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+{"id":3,"members":[{"enemyId":1,"x":202,"y":220,"hidden":false},{"enemyId":1,"x":286,"y":271,"hidden":false},{"enemyId":1,"x":359,"y":325,"hidden":false},{"enemyId":1,"x":264,"y":391,"hidden":false},{"enemyId":1,"x":181,"y":435,"hidden":false}],"name":"Too Many Bugs","pages":[{"conditions":{"actorHp":50,"actorId":1,"actorValid":false,"enemyHp":50,"enemyIndex":0,"enemyValid":false,"switchId":1,"switchValid":false,"turnA":0,"turnB":0,"turnEnding":false,"turnValid":false},"list":[{"code":0,"indent":0,"parameters":[]}],"span":0}]}, +{"id":4,"members":[{"enemyId":1,"x":258,"y":227,"hidden":false},{"enemyId":1,"x":245,"y":435,"hidden":false},{"enemyId":2,"x":371,"y":334,"hidden":false}],"name":"Major Bugs","pages":[{"conditions":{"actorHp":50,"actorId":1,"actorValid":false,"enemyHp":50,"enemyIndex":0,"enemyValid":false,"switchId":1,"switchValid":false,"turnA":0,"turnB":0,"turnEnding":false,"turnValid":false},"list":[{"code":0,"indent":0,"parameters":[]}],"span":0}]}, +{"id":5,"members":[{"enemyId":3,"x":380,"y":385,"hidden":false},{"enemyId":1,"x":181,"y":215,"hidden":false},{"enemyId":1,"x":157,"y":444,"hidden":false},{"enemyId":2,"x":175,"y":289,"hidden":false},{"enemyId":2,"x":169,"y":373,"hidden":false}],"name":"Gamebreaker","pages":[{"conditions":{"actorHp":50,"actorId":1,"actorValid":false,"enemyHp":50,"enemyIndex":0,"enemyValid":false,"switchId":1,"switchValid":false,"turnA":0,"turnB":0,"turnEnding":false,"turnValid":false},"list":[{"code":0,"indent":0,"parameters":[]}],"span":0}]} ] \ No newline at end of file diff --git a/data/Weapons.json b/data/Weapons.json index fc2ad53..22ec0ba 100644 --- a/data/Weapons.json +++ b/data/Weapons.json @@ -1,7 +1,9 @@ [ null, -{"id":1,"animationId":1,"description":"You know what they say, knowledge is power!","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":229,"name":"Knowledge","note":"","params":[0,500,100,0,100,100,0,0],"price":0,"wtypeId":1}, +{"id":1,"animationId":1,"description":"You know what they say, knowledge is power!","etypeId":1,"traits":[{"code":31,"dataId":2,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":229,"name":"Knowledge","note":"","params":[0,500,100,0,100,100,0,0],"price":0,"wtypeId":1}, {"id":2,"animationId":9,"description":"She got them teefers.","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":294,"name":"Rain's Fang","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":2}, {"id":3,"animationId":13,"description":"Who needs weapons?","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":106,"name":"Sadashi's Fists","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":3}, -{"id":4,"animationId":15,"description":"Why hurt someone physically when you can\ndestroy them emotionally?","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":80,"name":"Kaitlyn's Wit","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":1} +{"id":4,"animationId":15,"description":"Why hurt someone physically when you can\ndestroy them emotionally?","etypeId":1,"traits":[{"code":31,"dataId":2,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":80,"name":"Kaitlyn's Wit","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":1}, +{"id":5,"animationId":0,"description":"This staff emits a soft purple glow.","etypeId":1,"traits":[{"code":31,"dataId":4,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":109,"name":"Becca's Staff","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":5}, +{"id":6,"animationId":0,"description":"Inlaid with gold and enchanted by her lover, this\nblade is quite impressive.","etypeId":1,"traits":[{"code":31,"dataId":5,"value":0},{"code":53,"dataId":1,"value":1}],"iconIndex":112,"name":"Rosalia's Greatsword","note":"","params":[0,0,100,0,100,0,0,0],"price":0,"wtypeId":4} ] \ No newline at end of file diff --git a/img/characters/Beccalia.png b/img/characters/Beccalia.png new file mode 100644 index 0000000..6001d53 Binary files /dev/null and b/img/characters/Beccalia.png differ diff --git a/img/faces/Naomi.png b/img/faces/Naomi.png index ac0ae97..bf3e9dd 100644 Binary files a/img/faces/Naomi.png and b/img/faces/Naomi.png differ diff --git a/img/faces/becca.png b/img/faces/becca.png new file mode 100644 index 0000000..c7f7aae Binary files /dev/null and b/img/faces/becca.png differ diff --git a/img/faces/rosalia.png b/img/faces/rosalia.png new file mode 100644 index 0000000..1f21f2e Binary files /dev/null and b/img/faces/rosalia.png differ diff --git a/img/sv_actors/Becca.png b/img/sv_actors/Becca.png new file mode 100644 index 0000000..f54ac42 Binary files /dev/null and b/img/sv_actors/Becca.png differ diff --git a/img/sv_actors/Rosalia.png b/img/sv_actors/Rosalia.png new file mode 100644 index 0000000..de4c072 Binary files /dev/null and b/img/sv_actors/Rosalia.png differ diff --git a/js/plugins.js b/js/plugins.js index cd17347..7fdb5ea 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -6,6 +6,7 @@ var $plugins = {"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 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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. 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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, 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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_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 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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":"----------------------------------"}} ]; diff --git a/js/plugins/VisuMZ_1_SkillsStatesCore.js b/js/plugins/VisuMZ_1_SkillsStatesCore.js new file mode 100644 index 0000000..aa7ad65 --- /dev/null +++ b/js/plugins/VisuMZ_1_SkillsStatesCore.js @@ -0,0 +1,3687 @@ +//============================================================================= +// VisuStella MZ - Skills & States Core +// VisuMZ_1_SkillsStatesCore.js +//============================================================================= + +var Imported = Imported || {}; +Imported.VisuMZ_1_SkillsStatesCore = true; + +var VisuMZ = VisuMZ || {}; +VisuMZ.SkillsStatesCore = VisuMZ.SkillsStatesCore || {}; +VisuMZ.SkillsStatesCore.version = 1.48; + +//============================================================================= + /*: + * @target MZ + * @plugindesc [RPG Maker MZ] [Tier 1] [Version 1.48] [SkillsStatesCore] + * @author VisuStella + * @url http://www.yanfly.moe/wiki/Skills_and_States_Core_VisuStella_MZ + * @orderAfter VisuMZ_0_CoreEngine + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * The Skills & States Core plugin extends and builds upon the functionality of + * RPG Maker MZ's inherent skill, state, and buff functionalities and allows + * game devs to customize its various aspects. + * + * Features include all (but not limited to) the following: + * + * * Assigning multiple Skill Types to Skills. + * * Making custom Skill Cost Types (such as HP, Gold, and Items). + * * Allowing Skill Costs to become percentile-based or dynamic either directly + * through the Skills themselves or through trait-like notetags. + * * Replacing gauges for different classes to display different types of + * Skill Cost Type resources. + * * Hiding/Showing and enabling/disabling skills based on switches, learned + * skills, and code. + * * Setting rulings for states, including if they're cleared upon death, how + * reapplying the state affects their turn count, and more. + * * Allowing states to be categorized and affected by categories, too. + * * Displaying turn counts on states drawn in the window or on sprites. + * * Manipulation of state, buff, and debuff turns through skill and item + * effect notetags. + * * Create custom damage over time state calculations through notetags. + * * Allow database objects to apply passive states to its user. + * * Passive states can have conditions before they become active as well. + * * Updated Skill Menu Scene layout to fit more modern appearances. + * * Added bonus if Items & Equips Core is installed to utilize the Shop Status + * Window to display skill data inside the Skill Menu. + * * Control over various aspects of the Skill Menu Scene. + * + * ============================================================================ + * Requirements + * ============================================================================ + * + * This plugin is made for RPG Maker MZ. This will not work in other iterations + * of RPG Maker. + * + * ------ Tier 1 ------ + * + * This plugin is a Tier 1 plugin. Place it under other plugins of lower tier + * value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure + * that your plugins will have the best compatibility with the rest of the + * VisuStella MZ library. + * + * ============================================================================ + * Major Changes + * ============================================================================ + * + * This plugin adds some new hard-coded features to RPG Maker MZ's functions. + * The following is a list of them. + * + * --- + * + * Action End Removal for States + * + * - If your Plugin Parameter settings for "Action End Update" are enabled, + * then "Action End" has been updated so that it actually applies per action + * used instead of just being at the start of a battler's action set. + * + * - However, there are side effects to this: if a state has the "Cannot Move" + * restriction along with the "Action End" removal timing, then unsurprisingly, + * the state will never wear off because it's now based on actual actions + * ending. To offset this and remove confusion, "Action End" auto-removal + * timings for states with "Cannot Move" restrictions will be turned into + * "Turn End" auto-removal timings while the "Action End Update" is enabled. + * + * - This automatic change won't make it behave like an "Action End" removal + * timing would, but it's better than completely softlocking a battler. + * + * --- + * + * Buff & Debuff Level Management + * + * - In RPG Maker MZ, buffs and debuffs when applied to one another will shift + * the buff modifier level up or down. This plugin will add an extra change to + * the mechanic by making it so that once the buff modifier level reaches a + * neutral point, the buff or debuff is removed altogether and resets the buff + * and debuff turn counter for better accuracy. + * + * --- + * + * Skill Costs + * + * - In RPG Maker MZ, skill costs used to be hard-coded. Now, all Skill Cost + * Types are now moved to the Plugin Parameters, including MP and TP. This + * means that from payment to checking for them, it's all done through the + * options available. + * + * - By default in RPG Maker MZ, displayed skill costs would only display only + * one type: TP if available, then MP. If a skill costs both TP and MP, then + * only TP was displayed. This plugin changes that aspect by displaying all the + * cost types available in order of the Plugin Parameter Skill Cost Types. + * + * - By default in RPG Maker MZ, displayed skill costs were only color-coded. + * This plugin changes that aspect by displaying the Skill Cost Type's name + * alongside the cost. This is to help color-blind players distinguish what + * costs a skill has. + * + * --- + * + * Sprite Gauges + * + * - Sprite Gauges in RPG Maker MZ by default are hard-coded and only work for + * HP, MP, TP, and Time (used for ATB). This plugin makes it possible for them + * to be customized through the use of Plugin Parameters under the Skill Cost + * Types and their related-JavaScript entries. + * + * --- + * + * State Displays + * + * - To put values onto states and display them separately from the state turns + * you can use the following script calls. + * + * battler.getStateDisplay(stateId) + * - This returns whatever value is stored for the specified battler under + * that specific state value. + * - If there is no value to be returned it will return an empty string. + * + * battler.setStateDisplay(stateId, value) + * - This sets the display for the battler's specific state to whatever you + * declared as the value. + * - The value is best used as a number or a string. + * + * battler.clearStateDisplay(stateId) + * - This clears the display for the battler's specific state. + * - In short, this sets the stored display value to an empty string. + * + * --- + * + * Window Functions Moved + * + * - Some functions found in RPG Maker MZ's default code for Window_StatusBase + * and Window_SkillList are now moved to Window_Base to make the functions + * available throughout all windows for usage. + * + * --- + * + * ============================================================================ + * Slip Damage Popup Clarification + * ============================================================================ + * + * Slip Damage popups only show one popup for HP, MP, and TP each and it is the + * grand total of all the states and effects combined regardless of the number + * of states and effects on a battler. This is how it is in vanilla RPG Maker + * MZ and this is how we intend for it to be with the VisuStella MZ library. + * + * This is NOT a bug! + * + * The reason we are not changing this is because it does not properly relay + * information to the player accurately. When multiple popups appear, players + * only have roughly a second and a half to calculate it all for any form of + * information takeaway. We feel it is better suited for the player's overall + * convenience to show a cummulative change and steer the experience towards a + * more positive one. + * + * ============================================================================ + * Passive State Clarification + * ============================================================================ + * + * This section will explain various misconceptions regarding passive states. + * No, passive states do not work the same way as states code-wise. Yes, they + * use the same effects as states mechanically, but there are differences. + * + * --- + * + * For those using the code "a.isStateAffected(10)" to check if a target is + * affected by a state or not, this does NOT check passive states. This only + * checks for states that were directly applied to the target. + * + * This is NOT a bug. + * + * Instead, use "a.states().includes($dataStates[10])" to check for them. This + * code will search for both directly applied states and passive states alike. + * + * --- + * + * As passive states are NOT considered directly applied to, they do NOT match + * a Conditional Branch's state check as well. The Conditional Branch effect + * checks for an affected state. + * + * --- + * + * Because passive states are NOT directly applied to a battler, the functions + * of "addNewState", "addState", "eraseState", "removeState" do NOT apply to + * passive states either. This means that any of the related JS notetags tied + * to those functions will not occur either. + * + * --- + * + * Why are passive states not considered affected by? Let's look at it + * differently. There are two ways to grant skills to actors. They can acquire + * skills by levels/items/events or they can equip gear that temporarily grants + * the skill in question. + * + * Learning the skill is direct. Temporarily granting the skill is indirect. + * These two factors have mechanical importance and require differentiation. + * + * Regular states and passive states are the same way. Regular states are + * directly applied, therefore, need to be distinguished in order for things + * like state turns and steps, removal conditionals, and similar to matter at + * all. Passive states are indirect and are therefore, unaffected by state + * turns, steps, and removal conditions. These mechanical differences are + * important for how RPG Maker works. + * + * --- + * + * Once again, it is NOT a bug that when using "a.isStateAffected(10)" to + * check if a target has a passive state will return false. + * + * --- + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * The following are notetags that have been added through this plugin. These + * notetags will not work with your game if this plugin is OFF or not present. + * + * === General Skill Notetags === + * + * The following are general notetags that are skill-related. + * + * --- + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Marks the skill to have multiple Skill Types, meaning they would appear + * under different skill types without needing to create duplicate skills. + * - Replace 'x' with a number value representing the Skill Type's ID. + * - If using 'name' notetag variant, replace 'name' with the Skill Type(s) + * name desired to be added. + * + * --- + * + * + * + * - Used for: Skill Notetags + * - Makes the name of the skill appear different when show in the skill list. + * - Using \V[x] as a part of the name will display that variable. + * + * --- + * + * + * + * - Used for: Skill Notetags + * - Used for Scene_Skill. + * - Changes sorting priority by ID for skills to 'x'. + * - Default priority level is '50'. + * - Skills with higher priority values will be sorted higher up on the list + * while lower values will be lower on the list. + * + * --- + * + * === Skill Cost Notetags === + * + * The following are notetags that can be used to adjust skill costs. Some of + * these notetags are added through the Plugin Parameter: Skill Cost Types and + * can be altered there. This also means that some of these notetags can have + * their functionality altered and/or removed. + * + * --- + * + * + * + * + * - Used for: Skill Notetags + * - These notetags are used to designate costs of custom or already existing + * types that cannot be made by the Database Editor. + * - Replace 'type' with a resource type. Existing ones found in the Plugin + * Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added. + * - Replace 'x' with a number value to determine the exact type cost value. + * This lets you bypass the Database Editor's limit of 9,999 MP and 100 TP. + * - The 'x%' version is replaced with a percentile value to determine a cost + * equal to a % of the type's maximum quantity limit. + * - Functionality for these notetags can be altered in the Plugin Parameters. + * + * Examples: + * + * + * + * + * + * --- + * + * + * + * + * - Used for: Skill Notetags + * - These notetags are used to ensure conditional and % costs don't become too + * large or too small. + * - Replace 'type' with a resource type. Existing ones found in the Plugin + * Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added. + * - Replace 'x' with a number value to determine the maximum or minimum values + * that the cost can be. + * - Functionality for these notetags can be altered in the Plugin Parameters. + * + * Examples: + * + * + * + * + * + * --- + * + * + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - The related actor will raise/lower the cost of any skill that uses the + * 'type' cost by a specified amount. + * - Replace 'type' with a resource type. Existing ones found in the Plugin + * Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added. + * - For % notetag variant: Replace 'x' with a number value to determine the + * rate to adjust the Skill Cost Type by as a rate value. This is applied + * before and notetags. + * - For + and - notetag variants: Replace 'x' with a number value to determine + * how much to adjust the Skill Cost Type by as a flat value. This is applied + * after notetags. + * - Functionality for these notetags can be altered in the Plugin Parameters. + * + * Examples: + * + * + * + * + * + * --- + * + * + * text + * + * + * - Used for: Skill Notetags + * - Allows you to insert custom text into the skill's cost area towards the + * end of the costs. + * - Replace 'text' with the text you wish to display. + * - Text codes may be used. + * + * --- + * + * === JavaScript Notetags: Skill Costs === + * + * The following are notetags made for users with JavaScript knowledge to + * determine any dynamic Skill Cost Types used for particular skills. + * + * --- + * + * + * code + * code + * cost = code; + * + * + * - Used for: Skill Notetags + * - Replace 'type' with a resource type. Existing ones found in the Plugin + * Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added. + * - Replace 'code' to determine the type 'cost' of the skill. + * - Insert the final type cost into the 'cost' variable. + * - The 'user' variable refers to the user about to perform the skill. + * - The 'skill' variable refers to the skill being used. + * - Functionality for the notetag can be altered in the Plugin Parameters. + * + * --- + * + * === Gauge Replacement Notetags === + * + * Certain classes can have their gauges swapped out for other Skill Cost + * Types. This is especially helpful for the classes that don't utilize those + * Skill Cost Types. You can mix and match them however you want. + * + * --- + * + * + * + * + * + * - Used for: Class Notetags + * - Replaces the HP (1st), MP (2nd), or TP (3rd) gauge with a different Skill + * Cost Type. + * - Replace 'type' with a resource type. Existing ones found in the Plugin + * Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added. + * - Does not work with 'Item Cost', 'Weapon Cost', or 'Armor Cost'. + * - Replace 'type' with 'none' to not display any gauges there. + * - The will require 'Display TP in Window' setting + * to be on in the Database > System 1 tab. + * - Functionality for the notetags can be altered by changes made to the + * Skill & States Core Plugin Parameters. + * + * --- + * + * === Item Cost-Related Notetags === + * + * --- + * + * + * + * + * + * - Used for: Skill Notetags + * - The skill will consume items, weapons, and/or armors in order to be used. + * - Even non-consumable items will be consumed. + * - Replace 'x' with a number representing the respective item cost. + * - Replace 'name' with text representing the respective item, weapon, or + * armor to be consumed. + * - Insert multiples of this notetag to consume multiple items, weapons, + * and/or armors. + * - Functionality for these notetags can be altered in the Plugin Parameters. + * + * Examples: + * + * + * + * + * + * + * --- + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Sets up a maximum/minimum cost for the item, weapon, armor type costs. + * - Replace 'x' with a number representing the maximum or minimum cost. + * - Replace 'name' with text representing the respective item, weapon, or + * armor to be consumed. + * + * Examples: + * + * + * + * + * + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - The related actor will raise/lower the item, weapon, and/or armor costs of + * any skill that costs those items, weapons, and/or armors by x%. + * - For % notetag variant: Replace 'x' with a number value to determine the + * rate to adjust the Skill Cost Type by as a rate value. This is applied + * before and notetags. + * - For + and - notetag variants: Replace 'x' with a number value to determine + * how much to adjust the Skill Cost Type by as a flat value. This is applied + * after notetags. + * - Replace 'name' with text representing the respective item, weapon, or + * armor to be consumed. + * - Insert multiples of this notetag to consume multiple items, weapons, + * and/or armors. + * - Functionality for these notetags can be altered in the Plugin Parameters. + * + * Examples: + * + * + * + * + * + * + * --- + * + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - The related actor will not consume 'name1' items, weapons, or armors. + * Instead, the cost will be redirected to 'name2' items, weapons, or armors. + * - Even non-consumable items will be consumed. + * - Replace 'name1' with text representing the respective item, weapon, or + * armor that is the original cost type. + * - Replace 'name2' with text representing the respective item, weapon, or + * armor that will be consumed instead. + * + * Examples: + * + * + * + * + * + * + * --- + * + * === Skill Accessibility Notetags === + * + * Sometimes, you don't want all skills to be visible whether it be to hide + * menu-only skills during battle, until certain switches are turned ON/OFF, or + * until certain skills have been learned. + * + * --- + * + * + * + * + * - Used for: Skill Notetags + * - Makes the specific skill visible or hidden depending on whether or not the + * player is currently in battle. + * + * --- + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on switches. + * - Replace 'x' with the switch ID to determine the skill's visibility. + * - If 'All' notetag variant is used, skill will be hidden until all switches + * are ON. Then, it would be shown. + * - If 'Any' notetag variant is used, skill will be shown if any of the + * switches are ON. Otherwise, it would be hidden. + * + * --- + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on switches. + * - Replace 'x' with the switch ID to determine the skill's visibility. + * - If 'All' notetag variant is used, skill will be shown until all switches + * are ON. Then, it would be hidden. + * - If 'Any' notetag variant is used, skill will be hidden if any of the + * switches are ON. Otherwise, it would be shown. + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on skills learned. + * - This does not apply to skills added by traits on actors, classes, any + * equipment, or states. These are not considered learned skills. They are + * considered temporary skills. + * - Replace 'x' with the skill ID to determine the skill's visibility. + * - If 'name' notetag viarant is used, replace 'name' with the skill's name to + * be checked for the notetag. + * - If 'All' notetag variant is used, skill will be hidden until all skills + * are learned. Then, it would be shown. + * - If 'Any' notetag variant is used, skill will be shown if any of the skills + * are learned. Otherwise, it would be hidden. + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on skills learned. + * - This does not apply to skills added by traits on actors, classes, any + * equipment, or states. These are not considered learned skills. They are + * considered temporary skills. + * - Replace 'x' with the skill ID to determine the skill's visibility. + * - If 'name' notetag viarant is used, replace 'name' with the skill's name to + * be checked for the notetag. + * - If 'All' notetag variant is used, skill will be shown until all skills + * are learned. Then, it would be hidden. + * - If 'Any' notetag variant is used, skill will be hidden if any of the + * skills are learned. Otherwise, it would be shown. + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on skills available. + * - This applies to both skills that have been learned and/or temporarily + * added through traits on actors, classes, equipment, or states. + * - Replace 'x' with the skill ID to determine the skill's visibility. + * - If 'name' notetag viarant is used, replace 'name' with the skill's name to + * be checked for the notetag. + * - If 'All' notetag variant is used, skill will be hidden until all skills + * are learned. Then, it would be shown. + * - If 'Any' notetag variant is used, skill will be shown if any of the skills + * are learned. Otherwise, it would be hidden. + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on skills available. + * - This applies to both skills that have been learned and/or temporarily + * added through traits on actors, classes, equipment, or states. + * - Replace 'x' with the skill ID to determine the skill's visibility. + * - If 'name' notetag viarant is used, replace 'name' with the skill's name to + * be checked for the notetag. + * - If 'All' notetag variant is used, skill will be shown until all skills + * are learned. Then, it would be hidden. + * - If 'Any' notetag variant is used, skill will be hidden if any of the + * skills are learned. Otherwise, it would be shown. + * + * --- + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the enabled status of the skill based on switches. + * - Replace 'x' with the switch ID to determine the skill's enabled status. + * - If 'All' notetag variant is used, skill will be disabled until all + * switches are ON. Then, it would be enabled. + * - If 'Any' notetag variant is used, skill will be enabled if any of the + * switches are ON. Otherwise, it would be disabled. + * + * --- + * + * + * + * + * + * + * - Used for: Skill Notetags + * - Determines the enabled status of the skill based on switches. + * - Replace 'x' with the switch ID to determine the skill's enabled status. + * - If 'All' notetag variant is used, skill will be enabled until all switches + * are ON. Then, it would be disabled. + * - If 'Any' notetag variant is used, skill will be disabled if any of the + * switches are ON. Otherwise, it would be enabled. + * + * --- + * + * === JavaScript Notetags: Skill Accessibility === + * + * The following are notetags made for users with JavaScript knowledge to + * determine if a skill can be accessible visibly or through usage. + * + * --- + * + * + * code + * code + * visible = code; + * + * + * - Used for: Skill Notetags + * - Determines the visibility of the skill based on JavaScript code. + * - Replace 'code' to determine the type visibility of the skill. + * - The 'visible' variable returns a boolean (true/false) to determine if the + * skill will be visible or not. + * - The 'user' variable refers to the user with the skill. + * - The 'skill' variable refers to the skill being checked. + * - All other visibility conditions must be met for this code to count. + * + * --- + * + * + * code + * code + * enabled = code; + * + * + * - Used for: Skill Notetags + * - Determines the enabled status of the skill based on JavaScript code. + * - Replace 'code' to determine the type enabled status of the skill. + * - The 'enabled' variable returns a boolean (true/false) to determine if the + * skill will be enabled or not. + * - The 'user' variable refers to the user with the skill. + * - The 'skill' variable refers to the skill being checked. + * - All other skill conditions must be met in order for this to code to count. + * + * --- + * + * === General State-Related Notetags === + * + * The following notetags are centered around states, such as how their turn + * counts are displayed, items and skills that affect state turns, if the state + * can avoid removal by death state, etc. + * + * --- + * + * + * + * - Used for: State Notetags + * - Prevents this state from being cleared upon death. + * - This allows this state to be added to an already dead battler, too. + * + * --- + * + * + * + * - Used for: State Notetags + * - Prevents this state from being cleared upon using the Recover All command. + * + * --- + * + * + * + * - Used