From 80f62acb9fce5f6213650321cd4e945da4389a23 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Tue, 5 Dec 2023 23:42:04 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=96=B0=E5=A4=96=E5=8C=85=E9=AD=94?= =?UTF-8?q?=E6=94=B9=E5=90=8E=E7=9A=84=E6=8F=92=E4=BB=B6=EF=BC=9B=E5=86=99?= =?UTF-8?q?=E5=85=A5=E7=B2=BE=E5=87=86=E6=9C=BA=E5=88=B6=E5=92=8C=E5=90=B8?= =?UTF-8?q?=E8=A1=80=E6=9C=BA=E5=88=B6=E7=9A=84=E6=96=B0=E6=B3=A8=E9=87=8A?= =?UTF-8?q?=EF=BC=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 1 + data/Actors.json | 22 +- data/Armors.json | 2 +- data/Map037.json | 2 +- data/MapInfos.json | 8 +- data/Skills.json | 2 +- data/States.json | 26 +- data/System.json | 2 +- data/Troops.json | 2 +- data/Weapons.json | 10 +- js/plugins.js | 4 +- js/plugins/LiuYue_GainItemTips.js | 2002 ++++++++++++++++------------- js/plugins/YEP_EquipCore.js | 1141 ++++++++++------ js/plugins/YEP_StatusMenuCore.js | 57 +- 14 files changed, 1973 insertions(+), 1308 deletions(-) diff --git a/Readme.md b/Readme.md index f09480c..1de53fc 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/12/04**;**乐子人**;更新外包魔改后的插件;写入精准机制和吸血机制的新注释; - **2023/12/04**;**枪兵**;女王立绘; - **2023/12/1**;**乐子人**;写入新怪物和新装备; - **2023/11/30**;**乐子人**;写入新怪物,重做精准机制,引入暴击控制插件; diff --git a/data/Actors.json b/data/Actors.json index a9623a3..317f4df 100644 --- a/data/Actors.json +++ b/data/Actors.json @@ -1,16 +1,16 @@ [ null, -{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1}],"initialLevel":1,"maxLevel":15,"name":"郝仁","nickname":"","note":"\n\n","profile":"似乎是个平平无奇的普通人"}, 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!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 = 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\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"---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":"v1.50 Have more control over the flow of the battle system\r\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":"0","Magical Animation":"0","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_TargetCore","status":true,"description":"v1.03 目标核心☁️","parameters":{"---战斗引擎---":"","Everybody Text":"所有队友和敌人","All But User Text":"All %1 But %2","Random Any Text":"%1 Random","---倍数---":"","Multiple Text":"%1 with %2 as a Multiple of %3","Multiple Everybody":"Anyone","Multiple Allies":"Any Ally","Multiple Foes":"Any Foe","---成排---":"","Target Row Text":"%1's Row","Front Row Text":"%1 Front Row","Back Row Text":"%1 Back Row","Specific Row Text":"Specific %1 Row","Row Enemies":"Enemy","Row Allies":"Allied"}}, -{"name":"YEP_EquipCore","status":true,"description":"v1.16 装备核心☁️","parameters":{"---全局---":"","Text Align":"center","Finish Command":"返回","Remove Text":"卸下","Remove Icon":"16","Empty Text":"<空>","Empty Icon":"16","---规则---":"","Non-Removable Types":"0","Non-Optimized Types":"0"}}, +{"name":"YEP_EquipCore","status":true,"description":"v1.16 装备核心","parameters":{"---魔改---":"","ZzyFontSize":"22","---General---":"","Text Align":"center","Finish Command":"返回","Remove Text":"卸下","Remove Icon":"16","Empty Text":"<空>","Empty Icon":"16","---Rules---":"","Non-Removable Types":"0","Non-Optimized Types":"0"}}, {"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_ElementCore","status":true,"description":"v1.02 元素核心","parameters":{"Multi-Element Rulings":"4"}}, {"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}}, {"name":"YEP_MessageCore","status":true,"description":"v1.17 信息核心","parameters":{"---General---":"","Default Rows":"4","Default Width":"Graphics.boxWidth","Face Indent":"Window_Base._faceWidth + 24","Fast Forward Key":"pagedown","Enable Fast Forward":"true","Word Wrapping":"false","Description Wrap":"false","Word Wrap Space":"false","Tight Wrap":"false","---Font---":"","Font Name":"GameFont","Font Size":"28","Font Size Change":"12","Font Changed Max":"96","Font Changed Min":"12","Font Outline":"4","Maintain Font":"false","---Name Box---":"","Name Box Buffer X":"-28","Name Box Buffer Y":"0","Name Box Padding":"this.standardPadding() * 4","Name Box Color":"0","Name Box Clear":"false","Name Box Added Text":"\\c[6]","Name Box Auto Close":"false"}}, {"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\r\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"false","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}}, -{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"需要 %1 到下一 %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 18 17","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"魔法反射率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}}, +{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Attributes Elements States Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"经验整体显示","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 18 17","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"魔法反射率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"YEP_X_BattleSysATB","status":true,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"0","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.25 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"false","Minimum Speed":"0.1 * BattleManager.highestBaseAgi()","Maximum Speed":"10 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}}, {"name":"YEP_BattleStatusWindow","status":true,"description":"v1.09 A simple battle status window that shows the\nfaces of your party members in horizontal format.","parameters":{"---Visual---":"","No Action Icon":"16","Name Font Size":"20","Param Font Size":"20","Param Y Buffer":"7","Param Current Max":"true","Adjust Columns":"false","State Icons Row":"1","---Actor Switching---":"","Left / Right":"true","PageUp / PageDown":"true","Allow Turn Skip":"true","---Front View---":"","Show Animations":"true","Show Sprites":"true","Align Animations":"true","X Offset":"24","Y Offset":"-16"}}, diff --git a/js/plugins/LiuYue_GainItemTips.js b/js/plugins/LiuYue_GainItemTips.js index 305c3d1..8c02a25 100644 --- a/js/plugins/LiuYue_GainItemTips.js +++ b/js/plugins/LiuYue_GainItemTips.js @@ -1,5 +1,5 @@ /*: - * @plugindesc v1.02 LiuYue_GainItemTips 获取道具显示 + * @plugindesc v1.04 LiuYue_GainItemTips 获取道具显示 * @author 流逝的岁月 * * @help @@ -12,7 +12,6 @@ * 这款插件提供了在游戏中获取或丢失新的道具会在地图界面显示 * * - * *--------------------------------------------------------- * *使用条例:本插件完全免费,随意魔改 @@ -28,16 +27,22 @@ *以下是一些插件用到的脚本函数 *---------------------Script-------------------- * - * Zzy.GIT.IsEnable(enable) //这会 开启/禁用 插件的功能 - * Zzy.GIT.ClearList() //清理所有的消息表 - * Zzy.GIT.SurplusCount() //获取未显示的剩余消息数量 + * Zzy.GIT.IsEnable(enable) //这会 开启/禁用 插件的功能 + * Zzy.GIT.ClearList() //清理所有的消息表 + * Zzy.GIT.SurplusCount() //获取未显示的剩余消息数量 + * Zzy.GIT.GainPromptOfID(ID,type,amount) //这将会主动发送一条获取物品的消息,不过并不会实际获取物品 + * -ID:替换为对应物品的ID值,如果是金币,则此参数可以输任意值 + * -type:可选字符串item/weapon/armor/icon 分别代表物品/武器/防具/金币 + * -amount:代表输入的数量 * + * 例: Zzy.GIT.GainPromptOfID(3,'weapon',1) //将会显示一把ID为3的武器提示文本 + * 例: Zzy.GIT.GainPromptOfID(0,'coin',1000) //将会显示获得1000金币的提示文本 * * *以下是一些插件指令的信息 *---------------------Plugin Command-------------------- * - * ZzyGIT IsEnable x(true/false) //这会 开启/禁用 插件的功能 + * ZzyGIT IsEnable x(true/false) //这会 开启/禁用 插件的功能 * * * @@ -78,7 +83,8 @@ * * * - * + * 我叫坂本:v1.04 添加文本宽度自适应功能 + * 我叫坂本:v1.03 修改结构代码,减少冲突,修复一个字体过大导致图标文本重叠的bug * 我叫坂本:v1.02 修复单独插件测试报错,修复拆卸装备出现信息的逻辑问题,添加排序显示优先级 * 我叫坂本:v1.01 增加了与YEP_ItemCore物品核心的兼容问题,修复了图标重叠问题,添加了金币显示以及图标相关功能 * 我叫坂本:v1.00 完成插件功能 @@ -106,13 +112,45 @@ * * * + * @param ---功能--- + * @default + * + * @param IsAdaptionWidth + * @text 提示自适应宽度 + * @parent ---功能--- + * @type boolean + * @on YES + * @off NO + * @desc 是否让窗口宽度每次显示都会自适应匹配显示的文本长度,开启此功能后窗口宽度参数将会失效 + * YES - true NO - false + * @default false + * + * + * @param IsArrangeCount + * @text 是否合并数量 + * @parent ---功能--- + * @type boolean + * @on YES + * @off NO + * @desc 在获取道具时,同类型未显示的道具数量将会被自动合并 + * YES - true NO - false + * @default false + * + * + * + * + * + * + * + * + * * @param ---窗口--- * @default * * * @param BasePos * @text 窗口位置基准点 - * @parent ---按键--- + * @parent ---窗口--- * @type combo * @option center * @option left-top @@ -212,7 +250,7 @@ * * * @param IsGoldShow - * @text 是否获取失去金币显示 + * @text 是否显示获取金币 * @parent ---金币--- * @type boolean * @on YES @@ -247,7 +285,7 @@ * @parent ---金币--- * @type text * @desc 这是显示金币的图标ID值 - * @default 0 + * @default 313 * * @param GSERank * @text 金币SE优先级 @@ -312,7 +350,7 @@ * @default 失去 ["%1"] * * @param NumberFormat - * @text 获取文本格式 + * @text 文本数量格式 * @parent ---文本--- * @type text * @desc 显示数量的文本格式,%1会被替换为道具数量 @@ -384,117 +422,112 @@ * */ -var LiuYue = LiuYue || {}; -LiuYue.LiuYue_GainItemTips = true; //插件启动 + +var LiuYue = LiuYue || {}; +LiuYue.LiuYue_GainItemTips = true;//插件启动 + var Zzy = Zzy || {}; Zzy.GIT = Zzy.GIT || {}; -Zzy.GIT.version = 1.02; -Zzy.Parameters = PluginManager.parameters("LiuYue_GainItemTips"); -Zzy.Param = Zzy.Param || {}; - -Zzy.GIT.BasePosToID = function (str) { - switch (str) { - case "left-top": - return 1; - case "top": - return 2; - case "right-top": - return 3; - case "left": - return 4; - case "center": - return 5; - case "right": - return 6; - case "left-bottom": - return 7; - case "bottom": - return 8; - case "right-bottom": - return 9; - } +Zzy.GIT.version = 1.04; +Zzy.Parameters = PluginManager.parameters('LiuYue_GainItemTips'); +Zzy.Param = Zzy.Param || {}; + +Zzy.GIT.BasePosToID = function(str) +{ + switch(str) + { + case 'left-top':return 1; + case 'top':return 2; + case 'right-top':return 3; + case 'left':return 4; + case 'center':return 5; + case 'right':return 6; + case 'left-bottom':return 7; + case 'bottom':return 8; + case 'right-bottom':return 9; + } + + console.log('一个错误:来自LiuYue_GainItemTips(获取道具提示):检查输入窗口位置基准点参数是否正确'); + return 5; + +} + + +Zzy.Param.GITIsPluginEnable = eval(String(Zzy.Parameters['IsPluginEnable']));//插件开启状态 +Zzy.Param.GITIsAdaptionWidth = eval(String(Zzy.Parameters['IsAdaptionWidth']));//自适应 +Zzy.Param.GITIsArrangeCount = eval(String(Zzy.Parameters['IsArrangeCount']));//归并 + - console.log("一个错误:来自LiuYue_GainItemTips(获取道具提示):检查输入窗口位置基准点参数是否正确"); - return 5; -}; -Zzy.Param.GITIsPluginEnable = eval(String(Zzy.Parameters["IsPluginEnable"])); //插件开启状态 -Zzy.Param.GITBasePos = Zzy.GIT.BasePosToID(String(Zzy.Parameters["BasePos"])); //窗口基准点 - -Zzy.Param.GITWindowOfx = Number(Zzy.Parameters["WindowOfx"]); //位置偏移X -Zzy.Param.GITWindowOfy = Number(Zzy.Parameters["WindowOfy"]); //位置偏移Y -Zzy.Param.GITWindowW = String(Zzy.Parameters["WindowW"]); //强化窗口W -Zzy.Param.GITLineNum = parseInt(Zzy.Parameters["LineNum"]); //强化窗口H - -Zzy.Param.GITWindowShowFrame = parseInt(Zzy.Parameters["WindowShowFrame"]); //消息显示时长 -Zzy.Param.GITWindowFontSize = parseInt(Zzy.Parameters["WindowFontSize"]); //窗口字体大小 -Zzy.Param.GITWindowOpacity = parseInt(Zzy.Parameters["WindowOpacity"]); //窗口透明度 -Zzy.Param.GITWindowOpenSpeed = parseInt(Zzy.Parameters["WindowOpenSpeed"]); //窗口速度 -Zzy.Param.GITWindowBkPic = String(Zzy.Parameters["WindowBkPic"]); //窗口图片 -Zzy.Param.GITBkOpFollowOpenSpeed = eval(Zzy.Parameters["BkOpFollowOpenSpeed"]); //透明度跟随打开速度 - -Zzy.Param.GITAddFormat = String(Zzy.Parameters["AddFormat"]); //显示文本格式 -Zzy.Param.GITSubFormat = String(Zzy.Parameters["SubFormat"]); //显示文本格式 -Zzy.Param.GITNumberFormat = String(Zzy.Parameters["NumberFormat"]); //显示文本格式 - -Zzy.Param.GITIsGoldShow = eval(Zzy.Parameters["IsGoldShow"]); //是否获取失去金币显示 -Zzy.Param.GITAddGFormat = String(Zzy.Parameters["AddGFormat"]); //获取金币文本格式 -Zzy.Param.GITSubGFormat = String(Zzy.Parameters["SubGFormat"]); //失去金币文本格式 -Zzy.Param.GITGTextColor = String(Zzy.Parameters["GTextColor"]); -Zzy.Param.GITGIconID = parseInt(Zzy.Parameters["GIconID"]); -Zzy.Param.GITGSERank = parseInt(Zzy.Parameters["GSERank"]); -Zzy.Param.GITGLRank = parseInt(Zzy.Parameters["GLRank"]); - -Zzy.Param.GITIconScale = Number(Zzy.Parameters["IconScale"]); //图标大小 -Zzy.Param.GITIsIconFlash = eval(Zzy.Parameters["IsIconFlash"]); -Zzy.Param.GITIconFlashFrame = parseInt(Zzy.Parameters["IconFlashFrame"]); + +Zzy.Param.GITBasePos = Zzy.GIT.BasePosToID(String(Zzy.Parameters['BasePos']));//窗口基准点 + +Zzy.Param.GITWindowOfx = Number(Zzy.Parameters['WindowOfx']);//位置偏移X +Zzy.Param.GITWindowOfy = Number(Zzy.Parameters['WindowOfy']);//位置偏移Y +Zzy.Param.GITWindowW = String(Zzy.Parameters['WindowW']);//强化窗口W +Zzy.Param.GITLineNum = parseInt(Zzy.Parameters['LineNum']);//强化窗口H + +Zzy.Param.GITWindowShowFrame = parseInt(Zzy.Parameters['WindowShowFrame']);//消息显示时长 +Zzy.Param.GITWindowFontSize = parseInt(Zzy.Parameters['WindowFontSize']);//窗口字体大小 +Zzy.Param.GITWindowOpacity = parseInt(Zzy.Parameters['WindowOpacity']);//窗口透明度 +Zzy.Param.GITWindowOpenSpeed = parseInt(Zzy.Parameters['WindowOpenSpeed']);//窗口速度 +Zzy.Param.GITWindowBkPic = String(Zzy.Parameters['WindowBkPic']);//窗口图片 +Zzy.Param.GITBkOpFollowOpenSpeed = eval(Zzy.Parameters['BkOpFollowOpenSpeed']);//透明度跟随打开速度 + + + +Zzy.Param.GITAddFormat = String(Zzy.Parameters['AddFormat']);//显示文本格式 +Zzy.Param.GITSubFormat = String(Zzy.Parameters['SubFormat']);//显示文本格式 +Zzy.Param.GITNumberFormat = String(Zzy.Parameters['NumberFormat']);//显示文本格式 + +Zzy.Param.GITIsGoldShow = eval(Zzy.Parameters['IsGoldShow']);//是否获取失去金币显示 +Zzy.Param.GITAddGFormat = String(Zzy.Parameters['AddGFormat']);//获取金币文本格式 +Zzy.Param.GITSubGFormat = String(Zzy.Parameters['SubGFormat']);//失去金币文本格式 +Zzy.Param.GITGTextColor = String(Zzy.Parameters['GTextColor']); +Zzy.Param.GITGIconID = parseInt(Zzy.Parameters['GIconID']); +Zzy.Param.GITGSERank = parseInt(Zzy.Parameters['GSERank']); +Zzy.Param.GITGLRank = parseInt(Zzy.Parameters['GLRank']); + + +Zzy.Param.GITIconScale = Number(Zzy.Parameters['IconScale']);//图标大小 +Zzy.Param.GITIsIconFlash = eval(Zzy.Parameters['IsIconFlash']); +Zzy.Param.GITIconFlashFrame = parseInt(Zzy.Parameters['IconFlashFrame']); + //--------------------------------------声音------------------------------------- -Zzy.Param.GITMakeSE = function (seName, seVolume, sePitch, sePan) { - if (!seName) return undefined; - var se = { - name: seName, - volume: seVolume ? seVolume : 100, - pitch: sePitch ? sePitch : 100, - pan: sePan ? sePan : 0, - }; - return se; -}; +Zzy.Param.GITMakeSE = function(seName,seVolume,sePitch,sePan) +{ + if(!seName)return undefined; + var se = { + name:seName, + volume:(seVolume ? seVolume : 100), + pitch:(sePitch ? sePitch : 100), + pan:(sePan ? sePan : 0) + }; + return se; +} -Zzy.Param.GITEarnSound = String(Zzy.Parameters["EarnSound"]); //背景BGM名称 -Zzy.Param.GITEarnVolume = parseInt(Zzy.Parameters["EarnVolume"]); //背景BGM音量 -Zzy.Param.GITEarnPitch = parseInt(Zzy.Parameters["EarnPitch"]); //背景BGM声调 -Zzy.Param.GITEarnBGSPan = parseInt(Zzy.Parameters["EarnPan"]); //背景BGM声道 -Zzy.Param.GITEarnSE = Zzy.Param.GITMakeSE( - Zzy.Param.GITEarnSound, - Zzy.Param.GITEarnVolume, - Zzy.Param.GITEarnPitch, - Zzy.Param.GITEarnBGSPan -); - -Zzy.Param.GITGSound = String(Zzy.Parameters["GSound"]); //金币BGM名称 -Zzy.Param.GITGVolume = parseInt(Zzy.Parameters["GVolume"]); //金币BGM音量 -Zzy.Param.GITGPitch = parseInt(Zzy.Parameters["GPitch"]); //金币BGM声调 -Zzy.Param.GITGBGSPan = parseInt(Zzy.Parameters["GPan"]); //金币BGM声道 -Zzy.Param.GITGSE = Zzy.Param.GITMakeSE( - Zzy.Param.GITGSound, - Zzy.Param.GITGVolume, - Zzy.Param.GITGPitch, - Zzy.Param.GITGBGSPan -); +Zzy.Param.GITEarnSound = String(Zzy.Parameters['EarnSound']);//背景BGM名称 +Zzy.Param.GITEarnVolume = parseInt(Zzy.Parameters['EarnVolume']);//背景BGM音量 +Zzy.Param.GITEarnPitch = parseInt(Zzy.Parameters['EarnPitch']);//背景BGM声调 +Zzy.Param.GITEarnBGSPan = parseInt(Zzy.Parameters['EarnPan']);//背景BGM声道 +Zzy.Param.GITEarnSE = Zzy.Param.GITMakeSE(Zzy.Param.GITEarnSound,Zzy.Param.GITEarnVolume,Zzy.Param.GITEarnPitch,Zzy.Param.GITEarnBGSPan); + +Zzy.Param.GITGSound = String(Zzy.Parameters['GSound']);//金币BGM名称 +Zzy.Param.GITGVolume = parseInt(Zzy.Parameters['GVolume']);//金币BGM音量 +Zzy.Param.GITGPitch = parseInt(Zzy.Parameters['GPitch']);//金币BGM声调 +Zzy.Param.GITGBGSPan = parseInt(Zzy.Parameters['GPan']);//金币BGM声道 +Zzy.Param.GITGSE = Zzy.Param.GITMakeSE(Zzy.Param.GITGSound,Zzy.Param.GITGVolume,Zzy.Param.GITGPitch,Zzy.Param.GITGBGSPan); -Zzy.Param.GITAllSE = []; -Zzy.Param.GITAllSE = [ - undefined, - Zzy.Param.GITEarnSE, //获取文本 - Zzy.Param.GITGSE, //金币文本 -]; -Zzy.GIT.ChangeEquipFlag = false; //改变装备标记 +Zzy.Param.GITAllSE = []; +Zzy.Param.GITAllSE = [undefined, + Zzy.Param.GITEarnSE,//获取文本 + Zzy.Param.GITGSE//金币文本 + ]; + -Zzy.GIT.YEPItemCoreConstraints = false; //插件兼容-限制 -Zzy.GIT.YEPItemCoreConstraints2 = false; //插件兼容-限制 var Imported = Imported || {}; @@ -502,217 +535,235 @@ var Imported = Imported || {}; //DataManager //================================================================= Zzy.GIT.DataManager_loadGame = DataManager.loadGame; -DataManager.loadGame = function ( - savefileId //旧存档兼容 -) { - var result = Zzy.GIT.DataManager_loadGame.call(this, savefileId); - - this.ZzyGITInitData(); +DataManager.loadGame = function(savefileId) //旧存档兼容 +{ + var result = Zzy.GIT.DataManager_loadGame.call(this,savefileId); + + this.ZzyGITInitData(); - return result; -}; + return result; +} -DataManager.ZzyGITInitData = function () //初始化参数 +DataManager.ZzyGITInitData = function()//初始化参数 { - if (!$gameSystem.GetIsZzyGITLoaded()) { - //初始化 - $gameSystem.ZzyGITInitData(); //初始化数据 - $gameSystem.SetIsZzyGITLoaded(true); - } -}; + if(!$gameSystem.GetIsZzyGITLoaded()) + { + //初始化 + $gameSystem.ZzyGITInitData();//初始化数据 + $gameSystem.SetIsZzyGITLoaded(true); + } +} //============================================================================= //Game_System //============================================================================= Zzy.GIT.Game_System_initialize = Game_System.prototype.initialize; -Game_System.prototype.initialize = function () { +Game_System.prototype.initialize = function() +{ Zzy.GIT.Game_System_initialize.call(this); - this.ZzyGITInitData(); //初始化数据 - this._IsZzyGITLoaded = true; //是否载入完成 + this.ZzyGITInitData();//初始化数据 + this._IsZzyGITLoaded = true;//是否载入完成 + }; + +Game_System.prototype.GetIsZzyGITLoaded = function() +{ + if(this._IsZzyGITLoaded === undefined) + {this._IsZzyGITLoaded = false;} + return this._IsZzyGITLoaded; +} -Game_System.prototype.GetIsZzyGITLoaded = function () { - if (this._IsZzyGITLoaded === undefined) { - this._IsZzyGITLoaded = false; - } - return this._IsZzyGITLoaded; -}; +Game_System.prototype.SetIsZzyGITLoaded = function(enable) +{ + this._IsZzyGITLoaded = enable; +} + +Game_System.prototype.ZzyGITInitData = function()//清除链表 +{ + this._zzyGITList = [];//显示列表 + this._zzyGITIndex = 0;//显示下标 + + this._zzyGITPluginEnable = Zzy.Param.GITIsPluginEnable; +} -Game_System.prototype.SetIsZzyGITLoaded = function (enable) { - this._IsZzyGITLoaded = enable; -}; -Game_System.prototype.ZzyGITInitData = function () //清除链表 +Game_System.prototype.ClearZzyGITList = function()//清除链表 { - this._zzyGITList = []; //显示列表 - this._zzyGITIndex = 0; //显示下标 + this._zzyGITList = [];//显示列表 + this._zzyGITIndex = 0;//显示下标 +} - this._zzyGITPluginEnable = Zzy.Param.GITIsPluginEnable; -}; +Game_System.prototype.ZzyGITSurplusCount = function() +{ + if(!this._zzyGITList.length)return 0; + var len = this._zzyGITList.length; + return this._zzyGITIndex - len; +} -Game_System.prototype.ClearZzyGITList = function () //清除链表 + +Game_System.prototype.PushZzyGITList = function(info) { - this._zzyGITList = []; //显示列表 - this._zzyGITIndex = 0; //显示下标 -}; + + //如果是开启归并功能,则压入到归并队列里 + if(this.ZzyGITArrangeInfo(info))return;//自动归并 -Game_System.prototype.ZzyGITSurplusCount = function () { - if (!this._zzyGITList.length) return 0; - var len = this._zzyGITList.length; - return this._zzyGITIndex - len; -}; + this._zzyGITList.push(info); +} -Game_System.prototype.PushZzyGITList = function (info) { - this._zzyGITList.push(info); -}; -Game_System.prototype.SetZzyGITPluginEnable = function (isEnable) { - this._zzyGITPluginEnable = isEnable; -}; +Game_System.prototype.ZzyGITArrangeInfo = function(info) +{ + if(!Zzy.Param.GITIsArrangeCount)return false; + + var len = this._zzyGITList.length; + if(len) + { + for(var i=this._zzyGITIndex;i/i)) { - var color = String(RegExp.$1); - obj.zzyGIT.textColor = color; - } else if (lineStr.match(//i)) { - var seStr = String(RegExp.$1); - var seArr = seStr.split(" "); - - var name = String(seArr[0]); - var volume = parseInt(seArr[1]); - var pitch = parseInt(seArr[2]); - var pan = parseInt(seArr[3]); - - var se = { - name: name, - volume: volume ? volume : 100, - pitch: pitch ? pitch : 100, - pan: pan ? pan : 0, - }; - - obj.zzyGIT.se = se; - } else if (lineStr.match(//i)) { - var seRank = parseInt(RegExp.$1); - obj.zzyGIT.seRank = seRank; //设置等级 - } else if (lineStr.match(//i)) { - var lRank = parseInt(RegExp.$1); - obj.zzyGIT.lRank = lRank; //设置排列等级 - } - } - } -}; +DataManager.isDatabaseLoaded = function() +{ + if (!Zzy.GIT.DataManager_isDatabaseLoaded.call(this)) return false; -//======================================================================= -//Game_Party -//======================================================================= -//初始化时,如果有YEP装备核心将暂时关闭添加显示功能 -Zzy.GIT.Game_Party_setupStartingMembers = Game_Party.prototype.setupStartingMembers; -Game_Party.prototype.setupStartingMembers = function () { - if (Imported && Imported.YEP_ItemCore) { - Zzy.GIT.YEPItemCoreConstraints2 = true; - } - Zzy.GIT.Game_Party_setupStartingMembers.call(this); - Zzy.GIT.YEPItemCoreConstraints2 = false; -}; + this.ZzyGITLoadNoteCase1($dataItems);//道具 + this.ZzyGITLoadNoteCase1($dataWeapons);//武器 + this.ZzyGITLoadNoteCase1($dataArmors);//护甲 -//======================================================================= -//Game_Actor -//======================================================================= -Zzy.GIT.Game_Actor_setup = Game_Actor.prototype.setup; -Game_Actor.prototype.setup = function (actorId) { - if (Imported && Imported.YEP_ItemCore) { - Zzy.GIT.YEPItemCoreConstraints = true; - } - Zzy.GIT.Game_Actor_setup.call(this, actorId); - Zzy.GIT.YEPItemCoreConstraints = false; -}; + return true; +} -Zzy.GIT.Game_Actor_changeEquip = Game_Actor.prototype.changeEquip; -Game_Actor.prototype.changeEquip = function (slotId, item) { - Zzy.GIT.ChangeEquipFlag = true; - Zzy.GIT.Game_Actor_changeEquip.call(this, slotId, item); - Zzy.GIT.ChangeEquipFlag = false; -}; +DataManager.ZzyGITLoadNoteCase1 = function(objArr) +{ + for (var i = 1; i < objArr.length; i++) + { + var obj = objArr[i]; + var noteData = obj.note.split(/[\r\n]+/); + + obj.zzyGIT = {}; + + for(var j=0;j/i)) + { + var color = String(RegExp.$1); + obj.zzyGIT.textColor = color; + } + else if(lineStr.match(//i)) + { + var seStr = String(RegExp.$1); + var seArr = seStr.split(' '); + + var name = String(seArr[0]); + var volume = parseInt(seArr[1]); + var pitch = parseInt(seArr[2]); + var pan = parseInt(seArr[3]); + + var se = { + name:name, + volume:(volume ? volume : 100), + pitch:(pitch ? pitch : 100), + pan:(pan ? pan : 0) + } + + obj.zzyGIT.se = se; + } + else if(lineStr.match(//i)) + { + var seRank = parseInt(RegExp.$1); + obj.zzyGIT.seRank = seRank;//设置等级 + } + else if(lineStr.match(//i)) + { + var lRank = parseInt(RegExp.