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zFk=&Y!g#=i0Z}vUYJAQ}YZNR|)dg>sD$O8=H8&R!c>u$R^}lrUdGNv0>W`dkX=3)A zzzaVAIR#0|2k7lNY7|&X^}BhN{T@|_%~kI8^x|pF+iN{)!j#Rz+k(SZG#z+rf~Nf$ w-vKu#Q9iktjbruq$>A}UjyJ5sq{n~o_9)WbSA9wj9|3==idqUaa@LXm20WwMxc~qF literal 0 HcmV?d00001 diff --git a/js/plugins.js b/js/plugins.js index 7fdb5ea..f44d261 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -2,10 +2,10 @@ // Do not edit this file directly. var $plugins = [ -{"name":"BBS_VersionDisplay","status":true,"description":"v1.02 Adds display of the game version to the title screen.\nSpecial Thanks to Tsukihime for all the help.\nSpecial Thanks to 'Ramza' Michael Sweeney for all the support.\n\n============================================================================\nParameters\n============================================================================","parameters":{"Game Version Number":"0.0.0","Game Version Font":"","Version Font Size":"20","Show Version Number?":"true","Version Text Color":"white","Version Outline Color":"black","Version Outline Width":"8","Title Italic":"false","Version Text Max Width":"Graphics.width / 3"}}, +{"name":"BBS_VersionDisplay","status":true,"description":"v1.02 Adds display of the game version to the title screen.\nSpecial Thanks to Tsukihime for all the help.\nSpecial Thanks to 'Ramza' Michael Sweeney for all the support.\n\n============================================================================\nParameters\n============================================================================","parameters":{"Game Version Number":"1.0.1","Game Version Font":"","Version Font Size":"20","Show Version Number?":"true","Version Text Color":"white","Version Outline Color":"black","Version Outline Width":"8","Title Italic":"false","Version Text Max Width":"Graphics.width / 3"}}, {"name":"HealOnLevelUp","status":true,"description":"Allows you to heal actors on level up","parameters":{"All HP":"Y","All MP":"Y","All States":"Y"}}, {"name":"VisuMZ_0_CoreEngine","status":true,"description":"[RPG Maker MZ] [Tier 0] [Version 1.59] [CoreEngine]","parameters":{"BreakHead":"----------------------------------","CoreEngine":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","QoL:struct":"{\"PlayTest\":\"\",\"NewGameBoot:eval\":\"false\",\"ForceNoPlayTest:eval\":\"false\",\"OpenConsole:eval\":\"true\",\"F6key:eval\":\"true\",\"F7key:eval\":\"true\",\"NewGameCommonEvent:num\":\"0\",\"DigitGrouping\":\"\",\"DigitGroupingStandardText:eval\":\"true\",\"DigitGroupingExText:eval\":\"true\",\"DigitGroupingDamageSprites:eval\":\"true\",\"DigitGroupingGaugeSprites:eval\":\"true\",\"DigitGroupingLocale:str\":\"en-US\",\"PlayerBenefit\":\"\",\"EncounterRateMinimum:num\":\"10\",\"EscapeAlways:eval\":\"true\",\"ImprovedAccuracySystem:eval\":\"true\",\"AccuracyBoost:eval\":\"true\",\"LevelUpFullHp:eval\":\"true\",\"LevelUpFullMp:eval\":\"true\",\"Misc\":\"\",\"AntiZoomPictures:eval\":\"true\",\"AutoStretch:str\":\"stretch\",\"FontShadows:eval\":\"false\",\"FontSmoothing:eval\":\"true\",\"KeyItemProtect:eval\":\"true\",\"ModernControls:eval\":\"true\",\"NoTileShadows:eval\":\"true\",\"PixelateImageRendering:eval\":\"false\",\"RequireFocus:eval\":\"true\",\"SmartEventCollisionPriority:eval\":\"true\"}","BattleSystem:str":"stb","Color:struct":"{\"BasicColors\":\"\",\"ColorNormal:str\":\"0\",\"ColorSystem:str\":\"16\",\"ColorCrisis:str\":\"17\",\"ColorDeath:str\":\"18\",\"ColorGaugeBack:str\":\"19\",\"ColorHPGauge1:str\":\"20\",\"ColorHPGauge2:str\":\"21\",\"ColorMPGauge1:str\":\"22\",\"ColorMPGauge2:str\":\"23\",\"ColorMPCost:str\":\"23\",\"ColorPowerUp:str\":\"24\",\"ColorPowerDown:str\":\"25\",\"ColorCTGauge1:str\":\"26\",\"ColorCTGauge2:str\":\"27\",\"ColorTPGauge1:str\":\"28\",\"ColorTPGauge2:str\":\"29\",\"ColorTPCost:str\":\"29\",\"ColorPending:str\":\"#2a847d\",\"ColorExpGauge1:str\":\"30\",\"ColorExpGauge2:str\":\"31\",\"ColorMaxLvGauge1:str\":\"14\",\"ColorMaxLvGauge2:str\":\"6\",\"AlphaColors\":\"\",\"OutlineColor:str\":\"rgba(0, 0, 0, 0.6)\",\"DimColor1:str\":\"rgba(0, 0, 0, 0.6)\",\"DimColor2:str\":\"rgba(0, 0, 0, 0)\",\"ItemBackColor1:str\":\"rgba(32, 32, 32, 0.5)\",\"ItemBackColor2:str\":\"rgba(0, 0, 0, 0.5)\",\"ConditionalColors\":\"\",\"ActorHPColor:func\":\"\\\"// Set the variables used in this function.\\\\nlet actor = arguments[0];\\\\n\\\\n// Check if the actor exists. If not, return normal.\\\\nif (!actor) {\\\\n return this.normalColor();\\\\n\\\\n// If the actor is dead, return death color.\\\\n} else if (actor.isDead()) {\\\\n return this.deathColor();\\\\n\\\\n// If the actor is dying, return crisis color.\\\\n} else if (actor.isDying()) {\\\\n return this.crisisColor();\\\\n\\\\n// Otherwise, return the normal color.\\\\n} else {\\\\n return this.normalColor();\\\\n}\\\"\",\"ActorMPColor:func\":\"\\\"// Set the variables used in this function.\\\\nlet actor = arguments[0];\\\\n\\\\n// Check if the actor exists. If not, return normal.\\\\nif (!actor) {\\\\n return this.normalColor();\\\\n\\\\n// If MP rate is below 25%, return crisis color.\\\\n} else if (actor.mpRate() < 0.25) {\\\\n return this.crisisColor();\\\\n\\\\n// Otherwise, return the normal color.\\\\n} else {\\\\n return this.normalColor();\\\\n}\\\"\",\"ActorTPColor:func\":\"\\\"// Set the variables used in this function.\\\\nlet actor = arguments[0];\\\\n\\\\n// Check if the actor exists. If not, return normal.\\\\nif (!actor) {\\\\n return this.normalColor();\\\\n\\\\n// If TP rate is below 25%, return crisis color.\\\\n} else if (actor.tpRate() < 0.25) {\\\\n return this.crisisColor();\\\\n\\\\n// Otherwise, return the normal color.\\\\n} else {\\\\n return this.normalColor();\\\\n}\\\"\",\"ParamChange:func\":\"\\\"// Set the variables used in this function.\\\\nlet change = arguments[0];\\\\n\\\\n// If a positive change, use power up color.\\\\nif (change > 0) {\\\\n return this.powerUpColor();\\\\n\\\\n// If a negative change, use power down color.\\\\n} else if (change < 0) {\\\\n return this.powerDownColor();\\\\n\\\\n// Otherwise, return the normal color.\\\\n} else {\\\\n return this.normalColor();\\\\n}\\\"\",\"DamageColor:func\":\"\\\"// Set the variables used in this function.\\\\nlet colorType = arguments[0];\\\\n\\\\n// Check the value of the color type\\\\n// and return an appropriate color.\\\\nswitch (colorType) {\\\\n\\\\n case 0: // HP damage\\\\n return \\\\\\\"#ffffff\\\\\\\";\\\\n\\\\n case 1: // HP recover\\\\n return \\\\\\\"#b9ffb5\\\\\\\";\\\\n\\\\n case 2: // MP damage\\\\n return \\\\\\\"#bb88bb\\\\\\\";\\\\n\\\\n case 3: // MP recover\\\\n return \\\\\\\"#80b0ff\\\\\\\";\\\\n\\\\n default:\\\\n return \\\\\\\"#808080\\\\\\\";\\\\n}\\\"\"}","Gold:struct":"{\"GoldMax:num\":\"999999999\",\"GoldFontSize:num\":\"24\",\"GoldIcon:num\":\"314\",\"GoldOverlap:str\":\"A Lot\",\"ItemStyle:eval\":\"true\"}","ImgLoad:struct":"{\"animations:arraystr\":\"[]\",\"battlebacks1:arraystr\":\"[]\",\"battlebacks2:arraystr\":\"[]\",\"characters:arraystr\":\"[]\",\"enemies:arraystr\":\"[]\",\"faces:arraystr\":\"[]\",\"parallaxes:arraystr\":\"[]\",\"pictures:arraystr\":\"[]\",\"sv_actors:arraystr\":\"[]\",\"sv_enemies:arraystr\":\"[]\",\"system:arraystr\":\"[\\\"Balloon\\\",\\\"IconSet\\\"]\",\"tilesets:arraystr\":\"[]\",\"titles1:arraystr\":\"[]\",\"titles2:arraystr\":\"[]\"}","KeyboardInput:struct":"{\"Controls\":\"\",\"WASD:eval\":\"false\",\"DashToggleR:eval\":\"false\",\"NameInput\":\"\",\"EnableNameInput:eval\":\"true\",\"DefaultMode:str\":\"keyboard\",\"QwertyLayout:eval\":\"true\",\"NameInputMessage:eval\":\"\\\"Type in this character's name.\\\\nPress \\\\\\\\c[5]ENTER\\\\\\\\c[0] when you're done.\\\\n\\\\n-or-\\\\n\\\\nPress \\\\\\\\c[5]arrow keys\\\\\\\\c[0]/\\\\\\\\c[5]TAB\\\\\\\\c[0] to switch\\\\nto manual character entry.\\\\n\\\\nPress \\\\\\\\c[5]ESC\\\\\\\\c[0]/\\\\\\\\c[5]TAB\\\\\\\\c[0] to use to keyboard.\\\"\",\"NumberInput\":\"\",\"EnableNumberInput:eval\":\"true\",\"ButtonAssist\":\"\",\"Keyboard:str\":\"Keyboard\",\"Manual:str\":\"Manual\"}","MenuBg:struct":"{\"Scene_Menu:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Item:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Skill:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Equip:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Status:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Options:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Save:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Load:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_GameEnd:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"128\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Shop:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Name:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\",\"Scene_Unlisted:struct\":\"{\\\"SnapshotOpacity:num\\\":\\\"192\\\",\\\"BgFilename1:str\\\":\\\"\\\",\\\"BgFilename2:str\\\":\\\"\\\"}\"}","ButtonAssist:struct":"{\"General\":\"\",\"Enable:eval\":\"true\",\"Location:str\":\"bottom\",\"BgType:num\":\"0\",\"Text\":\"\",\"TextFmt:str\":\"%1:%2\",\"MultiKeyFmt:str\":\"%1/%2\",\"OkText:str\":\"Select\",\"CancelText:str\":\"Back\",\"SwitchActorText:str\":\"Switch Ally\",\"Keys\":\"\",\"KeyUnlisted:str\":\"\\\\}❪%1❫\\\\{\",\"KeyUP:str\":\"^\",\"KeyDOWN:str\":\"v\",\"KeyLEFT:str\":\"<<\",\"KeyRIGHT:str\":\">>\",\"KeySHIFT:str\":\"\\\\}❪SHIFT❫\\\\{\",\"KeyTAB:str\":\"\\\\}❪TAB❫\\\\{\",\"KeyA:str\":\"A\",\"KeyB:str\":\"B\",\"KeyC:str\":\"C\",\"KeyD:str\":\"D\",\"KeyE:str\":\"E\",\"KeyF:str\":\"F\",\"KeyG:str\":\"G\",\"KeyH:str\":\"H\",\"KeyI:str\":\"I\",\"KeyJ:str\":\"J\",\"KeyK:str\":\"K\",\"KeyL:str\":\"L\",\"KeyM:str\":\"M\",\"KeyN:str\":\"N\",\"KeyO:str\":\"O\",\"KeyP:str\":\"P\",\"KeyQ:str\":\"Q\",\"KeyR:str\":\"R\",\"KeyS:str\":\"S\",\"KeyT:str\":\"T\",\"KeyU:str\":\"U\",\"KeyV:str\":\"V\",\"KeyW:str\":\"W\",\"KeyX:str\":\"X\",\"KeyY:str\":\"Y\",\"KeyZ:str\":\"Z\"}","MenuLayout:struct":"{\"Title:struct\":\"{\\\"TitleScreen\\\":\\\"\\\",\\\"DocumentTitleFmt:str\\\":\\\"%1: %2 - Version %3\\\",\\\"Subtitle:str\\\":\\\"Subtitle\\\",\\\"Version:str\\\":\\\"0.00\\\",\\\"drawGameTitle:func\\\":\\\"\\\\\\\"const x = 20;\\\\\\\\nconst y = Graphics.height / 4;\\\\\\\\nconst maxWidth = Graphics.width - x * 2;\\\\\\\\nconst text = $dataSystem.gameTitle;\\\\\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\\\\\nbitmap.outlineColor = \\\\\\\\\\\\\\\"black\\\\\\\\\\\\\\\";\\\\\\\\nbitmap.outlineWidth = 8;\\\\\\\\nbitmap.fontSize = 72;\\\\\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\\\\\\\\\"center\\\\\\\\\\\\\\\");\\\\\\\"\\\",\\\"drawGameSubtitle:func\\\":\\\"\\\\\\\"const x = 20;\\\\\\\\nconst y = Graphics.height / 4 + 72;\\\\\\\\nconst maxWidth = Graphics.width - x * 2;\\\\\\\\nconst text = Scene_Title.subtitle;\\\\\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\\\\\nbitmap.outlineColor = \\\\\\\\\\\\\\\"black\\\\\\\\\\\\\\\";\\\\\\\\nbitmap.outlineWidth = 6;\\\\\\\\nbitmap.fontSize = 48;\\\\\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\\\\\\\\\"center\\\\\\\\\\\\\\\");\\\\\\\"\\\",\\\"drawGameVersion:func\\\":\\\"\\\\\\\"const bitmap = this._gameTitleSprite.bitmap;\\\\\\\\nconst x = 0;\\\\\\\\nconst y = Graphics.height - 20;\\\\\\\\nconst width = Math.round(Graphics.width / 4);\\\\\\\\nconst height = 20;\\\\\\\\nconst c1 = ColorManager.dimColor1();\\\\\\\\nconst c2 = ColorManager.dimColor2();\\\\\\\\nconst text = 'Version ' + Scene_Title.version;\\\\\\\\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\\\\\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\\\\\nbitmap.outlineColor = \\\\\\\\\\\\\\\"black\\\\\\\\\\\\\\\";\\\\\\\\nbitmap.outlineWidth = 3;\\\\\\\\nbitmap.fontSize = 16;\\\\\\\\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \\\\\\\\\\\\\\\"left\\\\\\\\\\\\\\\");\\\\\\\"\\\",\\\"CommandRect:func\\\":\\\"\\\\\\\"const offsetX = $dataSystem.titleCommandWindow.offsetX;\\\\\\\\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\\\\\\\\nconst rows = this.commandWindowRows();\\\\\\\\nconst width = this.mainCommandWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\\\\\\\\nconst y = Graphics.boxHeight - height - 96 + offsetY;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ButtonFadeSpeed:num\\\":\\\"4\\\"}\",\"MainMenu:struct\":\"{\\\"CommandWindow\\\":\\\"\\\",\\\"CommandBgType:num\\\":\\\"0\\\",\\\"CommandRect:func\\\":\\\"\\\\\\\"const width = this.mainCommandWidth();\\\\\\\\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\\\\\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"GoldWindow\\\":\\\"\\\",\\\"GoldBgType:num\\\":\\\"0\\\",\\\"GoldRect:func\\\":\\\"\\\\\\\"const rows = 1;\\\\\\\\nconst width = this.mainCommandWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\\\\\nconst y = this.mainAreaBottom() - height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusWindow\\\":\\\"\\\",\\\"StatusBgType:num\\\":\\\"0\\\",\\\"StatusRect:func\\\":\\\"\\\\\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\\\\\nconst height = this.mainAreaHeight();\\\\\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"ItemMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.helpAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.helpAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"CategoryWindow\\\":\\\"\\\",\\\"CategoryBgType:num\\\":\\\"0\\\",\\\"CategoryRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ItemWindow\\\":\\\"\\\",\\\"ItemBgType:num\\\":\\\"0\\\",\\\"ItemRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaBottom() - y;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ActorWindow\\\":\\\"\\\",\\\"ActorBgType:num\\\":\\\"0\\\",\\\"ActorRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"SkillMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.helpAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.helpAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"SkillTypeWindow\\\":\\\"\\\",\\\"SkillTypeBgType:num\\\":\\\"0\\\",\\\"SkillTypeRect:func\\\":\\\"\\\\\\\"const rows = 3;\\\\\\\\nconst width = this.mainCommandWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusWindow\\\":\\\"\\\",\\\"StatusBgType:num\\\":\\\"0\\\",\\\"StatusRect:func\\\":\\\"\\\\\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\\\\\nconst height = this._skillTypeWindow.height;\\\\\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ItemWindow\\\":\\\"\\\",\\\"ItemBgType:num\\\":\\\"0\\\",\\\"ItemRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._statusWindow.y + this._statusWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight() - this._statusWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ActorWindow\\\":\\\"\\\",\\\"ActorBgType:num\\\":\\\"0\\\",\\\"ActorRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"EquipMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.helpAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.helpAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusWindow\\\":\\\"\\\",\\\"StatusBgType:num\\\":\\\"0\\\",\\\"StatusRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst width = this.statusWidth();\\\\\\\\nconst height = this.mainAreaHeight();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"CommandWindow\\\":\\\"\\\",\\\"CommandBgType:num\\\":\\\"0\\\",\\\"CommandRect:func\\\":\\\"\\\\\\\"const x = this.statusWidth();\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"SlotWindow\\\":\\\"\\\",\\\"SlotBgType:num\\\":\\\"0\\\",\\\"SlotRect:func\\\":\\\"\\\\\\\"const commandWindowRect = this.commandWindowRect();\\\\\\\\nconst x = this.statusWidth();\\\\\\\\nconst y = commandWindowRect.y + commandWindowRect.height;\\\\\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\\\\\nconst height = this.mainAreaHeight() - commandWindowRect.