for: State Notetags + * - If an entire party is affected by states with the notetag, + * they are considered defeated. + * - Usage for this includes party-wide petrification, frozen, etc. + * + * --- + * + * + * + * + * + * + * - Used for: State Notetags + * - Choose what kind of rules this state follows if the state is being applied + * to a target that already has the state. This affects turns specifically. + * - 'Ignore' will bypass any turn changes. + * - 'Reset' will recalculate the state's turns. + * - 'Greater' will choose to either keep the current turn count if it's higher + * than the reset amount or reset it if the current turn count is lower. + * - 'Add' will add the state's turn count to the applied amount. + * - If this notetag isn't used, it will use the rules set in the States > + * Plugin Parameters. + * + * --- + * + * + * + * + * - Used for: State Notetags + * - Marks the state as a positive state or negative state, also altering the + * state's turn count color to match the Plugin Parameter settings. + * - This also puts the state into either the 'Positive' category or + * 'Negative' category. + * + * --- + * + * + * + * + * - Used for: State Notetags + * - Arranges states into certain/multiple categories. + * - Replace 'name' with a category name to mark this state as. + * - Insert multiples of this to mark the state with multiple categories. + * + * --- + * + * + * name + * name + * + * + * - Used for: State Notetags + * - Arranges states into certain/multiple categories. + * - Replace each 'name' with a category name to mark this state as. + * + * --- + * + * + * + * + * + * + * + * - Used for: Skill, Item Notetags + * - When this skill/item is used to attack an enemy with the listed state that + * would normally have on damage removal (ie Sleep). + * - For 'id' variant, replace each 'id' with a number representing the state's + * ID to bypass the damage removal for. + * - For 'name' variant, replace each 'name' with the state's name to bypass + * the damage removal for. + * - This can be used for attacks like "Dream Eater" that would prevent waking + * up a sleeping opponent. + * + * --- + * + * + * + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - When an attacker with an associated trait object that has this notetag + * would attack an enemy with the listed state, bypass on damage removal. + * - For 'id' variant, replace each 'id' with a number representing the state's + * ID to bypass the damage removal for. + * - For 'name' variant, replace each 'name' with the state's name to bypass + * the damage removal for. + * - This can be used for effects like "Sleep Striker" that would prevent the + * attacker from waking up a sleeping opponent. + * + * --- + * + * + * + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - When a target with an associated trait object that has this notetag is + * attacked as the target with the listed state, bypass on damage removal. + * - For 'id' variant, replace each 'id' with a number representing the state's + * ID to bypass the damage removal for. + * - For 'name' variant, replace each 'name' with the state's name to bypass + * the damage removal for. + * - This can be used for effects like "Deep Sleep" that would prevent the + * attacked target from waking up. + * + * --- + * + * + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - Causes the affected battler resist the listed categories. + * - Replace each 'name' with a category name to resist. + * - Insert multiple 'name' entries to add more categories. + * - This works exactly like how state resistances work in-game. If a battler + * who was originally NOT resistant to "Poison" before gaining a + * poison-resistant trait, the "Poison" state will remain because it was + * applied before poison-resistance as enabled. + * + * --- + * + * + * name + * name + * name + * + * + * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags + * - Causes the affected battler resist the listed categories. + * - Replace each 'name' with a category name to resist. + * - Insert multiple 'name' entries to add more categories. + * - This works exactly like how state resistances work in-game. If a battler + * who was originally NOT resistant to "Poison" before gaining a + * poison-resistant trait, the "Poison" state will remain because it was + * applied before poison-resistance as enabled. + * + * --- + * + * + * + * + * + * - Used for: Skill, Item Notetags + * - Allows the skill/item to remove 'y' states from specific category 'x'. + * - Replace 'x' with a category name to remove from. + * - Replace 'y' with the number of times to remove from that category. + * - Use the 'All' variant to remove all of the states of that category. + * - Insert multiples of this to remove different types of categories. + * + * --- + * + * + * + * - Used for: State Notetags + * - When the state with this notetag is added, remove other 'x' category + * states from the battler (except for the state being added). + * - Replace 'x' with a category name to remove from. + * - Insert multiples of this to remove different types of categories. + * - Useful for thing state types like stances and forms that there is usually + * only one active at a time. + * + * --- + * + * + * + * - Used for: State Notetags + * - Hides the state turns from being shown at all. + * - This will by pass any Plugin Parameter settings. + * + * --- + * + * + * + * + * - Used for: State Notetags + * - Hides the state turns from being shown at all. + * - Determines the color of the state's turn count. + * - Replace 'x' with a number value depicting a window text color. + * - Replace 'rrggbb' with a hex color code for a more custom color. + * + * --- + * + * + * + * - Used for: State Notetags + * - Determines the upper limit on the maximum number of turns for this state. + * - Replace 'x' with a number representing the maximum number of turns used + * for this state. + * - If no notetag is used, refer to the default setting found in the Plugin + * Parameters under "State Settings". + * + * --- + * + * + * + * + * + * + * + * + * + * + * + * - Used for: Skill, Item Notetags + * - If the target is affected by state 'id' or state 'name', change the state + * turn duration for target. + * - For 'id' variant, replace 'id' with the ID of the state to modify. + * - For 'name' variant, replace 'name' with the name of the state to modify. + * - Replace 'x' with the value you wish to increase, decrease, or set to. + * - Insert multiples of this notetag to affect multiple states at once. + * + * --- + * + * + * + * + * + * + * - Used for: Skill, Item Notetags + * - If the target is affected by a 'param' buff, change that buff's turn + * duration for target. + * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', + * or 'LUK' to determine which parameter buff to modify. + * - Replace 'x' with the value you wish to increase, decrease, or set to. + * - Insert multiples of this notetag to affect multiple parameters at once. + * + * --- + * + * + * + * + * + * + * - Used for: Skill, Item Notetags + * - If the target is affected by a 'param' debuff, change that debuff's turn + * duration for target. + * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', + * or 'LUK' to determine which parameter debuff to modify. + * - Replace 'x' with the value you wish to increase, decrease, or set to. + * - Insert multiples of this notetag to affect multiple parameters at once. + * + * --- + * + * === JavaScript Notetags: On Add/Erase/Expire === + * + * Using JavaScript code, you can use create custom effects that occur when a + * state has bee added, erased, or expired. + * + * --- + * + * + * code + * code + * + * + * - Used for: State Notetags + * - When a state is added, run the code added by this notetag. + * - The 'user' variable refers to the current active battler. + * - The 'target' variable refers to the battler affected by this state. + * - The 'origin' variable refers to the one who applied this state. + * - The 'state' variable refers to the current state being affected. + * + * --- + * + * + * code + * code + * + * + * - Used for: State Notetags + * - When a state is erased, run the code added by this notetag. + * - The 'user' variable refers to the current active battler. + * - The 'target' variable refers to the battler affected by this state. + * - The 'origin' variable refers to the one who applied this state. + * - The 'state' variable refers to the current state being affected. + * + * --- + * + * + * code + * code + * + * + * - Used for: State Notetags + * - When a state has expired, run the code added by this notetag. + * - The 'user' variable refers to the current active battler. + * - The 'target' variable refers to the battler affected by this state. + * - The 'origin' variable refers to the one who applied this state. + * - The 'state' variable refers to the current state being affected. + * + * --- + * + * === JavaScript Notetags: Slip Damage/Healing === + * + * Slip Damage, in RPG Maker vocabulary, refers to damage over time. The + * following notetags allow you to perform custom slip damage/healing. + * + * --- + * + * + * code + * code + * damage = code; + * + * + * - Used for: State Notetags + * - Code used to determine how much slip damage is dealt to the affected unit + * during each regeneration phase. + * - Replace 'type' with 'HP', 'MP', or 'TP'. + * - Replace 'code' with the calculations on what to determine slip damage. + * - The 'user' variable refers to the origin of the state. + * - The 'target' variable refers to the affected unit receiving the damage. + * - The 'state' variable refers to the current state being affected. + * - The 'damage' variable is the finalized slip damage to be dealt. + * - When these states are applied via action effects, the slip calculations + * are one time calculations made upon applying and the damage is cached to + * be used for future on regeneration calculations. + * - For that reason, do not include game mechanics here such as adding states, + * buffs, debuffs, etc. as this notetag is meant for calculations only. Use + * the VisuStella Battle Core's and + * notetags for game mechanics instead. + * - Passive states and states with the notetag are exempt + * from the one time calculation and recalculated each regeneration phase. + * + * --- + * + * + * code + * code + * heal = code; + * + * + * - Used for: State Notetags + * - Code used to determine how much slip healing is dealt to the affected unit + * during each regeneration phase. + * - Replace 'type' with 'HP', 'MP', or 'TP'. + * - Replace 'code' with the calculations on what to determine slip healing. + * - The 'user' variable refers to the origin of the state. + * - The 'target' variable refers to the affected unit receiving the healing. + * - The 'state' variable refers to the current state being affected. + * - The 'heal' variable is the finalized slip healing to be recovered. + * - When these states are applied via action effects, the slip calculations + * are one time calculations made upon applying and the damage is cached to + * be used for future on regeneration calculations. + * - For that reason, do not include game mechanics here such as adding states, + * buffs, debuffs, etc. as this notetag is meant for calculations only. Use + * the VisuStella Battle Core's and + * notetags for game mechanics instead. + * - Passive states and states with the notetag are exempt + * from the one time calculation and recalculated each regeneration phase. + * + * --- + * + * + * + * - Used for: State Notetags + * - Refreshes the calculations made for the JS Slip Damage/Heal amounts at the + * start of each regeneration phase to allow for dynamic damage ranges. + * + * --- + * + * === Passive State Notetags === + * + * Passive States are states that are always applied to actors and enemies + * provided that their conditions have been met. These can be granted through + * database objects or through the Passive States Plugin Parameters. + * + * --- + * + * For those using the code "a.isStateAffected(10)" to check if a target is + * affected by a state or not, this does NOT check passive states. This only + * checks for states that were directly applied to the target. + * + * This is NOT a bug. + * + * Instead, use "a.states().includes($dataStates[10])" to check for them. This + * code will search for both directly applied states and passive states alike. + * + * --- + * + * As passive states are NOT considered directly applied to, they do NOT match + * a Conditional Branch's state check as well. The Conditional Branch effect + * checks for an affected state. + * + * --- + * + * Because passive states are NOT directly applied to a battler, the functions + * of "addNewState", "addState", "eraseState", "removeState" do NOT apply to + * passive states either. This means that any of the related JS notetags tied + * to those functions will not occur either. + * + * --- + * + * Why are passive states not considered affected by? Let's look at it + * differently. There are two ways to grant skills to actors. They can acquire + * skills by levels/items/events or they can equip gear that temporarily grants + * the skill in question. + * + * Learning the skill is direct. Temporarily granting the skill is indirect. + * These two factors have mechanical importance and require differentiation. + * + * Regular states and passive states are the same way. Regular states are + * directly applied, therefore, need to be distinguished in order for things + * like state turns and steps, removal conditionals, and similar to matter at + * all. Passive states are indirect and are therefore, unaffected by state + * turns, steps, and removal conditions. These mechanical differences are + * important for how RPG Maker works. + * + * --- + * + * Once again, it is NOT a bug that when using "a.isStateAffected(10)" to + * check if a target has a passive state will return false. + * + * --- + * + * + * + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags + * - Adds passive state(s) x to trait object, applying it to related actor or + * enemy unit(s). + * - Replace 'x' with a number to determine which state to add as a passive. + * - If using 'name' notetag variant, replace 'name' with the name of the + * state(s) to add as a passive. + * - Note: If you plan on applying a passive state through a skill, it must be + * through a skill that has been learned by the target and not a skill that + * is given through a trait. + * + * --- + * + * + * + * - Used for: State Notetags + * - Makes it possible for this passive state to be added multiple times. + * - Otherwise, only one instance of the passive state can be available. + * + * --- + * + * + * + * + * + * + * + * - Used for: State Notetags + * - Determines the passive condition of the passive state based on the actor's + * current class. As long as the actor's current class matches one of the + * data entries, the passive condition is considered passed. + * - For 'id' variant, replace 'id' with a number representing class's ID. + * - For 'name' variant, replace 'name' with the class's name. + * + * --- + * + * + * + * + * + * + * + * - Used for: State Notetags + * - Requires VisuMZ_2_ClassChangeSystem! + * - Determines the passive condition of the passive state based on the actor's + * multiclasses. As long as the actor has any of the matching classes + * assigned as a multiclass, the passive condition is considered passed. + * - For 'id' variant, replace 'id' with a number representing class's ID. + * - For 'name' variant, replace 'name' with the class's name. + * + * --- + * + * + * + * + * + * + * - Used for: State Notetags + * - Determines the passive condition of the passive state based on switches. + * - Replace 'x' with the switch ID to determine the state's passive condition. + * - If 'All' notetag variant is used, conditions will not be met until all + * switches are ON. Then, it would be met. + * - If 'Any' notetag variant is used, conditions will be met if any of the + * switches are ON. Otherwise, it would not be met. + * + * --- + * + * + * + * + * + * + * - Used for: State Notetags + * - Determines the passive condition of the passive state based on switches. + * - Replace 'x' with the switch ID to determine the state's passive condition. + * - If 'All' notetag variant is used, conditions will not be met until all + * switches are OFF. Then, it would be met. + * - If 'Any' notetag variant is used, conditions will be met if any of the + * switches are OFF. Otherwise, it would not be met. + * + * --- + * + * === Aura & Miasma Notetags === + * + * Auras are a type passive that affects an allied party. Miasmas are a type of + * passive that affects an opposing party. Auras and Miasmas only need to come + * from a single source to give an entire party or troop a passive provided + * that the battler emitting the aura/miasma is alive and in battle. + * + * --- + * + * + * + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags + * - Emits an aura that affects the battler's allies and gives each affected + * member passive state(s) 'x'. + * - Replace 'x' with a number to determine which state to add as a passive + * generated by this aura. + * - If using 'name' notetag variant, replace 'name' with the name of the + * state(s) to add as a passive generated by this aura. + * - Note: If you plan on applying an aura effect through a skill, it must be + * through a skill that has been learned by the target and not a skill that + * is given through a trait. + * + * --- + * + * + * + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags + * - Emits an miasma that affects the battler's opponents and gives each + * affected member passive state(s) 'x'. + * - Miasmas do NOT apply outside of battle. + * - Replace 'x' with a number to determine which state to add as a passive + * generated by this miasma. + * - If using 'name' notetag variant, replace 'name' with the name of the + * state(s) to add as a passive generated by this miasma. + * - Note: If you plan on applying a miasma effect through a skill, it must be + * through a skill that has been learned by the target and not a skill that + * is given through a trait. + * + * --- + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags + * - Prevents the emitting user from being affected by the related aura. + * + * --- + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags + * - Allows aura/miasma to continue emitting even after the emitting user is + * in a dead state. + * - When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will + * only affect the auras/miasmas emitted from that object. + * - When used with States, the effect will take place as long as it is used + * as an aura or miasma regardless of where it is emitting from. + * - Takes priority over and notetags. + * + * --- + * + * + * + * + * - Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags + * - Allows aura/miasma to only emit if the emitting user is in a dead state. + * - When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will + * only affect the auras/miasmas emitted from that object. + * - When used with States, the effect will take place as long as it is used + * as an aura or miasma regardless of where it is emitting from. + * + * --- + * + * === JavaScript Notetags: Passive State === + * + * The following is a notetag made for users with JavaScript knowledge to + * determine if a passive state's condition can be met. + * + * --- + * + * + * code + * code + * condition = code; + * + * + * - Used for: State Notetags + * - Determines the passive condition of the state based on JavaScript code. + * - Replace 'code' to determine if a passive state's condition has been met. + * - The 'condition' variable returns a boolean (true/false) to determine if + * the passive state's condition is met or not. + * - The 'user' variable refers to the user affected by the passive state. + * - The 'state' variable refers to the passive state being checked. + * - All other passive conditions must be met for this code to count. + * + * **NOTE** Not everything can be used as a custom JS Passive Condition due to + * limitations of the code. There are failsafe checks to prevent infinite loops + * and some passive conditions will not register for this reason and the + * conditional checks will behave as if the passive states have NOT been + * applied for this reason. Such examples include the following: + * + * - A passive state that requires another passive state + * - A passive state that requires a trait effect from another state + * - A passive state that requires a parameter value altered by another state + * - A passive state that requires equipment to be worn but its equipment type + * access is provided by another state. + * - Anything else that is similar in style. + * + * --- + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * The following are Plugin Commands that come with this plugin. They can be + * accessed through the Plugin Command event command. + * + * --- + * + * === Skill Cost Plugin Commands === + * + * --- + * + * Skill Cost: Emulate Actor Pay + * - Target actor(s) emulates paying for skill cost. + * - + * + * Actor ID(s): + * - Select which Actor ID(s) will pay skill cost. + * + * Skill ID: + * - What is the ID of the skill to emulate paying the skill cost for? + * + * --- + * + * Skill Cost: Emulate Enemy Pay + * - Target enemy(s) emulates paying for skill cost. + * - + * + * Enemy Index(es): + * - Select which enemy index(es) will pay skill cost. + * + * Skill ID: + * - What is the ID of the skill to emulate paying the skill cost for? + * + * --- + * + * === State Turns Plugin Commands === + * + * --- + * + * State Turns: Actor State Turns Change By + * - Changes actor(s) state turns by an amount. + * - Only works on states that can have turns. + * + * Actor ID(s): + * - Select which Actor ID(s) to affect. + * + * State ID: + * - What is the ID of the state you wish to change turns for? + * - Only works on states that can have turns. + * + * Change Turns By: + * - How many turns should the state be changed to? + * - You may use JavaScript code. + * + * Auto-Add State?: + * - Automatically adds state if actor(s) does not have it applied? + * + * --- + * + * State Turns: Actor State Turns Change To + * - Changes actor(s) state turns to a specific value. + * - Only works on states that can have turns. + * + * Actor ID(s): + * - Select which Actor ID(s) to affect. + * + * State ID: + * - What is the ID of the state you wish to change turns for? + * - Only works on states that can have turns. + * + * Change Turns To: + * - How many turns should the state be changed to? + * - You may use JavaScript code. + * + * Auto-Add State?: + * - Automatically adds state if actor(s) does not have it applied? + * + * --- + * + * State Turns: Enemy State Turns Change By + * - Changes enemy(s) state turns by an amount. + * - Only works on states that can have turns. + * + * Enemy Index(es): + * - Select which enemy index(es) to affect. + * + * State ID: + * - What is the ID of the state you wish to change turns for? + * - Only works on states that can have turns. + * + * Change Turns By: + * - How many turns should the state be changed to? + * - You may use JavaScript code. + * + * Auto-Add State?: + * - Automatically adds state if actor(s) does not have it applied? + * + * --- + * + * State Turns: Enemy State Turns Change To + * - Changes enemy(s) state turns to a specific value. + * - Only works on states that can have turns. + * + * Enemy Index(es): + * - Select which enemy index(es) to affect. + * + * State ID: + * - What is the ID of the state you wish to change turns for? + * - Only works on states that can have turns. + * + * Change Turns To: + * - How many turns should the state be changed to? + * - You may use JavaScript code. + * + * Auto-Add State?: + * - Automatically adds state if actor(s) does not have it applied? + * + * --- + * + * + * ============================================================================ + * Plugin Parameters: General Skill Settings + * ============================================================================ + * + * These Plugin Parameters adjust various aspects of the game regarding skills + * from the custom Skill Menu Layout to global custom effects made in code. + * + * --- + * + * General + * + * Use Updated Layout: + * - Use the Updated Skill Menu Layout provided by this plugin? + * - This will automatically enable the Status Window. + * - This will override the Core Engine windows settings. + * + * Layout Style: + * - If using an updated layout, how do you want to style the menu scene? + * - Upper Help, Left Input + * - Upper Help, Right Input + * - Lower Help, Left Input + * - Lower Help, Right Input + * + * --- + * + * Skill Type Window + * + * Style: + * - How do you wish to draw commands in the Skill Type Window? + * - Text Only: Display only the text. + * - Icon Only: Display only the icon. + * - Icon + Text: Display the icon first, then the text. + * - Auto: Determine which is better to use based on the size of the cell. + * + * Text Align: + * - Text alignment for the Skill Type Window. + * + * Window Width: + * - What is the desired pixel width of this window? + * - Default: 240 + * + * --- + * + * List Window + * + * Columns: + * - Number of maximum columns. + * + * --- + * + * Shop Status Window + * + * Show in Skill Menu?: + * - Show the Shop Status Window in the Skill Menu? + * - This is enabled if the Updated Layout is on. + * + * Adjust List Window?: + * - Automatically adjust the Skill List Window in the Skill Menu if using + * the Shop Status Window? + * + * Background Type: + * - Select background type for this window. + * - 0 - Window + * - 1 - Dim + * - 2 - Transparent + * + * JS: X, Y, W, H: + * - Code used to determine the dimensions for this Shop Status Window in the + * Skill Menu. + * + * --- + * + * Skill Types + * + * Hidden Skill Types: + * - Insert the ID's of the Skill Types you want hidden from view ingame. + * + * Hidden During Battle: + * - Insert the ID's of the Skill Types you want hidden during battle only. + * + * Icon: Normal Type: + * - Icon used for normal skill types that aren't assigned any icons. + * - To assign icons to skill types, simply insert \I[x] into the + * skill type's name in the Database > Types tab. + * + * Icon: Magic Type: + * - Icon used for magic skill types that aren't assigned any icons. + * - To assign icons to skill types, simply insert \I[x] into the + * skill type's name in the Database > Types tab. + * + * Sort: Alphabetical: + * - Insert the ID's of Skill Types you want sorted alphabetically. + * + * --- + * + * Global JS Effects + * + * JS: Skill Conditions: + * - JavaScript code for a global-wide skill condition check. + * + * --- + * + * ============================================================================ + * Plugin Parameters: Skill Cost Types + * ============================================================================ + * + * Skill Cost Types are the resources that are used for your skills. These can + * range from the default MP and TP resources to the newly added HP, Gold, and + * Potion resources. + * + * --- + * + * Settings + * + * Name: + * - A name for this Skill Cost Type. + * + * Icon: + * - Icon used for this Skill Cost Type. + * - Use 0 for no icon. + * + * Font Color: + * - Text Color used to display this cost. + * - For a hex color, use #rrggbb with VisuMZ_1_MessageCore + * + * Font Size: + * - Font size used to display this cost. + * + * --- + * + * Cost Processing + * + * JS: Cost Calculation: + * - Code on how to calculate this resource cost for the skill. + * + * JS: Can Pay Cost?: + * - Code on calculating whether or not the user is able to pay the cost. + * + * JS: Paying Cost: + * - Code for if met, this is the actual process of paying of the cost. + * + * --- + * + * Window Display + * + * JS: Show Cost?: + * - Code for determining if the cost is shown or not. + * + * JS: Cost Text: + * - Code to determine the text (with Text Code support) used for the + * displayed cost. + * + * --- + * + * Gauge Display + * + * JS: Maximum Value: + * - Code to determine the maximum value used for this Skill Cost resource + * for gauges. + * + * JS: Current Value: + * - Code to determine the current value used for this Skill Cost resource + * for gauges. + * + * JS: Draw Gauge: + * - Code to determine how to draw the Skill Cost resource for this + * gauge type. + * + * --- + * + * ============================================================================ + * Plugin Parameters: Gauge Settings + * ============================================================================ + * + * Settings in regards to how skill cost gauges function and appear. + * + * --- + * + * Labels + * + * Font Type: + * - Which font type should be used for labels? + * + * Match Label Color: + * - Match the label color to the Gauge Color being used? + * + * Match: Gauge # ?: + * - Which Gauge Color should be matched? + * + * Preset: Gauge Color: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * Solid Outline: + * - Make the label outline a solid black color? + * + * Outline Width: + * - What width do you wish to use for your outline? + * - Use 0 to not use an outline. + * + * --- + * + * Values + * + * Font Type: + * - Which font type should be used for values? + * + * Solid Outline: + * - Make the value outline a solid black color? + * + * Outline Width: + * - What width do you wish to use for your outline? + * - Use 0 to not use an outline. + * + * --- + * + * ============================================================================ + * Plugin Parameters: General State Settings + * ============================================================================ + * + * These are general settings regarding RPG Maker MZ's state-related aspects + * from how turns are reapplied to custom code that's ran whenever states are + * added, erased, or expired. + * + * --- + * + * General + * + * Reapply Rules: + * - These are the rules when reapplying states. + * - Ignore: State doesn't get added. + * - Reset: Turns get reset. + * - Greater: Turns take greater value (current vs reset). + * - Add: Turns add upon existing turns. + * + * Maximum Turns: + * - Maximum number of turns to let states go up to. + * - This can be changed with the notetag. + * + * Action End Update: + * - States with "Action End" auto-removal will also update turns at the end + * of each action instead of all actions. + * + * Turn End on Map: + * - Update any state and buff turns on the map after this many steps. + * - Use 0 to