 魔法技能动画 + * @parent ---Animation--- + * @type number + * @min 0 * @desc Default animation to play for magical skills. * Use 0 if you wish for no animation. * @default 51 * * @param Enemy Attack Animation - * @text 敌人攻击动画 + * @parent ---Animation--- + * @type number + * @min 0 * @desc This is the default attack animation played by enemies. * Default: 0 * @default 39 * * @param Reflect Animation - * @text 魔法反射动画 + * @parent ---Animation--- + * @type number + * @min 0 * @desc The animation used when magic attacks are reflected. * @default 42 * * @param Motion Waiting - * @text 运动等待 + * @parent ---Animation--- + * @type boolean + * @on After + * @off During * @desc Play animations after performing an action or during? * During - false After - true Default: false * @default false * * @param ---Frontview--- - * @text ---正视图--- * @default * * @param Front Position X + * @parent ---Frontview--- * @desc This formula determines the actor's home X position. * Default: 0 * @default Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index * * @param Front Position Y + * @parent ---Frontview--- * @desc This formula determines the actor's home Y position. * Default: 0 * @default Graphics.boxHeight - 180 * * @param Front Actor Sprite - * @text 显示前角色精灵 + * @parent ---Frontview--- + * @type boolean + * @on YES + * @off NO * @desc Show the actor battle sprite in frontview? * NO - false YES - true Default - false * @default false * * @param Front Sprite Priority - * @text 前精灵优先级 + * @parent ---Frontview--- + * @type select + * @option Normal + * @value 0 + * @option Actors on Top + * @value 1 + * @option Enemies on Top + * @value 2 * @desc Give actor sprites the priority of always being on top? * 0 - Normal 1 - Actors on Top 2 - Enemies on Top * @default 1 * * @param ---Sideview--- - * @text ---侧视图--- * @default * * @param Home Position X + * @parent ---Sideview--- * @desc This formula determines the actor's home X position. * Default: 600 + index * 32 * @default screenWidth - 16 - (maxSize + 2) * 32 + index * 32 * * @param Home Position Y + * @parent ---Sideview--- * @desc This formula determines the actor's home Y position. * Default: 280 + index * 48 * @default screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32 * * @param Side Sprite Priority - * @text 侧精灵优先级 + * @parent ---Sideview--- + * @type select + * @option Normal + * @value 0 + * @option Actors on Top + * @value 1 + * @option Enemies on Top + * @value 2 * @desc Give actor sprites the priority of always being on top? * 0 - Normal 1 - Actors on Top 2 - Enemies on Top * @default 1 * * @param ---Sprites--- - * @text ---精灵--- * @default * * @param Default X Anchor + * @parent ---Sprites--- + * @type number + * @decimals 2 * @desc Default value used for your sprites's X Anchor. - * Default: 0.5 - * @default 0.5 + * Default: 0.50 + * @default 0.50 * * @param Default Y Anchor + * @parent ---Sprites--- + * @type number + * @decimals 2 * @desc Default value used for your sprites's Y Anchor. - * Default: 1.0 - * @default 1.0 + * Default: 1.00 + * @default 1.00 * * @param Step Distance - * @text 步距 - * @desc 这是一个单位为采取行动而向前走的距离。 + * @parent ---Sprites--- + * @type number + * @desc This is the distance a unit steps forward for actions. * Default: 48 * @default 48 * * @param Flinch Distance - * @text 退缩距离 - * @desc 在侧视图中,当一个单位受到伤害或闪避时,它将 - * 以像素为单位缩小一定距离。 + * @parent ---Sprites--- + * @type number + * @desc In sideview, when a unit takes damage or dodges, it will + * flinch a certain distance in pixels. * @default 12 * * @param Show Shadows - * @text 显示阴影 + * @parent ---Sprites--- + * @type boolean + * @on Show Shadows + * @off Hide Shadows * @desc Do you wish to have shadows appear under actors? * NO - false YES - true * @default true * * @param ---Damage Popups--- - * @text ---伤害弹出窗口--- * @default * * @param Popup Duration - * @text 弹出窗口持续时间 + * @parent ---Damage Popups--- + * @type number + * @min 1 * @desc Adjusts how many frames a popup will stay visible for. * Default: 90 * @default 128 * * @param Newest Popup Bottom - * @text 最新窗口底部弹出 + * @parent ---Damage Popups--- + * @type boolean + * @on Newest at bottom + * @off Newest at top * @desc Places the newest popup at the bottom of a group. * NO - false YES - true * @default true * * @param Popup Overlap Rate - * @text 弹出重叠率 + * @parent ---Damage Popups--- + * @type number + * @decimals 1 * @desc When multiple damage popups appear, they cover each other. * Use this to change the buffer rate amount for each sprite. * @default 0.9 * * @param Critical Popup - * @text 关键弹出窗口 + * @parent ---Damage Popups--- * @desc Adjusts the popup's flashing color for critical hits. * Default: 255, 0, 0, 160 * @default 255, 0, 0, 160 * * @param Critical Duration - * @text 临界持续时间 - * @desc 闪烁将保留多少帧用于关键帧 - * How many frames the flashing will remain for a critical. + * @parent ---Damage Popups--- + * @type number + * @min 1 + * @desc How many frames the flashing will remain for a critical. * Default: 60 * @default 60 * * @param ---Tick-Settings--- - * @text ---Tick 设置--- * @default * * @param Timed States - * @text 定时状态 + * @parent ---Tick-Settings--- + * @type boolean + * @on Time-Based States + * @off Turn-Based States * @desc If the battle system is Tick-based, use time instead of * turns for states? NO - false YES - true * @default false * * @param Timed Buffs - * @text 定时增益 + * @parent ---Tick-Settings--- + * @type boolean + * @on Time-Based Buffs + * @off Turn-Based Buffs * @desc If the battle system is Tick-based, use time instead of * turns for buffs? NO - false YES - true * @default false * * @param Turn Time - * @text 转弯时间 - * @desc 必须经过多少个记号才能等于一圈? - * How many ticks must past to equal 1 turn? + * @parent ---Tick-Settings--- + * @type number + * @min 1 + * @desc How many ticks must past to equal 1 turn? * @default 100 * * @param AI Self Turns - * @text AI自转 + * @parent ---Tick-Settings--- + * @type boolean + * @on YES + * @off NO * @desc Set AI to be based on their own individual turns? * NO - false YES - true * @default true * * @param ---Window Settings--- - * @text ---窗口设置--- * @default * * @param Lower Windows - * @text 底部窗口 + * @parent ---Window Settings--- + * @type boolean + * @on Bottom Layout + * @off Default Layout * @desc Places the skill and item windows at the screen's bottom. * OFF - false ON - true * @default true * * @param Window Rows - * @text 窗口行 + * @parent ---Window Settings--- + * @number + * @min 1 * @desc For lower windows, how many rows of items do you wish for * the windows to display? * @default 4 * * @param Command Window Rows - * @text 命令窗口行 + * @parent ---Window Settings--- + * @type number + * @min 1 * @desc Sets the number of rows for each command window to display. * Default: 4 * @default 4 * * @param Command Alignment -* @text 命令对齐 + * @parent ---Window Settings--- + * @type combo + * @option left + * @option center + * @option right * @desc Sets the text alignment for the Party/Actor Commands. * Default: left * @default center * * @param Start Actor Command - * @text 启用角色命令 + * @parent ---Window Settings--- + * @type boolean + * @on Actor Command Window + * @off Party Command Window * @desc Starts turn with the Actor Command Window instead of Party. * OFF - false ON - true * @default true * * @param Current Max - * @text 显示HP/MP的当前最大值 + * @parent ---Window Settings--- + * @type boolean + * @on Current / Max + * @off Just Current * @desc Display the entire current / max value of HP/MP? * NO - false YES - true Default: true * @default false * * @param ---Selection Help--- - * @text ---选择帮助--- * @default * * @param Mouse Over - * @text 鼠标悬停 + * @parent ---Selection Help--- + * @type boolean + * @on YES + * @off NO * @desc Allows you to mouse over the enemies to auto-select them. * OFF - false ON - true * @default true * * @param Select Help Window - * @text 选择帮助窗口 + * @parent ---Selection Help--- + * @type boolean + * @on YES + * @off NO * @desc When selecting actors and enemies, show the help window? * NO - false YES - true * @default true * * @param User Help Text - * @text 用户帮助文本 + * @parent ---Selection Help--- * @desc The singular form of 'User' used in a help window. - * @default 用户 + * @default User * * @param Ally Help Text - * @text 队友帮助文本*单 + * @parent ---Selection Help--- * @desc The singular