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ItemWindow\\\":\\\"\\\",\\\"ItemBgType:num\\\":\\\"0\\\",\\\"ItemRect:func\\\":\\\"\\\\\\\"return this.slotWindowRect();\\\\\\\"\\\"}\",\"StatusMenu:struct\":\"{\\\"ProfileWindow\\\":\\\"\\\",\\\"ProfileBgType:num\\\":\\\"0\\\",\\\"ProfileRect:func\\\":\\\"\\\\\\\"const width = Graphics.boxWidth;\\\\\\\\nconst height = this.profileHeight();\\\\\\\\nconst x = 0;\\\\\\\\nconst y = this.mainAreaBottom() - height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusWindow\\\":\\\"\\\",\\\"StatusBgType:num\\\":\\\"0\\\",\\\"StatusRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.statusParamsWindowRect().y - y;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusParamsWindow\\\":\\\"\\\",\\\"StatusParamsBgType:num\\\":\\\"0\\\",\\\"StatusParamsRect:func\\\":\\\"\\\\\\\"const width = this.statusParamsWidth();\\\\\\\\nconst height = this.statusParamsHeight();\\\\\\\\nconst x = 0;\\\\\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusEquipWindow\\\":\\\"\\\",\\\"StatusEquipBgType:num\\\":\\\"0\\\",\\\"StatusEquipRect:func\\\":\\\"\\\\\\\"const width = Graphics.boxWidth - this.statusParamsWidth();\\\\\\\\nconst height = this.statusParamsHeight();\\\\\\\\nconst x = this.statusParamsWidth();\\\\\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"OptionsMenu:struct\":\"{\\\"OptionsWindow\\\":\\\"\\\",\\\"OptionsBgType:num\\\":\\\"0\\\",\\\"OptionsRect:func\\\":\\\"\\\\\\\"const n = Math.min(this.maxCommands(), this.maxVisibleCommands());\\\\\\\\nconst width = 400;\\\\\\\\nconst height = this.calcWindowHeight(n, true);\\\\\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"SaveMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.calcWindowHeight(rows, false);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ListWindow\\\":\\\"\\\",\\\"ListBgType:num\\\":\\\"0\\\",\\\"ListRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"LoadMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.calcWindowHeight(rows, false);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"ListWindow\\\":\\\"\\\",\\\"ListBgType:num\\\":\\\"0\\\",\\\"ListRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"GameEnd:struct\":\"{\\\"CommandList:arraystruct\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"Symbol:str\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"toTitle\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"TextStr:str\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"Untitled\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"TextJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return TextManager.toTitle;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"EnableJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ExtJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CallHandlerJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"SceneManager._scene.commandToTitle();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\",\\\\\\\"{\\\\\\\\\\\\\\\"Symbol:str\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"cancel\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"TextStr:str\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"Untitled\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"TextJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return TextManager.cancel;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ShowJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"EnableJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"ExtJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CallHandlerJS:func\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"SceneManager._scene.popScene();\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"}\\\\\\\"]\\\",\\\"CommandBgType:num\\\":\\\"0\\\",\\\"CommandRect:func\\\":\\\"\\\\\\\"const rows = 2;\\\\\\\\nconst width = this.mainCommandWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"ShopMenu:struct\":\"{\\\"HelpWindow\\\":\\\"\\\",\\\"HelpBgType:num\\\":\\\"0\\\",\\\"HelpRect:func\\\":\\\"\\\\\\\"const wx = 0;\\\\\\\\nconst wy = this.helpAreaTop();\\\\\\\\nconst ww = Graphics.boxWidth;\\\\\\\\nconst wh = this.helpAreaHeight();\\\\\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\\\\\"\\\",\\\"GoldWindow\\\":\\\"\\\",\\\"GoldBgType:num\\\":\\\"0\\\",\\\"GoldRect:func\\\":\\\"\\\\\\\"const rows = 1;\\\\\\\\nconst width = this.mainCommandWidth();\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nconst x = Graphics.boxWidth - width;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"CommandWindow\\\":\\\"\\\",\\\"CommandBgType:num\\\":\\\"0\\\",\\\"CommandRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this.mainAreaTop();\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = this._goldWindow.x;\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"DummyWindow\\\":\\\"\\\",\\\"DummyBgType:num\\\":\\\"0\\\",\\\"DummyRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._commandWindow.y + this._commandWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.mainAreaHeight() - this._commandWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"NumberWindow\\\":\\\"\\\",\\\"NumberBgType:num\\\":\\\"0\\\",\\\"NumberRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._dummyWindow.y;\\\\\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\\\\\nconst height = this._dummyWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"StatusWindow\\\":\\\"\\\",\\\"StatusBgType:num\\\":\\\"0\\\",\\\"StatusRect:func\\\":\\\"\\\\\\\"const width = this.statusWidth();\\\\\\\\nconst height = this._dummyWindow.height;\\\\\\\\nconst x = Graphics.boxWidth - width;\\\\\\\\nconst y = this._dummyWindow.y;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"BuyWindow\\\":\\\"\\\",\\\"BuyBgType:num\\\":\\\"0\\\",\\\"BuyRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._dummyWindow.y;\\\\\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\\\\\nconst height = this._dummyWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"CategoryWindow\\\":\\\"\\\",\\\"CategoryBgType:num\\\":\\\"0\\\",\\\"CategoryRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._dummyWindow.y;\\\\\\\\nconst rows = 1;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"SellWindow\\\":\\\"\\\",\\\"SellBgType:num\\\":\\\"0\\\",\\\"SellRect:func\\\":\\\"\\\\\\\"const x = 0;\\\\\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\\\\\nconst width = Graphics.boxWidth;\\\\\\\\nconst height =\\\\\\\\n this.mainAreaHeight() -\\\\\\\\n this._commandWindow.height -\\\\\\\\n this._categoryWindow.height;\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\",\"NameMenu:struct\":\"{\\\"EditWindow\\\":\\\"\\\",\\\"EditBgType:num\\\":\\\"0\\\",\\\"EditRect:func\\\":\\\"\\\\\\\"const rows = 9;\\\\\\\\nconst inputWindowHeight = this.calcWindowHeight(rows, true);\\\\\\\\nconst padding = $gameSystem.windowPadding();\\\\\\\\nconst width = 600;\\\\\\\\nconst height = Math.min(ImageManager.faceHeight + padding * 2, this.mainAreaHeight() - inputWindowHeight);\\\\\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\\\\\nconst y = (this.mainAreaHeight() - (height + inputWindowHeight)) / 2 + this.mainAreaTop();\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\",\\\"InputWindow\\\":\\\"\\\",\\\"InputBgType:num\\\":\\\"0\\\",\\\"InputRect:func\\\":\\\"\\\\\\\"const x = this._editWindow.x;\\\\\\\\nconst y = this._editWindow.y + this._editWindow.height;\\\\\\\\nconst rows = 9;\\\\\\\\nconst width = this._editWindow.width;\\\\\\\\nconst height = this.calcWindowHeight(rows, true);\\\\\\\\nreturn new Rectangle(x, y, width, height);\\\\\\\"\\\"}\"}","Param:struct":"{\"DisplayedParams:arraystr\":\"[\\\"ATK\\\",\\\"DEF\\\",\\\"MAT\\\",\\\"MDF\\\",\\\"AGI\\\",\\\"LUK\\\"]\",\"ExtDisplayedParams:arraystr\":\"[\\\"MaxHP\\\",\\\"MaxMP\\\",\\\"ATK\\\",\\\"DEF\\\",\\\"MAT\\\",\\\"MDF\\\",\\\"AGI\\\",\\\"LUK\\\"]\",\"BasicParameters\":\"\",\"CrisisRate:num\":\"0.25\",\"BasicParameterFormula:func\":\"\\\"// Determine the variables used in this calculation.\\\\nlet paramId = arguments[0];\\\\nlet base = this.paramBase(paramId);\\\\nlet plus = this.paramPlus(paramId);\\\\nlet paramRate = this.paramRate(paramId);\\\\nlet buffRate = this.paramBuffRate(paramId);\\\\nlet flatBonus = this.paramFlatBonus(paramId);\\\\n\\\\n// Formula to determine total parameter value.\\\\nlet value = (base + plus) * paramRate * buffRate + flatBonus;\\\\n\\\\n// Determine the limits\\\\nconst maxValue = this.paramMax(paramId);\\\\nconst minValue = this.paramMin(paramId);\\\\n\\\\n// Final value\\\\nreturn Math.round(value.clamp(minValue, maxValue));\\\"\",\"BasicParamCaps\":\"\",\"BasicActorParamCaps\":\"\",\"BasicActorParamMax0:str\":\"9999\",\"BasicActorParamMax1:str\":\"9999\",\"BasicActorParamMax2:str\":\"999\",\"BasicActorParamMax3:str\":\"999\",\"BasicActorParamMax4:str\":\"999\",\"BasicActorParamMax5:str\":\"999\",\"BasicActorParamMax6:str\":\"999\",\"BasicActorParamMax7:str\":\"999\",\"BasicEnemyParamCaps\":\"\",\"BasicEnemyParamMax0:str\":\"999999\",\"BasicEnemyParamMax1:str\":\"9999\",\"BasicEnemyParamMax2:str\":\"999\",\"BasicEnemyParamMax3:str\":\"999\",\"BasicEnemyParamMax4:str\":\"999\",\"BasicEnemyParamMax5:str\":\"999\",\"BasicEnemyParamMax6:str\":\"999\",\"BasicEnemyParamMax7:str\":\"999\",\"XParameters\":\"\",\"XParameterFormula:func\":\"\\\"// Determine the variables used in this calculation.\\\\nlet xparamId = arguments[0];\\\\nlet base = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId);\\\\nlet plus = this.xparamPlus(xparamId);\\\\nlet paramRate = this.xparamRate(xparamId);\\\\nlet flatBonus = this.xparamFlatBonus(xparamId);\\\\n\\\\n// Formula to determine total parameter value.\\\\nlet value = (base + plus) * paramRate + flatBonus;\\\\n\\\\n// Final value\\\\nreturn value;\\\"\",\"XParamVocab\":\"\",\"XParamVocab0:str\":\"Hit\",\"XParamVocab1:str\":\"Evasion\",\"XParamVocab2:str\":\"Critical Rate\",\"XParamVocab3:str\":\"Critical Evade\",\"XParamVocab4:str\":\"Magic Evade\",\"XParamVocab5:str\":\"Magic Reflect\",\"XParamVocab6:str\":\"Counter\",\"XParamVocab7:str\":\"HP Regen\",\"XParamVocab8:str\":\"MP Regen\",\"XParamVocab9:str\":\"TP Regen\",\"SParameters\":\"\",\"SParameterFormula:func\":\"\\\"// Determine the variables used in this calculation.\\\\nlet sparamId = arguments[0];\\\\nlet base = this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId);\\\\nlet plus = this.sparamPlus(sparamId);\\\\nlet paramRate = this.sparamRate(sparamId);\\\\nlet flatBonus = this.sparamFlatBonus(sparamId);\\\\n\\\\n// Formula to determine total parameter value.\\\\nlet value = (base + plus) * paramRate + flatBonus;\\\\n\\\\n// Final value\\\\nreturn value;\\\"\",\"SParamVocab\":\"\",\"SParamVocab0:str\":\"Aggro\",\"SParamVocab1:str\":\"Guard\",\"SParamVocab2:str\":\"Recovery\",\"SParamVocab3:str\":\"Item Effect\",\"SParamVocab4:str\":\"MP Cost\",\"SParamVocab5:str\":\"TP Charge\",\"SParamVocab6:str\":\"Physical DMG\",\"SParamVocab7:str\":\"Magical DMG\",\"SParamVocab8:str\":\"Floor DMG\",\"SParamVocab9:str\":\"EXP Gain\",\"Icons\":\"\",\"DrawIcons:eval\":\"true\",\"IconParam0:str\":\"84\",\"IconParam1:str\":\"165\",\"IconParam2:str\":\"76\",\"IconParam3:str\":\"81\",\"IconParam4:str\":\"101\",\"IconParam5:str\":\"133\",\"IconParam6:str\":\"140\",\"IconParam7:str\":\"87\",\"IconXParam0:str\":\"102\",\"IconXParam1:str\":\"82\",\"IconXParam2:str\":\"78\",\"IconXParam3:str\":\"82\",\"IconXParam4:str\":\"171\",\"IconXParam5:str\":\"222\",\"IconXParam6:str\":\"77\",\"IconXParam7:str\":\"72\",\"IconXParam8:str\":\"72\",\"IconXParam9:str\":\"72\",\"IconSParam0:str\":\"5\",\"IconSParam1:str\":\"128\",\"IconSParam2:str\":\"72\",\"IconSParam3:str\":\"176\",\"IconSParam4:str\":\"165\",\"IconSParam5:str\":\"164\",\"IconSParam6:str\":\"76\",\"IconSParam7:str\":\"79\",\"IconSParam8:str\":\"141\",\"IconSParam9:str\":\"73\"}","CustomParam:arraystruct":"[\"{\\\"ParamName:str\\\":\\\"Strength\\\",\\\"Abbreviation:str\\\":\\\"str\\\",\\\"Icon:num\\\":\\\"77\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.atk * 0.75) + (user.def * 0.25);\\\\\\\"\\\"}\",\"{\\\"ParamName:str\\\":\\\"Dexterity\\\",\\\"Abbreviation:str\\\":\\\"dex\\\",\\\"Icon:num\\\":\\\"82\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.agi * 0.75) + (user.atk * 0.25);\\\\\\\"\\\"}\",\"{\\\"ParamName:str\\\":\\\"Constitution\\\",\\\"Abbreviation:str\\\":\\\"con\\\",\\\"Icon:num\\\":\\\"81\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.def * 0.75) + (user.mdf * 0.25);\\\\\\\"\\\"}\",\"{\\\"ParamName:str\\\":\\\"Intelligence\\\",\\\"Abbreviation:str\\\":\\\"int\\\",\\\"Icon:num\\\":\\\"79\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.mat * 0.75) + (user.mdf * 0.25);\\\\\\\"\\\"}\",\"{\\\"ParamName:str\\\":\\\"Wisdom\\\",\\\"Abbreviation:str\\\":\\\"wis\\\",\\\"Icon:num\\\":\\\"72\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.mdf * 0.75) + (user.luk * 0.25);\\\\\\\"\\\"}\",\"{\\\"ParamName:str\\\":\\\"Charisma\\\",\\\"Abbreviation:str\\\":\\\"cha\\\",\\\"Icon:num\\\":\\\"84\\\",\\\"Type:str\\\":\\\"integer\\\",\\\"ValueJS:json\\\":\\\"\\\\\\\"// Declare Constants\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nreturn (user.luk * 0.75) + (user.agi * 0.25);\\\\\\\"\\\"}\"]","ScreenResolution:struct":"{\"Troops\":\"\",\"RepositionActors:eval\":\"true\",\"RepositionEnemies:eval\":\"true\",\"RepositionEnemies130:eval\":\"false\"}","ScreenShake:struct":"{\"DefaultStyle:str\":\"random\",\"originalJS:func\":\"\\\"// Calculation\\\\nthis.x += Math.round($gameScreen.shake());\\\"\",\"randomJS:func\":\"\\\"// Calculation\\\\n// Original Formula by Aries of Sheratan\\\\nconst power = $gameScreen._shakePower * 0.75;\\\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\\\nconst duration = $gameScreen._shakeDuration;\\\\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\\\\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\\\"\",\"horzJS:func\":\"\\\"// Calculation\\\\n// Original Formula by Aries of Sheratan\\\\nconst power = $gameScreen._shakePower * 0.75;\\\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\\\nconst duration = $gameScreen._shakeDuration;\\\\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\\\"\",\"vertJS:func\":\"\\\"// Calculation\\\\n// Original Formula by Aries of Sheratan\\\\nconst power = $gameScreen._shakePower * 0.75;\\\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\\\nconst duration = $gameScreen._shakeDuration;\\\\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\\\"\"}","TitleCommandList:arraystruct":"[\"{\\\"Symbol:str\\\":\\\"newGame\\\",\\\"TextStr:str\\\":\\\"Untitled\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"return TextManager.newGame;\\\\\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"EnableJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"ExtJS:func\\\":\\\"\\\\\\\"return null;\\\\\\\"\\\",\\\"CallHandlerJS:func\\\":\\\"\\\\\\\"SceneManager._scene.commandNewGame();\\\\\\\"\\\"}\",\"{\\\"Symbol:str\\\":\\\"continue\\\",\\\"TextStr:str\\\":\\\"Untitled\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"return TextManager.continue_;\\\\\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"EnableJS:func\\\":\\\"\\\\\\\"return DataManager.isAnySavefileExists();\\\\\\\"\\\",\\\"ExtJS:func\\\":\\\"\\\\\\\"return null;\\\\\\\"\\\",\\\"CallHandlerJS:func\\\":\\\"\\\\\\\"SceneManager._scene.commandContinue();\\\\\\\"\\\"}\",\"{\\\"Symbol:str\\\":\\\"options\\\",\\\"TextStr:str\\\":\\\"Untitled\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"return TextManager.options;\\\\\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"EnableJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"ExtJS:func\\\":\\\"\\\\\\\"return null;\\\\\\\"\\\",\\\"CallHandlerJS:func\\\":\\\"\\\\\\\"SceneManager._scene.commandOptions();\\\\\\\"\\\"}\"]","TitlePicButtons:arraystruct":"[]","UI:struct":"{\"UIArea\":\"\",\"FadeSpeed:num\":\"24\",\"BoxMargin:num\":\"4\",\"CommandWidth:num\":\"240\",\"BottomHelp:eval\":\"false\",\"RightMenus:eval\":\"true\",\"ShowButtons:eval\":\"true\",\"cancelShowButton:eval\":\"true\",\"menuShowButton:eval\":\"true\",\"pagedownShowButton:eval\":\"true\",\"numberShowButton:eval\":\"true\",\"ButtonHeight:num\":\"52\",\"BottomButtons:eval\":\"false\",\"SideButtons:eval\":\"true\",\"MenuObjects\":\"\",\"LvExpGauge:eval\":\"true\",\"ParamArrow:str\":\"→\",\"TextCodeSupport\":\"\",\"TextCodeClassNames:eval\":\"true\",\"TextCodeNicknames:eval\":\"true\"}","Window:struct":"{\"WindowDefaults\":\"\",\"EnableMasking:eval\":\"false\",\"LineHeight:num\":\"36\",\"SelectableItems\":\"\",\"ShowItemBackground:eval\":\"true\",\"ItemHeight:num\":\"8\",\"DrawItemBackgroundJS:func\":\"\\\"const rect = arguments[0];\\\\nconst c1 = ColorManager.itemBackColor1();\\\\nconst c2 = ColorManager.itemBackColor2();\\\\nconst x = rect.x;\\\\nconst y = rect.y;\\\\nconst w = rect.width;\\\\nconst h = rect.height;\\\\nthis.contentsBack.gradientFillRect(x, y, w, h, c1, c2, true);\\\\nthis.contentsBack.strokeRect(x, y, w, h, c1);\\\"\",\"ItemPadding:num\":\"8\",\"BackOpacity:num\":\"192\",\"TranslucentOpacity:num\":\"160\",\"OpenSpeed:num\":\"32\",\"ColSpacing:num\":\"8\",\"RowSpacing:num\":\"4\"}","jsQuickFunc:arraystruct":"[\"{\\\"FunctionName:str\\\":\\\"Example\\\",\\\"CodeJS:json\\\":\\\"\\\\\\\"// Insert this as a function anywhere you can input code\\\\\\\\n// such as Script Calls or Conditional Branch Scripts.