//============================================================================= // VisuStella MZ - Core Engine // VisuMZ_0_CoreEngine.js //============================================================================= var Imported = Imported || {}; Imported.VisuMZ_0_CoreEngine = true; var VisuMZ = VisuMZ || {}; VisuMZ.CoreEngine = VisuMZ.CoreEngine || {}; VisuMZ.CoreEngine.version = 1.59; //============================================================================= /*: * @target MZ * @plugindesc [RPG Maker MZ] [Tier 0] [Version 1.59] [CoreEngine] * @author VisuStella * @url http://www.yanfly.moe/wiki/Core_Engine_VisuStella_MZ * * @help * ============================================================================ * Introduction * ============================================================================ * * The Core Engine plugin is designed to fix any bugs that may have slipped * past RPG Maker MZ's source code and to give game devs more control over * RPG Maker MZ's various features, ranging from mechanics to aesthetics to * quality of life improvements. * * Features include all (but not limited to) the following: * * * Bug fixes for the problems existing in the RPG Maker MZ base code. * * Failsafes added for Script Call related event commands. * * Lots of Quality of Life Settings that can be activated through the * Plugin Parameters. * * Control over the various Text Colors used throughout the game. * * Change up the maximum amount of gold carried, give it an icon attached to * the label, and include text for overlap specifics. * * Preload images as the game boots up. * * Add specific background images for menus found throughout the game. * * A button assist window will appear at the top or bottom of the screen, * detailing which buttons do what when inside a menu. This feature can be * turned off. * * Choose which in-game battler parameters to display inside menus (ie ATK, * DEF, AGI, etc.) and determine their maximum values, along with plenty of * notetags to give more control over parameter, x-parameter, s-parameter * bonuses through equipment, states, and other trait objects. * * Control over how the UI objects appear (such as the menu button, cancel * button, left/right actor switch buttons). * * Reposition actors and enemies if the battle resolution is larger. * * Allow class names and nicknames to support text codes when displayed. * * Determine how windows behave in the game, if they will mask other windows, * their line height properties, and more. * * ============================================================================ * Requirements * ============================================================================ * * This plugin is made for RPG Maker MZ. This will not work in other iterations * of RPG Maker. * * ------ Tier 0 ------ * * This plugin is a Tier 0 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 Plugin library. * * ============================================================================ * Important Changes: Bug Fixes * ============================================================================ * * This plugin also serves to fix various bugs found in RPG Maker MZ that have * been unaddressed or not yet taken care of. The following is a list of bugs * that have been fixed by this plugin: * * --- * * Attack Skill Trait * * Enemies are unaffected by the Attack Skill Trait. This means if they have * an Attack action, they will always use Attack over and over even if their * Attack Skill Trait has been changed. This plugin will change it up so that * the Attack skill will comply with whatever their Attack Skill Trait's skill * is set to. * * --- * * Auto Battle Actor Skill Usage * * If an actor with Auto Battle has access to a skill but not have any access * to that skill's type, that actor will still be able to use the skill during * Auto Battle despite the fact that the actor cannot use that skill during * manual input. * * --- * * Auto Battle Attack Seal Bypass * * By default, if the attack skill is sealed via a trait and an actor has * auto-battle, the action can still be used via auto-battle. This is now fixed * and actors should not be able to attack via auto-battle if their attack * ability is sealed. * * --- * * Auto Battle Lock Up * * If an auto battle Actor fights against an enemy whose DEF/MDF is too high, * they will not use any actions at all. This can cause potential game freezing * and softlocks. This plugin will change that and have them default to a * regular Attack. * * --- * * Gamepad Repeat Input * * Cleared inputs on gamepads do not have a downtime and will trigger the * following input frame. The causes problems with certain RPG Maker MZ menus * where the inputs have to be cleared as the next immediate frame will have * them inputted again. This plugin changes it so that whenever inputs are * cleared, there is a downtime equal to the keyboard clear frames before the * gamepad input is registered once more. * * --- * * Invisible Battle Sprites * * If you removed a party member during battle and added that exact party * member back into the same slot, their sprite would appear invisible. The * VisuStella Core Engine will fix this problem and prevent it from happening. * * --- * * Instant Text Discrepancy for Window_Message * * Window_Message displays text differently when it draws letters one by one * versus when the text is displayed instantly. This isn't noticeable with the * default font, but it's very visible when using something like Arial. The * error is due to Bitmap.measureTextWidth yielding a rounded value per letter * versus per word. The Core Engine will provide a bug fix that will single out * the cause and make it so that only Window_Message will not utilize any round * number values when determining the width of each letter, whether or not it * is shown instantly. This change will only affect Window_Message and not any * other window in order to prevent unintended side effects. * * This can be disabled through the Plugin Parameters: * * Plugin Parameters > QoL Settings > Misc > Font Width Fix * * --- * * Move Picture, Origin Differences * * If a Show Picture event command is made with an Origin setting of * "Upper Left" and a Move Picture event command is made afterwards with an * Origin setting of "Center", RPG Maker MZ would originally have it instantly * jump into the new origin setting without making a clean transition between * them. This plugin will create that clean transition between origins. * * --- * * Overly-Protective Substitute * * When an ally with critical health is being targeted by a friendly non- * Certain Hit skill (such as a heal or buff) and another ally has the * substitute state, the other ally would "protect" the originally targeted * ally and take the heal or buff. * * The new changed behavior is that now, substitute will not trigger for any * actions whose scope targets allies. * * --- * * Status Window Name Vertical Cutoffs * * In the battle status windows, whenever actor names are displayed, the bitmap * used to display their name text do not extend vertically all the way, * causing letters like lowercase "Q" and "G" to be cut off, making them hard * to distinguish from one another. The Core Engine will remedy this by * extending the bitmap to allow enough room. Fix made by Irina. * * --- * * Termination Clear Effects * * In RPG Maker MZ, requesting an animation while transitioning between * scenes, such as going from the map scene to the battle scene, can cause * crashes. This is because the animation queue does not take off immediately * and will likely register incorrect targets for the scene. This plugin will * forcefully clear any registered animations and balloon effects when * terminating a scene in order to prevent crashes. * * --- * * Timer Sprite * * By default, RPG Maker MZ adds Sprite_Timer into its spriteset, either for * maps or for battles. There is one major problem with this: when spritesets * are affected by filters, zooms, and/or blurs, this hinders how readable the * timer sprite is, making the information perceived by the player to be much * harder than it needs to be. The Core Engine adds the sprite to the parent * scene instead of the spriteset to ensure it's unobscured by anything else. * * --- * * Unusable Battle Items * * If any party member is able to use an item in battle, then all party members * are able to use said item, even if that party member is supposed to be * unable to use that item. This is now changed so that battle items are * checked on an individual basis and not on a party-wide basis. * * --- * * Window Arrows Sprite Tearing * * If a window object in RPG Maker MZ were to have an odd number for width size * then the arrow elements found for the window would be positioned on a half * pixel, giving it a blurry look and also have sprite tearing issues. This is * now fixed by rounding the number to the nearest whole number. * * --- * * Window Client Area Scaling Bug * * If the window has a scale value different from 1.0, the client area (the * interactable parts) will not scale properly and appear clipped out. This * is now fixed by adjusting the client area to the window's scale values and * rounding upward to the nearest whole number. * * --- * * Window Skin Bleeding * * This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+. * * Since the v1.2.0 update, Window.prototype._refreshBack's frame value has * been set from 96 to 95. This results in the window skin bleeding past the * window's intended borders. The Core Engine now reverts this change to * prevent the bleeding effect from happening. * * --- * * ============================================================================ * Major Changes: New Hard-Coded Features * ============================================================================ * * This plugin adds some new hard-coded features to RPG Maker MZ's functions. * The following is a list of them. * * --- * * Scroll-Linked Pictures * * - If a Parallax has a ! at the start of its filename, it is bound to the map * scrolling. The same thing now happens with pictures. If a Picture has a ! at * the start of its filename, it is bound to the map's scrolling as well. * * --- * * Movement Route Scripts * * - If code in a Movement Route Script command fails, instead of crashing the * game, it will now act as if nothing happened except to display the cause of * the error inside the console. * * --- * * Script Call Failsafes * * - If code found in Conditional Branches, Control Variables, and/or Script * Calls fail to activate, instead of crashing the game, it will now act as if * nothing happened except to display the cause of the error inside the * console. * * --- * * Digit Grouping * * - There exists an option to change how numbers are displayed and converted * in your game. This option can be enabled or disabled by going into the * Plugin Manager > VisuMZ_0_OptionsCore > Quality of Life Settings > * Digit Grouping and toggling on/off whichever ones you want. * * - Digit Grouping will follow the rules of whatever country/locale the Plugin * Parameters are set to. If it's to default 'en-US', then 1234567.123456 will * become 1,234,567.123456. Set it to 'es-ES' and it becomes 1.234.567,123456 * instead. * * - This uses JavaScript's Number.toLocaleString() function and will therefore * follow whatever rules it has. This means if there are trailing zeroes at the * end of a decimal, it will cut them off. Numbers like 123.45000 will become * 123.45 instead. Excess numbers past 6 decimal places will be rounded. A * number like 0.123456789 will become 0.123457 instead. * * - Numbers in between [ and ], < and > will be excluded from digit grouping * in order for text codes to be preserved accurately. \I[1234] will remain as * \I[1234]. * * - If you would like to enter in a number without digit grouping, surround it * with {{ and }}. Typing in {{1234567890}} will yield 1234567890. * * --- * * Show Scrolling Text, additional functionality * * The event command "Show Scrolling Text" now has additional functionality as * long as the VisuStella MZ Core Engine is installed. If the game dev inserts * "// Script Call" (without the quotes) inside the scrolling text, then the * entirity of the Show Scrolling Text event command will be ran as a giant * script call event command. * * The reason why this functionality is added is because the "Script..." event * command contains only 12 lines maximum. This means for any script call * larger than 12 lines of code cannot be done by normal means as each script * call is ran as a separate instance. * * By repurposing the "Show Scrolling Text" event command to be able to * function as an extended "Script..." event command, such a thing is now * possible with less hassle and more lines to code with. * * This effect does not occur if the Show Scrolling Text event command does not * have "// Script Call" in its contents. * * --- * * ============================================================================ * 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. * * === Actors === * * Parameter limits can be adjusted in the Plugin Parameters, but this won't * lift the ability to change the values of an actor's initial or max level * past the editor's limits. Instead, this must be done through the usage of * notetags to accomplish the feat. * * --- * * * * - Used for: Actor Notetags * - Replace 'x' with an integer to determine the actor's max level. * - This allows you to go over the database limit of 99. * - If this notetag isn't used, default to the actor's database value. * * --- * * * * - Used for: Actor Notetags * - Replace 'x' with an integer to determine the actor's initial level. * - This allows you to go over the database limit of 99. * - If this notetag isn't used, default to the actor's database value. * * --- * * === Classes === * * As actor levels can now surpass 99 due to the notetag system, there may be * some skills you wish certain classes can learn upon reaching higher levels * past 99, too. * * --- * * * * - Used for: Class Skill Learn Notetags * - Replace 'x' with an integer to determine the level this class will learn * the associated skill at. * - This allows you to go over the database limit of 99. * - If this notetag isn't used, default to the class's database value. * * --- * * === Enemies === * * Enemies are now given levels. The levels don't do anything except to serve * as a container for a number value. This way, levels can be used in damage * formulas (ie. a.atk - b.level) without causing any errors. To give enemies * levels, use the notetags below. These notetags also allow you to adjust the * base parameters, EXP, and Gold past the database limitations. * * --- * * * * - Used for: Enemy Notetags * - Replace 'x' with an integer to determine the enemy's level. * - If no level is declared, the level will default to 1. * * --- * * * * - Used for: Enemy Notetags * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to alter. * - This notetag does NOT work with X Parameters, S Parameters, or any * custom parameters. This notetag ONLY works with the base parameters. * - Replace 'x' with an integer to set an enemy's 'param' base value. * - This will overwrite the enemy's database value and can exceed the original * value limitation in the database. * - If these notetags aren't used, default to the enemy's database value. * * --- * * * * * - Used for: Enemy Notetags * - Replace 'x' with an integer to determine the enemy's EXP or Gold values. * - This will overwrite the enemy's database value and can exceed the original * value limitation in the database. * - If these notetags aren't used, default to the enemy's database value. * * --- * * === Animations === * * Animations in RPG Maker MZ are done by Effekseer and the animation system * has been revamped. However, the animations are only centered on the targets * now, and cannot be attached to the head or foot. Insert these tags into * the names of the animations in the database to adjust their positions. * * --- * * * * * - Used for: Animation Name Tags * - Will set the animation to anchor on top of the sprite (if is used) * or at the bottom of the sprite (if is used). * * --- * * * * * * * - Used for: Animation Name Tags * - Will anchor the animation at a specific point within the sprite based on * the 'x' and 'y' values. * - Replace 'x' and 'y' with numeric values representing their positions based * on a rate where 0.0 is the furthest left/up (x, y respectively) to 1.0 for * the furthest right/down (x, y respectively). * * Examples: * * * * * * * --- * * * * * * * * * * - Used for: Animation Name Tags * - Will anchor the animation to be offset by an exact number of pixels. * - This does the same the editor does, except it lets you input values * greater than 999 and lower than -999. * - Replace 'x' and 'y' with numeric values the exact number of pixels to * offset the animation's x and y coordinates by. * * Examples: * * * * * * * --- * * * * * - Used for: Animation Name Tags * - If an animation is mirrored, you can choose to have the animation's Offset * X value be mirrored, too (or not at all). * - If no name tag is discovered, this will use the setting found in the * Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset X setting. * * --- * * * * - Used for: MV Animation Name Tags * - Allows you to adjust the update for this MV Animation. * - Does NOT work with Effekseer animations. * - The lower the number, the faster. * - Replace 'x' with a number representing the animation update rate. * - Default rate: 4. * - Minimum rate: 1. * - Maximum rate: 10. * * --- * * === Quality of Life === * * By default, RPG Maker MZ does not offer an encounter step minimum after a * random encounter has finished. This means that one step immediately after * finishing a battle, the player can immediately enter another battle. The * Quality of Life improvement: Minimum Encounter Steps allows you to set a * buffer range between battles for the player to have some breathing room. * * --- * * * * - Used for: Map Notetags * - Replace 'x' with the minimum number of steps before the player enters a * random encounter on that map. * - If this notetag is not used, then the minimum encounter steps for the map * will default to Quality of Life Settings => Encounter Rate Min. * * --- * * Tile shadows are automatically added to certain tiles in the map editor. * These tile shadows may or may not fit some types of maps. You can turn them * on/off with the Quality of Life Plugin Parameters or you can override the * settings with the following notetags: * * --- * * * * * - Used for: Map Notetags * - Use the respective notetag for the function you wish to achieve. * - If this notetag is not used, then the minimum encounter steps for the map * will default to Quality of Life Settings => No Tile Shadows. * * --- * * === Basic, X, and S Parameters === * * A battler's parameters, or stats as some devs know them as, are the values * that determine how a battler performs. These settings allow you to alter * behaviors and give boosts to trait objects in a more controlled manner. * * --- * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'param' plus value when calculating totals. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'x' with an integer on how much to adjust the parameter by. * - This is used to calculate the 'plus' portion in the Parameter Settings => * Basic Parameter => Formula. * * --- * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Changes 'param' rate to 'x' to alter the total 'param' value. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'paramRate' portion in Parameter Settings => * Basic Parameter => Formula. * * --- * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'param' plus value when calculating totals. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'x' with an integer on how much to adjust the parameter by. * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * Basic Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Sets max caps for the 'param' to be 'x'. If there are multiple max caps * available to the unit, then the highest will be selected. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'x' with an integer to determine what the max cap should be. * * --- * * * * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'plus' portion in the Parameter Settings => * X Parameter => Formula. * * --- * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Changes 'param' rate to 'x' to alter the total 'xparam' value. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'paramRate' portion in Parameter Settings => * X Parameter => Formula. * * --- * * * * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * X Parameter => Formula. * * --- * * * * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'plus' portion in the Parameter Settings => * S Parameter => Formula. * * --- * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Changes 'param' rate to 'x' to alter the total 'sparam' value. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'paramRate' portion in Parameter Settings => * S Parameter => Formula. * * --- * * * * * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * S Parameter => Formula. * * === JavaScript Notetags: Basic, X, and S Parameters === * * The following are notetags made for users with JavaScript knowledge. These * notetags are primarily aimed at Basic, X, and S Parameters. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'param' plus value. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * plus amount for the parameter's total calculation. * - This is used to calculate the 'plus' portion in the Parameter Settings => * Basic Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'param' rate value. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * param rate amount for the parameter's total calculation. * - This is used to calculate the 'paramRate' portion in Parameter Settings => * Basic Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'param' flat value. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * flat bonus amount for the parameter's total calculation. * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * Basic Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to determine what the max cap for 'param' should be. If there * are multiple max caps available to the unit, then the highest is selected. * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', * or 'LUK' to determine which parameter to modify. * - Replace 'code' with JavaScript code to determine the max cap for the * desired parameter. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'xparam' plus value. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * plus amount for the X parameter's total calculation. * - This is used to calculate the 'plus' portion in the Parameter Settings => * X Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'xparam' rate value. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * param rate amount for the X parameter's total calculation. * - This is used to calculate the 'paramRate' portion in Parameter Settings => * X Parameter => Formula. * * --- * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'xparam' flat value. * - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', * 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * flat bonus amount for the X parameter's total calculation. * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * X Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'sparam' plus value. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * plus amount for the S parameter's total calculation. * - This is used to calculate the 'plus' portion in the Parameter Settings => * S Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'sparam' rate value. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * param rate amount for the S parameter's total calculation. * - This is used to calculate the 'paramRate' portion in Parameter Settings => * S Parameter => Formula. * * --- * * * * - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags * - Runs 'code' to change the 'sparam' flat value. * - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', * 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. * - Replace 'code' with JavaScript code to determine how much to change the * flat bonus amount for the S parameter's total calculation. * - This is used to calculate the 'flatBonus' portion in Parameter Settings => * S Parameter => Formula. * * --- * * === Battle Setting-Related Notetags === * * These tags will change the settings for battle regardless of how the battle * system is set up normally. Insert these tags in either the noteboxes of maps * or the names of troops for them to take effect. If both are present for a * specific battle, then priority goes to the setting found in the troop name. * * --- * * * * * * * - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags * - Changes the perspective of battle to front view for this specific map or * battle. * - Make sure you have the enemy image files available in the img/enemies/ * folder as they will used instead of the "sv_enemies" graphics. * - If using Troop Comment Tags, then as long as the tag appears in a comment * found on any of the Troop's pages (even if they don't run), the tag will * be considered in effect. * * --- * * * * * * * - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags * - Changes the perspective of battle to side view for this specific map or * battle. * - Make sure you have the enemy image files available in the img/sv_enemies/ * folder as they will used instead of the "enemies" graphics. * - Make sure your actors have "sv_actor" graphics attached to them. * - If using Troop Comment Tags, then as long as the tag appears in a comment * found on any of the Troop's pages (even if they don't run), the tag will * be considered in effect. * * --- * * * * * - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags * - Changes the battle system to the default battle system (DTB). * - If using Troop Comment Tags, then as long as the tag appears in a comment * found on any of the Troop's pages (even if they don't run), the tag will * be considered in effect. * * --- * * * * * * * * * * * * - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags * - Changes the battle system to the time progress battle system (TPB) or * active turn battle system (ATB) if you have VisuMZ_2_BattleSystemATB * installed for the game project. * - If using Troop Comment Tags, then as long as the tag appears in a comment * found on any of the Troop's pages (even if they don't run), the tag will * be considered in effect. * * --- * * * * * * * * * * * * * * * * * * * * * * * - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags * - Changes the battle system to the respective battle system as long as you * have those plugins installed in the current project. * - If using Troop Comment Tags, then as long as the tag appears in a comment * found on any of the Troop's pages (even if they don't run), the tag will * be considered in effect. * * --- * * ============================================================================ * Plugin Commands * ============================================================================ * * The following are Plugin Commands that come with this plugin. They can be * accessed through the Plugin Command event command. * * --- * * === Animation Commands === * * --- * * Animation: Play at Coordinate * - Plays an animation on the screen at a specific x, y coordinate even if * there is no sprite attached. * * Animation ID: * - Plays this animation. * * Coordinates: * * X: * Y: * - X/Y coordinate used for the animation. * You may use JavaScript code. * * Mirror Animation?: * - Mirror the animation? * * Mute Animation?: * - Mute the animation? * * --- * * === Export Plugin Commands === * * --- * * Export: All Maps Text * - PLAY TEST ONLY. Exports all of the text from all maps, * their events, event pages, and any associated Common Events. * * - Exports 'Show Text' event commands. * - Exports 'Show Choices' event commands. * - Exports 'Show Scrolling Text' event commands. * - Exports 'Comments' event commands. * - Only the raw text will be exported. * - Only usable during Play Test. * * --- * * Export: All Troops Text * - PLAY TEST ONLY. Exports all of the text from all troops, * their event pages, and any associated Common Events. * * - Exports 'Show Text' event commands. * - Exports 'Show Choices' event commands. * - Exports 'Show Scrolling Text' event commands. * - Exports 'Comments' event commands. * - Only the raw text will be exported. * - Only usable during Play Test. * * --- * * Export: Current Map Text * - PLAY TEST ONLY. Exports all of the text on the current map, * its events, the event pages, and any associated Common Events. * * - Exports 'Show Text' event commands. * - Exports 'Show Choices' event commands. * - Exports 'Show Scrolling Text' event commands. * - Exports 'Comments' event commands. * - Only the raw text will be exported. * - Only usable during Play Test. * - If not in battle, this Plugin Command will not work. * * --- * * Export: Current Troop Text * - PLAY TEST ONLY. Exports all of the text on the current troop, * the troop's event pages, and any associated Common Events. * * - Exports 'Show Text' event commands. * - Exports 'Show Choices' event commands. * - Exports 'Show Scrolling Text' event commands. * - Exports 'Comments' event commands. * - Only the raw text will be exported. * - Only usable during Play Test. * - If not in battle, this Plugin Command will not work. * * --- * * === Game Plugin Commands === * * --- * * Game: Open URL * - Opens a website URL from the game. * * URL: * - Where do you want to take the player? * * --- * * === Gold Plugin Commands === * * --- * * Gold: Gain/Lose * - Allows you to give/take more gold than the event editor limit. * * Value: * - How much gold should the player gain/lose? * - Use negative values to remove gold. * * --- * * === Map Plugin Commands === * * --- * * Map: Once Parallel * - Plays a Common Event parallel to the event once without repeating itself * when done. * - Map only! * * Common Event ID: * - The ID of the parallel Common Event to play. * - Does NOT repeat itself when finished. * - When exiting map scene or changing maps, all Once Parallels are cleared. * - Once Parallels are not retained upon reentering the scene or map. * - Once Parallels are not stored in memory and cannot be saved. * * --- * * === Picture Plugin Commands === * * --- * * Picture: Coordinates Mode * - Play Test Mode only! Gets the coordinates of a specific picture as you * move it across the screen. * * Picture ID: * - The ID of the pictures to track the coordinates of. * * --- * * Picture: Easing Type * - Changes the easing type to a number of options. * * Picture ID: * - Which picture do you wish to apply this easing to? * * Easing Type: * - Select which easing type you wish to apply. * * Instructions: * - Insert this Plugin Command after a "Move Picture" event command. * - Turn off "Wait for Completion" in the "Move Picture" event. * - You may have to add in your own "Wait" event command after. * * --- * * Picture: Erase All * - Erases all pictures on the screen because it's extremely tedious to do it * one by one. * * --- * * Picture: Erase Range * - Erases all pictures within a range of numbers because it's extremely * tedious to do it one by one. * * Starting ID: * - The starting ID of the pictures to erase. * * Ending ID: * - The ending ID of the pictures to erase. * * --- * * Picture: Show Icon * - Shows an icon instead of a picture image. * - The picture icon can be controlled like any other picture. * * General: * * Picture ID Number: * - What is the ID of the picture you wish to show at? * - Use a number between 1 and 100. * - You may use JavaScript code. * * Icon Index: * - Select the icon index to use for this picture. * - You may use JavaScript code. * * Smooth Icon?: * - This will make the icon smoothed out or pixelated. * * Picture Settings: * * Position: * * Origin: * - What is the origin of this picture icon? * - Upper Left * - Center * * Position X: * - X coordinate of the picture. * - You may use JavaScript code. * * Position Y: * - Y coordinate of the picture. * - You may use JavaScript code. * * Scale: * * Width %: * - Horizontal scale of the picture. * - You may use JavaScript code. * - 100 is 100% * * Height %: * - Vertical scale of the picture. * - You may use JavaScript code. * - 100 is 100% * * Blend: * * Opacity: * - Insert a number to determine opacity level. * - Use a number between 0 and 255. * - You may use JavaScript code. * * Blend Mode: * - What kind of blend mode do you wish to apply to the picture? * * --- * * === Screen Shake Plugin Commands === * * --- * * Screen Shake: Custom: * - Creates a custom screen shake effect and also sets the following uses of * screen shake to this style. * * Shake Style: * - Select shake style type. * - Original * - Random * - Horizontal * - Vertical * * Power: * - Power level for screen shake. * * Speed: * - Speed level for screen shake. * * Duration: * - Duration of screenshake. * - You can use code as well. * * Wait for Completion: * - Wait until completion before moving onto the next event? * * --- * * === Switch Plugin Commands === * * --- * * Switches: Randomize ID(s) * - Select specific Switch ID's to randomize ON/OFF. * * Switch ID(s): * - Select which Switch ID(s) to toggle. * * Chance for ON: * - Chance out of 100 that determines the switches to be ON. * * --- * * Switches: Randomize Range * - Select specific Switch ID Range to randomize ON/OFF. * - The ratio determines the ON/OFF distribution. * * Starting ID: * - The starting ID of the Switch to toggle. * * Ending ID: * - The ending ID of the Switch to toggle. * * Chance for ON: * - Chance out of 100 that determines the switches to be ON. * * --- * * Switches: Toggle ID(s) * - Select specific Switch ID's to toggle ON/OFF. * - ON becomes OFF. OFF becomes ON. * * Switch ID(s): * - Select which Switch ID(s) to toggle. * * --- * * Switches: Toggle Range * - Select specific Switch ID Range to toggle ON/OFF. * - ON becomes OFF. OFF becomes ON. * * Starting ID: * - The starting ID of the Switch to toggle. * * Ending ID: * - The ending ID of the Switch to toggle. * * --- * * === System Plugin Commands === * * --- * * System: Battle System Change * - Switch to a different battle system in-game. * - Some battle systems REQUIRE their specific plugins! * * Change To: * - Choose which battle system to switch to. * - Database Default (Use game database setting) * - - * - DTB: Default Turn Battle * - TPB Active: Time Progress Battle (Active) * - TPB Wait: Time Progress Battle (Wait) * - - * - BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB) * - CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB) * - OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB) * - STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB) * * --- * * System: Load Images * - Allows you to (pre) load up images ahead of time. * * img/animations/: * img/battlebacks1/: * img/battlebacks2/: * img/enemies/: * img/faces/: * img/parallaxes/: * img/pictures/: * img/sv_actors/: * img/sv_enemies/: * img/system/: * img/tilesets/: * img/titles1/: * img/titles2/: * - Which files do you wish to load from this directory? * * --- * * System: Main Font Size * - Set the game's main font size. * * Change To: * - Change the font size to this number. * * --- * * System: Side View Battle * - Switch between Front View or Side View for battle. * * Change To: * - Choose which view type to switch to. * * --- * * System: Window Padding * - Change the game's window padding amount. * * Change To: * - Change the game's standard window padding to this value. * * --- * * ============================================================================ * Plugin Parameters: Quality of Life Settings * ============================================================================ * * A variety of (optional) settings and changes are added with the Core Engine * to improve the quality of life for both the game devs and players alike. * * --- * * Play Test * * New Game on Boot: * - Automatically start a new game on Play Test? * - Only enabled during Play Test. * * No Play Test Mode: * - Force the game to be out of Play Test mode when play testing. * * Open Console on Boot: * - Open the Debug Console upon booting up your game? * - Only enabled during Play Test. * * F6: Toggle Sound: * - F6 Key Function: Turn on all sound to 100% or to 0%, toggling between * the two. * - Only enabled during Play Test. * * F7: Toggle Fast Mode: * - F7 Key Function: Toggle fast mode. * - Only enabled during Play Test. * * New Game > Common Event: * - Runs a common event each time a new game is started. * - Only enabled during Play Test. * * --- * * Battle Test * * Add Item Type: * Add Weapon Type: * Add Armor Type: * - Add copies of each database item, weapon, and/or armor? * - Effective only during battle test. * * Added Quantity: * - Determines how many items are added during a battle test instead of * the maximum amount. * * --- * * Digit Grouping * * Standard Text: * - Make numbers like 1234567 appear like 1,234,567 for standard text * inside windows? * * Ex Text: * - Make numbers like 1234567 appear like 1,234,567 for ex text, * written through drawTextEx (like messages)? * * Damage Sprites: * - Make numbers like 1234567 appear like 1,234,567 for in-battle * damage sprites? * * Gauge Sprites: * - Make numbers like 1234567 appear like 1,234,567 for visible gauge * sprites such as HP, MP, and TP gauges? * * Country/Locale * - Base the digit grouping on which country/locale? * - This will follow all of the digit grouping rules found here: * https://www.w3schools.com/JSREF/jsref_tolocalestring_number.asp * * --- * * Player Benefit * * Encounter Rate Min: * - Minimum number of steps the player can take without any * random encounters. * * Escape Always: * - If the player wants to escape a battle, let them escape the battle * with 100% chance. * * Accuracy Formula: * - Accuracy formula calculation change to * Skill Hit% * (User HIT - Target EVA) for better results. * * Accuracy Boost: * - Boost HIT and EVA rates in favor of the player. * * Level Up -> Full HP: * Level Up -> Full MP: * - Recovers full HP or MP when an actor levels up. * * --- * * Picture-Related * * Anti-Zoom Pictures: * - If on, prevents pictures from being affected by zoom. * * Picture Containers > Detach in Battle: * - If detached, picture container will be separated from the spriteset * while on the battle scene. * - This will prevent any visual effects that alter the entire spriteset * from affecting the detached picture container. * * Picture Containers > Detach in Map: * - If detached, picture container will be separated from the spriteset * while on the map scene. * - This will prevent any visual effects that alter the entire spriteset * from affecting the detached picture container. * * --- * * Misc * * Animation: Mirror Offset X: * - When animations are mirrored, mirror their Offset X values, too. * - The animation name tags and will * override this effect for that specific animation. * * Font Shadows: * - If on, text uses shadows instead of outlines. * * Font Smoothing: * - If on, smoothes fonts shown in-game. * * Font Width Fix: * - Fixes the font width issue with