$1); + obj.zzyGIT.lRank = lRank;//设置排列等级 + } + + } + } +} -Zzy.GIT.Game_Actor_forceChangeEquip = Game_Actor.prototype.forceChangeEquip; -Game_Actor.prototype.forceChangeEquip = function (slotId, item) { - Zzy.GIT.ChangeEquipFlag = true; - Zzy.GIT.Game_Actor_forceChangeEquip.call(this, slotId, item); - Zzy.GIT.ChangeEquipFlag = false; -}; //======================================================================= //Scene_Map //======================================================================= Zzy.GIT.Scene_Map_start = Scene_Map.prototype.start; -Scene_Map.prototype.start = function () { - Zzy.GIT.Scene_Map_start.call(this); - this.CreateZzyGITTipsWindow(); -}; +Scene_Map.prototype.start = function() +{ + Zzy.GIT.Scene_Map_start.call(this); + this.CreateZzyGITTipsWindow(); -Scene_Map.prototype.CreateZzyGITTipsWindow = function () { - this._zzyGITWindow = new Window_ZzyGITTips(); - this.addChild(this._zzyGITWindow); }; +Scene_Map.prototype.CreateZzyGITTipsWindow = function() +{ + this._zzyGITWindow = new Window_ZzyGITTips(); + this.addChild(this._zzyGITWindow); +} + //======================================================================= //Window_ZzyGITTips //======================================================================= @@ -723,442 +774,534 @@ function Window_ZzyGITTips() { Window_ZzyGITTips.prototype = Object.create(Window_Base.prototype); Window_ZzyGITTips.prototype.constructor = Window_ZzyGITTips; -Window_ZzyGITTips.prototype.initialize = function () { - var w = this.DefaultWidth(); - var h = this.DefaultHeight(); +Window_ZzyGITTips.prototype.initialize = function() +{ + + var w = this.DefaultWidth(); + var h = this.DefaultHeight(); Window_Base.prototype.initialize.call(this, 0, 0, w, h); + + this.iconSprArr = [];//图标池子 + this.opacity = Zzy.Param.GITWindowOpacity; + + this.AutoInitPos(); + this.InitData(); + + this.hide();//进行隐藏 + this.openness = 0; + + this.CreaterBkSpr();//创造背景 + + this.opennessRate = 0;//比率 +}; + +Window_ZzyGITTips.prototype.CreaterBkSpr = function() +{ + var picName = Zzy.Param.GITWindowBkPic; + + if(picName)//存在背景图片 + { + this._zzyGITBackSpr = new Sprite_ZzyGITBkPic(this,picName);//添加背景 + this.addChildToBack(this._zzyGITBackSpr); + } +} - this.iconSprArr = []; //图标池子 - this.opacity = Zzy.Param.GITWindowOpacity; - - this.AutoInitPos(); - this.InitData(); - - this.hide(); //进行隐藏 - this.openness = 0; - - this.CreaterBkSpr(); //创造背景 - - this.opennessRate = 0; //比率 -}; - -Window_ZzyGITTips.prototype.CreaterBkSpr = function () { - var picName = Zzy.Param.GITWindowBkPic; - - if (picName) { - //存在背景图片 - this._zzyGITBackSpr = new Sprite_ZzyGITBkPic(this, picName); //添加背景 - this.addChildToBack(this._zzyGITBackSpr); - } -}; - -Window_ZzyGITTips.prototype.AutoInitPos = function () { - var pos = this.SetWindowPos(); - this.x = pos.x; - this.y = pos.y; -}; - -Window_ZzyGITTips.prototype.InitData = function () { - this.showFrame = Zzy.Param.GITWindowShowFrame; - this.cShowFrame = 0; //计数 - this._list = []; //列表 - this.isCanGet = true; -}; - -Window_ZzyGITTips.prototype.ResetInfo = function () { - this.showFrame = Zzy.Param.GITWindowShowFrame; - this.cShowFrame = 0; //计数 - this._list = []; //列表 - this.isCanGet = true; -}; - -Window_ZzyGITTips.prototype.update = function () { - Window_Base.prototype.update.call(this); - - if (!this.isWindowReady()) return; //不满足判断 - - this.updateGetList(); //获取队列 - this.updateShowFrame(); //更新显示帧数 - - this.updateOpennessRate(); -}; - -Window_ZzyGITTips.prototype.updateOpennessRate = function () { - this.opennessRate = Math.max(1, Math.min(0, this.openness / 255)); -}; - -Window_ZzyGITTips.prototype.isWindowReady = function () { - if (this.isClosing()) return false; - if (this.isOpening()) return false; - return true; -}; - -Window_ZzyGITTips.prototype.updateGetList = function () { - if (!$gameSystem._zzyGITList.length) return false; - - if (this.isCanGet) { - this.isCanGet = false; - this.cShowFrame = 0; - this._list = this.GetNextList(); //获取下一层队列 - - if (this._list === undefined) { - //不存在下层对象 - $gameSystem.ClearZzyGITList(); //清理存储 - } else { - this.DisVisibleAllSpr(); //隐藏图标 - this.Refresh(); //刷新显示 - this.open(); //执行开启 - - this.AutoPlaySE(); - } - } -}; - -Window_ZzyGITTips.prototype.AutoPlaySE = function () { - var len = this._list.length; - var mRankIndex = -1; - - for ( - var i = len - 1; - i >= 0; - i-- //播放最后一个压入且优先级最高的特殊音效 - ) { - var seRank = this.GetSERankInfo(this._list[i]); - - if (mRankIndex < 0) { - mRankIndex = i; - } else { - var prSeRank = this.GetSERankInfo(this._list[mRankIndex]); - - if (seRank > prSeRank) { - mRankIndex = i; //目前SE的下标 - } - } - } - - var se = undefined; - - if (mRankIndex >= 0) { - se = this.GetSEInfo(this._list[mRankIndex]); - } - - if (!se) { - for ( - var i = len - 1; - i >= 0; - i-- //播放最后一个压入且优先级最高的特殊音效 - ) { - se = this.GetSEInfo(this._list[i]); - if (se) { - break; - } - } - } - - if (se) { - AudioManager.playSe(se); - return; - } //播放选中的SE - - //播放默认音效 - Zzy.GIT.PlaySE(1); -}; - -Window_ZzyGITTips.prototype.GetListRankInfo = function ( - info //获取排列等级 -) { - if (info.type === 0) { - var item = info.item; - if (item.zzyGIT) { - return item.zzyGIT.lRank ? item.zzyGIT.lRank : 0; - } - } else if (info.type === 1) { - return Zzy.Param.GITGLRank; - } - return 0; -}; - -Window_ZzyGITTips.prototype.GetSERankInfo = function ( - info //获取SE优先级 -) { - if (info.type === 0) { - var item = info.item; - if (item.zzyGIT) { - return item.zzyGIT.seRank ? item.zzyGIT.seRank : 0; - } - } else if (info.type === 1) { - return Zzy.Param.GITGSERank; - } - return 0; -}; +Window_ZzyGITTips.prototype.AutoInitPos = function() +{ + var pos = this.SetWindowPos(); + this.x = pos.x; + this.y = pos.y; +} -Window_ZzyGITTips.prototype.GetSEInfo = function (info) { - if (info.type === 0) { - var item = info.item; - if (item.zzyGIT) { - return item.zzyGIT.se ? item.zzyGIT.se : undefined; - } - } else if (info.type === 1) { - return Zzy.Param.GITAllSE[2]; - } - return undefined; -}; +Window_ZzyGITTips.prototype.InitData = function() +{ + this.showFrame = Zzy.Param.GITWindowShowFrame; + this.cShowFrame = 0;//计数 + this._list = [];//列表 + this.isCanGet = true; +} -Window_ZzyGITTips.prototype.updateShowFrame = function () { - if (this.cShowFrame < this.showFrame) { - this.cShowFrame++; - } else { - this.isCanGet = true; - this.cShowFrame = 0; - if (this._list === undefined && this.visible) { - this.close(); //关闭 - } - } -}; +Window_ZzyGITTips.prototype.ResetInfo = function() +{ + this.showFrame = Zzy.Param.GITWindowShowFrame; + this.cShowFrame = 0;//计数 + this._list = [];//列表 + this.isCanGet = true; +} -Window_ZzyGITTips.prototype.GetNextList = function () { - if ($gameSystem._zzyGITIndex >= $gameSystem._zzyGITList.length) return undefined; +Window_ZzyGITTips.prototype.update = function() +{ + Window_Base.prototype.update.call(this); + + if(!this.isWindowReady())return;//不满足判断 - var list = []; - var maxLen = $gameSystem._zzyGITList.length; - var maxNum = Zzy.Param.GITLineNum; //显示最大数量 - var curIndex = $gameSystem._zzyGITIndex; - var limitIndex = $gameSystem._zzyGITIndex + maxNum; //限制级坐标 - limitIndex = limitIndex > maxLen ? maxLen : limitIndex; + this.updateGetList();//获取队列 + this.updateShowFrame();//更新显示帧数 - for (var i = curIndex; i < limitIndex; i++) { - list.push($gameSystem._zzyGITList[i]); - } + this.updateOpennessRate(); +} - list = this.SortList(list); //排列顺序 +Window_ZzyGITTips.prototype.updateOpennessRate = function() +{ + this.opennessRate = Math.max(1,Math.min(0,this.openness/255)); +} - //修改位置 - $gameSystem._zzyGITIndex = limitIndex; - return list; -}; +Window_ZzyGITTips.prototype.isWindowReady = function() +{ + if(this.isClosing())return false; + if(this.isOpening())return false; + return true; +} -Window_ZzyGITTips.prototype.SortList = function ( - list //通过选择排序调整位置 -) { - var rList = []; +Window_ZzyGITTips.prototype.updateGetList = function() +{ + if(!$gameSystem._zzyGITList.length)return false; + + if(this.isCanGet) + { + this.isCanGet = false; + this.cShowFrame = 0; + this._list = this.GetNextList();//获取下一层队列 + + if(this._list === undefined)//不存在下层对象 + { + $gameSystem.ClearZzyGITList();//清理存储 + } + else + { + this.DisVisibleAllSpr();//隐藏图标 + this.Refresh();//刷新显示 + this.open();//执行开启 + + this.AutoPlaySE(); + } + } + +} - var len = list.length; - for (var i = 0; i < len; i++) { - var info = list[i]; - rList[i] = this.GetListRankInfo(info); //获取等级存放到数组中 - } +Window_ZzyGITTips.prototype.AutoPlaySE = function() +{ + var len = this._list.length; + var mRankIndex = -1; + + for(var i=len-1;i>=0;i--)//播放最后一个压入且优先级最高的特殊音效 + { + var seRank = this.GetSERankInfo(this._list[i]); + + + if(mRankIndex<0){mRankIndex = i;} + else + { + var prSeRank = this.GetSERankInfo(this._list[mRankIndex]); + + if(seRank > prSeRank) + { + mRankIndex = i;//目前SE的下标 + } + } + } + + var se = undefined; + + if(mRankIndex>=0) + { + se = this.GetSEInfo(this._list[mRankIndex]); + } + + if(!se) + { + for(var i=len-1;i>=0;i--)//播放最后一个压入且优先级最高的特殊音效 + { + se = this.GetSEInfo(this._list[i]); + if(se){break;} + } + } + + if(se){AudioManager.playSe(se);return;}//播放选中的SE + + //播放默认音效 + Zzy.GIT.PlaySE(1); +} - for (var i = 0; i < len - 1; i++) { - var sRank = rList[i]; //目前等级 - - //选择排序算法 - for (var j = i + 1; j < len; j++) { - var tRank = rList[j]; - if (sRank < tRank) { - //进行交换 - var rt = rList[i]; - rList[i] = rList[j]; - rList[j] = rt; - - var rObj = list[i]; - list[i] = list[j]; - list[j] = rObj; - } - } - } - return list; -}; +Window_ZzyGITTips.prototype.GetListRankInfo = function(info)//获取排列等级 +{ + if(info.type === 0) + { + var item = info.item; + if(item.zzyGIT) + { + return item.zzyGIT.lRank ? item.zzyGIT.lRank : 0; + } + } + else if(info.type === 1) + { + return Zzy.Param.GITGLRank; + } + return 0; + +} -Window_ZzyGITTips.prototype.Refresh = function () { - //重新绘制内容 - this.contents.clear(); - this.DrawList(); //绘制道具内容以及数量 -}; -Window_ZzyGITTips.prototype.DrawList = function () { - if (!this._list || !this._list.length) return; - var len = this._list.length; - for (var i = 0; i < len; i++) { - var info = this._list[i]; - this.DrawItem(i, info); - } -}; +Window_ZzyGITTips.prototype.GetSERankInfo = function(info)//获取SE优先级 +{ + if(info.type === 0) + { + var item = info.item; + if(item.zzyGIT) + { + return item.zzyGIT.seRank ? item.zzyGIT.seRank : 0; + } + } + else if(info.type === 1) + { + return Zzy.Param.GITGSERank; + } + return 0; +} -Window_ZzyGITTips.prototype.DrawItem = function (index, info) { - var drY = index * this.lineHeight(); - var nameText = this.showNameText(info); - var numText = this.showNumberText(info); +Window_ZzyGITTips.prototype.GetSEInfo = function(info) +{ + if(info.type === 0) + { + var item = info.item; + if(item.zzyGIT) + { + return item.zzyGIT.se ? item.zzyGIT.se : undefined; + } + } + else if(info.type === 1) + { + return Zzy.Param.GITAllSE[2]; + } + return undefined; +} - var iconS = 32 * Zzy.Param.GITIconScale; - var mw = this.width - this.standardPadding() * 2; +Window_ZzyGITTips.prototype.updateShowFrame = function() +{ + if(this.cShowFrame < this.showFrame) + {this.cShowFrame++;} + else + { + this.isCanGet = true; + this.cShowFrame = 0; + if(this._list === undefined && this.visible) + { + this.close();//关闭 + } + } +} - var iconID = 0; +Window_ZzyGITTips.prototype.GetNextList = function() +{ + if($gameSystem._zzyGITIndex >= $gameSystem._zzyGITList.length)return undefined; + + var list = []; + var maxLen = $gameSystem._zzyGITList.length; + var maxNum = Zzy.Param.GITLineNum;//显示最大数量 + var curIndex = $gameSystem._zzyGITIndex; + var limitIndex = $gameSystem._zzyGITIndex + maxNum;//限制级坐标 + limitIndex = limitIndex > maxLen ? maxLen : limitIndex; + + for(var i=curIndex;i/.exec(textState.text.slice(textState.index)); if (arr) { textState.index += arr[0].length; return arr[1]; } else { - return ""; + return ''; } }; -Window_ZzyGITTips.prototype.showNameText = function ( - info //制作文本 -) { - var formatStr = undefined; - - if (this.IsItemInfo(info)) { - //代表道具 - //显示格式 - if (info.isGain) { - formatStr = Zzy.Param.GITAddFormat; - } else { - formatStr = Zzy.Param.GITSubFormat; - } - - var nameStr = info.item.name; - nameStr = nameStr + "\\C[0]"; - - if (info.item.zzyGIT && info.item.zzyGIT.textColor) { - //存在特殊颜色 - var colorCode = info.item.zzyGIT.textColor; - nameStr = "\\ZTC<" + colorCode + ">" + nameStr; - } - var str = formatStr.format(nameStr); - return str; - } else if (this.IsGoldInfo(info)) { - //代表金币 - //显示格式 - if (info.isGain) { - formatStr = Zzy.Param.GITAddGFormat; - } else { - formatStr = Zzy.Param.GITSubGFormat; - } - - var str = "\\ZTC<" + Zzy.Param.GITGTextColor + ">" + formatStr; - - return str; - } - - return ""; -}; - -Window_ZzyGITTips.prototype.IsItemInfo = function (info) { - return info.type === 0; -}; - -Window_ZzyGITTips.prototype.IsGoldInfo = function (info) { - return info.type === 1; -}; - -Window_ZzyGITTips.prototype.showNumberText = function (info) { - var formatStr = Zzy.Param.GITNumberFormat; - var num = info.num; - var str = formatStr.format(num); - return str; -}; - -Window_ZzyGITTips.prototype.SetWindowPos = function () { - var pos = {}; - pos.x = 0; - pos.y = 0; +Window_ZzyGITTips.prototype.showNameText = function(info)//制作文本 +{ + var formatStr = undefined; + + + if(this.IsItemInfo(info))//代表道具 + { + //显示格式 + if(info.isGain){formatStr = Zzy.Param.GITAddFormat;} + else{formatStr = Zzy.Param.GITSubFormat;} + + var nameStr = info.item.name; + nameStr = nameStr + '\\C[0]'; + + if(info.item.zzyGIT && info.item.zzyGIT.textColor)//存在特殊颜色 + { + var colorCode = info.item.zzyGIT.textColor; + nameStr = '\\ZTC<' + colorCode + '>' + nameStr; + } + var str = formatStr.format(nameStr); + return str; + + } + else if(this.IsGoldInfo(info))//代表金币 + { + //显示格式 + if(info.isGain){formatStr = Zzy.Param.GITAddGFormat;} + else{formatStr = Zzy.Param.GITSubGFormat;} + + var str = '\\ZTC<' + Zzy.Param.GITGTextColor + '>' + formatStr; + + return str; + } + + return ''; +} - var ax = Graphics.boxWidth; - var ay = Graphics.boxHeight; - var cx = Graphics.boxWidth / 2; - var cy = Graphics.boxHeight / 2; +Window_ZzyGITTips.prototype.IsItemInfo = function(info) +{ + return info.type === 0; +} - //计算位置 1~9 +Window_ZzyGITTips.prototype.IsGoldInfo = function(info) +{ + return info.type === 1; +} - var line = Math.floor((Zzy.Param.GITBasePos - 1) / 3); - var list = (Zzy.Param.GITBasePos - 1) % 3; +Window_ZzyGITTips.prototype.showNumberText = function(info) +{ + var formatStr = Zzy.Param.GITNumberFormat; + var num = info.num; + var str = formatStr.format(num); + return str; +} - //计算每个位置的数值 - pos.x = list * cx - (list * this.width) / 2; - pos.y = line * cy - (line * this.height) / 2; - pos.x += Zzy.Param.GITWindowOfx; - pos.y += Zzy.Param.GITWindowOfy; +Window_ZzyGITTips.prototype.SetWindowPos = function() +{ + var pos = {}; + pos.x = 0; + pos.y = 0; + + var ax = Graphics.boxWidth; + var ay = Graphics.boxHeight; + var cx = Graphics.boxWidth/2; + var cy = Graphics.boxHeight/2; + + + //计算位置 1~9 + + var line = Math.floor((Zzy.Param.GITBasePos-1)/3); + var list = (Zzy.Param.GITBasePos-1) % 3; + + //计算每个位置的数值 + pos.x = list * cx - (list)*this.width/2; + pos.y = line * cy - (line)*this.height/2; + pos.x += Zzy.Param.GITWindowOfx; + pos.y += Zzy.Param.GITWindowOfy + + return pos; +} - return pos; -}; -Window_ZzyGITTips.prototype.DefaultWidth = function () { - return eval(Zzy.Param.GITWindowW); -}; +Window_ZzyGITTips.prototype.DefaultWidth = function() +{ + if(Zzy.Param.GITIsAdaptionWidth)return Graphics.width;//因为调整成自适应,要求画布宽度够长才可以 + return eval(Zzy.Param.GITWindowW); +} -Window_ZzyGITTips.prototype.DefaultHeight = function () { - return this.fittingHeight(Zzy.Param.GITLineNum); -}; +Window_ZzyGITTips.prototype.DefaultHeight = function() +{ + return this.fittingHeight(Zzy.Param.GITLineNum); +} -Window_ZzyGITTips.prototype.updateOpen = function () { +Window_ZzyGITTips.prototype.updateOpen = function() +{ if (this._opening) { this.openness += Zzy.Param.GITWindowOpenSpeed; if (this.isOpen()) { @@ -1167,344 +1310,443 @@ Window_ZzyGITTips.prototype.updateOpen = function () { } }; -Window_ZzyGITTips.prototype.updateClose = function () { +Window_ZzyGITTips.prototype.updateClose = function() { if (this._closing) { this.openness -= Zzy.Param.GITWindowOpenSpeed; if (this.isClosed()) { this._closing = false; - this.visible = false; + this.visible = false; } } }; -Window_ZzyGITTips.prototype.open = function () { +Window_ZzyGITTips.prototype.open = function() { if (!this.isOpen()) { this._opening = true; } this._closing = false; - this.visible = true; + this.visible = true; }; -Window_ZzyGITTips.prototype.close = function () { +Window_ZzyGITTips.prototype.close = function() { if (!this.isClosed()) { this._closing = true; } this._opening = false; }; -Window_ZzyGITTips.prototype.isOpening = function () { +Window_ZzyGITTips.prototype.isOpening = function() { return this._opening; }; -Window_ZzyGITTips.prototype.isClosing = function () { +Window_ZzyGITTips.prototype.isClosing = function() { return this._closing; }; -Window_ZzyGITTips.prototype.setup = function () { - this.open(); //启动 -}; +Window_ZzyGITTips.prototype.setup = function() +{ + this.open();//启动 +} -Window_ZzyGITTips.prototype.standardFontSize = function () //改变字体大小 +Window_ZzyGITTips.prototype.standardFontSize = function() //改变字体大小 { return Zzy.Param.GITWindowFontSize; }; -Window_ZzyGITTips.prototype.lineHeight = function () { - return this.standardFontSize() + 8; +Window_ZzyGITTips.prototype.lineHeight = function() +{ + return this.standardFontSize()+8; }; + + //======================================================================= -//Game_Party +//Game_Interpreter //======================================================================= -Zzy.GIT.Game_Party_gainItem = Game_Party.prototype.gainItem; -Game_Party.prototype.gainItem = function (item, amount, includeEquip) { - var result = Zzy.GIT.Game_Party_gainItem.call(this, item, amount, includeEquip); - - if (Zzy.GIT.IsCanVisible() && Zzy.GIT.IsCompatibleComp()) { - if ($gameSystem.GetZzyGITPluginEnable()) { - //插件开启 - if (item && amount) { - var info = {}; - info.isGain = amount >= 0 ? true : false; - info.item = item; - info.num = Math.abs(amount); - info.type = 0; //代表道具 - $gameSystem.PushZzyGITList(info); //压入信息 - } - } - } + +Zzy.GIT.Game_Interpreter_command126 = Game_Interpreter.prototype.command126; +Game_Interpreter.prototype.command126 = function() +{ + var result = Zzy.GIT.Game_Interpreter_command126.call(this); + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + + if($gameSystem.GetZzyGITPluginEnable()) + { + Zzy.GIT.GainPrompt($dataItems[this._params[0]], value); + } return result; }; -Zzy.GIT.Game_Party_gainGold = Game_Party.prototype.gainGold; -Game_Party.prototype.gainGold = function (amount) { - Zzy.GIT.Game_Party_gainGold.call(this, amount); - - if ($gameSystem.GetZzyGITPluginEnable()) { - //插件开启 - if (Zzy.Param.GITIsGoldShow && amount) { - var info = {}; - info.isGain = amount >= 0 ? true : false; - info.item = undefined; - info.num = Math.abs(amount); - info.type = 1; //代表金币 - $gameSystem.PushZzyGITList(info); //压入信息 - } - } +Zzy.GIT.Game_Interpreter_command127 = Game_Interpreter.prototype.command127; +Game_Interpreter.prototype.command127 = function() +{ + var result = Zzy.GIT.Game_Interpreter_command127.call(this); + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + + if($gameSystem.GetZzyGITPluginEnable()) + { + Zzy.GIT.GainPrompt($dataWeapons[this._params[0]], value); + } + return result; +}; + +Zzy.GIT.Game_Interpreter_command128 = Game_Interpreter.prototype.command128; +Game_Interpreter.prototype.command128 = function() +{ + var result = Zzy.GIT.Game_Interpreter_command128.call(this); + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + + if($gameSystem.GetZzyGITPluginEnable()) + { + Zzy.GIT.GainPrompt($dataArmors[this._params[0]], value); + } + return result; }; + +//======================================================================= +//Game_Party +//======================================================================= +Zzy.GIT.Game_Party_gainGold = Game_Party.prototype.gainGold; +Game_Party.prototype.gainGold = function(amount) +{ + Zzy.GIT.Game_Party_gainGold.call(this,amount); + if($gameSystem.GetZzyGITPluginEnable()) + { + Zzy.GIT.GainGoldPrompt(amount); + } +} + //======================================================================= //Sprite_ZzyGITIcon //======================================================================= -function Sprite_ZzyGITIcon() { +function Sprite_ZzyGITIcon() +{ this.initialize.apply(this, arguments); } Sprite_ZzyGITIcon.prototype = Object.create(Sprite.prototype); Sprite_ZzyGITIcon.prototype.constructor = Sprite_ZzyGITIcon; + Sprite_ZzyGITIcon.iconWidth = 32; Sprite_ZzyGITIcon.iconHeight = 32; -Sprite_ZzyGITIcon.StandFontSize = 28; //标准字体大小 +Sprite_ZzyGITIcon.StandFontSize = 28;//标准字体大小 -Sprite_ZzyGITIcon.prototype.initialize = function (pointer) { + +Sprite_ZzyGITIcon.prototype.initialize = function(pointer) +{ Sprite.prototype.initialize.call(this); - this.myParent = pointer; - this.free = false; //自由属性 - this.iconId = 0; - this.rx = 0; - this.ry = 0; - this.visible = false; //防止闪烁 - - this.cFlashFrame = 0; //闪烁 - this.eFlashFrame = 0; //闪烁结束长度 - this.isFlashing = false; //闪烁中 - - this.NewEmptyBitmap(); -}; + this.myParent = pointer; + this.free = false;//自由属性 + this.iconId = 0; + this.rx = 0; + this.ry = 0; + this.visible = false;//防止闪烁 + + + this.cFlashFrame = 0;//闪烁 + this.eFlashFrame = 0;//闪烁结束长度 + this.isFlashing = false;//闪烁中 + + this.NewEmptyBitmap(); +}; + +Sprite_ZzyGITIcon.prototype.NewEmptyBitmap = function() +{ + var nw = Sprite_ZzyGITIcon.iconWidth; + var nh = Sprite_ZzyGITIcon.iconHeight; + this.bitmap = new Bitmap(nw,nh); +} -Sprite_ZzyGITIcon.prototype.NewEmptyBitmap = function () { - var nw = Sprite_ZzyGITIcon.iconWidth; - var nh = Sprite_ZzyGITIcon.iconHeight; - this.bitmap = new Bitmap(nw, nh); -}; -Sprite_ZzyGITIcon.prototype.ResetInfo = function ( - ID, - x, - y, - info //重新设置 -) { - this.iconId = ID; +Sprite_ZzyGITIcon.prototype.ResetInfo = function(ID,x,y,info)//重新设置 +{ + this.iconId = ID; + + this.bltMyIcon();//绘制图标 + this.ResetPos(x,y); + this.ResetScale(info.fontSize);//缩放倍率 + + this.startFlash();//进行闪烁 +} - this.bltMyIcon(); //绘制图标 - this.ResetPos(x, y); - this.ResetScale(info.fontSize); //缩放倍率 +Sprite_ZzyGITIcon.prototype.stopFlash = function()//停止闪烁 +{ + this.cFlashFrame = 0; + this.eFlashFrame = 0; + this.isFlashing = false; + + this.setColorTone([0,0,0,0]); +} - this.startFlash(); //进行闪烁 -}; -Sprite_ZzyGITIcon.prototype.stopFlash = function () //停止闪烁 +Sprite_ZzyGITIcon.prototype.startFlash = function()//开始 { - this.cFlashFrame = 0; - this.eFlashFrame = 0; - this.isFlashing = false; + if(Zzy.Param.GITIsIconFlash)//可以闪烁 + { + this.cFlashFrame = 0; + this.eFlashFrame = Zzy.Param.GITIconFlashFrame; + this.isFlashing = true; + } +} - this.setColorTone([0, 0, 0, 0]); -}; -Sprite_ZzyGITIcon.prototype.startFlash = function () //开始 +Sprite_ZzyGITIcon.prototype.ResetPos = function(x,y)//更新位置 { - if (Zzy.Param.GITIsIconFlash) { - //可以闪烁 - this.cFlashFrame = 0; - this.eFlashFrame = Zzy.Param.GITIconFlashFrame; - this.isFlashing = true; - } -}; + this.rx = x; + this.ry = y; + this.x = this.RealX(); + this.y = this.RealY(); +} -Sprite_ZzyGITIcon.prototype.ResetPos = function ( - x, - y //更新位置 -) { - this.rx = x; - this.ry = y; - this.x = this.RealX(); - this.y = this.RealY(); -}; +Sprite_ZzyGITIcon.prototype.ResetScale = function(fSize) +{ + var ds = fSize - Sprite_ZzyGITIcon.StandFontSize; + + var isw = Sprite_ZzyGITIcon.iconWidth + ds; + var ish = Sprite_ZzyGITIcon.iconHeight + ds; + + this.scale.x = isw * Zzy.Param.GITIconScale / Sprite_ZzyGITIcon.iconWidth; + this.scale.y = ish * Zzy.Param.GITIconScale / Sprite_ZzyGITIcon.iconHeight; + +} -Sprite_ZzyGITIcon.prototype.ResetScale = function (fSize) { - var ds = fSize - Sprite_ZzyGITIcon.StandFontSize; +Sprite_ZzyGITIcon.prototype.GetRealSize = function() +{ + return this.scale.x * Sprite_ZzyGITIcon.iconWidth;; +} - var isw = Sprite_ZzyGITIcon.iconWidth + ds; - var ish = Sprite_ZzyGITIcon.iconHeight + ds; - this.scale.x = (isw * Zzy.Param.GITIconScale) / Sprite_ZzyGITIcon.iconWidth; - this.scale.y = (ish * Zzy.Param.GITIconScale) / Sprite_ZzyGITIcon.iconHeight; -}; -Sprite_ZzyGITIcon.prototype.bltMyIcon = function () { - this.bitmap.clear(); //清理 +Sprite_ZzyGITIcon.prototype.bltMyIcon = function() +{ + + this.bitmap.clear();//清理 - var bp = ImageManager.loadSystem("IconSet"); - var pw = Sprite_ZzyGITIcon.iconWidth; - var ph = Sprite_ZzyGITIcon.iconHeight; - var sx = (this.iconId % 16) * pw; - var sy = Math.floor(this.iconId / 16) * ph; - this.bitmap.blt(bp, sx, sy, pw, ph, 0, 0); -}; + var bp = ImageManager.loadSystem('IconSet'); + var pw = Sprite_ZzyGITIcon.iconWidth; + var ph = Sprite_ZzyGITIcon.iconHeight; + var sx = this.iconId % 16 * pw; + var sy = Math.floor(this.iconId / 16) * ph; + this.bitmap.blt(bp, sx, sy, pw, ph, 0, 0); + +} -Sprite_ZzyGITIcon.prototype.standardPadding = function () //标准距离 + +Sprite_ZzyGITIcon.prototype.standardPadding = function() //标准距离 { return this.myParent.standardPadding(); }; -Sprite_ZzyGITIcon.prototype.RealX = function () //应该出现的位置X -{ - var posX = this.rx + this.standardPadding(); - - return posX; -}; -Sprite_ZzyGITIcon.prototype.RealY = function () //应该出现的位置Y +Sprite_ZzyGITIcon.prototype.RealX = function()//应该出现的位置X { - var posY = this.ry + this.standardPadding(); + var posX = this.rx + this.standardPadding(); + + return posX; +} - return posY; -}; +Sprite_ZzyGITIcon.prototype.RealY = function()//应该出现的位置Y +{ + var posY = this.ry + this.standardPadding(); + + return posY; +} -Sprite_ZzyGITIcon.prototype.update = function () { - Sprite.prototype.update.call(this); - //判断自由属性 - if (this.free) { - this.visible = false; - return; - } +Sprite_ZzyGITIcon.prototype.update = function() +{ + Sprite.prototype.update.call(this); + + //判断自由属性 + if(this.free){this.visible = false;return;} - this.updateFlash(); //更新闪烁 - this.updateOpenVisible(); -}; + this.updateFlash();//更新闪烁 + this.updateOpenVisible(); +} -Sprite_ZzyGITIcon.prototype.updateFlash = function () { - if (!this.visible) return; //不显示则不刷新 - if (this.isFlashing) { - if (this.cFlashFrame > this.eFlashFrame) { - this.stopFlash(); - } else { - this.cFlashFrame++; - } - var rate = this.cFlashFrame / this.eFlashFrame; //比率 +Sprite_ZzyGITIcon.prototype.updateFlash = function() +{ + if(!this.visible)return;//不显示则不刷新 + if(this.isFlashing) + { + if(this.cFlashFrame > this.eFlashFrame) + { + this.stopFlash(); + } + else + { + this.cFlashFrame++; + } + var rate = this.cFlashFrame / this.eFlashFrame;//比率 + + var vtone = Math.round(255 - 255*rate); + this.setColorTone([vtone,vtone,vtone,0]); + } +} - var vtone = Math.round(255 - 255 * rate); - this.setColorTone([vtone, vtone, vtone, 0]); - } -}; -Sprite_ZzyGITIcon.prototype.updateOpenVisible = function () //更新显示情况 +Sprite_ZzyGITIcon.prototype.updateOpenVisible = function()//更新显示情况 { - this.visible = !!this.myParent.isOpen(); //完全打开时显示 -}; + this.visible = !!this.myParent.isOpen();//完全打开时显示 +} //======================================================================= //Sprite_ZzyGITBkPic //======================================================================= -function Sprite_ZzyGITBkPic() { +function Sprite_ZzyGITBkPic() +{ this.initialize.apply(this, arguments); } Sprite_ZzyGITBkPic.prototype = Object.create(Sprite.prototype); Sprite_ZzyGITBkPic.prototype.constructor = Sprite_ZzyGITBkPic; -Sprite_ZzyGITBkPic.prototype.initialize = function (pointer, name) { +Sprite_ZzyGITBkPic.prototype.initialize = function(pointer,name) +{ Sprite.prototype.initialize.call(this); - this.myParent = pointer; - this.picName = name; - this.picBitmap = undefined; //缓存 - this.isNeedAutoScale = true; - - this.CreaterBitmap(); //创建背景图片 + this.myParent = pointer; + this.picName = name; + this.picBitmap = undefined;//缓存 + this.isNeedAutoScale = true; + + this.CreaterBitmap();//创建背景图片 }; -Sprite_ZzyGITBkPic.prototype.CreaterBitmap = function () { - this.picBitmap = ImageManager.loadPicture(this.picName); -}; +Sprite_ZzyGITBkPic.prototype.CreaterBitmap = function() +{ + this.picBitmap = ImageManager.loadPicture(this.picName); +} -Sprite_ZzyGITBkPic.prototype.update = function () { - Sprite.prototype.update.call(this); - this.updateOpacity(); - this.AutoSetScale(); -}; -Sprite_ZzyGITBkPic.prototype.updateOpacity = function () //更新透明度 +Sprite_ZzyGITBkPic.prototype.update = function() { - if (Zzy.Param.GITBkOpFollowOpenSpeed) { - this.opacity = this.myParent._openness; - } -}; - -Sprite_ZzyGITBkPic.prototype.AutoSetScale = function () { - if (!this.isNeedAutoScale) return; //不用刷新长款比例 - if (this.IsReady()) { - this.bitmap = this.picBitmap; + Sprite.prototype.update.call(this); + this.updateOpacity(); + this.AutoSetScale(); +} - var bw = this.bitmap.width; - var bh = this.bitmap.height; - var pw = this.myParent.width; - var ph = this.myParent.height; - this.scale.x = pw / bw; - this.scale.y = ph / bh; +Sprite_ZzyGITBkPic.prototype.updateOpacity = function()//更新透明度 +{ + if(Zzy.Param.GITBkOpFollowOpenSpeed) + { + this.opacity = this.myParent._openness; + } +} - this.isNeedAutoScale = false; - } -}; +Sprite_ZzyGITBkPic.prototype.AutoSetScale = function() +{ + if(!this.isNeedAutoScale)return;//不用刷新长款比例 + if(this.IsReady()) + { + this.bitmap = this.picBitmap; + + var bw = this.bitmap.width; + var bh = this.bitmap.height; + var pw = this.myParent.width; + var ph = this.myParent.height; + + this.scale.x = pw / bw; + this.scale.y = ph / bh; + + this.isNeedAutoScale = false; + } +} -Sprite_ZzyGITBkPic.prototype.IsReady = function () { - if (this.picBitmap && this.picBitmap.width && this.picBitmap.height) { - return true; - } - return false; -}; +Sprite_ZzyGITBkPic.prototype.IsReady = function() +{ + if(this.picBitmap && this.picBitmap.width && this.picBitmap.height) + {return true;} + return false; +} //-----------------------------Zzy.GIT.Function---------------------------- -Zzy.GIT.PlaySE = function ( - soundID //播放声音 -) { - var se = Zzy.Param.GITAllSE[soundID]; - if (se && se.name) { - AudioManager.playSe(se); - } -}; +Zzy.GIT.PlaySE = function(soundID)//播放声音 +{ + var se = Zzy.Param.GITAllSE[soundID]; + if(se && se.name) + { + AudioManager.playSe(se); + } +} -Zzy.GIT.ClearList = function () //清理所有的消息表 +Zzy.GIT.ClearList = function()//清理所有的消息表 { - $gameSystem.ClearZzyGITList(); -}; + $gameSystem.ClearZzyGITList(); +} -Zzy.GIT.SurplusCount = function () //获取未显示的剩余消息 +Zzy.GIT.SurplusCount = function()//获取未显示的剩余消息 { - return $gameSystem.ZzyGITSurplusCount(); //剩余消息数量 -}; + return $gameSystem.ZzyGITSurplusCount();//剩余消息数量 +} + +Zzy.GIT.IsEnable = function(isEnable) +{ + $gameSystem.SetZzyGITPluginEnable(isEnable); + +} -Zzy.GIT.IsEnable = function (isEnable) { - $gameSystem.SetZzyGITPluginEnable(isEnable); -}; -Zzy.GIT.IsCompatibleComp = function () //其他插件的兼容限制完成 +Zzy.GIT.GainPrompt = function(item, amount) { - if (Zzy.GIT.YEPItemCoreConstraints) return false; //YEP独立物品核心 - if (Zzy.GIT.YEPItemCoreConstraints2) return false; //YEP独立物品核心 - return true; -}; + if(item && amount) + { + var info = {}; + info.isGain = amount >= 0 ? true : false; + info.item = item; + info.num = Math.abs(amount); + info.type = 0;//代表道具 + $gameSystem.PushZzyGITList(info);//压入信息 + } +} + + +Zzy.GIT.GainGoldPrompt = function(amount) +{ + if(Zzy.Param.GITIsGoldShow && amount) + { + var info = {}; + info.isGain = amount >= 0 ? true : false; + info.item = undefined; + info.num = Math.abs(amount); + info.type = 1;//代表金币 + $gameSystem.PushZzyGITList(info);//压入信息 + } +} + + +Zzy.GIT.GainPromptOfID = function(ID,type,amount) +{ + var item = undefined; + switch(type) + { + case 'item': + item = $dataItems[ID]; + Zzy.GIT.GainPrompt(item,amount); + break; + + case 'weapon': + item = $dataWeapons[ID]; + Zzy.GIT.GainPrompt(item,amount); + break; + + case 'armor': + item = $dataArmors[ID]; + Zzy.GIT.GainPrompt(item,amount); + break; + + case 'coin': + Zzy.GIT.GainGoldPrompt(amount); + break; + } +} + -Zzy.GIT.IsCanVisible = function () { - if (Zzy.GIT.ChangeEquipFlag) return false; - return true; -}; diff --git a/js/plugins/YEP_EquipCore.js b/js/plugins/YEP_EquipCore.js index 0890bf7..317a1e2 100644 --- a/js/plugins/YEP_EquipCore.js +++ b/js/plugins/YEP_EquipCore.js @@ -11,91 +11,150 @@ Yanfly.Equip = Yanfly.Equip || {}; Yanfly.Equip.version = 1.16; //============================================================================= -/*: - * @plugindesc v1.16 装备核心☁️ + /*: + * @plugindesc v1.16 装备核心 * @author Yanfly Engine Plugins * - * @param ---全局--- + * + * @param ---魔改--- + * @default + * + * @param ZzyFontSize + * @text 参数字体大小 + * @parent ---魔改--- + * @type number + * @desc 修改显示的字体大小 + * @default 24 + * + * + * + * @param ---General--- * @default * * @param Text Align - * @text 文本对齐 * @desc How to align the text for the command window. * left center right * @default center * * @param Finish Command - * @text 完成命令 * @desc The command text used for exiting the equip scene. * Leave empty to not include this command. - * @default 返回 + * @default Finish * * @param Remove Text - * @text 删除文本 * @desc The text used to display the "Remove" command in the equip * item list. - * @default 删除 + * @default Remove * * @param Remove Icon - * @text 删除图标 * @desc The icon used to display next to the "Remove" command in * the equip item list. * @default 16 * * @param Empty Text - * @text 空文本 * @desc The text used to display an "Empty" piece of equipment. - * @default <空> + * @default * * @param Empty Icon - * @text 空图标 * @desc The icon used to display next to the "Empty" piece of * equipment in the equipment list. * @default 16 * - * @param ---规则--- + * @param ---Rules--- * @default * * @param Non-Removable Types - * @text 不可移动类型 * @desc These types must always have an item equipped and cannot * be empty. Separate the type ID's by a space. * @default 1 * * @param Non-Optimized Types - * @text 非优化类型 * @desc These types will be ignored when the actor optimizes * equips. Separate the type ID's by a space. * @default 5 * * @help + * + * 魔改作者: 流逝的岁月 + * 魔改版本: v1.03 + * + * + * v1.02 修改参数结构,自定义化调整接口 + * v1.02 添加更多的信息显示,调整布局 + * v1.01 公式中添加user,User变量 + * 魔改内容: v1.00 允许卸载装备或是安装装备时,自动执行脚本 + * + * + * 需要在 数据库 -> 武器/护甲 -> 备注 中添加一下内容 + * + * //这会在装备时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式 + * ... + * + * + * + * + * //这会在卸载时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式 + * ... + * + * + * + * +例:装备这件装备时,如果10号开关处于开启状态,那么设置5号变量的值为50 + +if($gameSwitches.value(10)) +{ + $gameVariables.setValue(5,50); +} + + * + * + * + * + * 关于参数中设置的公式问题 + * 其实是可以输入一段js代码,这会更佳灵活的去操作数据 + * + * 以下是在写入公式时可以带入的数据信息: + * + * User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象 + * Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象 + * v[ID],V[ID] //id替换,将会返回全局变量的值 + * s[ID],S[ID] //id替换,将会返回全局开关的值 + * gw,GW //游戏窗口的宽度 + * gh,GH //游戏窗口的高度 + * + * + * + * + * + * + * * ============================================================================ * Introduction * ============================================================================ * - * 装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引, - * 装备规则等等。 - * + * 装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引,装备规 + * 则等等。 + * * 插件改变包括如下: * * 1. Scene_Equip - * 装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人 - * 看起来统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的 - * 适应未来的拓展插件,以便添加命令 + * 装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人看起来 + * 统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的适应未来的拓展 + * 插件,以便添加命令 * * 2. Equipment Type Handling - * 装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过 - * 简单的标签来添加不同的设置。还有,之前名字一样的装备类型视为 - * 不同的类型,现在,名义一样的装备类型归为一类 + * 装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过简单的标签 + * 来添加不同的设置。还有,之前名字一样的装备类型视为不同的类型,现在,名 + * 义一样的装备类型归为一类 * * 3. Equipment Rulings - * 装备规则:现在,装备类型可以被选择能不能移除。 - * 例如,这个插件设置了了武器必须装备,所以玩家武器栏不可以为空。 - * 除此之外,可选择装备被确定类型限制,最好关闭自动决定。 + * 装备规则:现在,装备类型可以被选择能不能移除。例如,这个插件设置了了武 + * 器必须装备,所以玩家武器栏不可以为空。除此之外,可选择装备被确定类型限 + * 制,最好关闭自动决定。 * * 4. Parameter Control - * 参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。 - * 这将允许装备不再是静态物品而是可以通过游戏改变的 + * 参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。这 + * 将允许装备不再是静态物品而是可以通过游戏改变的 * * Note: Item Core Users * For users using the Item Core plugin and the new Item Scene layout option, @@ -134,9 +193,9 @@ Yanfly.Equip.version = 1.16; * Weapon and Armor Notetags: * * - * 允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力 - * 、防御力、魔法攻击力、魔法防御力、速度或者幸运值来代替。 - * 这将允许装备可以突破默认编辑器的限制。 + * 允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力、防御力、 + * 魔法攻击力、魔法防御力、速度或者幸运值来代替。这将允许装备可以突破默认 + * 编辑器的限制。 * * ============================================================================ * Lunatic Mode - Custom Parameters @@ -224,152 +283,202 @@ Yanfly.Equip.version = 1.16; // Parameter Variables //============================================================================= -Yanfly.Parameters = PluginManager.parameters("YEP_EquipCore"); +Yanfly.Parameters = PluginManager.parameters('YEP_EquipCore'); Yanfly.Param = Yanfly.Param || {}; Yanfly.Icon = Yanfly.Icon || {}; -Yanfly.Param.EquipTextAlign = String(Yanfly.Parameters["Text Align"]); -Yanfly.Param.EquipFinishCmd = String(Yanfly.Parameters["Finish Command"]); -Yanfly.Param.EquipRemoveText = String(Yanfly.Parameters["Remove Text"]); -Yanfly.Icon.RemoveEquip = Number(Yanfly.Parameters["Remove Icon"]); -Yanfly.Param.EquipEmptyText = String(Yanfly.Parameters["Empty Text"]); -Yanfly.Icon.EmptyEquip = Number(Yanfly.Parameters["Empty Icon"]); -Yanfly.Data = String(Yanfly.Parameters["Non-Removable Types"]); -Yanfly.Data = Yanfly.Data.split(" "); +Yanfly.Param.EquipTextAlign = String(Yanfly.Parameters['Text Align']); +Yanfly.Param.EquipFinishCmd = String(Yanfly.Parameters['Finish Command']); +Yanfly.Param.EquipRemoveText = String(Yanfly.Parameters['Remove Text']); +Yanfly.Icon.RemoveEquip = Number(Yanfly.Parameters['Remove Icon']); +Yanfly.Param.EquipEmptyText = String(Yanfly.Parameters['Empty Text']); +Yanfly.Icon.EmptyEquip = Number(Yanfly.Parameters['Empty Icon']); +Yanfly.Data = String(Yanfly.Parameters['Non-Removable Types']); +Yanfly.Data = Yanfly.Data.split(' '); Yanfly.Param.EquipNonRemove = []; + +var Zzy = Zzy || {}; +Zzy.YEC = Zzy.YEC || {}; +Zzy.YEC.ZzyFontSize = parseInt(Yanfly.Parameters['ZzyFontSize']); + for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) { - Yanfly.Param.EquipNonRemove.push(parseInt(Yanfly.Data[Yanfly.i])); -} -Yanfly.Data = String(Yanfly.Parameters["Non-Optimized Types"]); -Yanfly.Data = Yanfly.Data.split(" "); + Yanfly.Param.EquipNonRemove.push(parseInt(Yanfly.Data[Yanfly.i])); +}; +Yanfly.Data = String(Yanfly.Parameters['Non-Optimized Types']); +Yanfly.Data = Yanfly.Data.split(' '); Yanfly.Param.EquipNonOptimized = []; for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) { - Yanfly.Param.EquipNonOptimized.push(parseInt(Yanfly.Data[Yanfly.i])); -} + Yanfly.Param.EquipNonOptimized.push(parseInt(Yanfly.Data[Yanfly.i])); +}; //============================================================================= // DataManager //============================================================================= Yanfly.Equip.