\\\\\\\\n\\\\\\\\n// Process Code\\\\\\\\nreturn 'Example';\\\\\\\"\\\"}\",\"{\\\"FunctionName:str\\\":\\\"Bad Code Name\\\",\\\"CodeJS:json\\\":\\\"\\\\\\\"// If a function name has spaces in them, the spaces will\\\\\\\\n// be removed. \\\\\\\\\\\\\\\"Bad Code Name\\\\\\\\\\\\\\\" becomes \\\\\\\\\\\\\\\"BadeCodeName\\\\\\\\\\\\\\\".\\\\\\\\n\\\\\\\\n// Process Code\\\\\\\\nOhNoItsBadCode()\\\\\\\\n\\\\\\\\n// If a function has bad code, a fail safe will catch the\\\\\\\\n// error and display it in the console.\\\\\\\"\\\"}\",\"{\\\"FunctionName:str\\\":\\\"RandomNumber\\\",\\\"CodeJS:json\\\":\\\"\\\\\\\"// This generates a random number from 0 to itself.\\\\\\\\n// Example: RandomNumber(10)\\\\\\\\n\\\\\\\\n// Process Code\\\\\\\\nconst number = (arguments[0] || 0) + 1;\\\\\\\\nreturn Math.floor(number * Math.random());\\\\\\\"\\\"}\",\"{\\\"FunctionName:str\\\":\\\"RandomBetween\\\",\\\"CodeJS:json\\\":\\\"\\\\\\\"// This generates a random number between two arguments.\\\\\\\\n// Example: RandomNumber(5, 10)\\\\\\\\n\\\\\\\\n// Process Code\\\\\\\\nlet min = Math.min(arguments[0] || 0, arguments[1] || 0);\\\\\\\\nlet max = Math.max(arguments[0] || 0, arguments[1] || 0);\\\\\\\\nreturn Math.floor(Math.random() * (max - min + 1) + min);\\\\\\\"\\\"}\",\"{\\\"FunctionName:str\\\":\\\"RandomFrom\\\",\\\"CodeJS:json\\\":\\\"\\\\\\\"// Selects a number from the list of inserted numbers.\\\\\\\\n// Example: RandomFrom(5, 10, 15, 20)\\\\\\\\n\\\\\\\\n// Process Code\\\\\\\\nreturn arguments[Math.randomInt(arguments.length)];\\\\\\\"\\\"}\"]","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}, -{"name":"VisuMZ_1_BattleCore","status":true,"description":"[RPG Maker MZ] [Tier 1] [Version 1.60] [BattleCore]","parameters":{"BreakHead":"----------------------------------","BattleCore":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","AutoBattle:struct":"{\"BattleDisplay\":\"\",\"AutoBattleMsg:str\":\"Press %1 or %2 to stop Auto Battle\",\"AutoBattleOK:str\":\"OK\",\"AutoBattleCancel:str\":\"Cancel\",\"AutoBattleBgType:num\":\"1\",\"AutoBattleRect:func\":\"\\\"const width = Graphics.width;\\\\nconst height = this.calcWindowHeight(1, false);\\\\nconst x = 0;\\\\nconst y = (Graphics.height - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"Options\":\"\",\"AddOption:eval\":\"false\",\"AdjustRect:eval\":\"true\",\"StartName:str\":\"Auto Battle Start\",\"StyleName:str\":\"Auto Battle Style\",\"StyleOFF:str\":\"Attack\",\"StyleON:str\":\"Skills\"}","Damage:struct":"{\"DamageStyles\":\"\",\"DefaultDamageStyle:str\":\"Standard\",\"DamageStyleList:arraystruct\":\"[\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"Standard\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Declare Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Replace Formula\\\\\\\\\\\\\\\\nlet formula = item.damage.formula;\\\\\\\\\\\\\\\\nif (SceneManager.isSceneBattle() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n const fmt = 'Math.max(this.applyArmorModifiers(b, %1), 0)';\\\\\\\\\\\\\\\\n formula = formula.replace(/b.def/g, fmt.format('b.def'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.mdf/g, fmt.format('b.mdf'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.agi/g, fmt.format('b.agi'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.luk/g, fmt.format('b.luk'));\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return this.getItemDamageAmountTextOriginal();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"Armor Scaling\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Declare Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Replace Formula\\\\\\\\\\\\\\\\nlet formula = item.damage.formula;\\\\\\\\\\\\\\\\nif (SceneManager.isSceneBattle() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n const fmt = 'Math.max(this.applyArmorModifiers(b, %1), 1)';\\\\\\\\\\\\\\\\n formula = formula.replace(/b.def/g, fmt.format('b.def'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.mdf/g, fmt.format('b.mdf'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.agi/g, fmt.format('b.agi'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.luk/g, fmt.format('b.luk'));\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Defender's Defense Parameter\\\\\\\\\\\\\\\\nif (this.isDamage() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Calculate Base Armor\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Apply Armor to Damage\\\\\\\\\\\\\\\\n if (armor >= 0) {\\\\\\\\\\\\\\\\n value *= 100 / (100 + armor);\\\\\\\\\\\\\\\\n } else {\\\\\\\\\\\\\\\\n value *= 2 - (100 / (100 - armor));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return this.getItemDamageAmountTextOriginal();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"CT\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = Math.max(this.applyArmorModifiers(target, armor), 0);\\\\\\\\\\\\\\\\nlet attackStat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nattackStat = (attackStat * 1.75) + (level ** 2 / 45.5);\\\\\\\\\\\\\\\\nvalue = attackStat * 4;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= Math.max(256 - armor, 0) / 256;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= Math.max(102.4 - armor, 0) / 128;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"D4\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nlet stat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n armor = 0;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n armor = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage \\\\\\\\\\\\\\\\nlet value = 1.5 * Math.max(2 * stat * multiplier - armor, 1) * multiplier / 5;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"DQ\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nlet multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n let value = multiplier * Math.max(a.atk, a.mat);\\\\\\\\\\\\\\\\n return (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Get Primary Stats\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\nlet stat = 1;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Check for Recovery\\\\\\\\\\\\\\\\nif (this.isRecover()) {\\\\\\\\\\\\\\\\n let value = stat * multiplier * sign;\\\\\\\\\\\\\\\\n return isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nif (stat < ((2 + armor) / 2)) {\\\\\\\\\\\\\\\\n // Plink Damage\\\\\\\\\\\\\\\\n let baseline = Math.max(stat - ((12 * (armor - stat + 1)) / stat), 5);\\\\\\\\\\\\\\\\n value = baseline / 3;\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n // Normal Damage\\\\\\\\\\\\\\\\n let baseline = Math.max(stat - (armor / 2), 1);\\\\\\\\\\\\\\\\n value = baseline / 2;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF7\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare base Damage\\\\\\\\\\\\\\\\nlet baseDamage = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n baseDamage = a.atk + ((a.atk + level) / 32) * ((a.atk * level) / 32);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.mat + level);\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.def + level);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.mdf + level);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Final Damage\\\\\\\\\\\\\\\\nlet value = baseDamage;\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nif (this.isRecover()) {\\\\\\\\\\\\\\\\n value += 22 * power;\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n value = (power * Math.max(512 - armor, 1) * baseDamage) / (16 * 512);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF8\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Damage\\\\\\\\\\\\\\\\nlet Value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = a.atk ** 2 / 16 + a.atk;\\\\\\\\\\\\\\\\n value *= Math.max(265 - armor, 1) / 256;\\\\\\\\\\\\\\\\n value *= power / 16;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = a.mat + power;\\\\\\\\\\\\\\\\n value *= Math.max(265 - armor, 1) / 4;\\\\\\\\\\\\\\\\n value *= power / 256;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = (power + a.def) * power / 2;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = (power + a.mdf) * power / 2;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF9\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Constant\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n return (isNaN(power) ? 0 : power) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Main Stats\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\nlet stat = 1;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Base Damage\\\\\\\\\\\\\\\\nlet baseDamage = power;\\\\\\\\\\\\\\\\nif (this.isPhysical()) {\\\\\\\\\\\\\\\\n baseDamage += stat;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nif (this.isDamage() || this.isDrain()) {\\\\\\\\\\\\\\\\n baseDamage -= armor;\\\\\\\\\\\\\\\\n baseDamage = Math.max(1, baseDamage);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Bonus Damage\\\\\\\\\\\\\\\\nlet bonusDamage = stat + (((a.level || a.luk) + stat) / 8);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Final Damage\\\\\\\\\\\\\\\\nlet value = baseDamage * bonusDamage * sign;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF10\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Constant\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n return (isNaN(power) ? 0 : power) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Offense Value\\\\\\\\\\\\\\\\nlet value = power;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = (((a.atk ** 3) / 32) + 32) * power / 16;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = power * ((a.mat ** 2 / 6) + power) / 4;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = power * ((a.def + power) / 2);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = power * ((a.mdf + power) / 2);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Damage Defense Value\\\\\\\\\\\\\\\\nif (this.isDamage() || this.isDrain()) {\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\n armor = Math.max(armor, 1);\\\\\\\\\\\\\\\\n value *= ((((armor - 280.4) ** 2) / 110) / 16) / 730;\\\\\\\\\\\\\\\\n value *= (730 - (armor * 51 - (armor ** 2) / 11) / 10) / 730;\\\\\\\\\\\\\\\\n} else if (this.isRecover()) {\\\\\\\\\\\\\\\\n value *= -1;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"MK\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nconst denominator = Math.max(200 + armor, 1);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage \\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = 200 * a.atk / denominator;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = 200 * a.mat / denominator;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = 200 * a.def / 200;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = 200 * a.mdf / 200;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"MOBA\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Value\\\\\\\\\\\\\\\\nlet value = Math.max(eval(item.damage.formula), 0) * sign;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Attacker's Offense Parameter\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value *= a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value *= a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Defender's Defense Parameter\\\\\\\\\\\\\\\\nif (this.isDamage() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Calculate Base Armor\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Apply Armor to Damage\\\\\\\\\\\\\\\\n if (armor >= 0) {\\\\\\\\\\\\\\\\n value *= 100 / (100 + armor);\\\\\\\\\\\\\\\\n } else {\\\\\\\\\\\\\\\\n value *= 2 - (100 / (100 - armor));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"PKMN\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = Math.max(this.applyArmorModifiers(target, armor), 0);\\\\\\\\\\\\\\\\nlet attackStat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nvalue = (((((2 * level) / 5) + 2) * power * (attackStat / armor)) / 50) + 2;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\",\"Cap\":\"\",\"EnableDamageCap:eval\":\"false\",\"DefaultHardCap:num\":\"9999\",\"EnableSoftCap:eval\":\"false\",\"DefaultSoftCap:num\":\"0.80\",\"DefaultSoftScaler:num\":\"0.1275\",\"Popups\":\"\",\"PopupDuration:num\":\"128\",\"NewPopupBottom:eval\":\"true\",\"PopupPosition:str\":\"base\",\"PopupOffsetX:num\":\"0\",\"PopupOffsetY:num\":\"0\",\"PopupShiftX:num\":\"8\",\"PopupShiftY:num\":\"-28\",\"hpDamageFmt:str\":\"-%1\",\"hpHealingFmt:str\":\"+%1\",\"mpDamageFmt:str\":\"-%1 %2\",\"mpHealingFmt:str\":\"+%1 %2\",\"CriticalColor:eval\":\"[255, 0, 0, 160]\",\"CriticalDuration:num\":\"128\",\"Formulas\":\"\",\"OverallFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst target = arguments[0];\\\\nconst critical = arguments[1];\\\\nconst item = this.item();\\\\n\\\\n// Get Base Damage\\\\nconst baseValue = this.evalDamageFormula(target);\\\\n\\\\n// Calculate Element Modifiers\\\\nlet value = baseValue * this.calcElementRate(target);\\\\n\\\\n// Calculate Physical and Magical Modifiers\\\\nif (this.isPhysical()) {\\\\n value *= target.pdr;\\\\n}\\\\nif (this.isMagical()) {\\\\n value *= target.mdr;\\\\n}\\\\n\\\\n// Apply Healing Modifiers\\\\nif (baseValue < 0) {\\\\n value *= target.rec;\\\\n}\\\\n\\\\n// Apply Critical Modifiers\\\\nif (critical) {\\\\n value = this.applyCritical(value);\\\\n}\\\\n\\\\n// Apply Variance and Guard Modifiers\\\\nvalue = this.applyVariance(value, item.damage.variance);\\\\nvalue = this.applyGuard(value, target);\\\\n\\\\n// Finalize Damage\\\\nvalue = Math.round(value);\\\\nreturn value;\\\"\",\"VarianceFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst damage = arguments[0];\\\\nconst variance = arguments[1];\\\\n\\\\n// Calculate Variance\\\\nconst amp = Math.floor(Math.max((Math.abs(damage) * variance) / 100, 0));\\\\nconst v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;\\\\n\\\\n// Return Damage\\\\nreturn damage >= 0 ? damage + v : damage - v;\\\"\",\"GuardFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst damage = arguments[0];\\\\nconst target = arguments[1];\\\\n\\\\n// Return Damage Early\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) return damage;\\\\nif (!target.isGuard()) return damage;\\\\nif (damage < 0) return damage;\\\\n\\\\n// Declare Guard Rate\\\\nlet guardRate = 0.5;\\\\nguardRate /= target.grd;\\\\n\\\\n// Return Damage\\\\nreturn damage * guardRate;\\\"\",\"Critical\":\"\",\"CriticalHitRateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this.subject();\\\\nconst target = arguments[0];\\\\n\\\\n// Create Base Critical Rate\\\\nlet rate = this.subject().cri * (1 - target.cev);\\\\n\\\\n// Apply Notetags\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) {\\\\n return 1;\\\\n}\\\\nif (note.match(//i)) {\\\\n return Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n rate *= Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n rate += Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(/\\\\\\\\s*([\\\\\\\\s\\\\\\\\S]*)\\\\\\\\s*<\\\\\\\\/JS CRITICAL RATE>/i)) {\\\\n const code = String(RegExp.$1);\\\\n try {\\\\n eval(code);\\\\n } catch (e) {\\\\n if ($gameTemp.isPlaytest()) console.log(e);\\\\n }\\\\n}\\\\n\\\\n// Apply LUK Buffs/Debuffs\\\\nconst lukStack = this.subject().buff(7);\\\\nrate *= 2 ** lukStack;\\\\n\\\\n// Return Rate\\\\nreturn rate;\\\"\",\"CriticalHitMultiplier:func\":\"\\\"// Declare Constants\\\\nconst user = this.subject();\\\\nlet damage = arguments[0];\\\\nlet multiplier = 2.0;\\\\nlet bonusDamage = this.subject().luk * this.subject().cri;\\\\nif (this.isHpRecover() || this.isMpRecover()) {\\\\n bonusDamage *= -1;\\\\n}\\\\n\\\\n// Apply Notetags\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) {\\\\n multiplier = Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n multiplier += Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n bonusDamage *= Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n bonusDamage += bonusDamage * (RegExp.$1) / 100;\\\\n}\\\\nif (note.match(/\\\\\\\\s*([\\\\\\\\s\\\\\\\\S]*)\\\\\\\\s*<\\\\\\\\/JS CRITICAL DAMAGE>/i)) {\\\\n const code = String(RegExp.