form of 'Ally' used in a help window. - * @default 队友 + * @default Ally * * @param Allies Help Text - * @text 队友帮助文本*复 + * @parent ---Selection Help--- * @desc The plural form of 'Allies' used in a help window. - * @default 全体队友 + * @default Allies * * @param Enemy Help Text - * @text 敌人帮助文本*单 + * @parent ---Selection Help--- * @desc The singular form of 'Enemy' used in a help window. - * @default 敌人 + * @default Enemy * * @param Enemies Help Text - * @text 敌人帮助文本*复 + * @parent ---Selection Help--- * @desc The plural form of 'Enemy' used in a help window. - * @default 全体敌人 + * @default Enemies * * @param All Help Text - * @text 所有帮助文字 + * @parent ---Selection Help--- * @desc When selecting a entire group of targets. * %1 - Target Group (Allies or Enemies) - * @default %1 + * @default All %1 * * @param Random Help Text - * @text 随机目标帮助文字 + * @parent ---Selection Help--- * @desc When selecting a random selection of targets. * %1 - Target Group (Allies or Enemies) %2 - Number - * @default %2 随机 %1 + * @default %2 Random %1 * * @param ---Enemy Select--- - * @text ---敌人选择--- * @default * * @param Visual Enemy Select - * @text 视觉敌人选择 + * @parent ---Enemy Select--- + * @type boolean + * @on YES + * @off NO * @desc Replaces the enemy selection screen with a more visual one. * OFF - false ON - true * @default true * * @param Show Enemy Name - * @text 显示敌人名称 + * @parent ---Enemy Select--- + * @type boolean + * @on YES + * @off NO * @desc Show enemy names with Visual Enemy Select. * OFF - false ON - true * @default true * * @param Show Select Box - * @text 显示敌人选择框 + * @parent ---Enemy Select--- + * @type boolean + * @on YES + * @off NO * @desc Show a selection box when selecting enemies. * OFF - false ON - true * @default false * * @param Enemy Font Size - * @text 敌人字体大小 + * @parent ---Enemy Select--- + * @type number + * @min 1 * @desc Changes the font size used to display enemy names. * Default: 28 * @default 20 * * @param Enemy Auto Select - * @text 初始自动选择敌人 + * @parent ---Enemy Select--- * @desc Changes what enemy is automatically selected at first. * LEFT - 0 RIGHT - this.furthestRight() * @default this.furthestRight() * * @param ---Actor Select--- - * @text ---角色选择--- * @default * * @param Visual Actor Select - * @text 视觉角色选择 + * @parent ---Actor Select--- + * @type boolean + * @on YES + * @off NO * @desc Allows you to click the actor on screen to select it. * OFF - false ON - true * @default true * * @param ---Battle Log--- - * @text ---战斗日志--- * @default * * @param Show Emerge Text - * @text 显示出现文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows the battle start text for enemies appearing. * OFF - false ON - true * @default false * * @param Show Pre-Emptive Text - * @text 显示优先文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows the text for getting a pre-emptive attack. * OFF - false ON - true * @default true * * @param Show Surprise Text - * @text 显示惊喜文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows the text for getting a surprise attack. * OFF - false ON - true * @default true * * @param Optimize Speed - * @text 优化速度 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Cuts log base line process to optimize the battle speed. * OFF - false ON - true * @default true * * @param Show Action Text - * @text 显示操作文本 + * @parent ---Battle Log--- + * @type boolean + * @on Full + * @off Simple * @desc Displays full action text or a simplified version of it. * SIMPLE - false FULL - true * @default false * * @param Show State Text - * @text 显示状态文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows all text regarding states. * OFF - false ON - true * @default false * * @param Show Buff Text - * @text 显示Buff文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows all text regarding buffs. * OFF - false ON - true * @default false * * @param Show Counter Text - * @text 显示反击文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding counter attacks. * OFF - false ON - true * @default true * * @param Show Reflect Text - * @text 显示反射文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding reflected spells. * OFF - false ON - true * @default true * * @param Show Substitute Text - * @text 显示替代伤害文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding substituted damage. * OFF - false ON - true * @default true * * @param Show Fail Text - * @text 显示攻击失败文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding failed attacks. * OFF - false ON - true * @default false * * @param Show Critical Text - * @text 显示暴击文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding critical hits. * OFF - false ON - true * @default false * * @param Show Miss Text - * @text 显示Miss文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding missed attacks. * OFF - false ON - true * @default false * * @param Show Evasion Text - * @text 显示闪避文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding evaded attacks. * OFF - false ON - true * @default false * * @param Show HP Text - * @text 显示HP文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding HP damage or heals. * OFF - false ON - true * @default false * * @param Show MP Text - * @text 显示MP文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding MP damage or heals. * OFF - false ON - true * @default false * * @param Show TP Text - * @text 显示TP文本 + * @parent ---Battle Log--- + * @type boolean + * @on YES + * @off NO * @desc Shows text regarding TP damage or heals. * OFF - false ON - true * @default false @@ -487,143 +641,175 @@ Yanfly.BEC.version = 1.43; * Introduction * ============================================================================ * - * RPG Maker MV默认的战斗系统已经支持流行的横版战斗,我们可以使用战斗核心 - * 引擎来增加更多的特点和能力 - * 这个插件改变了战斗系统的很多方面,使其看起来更像现代的角色扮演游戏,而 - * 不是过时笨重的那种。这改变了战斗界面的文本的显示以及出现方式。 + * This plugin alters the various aspects of the default battle system, + * allowing it to be more streamlined like most modern RPG's and less clunky + * like older RPG's. This ranges from choosing what text will appear in the + * battle log window at the top and how it will be displayed. * * ============================================================================ * Battle Messages * ============================================================================ * - * 当改变了战斗过程中的选项和信息时候,插入下面的标签就可以让信息在战斗记 - * 录里居中 + * When changing "Terms" and the "Messages" that appear in battle, inserting + * the following tag anywhere in the message will cause the message to center + * itself in the battle log. * *
- * 这个标签可以覆盖所有的战斗记录窗口,并且将视为一种居中战斗文本信息的指令。 + * This tag must be all caps in order for the battle log window to recognize + * it as an instruction to center the displayed battle text message. * - * SParam公式*有几个记事标签,你可以用来改变某些技能和项目的出现方式, - * 因为你不想在名字中出现像“哈罗德攻击”这样的名字。 + * There are a couple of notetags you can use to change the way certain skills + * and items will show up incase you don't want a name like 'Harold's Attack' + * to appear in the name. * - * 技能和物品标签: + * Skill and Item Notetags: * * - * 这会将显示的文本更改为x。 + * This will change the text displayed to x. * * - * 这会将显示的图标更改为x。 + * This will change the icon displayed to x. * * ============================================================================ * Battle Windows * ============================================================================ * - * 为了使战斗系统的导航更加简便,这里有很多选项来调整战斗系统的角色窗口之 - * 后出现。 + * There's various options to adjust the window settings found in the battle + * system to make navigating the battle system more intuitive. Such options + * include starting the turns with the Actor Command Window instead of the + * Party Command Window (the Fight/Escape Window). The Party Command Window is + * still accessible but only by pressing cancel on the first actor's window. * * ============================================================================ * Battle Order * ============================================================================ * - * 这个战斗回合系统也被修复,这样,任何有敏捷值改变的情况的战斗,将会在当 - * 前回合生效而不是下个回合。行动速度计算也被调整过,移除了过去速度计算公 - * 式带有随机的因素,让敏捷值可以更加实际的作为一个战术上的因素。 + * The battle turn order is also fixed, too. This way, any battlers that Have + * their AGI value changed over the course of battle will reflect those changes + * during the current turn rather than the following turn. The action speed + * calculation can also be adjusted and finetuned to have the random factor of + * its speed calculation formula removed, too, making AGI actually worthwhile + * as a tactical parameter. * * Skill and Item Notetag: * * - * 这可以让您突破编辑器的限制-2000和2000允许您 - * 控制你的动作速度。 + * This lets you break past the editor's limit of -2000 and 2000 allowing you + * to set the speed of your actions with more control. * * ============================================================================ * Multiple Hits * ============================================================================ * - * 如果伤害标签在行动中消失,多重伤害系统不会中断。这个通过切换永久状态来 - * 实现的。如果要使用这个特性,请确保数据库中存在一个永久状态;如果不想使 - * 用,请将永久状态参数ID改为0。 + * Multi-hit action will no longer end prematurely if the target dies midway + * through the action. This is done through toggling immortal states. To make + * use of feature, make sure your database has an Immortal State somewhere. If + * you do not wish to use this feature, set the Parameter for Immortal State ID + * to 0 instead. * * ============================================================================ * Popup Revamp * ============================================================================ * - * 尽管伤害数值的弹出系统和原版MV看起来一样,但是他们的进程是完全不同的。 - * 在之前,弹出系统在1帧只会弹出一次,但现在,我们可以在同1帧显示所有伤害 - * ,这使其看起来更加平滑。 - + * Although the damage popups may still look the same as the default ones from + * MV, the process in which they're created is now different to streamline the + * damage popup process. Before, popups would only appear one a time with a + * frame's different at minimum in order for them to show. Now, any actions + * that occur at the same frame will now all show popups at the same frame, + * making for smoother and less clunky damage popups. * * ============================================================================ * Common Events * ============================================================================ * - * 无论敌人队伍是否存活,公共事件将会在每次行动结束的时候执行,通过恰当的 - * 放置行动序列标签,你可以让技能的公共事件在一个行动当中执行。但是,请注 - * 意如果你让一个行动在另一个行动当中执行,剩余的行动序列将会变成空的来取 - * 代新的行动。 + * Common Events will now occur at the end of each action regardless of whether + * or not the enemy party is still alive. With proper placing of the action + * sequence tags, you can make the skill's common event occur in the middle of + * an action, too. However, keep in mind if you force an action in the middle + * of another action, the remainder of the former action's sequence list will + * become null and void in favor of the new forced action. * * ============================================================================ * Casting Animations * ============================================================================ * - * 角色动作将会协助提供给玩家,让他们明白战斗者是谁,以及技能使用类型。这 - * 个插件可以让技能拥有动作,这些动作是可以为单独技能自定调整的 + * Casting Animations help provide visual hints for players either by letting + * them know which battler is going to perform an action or what type of skill + * that action will be. This plugin enables skills to have casting animations + * that can be modified universally or customized for each individual skill. * * Skill Notetag: * - * 设置技能动作ID,设置0将会取消动作 + * Sets the skill's cast animation to animation ID x. Setting x to zero will + * cause the skill to not have any animaton at all. * * ============================================================================ * Changing Battle Systems * ============================================================================ * - * 当玩家不在战斗时,你可以通过插件命令改变战斗系统。如果只使用这个插件 - * 这里只包含了默认的战斗系统 + * While the player is not in battle, you can change the battle system using a + * Plugin Command. With only this plugin, there is only one battle system + * included: the default battle system. * * Plugin Command: - * setBattleSys DTB 设置战斗为默认回合制 + * setBattleSys DTB Sets battle system to Default Turn Battle. * - * 未来其他插件将会包含其他战斗系统 + * Other future plugins may include other battle systems that may utilize the + * Battle Engine Core. * * ============================================================================ * Sideview Actions * ============================================================================ * - * 在软件默认的战斗系统里,竖向和横向的战斗方式都没有显示反击,显示魔法攻 - * 击,或者任何战斗者的替换队员。这个战斗系统核心引擎可以提供给横版战斗模 - * 式的游戏更好的战斗队员显示效果。 + * In RPG Maker MV's default battle system, both the sideview and the frontview + * settings do not display counterattacks, reflected magic attacks, nor any + * case of substituting for battle members. The Battle Engine Core provides + * games that are using the sideview settings small amounts of animations to + * relay information to the player in a more visual sense. * - * 魔法攻击也将会显示一个相应的动画,来告诉玩家已经准备好战斗。这个动画可 - * 以用参数改变,但是角色,职业,敌人,武器,装备和状态可以根据需要显示独 - * 有的动画。 + * Magic Reflection will also display a reflection animation to indicate the + * battler has reflection properties. This animation can be changed in the + * parameters, but certain actors, classes, enemies, weapons, armors, and + * states can display a unique kind of animation for reflection if desired. * * Actor, Class, Enemy, Weapon, Armor, and State Notetag: * - * 改变角色的动画为X。这将影响角色,职业,敌人,武器,装备及状态等等 + * Changes the user's reflect animation to x. This will take priority in the + * following order: Actor, Class, Enemy, Weapon, Armor, State, Default. * - * 有时,你不希望你的敌人可以移动,或者你不希望某个角色移动。他们只是固定 - * 的。为了完成这件事,你可以使用下面这个标签禁止参与战斗者移动。 + * Sometimes, you don't want your enemies to be able to move. Or you don't want + * certain actors to be able to move. They're just stationary for whatever + * reason. To accomplish that, you can use this notetag to forbid the battler + * from moving. * * Actor, Class, Enemy, Weapon, Armor, and State Notetag: * - * 阻止了参与战斗者移动。这将影响角色,职业,敌人,武器,装备及状态等等。 - * 如果敌人在其行动的时候不能移动,他将会像竖版战斗那样闪烁。 + * Prevents the battler's sprite from moving. This will take priority in the + * following order: Actor, Class, Enemy, Weapon, Armor, and State. If an + * enemy is unable to move when it performs an action, it will flash white as + * if it normally does in front view. * * ============================================================================ * Custom Sideview Battler Anchor * ============================================================================ * - * 横向战斗时,角色图通常被置于中间,并且固定在脚部,而不是所有的横版战斗 - * 都会这样。用这个事件,对于那些不遵从标准的角色,我们可以用不同的手段固 - * 定他们。 + * Sideview battlers are generally centered horizontally, and grounded at their + * feet. However, not all sideview battler spritesheets work this way. In the + * event you have a sideview battler that doesn't conform to those standards, + * you can 'anchor' them a different way. * * Actor, Class, Weapon, Armor, State Notetags: * * - * 这个设置了角色横向战斗时,侧视图的位置。系统默认值中,X=0.5,Y=1.0。如 - * 果你希望X可以向左一点,你需要设置它小于5.或者设置大于5来使其向右。为了 - * 提高Y方向,你需要设置小于1.0的值。请不断调整直到你完成了最正确的设置。 + * This sets the anchor location for the actor's sideview battler at y.z. + * By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want + * the X anchor to be a bit more to the left, make it less than 0.5. Make it + * more than 0.5 to make the X anchor more towards the right. To raise the + * Y anchor, set the number value to less than 1.0. Keep adjusting until you + * find that perfect anchor setting. * -*如果一个锚有多个特性,产生不同的锚,它将是 -*在类似于以下顺序的优先级列表中使用: + * If an anchor has multiple traits that yield different anchors, it will be + * used in a priority list akin to this order: * * States * Weapons @@ -632,71 +818,94 @@ Yanfly.BEC.version = 1.43; * Actor * Default * - * 优先级越高,优先级越高。 - * - * ============================================================================ - * 敌人攻击动画 - * ============================================================================ - * - * 为了给你的敌人提供独特的攻击动画,你可以使用这个标签: - * + * The higher it is on the priority list, the higher its priority. + * + * ============================================================================ + * Enemy Attack Animation + * ============================================================================ + * + * To give your enemies unique attack animations, you can use this notetag: + * * Enemy Notetag: * - * 将x替换为要设置为 - * 敌人的默认攻击动画。 - * - * ============================================================================ - * 自动状态删除条件 - * ============================================================================ - * - * 默认情况下,角色扮演者MV的战斗系统会自动移除状态 - * 三种不同的情况:无、动作结束、转身结束。 - * - * 无和转弯端按预期工作。然而,行动结束了,然而 - * 各州在战斗开始时撤军,而不是在战斗结束时撤军。 - * 这是改变和更新,只发生在战斗的行动结束。 - * - * 现在又增加了两个自动条件:动作开始和转弯开始。 - * 可以使用以下注释标记添加和实现这些注释: + * Replace x with the ID of the battle animation you wish to set as the + * enemy's default attack animation. + * + * ============================================================================ + * Automatic State Removal Conditions + * ============================================================================ + * + * By default, RPG Maker MV's battle system has automatic state removal under + * three different conditions: none, action end, turn end. + * + * None and Turn End are working as intended. However, Action End, however, had + * the states removed at the start of the battler's action rather than the end. + * This is changed and updated to occur only at the end of a battler's action. + * + * Two more automatic conditions are now added: Action Start and Turn Start. + * These can be added and implemented using the following notetags: * * State Notetags: * * - * 这将导致此状态更新其在开始时剩余的回合数 - * 行动。x是它将持续的圈数。如果你用x到y,在 - * 应用该状态,该状态将被随机数圈移除 - * 从x到y。 + * This will cause this state to update its turns remaining at the start of + * an action. x is the number of turns it will last. If you use x to y, upon + * applying the state, the state will be removed a random number of turns + * from x to y. * * * - * 这将导致状态更新其在循环开始时剩余的轮数 - * 战斗回合。x是它将持续的圈数。如果你用x到y, - * 在应用状态时,状态将被随机删除 - * 从x转到y。 - * - * 有行动结束的状态对他们来说有一个独特的特征,如果施法者 - * 状态是当前活跃的战斗者(主体),如果状态是 - * 应用于用户本身,他们将获得一个“自由转身”。“自由转弯”是 - * 以减轻用户因某个动作而损失1个回合的持续时间 - * 结束时间,他们将失去在国家统治下的好处 - * 转弯的时机。 - * - * ============================================================================ - * 动作序列 - * ============================================================================ - * - * Yanfly引擎插件-战斗引擎核心包括 - * 使用自定义动作序列。动作顺序是 - * 该游戏创造了一个定制的视觉和机械技能。 - * 然而,战斗引擎的核心将只包括最基本的行动 - * 因此,有关如何创建自定义操作序列的说明 - * 将包含在此插件的未来扩展插件的帮助文件中。 + * This will cause the state to update its turns remaining at the start of a + * battle turn. x is the number of turns it will last. If you use x to y, + * upon applying the state, the state will be removed a random number of + * turns from x to y. + * + * States with Action End have a unique trait to them where if the caster of + * the state is the current active battler (subject) and if the state is then + * applied on the user itself, they will gain a 'free turn'. The 'free turn' is + * to mitigate the user from losing 1 duration of the turn since with an Action + * End timing, they would lose the benefit of being under the state for that + * turn's timing. + * + * ============================================================================ + * Action Sequences + * ============================================================================ + * + * The Yanfly Engine Plugins - Battle Engine Core includes the capability of + * using custom action sequences. Action sequences are basic instructions for + * the game to creating a customized skill both visually and mechanically. + * The Battle Engine Core, however, will only include the most basic of action + * sequences so the instructions on how to create a custom action sequence will + * be included in the Help file on future extension plugins for this plugin. * * ============================================================================ * Changelog * ============================================================================ * - * Version 1.43a: + * Version 1.50: + * - Action sequences allow for unlimited arguments now. + * + * Version 1.49: + * - Added failsafe for 'furthestRight()' errors. + * + * Version 1.48: + * - Optimization update. + * + * Version 1.47: + * - Bypass the isDevToolsOpen() error when bad code is inserted into a script + * call or custom Lunatic Mode code segment due to updating to MV 1.6.1. + * + * Version 1.46: + * - Updated for RPG Maker MV version 1.6.1. + * + * Version 1.45: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.44: + * - Fixed a bug where the enemy name windows disappear if you change scenes + * mid-way through battle and return to it. + * + * Version 1.43b: * - Bug fixed to prevent crash if non-existent actions are used. * - Optimization update. * @@ -1043,6 +1252,7 @@ Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName); Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters['Show Select Box']); Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox); Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters['Enemy Auto Select']); +Yanfly.Param.BECEnemyAutoSel = Yanfly.Param.BECEnemyAutoSel; Yanfly.Param.BECCommandAlign = String(Yanfly.Parameters['Command Alignment']); Yanfly.Param.BECCommandRows = Number(Yanfly.Parameters['Command Window Rows']); Yanfly.Param.BECAniBaseDel = Number(Yanfly.Parameters['Animation Base Delay']); @@ -1222,48 +1432,20 @@ DataManager.addActionEffects = function(obj, array) { obj.repeats = 1; }; -Yanfly.BEC.SeqType6 = - /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i; -Yanfly.BEC.SeqType5 = - /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i; -Yanfly.BEC.SeqType4 = - /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i; -Yanfly.BEC.SeqType3 = - /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*)/i; -Yanfly.BEC.SeqType2 = - /[ ]*(.*):[ ](.*),[ ](.*)/i; -Yanfly.BEC.SeqType1 = - /[ ]*(.*):[ ](.*)/i; -Yanfly.BEC.SeqType0 = - /[ ]*(.*)/i; DataManager.convertSequenceLine = function(obj, line, actionType) { if (actionType <= 0 || actionType > 5) return; Yanfly.BEC.SeqType; var seqArgs; - if (line.match(Yanfly.BEC.SeqType6)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = - [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6, RegExp.$7]; - } else if (line.match(Yanfly.BEC.SeqType5)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6]; - } else if (line.match(Yanfly.BEC.SeqType4)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5]; - } else if (line.match(Yanfly.BEC.SeqType3)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4]; - } else if (line.match(Yanfly.BEC.SeqType2)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = [RegExp.$2, RegExp.$3]; - } else if (line.match(Yanfly.BEC.SeqType1)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = [RegExp.$2]; - } else if (line.match(Yanfly.BEC.SeqType0)) { - Yanfly.BEC.SeqType = RegExp.$1; - seqArgs = []; + if (line.match(/[ ]*(.*):[ ](.*)/i)) { + Yanfly.BEC.SeqType = RegExp.$1.trim(); + seqArgs = RegExp.$2.split(','); + var length = seqArgs.length; + for (var i = 0; i < length; ++i) { + seqArgs[i] = seqArgs[i].trim(); + } } else { - return; + Yanfly.BEC.SeqType = line.trim(); + seqArgs = []; } var array = [Yanfly.BEC.SeqType, seqArgs]; if (actionType === 1) obj.setupActions[obj.setupActions.length] = array; @@ -1699,12 +1881,16 @@ BattleManager.getNextSubject = function() { var battler = this._actionBattlers.shift(); if (!battler) return null; if (battler.isBattleMember() && battler.isAlive()) { - this._performedBattlers.push(battler); + this.pushPerformedBattler(battler); return battler; } } }; +BattleManager.pushPerformedBattler = function(battler) { + this._performedBattlers.push(battler); +}; + BattleManager.update = function() { if (!this.isBusy() && !this.updateEvent()) { switch (this._phase) { @@ -2397,7 +2583,9 @@ BattleManager.makeActionTargets = function(string) { if (this._targets.contains(target)) continue; if (target.isDead()) { - if (Imported.YEP_X_AnimatedSVEnemies && target.isEnemy()) { + if (Imported.KELYEP_DragonBones && target.isEnemy() && target.hasDragonBone) { + continue; + } else if (Imported.YEP_X_AnimatedSVEnemies && target.isEnemy()) { if (target.hasSVBattler() && !target.sideviewCollapse()) { // Ignore } else { @@ -2572,6 +2760,8 @@ BattleManager.actionIfConditions = function(actionName, actionArgs) { var subject = this._subject; var user = this._subject; var target = this._targets[0]; + var critical = false; + if (target && target.result()) critical = target.result().critical; var targets = this._targets; var action = this._action; var item = this._action.item(); @@ -3029,6 +3219,7 @@ Yanfly.BEC.Sprite_Enemy_update = Sprite_Enemy.prototype.update; Sprite_Enemy.prototype.update = function() { Yanfly.BEC.Sprite_Enemy_update.call(this); this.addVisualSelectWindow(); + this.checkExistInSceneChildren() }; Sprite_Enemy.prototype.addVisualSelectWindow = function() { @@ -3051,6 +3242,17 @@ Sprite_Enemy.prototype.setBattler = function(battler) { if (this._visualSelectWindow) this._visualSelectWindow.setBattler(battler); }; +Sprite_Enemy.prototype.checkExistInSceneChildren = function() { + if (!this._visualSelect) return; + if (!SceneManager._scene) return; + var scene = SceneManager._scene; + if (!scene._windowLayer) return; + if (!scene.children.contains(this._visualSelectWindow)) { + this._addedVisualSelect = true; + scene.addChild(this._visualSelectWindow); + } +}; + //============================================================================= // Sprite_Weapon //============================================================================= @@ -3091,6 +3293,14 @@ Sprite_Damage.prototype.setupCriticalEffect = function() { this._flashDuration = Yanfly.Param.BECCritDur; }; +Yanfly.BEC.Sprite_Damage_update = Sprite_Damage.prototype.update; +Sprite_Damage.prototype.update = function() { + Yanfly.BEC.Sprite_Damage_update.call(this); + if (this._duration <= 0 && this.parent) { + this.parent.removeChild(this); + } +}; + //============================================================================= // Sprite_StateIcon //============================================================================= @@ -3524,15 +3734,17 @@ Game_Battler.prototype.regenerateAll = function() { this.clearResult(); var lifeState = this.isAlive(); Yanfly.BEC.Game_Battler_regenerateAll.call(this); - if (!BattleManager.timeBasedStates()) this.updateStateTurns(); - if (!BattleManager.timeBasedBuffs()) { - this.updateBuffTurns(); - this.removeBuffsAuto(); - } - if (this.isDead() && lifeState === true) { - this.performCollapse(); + if ($gameParty.inBattle()) { + if (!BattleManager.timeBasedStates()) this.updateStateTurns(); + if (!BattleManager.timeBasedBuffs()) { + this.updateBuffTurns(); + this.removeBuffsAuto(); + } + if (this.isDead() && lifeState === true) { + this.performCollapse(); + } + this.startDamagePopup(); } - if ($gameParty.inBattle()) this.startDamagePopup(); }; Game_Battler.prototype.addImmortal = function() { @@ -4607,13 +4819,30 @@ Window_BattleActor.prototype.autoSelect = function() { if (!action) return; this._inputLock = false; this._selectDead = false; + this.setCursorAll(false); if (action.isForUser()) { this.select(BattleManager.actor().index()); this._inputLock = true; + } else if (action.isForAll()) { + this._inputLock = true; + this.setCursorAll(true); } else if (action.isForDeadFriend()) { this._selectDead = true; this.autoSelectFirstDeadActor(); - if (action.isForAll()) this._inputLock = true; + } + this.updateCursor(); +}; + +Window_BattleActor.prototype.updateCursor = function() { + if (this._cursorAll) { + var allRowsHeight = this.maxRows() * this.itemHeight(); + this.setCursorRect(0, 0, this.contents.width, allRowsHeight); + this.setTopRow(0); + } else if (this.isCursorVisible()) { + var rect = this.itemRect(this.index()); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); + } else { + this.setCursorRect(0, 0, 0, 0); } }; @@ -4772,7 +5001,7 @@ Window_BattleEnemy.prototype.refresh = function() { Window_BattleEnemy.prototype.sortTargets = function() { this._enemies.sort(function(a, b) { - if (a.spritePosX() == b.spritePosX()) { + if (a.spritePosX() === b.spritePosX()) { return a.spritePosY() - b.spritePosY(); } return a.spritePosX() - b.spritePosX(); @@ -4780,7 +5009,12 @@ Window_BattleEnemy.prototype.sortTargets = function() { }; Window_BattleEnemy.prototype.autoSelect = function() { - var selectIndex = eval(Yanfly.Param.BECEnemyAutoSel); + if (Yanfly.Param.BECEnemyAutoSel === 0 || + Yanfly.Param.BECEnemyAutoSel === '0') { + var selectIndex = 0; + } else { + var selectIndex = this.furthestRight(); + } this.select(selectIndex); }; @@ -5388,6 +5622,7 @@ Yanfly.Util.displayError = function(e, code, message) { console.log(message); console.log(code || 'NON-EXISTENT'); console.error(e); + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return; if (Utils.isNwjs() && Utils.isOptionValid('test')) { if (!require('nw.gui').Window.get().isDevToolsOpen()) { require('nw.gui').Window.get().showDevTools(); diff --git a/js/plugins/YEP_BattleStatusWindow.js b/js/plugins/YEP_BattleStatusWindow.js index 28f68bc..8e449f7 100755 --- a/js/plugins/YEP_BattleStatusWindow.js +++ b/js/plugins/YEP_BattleStatusWindow.js @@ -11,7 +11,7 @@ Yanfly.BSW = Yanfly.BSW || {}; Yanfly.BSW.version = 1.09; //============================================================================= - /*: +/*: * @plugindesc v1.09 A simple battle status window that shows the * faces of your party members in horizontal format. * @author Yanfly Engine Plugins @@ -210,28 +210,28 @@ Yanfly.BSW.version = 1.09; // Parameter Variables //============================================================================= -Yanfly.Parameters = PluginManager.parameters('YEP_BattleStatusWindow'); +Yanfly.Parameters = PluginManager.parameters("YEP_BattleStatusWindow"); Yanfly.Param = Yanfly.Param || {}; Yanfly.Icon = Yanfly.Icon || {}; -Yanfly.Icon.NoAction = Number(Yanfly.Parameters['No Action Icon']); -Yanfly.Param.BSWNameFontSize = Number(Yanfly.Parameters['Name Font Size']); -Yanfly.Param.BSWParamFontSize = Number(Yanfly.Parameters['Param Font Size']); -Yanfly.Param.BSWParamYBuffer = Number(Yanfly.Parameters['Param Y Buffer']); -Yanfly.Param.BSWCurrentMax = String(Yanfly.Parameters['Param Current Max']); +Yanfly.Icon.NoAction = Number(Yanfly.Parameters["No Action Icon"]); +Yanfly.Param.BSWNameFontSize = Number(Yanfly.Parameters["Name Font Size"]); +Yanfly.Param.BSWParamFontSize = Number(Yanfly.Parameters["Param Font Size"]); +Yanfly.Param.BSWParamYBuffer = Number(Yanfly.Parameters["Param Y Buffer"]); +Yanfly.Param.BSWCurrentMax = String(Yanfly.Parameters["Param Current Max"]); Yanfly.Param.BSWCurrentMax = eval(Yanfly.Param.BSWCurrentMax); -Yanfly.Param.BSWAdjustCol = eval(String(Yanfly.Parameters['Adjust Columns'])); -Yanfly.Param.BSWStateIconRow = Number(Yanfly.Parameters['State Icons Row']); - -Yanfly.Param.BSWLfRt = eval(String(Yanfly.Parameters['Left / Right'])); -Yanfly.Param.BSWPageUpDn = eval(String(Yanfly.Parameters['PageUp / PageDown'])); -Yanfly.Param.BSWTurnSkip = eval(String(Yanfly.Parameters['Allow Turn Skip'])); - -Yanfly.Param.BSWShowAni = eval(String(Yanfly.Parameters['Show Animations'])); -Yanfly.Param.BSWShowSprite = eval(String(Yanfly.Parameters['Show Sprites'])); -Yanfly.Param.BSWAlignAni = eval(String(Yanfly.Parameters['Align Animations'])); -Yanfly.Param.BSWXOffset = Number(Yanfly.Parameters['X Offset']); -Yanfly.Param.BSWYOffset = Number(Yanfly.Parameters['Y Offset']); +Yanfly.Param.BSWAdjustCol = eval(String(Yanfly.Parameters["Adjust Columns"])); +Yanfly.Param.BSWStateIconRow = Number(Yanfly.Parameters["State Icons Row"]); + +Yanfly.Param.BSWLfRt = eval(String(Yanfly.Parameters["Left / Right"])); +Yanfly.Param.BSWPageUpDn = eval(String(Yanfly.Parameters["PageUp / PageDown"])); +Yanfly.Param.BSWTurnSkip = eval(String(Yanfly.Parameters["Allow Turn Skip"])); + +Yanfly.Param.BSWShowAni = eval(String(Yanfly.Parameters["Show Animations"])); +Yanfly.Param.BSWShowSprite = eval(String(Yanfly.Parameters["Show Sprites"])); +Yanfly.Param.BSWAlignAni = eval(String(Yanfly.Parameters["Align Animations"])); +Yanfly.Param.BSWXOffset = Number(Yanfly.Parameters["X Offset"]); +Yanfly.Param.BSWYOffset = Number(Yanfly.Parameters["Y Offset"]); Yanfly.Param.ATBGaugeStyle = 1; //============================================================================= @@ -239,7 +239,7 @@ Yanfly.Param.ATBGaugeStyle = 1; //============================================================================= Yanfly.BSW.BattleManager_startInput = BattleManager.startInput; -BattleManager.startInput = function() { +BattleManager.startInput = function () { Yanfly.BSW.BattleManager_startInput.call(this); this.refreshStatus(); }; @@ -249,25 +249,25 @@ BattleManager.startInput = function() { //============================================================================= Yanfly.BSW.Game_Action_clear = Game_Action.prototype.clear; -Game_Action.prototype.clear = function() { +Game_Action.prototype.clear = function () { Yanfly.BSW.Game_Action_clear.call(this); this.subject().refresh(); }; Yanfly.BSW.Game_Action_setSkill = Game_Action.prototype.setSkill; -Game_Action.prototype.setSkill = function(skillId) { +Game_Action.prototype.setSkill = function (skillId) { Yanfly.BSW.Game_Action_setSkill.call(this, skillId); this.subject().refresh(); }; Yanfly.BSW.Game_Action_setItem = Game_Action.prototype.setItem; -Game_Action.prototype.setItem = function(itemId) { +Game_Action.prototype.setItem = function (itemId) { Yanfly.BSW.Game_Action_setItem.call(this, itemId); this.subject().refresh(); }; Yanfly.BSW.Game_Action_setItemObject = Game_Action.prototype.setItemObject; -Game_Action.prototype.setItemObject = function(object) { +Game_Action.prototype.setItemObject = function (object) { Yanfly.BSW.Game_Action_setItemObject.call(this, object); this.subject().refresh(); }; @@ -277,41 +277,38 @@ Game_Action.prototype.setItemObject = function(object) { //============================================================================= Yanfly.BSW.Game_Actor_isSpriteVisible = Game_Actor.prototype.isSpriteVisible; -Game_Actor.prototype.isSpriteVisible = function() { +Game_Actor.prototype.isSpriteVisible = function () { if (Yanfly.Param.BSWShowAni && !