instant display non-monospaced fonts * in the Message Window. * * Key Item Protection: * - If on, prevents Key Items from being able to be sold and from being * able to be consumed. * * Modern Controls: * - If on, allows usage of the Home/End buttons. * - Home would scroll to the first item on a list. * - End would scroll to the last item on a list. * - Shift + Up would page up. * - Shift + Down would page down. * * MV Animation Rate: * - Adjusts the rate at which MV animations play. * - Default: 4. * - Lower for faster. * - Higher for slower. * * NewGame > CommonEvent: * - Runs a common event each time a new game during any session is started. * - Applies to all types of sessions, play test or not. * * No Tile Shadows: * - Removes tile shadows from being displayed in-game. * * Pixel Image Rendering: * - If on, pixelates the image rendering (for pixel games). * * Require Focus? * - Requires the game to be focused? If the game isn't focused, it will * pause if it's not the active window. * * Shortcut Scripts: * - Enables shortcut-based script variables and functions that can be used * for script calls. * - Shortcut list enabled for this is as follows: * * $commonEvent(id) * - Queues a common event. * - This does not interrupt the current event to run the desired common * event. Any queued common events will run after the current event list * has finished. * - Replace 'id' with the ID of the common event you wish to queue. * - Common events only run in the map scene and battle scene. * * $onceParallel(id) * - Runs a common event in the background as a once parallel event. * - Once parallel events will run in the background like a parallel * process, except that it does not repeat after finishing. * - Replace 'id' with the ID of the common event you wish to run. * - Only works in the map scene and battle scene. Battle scene usage will * require VisuMZ_1_BattleCore. * * $scene * - Returns current scene. * * $spriteset * - Returns current scene's spriteset if there is one. * * $subject * - Returns last recorded identity of the battle's subject/user. * * $targets * - Returns last recorded targets marked in battle. * * $target * - Returns last recorded target marked in battle. * - Works better with VisuMZ_1_BattleCore. * * $event * - Returns currently initiated map event. * * Smart Event Collision: * - Makes events only able to collide with one another if they're * 'Same as characters' priority. * * Subfolder Name Purge: * - Purge subfolder name from Plugin Parameters when reading data to let * Plugin Commands work properly. * - This is for plugins (such as the VisuMZ library) that utilize dynamic * name registrations for Plugin Commands. Turn this on if you plan on * using subfolders with VisuMZ plugins. * * --- * * ============================================================================ * Plugin Parameters: Battle System * ============================================================================ * * Choose which battle system to use for your game. * * Some battle systems REQUIRE their specific plugins! This means if you do not * have the required battle system plugin installed, it will not change over. * The Core Engine plugin does not contain data for all of the battle systems * inside its code. * * --- * * Database Default (Use game database setting) * * - * * DTB: Default Turn Battle * TPB Active: Time Progress Battle (Active) * TPB Wait: Time Progress Battle (Wait) * * - * * BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB) * CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB) * ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB) * FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB) * OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB) * PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB) * STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB) * * - * * --- * * ============================================================================ * Plugin Parameters: Color Settings * ============================================================================ * * These settings allow you, the game dev, to have more control over which * colors appear for what conditions found in the game. You can use regular * numbers to use the colors predetermined by the game's Window Skin or you * can use the #rrggbb format for a hex color code. * * If the game's Window Skin is changed mid-game, the colors used will still be * based off the default Window Skin's colors. This is due to storing them in a * cache and preventing extra processing and reduces lag. * * You can find out what hex codes belong to which color from this website: * https://htmlcolorcodes.com/ * * --- * * Basic Colors * - These are colors that almost never change and are used globally throughout * the in-game engine. * * Normal: * System: * Crisis: * Death: * Gauge Back: * HP Gauge: * MP Gauge: * MP Cost: * Power Up: * Power Down: * CT Gauge: * TP Gauge: * Pending Color: * EXP Gauge: * MaxLv Gauge: * - Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * * --- * * Alpha Colors: * - These are colors that have a bit of transparency to them and are specified * by the 'rgba(red, green, blue, alpha)' format. * - Replace 'red' with a number between 0-255 (integer). * - Replace 'green' with a number between 0-255 (integer). * - Replace 'blue' with a number between 0-255 (integer). * - Replace 'alpha' with a number between 0 and 1 (decimal). * * Window Font Outline: * Gauge Number Outline: * Dim Color: * Item Back Color: * - Colors with a bit of alpha settings. * - Format rgba(0-255, 0-255, 0-255, 0-1) * * --- * * Conditional Colors: * - These require a bit of JavaScript knowledge. These determine what colors * to use under which situations and uses such as different values of HP, MP, * TP, for comparing equipment, and determine damage popup colors. * * JS: Actor HP Color: * JS: Actor MP Color: * JS: Actor TP Color: * - Code used for determining what HP, MP, or TP color to use for actors. * * JS: Parameter Change: * - Code used for determining whatcolor to use for parameter changes. * * JS: Damage Colors: * - Code used for determining what color to use for damage types. * * --- * * ============================================================================ * Plugin Parameters: Gold Settings * ============================================================================ * * Gold is the main currency in RPG Maker MZ. The settings provided here will * determine how Gold appears in the game and certain behaviors Gold has. * * --- * * Gold Settings * * Gold Max: * - Maximum amount of Gold the party can hold. * - Default 99999999 * * Gold Font Size: * - Font size used for displaying Gold inside Gold Windows. * - Default: 26 * * Gold Icon: * - Icon used to represent Gold. * - Use 0 for no icon. * * Gold Overlap: * - Text used too much Gold to fit in the window. * * --- * * ============================================================================ * Plugin Parameters: Image Loading * ============================================================================ * * Not all images are loaded at once in-game. RPG Maker MZ uses asynchronous * loading which means images are loaded when needed. This may cause delays in * when you want certain images to appear. However, if an image is loaded * beforehand, they can be used immediately provided they aren't removed from * the image cache. * * --- * * Image Loading * * img/animations/: * img/battlebacks1/: * img/battlebacks2/: * img/enemies/: * img/faces/: * img/parallaxes/: * img/pictures/: * img/sv_actors/: * img/sv_enemies/: * img/system/: * img/tilesets/: * img/titles1/: * img/titles2/: * - Which files do you wish to load from this directory upon starting * up the game? * * --- * * ============================================================================ * Plugin Parameters: Keyboard Input Settings * ============================================================================ * * Settings for the game that utilize keyboard input. These are primarily for * the name input scene (Scene_Name) and the number input event command. These * settings have only been tested on English keyboards and may or may not be * compatible with other languages, so please disable these features if they do * not fit in with your game. * * If a controller is connected upon entering the name change scene, it will * use the default manual-entry mode instead of the keyboard-entry mode. If a * controller button is pressed during the keyboard-entry mode, it will * automatically switch to the manual-entry mode. * * This plugin does not provide support for controllers that are undetected by * RPG Maker MZ's default controller support. * * --- * * Controls * * WASD Movement: * - Enables or disables WASD movement for your game project. * - Moves the W page down button to E. * * R Button: Dash Toggle: * - Enables or disables R button as an Always Dash option toggle. * * --- * * Name Input * * Enable?: * - Enables keyboard input for name entry. * - Only tested with English keyboards. * * Default Mode: * - Select default mode when entering the scene. * - Default - Uses Arrow Keys to select letters. * - Keyboard - Uses Keyboard to type in letters. * * QWERTY Layout: * - Uses the QWERTY layout for manual entry. * * Keyboard Message: * - The message displayed when allowing keyboard entry. * - You may use text codes here. * * Banned Words: * - Players cannot use these words for names. * - These include words inside the names. * - If a banned word is used, a buzzer sound will play. * * --- * * Number Input * * Enable?: * - Enables keyboard input for number entry. * - Only tested with English keyboards. * * --- * * Button Assist * * Switch to Keyboard: * - Text used to describe the keyboard switch. * * Switch To Manual: * - Text used to describe the manual entry switch. * * --- * * ============================================================================ * Plugin Parameters: Menu Background Settings * ============================================================================ * * These settings in the Plugin Parameters allow you to adjust the background * images used for each of the scenes. The images will be taken from the game * project folders img/titles1/ and img/titles2/ to load into the game. * * These settings are only available to scenes found within the Main Menu, the * Shop scene, and the Actor Naming scene. * * --- * * Menu Background Settings: * * Scene_Menu: * Scene_Item: * Scene_Skill: * Scene_Equip: * Scene_Status: * Scene_Options: * Scene_Save: * Scene_Load: * Scene_GameEnd: * Scene_Shop: * Scene_Name: * - Individual background settings for the scene. * * Scene_Unlisted * - Individual background settings for any scenes that aren't listed above. * * --- * * Background Settings * * Snapshop Opacity: * - Snapshot opacity for the scene. * * Background 1: * - Filename used for the bottom background image. * - Leave empty if you don't wish to use one. * * Background 2: * - Filename used for the upper background image. * - Leave empty if you don't wish to use one. * * --- * * ============================================================================ * Plugin Parameters: Menu Button Assist Window * ============================================================================ * * In most modern RPG's, there exist small windows on the screen which tell the * player what the control schemes are for that scene. This plugin gives you * the option to add that window to the menu scenes in the form of a Button * Assist Window. * * --- * * General * * Enable: * - Enable the Menu Button Assist Window. * * Location: * - Determine the location of the Button Assist Window. * - Requires Plugin Parameters => UI => Side Buttons ON. * * Background Type: * - Select background type for this window. * * --- * * Text * * Text Format: * - Format on how the buttons are displayed. * - Text codes allowed. %1 - Key, %2 - Text * * Multi-Key Format: * - Format for actions with multiple keys. * - Text codes allowed. %1 - Key 1, %2 - Key 2 * * OK Text: * Cancel Text: * Switch Actor Text: * - Default text used to display these various actions. * * --- * * Keys * * Key: Unlisted Format: * - If a key is not listed below, use this format. * - Text codes allowed. %1 - Key * * Key: Up: * Key: Down: * Key: Left: * Key: Right: * Key: Shift: * Key: Tab: * Key: A through Z: * - How this key is shown in-game. * - Text codes allowed. * * --- * * ============================================================================ * Plugin Parameters: Menu Layout Settings * ============================================================================ * * These settings allow you to rearrange the positions of the scenes accessible * from the Main Menu, the Shop scene, and the Actor Naming scene. This will * require you to have some JavaScript knowledge to make the windows work the * way you would like. * * --- * * Menu Layout Settings * * Scene_Title: * Scene_Menu: * Scene_Item: * Scene_Skill: * Scene_Equip: * Scene_Status: * Scene_Options: * Scene_Save: * Scene_Load: * Scene_GameEnd: * Scene_Shop: * Scene_Name: * - Various options on adjusting the selected scene. * * --- * * Scene Window Settings * * Background Type: * - Selects the background type for the selected window. * - Window * - Dim * - Transparent * * JS: X, Y, W, H * - Code used to determine the dimensions for the selected window. * * --- * * Scene_Title Settings * - The following are settings unique to Scene_Title. * * Title Screen * * Document Title Format: * - Format to display text in document title. * - %1 - Main Title, %2 - Subtitle, %3 - Version * * Subtitle: * - Subtitle to be displayed under the title name. * * Version: * - Version to be display in the title screen corner. * * JS: Draw Title: * - Code used to draw the game title. * * JS: Draw Subtitle: * - Code used to draw the game subtitle. * * JS: Draw Version: * - Code used to draw the game version. * * Button Fade Speed: * - Speed at which the buttons fade in at (1-255). * * --- * * Scene_GameEnd Settings * - The following are settings unique to Scene_GameEnd. * * Command Window List: * - Window commands used by the title screen. * - Add new commands here. * * --- * * Command Window List * - This is found under Scene_Title and Scene_GameEnd settings. * * Symbol: * - The symbol used for this command. * * STR: Text: * - Displayed text used for this title command. * - If this has a value, ignore the JS: Text version. * * JS: Text: * - JavaScript code used to determine string used for the displayed name. * * JS: Show: * - JavaScript code used to determine if the item is shown or not. * * JS: Enable: * - JavaScript code used to determine if the item is enabled or not. * * JS: Ext: * - JavaScript code used to determine any ext data that should be added. * * JS: Run Code: * - JavaScript code that runs once this command is selected. * * --- * * Title Picture Buttons: * - This is found under Scene_Title settings. * * Picture's Filename: * - Filename used for the picture. * * Button URL: * - URL for the button to go to upon being clicked. * * JS: Position: * - JavaScript code that helps determine the button's Position. * * JS: On Load: * - JavaScript code that runs once this button bitmap is loaded. * * JS: Run Code: * - JavaScript code that runs once this button is pressed. * * --- * * ============================================================================ * Plugin Parameters: Parameter Settings * ============================================================================ * * A battler's parameters, or stats as some devs know them as, are the values * that determine how a battler performs. These settings allow you to alter * their behaviors and give boosts to trait objects in a controlled manner. * * --- * * Parameter Settings * * Displayed Parameters * - A list of the parameters that will be displayed in-game. * - Shown in the Equip Menu. * - Shown in the Status Menu. * * Extended Parameters * - The list shown in extended scenes (for other VisuStella plugins). * * --- * * === Basic Parameters === * * MHP - MaxHP * - This is the maximum health points value. The amount of health points (HP) * a battler has determines whether or not the battler is in a living state or * a dead state. If the HP value is above 0, then the battler is living. If it * is 0 or below, the battler is in a dead state unless the battler has a way * to counteract death (usually through immortality). When the battler takes * damage, it is usually dealt to the HP value and reduces it. If the battler * is healed, then the HP value is increased. The MaxHP value determines what's * the maximum amount the HP value can be held at, meaning the battler cannot * be healed past that point. * * MMP - MaxMP * - This is the maximum magic points value. Magic points (MP) are typically * used for the cost of skills and spells in battle. If the battler has enough * MP to fit the cost of the said skill, the battler is able to use the said * skill provided that all of the skill's other conditions are met. If not, the * battler is then unable to use the skill. Upon using a skill that costs MP, * the battler's MP is reduced. However, the battler's MP can be recovered and * results in a gain of MP. The MaxMP value determines what is the maximum * amount the MP value can be held at, meaning the battler cannot recover MP * past the MaxMP value. * * ATK - Attack * - This is the attack value of the battler. By default, this stat is used for * the purpose of damage calculations only, and is typically used to represent * the battler's physical attack power. Given normal damage formulas, higher * values mean higher damage output for physical attacks. * * DEF - Defense * - This is the defense value of the battler. By default, this stat is used * for the purpose of damage calculations only, and is typically used to * represent the battler's physical defense. Given normal damage formulas, * higher values mean less damage received from physical attacks. * * MAT - Magic Attack * - This is the magic attack value of the battler. By default, this stat is * used for the purpose of damage calculations only, and is typically used to * represent the battler's magical attack power. Given normal damage formulas, * higher values mean higher damage output for magical attacks. * * MDF - Magic Defense * - This is the magic defense value of the battler. By default, this stat is * used for the purpose of damage calculations only, and is typically used to * represent the battler's magical defense. Given normal damage formulas, * higher values mean less damage received from magical attacks. * * AGI - Agility * - This is the agility value of the battler. By default, this stat is used to * determine battler's position in the battle turn's order. Given a normal turn * calculation formula, the higher the value, the faster the battler is, and * the more likely the battler will have its turn earlier in a turn. * * LUK - Luck * - This is the luck value of the battler. By default, this stat is used to * affect the success rate of states, buffs, and debuffs applied by the battler * and received by the battler. If the user has a higher LUK value, the state, * buff, or debuff is more likely to succeed. If the target has a higher LUK * value, then the state, buff, or debuff is less likely to succeed. * * --- * * Basic Parameters * * HP Crisis Rate: * - HP Ratio at which a battler can be considered in crisis mode. * * JS: Formula: * - Formula used to determine the total value all 8 basic parameters: * - MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK. * * Parameter Caps: * * MaxHP Cap: * MaxMP Cap: * ATK Cap: * DEF Cap: * MAT Cap: * MDF Cap: * AGI Cap: * LUK Cap: * - Formula used to determine the selected parameter's cap. * - These settings DO NOT raise the editor's maximum values. If you want to * raise an enemy's maximum parameter value past their default cap, use the * associated notetag for them instead. * * --- * * === X Parameters === * * HIT - Hit Rate% * - This determines the physical hit success rate of the any physical action. * All physical attacks make a check through the HIT rate to see if the attack * will connect. If the HIT value passes the randomizer check, the attack will * connect. If the HIT value fails to pass the randomizer check, the attack * will be considered a MISS. * * EVA - Evasion Rate% * - This determines the physical evasion rate against any incoming physical * actions. If the HIT value passes, the action is then passed to the EVA check * through a randomizer check. If the randomizer check passes, the physical * attack is evaded and will fail to connect. If the randomizer check passes, * the attempt to evade the action will fail and the action connects. * * CRI - Critical Hit Rate% * - Any actions that enable Critical Hits will make a randomizer check with * this number. If the randomizer check passes, extra damage will be carried * out by the initiated action. If the randomizer check fails, no extra damage * will be added upon the action. * * CEV - Critical Evasion Rate% * - This value is put against the Critical Hit Rate% in a multiplicative rate. * If the Critical Hit Rate is 90% and the Critical Evasion Rate is * 20%, then the randomizer check will make a check against 72% as the values * are calculated by the source code as CRI * (1 - CEV), therefore, with values * as 0.90 * (1 - 0.20) === 0.72. * * MEV - Magic Evasion Rate% * - Where EVA is the evasion rate against physical actions, MEV is the evasion * rate against magical actions. As there is not magical version of HIT, the * MEV value will always be bit against when a magical action is initiated. If * the randomizer check passes for MEV, the magical action will not connect. If * the randomizer check fails for MEV, the magical action will connect. * * MRF - Magic Reflect Rate% * - If a magical action connects and passes, there is a chance the magical * action can be bounced back to the caster. That chance is the Magic Reflect * Rate. If the randomizer check for the Magic Reflect Rate passes, then the * magical action is bounced back to the caster, ignoring the caster's Magic * Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then * the magical action will connect with its target. * * CNT - Counter Attack Rate% * - If a physical action connects and passes, there is a chance the physical * action can be avoided and a counter attack made by the user will land on the * attacking unit. This is the Counter Attack Rate. If the randomizer check for * the Counter Attack Rate passes, the physical action is evaded and the target * will counter attack the user. If the randomizer check fails, the physical * action will connect to the target. * * HRG - HP% Regeneration * - During a battler's regeneration phase, the battler will regenerate this * percentage of its MaxHP as gained HP with a 100% success rate. * * MRG - MP% Regeneration * - During a battler's regeneration phase, the battler will regenerate this * percentage of its MaxMP as gained MP with a 100% success rate. * * TRG - TP% Regeneration * - During a battler's regeneration phase, the battler will regenerate this * percentage of its MaxTP as gained TP with a 100% success rate. * * --- * * X Parameters * * JS: Formula: * - Formula used to determine the total value all 10 X parameters: * - HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG. * * Vocabulary * * HIT: * EVA: * CRI: * CEV: * MEV: * MRF: * CNT: * HRG: * MRG: * TRG: * - In-game vocabulary used for the selected X Parameter. * * --- * * === S Parameters === * * TGR - Target Rate * - Against the standard enemy, the Target Rate value determines the odds of * an enemy specifically targeting the user for a single target attack. At 0%, * the enemy will almost never target the user. At 100%, it will have normal * targeting opportunity. At 100%+, the user will have an increased chance of * being targeted. * *NOTE: For those using the Battle A.I. Core, any actions that have specific * target conditions will bypass the TGR rate. * * GRD - Guard Effect * - This is the effectiveness of guarding. This affects the guard divisor * value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50% * GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will * become 'damage / (2 * 2.00)' and so forth. * * REC - Recovery Effect * - This is how effective heals are towards the user. The higher the REC rate, * the more the user is healed. If a spell were to heal for 100 and the user * has 300% REC, then the user is healed for 300 instead. * * PHA - Pharmacology * - This is how effective items are when used by the user. The higher the PHA * rate, the more effective the item effect. If the user is using a Potion that * recovers 100% on a target ally and the user has 300% PHA, then the target * ally will receive healing for 300 instead. * * MCR - MP Cost Rate * - This rate affects how much MP skills with an MP Cost will require to use. * If the user has 100% MCR, then the MP Cost will be standard. If the user has * 50% MCR, then all skills that cost MP will cost only half the required MP. * If the user has 200% MCR, then all skills will cost 200% their MP cost. * * TCR - TP Charge Rate * - This rate affects how much TP skills with an TP will charge when gaining * TP through various actions. At 100%, TP will charge normally. At 50%, TP * will charge at half speed. At 200%, TP will charge twice as fast. * * PDR - Physical Damage Rate * - This rate affects how much damage the user will take from physical damage. * If the user has 100% PDR, then the user takes the normal amount. If the user * has 50% PDR, then all physical damage dealt to the user is halved. If the * user has 200% PDR, then all physical damage dealt to the user is doubled. * * MDR - Magical Damage Rate * - This rate affects how much damage the user will take from magical damage. * If the user has 100% MDR, then the user takes the normal amount. If the user * has 50% MDR, then all magical damage dealt to the user is halved. If the * user has 200% MDR, then all magical damage dealt to the user is doubled. * * FDR - Floor Damage Rate * - On the field map, this alters how much damage the user will take when the * player walks over a tile that damages the party. The FDR value only affects * the damage dealt to the particular actor and not the whole party. If FDR is * at 100%, then the user takes the full damage. If FDR is at 50%, then only * half of the damage goes through. If FDR is at 200%, then floor damage is * doubled for that actor. * * EXR - Experience Rate * - This determines the amount of experience gain the user whenever the user * gains any kind of EXP. At 100% EXR, the rate of experience gain is normal. * At 50%, the experience gain is halved. At 200%, the experience gain for the * user is doubled. * * --- * * S Parameters * * JS: Formula * - Formula used to determine the total value all 10 S parameters: * - TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR. * * Vocabulary * * TGR: * GRD: * REC: * PHA: * MCR: * TCR: * PDR: * MDR: * FDR: * EXR: * - In-game vocabulary used for the selected S Parameter. * * --- * * Icons * * Draw Icons? * - Draw icons next to parameter names? * * MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK: * HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG: * TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR: * - Icon used for the selected parameter. * * --- * * ============================================================================ * Plugin Parameters: Custom Parameters Settings * ============================================================================ * * As of version 1.07, you can add Custom Parameters to your game if RPG Maker * MZ's default set of parameters isn't enough for you. These parameters can * have variable functionality depending on how you code it. More importantly, * these are compatible with the VisuStella MZ menus and the VisuStella Core * Engine's Parameters settings. * * For clarification, these settings do NOT create brand-new parameters for you * to use and add to your game nor are the bonuses supported by other plugins * in the VisuStella MZ library. These settings exist to function as a bridge * for non-VisuStella MZ plugins that have created their own parameter values * and to show them inside VisuStella menus. * * --- * * Custom Parameter * * Parameter Name: * - What's the parameter's name? * - Used for VisuStella MZ menus. * * Abbreviation: * - What abbreviation do you want to use for the parameter? * - Do not use special characters. Avoid numbers if possible. * * Icon: * - What icon do you want to use to represent this parameter? * - Used for VisuStella MZ menus. * * Type: * - What kind of number value will be returned with this parameter? * - Integer (Whole Numbers Only) * - Float (Decimals are Allowed) * * JS: Value: * - Run this code when this parameter is to be returned. * * --- * * Instructions on Adding Custom Parameters to VisuStella Menus * * In the Core Engine and Elements and Status Menu Core plugins, there are * plugin parameter fields for you to insert the parameters you want displayed * and visible to the player. * * Insert in those the abbreviation of the custom parameter. For example, if * you want to add the "Strength" custom parameter and the abbreviation is * "str", then add "str" to the Core Engine/Elements and Status Menu Core's * plugin parameter field for "Strength" to appear in-game. Case does not * matter here so you can insert "str" or "STR" and it will register all the * same to make them appear in-game. * * --- * * Instructions on Using Custom Parameters as Mechanics * * If you want to use a custom parameter in, say, a damage formula, refer to * the abbreviation you have set for the custom parameter. For example, if you * want to call upon the "Strength" custom parameter's value and its set * abbreviation is "str", then refer to it as such. This is case sensitive. * * An example damage formula would be something like the following if using * "str" for "Strength" and "con" for "Constitution": * * a.str - b.con * * These values are attached to the Game_Battlerbase prototype class. * * --- * * Instructions on Setting Custom Parameter Values * * This requires JavaScript knowledge. There is no way around it. Whatever code * you insert into the "JS: Value" field will return the value desired. The * 'user' variable will refer to the Game_Battlerbase prototype object in which * the information is to be drawn from. * * Depending on the "type" you've set for the Custom Parameter, the returned * value will be rounded using Math.round for integers and left alone if set as * a float number. * * --- * * ============================================================================ * Plugin Parameters: Screen Resolution Settings * ============================================================================ * * Alter various properties to make the game look better for varying screen * resolutions. This is mostly for RPG Maker MZ version 1.3.0 and up where the * Troops tab has been updated to match the screen resolution settings found in * the System 2 Database tab. * * --- * * Troops * * Reposition Actors: * - Update the position of actors in battle if the screen resolution * has changed to become larger than 816x624. * - Ignore if using the VisuStella MZ Battle Core. * - When using the VisuStella MZ Battle Core, adjust the position through * Battle Core > Parameters > Actor Battler Settings > JS: Home Position * * Reposition Enemies: * - Update the position of enemies in battle if the screen resolution * has changed to become larger than 816x624. * * For MZ 1.3.0+?: * - Both this parameter and its parent parameter need to be on when using * RPG Maker MZ 1.3.0+. * - If the Core Script is below 1.3.0, this setting is ignored. This does * not take into account what version the editor is on. Pay attention to * that as the plugin will not auto adjust for it. * * --- * * ============================================================================ * Plugin Parameters: Screen Shake Settings * ============================================================================ * * Get more screen shake effects into your game! * * These effects have been added by Aries of Sheratan! * * --- * * Settings * * Default Style: * - The default style used for screen shakes. * - Original * - Random * - Horizontal * - Vertical * * JS: Original Style: * JS: Random Style * JS: Horizontal Style * JS: Vertical Style * - This code gives you control over screen shake for this screen * shake style. * * --- * * ============================================================================ * Plugin Parameters: Title Command List Settings * ============================================================================ * * This plugin parameter allows you to adjust the commands that appear on the * title screen. Some JavaScript knowledge is needed. * * --- * * Title Command * * Symbol: * - The symbol used for this command. * * STR: Text: * - Displayed text used for this title command. * - If this has a value, ignore the JS: Text version. * * JS: Text: * - JavaScript code used to determine string used for the displayed name. * * JS: Show: * - JavaScript code used to determine if the item is shown or not. * * JS: Enable: * - JavaScript code used to determine if the item is enabled or not. * * JS: Ext: * - JavaScript code used to determine any ext data that should be added. * * JS: Run Code: * - JavaScript code that runs once this command is selected. * * --- * * ============================================================================ * Plugin Parameters: Title Picture Buttons Settings * ============================================================================ * * These allow you to insert picture buttons on your title screen that can * send users to various links on the internet when clicked. * * --- * * Settings * * Picture's Filename: * - Filename used for the picture. * * Button URL: * - URL for the button to go to upon being clicked. * * JS: Position: * - JavaScript code that helps determine the button's Position. * * JS: On Load: * - JavaScript code that runs once this button bitmap is loaded. * * JS: Run Code: * - JavaScript code that runs once this button is pressed. * * --- * * ============================================================================ * Plugin Parameters: UI Settings * ============================================================================ * * In previous iterations of RPG Maker, the Core Engine would allow you to * change the screen resolution. In MZ, that functionality is provided by * default but a number of UI settings still remain. These settings allow you * adjust how certain in-game objects and menus are displayed. * * --- * * UI Area * * Fade Speed: * - Default fade speed for transitions. * * Box Margin: * - Set the margin in pixels for the screen borders. * * Command Window Width: * - Sets the width for standard Command Windows. * * Bottom Help Window: * - Put the Help Window at the bottom of the screen? * * Right Aligned Menus: * - Put most command windows to the right side of the screen. * * Show Buttons: * - Show clickable buttons in your game? * * Show Cancel Button: * Show Menu Button: * Show Page Up/Down: * Show Number Buttons: * - Show/hide these respective buttons if the above is enabled. * - If 'Show Buttons' is false, these will be hidden no matter what. * * Button Area Height: * - Sets the height for the button area. * * Bottom Buttons: * - Put the buttons at the bottom of the screen? * * Side Buttons: * - Push buttons to the side of the UI if there is room. * * --- * * Larger Resolutions * * --- * * Menu Objects * * Level -> EXP Gauge: * - Draw an EXP Gauge under the drawn level. * * Parameter Arrow: * - The arrow used to show changes in the parameter values. * * --- * * Text Code Support * * Class Names: * - Make class names support text codes? * * Nicknames: * - Make nicknames support text codes? * * --- * * ============================================================================ * Plugin Parameters: Window Settings * ============================================================================ * * Adjust the default settings of the windows in-game. This ranges from things * such as the line height (to better fit your font size) to the opacity level * (to fit your window skins). * * --- * * Window Defaults * * Line Height: * - Default line height used for standard windows. * * Item Height Padding: * - Default padding for selectable items. * * Item Padding: * - Default line padding used for standard windows. * * Back Opacity: * - Default back opacity used for standard windows. * - As of version 1.3.0, this is no longer needed. * - This will still work for lower versions. * * Translucent Opacity: * - Default translucent opacity used for standard windows. * * Window Opening Speed: * - Default open speed used for standard windows. * - Default: 32 (Use a number between 0-255) * * Column Spacing: * - Default column spacing for selectable windows. * - Default: 8 * * Row Spacing: * - Default row spacing for selectable windows. * - Default: 4 * * --- * * Selectable Items: * * Show Background?: * - Selectable menu items have dark boxes behind them. Show them? * * Item Height Padding: * - Default padding for selectable items. * * JS: Draw Background: * - Code used to draw the background rectangle behind clickable menu objects * * --- * * ============================================================================ * Plugin Parameters: JS: Quick Functions * ============================================================================ * * WARNING: This feature is highly experimental! Use it at your own risk! * * JavaScript Quick Functions allow you to quickly declare functions in the * global namespace for ease of access. It's so that these functions can be * used in Script Calls, Control Variable Script Inputs, Conditional Branch * Script Inputs, Damage Formulas, and more. * * --- * * JS: Quick Function * * Function Name: * - The function's name in the global namespace. * - Will not overwrite functions/variables of the same name. * * JS: Code: * - Run this code when using the function. * * --- * * If you have a Function Name of "Example", then typing "Example()" in a * Script Call, Conditional Branch Script Input, or similar field will yield * whatever the code is instructed to return. * * If a function or variable of a similar name already exists in the global * namespace, then the quick function will be ignored and not created. * * If a quick function contains bad code that would otherwise crash the game, * a fail safe has been implemented to prevent it from doing so, display an * error log, and then return a 0 value. * * --- * * ============================================================================ * 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 1.59: April 7, 2022 * * Compatibility Update! * ** RPG Maker MZ 1.4.4 compatibility update! * *** "Shutdown" command should now be more compatible with other aspects of * the client when running from Node JS client on other OS's. * * Version 1.58: March 24, 2022 * * Feature Update! * ** Plugin Commands now have separators for easier selection. * * Version 1.57: March 3, 2022 * * Compatibility Update! * ** The "Shutdown" command from the title screen should now be compatible * with RPG Maker MZ 1.4.4 and up. Update made by Olivia. * * Version 1.56: February 10, 2022 