disable. + * + * --- + * + * Turn Display + * + * Show Turns?: + * - Display state turns on top of window icons and sprites? + * + * Turn Font Size: + * - Font size used for displaying turns. + * + * Offset X: + * - Offset the X position of the turn display. + * + * Offset Y: + * - Offset the Y position of the turn display. + * + * Turn Font Size: + * - Font size used for displaying turns. + * + * Turn Color: Neutral: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * Turn Color: Positive: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * Turn Color: Negative: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * --- + * + * Data Display + * + * Show Data?: + * - Display state data on top of window icons and sprites? + * + * Data Font Size: + * - Font size used for displaying state data. + * + * Offset X: + * - Offset the X position of the state data display. + * + * Offset Y: + * - Offset the Y position of the state data display. + * + * --- + * + * Global JS Effects + * + * JS: On Add State: + * - JavaScript code for a global-wide custom effect whenever a state + * is added. + * + * JS: On Erase State: + * - JavaScript code for a global-wide custom effect whenever a state + * is erased. + * + * JS: On Expire State: + * - JavaScript code for a global-wide custom effect whenever a state + * has expired. + * + * --- + * + * ============================================================================ + * Plugin Parameters: General Buff/Debuff Settings + * ============================================================================ + * + * Buffs and debuffs don't count as states by RPG Maker MZ's mechanics, but + * they do function close enough for them to be added to this plugin for + * adjusting. Change these settings to make buffs and debuffs work to your + * game's needs. + * + * --- + * + * General + * + * Reapply Rules: + * - These are the rules when reapplying buffs/debuffs. + * - Ignore: Buff/Debuff doesn't get added. + * - Reset: Turns get reset. + * - Greater: Turns take greater value (current vs reset). + * - Add: Turns add upon existing turns. + * + * Maximum Turns: + * - Maximum number of turns to let buffs and debuffs go up to. + * + * --- + * + * Stacking + * + * Max Stacks: Buff: + * - Maximum number of stacks for buffs. + * + * Max Stacks: Debuff: + * - Maximum number of stacks for debuffs. + * + * JS: Buff/Debuff Rate: + * - Code to determine how much buffs and debuffs affect parameters. + * + * --- + * + * Turn Display + * + * Show Turns?: + * - Display buff and debuff turns on top of window icons and sprites? + * + * Turn Font Size: + * - Font size used for displaying turns. + * + * Offset X: + * - Offset the X position of the turn display. + * + * Offset Y: + * - Offset the Y position of the turn display. + * + * Turn Color: Buffs: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * Turn Color: Debuffs: + * - Use #rrggbb for custom colors or regular numbers for text colors from + * the Window Skin. + * + * --- + * + * Rate Display + * + * Show Rate?: + * - Display buff and debuff rate on top of window icons and sprites? + * + * Rate Font Size: + * - Font size used for displaying rate. + * + * Offset X: + * - Offset the X position of the rate display. + * + * Offset Y: + * - Offset the Y position of the rate display. + * + * --- + * + * Global JS Effects + * + * JS: On Add Buff: + * - JavaScript code for a global-wide custom effect whenever a + * buff is added. + * + * JS: On Add Debuff: + * - JavaScript code for a global-wide custom effect whenever a + * debuff is added. + * + * JS: On Erase Buff: + * - JavaScript code for a global-wide custom effect whenever a + * buff is added. + * + * JS: On Erase Debuff: + * - JavaScript code for a global-wide custom effect whenever a + * debuff is added. + * + * JS: On Expire Buff: + * - JavaScript code for a global-wide custom effect whenever a + * buff is added. + * + * JS: On Expire Debuff: + * - JavaScript code for a global-wide custom effect whenever a + * debuff is added. + * + * --- + * + * ============================================================================ + * Plugin Parameters: Passive State Settings + * ============================================================================ + * + * These Plugin Parameters adjust passive states that can affect all actors and + * enemies as well as have global conditions. + * + * --- + * + * For those using the code "a.isStateAffected(10)" to check if a target is + * affected by a state or not, this does NOT check passive states. This only + * checks for states that were directly applied to the target. + * + * This is NOT a bug. + * + * Instead, use "a.states().includes($dataStates[10])" to check for them. This + * code will search for both directly applied states and passive states alike. + * + * --- + * + * As passive states are NOT considered directly applied to, they do NOT match + * a Conditional Branch's state check as well. The Conditional Branch effect + * checks for an affected state. + * + * --- + * + * Because passive states are NOT directly applied to a battler, the functions + * of "addNewState", "addState", "eraseState", "removeState" do NOT apply to + * passive states either. This means that any of the related JS notetags tied + * to those functions will not occur either. + * + * --- + * + * Why are passive states not considered affected by? Let's look at it + * differently. There are two ways to grant skills to actors. They can acquire + * skills by levels/items/events or they can equip gear that temporarily grants + * the skill in question. + * + * Learning the skill is direct. Temporarily granting the skill is indirect. + * These two factors have mechanical importance and require differentiation. + * + * Regular states and passive states are the same way. Regular states are + * directly applied, therefore, need to be distinguished in order for things + * like state turns and steps, removal conditionals, and similar to matter at + * all. Passive states are indirect and are therefore, unaffected by state + * turns, steps, and removal conditions. These mechanical differences are + * important for how RPG Maker works. + * + * --- + * + * Once again, it is NOT a bug that when using "a.isStateAffected(10)" to + * check if a target has a passive state will return false. + * + * --- + * + * List + * + * Global Passives: + * - A list of passive states to affect actors and enemies. + * + * Actor-Only Passives: + * - A list of passive states to affect actors only. + * + * Enemy Passives: + * - A list of passive states to affect enemies only. + * + * --- + * + * Cache + * + * Switch Refresh?: + * - Refresh all battle members when switches are changed in battle? + * - This is primarily used for passive state conditions involve parameters + * that do not update due to cached data until a refresh occurs. + * - If this is on, do not spam Switch changes during battle in order to + * prevent lag spikes. + * + * Variable Refresh?: + * - Refresh all battle members when variables are changed in battle? + * - This is primarily used for passive state conditions involve parameters + * that do not update due to cached data until a refresh occurs. + * - If this is on, do not spam Variable changes during battle in order to + * prevent lag spikes. + * + * --- + * + * Global JS Effects + * + * JS: Condition Check: + * - JavaScript code for a global-wide passive condition check. + * + * --- + * + * ============================================================================ + * Terms of Use + * ============================================================================ + * + * 1. These plugins may be used in free or commercial games provided that they + * have been acquired through legitimate means at VisuStella.com and/or any + * other official approved VisuStella sources. Exceptions and special + * circumstances that may prohibit usage will be listed on VisuStella.com. + * + * 2. All of the listed coders found in the Credits section of this plugin must + * be given credit in your games or credited as a collective under the name: + * "VisuStella". + * + * 3. You may edit the source code to suit your needs, so long as you do not + * claim the source code belongs to you. VisuStella also does not take + * responsibility for the plugin if any changes have been made to the plugin's + * code, nor does VisuStella take responsibility for user-provided custom code + * used for custom control effects including advanced JavaScript notetags + * and/or plugin parameters that allow custom JavaScript code. + * + * 4. You may NOT redistribute these plugins nor take code from this plugin to + * use as your own. These plugins and their code are only to be downloaded from + * VisuStella.com and other official/approved VisuStella sources. A list of + * official/approved sources can also be found on VisuStella.com. + * + * 5. VisuStella is not responsible for problems found in your game due to + * unintended usage, incompatibility problems with plugins outside of the + * VisuStella MZ library, plugin versions that aren't up to date, nor + * responsible for the proper working of compatibility patches made by any + * third parties. VisuStella is not responsible for errors caused by any + * user-provided custom code used for custom control effects including advanced + * JavaScript notetags and/or plugin parameters that allow JavaScript code. + * + * 6. If a compatibility patch needs to be made through a third party that is + * unaffiliated with VisuStella that involves using code from the VisuStella MZ + * library, contact must be made with a member from VisuStella and have it + * approved. The patch would be placed on VisuStella.com as a free download + * to the public. Such patches cannot be sold for monetary gain, including + * commissions, crowdfunding, and/or donations. + * + * ============================================================================ + * Credits + * ============================================================================ + * + * If you are using this plugin, credit the following people in your game: + * + * Team VisuStella + * - Yanfly + * - Arisu + * - Olivia + * - Irina + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.48: December 19, 2024 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** Auras & Miasmas added by Olivia: + * *** Auras are a type passive that affects an allied party. Miasmas are a + * type of passive that affects an opposing party. Auras and Miasmas only + * need to come from a single source to give an entire party or troop a + * passive provided that the battler emitting the aura/miasma is alive and + * in battle. + * ** New Notetags added by Olivia: + * *** + * **** Emits an aura that affects the battler's allies and gives each affected + * member passive state(s) 'x'. + * *** + * **** Emits an aura that affects the battler's opponents and gives each + * affected member passive state(s) 'x'. + * *** + * **** Prevents the emitting user from being affected by the related aura. + * *** + * *** + * **** Allows aura/miasma to continue emitting even after the emitting user is + * in a dead state. + * *** + * *** + * **** Allows aura/miasma to only emit if the emitting user is in a dead state + * * Optimization Update! + * ** Plugin should run more optimized. + * + * Version 1.47: August 29, 2024 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** New notetags added by Arisu: + * *** + * **** When this skill/item is used to attack an enemy with the listed state + * that would normally have on damage removal (ie Sleep). + * **** This can be used for attacks like "Dream Eater" that would prevent + * waking up a sleeping opponent. + * *** + * **** When an attacker with an associated trait object that has this notetag + * would attack an enemy with the listed state, bypass on damage removal. + * **** This can be used for effects like "Sleep Striker" that would prevent + * the attacker from waking up a sleeping opponent. + * *** + * **** When a target with an associated trait object that has this notetag is + * attacked as the target with the listed state, bypass on damage removal. + * **** This can be used for effects like "Deep Sleep" that would prevent the + * attacked target from waking up. + * + * Version 1.46: July 18, 2024 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** New Plugin Parameter added by Irina: + * *** Parameters > Skill Settings > Skill Types > Sort: Alphabetical + * **** Insert the ID's of Skill Types you want sorted alphabetically. + * ** New notetags added by Irina: + * *** + * **** Used for Scene_Skill. + * **** Changes sorting priority by ID for skill to 'x'. + * **** Default priority level is '50'. + * **** Skills with higher priority values will be sorted higher up on the list + * while lower values will be lower on the list. + * + * Version 1.45: May 16, 2024 + * * Bug Fixes! + * ** Fixed a problem with passive state conditional notetags not working + * properly. Fix made by Irina. + * + * Version 1.44: April 18, 2024 + * * Bug Fixes! + * ** Fixed a bug where passive states would not appear. Fix made by Olivia. + * ** Fixed a bug where a crash would occur if certain plugins cleared the + * passive state cache midway through trying to register it. Fix by Olivia. + * * Optimization Update! + * ** Plugin should run more optimized. + * ** States with lots and lots of text data within their notes will no longer + * cause FPS drops. + * + * Version 1.43: January 18, 2024 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** New Plugin Commands added by Arisu! + * *** Skill Cost: Emulate Actor Pay + * *** Skill Cost: Emulate Enemy Pay + * **** Target actor(s)/enemy(s) emulates paying for skill cost. + * *** State Turns: Actor State Turns Change By + * *** State Turns: Actor State Turns Change To + * *** State Turns: Enemy State Turns Change By + * *** State Turns: Enemy State Turns Change To + * **** Changes actor(s)/enemy(s) state turns to a specific value/by an amount. + * **** Only works on states that can have turns. + * + * Version 1.42: November 16, 2023 + * * Bug Fixes! + * ** 'origin' variable was not working properly for + * JavaScript notetag. Should now be working properly. Fix made by Irina. + * + * Version 1.41: September 14, 2023 + * * Bug Fixes! + * ** Fixed a bug that prevented for states from working due to + * one of the recent updates. Fix made by Arisu. + * * Compatibility Update! + * ** Added compatibility functionality for future plugins. + * * Documentation Update! + * ** Apparently, we never put in the help notetag section. + * Woops... It's there now. + * + * Version 1.40: August 17, 2023 + * * Bug Fixes! + * ** Fixed a bug involving the "Item Cost" skill cost type found in the Plugin + * Parameters when involving consumable items. + * *** If you want to acquire these settings for an already-existing project, + * do either of the following: + * **** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager + * list and install the newest version. + * **** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, + * then copy over the "Item Cost" plugin parameters found in the "Skill + * Cost Types" plugin parameter settings to your current project. + * + * Version 1.39: July 13, 2023 + * * Feature Update! + * ** Updated the "Item Cost" skill cost type found in the Plugin Parameters to + * no longer consume items that are key items or nonconsumable. + * *** If you want to acquire these settings for an already-existing project, + * do either of the following: + * **** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager + * list and install the newest version. + * **** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, + * then copy over the "Item Cost" plugin parameters found in the "Skill + * Cost Types" plugin parameter settings to your current project. + * + * Version 1.38: March 16, 2023 + * * Documentation Update! + * ** Help file updated for new features. + * ** Added segment to in documentation: + * *** Does not work with 'Item Cost', 'Weapon Cost', or 'Armor Cost'. + * * New Features! + * ** New "Skill Cost Type" and notetags added by Arisu and sponsored by FAQ. + * *** + * *** + * *** + * **** The skill will consume items, weapons, and/or armors in order to be + * used. Even non-consumable items will be consumed. + * *** + * *** + * *** + * **** Sets up a maximum/minimum cost for the item, weapon, armor type costs. + * *** + * *** + * *** + * **** Alters cost rate of skills that would consume item, weapon, or armor. + * *** + * *** + * *** + * **** Alters flat costs of skills that would consume item, weapon, or armor. + * *** + * *** + * *** + * **** Replaces item, weapon, or armor to be consumed for another type. + * *** Projects with the Skills and States Core already installed will not have + * this update, but you can copy over the settings from a new project with + * the following steps: + * **** Create a new project. Install Skills and States Core. Open up the new + * project's 'Skill Cost Types'. + * **** Right click the 'Item Cost' option(s) and click copy. + * **** Go to the target project's Skills and States Core's 'Skill Cost Types' + * plugin parameter. Paste the command where you want it to go. + * **** Only 'Item Cost' is needed as it encompasses all three types for item, + * weapon, and armor costs. + * + * Version 1.38: February 16, 2023 + * * Compatibility Update! + * ** Added compatibility functionality for future plugins. + * + * Version 1.37: January 20, 2023 + * * Bug Fixes! + * ** Fixed a bug that caused equipment to unequip if the needed equipment + * traits came from passive states upon learning new skills. Fix by Irina. + * + * Version 1.36: December 15, 2022 + * * Documentation Update! + * ** Help file updated for new features. + * * Feature Update! + * ** When enemies are defeated with their entire party having a state with the + * notetag, then the party will gain EXP, Gold, and Drops + * before when they wouldn't. Update made by Irina. + * * New Features! + * ** New Plugin Parameter added by Irina! + * *** Plugin Parameters > Skill Settings > Skill Type Window > Window Width + * **** What is the desired pixel width of this window? Default: 240 + * + * Verison 1.35: October 13, 2022 + * * Feature Update! + * ** Default values for Passive States > Cache > Switch Refresh? and Variable + * Refresh? are now set to "false" in order to prevent sudden lag spikes for + * those who are unfamiliar with how this setting works. + * ** Update made by Irina. + * + * Version 1.34: September 29, 2022 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** New Plugin Parameters added by Irina and sponsored by AndyL: + * *** Plugin Parameters > Gauge Settings + * **** These settings allow you to make minor tweaks to how the gauges look + * ranging from the color used for the labels to the outline types used + * for the values. + * + * Version 1.33: August 11, 2022 + * * Bug Fixes! + * ** Fixed a crash that occurs when performing a custom action sequence + * without a skill attached to it. Fix made by Olivia. + * + * Version 1.32: June 16, 2022 + * * Documentation Update! + * ** Help file updated for new features. + * * New Features! + * ** New Plugin Parameters added by Arisu: + * *** Plugin Parameters > Passive State Settings > Cache > Switch Refresh? + * *** Plugin Parameters > Passive State Settings > Cache > Variable Refresh? + * **** Refresh all battle members when switches/variables are changed in + * battle? + * **** This is primarily used for passive state conditions involve parameters + * that do not update due to cached data until a refresh occurs. + * **** If this is on, do not spam Switch/Variable changes during battle in + * order to prevent lag spikes. + * + * Version 1.31: April 28, 2022 + * * Bug Fixes! + * ** Custom Slip Damage JS is now totalled correctly into regular slip damage + * totals for damage popups. Fix made by Olivia. + * + * Version 1.30: April 14, 2022 + * * Feature Update! + * ** Changed the state data removal timing to be after JS notetag effects + * take place in order for data such as origin data to remain intact. Update + * made by Irina. + * + * Version 1.29: March 31, 2022 + * * Bug Fixes! + * ** Fixed an error with not countaing correctly + * unless the state count matched the exact amount. The notetag effect + * should work properly now. Fix made by Olivia. + * + * Version 1.28: March 10, 2022 + * * Documentation Update! + * ** Help file updated for new features. + * * Feature Update! + * ** updated to allow multiple cases in a + * single notebox. Updated by Arisu. + * * New Features! + * ** New Notetag added by Arisu and sponsored by Archeia! + * *** + * **** When the state with this notetag is added, remove other 'x' category + * states from the battler (except for the state being added). + * **** Useful for thing state types like stances and forms that there is + * usually only one active at a time. + * + * Version 1.27: January 27, 2022 + * * Bug Fixes! + * ** Custom JS Slip Damage/Healing values should now be recalculated on + * demand. Fix made by Olivia. + * + * Version 1.26: January 20, 2022 + * * Documentation Update! + * ** Help file updated for new features. + * * Feature Update! + * ** Conditional Passive Bypass check is now stronger to prevent even more + * infinite loops from happening. Update made by Olivia. + * * New Features! + * ** New Plugin Parameter added by Olivia: + * *** Plugin Parameters > State Settings > General > Turn End on Map + * **** Update any state and buff turns on the map after this many steps. + * **** Use 0 to disable. + * + * Version 1.25: November 11, 2021 + * * Bug Fixes! + * ** Hidden skill notetags should no longer crash upon not detecting actors + * for learned skills. Fix made by Olivia. + * + * Version 1.24: November 4, 2021 + * * Documentation Update! + * ** Added section: "Slip Damage Popup Clarification" + * *** Slip Damage popups only show one popup for HP, MP, and TP each and it is + * the grand total of all the states and effects combined regardless of the + * number of states and effects on a battler. This is how it is in vanilla + * RPG Maker MZ and this is how we intend for it to be with the VisuStella + * MZ library. + * *** This is NOT a bug! + * *** The reason we are not changing this is because it does not properly + * relay information to the player accurately. When multiple popups appear, + * players only have roughly a second and a half to calculate it all for + * any form of information takeaway. We feel it is better suited for the + * player's overall convenience to show a cummulative change and steer the + * experience towards a more positive one. + * * Optimization Update! + * ** Plugin should run more optimized. + * + * Version 1.23: September 17, 2021 + * * Compatibility Update! + * ** RPG Maker MZ 1.3.3 compatibility. + * *** Updated how gauges are drawn. + * *** Skill Cost Types Plugin Parameters need to be updated for those who want + * the updated gauges. This can be done easily with the following steps: + * **** Step 1: Create a new project. + * **** Step 2: Install Skills and States Core version 1.23 into it. + * **** Step 3: Copy the Plugin Parameter Settings for "Skill Cost Types". + * **** Step 4: Return back to your original project. + * **** Step 5: Paste Plugin Parameter Settings on top of "Skill Cost Types". + * + * Version 1.22: August 6, 2021 + * * Documentation Update! + * ** "Action End Removal for States" under Major Updates is changed to: + * *** If your Plugin Parameter settings for "Action End Update" are enabled, + * then "Action End" has been updated so that it actually applies per + * action used instead of just being at the start of a battler's action + * set. + * *** However, there are side effects to this: if a state has the "Cannot + * Move" restriction along with the "Action End" removal timing, then + * unsurprisingly, the state will never wear off because it's now based on + * actual actions ending. To offset this and remove confusion, "Action End" + * auto-removal timings for states with "Cannot Move" restrictions will be + * turned into "Turn End" auto-removal timings while the "Action End + * Update" is enabled. + * *** This automatic change won't make it behave like an "Action End" removal + * timing would, but it's better than completely softlocking a battler. + * * Feature Update! + * ** Those using "Cannot Move" states with "Action End" auto-removal will now + * have be automatically converted into "Turn End" auto-removal if the + * plugin parameter "Action End Update" is set to true. Update by Irina. + * + * Version 1.21: July 30, 2021 + * * Documentation Update! + * ** Expanded "Action End Removal for States" section in Major Changes. + * *** These changes have been in effect since Version 1.07 but have not been + * explained in excess detail in the documentation since. + * **** Action End has been updated so that it actually applies per action used + * instead of just being at the start of a battler's action set. However, + * there are side effects to this: if a state has the "Cannot Move" + * restriction along with the "Action End" removal timing, then + * unsurprisingly, the state will never wear off because it's now based on + * actual actions ending. There are two solutions to this: + * **** Don't make "Cannot Move" restriction states with "Action End". This is + * not a workaround. This is how the state removal is intended to work + * under the new change. + * **** Go to the Skills & States Core Plugin Parameters, go to State + * Setttings, look for "Action End Update", and set it to false. You now + * reverted the removal timing system back to how it originally was in RPG + * Maker MZ's default battle system where it only updates based on an + * action set rather than per actual action ending. + * + * Version 1.20: June 18, 2021 + * * Feature Update! + * ** Updated automatic caching for conditional passive states to update more + * efficiently. Update made by Arisu. + * + * Version 1.19: June 4, 2021 + * * Optimization Update! + * ** Plugin should run more optimized. + * + * Version 1.18: May 21, 2021 + * * Documentation Update + * ** Added "Passive State Clarification" section. + * *** As there is a lot of confusion regarding how passive states work and how + * people still miss the explanations found in the "Passive State Notetags" + * section AND the "Plugin Parameters: Passive State Settings", we are + * adding a third section to explain how they work. + * *** All three sections will contain the full detailed explanation of how + * passive states work to clear common misconceptions about them. + * + * Version 1.17: May 7, 2021 + * * Bug Fixes + * ** State category removal is now usable outside of battle. Fix by Irina. + * + * Version 1.16: April 30, 2021 + * * Bug Fixes! + * ** When states with step removal have the or + * notetags, their step counter is no longer reset either. + * Fix made by Irina. + * * New Features! + * ** New notetag added by Arisu! + * *** + * **** Makes the name of the skill appear different when show in the skill + * list. Using \V[x] as a part of the name will display that variable. + * + * Version 1.15: March 19, 2021 + * * Compatibility Update + * ** Added compatibility functionality for future plugins. + * + * Version 1.14: March 12, 2021 + * * Bug Fixes! + * ** Max HP Buff/Debuff should now display its turn counter. Fix by Yanfly. + * * Documentation Update! + * ** For the , we've added documentation on the + * limitations of passive conditions since they have been reported as bug + * reports, when in reality, they are failsafes to prevent infinite loops. + * Such limitations include the following: + * *** A passive state that requires another passive state + * *** A passive state that requires a trait effect from another state + * *** A passive state that requires a parameter value altered by another state + * *** A passive state that requires equipment to be worn but its equipment + * type access is provided by another state. + * *** Anything else that is similar in style. + * + * Version 1.13: February 26, 2021 + * * Documentation Update! + * ** For and notetags, added the + * following notes: + * *** When these states are applied via action effects, the slip calculations + * are one time calculations made upon applying and the damage is cached to + * be used for future on regeneration calculations. + * *** For that reason, do not include game mechanics here such as adding + * states, buffs, debuffs, etc. as this notetag is meant for calculations + * only. Use the VisuStella Battle Core's and + * notetags for game mechanics instead. + * *** Passive states and states with the notetag are exempt + * from the one time calculation and recalculated each regeneration phase. + * * Feature Update! + * ** Changed slip refresh requirements to entail notetag for + * extra clarity. Update made by Olivia. + * + * Version 1.12: February 19, 2021 + * * Feature Update + * ** Changed the way passive state infinite stacking as a blanket coverage. + * Update made by Olivia. + * + * Version 1.11: February 12, 2021 + * * Bug Fixes! + * ** Added a check to prevent passive states from infinitely stacking. Fix + * made by Olivia. + * + * Version 1.10: January 15, 2021 + * * Documentation Update! + * ** Help file updated for new features. + * * New Feature! + * ** New Plugin Parameters added + * *** Plugin Parameters > Skill Settings > Background Type + * + * Version 1.09: January 1, 2021 + * * Bug Fixes! + * ** Custom JS TP slip damage and healing should now work properly. + * Fix made by Yanfly. + * + * Version 1.08: December 25, 2020 + * * Bug Fixes! + * ** should no longer trigger multiple times for the death + * state. Fix made by Yanfly. + * * Documentation Update! + * ** Added documentation for updated feature(s)! + * * Feature Update! + * ** can now allow the affected state to be added to an + * already dead battler. Update made by Yanfly. + * + * Version 1.07: December 18, 2020 + * * Documentation Update! + * ** Added documentation for new feature(s)! + * * New Features! + * ** New notetags added by Yanfly: + * *** + * *** + * *** + * *** + * ** New Plugin Parameter added by Yanfly. + * *** Plugin Parameters > States > General > Action End Update + * **** States with "Action End" auto-removal will also update turns at the end + * of each action instead of all actions. + * ***** Turn this off if you wish for state turn updates to function like they + * do by default for "Action End". + * + * Version 1.06: December 4, 2020 + * * Optimization Update! + * ** Plugin should run more optimized. + * + * Version 1.05: November 