$gameSystem.isSideView()) { - return true; + return true; } return Yanfly.BSW.Game_Actor_isSpriteVisible.call(this); }; Yanfly.BSW.Game_Actor_changeClass = Game_Actor.prototype.changeClass; -Game_Actor.prototype.changeClass = function(classId, keepExp) { +Game_Actor.prototype.changeClass = function (classId, keepExp) { Yanfly.BSW.Game_Actor_changeClass.call(this, classId, keepExp); this.battleStatusWindowRefresh(); }; -Yanfly.BSW.Game_Actor_setCharacterImage = - Game_Actor.prototype.setCharacterImage; -Game_Actor.prototype.setCharacterImage = function(name, index) { +Yanfly.BSW.Game_Actor_setCharacterImage = Game_Actor.prototype.setCharacterImage; +Game_Actor.prototype.setCharacterImage = function (name, index) { Yanfly.BSW.Game_Actor_setCharacterImage.call(this, name, index); this.battleStatusWindowRefresh(); }; -Yanfly.BSW.Game_Actor_setFaceImage = - Game_Actor.prototype.setFaceImage; -Game_Actor.prototype.setFaceImage = function(faceName, faceIndex) { +Yanfly.BSW.Game_Actor_setFaceImage = Game_Actor.prototype.setFaceImage; +Game_Actor.prototype.setFaceImage = function (faceName, faceIndex) { Yanfly.BSW.Game_Actor_setFaceImage.call(this, faceName, faceIndex); this.battleStatusWindowRefresh(); }; -Yanfly.BSW.Game_Actor_setBattlerImage = - Game_Actor.prototype.setBattlerImage; -Game_Actor.prototype.setBattlerImage = function(battlerName) { +Yanfly.BSW.Game_Actor_setBattlerImage = Game_Actor.prototype.setBattlerImage; +Game_Actor.prototype.setBattlerImage = function (battlerName) { Yanfly.BSW.Game_Actor_setBattlerImage.call(this, battlerName); this.battleStatusWindowRefresh(); }; -Game_Actor.prototype.battleStatusWindowRefresh = function() { +Game_Actor.prototype.battleStatusWindowRefresh = function () { if (!$gameParty.inBattle()) return; if (!$gameParty.battleMembers().contains(this)) return; BattleManager.refreshStatus(); @@ -321,32 +318,31 @@ Game_Actor.prototype.battleStatusWindowRefresh = function() { // Sprite_Actor //============================================================================= -Yanfly.BSW.Sprite_Actor_createMainSprite = - Sprite_Actor.prototype.createMainSprite; -Sprite_Actor.prototype.createMainSprite = function() { +Yanfly.BSW.Sprite_Actor_createMainSprite = Sprite_Actor.prototype.createMainSprite; +Sprite_Actor.prototype.createMainSprite = function () { Yanfly.BSW.Sprite_Actor_createMainSprite.call(this); if ($gameSystem.isSideView()) return; if (Yanfly.Param.BSWShowSprite) { - this._effectTarget = this._mainSprite || this; + this._effectTarget = this._mainSprite || this; } else { - this._effectTarget = this; + this._effectTarget = this; } }; Yanfly.BSW.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome; -Sprite_Actor.prototype.setActorHome = function(index) { +Sprite_Actor.prototype.setActorHome = function (index) { if (Yanfly.Param.BSWAlignAni && !$gameSystem.isSideView()) { - this.setActorHomeFrontView(index); + this.setActorHomeFrontView(index); } else { - Yanfly.BSW.Sprite_Actor_setActorHome.call(this, index); + Yanfly.BSW.Sprite_Actor_setActorHome.call(this, index); } }; -Sprite_Actor.prototype.setActorHomeFrontView = function(index) { +Sprite_Actor.prototype.setActorHomeFrontView = function (index) { if (Imported.YEP_BattleEngineCore) { - var statusHeight = Yanfly.Param.BECCommandRows; + var statusHeight = Yanfly.Param.BECCommandRows; } else { - var statusHeight = 4; + var statusHeight = 4; } statusHeight *= Window_Base.prototype.lineHeight.call(this); statusHeight += Window_Base.prototype.standardPadding.call(this) * 2; @@ -355,12 +351,12 @@ Sprite_Actor.prototype.setActorHomeFrontView = function(index) { screenW -= windowW; windowW /= 2; if (Yanfly.Param.BSWAdjustCol) { - var size = $gameParty.battleMembers().length; + var size = $gameParty.battleMembers().length; } else { - var size = $gameParty.maxBattleMembers(); + var size = $gameParty.maxBattleMembers(); } - - var homeX = screenW / size * index + windowW + screenW / (size * 2); + + var homeX = (screenW / size) * index + windowW + screenW / (size * 2); homeX += Yanfly.Param.BSWXOffset; var homeY = Graphics.boxHeight - statusHeight; homeY += Yanfly.Param.BSWYOffset; @@ -369,7 +365,7 @@ Sprite_Actor.prototype.setActorHomeFrontView = function(index) { }; Yanfly.BSW.Sprite_Actor_update = Sprite_Actor.prototype.update; -Sprite_Actor.prototype.update = function() { +Sprite_Actor.prototype.update = function () { Yanfly.BSW.Sprite_Actor_update.call(this); if (!this._actor) return; if ($gameSystem.isSideView()) return; @@ -377,7 +373,7 @@ Sprite_Actor.prototype.update = function() { this.hideAllSideviewSprites(); }; -Sprite_Actor.prototype.hideAllSideviewSprites = function() { +Sprite_Actor.prototype.hideAllSideviewSprites = function () { this._mainSprite.visible = false; this._shadowSprite.visible = false; this._weaponSprite.visible = false; @@ -388,10 +384,10 @@ Sprite_Actor.prototype.hideAllSideviewSprites = function() { // Window_Base //============================================================================= -Window_Base.prototype.drawActorActionIcon = function(actor, wx, wy) { +Window_Base.prototype.drawActorActionIcon = function (actor, wx, wy) { var icon = Yanfly.Icon.NoAction; if (actor.currentAction() && actor.currentAction().item()) { - icon = actor.currentAction().item().iconIndex || Yanfly.Icon.NoAction; + icon = actor.currentAction().item().iconIndex || Yanfly.Icon.NoAction; } this.drawIcon(icon, wx + 2, wy + 2); }; @@ -400,66 +396,66 @@ Window_Base.prototype.drawActorActionIcon = function(actor, wx, wy) { // Window_PartyCommand //============================================================================= -Window_PartyCommand.prototype.processHandling = function() { +Window_PartyCommand.prototype.processHandling = function () { if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) { - if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) { - return this.processPagedown(); - } + if (this.isHandled("pagedown") && Input.isRepeated("pagedown")) { + return this.processPagedown(); + } } Window_Selectable.prototype.processHandling.call(this); if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) { - if (this.isHandled('right') && Input.isRepeated('right')) { - this.processRight(); - } + if (this.isHandled("right") && Input.isRepeated("right")) { + this.processRight(); + } } }; -Window_PartyCommand.prototype.processRight = function() { +Window_PartyCommand.prototype.processRight = function () { SoundManager.playCursor(); this.updateInputData(); this.deactivate(); - this.callHandler('right'); + this.callHandler("right"); }; //============================================================================= // Window_ActorCommand //============================================================================= -Window_ActorCommand.prototype.processHandling = function() { +Window_ActorCommand.prototype.processHandling = function () { if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) { - if (this.isHandled('pageup') && Input.isRepeated('pageup')) { - return this.processPageup(); - } else if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) { - return this.processPagedown(); - } + if (this.isHandled("pageup") && Input.isRepeated("pageup")) { + return