$1);\\\\n try {\\\\n eval(code);\\\\n } catch (e) {\\\\n if ($gameTemp.isPlaytest()) console.log(e);\\\\n }\\\\n}\\\\n\\\\n// Return Damage\\\\nreturn damage * multiplier + bonusDamage;\\\"\"}","Mechanics:struct":"{\"ActionSpeed\":\"\",\"AllowRandomSpeed:eval\":\"false\",\"CalcActionSpeedJS:func\":\"\\\"// Declare Constants\\\\nconst agi = this.subject().agi;\\\\n\\\\n// Create Speed\\\\nlet speed = agi;\\\\nif (this.allowRandomSpeed()) {\\\\n speed += Math.randomInt(Math.floor(5 + agi / 4));\\\\n}\\\\nif (this.item()) {\\\\n speed += this.item().speed;\\\\n}\\\\nif (this.isAttack()) {\\\\n speed += this.subject().attackSpeed();\\\\n}\\\\n\\\\n// Return Speed\\\\nreturn speed;\\\"\",\"BaseTroop\":\"\",\"BaseTroopIDs:arraynum\":\"[\\\"1\\\"]\",\"CommonEvents\":\"\",\"BattleStartEvent:num\":\"0\",\"BattleEndEvent:num\":\"0\",\"VictoryEvent:num\":\"0\",\"DefeatEvent:num\":\"0\",\"EscapeSuccessEvent:num\":\"0\",\"EscapeFailEvent:num\":\"0\",\"Escape\":\"\",\"CalcEscapeRatioJS:func\":\"\\\"// Calculate Escape Ratio\\\\nlet ratio = 0.5;\\\\nratio *= $gameParty.agility();\\\\nratio /= $gameTroop.agility();\\\\n\\\\n// Return Ratio\\\\nreturn ratio;\\\"\",\"CalcEscapeRaiseJS:func\":\"\\\"// Calculate Escape Ratio\\\\nlet value = 0.1;\\\\nvalue += $gameParty.aliveMembers().length;\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"BattleJS\":\"\",\"PreStartBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"BattleVictoryJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"EscapeSuccessJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"EscapeFailureJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"BattleDefeatJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreEndBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"TurnJS\":\"\",\"PreStartTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreEndTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreRegenerateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostRegenerateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"ActionJS\":\"\",\"PreStartActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreApplyJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PreDamageJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PostDamageJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PostApplyJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PreEndActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\"}","CmdWindows":"----------------------------------","BattleLayout:struct":"{\"Style:str\":\"sideview_ui\",\"ListStyle\":\"\",\"ShowFacesListStyle:eval\":\"true\",\"CommandWidth:num\":\"192\",\"XPStyle\":\"\",\"XPActorCommandLines:num\":\"4\",\"XPActorDefaultHeight:num\":\"64\",\"XPSpriteYLocation:str\":\"name\",\"PotraitStyle\":\"\",\"ShowPortraits:eval\":\"true\",\"PortraitScale:num\":\"0.5\",\"BorderStyle\":\"\",\"SkillItemBorderCols:num\":\"1\",\"ShowPortraitsBorderStyle:eval\":\"true\",\"PortraitScaleBorderStyle:num\":\"1.25\",\"SkillItemWindows\":\"\",\"SkillItemMiddleLayout:eval\":\"false\",\"SkillItemStandardCols:num\":\"2\",\"StatusWindow\":\"\",\"StatusWindowName\":\"\",\"NameOffsetX:num\":\"+0\",\"NameOffsetY:num\":\"+0\",\"StatusWindowHpGauge\":\"\",\"HpGaugeOffsetX:num\":\"+0\",\"HpGaugeOffsetY:num\":\"+0\",\"StatusWindowMpGauge\":\"\",\"MpGaugeOffsetX:num\":\"+0\",\"MpGaugeOffsetY:num\":\"+0\",\"StatusWindowTpGauge\":\"\",\"TpGaugeOffsetX:num\":\"+0\",\"TpGaugeOffsetY:num\":\"+0\",\"StatusWindowStateIcon\":\"\",\"StateIconOffsetX:num\":\"+0\",\"StateIconOffsetY:num\":\"+0\",\"StatusWindowTpbGauge\":\"\",\"TpbGaugeOffsetX:num\":\"+0\",\"TpbGaugeOffsetY:num\":\"+0\",\"StatusWindowSkin\":\"\",\"StatusWindowSkinFilename:str\":\"\",\"StatusWindowSkinHide:eval\":\"false\",\"StatusWindowSelectBack\":\"\",\"StatusWindowSelectableBackHide:eval\":\"false\",\"StatusWindowAttachments\":\"\",\"StatusWindowBackAttachment\":\"\",\"StatusWindowAttachmentBack:str\":\"\",\"StatusWindowAttachmentBackOffsetX:num\":\"+0\",\"StatusWindowAttachmentBackOffsetY:num\":\"+0\",\"StatusWindowFrontAttachment\":\"\",\"StatusWindowAttachmentFront:str\":\"\",\"StatusWindowAttachmentFrontOffsetX:num\":\"+0\",\"StatusWindowAttachmentFrontOffsetY:num\":\"+0\",\"UiElements\":\"\",\"AntiTintUiElements:eval\":\"true\"}","BattleLog:struct":"{\"General\":\"\",\"BackColor:str\":\"#000000\",\"MaxLines:num\":\"10\",\"MessageWait:num\":\"16\",\"TextAlign:str\":\"center\",\"BattleLogRectJS:func\":\"\\\"const wx = 0;\\\\nconst wy = 0;\\\\nconst ww = Graphics.boxWidth;\\\\nconst wh = this.calcWindowHeight(10, false);\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\"\",\"StartTurn\":\"\",\"StartTurnShow:eval\":\"false\",\"StartTurnMsg:str\":\"Turn %1\",\"StartTurnWait:num\":\"40\",\"DisplayAction\":\"\",\"ActionCenteredName:eval\":\"true\",\"ActionSkillMsg1:eval\":\"false\",\"ActionSkillMsg2:eval\":\"true\",\"ActionItemMsg:eval\":\"false\",\"ActionChanges\":\"\",\"ShowCounter:eval\":\"true\",\"ShowReflect:eval\":\"true\",\"ShowSubstitute:eval\":\"true\",\"ActionResults\":\"\",\"ShowFailure:eval\":\"false\",\"ShowCritical:eval\":\"false\",\"ShowMissEvasion:eval\":\"false\",\"ShowHpDmg:eval\":\"false\",\"ShowMpDmg:eval\":\"false\",\"ShowTpDmg:eval\":\"false\",\"DisplayStates\":\"\",\"ShowAddedState:eval\":\"false\",\"ShowRemovedState:eval\":\"false\",\"ShowCurrentState:eval\":\"false\",\"ShowAddedBuff:eval\":\"false\",\"ShowAddedDebuff:eval\":\"false\",\"ShowRemovedBuff:eval\":\"false\"}","Battleback:struct":"{\"DefaultStyle:str\":\"MZ\",\"jsOneForOne:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst scale = 1.0;\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = 0;\\\\nthis.y = 0;\\\"\",\"jsScaleToFit:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = this.width / this.bitmap.width;\\\\nconst ratioY = this.height / this.bitmap.height;\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\",\"jsScaleDown:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = Math.min(1, this.width / this.bitmap.width);\\\\nconst ratioY = Math.min(1, this.height / this.bitmap.height);\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\",\"jsScale Up:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = Math.max(1, this.width / this.bitmap.width);\\\\nconst ratioY = Math.max(1, this.height / this.bitmap.height);\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\"}","PartyCmd:struct":"{\"Cmd\":\"\",\"CmdStyle:str\":\"auto\",\"CmdTextAlign:str\":\"left\",\"CmdIconFight:num\":\"76\",\"CommandAddAutoBattle:eval\":\"false\",\"CmdIconAutoBattle:num\":\"78\",\"CmdTextAutoBattle:str\":\"Auto\",\"CommandAddOptions:eval\":\"false\",\"CmdIconOptions:num\":\"83\",\"ActiveTpbOptionsMessage:str\":\"Options Menu queued after action is complete.\",\"CmdIconEscape:num\":\"82\",\"Access\":\"\",\"SkipPartyCmd:eval\":\"true\",\"DisablePartyCmd:eval\":\"false\",\"HelpWindow\":\"\",\"HelpFight:str\":\"Select actions to fight.\",\"HelpAutoBattle:str\":\"Sets party to Auto Battle mode.\",\"HelpOptions:str\":\"Opens up the Options Menu.\",\"HelpEscape:str\":\"Attempt to escape the battle.\"}","ActorCmd:struct":"{\"Cmd\":\"\",\"CmdStyle:str\":\"auto\",\"CmdTextAlign:str\":\"left\",\"CmdIconItem:num\":\"176\",\"IconStypeNorm:num\":\"78\",\"IconStypeMagic:num\":\"79\",\"BattleCmd\":\"\",\"BattleCmdList:arraystr\":\"[\\\"attack\\\",\\\"skills\\\",\\\"escape\\\"]\",\"ShowCosts:eval\":\"true\",\"HelpWindow\":\"\",\"HelpSkillType:str\":\"Opens up a list of skills under the \\\\C[16]%1\\\\C[0] category.\",\"HelpItem:str\":\"Opens up a list of items that you can use.\",\"HelpEscape:str\":\"Attempt to escape the battle.\",\"HelpAutoBattle:str\":\"Automatically choose an action suitable for combat.\",\"HelpParty:str\":\"Automatically choose an action suitable for combat.\"}","VisualBreak":"----------------------------------","Actor:struct":"{\"Flinch\":\"\",\"FlinchDistanceX:num\":\"12\",\"FlinchDistanceY:num\":\"0\",\"FlinchDuration:num\":\"6\",\"SvBattlers\":\"\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"ChantStyle:eval\":\"true\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"0\",\"MotionSpeed:num\":\"12\",\"PrioritySortActive:eval\":\"true\",\"PrioritySortActors:eval\":\"false\",\"Shadow:eval\":\"true\",\"SmoothImage:eval\":\"true\",\"HomePosJS:func\":\"\\\"// Declare Constants\\\\nconst sprite = this;\\\\nconst actor = this._actor;\\\\nconst index = arguments[0];\\\\n\\\\n// Make Calculations\\\\nlet x = Math.round((Graphics.width / 2) + 192)\\\\nx -= Math.floor((Graphics.width - Graphics.boxWidth) / 2);\\\\nx += index * 32;\\\\nlet y = (Graphics.height - 200) - ($gameParty.maxBattleMembers() * 48);\\\\ny -= Math.floor((Graphics.height - Graphics.boxHeight) / 2);\\\\ny += index * 48;\\\\n\\\\n// Home Position Offsets\\\\nconst offsetNote = //i;\\\\nconst xOffsets = actor.traitObjects().map((obj) => (obj && obj.note.match(offsetNote) ? Number(RegExp.$1) : 0));\\\\nconst yOffsets = actor.traitObjects().map((obj) => (obj && obj.note.match(offsetNote) ? Number(RegExp.$2) : 0));\\\\nx = xOffsets.reduce((r, offset) => r + offset, x);\\\\ny = yOffsets.reduce((r, offset) => r + offset, y);\\\\n\\\\n// Set Home Position\\\\nthis.setHome(x, y);\\\"\"}","Enemy:struct":"{\"Visual\":\"\",\"AttackAnimation:num\":\"1\",\"EmergeText:eval\":\"false\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"0\",\"SmoothImage:eval\":\"true\",\"SelectWindow\":\"\",\"FrontViewSelect:eval\":\"false\",\"SideviewSelect:eval\":\"true\",\"NameFontSize:num\":\"22\",\"SvBattlers\":\"\",\"AllowCollapse:eval\":\"false\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"MotionIdle:str\":\"walk\",\"Shadow:eval\":\"true\",\"Width:num\":\"64\",\"Height:num\":\"64\",\"WtypeId:num\":\"0\"}","HpGauge:struct":"{\"Display\":\"\",\"ShowActorGauge:eval\":\"true\",\"ShowEnemyGauge:eval\":\"true\",\"RequiresDefeat:eval\":\"false\",\"BTestBypass:eval\":\"true\",\"Settings\":\"\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"Scale:num\":\"0.5\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"-3\",\"Options\":\"\",\"AddHpGaugeOption:eval\":\"true\",\"AdjustRect:eval\":\"true\",\"Name:str\":\"Show HP Gauge\"}","ActionSequence:struct":"{\"AutoSequences\":\"\",\"AutoMeleeSolo:eval\":\"true\",\"AutoMeleeAoE:eval\":\"true\",\"CastAnimations\":\"\",\"CastCertain:num\":\"120\",\"CastPhysical:num\":\"52\",\"CastMagical:num\":\"51\",\"CounterReflection\":\"\",\"CounterPlayback:eval\":\"true\",\"ReflectAnimation:num\":\"53\",\"ReflectPlayback:eval\":\"true\",\"Stepping\":\"\",\"MeleeDistance:num\":\"24\",\"StepDistanceX:num\":\"48\",\"StepDistanceY:num\":\"0\",\"StepDuration:num\":\"12\"}","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}, +{"name":"VisuMZ_1_BattleCore","status":true,"description":"[RPG Maker MZ] [Tier 1] [Version 1.60] [BattleCore]","parameters":{"BreakHead":"----------------------------------","BattleCore":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","AutoBattle:struct":"{\"BattleDisplay\":\"\",\"AutoBattleMsg:str\":\"Press %1 or %2 to stop Auto Battle\",\"AutoBattleOK:str\":\"OK\",\"AutoBattleCancel:str\":\"Cancel\",\"AutoBattleBgType:num\":\"1\",\"AutoBattleRect:func\":\"\\\"const width = Graphics.width;\\\\nconst height = this.calcWindowHeight(1, false);\\\\nconst x = 0;\\\\nconst y = (Graphics.height - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"Options\":\"\",\"AddOption:eval\":\"false\",\"AdjustRect:eval\":\"true\",\"StartName:str\":\"Auto Battle Start\",\"StyleName:str\":\"Auto Battle Style\",\"StyleOFF:str\":\"Attack\",\"StyleON:str\":\"Skills\"}","Damage:struct":"{\"DamageStyles\":\"\",\"DefaultDamageStyle:str\":\"Standard\",\"DamageStyleList:arraystruct\":\"[\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"Standard\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Declare Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Replace Formula\\\\\\\\\\\\\\\\nlet formula = item.damage.formula;\\\\\\\\\\\\\\\\nif (SceneManager.isSceneBattle() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n const fmt = 'Math.max(this.applyArmorModifiers(b, %1), 0)';\\\\\\\\\\\\\\\\n formula = formula.replace(/b.def/g, fmt.format('b.def'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.mdf/g, fmt.format('b.mdf'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.agi/g, fmt.format('b.agi'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.luk/g, fmt.format('b.luk'));\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return this.getItemDamageAmountTextOriginal();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"Armor Scaling\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Declare Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Replace Formula\\\\\\\\\\\\\\\\nlet formula = item.damage.formula;\\\\\\\\\\\\\\\\nif (SceneManager.isSceneBattle() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n const fmt = 'Math.max(this.applyArmorModifiers(b, %1), 1)';\\\\\\\\\\\\\\\\n formula = formula.replace(/b.def/g, fmt.format('b.def'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.mdf/g, fmt.format('b.mdf'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.agi/g, fmt.format('b.agi'));\\\\\\\\\\\\\\\\n formula = formula.replace(/b.luk/g, fmt.format('b.luk'));\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Defender's Defense Parameter\\\\\\\\\\\\\\\\nif (this.isDamage() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Calculate Base Armor\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Apply Armor to Damage\\\\\\\\\\\\\\\\n if (armor >= 0) {\\\\\\\\\\\\\\\\n value *= 100 / (100 + armor);\\\\\\\\\\\\\\\\n } else {\\\\\\\\\\\\\\\\n value *= 2 - (100 / (100 - armor));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return this.getItemDamageAmountTextOriginal();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"CT\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = Math.max(this.applyArmorModifiers(target, armor), 0);\\\\\\\\\\\\\\\\nlet attackStat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nattackStat = (attackStat * 1.75) + (level ** 2 / 45.5);\\\\\\\\\\\\\\\\nvalue = attackStat * 4;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= Math.max(256 - armor, 0) / 256;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= Math.max(102.4 - armor, 0) / 128;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"D4\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nlet stat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n armor = 0;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n armor = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage \\\\\\\\\\\\\\\\nlet value = 1.5 * Math.max(2 * stat * multiplier - armor, 1) * multiplier / 5;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"DQ\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nlet multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n let value = multiplier * Math.max(a.atk, a.mat);\\\\\\\\\\\\\\\\n return (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Get Primary Stats\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\nlet stat = 1;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Check for Recovery\\\\\\\\\\\\\\\\nif (this.isRecover()) {\\\\\\\\\\\\\\\\n let value = stat * multiplier * sign;\\\\\\\\\\\\\\\\n return isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nif (stat < ((2 + armor) / 2)) {\\\\\\\\\\\\\\\\n // Plink Damage\\\\\\\\\\\\\\\\n let baseline = Math.max(stat - ((12 * (armor - stat + 1)) / stat), 5);\\\\\\\\\\\\\\\\n value = baseline / 3;\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n // Normal Damage\\\\\\\\\\\\\\\\n let baseline = Math.max(stat - (armor / 2), 1);\\\\\\\\\\\\\\\\n value = baseline / 2;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF7\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare base Damage\\\\\\\\\\\\\\\\nlet baseDamage = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n baseDamage = a.atk + ((a.atk + level) / 32) * ((a.atk * level) / 32);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.mat + level);\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.def + level);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n baseDamage = 6 * (a.mdf + level);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Final Damage\\\\\\\\\\\\\\\\nlet value = baseDamage;\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nif (this.isRecover()) {\\\\\\\\\\\\\\\\n value += 22 * power;\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n value = (power * Math.max(512 - armor, 1) * baseDamage) / (16 * 512);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF8\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Damage\\\\\\\\\\\\\\\\nlet Value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = a.atk ** 2 / 16 + a.atk;\\\\\\\\\\\\\\\\n value *= Math.max(265 - armor, 1) / 256;\\\\\\\\\\\\\\\\n value *= power / 16;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = a.mat + power;\\\\\\\\\\\\\\\\n value *= Math.max(265 - armor, 1) / 4;\\\\\\\\\\\\\\\\n value *= power / 256;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = (power + a.def) * power / 2;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = (power + a.mdf) * power / 2;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF9\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Constant\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n return (isNaN(power) ? 