15, 2020 + * * Bug Fixes! + * ** The alignment of the Skill Type Window is now fixed and will reflect upon + * the default settings. Fix made by Yanfly. + * * Documentation Update! + * ** Added documentation for new feature(s)! + * * New Features! + * ** notetag added by Yanfly. + * * Optimization Update! + * ** Plugin should run more optimized. + * + * Version 1.04: September 27, 2020 + * * Documentation Update + * ** "Use Updated Layout" plugin parameters now have the added clause: + * "This will override the Core Engine windows settings." to reduce + * confusion. Added by Irina. + * + * Version 1.03: September 13, 2020 + * * Bug Fixes! + * ** custom notetags now work for passive states. Fix + * made by Olivia. + * ** Setting the Command Window style to "Text Only" will no longer add in + * the icon text codes. Bug fixed by Yanfly. + * + * Version 1.02: August 30, 2020 + * * Bug Fixes! + * ** The JS Notetags for Add, Erase, and Expire states are now fixed. Fix made + * by Yanfly. + * * Documentation Update! + * ** and notetags have + * the following added to their descriptions: + * *** This does not apply to skills added by traits on actors, classes, any + * equipment, or states. These are not considered learned skills. They are + * considered temporary skills. + * * New Features! + * ** Notetags added by Yanfly: + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** + * *** These have been added to remove the confusion regarding learned skills + * as skills added through trait effects are not considered learned skills + * by RPG Maker MZ. + * + * Version 1.01: August 23, 2020 + * * Bug Fixes! + * ** Passive states from Elements & Status Menu Core are now functional. + * Fix made by Olivia. + * * Compatibility Update + * ** Extended functions to allow for better compatibility. + * * Updated documentation + * ** Explains that passive states are not directly applied and are therefore + * not affected by code such as "a.isStateAffected(10)". + * ** Instead, use "a.states().includes($dataStates[10])" + * ** "Use #rrggbb for a hex color." lines now replaced with + * "For a hex color, use #rrggbb with VisuMZ_1_MessageCore" + * + * Version 1.00: August 20, 2020 + * * Finished Plugin! + * + * ============================================================================ + * End of Helpfile + * ============================================================================ + * + * @ -------------------------------------------------------------------------- + * + * @command Separator_Begin + * @text - + * @desc - + * + * @ -------------------------------------------------------------------------- + * + * @command SkillActorPaySkillCost + * @text Skill Cost: Emulate Actor Pay + * @desc Target actor(s) emulates paying for skill cost. + * + * @arg ActorIDs:arraynum + * @text Actor ID(s) + * @type actor[] + * @desc Select which Actor ID(s) will pay skill cost. + * @default ["1"] + * + * @arg SkillID:num + * @text Skill ID + * @type skill + * @desc What is the ID of the skill to emulate paying the skill cost for? + * @default 99 + * + * @ -------------------------------------------------------------------------- + * + * @command SkillEnemyPaySkillCost + * @text Skill Cost: Emulate Enemy Pay + * @desc Target enemy(s) emulates paying for skill cost. + * + * @arg EnemyIndex:arraynum + * @text Enemy Index(es) + * @type actr[] + * @desc Select which enemy index(es) will pay skill cost. + * @default ["1"] + * + * @arg SkillID:num + * @text Skill ID + * @type skill + * @desc What is the ID of the skill to emulate paying the skill cost for? + * @default 99 + * + * @ -------------------------------------------------------------------------- + * + * @command Separator_StateTurns + * @text - + * @desc - + * + * @ -------------------------------------------------------------------------- + * + * @command StateTurnsActorChangeBy + * @text State Turns: Actor State Turns Change By + * @desc Changes actor(s) state turns by an amount. + * Only works on states that can have turns. + * + * @arg ActorIDs:arraynum + * @text Actor ID(s) + * @type actor[] + * @desc Select which Actor ID(s) to affect. + * @default ["1"] + * + * @arg StateID:num + * @text State ID + * @type state + * @desc What is the ID of the state you wish to change turns for? + * Only works on states that can have turns. + * @default 5 + * + * @arg Turns:eval + * @text Change Turns By + * @desc How many turns should the state be changed to? + * You may use JavaScript code. + * @default +1 + * + * @arg AutoAddState:eval + * @text Auto-Add State? + * @type boolean + * @on Auto-Add + * @off Don't Add + * @desc Automatically adds state if actor(s) does not have it applied? + * @default true + * + * @ -------------------------------------------------------------------------- + * + * @command StateTurnsActorChangeTo + * @text State Turns: Actor State Turns Change To + * @desc Changes actor(s) state turns to a specific value. + * Only works on states that can have turns. + * + * @arg ActorIDs:arraynum + * @text Actor ID(s) + * @type actor[] + * @desc Select which Actor ID(s) to affect. + * @default ["1"] + * + * @arg StateID:num + * @text State ID + * @type state + * @desc What is the ID of the state you wish to change turns for? + * Only works on states that can have turns. + * @default 5 + * + * @arg Turns:eval + * @text Change Turns To + * @desc How many turns should the state be changed to? + * You may use JavaScript code. + * @default 10 + * + * @arg AutoAddState:eval + * @text Auto-Add State? + * @type boolean + * @on Auto-Add + * @off Don't Add + * @desc Automatically adds state if actor(s) does not have it applied? + * @default true + * + * @ -------------------------------------------------------------------------- + * + * @command StateTurnsEnemyChangeBy + * @text State Turns: Enemy State Turns Change By + * @desc Changes enemy(s) state turns by an amount. + * Only works on states that can have turns. + * + * @arg EnemyIndex:arraynum + * @text Enemy Index(es) + * @type actr[] + * @desc Select which enemy index(es) to affect. + * @default ["1"] + * + * @arg StateID:num + * @text State ID + * @type state + * @desc What is the ID of the state you wish to change turns for? + * Only works on states that can have turns. + * @default 5 + * + * @arg Turns:eval + * @text Change Turns By + * @desc How many turns should the state be changed to? + * You may use JavaScript code. + * @default +1 + * + * @arg AutoAddState:eval + * @text Auto-Add State? + * @type boolean + * @on Auto-Add + * @off Don't Add + * @desc Automatically adds state if enemy(s) does not have it applied? + * @default true + * + * @ -------------------------------------------------------------------------- + * + * @command StateTurnsEnemyChangeTo + * @text State Turns: Enemy State Turns Change To + * @desc Changes enemy(s) state turns to a specific value. + * Only works on states that can have turns. + * + * @arg EnemyIndex:arraynum + * @text Enemy Index(es) + * @type actr[] + * @desc Select which enemy index(es) to affect. + * @default ["1"] + * + * @arg StateID:num + * @text State ID + * @type state + * @desc What is the ID of the state you wish to change turns for? + * Only works on states that can have turns. + * @default 5 + * + * @arg Turns:eval + * @text Change Turns To + * @desc How many turns should the state be changed to? + * You may use JavaScript code. + * @default 10 + * + * @arg AutoAddState:eval + * @text Auto-Add State? + * @type boolean + * @on Auto-Add + * @off Don't Add + * @desc Automatically adds state if enemy(s) does not have it applied? + * @default true + * + * @ -------------------------------------------------------------------------- + * + * @command Separator_End + * @text - + * @desc - + * + * @ -------------------------------------------------------------------------- + * + * @ ========================================================================== + * @ Plugin Parameters + * @ ========================================================================== + * + * @param BreakHead + * @text -------------------------- + * @default ---------------------------------- + * + * @param SkillsStatesCore + * @default Plugin Parameters + * + * @param ATTENTION + * @default READ THE HELP FILE + * + * @param BreakSettings + * @text -------------------------- + * @default ---------------------------------- + * + * @param Skills:struct + * @text Skill Settings + * @type struct + * @desc Adjust general skill settings here. + * @default {"General":"","EnableLayout:eval":"true","LayoutStyle:str":"upper/left","SkillTypeWindow":"","CmdStyle:str":"auto","CmdTextAlign:str":"left","ListWindow":"","ListWindowCols:num":"1","ShopStatusWindow":"","ShowShopStatus:eval":"true","SkillSceneAdjustSkillList:eval":"true","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","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;\""} + * + * @param Costs:arraystruct + * @text Skill Cost Types + * @parent Skills:struct + * @type struct[] + * @desc A list of all the skill cost types added by this plugin + * and the code that controls them in-game. + * @default ["{\"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.\\\"\"}"] + * + * @param Gauge:struct + * @text Gauge Settings + * @parent Skills:struct + * @type struct + * @desc Settings in regards to how skill cost gauges function and appear. + * @default {"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"} + * + * @param BreakSkills + * @text -------------------------- + * @default ---------------------------------- + * + * @param States:struct + * @text State Settings + * @type struct + * @desc Adjust general state settings here. + * @default {"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\""} + * + * @param Buffs:struct + * @text Buff/Debuff Settings + * @parent States:struct + * @type struct + * @desc Adjust general buff/debuff settings here. + * @default {"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\""} + * + * @param PassiveStates:struct + * @text Passive States + * @parent States:struct + * @type struct + * @desc Adjust passive state settings here. + * @default {"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;\""} + * + * @param BreakEnd1 + * @text -------------------------- + * @default ---------------------------------- + * + * @param End Of + * @default Plugin Parameters + * + * @param BreakEnd2 + * @text -------------------------- + * @default ---------------------------------- + * + */ +/* ---------------------------------------------------------------------------- + * General Skill Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~Skills: + * + * @param General + * + * @param EnableLayout:eval + * @text Use Updated Layout + * @parent General + * @type boolean + * @on Use + * @off Don't Use + * @desc Use the Updated Skill Menu Layout provided by this plugin? + * This will override the Core Engine windows settings. + * @default true + * + * @param LayoutStyle:str + * @text Layout Style + * @parent General + * @type select + * @option Upper Help, Left Input + * @value upper/left + * @option Upper Help, Right Input + * @value upper/right + * @option Lower Help, Left Input + * @value lower/left + * @option Lower Help, Right Input + * @value lower/right + * @desc If using an updated layout, how do you want to style + * the menu scene layout? + * @default upper/left + * + * @param SkillTypeWindow + * @text Skill Type Window + * + * @param CmdStyle:str + * @text Style + * @parent SkillTypeWindow + * @type select + * @option Text Only + * @value text + * @option Icon Only + * @value icon + * @option Icon + Text + * @value iconText + * @option Automatic + * @value auto + * @desc How do you wish to draw commands in the Skill Type Window? + * @default auto + * + * @param CmdTextAlign:str + * @text Text Align + * @parent SkillTypeWindow + * @type combo + * @option left + * @option center + * @option right + * @desc Text alignment for the Skill Type Window. + * @default left + * + * @param CmdWidth:num + * @text Window Width + * @parent SkillTypeWindow + * @type number + * @min 1 + * @desc What is the desired pixel width of this window? + * Default: 240 + * @default 240 + * + * @param ListWindow + * @text List Window + * + * @param ListWindowCols:num + * @text Columns + * @parent ListWindow + * @type number + * @min 1 + * @desc Number of maximum columns. + * @default 1 + * + * @param ShopStatusWindow + * @text Shop Status Window + * + * @param ShowShopStatus:eval + * @text Show in Skill Menu? + * @parent ShopStatusWindow + * @type boolean + * @on Show + * @off Don't Show + * @desc Show the Shop Status Window in the Skill Menu? + * This is enabled if the Updated Layout is on. + * @default true + * + * @param SkillSceneAdjustSkillList:eval + * @text Adjust List Window? + * @parent ShopStatusWindow + * @type boolean + * @on Adjust + * @off Don't + * @desc Automatically adjust the Skill List Window in the Skill Menu if using the Shop Status Window? + * @default true + * + * @param SkillSceneStatusBgType:num + * @text Background Type + * @parent ShopStatusWindow + * @type select + * @option 0 - Window + * @value 0 + * @option 1 - Dim + * @value 1 + * @option 2 - Transparent + * @value 2 + * @desc Select background type for this window. + * @default 0 + * + * @param SkillMenuStatusRect:func + * @text JS: X, Y, W, H + * @parent ShopStatusWindow + * @type note + * @desc Code used to determine the dimensions for this Shop Status Window in the Skill Menu. + * @default "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);" + * + * @param SkillTypes + * @text Skill Types + * + * @param HiddenSkillTypes:arraynum + * @text Hidden Skill Types + * @parent SkillTypes + * @type number[] + * @min 1 + * @max 99 + * @desc Insert the ID's of the Skill Types you want hidden from view ingame. + * @default [] + * + * @param BattleHiddenSkillTypes:arraynum + * @text Hidden During Battle + * @parent SkillTypes + * @type number[] + * @min 1 + * @max 99 + * @desc Insert the ID's of the Skill Types you want hidden during battle only. + * @default [] + * + * @param IconStypeNorm:num + * @text Icon: Normal Type + * @parent SkillTypes + * @desc Icon used for normal skill types that aren't assigned any icons. + * @default 78 + * + * @param IconStypeMagic:num + * @text Icon: Magic Type + * @parent SkillTypes + * @desc Icon used for magic skill types that aren't assigned any icons. + * @default 79 + * + * @param SortSkillTypesAbc:arraynum + * @text Sort: Alphabetical + * @parent SkillTypes + * @type number[] + * @min 1 + * @max 99 + * @desc Insert the ID's of Skill Types you want sorted alphabetically. + * @default [] + * + * @param CustomJS + * @text Global JS Effects + * + * @param SkillConditionJS:func + * @text JS: Skill Conditions + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide skill condition check. + * @default "// 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;" + * + */ +/* ---------------------------------------------------------------------------- + * Skill Cost Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~Cost: + * + * @param Name:str + * @text Name + * @desc A name for this Skill Cost Type. + * @default Untitled + * + * @param Settings + * + * @param Icon:num + * @text Icon + * @parent Settings + * @desc Icon used for this Skill Cost Type. + * Use 0 for no icon. + * @default 0 + * + * @param FontColor:str + * @text Font Color + * @parent Settings + * @desc Text Color used to display this cost. + * For a hex color, use #rrggbb with VisuMZ_1_MessageCore + * @default 0 + * + * @param FontSize:num + * @text Font Size + * @parent Settings + * @type number + * @min 1 + * @desc Font size used to display this cost. + * @default 22 + * + * @param Cost + * @text Cost Processing + * + * @param CalcJS:func + * @text JS: Cost Calculation + * @parent Cost + * @type note + * @desc Code on how to calculate this resource cost for the skill. + * @default "// Declare Variables\nconst user = this;\nconst skill = arguments[0];\nlet cost = 0;\n\n// Return cost value\nreturn Math.round(Math.max(0, cost));" + * + * @param CanPayJS:func + * @text JS: Can Pay Cost? + * @parent Cost + * @type note + * @desc Code on calculating whether or not the user is able to pay the cost. + * @default "// Declare Variables\nconst user = this;\nconst skill = arguments[0];\nconst cost = arguments[1];\n\n// Return Boolean\nreturn true;" + * + * @param PayJS:func + * @text JS: Paying Cost + * @parent Cost + * @type note + * @desc Code for if met, this is the actual process of paying of the cost. + * @default "// Declare Variables\nconst user = this;\nconst skill = arguments[0];\nconst cost = arguments[1];\n\n// Process Payment\n" + * + * @param Windows + * @text Window Display + * + * @param ShowJS:func + * @text JS: Show Cost? + * @parent Windows + * @type note + * @desc Code for determining if the cost is shown or not. + * @default "// Declare Variables\nconst user = this;\nconst skill = arguments[0];\nconst cost = arguments[1];\n\n// Return Boolean\nreturn cost > 0;" + * + * @param TextJS:func + * @text JS: Cost Text + * @parent Windows + * @type note + * @desc Code to determine the text (with Text Code support) used for the displayed cost. + * @default "// 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;\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;" + * + * @param Gauges + * @text Gauge Display + * + * @param GaugeMaxJS:func + * @text JS: Maximum Value + * @parent Gauges + * @type note + * @desc Code to determine the maximum value used for this Skill Cost resource for gauges. + * @default "// Declare Variables\nconst user = this;\n\n// Return value\nreturn 0;" + * + * @param GaugeCurrentJS:func + * @text JS: Current Value + * @parent Gauges + * @type note + * @desc Code to determine the current value used for this Skill Cost resource for gauges. + * @default "// Declare Variables\nconst user = this;\n\n// Return value\nreturn 0;" + * + * @param GaugeDrawJS:func + * @text JS: Draw Gauge + * @parent Gauges + * @type note + * @desc Code to determine how to draw the Skill Cost resource for this gauge type. + * @default "// Declare Variables\nconst sprite = this;\nconst settings = sprite._costSettings;\nconst bitmap = sprite.bitmap;\nconst user = sprite._battler;\nconst currentValue = sprite.currentDisplayedValue();\n\n// Draw Gauge\nconst color1 = ColorManager.textColor(30);\nconst color2 = ColorManager.textColor(31);\nconst gx = 0;\nconst gy = sprite.bitmapHeight() - sprite.gaugeHeight();\nconst gw = sprite.bitmapWidth() - gx;\nconst gh = sprite.gaugeHeight();\nthis.drawFullGauge(color1, color2, gx, gy, gw, gh);\n\n// Draw Label\nconst label = settings.Name;\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\");" + * + */ +/* ---------------------------------------------------------------------------- + * Gauge Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~Gauge: + * + * @param Labels + * + * @param LabelFontMainType:str + * @text Font Type + * @parent Labels + * @type select + * @option main + * @option number + * @desc Which font type should be used for labels? + * @default main + * + * @param MatchLabelColor:eval + * @text Match Label Color + * @parent Labels + * @type boolean + * @on Match + * @off Preset + * @desc Match the label color to the Gauge Color being used? + * @default true + * + * @param MatchLabelGaugeColor:num + * @text Match: Gauge # ? + * @parent MatchLabelColor:eval + * @type number + * @min 1 + * @max 2 + * @desc Which Gauge Color should be matched? + * @default 2 + * + * @param PresetLabelGaugeColor:num + * @text Preset: Gauge Color + * @parent MatchLabelColor:eval + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 16 + * + * @param LabelOutlineSolid:eval + * @text Solid Outline + * @parent Labels + * @type boolean + * @on Solid + * @off Semi-Transparent + * @desc Make the label outline a solid black color? + * @default true + * + * @param LabelOutlineWidth:num + * @text Outline Width + * @parent Labels + * @type number + * @min 0 + * @desc What width do you wish to use for your outline? + * Use 0 to not use an outline. + * @default 3 + * + * @param Values + * + * @param ValueFontMainType:str + * @text Font Type + * @parent Values + * @type select + * @option main + * @option number + * @desc Which font type should be used for values? + * @default number + * + * @param ValueOutlineSolid:eval + * @text Solid Outline + * @parent Values + * @type boolean + * @on Solid + * @off Semi-Transparent + * @desc Make the value outline a solid black color? + * @default true + * + * @param ValueOutlineWidth:num + * @text Outline Width + * @parent Values + * @type number + * @min 0 + * @desc What width do you wish to use for your outline? + * Use 0 to not use an outline. + * @default 3 + * + */ +/* ---------------------------------------------------------------------------- + * General State Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~States: + * + * @param General + * + * @param ReapplyRules:str + * @text Reapply Rules + * @parent General + * @type select + * @option Ignore: State doesn't get added. + * @value ignore + * @option Reset: Turns get reset. + * @value reset + * @option Greater: Turns take greater value (current vs reset). + * @value greater + * @option Add: Turns add upon existing turns. + * @value add + * @desc These are the rules when reapplying states. + * @default greater + * + * @param MaxTurns:num + * @text Maximum Turns + * @parent General + * @type number + * @min 1 + * @desc Maximum number of turns to let states go up to. + * This can be changed with the notetag. + * @default 9999 + * + * @param ActionEndUpdate:eval + * @text Action End Update + * @parent General + * @type boolean + * @on Update Each Action + * @off Don't Change + * @desc States with "Action End" auto-removal will also update + * turns at the end of each action instead of all actions. + * @default true + * + * @param TurnEndOnMap:num + * @text Turn End on Map + * @parent General + * @type number + * @desc Update any state and buff turns on the map after + * this many steps. Use 0 to disable. + * @default 20 + * + * @param Turns + * @text Turn Display + * + * @param ShowTurns:eval + * @text Show Turns? + * @parent Turns + * @type boolean + * @on Display + * @off Hide + * @desc Display state turns on top of window icons and sprites? + * @default true + * + * @param TurnFontSize:num + * @text Turn Font Size + * @parent Turns + * @type number + * @min 1 + * @desc Font size used for displaying turns. + * @default 16 + * + * @param TurnOffsetX:num + * @text Offset X + * @parent Turns + * @desc Offset the X position of the turn display. + * @default -4 + * + * @param TurnOffsetY:num + * @text Offset Y + * @parent Turns + * @desc Offset the Y position of the turn display. + * @default -6 + * + * @param TurnFontSize:num + * @text Turn Font Size + * @parent Turns + * @desc Font size used for displaying turns. + * @default 16 + * + * @param ColorNeutral:str + * @text Turn Color: Neutral + * @parent Turns + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 0 + * + * @param ColorPositive:str + * @text Turn Color: Positive + * @parent Turns + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 24 + * + * @param ColorNegative:str + * @text Turn Color: Negative + * @parent Turns + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 27 + * + * @param Data + * @text Data Display + * + * @param ShowData:eval + * @text Show Data? + * @parent Data + * @type boolean + * @on Display + * @off Hide + * @desc Display state data on top of window icons and sprites? + * @default true + * + * @param DataFontSize:num + * @text Data Font Size + * @parent Data + * @type number + * @min 1 + * @desc Font size used for displaying state data. + * @default 12 + * + * @param DataOffsetX:num + * @text Offset X + * @parent Data + * @desc Offset the X position of the state data display. + * @default 0 + * + * @param DataOffsetY:num + * @text Offset Y + * @parent Data + * @desc Offset the Y position of the state data display. + * @default 8 + * + * @param CustomJS + * @text Global JS Effects + * + * @param onAddStateJS:func + * @text JS: On Add State + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * state is added. + * @default "// 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" + * + * @param onEraseStateJS:func + * @text JS: On Erase State + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * state is erased. + * @default "// 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" + * + * @param onExpireStateJS:func + * @text JS: On Expire State + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * state has expired. + * @default "// 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" + * + */ +/* ---------------------------------------------------------------------------- + * General Buff/Debuff Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~Buffs: + * + * @param General + * + * @param ReapplyRules:str + * @text Reapply Rules + * @parent General + * @type select + * @option Ignore: Buff/Debuff doesn't get added. + * @value ignore + * @option Reset: Turns get reset. + * @value reset + * @option Greater: Turns take greater value (current vs reset). + * @value greater + * @option Add: Turns add upon existing turns. + * @value add + * @desc These are the rules when reapplying buffs/debuffs. + * @default greater + * + * @param MaxTurns:num + * @text Maximum Turns + * @parent General + * @type number + * @min 1 + * @desc Maximum number of turns to let buffs and debuffs go up to. + * @default 9999 + * + * @param Stacking + * + * @param StackBuffMax:num + * @text Max Stacks: Buff + * @parent Stacking + * @type number + * @min 1 + * @desc Maximum number of stacks for buffs. + * @default 2 + * + * @param StackDebuffMax:num + * @text Max Stacks: Debuff + * @parent Stacking + * @type number + * @min 1 + * @desc Maximum number of stacks for debuffs. + * @default 2 + * + * @param MultiplierJS:func + * @text JS: Buff/Debuff Rate + * @parent Stacking + * @type note + * @desc Code to determine how much buffs and debuffs affect parameters. + * @default "// 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);" + * + * @param Turns + * @text Turns Display + * + * @param ShowTurns:eval + * @text Show Turns? + * @parent Turns + * @type boolean + * @on Display + * @off Hide + * @desc Display buff and debuff turns on top of window icons and sprites? + * @default true + * + * @param TurnFontSize:num + * @text Turn Font Size + * @parent Turns + * @type number + * @min 1 + * @desc Font size used for displaying turns. + * @default 16 + * + * @param TurnOffsetX:num + * @text Offset X + * @parent Turns + * @desc Offset the X position of the turn display. + * @default -4 + * + * @param TurnOffsetY:num + * @text Offset Y + * @parent Turns + * @desc Offset the Y position of the turn display. + * @default -6 + * + * @param ColorBuff:str + * @text Turn Color: Buffs + * @parent Turns + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 24 + * + * @param ColorDebuff:str + * @text Turn Color: Debuffs + * @parent Turns + * @desc Use #rrggbb for custom colors or regular numbers + * for text colors from the Window Skin. + * @default 27 + * + * @param Data + * @text Rate Display + * + * @param ShowData:eval + * @text Show Rate? + * @parent Data + * @type boolean + * @on Display + * @off Hide + * @desc Display buff and debuff rate on top of window icons and sprites? + * @default false + * + * @param DataFontSize:num + * @text Rate Font Size + * @parent Data + * @type number + * @min 1 + * @desc Font size used for displaying rate. + * @default 12 + * + * @param DataOffsetX:num + * @text Offset X + * @parent Data + * @desc Offset the X position of the rate display. + * @default 0 + * + * @param DataOffsetY:num + * @text Offset Y + * @parent Data + * @desc Offset the Y position of the rate display. + * @default 8 + * + * @param CustomJS + * @text Global JS Effects + * + * @param onAddBuffJS:func + * @text JS: On Add Buff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * buff is added. + * @default "// 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" + * + * @param onAddDebuffJS:func + * @text JS: On Add Debuff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * debuff is added. + * @default "// 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" + * + * @param onEraseBuffJS:func + * @text JS: On Erase Buff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * buff is erased. + * @default "// 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" + * + * @param onEraseDebuffJS:func + * @text JS: On Erase Debuff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * debuff is erased. + * @default "// 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" + * + * @param onExpireBuffJS:func + * @text JS: On Expire Buff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * buff has expired. + * @default "// 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" + * + * @param onExpireDebuffJS:func + * @text JS: On Expire Debuff + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide custom effect whenever a + * debuff has expired. + * @default "// 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" + * + */ +/* ---------------------------------------------------------------------------- + * Passive State Settings + * ---------------------------------------------------------------------------- + */ +/*~struct~PassiveStates: + * + * @param List + * + * @param Global:arraynum + * @text Global Passives + * @parent List + * @type state[] + * @desc A list of passive states to affect actors and enemies. + * @default [] + * + * @param Actor:arraynum + * @text Actor-Only Passives + * @parent List + * @type state[] + * @desc A list of passive states to affect actors only. + * @default [] + * + * @param Enemy:arraynum + * @text Enemy Passives + * @parent List + * @type state[] + * @desc A list of passive states to affect enemies only. + * @default [] + * + * @param Cache + * + * @param RefreshCacheSwitch:eval + * @text Switch Refresh? + * @parent Cache + * @type boolean + * @on Refresh + * @off No Changes + * @desc Refresh all battle members when switches are changed in battle? + * @default false + * + * @param RefreshCacheVar:eval + * @text Variable Refresh? + * @parent Cache + * @type boolean + * @on Refresh + * @off No Changes + * @desc Refresh all battle members when variables are changed in battle? + * @default false + * + * @param CustomJS + * @text Global JS Effects + * + * @param PassiveConditionJS:func + * @text JS: Condition Check + * @parent CustomJS + * @type note + * @desc JavaScript code for a global-wide passive condition check. + * @default "// 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;" + * + */ +//============================================================================= + +const _0x3a8e42=_0x3946;(function(_0x17a974,_0x471699){const _0xfbdefa=_0x3946,_0x370b30=_0x17a974();while(!![]){try{const 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_0x5b3716=$gameActors['actor'](_0xf941c5);if(!