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New features added by Arisu and sponsored by Anon: * *** Plugin Parameters > QoL > Misc > Shortcut Scripts * **** Enables shortcut-based script variables and functions that can be used * for script calls. * **** Shortcut list enabled for this is as follows: * ***** $commonEvent(id), $onceParallel(id), $scene, $spriteset, $subject, * $targets, $target, $event * ***** For more information on how to use them, review the help file. * * Version 1.55: January 27, 2022 * * Feature Update! * ** Once Parallels for the map are now able to update even while other events * are running. Update made by Arisu. * * Version 1.54: January 13, 2022 * * Bug Fixes! * ** RPG Maker MZ Bug Fix! * *** Overly-Protective Substitute * *** When an ally with critical health is being targeted by a friendly non- * Certain Hit skill (such as a heal or buff) and another ally has the * substitute state, the other ally would "protect" the originally targeted * ally and take the heal or buff. * *** The new changed behavior is that now, substitute will not trigger for * any actions whose scope targets allies. * *** Fix made by Olivia. * * Documentation Update! * ** Added documentation for new MZ Bug: Overly-Protective Substitute. * * Feature Update! * ** Added a failsafe for those who did not update the plugin parameter * settings and are using MV Animations. * * Version 1.53: December 30, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Notetag added by Olivia: * *** * **** Allows you to adjust the update for this MV Animation. * ***** Does NOT work with Effekseer animations. * **** The lower the number, the faster. * **** Replace 'x' with a number representing the animation update rate. * ***** Default rate: 4. * ***** Minimum rate: 1. * ***** Maximum rate: 10. * ** New Plugin Parameter added by Olivia: * *** Plugin Parameters > Qualify of Life Settings > MV Animation Rate * **** Adjusts the rate at which MV animations play. * **** Default: 4. Lower for faster. Higher for slower. * * Optimization Update! * ** MV Animations should run more optimized. * * Version 1.52: December 16, 2021 * * Compatibility Update! * ** RPG Maker MZ 1.4.0 compatibility update! * *** MV Animations played on screen level will now show up properly in the * center of the screen. * * Version 1.51: December 9, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug Fix! * *** In the battle status windows, whenever actor names are displayed, the * bitmap used to display their name text do not extend vertically all the * way, causing letters like lowercase "Q" and "G" to be cut off, making * them hard to distinguish from one another. The Core Engine will remedy * this by extending the bitmap to allow enough room. Fix made by Irina. * * Version 1.50: November 4, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug Fix! * *** By default, if the attack skill is sealed via a trait and an actor has * auto-battle, the action can still be used via auto-battle. This is now * fixed and actors should not be able to attack via auto-battle if their * attack ability is sealed. Fix made by Yanfly. * * Documentation Update! * ** Help file updated for new RPG Maker MZ bug fix. * * Version 1.49: October 28, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Feature! * ** New Plugin Command added by Arisu and sponsored by Anon: * *** Map: Once Parallel * **** Plays a Common Event parallel to the event once without repeating * itself when done. Map only! * **** When exiting map scene or changing maps, all Once Parallels are cleared * **** Once Parallels are not retained upon reentering the scene or map. * **** Once Parallels are not stored in memory and cannot be saved. * * Version 1.48: October 21, 2021 * * Feature Update! * ** Bitmap.blt function will now have source coordinates and destination X * and Y coordinates rounded to prevent blurring. Update made by Olivia. * * Version 1.47: October 14, 2021 * * Bug Fixes! * ** Prevents Number Input window from having a NaN value due to holding down * the fast forward key. Fix made by Arisu. * * Compatibility Update * ** Added compatibility functionality for future plugins. * * Documentation Update! * ** Help file updated for new features. * * New Feature! * ** New Plugin Parameter added by Yanfly: * *** Plugin Parameters > QoL Settings > Misc > Font Width Fix * **** Fixes the font width issue with non-monospaced fonts in the Message * Window. This is now an optional fix. * * Version 1.46: September 23, 2021 * * Documentation Update! * ** Added line to Plugin Command: "System: Battle System Change": * *** Some battle systems REQUIRE their specific plugins! * ** Added lines to "Plugin Parameters: Battle System": * *** Some battle systems REQUIRE their specific plugins! This means if you do * not have the required battle system plugin installed, it will not change * over. The Core Engine plugin does not contain data for all of the battle * systems inside its code. * * Version 1.45: September 17, 2021 * * Bug Fixes! * ** Fixed a problem with "Picture: Coordinates Mode" to properly utilize the * correct picture ID. Fix made by Arisu. * ** RPG Maker MZ Bug Fix: * *** Instant Text Discrepancy for Window_Message * **** Window_Message displays text differently when it draws letters one by * one versus when the text is displayed instantly. This isn't noticeable * with the default font, but it's very visible when using something like * Arial. The error is due to Bitmap.measureTextWidth yielding a rounded * value per letter versus per word. The Core Engine will provide a bug * fix that will single out the cause and make it so that only * Window_Message will not utilize any round number values when * determining the width of each letter, whether or not it is shown * instantly. This change will only affect Window_Message and not any * other window in order to prevent unintended side effects. * **** Fix made by Yanfly. * * Compatibility Update! * ** RPG Maker MZ 1.3.3 compatibility. * *** Updated how gauges are drawn. * * Documentation Update! * ** Help file updated for new RPG Maker MZ bug fix. * * Version 1.44: August 20, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Command added by Irina and sponsored by Anon. * *** "Animation: Play at Coordinate" * **** Plays an animation on the screen at a specific x, y coordinate even if * there is no sprite attached. * * Version 1.43: July 23, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Command added by Irina and sponsored by Archeia! * *** "Picture: Coordinates Mode" * **** Play Test Mode only! * **** Gets the coordinates of a specific picture as you move it across the * screen. * **** Helpful for those who don't want to do guess work on the screen * coordinates when it comes to placing down pictures. * * Version 1.42: July 16, 2021 * * Documentation Update * ** Added text to "Plugin Parameters: Color Settings" for clarification: * *** If the game's Window Skin is changed mid-game, the colors used will * still be based off the default Window Skin's colors. This is due to * storing them in a cache and preventing extra processing and reduces lag. * * Version 1.41: July 2, 2021 * * Compatibility Update * ** Further compatibility update with RPG Maker MZ 1.3.0+. * * Documentation Update * ** Added extra notes to "Important Changes: Bug Fixes" section for the * "Window Skin Bleeding" bug: * *** This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+. * * Version 1.40: June 25, 2021 * * Compatibility Update * ** Compatibility update with RPG Maker MZ 1.3.0+. * * Documentation Update: * ** Plugin Parameters > Window Settings > Back Opacity * *** As of version 1.3.0, this is no longer needed. * *** This will still work for lower versions. * ** Help file updated for new features. * * Feature Updates! * ** Window Skin Bleeding fix updated to newest version. * * New Plugin Parameters added: * ** Plugin Parmaeters > Screen Resolution Settings * *** These settings have been moved from the UI settings to be its own thing. * **** This is mostly for RPG Maker MZ version 1.3.0 and up where the Troops * tab has been updated to match the screen resolution settings found in * the System 2 Database tab. * *** Reposition Enemies > For MZ 1.3.0+? * **** Both of these plugin parameters need to be set to true in order for the * repositioning to work for MZ v1.3.0. * **** If the Core Script is below 1.3.0, this setting is ignored. This does * not take into account what version the editor is on. Pay attention to * that as the plugin will not auto adjust for it. * * Version 1.39: June 18, 2021 * * Bug Fixes! * ** Number Inputs should now work with the controller if keyboard Number * Input is enabled. Fix made by Olivia. * ** RPG Maker Bug: Termination Clear Effects * *** In RPG Maker MZ, requesting an animation while transitioning between * scenes, such as going from the map scene to the battle scene, can cause * crashes. This is because the animation queue does not take off * immediately and will likely register incorrect targets for the scene. * This plugin will forcefully clear any registered animations and balloon * effects when terminating a scene in order to prevent crashes. * * Documentation Update! * ** Help file updated for updated features. * * Feature Update! * ** Troop Name tags can now work with comment tags. * ** Troop Name tags can now work with comment tags. * *** Updates made by Irina. * * Version 1.38: June 11, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Command added by Irina and sponsored by Caz! * *** Picture: Show Icon * **** Shows an icon instead of a picture image. * **** The picture icon can be controlled like any other picture. * * Version 1.37: May 21, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Commands added by Arisu: * *** Switches: Randomize ID(s) * *** Switches: Randomize Range * *** Switches: Toggle ID(s) * *** Switches: Toggle Range * **** These Plugin Commands allow you to randomize the ON/OFF positions of * switches or toggle them so that they flip their ON/OFF status. * * Version 1.36: May 14, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Commands added by Irina: * *** Export: All Maps Text * *** Export: All Troops Text * *** Export: Current Map Text * *** Export: Current Troop Text * **** Play Test Only Plugin Commands. These Plugin Commands are used for * extracting all messages, show choices, comments, and scrolling text to * parse and export them as a TXT file. Useful for getting a game's script * to a voice actor or voice actress. * * Version 1.35: May 7, 2021 * * Documentation Update! * ** Added the following text to "Parameter Settings" Plugin Parameters for * extra clarity regarding Parameter Caps: * *** These settings DO NOT raise the editor's maximum values. If you want to * raise an enemy's maximum parameter value past their default cap, use the * associated notetag for them instead. * * Version 1.34: April 23, 2021 * * Bug Fixes! * ** For the vanilla Equip Status window, custom parameters with integer * values will now show up as integers and not percentiles. Fix by Olivia. * * Documentation Update! * ** Added clarity to the notetag for enemies. * *** This notetag does NOT work with X Parameters, S Parameters, or any * custom parameters. This notetag ONLY works with the base parameters. * * Version 1.33: April 9, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug: Window Skin Bleeding * *** Since the v1.2.0 update, Window.prototype._refreshBack's frame value has * been set from 96 to 95. This results in the window skin bleeding past * the window's intended borders. The Core Engine now reverts this change * to prevent the bleeding effect from happening. * * Feature Update! * ** "Encounter Rate Minimum" now has a valid minimum value of 1. Update made * by Olivia. * * Version 1.32: April 2, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Parameters added by Yanfly: * *** Plugin Parameters > QoL Settings > Battle Test > Add Item Type * *** Plugin Parameters > QoL Settings > Battle Test > Add Weapon Type * *** Plugin Parameters > QoL Settings > Battle Test > Add Armor Type * *** Plugin Parameters > QoL Settings > Battle Test > Added Quantity * **** By default, RPG Maker MZ only adds 99 of items and not weapons or armor * making it awkward for testing specific battle mechanics. These settings * allow you to add in custom amounts of items, weapons, and/or armors if * you so wish. * * Version 1.31: March 26, 2021 * * Feature Update! * ** Title screen buttons will now become fully opaque when hovered over them * instead of only when pressed. Update made by Yanfly. * * Version 1.30: March 19, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug: Invisible Battle Sprites * *** If you removed a party member during battle and added that exact party * member back into the same slot, their sprite would appear invisible. The * VisuStella Core Engine will fix this problem and prevent it from * happening. Fix made by Olivia. * * Compatibility Update * ** Added compatibility functionality for future plugins. * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** New Plugin Parameter added by Arisu: * *** Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset * **** When animations are mirrored, mirror their Offset X values, too. * ** New animation name tags added by Arisu: * *** and * **** If these text tags are placed in an animation's name, it will cause the * offset X value to be mirrored when the animation is mirrored or have it * ignored despite being mirrored. * * Version 1.29: March 12, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug: Interactable window client area does not conform to the * window's declared scale when the scale is anything but 1.0. This will now * be fixed through this plugin. Fix made by Olivia. * * Documentation Update! * ** Added documentation for new RPG Maker MZ bug fixes! * ** Help file updated for updated features. * * Feature Update! * ** Name Input should be more controller-friendly. If a controller is * connected upon entering the name change scene, it will use the default * manual-entry mode instead of the keyboard-entry mode. If a controller * button is pressed during the keyboard-entry mode, it will automatically * switch to the manual-entry mode. * ** This plugin does not provide support for controllers that are undetected * by RPG Maker MZ's default controller support. * ** This feature was already implemented since version 1.27 but wasn't * documented so here we are. Update made by Irina. * * Version 1.28: March 5, 2021 * * Bug Fixes! * ** RPG Maker MZ Bug: The arrows drawn by a window skin will no longer by * placed on a half pixel when a window's size is an odd number. This would * cause sprite tearing problems and look awful. Fix made by Irina. * * Documentation Update! * ** Added documentation for new RPG Maker MZ bug fixes! * * Version 1.27: February 26, 2021 * * Documentation Update! * ** Help file updated for new features. * ** Moved "Show Scrolling Text, additional functionality" section from Bug * Fixes to Major Changes as it was placed in the wrong section. * * New Features! * ** New Plugin Parameter added by Yanfly. * *** Plugin Parameters > Keyboard Input > Name Input > Banned Words * **** Insert words you don't want your players to use for character names. * * Version 1.26: February 19, 2021 * * Bug Fixes! * ** Certain Plugin Parameters no longer have settings that restrict them to * a maximum of 1. Fix made by Arisu. * * Feature Update! * ** Changed the default value for a New Game > Common Event upon Play Testing * to 0 to prevent confusion. Update made by Arisu. * * Version 1.25: February 5, 2021 * * Documentation Update! * ** Help file updated for new features. * * New Features! * ** Show Scrolling Text, additional functionality added by Arisu * *** The event command "Show Scrolling Text" now has additional functionality * as long as the VisuStella MZ Core Engine is installed. If the game dev * inserts "// Script Call" (without the quotes) inside the scrolling text, * then the entirity of the Show Scrolling Text event command will be ran * as a giant script call event command. * *** The reason why this functionality is added is because the "Script..." * event command contains only 12 lines maximum. This means for any script * call larger than 12 lines of code cannot be done by normal means as each * script call is ran as a separate instance. * *** By repurposing the "Show Scrolling Text" event command to be able to * function as an extended "Script..." event command, such a thing is now * possible with less hassle and more lines to code with. * *** This effect does not occur if the Show Scrolling Text event command does * not have "// Script Call" in its contents. * * Version 1.24: January 29, 2021 * * Documentation Update! * ** Plugin Parameters: Custom Parameters Settings added the following note: * *** For clarification, these settings do NOT create brand-new parameters for * you to use and add to your game nor are the bonuses supported by other * plugins in the VisuStella MZ library. These settings exist to function * as a bridge for non-VisuStella MZ plugins that have created their own * parameter values and to show them inside VisuStella menus. * * Feature Update! * ** Default JS Plugin Parameter for the Title Command: "Shutdown" now has a * note in it that reads: "Do NOT use this command with mobile devices or * browser games. All it does is cause the game to display a blank, black * canvas which the player is unable to do anything with. It does NOT force * close the browser tab nor the app." * *** This is also why this command is disabled by default for any non-NodeJS * client deployed game versions. * ** Disabled some bug fixes made by the Core Engine for the default RMMZ code * base since the 1.1.1 version now contains those very same fixes. * * Version 1.23: January 22, 2021 * * Optimization Update! * ** Plugin should run more optimized. * * Version 1.22: January 15, 2021 * * Documentation Update! * ** Added documentation for new RPG Maker MZ bug fixes! * * Bug Fixes! * ** RPG Maker MZ Bug: Sprite_Timer is added to the spriteset for the parent * scene, making it affected by any filers, zooms, and/or blurs, hindering * its readability. * * Version 1.21: January 8, 2021 * * Documentation Update! * ** Added documentation for new feature(s)! * * New Features! * ** New Plugin Parameters added by Arisu: * *** Plugin Parameters > Keyboard Input > Controls > WASD Movement * *** Plugin Parameters > Keyboard Input > Controls > R Button: Dash Toggle * * Version 1.20: January 1, 2021 * * Compatibility Update! * ** Added compatibility functionality for future plugins. * * Version 1.19: December 25, 2020 * * Documentation Update! * ** Added documentation for new feature(s) and feature updates! * * Bug Fixes! * ** Fixed typo inside of the comments inside the JS: Quick Functions. * * Feature Update! * ** Plugin Parameters > Color Settings > Outline Color is now renamed to * Font Outline. * * New Features! * ** New Plugin Parameters added by Shaz! * *** Plugin Parameters > Color Settings > Gauge Number Outline * * Version 1.18: December 18, 2020 * * Bug Fixes! * ** Compatible string text from the Items and Equips Core will no longer * register MaxHP and MaxMP as percentile values for the info window. * ** RPG Maker MZ Bug: Gamepads no longer go rapidfire after a cleared input. * There is now a period of delay for gamepads after an input clear. * ** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no * longer be overwritten by party-based usability for battle. Fix by Yanfly. * ** RPG Maker MV animations will no longer crash for unplayable sound * effects. Fix made by Yanfly. * * Compatibility Update! * ** Plugins should be more compatible with one another. * * Documentation Update! * ** Added documentation for new feature(s)! * ** Added documentation for new RPG Maker MZ bug fixes! * * New Features! * ** New Plugin Parameters added by Yanfly! * *** Plugin Parameters > Button Assist > Key: Shift * *** Plugin Parameters > Button Assist > Key: Tab * **** These let you assign text codes to the Shift and Tab buttons for the * Button Assist windows. * *** Plugin Parameters > QoL Settings > Misc > NewGame > CommonEvent * **** For an all version (including non-play test) common event to start new * games with. * * Version 1.17: December 11, 2020 * * Compatibility Update! * ** Added compatibility functionality for future plugins. * * Version 1.16: December 4, 2020 * * Compatibility Update! * ** Plugins should be more compatible with one another. * * Documentation Update! * ** Added documentation for new feature(s)! * * Feature Update! * ** Button Assist Window for the change name scene will now default to "Tab" * for switching between both modes. Update made by Yanfly. * * New Features! * ** New Plugin Parameter added by Yanfly: * *** Plugin Parameters > Keyboard Input > Default Mode * **** Select default mode when entering the scene. * * Version 1.15: November 29, 2020 * * Bug Fixes! * ** Pressing "Enter" in the change name scene while the actor's name is * completely empty will no longer result in endless buzzer sounds. Fix made * by Arisu. * * Documentation Update! * ** Added documentation for new feature(s)! * * Feature Update! * ** For the name change scene, the "Tab" key now also lets the user switch * between the two modes. Update made by Yanfly. * * New Features! * ** Two new plugin parameters added to Keyboard Input: * *** "Switch To Keyboard" and "Switch To Manual" * **** These determine the text used for the button assist window when * switching between the two modes. Update made by Yanfly. * **** Button Assist window now takes into consideration for these texts. * * Optimization Update! * ** Plugin should run more optimized. * * Version 1.14: November 22, 2020 * * Documentation Update! * ** Added documentation for new feature(s)! * * New Features! * ** New Plugin Command added by Yanfly! * *** System: Load Images * **** Allows you to (pre) load up images ahead of time. * * Version 1.13: November 15, 2020 * * Optimization Update! * ** Plugin should run more optimized. * * Version 1.12: November 8, 2020 * * Compatibility Update! * ** Plugins should be more compatible with one another. * * Documentation Update! * ** Added documentation for new feature(s)! * * Feature Update! * ** Screen Shake Plugin Parameters and JS: Quick Function Plugin Parameters * have been taken off experimental status. * * New Features! * ** New plugin parameters added by Arisu. * *** Plugin Parameters > Keyboard Input * **** Settings for the game that utilize keyboard input. These are primarily * for the name input scene (Scene_Name) and the number input event * command. These settings have only been tested on English keyboards and * may or may not be compatible with other languages, so please disable * these features if they do not fit in with your game. * * Version 1.11: November 1, 2020 * * Compatibility Update! * ** Plugins should be more compatible with one another. * * Feature Update! * ** Bitmap smoothing now takes into consideration for rounding coordinates. * Update made by Irina. * * Version 1.10: October 25, 2020 * * Feature Update! * ** Sprite animation location now adjusts position relative to the sprite's * scale, too. Update made by Arisu. * * Version 1.09: October 18, 2020 * * Bug Fixes! * ** RPG Maker MZ Bug: Auto Battle Lock Up. Fixed by Yanfly. * *** If an auto battle Actor fights against an enemy whose DEF/MDF is too * high, they will not use any actions at all. This can cause potential * game freezing and softlocks. This plugin will change that and have them * default to a regular Attack. * * Compatibility Update! * ** Plugins should be more compatible with one another. * * Version 1.08: October 11, 2020 * * Feature Update! * ** Altered sprite bitmaps via the various draw functions will now be marked * as modified and will automatically purge themselves from graphical memory * upon a sprite's removal to free up more resources. Change made by Yanfly. * ** Picture Sprite Origin anchors are now tied to the Game_Picture show and * move commands instead of the Game_Interpretter commands. Change by Arisu. * * Version 1.07: October 4, 2020 * * Documentation Update! * ** New documentation added for the new Plugin Parameter category: * "Custom Parameters". * * New Features! * ** New Plugin Parameter "Custom Parameters" added by Yanfly. * *** Create custom parameters for your game! These will appear in * VisuStella MZ menus. * * Version 1.06: September 27, 2020 * * Bug Fixes! * ** Battler evasion pose can now occur if there is a miss. These were made * separate in RPG Maker MZ and misses didn't enable the evasion pose. Fix * made by Olivia. * * New Features! * ** New notetags for Maps and name tags for Troops added by Yanfly! * *** , to change the battle view for that specific map, * or troop regardless of what other settings are. * *** , , to change the battle system for that * specific map or troop regardless of what other settings are. * * Version 1.05: September 20, 2020 * * Bug Fixes! * ** notetag for enemies is now fixed! Fix made by Arisu. * * Documentation Update! * ** Documentation added for the new "System: Battle System Change" Plugin * Command and removed the old "System: Set Time Progress Battle". * * Feature Update! * ** The Plugin Command "System: Set Time Progress Battle" has been replaced * with "System: Battle System Change" instead. This is to accommodate * future plugins that allow for different battle systems. Added by Yanfly. * *** If you have previously used "System: Set Time Progress Battle", please * replace them. We apologize for the inconvenience. * * New Features! * ** In the Core Engine's plugin parameters, you can now set the Battle System * used. This will default to whatever is the game database's setting. This * feature is used for the future when new battle systems are made. Feature * added by Yanfly. * * Version 1.04: September 13, 2020 * * Documentation Update! * ** Added new documentation for the "Title Command List" and Title Picture * Buttons" plugin parameters. They now have a dedicated section each. * * Feature Updates! * ** Moved the "Title Command List" and "Title Picture Buttons" parameters * from the Menu Layout > Title settings. They were far too hidden away and * users had a hard time finding them. Update made by Yanfly. * *** Users who have customized these settings before will need to readjust * them again. We apologize for the inconvenience. * * Version 1.03: September 6, 2020 * * Bug Fixes! * ** Having QoL > Modern Controls disabled (why would you) used to prevent the * down button from working. It works again. Fix made by Yanfly. * * New Feature! * ** Plugin default settings now come with a "Game End" option on the title * screen. For those updating from version 1.02 or order, you can add this * in by opening the Core Engine > Plugin Parameters > Menu Layout Settings * > press "delete" on Scene_Title > open it up, then the new settings will * fill in automatically. * * New Experimental Feature Added: * ** Screen Shake Settings added to the Plugin Parameters. * *** Screen Shake: Custom Plugin Command added! * *** Credit to Aries of Sheratan, who gave us permission to use her formula. * *** We'll be expanding on more screen shaking options in the future. * * Optimization Update * ** Digit Grouping now works more efficiently. * * Version 1.02: August 30, 2020 * * New Feature! * ** New Plugin Command: "Picture: Erase All". Added by Olivia. * *** Erases all pictures on the screen because it's extremely tedious to do * it one by one. * ** New Plugin Command: "Picture: Erase Range" * *** Erases all pictures within a range of numbers because it's extremely * tedious to do it one by one. * * Optimization Update * ** Added a more accurate means of parsing numbers for Digit Grouping. * ** Window_Base.prototype.textSizeEx now stores data to a cache. * * Documentation Update * ** Added a section to Major Changes: New Hard-Coded Features on * Digit Grouping and explaining its intricacies. * ** Added a note to Plugin Parameters > UI > Reposition Actors to ignore the * setting if using the Battle Core. * * Version 1.01: August 23, 2020 * * Bug Fixes! * ** Digit grouping fixed to allow text codes to detect values larger than * 1000. Fix made by Olivia and Yanfly. * ** Param Plus, Rate, Flat notetags fixed. Fix made by Yanfly. * * New Experimental Feature Added: * ** JS: Quick Functions found in the Plugin Parameters * * Version 1.00: August 20, 2020 * * Finished Plugin! * * ============================================================================ * End of Helpfile * ============================================================================ * * @ -------------------------------------------------------------------------- * * @command Separator_Animation * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command AnimationPoint * @text Animation: Play at Coordinate * @desc Plays an animation on the screen at a specific x, y * coordinate even if there is no sprite attached. * * @arg AnimationID:num * @text Animation ID * @parent Animation * @type animation * @desc Plays this animation. * @default 1 * * @arg Coordinates * * @arg pointX:eval * @text X * @parent Coordinates * @desc X coordinate used for the animation. * You may use JavaScript code. * @default Graphics.width / 2 * * @arg pointY:eval * @text Y * @parent Coordinates * @desc Y coordinate used for the animation. * You may use JavaScript code. * @default Graphics.height / 2 * * @arg Mirror:eval * @text Mirror Animation? * @parent Animation * @type boolean * @on Mirror * @off Normal * @desc Mirror the animation? * @default false * * @arg Mute:eval * @text Mute Animation? * @parent Animation * @type boolean * @on Mute * @off Normal * @desc Mute the animation? * @default false * * @ -------------------------------------------------------------------------- * * @command Separator_Export * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command ExportAllMapText * @text Export: All Maps Text * @desc PLAY TEST ONLY. Exports all of the text from all maps, * their events, event pages, and any associated Common Events. * * @ -------------------------------------------------------------------------- * * @command ExportAllTroopText * @text Export: All Troops Text * @desc PLAY TEST ONLY. Exports all of the text from all troops, * their event pages, and any associated Common Events. * * @ -------------------------------------------------------------------------- * * @command ExportCurMapText * @text Export: Current Map Text * @desc PLAY TEST ONLY. Exports all of the text on the current map, * its events, the event pages, and any associated Common Events. * * @ -------------------------------------------------------------------------- * * @command ExportCurTroopText * @text Export: Current Troop Text * @desc PLAY TEST ONLY. Exports all of the text on the current troop, * the troop's event pages, and any associated Common Events. * * @ -------------------------------------------------------------------------- * * @command Separator_Game * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command OpenURL * @text Game: Open URL * @desc Opens a website URL from the game. * * @arg URL:str * @text URL * @desc Where do you want to take the player? * @default https://www.google.com/ * * @ -------------------------------------------------------------------------- * * @command Separator_Gold * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command GoldChange * @text Gold: Gain/Lose * @desc Allows you to give/take more gold than the event editor limit. * * @arg value:eval * @text Value * @desc How much gold should the player gain/lose? * Use negative values to remove gold. You may use JS. * @default 0 * * @ -------------------------------------------------------------------------- * * @command Separator_Map * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command MapOnceParallel * @text Map: Once Parallel * @desc Plays a Common Event parallel to the event once without * repeating itself when done. Map only! * * @arg CommonEventID:num * @text Common Event ID * @type common_event * @desc The ID of the parallel Common Event to play. * Does NOT repeat itself when finished. * @default 1 * * @ -------------------------------------------------------------------------- * * @command Separator_Picture * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command PictureCoordinatesMode * @text Picture: Coordinates Mode * @desc Play Test Mode only! Gets the coordinates of a specific * picture as you move it across the screen. * * @arg PictureID:num * @text Picture ID * @type number * @min 1 * @max 100 * @desc The ID of the pictures to track the coordinates of. * @default 1 * * @ -------------------------------------------------------------------------- * * @command PictureEasingType * @text Picture: Easing Type * @desc Changes the easing type to a number of options. * * @arg pictureId:num * @text Picture ID * @type number * @min 1 * @max 100 * @desc Which picture do you wish to apply this easing to? * @default 1 * * @arg easingType:str * @text Easing Type * @type combo * @option Linear * @option InSine * @option OutSine * @option InOutSine * @option InQuad * @option OutQuad * @option InOutQuad * @option InCubic * @option OutCubic * @option InOutCubic * @option InQuart * @option OutQuart * @option InOutQuart * @option InQuint * @option OutQuint * @option InOutQuint * @option InExpo * @option OutExpo * @option InOutExpo * @option InCirc * @option OutCirc * @option InOutCirc * @option InBack * @option OutBack * @option InOutBack * @option InElastic * @option OutElastic * @option InOutElastic * @option InBounce * @option OutBounce * @option InOutBounce * @desc Select which easing type you wish to apply. * @default Linear * * @arg LineBreak * @text ------------------------ * @default -------------------------------- * * @arg Instructions1 * @text Instructions * @default Insert this Plugin Command after * * @arg Instructions2 * @text - * @default a "Move Picture" event command. * * @arg Instructions3 * @text - * @default Turn off "Wait for Completion" * * @arg Instructions4 * @text - * @default in the "Move Picture" event. * * @arg Instructions5 * @text - * @default You may have to add in your own * * @arg Instructions6 * @text - * @default "Wait" event command after. * * @ -------------------------------------------------------------------------- * * @command PictureEraseAll * @text Picture: Erase All * @desc Erases all pictures on the screen because it's extremely * tedious to do it one by one. * * @ -------------------------------------------------------------------------- * * @command PictureEraseRange * @text Picture: Erase Range * @desc Erases all pictures within a range of numbers because it's * extremely tedious to do it one by one. * * @arg StartID:num * @text Starting ID * @type number * @min 1 * @max 100 * @desc The starting ID of the pictures to erase. * @default 1 * * @arg EndingID:num * @text Ending ID * @type number * @min 1 * @max 100 * @desc The ending ID of the pictures to erase. * @default 100 * * @ -------------------------------------------------------------------------- * * @command PictureShowIcon * @text Picture: Show Icon * @desc Shows an icon instead of a picture image. * The picture icon can be controlled like any other picture. * * @arg General * * @arg PictureID:eval * @text Picture ID Number * @parent General * @desc What is the ID of the picture you wish to show at? Use a * number between 1 and 100. You may use JavaScript code. * @default 1 * * @arg IconIndex:eval * @text Icon Index * @parent General * @desc Select the icon index to use for this picture. * You may use JavaScript code. * @default 23 * * @arg Smooth:eval * @text Smooth Icon? * @parent General * @type boolean * @on Smooth * @off Pixelate * @desc This will make the icon smoothed out or pixelated. * @default false * * @arg PictureSettings * @text Picture Settings * * @arg Settings:struct * @text Settings * @parent PictureSettings * @type struct * @desc Alter the settings for how the picture will be shown. * @default {"Position":"","Origin:num":"0","PositionX:eval":"0","PositionY:eval":"0","Scale":"","ScaleX:eval":"100","ScaleY:eval":"100","Blend":"","Opacity:eval":"255","BlendMode:num":"0"} * * @ -------------------------------------------------------------------------- * * @command Separator_ScreenShake * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command ScreenShake * @text Screen Shake: Custom * @desc Creates a custom screen shake effect and also sets * the following uses of screen shake to this style. * * @arg Type:str * @text Shake Style * @type select * @option Original * @value original * @option Random * @value random * @option Horizontal * @value horizontal * @option Vertical * @value vertical * @desc Select shake style type. * @default random * * @arg Power:num * @text Power * @type number * @min 1 * @max 9 * @desc Power level for screen shake. * @default 5 * * @arg Speed:num * @text Speed * @type number * @min 1 * @max 9 * @desc Speed level for screen shake. * @default 5 * * @arg Duration:eval * @text Duration * @desc Duration of screenshake. * You can use code as well. * @default 60 * * @arg Wait:eval * @text Wait for Completion * @parent Duration:eval * @type boolean * @on Wait * @off Don't Wait * @desc Wait until completion before moving onto the next event? * @default true * * @ -------------------------------------------------------------------------- * * @command Separator_Switch * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command SwitchRandomizeOne * @text Switches: Randomize ID(s) * @desc Select specific Switch ID's to randomize ON/OFF. * * @arg IDs:arraynum * @text Switch ID(s) * @type switch[] * @desc Select which Switch ID(s) to toggle. * @default ["1"] * * @arg Chance:num * @text Chance for ON * @type number * @min 1 * @max 100 * @desc Chance out of 100 that determines the switches to be ON. * @default 50 * * @ -------------------------------------------------------------------------- * * @command SwitchRandomizeRange * @text Switches: Randomize Range * @desc Select specific Switch ID Range to randomize ON/OFF. * The ratio determines the ON/OFF distribution. * * @arg StartID:num * @text Starting ID * @type switch * @desc The starting ID of the Switch to toggle. * @default 1 * * @arg EndingID:num * @text Ending ID * @type switch * @desc The ending ID of the Switch to toggle. * @default 20 * * @arg Chance:num * @text Chance for ON * @type number * @min 1 * @max 100 * @desc Chance out of 100 that determines the switches to be ON. * @default 50 * * @ -------------------------------------------------------------------------- * * @command SwitchToggleOne * @text Switches: Toggle ID(s) * @desc Select specific Switch ID's to toggle ON/OFF. * ON becomes OFF. OFF becomes ON. * * @arg IDs:arraynum * @text Switch ID(s) * @type switch[] * @desc Select which Switch ID(s) to toggle. * @default ["1"] * * @ -------------------------------------------------------------------------- * * @command SwitchToggleRange * @text Switches: Toggle Range * @desc Select specific Switch ID Range to toggle ON/OFF. * ON becomes OFF. OFF becomes ON. * * @arg StartID:num * @text Starting ID * @type switch * @desc The starting ID of the Switch to toggle. * @default 1 * * @arg EndingID:num * @text Ending ID * @type switch * @desc The ending