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; -DataManager.isDatabaseLoaded = function () { - if (!Yanfly.Equip.DataManager_isDatabaseLoaded.call(this)) return false; - if (!Yanfly._loaded_YEP_EquipCore) { - DataManager.processEquipNotetags1($dataClasses); - DataManager.processEquipNotetags2($dataWeapons); - DataManager.processEquipNotetags2($dataArmors); - Yanfly._loaded_YEP_EquipCore = true; - } - return true; -}; - -DataManager.processEquipNotetags1 = function (group) { - var note1 = /<(?:EQUIP SLOT|equip slots):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; - var note2 = /<(?:EQUIP SLOT|equip slots)>/i; - var note3 = /<\/(?:EQUIP SLOT|equip slots)>/i; - for (var n = 1; n < group.length; n++) { - var obj = group[n]; - var notedata = obj.note.split(/[\r\n]+/); - - obj.equipSlots = []; - var equipSlots = false; - - for (var i = 0; i < notedata.length; i++) { - var line = notedata[i]; - if (line.match(note1)) { - var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]"); - obj.equipSlots = obj.equipSlots.concat(array); - } else if (line.match(note2)) { - equipSlots = true; - } else if (line.match(note3)) { - equipSlots = false; - } else if (equipSlots && line.match(/[ ]*(.*)/i)) { - var name = String(RegExp.$1); - var slotId = $dataSystem.equipTypes.indexOf(name); - if (slotId >= 0) obj.equipSlots.push(slotId); - } - } - if (obj.equipSlots.length <= 0) this.setDefaultEquipSlots(obj); +DataManager.isDatabaseLoaded = function() +{ + if (!Yanfly.Equip.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_EquipCore) + { + DataManager.processEquipNotetags1($dataClasses); + DataManager.processEquipNotetags2($dataWeapons); + DataManager.processEquipNotetags2($dataArmors); + Yanfly._loaded_YEP_EquipCore = true; + } + return true; +}; + +DataManager.processEquipNotetags1 = function(group) { + var note1 = /<(?:EQUIP SLOT|equip slots):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var note2 = /<(?:EQUIP SLOT|equip slots)>/i; + var note3 = /<\/(?:EQUIP SLOT|equip slots)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.equipSlots = []; + var equipSlots = false; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(note1)) { + var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + obj.equipSlots = obj.equipSlots.concat(array); + } else if (line.match(note2)) { + equipSlots = true; + } else if (line.match(note3)) { + equipSlots = false; + } else if (equipSlots && line.match(/[ ]*(.*)/i)) { + var name = String(RegExp.$1); + var slotId = $dataSystem.equipTypes.indexOf(name); + if (slotId >= 0) obj.equipSlots.push(slotId); + } } + if (obj.equipSlots.length <= 0) this.setDefaultEquipSlots(obj); + } }; -DataManager.setDefaultEquipSlots = function (obj) { +DataManager.setDefaultEquipSlots = function(obj) { for (var i = 1; i < $dataSystem.equipTypes.length; ++i) { - var name = $dataSystem.equipTypes[i]; - var slotId = $dataSystem.equipTypes.indexOf(name); - if (slotId >= 0) obj.equipSlots.push(slotId); + var name = $dataSystem.equipTypes[i]; + var slotId = $dataSystem.equipTypes.indexOf(name); + if (slotId >= 0) obj.equipSlots.push(slotId); } }; -DataManager.processEquipNotetags2 = function (group) { - var note1 = /<(?:PARAMETER EVAL|custom parameter|custom parameters)>/i; - var note2 = /<\/(?:PARAMETER EVAL|custom parameter|custom parameters)>/i; - var note3 = /<(.*):[ ]([\+\-]\d+)>/i; - for (var n = 1; n < group.length; n++) { - var obj = group[n]; - var notedata = obj.note.split(/[\r\n]+/); - - obj.parameterEval = ""; - var parameterEval = false; - - for (var i = 0; i < notedata.length; i++) { - var line = notedata[i]; - if (line.match(note1)) { - parameterEval = true; - } else if (line.match(note2)) { - parameterEval = false; - } else if (parameterEval) { - obj.parameterEval = obj.parameterEval + line + "\n"; - } else if (line.match(note3)) { - var stat = String(RegExp.$1).toUpperCase(); - var value = parseInt(RegExp.$2); - switch (stat) { - case "HP": - case "MAXHP": - case "MAX HP": - obj.params[0] = value; - break; - case "MP": - case "MAXMP": - case "MAX MP": - case "SP": - case "MAXSP": - case "MAX SP": - obj.params[1] = value; - break; - case "ATK": - case "STR": - obj.params[2] = value; - break; - case "DEF": - obj.params[3] = value; - break; - case "MAT": - case "INT" || "SPI": - obj.params[4] = value; - break; - case "MDF": - case "RES": - obj.params[5] = value; - break; - case "AGI": - case "SPD": - obj.params[6] = value; - break; - case "LUK": - obj.params[7] = value; - break; - } - } - } +DataManager.processEquipNotetags2 = function(group) { + var note1 = /<(?:PARAMETER EVAL|custom parameter|custom parameters)>/i; + var note2 = /<\/(?:PARAMETER EVAL|custom parameter|custom parameters)>/i; + var note3 = /<(.*):[ ]([\+\-]\d+)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.parameterEval = ''; + var parameterEval = false; + + var mode = ''; + + //--魔改-- + + obj.ZzyYEC = {}; + obj.ZzyYEC.eqJS = ''; + obj.ZzyYEC.unEqJS = ''; + + for (var i = 0; i < notedata.length; i++) + { + var line = notedata[i]; + switch(mode) + { + case 'e': + if(line.match(//i)) + {mode = '';} + else + { + var js = line ? String(line) + '\n' : ''; + if(js)obj.ZzyYEC.eqJS += js; + } + break; + + case 'u': + if(line.match(//i)) + {mode = '';} + else + { + var js = line ? String(line) + '\n' : ''; + if(js)obj.ZzyYEC.unEqJS += js; + } + break; + + default: + if(line.match(//i)) + { mode = 'e'; } + else if(line.match(//i)) + { mode = 'u'; } + else if (line.match(note1)) + { + parameterEval = true; + } else if (line.match(note2)) { + parameterEval = false; + } else if (parameterEval) { + obj.parameterEval = obj.parameterEval + line + '\n'; + } + else if (line.match(note3)) + { + var stat = String(RegExp.$1).toUpperCase(); + var value = parseInt(RegExp.$2); + switch (stat) { + case 'HP': + case 'MAXHP': + case 'MAX HP': + obj.params[0] = value; + break; + case 'MP': + case 'MAXMP': + case 'MAX MP': + case 'SP': + case 'MAXSP': + case 'MAX SP': + obj.params[1] = value; + break; + case 'ATK': + case 'STR': + obj.params[2] = value; + break; + case 'DEF': + obj.params[3] = value; + break; + case 'MAT': + case 'INT' || 'SPI': + obj.params[4] = value; + break; + case 'MDF': + case 'RES': + obj.params[5] = value; + break; + case 'AGI': + case 'SPD': + obj.params[6] = value; + break; + case 'LUK': + obj.params[7] = value; + break; + } + } + + } + + } + } }; //============================================================================= // Game_Actor //============================================================================= -Game_Actor.prototype.initEquips = function (equips) { +Game_Actor.prototype.initEquips = function(equips) { var equips = this.convertInitEquips(equips); this.equipInitEquips(equips); this.releaseUnequippableItems(true); @@ -377,117 +486,226 @@ Game_Actor.prototype.initEquips = function (equips) { this.refresh(); }; -Game_Actor.prototype.convertInitEquips = function (equips) { +Game_Actor.prototype.convertInitEquips = function(equips) { var items = []; for (var i = 0; i < equips.length; ++i) { - var equipId = equips[i]; - if (equipId <= 0) continue; - var equipType = $dataSystem.equipTypes[i + 1]; - if (equipType === $dataSystem.equipTypes[1] || (i === 1 && this.isDualWield())) { - var equip = $dataWeapons[equipId]; - } else { - var equip = $dataArmors[equipId]; - } - items.push(equip); + var equipId = equips[i]; + if (equipId <= 0) continue; + var equipType = $dataSystem.equipTypes[i + 1]; + if (equipType === $dataSystem.equipTypes[1] || + (i === 1 && this.isDualWield())) { + var equip = $dataWeapons[equipId]; + } else { + var equip = $dataArmors[equipId]; + } + items.push(equip); } return items; }; -Game_Actor.prototype.equipInitEquips = function (equips) { +Game_Actor.prototype.equipInitEquips = function(equips) { var slots = this.equipSlots(); var maxSlots = slots.length; this._equips = []; for (var i = 0; i < maxSlots; ++i) { - this._equips[i] = new Game_Item(); + this._equips[i] = new Game_Item(); } for (var i = 0; i < maxSlots; ++i) { - var slotType = slots[i]; - var equip = this.grabInitEquips(equips, slotType); - if (this.canEquip(equip)) this._equips[i].setObject(equip); + var slotType = slots[i]; + var equip = this.grabInitEquips(equips, slotType); + if (this.canEquip(equip)) this._equips[i].setObject(equip); } }; -Game_Actor.prototype.grabInitEquips = function (equips, slotType) { +Game_Actor.prototype.grabInitEquips = function(equips, slotType) { var item = null; for (var i = 0; i < equips.length; ++i) { - var equip = equips[i]; - if (!equip) continue; - if (slotType === 1 && DataManager.isWeapon(equip)) { - item = equip; - break; - } else if (equip.etypeId === slotType) { - item = equip; - break; - } + var equip = equips[i]; + if (!equip) continue; + if (slotType === 1 && DataManager.isWeapon(equip)) { + item = equip; + break; + } else if (equip.etypeId === slotType) { + item = equip; + break; + } } if (item) equips[i] = null; return item; }; -Game_Actor.prototype.equipSlots = function () { +Game_Actor.prototype.equipSlots = function() { var slots = this.currentClass().equipSlots.slice(); if (slots.length >= 2 && this.isDualWield()) slots[1] = 1; return slots; }; Yanfly.Equip.Game_Actor_equips = Game_Actor.prototype.equips; -Game_Actor.prototype.equips = function () { +Game_Actor.prototype.equips = function() { for (var i = 0; i < this.currentClass().equipSlots.length; ++i) { - if (this._equips[i] === undefined || this._equips[i] === null) { - this._equips[i] = new Game_Item(); - } + if (this._equips[i] === undefined || this._equips[i] === null) { + this._equips[i] = new Game_Item(); + } } return Yanfly.Equip.Game_Actor_equips.call(this); }; Yanfly.Equip.Game_Actor_changeEquip = Game_Actor.prototype.changeEquip; -Game_Actor.prototype.changeEquip = function (slotId, item) { +Game_Actor.prototype.changeEquip = function(slotId, item) //切换装备时 +{ + + //切换对比 + + var info1 = this.GetZzyYECInfos(); if (!this._equips[slotId]) this._equips[slotId] = new Game_Item(); Yanfly.Equip.Game_Actor_changeEquip.call(this, slotId, item); + var info2 = this.GetZzyYECInfos(); + + + this.ExeCompZzyYECInfos(info1,info2); + }; +Game_Actor.prototype.GetZzyYECInfos = function()//获取装备映射 +{ + var infos = []; + for(var i=0;i 0) { - var typeId = this._actor.equipSlots()[this._slotId]; - if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false; + var typeId = this._actor.equipSlots()[this._slotId]; + if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false; } return Yanfly.Equip.Window_EquipItem_includes.call(this, item); }; -Yanfly.Equip.Window_EquipItem_isEnabled = Window_EquipItem.prototype.isEnabled; -Window_EquipItem.prototype.isEnabled = function (item) { +Yanfly.Equip.Window_EquipItem_isEnabled = + Window_EquipItem.prototype.isEnabled; +Window_EquipItem.prototype.isEnabled = function(item) { if (item === null && this._actor) { - var typeId = this._actor.equipSlots()[this._slotId]; - if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false; + var typeId = this._actor.equipSlots()[this._slotId]; + if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false; } return Yanfly.Equip.Window_EquipItem_isEnabled.call(this, item); }; Yanfly.Equip.Window_EquipItem_drawItem = Window_EquipItem.prototype.drawItem; -Window_EquipItem.prototype.drawItem = function (index) { +Window_EquipItem.prototype.drawItem = function(index) { var item = this._data[index]; if (item === null) { - this.drawRemoveEquip(index); + this.drawRemoveEquip(index); } else { - Yanfly.Equip.Window_EquipItem_drawItem.call(this, index); + Yanfly.Equip.Window_EquipItem_drawItem.call(this, index); } }; -Window_EquipItem.prototype.drawRemoveEquip = function (index) { +Window_EquipItem.prototype.drawRemoveEquip = function(index) { if (!this.isEnabled(null)) return; var rect = this.itemRect(index); rect.width -= this.textPadding(); @@ -724,16 +945,16 @@ Window_EquipItem.prototype.drawRemoveEquip = function (index) { this.drawText(text, rect.x + ibw, rect.y, rect.width - ibw); }; -Window_EquipItem.prototype.setInfoWindow = function (infoWindow) { +Window_EquipItem.prototype.setInfoWindow = function(infoWindow) { this._infoWindow = infoWindow; this.update(); }; Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipItem.prototype.updateHelp; -Window_EquipItem.prototype.updateHelp = function () { +Window_EquipItem.prototype.updateHelp = function() { Yanfly.Equip.Window_ItemList_updateHelp.call(this); if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) { - this._infoWindow.setItem(this.item()); + this._infoWindow.setItem(this.item()); } }; @@ -748,57 +969,61 @@ function Window_StatCompare() { Window_StatCompare.prototype = Object.create(Window_Base.prototype); Window_StatCompare.prototype.constructor = Window_StatCompare; -Window_StatCompare.prototype.initialize = function (wx, wy, ww, wh) { +Window_StatCompare.prototype.initialize = function(wx, wy, ww, wh) { Window_Base.prototype.initialize.call(this, wx, wy, ww, wh); this._actor = null; this._tempActor = null; this.refresh(); }; -Window_StatCompare.prototype.createWidths = function () { +Window_StatCompare.prototype.createWidths = function() { this._paramNameWidth = 0; this._paramValueWidth = 0; - this._arrowWidth = this.textWidth("\u2192" + " "); - var buffer = this.textWidth(" "); + this._arrowWidth = this.textWidth('\u2192' + ' '); + var buffer = this.textWidth(' '); for (var i = 0; i < 8; ++i) { - var value1 = this.textWidth(TextManager.param(i)); - var value2 = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i))); - this._paramNameWidth = Math.max(value1, this._paramNameWidth); - this._paramValueWidth = Math.max(value2, this._paramValueWidth); + var value1 = this.textWidth(TextManager.param(i)); + var value2 = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i))); + this._paramNameWidth = Math.max(value1, this._paramNameWidth); + this._paramValueWidth = Math.max(value2, this._paramValueWidth); } this._bonusValueWidth = this._paramValueWidth; - this._bonusValueWidth += this.textWidth("(+)") + buffer; + this._bonusValueWidth += this.textWidth('(+)') + buffer; this._paramNameWidth += buffer; this._paramValueWidth; - if ( - this._paramNameWidth + this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth > - this.contents.width - ) - this._bonusValueWidth = 0; + if (this._paramNameWidth + this._paramValueWidth * 2 + this._arrowWidth + + this._bonusValueWidth > this.contents.width) this._bonusValueWidth = 0; }; -Window_StatCompare.prototype.setActor = function (actor) { +Window_StatCompare.prototype.setActor = function(actor) { if (this._actor === actor) return; this._actor = actor; this.createWidths(); this.refresh(); }; -Window_StatCompare.prototype.refresh = function () { +Window_StatCompare.prototype.refresh = function() { this.contents.clear(); if (!this._actor) return; - for (var i = 0; i < 8; ++i) { + + + + + for (var i = 0; i < Window_StatCompare.ParamsLen; ++i) {//绘制默认参数 this.drawItem(0, this.lineHeight() * i, i); } + + + }; -Window_StatCompare.prototype.setTempActor = function (tempActor) { +Window_StatCompare.prototype.setTempActor = function(tempActor) { if (this._tempActor === tempActor) return; this._tempActor = tempActor; this.refresh(); }; -Window_StatCompare.prototype.drawItem = function (x, y, paramId) { +Window_StatCompare.prototype.drawItem = function(x, y, paramId) { this.drawDarkRect(x, y, this.contents.width, this.lineHeight()); this.drawParamName(y, paramId); this.drawCurrentParam(y, paramId); @@ -808,67 +1033,222 @@ Window_StatCompare.prototype.drawItem = function (x, y, paramId) { this.drawParamDifference(y, paramId); }; -Window_StatCompare.prototype.drawDarkRect = function (dx, dy, dw, dh) { +Window_StatCompare.prototype.drawDarkRect = function(dx, dy, dw, dh) { var color = this.gaugeBackColor(); this.changePaintOpacity(false); this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color); this.changePaintOpacity(true); }; -Window_StatCompare.prototype.drawParamName = function (y, paramId) { +Window_StatCompare.prototype.drawParamName = function(y, paramId) +{ var x = this.textPadding(); this.changeTextColor(this.systemColor()); - this.drawText(TextManager.param(paramId), x, y, this._paramNameWidth); -}; - -Window_StatCompare.prototype.drawCurrentParam = function (y, paramId) { + + // --魔改-- + var name = ''; + + var bLen = Window_StatCompare.BaseParamMap.length; + var xLen = Window_StatCompare.XParamMap.length; + + if(paramId < bLen) + { + var pid = Window_StatCompare.BaseParamMap[paramId]; + name = TextManager.param(pid); + } + else + { + paramId -= bLen; + var pid = Window_StatCompare.XParamMap[paramId]; + var tArr = ['命中率','暴击率','回避率']; + name = tArr[pid] + } + + + this.drawText(name, x, y, this._paramNameWidth); + // this.drawText(TextManager.param(paramId), x, y, this._paramNameWidth); +}; + +Window_StatCompare.prototype.drawCurrentParam = function(y, paramId) +{ + // --魔改-- + var x = this.contents.width - this.textPadding(); x -= this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth; this.resetTextColor(); - var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId)); - this.drawText(actorparam, x, y, this._paramValueWidth, "right"); -}; - -Window_StatCompare.prototype.drawRightArrow = function (y) { + + + var bLen = Window_StatCompare.BaseParamMap.length; + var xLen = Window_StatCompare.XParamMap.length; + + + if(paramId < bLen) + { + var pid = Window_StatCompare.BaseParamMap[paramId]; + + var actorparam = Yanfly.Util.toGroup(this._actor.param(pid)); + this.drawText(actorparam, x, y, this._paramValueWidth, 'right'); + } + else + { + paramId -= bLen; + var pid = Window_StatCompare.XParamMap[paramId]; + + var actorparam = Yanfly.Util.toGroup(this._actor.xparam(pid)); + + actorparam *= 100; + actorparam = Math.round(actorparam); + this.drawText(actorparam + '%', x, y, this._paramValueWidth, 'right'); + } + + + + +}; + +Window_StatCompare.prototype.drawRightArrow = function(y) { var x = this.contents.width - this.textPadding(); x -= this._paramValueWidth + this._arrowWidth + this._bonusValueWidth; - var dw = this.textWidth("\u2192" + " "); + var dw = this.textWidth('\u2192' + ' '); this.changeTextColor(this.systemColor()); - this.drawText("\u2192", x, y, dw, "center"); -}; + this.drawText('\u2192', x, y, dw, 'center'); +}; + +Window_StatCompare.prototype.drawNewParam = function(y, paramId) +{ + // --魔改-- + + + var bLen = Window_StatCompare.BaseParamMap.length; + var xLen = Window_StatCompare.XParamMap.length; + + if(paramId < bLen) + { + var pid = Window_StatCompare.BaseParamMap[paramId]; + + + var x = this.contents.width - this.textPadding(); + x -= this._paramValueWidth + this._bonusValueWidth; + var newValue = this._tempActor.param(pid); + var diffvalue = newValue - this._actor.param(pid); + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(actorparam, x, y, this._paramValueWidth, 'right'); + } + else + { + paramId -= bLen; + var pid = Window_StatCompare.XParamMap[paramId]; + + + var x = this.contents.width - this.textPadding(); + x -= this._paramValueWidth + this._bonusValueWidth; + + var newValue = this._tempActor.xparam(pid); + var diffvalue = newValue - this._actor.xparam(pid); + + newValue *= 100; + newValue = Math.round(newValue); + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(actorparam + '%', x, y, this._paramValueWidth, 'right'); + } + + +}; + +Window_StatCompare.prototype.drawParamDifference = function(y, paramId) +{ + // --魔改-- + + var bLen = Window_StatCompare.BaseParamMap.length; + var xLen = Window_StatCompare.XParamMap.length; + + + if(paramId < bLen) + { + var pid = Window_StatCompare.BaseParamMap[paramId]; + + var x = this.contents.width - this.textPadding(); + x -= this._bonusValueWidth; + var newValue = this._tempActor.param(pid); + var diffvalue = newValue - this._actor.param(pid); + if (diffvalue === 0) return; + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + var text = Yanfly.Util.toGroup(diffvalue); + if (diffvalue > 0) { + text = ' (+' + text + ')'; + } else { + text = ' (' + text + ')'; + } + this.drawText(text, x, y, this._bonusValueWidth, 'left'); + } + else + { + paramId -= bLen; + var pid = Window_StatCompare.XParamMap[paramId]; + + + var x = this.contents.width - this.textPadding(); + x -= this._bonusValueWidth; + + + var newValue = newValue = this._tempActor.xparam(pid); + var diffvalue = diffvalue = newValue - this._actor.xparam(pid); + + if (diffvalue === 0) return; + + newValue *= 100; + newValue = Math.round(newValue); + + diffvalue *= 100; + diffvalue = Math.round(diffvalue); + + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + var text = Yanfly.Util.toGroup(diffvalue); + + + if (diffvalue > 0) { + text = ' (+' + text + ')'; + } else { + text = ' (' + text + ')'; + } + + text += '%'; + this.drawText(text, x, y, this._bonusValueWidth, 'left'); + + } + +}; + + +//--魔改-- + +Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6]; +Window_StatCompare.XParamMap = [0,2,1]; + +Window_StatCompare.ParamsLen = Window_StatCompare.BaseParamMap.length + Window_StatCompare.XParamMap.length;//默认12个参数 + +Window_StatCompare.prototype.lineHeight = function() +{ + return this.contents ? this.contents.height / Window_StatCompare.ParamsLen : 0; +} + +Window_StatCompare.prototype.standardFontSize = function() +{ + return Zzy.YEC.ZzyFontSize; +} + -Window_StatCompare.prototype.drawNewParam = function (y, paramId) { - var x = this.contents.width - this.textPadding(); - x -= this._paramValueWidth + this._bonusValueWidth; - var newValue = this._tempActor.param(paramId); - var diffvalue = newValue - this._actor.param(paramId); - var actorparam = Yanfly.Util.toGroup(newValue); - this.changeTextColor(this.paramchangeTextColor(diffvalue)); - this.drawText(actorparam, x, y, this._paramValueWidth, "right"); -}; -Window_StatCompare.prototype.drawParamDifference = function (y, paramId) { - var x = this.contents.width - this.textPadding(); - x -= this._bonusValueWidth; - var newValue = this._tempActor.param(paramId); - var diffvalue = newValue - this._actor.param(paramId); - if (diffvalue === 0) return; - var actorparam = Yanfly.Util.toGroup(newValue); - this.changeTextColor(this.paramchangeTextColor(diffvalue)); - var text = Yanfly.Util.toGroup(diffvalue); - if (diffvalue > 0) { - text = " (+" + text + ")"; - } else { - text = " (" + text + ")"; - } - this.drawText(text, x, y, this._bonusValueWidth, "left"); -}; //============================================================================= // Scene_Equip //============================================================================= -Scene_Equip.prototype.create = function () { +Scene_Equip.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createHelpWindow(); this.createCommandWindow(); @@ -881,20 +1261,20 @@ Scene_Equip.prototype.create = function () { this.refreshActor(); }; -Scene_Equip.prototype.createCommandWindow = function () { +Scene_Equip.prototype.createCommandWindow = function() { var wy = this._helpWindow.height; this._commandWindow = new Window_EquipCommand(0, wy, 240); this._commandWindow.setHelpWindow(this._helpWindow); - this._commandWindow.setHandler("equip", this.commandEquip.bind(this)); - this._commandWindow.setHandler("optimize", this.commandOptimize.bind(this)); - this._commandWindow.setHandler("clear", this.commandClear.bind(this)); - this._commandWindow.setHandler("cancel", this.popScene.bind(this)); - this._commandWindow.setHandler("pagedown", this.nextActor.bind(this)); - this._commandWindow.setHandler("pageup", this.previousActor.bind(this)); + this._commandWindow.setHandler('equip', this.commandEquip.bind(this)); + this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this)); + this._commandWindow.setHandler('clear', this.commandClear.