_0x5b3716)continue;_0x5b3716[_0x4c8032(0x283)](_0x222652);}}),PluginManager[_0x3a8e42(0x233)](pluginData[_0x3a8e42(0x20f)],_0x3a8e42(0x31e),_0x18b881=>{const _0x293770=_0x3a8e42;VisuMZ[_0x293770(0x2d0)](_0x18b881,_0x18b881);const _0x1d5e40=_0x18b881[_0x293770(0x377)]||[],_0x5a86b4=Number(_0x18b881[_0x293770(0x27b)]),_0x3ec3c9=$dataSkills[_0x5a86b4];if(!_0x3ec3c9)return;for(const _0x3a9eba of _0x1d5e40){const _0x13135d=$gameTroop[_0x293770(0x222)]()[_0x3a9eba];if(!_0x13135d)continue;_0x13135d[_0x293770(0x283)](_0x3ec3c9);}}),PluginManager[_0x3a8e42(0x233)](pluginData[_0x3a8e42(0x20f)],_0x3a8e42(0x392),_0x4c4b1c=>{const _0x8c92f9=_0x3a8e42;VisuMZ[_0x8c92f9(0x2d0)](_0x4c4b1c,_0x4c4b1c);const _0x7637d3=_0x4c4b1c[_0x8c92f9(0x25f)]||[],_0x49f539=Number(_0x4c4b1c['StateID']),_0x263ea7=Number(_0x4c4b1c[_0x8c92f9(0x1ab)]),_0x145c99=_0x4c4b1c[_0x8c92f9(0x16a)];for(const _0x13117c of _0x7637d3){const 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_0x5291a8=_0x3a8e42;if(!$gameParty[_0x5291a8(0x2ee)]())return;VisuMZ[_0x5291a8(0x2d0)](_0x22a815,_0x22a815);const _0x4cda98=_0x22a815['EnemyIndex']||[],_0x16fa06=Number(_0x22a815[_0x5291a8(0x3f1)]),_0x2eb9a8=Number(_0x22a815['Turns']),_0x4192e7=_0x22a815['AutoAddState'];for(const _0x47265f of _0x4cda98){const _0xc13d66=$gameTroop[_0x5291a8(0x222)]()[_0x47265f];if(!_0xc13d66)continue;_0x4192e7&&!_0xc13d66[_0x5291a8(0x2eb)](_0x16fa06)?(_0xc13d66['addState'](_0x16fa06),_0xc13d66[_0x5291a8(0x2f9)](_0x16fa06,_0x2eb9a8)):_0xc13d66['addStateTurns'](_0x16fa06,_0x2eb9a8);}}),PluginManager[_0x3a8e42(0x233)](pluginData[_0x3a8e42(0x20f)],_0x3a8e42(0x19a),_0x251e27=>{const _0x422bbd=_0x3a8e42;if(!$gameParty[_0x422bbd(0x2ee)]())return;VisuMZ[_0x422bbd(0x2d0)](_0x251e27,_0x251e27);const _0x151a82=_0x251e27[_0x422bbd(0x377)]||[],_0x18e8ce=Number(_0x251e27[_0x422bbd(0x3f1)]),_0x11ff0c=Math[_0x422bbd(0x171)](Number(_0x251e27[_0x422bbd(0x1ab)]),0x0),_0x12b6a9=_0x251e27[_0x422bbd(0x16a)];for(const _0x145525 of _0x151a82){const _0x5d6a68=$gameTroop[_0x422bbd(0x222)]()[_0x145525];if(!_0x5d6a68)continue;_0x12b6a9&&!_0x5d6a68['isStateAffected'](_0x18e8ce)&&_0x5d6a68[_0x422bbd(0x396)](_0x18e8ce),_0x5d6a68[_0x422bbd(0x2f9)](_0x18e8ce,_0x11ff0c);}}),VisuMZ['SkillsStatesCore'][_0x3a8e42(0x184)]=Scene_Boot[_0x3a8e42(0x348)][_0x3a8e42(0x1b9)],Scene_Boot[_0x3a8e42(0x348)][_0x3a8e42(0x1b9)]=function(){const _0x3ecc7f=_0x3a8e42;VisuMZ[_0x3ecc7f(0x140)][_0x3ecc7f(0x184)][_0x3ecc7f(0x371)](this),this[_0x3ecc7f(0x1fb)](),VisuMZ[_0x3ecc7f(0x140)][_0x3ecc7f(0x200)]();},Scene_Boot[_0x3a8e42(0x348)]['process_VisuMZ_SkillsStatesCore_Notetags']=function(){const _0x2d1080=_0x3a8e42;this['process_VisuMZ_SkillsStatesCore_CheckForAuras']();if(VisuMZ[_0x2d1080(0x3ae)])return;this[_0x2d1080(0x36a)](),this[_0x2d1080(0x2da)]();},Scene_Boot[_0x3a8e42(0x348)]['process_VisuMZ_SkillsStatesCore_Skill_Notetags']=function(){const _0x56cb3a=_0x3a8e42;for(const _0xc3e08f of $dataSkills){if(!_0xc3e08f)continue;VisuMZ[_0x56cb3a(0x140)][_0x56cb3a(0x3a7)](_0xc3e08f),VisuMZ[_0x56cb3a(0x140)][_0x56cb3a(0x1d1)](_0xc3e08f),VisuMZ[_0x56cb3a(0x140)][_0x56cb3a(0x354)](_0xc3e08f);}},Scene_Boot[_0x3a8e42(0x348)]['process_VisuMZ_SkillsStatesCore_State_Notetags']=function(){const _0x7650f7=_0x3a8e42;for(const _0x100e8d of $dataStates){if(!_0x100e8d)continue;VisuMZ['SkillsStatesCore'][_0x7650f7(0x33a)](_0x100e8d),VisuMZ[_0x7650f7(0x140)]['Parse_Notetags_State_PassiveJS'](_0x100e8d),VisuMZ[_0x7650f7(0x140)][_0x7650f7(0x340)](_0x100e8d),VisuMZ[_0x7650f7(0x140)]['Parse_Notetags_State_ApplyRemoveLeaveJS'](_0x100e8d);}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x37d)]=VisuMZ[_0x3a8e42(0x37d)],VisuMZ[_0x3a8e42(0x37d)]=function(_0x3ce239){const _0x1b817d=_0x3a8e42;VisuMZ[_0x1b817d(0x140)][_0x1b817d(0x37d)][_0x1b817d(0x371)](this,_0x3ce239),VisuMZ[_0x1b817d(0x140)]['Parse_Notetags_Skill_Cost'](_0x3ce239),VisuMZ[_0x1b817d(0x140)]['Parse_Notetags_Skill_Sorting'](_0x3ce239),VisuMZ['SkillsStatesCore']['Parse_Notetags_Skill_JS'](_0x3ce239);},VisuMZ[_0x3a8e42(0x140)]['ParseStateNotetags']=VisuMZ[_0x3a8e42(0x21d)],VisuMZ['ParseStateNotetags']=function(_0x467039){const _0x3aef63=_0x3a8e42;VisuMZ[_0x3aef63(0x140)][_0x3aef63(0x21d)][_0x3aef63(0x371)](this,_0x467039),VisuMZ[_0x3aef63(0x140)][_0x3aef63(0x33a)](_0x467039),VisuMZ[_0x3aef63(0x140)][_0x3aef63(0x190)](_0x467039),VisuMZ[_0x3aef63(0x140)]['Parse_Notetags_State_SlipEffectJS'](_0x467039),VisuMZ[_0x3aef63(0x140)][_0x3aef63(0x27e)](_0x467039);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3a7)]=function(_0x4f581c){const _0x1aa19f=_0x3a8e42,_0x1063a7=_0x4f581c['note'];_0x1063a7['match'](//i)&&(_0x4f581c[_0x1aa19f(0x39f)]=Number(RegExp['$1'])),_0x1063a7[_0x1aa19f(0x159)](//i)&&(_0x4f581c[_0x1aa19f(0x239)]=Number(RegExp['$1']));},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1d1)]=function(_0x2cbf12){const _0x29683b=_0x3a8e42;if(!_0x2cbf12)return;_0x2cbf12[_0x29683b(0x225)]=0x32;const _0x5b9874=_0x2cbf12[_0x29683b(0x3ee)]||'';_0x5b9874[_0x29683b(0x159)](/<(?:|ID )SORT(?:|ING)[ ]PRIORITY:[ ](\d+)>/i)&&(_0x2cbf12[_0x29683b(0x225)]=Number(RegExp['$1']));},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x2df)]={},VisuMZ['SkillsStatesCore']['skillVisibleJS']={},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x354)]=function(_0xd3dda7){const _0x5d4a45=_0x3a8e42,_0x2f51ad=_0xd3dda7[_0x5d4a45(0x3ee)];if(_0x2f51ad[_0x5d4a45(0x159)](/\s*([\s\S]*)\s*<\/JS SKILL ENABLE>/i)){const _0x5d557f=String(RegExp['$1']),_0x12514f=_0x5d4a45(0x18a)[_0x5d4a45(0x2ed)](_0x5d557f);VisuMZ['SkillsStatesCore'][_0x5d4a45(0x2df)][_0xd3dda7['id']]=new Function('skill',_0x12514f);}if(_0x2f51ad['match'](/\s*([\s\S]*)\s*<\/JS SKILL VISIBLE>/i)){const _0x4ec87a=String(RegExp['$1']),_0x3711ab=_0x5d4a45(0x30b)[_0x5d4a45(0x2ed)](_0x4ec87a);VisuMZ[_0x5d4a45(0x140)][_0x5d4a45(0x160)][_0xd3dda7['id']]=new Function('skill',_0x3711ab);}},VisuMZ['SkillsStatesCore']['Parse_Notetags_State_Category']=function(_0x22299c){const _0x49d2f0=_0x3a8e42;_0x22299c[_0x49d2f0(0x209)]=[_0x49d2f0(0x386),'ANY'];const _0x91eaf6=_0x22299c['note'],_0x712bb5=_0x91eaf6['match'](/<(?:CATEGORY|CATEGORIES):[ ](.*)>/gi);if(_0x712bb5)for(const _0x2418ca of _0x712bb5){_0x2418ca[_0x49d2f0(0x159)](/<(?:CATEGORY|CATEGORIES):[ ](.*)>/gi);const _0x587d2a=String(RegExp['$1'])[_0x49d2f0(0x3f4)]()[_0x49d2f0(0x217)]()[_0x49d2f0(0x2e9)](',');for(const _0x4dabd7 of _0x587d2a){_0x22299c[_0x49d2f0(0x209)][_0x49d2f0(0x2dd)](_0x4dabd7[_0x49d2f0(0x217)]());}}if(_0x91eaf6['match'](/<(?:CATEGORY|CATEGORIES)>\s*([\s\S]*)\s*<\/(?:CATEGORY|CATEGORIES)>/i)){const _0x35ef17=RegExp['$1'][_0x49d2f0(0x2e9)](/[\r\n]+/);for(const _0x391209 of _0x35ef17){_0x22299c[_0x49d2f0(0x209)][_0x49d2f0(0x2dd)](_0x391209[_0x49d2f0(0x3f4)]()['trim']());}}_0x91eaf6[_0x49d2f0(0x159)](//i)&&_0x22299c[_0x49d2f0(0x209)]['push'](_0x49d2f0(0x2e6)),_0x91eaf6['match'](//i)&&_0x22299c[_0x49d2f0(0x209)]['push'](_0x49d2f0(0x303));},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x355)]={},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x190)]=function(_0xbb73ce){const _0x1a5dd0=_0x3a8e42,_0x312087=_0xbb73ce[_0x1a5dd0(0x3ee)];if(_0x312087[_0x1a5dd0(0x159)](/\s*([\s\S]*)\s*<\/JS PASSIVE CONDITION>/i)){const _0x531f18=String(RegExp['$1']),_0x4ad416=_0x1a5dd0(0x260)[_0x1a5dd0(0x2ed)](_0x531f18);VisuMZ['SkillsStatesCore'][_0x1a5dd0(0x355)][_0xbb73ce['id']]=new Function(_0x1a5dd0(0x1c6),_0x4ad416);}},VisuMZ[_0x3a8e42(0x140)]['stateHpSlipDamageJS']={},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3b8)]={},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x178)]={},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x36d)]={},VisuMZ['SkillsStatesCore']['stateTpSlipDamageJS']={},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1a0)]={},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x340)]=function(_0x2144f9){const _0x4f9462=_0x3a8e42,_0x486593=_0x2144f9[_0x4f9462(0x3ee)],_0x2dcd77='\x0a\x20\x20\x20\x20\x20\x20\x20\x20let\x20%2\x20=\x200;\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20origin\x20=\x20this.getStateOrigin(stateId);\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20state\x20=\x20$dataStates[stateId];\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20user\x20=\x20origin;\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20target\x20=\x20this;\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20a\x20=\x20origin;\x0a\x20\x20\x20\x20\x20\x20\x20\x20const\x20b\x20=\x20this;\x0a\x20\x20\x20\x20\x20\x20\x20\x20try\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20%1\x0a\x20\x20\x20\x20\x20\x20\x20\x20}\x20catch\x20(e)\x20{\x0a\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20\x20if\x20($gameTemp.isPlaytest())\x20console.log(e);\x0a\x20\x20\x20\x20\x20\x20\x20\x20}\x0a\x20\x20\x20\x20\x20\x20\x20\x20%2\x20=\x20Math.round(Math.max(0,\x20%2)\x20*\x20%3);\x0a\x20\x20\x20\x20\x20\x20\x20\x20this.setStateData(stateId,\x20\x27%4\x27,\x20%2);\x0a\x20\x20\x20\x20';if(_0x486593[_0x4f9462(0x159)](/\s*([\s\S]*)\s*<\/JS HP SLIP DAMAGE>/i)){const _0x2129c2=String(RegExp['$1']),_0x5f47ce=_0x2dcd77[_0x4f9462(0x2ed)](_0x2129c2,'damage',-0x1,_0x4f9462(0x28c));VisuMZ[_0x4f9462(0x140)][_0x4f9462(0x264)][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x5f47ce);}else{if(_0x486593[_0x4f9462(0x159)](/\s*([\s\S]*)\s*<\/JS HP SLIP HEAL>/i)){const _0xf4c9cb=String(RegExp['$1']),_0x2d0214=_0x2dcd77[_0x4f9462(0x2ed)](_0xf4c9cb,_0x4f9462(0x37a),0x1,_0x4f9462(0x28c));VisuMZ['SkillsStatesCore']['stateHpSlipHealJS'][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x2d0214);}}if(_0x486593[_0x4f9462(0x159)](/\s*([\s\S]*)\s*<\/JS MP SLIP DAMAGE>/i)){const _0x5f38d2=String(RegExp['$1']),_0x29996d=_0x2dcd77[_0x4f9462(0x2ed)](_0x5f38d2,'damage',-0x1,_0x4f9462(0x404));VisuMZ[_0x4f9462(0x140)]['stateMpSlipDamageJS'][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x29996d);}else{if(_0x486593[_0x4f9462(0x159)](/\s*([\s\S]*)\s*<\/JS MP SLIP HEAL>/i)){const _0x254f18=String(RegExp['$1']),_0x5b6245=_0x2dcd77[_0x4f9462(0x2ed)](_0x254f18,_0x4f9462(0x37a),0x1,_0x4f9462(0x404));VisuMZ['SkillsStatesCore'][_0x4f9462(0x36d)][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x5b6245);}}if(_0x486593[_0x4f9462(0x159)](/\s*([\s\S]*)\s*<\/JS TP SLIP DAMAGE>/i)){const _0x27371b=String(RegExp['$1']),_0x18f90b=_0x2dcd77[_0x4f9462(0x2ed)](_0x27371b,_0x4f9462(0x2c8),-0x1,_0x4f9462(0x2db));VisuMZ[_0x4f9462(0x140)][_0x4f9462(0x312)][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x18f90b);}else{if(_0x486593['match'](/\s*([\s\S]*)\s*<\/JS TP SLIP HEAL>/i)){const _0x423be2=String(RegExp['$1']),_0x13d2f3=_0x2dcd77['format'](_0x423be2,_0x4f9462(0x37a),0x1,_0x4f9462(0x2db));VisuMZ[_0x4f9462(0x140)][_0x4f9462(0x1a0)][_0x2144f9['id']]=new Function(_0x4f9462(0x13f),_0x13d2f3);}}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x207)]={},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x1e2)]={},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x3cd)]={},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x27e)]=function(_0x5c345d){const _0x5d4cd0=_0x3a8e42,_0x1800bb=_0x5c345d[_0x5d4cd0(0x3ee)],_0x34308b=_0x5d4cd0(0x141);if(_0x1800bb['match'](/\s*([\s\S]*)\s*<\/JS ON ADD STATE>/i)){const _0x229091=String(RegExp['$1']),_0x481059=_0x34308b[_0x5d4cd0(0x2ed)](_0x229091);VisuMZ[_0x5d4cd0(0x140)][_0x5d4cd0(0x207)][_0x5c345d['id']]=new Function('stateId',_0x481059);}if(_0x1800bb['match'](/\s*([\s\S]*)\s*<\/JS ON ERASE STATE>/i)){const _0x5a5a1e=String(RegExp['$1']),_0x8bddbc=_0x34308b['format'](_0x5a5a1e);VisuMZ['SkillsStatesCore'][_0x5d4cd0(0x1e2)][_0x5c345d['id']]=new Function(_0x5d4cd0(0x13f),_0x8bddbc);}if(_0x1800bb[_0x5d4cd0(0x159)](/\s*([\s\S]*)\s*<\/JS ON EXPIRE STATE>/i)){const _0x158972=String(RegExp['$1']),_0x1b863d=_0x34308b[_0x5d4cd0(0x2ed)](_0x158972);VisuMZ[_0x5d4cd0(0x140)][_0x5d4cd0(0x3cd)][_0x5c345d['id']]=new Function(_0x5d4cd0(0x13f),_0x1b863d);}},VisuMZ[_0x3a8e42(0x140)]['CheckIncompatibleStates']=function(){const _0x462127=_0x3a8e42;if(!VisuMZ[_0x462127(0x140)][_0x462127(0x319)][_0x462127(0x3b7)][_0x462127(0x248)])return;for(const _0x1f456f of $dataStates){if(!_0x1f456f)continue;_0x1f456f[_0x462127(0x3de)]===0x4&&_0x1f456f[_0x462127(0x3c4)]===0x1&&(_0x1f456f[_0x462127(0x3c4)]=0x2);}},VisuMZ[_0x3a8e42(0x140)]['createKeyJS']=function(_0x596900,_0x1263f1){const _0x397c86=_0x3a8e42;if(VisuMZ[_0x397c86(0x350)])return VisuMZ['createKeyJS'](_0x596900,_0x1263f1);let _0x415fe2='';if($dataActors[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x1ec)['format'](_0x596900['id'],_0x1263f1);if($dataClasses[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x34b)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataSkills[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x2a6)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataItems[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x3b6)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataWeapons[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x211)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataArmors['includes'](_0x596900))_0x415fe2='Armor-%1-%2'[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataEnemies[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x145)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);if($dataStates[_0x397c86(0x328)](_0x596900))_0x415fe2=_0x397c86(0x194)[_0x397c86(0x2ed)](_0x596900['id'],_0x1263f1);return _0x415fe2;},DataManager[_0x3a8e42(0x3be)]=function(_0x3f07b4){const _0x1edbb8=_0x3a8e42;_0x3f07b4=_0x3f07b4[_0x1edbb8(0x3f4)]()[_0x1edbb8(0x217)](),this[_0x1edbb8(0x185)]=this['_classIDs']||{};if(this['_classIDs'][_0x3f07b4])return this[_0x1edbb8(0x185)][_0x3f07b4];for(const _0x5ca0b9 of $dataClasses){if(!_0x5ca0b9)continue;let _0x38e7fd=_0x5ca0b9[_0x1edbb8(0x20f)];_0x38e7fd=_0x38e7fd[_0x1edbb8(0x324)](/\x1I\[(\d+)\]/gi,''),_0x38e7fd=_0x38e7fd[_0x1edbb8(0x324)](/\\I\[(\d+)\]/gi,''),this['_classIDs'][_0x38e7fd['toUpperCase']()[_0x1edbb8(0x217)]()]=_0x5ca0b9['id'];}return this[_0x1edbb8(0x185)][_0x3f07b4]||0x0;},DataManager['getSkillTypes']=function(_0x247812){const _0x578e32=_0x3a8e42;this['_stypeIDs']=this[_0x578e32(0x2bb)]||{};if(this['_stypeIDs'][_0x247812['id']])return this[_0x578e32(0x2bb)][_0x247812['id']];this[_0x578e32(0x2bb)][_0x247812['id']]=[_0x247812[_0x578e32(0x21b)]];if(_0x247812[_0x578e32(0x3ee)][_0x578e32(0x159)](//i)){const _0x1e3c9c=JSON[_0x578e32(0x1b3)]('['+RegExp['$1'][_0x578e32(0x159)](/\d+/g)+']');this['_stypeIDs'][_0x247812['id']]=this[_0x578e32(0x2bb)][_0x247812['id']][_0x578e32(0x372)](_0x1e3c9c);}else{if(_0x247812[_0x578e32(0x3ee)][_0x578e32(0x159)](//i)){const _0x67685a=RegExp['$1'][_0x578e32(0x2e9)](',');for(const _0x1af6f1 of _0x67685a){const _0x5b6a35=DataManager[_0x578e32(0x147)](_0x1af6f1);if(_0x5b6a35)this['_stypeIDs'][_0x247812['id']][_0x578e32(0x2dd)](_0x5b6a35);}}}return this['_stypeIDs'][_0x247812['id']];},DataManager[_0x3a8e42(0x147)]=function(_0x5cf101){const _0x43ab55=_0x3a8e42;_0x5cf101=_0x5cf101[_0x43ab55(0x3f4)]()[_0x43ab55(0x217)](),this[_0x43ab55(0x2bb)]=this[_0x43ab55(0x2bb)]||{};if(this[_0x43ab55(0x2bb)][_0x5cf101])return this[_0x43ab55(0x2bb)][_0x5cf101];for(let _0x378676=0x1;_0x378676<0x64;_0x378676++){if(!$dataSystem[_0x43ab55(0x3c3)][_0x378676])continue;let _0x3ca12b=$dataSystem['skillTypes'][_0x378676][_0x43ab55(0x3f4)]()[_0x43ab55(0x217)]();_0x3ca12b=_0x3ca12b[_0x43ab55(0x324)](/\x1I\[(\d+)\]/gi,''),_0x3ca12b=_0x3ca12b[_0x43ab55(0x324)](/\\I\[(\d+)\]/gi,''),this[_0x43ab55(0x2bb)][_0x3ca12b]=_0x378676;}return this[_0x43ab55(0x2bb)][_0x5cf101]||0x0;},DataManager[_0x3a8e42(0x378)]=function(_0x3bfd17){const _0x11c4a2=_0x3a8e42;_0x3bfd17=_0x3bfd17['toUpperCase']()[_0x11c4a2(0x217)](),this[_0x11c4a2(0x331)]=this[_0x11c4a2(0x331)]||{};if(this[_0x11c4a2(0x331)][_0x3bfd17])return this['_skillIDs'][_0x3bfd17];for(const _0x279030 of $dataSkills){if(!_0x279030)continue;this[_0x11c4a2(0x331)][_0x279030[_0x11c4a2(0x20f)][_0x11c4a2(0x3f4)]()[_0x11c4a2(0x217)]()]=_0x279030['id'];}return this[_0x11c4a2(0x331)][_0x3bfd17]||0x0;},DataManager[_0x3a8e42(0x23e)]=function(_0xebb4f0){const _0x40fbab=_0x3a8e42;_0xebb4f0=_0xebb4f0[_0x40fbab(0x3f4)]()['trim'](),this[_0x40fbab(0x3bc)]=this[_0x40fbab(0x3bc)]||{};if(this['_stateIDs'][_0xebb4f0])return this[_0x40fbab(0x3bc)][_0xebb4f0];for(const _0x5a8cf4 of $dataStates){if(!_0x5a8cf4)continue;this[_0x40fbab(0x3bc)][_0x5a8cf4[_0x40fbab(0x20f)][_0x40fbab(0x3f4)]()[_0x40fbab(0x217)]()]=_0x5a8cf4['id'];}return this[_0x40fbab(0x3bc)][_0xebb4f0]||0x0;},DataManager[_0x3a8e42(0x2b5)]=function(_0xda174){const _0x53fbc2=_0x3a8e42;this['_stateMaxTurns']=this['_stateMaxTurns']||{};if(this[_0x53fbc2(0x3bd)][_0xda174])return this[_0x53fbc2(0x3bd)][_0xda174];return $dataStates[_0xda174][_0x53fbc2(0x3ee)][_0x53fbc2(0x159)](//i)?this[_0x53fbc2(0x3bd)][_0xda174]=Number(RegExp['$1']):this[_0x53fbc2(0x3bd)][_0xda174]=VisuMZ['SkillsStatesCore']['Settings'][_0x53fbc2(0x3b7)][_0x53fbc2(0x229)],this['_stateMaxTurns'][_0xda174];},DataManager[_0x3a8e42(0x28d)]=function(_0x14a4e7){const _0x2f7322=_0x3a8e42;if(!_0x14a4e7)return{};this[_0x2f7322(0x2f6)]=this[_0x2f7322(0x2f6)]||{};if(this[_0x2f7322(0x2f6)][_0x14a4e7['id']]!==undefined)return this[_0x2f7322(0x2f6)][_0x14a4e7['id']];const _0x2c7421=_0x14a4e7[_0x2f7322(0x3ee)]||'',_0x11fac1={};{const _0x3766cd=_0x2c7421[_0x2f7322(0x159)](/>>[ ](.*)>/gi);if(_0x3766cd)for(const _0x6e4dc6 of _0x3766cd){_0x6e4dc6[_0x2f7322(0x159)](/>>[ ](.*)>/gi);let _0x15fbaa=String(RegExp['$1']),_0x3378bc=String(RegExp['$2']);VisuMZ[_0x2f7322(0x140)]['ParseSkillChangessIntoData'](_0x11fac1,_0x15fbaa,_0x3378bc);}}if(_0x2c7421[_0x2f7322(0x159)](/\s*([\s\S]*)\s*<\/SKILL CHANGE(?:|S)>/i)){const _0x4ffb4c=String(RegExp['$1'])[_0x2f7322(0x2e9)](/[\r\n]+/)[_0x2f7322(0x170)]('');for(const _0x3038c1 of _0x4ffb4c){if(_0x3038c1[_0x2f7322(0x159)](/(.*)[ ]>>>[ ](.*)/i)){let _0xa8f051=String(RegExp['$1']),_0x4f18ae=String(RegExp['$2']);VisuMZ[_0x2f7322(0x140)][_0x2f7322(0x3c5)](_0x11fac1,_0xa8f051,_0x4f18ae);}}}return this[_0x2f7322(0x2f6)][_0x14a4e7['id']]=_0x11fac1,this[_0x2f7322(0x2f6)][_0x14a4e7['id']];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x3c5)]=function(_0x510010,_0x3c8da9,_0x5f5b7d){const _0x2bb169=_0x3a8e42;/^\d+$/['test'](_0x3c8da9)?_0x3c8da9=Number(_0x3c8da9):_0x3c8da9=DataManager[_0x2bb169(0x378)](_0x3c8da9),/^\d+$/[_0x2bb169(0x3f9)](_0x5f5b7d)?_0x5f5b7d=Number(_0x5f5b7d):_0x5f5b7d=DataManager['getSkillIdWithName'](_0x5f5b7d),_0x510010[_0x3c8da9]=_0x5f5b7d;},ColorManager[_0x3a8e42(0x351)]=function(_0x3e99ab,_0x3952c3){const _0x1cbffe=_0x3a8e42;return _0x3952c3=String(_0x3952c3),this[_0x1cbffe(0x2a1)]=this[_0x1cbffe(0x2a1)]||{},_0x3952c3['match'](/#(.*)/i)?this['_colorCache'][_0x3e99ab]=_0x1cbffe(0x302)['format'](String(RegExp['$1'])):this[_0x1cbffe(0x2a1)][_0x3e99ab]=this[_0x1cbffe(0x1a7)](Number(_0x3952c3)),this[_0x1cbffe(0x2a1)][_0x3e99ab];},ColorManager['getColor']=function(_0x2758e5){const _0x516aa4=_0x3a8e42;return _0x2758e5=String(_0x2758e5),_0x2758e5['match'](/#(.*)/i)?_0x516aa4(0x302)['format'](String(RegExp['$1'])):this[_0x516aa4(0x1a7)](Number(_0x2758e5));},ColorManager['stateColor']=function(_0x4141e4){const _0x52dcf=_0x3a8e42;if(typeof _0x4141e4===_0x52dcf(0x254))_0x4141e4=$dataStates[_0x4141e4];const _0x1fafd4='_stored_state-%1-color'[_0x52dcf(0x2ed)](_0x4141e4['id']);this['_colorCache']=this[_0x52dcf(0x2a1)]||{};if(this[_0x52dcf(0x2a1)][_0x1fafd4])return this['_colorCache'][_0x1fafd4];const _0x173ba8=this[_0x52dcf(0x316)](_0x4141e4);return this[_0x52dcf(0x351)](_0x1fafd4,_0x173ba8);},ColorManager[_0x3a8e42(0x316)]=function(_0x1d2460){const _0x383d7e=_0x3a8e42,_0x12889f=_0x1d2460['note'];if(_0x12889f[_0x383d7e(0x159)](//i))return String(RegExp['$1']);else{if(_0x12889f['match'](//i))return VisuMZ[_0x383d7e(0x140)][_0x383d7e(0x319)][_0x383d7e(0x3b7)][_0x383d7e(0x2d7)];else return _0x12889f[_0x383d7e(0x159)](//i)?VisuMZ[_0x383d7e(0x140)][_0x383d7e(0x319)][_0x383d7e(0x3b7)][_0x383d7e(0x278)]:VisuMZ[_0x383d7e(0x140)][_0x383d7e(0x319)][_0x383d7e(0x3b7)][_0x383d7e(0x1aa)];}},ColorManager[_0x3a8e42(0x366)]=function(){const _0x346541=_0x3a8e42,_0x1a5c9c=_0x346541(0x196);this[_0x346541(0x2a1)]=this['_colorCache']||{};if(this[_0x346541(0x2a1)][_0x1a5c9c])return this['_colorCache'][_0x1a5c9c];const _0x136a38=VisuMZ[_0x346541(0x140)][_0x346541(0x319)][_0x346541(0x31f)][_0x346541(0x3a4)];return this['getColorDataFromPluginParameters'](_0x1a5c9c,_0x136a38);},ColorManager[_0x3a8e42(0x28e)]=function(){const _0x139943=_0x3a8e42,_0x336622=_0x139943(0x33b);this[_0x139943(0x2a1)]=this[_0x139943(0x2a1)]||{};if(this['_colorCache'][_0x336622])return this[_0x139943(0x2a1)][_0x336622];const _0x16ed09=VisuMZ[_0x139943(0x140)]['Settings'][_0x139943(0x31f)][_0x139943(0x153)];return this[_0x139943(0x351)](_0x336622,_0x16ed09);},SceneManager[_0x3a8e42(0x30e)]=function(){const _0x439e49=_0x3a8e42;return this['_scene']&&this[_0x439e49(0x308)][_0x439e49(0x1d4)]===Scene_Battle;},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x29f)]=BattleManager['endAction'],BattleManager[_0x3a8e42(0x34c)]=function(){const _0x19b32f=_0x3a8e42;this['updateStatesActionEnd'](),VisuMZ[_0x19b32f(0x140)][_0x19b32f(0x29f)][_0x19b32f(0x371)](this);},BattleManager[_0x3a8e42(0x143)]=function(){const _0x357364=_0x3a8e42,_0x1cea76=VisuMZ[_0x357364(0x140)]['Settings']['States'];if(!_0x1cea76)return;if(_0x1cea76[_0x357364(0x248)]===![])return;if(!this[_0x357364(0x1f3)])return;this[_0x357364(0x1f3)][_0x357364(0x143)]();},Game_Battler['prototype'][_0x3a8e42(0x143)]=function(){const _0x1bb933=_0x3a8e42;if(BattleManager[_0x1bb933(0x224)]!=='action')return;if(this['_lastStatesActionEndFrameCount']===Graphics[_0x1bb933(0x21e)])return;this['_lastStatesActionEndFrameCount']=Graphics[_0x1bb933(0x21e)];for(const _0x30e60b of this[_0x1bb933(0x1db)]){const _0x2db547=$dataStates[_0x30e60b];if(!_0x2db547)continue;if(_0x2db547[_0x1bb933(0x3c4)]!==0x1)continue;this[_0x1bb933(0x2b1)][_0x30e60b]>0x0&&this['_stateTurns'][_0x30e60b]--;}this['removeStatesAuto'](0x1);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x167)]=function(){const _0x38d635=_0x3a8e42,_0x2a4e0d=VisuMZ[_0x38d635(0x140)][_0x38d635(0x319)][_0x38d635(0x3b7)];for(const _0x33aef9 of this[_0x38d635(0x1db)]){const _0x2bf3e1=$dataStates[_0x33aef9];if(_0x2a4e0d&&_0x2a4e0d[_0x38d635(0x248)]!==![]){if(_0x2bf3e1&&_0x2bf3e1[_0x38d635(0x3c4)]===0x1)continue;}this[_0x38d635(0x2b1)][_0x33aef9]>0x0&&this[_0x38d635(0x2b1)][_0x33aef9]--;}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x358)]=Game_Switches[_0x3a8e42(0x348)][_0x3a8e42(0x1ac)],Game_Switches[_0x3a8e42(0x348)][_0x3a8e42(0x1ac)]=function(){const _0x594b56=_0x3a8e42;VisuMZ[_0x594b56(0x140)][_0x594b56(0x358)]['call'](this);const _0x39114f=VisuMZ[_0x594b56(0x140)][_0x594b56(0x319)][_0x594b56(0x26b)]['RefreshCacheSwitch']??!![];if(!_0x39114f)return;if(SceneManager[_0x594b56(0x30e)]())for(const _0x20d720 of BattleManager[_0x594b56(0x356)]()){if(_0x20d720)_0x20d720['refresh']();}},VisuMZ[_0x3a8e42(0x140)]['Game_Variables_onChange']=Game_Variables[_0x3a8e42(0x348)][_0x3a8e42(0x1ac)],Game_Variables['prototype']['onChange']=function(){const _0x5b7edd=_0x3a8e42;VisuMZ[_0x5b7edd(0x140)][_0x5b7edd(0x2b6)][_0x5b7edd(0x371)](this);const _0x2cadc7=VisuMZ[_0x5b7edd(0x140)][_0x5b7edd(0x319)][_0x5b7edd(0x26b)]['RefreshCacheVar']??!![];if(!_0x2cadc7)return;if(SceneManager[_0x5b7edd(0x30e)]())for(const _0x294ef3 of BattleManager[_0x5b7edd(0x356)]()){if(_0x294ef3)_0x294ef3[_0x5b7edd(0x3dc)]();}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x2e8)]=Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x1df)],Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x1df)]=function(_0x563fa0){const _0x2e932c=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x2e932c(0x2e8)][_0x2e932c(0x371)](this,_0x563fa0),this[_0x2e932c(0x3d6)](_0x563fa0);},Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x3d6)]=function(_0x1784df){const _0x1a20b4=_0x3a8e42;this[_0x1a20b4(0x1de)](_0x1784df),this[_0x1a20b4(0x394)](_0x1784df),this['applyBuffTurnManipulationEffects'](_0x1784df),this[_0x1a20b4(0x163)](_0x1784df);},VisuMZ[_0x3a8e42(0x140)]['Game_Action_testApply']=Game_Action[_0x3a8e42(0x348)]['testApply'],Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x374)]=function(_0x4ce81e){const _0x2ae0bf=_0x3a8e42;if(this[_0x2ae0bf(0x2a5)](_0x4ce81e))return!![];return VisuMZ[_0x2ae0bf(0x140)]['Game_Action_testApply'][_0x2ae0bf(0x371)](this,_0x4ce81e);},Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x2a5)]=function(_0x296ee2){const _0x4835cd=_0x3a8e42;if(!this[_0x4835cd(0x3c0)]())return;const _0x3e6b9e=this[_0x4835cd(0x3c0)]()[_0x4835cd(0x3ee)];if(_0x3e6b9e['match'](//i)){const _0x38da93=String(RegExp['$1']);if(_0x296ee2['isStateCategoryAffected'](_0x38da93))return!![];}if(_0x3e6b9e[_0x4835cd(0x159)](//i)){const _0x5da6df=Number(RegExp['$1']);if(_0x296ee2[_0x4835cd(0x2eb)](_0x5da6df))return!![];}else{if(_0x3e6b9e[_0x4835cd(0x159)](//i)){const _0x4b3fe6=DataManager[_0x4835cd(0x23e)](RegExp['$1']);if(_0x296ee2[_0x4835cd(0x2eb)](_0x4b3fe6))return!![];}}return![];},Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x1de)]=function(_0x6676a2){const _0x10c744=_0x3a8e42;if(_0x6676a2[_0x10c744(0x182)]()[_0x10c744(0x231)]<=0x0)return;const _0x73668c=this[_0x10c744(0x3c0)]()[_0x10c744(0x3ee)];{const _0x28e600=_0x73668c[_0x10c744(0x159)](//gi);if(_0x28e600)for(const _0x2cb622 of _0x28e600){_0x2cb622[_0x10c744(0x159)](//i);const _0x357ada=String(RegExp['$1']);_0x6676a2[_0x10c744(0x3a5)](_0x357ada);}}{const _0x5cbb1c=_0x73668c[_0x10c744(0x159)](//gi);if(_0x5cbb1c)for(const _0x1bb896 of _0x5cbb1c){_0x1bb896[_0x10c744(0x159)](//i);const _0x115407=String(RegExp['$1']),_0x318e6d=Number(RegExp['$2']);_0x6676a2['removeStatesByCategory'](_0x115407,_0x318e6d);}}},Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x394)]=function(_0x48101c){const _0x371df7=_0x3a8e42,_0x1c774d=this['item']()['note'],_0x4c2b87=_0x1c774d[_0x371df7(0x159)](//gi);if(_0x4c2b87)for(const _0xa5133b of _0x4c2b87){let _0x2bb496=0x0,_0xc317a0=0x0;if(_0xa5133b[_0x371df7(0x159)](//i))_0x2bb496=Number(RegExp['$1']),_0xc317a0=Number(RegExp['$2']);else _0xa5133b[_0x371df7(0x159)](//i)&&(_0x2bb496=DataManager[_0x371df7(0x23e)](RegExp['$1']),_0xc317a0=Number(RegExp['$2']));_0x48101c[_0x371df7(0x2f9)](_0x2bb496,_0xc317a0),this[_0x371df7(0x32e)](_0x48101c);}const _0x323d0c=_0x1c774d[_0x371df7(0x159)](//gi);if(_0x323d0c)for(const _0x19eea2 of _0x323d0c){let _0x5ecbb2=0x0,_0x57238c=0x0;if(_0x19eea2[_0x371df7(0x159)](//i))_0x5ecbb2=Number(RegExp['$1']),_0x57238c=Number(RegExp['$2']);else _0x19eea2[_0x371df7(0x159)](//i)&&(_0x5ecbb2=DataManager[_0x371df7(0x23e)](RegExp['$1']),_0x57238c=Number(RegExp['$2']));_0x48101c[_0x371df7(0x2d6)](_0x5ecbb2,_0x57238c),this['makeSuccess'](_0x48101c);}},Game_Action[_0x3a8e42(0x348)]['applyBuffTurnManipulationEffects']=function(_0x2018fd){const _0x33249d=_0x3a8e42,_0x3dc7b8=[_0x33249d(0x2af),'MAXMP',_0x33249d(0x388),'DEF',_0x33249d(0x271),_0x33249d(0x198),_0x33249d(0x16e),_0x33249d(0x1cb)],_0x5f3256=this['item']()[_0x33249d(0x3ee)],_0x2c55ee=_0x5f3256[_0x33249d(0x159)](//gi);if(_0x2c55ee)for(const _0x1a05f9 of _0x2c55ee){_0x1a05f9[_0x33249d(0x159)](//i);const _0x104c63=_0x3dc7b8['indexOf'](String(RegExp['$1'])[_0x33249d(0x3f4)]()),_0x67db84=Number(RegExp['$2']);_0x104c63>=0x0&&(_0x2018fd[_0x33249d(0x14e)](_0x104c63,_0x67db84),this[_0x33249d(0x32e)](_0x2018fd));}const _0x3229f8=_0x5f3256[_0x33249d(0x159)](/<(.*)[ ]BUFF TURNS:[ ]([\+\-]\d+)>/gi);if(_0x3229f8)for(const _0x2c98b4 of _0x2c55ee){_0x2c98b4[_0x33249d(0x159)](/<(.*)[ ]BUFF TURNS:[ ]([\+\-]\d+)>/i);const _0x3400eb=_0x3dc7b8[_0x33249d(0x3d5)](String(RegExp['$1'])[_0x33249d(0x3f4)]()),_0xc58013=Number(RegExp['$2']);_0x3400eb>=0x0&&(_0x2018fd['addBuffTurns'](_0x3400eb,_0xc58013),this[_0x33249d(0x32e)](_0x2018fd));}},Game_Action['prototype'][_0x3a8e42(0x163)]=function(_0x4c67c7){const _0x58f3c6=_0x3a8e42,_0x4ef40d=[_0x58f3c6(0x2af),_0x58f3c6(0x344),'ATK','DEF',_0x58f3c6(0x271),_0x58f3c6(0x198),'AGI','LUK'],_0x2654de=this[_0x58f3c6(0x3c0)]()[_0x58f3c6(0x3ee)],_0x421568=_0x2654de[_0x58f3c6(0x159)](//gi);if(_0x421568)for(const _0x5c0615 of _0x421568){_0x5c0615[_0x58f3c6(0x159)](//i);const _0x5a90f8=_0x4ef40d['indexOf'](String(RegExp['$1'])[_0x58f3c6(0x3f4)]()),_0x31e772=Number(RegExp['$2']);_0x5a90f8>=0x0&&(_0x4c67c7[_0x58f3c6(0x1ae)](_0x5a90f8,_0x31e772),this[_0x58f3c6(0x32e)](_0x4c67c7));}const _0xcaa78a=_0x2654de[_0x58f3c6(0x159)](/<(.*)[ ]DEBUFF TURNS:[ ]([\+\-]\d+)>/gi);if(_0xcaa78a)for(const _0x5c0c40 of _0x421568){_0x5c0c40[_0x58f3c6(0x159)](/<(.*)[ ]DEBUFF TURNS:[ ]([\+\-]\d+)>/i);const _0x585076=_0x4ef40d['indexOf'](String(RegExp['$1'])['toUpperCase']()),_0x3a2de6=Number(RegExp['$2']);_0x585076>=0x0&&(_0x4c67c7[_0x58f3c6(0x414)](_0x585076,_0x3a2de6),this[_0x58f3c6(0x32e)](_0x4c67c7));}},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x369)]=Game_BattlerBase[_0x3a8e42(0x348)]['initMembers'],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x33c)]=function(){const _0x2066ef=_0x3a8e42;this['_cache']={},this[_0x2066ef(0x189)](),VisuMZ[_0x2066ef(0x140)][_0x2066ef(0x369)]['call'](this);},Game_BattlerBase[_0x3a8e42(0x348)]['initMembersSkillsStatesCore']=function(){const _0x39c222=_0x3a8e42;this[_0x39c222(0x320)]='',this[_0x39c222(0x3a9)]={},this[_0x39c222(0x27f)]={},this['_stateOrigin']={};},Game_BattlerBase['prototype']['checkCacheKey']=function(_0x17ec64){const _0x1cdcf8=_0x3a8e42;return this[_0x1cdcf8(0x15e)]=this[_0x1cdcf8(0x15e)]||{},this[_0x1cdcf8(0x15e)][_0x17ec64]!