ID of the Switch to toggle. * @default 20 * * @ -------------------------------------------------------------------------- * * @command Separator_System * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @command SystemSetBattleSystem * @text System: Battle System Change * @desc Switch to a different battle system in-game. * Some battle systems REQUIRE their specific plugins! * * @arg option:str * @text Change To * @type select * @option Database Default (Use game database setting) * @value database * @option - * @value database * @option DTB: Default Turn Battle * @value dtb * @option TPB Active: Time Progress Battle (Active) * @value tpb active * @option TPB Wait: Time Progress Battle (Wait) * @value tpb wait * @option - * @value database * @option BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB) * @value btb * @option CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB) * @value ctb * @option ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB) * @value etb * @option FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB) * @value ftb * @option OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB) * @value otb * @option PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB) * @value ptb * @option STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB) * @value stb * @desc Choose which battle system to switch to. * @default database * * @ -------------------------------------------------------------------------- * * @command SystemLoadImages * @text System: Load Images * @desc Allows you to (pre) load up images ahead of time. * * @arg animations:arraystr * @text img/animations/ * @type file[] * @dir img/animations/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg battlebacks1:arraystr * @text img/battlebacks1/ * @type file[] * @dir img/battlebacks1/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg battlebacks2:arraystr * @text img/battlebacks2/ * @type file[] * @dir img/battlebacks2/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg characters:arraystr * @text img/characters/ * @type file[] * @dir img/characters/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg enemies:arraystr * @text img/enemies/ * @type file[] * @dir img/enemies/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg faces:arraystr * @text img/faces/ * @type file[] * @dir img/faces/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg parallaxes:arraystr * @text img/parallaxes/ * @type file[] * @dir img/parallaxes/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg pictures:arraystr * @text img/pictures/ * @type file[] * @dir img/pictures/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg sv_actors:arraystr * @text img/sv_actors/ * @type file[] * @dir img/sv_actors/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg sv_enemies:arraystr * @text img/sv_enemies/ * @type file[] * @dir img/sv_enemies/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg system:arraystr * @text img/system/ * @type file[] * @dir img/system/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg tilesets:arraystr * @text img/tilesets/ * @type file[] * @dir img/tilesets/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg titles1:arraystr * @text img/titles1/ * @type file[] * @dir img/titles1/ * @desc Which files do you wish to load from this directory? * @default [] * * @arg titles2:arraystr * @text img/titles2/ * @type file[] * @dir img/titles2/ * @desc Which files do you wish to load from this directory? * @default [] * * @ -------------------------------------------------------------------------- * * @command SystemSetFontSize * @text System: Main Font Size * @desc Set the game's main font size. * * @arg option:num * @text Change To * @type number * @min 1 * @desc Change the font size to this number. * @default 26 * * @ -------------------------------------------------------------------------- * * @command SystemSetSideView * @text System: Side View Battle * @desc Switch between Front View or Side View for battle. * * @arg option:str * @text Change To * @type select * @option Front View * @value Front View * @option Side View * @value Side View * @option Toggle * @value Toggle * @desc Choose which view type to switch to. * @default Toggle * * @ -------------------------------------------------------------------------- * * @command SystemSetWindowPadding * @text System: Window Padding * @desc Change the game's window padding amount. * * @arg option:num * @text Change To * @type number * @min 1 * @desc Change the game's standard window padding to this value. * Default: 12 * @default 12 * * @ -------------------------------------------------------------------------- * * @command Separator_End * @text - * @desc - * * @ -------------------------------------------------------------------------- * * @ ========================================================================== * @ Plugin Parameters * @ ========================================================================== * * @param BreakHead * @text -------------------------- * @default ---------------------------------- * * @param CoreEngine * @default Plugin Parameters * @param ATTENTION * @default READ THE HELP FILE * * @param BreakSettings * @text -------------------------- * @default ---------------------------------- * * @param QoL:struct * @text Quality of Life Settings * @type struct * @desc Quality of Life settings for both developers and players. * @default {"PlayTest":"","NewGameBoot:eval":"false","ForceNoPlayTest:eval":"false","OpenConsole:eval":"true","F6key:eval":"true","F7key:eval":"true","NewGameCommonEvent:num":"0","DigitGrouping":"","DigitGroupingStandardText:eval":"true","DigitGroupingExText:eval":"true","DigitGroupingDamageSprites:eval":"true","DigitGroupingGaugeSprites:eval":"true","DigitGroupingLocale:str":"en-US","PlayerBenefit":"","EncounterRateMinimum:num":"10","EscapeAlways:eval":"true","ImprovedAccuracySystem:eval":"true","AccuracyBoost:eval":"true","LevelUpFullHp:eval":"true","LevelUpFullMp:eval":"true","Misc":"","AntiZoomPictures:eval":"true","AutoStretch:str":"stretch","FontShadows:eval":"false","FontSmoothing:eval":"true","KeyItemProtect:eval":"true","ModernControls:eval":"true","NoTileShadows:eval":"true","PixelateImageRendering:eval":"false","RequireFocus:eval":"true","SmartEventCollisionPriority:eval":"true"} * * @param BattleSystem:str * @text Battle System * @type select * @option Database Default (Use game database setting) * @value database * @option - * @value database * @option DTB: Default Turn Battle * @value dtb * @option TPB Active: Time Progress Battle (Active) * @value tpb active * @option TPB wait: Time Progress Battle (Wait) * @value tpb wait * @option - * @value database * @option BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB) * @value btb * @option CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB) * @value ctb * @option ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB) * @value etb * @option FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB) * @value ftb * @option OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB) * @value otb * @option PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB) * @value ptb * @option STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB) * @value stb * @desc Choose which battle system to use for your game. * Some battle systems REQUIRE their specific plugins! * @default database * * @param Color:struct * @text Color Settings * @type struct * @desc Change the colors used for in-game text. * @default {"BasicColors":"","ColorNormal:str":"0","ColorSystem:str":"16","ColorCrisis:str":"17","ColorDeath:str":"18","ColorGaugeBack:str":"19","ColorHPGauge1:str":"20","ColorHPGauge2:str":"21","ColorMPGauge1:str":"22","ColorMPGauge2:str":"23","ColorMPCost:str":"23","ColorPowerUp:str":"24","ColorPowerDown:str":"25","ColorCTGauge1:str":"26","ColorCTGauge2:str":"27","ColorTPGauge1:str":"28","ColorTPGauge2:str":"29","ColorTPCost:str":"29","ColorPending:str":"#2a847d","ColorExpGauge1:str":"30","ColorExpGauge2:str":"31","ColorMaxLvGauge1:str":"14","ColorMaxLvGauge2:str":"6","AlphaColors":"","OutlineColor:str":"rgba(0, 0, 0, 0.6)","DimColor1:str":"rgba(0, 0, 0, 0.6)","DimColor2:str":"rgba(0, 0, 0, 0)","ItemBackColor1:str":"rgba(32, 32, 32, 0.5)","ItemBackColor2:str":"rgba(0, 0, 0, 0.5)","ConditionalColors":"","ActorHPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If the actor is dead, return death color.\\n} else if (actor.isDead()) {\\n return this.deathColor();\\n\\n// If the actor is dying, return crisis color.\\n} else if (actor.isDying()) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ActorMPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If MP rate is below 25%, return crisis color.\\n} else if (actor.mpRate() < 0.25) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ActorTPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If TP rate is below 25%, return crisis color.\\n} else if (actor.tpRate() < 0.25) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ParamChange:func":"\"// Set the variables used in this function.\\nlet change = arguments[0];\\n\\n// If a positive change, use power up color.\\nif (change > 0) {\\n return this.powerUpColor();\\n\\n// If a negative change, use power down color.\\n} else if (change < 0) {\\n return this.powerDownColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","DamageColor:func":"\"// Set the variables used in this function.\\nlet colorType = arguments[0];\\n\\n// Check the value of the color type\\n// and return an appropriate color.\\nswitch (colorType) {\\n\\n case 0: // HP damage\\n return \\\"#ffffff\\\";\\n\\n case 1: // HP recover\\n return \\\"#b9ffb5\\\";\\n\\n case 2: // MP damage\\n return \\\"#bb88bb\\\";\\n\\n case 3: // MP recover\\n return \\\"#80b0ff\\\";\\n\\n default:\\n return \\\"#808080\\\";\\n}\""} * * @param Gold:struct * @text Gold Settings * @type struct * @desc Change up how gold operates and is displayed in-game. * @default {"GoldMax:num":"999999999","GoldFontSize:num":"24","GoldIcon:num":"314","GoldOverlap:str":"A Lot","ItemStyle:eval":"true"} * * @param ImgLoad:struct * @text Image Loading * @type struct * @desc Game images that will be loaded upon booting up the game. * Use this responsibly!!! * @default {"animations:arraystr":"[]","battlebacks1:arraystr":"[]","battlebacks2:arraystr":"[]","characters:arraystr":"[]","enemies:arraystr":"[]","faces:arraystr":"[]","parallaxes:arraystr":"[]","pictures:arraystr":"[]","sv_actors:arraystr":"[]","sv_enemies:arraystr":"[]","system:arraystr":"[\"Balloon\",\"IconSet\"]","tilesets:arraystr":"[]","titles1:arraystr":"[]","titles2:arraystr":"[]"} * * @param KeyboardInput:struct * @text Keyboard Input * @type struct * @desc Settings for the game that utilize keyboard input. * @default {"Controls":"","WASD:eval":"false","DashToggleR:eval":"false","NameInput":"","EnableNameInput:eval":"true","DefaultMode:str":"keyboard","QwertyLayout:eval":"true","NameInputMessage:eval":"\"Type in this character's name.\\nPress \\\\c[5]ENTER\\\\c[0] when you're done.\\n\\n-or-\\n\\nPress \\\\c[5]arrow keys\\\\c[0]/\\\\c[5]TAB\\\\c[0] to switch\\nto manual character entry.\\n\\nPress \\\\c[5]ESC\\\\c[0]/\\\\c[5]TAB\\\\c[0] to use to keyboard.\"","NumberInput":"","EnableNumberInput:eval":"true","ButtonAssist":"","Keyboard:str":"Keyboard","Manual:str":"Manual"} * * @param MenuBg:struct * @text Menu Background Settings * @type struct * @desc Change how menu backgrounds look for each scene. * @default {"Scene_Menu:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Item:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Skill:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Equip:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Status:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Options:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Save:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Load:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_GameEnd:struct":"{\"SnapshotOpacity:num\":\"128\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Shop:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Name:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Unlisted:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}"} * * @param ButtonAssist:struct * @text Menu Button Assist Window * @type struct * @desc Settings pertaining to the Button Assist window found in in-game menus. * @default {"General":"","Enable:eval":"true","Location:str":"bottom","BgType:num":"0","Text":"","TextFmt:str":"%1:%2","MultiKeyFmt:str":"%1/%2","OkText:str":"Select","CancelText:str":"Back","SwitchActorText:str":"Switch Ally","Keys":"","KeyUnlisted:str":"\\}❪%1❫\\{","KeyUP:str":"^","KeyDOWN:str":"v","KeyLEFT:str":"<<","KeyRIGHT:str":">>","KeySHIFT:str":"\\}❪SHIFT❫\\{","KeyTAB:str":"\\}❪TAB❫\\{","KeyA:str":"A","KeyB:str":"B","KeyC:str":"C","KeyD:str":"D","KeyE:str":"E","KeyF:str":"F","KeyG:str":"G","KeyH:str":"H","KeyI:str":"I","KeyJ:str":"J","KeyK:str":"K","KeyL:str":"L","KeyM:str":"M","KeyN:str":"N","KeyO:str":"O","KeyP:str":"P","KeyQ:str":"Q","KeyR:str":"R","KeyS:str":"S","KeyT:str":"T","KeyU:str":"U","KeyV:str":"V","KeyW:str":"W","KeyX:str":"X","KeyY:str":"Y","KeyZ:str":"Z"} * * @param MenuLayout:struct * @text Menu Layout Settings * @type struct * @desc Change how menu layouts look for each scene. * @default {"Title:struct":"{\"TitleScreen\":\"\",\"DocumentTitleFmt:str\":\"%1: %2 - Version %3\",\"Subtitle:str\":\"Subtitle\",\"Version:str\":\"0.00\",\"drawGameTitle:func\":\"\\\"const x = 20;\\\\nconst y = Graphics.height / 4;\\\\nconst maxWidth = Graphics.width - x * 2;\\\\nconst text = $dataSystem.gameTitle;\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 8;\\\\nbitmap.fontSize = 72;\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\"center\\\\\\\");\\\"\",\"drawGameSubtitle:func\":\"\\\"const x = 20;\\\\nconst y = Graphics.height / 4 + 72;\\\\nconst maxWidth = Graphics.width - x * 2;\\\\nconst text = Scene_Title.subtitle;\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 6;\\\\nbitmap.fontSize = 48;\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\"center\\\\\\\");\\\"\",\"drawGameVersion:func\":\"\\\"const bitmap = this._gameTitleSprite.bitmap;\\\\nconst x = 0;\\\\nconst y = Graphics.height - 20;\\\\nconst width = Math.round(Graphics.width / 4);\\\\nconst height = 20;\\\\nconst c1 = ColorManager.dimColor1();\\\\nconst c2 = ColorManager.dimColor2();\\\\nconst text = 'Version ' + Scene_Title.version;\\\\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 3;\\\\nbitmap.fontSize = 16;\\\\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \\\\\\\"left\\\\\\\");\\\"\",\"CommandRect:func\":\"\\\"const offsetX = $dataSystem.titleCommandWindow.offsetX;\\\\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\\\\nconst rows = this.commandWindowRows();\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\\\\nconst y = Graphics.boxHeight - height - 96 + offsetY;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ButtonFadeSpeed:num\":\"4\"}","MainMenu:struct":"{\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const width = this.mainCommandWidth();\\\\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"GoldWindow\":\"\",\"GoldBgType:num\":\"0\",\"GoldRect:func\":\"\\\"const rows = 1;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaBottom() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\nconst height = this.mainAreaHeight();\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","ItemMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CategoryWindow\":\"\",\"CategoryBgType:num\":\"0\",\"CategoryRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"const x = 0;\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaBottom() - y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ActorWindow\":\"\",\"ActorBgType:num\":\"0\",\"ActorRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","SkillMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SkillTypeWindow\":\"\",\"SkillTypeBgType:num\":\"0\",\"SkillTypeRect:func\":\"\\\"const rows = 3;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\nconst height = this._skillTypeWindow.height;\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"const x = 0;\\\\nconst y = this._statusWindow.y + this._statusWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._statusWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ActorWindow\":\"\",\"ActorBgType:num\":\"0\",\"ActorRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","EquipMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = this.statusWidth();\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const x = this.statusWidth();\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SlotWindow\":\"\",\"SlotBgType:num\":\"0\",\"SlotRect:func\":\"\\\"const commandWindowRect = this.commandWindowRect();\\\\nconst x = this.statusWidth();\\\\nconst y = commandWindowRect.y + commandWindowRect.height;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this.mainAreaHeight() - commandWindowRect.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"return this.slotWindowRect();\\\"\"}","StatusMenu:struct":"{\"ProfileWindow\":\"\",\"ProfileBgType:num\":\"0\",\"ProfileRect:func\":\"\\\"const width = Graphics.boxWidth;\\\\nconst height = this.profileHeight();\\\\nconst x = 0;\\\\nconst y = this.mainAreaBottom() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.statusParamsWindowRect().y - y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusParamsWindow\":\"\",\"StatusParamsBgType:num\":\"0\",\"StatusParamsRect:func\":\"\\\"const width = this.statusParamsWidth();\\\\nconst height = this.statusParamsHeight();\\\\nconst x = 0;\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusEquipWindow\":\"\",\"StatusEquipBgType:num\":\"0\",\"StatusEquipRect:func\":\"\\\"const width = Graphics.boxWidth - this.statusParamsWidth();\\\\nconst height = this.statusParamsHeight();\\\\nconst x = this.statusParamsWidth();\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","OptionsMenu:struct":"{\"OptionsWindow\":\"\",\"OptionsBgType:num\":\"0\",\"OptionsRect:func\":\"\\\"const n = Math.min(this.maxCommands(), this.maxVisibleCommands());\\\\nconst width = 400;\\\\nconst height = this.calcWindowHeight(n, true);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","SaveMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, false);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ListWindow\":\"\",\"ListBgType:num\":\"0\",\"ListRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","LoadMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, false);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ListWindow\":\"\",\"ListBgType:num\":\"0\",\"ListRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","GameEnd:struct":"{\"CommandList:arraystruct\":\"[\\\"{\\\\\\\"Symbol:str\\\\\\\":\\\\\\\"toTitle\\\\\\\",\\\\\\\"TextStr:str\\\\\\\":\\\\\\\"Untitled\\\\\\\",\\\\\\\"TextJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return TextManager.toTitle;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ShowJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"EnableJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ExtJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CallHandlerJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"SceneManager._scene.commandToTitle();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Symbol:str\\\\\\\":\\\\\\\"cancel\\\\\\\",\\\\\\\"TextStr:str\\\\\\\":\\\\\\\"Untitled\\\\\\\",\\\\\\\"TextJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return TextManager.cancel;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ShowJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"EnableJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ExtJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CallHandlerJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"SceneManager._scene.popScene();\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const rows = 2;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","ShopMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const wx = 0;\\\\nconst wy = this.helpAreaTop();\\\\nconst ww = Graphics.boxWidth;\\\\nconst wh = this.helpAreaHeight();\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\"\",\"GoldWindow\":\"\",\"GoldBgType:num\":\"0\",\"GoldRect:func\":\"\\\"const rows = 1;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = this._goldWindow.x;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"DummyWindow\":\"\",\"DummyBgType:num\":\"0\",\"DummyRect:func\":\"\\\"const x = 0;\\\\nconst y = this._commandWindow.y + this._commandWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._commandWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"NumberWindow\":\"\",\"NumberBgType:num\":\"0\",\"NumberRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nconst x = Graphics.boxWidth - width;\\\\nconst y = this._dummyWindow.y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"BuyWindow\":\"\",\"BuyBgType:num\":\"0\",\"BuyRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CategoryWindow\":\"\",\"CategoryBgType:num\":\"0\",\"CategoryRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SellWindow\":\"\",\"SellBgType:num\":\"0\",\"SellRect:func\":\"\\\"const x = 0;\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height =\\\\n this.mainAreaHeight() -\\\\n this._commandWindow.height -\\\\n this._categoryWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","NameMenu:struct":"{\"EditWindow\":\"\",\"EditBgType:num\":\"0\",\"EditRect:func\":\"\\\"const rows = 9;\\\\nconst inputWindowHeight = this.calcWindowHeight(rows, true);\\\\nconst padding = $gameSystem.windowPadding();\\\\nconst width = 600;\\\\nconst height = Math.min(ImageManager.faceHeight + padding * 2, this.mainAreaHeight() - inputWindowHeight);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (this.mainAreaHeight() - (height + inputWindowHeight)) / 2 + this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"InputWindow\":\"\",\"InputBgType:num\":\"0\",\"InputRect:func\":\"\\\"const x = this._editWindow.x;\\\\nconst y = this._editWindow.y + this._editWindow.height;\\\\nconst rows = 9;\\\\nconst width = this._editWindow.width;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}"} * * @param Param:struct * @text Parameter Settings * @type struct * @desc Change up the limits of parameters and how they're calculated. * @default {"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"} * * @param CustomParam:arraystruct * @text Custom Parameters * @parent Param:struct * @type struct[] * @desc Create custom parameters for your game! * These will appear in VisuStella MZ menus. * @default ["{\"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);\\\"\"}"] * * @param ScreenResolution:struct * @text Screen Resolution Settings * @type struct * @desc Alter various properties to make the game look better for varying screen resolutions. * @default {"Troops":"","RepositionActors:eval":"true","RepositionEnemies:eval":"true","RepositionEnemies130:eval":"false"} * * @param ScreenShake:struct * @text Screen Shake Settings * @type struct * @desc Get more screen shake effects into your game! * @default {"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);\""} * * @param TitleCommandList:arraystruct * @text Title Command List * @type struct[] * @desc Window commands used by the title screen. * Add new commands here. * @default ["{\"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();\\\"\"}","{\"Symbol:str\":\"shutdown\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.gameEnd;\\\"\",\"ShowJS:func\":\"\\\"return Utils.isNwjs();\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager.exit();\\\\n\\\\n// Note!\\\\n// Do NOT use this command with mobile devices or\\\\n// browser games. All it does is cause the game to\\\\n// display a blank, black canvas which the player\\\\n// is unable to do anything with. It does NOT force\\\\n// close the browser tab nor the app.\\\"\"}"] * * @param TitlePicButtons:arraystruct * @text Title Picture Buttons * @type struct[] * @desc Buttons that can be inserted into the title screen. * Add new title buttons here. * @default [] * * @param UI:struct * @text UI Settings * @type struct * @desc Change up various in-game UI aspects. * @default {"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"} * * @param Window:struct * @text Window Settings * @type struct * @desc Adjust various in-game window settings. * @default {"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"} * * @param jsQuickFunc:arraystruct * @text JS: Quick Functions * @type struct[] * @desc Create quick JavaScript functions available from the * global namespace. Use with caution and moderation!!! * @default ["{\"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)];\\\"\"}"] * * @param BreakEnd1 * @text -------------------------- * @default ---------------------------------- * * @param End Of * @default Plugin Parameters * * @param BreakEnd2 * @text -------------------------- * @default ---------------------------------- * */ /* ---------------------------------------------------------------------------- * Quality of Life Settings * ---------------------------------------------------------------------------- */ /*~struct~QoLSettings: * * @param PlayTest * @text Play Test * * @param NewGameBoot:eval * @text New Game on Boot * @parent PlayTest * @type boolean * @on Start New Game * @off Keep Title Screen * @desc Automatically start a new game on Play Test? * Only enabled during Play Test. * @default false * * @param ForceNoPlayTest:eval * @text No Play Test Mode * @parent PlayTest * @type boolean * @on Cancel Play Test * @off Keep Play Test * @desc Force the game to be out of Play Test mode when play testing. * @default false * * @param OpenConsole:eval * @text Open Console on Boot * @parent PlayTest * @type boolean * @on Open * @off Don't Open * @desc Open the Debug Console upon booting up your game? * Only enabled during Play Test. * @default true * * @param F6key:eval * @text F6: Toggle Sound * @parent PlayTest * @type boolean * @on Enable * @off Don't * @desc F6 Key Function: Turn on all sound to 100% or to 0%, * toggling between the two. * @default true * * @param F7key:eval * @text F7: Toggle Fast Mode * @parent PlayTest * @type boolean * @on Enable * @off Don't * @desc F7 Key Function: Toggle fast mode. * @default true * * @param NewGameCommonEvent:num * @text NewGame > CommonEvent * @parent PlayTest * @type common_event * @desc Runs a common event each time a new game during play test * session is started. * @default 0 * * @param BattleTest * @text Battle Test * * @param BTestItems:eval * @text Add Item Type * @parent BattleTest * @type boolean * @on Add * @off Don't * @desc Add copies of each database item? * Effective only during battle test. * @default true * * @param BTestWeapons:eval * @text Add Weapon Type * @parent BattleTest * @type boolean * @on Add * @off Don't * @desc Add copies of each database weapon? * Effective only during battle test. * @default true * * @param BTestArmors:eval * @text Add Armor Type * @parent BattleTest * @type boolean * @on Add * @off Don't * @desc Add copies of each database armor? * Effective only during battle test. * @default true * * @param BTestAddedQuantity:num * @text Added Quantity * @parent BattleTest * @type number * @min 1 * @desc Determines how many items are added during a battle test instead of the maximum amount. * @default 90 * * @param DigitGrouping * @text Digit Grouping * * @param DigitGroupingStandardText:eval * @text Standard Text * @parent DigitGrouping * @type boolean * @on Enable * @off Disable * @desc Make numbers like 1234567 appear like 1,234,567 for * standard text inside windows? * @default true * * @param DigitGroupingExText:eval * @text Ex Text * @parent DigitGrouping * @type boolean * @on Enable * @off Disable * @desc Make numbers like 1234567 appear like 1,234,567 for * ex text, written through drawTextEx (like messages)? * @default true * * @param DigitGroupingDamageSprites:eval * @text Damage Sprites * @parent DigitGrouping * @type boolean * @on Enable * @off Disable * @desc Make numbers like 1234567 appear like 1,234,567 for * in-battle damage sprites? * @default true * * @param DigitGroupingGaugeSprites:eval * @text Gauge Sprites * @parent DigitGrouping * @type boolean * @on Enable * @off Disable * @desc Make numbers like 1234567 appear like 1,234,567 for * visible gauge sprites such as HP, MP, and TP gauges? * @default true * * @param DigitGroupingLocale:str * @text Country/Locale * @parent DigitGrouping * @type combo * @option ar-SA * @option bn-BD * @option bn-IN * @option cs-CZ * @option da-DK * @option de-AT * @option de-CH * @option de-DE * @option el-GR * @option en-AU * @option en-CA * @option en-GB * @option en-IE * @option en-IN * @option en-NZ * @option en-US * @option en-ZA * @option es-AR * @option es-CL * @option es-CO * @option es-ES * @option es-MX * @option es-US * @option fi-FI * @option fr-BE * @option fr-CA * @option fr-CH * @option fr-FR * @option he-IL * @option hi-IN * @option hu-HU * @option id-ID * @option it-CH * @option it-IT * @option jp-JP * @option ko-KR * @option nl-BE * @option nl-NL * @option no-NO * @option pl-PL * @option pt-BR * @option pt-PT * @option ro-RO * @option ru-RU * @option sk-SK * @option sv-SE * @option ta-IN * @option ta-LK * @option th-TH * @option tr-TR * @option zh-CN * @option zh-HK * @option zh-TW * @desc Base the digit grouping on which country/locale? * @default en-US * * @param PlayerBenefit * @text Player Benefit * * @param EncounterRateMinimum:num * @text Encounter Rate Min * @parent PlayerBenefit * @min 1 * @desc Minimum number of steps the player can take without any random encounters. * @default 10 * * @param EscapeAlways:eval * @text Escape Always * @parent PlayerBenefit * @type boolean * @on Always * @off Default * @desc If the player wants to escape a battle, let them escape the battle with 100% chance. * @default true * * @param ImprovedAccuracySystem:eval * @text Accuracy Formula * @parent PlayerBenefit * @type boolean * @on Improve * @off Default * @desc Accuracy formula calculation change to * Skill Hit% * (User HIT - Target EVA) for better results. * @default true * * @param AccuracyBoost:eval * @text Accuracy Boost * @parent PlayerBenefit * @type boolean * @on Boost * @off Default * @desc Boost HIT and EVA rates in favor of the player. * @default true * * @param LevelUpFullHp:eval * @text Level Up -> Full HP * @parent PlayerBenefit * @type boolean * @on Heal * @off Default * @desc Recovers full HP when an actor levels up. * @default true * * @param LevelUpFullMp:eval * @text Level Up -> Full MP * @parent PlayerBenefit * @type boolean * @on Heal * @off Default * @desc Recovers full MP when an actor levels up. * @default true * * @param Pictures * @text Picture-Related * * @param AntiZoomPictures:eval * @text Anti-Zoom Pictures * @parent Pictures * @type boolean * @on Anti-Zoom * @off Normal * @desc If on, prevents pictures from being affected by zoom. * @default true * * @param PictureContainers * @text Picture Containers * @parent Pictures * * @param DetachBattlePictureContainer:eval * @text Detach in Battle * @parent PictureContainers * @type boolean * @on Detach * @off Normal * @desc If detached, picture container will be separated from * the spriteset while on the battle scene. * @default false * * @param DetachMapPictureContainer:eval * @text Detach in Map * @parent PictureContainers * @type boolean * @on Detach * @off Normal * @desc If detached, picture container will be separated from * the spriteset while on the map scene. * @default false * * @param Misc * @text Misc * * @param AnimationMirrorOffset:eval * @text Ani: Mirror Offset * @parent Misc * @type boolean * @on Mirror * @off Don't Mirror * @desc When animations are mirrored, * mirror their Offset X values, too. * @default false * * @param AutoStretch:str * @text Auto-Stretch * @parent Misc * @type select * @option Default * @value default * @option Stretch * @value stretch * @option Normal * @value normal * @desc Automatically stretch the game to fit the size of the client? * @default default * * @param FontShadows:eval * @text Font Shadows * @parent Misc * @type boolean * @on Shadows * @off Outlines * @desc If on, text uses shadows instead of outlines. * @default false * * @param FontSmoothing:eval * @text Font Smoothing * @parent Misc * @type boolean * @on Smooth * @off None * @desc If on, smoothes fonts shown in-game. * @default true * * @param FontWidthFix:eval * @text Font Width Fix * @parent Misc * @type boolean * @on Fix * @off Default * @desc Fixes the font width issue with instant display * non-monospaced fonts in the Message Window. * @default true * * @param KeyItemProtect:eval * @text Key Item Protection * @parent Misc * @type boolean * @on Unsellable * @off Sellable * @desc If on, prevents Key Items from being able to be sold and from being able to be consumed. * @default true * * @param ModernControls:eval * @text Modern Controls * @parent Misc * @type boolean * @on Enable * @off Default * @desc If on, allows usage of the Home/End buttons as well as other modern configs. Affects other VisuStella plugins. * @default true * * @param MvAnimationRate:num * @text MV Animation Rate * @parent Misc * @min 1 * @max 10 * @desc Adjusts the rate at which MV animations play. * Default: 4. Lower for faster. Higher for slower. * @default 4 * * @param NewGameCommonEventAll:num * @text NewGame > CommonEvent * @parent Misc * @type common_event * @desc Runs a common event each time a new game during any session is started. * @default 0 * * @param NoTileShadows:eval * @text No Tile Shadows * @parent Misc * @type boolean * @on Disable Tile Shadows * @off Default * @desc Removes tile shadows from being displayed in-game. * @default false * * @param PixelateImageRendering:eval * @text Pixel Image Rendering * @parent Misc * @type boolean * @on Pixelate * @off Smooth * @desc If on, pixelates the image rendering (for pixel games). * @default false * * @param RequireFocus:eval * @text Require Focus? * @parent Misc * @type boolean * @on Require * @off No Requirement * @desc Requires the game to be focused? If the game isn't * focused, it will pause if it's not the active window. * @default true * * @param ShortcutScripts:eval * @text Shortcut Scripts * @parent Misc * @type boolean * @on Enable * @off Disable * @desc Enables shortcut-based scripts. * View the helpfile for more information. * @default true * * @param SmartEventCollisionPriority:eval * @text Smart Event Collision * @parent Misc * @type boolean * @on Only Same Level * @off Default * @desc Makes events only able to collide with one another if they're 'Same as characters' priority. * @default true * * @param SubfolderParse:eval * @text Subfolder Name Purge * @parent Misc * @type boolean * @on Purge Subfolders Names * @off Don't Purge Name * @desc Purge subfolder name from Plugin Parameters when reading * data to let Plugin Commands work properly. * @default true * */ /* ---------------------------------------------------------------------------- * Color Settings * ---------------------------------------------------------------------------- */ /*~struct~Color: * * @param BasicColors * @text Basic Colors * * @param ColorNormal:str * @text Normal * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 0 * * @param ColorSystem:str * @text System * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 16 * * @param ColorCrisis:str * @text Crisis * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 17 * * @param ColorDeath:str * @text Death * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 18 * * @param ColorGaugeBack:str * @text Gauge Back * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 19 * * @param ColorHPGauge1:str * @text HP Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 20 * * @param ColorHPGauge2:str * @text HP Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 21 * * @param ColorMPGauge1:str * @text MP Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 22 * * @param ColorMPGauge2:str * @text MP Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 23 * * @param ColorMPCost:str * @text MP Cost * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 23 * * @param ColorPowerUp:str * @text Power Up * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 24 * * @param ColorPowerDown:str * @text Power Down * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 25 * * @param ColorCTGauge1:str * @text CT Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 26 * * @param ColorCTGauge2:str * @text CT Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 27 * * @param ColorTPGauge1:str * @text TP Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 28 * * @param ColorTPGauge2:str * @text TP Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 29 * * @param ColorTPCost:str * @text TP Cost * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 29 * * @param ColorPending:str * @text Pending Color * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default #2a847d * * @param ColorExpGauge1:str * @text EXP Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 30 * * @param ColorExpGauge2:str * @text EXP Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 31 * * @param ColorMaxLvGauge1:str * @text MaxLv Gauge 1 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 14 * * @param ColorMaxLvGauge2:str * @text MaxLv Gauge 2 * @parent BasicColors * @desc Use #rrggbb for custom colors or regular numbers * for text colors from the Window Skin. * @default 6 * * @param AlphaColors * @text Alpha Colors * * @param OutlineColor:str * @text Window Font Outline * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(0, 0, 0, 0.6) * * @param OutlineColorGauge:str * @text Gauge Number Outline * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(0, 0, 0, 1.0) * * @param DimColor1:str * @text Dim Color 1 * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(0, 0, 0, 0.6) * * @param DimColor2:str * @text Dim Color 2 * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(0, 0, 0, 0) * * @param ItemBackColor1:str * @text Item Back Color 1 * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(32, 32, 32, 0.5) * * @param ItemBackColor2:str * @text Item Back Color 2 * @parent AlphaColors * @desc Colors with a bit of alpha settings. * Format rgba(0-255, 0-255, 0-255, 0-1) * @default rgba(0, 0, 0, 0.5) * * @param ConditionalColors * @text Conditional Colors * * @param ActorHPColor:func * @text JS: Actor HP Color * @type note * @parent ConditionalColors * @desc Code used for determining what HP color to use for actors. * @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If the actor is dead, return death color.\n} else if (actor.isDead()) {\n return this.deathColor();\n\n// If the actor is dying, return crisis color.\n} else if (actor.isDying()) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}" * * @param ActorMPColor:func * @text JS: Actor MP Color * @type note * @parent ConditionalColors * @desc Code used for determining what MP color to use for actors. * @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If MP rate is below 25%, return crisis color.\n} else if (actor.mpRate() < 0.25) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}" * * @param ActorTPColor:func * @text JS: Actor TP Color * @type note * @parent ConditionalColors * @desc Code used for determining what TP color to use for actors. * @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If TP rate is below 25%, return crisis color.