0 : power) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Main Stats\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\nlet stat = 1;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n stat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n stat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Base Damage\\\\\\\\\\\\\\\\nlet baseDamage = power;\\\\\\\\\\\\\\\\nif (this.isPhysical()) {\\\\\\\\\\\\\\\\n baseDamage += stat;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nif (this.isDamage() || this.isDrain()) {\\\\\\\\\\\\\\\\n baseDamage -= armor;\\\\\\\\\\\\\\\\n baseDamage = Math.max(1, baseDamage);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Bonus Damage\\\\\\\\\\\\\\\\nlet bonusDamage = stat + (((a.level || a.luk) + stat) / 8);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Final Damage\\\\\\\\\\\\\\\\nlet value = baseDamage * bonusDamage * sign;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"FF10\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Constant\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\nif (this.isCertainHit()) {\\\\\\\\\\\\\\\\n return (isNaN(power) ? 0 : power) * sign;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Offense Value\\\\\\\\\\\\\\\\nlet value = power;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = (((a.atk ** 3) / 32) + 32) * power / 16;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = power * ((a.mat ** 2 / 6) + power) / 4;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = power * ((a.def + power) / 2);\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = power * ((a.mdf + power) / 2);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Damage Defense Value\\\\\\\\\\\\\\\\nif (this.isDamage() || this.isDrain()) {\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(b, armor);\\\\\\\\\\\\\\\\n armor = Math.max(armor, 1);\\\\\\\\\\\\\\\\n value *= ((((armor - 280.4) ** 2) / 110) / 16) / 730;\\\\\\\\\\\\\\\\n value *= (730 - (armor * 51 - (armor ** 2) / 11) / 10) / 730;\\\\\\\\\\\\\\\\n} else if (this.isRecover()) {\\\\\\\\\\\\\\\\n value *= -1;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"MK\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Multiplier\\\\\\\\\\\\\\\\nconst multiplier = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\nconst denominator = Math.max(200 + armor, 1);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage \\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = 200 * a.atk / denominator;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value = 200 * a.mat / denominator;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = 200 * a.def / 200;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value = 200 * a.mdf / 200;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue *= multiplier;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"MOBA\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Damage Value\\\\\\\\\\\\\\\\nlet value = Math.max(eval(item.damage.formula), 0) * sign;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Attacker's Offense Parameter\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n value *= a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value *= a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n value *= a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Apply Defender's Defense Parameter\\\\\\\\\\\\\\\\nif (this.isDamage() && !this.isCertainHit()) {\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Calculate Base Armor\\\\\\\\\\\\\\\\n let armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\n armor = this.applyArmorModifiers(target, armor);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n // Apply Armor to Damage\\\\\\\\\\\\\\\\n if (armor >= 0) {\\\\\\\\\\\\\\\\n value *= 100 / (100 + armor);\\\\\\\\\\\\\\\\n } else {\\\\\\\\\\\\\\\\n value *= 2 - (100 / (100 - armor));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn isNaN(value) ? 0 : value;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Multiplier\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Multiplier\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Multiplier\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n const value = Math.max(eval(formula), 0);\\\\\\\\\\\\\\\\n return '%1%'.format(Math.round(value * 100));\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name:str\\\\\\\":\\\\\\\"PKMN\\\\\\\",\\\\\\\"Formula:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst user = this.subject();\\\\\\\\\\\\\\\\nconst target = arguments[0];\\\\\\\\\\\\\\\\nconst item = this.item();\\\\\\\\\\\\\\\\nconst a = this.subject();\\\\\\\\\\\\\\\\nconst b = target;\\\\\\\\\\\\\\\\nconst v = $gameVariables._data;\\\\\\\\\\\\\\\\nconst sign = [3, 4].includes(item.damage.type) ? -1 : 1;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Create Power\\\\\\\\\\\\\\\\nconst power = Math.max(eval(item.damage.formula), 0);\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Declare Values\\\\\\\\\\\\\\\\nlet value = 0;\\\\\\\\\\\\\\\\nlet level = Math.max(a.level || a.luk, 1);\\\\\\\\\\\\\\\\nlet armor = this.isPhysical() ? b.def : b.mdf;\\\\\\\\\\\\\\\\narmor = Math.max(this.applyArmorModifiers(target, armor), 0);\\\\\\\\\\\\\\\\nlet attackStat = 0;\\\\\\\\\\\\\\\\nif (this.isPhysical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.atk;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && (this.isDamage() || this.isDrain())) {\\\\\\\\\\\\\\\\n attackStat = a.mat;\\\\\\\\\\\\\\\\n} else if (this.isPhysical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.def;\\\\\\\\\\\\\\\\n} else if (this.isMagical() && this.isRecover()) {\\\\\\\\\\\\\\\\n attackStat = a.mdf;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Calculate Damage\\\\\\\\\\\\\\\\nvalue = (((((2 * level) / 5) + 2) * power * (attackStat / armor)) / 50) + 2;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\nreturn (isNaN(value) ? 0 : value) * sign;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ItemsEquipsCore\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"DamageType1:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType2:str\\\\\\\":\\\\\\\"%1 Damage Power\\\\\\\",\\\\\\\"DamageType3:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType4:str\\\\\\\":\\\\\\\"%1 Recovery Power\\\\\\\",\\\\\\\"DamageType5:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageType6:str\\\\\\\":\\\\\\\"%1 Drain Power\\\\\\\",\\\\\\\"DamageDisplay:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"// Define Constants\\\\\\\\\\\\\\\\nconst item = this._item;\\\\\\\\\\\\\\\\nconst formula = item.damage.formula;\\\\\\\\\\\\\\\\nconst a = this._tempActorA;\\\\\\\\\\\\\\\\nconst b = this._tempActorB;\\\\\\\\\\\\\\\\nconst user = a;\\\\\\\\\\\\\\\\nconst target = b;\\\\\\\\\\\\\\\\n\\\\\\\\\\\\\\\\n// Return Value\\\\\\\\\\\\\\\\ntry {\\\\\\\\\\\\\\\\n return formula;\\\\\\\\\\\\\\\\n} catch (e) {\\\\\\\\\\\\\\\\n if ($gameTemp.isPlaytest()) {\\\\\\\\\\\\\\\\n console.log('Damage Formula Error for %1'.format(this._item.name));\\\\\\\\\\\\\\\\n }\\\\\\\\\\\\\\\\n return '?????';\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\",\"Cap\":\"\",\"EnableDamageCap:eval\":\"false\",\"DefaultHardCap:num\":\"9999\",\"EnableSoftCap:eval\":\"false\",\"DefaultSoftCap:num\":\"0.80\",\"DefaultSoftScaler:num\":\"0.1275\",\"Popups\":\"\",\"PopupDuration:num\":\"128\",\"NewPopupBottom:eval\":\"true\",\"PopupPosition:str\":\"base\",\"PopupOffsetX:num\":\"0\",\"PopupOffsetY:num\":\"0\",\"PopupShiftX:num\":\"8\",\"PopupShiftY:num\":\"-28\",\"hpDamageFmt:str\":\"-%1\",\"hpHealingFmt:str\":\"+%1\",\"mpDamageFmt:str\":\"-%1 %2\",\"mpHealingFmt:str\":\"+%1 %2\",\"CriticalColor:eval\":\"[255, 0, 0, 160]\",\"CriticalDuration:num\":\"128\",\"Formulas\":\"\",\"OverallFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst target = arguments[0];\\\\nconst critical = arguments[1];\\\\nconst item = this.item();\\\\n\\\\n// Get Base Damage\\\\nconst baseValue = this.evalDamageFormula(target);\\\\n\\\\n// Calculate Element Modifiers\\\\nlet value = baseValue * this.calcElementRate(target);\\\\n\\\\n// Calculate Physical and Magical Modifiers\\\\nif (this.isPhysical()) {\\\\n value *= target.pdr;\\\\n}\\\\nif (this.isMagical()) {\\\\n value *= target.mdr;\\\\n}\\\\n\\\\n// Apply Healing Modifiers\\\\nif (baseValue < 0) {\\\\n value *= target.rec;\\\\n}\\\\n\\\\n// Apply Critical Modifiers\\\\nif (critical) {\\\\n value = this.applyCritical(value);\\\\n}\\\\n\\\\n// Apply Variance and Guard Modifiers\\\\nvalue = this.applyVariance(value, item.damage.variance);\\\\nvalue = this.applyGuard(value, target);\\\\n\\\\n// Finalize Damage\\\\nvalue = Math.round(value);\\\\nreturn value;\\\"\",\"VarianceFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst damage = arguments[0];\\\\nconst variance = arguments[1];\\\\n\\\\n// Calculate Variance\\\\nconst amp = Math.floor(Math.max((Math.abs(damage) * variance) / 100, 0));\\\\nconst v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;\\\\n\\\\n// Return Damage\\\\nreturn damage >= 0 ? damage + v : damage - v;\\\"\",\"GuardFormulaJS:func\":\"\\\"// Declare Constants\\\\nconst damage = arguments[0];\\\\nconst target = arguments[1];\\\\n\\\\n// Return Damage Early\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) return damage;\\\\nif (!target.isGuard()) return damage;\\\\nif (damage < 0) return damage;\\\\n\\\\n// Declare Guard Rate\\\\nlet guardRate = 0.5;\\\\nguardRate /= target.grd;\\\\n\\\\n// Return Damage\\\\nreturn damage * guardRate;\\\"\",\"Critical\":\"\",\"CriticalHitRateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this.subject();\\\\nconst target = arguments[0];\\\\n\\\\n// Create Base Critical Rate\\\\nlet rate = this.subject().cri * (1 - target.cev);\\\\n\\\\n// Apply Notetags\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) {\\\\n return 1;\\\\n}\\\\nif (note.match(//i)) {\\\\n return Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n rate *= Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n rate += Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(/\\\\\\\\s*([\\\\\\\\s\\\\\\\\S]*)\\\\\\\\s*<\\\\\\\\/JS CRITICAL RATE>/i)) {\\\\n const code = String(RegExp.$1);\\\\n try {\\\\n eval(code);\\\\n } catch (e) {\\\\n if ($gameTemp.isPlaytest()) console.log(e);\\\\n }\\\\n}\\\\n\\\\n// Apply LUK Buffs/Debuffs\\\\nconst lukStack = this.subject().buff(7);\\\\nrate *= 2 ** lukStack;\\\\n\\\\n// Return Rate\\\\nreturn rate;\\\"\",\"CriticalHitMultiplier:func\":\"\\\"// Declare Constants\\\\nconst user = this.subject();\\\\nlet damage = arguments[0];\\\\nlet multiplier = 2.0;\\\\nlet bonusDamage = this.subject().luk * this.subject().cri;\\\\nif (this.isHpRecover() || this.isMpRecover()) {\\\\n bonusDamage *= -1;\\\\n}\\\\n\\\\n// Apply Notetags\\\\nconst note = this.item().note;\\\\nif (note.match(//i)) {\\\\n multiplier = Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n multiplier += Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n bonusDamage *= Number(RegExp.$1) / 100;\\\\n}\\\\nif (note.match(//i)) {\\\\n bonusDamage += bonusDamage * (RegExp.$1) / 100;\\\\n}\\\\nif (note.match(/\\\\\\\\s*([\\\\\\\\s\\\\\\\\S]*)\\\\\\\\s*<\\\\\\\\/JS CRITICAL DAMAGE>/i)) {\\\\n const code = String(RegExp.$1);\\\\n try {\\\\n eval(code);\\\\n } catch (e) {\\\\n if ($gameTemp.isPlaytest()) console.log(e);\\\\n }\\\\n}\\\\n\\\\n// Return Damage\\\\nreturn damage * multiplier + bonusDamage;\\\"\"}","Mechanics:struct":"{\"ActionSpeed\":\"\",\"AllowRandomSpeed:eval\":\"false\",\"CalcActionSpeedJS:func\":\"\\\"// Declare Constants\\\\nconst agi = this.subject().agi;\\\\n\\\\n// Create Speed\\\\nlet speed = agi;\\\\nif (this.allowRandomSpeed()) {\\\\n speed += Math.randomInt(Math.floor(5 + agi / 4));\\\\n}\\\\nif (this.item()) {\\\\n speed += this.item().speed;\\\\n}\\\\nif (this.isAttack()) {\\\\n speed += this.subject().attackSpeed();\\\\n}\\\\n\\\\n// Return Speed\\\\nreturn speed;\\\"\",\"BaseTroop\":\"\",\"BaseTroopIDs:arraynum\":\"[\\\"1\\\"]\",\"CommonEvents\":\"\",\"BattleStartEvent:num\":\"0\",\"BattleEndEvent:num\":\"0\",\"VictoryEvent:num\":\"1\",\"DefeatEvent:num\":\"0\",\"EscapeSuccessEvent:num\":\"0\",\"EscapeFailEvent:num\":\"0\",\"Escape\":\"\",\"CalcEscapeRatioJS:func\":\"\\\"// Calculate Escape Ratio\\\\nlet ratio = 0.5;\\\\nratio *= $gameParty.agility();\\\\nratio /= $gameTroop.agility();\\\\n\\\\n// Return Ratio\\\\nreturn ratio;\\\"\",\"CalcEscapeRaiseJS:func\":\"\\\"// Calculate Escape Ratio\\\\nlet value = 0.1;\\\\nvalue += $gameParty.aliveMembers().length;\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"Switches\":\"\",\"SwitchCritical:num\":\"0\",\"SwitchMissEvade:num\":\"0\",\"Variables\":\"\",\"VariableDmg:num\":\"0\",\"VariableHeal:num\":\"0\",\"BattleJS\":\"\",\"PreStartBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"BattleVictoryJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"EscapeSuccessJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"EscapeFailureJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"BattleDefeatJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreEndBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndBattleJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"TurnJS\":\"\",\"PreStartTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreEndTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndTurnJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreRegenerateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostRegenerateJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"ActionJS\":\"\",\"PreStartActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostStartActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PreApplyJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PreDamageJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PostDamageJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PostApplyJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst target = arguments[1];\\\\nconst user = this.subject();\\\\nconst a = user;\\\\nconst b = target;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\\n// Return Value\\\\nreturn value;\\\"\",\"PreEndActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"PostEndActionJS:func\":\"\\\"// Declare Constants\\\\nconst value = arguments[0];\\\\nconst user = this.subject();\\\\nconst target = user;\\\\nconst a = user;\\\\nconst b = user;\\\\nconst action = this;\\\\nconst item = this.item();\\\\nconst skill = this.item();\\\\n\\\\n// Perform