this.processPageup(); + } else if (this.isHandled("pagedown") && Input.isRepeated("pagedown")) { + return this.processPagedown(); + } } Window_Selectable.prototype.processHandling.call(this); if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) { - if (this.isHandled('left') && Input.isRepeated('left')) { - this.processLeft(); - } else if (this.isHandled('right') && Input.isRepeated('right')) { - this.processRight(); - } + if (this.isHandled("left") && Input.isRepeated("left")) { + this.processLeft(); + } else if (this.isHandled("right") && Input.isRepeated("right")) { + this.processRight(); + } } }; -Window_ActorCommand.prototype.processLeft = function() { +Window_ActorCommand.prototype.processLeft = function () { SoundManager.playCursor(); this.updateInputData(); this.deactivate(); - this.callHandler('left'); + this.callHandler("left"); }; -Window_ActorCommand.prototype.processRight = function() { +Window_ActorCommand.prototype.processRight = function () { if (SceneManager._scene.isAllowRightCommand()) { - SoundManager.playCursor(); + SoundManager.playCursor(); } this.updateInputData(); this.deactivate(); - this.callHandler('right'); + this.callHandler("right"); }; -Window_ActorCommand.prototype.processCancel = function() { +Window_ActorCommand.prototype.processCancel = function () { var action = BattleManager.inputtingAction(); if (action) action.clear(); Window_Command.prototype.processCancel.call(this); @@ -468,14 +464,17 @@ Window_ActorCommand.prototype.processCancel = function() { //============================================================================= // Window_BattleStatus //============================================================================= +Window_BattleStatus.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; -Window_BattleStatus.prototype.createContents = function() { +Window_BattleStatus.prototype.createContents = function () { this.createFaceContents(); this._currentMax = Yanfly.Param.BSWCurrentMax; Window_Selectable.prototype.createContents.call(this); }; -Window_BattleStatus.prototype.createFaceContents = function() { +Window_BattleStatus.prototype.createFaceContents = function () { this._faceContents = new Sprite(); var ww = this.contentsWidth(); var wy = this.contentsHeight(); @@ -484,62 +483,62 @@ Window_BattleStatus.prototype.createFaceContents = function() { this._faceContents.move(this.standardPadding(), this.standardPadding()); }; -Window_BattleStatus.prototype.drawAllItems = function() { +Window_BattleStatus.prototype.drawAllItems = function () { Window_Selectable.prototype.drawAllItems.call(this); this.drawAllFaces(); }; -Window_BattleStatus.prototype.drawAllFaces = function() { +Window_BattleStatus.prototype.drawAllFaces = function () { for (var i = 0; i < $gameParty.battleMembers().length; ++i) { - var member = $gameParty.battleMembers()[i]; - var bitmap = ImageManager.loadFace(member.faceName()); - if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5); + var member = $gameParty.battleMembers()[i]; + var bitmap = ImageManager.loadFace(member.faceName()); + if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5); } this._faceContents.bitmap.clear(); for (var i = 0; i < this.maxItems(); ++i) { - this.drawStatusFace(i); + this.drawStatusFace(i); } }; -Window_BattleStatus.prototype.maxRows = function() { +Window_BattleStatus.prototype.maxRows = function () { var rows = 1; return rows; }; -Window_BattleStatus.prototype.maxCols = function() { +Window_BattleStatus.prototype.maxCols = function () { if (Yanfly.Param.BSWAdjustCol) { - return this.maxItems(); + return this.maxItems(); } else { - return $gameParty.maxBattleMembers(); + return $gameParty.maxBattleMembers(); } return cols; }; -Window_BattleStatus.prototype.itemWidth = function() { +Window_BattleStatus.prototype.itemWidth = function () { return this.contents.width / this.maxCols(); }; -Window_BattleStatus.prototype.spacing = function() { +Window_BattleStatus.prototype.spacing = function () { return 0; }; -Window_BattleStatus.prototype.itemHeight = function() { +Window_BattleStatus.prototype.itemHeight = function () { return this.lineHeight() * this.numVisibleRows(); }; -Window_BattleStatus.prototype.drawItem = function(index) { +Window_BattleStatus.prototype.drawItem = function (index) { var actor = $gameParty.battleMembers()[index]; this.drawBasicArea(this.basicAreaRect(index), actor); this.drawGaugeArea(this.gaugeAreaRect(index), actor); this.drawStateArea(this.basicAreaRect(index), actor); }; -Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) { +Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) { if (Imported.YEP_X_BattleSysATB && Yanfly.Param.ATBGaugeStyle) { - if (BattleManager.isATB()) { - var atb_rect = this.gaugeAreaRect(0); - this.drawActorAtbGauge(actor, rect.x, atb_rect.y + atb_rect.height - this.lineHeight(), rect.width); - } + if (BattleManager.isATB()) { + var atb_rect = this.gaugeAreaRect(0); + this.drawActorAtbGauge(actor, rect.x, atb_rect.y + atb_rect.height - this.lineHeight(), rect.width); + } } var iw = Window_Base._iconWidth; this.drawActorActionIcon(actor, rect.x, rect.y); @@ -548,51 +547,51 @@ Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) { this.drawActorName(actor, rect.x + iw + 4, rect.y, rect.width); }; -Window_BattleStatus.prototype.basicAreaRect = function(index) { +Window_BattleStatus.prototype.basicAreaRect = function (index) { var rect = this.itemRectForText(index); rect.height = this.lineHeight() * 2; return rect; }; -Window_BattleStatus.prototype.drawGaugeArea = function(rect, actor) { +Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) { this.contents.fontSize = Yanfly.Param.BSWParamFontSize; this._enableYBuffer = true; var wy = rect.y + rect.height - this.lineHeight(); - var wymod = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 6; + var wymod = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 6; var wymod = Math.max(16, wymod); this.drawActorHp(actor, rect.x, wy - wymod * 2, rect.width); if (this.getGaugesDrawn(actor) <= 2) { - this.drawActorMp(actor, rect.x, wy, rect.width); + this.drawActorMp(actor, rect.x, wy, rect.width); } else { - var ww = Math.floor(rect.width / 2); - var pad = rect.width - ww * 2; - this.drawActorMp(actor, rect.x, wy - wymod, ww); - this.drawActorTp(actor, rect.x + ww + pad, wy - wymod, ww); + var ww = Math.floor(rect.width / 2); + var pad = rect.width - ww * 2; + this.drawActorMp(actor, rect.x, wy - wymod, ww); + this.drawActorTp(actor, rect.x + ww + pad, wy - wymod, ww); } this._enableYBuffer = false; }; -Window_BattleStatus.prototype.drawStateArea = function(rect, actor) { - var row = Yanfly.Param.BSWStateIconRow; - if (row === undefined) row = 1; - var wy = rect.y + (this.lineHeight() * row); - this.drawActorIcons(actor, rect.x + 2, wy, rect.width); +Window_BattleStatus.prototype.drawStateArea = function (rect, actor) { + var row = Yanfly.Param.BSWStateIconRow; + if (row === undefined) row = 1; + var wy = rect.y + this.lineHeight() * row; + this.drawActorIcons(actor, rect.x + 2, wy, rect.width); }; -Window_BattleStatus.prototype.getGaugesDrawn = function(actor) { +Window_BattleStatus.prototype.getGaugesDrawn = function (actor) { var value = 2; if ($dataSystem.optDisplayTp) value += 1; return value; }; -Window_BattleStatus.prototype.gaugeAreaRect = function(index) { +Window_BattleStatus.prototype.gaugeAreaRect = function (index) { var rect = this.itemRectForText(index); rect.height = this.contents.height - this.lineHeight() * 3; rect.y = this.contents.height - rect.height; return rect; }; -Window_BattleStatus.prototype.drawStatusFace = function(index) { +Window_BattleStatus.prototype.drawStatusFace = function (index) { var actor = $gameParty.battleMembers()[index]; var rect = this.itemRect(index); var ww = Math.min(rect.width - 8, Window_Base._faceWidth); @@ -602,7 +601,7 @@ Window_BattleStatus.prototype.drawStatusFace = function(index) { this.drawActorFace(actor, wx, wy, ww, wh); }; -Window_BattleStatus.prototype.drawFace = function(fn, fi, x, y, width, height) { +Window_BattleStatus.prototype.drawFace = function (fn, fi, x, y, width, height) { width = width || Window_Base._faceWidth; height = height || Window_Base._faceHeight; var bitmap = ImageManager.loadFace(fn); @@ -612,138 +611,155 @@ Window_BattleStatus.prototype.drawFace = function(fn, fi, x, y, width, height) { var sh = Math.min(height, ph); var dx = Math.floor(x + Math.max(width - pw, 0) / 2); var dy = Math.floor(y + Math.max(height - ph, 0) / 2); - var sx = fi % 4 * pw + (pw - sw) / 2; + var sx = (fi % 4) * pw + (pw - sw) / 2; var sy = Math.floor(fi / 4) * ph + (ph - sh) / 2; this._faceContents.bitmap.blt(bitmap, sx, sy, sw, sh, dx, dy); }; -Window_BattleStatus.prototype.updateTransform = function() { +Window_BattleStatus.prototype.updateTransform = function () { Window_Selectable.prototype.updateTransform.call(this); this.updateFaceContents(); }; -Window_BattleStatus.prototype.updateFaceContents = function() { +Window_BattleStatus.prototype.updateFaceContents = function () { var w = this._width - this._padding * 2; var h = this._height - this._padding * 2; if (w > 0 && h > 0) { - this._faceContents.setFrame(this.origin.x, this.origin.y, w, h); - this._faceContents.visible = this.isOpen(); + this._faceContents.setFrame(this.origin.x, this.origin.y, w, h); + this._faceContents.visible = this.isOpen(); } else { - this._faceContents.visible = false; + this._faceContents.visible = false; } }; -Window_BattleStatus.prototype.drawText = function(text, wx, wy, ww, align) { +Window_BattleStatus.prototype.drawText = function (text, wx, wy, ww, align) { if (this._enableYBuffer) { - wy += Yanfly.Param.BSWParamYBuffer; - wx += 2; - ww -= 4; + wy += Yanfly.Param.BSWParamYBuffer; + wx += 2; + ww -= 4; } Window_Selectable.prototype.drawText.call(this, text, wx, wy, ww, align); }; -Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y, - width, color1, color2) { +Window_BattleStatus.prototype.drawCurrentAndMax = function (current, max, x, y, width, color1, color2) { if (this._currentMax) { - Window_Selectable.prototype.drawCurrentAndMax.call(this, current, max, - x, y, width, color1, color2); + Window_Selectable.prototype.drawCurrentAndMax.call(this, current, max, x, y, width, color1, color2); } else { - this.changeTextColor(color1); - var value = Yanfly.Util.toGroup(current); - this.drawText(value, x, y, width, 'right'); + this.changeTextColor(color1); + var value = Yanfly.Util.toGroup(current); + this.drawText(value, x, y, width, "right"); } }; -Window_BattleStatus.prototype.drawItemGaugeIcon = function(iconIndex, wx, wy) { - var bitmap = ImageManager.loadSystem('IconSet'); +Window_BattleStatus.prototype.drawItemGaugeIcon = function (iconIndex, wx, wy) { + var bitmap = ImageManager.loadSystem("IconSet"); var pw = Window_Base._iconWidth; var ph = Window_Base._iconHeight; - var sx = iconIndex % 16 * pw; + var sx = (iconIndex % 16) * pw; var sy = Math.floor(iconIndex / 16) * ph; - var iconWidth = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32; - var iconHeight = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32; + var iconWidth = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 32; + var iconHeight = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 32; wy += Window_Base._iconHeight - iconHeight; this.contents.blt(bitmap, sx, sy, pw, ph, wx, wy, iconWidth, iconHeight); return iconWidth; }; +Window_BattleStatus.prototype._refreshCursor = function () { + var pad = this._padding; + var x = this._cursorRect.x + pad - this.origin.x; + var y = this._cursorRect.y + pad - this.origin.y; + var w = this._cursorRect.width; + var h = this._cursorRect.height; + var m = 4; + var x2 = Math.max(x, pad); + var y2 = Math.max(y, pad); + var ox = x - x2; + var oy = y - y2; + var w2 = Math.min(w, this._width - pad - x2); + var h2 = Math.min(h, this._height - pad - y2); + var bitmap = new Bitmap(w2, h2); + + this._windowCursorSprite.bitmap = bitmap; + this._windowCursorSprite.setFrame(0, 0, w2, h2); + this._windowCursorSprite.move(x2, y2); + + bitmap.fillAll("rgba(250, 250, 240, 0.6)"); +}; //============================================================================= // Scene_Battle //============================================================================= -Yanfly.BSW.Scene_Battle_createPartyCommandWindow = - Scene_Battle.prototype.createPartyCommandWindow; -Scene_Battle.prototype.createPartyCommandWindow = function() { +Yanfly.BSW.Scene_Battle_createPartyCommandWindow = Scene_Battle.prototype.createPartyCommandWindow; +Scene_Battle.prototype.createPartyCommandWindow = function () { Yanfly.BSW.Scene_Battle_createPartyCommandWindow.call(this); var win = this._partyCommandWindow; if (Yanfly.Param.BSWLfRt) { - win.setHandler('right', this.commandFight.bind(this)); + win.setHandler("right", this.commandFight.bind(this)); } if (Yanfly.Param.BSWPageUpDn) { - win.setHandler('pagedown', this.commandFight.bind(this)); - }; + win.setHandler("pagedown", this.commandFight.bind(this)); + } }; -Yanfly.BSW.Scene_Battle_createActorCommandWindow = - Scene_Battle.prototype.createActorCommandWindow; -Scene_Battle.prototype.createActorCommandWindow = function() { +Yanfly.BSW.Scene_Battle_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow; +Scene_Battle.prototype.createActorCommandWindow = function () { Yanfly.BSW.Scene_Battle_createActorCommandWindow.call(this); var win = this._actorCommandWindow; if (Yanfly.Param.BSWLfRt) { - win.setHandler('left', this.selectPreviousCommand.bind(this)); - win.setHandler('right', this.selectRightCommand.bind(this)); + win.setHandler("left", this.selectPreviousCommand.bind(this)); + win.setHandler("right", this.selectRightCommand.bind(this)); } if (Yanfly.Param.BSWPageUpDn) { - win.setHandler('pageup', this.selectPreviousCommand.bind(this)); - win.setHandler('pagedown', this.selectRightCommand.bind(this)); - }; + win.setHandler("pageup", this.selectPreviousCommand.bind(this)); + win.setHandler("pagedown", this.selectRightCommand.bind(this)); + } }; -Scene_Battle.prototype.clearInputtingAction = function() { +Scene_Battle.prototype.clearInputtingAction = function () { var action = BattleManager.inputtingAction(); if (action) action.clear(); }; Yanfly.BSW.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel; -Scene_Battle.prototype.onActorCancel = function() { +Scene_Battle.prototype.onActorCancel = function () { Yanfly.BSW.Scene_Battle_onActorCancel.call(this); this.clearInputtingAction(); }; Yanfly.BSW.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel; -Scene_Battle.prototype.onEnemyCancel = function() { +Scene_Battle.prototype.onEnemyCancel = function () { Yanfly.BSW.Scene_Battle_onEnemyCancel.call(this); this.clearInputtingAction(); }; Yanfly.BSW.Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel; -Scene_Battle.prototype.onSkillCancel = function() { +Scene_Battle.prototype.onSkillCancel = function () { Yanfly.BSW.Scene_Battle_onSkillCancel.call(this); this.clearInputtingAction(); }; Yanfly.BSW.Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel; -Scene_Battle.prototype.onItemCancel = function() { +Scene_Battle.prototype.onItemCancel = function () { Yanfly.BSW.Scene_Battle_onItemCancel.call(this); this.clearInputtingAction(); }; -Scene_Battle.prototype.selectRightCommand = function() { +Scene_Battle.prototype.selectRightCommand = function () { if (!this.isAllowRightCommand()) { - return this._actorCommandWindow.activate(); + return this._actorCommandWindow.activate(); } if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) { - if (BattleManager.actor()) BattleManager.actor().onTurnStart(); + if (BattleManager.actor()) BattleManager.actor().onTurnStart(); } this.selectNextCommand(); }; -Scene_Battle.prototype.isAllowRightCommand = function() { - if (Yanfly.Param.BSWTurnSkip) return true; - if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) { - return false; - } - return true; +Scene_Battle.prototype.isAllowRightCommand = function () { + if (Yanfly.Param.BSWTurnSkip) return true; + if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) { + return false; + } + return true; }; //============================================================================= @@ -753,10 +769,10 @@ Scene_Battle.prototype.isAllowRightCommand = function() { Yanfly.Util = Yanfly.Util || {}; if (!Yanfly.Util.toGroup) { - Yanfly.Util.toGroup = function(inVal) { + Yanfly.Util.toGroup = function (inVal) { return inVal; - } -}; + }; +} //============================================================================= // End of File