\n} else if (actor.tpRate() < 0.25) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}" * * @param ParamChange:func * @text JS: Parameter Change * @type note * @parent ConditionalColors * @desc Code used for determining whatcolor to use for parameter changes. * @default "// Set the variables used in this function.\nlet change = arguments[0];\n\n// If a positive change, use power up color.\nif (change > 0) {\n return this.powerUpColor();\n\n// If a negative change, use power down color.\n} else if (change < 0) {\n return this.powerDownColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}" * * @param DamageColor:func * @text JS: Damage Colors * @type note * @parent ConditionalColors * @desc Code used for determining what color to use for damage types. * @default "// Set the variables used in this function.\nlet colorType = arguments[0];\n\n// Check the value of the color type\n// and return an appropriate color.\nswitch (colorType) {\n\n case 0: // HP damage\n return \"#ffffff\";\n\n case 1: // HP recover\n return \"#b9ffb5\";\n\n case 2: // MP damage\n return \"#bb88bb\";\n\n case 3: // MP recover\n return \"#80b0ff\";\n\n default:\n return \"#808080\";\n}" */ /* ---------------------------------------------------------------------------- * Gold Settings * ---------------------------------------------------------------------------- */ /*~struct~Gold: * * @param GoldMax:num * @text Gold Max * @type num * @min 1 * @desc Maximum amount of Gold the party can hold. * Default 99999999 * @default 99999999 * * @param GoldFontSize:num * @text Gold Font Size * @type number * @min 1 * @desc Font size used for displaying Gold inside Gold Windows. * Default: 26 * @default 24 * * @param GoldIcon:num * @text Gold Icon * @desc Icon used to represent Gold. * Use 0 for no icon. * @default 314 * * @param GoldOverlap:str * @text Gold Overlap * @desc Text used too much Gold to fit in the window. * @default A Lot * * @param ItemStyle:eval * @text Item Style * @type boolean * @on Enable * @off Normal * @desc Draw gold in the item style? * ie: Icon, Label, Value * @default true * */ /* ---------------------------------------------------------------------------- * Image Loading Settings * ---------------------------------------------------------------------------- */ /*~struct~ImgLoad: * * @param animations:arraystr * @text img/animations/ * @type file[] * @dir img/animations/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param battlebacks1:arraystr * @text img/battlebacks1/ * @type file[] * @dir img/battlebacks1/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param battlebacks2:arraystr * @text img/battlebacks2/ * @type file[] * @dir img/battlebacks2/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param characters:arraystr * @text img/characters/ * @type file[] * @dir img/characters/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param enemies:arraystr * @text img/enemies/ * @type file[] * @dir img/enemies/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param faces:arraystr * @text img/faces/ * @type file[] * @dir img/faces/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param parallaxes:arraystr * @text img/parallaxes/ * @type file[] * @dir img/parallaxes/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param pictures:arraystr * @text img/pictures/ * @type file[] * @dir img/pictures/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param sv_actors:arraystr * @text img/sv_actors/ * @type file[] * @dir img/sv_actors/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param sv_enemies:arraystr * @text img/sv_enemies/ * @type file[] * @dir img/sv_enemies/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param system:arraystr * @text img/system/ * @type file[] * @dir img/system/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default ["Balloon","IconSet"] * * @param tilesets:arraystr * @text img/tilesets/ * @type file[] * @dir img/tilesets/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param titles1:arraystr * @text img/titles1/ * @type file[] * @dir img/titles1/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * * @param titles2:arraystr * @text img/titles2/ * @type file[] * @dir img/titles2/ * @desc Which files do you wish to load from this directory upon * starting up the game? * @default [] * */ /* ---------------------------------------------------------------------------- * Keyboard Input Settings * ---------------------------------------------------------------------------- */ /*~struct~KeyboardInput: * * @param Controls * * @param WASD:eval * @text WASD Movement * @parent Controls * @type boolean * @on Enable * @off Disable * @desc Enables or disables WASD movement for your game project. * Moves the W page down button to E. * @default false * * @param DashToggleR:eval * @text R Button: Dash Toggle * @parent Controls * @type boolean * @on Enable * @off Disable * @desc Enables or disables R button as an Always Dash option toggle. * @default false * * @param NameInput * @text Name Input * * @param EnableNameInput:eval * @text Enable? * @parent NameInput * @type boolean * @on Enable * @off Disable * @desc Enables keyboard input for name entry. * Only tested with English keyboards. * @default true * * @param DefaultMode:str * @text Default Mode * @parent NameInput * @type select * @option Default - Uses Arrow Keys to select letters. * @value default * @option Keyboard - Uses Keyboard to type in letters. * @value keyboard * @desc Select default mode when entering the scene. * @default keyboard * * @param QwertyLayout:eval * @text QWERTY Layout * @parent NameInput * @type boolean * @on QWERTY Layout * @off ABCDEF Layout * @desc Uses the QWERTY layout for manual entry. * @default true * * @param NameInputMessage:eval * @text Keyboard Message * @parent NameInput * @type note * @desc The message displayed when allowing keyboard entry. * You may use text codes here. * @default "Type in this character's name.\nPress \\c[5]ENTER\\c[0] when you're done.\n\n-or-\n\nPress \\c[5]arrow keys\\c[0]/\\c[5]TAB\\c[0] to switch\nto manual character entry.\n\nPress \\c[5]ESC\\c[0]/\\c[5]TAB\\c[0] to use to keyboard." * * @param BannedWords:arraystr * @text Banned Words * @parent NameInput * @type string[] * @desc Players cannot use these words for names. * These include words inside the names. * @default [] * * @param NumberInput * @text Number Input * * @param EnableNumberInput:eval * @text Enable? * @parent NumberInput * @type boolean * @on Enable * @off Disable * @desc Enables keyboard input for number entry. * Only tested with English keyboards. * @default true * * @param ButtonAssist * @text Button Assist * * @param Keyboard:str * @text Switch To Keyboard * @parent ButtonAssist * @desc Text used to describe the keyboard switch. * @default Keyboard * * @param Manual:str * @text Switch To Manual * @parent ButtonAssist * @desc Text used to describe the manual entry switch. * @default Manual * */ /* ---------------------------------------------------------------------------- * Menu Background Settings * ---------------------------------------------------------------------------- */ /*~struct~MenuBg: * * @param Scene_Menu:struct * @text Scene_Menu * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Item:struct * @text Scene_Item * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Skill:struct * @text Scene_Skill * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Equip:struct * @text Scene_Equip * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Status:struct * @text Scene_Status * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Options:struct * @text Scene_Options * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Save:struct * @text Scene_Save * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Load:struct * @text Scene_Load * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_GameEnd:struct * @text Scene_GameEnd * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"128","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Shop:struct * @text Scene_Shop * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Name:struct * @text Scene_Name * @type struct * @desc The individual background settings for this scene. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * * @param Scene_Unlisted:struct * @text Scene_Unlisted * @type struct * @desc The individual background settings for any scenes that aren't listed here. * @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""} * */ /* ---------------------------------------------------------------------------- * Background Settings * ---------------------------------------------------------------------------- */ /*~struct~BgSettings: * * @param SnapshotOpacity:num * @text Snapshop Opacity * @type number * @min 0 * @max 255 * @desc Snapshot opacity for the scene. * @default 192 * * @param BgFilename1:str * @text Background 1 * @type file * @dir img/titles1/ * @desc Filename used for the bottom background image. * Leave empty if you don't wish to use one. * @default * * @param BgFilename2:str * @text Background 2 * @type file * @dir img/titles2/ * @desc Filename used for the upper background image. * Leave empty if you don't wish to use one. * @default * */ /* ---------------------------------------------------------------------------- * Menu Button Assist Settings * ---------------------------------------------------------------------------- */ /*~struct~ButtonAssist: * * @param General * * @param Enable:eval * @text Enable * @parent General * @type boolean * @on Use * @off Don't Use * @desc Enable the Menu Button Assist Window. * @default true * * @param Location:str * @text Location * @parent General * @type select * @option Top of Screen * @value top * @option Bottom of Screen * @value bottom * @desc Determine the location of the Button Assist Window. * Requires Plugin Parameters => UI => Side Buttons ON. * @default bottom * * @param BgType:num * @text Background Type * @parent General * @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 Text * * @param TextFmt:str * @text Text Format * @parent Text * @desc Format on how the buttons are displayed. * Text codes allowed. %1 - Key, %2 - Text * @default %1:%2 * * @param MultiKeyFmt:str * @text Multi-Key Format * @parent Text * @desc Format for actions with multiple keys. * Text codes allowed. %1 - Key 1, %2 - Key 2 * @default %1/%2 * * @param OkText:str * @text OK Text * @parent Text * @desc Default text used to display OK Key Action. * Text codes allowed. * @default Select * * @param CancelText:str * @text Cancel Text * @parent Text * @desc Default text used to display Cancel Key Action. * Text codes allowed. * @default Back * * @param SwitchActorText:str * @text Switch Actor Text * @parent Text * @desc Default text used to display Switch Actor Action. * Text codes allowed. * @default Switch Ally * * @param Keys * * @param KeyUnlisted:str * @text Key: Unlisted Format * @parent Keys * @desc If a key is not listed below, use this format. * Text codes allowed. %1 - Key * @default \}❪%1❫\{ * * @param KeyUP:str * @text Key: Up * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default ^ * * @param KeyDOWN:str * @text Key: Down * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default v * * @param KeyLEFT:str * @text Key: Left * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default << * * @param KeyRIGHT:str * @text Key: Right * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default >> * * @param KeySHIFT:str * @text Key: Shift * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default \}❪SHIFT❫\{ * * @param KeyTAB:str * @text Key: Tab * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default \}❪TAB❫\{ * * @param KeyA:str * @text Key: A * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default A * * @param KeyB:str * @text Key: B * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default B * * @param KeyC:str * @text Key: C * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default C * * @param KeyD:str * @text Key: D * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default D * * @param KeyE:str * @text Key: E * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default E * * @param KeyF:str * @text Key: F * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default F * * @param KeyG:str * @text Key: G * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default G * * @param KeyH:str * @text Key: H * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default H * * @param KeyI:str * @text Key: I * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default I * * @param KeyJ:str * @text Key: J * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default J * * @param KeyK:str * @text Key: K * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default K * * @param KeyL:str * @text Key: L * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default L * * @param KeyM:str * @text Key: M * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default M * * @param KeyN:str * @text Key: N * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default N * * @param KeyO:str * @text Key: O * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default O * * @param KeyP:str * @text Key: P * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default P * * @param KeyQ:str * @text Key: Q * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default Q * * @param KeyR:str * @text Key: R * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default R * * @param KeyS:str * @text Key: S * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default S * * @param KeyT:str * @text Key: T * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default T * * @param KeyU:str * @text Key: U * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default U * * @param KeyV:str * @text Key: V * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default V * * @param KeyW:str * @text Key: W * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default W * * @param KeyX:str * @text Key: X * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default X * * @param KeyY:str * @text Key: Y * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default Y * * @param KeyZ:str * @text Key: Z * @parent Keys * @desc How this key is shown in-game. * Text codes allowed. * @default Z * */ /* ---------------------------------------------------------------------------- * Menu Layout Settings * ---------------------------------------------------------------------------- */ /*~struct~MenuLayout: * * @param Title:struct * @text Scene_Title * @parent SceneSettings * @type struct * @desc Various options on adjusting the Title Scene. * @default {"TitleScreen":"","DocumentTitleFmt:str":"%1: %2 - Version %3","Subtitle:str":"Subtitle","Version:str":"0.00","drawGameTitle:func":"\"const x = 20;\\nconst y = Graphics.height / 4;\\nconst maxWidth = Graphics.width - x * 2;\\nconst text = $dataSystem.gameTitle;\\nconst bitmap = this._gameTitleSprite.bitmap;\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 8;\\nbitmap.fontSize = 72;\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\"center\\\");\"","drawGameSubtitle:func":"\"const x = 20;\\nconst y = Graphics.height / 4 + 72;\\nconst maxWidth = Graphics.width - x * 2;\\nconst text = Scene_Title.subtitle;\\nconst bitmap = this._gameTitleSprite.bitmap;\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 6;\\nbitmap.fontSize = 48;\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\"center\\\");\"","drawGameVersion:func":"\"const bitmap = this._gameTitleSprite.bitmap;\\nconst x = 0;\\nconst y = Graphics.height - 20;\\nconst width = Math.round(Graphics.width / 4);\\nconst height = 20;\\nconst c1 = ColorManager.dimColor1();\\nconst c2 = ColorManager.dimColor2();\\nconst text = 'Version ' + Scene_Title.version;\\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 3;\\nbitmap.fontSize = 16;\\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \\\"left\\\");\"","CommandRect:func":"\"const offsetX = $dataSystem.titleCommandWindow.offsetX;\\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\\nconst rows = this.commandWindowRows();\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\\nconst y = Graphics.boxHeight - height - 96 + offsetY;\\nreturn new Rectangle(x, y, width, height);\"","ButtonFadeSpeed:num":"4"} * * @param MainMenu:struct * @text Scene_Menu * @parent SceneSettings * @type struct<MainMenu> * @desc Various options on adjusting the Main Menu Scene. * @default {"CommandWindow":"","CommandBgType:num":"0","CommandRect:func":"\"const width = this.mainCommandWidth();\\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","GoldWindow":"","GoldBgType:num":"0","GoldRect:func":"\"const rows = 1;\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\nconst y = this.mainAreaBottom() - height;\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const width = Graphics.boxWidth - this.mainCommandWidth();\\nconst height = this.mainAreaHeight();\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\""} * * @param ItemMenu:struct * @text Scene_Item * @parent SceneSettings * @type struct<ItemMenu> * @desc Various options on adjusting the Item Menu Scene. * @default {"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);\""} * * @param SkillMenu:struct * @text Scene_Skill * @parent SceneSettings * @type struct<SkillMenu> * @desc Various options on adjusting the Skill Menu Scene. * @default {"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);\""} * * @param EquipMenu:struct * @text Scene_Equip * @parent SceneSettings * @type struct<EquipMenu> * @desc Various options on adjusting the Equip Menu Scene. * @default {"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();\""} * * @param StatusMenu:struct * @text Scene_Status * @parent SceneSettings * @type struct<StatusMenu> * @desc Various options on adjusting the Status Menu Scene. * @default {"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);\""} * * @param OptionsMenu:struct * @text Scene_Options * @parent SceneSettings * @type struct<OptionsMenu> * @desc Various options on adjusting the Options Menu Scene. * @default {"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);\""} * * @param SaveMenu:struct * @text Scene_Save * @parent SceneSettings * @type struct<SaveMenu> * @desc Various options on adjusting the Save Menu Scene. * @default {"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);\""} * * @param LoadMenu:struct * @text Scene_Load * @parent SceneSettings * @type struct<LoadMenu> * @desc Various options on adjusting the Load Menu Scene. * @default {"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);\""} * * @param GameEnd:struct * @text Scene_GameEnd * @parent SceneSettings * @type struct<GameEnd> * @desc Various options on adjusting the Game End Scene. * @default {"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);\""} * * @param ShopMenu:struct * @text Scene_Shop * @parent SceneSettings * @type struct<ShopMenu> * @desc Various options on adjusting the Shop Menu Scene. * @default {"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);\""} * * @param NameMenu:struct * @text Scene_Name * @parent SceneSettings * @type struct<NameMenu> * @desc Various options on adjusting the Actor Rename Scene. * @default {"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);\""} * */ /* ---------------------------------------------------------------------------- * Main Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~MainMenu: * * @param CommandWindow * @text Command Window * * @param CommandBgType:num * @text Background Type * @parent CommandWindow * @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 CommandRect:func * @text JS: X, Y, W, H * @parent CommandWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const width = this.mainCommandWidth();\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);" * * @param GoldWindow * @text Gold Window * * @param GoldBgType:num * @text Background Type * @parent GoldWindow * @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 GoldRect:func * @text JS: X, Y, W, H * @parent GoldWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const rows = 1;\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\nconst y = this.mainAreaBottom() - height;\nreturn new Rectangle(x, y, width, height);" * * @param StatusWindow * @text Status Window * * @param StatusBgType:num * @text Background Type * @parent StatusWindow * @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 StatusRect:func * @text JS: X, Y, W, H * @parent StatusWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Item Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~ItemMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);" * * @param CategoryWindow * @text Category Window * * @param CategoryBgType:num * @text Background Type * @parent CategoryWindow * @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 CategoryRect:func * @text JS: X, Y, W, H * @parent CategoryWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ItemWindow * @text Item Window * * @param ItemBgType:num * @text Background Type * @parent ItemWindow * @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 ItemRect:func * @text JS: X, Y, W, H * @parent ItemWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ActorWindow * @text Actor Window * * @param ActorBgType:num * @text Background Type * @parent ActorWindow * @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 ActorRect:func * @text JS: X, Y, W, H * @parent ActorWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);" * */ /* ---------------------------------------------------------------------------- * Skill Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~SkillMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);" * * @param SkillTypeWindow * @text Skill Type Window * * @param SkillTypeBgType:num * @text Background Type * @parent SkillTypeWindow * @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 SkillTypeRect:func * @text JS: X, Y, W, H * @parent SkillTypeWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param StatusWindow * @text Status Window * * @param StatusBgType:num * @text Background Type * @parent StatusWindow * @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 StatusRect:func * @text JS: X, Y, W, H * @parent StatusWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ItemWindow * @text Item Window * * @param ItemBgType:num * @text Background Type * @parent ItemWindow * @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 ItemRect:func * @text JS: X, Y, W, H * @parent ItemWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ActorWindow * @text Actor Window * * @param ActorBgType:num * @text Background Type * @parent ActorWindow * @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 ActorRect:func * @text JS: X, Y, W, H * @parent ActorWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);" * */ /* ---------------------------------------------------------------------------- * Equip Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~EquipMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);" * * @param StatusWindow * @text Status Window * * @param StatusBgType:num * @text Background Type * @parent StatusWindow * @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 StatusRect:func * @text JS: X, Y, W, H * @parent StatusWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = this.statusWidth();\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);" * * @param CommandWindow * @text Command Window * * @param CommandBgType:num * @text Background Type * @parent CommandWindow * @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 CommandRect:func * @text JS: X, Y, W, H * @parent CommandWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param SlotWindow * @text Slot Window * * @param SlotBgType:num * @text Background Type * @parent SlotWindow * @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 SlotRect:func * @text JS: X, Y, W, H * @parent SlotWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ItemWindow * @text Item Window * * @param ItemBgType:num * @text Background Type * @parent ItemWindow * @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 ItemRect:func * @text JS: X, Y, W, H * @parent ItemWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "return this.slotWindowRect();" * */ /* ---------------------------------------------------------------------------- * Status Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~StatusMenu: * * @param ProfileWindow * @text Profile Window * * @param ProfileBgType:num * @text Background Type * @parent ProfileWindow * @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 ProfileRect:func * @text JS: X, Y, W, H * @parent ProfileWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const width = Graphics.boxWidth;\nconst height = this.profileHeight();\nconst x = 0;\nconst y = this.mainAreaBottom() - height;\nreturn new Rectangle(x, y, width, height);" * * @param StatusWindow * @text Status Window * * @param StatusBgType:num * @text Background Type * @parent StatusWindow * @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 StatusRect:func * @text JS: X, Y, W, H * @parent StatusWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.statusParamsWindowRect().y - y;\nreturn new Rectangle(x, y, width, height);" * * @param StatusParamsWindow * @text Parameters Window * * @param StatusParamsBgType:num * @text Background Type * @parent StatusParamsWindow * @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 StatusParamsRect:func * @text JS: X, Y, W, H * @parent StatusParamsWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param StatusEquipWindow * @text Equipment Window * * @param StatusEquipBgType:num * @text Background Type * @parent StatusEquipWindow * @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 StatusEquipRect:func * @text JS: X, Y, W, H * @parent StatusEquipWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Options Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~OptionsMenu: * * @param OptionsWindow * @text Options Window * * @param OptionsBgType:num * @text Background Type * @parent OptionsWindow * @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 OptionsRect:func * @text JS: X, Y, W, H * @parent OptionsWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Save Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~SaveMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ListWindow * @text List Window * * @param ListBgType:num * @text Background Type * @parent ListWindow * @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 ListRect:func * @text JS: X, Y, W, H * @parent ListWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Load Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~LoadMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param ListWindow * @text List Window * * @param ListBgType:num * @text Background Type * @parent ListWindow * @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 ListRect:func * @text JS: X, Y, W, H * @parent ListWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Game End Settings * ---------------------------------------------------------------------------- */ /*~struct~GameEnd: * * @param CommandList:arraystruct * @text Command Window List * @type struct<Command>[] * @desc Window commands used by the Game End screen. * Add new commands here. * @default ["{\"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();\\\"\"}"] * * @param CommandBgType:num * @text Background Type * @parent CommandList:arraystruct * @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 CommandRect:func * @text JS: X, Y, W, H * @parent CommandList:arraystruct * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Shop Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~ShopMenu: * * @param HelpWindow * @text Help Window * * @param HelpBgType:num * @text Background Type * @parent HelpWindow * @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 HelpRect:func * @text JS: X, Y, W, H * @parent HelpWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "const wx = 0;\nconst wy = this.helpAreaTop();\nconst ww = Graphics.boxWidth;\nconst wh = this.helpAreaHeight();\nreturn new Rectangle(wx, wy, ww, wh);" * * @param GoldWindow * @text Gold Window * * @param GoldBgType:num * @text Background Type * @parent GoldWindow * @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 GoldRect:func * @text JS: X, Y, W, H * @parent GoldWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param CommandWindow * @text Command Window * * @param CommandBgType:num * @text Background Type * @parent CommandWindow * @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 CommandRect:func * @text JS: X, Y, W, H * @parent CommandWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param DummyWindow * @text Dummy Window * * @param DummyBgType:num * @text Background Type * @parent DummyWindow * @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 DummyRect:func * @text JS: X, Y, W, H * @parent DummyWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param NumberWindow * @text Number Window * * @param NumberBgType:num * @text Background Type * @parent NumberWindow * @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 NumberRect:func * @text JS: X, Y, W, H * @parent NumberWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param StatusWindow * @text Status Window * * @param StatusBgType:num * @text Background Type * @parent StatusWindow * @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 StatusRect:func * @text JS: X, Y, W, H * @parent StatusWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param BuyWindow * @text Buy Window * * @param BuyBgType:num * @text Background Type * @parent BuyWindow * @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 BuyRect:func * @text JS: X, Y, W, H * @parent BuyWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param CategoryWindow * @text Category Window * * @param CategoryBgType:num * @text Background Type * @parent CategoryWindow * @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 CategoryRect:func * @text JS: X, Y, W, H * @parent CategoryWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param SellWindow * @text Sell Window * * @param SellBgType:num * @text Background Type * @parent SellWindow * @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 SellRect:func * @text JS: X, Y, W, H * @parent SellWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Name Menu Settings * ---------------------------------------------------------------------------- */ /*~struct~NameMenu: * * @param EditWindow * @text Edit Window * * @param EditBgType:num * @text Background Type * @parent EditWindow * @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 EditRect:func * @text JS: X, Y, W, H * @parent EditWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * * @param InputWindow * @text Input Window * * @param InputBgType:num * @text Background Type * @parent InputWindow * @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 InputRect:func * @text JS: X, Y, W, H * @parent InputWindow * @type note * @desc Code used to determine the dimensions for this window. * @default "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);" * */ /* ---------------------------------------------------------------------------- * Title Settings * ---------------------------------------------------------------------------- */ /*~struct~Title: * * @param TitleScreen * @text Title Screen * * @param DocumentTitleFmt:str * @text Document Title Format * @parent TitleScreen * @desc Format to display text in document title. * %1 - Main Title, %2 - Subtitle, %3 - Version * @default %1: %2 - Version %3 * * @param Subtitle:str * @text Subtitle * @parent TitleScreen * @desc Subtitle to be displayed under the title name. * @default Subtitle * * @param Version:str * @text Version * @parent TitleScreen * @desc Version to be display in the title screen corner. * @default 0.00 * * @param drawGameTitle:func * @text JS: Draw Title * @type note * @parent TitleScreen * @desc Code used to draw the game title. * @default "const x = 20;\nconst y = Graphics.height / 4;\nconst maxWidth = Graphics.width - x * 2;\nconst text = $dataSystem.gameTitle;\nconst bitmap = this._gameTitleSprite.bitmap;\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 8;\nbitmap.fontSize = 72;\nbitmap.drawText(text, x, y, maxWidth, 48, \"center\");" * * @param drawGameSubtitle:func * @text JS: Draw Subtitle * @type note * @parent TitleScreen * @desc Code used to draw the game subtitle. * @default "const x = 20;\nconst y = Graphics.height / 4 + 72;\nconst maxWidth = Graphics.width - x * 2;\nconst text = Scene_Title.subtitle;\nconst bitmap = this._gameTitleSprite.bitmap;\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 6;\nbitmap.fontSize = 48;\nbitmap.drawText(text, x, y, maxWidth, 48, \"center\");" * * @param drawGameVersion:func * @text JS: Draw Version * @type note * @parent TitleScreen * @desc Code used to draw the game version. * @default "const bitmap = this._gameTitleSprite.bitmap;\nconst x = 0;\nconst y = Graphics.height - 20;\nconst width = Math.round(Graphics.width / 4);\nconst height = 20;\nconst c1 = ColorManager.dimColor1();\nconst c2 = ColorManager.dimColor2();\nconst text = 'Version ' + Scene_Title.version;\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 3;\nbitmap.fontSize = 16;\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \"left\");" * * @param CommandRect:func * @text JS: X, Y, W, H * @parent TitleScreen * @type note * @desc Code used to determine the dimensions for this window. * @default "const offsetX = $dataSystem.titleCommandWindow.offsetX;\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\nconst rows = this.commandWindowRows();\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\nconst y = Graphics.boxHeight - height - 96 + offsetY;\nreturn new Rectangle(x, y, width, height);" * * @param ButtonFadeSpeed:num * @text Button Fade Speed * @parent TitleScreen * @type number * @min 1 * @max 255 * @desc Speed at which the buttons fade in at (1-255). * @default 4 * */ /* ---------------------------------------------------------------------------- * Parameter Settings * ---------------------------------------------------------------------------- */ /*~struct~Param: * * @param DisplayedParams:arraystr * @text Displayed Parameters * @type combo[] * @option MaxHP * @option MaxMP * @option ATK * @option DEF * @option MAT * @option MDF * @option AGI * @option LUK * @option HIT * @option EVA * @option CRI * @option CEV * @option MEV * @option MRF * @option CNT * @option HRG * @option MRG * @option TRG * @option TGR * @option GRD * @option REC * @option PHA * @option MCR * @option TCR * @option PDR * @option MDR * @option FDR * @option EXR * @desc A list of the parameters that will be displayed in-game. * @default ["ATK","DEF","MAT","MDF","AGI","LUK"] * * @param ExtDisplayedParams:arraystr * @text Extended Parameters * @parent DisplayedParams:arraystr * @type combo[] * @option MaxHP * @option MaxMP * @option ATK * @option DEF * @option MAT * @option MDF * @option AGI * @option LUK * @option HIT * @option EVA * @option CRI * @option CEV * @option MEV * @option MRF * @option CNT * @option HRG * @option MRG * @option TRG * @option TGR * @option GRD * @option REC * @option PHA * @option MCR * @option TCR * @option PDR * @option MDR * @option FDR * @option EXR * @desc The list shown in extended scenes (for other VisuStella plugins). * @default ["MaxHP","MaxMP","ATK","DEF","MAT","MDF","AGI","LUK"] * * @param BasicParameters * @text Basic Parameters * * @param CrisisRate:num * @text HP Crisis Rate * @parent BasicParameters * @desc HP Ratio at which a battler can be considered in crisis mode. * @default 0.25 * * @param BasicParameterFormula:func * @text JS: Formula * @parent BasicParameters * @type note * @desc Formula used to determine the total value all 8 basic parameters: MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK. * @default "// 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));" * * @param BasicParamCaps * @text Parameter Caps * @parent BasicParameters * * @param BasicActorParamCaps * @text Actors * @parent BasicParamCaps * * @param BasicActorParamMax0:str * @text MaxHP Cap * @parent BasicActorParamCaps * @desc Formula used to determine MaxHP cap. * Use 0 if you don't want a cap for this parameter. * @default 9999 * * @param BasicActorParamMax1:str * @text MaxMP Cap * @parent BasicActorParamCaps * @desc Formula used to determine MaxMP cap. * Use 0 if you don't want a cap for this parameter. * @default 9999 * * @param BasicActorParamMax2:str * @text ATK Cap * @parent BasicActorParamCaps * @desc Formula used to determine ATK cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicActorParamMax3:str * @text DEF Cap * @parent BasicActorParamCaps * @desc Formula used to determine DEF cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicActorParamMax4:str * @text MAT Cap * @parent BasicActorParamCaps * @desc Formula used to determine MAT cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicActorParamMax5:str * @text MDF Cap * @parent BasicActorParamCaps * @desc Formula used to determine MDF cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicActorParamMax6:str * @text AGI Cap * @parent BasicActorParamCaps * @desc Formula used to determine AGI cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicActorParamMax7:str * @text LUK Cap * @parent BasicActorParamCaps * @desc Formula used to determine LUK cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamCaps * @text Enemies * @parent BasicParamCaps * * @param BasicEnemyParamMax0:str * @text MaxHP Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine MaxHP cap. * Use 0 if you don't want a cap for this parameter. * @default 999999 * * @param BasicEnemyParamMax1:str * @text MaxMP Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine MaxMP cap. * Use 0 if you don't want a cap for this parameter. * @default 9999 * * @param BasicEnemyParamMax2:str * @text ATK Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine ATK cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamMax3:str * @text DEF Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine DEF cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamMax4:str * @text MAT Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine MAT cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamMax5:str * @text MDF Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine MDF cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamMax6:str * @text AGI Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine AGI cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param BasicEnemyParamMax7:str * @text LUK Cap * @parent BasicEnemyParamCaps * @desc Formula used to determine LUK cap. * Use 0 if you don't want a cap for this parameter. * @default 999 * * @param XParameters * @text X Parameters * * @param XParameterFormula:func * @text JS: Formula * @parent XParameters * @type note * @desc Formula used to determine the total value all 10 X parameters: HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG. * @default "// 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;" * * @param XParamVocab * @text Vocabulary * @parent XParameters * * @param XParamVocab0:str * @text HIT * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Hit * * @param XParamVocab1:str * @text EVA * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Evasion * * @param XParamVocab2:str * @text CRI * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Crit.Rate * * @param XParamVocab3:str * @text CEV * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Crit.Evade * * @param XParamVocab4:str * @text MEV * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Magic Evade * * @param XParamVocab5:str * @text MRF * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Magic Reflect * * @param XParamVocab6:str * @text CNT * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default Counter * * @param XParamVocab7:str * @text HRG * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default HP Regen * * @param XParamVocab8:str * @text MRG * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default MP Regen * * @param XParamVocab9:str * @text TRG * @parent XParamVocab * @desc The in-game vocabulary used for this X Parameter. * @default TP Regen * * @param SParameters * @text S Parameters * * @param SParameterFormula:func * @text JS: Formula * @parent SParameters * @type note * @desc Formula used to determine the total value all 10 S parameters: TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR. * @default "// 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;" * * @param SParamVocab * @text Vocabulary * @parent SParameters * * @param SParamVocab0:str * @text TGR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Aggro * * @param SParamVocab1:str * @text GRD * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Guard * * @param SParamVocab2:str * @text REC * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Recovery * * @param SParamVocab3:str * @text PHA * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Item Effect * * @param SParamVocab4:str * @text MCR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default MP Cost * * @param SParamVocab5:str * @text TCR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default TP Charge * * @param SParamVocab6:str * @text PDR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Physical DMG * * @param SParamVocab7:str * @text MDR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Magical DMG * * @param SParamVocab8:str * @text FDR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default Floor DMG * * @param SParamVocab9:str * @text EXR * @parent SParamVocab * @desc The in-game vocabulary used for this S Parameter. * @default EXP Gain * * @param Icons * @text Icons * * @param DrawIcons:eval * @text Draw Icons? * @parent Icons * @type boolean * @on Draw * @off Don't Draw * @desc Draw icons next to parameter names? * @default true * * @param IconParam0:str * @text MaxHP * @parent Icons * @desc Icon used for this parameter. * @default 84 * * @param IconParam1:str * @text MaxMP * @parent Icons * @desc Icon used for this parameter. * @default 165 * * @param IconParam2:str * @text ATK * @parent Icons * @desc Icon used for this parameter. * @default 76 * * @param IconParam3:str * @text DEF * @parent Icons * @desc Icon used for this parameter. * @default 81 * * @param IconParam4:str * @text MAT * @parent Icons * @desc Icon used for this parameter. * @default 101 * * @param IconParam5:str * @text MDF * @parent Icons * @desc Icon used for this parameter. * @default 133 * * @param IconParam6:str * @text AGI * @parent Icons * @desc Icon used for this parameter. * @default 140 * * @param IconParam7:str * @text LUK * @parent Icons * @desc Icon used for this parameter. * @default 87 * * @param IconXParam0:str * @text HIT * @parent Icons * @desc Icon used for this parameter. * @default 102 * * @param IconXParam1:str * @text EVA * @parent Icons * @desc Icon used for this parameter. * @default 82 * * @param IconXParam2:str * @text CRI * @parent Icons * @desc Icon used for this parameter. * @default 78 * * @param IconXParam3:str * @text CEV * @parent Icons * @desc Icon used for this parameter. * @default 82 * * @param IconXParam4:str * @text MEV * @parent Icons * @desc Icon used for this parameter. * @default 171 * * @param IconXParam5:str * @text MRF * @parent Icons * @desc Icon used for this parameter. * @default 222 * * @param IconXParam6:str * @text CNT * @parent Icons * @desc Icon used for this parameter. * @default 77 * * @param IconXParam7:str * @text HRG * @parent Icons * @desc Icon used for this parameter. * @default 72 * * @param IconXParam8:str * @text MRG * @parent Icons * @desc Icon used for this parameter. * @default 72 * * @param IconXParam9:str * @text TRG * @parent Icons * @desc Icon used for this parameter. * @default 72 * * @param IconSParam0:str * @text TGR * @parent Icons * @desc Icon used for this parameter. * @default 5 * * @param IconSParam1:str * @text GRD * @parent Icons * @desc Icon used for this parameter. * @default 128 * * @param IconSParam2:str * @text REC * @parent Icons * @desc Icon used for this parameter. * @default 72 * * @param IconSParam3:str * @text PHA * @parent Icons * @desc Icon used for this parameter. * @default 176 * * @param IconSParam4:str * @text MCR * @parent Icons * @desc Icon used for this parameter. * @default 165 * * @param IconSParam5:str * @text TCR * @parent Icons * @desc Icon used for this parameter. * @default 164 * * @param IconSParam6:str * @text PDR * @parent Icons * @desc Icon used for this parameter. * @default 76 * * @param IconSParam7:str * @text MDR * @parent Icons * @desc Icon used for this parameter. * @default 79 * * @param IconSParam8:str * @text FDR * @parent Icons * @desc Icon used for this parameter. * @default 141 * * @param IconSParam9:str * @text EXR * @parent Icons * @desc Icon used for this parameter. * @default 73 * */ /* ---------------------------------------------------------------------------- * Commands Struct * ---------------------------------------------------------------------------- */ /*~struct~Command: * * @param Symbol:str * @text Symbol * @desc The symbol used for this command. * @default Symbol * * @param TextStr:str * @text STR: Text * @desc Displayed text used for this title command. * If this has a value, ignore the JS: Text version. * @default Untitled * * @param TextJS:func * @text JS: Text * @type note * @desc JavaScript code used to determine string used for the displayed name. * @default "return 'Text';" * * @param ShowJS:func * @text JS: Show * @type note * @desc JavaScript code used to determine if the item is shown or not. * @default "return true;" * * @param EnableJS:func * @text JS: Enable * @type note * @desc JavaScript code used to determine if the item is enabled or not. * @default "return true;" * * @param ExtJS:func * @text JS: Ext * @type note * @desc JavaScript code used to determine any ext data that should be added. * @default "return null;" * * @param CallHandlerJS:func * @text JS: Run Code * @type note * @desc JavaScript code that runs once this command is selected. * @default "" * */ /* ---------------------------------------------------------------------------- * Title Picture Buttons * ---------------------------------------------------------------------------- */ /*~struct~TitlePictureButton: * * @param PictureFilename:str * @text Picture's Filename * @type file * @dir img/pictures/ * @desc Filename used for the picture. * @default * * @param ButtonURL:str * @text Button URL * @desc URL for the button to go to upon being clicked. * @default https://www.google.com/ * * @param PositionJS:func * @text JS: Position * @type note * @desc JavaScript code that helps determine the button's Position. * @default "this.x = Graphics.width - this.bitmap.width - 20;\nthis.y = Graphics.height - this.bitmap.height - 20;" * * @param OnLoadJS:func * @text JS: On Load * @type note * @desc JavaScript code that runs once this button bitmap is loaded. * @default "this.opacity = 0;\nthis.visible = true;" * * @param CallHandlerJS:func * @text JS: Run Code * @type note * @desc JavaScript code that runs once this button is pressed. * @default "const url = this._data.ButtonURL;\nVisuMZ.openURL(url);" * */ /* ---------------------------------------------------------------------------- * UI Settings * ---------------------------------------------------------------------------- */ /*~struct~UI: * * @param UIArea * @text UI Area * * @param FadeSpeed:num * @text Fade Speed * @parent UIArea * @desc Default fade speed for transitions. * @default 24 * * @param BoxMargin:num * @text Box Margin * @parent UIArea * @type number * @min 0 * @desc Set the margin in pixels for the screen borders. * Default: 4 * @default 4 * * @param CommandWidth:num * @text Command Window Width * @parent UIArea * @type number * @min 1 * @desc Sets the width for standard Command Windows. * Default: 240 * @default 240 * * @param BottomHelp:eval * @text Bottom Help Window * @parent UIArea * @type boolean * @on Bottom * @off Top * @desc Put the Help Window at the bottom of the screen? * @default false * * @param RightMenus:eval * @text Right Aligned Menus * @parent UIArea * @type boolean * @on Right * @off Left * @desc Put most command windows to the right side of the screen. * @default true * * @param ShowButtons:eval * @text Show Buttons * @parent UIArea * @type boolean * @on Show * @off Hide * @desc Show clickable buttons in your game? * This will affect all buttons. * @default true * * @param cancelShowButton:eval * @text Show Cancel Button * @parent ShowButtons:eval * @type boolean * @on Show * @off Hide * @desc Show cancel button? * If 'Show Buttons' is false, this will be hidden. * @default true * * @param menuShowButton:eval * @text Show Menu Button * @parent ShowButtons:eval * @type boolean * @on Show * @off Hide * @desc Show main menu button from the map scene? * If 'Show Buttons' is false, this will be hidden. * @default true * * @param pagedownShowButton:eval * @text Show Page Up/Down * @parent ShowButtons:eval * @type boolean * @on Show * @off Hide * @desc Show page up/down buttons? * If 'Show Buttons' is false, this will be hidden. * @default true * * @param numberShowButton:eval * @text Show Number Buttons * @parent ShowButtons:eval * @type boolean * @on Show * @off Hide * @desc Show number adjustment buttons? * If 'Show Buttons' is false, this will be hidden. * @default true * * @param ButtonHeight:num * @text Button Area Height * @parent UIArea * @type number * @min 1 * @desc Sets the height for the button area. * Default: 52 * @default 52 * * @param BottomButtons:eval * @text Bottom Buttons * @parent UIArea * @type boolean * @on Bottom * @off Top * @desc Put the buttons at the bottom of the screen? * @default false * * @param SideButtons:eval * @text Side Buttons * @parent UIArea * @type boolean * @on Side * @off Normal * @desc Push buttons to the side of the UI if there is room. * @default true * * @param MenuObjects * @text Menu Objects * * @param LvExpGauge:eval * @text Level -> EXP Gauge * @parent MenuObjects * @type boolean * @on Draw Gauge * @off Keep As Is * @desc Draw an EXP Gauge under the drawn level. * @default true * * @param ParamArrow:str * @text Parameter Arrow * @parent MenuObjects * @desc The arrow used to show changes in the parameter values. * @default → * * @param TextCodeSupport * @text Text Code Support * * @param TextCodeClassNames:eval * @text Class Names * @parent TextCodeSupport * @type boolean * @on Suport Text Codes * @off Normal Text * @desc Make class names support text codes? * @default true * * @param TextCodeNicknames:eval * @text Nicknames * @parent TextCodeSupport * @type boolean * @on Suport Text Codes * @off Normal Text * @desc Make nicknames support text codes? * @default true * */ /* ---------------------------------------------------------------------------- * Window Settings * ---------------------------------------------------------------------------- */ /*~struct~Window: * * @param WindowDefaults * @text Defaults * * @param EnableMasking:eval * @text Enable Masking * @parent WindowDefaults * @type boolean * @on Masking On * @off Masking Off * @desc Enable window masking (windows hide other windows behind * them)? WARNING: Turning it on can obscure data. * @default false * * @param LineHeight:num * @text Line Height * @parent WindowDefaults * @desc Default line height used for standard windows. * Default: 36 * @default 36 * * @param ItemPadding:num * @text Item Padding * @parent WindowDefaults * @desc Default line padding used for standard windows. * Default: 8 * @default 8 * * @param BackOpacity:num * @text Back Opacity * @parent WindowDefaults * @desc Default back opacity used for standard windows. * Default: 192 * @default 192 * * @param TranslucentOpacity:num * @text Translucent Opacity * @parent WindowDefaults * @desc Default translucent opacity used for standard windows. * Default: 160 * @default 160 * * @param OpenSpeed:num * @text Window Opening Speed * @parent WindowDefaults * @desc Default open speed used for standard windows. * Default: 32 (Use a number between 0-255) * @default 32 * @default 24 * * @param ColSpacing:num * @text Column Spacing * @parent WindowDefaults * @desc Default column spacing for selectable windows. * Default: 8 * @default 8 * * @param RowSpacing:num * @text Row Spacing * @parent WindowDefaults * @desc Default row spacing for selectable windows. * Default: 4 * @default 4 * * @param SelectableItems * @text Selectable Items * * @param ShowItemBackground:eval * @text Show Background? * @parent SelectableItems * @type boolean * @on Show Backgrounds * @off No backgrounds. * @desc Selectable menu items have dark boxes behind them. 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Ignore if using Battle Core. * @default true * * @param RepositionEnemies:eval * @text Reposition Enemies * @parent Troops * @type boolean * @on Reposition * @off Keep As Is * @desc Update the position of enemies in battle if the screen resolution has changed. * @default true * * @param RepositionEnemies130:eval * @text For MZ 1.3.0+? * @parent RepositionEnemies:eval * @type boolean * @on Reposition * @off Keep As Is * @desc Both this parameter and its parent parameter need to be on when using RPG Maker MZ 1.3.0+. * @default false * */ /* ---------------------------------------------------------------------------- * Screen Shake Settings * ---------------------------------------------------------------------------- */ /*~struct~ScreenShake: * * @param DefaultStyle:str * @text Default Style * @type select * @option Original * @value original * @option Random * @value random * @option Horizontal * @value horizontal * @option Vertical * @value vertical * @desc The default style used for screen shakes. * @default random * * @param originalJS:func * @text JS: Original Style * @type note * @desc This code gives you control over screen shake for this * screen shake style. * @default "// Calculation\nthis.x += Math.round($gameScreen.shake());" * * @param randomJS:func * @text JS: Random Style * @type note * @desc This code gives you control over screen shake for this * screen shake style. * @default "// 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);" * * @param horzJS:func * @text JS: Horizontal Style * @type note * @desc This code gives you control over screen shake for this * screen shake style. * @default "// 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);" * * @param vertJS:func * @text JS: Vertical Style * @type note * @desc This code gives you control over screen shake for this * screen shake style. * @default "// 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);" * */ /* ---------------------------------------------------------------------------- * Custom Parameter Settings * ---------------------------------------------------------------------------- */ /*~struct~CustomParam: * * @param ParamName:str * @text Parameter Name * @desc What's the parameter's name? * Used for VisuStella MZ menus. * @default Untitled * * @param Abbreviation:str * @text Abbreviation * @parent ParamName:str * @desc What abbreviation do you want to use for the parameter? * Do not use special characters. 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Use a * number between 0 and 255. You may use JavaScript code. * @default 255 * * @param BlendMode:num * @text Blend Mode * @parent Blend * @type select * @option 0 - Normal * @value 0 * @option 1 - Additive * @value 1 * @option 2 - Multiply * @value 2 * @option 3 - Screen * @value 3 * @desc What kind of blend mode do you wish to apply to the picture? * @default 0 * */ /* ---------------------------------------------------------------------------- * JS Quick Function Settings * ---------------------------------------------------------------------------- */ /*~struct~jsQuickFunc: * * @param FunctionName:str * @text Function Name * @desc The function's name in the global namespace. * Will not overwrite functions/variables of the same name. * @default Untitled * * @param CodeJS:json * @text JS: Code * @type note * @desc Run this code when using the function. * @default "// Insert this as a function anywhere you can input code\n// such as Script Calls or Conditional Branch Scripts.\n\n// Process Code\n" * */ 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this['isMapScrollLinked']()?this[_0x25b72c(0x36c)]():_0x44e74e[_0x25b72c(0x940)]['Game_Picture_x']['call'](this);}}}if(_0x3000f5[_0x25b72c(0x95b)]>0x0){if('EINQq'===_0x25b72c(0x945))_0x3000f5+=_0x12d0d8;else{_0x816e2f+=_0x1a8f4e;if(_0x3e28b9>=_0x342c9f)_0x643b7a=_0x38b0b5-0x1;this[_0x25b72c(0x63f)](_0x34d29a);}}return _0x3000f5;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x726)]=function(){const _0x170f60=_0x54167d,_0x5dce89=$dataTroops[_0x170f60(0x95b)]*0xa+Math[_0x170f60(0x549)](0xa);alert(_0x170f60(0xa02)[_0x170f60(0x482)](_0x5dce89));const _0x3feaf6=[];for(const _0x2fb694 of $dataTroops){if('Nhenn'===_0x170f60(0x212)){const _0x2c6281=_0x170f60(0x560);this[_0x170f60(0x961)]=this['_colorCache']||{};if(this[_0x170f60(0x961)][_0x2c6281])return this['_colorCache'][_0x2c6281];const _0x3fc813=_0x3b60e9['CoreEngine']['Settings'][_0x170f60(0x530)]['ColorNormal'];return this[_0x170f60(0x731)](_0x2c6281,_0x3fc813);}else{if(!_0x2fb694)continue;const 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_0x24232f=_0x590c61['join']('\x0a\x0a\x0a\x0a\x0a')[_0x154919(0x314)]();VisuMZ[_0x154919(0x940)][_0x154919(0x207)](_0x24232f,_0x460787,!![]),SceneManager[_0x154919(0x4ce)][_0x154919(0x2bc)]=!![];},VisuMZ[_0x54167d(0x940)][_0x54167d(0x8b2)]=function(_0x314db0){const _0x3ea5c6=_0x54167d;let _0x543384='\x0a'+'─'[_0x3ea5c6(0x779)](0x46)+'\x0a',_0x3e5ce6='\x0a'+'┄'['repeat'](0x46)+'\x0a',_0x2a554f='';for(const _0x5584b2 of _0x314db0){if(_0x3ea5c6(0x68f)!==_0x3ea5c6(0x79c)){if(!_0x5584b2)continue;if(_0x5584b2[_0x3ea5c6(0x28c)]===0x65)_0x2a554f+=_0x543384+'\x0a',_0x2a554f+=_0x3ea5c6(0x741),_0x5584b2[_0x3ea5c6(0x733)][0x4]!==''&&_0x5584b2[_0x3ea5c6(0x733)][0x4]!==undefined&&(_0x3ea5c6(0x44b)==='DjrMS'?_0x4b5a3a[_0x3ea5c6(0x940)][_0x3ea5c6(0x347)]['call'](this,_0x14348b):_0x2a554f+=_0x3ea5c6(0x810)['format'](_0x5584b2['parameters'][0x4]));else{if(_0x5584b2[_0x3ea5c6(0x28c)]===0x191){if(_0x3ea5c6(0x443)!==_0x3ea5c6(0x836))_0x2a554f+=_0x3ea5c6(0x5f8)['format'](_0x5584b2['parameters'][0x0]);else{const _0x3091f1=0x90,_0x58c10f=0x60,_0x1593a8=0x18;this[_0x3ea5c6(0x561)]['bitmap']=this[_0x3ea5c6(0x23a)],this[_0x3ea5c6(0x561)]['anchor']['x']=0.5,this[_0x3ea5c6(0x561)]['anchor']['y']=0x1,this[_0x3ea5c6(0x561)][_0x3ea5c6(0x35d)](_0x12dc60[_0x3ea5c6(0x3ad)](this[_0x3ea5c6(0x376)]/0x2),this[_0x3ea5c6(0x79d)]),this[_0x3ea5c6(0x561)][_0x3ea5c6(0x2bf)](_0x3091f1,_0x58c10f,_0x1593a8,_0x1593a8),this[_0x3ea5c6(0x561)]['alpha']=0xff;}}else{if(_0x5584b2[_0x3ea5c6(0x28c)]===0x192)_0x2a554f+=_0x543384,_0x2a554f+=_0x3ea5c6(0x720)[_0x3ea5c6(0x482)](_0x3e5ce6,_0x5584b2['parameters'][0x0]+0x1,_0x5584b2[_0x3ea5c6(0x733)][0x1]);else{if(_0x5584b2[_0x3ea5c6(0x28c)]===0x193)_0x2a554f+=_0x543384,_0x2a554f+=_0x3ea5c6(0x7bb)[_0x3ea5c6(0x482)](_0x3e5ce6);else{if(_0x5584b2['code']===0x194)'ngofv'===_0x3ea5c6(0x88d)?_0x2762bb=_0x3a5c3b[_0x3ea5c6(0x940)]['Scene_MenuBase_mainAreaHeight'][_0x3ea5c6(0x204)](this):(_0x2a554f+=_0x543384,_0x2a554f+=_0x3ea5c6(0x8f2)[_0x3ea5c6(0x482)](_0x3e5ce6));else{if(_0x5584b2['code']===0x69)_0x2a554f+=_0x543384+'\x0a',_0x2a554f+='〘Scrolling\x20Text〙\x0a';else{if(_0x5584b2['code']===0x6c)_0x2a554f+=_0x543384+'\x0a',_0x2a554f+=_0x3ea5c6(0x835)['format'](_0x5584b2[_0x3ea5c6(0x733)][0x0]);else{if(_0x5584b2['code']===0x198)_0x2a554f+=_0x3ea5c6(0x5f8)['format'](_0x5584b2[_0x3ea5c6(0x733)][0x0]);else{if(_0x5584b2[_0x3ea5c6(0x28c)]===0x75){const 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_0x28ab3b=_0x54167d;if(!$gameTemp[_0x28ab3b(0x562)]())return;if(!Utils[_0x28ab3b(0x303)]())return;VisuMZ['ConvertParams'](_0x3ab8ae,_0x3ab8ae);const _0x23834d=_0x3ab8ae[_0x28ab3b(0x77e)]||0x1;$gameTemp[_0x28ab3b(0x9eb)]=_0x23834d;}),PluginManager[_0x54167d(0x8f5)](pluginData['name'],'PictureEasingType',_0x4e2a77=>{const _0x88463d=_0x54167d;VisuMZ[_0x88463d(0x683)](_0x4e2a77,_0x4e2a77);const _0x16855f=_0x4e2a77[_0x88463d(0x907)]||0x1,_0x5a59bb=_0x4e2a77[_0x88463d(0x7b7)]||_0x88463d(0x33c),_0x58e01e=$gameScreen[_0x88463d(0x217)](_0x16855f);_0x58e01e&&(_0x88463d(0x2fd)!==_0x88463d(0x2fd)?this[_0x88463d(0x698)]=0x0:_0x58e01e[_0x88463d(0xa18)](_0x5a59bb));}),PluginManager['registerCommand'](pluginData[_0x54167d(0x614)],'PictureEraseAll',_0x4dfecf=>{for(let _0x18d6ed=0x1;_0x18d6ed<=0x64;_0x18d6ed++){$gameScreen['erasePicture'](_0x18d6ed);}}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],_0x54167d(0x22c),_0x468197=>{const _0x5d0b4d=_0x54167d;VisuMZ['ConvertParams'](_0x468197,_0x468197);const _0x2c4316=Math['min'](_0x468197['StartID'],_0x468197[_0x5d0b4d(0x241)]),_0x2c4ecc=Math[_0x5d0b4d(0x350)](_0x468197[_0x5d0b4d(0x3d3)],_0x468197[_0x5d0b4d(0x241)]);for(let _0x3b47ab=_0x2c4316;_0x3b47ab<=_0x2c4ecc;_0x3b47ab++){if('IXqRB'!==_0x5d0b4d(0x3e8))$gameScreen['erasePicture'](_0x3b47ab);else return _0x27648f[_0x5d0b4d(0x45a)](_0x4bf15a,'','');}}),PluginManager['registerCommand'](pluginData['name'],_0x54167d(0x6f5),_0x388b49=>{const _0x52cf01=_0x54167d;VisuMZ['ConvertParams'](_0x388b49,_0x388b49);const _0x476d8c=Math[_0x52cf01(0x3ad)](_0x388b49['PictureID'])[_0x52cf01(0x29b)](0x1,0x64),_0x393dfd=_0x388b49['Settings'],_0x12ca25=_0x393dfd[_0x52cf01(0x84a)][_0x52cf01(0x29b)](0x0,0x1),_0x3bd22d=Math['round'](_0x393dfd[_0x52cf01(0x677)]||0x0),_0x1c002a=Math[_0x52cf01(0x3ad)](_0x393dfd[_0x52cf01(0x7f5)]||0x0),_0x557b3e=Math[_0x52cf01(0x3ad)](_0x393dfd['ScaleX']||0x0),_0x3dfc66=Math[_0x52cf01(0x3ad)](_0x393dfd[_0x52cf01(0x9c6)]||0x0),_0x345357=Math['round'](_0x393dfd[_0x52cf01(0x3e3)])[_0x52cf01(0x29b)](0x0,0xff),_0xe156bd=_0x393dfd[_0x52cf01(0x5f0)],_0x2cf069=_0x52cf01(0x993),_0x201411=_0x388b49[_0x52cf01(0x495)]?_0x52cf01(0x495):_0x52cf01(0x992),_0x4b48c4=_0x2cf069[_0x52cf01(0x482)](_0x388b49[_0x52cf01(0x3bf)],_0x201411);$gameScreen['showPicture'](_0x476d8c,_0x4b48c4,_0x12ca25,_0x3bd22d,_0x1c002a,_0x557b3e,_0x3dfc66,_0x345357,_0xe156bd);}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],_0x54167d(0x5c9),_0x571e5b=>{const _0x3b7dd6=_0x54167d;VisuMZ[_0x3b7dd6(0x683)](_0x571e5b,_0x571e5b);const _0x4aa097=_0x571e5b['Type']||_0x3b7dd6(0x206),_0x58717e=_0x571e5b[_0x3b7dd6(0x699)][_0x3b7dd6(0x29b)](0x1,0x9),_0x560b71=_0x571e5b[_0x3b7dd6(0x717)][_0x3b7dd6(0x29b)](0x1,0x9),_0x45b0fd=_0x571e5b['Duration']||0x1,_0x466182=_0x571e5b[_0x3b7dd6(0x7da)];$gameScreen['setCoreEngineScreenShakeStyle'](_0x4aa097),$gameScreen[_0x3b7dd6(0x669)](_0x58717e,_0x560b71,_0x45b0fd);if(_0x466182){const _0x27fda8=$gameTemp['getLastPluginCommandInterpreter']();if(_0x27fda8)_0x27fda8[_0x3b7dd6(0x660)](_0x45b0fd);}}),PluginManager[_0x54167d(0x8f5)](pluginData['name'],_0x54167d(0xa0f),_0x3f5c76=>{const _0x4217aa=_0x54167d;VisuMZ[_0x4217aa(0x683)](_0x3f5c76,_0x3f5c76);const _0x47d80d=_0x3f5c76[_0x4217aa(0x447)]||0x1;$gameSystem[_0x4217aa(0x358)](_0x47d80d);}),PluginManager['registerCommand'](pluginData['name'],_0x54167d(0x900),_0x6e6b38=>{const _0x4b9a3b=_0x54167d;if($gameParty[_0x4b9a3b(0x540)]())return;VisuMZ[_0x4b9a3b(0x683)](_0x6e6b38,_0x6e6b38);const _0x31914b=_0x6e6b38[_0x4b9a3b(0x447)];if(_0x31914b[_0x4b9a3b(0x59b)](/Front/i)){if(_0x4b9a3b(0x374)!==_0x4b9a3b(0x374))return this[_0x4b9a3b(0x8da)]||this;else $gameSystem[_0x4b9a3b(0x8ac)](![]);}else{if(_0x31914b[_0x4b9a3b(0x59b)](/Side/i)){if('jFlQB'!==_0x4b9a3b(0x4c5))$gameSystem[_0x4b9a3b(0x8ac)](!![]);else return _0x477c08['CoreEngine'][_0x4b9a3b(0x331)][_0x4b9a3b(0x530)][_0x4b9a3b(0x972)];}else $gameSystem[_0x4b9a3b(0x8ac)](!$gameSystem[_0x4b9a3b(0x22e)]());}}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],_0x54167d(0x258),_0x2c00f2=>{const _0x31d1ec=_0x54167d;if($gameParty[_0x31d1ec(0x540)]())return;VisuMZ[_0x31d1ec(0x683)](_0x2c00f2,_0x2c00f2);const _0x21230f=[_0x31d1ec(0x9d2),_0x31d1ec(0x91f),'me','se'];for(const _0x396885 of _0x21230f){if('NHZWb'!==_0x31d1ec(0x752))this[_0x31d1ec(0x432)]&&(this['openness']+=this[_0x31d1ec(0x473)](),this[_0x31d1ec(0x88f)]()&&(this[_0x31d1ec(0x432)]=![]));else{const _0x5edb7d=_0x2c00f2[_0x396885],_0x53b980='%1/'[_0x31d1ec(0x482)](_0x396885);for(const _0x487100 of _0x5edb7d){if(_0x31d1ec(0x47e)!==_0x31d1ec(0x38a))AudioManager['createBuffer'](_0x53b980,_0x487100);else{_0x367728=_0x52453e(_0x3f9231||'')[_0x31d1ec(0x8dd)]();const _0x12d377=_0xd4009c[_0x31d1ec(0x940)][_0x31d1ec(0x331)][_0x31d1ec(0x3fa)];if(_0x1b7252===_0x31d1ec(0x578))return _0x3ac472[_0x31d1ec(0x722)]['params'][0x0];if(_0x2f0ca1===_0x31d1ec(0x784))return _0x304668[_0x31d1ec(0x722)][_0x31d1ec(0x9b7)][0x1];if(_0x24df06==='ATK')return _0x32c789[_0x31d1ec(0x722)][_0x31d1ec(0x9b7)][0x2];if(_0x18fcbe===_0x31d1ec(0x3ce))return _0x509931['terms']['params'][0x3];if(_0x3b16d8===_0x31d1ec(0x203))return _0x3ac1de[_0x31d1ec(0x722)][_0x31d1ec(0x9b7)][0x4];if(_0xb06693===_0x31d1ec(0x7e8))return _0x4779ae['terms'][_0x31d1ec(0x9b7)][0x5];if(_0x1adaa6===_0x31d1ec(0x778))return _0x1b1eac['terms'][_0x31d1ec(0x9b7)][0x6];if(_0x30c5a8==='LUK')return _0x45db40[_0x31d1ec(0x722)][_0x31d1ec(0x9b7)][0x7];if(_0x29b986===_0x31d1ec(0x8a9))return _0x12d377[_0x31d1ec(0xa04)];if(_0x67c800==='EVA')return _0x12d377[_0x31d1ec(0x449)];if(_0x17dfe5==='CRI')return _0x12d377['XParamVocab2'];if(_0x428669==='CEV')return _0x12d377[_0x31d1ec(0x3bc)];if(_0x5b2eae==='MEV')return _0x12d377['XParamVocab4'];if(_0x4cd6d2===_0x31d1ec(0x603))return _0x12d377['XParamVocab5'];if(_0x5759c4===_0x31d1ec(0x81e))return _0x12d377['XParamVocab6'];if(_0xe0eb1c==='HRG')return _0x12d377[_0x31d1ec(0x535)];if(_0x3cfe2d===_0x31d1ec(0x9de))return _0x12d377[_0x31d1ec(0x77c)];if(_0x17c08d==='TRG')return _0x12d377[_0x31d1ec(0x461)];if(_0x8d0c97===_0x31d1ec(0x7b3))return _0x12d377[_0x31d1ec(0x7cb)];if(_0x41d368===_0x31d1ec(0xa0d))return _0x12d377[_0x31d1ec(0x417)];if(_0x1afb87==='REC')return _0x12d377[_0x31d1ec(0x6f3)];if(_0x2042c1===_0x31d1ec(0x66d))return _0x12d377['SParamVocab3'];if(_0x2e1676===_0x31d1ec(0x43f))return _0x12d377[_0x31d1ec(0x736)];if(_0x570500===_0x31d1ec(0x5c3))return _0x12d377[_0x31d1ec(0x700)];if(_0x5eff92===_0x31d1ec(0x70a))return _0x12d377[_0x31d1ec(0x396)];if(_0x30b7be==='MDR')return _0x12d377['SParamVocab7'];if(_0x3067b0===_0x31d1ec(0x4b5))return _0x12d377[_0x31d1ec(0x746)];if(_0x57165d==='EXR')return _0x12d377[_0x31d1ec(0x400)];if(_0x53e209[_0x31d1ec(0x940)][_0x31d1ec(0x7d1)][_0x1b2bbb])return _0x9516c3[_0x31d1ec(0x940)][_0x31d1ec(0x7d1)][_0x3fa1d8];return'';}}}}}),PluginManager[_0x54167d(0x8f5)](pluginData['name'],_0x54167d(0x971),_0x2a5b92=>{const _0xe21bbd=_0x54167d;if($gameParty[_0xe21bbd(0x540)]())return;VisuMZ[_0xe21bbd(0x683)](_0x2a5b92,_0x2a5b92);const _0x319751=[_0xe21bbd(0x265),_0xe21bbd(0x2e7),_0xe21bbd(0x514),_0xe21bbd(0xa16),_0xe21bbd(0x515),'faces',_0xe21bbd(0x37c),'pictures',_0xe21bbd(0x564),'sv_enemies',_0xe21bbd(0x32b),_0xe21bbd(0x72a),_0xe21bbd(0x3ac),'titles2'];for(const _0x2f2339 of _0x319751){const _0x34ebc6=_0x2a5b92[_0x2f2339],_0x4886cd='img/%1/'[_0xe21bbd(0x482)](_0x2f2339);for(const _0x542003 of _0x34ebc6){ImageManager[_0xe21bbd(0x4e3)](_0x4886cd,_0x542003);}}}),PluginManager['registerCommand'](pluginData['name'],_0x54167d(0x789),_0x14fc05=>{const _0x186eb4=_0x54167d;if($gameParty['inBattle']())return;VisuMZ['ConvertParams'](_0x14fc05,_0x14fc05);const _0x34b7fe=_0x14fc05['IDs'],_0x408cd4=(_0x14fc05[_0x186eb4(0x526)]||0x0)/0x64;for(const _0x524aba of _0x34b7fe){if(_0x186eb4(0x919)!=='yeDkC')_0x564b1e[_0x186eb4(0x5fe)](_0x5f4674);else{const _0x4eb511=Math['random']()<=_0x408cd4;$gameSwitches[_0x186eb4(0x667)](_0x524aba,_0x4eb511);}}}),PluginManager['registerCommand'](pluginData[_0x54167d(0x614)],_0x54167d(0x91b),_0x376b1c=>{const _0x41da98=_0x54167d;if($gameParty[_0x41da98(0x540)]())return;VisuMZ[_0x41da98(0x683)](_0x376b1c,_0x376b1c);const _0x54d29a=Math['min'](_0x376b1c[_0x41da98(0x3d3)],_0x376b1c[_0x41da98(0x241)]),_0xaedcf4=Math[_0x41da98(0x350)](_0x376b1c[_0x41da98(0x3d3)],_0x376b1c[_0x41da98(0x241)]),_0x43fca2=(_0x376b1c[_0x41da98(0x526)]||0x0)/0x64;for(let _0x43bff7=_0x54d29a;_0x43bff7<=_0xaedcf4;_0x43bff7++){const _0x3bda30=Math[_0x41da98(0x206)]()<=_0x43fca2;$gameSwitches['setValue'](_0x43bff7,_0x3bda30);}}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],_0x54167d(0x25c),_0x1e150b=>{const _0x43bed9=_0x54167d;if($gameParty[_0x43bed9(0x540)]())return;VisuMZ[_0x43bed9(0x683)](_0x1e150b,_0x1e150b);const _0x19e99c=_0x1e150b[_0x43bed9(0x528)];for(const _0x408bd2 of _0x19e99c){if('jllmJ'===_0x43bed9(0x76f))this[_0x43bed9(0x532)]=[];else{const _0x26f9d7=$gameSwitches['value'](_0x408bd2);$gameSwitches[_0x43bed9(0x667)](_0x408bd2,!_0x26f9d7);}}}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],'SwitchToggleRange',_0x24f724=>{const _0x3b8ecf=_0x54167d;if($gameParty['inBattle']())return;VisuMZ[_0x3b8ecf(0x683)](_0x24f724,_0x24f724);const _0x2f44d9=Math[_0x3b8ecf(0x3e0)](_0x24f724[_0x3b8ecf(0x3d3)],_0x24f724[_0x3b8ecf(0x241)]),_0x2b7066=Math[_0x3b8ecf(0x350)](_0x24f724['StartID'],_0x24f724[_0x3b8ecf(0x241)]);for(let _0x2b6b96=_0x2f44d9;_0x2b6b96<=_0x2b7066;_0x2b6b96++){const _0x496175=$gameSwitches[_0x3b8ecf(0x570)](_0x2b6b96);$gameSwitches[_0x3b8ecf(0x667)](_0x2b6b96,!_0x496175);}}),PluginManager[_0x54167d(0x8f5)](pluginData[_0x54167d(0x614)],_0x54167d(0x962),_0x29b53e=>{const _0x3af6ba=_0x54167d;if($gameParty['inBattle']())return;VisuMZ['ConvertParams'](_0x29b53e,_0x29b53e);const _0x271623=_0x29b53e[_0x3af6ba(0x447)][_0x3af6ba(0x8dd)]()[_0x3af6ba(0x314)](),_0x87cde6=VisuMZ[_0x3af6ba(0x940)][_0x3af6ba(0x7bc)](_0x271623);$gameSystem[_0x3af6ba(0x59d)](_0x87cde6);}),VisuMZ[_0x54167d(0x940)][_0x54167d(0x7bc)]=function(_0x9a80aa){const _0x26afeb=_0x54167d;_0x9a80aa=_0x9a80aa||_0x26afeb(0x92b),_0x9a80aa=String(_0x9a80aa)[_0x26afeb(0x8dd)]()[_0x26afeb(0x314)]();switch(_0x9a80aa){case'DTB':return 0x0;case'TPB\x20ACTIVE':Imported[_0x26afeb(0x6ec)]&&(ConfigManager[_0x26afeb(0x9ec)]=!![]);return 0x1;case _0x26afeb(0x5ed):Imported[_0x26afeb(0x6ec)]&&(ConfigManager[_0x26afeb(0x9ec)]=![]);return 0x2;case _0x26afeb(0x9f3):if(Imported[_0x26afeb(0x285)])return _0x26afeb(0x9f3);break;case _0x26afeb(0x470):if(Imported[_0x26afeb(0x448)]){if(_0x26afeb(0x6eb)===_0x26afeb(0x6eb))return'STB';else this[_0x26afeb(0x710)]();}break;case _0x26afeb(0x9aa):if(Imported[_0x26afeb(0x721)])return'BTB';break;case _0x26afeb(0x39a):if(Imported[_0x26afeb(0x4e7)])return _0x26afeb(0x7f1)!==_0x26afeb(0x2ce)?_0x26afeb(0x39a):_0x32e94c['CoreEngine'][_0x26afeb(0x7fb)][_0x26afeb(0x204)](this);break;case _0x26afeb(0x332):if(Imported['VisuMZ_2_BattleSystemOTB']){if(_0x26afeb(0x81b)===_0x26afeb(0x81b))return _0x26afeb(0x332);else this['_backgroundFilter']=new _0x20a7f3[(_0x26afeb(0x6f6))][(_0x26afeb(0x98b))](_0x2b3647=!![]),this['_backgroundSprite']=new _0x4d3b92(),this['_backgroundSprite']['bitmap']=_0x15e024[_0x26afeb(0x67d)](),this[_0x26afeb(0x420)][_0x26afeb(0x6f6)]=[this[_0x26afeb(0x214)]],this[_0x26afeb(0x8fe)][_0x26afeb(0x45f)](this[_0x26afeb(0x420)]);}break;case _0x26afeb(0x965):if(Imported[_0x26afeb(0x80b)])return _0x26afeb(0x965);break;case _0x26afeb(0x92c):if(Imported[_0x26afeb(0x3fd)])return _0x26afeb(0x92c);break;}return $dataSystem[_0x26afeb(0x9e8)];},PluginManager['registerCommand'](pluginData['name'],_0x54167d(0x84e),_0x4399a5=>{const _0x347b3c=_0x54167d;VisuMZ[_0x347b3c(0x683)](_0x4399a5,_0x4399a5);const _0x164fc7=_0x4399a5[_0x347b3c(0x447)]||0x1;$gameSystem['setWindowPadding'](_0x164fc7);}),VisuMZ[_0x54167d(0x940)]['Scene_Boot_onDatabaseLoaded']=Scene_Boot[_0x54167d(0x4ec)][_0x54167d(0x34e)],Scene_Boot['prototype'][_0x54167d(0x34e)]=function(){const _0x586b67=_0x54167d;VisuMZ['CoreEngine'][_0x586b67(0x305)][_0x586b67(0x204)](this),this[_0x586b67(0x9e7)](),this[_0x586b67(0x3ba)](),this[_0x586b67(0x44d)](),this[_0x586b67(0x95a)](),this[_0x586b67(0x946)](),VisuMZ['ParseAllNotetags']();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x364)]={},Scene_Boot[_0x54167d(0x4ec)]['process_VisuMZ_CoreEngine_RegExp']=function(){const _0x24509d=_0x54167d,_0x2c63d6=[_0x24509d(0x578),_0x24509d(0x784),_0x24509d(0x6ea),'DEF','MAT','MDF',_0x24509d(0x778),_0x24509d(0x7cf)],_0x207906=[_0x24509d(0x8a9),_0x24509d(0x2d9),'CRI',_0x24509d(0x891),_0x24509d(0x8b1),_0x24509d(0x603),_0x24509d(0x81e),_0x24509d(0x293),_0x24509d(0x9de),_0x24509d(0x627)],_0x44551e=[_0x24509d(0x7b3),_0x24509d(0xa0d),_0x24509d(0x3ab),_0x24509d(0x66d),_0x24509d(0x43f),_0x24509d(0x5c3),_0x24509d(0x70a),_0x24509d(0x90d),_0x24509d(0x4b5),_0x24509d(0x282)],_0x115138=[_0x2c63d6,_0x207906,_0x44551e],_0x5b4349=[_0x24509d(0x8dc),'Plus1',_0x24509d(0x662),_0x24509d(0x82c),_0x24509d(0x9cc),_0x24509d(0x538),'Rate2',_0x24509d(0x68a),_0x24509d(0x42e),_0x24509d(0x963)];for(const _0x47f29c of _0x115138){let _0x128d12='';if(_0x47f29c===_0x2c63d6)_0x128d12=_0x24509d(0x594);if(_0x47f29c===_0x207906)_0x128d12=_0x24509d(0x904);if(_0x47f29c===_0x44551e)_0x128d12=_0x24509d(0x652);for(const _0x576781 of _0x5b4349){let _0x4359b0=_0x24509d(0x25f)[_0x24509d(0x482)](_0x128d12,_0x576781);VisuMZ['CoreEngine'][_0x24509d(0x364)][_0x4359b0]=[],VisuMZ['CoreEngine']['RegExp'][_0x4359b0+'JS']=[];let _0x351bf1=_0x24509d(0x37a);if([_0x24509d(0x8dc),'Flat'][_0x24509d(0x9ef)](_0x576781))_0x351bf1+=_0x24509d(0x659);else{if(['Plus1',_0x24509d(0x42e)][_0x24509d(0x9ef)](_0x576781))_0x351bf1+=_0x24509d(0x366);else{if([_0x24509d(0x662),'Flat2'][_0x24509d(0x9ef)](_0x576781))_0x351bf1+=_0x24509d(0x936);else{if(_0x576781===_0x24509d(0x82c)){if(_0x24509d(0xa00)!=='TyyOD')_0x351bf1+='(\x5cd+)>';else{const _0x4c210c=this['isMVAnimation'](_0x502f89),_0x5df5b8=new(_0x4c210c?_0x1d2890:_0x1e0624)();_0x5df5b8['targetObjects']=_0x2d66ec,_0x5df5b8['setup'](_0x32ed63,_0x4ac1ed,_0x1da65f,_0x2ab424),_0x5df5b8[_0x24509d(0x20f)](_0x1335b4),this[_0x24509d(0x84c)][_0x24509d(0x45f)](_0x5df5b8),this[_0x24509d(0x4dc)][_0x24509d(0x398)](_0x5df5b8);}}else{if(_0x576781===_0x24509d(0x538))_0x351bf1+=_0x24509d(0x61a);else{if(_0x576781===_0x24509d(0x727)){if(_0x24509d(0x2f0)!=='wqdiq'){const _0x4a6183=new _0xa1414b['BaseTexture']();_0x4a6183[_0x24509d(0x328)](0x800,0x800),_0x33c622[_0x24509d(0x940)]['Settings']['QoL'][_0x24509d(0x777)]&&(_0x4a6183['scaleMode']=_0x109a11[_0x24509d(0x767)][_0x24509d(0x72f)]),this[_0x24509d(0x54e)]['push'](_0x4a6183);}else _0x351bf1+=_0x24509d(0x89d);}}}}}}for(const _0x160b17 of _0x47f29c){let _0x4cd3dc=_0x576781['replace'](/[\d+]/g,'')[_0x24509d(0x8dd)]();const _0x41a869=_0x351bf1['format'](_0x160b17,_0x4cd3dc);VisuMZ[_0x24509d(0x940)][_0x24509d(0x364)][_0x4359b0]['push'](new RegExp(_0x41a869,'i'));const _0x501b74=_0x24509d(0x523)[_0x24509d(0x482)](_0x160b17,_0x4cd3dc);VisuMZ[_0x24509d(0x940)][_0x24509d(0x364)][_0x4359b0+'JS']['push'](new RegExp(_0x501b74,'i'));}}}},Scene_Boot['prototype']['process_VisuMZ_CoreEngine_Notetags']=function(){if(VisuMZ['ParseAllNotetags'])return;},Scene_Boot[_0x54167d(0x4ec)][_0x54167d(0x44d)]=function(){const _0x4151d5=_0x54167d,_0xae914d=VisuMZ['CoreEngine']['Settings'];_0xae914d[_0x4151d5(0x2e9)][_0x4151d5(0x21a)]&&VisuMZ['ShowDevTools'](!![]);_0xae914d[_0x4151d5(0x2e9)][_0x4151d5(0x62f)]&&(Input[_0x4151d5(0x21f)][0x23]='end',Input[_0x4151d5(0x21f)][0x24]=_0x4151d5(0x588));if(_0xae914d['ButtonAssist']){const _0x2c0411=_0xae914d[_0x4151d5(0x464)];_0x2c0411[_0x4151d5(0x504)]=_0x2c0411[_0x4151d5(0x504)]||'\x5c}❪SHIFT❫\x5c{',_0x2c0411[_0x4151d5(0x8fb)]=_0x2c0411[_0x4151d5(0x8fb)]||_0x4151d5(0x657);}if(_0xae914d[_0x4151d5(0x8a6)][_0x4151d5(0x8e6)]){if(_0x4151d5(0x6f9)!==_0x4151d5(0x6f9))return _0x1aaea0[_0x4151d5(0x556)][_0x4151d5(0x7fe)][_0x4151d5(0x204)](this);else Input[_0x4151d5(0x21f)][0x57]='up',Input['keyMapper'][0x41]='left',Input['keyMapper'][0x53]=_0x4151d5(0x83a),Input[_0x4151d5(0x21f)][0x44]=_0x4151d5(0x231),Input[_0x4151d5(0x21f)][0x45]=_0x4151d5(0x316);}_0xae914d[_0x4151d5(0x8a6)]['DashToggleR']&&(Input['keyMapper'][0x52]=_0x4151d5(0x5cd)),_0xae914d['Param'][_0x4151d5(0x70d)]=_0xae914d['Param'][_0x4151d5(0x70d)]['map'](_0x367797=>_0x367797['toUpperCase']()[_0x4151d5(0x314)]()),_0xae914d[_0x4151d5(0x3fa)][_0x4151d5(0x886)]=_0xae914d[_0x4151d5(0x3fa)]['ExtDisplayedParams'][_0x4151d5(0x90c)](_0x306bc8=>_0x306bc8[_0x4151d5(0x8dd)]()[_0x4151d5(0x314)]());},Scene_Boot['prototype'][_0x54167d(0x95a)]=function(){const _0x437a54=_0x54167d;this[_0x437a54(0x744)]();},Scene_Boot[_0x54167d(0x4ec)]['process_VisuMZ_CoreEngine_jsQuickFunctions']=function(){const _0x214f58=_0x54167d,_0x2a1dfb=VisuMZ[_0x214f58(0x940)][_0x214f58(0x331)][_0x214f58(0x873)];for(const _0xee5a84 of _0x2a1dfb){const _0x14dfb6=_0xee5a84[_0x214f58(0x806)][_0x214f58(0x3ed)](/[ ]/g,''),_0x1062a5=_0xee5a84[_0x214f58(0x563)];VisuMZ['CoreEngine'][_0x214f58(0x895)](_0x14dfb6,_0x1062a5);}},VisuMZ[_0x54167d(0x940)]['createJsQuickFunction']=function(_0x132b99,_0x2bd9cf){const _0x597a73=_0x54167d;if(!!window[_0x132b99]){if($gameTemp[_0x597a73(0x562)]())console[_0x597a73(0x262)](_0x597a73(0x6b4)[_0x597a73(0x482)](_0x132b99));}const _0x14e15c=_0x597a73(0x704)[_0x597a73(0x482)](_0x132b99,_0x2bd9cf);window[_0x132b99]=new Function(_0x14e15c);},Scene_Boot[_0x54167d(0x4ec)][_0x54167d(0x946)]=function(){const _0x146725=_0x54167d,_0x148508=VisuMZ[_0x146725(0x940)]['Settings']['CustomParam'];if(!_0x148508)return;for(const _0x2f1ae9 of _0x148508){if(!_0x2f1ae9)continue;VisuMZ[_0x146725(0x940)]['createCustomParameter'](_0x2f1ae9);}},VisuMZ[_0x54167d(0x940)][_0x54167d(0x7d1)]={},VisuMZ[_0x54167d(0x940)]['CustomParamIcons']={},VisuMZ[_0x54167d(0x940)][_0x54167d(0x6dc)]={},VisuMZ[_0x54167d(0x940)][_0x54167d(0x450)]={},VisuMZ[_0x54167d(0x940)]['createCustomParameter']=function(_0x591c4c){const _0x31855d=_0x54167d,_0x178679=_0x591c4c[_0x31855d(0x3e5)],_0x17b192=_0x591c4c[_0x31855d(0x6fc)],_0x1eb3da=_0x591c4c[_0x31855d(0x685)],_0x3e25da=_0x591c4c[_0x31855d(0x89a)],_0x1a0de6=new Function(_0x591c4c[_0x31855d(0x508)]);VisuMZ[_0x31855d(0x940)][_0x31855d(0x7d1)][_0x178679[_0x31855d(0x8dd)]()['trim']()]=_0x17b192,VisuMZ[_0x31855d(0x940)][_0x31855d(0x377)][_0x178679[_0x31855d(0x8dd)]()[_0x31855d(0x314)]()]=_0x1eb3da,VisuMZ['CoreEngine']['CustomParamType'][_0x178679[_0x31855d(0x8dd)]()[_0x31855d(0x314)]()]=_0x3e25da,VisuMZ[_0x31855d(0x940)][_0x31855d(0x450)][_0x178679[_0x31855d(0x8dd)]()[_0x31855d(0x314)]()]=_0x178679,Object[_0x31855d(0x201)](Game_BattlerBase[_0x31855d(0x4ec)],_0x178679,{'get'(){const _0x1f8ce6=_0x31855d,_0x1a0ba6=_0x1a0de6['call'](this);return _0x3e25da==='integer'?Math[_0x1f8ce6(0x3ad)](_0x1a0ba6):_0x1a0ba6;}});},VisuMZ['ParseAllNotetags']=function(){const _0x4ac35d=_0x54167d;for(const _0x26f832 of $dataActors){if(_0x4ac35d(0x576)==='kVFjY'){if(_0x26f832)VisuMZ[_0x4ac35d(0x276)](_0x26f832);}else this['makeDocumentTitle']();}for(const _0x11c674 of $dataClasses){if(_0x11c674)VisuMZ['ParseClassNotetags'](_0x11c674);}for(const _0x67a16a of $dataSkills){if(_0x4ac35d(0x294)!