Actions\\\\n\\\"\"}","CmdWindows":"----------------------------------","BattleLayout:struct":"{\"Style:str\":\"sideview_ui\",\"ListStyle\":\"\",\"ShowFacesListStyle:eval\":\"true\",\"CommandWidth:num\":\"192\",\"XPStyle\":\"\",\"XPActorCommandLines:num\":\"4\",\"XPActorDefaultHeight:num\":\"64\",\"XPSpriteYLocation:str\":\"name\",\"PotraitStyle\":\"\",\"ShowPortraits:eval\":\"true\",\"PortraitScale:num\":\"0.5\",\"BorderStyle\":\"\",\"SkillItemBorderCols:num\":\"1\",\"ShowPortraitsBorderStyle:eval\":\"true\",\"PortraitScaleBorderStyle:num\":\"1.25\",\"SkillItemWindows\":\"\",\"SkillItemMiddleLayout:eval\":\"false\",\"SkillItemStandardCols:num\":\"2\",\"StatusWindow\":\"\",\"StatusWindowName\":\"\",\"NameOffsetX:num\":\"+0\",\"NameOffsetY:num\":\"+0\",\"StatusWindowHpGauge\":\"\",\"HpGaugeOffsetX:num\":\"+0\",\"HpGaugeOffsetY:num\":\"+0\",\"StatusWindowMpGauge\":\"\",\"MpGaugeOffsetX:num\":\"+0\",\"MpGaugeOffsetY:num\":\"+0\",\"StatusWindowTpGauge\":\"\",\"TpGaugeOffsetX:num\":\"+0\",\"TpGaugeOffsetY:num\":\"+0\",\"StatusWindowStateIcon\":\"\",\"StateIconOffsetX:num\":\"+0\",\"StateIconOffsetY:num\":\"+0\",\"StatusWindowTpbGauge\":\"\",\"TpbGaugeOffsetX:num\":\"+0\",\"TpbGaugeOffsetY:num\":\"+0\",\"StatusWindowSkin\":\"\",\"StatusWindowSkinFilename:str\":\"\",\"StatusWindowSkinHide:eval\":\"false\",\"StatusWindowSelectBack\":\"\",\"StatusWindowSelectableBackHide:eval\":\"false\",\"StatusWindowAttachments\":\"\",\"StatusWindowBackAttachment\":\"\",\"StatusWindowAttachmentBack:str\":\"\",\"StatusWindowAttachmentBackOffsetX:num\":\"+0\",\"StatusWindowAttachmentBackOffsetY:num\":\"+0\",\"StatusWindowFrontAttachment\":\"\",\"StatusWindowAttachmentFront:str\":\"\",\"StatusWindowAttachmentFrontOffsetX:num\":\"+0\",\"StatusWindowAttachmentFrontOffsetY:num\":\"+0\",\"UiElements\":\"\",\"AntiTintUiElements:eval\":\"true\"}","BattleLog:struct":"{\"General\":\"\",\"BackColor:str\":\"#000000\",\"MaxLines:num\":\"10\",\"MessageWait:num\":\"16\",\"TextAlign:str\":\"center\",\"BattleLogRectJS:func\":\"\\\"const wx = 0;\\\\nconst wy = 0;\\\\nconst ww = Graphics.boxWidth;\\\\nconst wh = this.calcWindowHeight(10, false);\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\"\",\"StartTurn\":\"\",\"StartTurnShow:eval\":\"false\",\"StartTurnMsg:str\":\"Turn %1\",\"StartTurnWait:num\":\"40\",\"DisplayAction\":\"\",\"ActionCenteredName:eval\":\"false\",\"ActionSkillMsg1:eval\":\"true\",\"ActionSkillMsg2:eval\":\"true\",\"ActionItemMsg:eval\":\"false\",\"ActionChanges\":\"\",\"ShowCounter:eval\":\"true\",\"ShowReflect:eval\":\"true\",\"ShowSubstitute:eval\":\"true\",\"ActionResults\":\"\",\"ShowFailure:eval\":\"false\",\"ShowCritical:eval\":\"false\",\"ShowMissEvasion:eval\":\"false\",\"ShowHpDmg:eval\":\"false\",\"ShowMpDmg:eval\":\"false\",\"ShowTpDmg:eval\":\"false\",\"DisplayStates\":\"\",\"ShowAddedState:eval\":\"false\",\"ShowRemovedState:eval\":\"false\",\"ShowCurrentState:eval\":\"false\",\"ShowAddedBuff:eval\":\"false\",\"ShowAddedDebuff:eval\":\"false\",\"ShowRemovedBuff:eval\":\"false\"}","Battleback:struct":"{\"DefaultStyle:str\":\"MZ\",\"jsOneForOne:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst scale = 1.0;\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = 0;\\\\nthis.y = 0;\\\"\",\"jsScaleToFit:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = this.width / this.bitmap.width;\\\\nconst ratioY = this.height / this.bitmap.height;\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\",\"jsScaleDown:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = Math.min(1, this.width / this.bitmap.width);\\\\nconst ratioY = Math.min(1, this.height / this.bitmap.height);\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\",\"jsScale Up:func\":\"\\\"// Adjust Size\\\\nthis.width = Graphics.width;\\\\nthis.height = Graphics.height;\\\\n\\\\n// Adjust Scale\\\\nconst ratioX = Math.max(1, this.width / this.bitmap.width);\\\\nconst ratioY = Math.max(1, this.height / this.bitmap.height);\\\\nconst scale = Math.max(ratioX, ratioY);\\\\nthis.scale.x = scale;\\\\nthis.scale.y = scale;\\\\n\\\\n// Adjust Coordinates\\\\nthis.x = (Graphics.width - this.width) / 2;\\\\nthis.y = Graphics.height - this.height;\\\"\"}","PartyCmd:struct":"{\"Cmd\":\"\",\"CmdStyle:str\":\"auto\",\"CmdTextAlign:str\":\"left\",\"CmdIconFight:num\":\"76\",\"CommandAddAutoBattle:eval\":\"false\",\"CmdIconAutoBattle:num\":\"78\",\"CmdTextAutoBattle:str\":\"Auto\",\"CommandAddOptions:eval\":\"false\",\"CmdIconOptions:num\":\"83\",\"ActiveTpbOptionsMessage:str\":\"Options Menu queued after action is complete.\",\"CmdIconEscape:num\":\"82\",\"Access\":\"\",\"SkipPartyCmd:eval\":\"true\",\"DisablePartyCmd:eval\":\"false\",\"HelpWindow\":\"\",\"HelpFight:str\":\"Select actions to fight.\",\"HelpAutoBattle:str\":\"Sets party to Auto Battle mode.\",\"HelpOptions:str\":\"Opens up the Options Menu.\",\"HelpEscape:str\":\"Attempt to escape the battle.\"}","ActorCmd:struct":"{\"Cmd\":\"\",\"CmdStyle:str\":\"auto\",\"CmdTextAlign:str\":\"left\",\"CmdIconItem:num\":\"176\",\"IconStypeNorm:num\":\"78\",\"IconStypeMagic:num\":\"79\",\"BattleCmd\":\"\",\"BattleCmdList:arraystr\":\"[\\\"attack\\\",\\\"skills\\\",\\\"escape\\\"]\",\"ShowCosts:eval\":\"true\",\"HelpWindow\":\"\",\"HelpSkillType:str\":\"Opens up a list of skills under the \\\\C[16]%1\\\\C[0] category.\",\"HelpItem:str\":\"Opens up a list of items that you can use.\",\"HelpEscape:str\":\"Attempt to escape the battle.\",\"HelpAutoBattle:str\":\"Automatically choose an action suitable for combat.\",\"HelpParty:str\":\"Automatically choose an action suitable for combat.\"}","VisualBreak":"----------------------------------","Actor:struct":"{\"Flinch\":\"\",\"FlinchDistanceX:num\":\"12\",\"FlinchDistanceY:num\":\"0\",\"FlinchDuration:num\":\"6\",\"SvBattlers\":\"\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"ChantStyle:eval\":\"true\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"0\",\"MotionSpeed:num\":\"12\",\"PrioritySortActive:eval\":\"true\",\"PrioritySortActors:eval\":\"false\",\"Shadow:eval\":\"true\",\"SmoothImage:eval\":\"true\",\"HomePosJS:func\":\"\\\"// Declare Constants\\\\nconst sprite = this;\\\\nconst actor = this._actor;\\\\nconst index = arguments[0];\\\\n\\\\n// Make Calculations\\\\nlet x = Math.round((Graphics.width / 2) + 192)\\\\nx -= Math.floor((Graphics.width - Graphics.boxWidth) / 2);\\\\nx += index * 32;\\\\nlet y = (Graphics.height - 200) - ($gameParty.maxBattleMembers() * 48);\\\\ny -= Math.floor((Graphics.height - Graphics.boxHeight) / 2);\\\\ny += index * 48;\\\\n\\\\n// Home Position Offsets\\\\nconst offsetNote = //i;\\\\nconst xOffsets = actor.traitObjects().map((obj) => (obj && obj.note.match(offsetNote) ? Number(RegExp.$1) : 0));\\\\nconst yOffsets = actor.traitObjects().map((obj) => (obj && obj.note.match(offsetNote) ? Number(RegExp.$2) : 0));\\\\nx = xOffsets.reduce((r, offset) => r + offset, x);\\\\ny = yOffsets.reduce((r, offset) => r + offset, y);\\\\n\\\\n// Set Home Position\\\\nthis.setHome(x, y);\\\"\"}","Enemy:struct":"{\"Visual\":\"\",\"AttackAnimation:num\":\"1\",\"EmergeText:eval\":\"false\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"0\",\"SmoothImage:eval\":\"true\",\"SelectWindow\":\"\",\"FrontViewSelect:eval\":\"false\",\"SideviewSelect:eval\":\"true\",\"NameFontSize:num\":\"22\",\"SvBattlers\":\"\",\"AllowCollapse:eval\":\"false\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"MotionIdle:str\":\"walk\",\"Shadow:eval\":\"true\",\"Width:num\":\"64\",\"Height:num\":\"64\",\"WtypeId:num\":\"0\"}","HpGauge:struct":"{\"Display\":\"\",\"ShowActorGauge:eval\":\"true\",\"ShowEnemyGauge:eval\":\"true\",\"RequiresDefeat:eval\":\"false\",\"BTestBypass:eval\":\"true\",\"Settings\":\"\",\"AnchorX:num\":\"0.5\",\"AnchorY:num\":\"1.0\",\"Scale:num\":\"0.5\",\"OffsetX:num\":\"0\",\"OffsetY:num\":\"-3\",\"Options\":\"\",\"AddHpGaugeOption:eval\":\"true\",\"AdjustRect:eval\":\"true\",\"Name:str\":\"Show HP Gauge\"}","ActionSequence:struct":"{\"AutoSequences\":\"\",\"AutoMeleeSolo:eval\":\"true\",\"AutoMeleeAoE:eval\":\"true\",\"CastAnimations\":\"\",\"CastCertain:num\":\"120\",\"CastPhysical:num\":\"52\",\"CastMagical:num\":\"51\",\"CounterReflection\":\"\",\"CounterPlayback:eval\":\"true\",\"ReflectAnimation:num\":\"53\",\"ReflectPlayback:eval\":\"true\",\"Stepping\":\"\",\"MeleeDistance:num\":\"24\",\"StepDistanceX:num\":\"48\",\"StepDistanceY:num\":\"0\",\"StepDuration:num\":\"12\"}","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}, {"name":"VisuMZ_1_SkillsStatesCore","status":true,"description":"[RPG Maker MZ] [Tier 1] [Version 1.48] [SkillsStatesCore]","parameters":{"BreakHead":"----------------------------------","SkillsStatesCore":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","Skills:struct":"{\"General\":\"\",\"EnableLayout:eval\":\"true\",\"LayoutStyle:str\":\"upper/left\",\"SkillTypeWindow\":\"\",\"CmdStyle:str\":\"auto\",\"CmdTextAlign:str\":\"left\",\"CmdWidth:num\":\"240\",\"ListWindow\":\"\",\"ListWindowCols:num\":\"1\",\"ShopStatusWindow\":\"\",\"ShowShopStatus:eval\":\"true\",\"SkillSceneAdjustSkillList:eval\":\"true\",\"SkillSceneStatusBgType:num\":\"0\",\"SkillMenuStatusRect:func\":\"\\\"const ww = this.shopStatusWidth();\\\\nconst wh = this._itemWindow.height;\\\\nconst wx = Graphics.boxWidth - this.shopStatusWidth();\\\\nconst wy = this._itemWindow.y;\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\"\",\"SkillTypes\":\"\",\"HiddenSkillTypes:arraynum\":\"[]\",\"BattleHiddenSkillTypes:arraynum\":\"[]\",\"IconStypeNorm:num\":\"78\",\"IconStypeMagic:num\":\"79\",\"SortSkillTypesAbc:arraynum\":\"[]\",\"CustomJS\":\"\",\"SkillConditionJS:func\":\"\\\"// Declare Variables\\\\nconst skill = arguments[0];\\\\nconst user = this;\\\\nconst target = this;\\\\nconst a = this;\\\\nconst b = this;\\\\nlet enabled = true;\\\\n\\\\n// Perform Checks\\\\n\\\\n\\\\n// Return boolean\\\\nreturn enabled;\\\"\"}","Costs:arraystruct":"[\"{\\\"Name:str\\\":\\\"HP\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"0\\\",\\\"FontColor:str\\\":\\\"20\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Number(RegExp.$1);\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Math.ceil(Number(RegExp.$1) * user.mhp / 100);\\\\\\\\n}\\\\\\\\nif (note.match(/\\\\\\\\\\\\\\\\s*([\\\\\\\\\\\\\\\\s\\\\\\\\\\\\\\\\S]*)\\\\\\\\\\\\\\\\s*<\\\\\\\\\\\\\\\\/JS HP COST>/i)) {\\\\\\\\n const code = String(RegExp.$1);\\\\\\\\n eval(code);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Trait Cost Alterations\\\\\\\\nif (cost > 0) {\\\\\\\\n const rateNote = //i;\\\\\\\\n const rates = user.traitObjects().map((obj) => (obj && obj.note.match(rateNote) ? Number(RegExp.$1) / 100 : 1));\\\\\\\\n const flatNote = //i;\\\\\\\\n const flats = user.traitObjects().map((obj) => (obj && obj.note.match(flatNote) ? Number(RegExp.$1) : 0));\\\\\\\\n cost = rates.reduce((r, rate) => r * rate, cost);\\\\\\\\n cost = flats.reduce((r, flat) => r + flat, cost);\\\\\\\\n cost = Math.max(1, cost);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.min(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.max(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost value\\\\\\\\nreturn Math.round(Math.max(0, cost));\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nif (cost <= 0) {\\\\\\\\n return true;\\\\\\\\n} else {\\\\\\\\n return user._hp > cost;\\\\\\\\n}\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\nuser._hp -= cost;\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn cost > 0;\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = TextManager.hp;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\ntext += '%1 %2'.format(cost, name);\\\\\\\\n\\\\\\\\n// Text: Add Icon\\\\\\\\nif (icon > 0) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]'.format(icon);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text;\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.mhp;\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.hp;\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Declare Settings\\\\\\\\nconst color1 = ColorManager.hpGaugeColor1();\\\\\\\\nconst color2 = ColorManager.hpGaugeColor2();\\\\\\\\nconst label = TextManager.hpA;\\\\\\\\n\\\\\\\\n// Declare Variables\\\\\\\\nconst sprite = this;\\\\\\\\nconst settings = sprite._costSettings;\\\\\\\\nconst bitmap = sprite.bitmap;\\\\\\\\nconst user = sprite._battler;\\\\\\\\nconst currentValue = sprite.currentDisplayedValue();\\\\\\\\nconst bitmapWidth = sprite.bitmapWidth();\\\\\\\\nconst bitmapHeight = sprite.textHeight ? sprite.textHeight() : sprite.bitmapHeight();\\\\\\\\nconst gaugeHeight = sprite.gaugeHeight();\\\\\\\\n\\\\\\\\n// Draw Gauge\\\\\\\\nconst gx = 0;\\\\\\\\nconst gy = bitmapHeight - gaugeHeight;\\\\\\\\nconst gw = bitmapWidth - gx;\\\\\\\\nconst gh = gaugeHeight;\\\\\\\\nthis.drawFullGauge(color1, color2, gx, gy, gw, gh);\\\\\\\\n\\\\\\\\n// Draw Label\\\\\\\\nconst lx = 4;\\\\\\\\nconst ly = 0;\\\\\\\\nconst lw = bitmapWidth;\\\\\\\\nconst lh = bitmapHeight;\\\\\\\\nsprite.setupLabelFont();\\\\\\\\nbitmap.paintOpacity = 255;\\\\\\\\nbitmap.drawText(label, lx, ly, lw, lh, \\\\\\\\\\\\\\\"left\\\\\\\\\\\\\\\");\\\\\\\\n\\\\\\\\n// Draw Value\\\\\\\\nconst vw = bitmapWidth - 2;\\\\\\\\nconst vh = bitmapHeight;\\\\\\\\nsprite.setupValueFont();\\\\\\\\nbitmap.textColor = ColorManager.hpColor(user);\\\\\\\\nbitmap.drawText(currentValue, 0, 0, vw, vh, \\\\\\\\\\\\\\\"right\\\\\\\\\\\\\\\");\\\\\\\"\\\"}\",\"{\\\"Name:str\\\":\\\"MP\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"0\\\",\\\"FontColor:str\\\":\\\"23\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\ncost = Math.floor(skill.mpCost * user.mcr);\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Math.ceil(Number(RegExp.$1) * user.mmp / 100);\\\\\\\\n}\\\\\\\\nif (note.match(/\\\\\\\\\\\\\\\\s*([\\\\\\\\\\\\\\\\s\\\\\\\\\\\\\\\\S]*)\\\\\\\\\\\\\\\\s*<\\\\\\\\\\\\\\\\/JS MP COST>/i)) {\\\\\\\\n const code = String(RegExp.$1);\\\\\\\\n eval(code);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Trait Cost Alterations\\\\\\\\nif (cost > 0) {\\\\\\\\n const rateNote = //i;\\\\\\\\n const rates = user.traitObjects().map((obj) => (obj && obj.note.match(rateNote) ? Number(RegExp.$1) / 100 : 1));\\\\\\\\n const flatNote = //i;\\\\\\\\n const flats = user.traitObjects().map((obj) => (obj && obj.note.match(flatNote) ? Number(RegExp.$1) : 0));\\\\\\\\n cost = rates.reduce((r, rate) => r * rate, cost);\\\\\\\\n cost = flats.reduce((r, flat) => r + flat, cost);\\\\\\\\n cost = Math.max(1, cost);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.min(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.max(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost value\\\\\\\\nreturn Math.round(Math.max(0, cost));\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn user._mp >= cost;\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\nuser._mp -= cost;\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn cost > 0;\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = TextManager.mp;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<#%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\ntext += '%1 %2'.format(cost, name);\\\\\\\\n\\\\\\\\n// Text: Add Icon\\\\\\\\nif (icon > 0) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]'.format(icon);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text;\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.mmp;\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.mp;\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Declare Settings\\\\\\\\nconst color1 = ColorManager.mpGaugeColor1();\\\\\\\\nconst color2 = ColorManager.mpGaugeColor2();\\\\\\\\nconst label = TextManager.mpA;\\\\\\\\n\\\\\\\\n// Declare Variables\\\\\\\\nconst sprite = this;\\\\\\\\nconst settings = sprite._costSettings;\\\\\\\\nconst bitmap = sprite.bitmap;\\\\\\\\nconst user = sprite._battler;\\\\\\\\nconst currentValue = sprite.currentDisplayedValue();\\\\\\\\nconst bitmapWidth = sprite.bitmapWidth();\\\\\\\\nconst bitmapHeight = sprite.textHeight ? sprite.textHeight() : sprite.bitmapHeight();\\\\\\\\nconst gaugeHeight = sprite.gaugeHeight();\\\\\\\\n\\\\\\\\n// Draw Gauge\\\\\\\\nconst gx = 0;\\\\\\\\nconst gy = bitmapHeight - gaugeHeight;\\\\\\\\nconst gw = bitmapWidth - gx;\\\\\\\\nconst gh = gaugeHeight;\\\\\\\\nthis.drawFullGauge(color1, color2, gx, gy, gw, gh);\\\\\\\\n\\\\\\\\n// Draw Label\\\\\\\\nconst lx = 4;\\\\\\\\nconst ly = 0;\\\\\\\\nconst lw = bitmapWidth;\\\\\\\\nconst lh = bitmapHeight;\\\\\\\\nsprite.setupLabelFont();\\\\\\\\nbitmap.paintOpacity = 255;\\\\\\\\nbitmap.drawText(label, lx, ly, lw, lh, \\\\\\\\\\\\\\\"left\\\\\\\\\\\\\\\");\\\\\\\\n\\\\\\\\n// Draw Value\\\\\\\\nconst vw = bitmapWidth - 2;\\\\\\\\nconst vh = bitmapHeight;\\\\\\\\nsprite.setupValueFont();\\\\\\\\nbitmap.textColor = ColorManager.mpColor(user);\\\\\\\\nbitmap.drawText(currentValue, 0, 0, vw, vh, \\\\\\\\\\\\\\\"right\\\\\\\\\\\\\\\");\\\\\\\"\\\"}\",\"{\\\"Name:str\\\":\\\"TP\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"0\\\",\\\"FontColor:str\\\":\\\"29\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\ncost = skill.tpCost;\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Math.ceil(Number(RegExp.