==undefined;},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x407)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3dc)],Game_BattlerBase[_0x3a8e42(0x348)]['refresh']=function(){const _0x5eeed3=_0x3a8e42;this[_0x5eeed3(0x15e)]={},VisuMZ[_0x5eeed3(0x140)][_0x5eeed3(0x407)][_0x5eeed3(0x371)](this);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x34a)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3d8)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3d8)]=function(_0x570e87){const _0x23a578=_0x3a8e42;let _0x26d3f0=this[_0x23a578(0x2eb)](_0x570e87);VisuMZ[_0x23a578(0x140)][_0x23a578(0x34a)]['call'](this,_0x570e87);if(_0x26d3f0&&!this[_0x23a578(0x2eb)](_0x570e87))this[_0x23a578(0x3e0)](_0x570e87);},Game_BattlerBase['prototype'][_0x3a8e42(0x3e0)]=function(_0x43c782){const _0x57ded6=_0x3a8e42;this[_0x57ded6(0x14f)](_0x43c782),this[_0x57ded6(0x336)](_0x43c782);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x220)]=Game_Battler[_0x3a8e42(0x348)]['onBattleEnd'],Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x1fc)]=function(){const _0x322c78=_0x3a8e42;VisuMZ[_0x322c78(0x140)][_0x322c78(0x220)][_0x322c78(0x371)](this),this['clearAllStateOrigins']();},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x3ff)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ba)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ba)]=function(_0xfe7f28){const _0x2565bb=_0x3a8e42,_0x271014=$dataStates[_0xfe7f28],_0x518645=this[_0x2565bb(0x323)](_0xfe7f28),_0x3b236b=this[_0x2565bb(0x18c)](_0x271014)[_0x2565bb(0x3f5)]()['trim']();switch(_0x3b236b){case _0x2565bb(0x2fa):if(_0x518645<=0x0)this[_0x2565bb(0x2c3)](_0xfe7f28);break;case _0x2565bb(0x301):this[_0x2565bb(0x2c3)](_0xfe7f28);break;case _0x2565bb(0x1d3):this[_0x2565bb(0x2c3)](_0xfe7f28),this[_0x2565bb(0x2b1)][_0xfe7f28]=Math['max'](this[_0x2565bb(0x2b1)][_0xfe7f28],_0x518645);break;case'add':this[_0x2565bb(0x2c3)](_0xfe7f28),this['_stateTurns'][_0xfe7f28]+=_0x518645;break;default:this[_0x2565bb(0x2c3)](_0xfe7f28);break;}if(this[_0x2565bb(0x2eb)](_0xfe7f28)){const _0x317f99=DataManager[_0x2565bb(0x2b5)](_0xfe7f28);this[_0x2565bb(0x2b1)][_0xfe7f28]=this[_0x2565bb(0x2b1)][_0xfe7f28][_0x2565bb(0x215)](0x0,_0x317f99);}},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2c3)]=function(_0x158a1d){const _0x1a2195=_0x3a8e42;VisuMZ[_0x1a2195(0x140)]['Game_BattlerBase_resetStateCounts'][_0x1a2195(0x371)](this,_0x158a1d);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x18c)]=function(_0x2eafe6){const _0x8874d1=_0x3a8e42,_0x488e33=_0x2eafe6[_0x8874d1(0x3ee)];return _0x488e33[_0x8874d1(0x159)](//i)?String(RegExp['$1']):VisuMZ['SkillsStatesCore'][_0x8874d1(0x319)]['States']['ReapplyRules'];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x22b)]=Game_BattlerBase[_0x3a8e42(0x348)]['overwriteBuffTurns'],Game_BattlerBase['prototype'][_0x3a8e42(0x272)]=function(_0x6acefb,_0x358ad1){const _0x5628c1=_0x3a8e42,_0x49feb6=VisuMZ[_0x5628c1(0x140)][_0x5628c1(0x319)]['Buffs'][_0x5628c1(0x18b)],_0x5b6204=this['buffTurns'](_0x6acefb);switch(_0x49feb6){case _0x5628c1(0x2fa):if(_0x5b6204<=0x0)this['_buffTurns'][_0x6acefb]=_0x358ad1;break;case _0x5628c1(0x301):this[_0x5628c1(0x177)][_0x6acefb]=_0x358ad1;break;case _0x5628c1(0x1d3):this[_0x5628c1(0x177)][_0x6acefb]=Math[_0x5628c1(0x171)](_0x5b6204,_0x358ad1);break;case _0x5628c1(0x17b):this[_0x5628c1(0x177)][_0x6acefb]+=_0x358ad1;break;default:VisuMZ[_0x5628c1(0x140)][_0x5628c1(0x22b)][_0x5628c1(0x371)](this,_0x6acefb,_0x358ad1);break;}const _0x18bcd0=VisuMZ[_0x5628c1(0x140)][_0x5628c1(0x319)][_0x5628c1(0x31f)][_0x5628c1(0x229)];this[_0x5628c1(0x177)][_0x6acefb]=this[_0x5628c1(0x177)][_0x6acefb][_0x5628c1(0x215)](0x0,_0x18bcd0);},Game_BattlerBase['prototype'][_0x3a8e42(0x36b)]=function(){const _0x530965=_0x3a8e42;if(this[_0x530965(0x15e)][_0x530965(0x247)]!==undefined)return this[_0x530965(0x15e)][_0x530965(0x247)];this[_0x530965(0x15e)][_0x530965(0x247)]=![];const _0x274b45=this['states']();for(const _0x5424b7 of _0x274b45){if(!_0x5424b7)continue;if(_0x5424b7[_0x530965(0x3ee)]['match'](//i)){this['_cache'][_0x530965(0x247)]=!![];break;}}return this['_cache'][_0x530965(0x247)];},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x1d8)]=Game_Unit['prototype']['deadMembers'],Game_Unit[_0x3a8e42(0x348)]['deadMembers']=function(){const _0x4c43e7=_0x3a8e42;let _0x22d6b5=VisuMZ[_0x4c43e7(0x140)][_0x4c43e7(0x1d8)][_0x4c43e7(0x371)](this);return BattleManager[_0x4c43e7(0x376)]&&(_0x22d6b5=_0x22d6b5[_0x4c43e7(0x372)](this[_0x4c43e7(0x222)]()['filter'](_0x346adc=>_0x346adc[_0x4c43e7(0x36b)]()))),_0x22d6b5;},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x243)]=Game_BattlerBase['prototype'][_0x3a8e42(0x245)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x245)]=function(){const _0x261327=_0x3a8e42;this['getStateRetainType']()!==''?this[_0x261327(0x226)]():(VisuMZ[_0x261327(0x140)][_0x261327(0x243)]['call'](this),this[_0x261327(0x189)]());},Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x245)]=function(){const _0x3d0ecf=_0x3a8e42;this[_0x3d0ecf(0x3b4)]=this[_0x3d0ecf(0x3b4)]||{},Game_Battler[_0x3d0ecf(0x348)][_0x3d0ecf(0x245)][_0x3d0ecf(0x371)](this);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x226)]=function(){const _0x4a1fb3=_0x3a8e42,_0x357051=this[_0x4a1fb3(0x182)]();for(const _0x293b4a of _0x357051){if(_0x293b4a&&this[_0x4a1fb3(0x33d)](_0x293b4a))this[_0x4a1fb3(0x3d8)](_0x293b4a['id']);}this[_0x4a1fb3(0x15e)]={};},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x33d)]=function(_0x291e5c){const _0xb6b095=_0x3a8e42,_0x172c8e=this[_0xb6b095(0x218)]();if(_0x172c8e!==''){const _0xd7aeb6=_0x291e5c[_0xb6b095(0x3ee)];if(_0x172c8e===_0xb6b095(0x19c)&&_0xd7aeb6[_0xb6b095(0x159)](//i))return![];if(_0x172c8e===_0xb6b095(0x2ec)&&_0xd7aeb6['match'](//i))return![];}return this[_0xb6b095(0x2eb)](_0x291e5c['id']);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x218)]=function(){const _0x119d6f=_0x3a8e42;return this[_0x119d6f(0x320)];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x346)]=function(_0x33d932){this['_stateRetainType']=_0x33d932;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x35f)]=function(){const _0x1a5ffa=_0x3a8e42;this[_0x1a5ffa(0x320)]='';},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x39e)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3c1)],Game_BattlerBase['prototype']['die']=function(){const _0x3209d0=_0x3a8e42;this['setStateRetainType'](_0x3209d0(0x19c)),VisuMZ['SkillsStatesCore'][_0x3209d0(0x39e)][_0x3209d0(0x371)](this),this[_0x3209d0(0x35f)]();},VisuMZ[_0x3a8e42(0x140)]['Game_BattlerBase_recoverAll']=Game_BattlerBase[_0x3a8e42(0x348)]['recoverAll'],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x412)]=function(){const _0x1cf80d=_0x3a8e42;this[_0x1cf80d(0x346)]('recover\x20all'),VisuMZ[_0x1cf80d(0x140)][_0x1cf80d(0x40c)][_0x1cf80d(0x371)](this),this['clearStateRetainType']();},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1da)]=function(_0x418b80,_0x1f1d38,_0x3a489f){return _0x1f1d38;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2ab)]=function(_0x29bb55){const _0x621a59=_0x3a8e42;for(settings of VisuMZ['SkillsStatesCore'][_0x621a59(0x319)][_0x621a59(0x353)]){let _0x532d19=settings[_0x621a59(0x221)]['call'](this,_0x29bb55);_0x532d19=this[_0x621a59(0x1da)](_0x29bb55,_0x532d19,settings);if(!settings[_0x621a59(0x213)][_0x621a59(0x371)](this,_0x29bb55,_0x532d19))return![];}return!![];},Game_BattlerBase['prototype']['paySkillCost']=function(_0x4211b8){const _0x2f1908=_0x3a8e42;for(settings of VisuMZ['SkillsStatesCore'][_0x2f1908(0x319)][_0x2f1908(0x353)]){let _0x3c5ba1=settings['CalcJS'][_0x2f1908(0x371)](this,_0x4211b8);_0x3c5ba1=this['adjustSkillCost'](_0x4211b8,_0x3c5ba1,settings),settings[_0x2f1908(0x3d0)]['call'](this,_0x4211b8,_0x3c5ba1);}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x2bd)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2dc)],Game_BattlerBase['prototype'][_0x3a8e42(0x2dc)]=function(_0x2773df){const _0x4cb7f7=_0x3a8e42;if(!_0x2773df)return![];if(!VisuMZ[_0x4cb7f7(0x140)][_0x4cb7f7(0x2bd)]['call'](this,_0x2773df))return![];if(!this['checkSkillConditionsNotetags'](_0x2773df))return![];if(!this['meetsSkillConditionsEnableJS'](_0x2773df))return![];if(!this[_0x4cb7f7(0x20d)](_0x2773df))return![];return!![];},Game_BattlerBase['prototype']['checkSkillConditionsNotetags']=function(_0xb46c2b){const _0x11f754=_0x3a8e42;if(!this[_0x11f754(0x205)](_0xb46c2b))return![];return!![];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x205)]=function(_0x1769f2){const _0x2d7968=_0x3a8e42,_0x5b87eb=_0x1769f2[_0x2d7968(0x3ee)];if(_0x5b87eb[_0x2d7968(0x159)](//i)){const _0x14300d=JSON['parse']('['+RegExp['$1'][_0x2d7968(0x159)](/\d+/g)+']');for(const _0x2f38b8 of _0x14300d){if(!$gameSwitches['value'](_0x2f38b8))return![];}return!![];}if(_0x5b87eb[_0x2d7968(0x159)](//i)){const _0x10ab59=JSON[_0x2d7968(0x1b3)]('['+RegExp['$1'][_0x2d7968(0x159)](/\d+/g)+']');for(const _0x4821e6 of _0x10ab59){if(!$gameSwitches['value'](_0x4821e6))return![];}return!![];}if(_0x5b87eb['match'](//i)){const _0x30c94c=JSON[_0x2d7968(0x1b3)]('['+RegExp['$1']['match'](/\d+/g)+']');for(const _0x4dbd78 of _0x30c94c){if($gameSwitches[_0x2d7968(0x36c)](_0x4dbd78))return!![];}return![];}if(_0x5b87eb[_0x2d7968(0x159)](//i)){const _0x19f6a6=JSON[_0x2d7968(0x1b3)]('['+RegExp['$1']['match'](/\d+/g)+']');for(const _0x4a2fb6 of _0x19f6a6){if(!$gameSwitches[_0x2d7968(0x36c)](_0x4a2fb6))return!![];}return![];}if(_0x5b87eb[_0x2d7968(0x159)](//i)){const _0x546179=JSON[_0x2d7968(0x1b3)]('['+RegExp['$1'][_0x2d7968(0x159)](/\d+/g)+']');for(const _0x25e278 of _0x546179){if(!$gameSwitches[_0x2d7968(0x36c)](_0x25e278))return!![];}return![];}if(_0x5b87eb[_0x2d7968(0x159)](//i)){const _0x1e20a9=JSON[_0x2d7968(0x1b3)]('['+RegExp['$1']['match'](/\d+/g)+']');for(const _0x4c02ba of _0x1e20a9){if($gameSwitches[_0x2d7968(0x36c)](_0x4c02ba))return![];}return!![];}return!![];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x34d)]=function(_0x38c6ab){const _0x2747b9=_0x3a8e42,_0x4c57dd=_0x38c6ab[_0x2747b9(0x3ee)],_0x24665f=VisuMZ[_0x2747b9(0x140)][_0x2747b9(0x2df)];return _0x24665f[_0x38c6ab['id']]?_0x24665f[_0x38c6ab['id']]['call'](this,_0x38c6ab):!![];},Game_BattlerBase[_0x3a8e42(0x348)]['meetsSkillConditionsGlobalJS']=function(_0x1c9afb){const _0x2de4db=_0x3a8e42;return VisuMZ[_0x2de4db(0x140)][_0x2de4db(0x319)][_0x2de4db(0x37e)][_0x2de4db(0x144)][_0x2de4db(0x371)](this,_0x1c9afb);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x23a)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2c4)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2c4)]=function(_0x131d6b){const _0x502618=_0x3a8e42;for(settings of VisuMZ[_0x502618(0x140)][_0x502618(0x319)][_0x502618(0x353)]){if(settings[_0x502618(0x2f5)]['toUpperCase']()==='MP'){let _0x47dac3=settings[_0x502618(0x221)][_0x502618(0x371)](this,_0x131d6b);return _0x47dac3=this[_0x502618(0x1da)](_0x131d6b,_0x47dac3,settings),_0x47dac3;}}return VisuMZ[_0x502618(0x140)][_0x502618(0x23a)][_0x502618(0x371)](this,_0x131d6b);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x262)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ad)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ad)]=function(_0x21ce97){const _0x41ff0f=_0x3a8e42;for(settings of VisuMZ[_0x41ff0f(0x140)][_0x41ff0f(0x319)][_0x41ff0f(0x353)]){if(settings['Name'][_0x41ff0f(0x3f4)]()==='TP'){let _0xa9b0c1=settings['CalcJS']['call'](this,_0x21ce97);return _0xa9b0c1=this[_0x41ff0f(0x1da)](_0x21ce97,_0xa9b0c1,settings),_0xa9b0c1;}}return VisuMZ['SkillsStatesCore'][_0x41ff0f(0x262)][_0x41ff0f(0x371)](this,_0x21ce97);},Game_BattlerBase[_0x3a8e42(0x348)]['hasState']=function(_0x47bdcf){const _0x482db0=_0x3a8e42;if(typeof _0x47bdcf===_0x482db0(0x254))_0x47bdcf=$dataStates[_0x47bdcf];return this[_0x482db0(0x182)]()[_0x482db0(0x328)](_0x47bdcf);},VisuMZ[_0x3a8e42(0x140)]['Game_BattlerBase_states']=Game_BattlerBase[_0x3a8e42(0x348)]['states'],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x182)]=function(){const _0x395990=_0x3a8e42;let _0x584b98=VisuMZ['SkillsStatesCore'][_0x395990(0x188)]['call'](this);if($gameTemp['_checkingPassiveStates'])return _0x584b98;return $gameTemp[_0x395990(0x3a6)]=!![],this[_0x395990(0x23d)](_0x584b98),$gameTemp[_0x395990(0x3a6)]=undefined,_0x584b98;},Game_BattlerBase[_0x3a8e42(0x348)]['addPassiveStates']=function(_0x58b6ca){const _0x45950a=_0x3a8e42,_0x50adf1=this['passiveStates']();for(state of _0x50adf1){if(!state)continue;if(!this[_0x45950a(0x40a)](state)&&_0x58b6ca[_0x45950a(0x328)](state))continue;_0x58b6ca[_0x45950a(0x2dd)](state);}_0x50adf1[_0x45950a(0x231)]>0x0&&_0x58b6ca[_0x45950a(0x408)]((_0xcb8afb,_0x41bfcd)=>{const _0x53fdbe=_0x45950a,_0x1bae37=_0xcb8afb[_0x53fdbe(0x40e)],_0x546e04=_0x41bfcd[_0x53fdbe(0x40e)];if(_0x1bae37!==_0x546e04)return _0x546e04-_0x1bae37;return _0xcb8afb-_0x41bfcd;});},Game_BattlerBase['prototype'][_0x3a8e42(0x40a)]=function(_0x1ca359){const _0x2a409e=_0x3a8e42;return _0x1ca359['note'][_0x2a409e(0x159)](//i);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x3ab)]=Game_BattlerBase[_0x3a8e42(0x348)]['traitsSet'],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x368)]=function(_0x10e477){const _0x589087=_0x3a8e42;this[_0x589087(0x2e0)]=!![];let _0x5adaca=VisuMZ['SkillsStatesCore']['Game_BattlerBase_traitsSet'][_0x589087(0x371)](this,_0x10e477);return this[_0x589087(0x2e0)]=undefined,_0x5adaca;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1bd)]=function(){const _0x4a6a79=_0x3a8e42;let _0x3fea44=[];this[_0x4a6a79(0x3fb)]=this[_0x4a6a79(0x3fb)]||{};for(;;){_0x3fea44=[];let _0x3f40ea=!![];for(const _0x245334 of this[_0x4a6a79(0x15e)][_0x4a6a79(0x3eb)]){const _0x1fb354=$dataStates[_0x245334];if(!_0x1fb354)continue;let _0x3c9b75=this[_0x4a6a79(0x1b4)](_0x1fb354);this['_passiveStateResults'][_0x245334]!==_0x3c9b75&&(_0x3f40ea=![],this[_0x4a6a79(0x3fb)][_0x245334]=_0x3c9b75);if(!_0x3c9b75)continue;_0x3fea44[_0x4a6a79(0x2dd)](_0x1fb354);}if(_0x3f40ea)break;else{if(!this[_0x4a6a79(0x2e0)])this[_0x4a6a79(0x3dc)]();this['createPassiveStatesCache']();}}return _0x3fea44;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1b4)]=function(_0x1a093b){const _0x36a774=_0x3a8e42;if(!this[_0x36a774(0x383)](_0x1a093b))return![];if(!this['meetsPassiveStateConditionSwitches'](_0x1a093b))return![];if(!this[_0x36a774(0x1ff)](_0x1a093b))return![];if(!this[_0x36a774(0x2cc)](_0x1a093b))return![];return!![];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x383)]=function(_0xe15c6){return!![];},Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x383)]=function(_0x4f7af6){const _0x253899=_0x3a8e42,_0x118a16=DataManager['getPassiveStateConditionClassesData'](_0x4f7af6);if(_0x118a16['currentClass'][_0x253899(0x231)]>0x0){const _0x33458e=_0x118a16[_0x253899(0x212)];if(!_0x33458e[_0x253899(0x328)](this[_0x253899(0x212)]()))return![];}if(_0x118a16[_0x253899(0x332)][_0x253899(0x231)]>0x0){const _0x31e6a8=_0x118a16[_0x253899(0x332)];let _0x3deef0=[this['currentClass']()];Imported['VisuMZ_2_ClassChangeSystem']&&this[_0x253899(0x2f3)]&&(_0x3deef0=this[_0x253899(0x2f3)]());if(_0x31e6a8[_0x253899(0x164)](_0x38f631=>_0x3deef0[_0x253899(0x328)](_0x38f631))[_0x253899(0x231)]<=0x0)return![];}return Game_BattlerBase['prototype'][_0x253899(0x383)]['call'](this,_0x4f7af6);},DataManager[_0x3a8e42(0x37b)]=function(_0x33b77b){const _0x293ae5=_0x3a8e42,_0x1a477a={'currentClass':[],'multiClass':[]};if(!_0x33b77b)return _0x1a477a;this[_0x293ae5(0x30a)]=this[_0x293ae5(0x30a)]||{};if(this[_0x293ae5(0x30a)][_0x33b77b['id']]!==undefined)return this[_0x293ae5(0x30a)][_0x33b77b['id']];const _0x34e527=_0x33b77b[_0x293ae5(0x3ee)]||'';if(_0x34e527[_0x293ae5(0x159)](//i)){const _0x4824a1=String(RegExp['$1'])[_0x293ae5(0x2e9)](',')[_0x293ae5(0x1ef)](_0x43e199=>_0x43e199[_0x293ae5(0x217)]());_0x1a477a['currentClass']=VisuMZ[_0x293ae5(0x140)][_0x293ae5(0x3c2)](_0x4824a1);}if(_0x34e527[_0x293ae5(0x159)](//i)){const _0x7073cc=String(RegExp['$1'])['split'](',')['map'](_0x140872=>_0x140872[_0x293ae5(0x217)]());_0x1a477a['multiClass']=VisuMZ['SkillsStatesCore'][_0x293ae5(0x3c2)](_0x7073cc);}return this[_0x293ae5(0x30a)][_0x33b77b['id']]=_0x1a477a,this[_0x293ae5(0x30a)][_0x33b77b['id']];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x3c2)]=function(_0x361621){const _0x3dc7ee=_0x3a8e42,_0x3188bd=[];for(let _0x33a9a2 of _0x361621){_0x33a9a2=(String(_0x33a9a2)||'')[_0x3dc7ee(0x217)]();const _0x5d0c43=/^\d+$/[_0x3dc7ee(0x3f9)](_0x33a9a2);_0x5d0c43?_0x3188bd[_0x3dc7ee(0x2dd)](Number(_0x33a9a2)):_0x3188bd[_0x3dc7ee(0x2dd)](DataManager[_0x3dc7ee(0x3be)](_0x33a9a2));}return _0x3188bd['map'](_0x134264=>$dataClasses[Number(_0x134264)])[_0x3dc7ee(0x170)](null);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x385)]=function(_0xcbfcb2){const _0x3f9e92=_0x3a8e42,_0x16fd1b=DataManager[_0x3f9e92(0x15d)](_0xcbfcb2);if(_0x16fd1b['allSwitchOn']&&_0x16fd1b['allSwitchOn'][_0x3f9e92(0x231)]>0x0){const _0x589c17=_0x16fd1b[_0x3f9e92(0x1c7)];for(const _0x1ecd00 of _0x589c17){if(!$gameSwitches[_0x3f9e92(0x36c)](_0x1ecd00))return![];}}if(_0x16fd1b[_0x3f9e92(0x398)]&&_0x16fd1b['anySwitchOn'][_0x3f9e92(0x231)]>0x0){const _0x739082=_0x16fd1b[_0x3f9e92(0x398)];let _0x39fabe=!![];for(const _0x57d3db of _0x739082){if($gameSwitches[_0x3f9e92(0x36c)](_0x57d3db)){_0x39fabe=![];break;}}if(_0x39fabe)return![];}if(_0x16fd1b[_0x3f9e92(0x2c7)]&&_0x16fd1b['allSwitchOff'][_0x3f9e92(0x231)]>0x0){const _0x278462=_0x16fd1b['allSwitchOff'];for(const _0x31a580 of _0x278462){if($gameSwitches['value'](_0x31a580))return![];}}if(_0x16fd1b[_0x3f9e92(0x329)]&&_0x16fd1b[_0x3f9e92(0x329)][_0x3f9e92(0x231)]>0x0){const _0x3c25e4=_0x16fd1b['anySwitchOff'];let _0x22aa90=!![];for(const _0x22783d of _0x3c25e4){if(!$gameSwitches[_0x3f9e92(0x36c)](_0x22783d)){_0x22aa90=![];break;}}if(_0x22aa90)return![];}return!![];},DataManager[_0x3a8e42(0x15d)]=function(_0x3869de){const _0x21ae18=_0x3a8e42;let _0x3e3a22={'allSwitchOn':[],'anySwitchOn':[],'allSwitchOff':[],'anySwitchOff':[]};if(!_0x3869de)return _0x3e3a22;const _0x3c2c48=_0x3869de['id'];this[_0x21ae18(0x18f)]=this['_cache_getPassiveStateConditionSwitchData']||{};if(this[_0x21ae18(0x18f)][_0x3c2c48]!==undefined)return this[_0x21ae18(0x18f)][_0x3c2c48];const _0x32d80d=_0x3869de[_0x21ae18(0x3ee)]||'';return _0x32d80d[_0x21ae18(0x159)](/PASSIVE CONDITION(?:| ALL)[ ](?:SWITCH|SWITCHES)[ ]ON:[ ](.*)>/i)&&(_0x3e3a22[_0x21ae18(0x1c7)]=String(RegExp['$1'])[_0x21ae18(0x2e9)](',')[_0x21ae18(0x1ef)](_0x4a47fb=>Number(_0x4a47fb))),_0x32d80d[_0x21ae18(0x159)](/PASSIVE CONDITION ANY[ ](?:SWITCH|SWITCHES)[ ]ON:[ ](.*)>/i)&&(_0x3e3a22[_0x21ae18(0x398)]=String(RegExp['$1'])['split'](',')[_0x21ae18(0x1ef)](_0x40cdc9=>Number(_0x40cdc9))),_0x32d80d[_0x21ae18(0x159)](/PASSIVE CONDITION(?:| ALL)[ ](?:SWITCH|SWITCHES)[ ]OFF:[ ](.*)>/i)&&(_0x3e3a22[_0x21ae18(0x2c7)]=String(RegExp['$1'])[_0x21ae18(0x2e9)](',')['map'](_0x228ab4=>Number(_0x228ab4))),_0x32d80d['match'](/PASSIVE CONDITION ANY[ ](?:SWITCH|SWITCHES)[ ]OFF:[ ](.*)>/i)&&(_0x3e3a22[_0x21ae18(0x329)]=String(RegExp['$1'])[_0x21ae18(0x2e9)](',')[_0x21ae18(0x1ef)](_0x2e252c=>Number(_0x2e252c))),this[_0x21ae18(0x18f)][_0x3c2c48]=_0x3e3a22,this[_0x21ae18(0x18f)][_0x3c2c48];},Game_BattlerBase[_0x3a8e42(0x348)]['meetsPassiveStateConditionJS']=function(_0x17d332){const _0x5844b6=_0x3a8e42,_0x261182=VisuMZ[_0x5844b6(0x140)]['statePassiveConditionJS'];if(_0x261182[_0x17d332['id']]&&!_0x261182[_0x17d332['id']][_0x5844b6(0x371)](this,_0x17d332))return![];return!![];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2cc)]=function(_0xddcaac){const _0x3cfa15=_0x3a8e42;return VisuMZ[_0x3cfa15(0x140)][_0x3cfa15(0x319)][_0x3cfa15(0x26b)][_0x3cfa15(0x30f)][_0x3cfa15(0x371)](this,_0xddcaac);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x3eb)]=function(){const _0x111037=_0x3a8e42;if(this[_0x111037(0x21f)](_0x111037(0x3eb)))return this['convertPassiveStates']();if(this['_checkingVisuMzPassiveStateObjects'])return[];return this[_0x111037(0x1c4)]=!![],this[_0x111037(0x14d)](),this[_0x111037(0x1c4)]=undefined,this[_0x111037(0x1bd)]();},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x14d)]=function(){const _0xc5ea4c=_0x3a8e42;this[_0xc5ea4c(0x1c4)]=!![],this[_0xc5ea4c(0x15e)]['passiveStates']=[],this[_0xc5ea4c(0x228)](),this[_0xc5ea4c(0x1ee)](),this[_0xc5ea4c(0x326)](),Game_BattlerBase[_0xc5ea4c(0x16b)]&&this['addAuraPassiveStateIDs'](),this['_cache']['passiveStates']=this[_0xc5ea4c(0x15e)][_0xc5ea4c(0x3eb)]['sort']((_0x13767a,_0x34f030)=>_0x13767a-_0x34f030),this[_0xc5ea4c(0x1c4)]=undefined;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x228)]=function(){const _0x53f35d=_0x3a8e42;if(Imported[_0x53f35d(0x2e4)])this[_0x53f35d(0x338)]();},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2f2)]=function(){return[];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1ee)]=function(){const _0x4e2404=_0x3a8e42,_0x32e786=this['_cache'][_0x4e2404(0x3eb)]||[],_0x47503a=this[_0x4e2404(0x2f2)]();this[_0x4e2404(0x15e)][_0x4e2404(0x3eb)]=_0x32e786||[];for(const _0x35baed of _0x47503a){if(!_0x35baed)continue;const _0x2aa3e9=DataManager[_0x4e2404(0x20c)](_0x35baed);for(const _0x5d62cd of _0x2aa3e9){this['_cache']['passiveStates'][_0x4e2404(0x2dd)](_0x5d62cd);}}},DataManager['getPassiveStatesFromObj']=function(_0x128848){const _0x27144a=_0x3a8e42;if(!_0x128848)return[];const _0x356a09=VisuMZ[_0x27144a(0x140)]['createKeyJS'](_0x128848,_0x27144a(0x281));this[_0x27144a(0x2e5)]=this['_cache_getPassiveStatesFromObj']||{};if(this[_0x27144a(0x2e5)][_0x356a09]!==undefined)return this[_0x27144a(0x2e5)][_0x356a09];const _0x4b3fd8=[],_0x10bb9c=_0x128848[_0x27144a(0x3ee)]||'',_0x129402=//gi,_0x106602=_0x10bb9c[_0x27144a(0x159)](_0x129402);if(_0x106602)for(const _0x59e6 of _0x106602){_0x59e6[_0x27144a(0x159)](_0x129402);const _0x1e49b9=String(RegExp['$1'])['split'](',')[_0x27144a(0x1ef)](_0x11f62c=>_0x11f62c[_0x27144a(0x217)]());for(const _0x5e05a3 of _0x1e49b9){const _0x2350d9=/^\d+$/[_0x27144a(0x3f9)](_0x5e05a3);let _0x43a82b=0x0;_0x2350d9?_0x43a82b=Number(_0x5e05a3):_0x43a82b=DataManager['getStateIdWithName'](_0x5e05a3),_0x43a82b&&_0x4b3fd8[_0x27144a(0x2dd)](_0x43a82b);}}return 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_0x1ec2ff=this[_0x2e31a4(0x15e)][_0x2e31a4(0x3eb)]||[],_0x299e6b=this,_0x2e7409=this['friendsUnit']()['getAuraPassiveStateIDs'](!![],_0x299e6b),_0x12e9d7=$gameParty[_0x2e31a4(0x2ee)]()?this[_0x2e31a4(0x3af)]()[_0x2e31a4(0x2ba)](![],_0x299e6b):[];this[_0x2e31a4(0x15e)][_0x2e31a4(0x3eb)]=_0x1ec2ff||[],this[_0x2e31a4(0x15e)]['passiveStates']=this['_cache'][_0x2e31a4(0x3eb)]['concat'](_0x2e7409)[_0x2e31a4(0x372)](_0x12e9d7);},Game_Unit[_0x3a8e42(0x348)][_0x3a8e42(0x2ba)]=function(_0x5bba74,_0x443ca7){const _0x485d3b=_0x3a8e42;let _0x1f1ea5=[];const _0x1a5cc3=this===$gameParty?this[_0x485d3b(0x169)]():this['members']();for(const _0x3d4292 of _0x1a5cc3){if(!_0x3d4292)continue;if(!_0x3d4292['isAppeared']())continue;const _0x85c32b=_0x3d4292[_0x485d3b(0x2f2)]();for(const _0x5a01d0 of _0x85c32b){if(!_0x5a01d0)continue;if(!VisuMZ[_0x485d3b(0x140)]['MeetsAuraObjConditions'](_0x5a01d0,_0x5bba74,_0x3d4292,_0x443ca7))continue;let _0x2b6194=DataManager[_0x485d3b(0x31b)](_0x5a01d0,_0x5bba74);for(const _0x2637d7 of _0x2b6194){if(!VisuMZ['SkillsStatesCore'][_0x485d3b(0x2c9)](_0x2637d7,_0x5bba74,_0x3d4292,_0x443ca7))continue;_0x1f1ea5[_0x485d3b(0x2dd)](_0x2637d7),!_0x443ca7['isStateAffected'](_0x2637d7)&&_0x443ca7[_0x485d3b(0x296)](_0x2637d7,_0x3d4292);}}}return _0x1f1ea5;},DataManager[_0x3a8e42(0x31b)]=function(_0x4a6012,_0x4b9c9f){const _0x35a0be=_0x3a8e42;if(!_0x4a6012)return[];const _0x4c32aa=_0x4b9c9f?_0x35a0be(0x37c):'miasmaStateIDs',_0x18717d=VisuMZ[_0x35a0be(0x140)][_0x35a0be(0x350)](_0x4a6012,_0x4c32aa);this['_cache_getAuraPassiveStatesFromObj']=this[_0x35a0be(0x26e)]||{};if(this['_cache_getAuraPassiveStatesFromObj'][_0x18717d]!==undefined)return this['_cache_getAuraPassiveStatesFromObj'][_0x18717d];const _0x45df0a=[],_0x519ed6=_0x4a6012[_0x35a0be(0x3ee)]||'',_0x484efc=_0x4b9c9f?//gi://gi,_0xa9b617=_0x519ed6['match'](_0x484efc);if(_0xa9b617)for(const _0x3d6db5 of _0xa9b617){_0x3d6db5['match'](_0x484efc);const _0x1739be=String(RegExp['$1'])[_0x35a0be(0x2e9)](',')['map'](_0xd501fd=>_0xd501fd[_0x35a0be(0x217)]());for(const _0x24aa3d of _0x1739be){const _0x1d1777=/^\d+$/[_0x35a0be(0x3f9)](_0x24aa3d);let _0x250060=0x0;_0x1d1777?_0x250060=Number(_0x24aa3d):_0x250060=DataManager[_0x35a0be(0x23e)](_0x24aa3d),_0x250060&&_0x45df0a[_0x35a0be(0x2dd)](_0x250060);}}return this[_0x35a0be(0x26e)][_0x18717d]=_0x45df0a,this['_cache_getAuraPassiveStatesFromObj'][_0x18717d];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x325)]=function(_0x38885f,_0x1bf0cd,_0x34e0af,_0x2174cc){const _0x43cbfd=_0x3a8e42;if(!_0x38885f)return![];if(_0x38885f[_0x43cbfd(0x3c4)]!==undefined&&_0x38885f[_0x43cbfd(0x3ce)]!==undefined)return![];const _0x5c62c6=_0x38885f[_0x43cbfd(0x3ee)]||'';if(!VisuMZ[_0x43cbfd(0x140)][_0x43cbfd(0x235)](_0x5c62c6,_0x1bf0cd,_0x34e0af,_0x2174cc))return![];return!![];},VisuMZ[_0x3a8e42(0x140)]['MeetsAuraStateConditions']=function(_0x107011,_0x311f8c,_0x2dd3cf,_0x544582){const _0x54c7b1=_0x3a8e42,_0x5efc06=$dataStates[_0x107011];if(!_0x5efc06)return![];const _0x300cc4=_0x5efc06[_0x54c7b1(0x3ee)]||'';if(!VisuMZ[_0x54c7b1(0x140)][_0x54c7b1(0x235)](_0x300cc4,_0x311f8c,_0x2dd3cf,_0x544582))return![];return!![];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x235)]=function(_0x3b1c54,_0x39eb6c,_0x4f7789,_0x2f53ff){const _0x5ba3ca=_0x3a8e42;_0x3b1c54=_0x3b1c54||'';if(_0x4f7789['isDead']()){if(_0x39eb6c&&_0x3b1c54[_0x5ba3ca(0x159)](//i)){}else{if(!_0x39eb6c&&_0x3b1c54[_0x5ba3ca(0x159)](//i)){}else{if(_0x39eb6c&&_0x3b1c54[_0x5ba3ca(0x159)](//i)){}else{if(!_0x39eb6c&&_0x3b1c54[_0x5ba3ca(0x159)](//i)){}else return![];}}}}else{if(_0x39eb6c&&_0x3b1c54['match'](//i))return![];else{if(!_0x39eb6c&&_0x3b1c54[_0x5ba3ca(0x159)](//i))return![];}}if(_0x39eb6c){if(_0x3b1c54['match'](//i)){if(_0x4f7789===_0x2f53ff)return![];}else{if(_0x3b1c54[_0x5ba3ca(0x159)](//i)){if(_0x4f7789===_0x2f53ff)return![];}}}return!![];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x323)]=function(_0x3fb2da){const _0x5730e1=_0x3a8e42;if(typeof _0x3fb2da!=='number')_0x3fb2da=_0x3fb2da['id'];return this[_0x5730e1(0x2b1)][_0x3fb2da]||0x0;},Game_BattlerBase['prototype'][_0x3a8e42(0x2f9)]=function(_0x1a5be2,_0x2153f3){const _0x2a59ce=_0x3a8e42;if(typeof _0x1a5be2!==_0x2a59ce(0x254))_0x1a5be2=_0x1a5be2['id'];if(this[_0x2a59ce(0x2eb)](_0x1a5be2)){const _0xef016d=DataManager['stateMaximumTurns'](_0x1a5be2);this[_0x2a59ce(0x2b1)][_0x1a5be2]=_0x2153f3[_0x2a59ce(0x215)](0x0,_0xef016d);if(this[_0x2a59ce(0x2b1)][_0x1a5be2]<=0x0)this[_0x2a59ce(0x413)](_0x1a5be2);}},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2d6)]=function(_0x21ee1d,_0x898cd8){const _0xf91110=_0x3a8e42;if(typeof _0x21ee1d!==_0xf91110(0x254))_0x21ee1d=_0x21ee1d['id'];this[_0xf91110(0x2eb)](_0x21ee1d)&&(_0x898cd8+=this[_0xf91110(0x323)](_0x21ee1d),this[_0xf91110(0x2f9)](_0x21ee1d,_0x898cd8));},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3df)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2ce)],Game_BattlerBase['prototype'][_0x3a8e42(0x2ce)]=function(_0x41941d){const _0x223272=_0x3a8e42,_0x5a83a3=this[_0x223272(0x322)][_0x41941d];VisuMZ[_0x223272(0x140)]['Game_BattlerBase_eraseBuff']['call'](this,_0x41941d);if(_0x5a83a3>0x0)this[_0x223272(0x246)](_0x41941d);if(_0x5a83a3<0x0)this[_0x223272(0x3d2)](_0x41941d);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3b1)]=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x27c)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x27c)]=function(_0x560c6a){const _0xaaf7f5=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0xaaf7f5(0x3b1)][_0xaaf7f5(0x371)](this,_0x560c6a);if(!this[_0xaaf7f5(0x2e3)](_0x560c6a))this[_0xaaf7f5(0x2ce)](_0x560c6a);},VisuMZ[_0x3a8e42(0x140)]['Game_BattlerBase_decreaseBuff']=Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2d5)],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2d5)]=function(_0x1988ad){const _0x5b5fb7=_0x3a8e42;VisuMZ[_0x5b5fb7(0x140)][_0x5b5fb7(0x22c)][_0x5b5fb7(0x371)](this,_0x1988ad);if(!this[_0x5b5fb7(0x2e3)](_0x1988ad))this['eraseBuff'](_0x1988ad);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x246)]=function(_0xe14a43){},Game_BattlerBase[_0x3a8e42(0x348)]['onEraseDebuff']=function(_0x50a738){},Game_BattlerBase[_0x3a8e42(0x348)]['isMaxBuffAffected']=function(_0x5a7238){const _0x334362=_0x3a8e42;return this[_0x334362(0x322)][_0x5a7238]===VisuMZ['SkillsStatesCore'][_0x334362(0x319)][_0x334362(0x31f)][_0x334362(0x345)];},Game_BattlerBase[_0x3a8e42(0x348)]['isMaxDebuffAffected']=function(_0x54acef){const _0x15e21e=_0x3a8e42;return this['_buffs'][_0x54acef]===-VisuMZ[_0x15e21e(0x140)][_0x15e21e(0x319)][_0x15e21e(0x31f)]['StackDebuffMax'];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x268)]=Game_BattlerBase['prototype'][_0x3a8e42(0x3e1)],Game_BattlerBase['prototype'][_0x3a8e42(0x3e1)]=function(_0x5d360c,_0x24a83f){const _0x362537=_0x3a8e42;return _0x5d360c=_0x5d360c['clamp'](-0x2,0x2),VisuMZ[_0x362537(0x140)][_0x362537(0x268)][_0x362537(0x371)](this,_0x5d360c,_0x24a83f);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x208)]=function(_0x2dbf07){const _0x43caec=_0x3a8e42,_0xc3ee66=this[_0x43caec(0x322)][_0x2dbf07];return VisuMZ[_0x43caec(0x140)][_0x43caec(0x319)]['Buffs']['MultiplierJS'][_0x43caec(0x371)](this,_0x2dbf07,_0xc3ee66);},Game_BattlerBase['prototype'][_0x3a8e42(0x389)]=function(_0x42c7c1){return this['_buffTurns'][_0x42c7c1]||0x0;},Game_BattlerBase['prototype']['debuffTurns']=function(_0x13a686){const _0x31e6e0=_0x3a8e42;return this[_0x31e6e0(0x389)](_0x13a686);},Game_BattlerBase[_0x3a8e42(0x348)]['setBuffTurns']=function(_0x1fc4c0,_0x698a04){const _0x49c06a=_0x3a8e42;if(this[_0x49c06a(0x337)](_0x1fc4c0)){const _0x357400=VisuMZ[_0x49c06a(0x140)][_0x49c06a(0x319)][_0x49c06a(0x31f)][_0x49c06a(0x229)];this['_buffTurns'][_0x1fc4c0]=_0x698a04['clamp'](0x0,_0x357400);}},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1f7)]=function(_0x267ef0,_0x1d1283){const _0x2ea852=_0x3a8e42;this[_0x2ea852(0x337)](_0x267ef0)&&(_0x1d1283+=this[_0x2ea852(0x389)](stateId),this[_0x2ea852(0x14e)](_0x267ef0,_0x1d1283));},Game_BattlerBase[_0x3a8e42(0x348)]['setDebuffTurns']=function(_0x39abcf,_0x484cdf){const _0x326e2c=_0x3a8e42;if(this['isDebuffAffected'](_0x39abcf)){const _0x2b3d7e=VisuMZ[_0x326e2c(0x140)]['Settings'][_0x326e2c(0x31f)][_0x326e2c(0x229)];this[_0x326e2c(0x177)][_0x39abcf]=_0x484cdf[_0x326e2c(0x215)](0x0,_0x2b3d7e);}},Game_BattlerBase[_0x3a8e42(0x348)]['addDebuffTurns']=function(_0x598f91,_0x39f97f){const _0x406afe=_0x3a8e42;this[_0x406afe(0x292)](_0x598f91)&&(_0x39f97f+=this[_0x406afe(0x389)](stateId),this[_0x406afe(0x1ae)](_0x598f91,_0x39f97f));},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1f6)]=function(_0x546cf8){const _0x525cd7=_0x3a8e42;if(typeof _0x546cf8!==_0x525cd7(0x254))_0x546cf8=_0x546cf8['id'];return this['_stateData']=this[_0x525cd7(0x3a9)]||{},this['_stateData'][_0x546cf8]=this[_0x525cd7(0x3a9)][_0x546cf8]||{},this[_0x525cd7(0x3a9)][_0x546cf8];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x263)]=function(_0x99afa5,_0x18b2b9){const _0x1f1f62=_0x3a8e42;if(typeof _0x99afa5!==_0x1f1f62(0x254))_0x99afa5=_0x99afa5['id'];const _0x2ef7c8=this[_0x1f1f62(0x1f6)](_0x99afa5);return _0x2ef7c8[_0x18b2b9];},Game_BattlerBase['prototype'][_0x3a8e42(0x3a1)]=function(_0x28f15e,_0x3e0d0c,_0x1065d9){const _0x20b282=_0x3a8e42;if(typeof _0x28f15e!==_0x20b282(0x254))_0x28f15e=_0x28f15e['id'];const _0x498d4b=this['stateData'](_0x28f15e);_0x498d4b[_0x3e0d0c]=_0x1065d9;},Game_BattlerBase[_0x3a8e42(0x348)]['clearStateData']=function(_0x4d5356){const _0x378730=_0x3a8e42;if(typeof _0x4d5356!=='number')_0x4d5356=_0x4d5356['id'];this[_0x378730(0x3a9)]=this[_0x378730(0x3a9)]||{},this[_0x378730(0x3a9)][_0x4d5356]={};},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x35d)]=function(_0x42fc07){const _0x3bc9aa=_0x3a8e42;if(typeof _0x42fc07!