=='cibUW'){const _0x299d64=_0x52290f[_0x536db8],_0x876d28='%1/'[_0x4ac35d(0x482)](_0x5871e4);for(const _0x2cad94 of _0x299d64){_0x460d28[_0x4ac35d(0x9bb)](_0x876d28,_0x2cad94);}}else{if(_0x67a16a)VisuMZ[_0x4ac35d(0x5b9)](_0x67a16a);}}for(const _0x5e7be6 of $dataItems){if(_0x4ac35d(0x381)!==_0x4ac35d(0x381)){if(_0x54f2c1[_0x4ac35d(0x562)]()){const _0x18a3db=_0x56a624[_0x4ac35d(0x940)][_0x4ac35d(0x331)][_0x4ac35d(0x2e9)][_0x4ac35d(0x54a)];if(_0x18a3db>0x0)_0x3817c8[_0x4ac35d(0x42d)](_0x18a3db);}}else{if(_0x5e7be6)VisuMZ[_0x4ac35d(0x321)](_0x5e7be6);}}for(const _0x4eaa45 of $dataWeapons){if(_0x4ac35d(0x62b)!=='MdAwc'){if(_0x4eaa45)VisuMZ[_0x4ac35d(0x67b)](_0x4eaa45);}else return-0.5*(_0x4e1985[_0x4ac35d(0x9ba)](0x2,0xa*_0x34323c)*_0x4ea4c4[_0x4ac35d(0x98c)]((_0x48df82-_0xd3b4b)*(0x2*_0x1180ea['PI'])/_0x79b950));}for(const _0x2f7a82 of $dataArmors){if(_0x4ac35d(0x770)!==_0x4ac35d(0x770))this['_helpWindow'][_0x4ac35d(0x6d0)](_0x246984[_0x4ac35d(0x556)][_0x4ac35d(0x536)]);else{if(_0x2f7a82)VisuMZ[_0x4ac35d(0x7b5)](_0x2f7a82);}}for(const _0x5ec43d of $dataEnemies){if(_0x5ec43d)VisuMZ[_0x4ac35d(0x7ca)](_0x5ec43d);}for(const _0x7fbea7 of $dataStates){if(_0x7fbea7)VisuMZ['ParseStateNotetags'](_0x7fbea7);}for(const _0x4a3188 of $dataTilesets){if('rzcdk'!==_0x4ac35d(0x941)){if(_0x4a3188)VisuMZ[_0x4ac35d(0x653)](_0x4a3188);}else this['_x']=this['_targetX'],this['_y']=this[_0x4ac35d(0x537)],this[_0x4ac35d(0x8c2)]=this[_0x4ac35d(0x816)],this['_scaleY']=this[_0x4ac35d(0x242)],this[_0x4ac35d(0x2d4)]=this[_0x4ac35d(0x360)],this[_0x4ac35d(0x6d2)]&&(this[_0x4ac35d(0x6d2)]['x']=this[_0x4ac35d(0x53e)]['x'],this[_0x4ac35d(0x6d2)]['y']=this[_0x4ac35d(0x53e)]['y']);}},VisuMZ['ParseActorNotetags']=function(_0x105c8c){},VisuMZ['ParseClassNotetags']=function(_0x357bc6){},VisuMZ['ParseSkillNotetags']=function(_0x4d65e8){},VisuMZ[_0x54167d(0x321)]=function(_0x25f66e){},VisuMZ[_0x54167d(0x67b)]=function(_0x32d574){},VisuMZ[_0x54167d(0x7b5)]=function(_0x167092){},VisuMZ[_0x54167d(0x7ca)]=function(_0x39ee7f){},VisuMZ[_0x54167d(0x820)]=function(_0x17fed5){},VisuMZ[_0x54167d(0x653)]=function(_0x1ce90e){},VisuMZ[_0x54167d(0x940)][_0x54167d(0x276)]=VisuMZ[_0x54167d(0x276)],VisuMZ[_0x54167d(0x276)]=function(_0x3a87ba){const _0x45c3eb=_0x54167d;VisuMZ['CoreEngine'][_0x45c3eb(0x276)][_0x45c3eb(0x204)](this,_0x3a87ba);const _0x4453b6=_0x3a87ba[_0x45c3eb(0x31a)];if(_0x4453b6[_0x45c3eb(0x59b)](/<MAX LEVEL:[ ](\d+)>/i)){if('qHtAX'!==_0x45c3eb(0x253)){this['contents']['clear']();for(let _0x5e2989=0x1;_0x5e2989<=0x5;_0x5e2989++){this[_0x45c3eb(0x558)](_0x5e2989);}}else{_0x3a87ba[_0x45c3eb(0x902)]=Number(RegExp['$1']);if(_0x3a87ba['maxLevel']===0x0)_0x3a87ba[_0x45c3eb(0x902)]=Number[_0x45c3eb(0x4a8)];}}_0x4453b6[_0x45c3eb(0x59b)](/<INITIAL LEVEL:[ ](\d+)>/i)&&(_0x3a87ba[_0x45c3eb(0x351)]=Math[_0x45c3eb(0x3e0)](Number(RegExp['$1']),_0x3a87ba['maxLevel']));},VisuMZ['CoreEngine']['ParseClassNotetags']=VisuMZ[_0x54167d(0x61c)],VisuMZ['ParseClassNotetags']=function(_0x223a7f){const _0x54c9bd=_0x54167d;VisuMZ['CoreEngine'][_0x54c9bd(0x61c)]['call'](this,_0x223a7f);if(_0x223a7f[_0x54c9bd(0x908)])for(const _0x1b0374 of _0x223a7f['learnings']){'KGEUq'===_0x54c9bd(0x4bf)?_0x1b0374['note'][_0x54c9bd(0x59b)](/<LEARN AT LEVEL:[ ](\d+)>/i)&&(_0x1b0374[_0x54c9bd(0x472)]=Math[_0x54c9bd(0x350)](Number(RegExp['$1']),0x1)):this[_0x54c9bd(0x69c)](_0x2dbc17);}},VisuMZ['CoreEngine'][_0x54167d(0x7ca)]=VisuMZ[_0x54167d(0x7ca)],VisuMZ['ParseEnemyNotetags']=function(_0x5362b6){const _0x444e0f=_0x54167d;VisuMZ['CoreEngine'][_0x444e0f(0x7ca)]['call'](this,_0x5362b6),_0x5362b6[_0x444e0f(0x472)]=0x1;const _0x518ab7=_0x5362b6[_0x444e0f(0x31a)];if(_0x518ab7[_0x444e0f(0x59b)](/<LEVEL:[ ](\d+)>/i))_0x5362b6['level']=Number(RegExp['$1']);if(_0x518ab7['match'](/<MAXHP:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x0]=Number(RegExp['$1']);if(_0x518ab7[_0x444e0f(0x59b)](/<MAXMP:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x1]=Number(RegExp['$1']);if(_0x518ab7[_0x444e0f(0x59b)](/<ATK:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x2]=Number(RegExp['$1']);if(_0x518ab7[_0x444e0f(0x59b)](/<DEF:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x3]=Number(RegExp['$1']);if(_0x518ab7['match'](/<MAT:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x4]=Number(RegExp['$1']);if(_0x518ab7['match'](/<MDF:[ ](\d+)>/i))_0x5362b6['params'][0x5]=Number(RegExp['$1']);if(_0x518ab7['match'](/<AGI:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x6]=Number(RegExp['$1']);if(_0x518ab7[_0x444e0f(0x59b)](/<LUK:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9b7)][0x7]=Number(RegExp['$1']);if(_0x518ab7['match'](/<EXP:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x9ea)]=Number(RegExp['$1']);if(_0x518ab7[_0x444e0f(0x59b)](/<GOLD:[ ](\d+)>/i))_0x5362b6[_0x444e0f(0x8b4)]=Number(RegExp['$1']);},VisuMZ['CoreEngine'][_0x54167d(0x8c7)]=Graphics[_0x54167d(0x44e)],Graphics['_defaultStretchMode']=function(){const _0x5838db=_0x54167d;switch(VisuMZ[_0x5838db(0x940)]['Settings'][_0x5838db(0x2e9)][_0x5838db(0x709)]){case'stretch':return!![];case _0x5838db(0x8a5):return![];default:return VisuMZ[_0x5838db(0x940)]['Graphics_defaultStretchMode']['call'](this);}},VisuMZ['CoreEngine'][_0x54167d(0x517)]=Graphics['printError'],Graphics[_0x54167d(0x93c)]=function(_0x3032eb,_0x3c3feb,_0x5c76b8=null){const _0x7394c6=_0x54167d;VisuMZ[_0x7394c6(0x940)][_0x7394c6(0x517)][_0x7394c6(0x204)](this,_0x3032eb,_0x3c3feb,_0x5c76b8),VisuMZ[_0x7394c6(0x4c7)](![]);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x280)]=Graphics[_0x54167d(0x763)],Graphics['_centerElement']=function(_0x57e9b7){const _0x1e44b3=_0x54167d;VisuMZ['CoreEngine'][_0x1e44b3(0x280)]['call'](this,_0x57e9b7),this[_0x1e44b3(0x66a)](_0x57e9b7);},Graphics[_0x54167d(0x66a)]=function(_0x1da430){const _0x53cd7d=_0x54167d;if(VisuMZ[_0x53cd7d(0x940)]['Settings'][_0x53cd7d(0x2e9)][_0x53cd7d(0x9c5)]){if(_0x53cd7d(0x394)===_0x53cd7d(0x9ab)){const _0x3ebd6b=_0x413e63[_0x53cd7d(0x940)][_0x53cd7d(0x331)][_0x53cd7d(0x5c9)];this[_0x53cd7d(0x21d)]=_0x3ebd6b?.[_0x53cd7d(0x4fe)]||'random';}else _0x1da430[_0x53cd7d(0x460)]['font-smooth']=_0x53cd7d(0x3a4);}VisuMZ[_0x53cd7d(0x940)][_0x53cd7d(0x331)][_0x53cd7d(0x2e9)][_0x53cd7d(0x777)]&&(_0x1da430[_0x53cd7d(0x460)][_0x53cd7d(0x36a)]='pixelated');const _0x29895a=Math[_0x53cd7d(0x350)](0x0,Math[_0x53cd7d(0x42f)](_0x1da430[_0x53cd7d(0x281)]*this[_0x53cd7d(0x3f0)])),_0x4a9992=Math['max'](0x0,Math[_0x53cd7d(0x42f)](_0x1da430[_0x53cd7d(0x3e1)]*this[_0x53cd7d(0x3f0)]));_0x1da430[_0x53cd7d(0x460)][_0x53cd7d(0x281)]=_0x29895a+'px',_0x1da430[_0x53cd7d(0x460)][_0x53cd7d(0x3e1)]=_0x4a9992+'px';},VisuMZ['CoreEngine'][_0x54167d(0x76d)]=Bitmap[_0x54167d(0x4ec)]['initialize'],Bitmap[_0x54167d(0x4ec)][_0x54167d(0x8d7)]=function(_0xc17414,_0x51dccf){const 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Math['ceil'](VisuMZ[_0x46a5c2(0x940)][_0x46a5c2(0x28e)][_0x46a5c2(0x204)](this,_0xaa5b48));},VisuMZ[_0x54167d(0x940)]['Bitmap_drawText']=Bitmap['prototype'][_0x54167d(0x2cc)],Bitmap[_0x54167d(0x4ec)][_0x54167d(0x2cc)]=function(_0x4400d0,_0x14a905,_0x3828d3,_0x4bf612,_0x38e5ee,_0x1ab238){const _0xfe13=_0x54167d;_0x14a905=Math[_0xfe13(0x3ad)](_0x14a905),_0x3828d3=Math[_0xfe13(0x3ad)](_0x3828d3),_0x4bf612=Math['round'](_0x4bf612),_0x38e5ee=Math[_0xfe13(0x3ad)](_0x38e5ee),VisuMZ[_0xfe13(0x940)][_0xfe13(0x2e4)][_0xfe13(0x204)](this,_0x4400d0,_0x14a905,_0x3828d3,_0x4bf612,_0x38e5ee,_0x1ab238),this['markCoreEngineModified']();},VisuMZ['CoreEngine']['Bitmap_drawTextOutline']=Bitmap['prototype'][_0x54167d(0x4b4)],Bitmap[_0x54167d(0x4ec)][_0x54167d(0x4b4)]=function(_0x44446d,_0x547e14,_0x51c0b0,_0xf7e9c7){const 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_0x52f380=_0x54167d;return typeof _0x45d392===_0x52f380(0x3d9)?VisuMZ[_0x52f380(0x940)]['TextManager_param'][_0x52f380(0x204)](this,_0x45d392):_0x52f380(0x9dc)!=='KPXUP'?_0x2207df[_0x52f380(0x556)][_0x52f380(0x692)][_0x52f380(0x204)](this):this[_0x52f380(0x247)](_0x45d392);},TextManager[_0x54167d(0x247)]=function(_0x499f1e){const _0x91bfc0=_0x54167d;_0x499f1e=String(_0x499f1e||'')[_0x91bfc0(0x8dd)]();const _0x175930=VisuMZ['CoreEngine'][_0x91bfc0(0x331)][_0x91bfc0(0x3fa)];if(_0x499f1e===_0x91bfc0(0x578))return $dataSystem[_0x91bfc0(0x722)][_0x91bfc0(0x9b7)][0x0];if(_0x499f1e===_0x91bfc0(0x784))return $dataSystem[_0x91bfc0(0x722)][_0x91bfc0(0x9b7)][0x1];if(_0x499f1e===_0x91bfc0(0x6ea))return $dataSystem[_0x91bfc0(0x722)][_0x91bfc0(0x9b7)][0x2];if(_0x499f1e===_0x91bfc0(0x3ce))return $dataSystem['terms']['params'][0x3];if(_0x499f1e==='MAT')return $dataSystem[_0x91bfc0(0x722)]['params'][0x4];if(_0x499f1e===_0x91bfc0(0x7e8))return 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Input['keyMapper']){_0x4489da=Number(_0x4489da);if(_0x4489da>=0x60&&_0x4489da<=0x69)continue;if([0x12,0x20][_0x2348f7(0x9ef)](_0x4489da))continue;_0xd21d99===Input[_0x2348f7(0x21f)][_0x4489da]&&_0x231809['push'](_0x4489da);}for(let _0x256b0e=0x0;_0x256b0e<_0x231809['length'];_0x256b0e++){if(_0x2348f7(0x9c8)!==_0x2348f7(0x9c8)){if(!_0x38fed2['isPlaytest']())return;if(!_0x54053d[_0x2348f7(0x303)]())return;_0x14831f['_scene'][_0x2348f7(0x2bc)]=![],_0x59ea0e[_0x2348f7(0x940)]['ExportStrFromAllMaps']();}else _0x231809[_0x256b0e]=TextManager[_0x2348f7(0x2cb)][_0x231809[_0x256b0e]];}return this[_0x2348f7(0x78d)](_0x231809);},TextManager[_0x54167d(0x78d)]=function(_0x309647){const _0xb7b5f5=_0x54167d,_0x12418f=VisuMZ[_0xb7b5f5(0x940)][_0xb7b5f5(0x331)][_0xb7b5f5(0x464)],_0x3c9e9a=_0x12418f['KeyUnlisted'],_0x48fabd=_0x309647[_0xb7b5f5(0x333)](),_0x5c66e5='Key%1'['format'](_0x48fabd);return _0x12418f[_0x5c66e5]?_0x12418f[_0x5c66e5]:_0x3c9e9a[_0xb7b5f5(0x482)](_0x48fabd);},TextManager[_0x54167d(0x686)]=function(_0x2d9795,_0x1d9596){const _0x3e264e=_0x54167d,_0x3c401e=VisuMZ[_0x3e264e(0x940)][_0x3e264e(0x331)][_0x3e264e(0x464)],_0x275c2a=_0x3c401e[_0x3e264e(0x3e4)],_0x1a1bc9=this[_0x3e264e(0x9fd)](_0x2d9795),_0x5c881e=this[_0x3e264e(0x9fd)](_0x1d9596);return _0x275c2a[_0x3e264e(0x482)](_0x1a1bc9,_0x5c881e);},VisuMZ['CoreEngine'][_0x54167d(0x64d)]=ColorManager['loadWindowskin'],ColorManager['loadWindowskin']=function(){const _0xe8b6c9=_0x54167d;VisuMZ[_0xe8b6c9(0x940)][_0xe8b6c9(0x64d)][_0xe8b6c9(0x204)](this),this[_0xe8b6c9(0x961)]=this[_0xe8b6c9(0x961)]||{};},ColorManager[_0x54167d(0x731)]=function(_0x5ce7b9,_0x47ef59){const _0x448e4e=_0x54167d;return _0x47ef59=String(_0x47ef59),this[_0x448e4e(0x961)]=this['_colorCache']||{},_0x47ef59['match'](/#(.*)/i)?this[_0x448e4e(0x961)][_0x5ce7b9]='#%1'[_0x448e4e(0x482)](String(RegExp['$1'])):_0x448e4e(0x27f)===_0x448e4e(0x27f)?this[_0x448e4e(0x961)][_0x5ce7b9]=this['textColor'](Number(_0x47ef59)):_0x5e81aa('This\x20scene\x20cannot\x20utilize\x20a\x20Once\x20Parallel!'),this[_0x448e4e(0x961)][_0x5ce7b9];},ColorManager[_0x54167d(0x656)]=function(_0x3efaef){const _0x15fc4a=_0x54167d;return _0x3efaef=String(_0x3efaef),_0x3efaef[_0x15fc4a(0x59b)](/#(.*)/i)?_0x15fc4a(0x35e)[_0x15fc4a(0x482)](String(RegExp['$1'])):this[_0x15fc4a(0x423)](Number(_0x3efaef));},ColorManager[_0x54167d(0x5f2)]=function(){this['_colorCache']={};},ColorManager['normalColor']=function(){const _0x1c3702=_0x54167d,_0x2fd0ed=_0x1c3702(0x560);this[_0x1c3702(0x961)]=this[_0x1c3702(0x961)]||{};if(this[_0x1c3702(0x961)][_0x2fd0ed])return this[_0x1c3702(0x961)][_0x2fd0ed];const _0x2e6564=VisuMZ[_0x1c3702(0x940)][_0x1c3702(0x331)][_0x1c3702(0x530)]['ColorNormal'];return this[_0x1c3702(0x731)](_0x2fd0ed,_0x2e6564);},ColorManager['systemColor']=function(){const _0x5aec6a=_0x54167d,_0x46ec8a=_0x5aec6a(0x485);this[_0x5aec6a(0x961)]=this[_0x5aec6a(0x961)]||{};if(this[_0x5aec6a(0x961)][_0x46ec8a])return this[_0x5aec6a(0x961)][_0x46ec8a];const _0x5152f8=VisuMZ[_0x5aec6a(0x940)][_0x5aec6a(0x331)]['Color']['ColorSystem'];return this[_0x5aec6a(0x731)](_0x46ec8a,_0x5152f8);},ColorManager['crisisColor']=function(){const _0x5114bc=_0x54167d,_0x42265f=_0x5114bc(0x85c);this[_0x5114bc(0x961)]=this[_0x5114bc(0x961)]||{};if(this[_0x5114bc(0x961)][_0x42265f])return this[_0x5114bc(0x961)][_0x42265f];const _0x292fdc=VisuMZ['CoreEngine'][_0x5114bc(0x331)][_0x5114bc(0x530)]['ColorCrisis'];return this[_0x5114bc(0x731)](_0x42265f,_0x292fdc);},ColorManager[_0x54167d(0x875)]=function(){const _0x213e62=_0x54167d,_0x2fbdfa=_0x213e62(0x567);this[_0x213e62(0x961)]=this[_0x213e62(0x961)]||{};if(this[_0x213e62(0x961)][_0x2fbdfa])return this[_0x213e62(0x961)][_0x2fbdfa];const _0x557539=VisuMZ[_0x213e62(0x940)][_0x213e62(0x331)]['Color'][_0x213e62(0x3c4)];return this[_0x213e62(0x731)](_0x2fbdfa,_0x557539);},ColorManager['gaugeBackColor']=function(){const _0x5612ff=_0x54167d,_0x13549e=_0x5612ff(0x50b);this['_colorCache']=this[_0x5612ff(0x961)]||{};if(this[_0x5612ff(0x961)][_0x13549e])return this[_0x5612ff(0x961)][_0x13549e];const _0xa15e93=VisuMZ[_0x5612ff(0x940)][_0x5612ff(0x331)][_0x5612ff(0x530)][_0x5612ff(0x379)];return this['getColorDataFromPluginParameters'](_0x13549e,_0xa15e93);},ColorManager[_0x54167d(0x5be)]=function(){const _0x19b7e5=_0x54167d,_0x325a3b=_0x19b7e5(0x6df);this['_colorCache']=this[_0x19b7e5(0x961)]||{};if(this['_colorCache'][_0x325a3b])return this[_0x19b7e5(0x961)][_0x325a3b];const _0x28e009=VisuMZ['CoreEngine']['Settings'][_0x19b7e5(0x530)][_0x19b7e5(0x86d)];return this[_0x19b7e5(0x731)](_0x325a3b,_0x28e009);},ColorManager[_0x54167d(0x2ab)]=function(){const _0x231442=_0x54167d,_0x4f7d05=_0x231442(0x484);this['_colorCache']=this[_0x231442(0x961)]||{};if(this[_0x231442(0x961)][_0x4f7d05])return this[_0x231442(0x961)][_0x4f7d05];const _0xd9e62f=VisuMZ[_0x231442(0x940)][_0x231442(0x331)][_0x231442(0x530)][_0x231442(0x50a)];return this['getColorDataFromPluginParameters'](_0x4f7d05,_0xd9e62f);},ColorManager[_0x54167d(0x95f)]=function(){const _0x272f29=_0x54167d,_0x148373=_0x272f29(0x714);this[_0x272f29(0x961)]=this[_0x272f29(0x961)]||{};if(this[_0x272f29(0x961)][_0x148373])return this['_colorCache'][_0x148373];const _0x40aef7=VisuMZ[_0x272f29(0x940)][_0x272f29(0x331)][_0x272f29(0x530)]['ColorMPGauge1'];return this[_0x272f29(0x731)](_0x148373,_0x40aef7);},ColorManager[_0x54167d(0x96d)]=function(){const _0x99260a=_0x54167d,_0x51157f='_stored_mpGaugeColor2';this[_0x99260a(0x961)]=this[_0x99260a(0x961)]||{};if(this['_colorCache'][_0x51157f])return this['_colorCache'][_0x51157f];const _0x2b67b0=VisuMZ['CoreEngine']['Settings']['Color'][_0x99260a(0x847)];return this['getColorDataFromPluginParameters'](_0x51157f,_0x2b67b0);},ColorManager['mpCostColor']=function(){const _0xacc995=_0x54167d,_0x16d27a=_0xacc995(0x395);this['_colorCache']=this['_colorCache']||{};if(this[_0xacc995(0x961)][_0x16d27a])return this[_0xacc995(0x961)][_0x16d27a];const _0x211ae9=VisuMZ[_0xacc995(0x940)]['Settings'][_0xacc995(0x530)][_0xacc995(0x96a)];return this[_0xacc995(0x731)](_0x16d27a,_0x211ae9);},ColorManager[_0x54167d(0x5d5)]=function(){const _0x4d61b3=_0x54167d,_0x52ff54=_0x4d61b3(0x3c5);this['_colorCache']=this[_0x4d61b3(0x961)]||{};if(this['_colorCache'][_0x52ff54])return this[_0x4d61b3(0x961)][_0x52ff54];const _0x4de8a3=VisuMZ['CoreEngine']['Settings'][_0x4d61b3(0x530)][_0x4d61b3(0x5e6)];return this['getColorDataFromPluginParameters'](_0x52ff54,_0x4de8a3);},ColorManager[_0x54167d(0x77b)]=function(){const _0x54be6e=_0x54167d,_0x370178=_0x54be6e(0x909);this['_colorCache']=this['_colorCache']||{};if(this['_colorCache'][_0x370178])return this[_0x54be6e(0x961)][_0x370178];const _0x2a7db3=VisuMZ['CoreEngine'][_0x54be6e(0x331)]['Color'][_0x54be6e(0x78b)];return this[_0x54be6e(0x731)](_0x370178,_0x2a7db3);},ColorManager[_0x54167d(0x414)]=function(){const _0x1bca77=_0x54167d,_0xf1498d=_0x1bca77(0x860);this[_0x1bca77(0x961)]=this[_0x1bca77(0x961)]||{};if(this['_colorCache'][_0xf1498d])return this[_0x1bca77(0x961)][_0xf1498d];const _0x1b4bb5=VisuMZ['CoreEngine'][_0x1bca77(0x331)][_0x1bca77(0x530)][_0x1bca77(0x45d)];return this['getColorDataFromPluginParameters'](_0xf1498d,_0x1b4bb5);},ColorManager[_0x54167d(0x4d4)]=function(){const _0x19419f=_0x54167d,_0x4609c4='_stored_ctGaugeColor2';this[_0x19419f(0x961)]=this[_0x19419f(0x961)]||{};if(this[_0x19419f(0x961)][_0x4609c4])return this[_0x19419f(0x961)][_0x4609c4];const _0x325d0d=VisuMZ[_0x19419f(0x940)][_0x19419f(0x331)][_0x19419f(0x530)]['ColorCTGauge2'];return this['getColorDataFromPluginParameters'](_0x4609c4,_0x325d0d);},ColorManager[_0x54167d(0x749)]=function(){const _0x1575b7=_0x54167d,_0x59e5fb=_0x1575b7(0x959);this['_colorCache']=this[_0x1575b7(0x961)]||{};if(this[_0x1575b7(0x961)][_0x59e5fb])return this[_0x1575b7(0x961)][_0x59e5fb];const _0x4390c1=VisuMZ[_0x1575b7(0x940)][_0x1575b7(0x331)][_0x1575b7(0x530)][_0x1575b7(0x392)];return this[_0x1575b7(0x731)](_0x59e5fb,_0x4390c1);},ColorManager[_0x54167d(0x6ba)]=function(){const _0x3624fb=_0x54167d,_0x1cec54=_0x3624fb(0x32a);this[_0x3624fb(0x961)]=this['_colorCache']||{};if(this[_0x3624fb(0x961)][_0x1cec54])return this[_0x3624fb(0x961)][_0x1cec54];const _0x5aa55d=VisuMZ[_0x3624fb(0x940)][_0x3624fb(0x331)][_0x3624fb(0x530)][_0x3624fb(0x3ff)];return this['getColorDataFromPluginParameters'](_0x1cec54,_0x5aa55d);},ColorManager[_0x54167d(0x216)]=function(){const _0x459ce8=_0x54167d,_0x4cf1eb='_stored_tpCostColor';this[_0x459ce8(0x961)]=this['_colorCache']||{};if(this[_0x459ce8(0x961)][_0x4cf1eb])return this[_0x459ce8(0x961)][_0x4cf1eb];const _0x18383b=VisuMZ['CoreEngine'][_0x459ce8(0x331)][_0x459ce8(0x530)][_0x459ce8(0x7df)];return this['getColorDataFromPluginParameters'](_0x4cf1eb,_0x18383b);},ColorManager['pendingColor']=function(){const _0x432ddf=_0x54167d,_0x13257c=_0x432ddf(0x29d);this[_0x432ddf(0x961)]=this[_0x432ddf(0x961)]||{};if(this[_0x432ddf(0x961)][_0x13257c])return this[_0x432ddf(0x961)][_0x13257c];const _0x32068b=VisuMZ[_0x432ddf(0x940)][_0x432ddf(0x331)][_0x432ddf(0x530)][_0x432ddf(0x7df)];return this[_0x432ddf(0x731)](_0x13257c,_0x32068b);},ColorManager[_0x54167d(0x491)]=function(){const _0x27e254=_0x54167d,_0x9f8f73=_0x27e254(0x5ca);this[_0x27e254(0x961)]=this[_0x27e254(0x961)]||{};if(this[_0x27e254(0x961)][_0x9f8f73])return this[_0x27e254(0x961)][_0x9f8f73];const _0x16973b=VisuMZ[_0x27e254(0x940)][_0x27e254(0x331)][_0x27e254(0x530)][_0x27e254(0x30a)];return this[_0x27e254(0x731)](_0x9f8f73,_0x16973b);},ColorManager[_0x54167d(0x520)]=function(){const _0x480eb6=_0x54167d,_0x4b5d00=_0x480eb6(0xa0b);this[_0x480eb6(0x961)]=this[_0x480eb6(0x961)]||{};if(this[_0x480eb6(0x961)][_0x4b5d00])return this[_0x480eb6(0x961)][_0x4b5d00];const _0x586a5a=VisuMZ['CoreEngine'][_0x480eb6(0x331)]['Color']['ColorExpGauge2'];return this[_0x480eb6(0x731)](_0x4b5d00,_0x586a5a);},ColorManager[_0x54167d(0x6a7)]=function(){const _0x3f84e2=_0x54167d,_0x11f0e0=_0x3f84e2(0x3c8);this['_colorCache']=this[_0x3f84e2(0x961)]||{};if(this['_colorCache'][_0x11f0e0])return this[_0x3f84e2(0x961)][_0x11f0e0];const _0x2edc64=VisuMZ[_0x3f84e2(0x940)][_0x3f84e2(0x331)][_0x3f84e2(0x530)][_0x3f84e2(0x30b)];return this[_0x3f84e2(0x731)](_0x11f0e0,_0x2edc64);},ColorManager['maxLvGaugeColor2']=function(){const _0x1c6433=_0x54167d,_0xe07ec8=_0x1c6433(0x5b1);this[_0x1c6433(0x961)]=this['_colorCache']||{};if(this[_0x1c6433(0x961)][_0xe07ec8])return this['_colorCache'][_0xe07ec8];const _0x2d94c5=VisuMZ['CoreEngine'][_0x1c6433(0x331)][_0x1c6433(0x530)]['ColorMaxLvGauge2'];return this[_0x1c6433(0x731)](_0xe07ec8,_0x2d94c5);},ColorManager[_0x54167d(0x4d8)]=function(_0x5e1009){const _0x4c0120=_0x54167d;return VisuMZ[_0x4c0120(0x940)]['Settings'][_0x4c0120(0x530)]['ActorHPColor'][_0x4c0120(0x204)](this,_0x5e1009);},ColorManager['mpColor']=function(_0x4322fc){const _0x21d1f0=_0x54167d;return VisuMZ[_0x21d1f0(0x940)][_0x21d1f0(0x331)]['Color'][_0x21d1f0(0x26f)][_0x21d1f0(0x204)](this,_0x4322fc);},ColorManager[_0x54167d(0x313)]=function(_0x11499c){const _0x5c84a1=_0x54167d;return VisuMZ[_0x5c84a1(0x940)]['Settings'][_0x5c84a1(0x530)][_0x5c84a1(0x506)][_0x5c84a1(0x204)](this,_0x11499c);},ColorManager[_0x54167d(0x661)]=function(_0x2840e3){const _0x115504=_0x54167d;return VisuMZ[_0x115504(0x940)]['Settings']['Color']['ParamChange'][_0x115504(0x204)](this,_0x2840e3);},ColorManager[_0x54167d(0x2db)]=function(_0x5b5019){const _0x399b12=_0x54167d;return VisuMZ[_0x399b12(0x940)][_0x399b12(0x331)][_0x399b12(0x530)]['DamageColor'][_0x399b12(0x204)](this,_0x5b5019);},ColorManager[_0x54167d(0x431)]=function(){const _0x57a778=_0x54167d;return VisuMZ['CoreEngine'][_0x57a778(0x331)][_0x57a778(0x530)][_0x57a778(0x2f7)];},ColorManager[_0x54167d(0x403)]=function(){const _0x3959c1=_0x54167d;return VisuMZ['CoreEngine'][_0x3959c1(0x331)]['Color']['OutlineColorDmg']||_0x3959c1(0x290);},ColorManager[_0x54167d(0x249)]=function(){const _0x45ad87=_0x54167d;return VisuMZ['CoreEngine'][_0x45ad87(0x331)][_0x45ad87(0x530)][_0x45ad87(0x34f)]||_0x45ad87(0x3c3);},ColorManager[_0x54167d(0x2f2)]=function(){const _0xb8b4c6=_0x54167d;return VisuMZ[_0xb8b4c6(0x940)][_0xb8b4c6(0x331)]['Color'][_0xb8b4c6(0x972)];},ColorManager['dimColor2']=function(){const _0x183a2d=_0x54167d;return VisuMZ[_0x183a2d(0x940)][_0x183a2d(0x331)][_0x183a2d(0x530)][_0x183a2d(0x7ff)];},ColorManager['itemBackColor1']=function(){const _0x1ef015=_0x54167d;return VisuMZ['CoreEngine']['Settings']['Color'][_0x1ef015(0x5d7)];},ColorManager[_0x54167d(0x48f)]=function(){const _0x4dbdbf=_0x54167d;return VisuMZ['CoreEngine'][_0x4dbdbf(0x331)][_0x4dbdbf(0x530)]['ItemBackColor2'];},SceneManager[_0x54167d(0x256)]=[],SceneManager[_0x54167d(0x94d)]=function(){const _0x3d15fb=_0x54167d;return this[_0x3d15fb(0x4ce)]&&this[_0x3d15fb(0x4ce)][_0x3d15fb(0x4a9)]===Scene_Battle;},SceneManager[_0x54167d(0x8c0)]=function(){const _0x8051bd=_0x54167d;return this[_0x8051bd(0x4ce)]&&this[_0x8051bd(0x4ce)][_0x8051bd(0x4a9)]===Scene_Map;},SceneManager[_0x54167d(0x9fe)]=function(){const _0xe0b53f=_0x54167d;return this[_0xe0b53f(0x4ce)]&&this[_0xe0b53f(0x4ce)]instanceof Scene_Map;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x59c)]=SceneManager[_0x54167d(0x8d7)],SceneManager[_0x54167d(0x8d7)]=function(){const _0xbda408=_0x54167d;VisuMZ[_0xbda408(0x940)][_0xbda408(0x59c)][_0xbda408(0x204)](this),this[_0xbda408(0x58d)]();},VisuMZ['CoreEngine'][_0x54167d(0x218)]=SceneManager['onKeyDown'],SceneManager[_0x54167d(0x8d3)]=function(_0x53d026){const _0x28b1b0=_0x54167d;if($gameTemp)this[_0x28b1b0(0x70f)](_0x53d026);VisuMZ[_0x28b1b0(0x940)]['SceneManager_onKeyDown']['call'](this,_0x53d026);},SceneManager[_0x54167d(0x70f)]=function(_0x51d92b){const _0x2d2a0b=_0x54167d;if(!_0x51d92b[_0x2d2a0b(0x3b7)]&&!_0x51d92b[_0x2d2a0b(0x71e)])switch(_0x51d92b[_0x2d2a0b(0x6e5)]){case 0x54:this['playTestCtrlT']();break;case 0x75:this[_0x2d2a0b(0x6d5)]();break;case 0x76:if(Input[_0x2d2a0b(0x7d2)](_0x2d2a0b(0x843))||Input[_0x2d2a0b(0x7d2)]('ctrl'))return;this['playTestF7']();break;}},SceneManager[_0x54167d(0x6d5)]=function(){const _0x59be71=_0x54167d;if($gameTemp[_0x59be71(0x562)]()&&VisuMZ[_0x59be71(0x940)][_0x59be71(0x331)][_0x59be71(0x2e9)][_0x59be71(0x2a6)]){ConfigManager[_0x59be71(0x9e9)]!==0x0?(ConfigManager[_0x59be71(0x2fe)]=0x0,ConfigManager[_0x59be71(0x9fa)]=0x0,ConfigManager['meVolume']=0x0,ConfigManager['seVolume']=0x0):(ConfigManager['bgmVolume']=0x64,ConfigManager[_0x59be71(0x9fa)]=0x64,ConfigManager[_0x59be71(0x2f1)]=0x64,ConfigManager['seVolume']=0x64);ConfigManager[_0x59be71(0x300)]();if(this[_0x59be71(0x4ce)][_0x59be71(0x4a9)]===Scene_Options){if(_0x59be71(0x5b5)==='nMUpV'){if(_0x3bf4e8)_0x26b8ca['ParseWeaponNotetags'](_0x3d55af);}else{if(this[_0x59be71(0x4ce)][_0x59be71(0x866)])this[_0x59be71(0x4ce)]['_optionsWindow'][_0x59be71(0x7dd)]();if(this[_0x59be71(0x4ce)][_0x59be71(0x45c)])this['_scene'][_0x59be71(0x45c)]['refresh']();}}}},SceneManager[_0x54167d(0x453)]=function(){const _0x1d19d7=_0x54167d;$gameTemp['isPlaytest']()&&VisuMZ[_0x1d19d7(0x940)][_0x1d19d7(0x331)][_0x1d19d7(0x2e9)][_0x1d19d7(0x7c6)]&&($gameTemp['_playTestFastMode']=!$gameTemp[_0x1d19d7(0x542)]);},SceneManager[_0x54167d(0x2b3)]=function(){const _0x4d1bce=_0x54167d;if(!$gameTemp[_0x4d1bce(0x562)]())return;if(!SceneManager[_0x4d1bce(0x94d)]())return;for(const _0x13ff7b of $gameParty[_0x4d1bce(0x451)]()){if(!_0x13ff7b)continue;_0x13ff7b[_0x4d1bce(0x27b)](_0x13ff7b[_0x4d1bce(0x884)]());}},SceneManager[_0x54167d(0x58d)]=function(){const _0x304201=_0x54167d;this[_0x304201(0x4c0)]=![],this[_0x304201(0x1ff)]=!VisuMZ[_0x304201(0x940)]['Settings']['UI'][_0x304201(0x28a)];},SceneManager[_0x54167d(0x87d)]=function(_0x399041){const _0x159f5b=_0x54167d;VisuMZ[_0x159f5b(0x940)][_0x159f5b(0x331)]['UI']['SideButtons']&&(this[_0x159f5b(0x4c0)]=_0x399041);},SceneManager[_0x54167d(0x8ef)]=function(){const _0x51dc95=_0x54167d;return this[_0x51dc95(0x4c0)];},SceneManager[_0x54167d(0x8a4)]=function(){const _0x5ad746=_0x54167d;return this[_0x5ad746(0x1ff)];},SceneManager[_0x54167d(0x3b4)]=function(){const _0x42a46b=_0x54167d;return this['areButtonsHidden']()||this[_0x42a46b(0x8ef)]();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x5bb)]=SceneManager[_0x54167d(0x2f5)],SceneManager[_0x54167d(0x2f5)]=function(){const _0x8e48c7=_0x54167d;return VisuMZ[_0x8e48c7(0x940)][_0x8e48c7(0x331)]['QoL']['RequireFocus']?VisuMZ[_0x8e48c7(0x940)][_0x8e48c7(0x5bb)][_0x8e48c7(0x204)](this):'uHlLE'==='uHlLE'?!![]:0x1;},SceneManager[_0x54167d(0x3df)]=function(_0xc1e5ca){const _0x42b864=_0x54167d;if(_0xc1e5ca instanceof Error)_0x42b864(0x9ac)!==_0x42b864(0x550)?this['catchNormalError'](_0xc1e5ca):this[_0x42b864(0x433)](0x0);else{if(_0xc1e5ca instanceof Array&&_0xc1e5ca[0x0]==='LoadError'){if(_0x42b864(0x6fd)!==_0x42b864(0x6fd))return _0x234717[_0x42b864(0x940)]['CustomParamNames'][_0x1be010];else this[_0x42b864(0x96e)](_0xc1e5ca);}else this['catchUnknownError'](_0xc1e5ca);}this[_0x42b864(0x8cd)]();},VisuMZ['CoreEngine'][_0x54167d(0x5f3)]=BattleManager[_0x54167d(0x6c5)],BattleManager[_0x54167d(0x6c5)]=function(){const _0x1446a2=_0x54167d;if(VisuMZ[_0x1446a2(0x940)][_0x1446a2(0x331)][_0x1446a2(0x2e9)][_0x1446a2(0x62d)]){if(_0x1446a2(0x817)===_0x1446a2(0x817))this[_0x1446a2(0x828)]();else return 0x0;}else return VisuMZ[_0x1446a2(0x940)][_0x1446a2(0x5f3)]['call'](this);},BattleManager[_0x54167d(0x828)]=function(){const _0x5c5564=_0x54167d;return $gameParty[_0x5c5564(0x3f1)](),SoundManager[_0x5c5564(0x31f)](),this[_0x5c5564(0x856)](),!![];},BattleManager[_0x54167d(0x9fb)]=function(){const _0x390f61=_0x54167d;return $gameSystem[_0x390f61(0x9bc)]()>=0x1;},BattleManager[_0x54167d(0x706)]=function(){const _0x2c53d9=_0x54167d;return $gameSystem[_0x2c53d9(0x9bc)]()===0x1;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x7fd)]=Game_Temp['prototype'][_0x54167d(0x8d7)],Game_Temp['prototype']['initialize']=function(){const _0x191997=_0x54167d;VisuMZ[_0x191997(0x940)][_0x191997(0x7fd)]['call'](this),this[_0x191997(0x289)](),this['createFauxAnimationQueue'](),this[_0x191997(0x5eb)]();},Game_Temp['prototype'][_0x54167d(0x289)]=function(){const _0x592682=_0x54167d;VisuMZ[_0x592682(0x940)][_0x592682(0x331)]['QoL'][_0x592682(0x1f2)]&&(this[_0x592682(0x5f9)]=![]);},Game_Temp[_0x54167d(0x4ec)]['setLastPluginCommandInterpreter']=function(_0x20da50){const _0xb5507b=_0x54167d;this[_0xb5507b(0x734)]=_0x20da50;},Game_Temp['prototype'][_0x54167d(0x2ca)]=function(){const _0xc78194=_0x54167d;return this[_0xc78194(0x734)];},Game_Temp['prototype'][_0x54167d(0x3d6)]=function(){const _0x3981b5=_0x54167d;this[_0x3981b5(0x7b8)]=undefined,this['_forcedBattleSys']=undefined;},Game_Temp[_0x54167d(0x4ec)][_0x54167d(0x76b)]=function(_0x2a6e5a){const _0x3a2c2f=_0x54167d;$gameMap&&$dataMap&&$dataMap[_0x3a2c2f(0x31a)]&&this['parseForcedGameTroopSettingsCoreEngine']($dataMap[_0x3a2c2f(0x31a)]);const _0xf89f82=$dataTroops[_0x2a6e5a];if(_0xf89f82){if(_0x3a2c2f(0x78f)!==_0x3a2c2f(0x880)){let _0x545207=DataManager[_0x3a2c2f(0x910)](_0xf89f82['id']);this[_0x3a2c2f(0x58a)](_0x545207);}else{const _0x15e896=_0x53dcec[_0x19e6bd];_0x15e896[_0x3a2c2f(0x614)][_0x3a2c2f(0x59b)](/(.*)\/(.*)/i)&&(_0x15e896[_0x3a2c2f(0x614)]=_0x4ac54c(_0x479f7a['$2']['trim']()));}}},Game_Temp[_0x54167d(0x4ec)][_0x54167d(0x58a)]=function(_0x458665){const _0x3e2a4e=_0x54167d;if(!_0x458665)return;if(_0x458665[_0x3e2a4e(0x59b)](/<(?:FRONTVIEW|FRONT VIEW|FV)>/i))this['_forcedTroopView']='FV';else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:SIDEVIEW|SIDE VIEW|SV)>/i))this[_0x3e2a4e(0x7b8)]='SV';else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:BATTLEVIEW|BATTLE VIEW):[ ](.*)>/i)){const _0x2ebde=String(RegExp['$1']);if(_0x2ebde[_0x3e2a4e(0x59b)](/(?:FRONTVIEW|FRONT VIEW|FV)/i))_0x3e2a4e(0x758)!==_0x3e2a4e(0x4a3)?this[_0x3e2a4e(0x7b8)]='FV':_0x33cf44['prototype'][_0x3e2a4e(0x430)][_0x3e2a4e(0x204)](this);else{if(_0x2ebde[_0x3e2a4e(0x59b)](/(?:SIDEVIEW|SIDE VIEW|SV)/i)){if('pMPKH'===_0x3e2a4e(0x52a))return _0x56cbe5['layoutSettings']['StatusRect'][_0x3e2a4e(0x204)](this);else this[_0x3e2a4e(0x7b8)]='SV';}}}}}if(_0x458665[_0x3e2a4e(0x59b)](/<(?:DTB)>/i))this[_0x3e2a4e(0x698)]=0x0;else{if(_0x458665['match'](/<(?:TPB|ATB)[ ]ACTIVE>/i))this[_0x3e2a4e(0x698)]=0x1;else{if(_0x458665['match'](/<(?:TPB|ATB)[ ]WAIT>/i))this[_0x3e2a4e(0x698)]=0x2;else{if(_0x458665['match'](/<(?:CTB)>/i))'jVEiE'===_0x3e2a4e(0x3ec)?Imported[_0x3e2a4e(0x285)]&&(this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x9f3)):this['setViewportCoreEngineFix'](_0xae1a42);else{if(_0x458665['match'](/<(?:STB)>/i))Imported[_0x3e2a4e(0x448)]&&(this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x470));else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:BTB)>/i)){if(_0x3e2a4e(0x7d4)!==_0x3e2a4e(0x7d4))return _0x53bfc7['CoreEngine'][_0x3e2a4e(0x331)][_0x3e2a4e(0x529)][_0x3e2a4e(0x3a7)][_0x3e2a4e(0x41a)][_0x3e2a4e(0x204)](this);else Imported[_0x3e2a4e(0x721)]&&(_0x3e2a4e(0x99b)!==_0x3e2a4e(0x99b)?(_0x2aa038['CoreEngine'][_0x3e2a4e(0x90f)][_0x3e2a4e(0x204)](this),this[_0x3e2a4e(0x8d9)]()):this['_forcedBattleSys']=_0x3e2a4e(0x9aa));}else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:FTB)>/i)){if(_0x3e2a4e(0x639)===_0x3e2a4e(0x639))Imported[_0x3e2a4e(0x4e7)]&&(this['_forcedBattleSys']=_0x3e2a4e(0x39a));else return _0x2a5746[_0x3e2a4e(0x556)][_0x3e2a4e(0x68d)][_0x3e2a4e(0x204)](this);}else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:OTB)>/i))Imported[_0x3e2a4e(0x296)]&&(this['_forcedBattleSys']='OTB');else{if(_0x458665[_0x3e2a4e(0x59b)](/<(?:ETB)>/i)){if(Imported['VisuMZ_2_BattleSystemETB']){if(_0x3e2a4e(0x57e)!==_0x3e2a4e(0x45e))this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x965);else{const _0x5da744=_0x3e2a4e(0x5b1);this['_colorCache']=this[_0x3e2a4e(0x961)]||{};if(this[_0x3e2a4e(0x961)][_0x5da744])return this['_colorCache'][_0x5da744];const _0x2c2599=_0x3483de['CoreEngine']['Settings'][_0x3e2a4e(0x530)][_0x3e2a4e(0x68e)];return this[_0x3e2a4e(0x731)](_0x5da744,_0x2c2599);}}}else{if(_0x458665['match'](/<(?:PTB)>/i))'lCdja'===_0x3e2a4e(0x994)?_0x9f357e[_0x3e2a4e(0x4e7)]&&(this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x39a)):Imported[_0x3e2a4e(0x3fd)]&&(this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x92c));else{if(_0x458665['match'](/<(?:BATTLEVIEW|BATTLE VIEW):[ ](.*)>/i)){const _0x3ceaba=String(RegExp['$1']);if(_0x3ceaba['match'](/DTB/i))_0x3e2a4e(0x56c)==='evrfa'?this['playCursorSound']():this['_forcedBattleSys']=0x0;else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/(?:TPB|ATB)[ ]ACTIVE/i))this[_0x3e2a4e(0x698)]=0x1;else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/(?:TPB|ATB)[ ]WAIT/i))this[_0x3e2a4e(0x698)]=0x2;else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/CTB/i)){if(_0x3e2a4e(0x4fb)!==_0x3e2a4e(0x4fb)){if(_0x259513[_0x3e2a4e(0x698)]!==_0x30a919)return 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this[_0x3e2a4e(0x4ea)];}}}else{if(_0x3ceaba['match'](/BTB/i))Imported[_0x3e2a4e(0x721)]&&(this['_forcedBattleSys']=_0x3e2a4e(0x9aa));else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/FTB/i))Imported[_0x3e2a4e(0x4e7)]&&(_0x3e2a4e(0x97b)!==_0x3e2a4e(0x97b)?_0x43a88a['isPlaytest']()&&(_0x184eb9[_0x3e2a4e(0x262)](_0x3e2a4e(0x27a)),_0x6c664[_0x3e2a4e(0x262)](_0x19c64d)):this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x39a));else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/OTB/i))_0x3e2a4e(0x86e)!==_0x3e2a4e(0x86e)?(this['_pageupButton']['x']=-0x1*(this[_0x3e2a4e(0x950)][_0x3e2a4e(0x281)]+this[_0x3e2a4e(0x54f)]['width']+0x8),this[_0x3e2a4e(0x54f)]['x']=-0x1*(this['_pagedownButton'][_0x3e2a4e(0x281)]+0x4)):Imported[_0x3e2a4e(0x296)]&&(this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x332));else{if(_0x3ceaba[_0x3e2a4e(0x59b)](/ETB/i))_0x3e2a4e(0x7af)!==_0x3e2a4e(0x602)?Imported[_0x3e2a4e(0x80b)]&&(_0x3e2a4e(0x355)!==_0x3e2a4e(0x355)?this['switchModes'](_0x3e2a4e(0x646)):this[_0x3e2a4e(0x698)]=_0x3e2a4e(0x965)):this[_0x3e2a4e(0x433)](-0x1);else 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this[_0x111705(0x532)]['shift']();},Game_Temp[_0x54167d(0x4ec)][_0x54167d(0x5eb)]=function(){const _0xe2dd3=_0x54167d;this[_0xe2dd3(0x89e)]=[];},Game_Temp[_0x54167d(0x4ec)]['requestPointAnimation']=function(_0x29f923,_0x498cd4,_0x27e29c,_0xe48697,_0x34f2a7){const _0x4ff748=_0x54167d;if(!this[_0x4ff748(0x371)]())return;_0xe48697=_0xe48697||![],_0x34f2a7=_0x34f2a7||![];if($dataAnimations[_0x27e29c]){const _0x1510f4={'x':_0x29f923,'y':_0x498cd4,'animationId':_0x27e29c,'mirror':_0xe48697,'mute':_0x34f2a7};this[_0x4ff748(0x89e)]['push'](_0x1510f4);}},Game_Temp[_0x54167d(0x4ec)]['showPointAnimations']=function(){return!![];},Game_Temp[_0x54167d(0x4ec)]['retrievePointAnimation']=function(){const _0x57672d=_0x54167d;return this['_pointAnimationQueue'][_0x57672d(0x843)]();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x99f)]=Game_System['prototype'][_0x54167d(0x8d7)],Game_System[_0x54167d(0x4ec)][_0x54167d(0x8d7)]=function(){const _0x1ca701=_0x54167d;VisuMZ[_0x1ca701(0x940)][_0x1ca701(0x99f)][_0x1ca701(0x204)](this),this[_0x1ca701(0x55b)]();},Game_System['prototype']['initCoreEngine']=function(){const _0x50fee6=_0x54167d;this['_CoreEngineSettings']={'SideView':$dataSystem[_0x50fee6(0x261)],'BattleSystem':this[_0x50fee6(0x272)](),'FontSize':$dataSystem['advanced'][_0x50fee6(0x79f)],'Padding':0xc};},Game_System[_0x54167d(0x4ec)]['isSideView']=function(){const _0x5d2b0e=_0x54167d;if($gameTemp[_0x5d2b0e(0x7b8)]==='SV'){if(_0x5d2b0e(0x311)==='iIvPx')return!![];else{var _0x1b570d=_0x21144a(_0x11c713['$1']);_0x44118e+=_0x1b570d;}}else{if($gameTemp['_forcedTroopView']==='FV')return![];}if(this[_0x5d2b0e(0x6af)]===undefined)this[_0x5d2b0e(0x55b)]();if(this['_CoreEngineSettings'][_0x5d2b0e(0x861)]===undefined)this[_0x5d2b0e(0x55b)]();return this[_0x5d2b0e(0x6af)]['SideView'];},Game_System[_0x54167d(0x4ec)][_0x54167d(0x8ac)]=function(_0x5c7647){const _0x20b9a6=_0x54167d;if(this[_0x20b9a6(0x6af)]===undefined)this[_0x20b9a6(0x55b)]();if(this[_0x20b9a6(0x6af)][_0x20b9a6(0x861)]===undefined)this[_0x20b9a6(0x55b)]();this['_CoreEngineSettings'][_0x20b9a6(0x861)]=_0x5c7647;},Game_System[_0x54167d(0x4ec)][_0x54167d(0x8aa)]=function(){const _0x46668f=_0x54167d;if(this[_0x46668f(0x6af)]===undefined)this['initCoreEngine']();this['_CoreEngineSettings'][_0x46668f(0x5c6)]=this['initialBattleSystem']();},Game_System[_0x54167d(0x4ec)][_0x54167d(0x272)]=function(){const _0x37e36f=_0x54167d,_0x14a5ca=(VisuMZ[_0x37e36f(0x940)]['Settings'][_0x37e36f(0x5c6)]||'DATABASE')['toUpperCase']()[_0x37e36f(0x314)]();return VisuMZ['CoreEngine']['CreateBattleSystemID'](_0x14a5ca);},Game_System['prototype'][_0x54167d(0x9bc)]=function(){const _0x1f81a7=_0x54167d;if($gameTemp['_forcedBattleSys']!==undefined)return $gameTemp[_0x1f81a7(0x698)];if(this[_0x1f81a7(0x6af)]===undefined)this[_0x1f81a7(0x55b)]();if(this['_CoreEngineSettings'][_0x1f81a7(0x5c6)]===undefined)this[_0x1f81a7(0x8aa)]();return this['_CoreEngineSettings']['BattleSystem'];},Game_System['prototype'][_0x54167d(0x59d)]=function(_0x54d5f6){const _0x1bd928=_0x54167d;if(this[_0x1bd928(0x6af)]===undefined)this[_0x1bd928(0x55b)]();if(this[_0x1bd928(0x6af)][_0x1bd928(0x5c6)]===undefined)this[_0x1bd928(0x8aa)]();this['_CoreEngineSettings'][_0x1bd928(0x5c6)]=_0x54d5f6;},Game_System[_0x54167d(0x4ec)][_0x54167d(0x89c)]=function(){const _0x431f0c=_0x54167d;if(this[_0x431f0c(0x6af)]===undefined)this['initCoreEngine']();if(this['_CoreEngineSettings']['FontSize']===undefined)this[_0x431f0c(0x55b)]();return this[_0x431f0c(0x6af)]['FontSize'];},Game_System[_0x54167d(0x4ec)]['setMainFontSize']=function(_0x3b56b2){const _0x29e8de=_0x54167d;if(this[_0x29e8de(0x6af)]===undefined)this[_0x29e8de(0x55b)]();if(this[_0x29e8de(0x6af)]['TimeProgress']===undefined)this[_0x29e8de(0x55b)]();this[_0x29e8de(0x6af)][_0x29e8de(0x872)]=_0x3b56b2;},Game_System[_0x54167d(0x4ec)]['windowPadding']=function(){const _0x3035bb=_0x54167d;if(this['_CoreEngineSettings']===undefined)this[_0x3035bb(0x55b)]();if(this['_CoreEngineSettings']['Padding']===undefined)this[_0x3035bb(0x55b)]();return this['_CoreEngineSettings']['Padding'];},Game_System[_0x54167d(0x4ec)]['setWindowPadding']=function(_0x369332){const _0x4e9210=_0x54167d;if(this[_0x4e9210(0x6af)]===undefined)this['initCoreEngine']();if(this[_0x4e9210(0x6af)][_0x4e9210(0xa07)]===undefined)this[_0x4e9210(0x55b)]();this['_CoreEngineSettings']['Padding']=_0x369332;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x928)]=Game_Screen[_0x54167d(0x4ec)][_0x54167d(0x8d7)],Game_Screen['prototype'][_0x54167d(0x8d7)]=function(){VisuMZ['CoreEngine']['Game_Screen_initialize']['call'](this),this['initCoreEngineScreenShake']();},Game_Screen[_0x54167d(0x4ec)][_0x54167d(0x446)]=function(){const _0x4c9da4=_0x54167d,_0x268459=VisuMZ[_0x4c9da4(0x940)]['Settings'][_0x4c9da4(0x5c9)];this['_coreEngineShakeStyle']=_0x268459?.[_0x4c9da4(0x4fe)]||_0x4c9da4(0x206);},Game_Screen[_0x54167d(0x4ec)][_0x54167d(0x41f)]=function(){const _0xab4790=_0x54167d;if(this[_0xab4790(0x21d)]===undefined)this[_0xab4790(0x446)]();return this['_coreEngineShakeStyle'];},Game_Screen['prototype']['setCoreEngineScreenShakeStyle']=function(_0x438b51){const _0x1833de=_0x54167d;if(this[_0x1833de(0x21d)]===undefined)this[_0x1833de(0x446)]();this[_0x1833de(0x21d)]=_0x438b51[_0x1833de(0x6aa)]()['trim']();},Game_Picture[_0x54167d(0x4ec)][_0x54167d(0x235)]=function(){const _0x45031e=_0x54167d;if($gameParty[_0x45031e(0x540)]())return![];return this[_0x45031e(0x614)]()&&this[_0x45031e(0x614)]()[_0x45031e(0x607)](0x0)==='!';},VisuMZ[_0x54167d(0x940)]['Game_Picture_x']=Game_Picture[_0x54167d(0x4ec)]['x'],Game_Picture[_0x54167d(0x4ec)]['x']=function(){const _0x218370=_0x54167d;if(this[_0x218370(0x235)]())return this['xScrollLinkedOffset']();else{if('KCScy'===_0x218370(0x4fd))return VisuMZ[_0x218370(0x940)][_0x218370(0x7fb)][_0x218370(0x204)](this);else this['coreEngineRepositionEnemies']()&&this[_0x218370(0xa12)](),_0x3f1629[_0x218370(0x940)]['Spriteset_Battle_createEnemies'][_0x218370(0x204)](this);}},Game_Picture[_0x54167d(0x4ec)][_0x54167d(0x36c)]=function(){const 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this['subject']()[_0x1ebfaa(0x399)];}else return _0xdeb781['CoreEngine']['Game_Action_numRepeats'][_0x1ebfaa(0x204)](this);}else return 0x1;},Game_Action[_0x54167d(0x4ec)][_0x54167d(0x862)]=function(_0xa88e05){const _0x3bd4d1=_0x54167d;if(this[_0x3bd4d1(0x4de)]()['isActor']()===_0xa88e05[_0x3bd4d1(0x4f6)]())return 0x0;if(this[_0x3bd4d1(0x764)]()){if(_0x3bd4d1(0x6a9)===_0x3bd4d1(0x6a9))return VisuMZ[_0x3bd4d1(0x940)][_0x3bd4d1(0x331)][_0x3bd4d1(0x2e9)][_0x3bd4d1(0x544)]&&_0xa88e05[_0x3bd4d1(0x24b)]()?_0xa88e05[_0x3bd4d1(0x5b8)]-0.05:_0xa88e05[_0x3bd4d1(0x5b8)];else _0x345e5e=_0x37a29c['concat'](_0x59904e);}else return this[_0x3bd4d1(0x5b0)]()?_0xa88e05['mev']:0x0;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x61f)]=Game_Action['prototype'][_0x54167d(0x719)],Game_Action[_0x54167d(0x4ec)]['updateLastTarget']=function(_0x56e2e6){const 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_0x53a5b6=_0x54167d;this[_0x53a5b6(0x74c)]={},VisuMZ[_0x53a5b6(0x940)]['Game_BattlerBase_refresh']['call'](this);},Game_BattlerBase[_0x54167d(0x4ec)][_0x54167d(0x4d7)]=function(_0x6a265c){const _0x1bf3ed=_0x54167d;return this['_cache']=this[_0x1bf3ed(0x74c)]||{},this['_cache'][_0x6a265c]!