$1) * user.maxTp() / 100);\\\\\\\\n}\\\\\\\\nif (note.match(/\\\\\\\\\\\\\\\\s*([\\\\\\\\\\\\\\\\s\\\\\\\\\\\\\\\\S]*)\\\\\\\\\\\\\\\\s*<\\\\\\\\\\\\\\\\/JS TP COST>/i)) {\\\\\\\\n const code = String(RegExp.$1);\\\\\\\\n eval(code);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Trait Cost Alterations\\\\\\\\nif (cost > 0) {\\\\\\\\n const rateNote = //i;\\\\\\\\n const rates = user.traitObjects().map((obj) => (obj && obj.note.match(rateNote) ? Number(RegExp.$1) / 100 : 1));\\\\\\\\n const flatNote = //i;\\\\\\\\n const flats = user.traitObjects().map((obj) => (obj && obj.note.match(flatNote) ? Number(RegExp.$1) : 0));\\\\\\\\n cost = rates.reduce((r, rate) => r * rate, cost);\\\\\\\\n cost = flats.reduce((r, flat) => r + flat, cost);\\\\\\\\n cost = Math.max(1, cost);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.min(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.max(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost value\\\\\\\\nreturn Math.round(Math.max(0, cost));\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn user._tp >= cost;\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\nuser._tp -= cost;\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn cost > 0;\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = TextManager.tp;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<#%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\ntext += '%1 %2'.format(cost, name);\\\\\\\\n\\\\\\\\n// Text: Add Icon\\\\\\\\nif (icon > 0) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]'.format(icon);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text;\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.maxTp();\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn user.tp;\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Declare Settings\\\\\\\\nconst color1 = ColorManager.tpGaugeColor1();\\\\\\\\nconst color2 = ColorManager.tpGaugeColor2();\\\\\\\\nconst label = TextManager.tpA;\\\\\\\\n\\\\\\\\n// Declare Variables\\\\\\\\nconst sprite = this;\\\\\\\\nconst settings = sprite._costSettings;\\\\\\\\nconst bitmap = sprite.bitmap;\\\\\\\\nconst user = sprite._battler;\\\\\\\\nconst currentValue = sprite.currentDisplayedValue();\\\\\\\\nconst bitmapWidth = sprite.bitmapWidth();\\\\\\\\nconst bitmapHeight = sprite.textHeight ? sprite.textHeight() : sprite.bitmapHeight();\\\\\\\\nconst gaugeHeight = sprite.gaugeHeight();\\\\\\\\n\\\\\\\\n// Draw Gauge\\\\\\\\nconst gx = 0;\\\\\\\\nconst gy = bitmapHeight - gaugeHeight;\\\\\\\\nconst gw = bitmapWidth - gx;\\\\\\\\nconst gh = gaugeHeight;\\\\\\\\nthis.drawFullGauge(color1, color2, gx, gy, gw, gh);\\\\\\\\n\\\\\\\\n// Draw Label\\\\\\\\nconst lx = 4;\\\\\\\\nconst ly = 0;\\\\\\\\nconst lw = bitmapWidth;\\\\\\\\nconst lh = bitmapHeight;\\\\\\\\nsprite.setupLabelFont();\\\\\\\\nbitmap.paintOpacity = 255;\\\\\\\\nbitmap.drawText(label, lx, ly, lw, lh, \\\\\\\\\\\\\\\"left\\\\\\\\\\\\\\\");\\\\\\\\n\\\\\\\\n// Draw Value\\\\\\\\nconst vw = bitmapWidth - 2;\\\\\\\\nconst vh = bitmapHeight;\\\\\\\\nsprite.setupValueFont();\\\\\\\\nbitmap.textColor = ColorManager.tpColor(user);\\\\\\\\nbitmap.drawText(currentValue, 0, 0, vw, vh, \\\\\\\\\\\\\\\"right\\\\\\\\\\\\\\\");\\\\\\\"\\\"}\",\"{\\\"Name:str\\\":\\\"Gold\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"0\\\",\\\"FontColor:str\\\":\\\"17\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Number(RegExp.$1);\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Math.ceil(Number(RegExp.$1) * $gameParty.gold() / 100);\\\\\\\\n}\\\\\\\\nif (note.match(/\\\\\\\\\\\\\\\\s*([\\\\\\\\\\\\\\\\s\\\\\\\\\\\\\\\\S]*)\\\\\\\\\\\\\\\\s*<\\\\\\\\\\\\\\\\/JS GOLD COST>/i)) {\\\\\\\\n const code = String(RegExp.$1);\\\\\\\\n eval(code);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Trait Cost Alterations\\\\\\\\nif (cost > 0) {\\\\\\\\n const rateNote = //i;\\\\\\\\n const rates = user.traitObjects().map((obj) => (obj && obj.note.match(rateNote) ? Number(RegExp.$1) / 100 : 1));\\\\\\\\n const flatNote = //i;\\\\\\\\n const flats = user.traitObjects().map((obj) => (obj && obj.note.match(flatNote) ? Number(RegExp.$1) : 0));\\\\\\\\n cost = rates.reduce((r, rate) => r * rate, cost);\\\\\\\\n cost = flats.reduce((r, flat) => r + flat, cost);\\\\\\\\n cost = Math.max(1, cost);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.min(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.max(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost value\\\\\\\\nreturn Math.round(Math.max(0, cost));\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn $gameParty.gold() >= cost;\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\n$gameParty.loseGold(cost);\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn cost > 0;\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = TextManager.currencyUnit;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<#%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\ntext += '%1 %2'.format(cost, name);\\\\\\\\n\\\\\\\\n// Text: Add Icon\\\\\\\\nif (icon > 0) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]'.format(icon);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text;\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn $gameParty.maxGold();\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn $gameParty.gold();\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst sprite = this;\\\\\\\\nconst settings = sprite._costSettings;\\\\\\\\nconst bitmap = sprite.bitmap;\\\\\\\\nconst user = sprite._battler;\\\\\\\\nconst currentValue = sprite.currentDisplayedValue();\\\\\\\\n\\\\\\\\n// Draw Label\\\\\\\\nconst label = TextManager.currencyUnit;\\\\\\\\nconst lx = 4;\\\\\\\\nconst ly = 0;\\\\\\\\nconst lw = sprite.bitmapWidth();\\\\\\\\nconst lh = sprite.bitmapHeight();\\\\\\\\nsprite.setupLabelFont();\\\\\\\\nbitmap.paintOpacity = 255;\\\\\\\\nbitmap.drawText(label, lx, ly, lw, lh, \\\\\\\\\\\\\\\"left\\\\\\\\\\\\\\\");\\\\\\\\n\\\\\\\\n// Draw Value\\\\\\\\nconst vw = sprite.bitmapWidth() - 2;\\\\\\\\nconst vh = sprite.bitmapHeight();\\\\\\\\nsprite.setupValueFont();\\\\\\\\nbitmap.textColor = ColorManager.normalColor();\\\\\\\\nbitmap.drawText(currentValue, 0, 0, vw, vh, \\\\\\\\\\\\\\\"right\\\\\\\\\\\\\\\");\\\\\\\"\\\"}\",\"{\\\"Name:str\\\":\\\"Potion\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"176\\\",\\\"FontColor:str\\\":\\\"0\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost += Number(RegExp.$1);\\\\\\\\n}\\\\\\\\nif (note.match(/\\\\\\\\\\\\\\\\s*([\\\\\\\\\\\\\\\\s\\\\\\\\\\\\\\\\S]*)\\\\\\\\\\\\\\\\s*<\\\\\\\\\\\\\\\\/JS POTION COST>/i)) {\\\\\\\\n const code = String(RegExp.$1);\\\\\\\\n eval(code);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Trait Cost Alterations\\\\\\\\nif (cost > 0) {\\\\\\\\n const rateNote = //i;\\\\\\\\n const rates = user.traitObjects().map((obj) => (obj && obj.note.match(rateNote) ? Number(RegExp.$1) / 100 : 1));\\\\\\\\n const flatNote = //i;\\\\\\\\n const flats = user.traitObjects().map((obj) => (obj && obj.note.match(flatNote) ? Number(RegExp.$1) : 0));\\\\\\\\n cost = rates.reduce((r, rate) => r * rate, cost);\\\\\\\\n cost = flats.reduce((r, flat) => r + flat, cost);\\\\\\\\n cost = Math.max(1, cost);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.min(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\nif (note.match(//i)) {\\\\\\\\n cost = Math.max(cost, Number(RegExp.$1));\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost value\\\\\\\\nreturn Math.round(Math.max(0, cost));\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst item = $dataItems[7];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nif (user.isActor() && cost > 0) {\\\\\\\\n return $gameParty.numItems(item) >= cost;\\\\\\\\n} else {\\\\\\\\n return true;\\\\\\\\n}\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst item = $dataItems[7];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\nif (user.isActor()) {\\\\\\\\n $gameParty.loseItem(item, cost);\\\\\\\\n}\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Return Boolean\\\\\\\\nreturn cost > 0;\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst item = $dataItems[7];\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = settings.Name;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<#%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\ntext += '×%1'.format(cost);\\\\\\\\n\\\\\\\\n// Text: Add Icon\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]'.format(item.iconIndex);\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text;\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst item = $dataItems[7];\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn $gameParty.maxItems(item);\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst item = $dataItems[7];\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn $gameParty.numItems(item);\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Declare Settings\\\\\\\\nconst color1 = ColorManager.textColor(30);\\\\\\\\nconst color2 = ColorManager.textColor(31);\\\\\\\\n\\\\\\\\n// Declare Variables\\\\\\\\nconst sprite = this;\\\\\\\\nconst settings = sprite._costSettings;\\\\\\\\nconst bitmap = sprite.bitmap;\\\\\\\\nconst user = sprite._battler;\\\\\\\\nconst item = $dataItems[7];\\\\\\\\nconst currentValue = sprite.currentDisplayedValue();\\\\\\\\nconst bitmapWidth = sprite.bitmapWidth();\\\\\\\\nconst bitmapHeight = sprite.textHeight ? sprite.textHeight() : sprite.bitmapHeight();\\\\\\\\nconst gaugeHeight = sprite.gaugeHeight();\\\\\\\\n\\\\\\\\n// Draw Gauge\\\\\\\\nconst gx = 0;\\\\\\\\nconst gy = bitmapHeight - gaugeHeight;\\\\\\\\nconst gw = bitmapWidth - gx;\\\\\\\\nconst gh = gaugeHeight;\\\\\\\\nthis.drawFullGauge(color1, color2, gx, gy, gw, gh);\\\\\\\\n\\\\\\\\n// Draw Icon\\\\\\\\nconst iconIndex = item.iconIndex;\\\\\\\\nconst iconBitmap = ImageManager.loadSystem(\\\\\\\\\\\\\\\"IconSet\\\\\\\\\\\\\\\");\\\\\\\\nconst pw = ImageManager.iconWidth;\\\\\\\\nconst ph = ImageManager.iconHeight;\\\\\\\\nconst sx = (iconIndex % 16) * pw;\\\\\\\\nconst sy = Math.floor(iconIndex / 16) * ph;\\\\\\\\nbitmap.blt(iconBitmap, sx, sy, pw, ph, 0, 0, 24, 24);\\\\\\\\n\\\\\\\\n// Draw Value\\\\\\\\nconst vw = bitmapWidth - 2;\\\\\\\\nconst vh = bitmapHeight;\\\\\\\\nsprite.setupValueFont();\\\\\\\\nbitmap.textColor = ColorManager.normalColor();\\\\\\\\nbitmap.drawText(currentValue, 0, 0, vw, vh, \\\\\\\\\\\\\\\"right\\\\\\\\\\\\\\\");\\\\\\\"\\\"}\",\"{\\\"Name:str\\\":\\\"Item Cost\\\",\\\"Settings\\\":\\\"\\\",\\\"Icon:num\\\":\\\"0\\\",\\\"FontColor:str\\\":\\\"0\\\",\\\"FontSize:num\\\":\\\"22\\\",\\\"Cost\\\":\\\"\\\",\\\"CalcJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nlet cost = 0;\\\\\\\\n\\\\\\\\n// Calculations\\\\\\\\nconst note = skill.note;\\\\\\\\ncost = {\\\\\\\\n items: {},\\\\\\\\n weapons: {},\\\\\\\\n armors: {},\\\\\\\\n};\\\\\\\\n\\\\\\\\n// Gather Cost Notetags\\\\\\\\n{ // Item Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const amount = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry) {\\\\\\\\n cost.items[entry.id] = amount;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Weapon Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const amount = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry) {\\\\\\\\n cost.weapons[entry.id] = amount;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Armor Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const amount = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry) {\\\\\\\\n cost.armors[entry.id] = amount;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Declare Trait Objects\\\\\\\\nconst traitObjects = user.traitObjects();\\\\\\\\n\\\\\\\\n// Apply Cost Rate Modifiers\\\\\\\\nfor (const traitObject of traitObjects) {\\\\\\\\n if (!traitObject) continue;\\\\\\\\n const objNote = traitObject.note || '';\\\\\\\\n { // Item Cost Rate Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const rate = Number(RegExp.$1) * 0.01;\\\\\\\\n const name = String(RegExp.$3).toUpperCase().trim();\\\\\\\\n const entry = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.items[entry.id]) {\\\\\\\\n cost.items[entry.id] = Math.ceil(cost.items[entry.id] * rate);\\\\\\\\n if (cost.items[entry.id] <= 0) cost.items[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Weapon Cost Rate Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const rate = Number(RegExp.$1) * 0.01;\\\\\\\\n const name = String(RegExp.$3).toUpperCase().trim();\\\\\\\\n const entry = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.weapons[entry.id]) {\\\\\\\\n cost.weapons[entry.id] = Math.ceil(cost.weapons[entry.id] * rate);\\\\\\\\n if (cost.weapons[entry.id] <= 0) cost.weapons[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Armor Cost Rate Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const rate = Number(RegExp.$1) * 0.01;\\\\\\\\n const name = String(RegExp.$3).toUpperCase().trim();\\\\\\\\n const entry = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.armors[entry.id]) {\\\\\\\\n cost.armors[entry.id] = Math.ceil(cost.armors[entry.id] * rate);\\\\\\\\n if (cost.armors[entry.id] <= 0) cost.armors[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Flat Cost Modifiers\\\\\\\\nfor (const traitObject of traitObjects) {\\\\\\\\n if (!traitObject) continue;\\\\\\\\n const objNote = traitObject.note || '';\\\\\\\\n { // Item Flat Cost Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const flat = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.items[entry.id]) {\\\\\\\\n cost.items[entry.id] += flat;\\\\\\\\n if (cost.items[entry.id] <= 0) cost.items[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Weapon Flat Cost Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const flat = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.weapons[entry.id]) {\\\\\\\\n cost.weapons[entry.id] += flat;\\\\\\\\n if (cost.weapons[entry.id] <= 0) cost.weapons[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Armor Flat Cost Modifiers\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const flat = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.armors[entry.id]) {\\\\\\\\n cost.armors[entry.id] += flat;\\\\\\\\n if (cost.armors[entry.id] <= 0) cost.armors[entry.id] = 0;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Set Cost Limits\\\\\\\\n{ // Item Cost Limits\\\\\\\\n { // Maximum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const max = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.items[entry.id] !== undefined) {\\\\\\\\n cost.items[entry.id] = Math.min(max, cost.items[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Minimum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const min = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.items[entry.id] !== undefined) {\\\\\\\\n cost.items[entry.id] = Math.max(min, cost.items[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Weapon Cost Limits\\\\\\\\n { // Maximum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const max = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.weapons[entry.id] !== undefined) {\\\\\\\\n cost.weapons[entry.id] = Math.min(max, cost.weapons[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Minimum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const min = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.weapons[entry.id] !== undefined) {\\\\\\\\n cost.weapons[entry.id] = Math.max(min, cost.weapons[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Armor Cost Limits\\\\\\\\n { // Maximum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const max = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.armors[entry.id] !== undefined) {\\\\\\\\n cost.armors[entry.id] = Math.min(max, cost.armors[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Minimum Cost\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = note.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const min = Number(RegExp.$1);\\\\\\\\n const name = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name);\\\\\\\\n if (entry && cost.armors[entry.id] !== undefined) {\\\\\\\\n cost.armors[entry.id] = Math.max(min, cost.armors[entry.id]);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Apply Replacement Costs\\\\\\\\nfor (const traitObject of traitObjects) {\\\\\\\\n if (!traitObject) continue;\\\\\\\\n const objNote = traitObject.note || '';\\\\\\\\n { // Item Replacement Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const name1 = String(RegExp.