==_0x3bc9aa(0x254))_0x42fc07=_0x42fc07['id'];return this[_0x3bc9aa(0x27f)]=this[_0x3bc9aa(0x27f)]||{},this[_0x3bc9aa(0x27f)][_0x42fc07]===undefined&&(this[_0x3bc9aa(0x27f)][_0x42fc07]=''),this['_stateDisplay'][_0x42fc07];},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1e7)]=function(_0xa4b662,_0x499738){const _0x5e0782=_0x3a8e42;if(typeof _0xa4b662!==_0x5e0782(0x254))_0xa4b662=_0xa4b662['id'];this[_0x5e0782(0x27f)]=this[_0x5e0782(0x27f)]||{},this[_0x5e0782(0x27f)][_0xa4b662]=_0x499738;},Game_BattlerBase[_0x3a8e42(0x348)]['clearStateDisplay']=function(_0x57cbb1){const _0x1f85a3=_0x3a8e42;if(typeof _0x57cbb1!==_0x1f85a3(0x254))_0x57cbb1=_0x57cbb1['id'];this['_stateDisplay']=this['_stateDisplay']||{},this[_0x1f85a3(0x27f)][_0x57cbb1]='';},Game_BattlerBase['prototype']['getStateOrigin']=function(_0x4539a6){const _0x30de79=_0x3a8e42;if(typeof _0x4539a6!=='number')_0x4539a6=_0x4539a6['id'];this[_0x30de79(0x27a)]=this[_0x30de79(0x27a)]||{},this[_0x30de79(0x27a)][_0x4539a6]=this['_stateOrigin'][_0x4539a6]||'user';const _0x1c0eb0=this[_0x30de79(0x27a)][_0x4539a6];return this[_0x30de79(0x1d0)](_0x1c0eb0);},Game_BattlerBase[_0x3a8e42(0x348)]['setStateOrigin']=function(_0x5ea822,_0x42aaf7){const _0x1f1bf8=_0x3a8e42;this[_0x1f1bf8(0x27a)]=this[_0x1f1bf8(0x27a)]||{};const _0x106c26=_0x42aaf7?this[_0x1f1bf8(0x242)](_0x42aaf7):this[_0x1f1bf8(0x38e)]();this[_0x1f1bf8(0x27a)][_0x5ea822]=_0x106c26;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x406)]=function(_0x16d7f1){const _0x1a62ab=_0x3a8e42;this[_0x1a62ab(0x27a)]=this[_0x1a62ab(0x27a)]||{},delete this['_stateOrigin'][_0x16d7f1];},Game_BattlerBase['prototype'][_0x3a8e42(0x172)]=function(){const _0x5f1f92=_0x3a8e42;this[_0x5f1f92(0x27a)]={};},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x38e)]=function(){const _0x5aa135=this['getCurrentStateActiveUser']();return this['convertTargetToStateOriginKey'](_0x5aa135);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x24c)]=function(){const _0x46e5ac=_0x3a8e42;if($gameParty[_0x46e5ac(0x2ee)]()){if(BattleManager['_subject'])return BattleManager[_0x46e5ac(0x1f3)];else{if(BattleManager[_0x46e5ac(0x148)])return BattleManager[_0x46e5ac(0x148)];}}else{const _0x433479=SceneManager[_0x46e5ac(0x308)];if(![Scene_Map,Scene_Item][_0x46e5ac(0x328)](_0x433479[_0x46e5ac(0x1d4)]))return $gameParty['menuActor']();}return this;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x242)]=function(_0x224a1e){const _0x53b3b2=_0x3a8e42;if(!_0x224a1e)return _0x53b3b2(0x1c8);if(_0x224a1e[_0x53b3b2(0x3f8)]())return _0x53b3b2(0x410)[_0x53b3b2(0x2ed)](_0x224a1e[_0x53b3b2(0x3a0)]());else{const _0x53ff88=''['format'](_0x224a1e[_0x53b3b2(0x20b)]()),_0x30c399=_0x53b3b2(0x3c7)[_0x53b3b2(0x2ed)](_0x224a1e[_0x53b3b2(0x3e6)]()),_0x584985=_0x53b3b2(0x2d2)['format']($gameTroop['getCurrentTroopUniqueID']());return'%1\x20%2\x20%3'[_0x53b3b2(0x2ed)](_0x53ff88,_0x30c399,_0x584985);}return _0x53b3b2(0x1c8);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x1d0)]=function(_0x740320){const _0x4f0c07=_0x3a8e42;if(_0x740320===_0x4f0c07(0x1c8))return this;else{if(_0x740320[_0x4f0c07(0x159)](//i))return $gameActors[_0x4f0c07(0x1ba)](Number(RegExp['$1']));else{if($gameParty[_0x4f0c07(0x2ee)]()&&_0x740320['match'](//i)){const _0xc6d8c4=Number(RegExp['$1']);if(_0xc6d8c4===$gameTroop[_0x4f0c07(0x1f1)]()){if(_0x740320[_0x4f0c07(0x159)](//i))return $gameTroop[_0x4f0c07(0x222)]()[Number(RegExp['$1'])];}}if(_0x740320[_0x4f0c07(0x159)](//i))return new Game_Enemy(Number(RegExp['$1']),-0x1f4,-0x1f4);}}return this;},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x156)]=Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x396)],Game_Battler['prototype'][_0x3a8e42(0x396)]=function(_0x2589d7){const _0x493770=_0x3a8e42,_0x40831b=this[_0x493770(0x29a)](_0x2589d7);VisuMZ[_0x493770(0x140)][_0x493770(0x156)][_0x493770(0x371)](this,_0x2589d7);if(_0x40831b&&this[_0x493770(0x230)]($dataStates[_0x2589d7])){this[_0x493770(0x236)](_0x2589d7);;}},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x288)]=Game_Battler['prototype'][_0x3a8e42(0x29a)],Game_Battler['prototype']['isStateAddable']=function(_0x2676dd){const _0x5c7616=_0x3a8e42,_0x32a709=$dataStates[_0x2676dd];if(_0x32a709&&_0x32a709[_0x5c7616(0x3ee)][_0x5c7616(0x159)](//i))return!this['isStateResist'](_0x2676dd)&&!this[_0x5c7616(0x363)](_0x2676dd)&&!this[_0x5c7616(0x3e2)][_0x5c7616(0x279)](_0x2676dd);return VisuMZ[_0x5c7616(0x140)]['Game_Battler_isStateAddable'][_0x5c7616(0x371)](this,_0x2676dd);},Game_Battler[_0x3a8e42(0x348)]['onAddState']=function(_0x2ae0ad){const _0x6eeb91=_0x3a8e42;this[_0x6eeb91(0x296)](_0x2ae0ad),this[_0x6eeb91(0x157)](_0x2ae0ad),this[_0x6eeb91(0x155)](_0x2ae0ad),this['onAddStateCustomJS'](_0x2ae0ad),this[_0x6eeb91(0x3dd)](_0x2ae0ad);},Game_Battler['prototype'][_0x3a8e42(0x3e0)]=function(_0x272832){const _0x16cac2=_0x3a8e42;this[_0x16cac2(0x2c2)](_0x272832),this[_0x16cac2(0x152)](_0x272832),Game_BattlerBase[_0x16cac2(0x348)][_0x16cac2(0x3e0)][_0x16cac2(0x371)](this,_0x272832);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x307)]=function(_0x3398e9){const _0x523a36=_0x3a8e42;for(const _0x22cbc7 of this[_0x523a36(0x182)]()){this[_0x523a36(0x38f)](_0x22cbc7['id'])&&_0x22cbc7[_0x523a36(0x3c4)]===_0x3398e9&&(this[_0x523a36(0x413)](_0x22cbc7['id']),this[_0x523a36(0x1c5)](_0x22cbc7['id']),this[_0x523a36(0x349)](_0x22cbc7['id']));}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x1c5)]=function(_0x12d7f6){const _0xdd6c76=_0x3a8e42;this[_0xdd6c76(0x274)](_0x12d7f6);},Game_Battler['prototype'][_0x3a8e42(0x30c)]=function(_0x5bf1bb){const _0x3714a4=_0x3a8e42;if(this[_0x3714a4(0x1a8)]||this[_0x3714a4(0x380)])return;const _0x4a515a=VisuMZ[_0x3714a4(0x140)]['stateAddJS'];if(_0x4a515a[_0x5bf1bb])_0x4a515a[_0x5bf1bb][_0x3714a4(0x371)](this,_0x5bf1bb);},Game_Battler['prototype'][_0x3a8e42(0x2c2)]=function(_0x32181c){const _0x29ace4=_0x3a8e42;if(this['_tempActor']||this['_tempBattler'])return;const _0x200749=VisuMZ['SkillsStatesCore'][_0x29ace4(0x1e2)];if(_0x200749[_0x32181c])_0x200749[_0x32181c]['call'](this,_0x32181c);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x274)]=function(_0x5c1e30){const _0x523f0a=_0x3a8e42;if(this[_0x523f0a(0x1a8)]||this['_tempBattler'])return;const _0xe0f894=VisuMZ[_0x523f0a(0x140)][_0x523f0a(0x3cd)];if(_0xe0f894[_0x5c1e30])_0xe0f894[_0x5c1e30][_0x523f0a(0x371)](this,_0x5c1e30);},Game_Battler['prototype'][_0x3a8e42(0x3dd)]=function(_0x5a17fe){const _0x31a868=_0x3a8e42;if(this[_0x31a868(0x1a8)]||this['_tempBattler'])return;try{VisuMZ[_0x31a868(0x140)][_0x31a868(0x319)]['States'][_0x31a868(0x269)][_0x31a868(0x371)](this,_0x5a17fe);}catch(_0x295a80){if($gameTemp[_0x31a868(0x2b8)]())console[_0x31a868(0x2d4)](_0x295a80);}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x152)]=function(_0x26fd80){const _0x21156e=_0x3a8e42;if(this[_0x21156e(0x1a8)]||this['_tempBattler'])return;try{VisuMZ[_0x21156e(0x140)]['Settings'][_0x21156e(0x3b7)][_0x21156e(0x26d)][_0x21156e(0x371)](this,_0x26fd80);}catch(_0x60f88b){if($gameTemp[_0x21156e(0x2b8)]())console[_0x21156e(0x2d4)](_0x60f88b);}},Game_Battler[_0x3a8e42(0x348)]['onExpireStateGlobalJS']=function(_0x2f500a){const _0x24e2bb=_0x3a8e42;if(this[_0x24e2bb(0x1a8)]||this[_0x24e2bb(0x380)])return;try{VisuMZ[_0x24e2bb(0x140)][_0x24e2bb(0x319)][_0x24e2bb(0x3b7)]['onExpireStateJS'][_0x24e2bb(0x371)](this,_0x2f500a);}catch(_0x3882e6){if($gameTemp[_0x24e2bb(0x2b8)]())console[_0x24e2bb(0x2d4)](_0x3882e6);}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x291)]=function(_0x2cecb6){const _0x2e6210=_0x3a8e42;return _0x2cecb6=_0x2cecb6[_0x2e6210(0x3f4)]()[_0x2e6210(0x217)](),this[_0x2e6210(0x182)]()['filter'](_0x5cdb6b=>_0x5cdb6b[_0x2e6210(0x209)]['includes'](_0x2cecb6));},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x17e)]=function(_0x322321,_0x256119){const _0x10b1d0=_0x3a8e42;_0x322321=_0x322321[_0x10b1d0(0x3f4)]()['trim'](),_0x256119=_0x256119||0x0;const _0x577931=this[_0x10b1d0(0x291)](_0x322321),_0x26b875=[];for(const _0x32589f of _0x577931){if(!_0x32589f)continue;if(_0x256119<=0x0)break;_0x26b875[_0x10b1d0(0x2dd)](_0x32589f['id']),this[_0x10b1d0(0x3e2)]['success']=!![],_0x256119--;}while(_0x26b875[_0x10b1d0(0x231)]>0x0){this[_0x10b1d0(0x413)](_0x26b875[_0x10b1d0(0x3cf)]());}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x3a5)]=function(_0x2d0972,_0x49cf09){const _0x5ec644=_0x3a8e42;_0x2d0972=_0x2d0972['toUpperCase']()[_0x5ec644(0x217)](),_0x49cf09=_0x49cf09||[];const _0x35cae4=this[_0x5ec644(0x291)](_0x2d0972),_0x32ee78=[];for(const _0x5e7d02 of _0x35cae4){if(!_0x5e7d02)continue;if(_0x49cf09[_0x5ec644(0x328)](_0x5e7d02))continue;_0x32ee78['push'](_0x5e7d02['id']),this['_result'][_0x5ec644(0x142)]=!![];}while(_0x32ee78[_0x5ec644(0x231)]>0x0){this[_0x5ec644(0x413)](_0x32ee78[_0x5ec644(0x3cf)]());}},Game_Battler[_0x3a8e42(0x348)]['isStateCategoryAffected']=function(_0x1569e5){const _0x78364c=_0x3a8e42;return this[_0x78364c(0x1d6)](_0x1569e5)>0x0;},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x400)]=function(_0x219928){return this['totalStateCategory'](_0x219928)>0x0;},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x1d6)]=function(_0x376eb9){const _0x2f2216=_0x3a8e42,_0x2fc20f=this[_0x2f2216(0x291)](_0x376eb9)[_0x2f2216(0x164)](_0x4c9ccc=>this['isStateAffected'](_0x4c9ccc['id']));return _0x2fc20f['length'];},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x28a)]=function(_0xfe7df0){const _0x494118=_0x3a8e42,_0x2893f5=this[_0x494118(0x291)](_0xfe7df0);return _0x2893f5[_0x494118(0x231)];},VisuMZ[_0x3a8e42(0x140)]['Game_BattlerBase_isStateResist']=Game_BattlerBase[_0x3a8e42(0x348)]['isStateResist'],Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x2bf)]=function(_0x1673a5){const _0x3864fb=_0x3a8e42,_0x1d03ea=$dataStates[_0x1673a5];if(_0x1d03ea&&_0x1d03ea[_0x3864fb(0x209)][_0x3864fb(0x231)]>0x0)for(const _0x51924c of _0x1d03ea['categories']){if(this[_0x3864fb(0x317)](_0x51924c))return!![];}return VisuMZ[_0x3864fb(0x140)]['Game_BattlerBase_isStateResist'][_0x3864fb(0x371)](this,_0x1673a5);},Game_BattlerBase[_0x3a8e42(0x348)]['isStateCategoryResisted']=function(_0x478e89){const _0x5ba865=_0x3a8e42;let _0x539c3f=_0x5ba865(0x35c);if(this[_0x5ba865(0x21f)](_0x539c3f))return this[_0x5ba865(0x15e)][_0x539c3f][_0x5ba865(0x328)](_0x478e89);return this[_0x5ba865(0x15e)][_0x539c3f]=this[_0x5ba865(0x187)](),this[_0x5ba865(0x15e)][_0x539c3f][_0x5ba865(0x328)](_0x478e89);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x187)]=function(){const _0x51e8ca=_0x3a8e42,_0x6334e9=//gi,_0x5817d4=/\s*([\s\S]*)\s*<\/RESIST STATE (?:CATEGORY|CATEGORIES)>/i;let _0x74d40d=[];for(const _0x4e6206 of this[_0x51e8ca(0x37f)]()){if(!_0x4e6206)continue;const _0x25edc9=_0x4e6206['note'],_0x456856=_0x25edc9[_0x51e8ca(0x159)](_0x6334e9);if(_0x456856)for(const _0x48a608 of _0x456856){_0x48a608[_0x51e8ca(0x159)](_0x6334e9);const _0x392d31=String(RegExp['$1'])[_0x51e8ca(0x2e9)](',')[_0x51e8ca(0x1ef)](_0x37d2da=>String(_0x37d2da)[_0x51e8ca(0x3f4)]()['trim']());_0x74d40d=_0x74d40d[_0x51e8ca(0x372)](_0x392d31);}if(_0x25edc9[_0x51e8ca(0x159)](_0x5817d4)){const _0x1d1482=String(RegExp['$1'])[_0x51e8ca(0x2e9)](/[\r\n]+/)[_0x51e8ca(0x1ef)](_0xfc3c4b=>String(_0xfc3c4b)[_0x51e8ca(0x3f4)]()[_0x51e8ca(0x217)]());_0x74d40d=_0x74d40d[_0x51e8ca(0x372)](_0x1d1482);}}return _0x74d40d;},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x157)]=function(_0x417b32){const _0x1db232=_0x3a8e42,_0x381fd8=$dataStates[_0x417b32];if(!_0x381fd8)return;const _0x161885=_0x381fd8[_0x1db232(0x3ee)]||'',_0x5d1586=_0x161885[_0x1db232(0x159)](//gi);if(_0x5d1586){const _0x2cabba=[_0x381fd8];for(const _0x141a5f of _0x5d1586){_0x141a5f[_0x1db232(0x159)](//i);const _0x3214d3=String(RegExp['$1']);this[_0x1db232(0x3a5)](_0x3214d3,_0x2cabba);}}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x3bb)]=function(){const _0x4084fe=_0x3a8e42;for(const _0x2aed1b of this['states']()){if(!_0x2aed1b)continue;if(!this[_0x4084fe(0x2eb)](_0x2aed1b['id']))continue;if(!_0x2aed1b['removeByDamage'])continue;if(this['bypassRemoveStatesByDamage'](_0x2aed1b))continue;Math[_0x4084fe(0x2c0)](0x64)<_0x2aed1b[_0x4084fe(0x166)]&&this['removeState'](_0x2aed1b['id']);}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x31d)]=Game_Action[_0x3a8e42(0x348)][_0x3a8e42(0x258)],Game_Action['prototype'][_0x3a8e42(0x258)]=function(_0x3be311,_0x5860db){const _0x396a3b=_0x3a8e42;$gameTemp[_0x396a3b(0x293)]=this[_0x396a3b(0x3c0)](),$gameTemp[_0x396a3b(0x24b)]=this[_0x396a3b(0x202)](),$gameTemp[_0x396a3b(0x401)]=_0x5860db,VisuMZ[_0x396a3b(0x140)][_0x396a3b(0x31d)][_0x396a3b(0x371)](this,_0x3be311,_0x5860db),$gameTemp[_0x396a3b(0x293)]=undefined,$gameTemp[_0x396a3b(0x24b)]=undefined,$gameTemp[_0x396a3b(0x401)]=undefined;},Game_Battler['prototype'][_0x3a8e42(0x195)]=function(_0x8b41fc){const _0x3947bf=_0x3a8e42;if($gameTemp[_0x3947bf(0x293)]){const _0x5df7e9=$gameTemp[_0x3947bf(0x293)],_0x4c8d40=//gi;if(DataManager[_0x3947bf(0x2d8)](_0x8b41fc,_0x5df7e9,_0x4c8d40,_0x3947bf(0x1d5)))return!![];}if($gameTemp[_0x3947bf(0x24b)]){const _0x2b6f83=$gameTemp[_0x3947bf(0x24b)];if(_0x2b6f83[_0x3947bf(0x294)](_0x8b41fc))return!![];}if(this[_0x3947bf(0x284)](_0x8b41fc))return!![];return![];},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x294)]=function(_0x5574dd){const _0x5e23da=_0x3a8e42,_0x1999a4=//gi;for(const _0x1f2f07 of this[_0x5e23da(0x37f)]()){if(!_0x1f2f07)continue;if(DataManager[_0x5e23da(0x2d8)](_0x5574dd,_0x1f2f07,_0x1999a4,_0x5e23da(0x314)))return!![];}return![];},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x284)]=function(_0x179035){const _0x45c78d=_0x3a8e42,_0x2c3045=//gi;for(const _0x2e765c of this[_0x45c78d(0x37f)]()){if(!_0x2e765c)continue;if(DataManager[_0x45c78d(0x2d8)](_0x179035,_0x2e765c,_0x2c3045,_0x45c78d(0x32a)))return!![];}return![];},DataManager['CheckBypassRemoveStatesByDamage']=function(_0x121a93,_0x59344d,_0x1907a1,_0x565e71){const _0x540ccc=_0x3a8e42,_0x8244f1='%1-%2-%3'[_0x540ccc(0x2ed)](_0x59344d[_0x540ccc(0x20f)],_0x59344d['id'],_0x565e71);this[_0x540ccc(0x22a)]=this[_0x540ccc(0x22a)]||{};if(this[_0x540ccc(0x22a)][_0x8244f1]!==undefined)return this[_0x540ccc(0x22a)][_0x8244f1][_0x540ccc(0x328)](_0x121a93['id']);const _0x3db4dd=[],_0x239ba9=_0x59344d[_0x540ccc(0x3ee)][_0x540ccc(0x159)](_0x1907a1);if(_0x239ba9)for(const _0x478b1b of _0x239ba9){_0x478b1b[_0x540ccc(0x159)](_0x1907a1);const _0x7470c0=String(RegExp['$1'])[_0x540ccc(0x2e9)](',')[_0x540ccc(0x1ef)](_0xd6c955=>_0xd6c955['trim']());for(let _0x28ade5 of _0x7470c0){_0x28ade5=(String(_0x28ade5)||'')['trim']();if(_0x28ade5[_0x540ccc(0x159)](/(\d+)[ ](?:THROUGH|to)[ ](\d+)/i)){const _0x22c17b=Math[_0x540ccc(0x28f)](Number(RegExp['$1']),Number(RegExp['$2'])),_0x4b44d7=Math[_0x540ccc(0x171)](Number(RegExp['$1']),Number(RegExp['$2']));for(let _0x587aa5=_0x22c17b;_0x587aa5<=_0x4b44d7;_0x587aa5++)elements[_0x540ccc(0x2dd)](_0x587aa5);continue;}const _0x1563c5=/^\d+$/[_0x540ccc(0x3f9)](_0x28ade5);_0x1563c5?entryID=Number(_0x28ade5):entryID=DataManager[_0x540ccc(0x23e)](_0x28ade5),entryID&&_0x3db4dd[_0x540ccc(0x2dd)](entryID);}}return this[_0x540ccc(0x22a)][_0x8244f1]=_0x3db4dd,this['_cache_CheckBypassRemoveStatesByDamage'][_0x8244f1]['includes'](_0x121a93['id']);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x391)]=Game_Battler['prototype'][_0x3a8e42(0x20e)],Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x20e)]=function(_0x5a0e80,_0x307c34){const _0x44e049=_0x3a8e42;VisuMZ[_0x44e049(0x140)][_0x44e049(0x391)]['call'](this,_0x5a0e80,_0x307c34),this[_0x44e049(0x337)](_0x5a0e80)&&this['onAddBuff'](_0x5a0e80,_0x307c34);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x173)]=function(_0x11c1a6){},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x2c1)]=Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x2a7)],Game_Battler[_0x3a8e42(0x348)]['addDebuff']=function(_0x4ed7de,_0x2a55b4){const _0x49edb3=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x49edb3(0x2c1)][_0x49edb3(0x371)](this,_0x4ed7de,_0x2a55b4),this[_0x49edb3(0x292)](_0x4ed7de)&&this[_0x49edb3(0x342)](_0x4ed7de,_0x2a55b4);},Game_Battler[_0x3a8e42(0x348)]['removeBuffsAuto']=function(){const _0x1ba7fb=_0x3a8e42;for(let _0x5247a1=0x0;_0x5247a10x0)this['onExpireBuff'](_0x5247a1);if(_0x45a2c0<0x0)this[_0x1ba7fb(0x2be)](_0x5247a1);}}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x250)]=function(_0x82a5d3,_0x47179b){const _0x556e5e=_0x3a8e42;this[_0x556e5e(0x257)](_0x82a5d3,_0x47179b);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x342)]=function(_0x1dbe3d,_0x27b1ae){const _0x5c367b=_0x3a8e42;this[_0x5c367b(0x2d1)](_0x1dbe3d,_0x27b1ae);},Game_Battler[_0x3a8e42(0x348)]['onEraseBuff']=function(_0x4934e2){const _0x1016e1=_0x3a8e42;Game_BattlerBase[_0x1016e1(0x348)][_0x1016e1(0x246)][_0x1016e1(0x371)](this,_0x4934e2),this[_0x1016e1(0x240)](_0x4934e2);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x3d2)]=function(_0xbceaec){const _0x4c607e=_0x3a8e42;Game_BattlerBase[_0x4c607e(0x348)][_0x4c607e(0x3d2)][_0x4c607e(0x371)](this,_0xbceaec),this['onEraseDebuffGlobalJS'](_0xbceaec);},Game_Battler['prototype'][_0x3a8e42(0x36e)]=function(_0x323ae8){const _0x4d7e77=_0x3a8e42;this[_0x4d7e77(0x3a8)](_0x323ae8);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x2be)]=function(_0x38f58d){const _0x4d1707=_0x3a8e42;this[_0x4d1707(0x343)](_0x38f58d);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x257)]=function(_0x4e7296,_0x1bde93){const _0x5a2089=_0x3a8e42;VisuMZ[_0x5a2089(0x140)][_0x5a2089(0x319)]['Buffs'][_0x5a2089(0x158)][_0x5a2089(0x371)](this,_0x4e7296,_0x1bde93);},Game_Battler['prototype']['onAddDebuffGlobalJS']=function(_0x8ecad5,_0x5e70b8){const _0x31a99f=_0x3a8e42;VisuMZ[_0x31a99f(0x140)][_0x31a99f(0x319)][_0x31a99f(0x31f)][_0x31a99f(0x259)][_0x31a99f(0x371)](this,_0x8ecad5,_0x5e70b8);},Game_BattlerBase[_0x3a8e42(0x348)][_0x3a8e42(0x240)]=function(_0x3bc94f){const _0x3e9b81=_0x3a8e42;VisuMZ[_0x3e9b81(0x140)]['Settings'][_0x3e9b81(0x31f)][_0x3e9b81(0x33f)]['call'](this,_0x3bc94f);},Game_BattlerBase['prototype'][_0x3a8e42(0x1a6)]=function(_0x19461b){const _0x2248ae=_0x3a8e42;VisuMZ[_0x2248ae(0x140)][_0x2248ae(0x319)][_0x2248ae(0x31f)][_0x2248ae(0x201)]['call'](this,_0x19461b);},Game_Battler['prototype'][_0x3a8e42(0x3a8)]=function(_0x422f21){const _0x4f4be4=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x4f4be4(0x319)][_0x4f4be4(0x31f)][_0x4f4be4(0x232)][_0x4f4be4(0x371)](this,_0x422f21);},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x343)]=function(_0x1d7ffe){const _0x5c125b=_0x3a8e42;VisuMZ[_0x5c125b(0x140)][_0x5c125b(0x319)]['Buffs'][_0x5c125b(0x227)][_0x5c125b(0x371)](this,_0x1d7ffe);},Game_Battler['prototype'][_0x3a8e42(0x155)]=function(_0x3dffd0){const _0x39a98d=_0x3a8e42,_0x4875de=VisuMZ[_0x39a98d(0x140)],_0x1f2ae8=[_0x39a98d(0x264),_0x39a98d(0x3b8),_0x39a98d(0x178),_0x39a98d(0x36d),_0x39a98d(0x312),_0x39a98d(0x1a0)];for(const _0x2414fc of _0x1f2ae8){_0x4875de[_0x2414fc][_0x3dffd0]&&_0x4875de[_0x2414fc][_0x3dffd0][_0x39a98d(0x371)](this,_0x3dffd0);}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1b7)]=Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x17f)],Game_Battler[_0x3a8e42(0x348)]['regenerateAll']=function(){const _0x4bd632=_0x3a8e42;this[_0x4bd632(0x3b0)](),VisuMZ[_0x4bd632(0x140)][_0x4bd632(0x1b7)][_0x4bd632(0x371)](this),this[_0x4bd632(0x1d7)](),this['regenerateAllSkillsStatesCore']();},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x1d7)]=function(){const _0x33f686=_0x3a8e42;for(const _0x34cdb5 of this[_0x33f686(0x3eb)]()){if(!_0x34cdb5)continue;this[_0x33f686(0x155)](_0x34cdb5['id']);}},Game_Battler[_0x3a8e42(0x348)][_0x3a8e42(0x3b0)]=function(){const _0xbff1d6=_0x3a8e42;for(const _0x402214 of this[_0xbff1d6(0x182)]()){if(!_0x402214)continue;_0x402214[_0xbff1d6(0x3ee)][_0xbff1d6(0x159)](//i)&&this[_0xbff1d6(0x155)](_0x402214['id']);}},Game_Battler['prototype']['regenerateAllSkillsStatesCore']=function(){if(!this['isAlive']())return;const _0x5988d1=this['states']();for(const _0x325d76 of _0x5988d1){if(!_0x325d76)continue;this['onRegenerateCustomStateDamageOverTime'](_0x325d76);}},Game_Battler['prototype'][_0x3a8e42(0x3fa)]=function(_0x4d82bf){const _0x1556b7=_0x3a8e42,_0xef72fc=this[_0x1556b7(0x263)](_0x4d82bf['id'],'slipHp')||0x0,_0x5a8413=-this['maxSlipDamage'](),_0x2b3451=Math[_0x1556b7(0x171)](_0xef72fc,_0x5a8413);if(_0x2b3451!==0x0){const _0x1085ee=this[_0x1556b7(0x3e2)][_0x1556b7(0x395)]||0x0;this[_0x1556b7(0x2b2)](_0x2b3451),this[_0x1556b7(0x3e2)][_0x1556b7(0x395)]+=_0x1085ee;}const _0x1534da=this[_0x1556b7(0x263)](_0x4d82bf['id'],'slipMp')||0x0;if(_0x1534da!==0x0){const _0x569106=this['_result'][_0x1556b7(0x382)]||0x0;this[_0x1556b7(0x285)](_0x1534da),this[_0x1556b7(0x3e2)][_0x1556b7(0x382)]+=_0x569106;}const _0x2d05f5=this[_0x1556b7(0x263)](_0x4d82bf['id'],_0x1556b7(0x2db))||0x0;_0x2d05f5!==0x0&&this['gainSilentTp'](_0x2d05f5);},VisuMZ[_0x3a8e42(0x140)]['Game_Actor_skillTypes']=Game_Actor[_0x3a8e42(0x348)]['skillTypes'],Game_Actor[_0x3a8e42(0x348)]['skillTypes']=function(){const _0x50c806=_0x3a8e42,_0x2c9f12=VisuMZ[_0x50c806(0x140)][_0x50c806(0x191)]['call'](this),_0x2a8077=VisuMZ[_0x50c806(0x140)][_0x50c806(0x319)][_0x50c806(0x37e)];let _0x2d2dd2=_0x2a8077[_0x50c806(0x25d)];return $gameParty['inBattle']()&&(_0x2d2dd2=_0x2d2dd2[_0x50c806(0x372)](_0x2a8077[_0x50c806(0x28b)])),_0x2c9f12[_0x50c806(0x164)](_0x10e3cd=>!_0x2d2dd2['includes'](_0x10e3cd));},Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x3fc)]=function(){const _0x183c5d=_0x3a8e42;return this[_0x183c5d(0x29b)]()[_0x183c5d(0x164)](_0x1008da=>this[_0x183c5d(0x3aa)](_0x1008da));},Game_Actor[_0x3a8e42(0x348)]['isSkillUsableForAutoBattle']=function(_0x225afa){const _0x426d29=_0x3a8e42;if(!this[_0x426d29(0x204)](_0x225afa))return![];if(!_0x225afa)return![];if(!this[_0x426d29(0x402)](_0x225afa))return![];if(this['isSkillHidden'](_0x225afa))return![];return!![];},Game_Actor[_0x3a8e42(0x348)]['isSkillTypeMatchForUse']=function(_0x35b2ba){const _0x2d7756=_0x3a8e42,_0x5a61bc=this[_0x2d7756(0x3c3)](),_0x2f58d0=DataManager[_0x2d7756(0x411)](_0x35b2ba),_0x326c93=_0x5a61bc['filter'](_0x2fb508=>_0x2f58d0['includes'](_0x2fb508));return _0x326c93['length']>0x0;},Game_Actor[_0x3a8e42(0x348)]['isSkillHidden']=function(_0x46c31b){const _0x475013=_0x3a8e42;if(!VisuMZ[_0x475013(0x140)][_0x475013(0x3b2)](this,_0x46c31b))return!![];if(!VisuMZ[_0x475013(0x140)][_0x475013(0x365)](this,_0x46c31b))return!![];if(!VisuMZ[_0x475013(0x140)][_0x475013(0x34f)](this,_0x46c31b))return!![];return![];},Game_Actor[_0x3a8e42(0x348)]['passiveStateObjects']=function(){const _0x2fdd96=_0x3a8e42;let _0x54bd5a=[this[_0x2fdd96(0x1ba)](),this[_0x2fdd96(0x212)]()];_0x54bd5a=_0x54bd5a[_0x2fdd96(0x372)](this[_0x2fdd96(0x2b4)]()[_0x2fdd96(0x164)](_0x30099e=>_0x30099e));for(const _0x293c4d of this[_0x2fdd96(0x1ca)]){const _0x497893=$dataSkills[_0x293c4d];if(!_0x497893)continue;_0x54bd5a[_0x2fdd96(0x2dd)](_0x497893);}return _0x54bd5a;},Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x326)]=function(){const _0x5927b2=_0x3a8e42;Game_Battler[_0x5927b2(0x348)][_0x5927b2(0x326)][_0x5927b2(0x371)](this);const _0x46f482=VisuMZ[_0x5927b2(0x140)][_0x5927b2(0x319)][_0x5927b2(0x26b)][_0x5927b2(0x32c)];this[_0x5927b2(0x15e)]['passiveStates']=this[_0x5927b2(0x15e)][_0x5927b2(0x3eb)][_0x5927b2(0x372)](_0x46f482);},VisuMZ[_0x3a8e42(0x140)]['Game_Actor_learnSkill']=Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x280)],Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x280)]=function(_0x5bec80){const _0x15e4d0=_0x3a8e42;VisuMZ['SkillsStatesCore']['Game_Actor_learnSkill'][_0x15e4d0(0x371)](this,_0x5bec80),this['_cache']={},this[_0x15e4d0(0x3eb)]();},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x219)]=Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x255)],Game_Actor[_0x3a8e42(0x348)][_0x3a8e42(0x255)]=function(_0x4a60d8){const _0x2f8d7c=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x2f8d7c(0x219)][_0x2f8d7c(0x371)](this,_0x4a60d8),this[_0x2f8d7c(0x15e)]={},this[_0x2f8d7c(0x3eb)]();},Game_Actor['prototype'][_0x3a8e42(0x1b2)]=function(){const _0x1d3df7=_0x3a8e42;return VisuMZ['SkillsStatesCore'][_0x1d3df7(0x319)][_0x1d3df7(0x3b7)][_0x1d3df7(0x1f5)]??0x14;},Game_Enemy[_0x3a8e42(0x348)][_0x3a8e42(0x2f2)]=function(){const _0x51cb43=_0x3a8e42;let _0x11cb7a=[this[_0x51cb43(0x2ea)]()];return _0x11cb7a[_0x51cb43(0x372)](this[_0x51cb43(0x29b)]());},Game_Enemy['prototype']['addPassiveStatesByPluginParameters']=function(){const _0x50cd2e=_0x3a8e42;Game_Battler[_0x50cd2e(0x348)][_0x50cd2e(0x326)][_0x50cd2e(0x371)](this);const _0xf81574=VisuMZ['SkillsStatesCore'][_0x50cd2e(0x319)][_0x50cd2e(0x26b)][_0x50cd2e(0x206)];this[_0x50cd2e(0x15e)][_0x50cd2e(0x3eb)]=this[_0x50cd2e(0x15e)]['passiveStates'][_0x50cd2e(0x372)](_0xf81574);},Game_Enemy[_0x3a8e42(0x348)][_0x3a8e42(0x29b)]=function(){const _0x23bc23=_0x3a8e42,_0xc07168=[];for(const _0x4cfe6a of this[_0x23bc23(0x2ea)]()[_0x23bc23(0x24a)]){const _0x421ea8=$dataSkills[_0x4cfe6a['skillId']];if(_0x421ea8&&!_0xc07168[_0x23bc23(0x328)](_0x421ea8))_0xc07168[_0x23bc23(0x2dd)](_0x421ea8);}return _0xc07168;},Game_Enemy[_0x3a8e42(0x348)][_0x3a8e42(0x1be)]=function(_0x3cc544){const _0x426007=_0x3a8e42;return this[_0x426007(0x230)]($dataStates[_0x3cc544]);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x30d)]=Game_Unit[_0x3a8e42(0x348)][_0x3a8e42(0x2d9)],Game_Unit['prototype'][_0x3a8e42(0x2d9)]=function(){const _0x4bb1d2=_0x3a8e42;if(this['isPartyAllAffectedByGroupDefeatStates']())return!![];return VisuMZ[_0x4bb1d2(0x140)][_0x4bb1d2(0x30d)][_0x4bb1d2(0x371)](this);},Game_Unit['prototype'][_0x3a8e42(0x21a)]=function(){const _0xc039da=_0x3a8e42,_0x23e72a=this[_0xc039da(0x265)]();for(const _0x31fc1f of _0x23e72a){if(!_0x31fc1f[_0xc039da(0x36b)]())return![];}return!![];},Game_Unit[_0x3a8e42(0x348)][_0x3a8e42(0x286)]=function(){const _0x29d32c=_0x3a8e42;for(const _0x4d000d of this[_0x29d32c(0x222)]()){if(!_0x4d000d)continue;_0x4d000d[_0x29d32c(0x3dc)]();}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x14a)]=Game_Player[_0x3a8e42(0x348)]['refresh'],Game_Player[_0x3a8e42(0x348)][_0x3a8e42(0x3dc)]=function(){const _0x23097f=_0x3a8e42;VisuMZ[_0x23097f(0x140)][_0x23097f(0x14a)][_0x23097f(0x371)](this),$gameParty['refreshAllMembers'](),$gameParty[_0x23097f(0x2ee)]()&&$gameTroop['refreshAllMembers']();},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1a5)]=Game_Troop[_0x3a8e42(0x348)][_0x3a8e42(0x1b1)],Game_Troop[_0x3a8e42(0x348)]['setup']=function(_0x1ccc57){const _0x325c2a=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x325c2a(0x1a5)][_0x325c2a(0x371)](this,_0x1ccc57),this[_0x325c2a(0x16c)]();},Game_Troop[_0x3a8e42(0x348)][_0x3a8e42(0x16c)]=function(){const _0x1b3fd4=_0x3a8e42;this[_0x1b3fd4(0x405)]=Graphics[_0x1b3fd4(0x21e)];},Game_Troop[_0x3a8e42(0x348)][_0x3a8e42(0x1f1)]=function(){const _0x3f51eb=_0x3a8e42;return this[_0x3f51eb(0x405)]=this[_0x3f51eb(0x405)]||Graphics[_0x3f51eb(0x21e)],this[_0x3f51eb(0x405)];},Scene_Skill[_0x3a8e42(0x348)]['isBottomHelpMode']=function(){const _0x451ac8=_0x3a8e42;if(ConfigManager['uiMenuStyle']&&ConfigManager['uiHelpPosition']!==undefined)return ConfigManager['uiHelpPosition'];else{if(this[_0x451ac8(0x387)]())return this[_0x451ac8(0x3d3)]()['match'](/LOWER/i);else Scene_ItemBase[_0x451ac8(0x348)][_0x451ac8(0x3c8)][_0x451ac8(0x371)](this);}},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x3c8)]=function(){const _0x5456cf=_0x3a8e42;if(ConfigManager['uiMenuStyle']&&ConfigManager[_0x5456cf(0x210)]!