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); this.addWindow(this._commandWindow); }; -Scene_Equip.prototype.createStatusWindow = function () { +Scene_Equip.prototype.createStatusWindow = function() { var wx = this._commandWindow.width; var wy = this._helpWindow.height; var ww = Graphics.boxWidth - wx; @@ -903,31 +1283,31 @@ Scene_Equip.prototype.createStatusWindow = function () { this.addWindow(this._statusWindow); }; -Scene_Equip.prototype.createSlotWindow = function () { +Scene_Equip.prototype.createSlotWindow = function() { var wy = this._commandWindow.y + this._commandWindow.height; var ww = Graphics.boxWidth / 2; var wh = Graphics.boxHeight - wy; this._slotWindow = new Window_EquipSlot(0, wy, ww, wh); this._slotWindow.setHelpWindow(this._helpWindow); - this._slotWindow.setHandler("ok", this.onSlotOk.bind(this)); - this._slotWindow.setHandler("cancel", this.onSlotCancel.bind(this)); + this._slotWindow.setHandler('ok', this.onSlotOk.bind(this)); + this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this)); this.addWindow(this._slotWindow); }; -Scene_Equip.prototype.createItemWindow = function () { +Scene_Equip.prototype.createItemWindow = function() { var wy = this._slotWindow.y; var ww = Graphics.boxWidth / 2; var wh = Graphics.boxHeight - wy; this._itemWindow = new Window_EquipItem(0, 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._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); this._slotWindow.setItemWindow(this._itemWindow); this.addWindow(this._itemWindow); this._itemWindow.hide(); }; -Scene_Equip.prototype.createCompareWindow = function () { +Scene_Equip.prototype.createCompareWindow = function() { this._lowerRightWindows = []; var wx = this._itemWindow.width; var wy = this._itemWindow.y; @@ -939,11 +1319,11 @@ Scene_Equip.prototype.createCompareWindow = function () { this.addWindow(this._compareWindow); this._lowerRightWindows.push(this._compareWindow); if (Imported.YEP_ItemCore && eval(Yanfly.Param.ItemSceneItem)) { - this.createItemInfoWindow(); + this.createItemInfoWindow(); } }; -Scene_Equip.prototype.createItemInfoWindow = function () { +Scene_Equip.prototype.createItemInfoWindow = function() { var wx = this._itemWindow.width; var wy = this._itemWindow.y; var ww = Graphics.boxWidth - wx; @@ -956,13 +1336,14 @@ Scene_Equip.prototype.createItemInfoWindow = function () { }; Yanfly.Equip.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor; -Scene_Equip.prototype.refreshActor = function () { +Scene_Equip.prototype.refreshActor = function() { Yanfly.Equip.Scene_Equip_refreshActor.call(this); this._compareWindow.setActor(this.actor()); }; -Yanfly.Equip.Scene_Equip_commandOptimize = Scene_Equip.prototype.commandOptimize; -Scene_Equip.prototype.commandOptimize = function () { +Yanfly.Equip.Scene_Equip_commandOptimize = + Scene_Equip.prototype.commandOptimize; +Scene_Equip.prototype.commandOptimize = function() { $gameTemp._optimizeEquipments = true; var hpRate = this.actor().hp / Math.max(1, this.actor().mhp); var mpRate = this.actor().mp / Math.max(1, this.actor().mmp); @@ -978,7 +1359,7 @@ Scene_Equip.prototype.commandOptimize = function () { }; Yanfly.Equip.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear; -Scene_Equip.prototype.commandClear = function () { +Scene_Equip.prototype.commandClear = function() { $gameTemp._clearEquipments = true; var hpRate = this.actor().hp / Math.max(1, this.actor().mhp); var mpRate = this.actor().mp / Math.max(1, this.actor().mmp); @@ -994,7 +1375,7 @@ Scene_Equip.prototype.commandClear = function () { }; Yanfly.Equip.Scene_Equip_onSlotOk = Scene_Equip.prototype.onSlotOk; -Scene_Equip.prototype.onSlotOk = function () { +Scene_Equip.prototype.onSlotOk = function() { this._itemWindow._slotId = -1; var slotId = this._slotWindow.index(); Yanfly.Equip.Window_EquipItem_setSlotId.call(this._itemWindow, slotId); @@ -1003,14 +1384,14 @@ Scene_Equip.prototype.onSlotOk = function () { }; Yanfly.Equip.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel; -Scene_Equip.prototype.onSlotCancel = function () { +Scene_Equip.prototype.onSlotCancel = function() { Yanfly.Equip.Scene_Equip_onSlotCancel.call(this); if (this._infoWindow) this._infoWindow.setItem(null); this._compareWindow.setTempActor(null); }; Yanfly.Equip.Scene_Equip_onItemOk = Scene_Equip.prototype.onItemOk; -Scene_Equip.prototype.onItemOk = function () { +Scene_Equip.prototype.onItemOk = function() { var hpRate = this.actor().hp / Math.max(1, this.actor().mhp); var mpRate = this.actor().mp / Math.max(1, this.actor().mmp); Yanfly.Equip.Scene_Equip_onItemOk.call(this); @@ -1023,31 +1404,31 @@ Scene_Equip.prototype.onItemOk = function () { }; Yanfly.Equip.Scene_Equip_onItemCancel = Scene_Equip.prototype.onItemCancel; -Scene_Equip.prototype.onItemCancel = function () { +Scene_Equip.prototype.onItemCancel = function() { Yanfly.Equip.Scene_Equip_onItemCancel.call(this); this._compareWindow.setTempActor(null); this._itemWindow.hide(); }; -Scene_Equip.prototype.update = function () { +Scene_Equip.prototype.update = function() { Scene_MenuBase.prototype.update.call(this); if (this.isActive()) this.updateLowerRightWindowTriggers(); }; -Scene_Equip.prototype.updateLowerRightWindowTriggers = function () { +Scene_Equip.prototype.updateLowerRightWindowTriggers = function() { if (!this._lowerRightVisibility) return; - if (Input.isRepeated("right")) { - this.shiftLowerRightWindows(); - } else if (Input.isRepeated("left")) { - this.unshiftLowerRightWindows(); - } else if (Input.isRepeated("tab")) { - this.shiftLowerRightWindows(); + if (Input.isRepeated('right')) { + this.shiftLowerRightWindows(); + } else if (Input.isRepeated('left')) { + this.unshiftLowerRightWindows(); + } else if (Input.isRepeated('tab')) { + this.shiftLowerRightWindows(); } else if (this.isLowerWindowTouched()) { - this.shiftLowerRightWindows(); + this.shiftLowerRightWindows(); } }; -Scene_Equip.prototype.isLowerWindowTouched = function () { +Scene_Equip.prototype.isLowerWindowTouched = function() { if (!TouchInput.isTriggered()) return false; var x = TouchInput.x; var y = TouchInput.y; @@ -1056,39 +1437,39 @@ Scene_Equip.prototype.isLowerWindowTouched = function () { rect.y = this._compareWindow.y; rect.width = this._compareWindow.x + this._compareWindow.width; rect.height = this._compareWindow.y + this._compareWindow.height; - return x >= rect.x && y >= rect.y && x < rect.width && y < rect.height; + return (x >= rect.x && y >= rect.y && x < rect.width && y < rect.height); }; -Scene_Equip.prototype.updateLowerRightWindows = function () { +Scene_Equip.prototype.updateLowerRightWindows = function() { var length = this._lowerRightWindows.length; for (var i = 0; i < length; ++i) { - var win = this._lowerRightWindows[i]; - win.visible = false; + var win = this._lowerRightWindows[i]; + win.visible = false; } this._lowerRightWindows[0].visible = this._lowerRightVisibility; }; -Scene_Equip.prototype.shiftLowerRightWindows = function () { +Scene_Equip.prototype.shiftLowerRightWindows = function() { var win = this._lowerRightWindows.shift(); this._lowerRightWindows.push(win); this.updateLowerRightWindows(); this.playLowerRightWindowSound(); }; -Scene_Equip.prototype.unshiftLowerRightWindows = function () { +Scene_Equip.prototype.unshiftLowerRightWindows = function() { var win = this._lowerRightWindows.pop(); this._lowerRightWindows.unshift(win); this.updateLowerRightWindows(); this.playLowerRightWindowSound(); }; -Scene_Equip.prototype.playLowerRightWindowSound = function () { +Scene_Equip.prototype.playLowerRightWindowSound = function() { if (this._lowerRightWindows.length <= 1) return; SoundManager.playCursor(); }; Yanfly.Equip.Scene_Equip_onActorChange = Scene_Equip.prototype.onActorChange; -Scene_Equip.prototype.onActorChange = function () { +Scene_Equip.prototype.onActorChange = function() { Yanfly.Equip.Scene_Equip_onActorChange.call(this); this._compareWindow.setTempActor(null); if (this._infoWindow) this._infoWindow.setItem(null); @@ -1101,20 +1482,20 @@ Scene_Equip.prototype.onActorChange = function () { Yanfly.Util = Yanfly.Util || {}; if (!Yanfly.Util.toGroup) { - Yanfly.Util.toGroup = function (inVal) { + Yanfly.Util.toGroup = function(inVal) { return inVal; - }; -} + } +}; -Yanfly.Util.displayError = function (e, code, message) { - console.log(message); - console.log(code || "NON-EXISTENT"); - console.error(e); - if (Utils.isNwjs() && Utils.isOptionValid("test")) { - if (!require("nw.gui").Window.get().isDevToolsOpen()) { - require("nw.gui").Window.get().showDevTools(); - } +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); } + } }; //============================================================================= diff --git a/js/plugins/YEP_StatusMenuCore.js b/js/plugins/YEP_StatusMenuCore.js index d08d9ce..7209914 100644 --- a/js/plugins/YEP_StatusMenuCore.js +++ b/js/plugins/YEP_StatusMenuCore.js @@ -358,6 +358,13 @@ Yanfly.Status = Yanfly.Status || {}; * @default 经验获取率 * * @help + * + * + * 魔改作者: 流逝的岁月 + * 魔改版本: v1.00 + * + * 魔改内容: 隐藏状态窗口,信息窗口的绘制内容 使下方信息向上调整 + * * ============================================================================ * Introduction * ============================================================================ @@ -439,6 +446,11 @@ Yanfly.Status = Yanfly.Status || {}; Yanfly.Parameters = PluginManager.parameters("YEP_StatusMenuCore"); Yanfly.Param = Yanfly.Param || {}; + +var Zzy = Zzy || {}; +Zzy.CSMC = Zzy.CSMC || {}; + + Yanfly.Param.StatusCmdOrder = String(Yanfly.Parameters["Command Order"]); Yanfly.Param.StatusCmdWidth = Number(Yanfly.Parameters["Command Window Width"]); Yanfly.Param.StatusCmdRows = Number(Yanfly.Parameters["Command Window Rows"]); @@ -707,26 +719,45 @@ Window_StatusInfo.prototype.drawGeneral = function () { var dh = this.lineHeight(); var text; this.changeTextColor(this.systemColor()); - this.drawText(Yanfly.Param.StatusParamText, dx, dy, dw, "center"); + + + // --魔改-- + + //this.drawText(Yanfly.Param.StatusParamText, dx, dy, dw, "center"); dx += this.contents.width / 2; - this.drawText(Yanfly.Param.StatusExpText, dx, dy, dw, "center"); + + + // --魔改-- + //this.drawText(Yanfly.Param.StatusExpText, dx, dy, dw, "center"); + + this.drawGeneralParam(dx, dy, dw, dh); this.drawGeneralExp(dx, dy, dw, dh); }; + + + Window_StatusInfo.prototype.drawGeneralParam = function () { var rect = new Rectangle(); rect.width = (this.contents.width - this.standardPadding()) / 2; rect.y = this.lineHeight() * 2; rect.height = this.lineHeight(); + + //--魔改--距离调整 + var disY = this.lineHeight() * 2; + + var dx = rect.x + this.textPadding(); var dw = rect.width - this.textPadding() * 2; - this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); + this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height); this.changeTextColor(this.systemColor()); - this.drawText(TextManager.level, dx, rect.y, dw, "left"); + this.drawText(TextManager.level, dx, rect.y - disY, dw, "left"); this.changeTextColor(this.normalColor()); text = Yanfly.Util.toGroup(this._actor.level); - this.drawText(text, dx, rect.y, dw, "right"); + + this.drawText(text, dx, rect.y - disY, dw, "right"); + for (var i = 0; i < 8; ++i) { if (i < 2) { rect.y += this.lineHeight(); @@ -742,12 +773,14 @@ Window_StatusInfo.prototype.drawGeneralParam = function () { rect.x += rect.width; dx += rect.width; } - this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); + + + this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height); this.changeTextColor(this.systemColor()); - this.drawText(TextManager.param(i), dx, rect.y, dw, "left"); + this.drawText(TextManager.param(i), dx, rect.y - disY, dw, "left"); this.changeTextColor(this.normalColor()); text = Yanfly.Util.toGroup(this._actor.param(i)); - this.drawText(text, dx, rect.y, dw, "right"); + this.drawText(text, dx, rect.y - disY, dw, "right"); } }; @@ -778,6 +811,14 @@ Window_StatusInfo.prototype.drawGeneralExp = function (dx, dy, dw, dh) { dy = this.lineHeight() * 2; dw = (this.contents.width - this.textPadding()) / 2; dx = this.textPadding() + dw; + + //--魔改--距离调整 + var disY = this.lineHeight() * 2; + + dy -= disY; + + + // Current Exp this.changeTextColor(this.systemColor()); text = TextManager.expTotal.format(TextManager.exp);