$1).toUpperCase().trim();\\\\\\\\n const name2 = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry1 = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name1);\\\\\\\\n const entry2 = $dataItems.find(obj => obj && obj.name.toUpperCase().trim() === name2);\\\\\\\\n if (entry1 && entry2 && cost.items[entry1.id]) {\\\\\\\\n cost.items[entry2.id] = cost.items[entry1.id];\\\\\\\\n delete cost.items[entry1.id];\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Weapon Replacement Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const name1 = String(RegExp.$1).toUpperCase().trim();\\\\\\\\n const name2 = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry1 = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name1);\\\\\\\\n const entry2 = $dataWeapons.find(obj => obj && obj.name.toUpperCase().trim() === name2);\\\\\\\\n if (entry1 && entry2 && cost.weapons[entry1.id]) {\\\\\\\\n cost.weapons[entry2.id] = cost.weapons[entry1.id];\\\\\\\\n delete cost.items[entry1.id];\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n { // Armor Replacement Costs\\\\\\\\n const notetag = //gi;\\\\\\\\n const matches = objNote.match(notetag);\\\\\\\\n if (matches) {\\\\\\\\n for (const currentMatch of matches) {\\\\\\\\n currentMatch.match(notetag);\\\\\\\\n const name1 = String(RegExp.$1).toUpperCase().trim();\\\\\\\\n const name2 = String(RegExp.$2).toUpperCase().trim();\\\\\\\\n const entry1 = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name1);\\\\\\\\n const entry2 = $dataArmors.find(obj => obj && obj.name.toUpperCase().trim() === name2);\\\\\\\\n if (entry1 && entry2 && cost.armors[entry1.id]) {\\\\\\\\n cost.armors[entry2.id] = cost.armors[entry1.id];\\\\\\\\n delete cost.items[entry1.id];\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return cost data\\\\\\\\nreturn cost;\\\\\\\"\\\",\\\"CanPayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Check Individual Costs\\\\\\\\n{ // Check Item Costs\\\\\\\\n for (let id in cost.items) {\\\\\\\\n const obj = $dataItems[id];\\\\\\\\n if (obj) {\\\\\\\\n const costAmount = cost.items[id];\\\\\\\\n const ownedAmount = $gameParty.numItems(obj);\\\\\\\\n if (costAmount > ownedAmount) return false;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Check Weapon Costs\\\\\\\\n for (let id in cost.weapons) {\\\\\\\\n const obj = $dataWeapons[id];\\\\\\\\n if (obj) {\\\\\\\\n const costAmount = cost.weapons[id];\\\\\\\\n const ownedAmount = $gameParty.numItems(obj);\\\\\\\\n if (costAmount > ownedAmount) return false;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Check Armor Costs\\\\\\\\n for (let id in cost.armors) {\\\\\\\\n const obj = $dataArmors[id];\\\\\\\\n if (obj) {\\\\\\\\n const costAmount = cost.armors[id];\\\\\\\\n const ownedAmount = $gameParty.numItems(obj);\\\\\\\\n if (costAmount > ownedAmount) return false;\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return True\\\\\\\\nreturn true;\\\\\\\"\\\",\\\"PayJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Process Payment\\\\\\\\n{ // Check Item Costs\\\\\\\\n for (let id in cost.items) {\\\\\\\\n const obj = $dataItems[id];\\\\\\\\n if (obj && obj.consumable) {\\\\\\\\n if (obj.itypeId !== 2) {\\\\\\\\n const costAmount = cost.items[id];\\\\\\\\n $gameParty.loseItem(obj, costAmount);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Check Weapon Costs\\\\\\\\n for (let id in cost.weapons) {\\\\\\\\n const obj = $dataWeapons[id];\\\\\\\\n if (obj) {\\\\\\\\n const costAmount = cost.weapons[id];\\\\\\\\n $gameParty.loseItem(obj, costAmount);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\\n{ // Check Armor Costs\\\\\\\\n for (let id in cost.armors) {\\\\\\\\n const obj = $dataArmors[id];\\\\\\\\n if (obj) {\\\\\\\\n const costAmount = cost.armors[id];\\\\\\\\n $gameParty.loseItem(obj, costAmount);\\\\\\\\n }\\\\\\\\n }\\\\\\\\n}\\\\\\\"\\\",\\\"Windows\\\":\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\n\\\\\\\\n// Check Keys\\\\\\\\nconst keys = ['items', 'weapons', 'armors'];\\\\\\\\n\\\\\\\\n// Return False\\\\\\\\nreturn keys.some(key => Object.keys(cost[key]).length > 0);\\\\\\\"\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\nconst skill = arguments[0];\\\\\\\\nconst cost = arguments[1];\\\\\\\\nconst settings = arguments[2];\\\\\\\\nconst fontSize = settings.FontSize;\\\\\\\\nconst color = settings.FontColor;\\\\\\\\nconst name = settings.Name;\\\\\\\\nconst icon = settings.Icon;\\\\\\\\nconst keys = ['items', 'weapons', 'armors'];\\\\\\\\nlet text = '';\\\\\\\\n\\\\\\\\n// Text: Change Font Size\\\\\\\\ntext += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\FS[%1]'.format(fontSize);\\\\\\\\n\\\\\\\\n// Text: Add Color\\\\\\\\nif (color.match(/#(.*)/i) && Imported.VisuMZ_1_MessageCore) {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HexColor<#%1>'.format(String(RegExp.$1));\\\\\\\\n} else {\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\C[%1]'.format(color);\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Text: Add Cost\\\\\\\\nfor (const key of keys) {\\\\\\\\n const database = [$dataItems, $dataWeapons, $dataArmors][keys.indexOf(key)];\\\\\\\\n const costData = cost[key];\\\\\\\\n const idList = Object.keys(costData).sort((a, b) => a - b);\\\\\\\\n for (const id of idList) {\\\\\\\\n const obj = database[id];\\\\\\\\n const iconIndex = obj.iconIndex;\\\\\\\\n const costAmount = costData[id];\\\\\\\\n text += '\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\I[%1]×%2 '.format(iconIndex, costAmount);\\\\\\\\n }\\\\\\\\n}\\\\\\\\n\\\\\\\\n// Return text\\\\\\\\nreturn text.trim();\\\\\\\"\\\",\\\"Gauges\\\":\\\"\\\",\\\"GaugeMaxJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn 0;\\\\\\\"\\\",\\\"GaugeCurrentJS:func\\\":\\\"\\\\\\\"// Declare Variables\\\\\\\\nconst user = this;\\\\\\\\n\\\\\\\\n// Return value\\\\\\\\nreturn 0;\\\\\\\"\\\",\\\"GaugeDrawJS:func\\\":\\\"\\\\\\\"// Don't Draw Anything\\\\\\\\n// This does not work as a gauge.\\\\\\\"\\\"}\"]","Gauge:struct":"{\"Labels\":\"\",\"LabelFontMainType:str\":\"main\",\"MatchLabelColor:eval\":\"true\",\"MatchLabelGaugeColor:num\":\"2\",\"PresetLabelGaugeColor:num\":\"16\",\"LabelOutlineSolid:eval\":\"true\",\"LabelOutlineWidth:num\":\"3\",\"Values\":\"\",\"ValueFontMainType:str\":\"number\",\"ValueOutlineSolid:eval\":\"true\",\"ValueOutlineWidth:num\":\"3\"}","BreakSkills":"----------------------------------","States:struct":"{\"General\":\"\",\"ReapplyRules:str\":\"greater\",\"MaxTurns:num\":\"99\",\"ActionEndUpdate:eval\":\"true\",\"Turns\":\"\",\"ShowTurns:eval\":\"true\",\"TurnFontSize:num\":\"16\",\"TurnOffsetX:num\":\"-4\",\"TurnOffsetY:num\":\"-6\",\"ColorNeutral:str\":\"0\",\"ColorPositive:str\":\"24\",\"ColorNegative:str\":\"27\",\"Data\":\"\",\"ShowData:eval\":\"true\",\"DataFontSize:num\":\"12\",\"DataOffsetX:num\":\"0\",\"DataOffsetY:num\":\"8\",\"CustomJS\":\"\",\"onAddStateJS:func\":\"\\\"// Declare Variables\\\\nconst stateId = arguments[0];\\\\nconst origin = this.getStateOrigin(stateId);\\\\nconst state = $dataStates[stateId];\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\"\",\"onEraseStateJS:func\":\"\\\"// Declare Variables\\\\nconst stateId = arguments[0];\\\\nconst origin = this.getStateOrigin(stateId);\\\\nconst state = $dataStates[stateId];\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onExpireStateJS:func\":\"\\\"// Declare Variables\\\\nconst stateId = arguments[0];\\\\nconst origin = this.getStateOrigin(stateId);\\\\nconst state = $dataStates[stateId];\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\"}","Buffs:struct":"{\"General\":\"\",\"ReapplyRules:str\":\"greater\",\"MaxTurns:num\":\"99\",\"Stacking\":\"\",\"StackBuffMax:num\":\"2\",\"StackDebuffMax:num\":\"2\",\"MultiplierJS:func\":\"\\\"// Declare Variables\\\\nconst user = this;\\\\nconst paramId = arguments[0];\\\\nconst buffLevel = arguments[1];\\\\nlet rate = 1;\\\\n\\\\n// Perform Calculations\\\\nrate += buffLevel * 0.25;\\\\n\\\\n// Return Rate\\\\nreturn Math.max(0, rate);\\\"\",\"Turns\":\"\",\"ShowTurns:eval\":\"true\",\"TurnFontSize:num\":\"16\",\"TurnOffsetX:num\":\"-4\",\"TurnOffsetY:num\":\"-6\",\"ColorBuff:str\":\"24\",\"ColorDebuff:str\":\"27\",\"Data\":\"\",\"ShowData:eval\":\"false\",\"DataFontSize:num\":\"12\",\"DataOffsetX:num\":\"0\",\"DataOffsetY:num\":\"8\",\"CustomJS\":\"\",\"onAddBuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onAddDebuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onEraseBuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onEraseDebuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onExpireBuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"onExpireDebuffJS:func\":\"\\\"// Declare Variables\\\\nconst paramId = arguments[0];\\\\nconst modifier = this._buffs[paramId];\\\\nconst origin = this.getCurrentStateActiveUser();\\\\nconst user = this.getCurrentStateActiveUser();\\\\nconst target = this;\\\\nconst a = origin;\\\\nconst b = this;\\\\n\\\\n// Perform Actions\\\\n\\\"\"}","PassiveStates:struct":"{\"List\":\"\",\"Global:arraynum\":\"[]\",\"Actor:arraynum\":\"[]\",\"Enemy:arraynum\":\"[]\",\"CustomJS\":\"\",\"PassiveConditionJS:func\":\"\\\"// Declare Variables\\\\nconst state = arguments[0];\\\\nconst stateId = state.id;\\\\nconst user = this;\\\\nconst target = this;\\\\nconst a = this;\\\\nconst b = this;\\\\nlet condition = true;\\\\n\\\\n// Perform Checks\\\\n\\\\n\\\\n// Return boolean\\\\nreturn condition;\\\"\"}","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}, {"name":"VisuMZ_2_BattleSystemSTB","status":true,"description":"[RPG Maker MZ] [Tier 2] [Version 1.14] [BattleSystemSTB]","parameters":{"BreakHead":"----------------------------------","BattleSystemSTB":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","Speed:struct":"{\"Speed\":\"\",\"InitialSpeedJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst agi = user.agi;\\\\n\\\\n// Create Base Speed\\\\nlet speed = agi;\\\\n\\\\n// Random Speed Check\\\\nif (user.allowRandomSpeed()) {\\\\n speed += Math.randomInt(Math.floor(5 + agi / 4));\\\\n}\\\\n\\\\n// Add Saved Speed Modifiers from Previous Round\\\\nspeed += user.getSTBNextTurnSpeed();\\\\n\\\\n// Return Speed\\\\nreturn speed;\\\"\",\"NextTurnSavedSpeedJS:func\":\"\\\"// Create Speed\\\\nconst action = this;\\\\nlet speed = 0;\\\\n\\\\n// Check Object\\\\nif (action.item()) {\\\\n speed += action.item().speed;\\\\n}\\\\n\\\\n// Check Attack\\\\nif (action.isAttack()) {\\\\n speed += action.subject().attackSpeed();\\\\n}\\\\n\\\\n// Return Speed\\\\nreturn speed;\\\"\"}","Exploit:struct":"{\"EnableExploit:eval\":\"true\",\"ExploitCritical:eval\":\"true\",\"ExploitEleWeakness:eval\":\"true\",\"ExploitEleRate:num\":\"1.05\",\"TurnResetExploits:eval\":\"true\"}","Exploited:struct":"{\"Mechanics\":\"\",\"AddedStates:arraynum\":\"[\\\"13\\\"]\",\"FullExploitEvents\":\"\",\"vsActorsFullExploit:num\":\"0\",\"vsEnemiesFullExploit:num\":\"0\",\"UnlimitedExploits:eval\":\"false\",\"CustomJS:func\":\"\\\"// Declare Constants\\\\nconst target = this;\\\\nconst user = arguments[0];\\\\nconst action = arguments[1];\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"Animation\":\"\",\"AnimationID:num\":\"0\",\"Mirror:eval\":\"false\",\"Mute:eval\":\"false\",\"Popups\":\"\",\"PopupText:str\":\"\",\"TextColor:str\":\"0\",\"FlashColor:eval\":\"[255, 255, 255, 160]\",\"FlashDuration:num\":\"60\"}","Exploiter:struct":"{\"Mechanics\":\"\",\"AddedStates:arraynum\":\"[]\",\"ExtraActions:num\":\"1\",\"MultipleExploits:eval\":\"false\",\"CustomJS:func\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\nconst target = arguments[0];\\\\nconst action = arguments[1];\\\\n\\\\n// Perform Actions\\\\n\\\"\",\"Animation\":\"\",\"AnimationID:num\":\"12\",\"Mirror:eval\":\"false\",\"Mute:eval\":\"false\",\"Popups\":\"\",\"PopupText:str\":\"ONE MORE!\",\"TextColor:str\":\"0\",\"FlashColor:eval\":\"[255, 255, 128, 160]\",\"FlashDuration:num\":\"60\"}","TurnOrder:struct":"{\"General\":\"\",\"DisplayPosition:str\":\"top\",\"DisplayOffsetX:num\":\"0\",\"DisplayOffsetY:num\":\"0\",\"CenterHorz:eval\":\"true\",\"RepositionTopForHelp:eval\":\"true\",\"RepositionLogWindow:eval\":\"true\",\"OrderDirection:eval\":\"true\",\"SubjectDistance:num\":\"8\",\"ScreenBuffer:num\":\"20\",\"Reposition\":\"\",\"RepositionTopHelpX:num\":\"0\",\"RepositionTopHelpY:num\":\"96\",\"Slots\":\"\",\"MaxHorzSprites:num\":\"16\",\"MaxVertSprites:num\":\"10\",\"SpriteLength:num\":\"72\",\"SpriteThin:num\":\"36\",\"UpdateFrames:num\":\"24\",\"Border\":\"\",\"ShowMarkerBorder:eval\":\"true\",\"BorderActor\":\"\",\"ActorBorderColor:str\":\"4\",\"ActorSystemBorder:str\":\"\",\"BorderEnemy\":\"\",\"EnemyBorderColor:str\":\"2\",\"EnemySystemBorder:str\":\"\",\"BorderThickness:num\":\"2\",\"Sprite\":\"\",\"ActorSprite\":\"\",\"ActorBattlerType:str\":\"face\",\"ActorBattlerIcon:num\":\"84\",\"EnemySprite\":\"\",\"EnemyBattlerType:str\":\"enemy\",\"EnemyBattlerFaceName:str\":\"Monster\",\"EnemyBattlerFaceIndex:num\":\"1\",\"EnemyBattlerIcon:num\":\"298\",\"EnemyBattlerMatchHue:eval\":\"true\",\"Letter\":\"\",\"EnemyBattlerDrawLetter:eval\":\"true\",\"EnemyBattlerFontFace:str\":\"\",\"EnemyBattlerFontSize:num\":\"16\",\"Background\":\"\",\"ShowMarkerBg:eval\":\"true\",\"BackgroundActor\":\"\",\"ActorBgColor1:str\":\"19\",\"ActorBgColor2:str\":\"9\",\"ActorSystemBg:str\":\"\",\"BackgroundEnemy\":\"\",\"EnemyBgColor1:str\":\"19\",\"EnemyBgColor2:str\":\"18\",\"EnemySystemBg:str\":\"\"}","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}, {"name":"VisuMZ_3_SideviewBattleUI","status":true,"description":"[RPG Maker MZ] [Tier 3] [Version 1.04] [SideviewBattleUI]","parameters":{"BreakHead":"----------------------------------","SideviewBattleUI":"Plugin Parameters","ATTENTION":"READ THE HELP FILE","BreakSettings":"----------------------------------","Battler:struct":"{\"Enable:eval\":\"true\",\"OffsetX:num\":\"-80\",\"OffsetY:num\":\"+128\"}","GeneralWindow:struct":"{\"Global\":\"\",\"UiScale:num\":\"0.80\",\"HelpWindow\":\"\",\"HelpFadeStyle:eval\":\"true\",\"ActorCommandWindow\":\"\",\"ActorCommandWindowMaxRows:num\":\"8\",\"PartyCommandWindow\":\"\",\"PartyCommandWindowMaxRows:num\":\"8\",\"ItemWindow\":\"\",\"ItemWindowMaxRows:num\":\"8\",\"ItemWindowWidth:num\":\"400\",\"ItemWindowOffsetX:num\":\"+16\",\"ItemWindowOffsetY:num\":\"+16\",\"SkillWindow\":\"\",\"SkillWindowMaxRows:num\":\"8\",\"SkillWindowWidth:num\":\"400\",\"SkillWindowOffsetX:num\":\"+16\",\"SkillWindowOffsetY:num\":\"+16\"}","StatusWindow:struct":"{\"Dimensions\":\"\",\"WidthBase:num\":\"200\",\"HeightBase:str\":\"auto\",\"HeightBuffer:num\":\"4\",\"MoveDistance:num\":\"48\",\"MoveSpeed:num\":\"4\",\"Standard\":\"\",\"BgShow:eval\":\"true\",\"Name\":\"\",\"NameShow:eval\":\"true\",\"NameOffsetX:num\":\"+48\",\"NameOffsetY:num\":\"+0\",\"States\":\"\",\"StatesShow:eval\":\"true\",\"StatesIgnoreScale:eval\":\"true\",\"StatesOffsetX:num\":\"+20\",\"StatesOffsetY:num\":\"+20\",\"Tpb\":\"\",\"TpbShow:eval\":\"false\",\"TpbOffsetX:num\":\"+44\",\"TpbOffsetY:num\":\"+0\",\"Hp\":\"\",\"HpShow:eval\":\"true\",\"HpOffsetX:num\":\"+60\",\"HpOffsetY:num\":\"+0\",\"Mp\":\"\",\"MpShow:eval\":\"true\",\"MpOffsetX:num\":\"+68\",\"MpOffsetY:num\":\"+0\",\"Tp\":\"\",\"TpShow:eval\":\"false\",\"TpOffsetX:num\":\"+74\",\"TpOffsetY:num\":\"+0\",\"Compatibility\":\"\",\"Aggro\":\"\",\"AggroShow:eval\":\"true\",\"AggroOffsetX:num\":\"+44\",\"AggroOffsetY:num\":\"+0\",\"Boost\":\"\",\"BoostShow:eval\":\"true\",\"BoostOffsetX:num\":\"+52\",\"BoostOffsetY:num\":\"+2\",\"Brave\":\"\",\"BraveShow:eval\":\"true\",\"BraveOffsetX:num\":\"+52\",\"BraveOffsetY:num\":\"-6\",\"BreakShield\":\"\",\"BreakShieldShow:eval\":\"true\",\"BreakShieldIgnoreScale:eval\":\"true\",\"BreakShieldOffsetX:num\":\"+20\",\"BreakShieldOffsetY:num\":\"+20\",\"StateTooltips\":\"\",\"StateTooltipsShow:eval\":\"true\",\"JS\":\"\",\"CustomUi:func\":\"\\\"// Declare Variables\\\\nconst actor = arguments[0];\\\\nlet x = 0;\\\\nlet y = 0;\\\\nlet width = this.innerWidth;\\\\nlet height = this.innerHeight;\\\\n\\\\n// Draw Custom Elements\\\\n// Put in code you want here used for windows classes\\\"\"}","BreakEnd1":"----------------------------------","End Of":"Plugin Parameters","BreakEnd2":"----------------------------------"}}