==undefined)return ConfigManager[_0x5456cf(0x210)];else return this[_0x5456cf(0x387)]()?this[_0x5456cf(0x3d3)]()[_0x5456cf(0x159)](/RIGHT/i):Scene_ItemBase[_0x5456cf(0x348)][_0x5456cf(0x3c8)][_0x5456cf(0x371)](this);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x3d3)]=function(){const _0x179d48=_0x3a8e42;return VisuMZ[_0x179d48(0x140)][_0x179d48(0x319)][_0x179d48(0x37e)][_0x179d48(0x1a4)];},Scene_Skill['prototype'][_0x3a8e42(0x2bc)]=function(){const _0x4480dc=_0x3a8e42;return this[_0x4480dc(0x251)]&&this[_0x4480dc(0x251)]['isUseModernControls']();},Scene_Skill['prototype'][_0x3a8e42(0x387)]=function(){const _0x24d3c4=_0x3a8e42;return VisuMZ[_0x24d3c4(0x140)]['Settings'][_0x24d3c4(0x37e)]['EnableLayout'];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1fd)]=Scene_Skill['prototype'][_0x3a8e42(0x26c)],Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x26c)]=function(){const _0x52ca9f=_0x3a8e42;return this[_0x52ca9f(0x387)]()?this[_0x52ca9f(0x25c)]():VisuMZ[_0x52ca9f(0x140)][_0x52ca9f(0x1fd)][_0x52ca9f(0x371)](this);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x25c)]=function(){const _0x428d2f=_0x3a8e42,_0x27c276=0x0,_0x2f82f8=this['helpAreaTop'](),_0x12f6f5=Graphics[_0x428d2f(0x361)],_0x301356=this[_0x428d2f(0x1dd)]();return new Rectangle(_0x27c276,_0x2f82f8,_0x12f6f5,_0x301356);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1ea)]=Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x2e2)],Scene_Skill['prototype']['skillTypeWindowRect']=function(){const _0x5ad038=_0x3a8e42;return this[_0x5ad038(0x387)]()?this[_0x5ad038(0x1cf)]():VisuMZ['SkillsStatesCore'][_0x5ad038(0x1ea)][_0x5ad038(0x371)](this);},Scene_Skill['prototype'][_0x3a8e42(0x39a)]=function(){const _0x2836d5=_0x3a8e42;return VisuMZ[_0x2836d5(0x140)]['Settings']['Skills'][_0x2836d5(0x3a3)]??Scene_MenuBase['prototype'][_0x2836d5(0x39a)][_0x2836d5(0x371)](this);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x1cf)]=function(){const _0x2f4cc8=_0x3a8e42,_0x5d4c19=this[_0x2f4cc8(0x39a)](),_0x24bdc5=this[_0x2f4cc8(0x1f8)](0x3,!![]),_0xef782c=this[_0x2f4cc8(0x3c8)]()?Graphics[_0x2f4cc8(0x361)]-_0x5d4c19:0x0,_0x438a2d=this['mainAreaTop']();return new Rectangle(_0xef782c,_0x438a2d,_0x5d4c19,_0x24bdc5);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x32b)]=Scene_Skill[_0x3a8e42(0x348)]['statusWindowRect'],Scene_Skill['prototype'][_0x3a8e42(0x267)]=function(){const _0x2f9156=_0x3a8e42;return this['isUseSkillsStatesCoreUpdatedLayout']()?this[_0x2f9156(0x39b)]():VisuMZ[_0x2f9156(0x140)][_0x2f9156(0x32b)][_0x2f9156(0x371)](this);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x39b)]=function(){const _0x13ee70=_0x3a8e42,_0x1078bb=Graphics[_0x13ee70(0x361)]-this[_0x13ee70(0x39a)](),_0x561637=this['_skillTypeWindow'][_0x13ee70(0x304)],_0x5158d3=this['isRightInputMode']()?0x0:Graphics[_0x13ee70(0x361)]-_0x1078bb,_0x345ec9=this[_0x13ee70(0x15f)]();return new Rectangle(_0x5158d3,_0x345ec9,_0x1078bb,_0x561637);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3db)]=Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x297)],Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x297)]=function(){const _0x54a6c1=_0x3a8e42;VisuMZ[_0x54a6c1(0x140)][_0x54a6c1(0x3db)][_0x54a6c1(0x371)](this),this[_0x54a6c1(0x393)]()&&this['createShopStatusWindow']();},VisuMZ['SkillsStatesCore']['Scene_Skill_itemWindowRect']=Scene_Skill['prototype'][_0x3a8e42(0x25b)],Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x25b)]=function(){const _0x20fa72=_0x3a8e42;if(this[_0x20fa72(0x387)]())return this[_0x20fa72(0x1b5)]();else{const _0x381e2a=VisuMZ[_0x20fa72(0x140)][_0x20fa72(0x19e)][_0x20fa72(0x371)](this);return this[_0x20fa72(0x393)]()&&this[_0x20fa72(0x176)]()&&(_0x381e2a['width']-=this[_0x20fa72(0x276)]()),_0x381e2a;}},Scene_Skill['prototype'][_0x3a8e42(0x1b5)]=function(){const _0xac7a9e=_0x3a8e42,_0x22577a=Graphics[_0xac7a9e(0x361)]-this[_0xac7a9e(0x276)](),_0x4894ca=this[_0xac7a9e(0x29d)]()-this[_0xac7a9e(0x287)][_0xac7a9e(0x304)],_0x158030=this['isRightInputMode']()?Graphics[_0xac7a9e(0x361)]-_0x22577a:0x0,_0x1efc3f=this[_0xac7a9e(0x287)]['y']+this[_0xac7a9e(0x287)][_0xac7a9e(0x304)];return new Rectangle(_0x158030,_0x1efc3f,_0x22577a,_0x4894ca);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x393)]=function(){const _0x20630a=_0x3a8e42;if(!Imported['VisuMZ_1_ItemsEquipsCore'])return![];else return this[_0x20630a(0x387)]()?!![]:VisuMZ['SkillsStatesCore']['Settings'][_0x20630a(0x37e)][_0x20630a(0x1b0)];},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x176)]=function(){const _0x459aca=_0x3a8e42;return VisuMZ[_0x459aca(0x140)][_0x459aca(0x319)][_0x459aca(0x37e)][_0x459aca(0x289)];},Scene_Skill[_0x3a8e42(0x348)]['createShopStatusWindow']=function(){const _0x5953f5=_0x3a8e42,_0x40c1d4=this[_0x5953f5(0x38d)]();this[_0x5953f5(0x197)]=new Window_ShopStatus(_0x40c1d4),this[_0x5953f5(0x2a0)](this['_shopStatusWindow']),this[_0x5953f5(0x181)][_0x5953f5(0x38b)](this[_0x5953f5(0x197)]);const _0x39934f=VisuMZ[_0x5953f5(0x140)][_0x5953f5(0x319)][_0x5953f5(0x37e)][_0x5953f5(0x1f4)];this[_0x5953f5(0x197)][_0x5953f5(0x3fd)](_0x39934f||0x0);},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x38d)]=function(){const _0x17942f=_0x3a8e42;return this[_0x17942f(0x387)]()?this[_0x17942f(0x1cd)]():VisuMZ[_0x17942f(0x140)][_0x17942f(0x319)]['Skills']['SkillMenuStatusRect'][_0x17942f(0x371)](this);},Scene_Skill[_0x3a8e42(0x348)]['shopStatusWindowRectSkillsStatesCore']=function(){const _0x4f102c=_0x3a8e42,_0x4c658c=this[_0x4f102c(0x276)](),_0x29c93c=this['_itemWindow'][_0x4f102c(0x304)],_0x2e1799=this[_0x4f102c(0x3c8)]()?0x0:Graphics['boxWidth']-this['shopStatusWidth'](),_0x41cb34=this[_0x4f102c(0x181)]['y'];return new Rectangle(_0x2e1799,_0x41cb34,_0x4c658c,_0x29c93c);},Scene_Skill['prototype'][_0x3a8e42(0x276)]=function(){const _0x45b9be=_0x3a8e42;return Imported['VisuMZ_1_ItemsEquipsCore']?Scene_Shop['prototype'][_0x45b9be(0x1e6)]():0x0;},Scene_Skill[_0x3a8e42(0x348)][_0x3a8e42(0x1f0)]=function(){const _0x493eeb=_0x3a8e42;return this[_0x493eeb(0x2ac)]&&this[_0x493eeb(0x2ac)][_0x493eeb(0x273)]?TextManager['buttonAssistSwitch']:'';},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x3b5)]=Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x33c)],Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x33c)]=function(){const _0x55936a=_0x3a8e42;VisuMZ[_0x55936a(0x140)][_0x55936a(0x3b5)][_0x55936a(0x371)](this),this[_0x55936a(0x19b)]=null;},VisuMZ['SkillsStatesCore']['Sprite_Gauge_setup']=Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x1b1)],Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x1b1)]=function(_0xf16fd8,_0x2f7776){const _0x1089a2=_0x3a8e42;this[_0x1089a2(0x3ca)](_0xf16fd8,_0x2f7776),_0x2f7776=_0x2f7776['toLowerCase'](),VisuMZ[_0x1089a2(0x140)]['Sprite_Gauge_setup'][_0x1089a2(0x371)](this,_0xf16fd8,_0x2f7776);},Sprite_Gauge['prototype']['setupSkillsStatesCore']=function(_0x2178cc,_0x513d58){const _0x26e65=_0x3a8e42,_0x23fff2=VisuMZ[_0x26e65(0x140)][_0x26e65(0x319)][_0x26e65(0x353)]['filter'](_0x445566=>_0x445566[_0x26e65(0x2f5)]['toUpperCase']()===_0x513d58[_0x26e65(0x3f4)]());_0x23fff2[_0x26e65(0x231)]>=0x1?this[_0x26e65(0x19b)]=_0x23fff2[0x0]:this['_costSettings']=null;},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x1d9)]=Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x403)],Sprite_Gauge[_0x3a8e42(0x348)]['currentValue']=function(){const _0x291849=_0x3a8e42;return this['_battler']&&this[_0x291849(0x19b)]?this[_0x291849(0x1b6)]():VisuMZ[_0x291849(0x140)]['Sprite_Gauge_currentValue'][_0x291849(0x371)](this);},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x1b6)]=function(){const _0xd9dfac=_0x3a8e42;return this['_costSettings'][_0xd9dfac(0x357)]['call'](this[_0xd9dfac(0x3c6)]);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x2f4)]=Sprite_Gauge[_0x3a8e42(0x348)]['currentMaxValue'],Sprite_Gauge['prototype'][_0x3a8e42(0x150)]=function(){const _0x1c74c3=_0x3a8e42;return this['_battler']&&this[_0x1c74c3(0x19b)]?this['currentMaxValueSkillsStatesCore']():VisuMZ[_0x1c74c3(0x140)][_0x1c74c3(0x2f4)]['call'](this);},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x3c9)]=function(){const _0x342b7c=_0x3a8e42;return this[_0x342b7c(0x19b)]['GaugeMaxJS'][_0x342b7c(0x371)](this['_battler']);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x27d)]=Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x2fe)],Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x2fe)]=function(){const _0x534742=_0x3a8e42,_0x4f5b10=VisuMZ[_0x534742(0x140)]['Sprite_Gauge_gaugeRate'][_0x534742(0x371)](this);return _0x4f5b10[_0x534742(0x215)](0x0,0x1);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x31c)]=Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x36f)],Sprite_Gauge['prototype'][_0x3a8e42(0x36f)]=function(){const _0x2e4315=_0x3a8e42;this['_battler']&&this[_0x2e4315(0x19b)]?(this['bitmap']['clear'](),this[_0x2e4315(0x186)]()):VisuMZ[_0x2e4315(0x140)][_0x2e4315(0x31c)]['call'](this);},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x2f0)]=function(){const _0x22be4b=_0x3a8e42;let _0x16d731=this['currentValue']();return Imported[_0x22be4b(0x3b9)]&&this['useDigitGrouping']()&&(_0x16d731=VisuMZ['GroupDigits'](_0x16d731)),_0x16d731;},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x186)]=function(){const _0x4b46ac=_0x3a8e42;this['bitmap']['clear'](),this['_costSettings'][_0x4b46ac(0x384)][_0x4b46ac(0x371)](this);},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x18e)]=function(_0x291948,_0x44df83,_0x511d6b,_0x58bf34,_0x51b372,_0x4dd19f){const _0x10ce3c=_0x3a8e42,_0x4b3766=this[_0x10ce3c(0x2fe)](),_0x405f99=Math[_0x10ce3c(0x370)]((_0x51b372-0x2)*_0x4b3766),_0x2a1984=_0x4dd19f-0x2,_0x3929ba=this[_0x10ce3c(0x309)]();this[_0x10ce3c(0x19d)][_0x10ce3c(0x3e5)](_0x511d6b,_0x58bf34,_0x51b372,_0x4dd19f,_0x3929ba),this[_0x10ce3c(0x19d)][_0x10ce3c(0x162)](_0x511d6b+0x1,_0x58bf34+0x1,_0x405f99,_0x2a1984,_0x291948,_0x44df83);},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x1bb)]=function(){const _0x265f52=_0x3a8e42,_0xbe37f5=VisuMZ[_0x265f52(0x140)][_0x265f52(0x319)][_0x265f52(0x149)];return _0xbe37f5[_0x265f52(0x347)]==='number'?$gameSystem[_0x265f52(0x1e3)]():$gameSystem['mainFontFace']();},Sprite_Gauge[_0x3a8e42(0x348)]['labelFontSize']=function(){const _0x28b52f=_0x3a8e42,_0x2c94a0=VisuMZ[_0x28b52f(0x140)][_0x28b52f(0x319)]['Gauge'];return _0x2c94a0[_0x28b52f(0x347)]===_0x28b52f(0x254)?$gameSystem['mainFontSize']()-0x6:$gameSystem['mainFontSize']()-0x2;},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x25e)]=function(){const _0x19acd9=_0x3a8e42,_0x24558e=VisuMZ['SkillsStatesCore']['Settings'][_0x19acd9(0x149)];return _0x24558e[_0x19acd9(0x2aa)]===_0x19acd9(0x254)?$gameSystem[_0x19acd9(0x1e3)]():$gameSystem[_0x19acd9(0x2a4)]();},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x1e0)]=function(){const _0x32210d=_0x3a8e42,_0xc025a2=VisuMZ[_0x32210d(0x140)][_0x32210d(0x319)][_0x32210d(0x149)];return _0xc025a2[_0x32210d(0x2aa)]==='number'?$gameSystem[_0x32210d(0x2a9)]()-0x6:$gameSystem[_0x32210d(0x2a9)]()-0x2;},Sprite_Gauge[_0x3a8e42(0x348)]['labelColor']=function(){const _0x366583=_0x3a8e42,_0xce5b96=VisuMZ[_0x366583(0x140)][_0x366583(0x319)][_0x366583(0x149)];if(_0xce5b96[_0x366583(0x3e7)]){if(_0xce5b96['MatchLabelGaugeColor']===0x1)return this['gaugeColor1']();else{if(_0xce5b96[_0x366583(0x364)]===0x2)return this[_0x366583(0x2de)]();}}const _0x276e54=_0xce5b96['PresetLabelGaugeColor'];return ColorManager[_0x366583(0x2cf)](_0x276e54);},Sprite_Gauge[_0x3a8e42(0x348)]['labelOutlineColor']=function(){const _0x5546bc=_0x3a8e42,_0x7c4759=VisuMZ['SkillsStatesCore'][_0x5546bc(0x319)][_0x5546bc(0x149)];if(this['labelOutlineWidth']()<=0x0)return _0x5546bc(0x2fd);else return _0x7c4759[_0x5546bc(0x32d)]?_0x5546bc(0x2e7):ColorManager[_0x5546bc(0x3da)]();},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x216)]=function(){const _0x4b8763=_0x3a8e42;return VisuMZ[_0x4b8763(0x140)]['Settings'][_0x4b8763(0x149)][_0x4b8763(0x261)]||0x0;},Sprite_Gauge[_0x3a8e42(0x348)][_0x3a8e42(0x327)]=function(){const _0x5b6db0=_0x3a8e42,_0x134834=VisuMZ[_0x5b6db0(0x140)]['Settings'][_0x5b6db0(0x149)];if(this['valueOutlineWidth']()<=0x0)return _0x5b6db0(0x2fd);else return _0x134834[_0x5b6db0(0x40b)]?'rgba(0,\x200,\x200,\x201)':ColorManager['outlineColor']();},Sprite_Gauge['prototype'][_0x3a8e42(0x333)]=function(){const _0x1da8ad=_0x3a8e42;return VisuMZ['SkillsStatesCore'][_0x1da8ad(0x319)][_0x1da8ad(0x149)][_0x1da8ad(0x2a8)]||0x0;},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x2b0)]=Sprite_StateIcon['prototype'][_0x3a8e42(0x360)],Sprite_StateIcon[_0x3a8e42(0x348)][_0x3a8e42(0x360)]=function(){const _0x3852d1=_0x3a8e42;VisuMZ[_0x3852d1(0x140)][_0x3852d1(0x2b0)]['call'](this),this[_0x3852d1(0x299)]();},Sprite_StateIcon['prototype'][_0x3a8e42(0x299)]=function(){const _0x13479d=_0x3a8e42,_0x81c432=Window_Base[_0x13479d(0x348)][_0x13479d(0x16f)]();this[_0x13479d(0x399)]=new Sprite(),this['_turnDisplaySprite']['bitmap']=new Bitmap(ImageManager[_0x13479d(0x305)],_0x81c432),this[_0x13479d(0x399)]['anchor']['x']=this[_0x13479d(0x367)]['x'],this[_0x13479d(0x399)]['anchor']['y']=this['anchor']['y'],this['addChild'](this['_turnDisplaySprite']),this[_0x13479d(0x24e)]=this[_0x13479d(0x399)]['bitmap'];},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x34e)]=Sprite_StateIcon[_0x3a8e42(0x348)][_0x3a8e42(0x1b8)],Sprite_StateIcon[_0x3a8e42(0x348)][_0x3a8e42(0x1b8)]=function(){const _0x42da72=_0x3a8e42;VisuMZ[_0x42da72(0x140)]['Sprite_StateIcon_updateFrame']['call'](this),this[_0x42da72(0x26f)]();},Sprite_StateIcon[_0x3a8e42(0x348)]['drawText']=function(_0x2aedfd,_0x401bd3,_0x352691,_0x4626c1,_0x46abca){const _0x2600f5=_0x3a8e42;this[_0x2600f5(0x24e)]['drawText'](_0x2aedfd,_0x401bd3,_0x352691,_0x4626c1,this[_0x2600f5(0x24e)][_0x2600f5(0x304)],_0x46abca);},Sprite_StateIcon[_0x3a8e42(0x348)][_0x3a8e42(0x26f)]=function(){const _0x4939ec=_0x3a8e42;this[_0x4939ec(0x214)](),this[_0x4939ec(0x24e)][_0x4939ec(0x26a)]();const 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_0x4560ae;},Window_Base['prototype'][_0x3a8e42(0x2e1)]=function(_0x3ddca9,_0x5a9d52,_0x3df75b){return _0x3df75b;},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x1c9)]=function(_0x3a09dd,_0x170526,_0x1dec5f){const _0x377d45=_0x3a8e42;let _0xe8dd6f=_0x1dec5f['CalcJS'][_0x377d45(0x371)](_0x3a09dd,_0x170526);return _0xe8dd6f=_0x3a09dd[_0x377d45(0x1da)](_0x170526,_0xe8dd6f,_0x1dec5f),_0x1dec5f[_0x377d45(0x237)][_0x377d45(0x371)](_0x3a09dd,_0x170526,_0xe8dd6f,_0x1dec5f);},Window_Base['prototype'][_0x3a8e42(0x2cb)]=function(_0x3b9af7,_0x4927ba,_0x3cb0d5){const _0x57f237=_0x3a8e42;let _0x283344=_0x3cb0d5[_0x57f237(0x221)][_0x57f237(0x371)](_0x3b9af7,_0x4927ba);return _0x283344=_0x3b9af7[_0x57f237(0x1da)](_0x4927ba,_0x283344,_0x3cb0d5),_0x3cb0d5[_0x57f237(0x40d)]['call'](_0x3b9af7,_0x4927ba,_0x283344,_0x3cb0d5);},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x275)]=function(){return'\x20';},Window_Base['prototype'][_0x3a8e42(0x3ed)]=function(_0x301295,_0x287e59,_0x1ac7d4,_0x48b358){const _0x23f96d=_0x3a8e42;if(!_0x301295)return;VisuMZ[_0x23f96d(0x140)][_0x23f96d(0x35a)][_0x23f96d(0x371)](this,_0x301295,_0x287e59,_0x1ac7d4,_0x48b358),this[_0x23f96d(0x311)](_0x301295,_0x287e59,_0x1ac7d4,_0x48b358);},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x311)]=function(_0x3f7c75,_0x392bec,_0x298b9c,_0x7789c8){const _0xcddb84=_0x3a8e42;_0x7789c8=_0x7789c8||0x90;const _0x2c267c=ImageManager[_0xcddb84(0x305)],_0x257511=_0x3f7c75[_0xcddb84(0x321)]()[_0xcddb84(0x23b)](0x0,Math[_0xcddb84(0x370)](_0x7789c8/_0x2c267c)),_0x4622a1=_0x3f7c75[_0xcddb84(0x182)]()[_0xcddb84(0x164)](_0x3b7b02=>_0x3b7b02[_0xcddb84(0x223)]>0x0),_0x41e460=[...Array(0x8)[_0xcddb84(0x1dc)]()][_0xcddb84(0x164)](_0x1ec55f=>_0x3f7c75['buff'](_0x1ec55f)!==0x0),_0x373b84=[];let _0x130d2d=_0x392bec;for(let _0x550080=0x0;_0x550080<_0x257511[_0xcddb84(0x231)];_0x550080++){this[_0xcddb84(0x214)]();const _0x15ed2b=_0x4622a1[_0x550080];if(_0x15ed2b)!_0x373b84[_0xcddb84(0x328)](_0x15ed2b)&&this['drawActorStateTurns'](_0x3f7c75,_0x15ed2b,_0x130d2d,_0x298b9c),this[_0xcddb84(0x1ce)](_0x3f7c75,_0x15ed2b,_0x130d2d,_0x298b9c),_0x373b84['push'](_0x15ed2b);else{const _0x590fad=_0x41e460[_0x550080-_0x4622a1[_0xcddb84(0x231)]];this[_0xcddb84(0x1c2)](_0x3f7c75,_0x590fad,_0x130d2d,_0x298b9c),this['drawActorBuffRates'](_0x3f7c75,_0x590fad,_0x130d2d,_0x298b9c);}_0x130d2d+=_0x2c267c;}},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x18d)]=function(_0x294d32,_0x1d66a0,_0x2c4df0,_0x3fa11f){const _0xfa1d95=_0x3a8e42;if(!VisuMZ['SkillsStatesCore'][_0xfa1d95(0x319)][_0xfa1d95(0x3b7)][_0xfa1d95(0x20a)])return;if(!_0x294d32['isStateAffected'](_0x1d66a0['id']))return;if(_0x1d66a0[_0xfa1d95(0x3c4)]===0x0)return;if(_0x1d66a0[_0xfa1d95(0x3ee)]['match'](//i))return;const _0x2639ce=_0x294d32['stateTurns'](_0x1d66a0['id']),_0x1004c=ImageManager[_0xfa1d95(0x305)],_0x36b79b=ColorManager[_0xfa1d95(0x146)](_0x1d66a0);this['changeTextColor'](_0x36b79b),this['changeOutlineColor']('rgba(0,\x200,\x200,\x201)'),this[_0xfa1d95(0x24e)][_0xfa1d95(0x3b3)]=!![],this[_0xfa1d95(0x24e)]['fontSize']=VisuMZ[_0xfa1d95(0x140)][_0xfa1d95(0x319)][_0xfa1d95(0x3b7)]['TurnFontSize'],_0x2c4df0+=VisuMZ[_0xfa1d95(0x140)][_0xfa1d95(0x319)][_0xfa1d95(0x3b7)]['TurnOffsetX'],_0x3fa11f+=VisuMZ[_0xfa1d95(0x140)]['Settings'][_0xfa1d95(0x3b7)]['TurnOffsetY'],this[_0xfa1d95(0x3ef)](_0x2639ce,_0x2c4df0,_0x3fa11f,_0x1004c,'right'),this[_0xfa1d95(0x24e)][_0xfa1d95(0x3b3)]=![],this[_0xfa1d95(0x214)]();},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x1ce)]=function(_0x1e4bf9,_0x5706ee,_0x6d55f4,_0x34f09c){const _0x338261=_0x3a8e42;if(!VisuMZ[_0x338261(0x140)][_0x338261(0x319)][_0x338261(0x3b7)][_0x338261(0x2ad)])return;const _0x4b417d=ImageManager[_0x338261(0x305)],_0x291681=ImageManager[_0x338261(0x15a)]/0x2,_0x460162=ColorManager[_0x338261(0x3ac)]();this[_0x338261(0x1bc)](_0x460162),this[_0x338261(0x335)](_0x338261(0x2e7)),this[_0x338261(0x24e)][_0x338261(0x3b3)]=!![],this[_0x338261(0x24e)]['fontSize']=VisuMZ[_0x338261(0x140)][_0x338261(0x319)][_0x338261(0x3b7)]['DataFontSize'],_0x6d55f4+=VisuMZ[_0x338261(0x140)][_0x338261(0x319)][_0x338261(0x3b7)][_0x338261(0x2a2)],_0x34f09c+=VisuMZ['SkillsStatesCore'][_0x338261(0x319)]['States'][_0x338261(0x359)];const _0x4446af=String(_0x1e4bf9['getStateDisplay'](_0x5706ee['id']));this[_0x338261(0x3ef)](_0x4446af,_0x6d55f4,_0x34f09c,_0x4b417d,_0x338261(0x1d2)),this[_0x338261(0x24e)]['fontBold']=![],this[_0x338261(0x214)]();},Window_Base[_0x3a8e42(0x348)]['drawActorBuffTurns']=function(_0x5936ef,_0xcfc27a,_0x5e553d,_0xcb48d5){const _0x204463=_0x3a8e42;if(!VisuMZ[_0x204463(0x140)]['Settings']['Buffs'][_0x204463(0x20a)])return;const _0x2a0a38=_0x5936ef[_0x204463(0x298)](_0xcfc27a);if(_0x2a0a38===0x0)return;const _0x4cd72f=_0x5936ef[_0x204463(0x389)](_0xcfc27a),_0x175985=ImageManager[_0x204463(0x305)],_0x2dcfff=_0x2a0a38>0x0?ColorManager[_0x204463(0x366)]():ColorManager['debuffColor']();this[_0x204463(0x1bc)](_0x2dcfff),this[_0x204463(0x335)](_0x204463(0x2e7)),this[_0x204463(0x24e)][_0x204463(0x3b3)]=!![],this['contents']['fontSize']=VisuMZ[_0x204463(0x140)][_0x204463(0x319)][_0x204463(0x31f)]['TurnFontSize'],_0x5e553d+=VisuMZ[_0x204463(0x140)][_0x204463(0x319)][_0x204463(0x31f)][_0x204463(0x23c)],_0xcb48d5+=VisuMZ['SkillsStatesCore'][_0x204463(0x319)][_0x204463(0x31f)]['TurnOffsetY'],this[_0x204463(0x3ef)](_0x4cd72f,_0x5e553d,_0xcb48d5,_0x175985,_0x204463(0x381)),this[_0x204463(0x24e)][_0x204463(0x3b3)]=![],this[_0x204463(0x214)]();},Window_Base[_0x3a8e42(0x348)][_0x3a8e42(0x1e9)]=function(_0x1b1b93,_0x837b3e,_0x124634,_0x15e1ab){const _0x1e59ce=_0x3a8e42;if(!VisuMZ[_0x1e59ce(0x140)][_0x1e59ce(0x319)][_0x1e59ce(0x31f)][_0x1e59ce(0x2ad)])return;const _0x5e6448=_0x1b1b93[_0x1e59ce(0x208)](_0x837b3e),_0xecc64d=_0x1b1b93['buff'](_0x837b3e),_0x2e64c8=ImageManager['iconWidth'],_0x525955=ImageManager[_0x1e59ce(0x15a)]/0x2,_0x37bb7a=_0xecc64d>0x0?ColorManager[_0x1e59ce(0x366)]():ColorManager[_0x1e59ce(0x28e)]();this[_0x1e59ce(0x1bc)](_0x37bb7a),this[_0x1e59ce(0x335)](_0x1e59ce(0x2e7)),this[_0x1e59ce(0x24e)]['fontBold']=!![],this[_0x1e59ce(0x24e)][_0x1e59ce(0x1e8)]=VisuMZ[_0x1e59ce(0x140)]['Settings'][_0x1e59ce(0x31f)][_0x1e59ce(0x1f9)],_0x124634+=VisuMZ[_0x1e59ce(0x140)]['Settings']['Buffs'][_0x1e59ce(0x2a2)],_0x15e1ab+=VisuMZ[_0x1e59ce(0x140)][_0x1e59ce(0x319)][_0x1e59ce(0x31f)][_0x1e59ce(0x359)];const _0x72fef2=_0x1e59ce(0x17a)['format'](Math[_0x1e59ce(0x362)](_0x5e6448*0x64));this['drawText'](_0x72fef2,_0x124634,_0x15e1ab,_0x2e64c8,_0x1e59ce(0x1d2)),this[_0x1e59ce(0x24e)][_0x1e59ce(0x3b3)]=![],this[_0x1e59ce(0x214)]();},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1bf)]=Window_StatusBase[_0x3a8e42(0x348)][_0x3a8e42(0x17d)],Window_StatusBase['prototype'][_0x3a8e42(0x17d)]=function(_0x12ba4a,_0x37a268,_0xb7118,_0x3986bf){const _0xcaa2a2=_0x3a8e42;if(_0x12ba4a[_0xcaa2a2(0x3f8)]())_0x37a268=this[_0xcaa2a2(0x330)](_0x12ba4a,_0x37a268);this[_0xcaa2a2(0x3a2)](_0x12ba4a,_0x37a268,_0xb7118,_0x3986bf);},Window_StatusBase['prototype'][_0x3a8e42(0x3a2)]=function(_0x5e4a58,_0x32b26e,_0x3e5c95,_0x7170c0){const _0x417327=_0x3a8e42;if(['none',_0x417327(0x3e3)][_0x417327(0x328)](_0x32b26e[_0x417327(0x3f5)]()))return;VisuMZ[_0x417327(0x140)][_0x417327(0x1bf)][_0x417327(0x371)](this,_0x5e4a58,_0x32b26e,_0x3e5c95,_0x7170c0);},Window_StatusBase['prototype'][_0x3a8e42(0x330)]=function(_0x24c2ac,_0x1cc3a6){const _0x5b7ce2=_0x3a8e42,_0x294c19=_0x24c2ac['currentClass']()[_0x5b7ce2(0x3ee)];if(_0x1cc3a6==='hp'&&_0x294c19['match'](//i))return String(RegExp['$1']);else{if(_0x1cc3a6==='mp'&&_0x294c19[_0x5b7ce2(0x159)](//i))return String(RegExp['$1']);else return _0x1cc3a6==='tp'&&_0x294c19['match'](//i)?String(RegExp['$1']):_0x1cc3a6;}},VisuMZ[_0x3a8e42(0x140)]['Window_StatusBase_drawActorIcons']=Window_StatusBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ed)],Window_StatusBase[_0x3a8e42(0x348)][_0x3a8e42(0x3ed)]=function(_0x2caea7,_0x1d9097,_0x9fcba2,_0x365134){const _0x4d3df7=_0x3a8e42;if(!_0x2caea7)return;Window_Base[_0x4d3df7(0x348)][_0x4d3df7(0x3ed)][_0x4d3df7(0x371)](this,_0x2caea7,_0x1d9097,_0x9fcba2,_0x365134);},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x241)]=Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x2ef)],Window_SkillType[_0x3a8e42(0x348)]['initialize']=function(_0x130201){const _0x47f9bb=_0x3a8e42;VisuMZ[_0x47f9bb(0x140)]['Window_SkillType_initialize'][_0x47f9bb(0x371)](this,_0x130201),this['createCommandNameWindow'](_0x130201);},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x38c)]=function(_0x2c7dea){const _0xf465f9=_0x3a8e42,_0x1e0ac6=new Rectangle(0x0,0x0,_0x2c7dea[_0xf465f9(0x1eb)],_0x2c7dea['height']);this['_commandNameWindow']=new Window_Base(_0x1e0ac6),this['_commandNameWindow'][_0xf465f9(0x1af)]=0x0,this['addChild'](this[_0xf465f9(0x375)]),this['updateCommandNameWindow']();},Window_SkillType['prototype']['callUpdateHelp']=function(){const _0x3cb4c9=_0x3a8e42;Window_Command['prototype'][_0x3cb4c9(0x22d)][_0x3cb4c9(0x371)](this);if(this[_0x3cb4c9(0x375)])this[_0x3cb4c9(0x1fe)]();},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x1fe)]=function(){const _0x5b578b=_0x3a8e42,_0x210a3a=this[_0x5b578b(0x375)];_0x210a3a[_0x5b578b(0x24e)]['clear']();const _0x4613d8=this[_0x5b578b(0x3e4)](this['index']());if(_0x4613d8===_0x5b578b(0x25a)&&this['maxItems']()>0x0){const _0x53d17f=this[_0x5b578b(0x2b3)](this[_0x5b578b(0x3e6)]());let _0x4c0389=this['commandName'](this['index']());_0x4c0389=_0x4c0389[_0x5b578b(0x324)](/\\I\[(\d+)\]/gi,''),_0x210a3a[_0x5b578b(0x214)](),this[_0x5b578b(0x341)](_0x4c0389,_0x53d17f),this[_0x5b578b(0x3f0)](_0x4c0389,_0x53d17f),this['commandNameWindowCenter'](_0x4c0389,_0x53d17f);}},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x341)]=function(_0x3380ce,_0x48b1b4){},Window_SkillType[_0x3a8e42(0x348)]['commandNameWindowDrawText']=function(_0x5ca434,_0x20ed8e){const _0x5bd8c7=_0x3a8e42,_0x56c7fc=this['_commandNameWindow'];_0x56c7fc[_0x5bd8c7(0x3ef)](_0x5ca434,0x0,_0x20ed8e['y'],_0x56c7fc['innerWidth'],_0x5bd8c7(0x1d2));},Window_SkillType[_0x3a8e42(0x348)]['commandNameWindowCenter']=function(_0x3ff08b,_0x221fa9){const _0x3fa2fa=_0x3a8e42,_0x426eac=this[_0x3fa2fa(0x375)],_0x42a5cd=$gameSystem[_0x3fa2fa(0x22e)](),_0x3cc357=_0x221fa9['x']+Math[_0x3fa2fa(0x370)](_0x221fa9[_0x3fa2fa(0x1eb)]/0x2)+_0x42a5cd;_0x426eac['x']=_0x426eac[_0x3fa2fa(0x1eb)]/-0x2+_0x3cc357,_0x426eac['y']=Math[_0x3fa2fa(0x370)](_0x221fa9[_0x3fa2fa(0x304)]/0x2);},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x2bc)]=function(){const _0x34cef3=_0x3a8e42;return Imported[_0x34cef3(0x3b9)]&&Window_Command['prototype'][_0x34cef3(0x2bc)][_0x34cef3(0x371)](this);},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x252)]=function(){const _0x2f61ae=_0x3a8e42;if(!this[_0x2f61ae(0x310)])return;const _0x5e0f68=this[_0x2f61ae(0x310)]['skillTypes']();for(const _0x180025 of _0x5e0f68){const _0xe41325=this[_0x2f61ae(0x3d9)](_0x180025);this[_0x2f61ae(0x1a1)](_0xe41325,'skill',!![],_0x180025);}},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x3d9)]=function(_0x201fe3){const _0x252e8d=_0x3a8e42;let _0x2e3260=$dataSystem['skillTypes'][_0x201fe3];if(_0x2e3260[_0x252e8d(0x159)](/\\I\[(\d+)\]/i))return _0x2e3260;if(this['commandStyle']()==='text')return _0x2e3260;const _0x2bf2d8=VisuMZ[_0x252e8d(0x140)][_0x252e8d(0x319)][_0x252e8d(0x37e)],_0x5cbfe5=$dataSystem[_0x252e8d(0x35b)][_0x252e8d(0x328)](_0x201fe3),_0x11edf5=_0x5cbfe5?_0x2bf2d8[_0x252e8d(0x32f)]:_0x2bf2d8[_0x252e8d(0x3cb)];return _0x252e8d(0x14b)['format'](_0x11edf5,_0x2e3260);},Window_SkillType['prototype'][_0x3a8e42(0x3cc)]=function(){const _0x565590=_0x3a8e42;return VisuMZ['SkillsStatesCore'][_0x565590(0x319)][_0x565590(0x37e)][_0x565590(0x193)];},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x2f7)]=function(_0x3dda82){const _0x1551bc=_0x3a8e42,_0x2333b2=this[_0x1551bc(0x3e4)](_0x3dda82);if(_0x2333b2===_0x1551bc(0x379))this[_0x1551bc(0x318)](_0x3dda82);else _0x2333b2===_0x1551bc(0x25a)?this[_0x1551bc(0x234)](_0x3dda82):Window_Command[_0x1551bc(0x348)]['drawItem'][_0x1551bc(0x371)](this,_0x3dda82);},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x2fc)]=function(){const _0x39395c=_0x3a8e42;return VisuMZ[_0x39395c(0x140)][_0x39395c(0x319)]['Skills']['CmdStyle'];},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x3e4)]=function(_0x10f31c){const _0x2a4ea7=_0x3a8e42;if(_0x10f31c<0x0)return _0x2a4ea7(0x175);const _0x221de2=this[_0x2a4ea7(0x2fc)]();if(_0x221de2!==_0x2a4ea7(0x203))return _0x221de2;else{if(this[_0x2a4ea7(0x180)]()>0x0){const _0x2afc82=this['commandName'](_0x10f31c);if(_0x2afc82[_0x2a4ea7(0x159)](/\\I\[(\d+)\]/i)){const _0x31f639=this[_0x2a4ea7(0x2b3)](_0x10f31c),_0x100ace=this[_0x2a4ea7(0x3bf)](_0x2afc82)['width'];return _0x100ace<=_0x31f639['width']?_0x2a4ea7(0x379):_0x2a4ea7(0x25a);}}}return _0x2a4ea7(0x175);},Window_SkillType[_0x3a8e42(0x348)]['drawItemStyleIconText']=function(_0x58e7cc){const _0x43a03c=_0x3a8e42,_0x4e717d=this[_0x43a03c(0x2b3)](_0x58e7cc),_0x2c9fc2=this[_0x43a03c(0x315)](_0x58e7cc),_0x284fc4=this[_0x43a03c(0x3bf)](_0x2c9fc2)[_0x43a03c(0x1eb)];this[_0x43a03c(0x390)](this[_0x43a03c(0x2b9)](_0x58e7cc));const _0x5eb5b4=this[_0x43a03c(0x3cc)]();if(_0x5eb5b4==='right')this['drawTextEx'](_0x2c9fc2,_0x4e717d['x']+_0x4e717d[_0x43a03c(0x1eb)]-_0x284fc4,_0x4e717d['y'],_0x284fc4);else{if(_0x5eb5b4===_0x43a03c(0x1d2)){const _0x2d29b6=_0x4e717d['x']+Math[_0x43a03c(0x370)]((_0x4e717d[_0x43a03c(0x1eb)]-_0x284fc4)/0x2);this['drawTextEx'](_0x2c9fc2,_0x2d29b6,_0x4e717d['y'],_0x284fc4);}else this[_0x43a03c(0x2c5)](_0x2c9fc2,_0x4e717d['x'],_0x4e717d['y'],_0x284fc4);}},Window_SkillType[_0x3a8e42(0x348)][_0x3a8e42(0x234)]=function(_0x4bf3ae){const _0x31b49a=_0x3a8e42;this[_0x31b49a(0x315)](_0x4bf3ae)[_0x31b49a(0x159)](/\\I\[(\d+)\]/i);const 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_0x35f592=this[_0xefc9b6(0x310)][_0xefc9b6(0x2ff)](_0x4a795b,!![]);this[_0xefc9b6(0x24e)][_0xefc9b6(0x3ef)](_0x35f592,_0x21ba9f,_0xcf6304,_0x260c13,_0x13f806,'right');},VisuMZ[_0x3a8e42(0x140)]['Window_SkillList_includes']=Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x328)],Window_SkillList['prototype'][_0x3a8e42(0x328)]=function(_0x3c1e99){const _0x3c7d4a=_0x3a8e42;if(this[_0x3c7d4a(0x238)]<=0x0)return![];return this[_0x3c7d4a(0x183)](_0x3c1e99);},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x1c1)]=Window_SkillList['prototype']['maxCols'],Window_SkillList[_0x3a8e42(0x348)]['maxCols']=function(){const _0x3d9f03=_0x3a8e42;return SceneManager[_0x3d9f03(0x308)]['constructor']===Scene_Battle?VisuMZ[_0x3d9f03(0x140)]['Window_SkillList_maxCols'][_0x3d9f03(0x371)](this):VisuMZ['SkillsStatesCore'][_0x3d9f03(0x319)][_0x3d9f03(0x37e)][_0x3d9f03(0x168)];},VisuMZ[_0x3a8e42(0x140)]['Window_SkillList_setActor']=Window_SkillList['prototype'][_0x3a8e42(0x174)],Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x174)]=function(_0x3a948e){const _0x20cf63=_0x3a8e42,_0x419eab=this['_actor']!==_0x3a948e;VisuMZ[_0x20cf63(0x140)]['Window_SkillList_setActor'][_0x20cf63(0x371)](this,_0x3a948e),_0x419eab&&(this[_0x20cf63(0x287)]&&this[_0x20cf63(0x287)]['constructor']===Window_ShopStatus&&this[_0x20cf63(0x287)][_0x20cf63(0x282)](this[_0x20cf63(0x2b7)](0x0)));},Window_SkillList[_0x3a8e42(0x348)]['setStypeId']=function(_0x32b557){const 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_0x943ddc=_0x3a8e42;VisuMZ[_0x943ddc(0x140)]['Window_SkillList_makeItemList'][_0x943ddc(0x371)](this),this[_0x943ddc(0x3d7)]()&&this['sortSkillList'](),this[_0x943ddc(0x3d1)]()&&this[_0x943ddc(0x3e8)]();},Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x3d7)]=function(){return!![];},Window_SkillList['prototype'][_0x3a8e42(0x3f2)]=function(){const _0x1caa39=_0x3a8e42,_0x515b7b=VisuMZ[_0x1caa39(0x140)][_0x1caa39(0x319)][_0x1caa39(0x37e)][_0x1caa39(0x161)]||[];return _0x515b7b&&_0x515b7b['includes'](this[_0x1caa39(0x238)])?this[_0x1caa39(0x151)][_0x1caa39(0x408)]((_0x13a770,_0x463ff4)=>{const _0x31af7d=_0x1caa39;if(!!_0x13a770&&!!_0x463ff4)return _0x13a770[_0x31af7d(0x20f)]['localeCompare'](_0x463ff4[_0x31af7d(0x20f)]);return 0x0;}):VisuMZ[_0x1caa39(0x140)][_0x1caa39(0x256)](this[_0x1caa39(0x151)]),this[_0x1caa39(0x151)];},VisuMZ[_0x3a8e42(0x140)]['SortByIDandPriority']=function(_0x31dfbc){return _0x31dfbc['sort']((_0x2e5ffd,_0x1dac21)=>{const _0x36ee5f=_0x3946;if(!!_0x2e5ffd&&!!_0x1dac21){if(_0x2e5ffd[_0x36ee5f(0x225)]===undefined)VisuMZ['SkillsStatesCore']['Parse_Notetags_Skill_Sorting'](_0x2e5ffd);if(_0x1dac21['sortPriority']===undefined)VisuMZ[_0x36ee5f(0x140)][_0x36ee5f(0x1d1)](_0x1dac21);const _0x29eff8=_0x2e5ffd[_0x36ee5f(0x225)],_0x2b3bb5=_0x1dac21['sortPriority'];if(_0x29eff8!==_0x2b3bb5)return _0x2b3bb5-_0x29eff8;return _0x2e5ffd['id']-_0x1dac21['id'];}return 0x0;}),_0x31dfbc;},VisuMZ['SkillsStatesCore'][_0x3a8e42(0x17c)]=function(_0x2a4594){const _0x74b8e6=_0x3a8e42;return _0x2a4594[_0x74b8e6(0x408)]((_0x89e2a6,_0x1f56ad)=>{const _0x2a83b9=_0x74b8e6,_0x3adc59=$dataSkills[_0x89e2a6],_0x164c4c=$dataSkills[_0x1f56ad];if(!!_0x3adc59&&!!_0x164c4c){if(_0x3adc59[_0x2a83b9(0x225)]===undefined)VisuMZ[_0x2a83b9(0x140)][_0x2a83b9(0x1d1)](_0x3adc59);if(_0x164c4c['sortPriority']===undefined)VisuMZ[_0x2a83b9(0x140)][_0x2a83b9(0x1d1)](_0x164c4c);const _0x24939a=_0x3adc59[_0x2a83b9(0x225)],_0x35d7e3=_0x164c4c[_0x2a83b9(0x225)];if(_0x24939a!==_0x35d7e3)return _0x35d7e3-_0x24939a;return _0x89e2a6-_0x1f56ad;}return 0x0;}),_0x2a4594;},Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x3d1)]=function(){const _0x44081b=_0x3a8e42;if(!this['_actor'])return![];if(['skillLearn',_0x44081b(0x313),_0x44081b(0x249)][_0x44081b(0x328)](this[_0x44081b(0x238)]))return![];return!![];},Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x3e8)]=function(){const _0x2a4fd3=_0x3a8e42,_0x4d88dc=this[_0x2a4fd3(0x310)]['states']();for(const _0x2c963b of _0x4d88dc){const _0x2a3992=DataManager[_0x2a4fd3(0x28d)](_0x2c963b);for(const _0x455d9d in _0x2a3992){const _0x35d8ac=$dataSkills[Number(_0x455d9d)]||null,_0x2553bd=$dataSkills[Number(_0x2a3992[_0x455d9d])]||null;while(this['_data'][_0x2a4fd3(0x328)](_0x35d8ac)){const _0x3e149f=this[_0x2a4fd3(0x151)][_0x2a4fd3(0x3d5)](_0x35d8ac);this[_0x2a4fd3(0x151)][_0x3e149f]=_0x2553bd;}}}},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x40f)]=Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x2f7)],Window_SkillList['prototype']['drawItem']=function(_0x574c0b){const _0x3deac2=_0x3a8e42,_0x3d2546=this['itemAt'](_0x574c0b),_0x17a20b=_0x3d2546?_0x3d2546[_0x3deac2(0x20f)]:'';if(_0x3d2546)this[_0x3deac2(0x373)](_0x3d2546);VisuMZ[_0x3deac2(0x140)]['Window_SkillList_drawItem'][_0x3deac2(0x371)](this,_0x574c0b);if(_0x3d2546)_0x3d2546[_0x3deac2(0x20f)]=_0x17a20b;},Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x373)]=function(_0x4f2ddf){const _0x41f8b7=_0x3a8e42;if(_0x4f2ddf&&_0x4f2ddf[_0x41f8b7(0x3ee)][_0x41f8b7(0x159)](//i)){_0x4f2ddf[_0x41f8b7(0x20f)]=String(RegExp['$1'])[_0x41f8b7(0x217)]();for(;;){if(_0x4f2ddf[_0x41f8b7(0x20f)][_0x41f8b7(0x159)](/\\V\[(\d+)\]/gi))_0x4f2ddf[_0x41f8b7(0x20f)]=_0x4f2ddf[_0x41f8b7(0x20f)][_0x41f8b7(0x324)](/\\V\[(\d+)\]/gi,(_0x5d4233,_0x4d2c03)=>$gameVariables['value'](parseInt(_0x4d2c03)));else break;}}},Window_SkillList['prototype']['drawSkillCost']=function(_0x3d3f6b,_0x93119b,_0x1ad211,_0x45b5ca){const _0x2b7381=_0x3a8e42;Window_Base[_0x2b7381(0x348)][_0x2b7381(0x192)][_0x2b7381(0x371)](this,this[_0x2b7381(0x310)],_0x3d3f6b,_0x93119b,_0x1ad211,_0x45b5ca);},Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x38b)]=function(_0x2e07af){const _0x4b172b=_0x3a8e42;this[_0x4b172b(0x287)]=_0x2e07af,this[_0x4b172b(0x22d)]();},VisuMZ[_0x3a8e42(0x140)][_0x3a8e42(0x1ed)]=Window_SkillList[_0x3a8e42(0x348)]['updateHelp'],Window_SkillList[_0x3a8e42(0x348)][_0x3a8e42(0x339)]=function(){const _0x175bc1=_0x3a8e42;VisuMZ['SkillsStatesCore'][_0x175bc1(0x1ed)][_0x175bc1(0x371)](this),this['_statusWindow']&&this[_0x175bc1(0x287)][_0x175bc1(0x1d4)]===Window_ShopStatus&&this[_0x175bc1(0x287)]['setItem'](this[_0x175bc1(0x3c0)]());}; \ No newline at end of file