==undefined;},Game_BattlerBase[_0x54167d(0x4ec)][_0x54167d(0x724)]=function(_0x394846){const _0x234f75=_0x54167d,_0x1610a8=(_0x4b5c1a,_0x56d503)=>{const _0x139d6d=_0x4d17;if(!_0x56d503)return _0x4b5c1a;if(_0x56d503[_0x139d6d(0x31a)][_0x139d6d(0x59b)](VisuMZ[_0x139d6d(0x940)][_0x139d6d(0x364)][_0x139d6d(0x724)][_0x394846])){var _0x20e616=Number(RegExp['$1']);_0x4b5c1a+=_0x20e616;}if(_0x56d503['note']['match'](VisuMZ[_0x139d6d(0x940)][_0x139d6d(0x364)]['paramPlusJS'][_0x394846])){if(_0x139d6d(0x2c2)!==_0x139d6d(0x2c2))return 0x0;else{var 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_0x324af0;if(_0x543177[_0x149c7f(0x31a)]['match'](VisuMZ[_0x149c7f(0x940)]['RegExp'][_0x149c7f(0x2c4)][_0x37e3d2])){if(_0x149c7f(0x83b)!=='ydDGG'){var _0x22e3d3=Number(RegExp['$1'])/0x64;_0x324af0+=_0x22e3d3;}else this['_forcedBattleSys']=_0x149c7f(0x39a);}if(_0x543177[_0x149c7f(0x31a)][_0x149c7f(0x59b)](VisuMZ['CoreEngine'][_0x149c7f(0x364)][_0x149c7f(0x730)][_0x37e3d2])){if(_0x149c7f(0x483)!==_0x149c7f(0x9c1)){var _0x22e3d3=Number(RegExp['$1']);_0x324af0+=_0x22e3d3;}else this[_0x149c7f(0x4ef)]={},_0x14a35a[_0x149c7f(0x4ec)][_0x149c7f(0x8d7)][_0x149c7f(0x204)](this,_0x4ce2a3),this[_0x149c7f(0x6d0)](_0x146d06[_0x149c7f(0x940)]['Settings'][_0x149c7f(0x464)][_0x149c7f(0x4a7)]||0x0),this[_0x149c7f(0x7dd)]();}if(_0x543177['note'][_0x149c7f(0x59b)](VisuMZ[_0x149c7f(0x940)][_0x149c7f(0x364)]['xparamPlusJS'][_0x37e3d2])){var _0x2aaee5=String(RegExp['$1']);try{_0x149c7f(0x745)!==_0x149c7f(0x745)?(this['_playtestF7Looping']=!![],this['update'](),_0xdddc69[_0x149c7f(0x52e)](),this[_0x149c7f(0x34a)]=![]):_0x324af0+=eval(_0x2aaee5);}catch(_0x287751){if(_0x149c7f(0x56b)!==_0x149c7f(0x56b))this['drawIcon'](_0x39d19e,_0x1831be+0x2,_0x4224ef+0x2),_0x14049a-=_0x23b1e4[_0x149c7f(0x28b)]+0x4,_0x1f140c+=_0xd9ea8[_0x149c7f(0x28b)]+0x4;else{if($gameTemp[_0x149c7f(0x562)]())console[_0x149c7f(0x262)](_0x287751);}}}return _0x324af0;};return this[_0xd460ce(0x79e)]()[_0xd460ce(0x81d)](_0x1343d8,0x0);},Game_BattlerBase[_0x54167d(0x4ec)]['xparamRate']=function(_0x16e32e){const _0x2e6f65=_0x54167d,_0x50a715=(_0x31bc74,_0x5ac27d)=>{const _0x1d5b78=_0x4d17;if(!_0x5ac27d)return _0x31bc74;if(_0x5ac27d[_0x1d5b78(0x31a)]['match'](VisuMZ['CoreEngine'][_0x1d5b78(0x364)][_0x1d5b78(0x82a)][_0x16e32e])){if('hQnPa'!=='xJKPK'){var _0x14d01e=Number(RegExp['$1'])/0x64;_0x31bc74*=_0x14d01e;}else _0x4ed3ff[_0x1d5b78(0x3fd)]&&(this[_0x1d5b78(0x698)]=_0x1d5b78(0x92c));}if(_0x5ac27d['note'][_0x1d5b78(0x59b)](VisuMZ[_0x1d5b78(0x940)][_0x1d5b78(0x364)]['xparamRate2'][_0x16e32e])){if(_0x1d5b78(0x81f)===_0x1d5b78(0x81f)){var _0x14d01e=Number(RegExp['$1']);_0x31bc74*=_0x14d01e;}else{if(this[_0x1d5b78(0x21d)]===_0x5d556a)this[_0x1d5b78(0x446)]();return this[_0x1d5b78(0x21d)];}}if(_0x5ac27d[_0x1d5b78(0x31a)][_0x1d5b78(0x59b)](VisuMZ[_0x1d5b78(0x940)][_0x1d5b78(0x364)]['xparamRateJS'][_0x16e32e])){var _0x4b7530=String(RegExp['$1']);try{'Rijkj'!==_0x1d5b78(0x345)?_0x31bc74*=eval(_0x4b7530):(_0xee4aa4[_0x1d5b78(0x940)][_0x1d5b78(0x8d4)][_0x1d5b78(0x204)](this),_0x740c1e['isSideButtonLayout']()&&this['moveMenuButtonSideButtonLayout']());}catch(_0x42ac54){if($gameTemp[_0x1d5b78(0x562)]())console[_0x1d5b78(0x262)](_0x42ac54);}}return _0x31bc74;};return this[_0x2e6f65(0x79e)]()[_0x2e6f65(0x81d)](_0x50a715,0x1);},Game_BattlerBase[_0x54167d(0x4ec)]['xparamFlatBonus']=function(_0x5db099){const _0x48676a=_0x54167d,_0x7cc6fc=(_0x160570,_0x3afa65)=>{const _0x3d73e2=_0x4d17;if(!_0x3afa65)return _0x160570;if(_0x3afa65[_0x3d73e2(0x31a)]['match'](VisuMZ[_0x3d73e2(0x940)][_0x3d73e2(0x364)][_0x3d73e2(0x386)][_0x5db099])){if('ecqxA'===_0x3d73e2(0x3a1))_0x235175=_0x3c0041[_0x3d73e2(0x350)](_0x20e770,_0x3830c4);else{var _0x22e91b=Number(RegExp['$1'])/0x64;_0x160570+=_0x22e91b;}}if(_0x3afa65[_0x3d73e2(0x31a)][_0x3d73e2(0x59b)](VisuMZ[_0x3d73e2(0x940)][_0x3d73e2(0x364)][_0x3d73e2(0x445)][_0x5db099])){var _0x22e91b=Number(RegExp['$1']);_0x160570+=_0x22e91b;}if(_0x3afa65[_0x3d73e2(0x31a)][_0x3d73e2(0x59b)](VisuMZ[_0x3d73e2(0x940)]['RegExp'][_0x3d73e2(0x301)][_0x5db099])){var 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this[_0x3cb614(0x74c)][_0x482a0d]=VisuMZ[_0x3cb614(0x940)][_0x3cb614(0x331)][_0x3cb614(0x3fa)][_0x3cb614(0x8cb)]['call'](this,_0x25d9b0),this[_0x3cb614(0x74c)][_0x482a0d];},Game_BattlerBase[_0x54167d(0x4ec)]['sparamPlus']=function(_0x5b9a72){const _0x5e5bef=_0x54167d,_0x546889=(_0x5affda,_0x2339c4)=>{const _0x52934a=_0x4d17;if(_0x52934a(0x2a9)!==_0x52934a(0x2a9))return this[_0x52934a(0x7dd)]();else{if(!_0x2339c4)return _0x5affda;if(_0x2339c4['note'][_0x52934a(0x59b)](VisuMZ['CoreEngine'][_0x52934a(0x364)][_0x52934a(0x75c)][_0x5b9a72])){var _0x5ce011=Number(RegExp['$1'])/0x64;_0x5affda+=_0x5ce011;}if(_0x2339c4[_0x52934a(0x31a)]['match'](VisuMZ[_0x52934a(0x940)][_0x52934a(0x364)][_0x52934a(0x38f)][_0x5b9a72])){var _0x5ce011=Number(RegExp['$1']);_0x5affda+=_0x5ce011;}if(_0x2339c4[_0x52934a(0x31a)]['match'](VisuMZ['CoreEngine'][_0x52934a(0x364)][_0x52934a(0x51d)][_0x5b9a72])){var _0xbad130=String(RegExp['$1']);try{_0x5affda+=eval(_0xbad130);}catch(_0x5b0425){if(_0x52934a(0x42c)!=='MVbuW'){if($gameTemp['isPlaytest']())console[_0x52934a(0x262)](_0x5b0425);}else this[_0x52934a(0x89e)]=[];}}return _0x5affda;}};return this[_0x5e5bef(0x79e)]()[_0x5e5bef(0x81d)](_0x546889,0x0);},Game_BattlerBase['prototype'][_0x54167d(0x8ea)]=function(_0xa6aa7f){const _0x1bcda4=_0x54167d,_0x4e2a2c=(_0x5275a4,_0xa5eeae)=>{const _0x210288=_0x4d17;if(!_0xa5eeae)return _0x5275a4;if(_0xa5eeae['note'][_0x210288(0x59b)](VisuMZ['CoreEngine'][_0x210288(0x364)][_0x210288(0x469)][_0xa6aa7f])){var _0x1f0945=Number(RegExp['$1'])/0x64;_0x5275a4*=_0x1f0945;}if(_0xa5eeae[_0x210288(0x31a)][_0x210288(0x59b)](VisuMZ[_0x210288(0x940)][_0x210288(0x364)]['sparamRate2'][_0xa6aa7f])){var _0x1f0945=Number(RegExp['$1']);_0x5275a4*=_0x1f0945;}if(_0xa5eeae['note'][_0x210288(0x59b)](VisuMZ[_0x210288(0x940)][_0x210288(0x364)]['sparamRateJS'][_0xa6aa7f])){var _0x42918d=String(RegExp['$1']);try{_0x5275a4*=eval(_0x42918d);}catch(_0x56cf6f){if(_0x210288(0x2a8)!==_0x210288(0x2a8))return _0x27ca1f[_0x210288(0x940)][_0x210288(0x331)][_0x210288(0x2e9)]['EncounterRateMinimum'];else{if($gameTemp[_0x210288(0x562)]())console['log'](_0x56cf6f);}}}return _0x5275a4;};return this['traitObjects']()[_0x1bcda4(0x81d)](_0x4e2a2c,0x1);},Game_BattlerBase['prototype'][_0x54167d(0x611)]=function(_0x2d599d){const _0x20c467=_0x54167d,_0x22beef=(_0x343888,_0x5e046a)=>{const _0x58658e=_0x4d17;if(!_0x5e046a)return _0x343888;if(_0x5e046a[_0x58658e(0x31a)]['match'](VisuMZ[_0x58658e(0x940)][_0x58658e(0x364)][_0x58658e(0x4cb)][_0x2d599d])){if('qqSBC'===_0x58658e(0x327)){if(_0x1039f2)_0xcb0d9d[_0x58658e(0x5b9)](_0x272009);}else{var _0x328da2=Number(RegExp['$1'])/0x64;_0x343888+=_0x328da2;}}if(_0x5e046a[_0x58658e(0x31a)]['match'](VisuMZ['CoreEngine'][_0x58658e(0x364)][_0x58658e(0x977)][_0x2d599d])){var _0x328da2=Number(RegExp['$1']);_0x343888+=_0x328da2;}if(_0x5e046a[_0x58658e(0x31a)][_0x58658e(0x59b)](VisuMZ[_0x58658e(0x940)][_0x58658e(0x364)][_0x58658e(0x5bd)][_0x2d599d])){var _0x10e289=String(RegExp['$1']);try{'SnAxz'!==_0x58658e(0x27e)?(_0x5a43f3+=_0x44eccf+'\x0a',_0x906c5+=_0x58658e(0x741),_0x39e96e[_0x58658e(0x733)][0x4]!==''&&_0x5b7b7a[_0x58658e(0x733)][0x4]!==_0x4c512c&&(_0x4bdbe1+=_0x58658e(0x810)['format'](_0xfc2a9a[_0x58658e(0x733)][0x4]))):_0x343888+=eval(_0x10e289);}catch(_0x1d61d3){if(_0x58658e(0x8ce)===_0x58658e(0x8ce)){if($gameTemp[_0x58658e(0x562)]())console[_0x58658e(0x262)](_0x1d61d3);}else this[_0x58658e(0x43a)]()?this[_0x58658e(0x739)]():_0x5a4b1c['CoreEngine']['Window_Gold_refresh'][_0x58658e(0x204)](this);}}return _0x343888;};return this[_0x20c467(0x79e)]()[_0x20c467(0x81d)](_0x22beef,0x0);},Game_BattlerBase[_0x54167d(0x4ec)][_0x54167d(0x652)]=function(_0x49070b){const _0x56e436=_0x54167d;let _0x2247a1=_0x56e436(0x652)+_0x49070b+_0x56e436(0x40c);if(this[_0x56e436(0x4d7)](_0x2247a1))return this[_0x56e436(0x74c)][_0x2247a1];return this[_0x56e436(0x74c)][_0x2247a1]=VisuMZ[_0x56e436(0x940)][_0x56e436(0x331)][_0x56e436(0x3fa)][_0x56e436(0x4e6)]['call'](this,_0x49070b),this[_0x56e436(0x74c)][_0x2247a1];},Game_BattlerBase['prototype'][_0x54167d(0x4e4)]=function(_0x4a38f7,_0x3efc84){const _0x1b339a=_0x54167d;if(typeof paramId===_0x1b339a(0x3d9))return this[_0x1b339a(0x594)](_0x4a38f7);_0x4a38f7=String(_0x4a38f7||'')['toUpperCase']();if(_0x4a38f7===_0x1b339a(0x578))return this[_0x1b339a(0x594)](0x0);if(_0x4a38f7===_0x1b339a(0x784))return this['param'](0x1);if(_0x4a38f7===_0x1b339a(0x6ea))return this[_0x1b339a(0x594)](0x2);if(_0x4a38f7===_0x1b339a(0x3ce))return this[_0x1b339a(0x594)](0x3);if(_0x4a38f7===_0x1b339a(0x203))return this[_0x1b339a(0x594)](0x4);if(_0x4a38f7===_0x1b339a(0x7e8))return this[_0x1b339a(0x594)](0x5);if(_0x4a38f7===_0x1b339a(0x778))return this[_0x1b339a(0x594)](0x6);if(_0x4a38f7==='LUK')return this[_0x1b339a(0x594)](0x7);if(_0x4a38f7===_0x1b339a(0x8a9))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this['xparam'](0x0)*0x64))+'%':this[_0x1b339a(0x904)](0x0);if(_0x4a38f7===_0x1b339a(0x2d9))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this['xparam'](0x1)*0x64))+'%':this[_0x1b339a(0x904)](0x1);if(_0x4a38f7===_0x1b339a(0x6e8))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x904)](0x2)*0x64))+'%':this[_0x1b339a(0x904)](0x2);if(_0x4a38f7==='CEV')return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x904)](0x3)*0x64))+'%':this[_0x1b339a(0x904)](0x3);if(_0x4a38f7==='MEV')return _0x3efc84?String(Math['round'](this[_0x1b339a(0x904)](0x4)*0x64))+'%':this[_0x1b339a(0x904)](0x4);if(_0x4a38f7===_0x1b339a(0x603))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x904)](0x5)*0x64))+'%':this['xparam'](0x5);if(_0x4a38f7===_0x1b339a(0x81e))return 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_0x3efc84?String(Math['round'](this['sparam'](0x3)*0x64))+'%':this[_0x1b339a(0x652)](0x3);if(_0x4a38f7===_0x1b339a(0x43f))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x652)](0x4)*0x64))+'%':this[_0x1b339a(0x652)](0x4);if(_0x4a38f7==='TCR')return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x652)](0x5)*0x64))+'%':this[_0x1b339a(0x652)](0x5);if(_0x4a38f7===_0x1b339a(0x70a))return _0x3efc84?String(Math['round'](this['sparam'](0x6)*0x64))+'%':this['sparam'](0x6);if(_0x4a38f7===_0x1b339a(0x90d))return _0x3efc84?String(Math['round'](this[_0x1b339a(0x652)](0x7)*0x64))+'%':this[_0x1b339a(0x652)](0x7);if(_0x4a38f7===_0x1b339a(0x4b5))return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x652)](0x8)*0x64))+'%':this[_0x1b339a(0x652)](0x8);if(_0x4a38f7==='EXR')return _0x3efc84?String(Math[_0x1b339a(0x3ad)](this[_0x1b339a(0x652)](0x9)*0x64))+'%':this[_0x1b339a(0x652)](0x9);if(VisuMZ[_0x1b339a(0x940)]['CustomParamAbb'][_0x4a38f7]){if(_0x1b339a(0x901)===_0x1b339a(0x680)){if(!this[_0x1b339a(0x5b7)])return _0x187850;return _0x20b485['ApplyEasing'](_0x11739a,this[_0x1b339a(0x5b7)][_0x1b339a(0x337)]||_0x1b339a(0x6e3));}else{const _0x53dc40=VisuMZ[_0x1b339a(0x940)][_0x1b339a(0x450)][_0x4a38f7],_0x3736a7=this[_0x53dc40];return VisuMZ[_0x1b339a(0x940)][_0x1b339a(0x6dc)][_0x4a38f7]==='integer'?_0x3736a7:_0x3efc84?String(Math[_0x1b339a(0x3ad)](_0x3736a7*0x64))+'%':_0x3736a7;}}return'';},Game_BattlerBase['prototype'][_0x54167d(0x791)]=function(){const _0xebe91a=_0x54167d;return this[_0xebe91a(0x84f)]()&&this[_0xebe91a(0x4f3)]<this[_0xebe91a(0x307)]*VisuMZ[_0xebe91a(0x940)]['Settings']['Param'][_0xebe91a(0x7fc)];},Game_Battler[_0x54167d(0x4ec)]['performMiss']=function(){const _0x3ae010=_0x54167d;SoundManager['playMiss'](),this[_0x3ae010(0x893)](_0x3ae010(0x7ba));},VisuMZ[_0x54167d(0x940)][_0x54167d(0x713)]=Game_Actor[_0x54167d(0x4ec)][_0x54167d(0x6ed)],Game_Actor[_0x54167d(0x4ec)][_0x54167d(0x6ed)]=function(_0x1f3c91){const _0x29bc75=_0x54167d;if(this[_0x29bc75(0x472)]>0x63)return this[_0x29bc75(0x3f3)](_0x1f3c91);return VisuMZ['CoreEngine']['Game_Actor_paramBase'][_0x29bc75(0x204)](this,_0x1f3c91);},Game_Actor[_0x54167d(0x4ec)][_0x54167d(0x3f3)]=function(_0x40a89d){const _0x48f8f9=_0x54167d,_0x1bd693=this[_0x48f8f9(0x50c)]()[_0x48f8f9(0x9b7)][_0x40a89d][0x63],_0x2e9eb5=this['currentClass']()[_0x48f8f9(0x9b7)][_0x40a89d][0x62];return _0x1bd693+(_0x1bd693-_0x2e9eb5)*(this['level']-0x63);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x3d7)]=Game_Actor[_0x54167d(0x4ec)][_0x54167d(0x57d)],Game_Actor['prototype'][_0x54167d(0x57d)]=function(_0x29337b,_0x3c4c9c){const 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this[_0xeecf88(0x96f)]+=Math[_0xeecf88(0x3ad)]((Graphics[_0xeecf88(0x3e1)]-0x270)/0x2),this[_0xeecf88(0x96f)]-=Math[_0xeecf88(0x42f)]((Graphics[_0xeecf88(0x3e1)]-Graphics[_0xeecf88(0x996)])/0x2),$gameSystem[_0xeecf88(0x22e)]()?this['_screenX']-=Math[_0xeecf88(0x42f)]((Graphics['width']-Graphics['boxWidth'])/0x2):this[_0xeecf88(0x7e1)]+=Math[_0xeecf88(0x3ad)]((Graphics['boxWidth']-0x330)/0x2);}this[_0xeecf88(0x555)]=!![];},Game_Party[_0x54167d(0x4ec)][_0x54167d(0x8ee)]=function(){const _0x2ea6b7=_0x54167d;return VisuMZ[_0x2ea6b7(0x940)]['Settings'][_0x2ea6b7(0x67c)][_0x2ea6b7(0x33b)];},VisuMZ['CoreEngine'][_0x54167d(0x4a0)]=Game_Party[_0x54167d(0x4ec)]['consumeItem'],Game_Party[_0x54167d(0x4ec)][_0x54167d(0x4b9)]=function(_0x148c9d){const _0x192d09=_0x54167d;if(VisuMZ['CoreEngine'][_0x192d09(0x331)]['QoL'][_0x192d09(0x75d)]&&DataManager[_0x192d09(0x98f)](_0x148c9d))return;VisuMZ['CoreEngine'][_0x192d09(0x4a0)]['call'](this,_0x148c9d);},Game_Party[_0x54167d(0x4ec)][_0x54167d(0x245)]=function(){const _0x390a8b=_0x54167d,_0x26af98=VisuMZ['CoreEngine'][_0x390a8b(0x331)]['QoL'],_0x482b0a=_0x26af98[_0x390a8b(0x1fd)]??0x63;let _0x2aa8bc=[];(_0x26af98[_0x390a8b(0x5a5)]??!![])&&(_0x2aa8bc=_0x2aa8bc['concat']($dataItems));(_0x26af98[_0x390a8b(0x33a)]??!![])&&(_0x2aa8bc=_0x2aa8bc[_0x390a8b(0x25e)]($dataWeapons));(_0x26af98[_0x390a8b(0x6d8)]??!![])&&(_0x390a8b(0x6b9)!==_0x390a8b(0x876)?_0x2aa8bc=_0x2aa8bc[_0x390a8b(0x25e)]($dataArmors):(_0x519024['CoreEngine']['Scene_Options_create'][_0x390a8b(0x204)](this),this[_0x390a8b(0x8d9)]()));for(const _0x2e8bff of _0x2aa8bc){if(!_0x2e8bff)continue;if(_0x2e8bff['name'][_0x390a8b(0x314)]()<=0x0)continue;if(_0x2e8bff['name'][_0x390a8b(0x59b)](/-----/i))continue;this[_0x390a8b(0x8be)](_0x2e8bff,_0x482b0a);}},VisuMZ[_0x54167d(0x940)][_0x54167d(0x391)]=Game_Troop['prototype'][_0x54167d(0x82d)],Game_Troop[_0x54167d(0x4ec)]['setup']=function(_0x3ee125){const _0x48878d=_0x54167d;$gameTemp[_0x48878d(0x3d6)](),$gameTemp[_0x48878d(0x76b)](_0x3ee125),VisuMZ[_0x48878d(0x940)][_0x48878d(0x391)][_0x48878d(0x204)](this,_0x3ee125);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x248)]=Game_Map[_0x54167d(0x4ec)][_0x54167d(0x82d)],Game_Map[_0x54167d(0x4ec)]['setup']=function(_0x1abe24){const _0x25a83f=_0x54167d;VisuMZ[_0x25a83f(0x940)][_0x25a83f(0x248)]['call'](this,_0x1abe24),this[_0x25a83f(0x35c)](_0x1abe24);},Game_Map['prototype'][_0x54167d(0x35c)]=function(){const _0x874a6b=_0x54167d;this[_0x874a6b(0x4ea)]=VisuMZ[_0x874a6b(0x940)][_0x874a6b(0x331)][_0x874a6b(0x2e9)][_0x874a6b(0x7cd)]||![];if($dataMap&&$dataMap[_0x874a6b(0x31a)]){if(_0x874a6b(0x525)===_0x874a6b(0x63d)){if(this[_0x874a6b(0x51e)]===_0x874a6b(0x97f)&&!_0x53bd5d[_0x874a6b(0x966)]())return;if(_0x498654[_0x874a6b(0x8e3)]())return;_0x3e6a4c['CoreEngine'][_0x874a6b(0x3d8)][_0x874a6b(0x204)](this,_0x204531),this[_0x874a6b(0x94e)]('default');}else{if($dataMap['note']['match'](/<SHOW TILE SHADOWS>/i))this[_0x874a6b(0x4ea)]=![];if($dataMap[_0x874a6b(0x31a)][_0x874a6b(0x59b)](/<HIDE TILE SHADOWS>/i))this[_0x874a6b(0x4ea)]=!![];}}},Game_Map['prototype']['areTileShadowsHidden']=function(){const _0x29c613=_0x54167d;if(this['_hideTileShadows']===undefined)this['setupCoreEngine']();return this[_0x29c613(0x4ea)];},VisuMZ['CoreEngine'][_0x54167d(0x347)]=Game_Character[_0x54167d(0x4ec)][_0x54167d(0x859)],Game_Character[_0x54167d(0x4ec)]['processMoveCommand']=function(_0x3d0efe){const _0x2e401f=_0x54167d;try{VisuMZ[_0x2e401f(0x940)][_0x2e401f(0x347)][_0x2e401f(0x204)](this,_0x3d0efe);}catch(_0x5146c4){if($gameTemp[_0x2e401f(0x562)]())console['log'](_0x5146c4);}},Game_Player['prototype']['makeEncounterCount']=function(){const _0x3887ce=_0x54167d,_0x5bfe64=$gameMap[_0x3887ce(0x9e2)]();this[_0x3887ce(0xa09)]=Math[_0x3887ce(0x549)](_0x5bfe64)+Math[_0x3887ce(0x549)](_0x5bfe64)+this['encounterStepsMinimum']();},Game_Player[_0x54167d(0x4ec)][_0x54167d(0x8a7)]=function(){const _0x398c18=_0x54167d;return $dataMap&&$dataMap['note']&&$dataMap[_0x398c18(0x31a)][_0x398c18(0x59b)](/<MINIMUM ENCOUNTER STEPS:[ ](\d+)>/i)?Number(RegExp['$1']):VisuMZ['CoreEngine'][_0x398c18(0x331)][_0x398c18(0x2e9)][_0x398c18(0x829)];},VisuMZ[_0x54167d(0x940)][_0x54167d(0x93e)]=Game_Event[_0x54167d(0x4ec)][_0x54167d(0x486)],Game_Event[_0x54167d(0x4ec)]['isCollidedWithEvents']=function(_0x2fea72,_0x54cac4){const _0x1ca064=_0x54167d;if(this[_0x1ca064(0x1fb)]()){if(_0x1ca064(0x237)!=='hOFRa')return 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]CALL/i)){if(_0x343973(0x8b9)===_0x343973(0x8b9))return this[_0x343973(0x9f6)](_0x36f732);else _0x7419ee[_0x343973(0x472)]=_0x580f17[_0x343973(0x350)](_0x3c16ea(_0x20491a['$1']),0x1);}else return VisuMZ['CoreEngine']['Game_Interpreter_command105'][_0x343973(0x204)](this,_0x5d6c34);},Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x519)]=function(){const _0x1ff27f=_0x54167d;let _0x411cab='',_0x3c7b1e=this[_0x1ff27f(0x7ae)]+0x1;while(this[_0x1ff27f(0x2f9)][_0x3c7b1e]&&this['_list'][_0x3c7b1e][_0x1ff27f(0x28c)]===0x195){_0x1ff27f(0x973)!=='rQcQb'?this[_0x1ff27f(0x64b)](_0x25b74a,_0x5baa4e,_0x2d9905,_0x1b0658,_0x43f4a1):(_0x411cab+=this[_0x1ff27f(0x2f9)][_0x3c7b1e][_0x1ff27f(0x733)][0x0]+'\x0a',_0x3c7b1e++);}return _0x411cab;},Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x9f6)]=function(_0x419dfe){const _0x453e66=_0x54167d;try{eval(_0x419dfe);}catch(_0x2587d2){if($gameTemp[_0x453e66(0x562)]()){if(_0x453e66(0x642)==='VTwPB')console[_0x453e66(0x262)](_0x453e66(0x89b)),console[_0x453e66(0x262)](_0x2587d2);else return _0x58328b[_0x453e66(0x9bc)]()===0x1;}}return!![];},VisuMZ[_0x54167d(0x940)][_0x54167d(0x8a3)]=Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x49d)],Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x49d)]=function(_0x587e53){const _0xe81a45=_0x54167d;try{VisuMZ['CoreEngine'][_0xe81a45(0x8a3)]['call'](this,_0x587e53);}catch(_0x5d497d){if(_0xe81a45(0x23d)!==_0xe81a45(0x23d))_0x36e7c6=_0x2b0ff0[_0xe81a45(0x996)]-_0x4f438f;else{if($gameTemp[_0xe81a45(0x562)]()){if(_0xe81a45(0x55a)!==_0xe81a45(0x5f4))console[_0xe81a45(0x262)](_0xe81a45(0x9e3)),console[_0xe81a45(0x262)](_0x5d497d);else{if(_0x3c5662)_0x28f5f5[_0xe81a45(0x42d)](_0x298afa);}}this[_0xe81a45(0x74d)]();}}return!![];},VisuMZ['CoreEngine'][_0x54167d(0x5f6)]=Game_Interpreter['prototype'][_0x54167d(0x5e5)],Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x5e5)]=function(_0x4b8efd){const _0x262fc8=_0x54167d;try{if(_0x262fc8(0x3bd)===_0x262fc8(0x3bd))VisuMZ['CoreEngine'][_0x262fc8(0x5f6)][_0x262fc8(0x204)](this,_0x4b8efd);else return 0x0;}catch(_0x6c9d35){if(_0x262fc8(0x40b)===_0x262fc8(0x543))return _0x3398ee[_0x262fc8(0x556)]['ProfileRect'][_0x262fc8(0x204)](this);else $gameTemp[_0x262fc8(0x562)]()&&(console['log'](_0x262fc8(0x7c9)),console[_0x262fc8(0x262)](_0x6c9d35));}return!![];},VisuMZ[_0x54167d(0x940)][_0x54167d(0x95e)]=Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x5dd)],Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x5dd)]=function(){const _0x1315ba=_0x54167d;try{VisuMZ[_0x1315ba(0x940)][_0x1315ba(0x95e)]['call'](this);}catch(_0x5e0c45){'TkJpo'!==_0x1315ba(0x88e)?$gameTemp[_0x1315ba(0x562)]()&&(_0x1315ba(0x4ed)!==_0x1315ba(0x4ed)?_0xc0454d['VisuMZ_2_BattleSystemSTB']&&(this[_0x1315ba(0x698)]=_0x1315ba(0x470)):(console[_0x1315ba(0x262)]('Script\x20Call\x20Error'),console[_0x1315ba(0x262)](_0x5e0c45))):this[_0x1315ba(0x911)]=_0x52f763;}return!![];},VisuMZ[_0x54167d(0x940)][_0x54167d(0x5bf)]=Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x3c6)],Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x3c6)]=function(_0x24f1d7){const _0x1faf79=_0x54167d;return 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Game_OnceParallelInterpreter(){const _0x1225d9=_0x54167d;this[_0x1225d9(0x8d7)](...arguments);}Game_OnceParallelInterpreter[_0x54167d(0x4ec)]=Object[_0x54167d(0x66b)](Game_Interpreter['prototype']),Game_OnceParallelInterpreter[_0x54167d(0x4ec)][_0x54167d(0x4a9)]=Game_OnceParallelInterpreter,Game_OnceParallelInterpreter[_0x54167d(0x4ec)][_0x54167d(0x2e6)]=function(_0x2a79ce){const _0x103eac=_0x54167d,_0x5bc94d=$dataCommonEvents[_0x2a79ce];_0x5bc94d?this[_0x103eac(0x82d)](_0x5bc94d[_0x103eac(0x9d7)],0x0):this[_0x103eac(0x8a2)]();},Game_OnceParallelInterpreter[_0x54167d(0x4ec)][_0x54167d(0x8a2)]=function(){const _0x5299d9=_0x54167d;if(!SceneManager[_0x5299d9(0x8c0)]())return;SceneManager[_0x5299d9(0x4ce)][_0x5299d9(0x986)](this),Game_Interpreter[_0x5299d9(0x4ec)]['terminate'][_0x5299d9(0x204)](this);},VisuMZ[_0x54167d(0x940)]['Scene_MenuBase_helpAreaTop']=Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x86f)],Scene_MenuBase[_0x54167d(0x4ec)]['helpAreaTop']=function(){const _0x32efbb=_0x54167d;let _0x43d19e=0x0;SceneManager[_0x32efbb(0x3b4)]()?_0x32efbb(0x8ec)===_0x32efbb(0x5b3)?this[_0x32efbb(0x9a3)][_0x32efbb(0x79f)]+=0x6:_0x43d19e=this[_0x32efbb(0x53c)]():_0x43d19e=VisuMZ[_0x32efbb(0x940)][_0x32efbb(0x40d)][_0x32efbb(0x204)](this);if(this[_0x32efbb(0x8df)]()&&this[_0x32efbb(0x6e7)]()===_0x32efbb(0x7ad)){if(_0x32efbb(0x44a)===_0x32efbb(0x7ce)){_0x5411c5-=_0x747446;if(_0x410f28<=0x0)_0x2d587b=0x0;this[_0x32efbb(0x63f)](_0x3b0a09);}else _0x43d19e+=Window_ButtonAssist['prototype'][_0x32efbb(0x7c4)]();}return _0x43d19e;},Scene_MenuBase['prototype'][_0x54167d(0x53c)]=function(){const _0x453f94=_0x54167d;if(this[_0x453f94(0x234)]()){if(_0x453f94(0x622)!==_0x453f94(0x622))_0x25c43e+=_0x4a2008(_0x2c6eb6);else return this['mainAreaBottom']();}else{if('gsnnN'===_0x453f94(0x868))return 0x0;else _0x729a48(_0x453f94(0x6c8)[_0x453f94(0x482)](_0x5f1bf0));}},VisuMZ['CoreEngine']['Scene_MenuBase_mainAreaTop']=Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x888)],Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x888)]=function(){const _0x11a372=_0x54167d;if(SceneManager[_0x11a372(0x3b4)]())return this[_0x11a372(0x78c)]();else{if(_0x11a372(0x797)!==_0x11a372(0x797))this[_0x11a372(0x698)]=_0x11a372(0x92c);else return VisuMZ[_0x11a372(0x940)]['Scene_MenuBase_mainAreaTop'][_0x11a372(0x204)](this);}},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x78c)]=function(){const _0x12e30b=_0x54167d;if(!this[_0x12e30b(0x234)]()){if(_0x12e30b(0x751)!==_0x12e30b(0x751))!_0x556e94['isPlaying']()&&this['removePointAnimation'](_0x3d2e39);else return this[_0x12e30b(0x3dc)]();}else return 0x0;},VisuMZ['CoreEngine'][_0x54167d(0x52f)]=Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x421)],Scene_MenuBase['prototype']['mainAreaHeight']=function(){const _0xf6a450=_0x54167d;let _0x7ac443=0x0;return SceneManager[_0xf6a450(0x3b4)]()?_0x7ac443=this['mainAreaHeightSideButtonLayout']():_0x7ac443=VisuMZ['CoreEngine'][_0xf6a450(0x52f)]['call'](this),this['isMenuButtonAssistEnabled']()&&this[_0xf6a450(0x6e7)]()!==_0xf6a450(0x926)&&(_0x7ac443-=Window_ButtonAssist['prototype'][_0xf6a450(0x7c4)]()),_0x7ac443;},Scene_MenuBase['prototype'][_0x54167d(0x87b)]=function(){const _0x23893d=_0x54167d;return Graphics[_0x23893d(0x996)]-this[_0x23893d(0x2ec)]();},VisuMZ[_0x54167d(0x940)]['Scene_MenuBase_createBackground']=Scene_MenuBase['prototype']['createBackground'],Scene_MenuBase['prototype']['createBackground']=function(){const _0x25eef6=_0x54167d;this['_backgroundFilter']=new PIXI[(_0x25eef6(0x6f6))][(_0x25eef6(0x98b))](clamp=!![]),this[_0x25eef6(0x420)]=new Sprite(),this['_backgroundSprite'][_0x25eef6(0x228)]=SceneManager[_0x25eef6(0x67d)](),this['_backgroundSprite'][_0x25eef6(0x6f6)]=[this[_0x25eef6(0x214)]],this[_0x25eef6(0x45f)](this['_backgroundSprite']),this[_0x25eef6(0x7d8)](0xc0),this[_0x25eef6(0x7d8)](this[_0x25eef6(0x462)]()),this[_0x25eef6(0x341)]();},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x462)]=function(){const _0x26385d=_0x54167d,_0x471295=String(this[_0x26385d(0x4a9)]['name']),_0x8b7cff=this['getCustomBackgroundSettings'](_0x471295);return _0x8b7cff?_0x8b7cff[_0x26385d(0x66c)]:0xc0;},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x341)]=function(){const _0x50a3f8=_0x54167d,_0x22790b=String(this['constructor'][_0x50a3f8(0x614)]),_0x2d3811=this[_0x50a3f8(0x4bc)](_0x22790b);if(_0x2d3811&&(_0x2d3811[_0x50a3f8(0x7c0)]!==''||_0x2d3811[_0x50a3f8(0x4eb)]!=='')){if(_0x50a3f8(0x8c8)!==_0x50a3f8(0x8c8))return _0x177483['mev'];else this[_0x50a3f8(0x436)]=new Sprite(ImageManager[_0x50a3f8(0x765)](_0x2d3811[_0x50a3f8(0x7c0)])),this[_0x50a3f8(0x77f)]=new Sprite(ImageManager[_0x50a3f8(0x795)](_0x2d3811['BgFilename2'])),this[_0x50a3f8(0x45f)](this[_0x50a3f8(0x436)]),this[_0x50a3f8(0x45f)](this['_backSprite2']),this[_0x50a3f8(0x436)]['bitmap']['addLoadListener'](this[_0x50a3f8(0x590)][_0x50a3f8(0x6ac)](this,this[_0x50a3f8(0x436)])),this['_backSprite2']['bitmap'][_0x50a3f8(0x9ee)](this[_0x50a3f8(0x590)][_0x50a3f8(0x6ac)](this,this['_backSprite2']));}},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x4bc)]=function(_0xfd9fd6){const _0x36c75f=_0x54167d;return VisuMZ[_0x36c75f(0x940)][_0x36c75f(0x331)][_0x36c75f(0x6cf)][_0xfd9fd6]||VisuMZ[_0x36c75f(0x940)][_0x36c75f(0x331)][_0x36c75f(0x6cf)][_0x36c75f(0x244)];},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x590)]=function(_0x16e97a){const _0x5a7039=_0x54167d;this[_0x5a7039(0x22a)](_0x16e97a),this['centerSprite'](_0x16e97a);},VisuMZ[_0x54167d(0x940)]['Scene_MenuBase_createCancelButton']=Scene_MenuBase['prototype'][_0x54167d(0x83e)],Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x83e)]=function(){const _0x1f6797=_0x54167d;VisuMZ['CoreEngine'][_0x1f6797(0x6b6)][_0x1f6797(0x204)](this),SceneManager['isSideButtonLayout']()&&this['moveCancelButtonSideButtonLayout']();},Scene_MenuBase['prototype'][_0x54167d(0x8f4)]=function(){const _0x101855=_0x54167d;this[_0x101855(0x844)]['x']=Graphics[_0x101855(0x497)]+0x4;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x696)]=Scene_MenuBase[_0x54167d(0x4ec)]['createPageButtons'],Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x64e)]=function(){const _0x21edac=_0x54167d;VisuMZ[_0x21edac(0x940)][_0x21edac(0x696)][_0x21edac(0x204)](this);if(SceneManager[_0x21edac(0x8ef)]()){if('honCf'!==_0x21edac(0x8c6))this[_0x21edac(0x967)]();else{if(!this['showPointAnimations']())return;_0x2ac7ca=_0x4adaa4||![],_0xa83789=_0x4e9b05||![];if(_0x4bd52a[_0x5c701f]){const _0x56efc4={'x':_0x54f112,'y':_0x2eba21,'animationId':_0x48488b,'mirror':_0x15e75d,'mute':_0x114941};this['_pointAnimationQueue']['push'](_0x56efc4);}}}},Scene_MenuBase[_0x54167d(0x4ec)]['movePageButtonSideButtonLayout']=function(){const _0x3c506d=_0x54167d;this['_pageupButton']['x']=-0x1*(this[_0x3c506d(0x950)][_0x3c506d(0x281)]+this[_0x3c506d(0x54f)][_0x3c506d(0x281)]+0x8),this[_0x3c506d(0x54f)]['x']=-0x1*(this[_0x3c506d(0x54f)][_0x3c506d(0x281)]+0x4);},Scene_MenuBase[_0x54167d(0x4ec)]['isMenuButtonAssistEnabled']=function(){const _0x4ba5ee=_0x54167d;return VisuMZ[_0x4ba5ee(0x940)][_0x4ba5ee(0x331)]['ButtonAssist']['Enable'];},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x6e7)]=function(){const _0x23204d=_0x54167d;return SceneManager['isSideButtonLayout']()||SceneManager['areButtonsHidden']()?VisuMZ[_0x23204d(0x940)][_0x23204d(0x331)]['ButtonAssist'][_0x23204d(0x54d)]:'button';},Scene_MenuBase['prototype'][_0x54167d(0x2aa)]=function(){const _0x494272=_0x54167d;if(!this[_0x494272(0x8df)]())return;const _0x3c2f61=this['buttonAssistWindowRect']();this[_0x494272(0xa06)]=new Window_ButtonAssist(_0x3c2f61),this['addWindow'](this[_0x494272(0xa06)]);},Scene_MenuBase['prototype']['buttonAssistWindowRect']=function(){const _0x36e065=_0x54167d;if(this[_0x36e065(0x6e7)]()===_0x36e065(0x926))return this[_0x36e065(0x2bd)]();else{if(_0x36e065(0x5c0)===_0x36e065(0x73b))_0x4ba1c6[_0x36e065(0x940)][_0x36e065(0x248)]['call'](this,_0x2b9834),this['setupCoreEngine'](_0x567578);else return this[_0x36e065(0x690)]();}},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x2bd)]=function(){const _0x147099=_0x54167d,_0x486180=ConfigManager['touchUI']?(Sprite_Button[_0x147099(0x4ec)][_0x147099(0x468)]()+0x6)*0x2:0x0,_0x5996fc=this[_0x147099(0x28d)](),_0x13f0ed=Graphics[_0x147099(0x497)]-_0x486180*0x2,_0x49183e=this[_0x147099(0x694)]();return new Rectangle(_0x486180,_0x5996fc,_0x13f0ed,_0x49183e);},Scene_MenuBase[_0x54167d(0x4ec)][_0x54167d(0x690)]=function(){const _0x2edad9=_0x54167d,_0x40659b=Graphics[_0x2edad9(0x497)],_0x2a3cc9=Window_ButtonAssist['prototype'][_0x2edad9(0x7c4)](),_0x4be083=0x0;let _0x3fd095=0x0;return this['getButtonAssistLocation']()===_0x2edad9(0x7ad)?_0x3fd095=0x0:_0x3fd095=Graphics[_0x2edad9(0x996)]-_0x2a3cc9,new Rectangle(_0x4be083,_0x3fd095,_0x40659b,_0x2a3cc9);},Scene_Menu['layoutSettings']=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)]['MainMenu'],VisuMZ[_0x54167d(0x940)][_0x54167d(0x339)]=Scene_Menu['prototype'][_0x54167d(0x66b)],Scene_Menu[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x21e03b=_0x54167d;VisuMZ['CoreEngine'][_0x21e03b(0x339)]['call'](this),this['setCoreEngineUpdateWindowBg']();},Scene_Menu[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0x3280cc=_0x54167d;this[_0x3280cc(0x897)]&&this['_commandWindow']['setBackgroundType'](Scene_Menu[_0x3280cc(0x556)]['CommandBgType']);if(this[_0x3280cc(0x3e2)]){if(_0x3280cc(0x66f)===_0x3280cc(0x9d9)){var _0x10d819=_0x44b0bb(_0x2adf1d['$1']);try{_0x15aea0+=_0x8e58ab(_0x10d819);}catch(_0x4f29b1){if(_0x59f5d4['isPlaytest']())_0x41451b[_0x3280cc(0x262)](_0x4f29b1);}}else this[_0x3280cc(0x3e2)][_0x3280cc(0x6d0)](Scene_Menu[_0x3280cc(0x556)]['GoldBgType']);}this[_0x3280cc(0x8b5)]&&(_0x3280cc(0x452)===_0x3280cc(0x8fd)?this[_0x3280cc(0x698)]=_0x3280cc(0x965):this['_statusWindow']['setBackgroundType'](Scene_Menu[_0x3280cc(0x556)][_0x3280cc(0x342)]));},Scene_Menu[_0x54167d(0x4ec)][_0x54167d(0x9fc)]=function(){const _0x1d7882=_0x54167d;return Scene_Menu['layoutSettings'][_0x1d7882(0x41a)][_0x1d7882(0x204)](this);},Scene_Menu['prototype'][_0x54167d(0x39b)]=function(){const _0x30d984=_0x54167d;return Scene_Menu[_0x30d984(0x556)]['GoldRect'][_0x30d984(0x204)](this);},Scene_Menu[_0x54167d(0x4ec)]['statusWindowRect']=function(){const _0x49a859=_0x54167d;return Scene_Menu[_0x49a859(0x556)][_0x49a859(0x7fe)]['call'](this);},Scene_Item[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)][_0x54167d(0x6f0)],VisuMZ['CoreEngine']['Scene_Item_create']=Scene_Item[_0x54167d(0x4ec)][_0x54167d(0x66b)],Scene_Item[_0x54167d(0x4ec)]['create']=function(){const _0x35f583=_0x54167d;VisuMZ['CoreEngine']['Scene_Item_create'][_0x35f583(0x204)](this),this[_0x35f583(0x8d9)]();},Scene_Item[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0xb76591=_0x54167d;this[_0xb76591(0x98d)]&&this[_0xb76591(0x98d)][_0xb76591(0x6d0)](Scene_Item[_0xb76591(0x556)][_0xb76591(0x536)]);this[_0xb76591(0x850)]&&this[_0xb76591(0x850)][_0xb76591(0x6d0)](Scene_Item[_0xb76591(0x556)][_0xb76591(0x60f)]);if(this[_0xb76591(0x29e)]){if(_0xb76591(0x493)===_0xb76591(0x493))this[_0xb76591(0x29e)]['setBackgroundType'](Scene_Item[_0xb76591(0x556)]['ItemBgType']);else return _0x55611f['layoutSettings']['ActorRect']['call'](this);}if(this['_actorWindow']){if('WyyRM'===_0xb76591(0x2d3))return 0xc0;else this[_0xb76591(0x50e)][_0xb76591(0x6d0)](Scene_Item['layoutSettings']['ActorBgType']);}},Scene_Item[_0x54167d(0x4ec)]['helpWindowRect']=function(){const _0x13f22d=_0x54167d;return Scene_Item[_0x13f22d(0x556)][_0x13f22d(0x68d)][_0x13f22d(0x204)](this);},Scene_Item[_0x54167d(0x4ec)][_0x54167d(0x5ce)]=function(){return Scene_Item['layoutSettings']['CategoryRect']['call'](this);},Scene_Item['prototype']['itemWindowRect']=function(){const _0x499501=_0x54167d;return Scene_Item[_0x499501(0x556)][_0x499501(0x2b1)][_0x499501(0x204)](this);},Scene_Item['prototype'][_0x54167d(0x737)]=function(){const _0x470731=_0x54167d;return Scene_Item[_0x470731(0x556)]['ActorRect']['call'](this);},Scene_Skill[_0x54167d(0x556)]=VisuMZ['CoreEngine']['Settings'][_0x54167d(0x529)][_0x54167d(0x411)],VisuMZ[_0x54167d(0x940)][_0x54167d(0x947)]=Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x66b)],Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x3d8387=_0x54167d;VisuMZ[_0x3d8387(0x940)][_0x3d8387(0x947)][_0x3d8387(0x204)](this),this[_0x3d8387(0x8d9)]();},Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0x7d1159=_0x54167d;if(this[_0x7d1159(0x98d)]){if('uJZOs'!=='tZjcu')this[_0x7d1159(0x98d)][_0x7d1159(0x6d0)](Scene_Skill[_0x7d1159(0x556)][_0x7d1159(0x536)]);else return _0x56f4b4[_0x7d1159(0x940)]['Settings'][_0x7d1159(0x530)]['ActorTPColor']['call'](this,_0x4ec9e1);}this['_skillTypeWindow']&&this[_0x7d1159(0x2f4)][_0x7d1159(0x6d0)](Scene_Skill[_0x7d1159(0x556)]['SkillTypeBgType']);this[_0x7d1159(0x8b5)]&&this[_0x7d1159(0x8b5)]['setBackgroundType'](Scene_Skill[_0x7d1159(0x556)][_0x7d1159(0x342)]);if(this[_0x7d1159(0x29e)]){if(_0x7d1159(0x937)==='zsrKy')return 0x0;else this[_0x7d1159(0x29e)][_0x7d1159(0x6d0)](Scene_Skill[_0x7d1159(0x556)]['ItemBgType']);}this['_actorWindow']&&this[_0x7d1159(0x50e)][_0x7d1159(0x6d0)](Scene_Skill['layoutSettings'][_0x7d1159(0x79b)]);},Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x5a7)]=function(){const _0x2b6428=_0x54167d;return Scene_Skill[_0x2b6428(0x556)][_0x2b6428(0x68d)][_0x2b6428(0x204)](this);},Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x480)]=function(){const _0x42901a=_0x54167d;return Scene_Skill[_0x42901a(0x556)][_0x42901a(0x340)][_0x42901a(0x204)](this);},Scene_Skill[_0x54167d(0x4ec)]['statusWindowRect']=function(){const _0x161168=_0x54167d;return Scene_Skill['layoutSettings'][_0x161168(0x7fe)][_0x161168(0x204)](this);},Scene_Skill[_0x54167d(0x4ec)]['itemWindowRect']=function(){const _0x5da9e3=_0x54167d;return Scene_Skill[_0x5da9e3(0x556)][_0x5da9e3(0x2b1)]['call'](this);},Scene_Skill[_0x54167d(0x4ec)][_0x54167d(0x737)]=function(){const _0x4ade97=_0x54167d;return Scene_Skill['layoutSettings'][_0x4ade97(0x2e2)]['call'](this);},Scene_Equip[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)]['Settings']['MenuLayout'][_0x54167d(0x88c)],VisuMZ['CoreEngine'][_0x54167d(0x591)]=Scene_Equip['prototype'][_0x54167d(0x66b)],Scene_Equip['prototype'][_0x54167d(0x66b)]=function(){const _0x1dfcfa=_0x54167d;VisuMZ['CoreEngine'][_0x1dfcfa(0x591)][_0x1dfcfa(0x204)](this),this['setCoreEngineUpdateWindowBg']();},Scene_Equip[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0x185757=_0x54167d;this[_0x185757(0x98d)]&&this[_0x185757(0x98d)][_0x185757(0x6d0)](Scene_Equip[_0x185757(0x556)][_0x185757(0x536)]);this['_statusWindow']&&this[_0x185757(0x8b5)][_0x185757(0x6d0)](Scene_Equip['layoutSettings'][_0x185757(0x342)]);this[_0x185757(0x897)]&&this[_0x185757(0x897)][_0x185757(0x6d0)](Scene_Equip[_0x185757(0x556)][_0x185757(0x626)]);if(this[_0x185757(0x3a8)]){if('bbLGr'!=='mYHHe')this[_0x185757(0x3a8)][_0x185757(0x6d0)](Scene_Equip[_0x185757(0x556)]['SlotBgType']);else var _0x2e211d=_0x4a4c69[_0x185757(0x9d5)](_0x374964*0x2-0x1,'outbounce')*0.5+0.5;}this[_0x185757(0x29e)]&&('YFjbb'==='LczAt'?this[_0x185757(0x633)]():this['_itemWindow']['setBackgroundType'](Scene_Equip['layoutSettings'][_0x185757(0x585)]));},Scene_Equip[_0x54167d(0x4ec)][_0x54167d(0x5a7)]=function(){const _0x20b8c4=_0x54167d;return Scene_Equip[_0x20b8c4(0x556)][_0x20b8c4(0x68d)][_0x20b8c4(0x204)](this);},Scene_Equip['prototype'][_0x54167d(0x827)]=function(){const _0x3ae68f=_0x54167d;return Scene_Equip[_0x3ae68f(0x556)]['StatusRect'][_0x3ae68f(0x204)](this);},Scene_Equip[_0x54167d(0x4ec)][_0x54167d(0x9fc)]=function(){const _0x2bb454=_0x54167d;return Scene_Equip[_0x2bb454(0x556)]['CommandRect']['call'](this);},Scene_Equip[_0x54167d(0x4ec)]['slotWindowRect']=function(){const _0x312a1f=_0x54167d;return Scene_Equip[_0x312a1f(0x556)][_0x312a1f(0x8af)]['call'](this);},Scene_Equip['prototype'][_0x54167d(0x573)]=function(){const _0x4020b1=_0x54167d;return Scene_Equip[_0x4020b1(0x556)]['ItemRect'][_0x4020b1(0x204)](this);},Scene_Status[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)][_0x54167d(0x7d3)],VisuMZ[_0x54167d(0x940)][_0x54167d(0x90f)]=Scene_Status[_0x54167d(0x4ec)]['create'],Scene_Status[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x1a47ba=_0x54167d;VisuMZ[_0x1a47ba(0x940)][_0x1a47ba(0x90f)][_0x1a47ba(0x204)](this),this[_0x1a47ba(0x8d9)]();},Scene_Status['prototype'][_0x54167d(0x8d9)]=function(){const _0x158d41=_0x54167d;this['_profileWindow']&&this[_0x158d41(0x8ff)][_0x158d41(0x6d0)](Scene_Status['layoutSettings'][_0x158d41(0x48e)]),this[_0x158d41(0x8b5)]&&this['_statusWindow'][_0x158d41(0x6d0)](Scene_Status[_0x158d41(0x556)]['StatusBgType']),this[_0x158d41(0x7a7)]&&(_0x158d41(0x86b)==='FZPjo'?this[_0x158d41(0x7b8)]='FV':this[_0x158d41(0x7a7)][_0x158d41(0x6d0)](Scene_Status[_0x158d41(0x556)][_0x158d41(0x826)])),this[_0x158d41(0x8a8)]&&(_0x158d41(0x865)==='ZHHCK'?this[_0x158d41(0x8a8)][_0x158d41(0x6d0)](Scene_Status['layoutSettings'][_0x158d41(0x200)]):this[_0x158d41(0x8d7)](...arguments));},Scene_Status[_0x54167d(0x4ec)][_0x54167d(0x428)]=function(){const _0xb9f234=_0x54167d;return Scene_Status[_0xb9f234(0x556)]['ProfileRect'][_0xb9f234(0x204)](this);},Scene_Status[_0x54167d(0x4ec)][_0x54167d(0x827)]=function(){const _0x4cc2bd=_0x54167d;return Scene_Status['layoutSettings']['StatusRect'][_0x4cc2bd(0x204)](this);},Scene_Status[_0x54167d(0x4ec)][_0x54167d(0xa0a)]=function(){const _0x347930=_0x54167d;return Scene_Status['layoutSettings'][_0x347930(0x692)][_0x347930(0x204)](this);},Scene_Status[_0x54167d(0x4ec)][_0x54167d(0x3cc)]=function(){const _0x5c4e57=_0x54167d;return Scene_Status[_0x5c4e57(0x556)][_0x5c4e57(0x883)]['call'](this);},Scene_Options['layoutSettings']=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)]['OptionsMenu'],VisuMZ['CoreEngine']['Scene_Options_create']=Scene_Options['prototype'][_0x54167d(0x66b)],Scene_Options[_0x54167d(0x4ec)]['create']=function(){const _0x33c68b=_0x54167d;VisuMZ[_0x33c68b(0x940)][_0x33c68b(0x5e8)][_0x33c68b(0x204)](this),this[_0x33c68b(0x8d9)]();},Scene_Options['prototype'][_0x54167d(0x8d9)]=function(){const _0x1f3258=_0x54167d;this[_0x1f3258(0x866)]&&(_0x1f3258(0x9d6)!==_0x1f3258(0x857)?this[_0x1f3258(0x866)][_0x1f3258(0x6d0)](Scene_Options[_0x1f3258(0x556)]['OptionsBgType']):_0x1daebc(_0x552061));},Scene_Options['prototype'][_0x54167d(0x7dc)]=function(){const _0x31aef2=_0x54167d;return Scene_Options[_0x31aef2(0x556)][_0x31aef2(0x94b)][_0x31aef2(0x204)](this);},Scene_Save['layoutSettings']=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)][_0x54167d(0x5fa)],Scene_Save[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x3e9e6b=_0x54167d;Scene_File[_0x3e9e6b(0x4ec)][_0x3e9e6b(0x66b)]['call'](this),this[_0x3e9e6b(0x8d9)]();},Scene_Save['prototype'][_0x54167d(0x8d9)]=function(){const _0x3b11ea=_0x54167d;if(this['_helpWindow']){if(_0x3b11ea(0x4b1)!=='VrfJe'){const _0x17cf5b=_0x38905e['value'](_0xd885e9);_0x4c6591['setValue'](_0x4980d4,!_0x17cf5b);}else this['_helpWindow']['setBackgroundType'](Scene_Save['layoutSettings'][_0x3b11ea(0x536)]);}if(this[_0x3b11ea(0x45c)]){if(_0x3b11ea(0x684)===_0x3b11ea(0x4ca))return _0x40098a[_0x3b11ea(0x940)][_0x3b11ea(0x331)]['TitleCommandList'][_0x3b11ea(0x95b)];else this[_0x3b11ea(0x45c)][_0x3b11ea(0x6d0)](Scene_Save[_0x3b11ea(0x556)][_0x3b11ea(0x9bd)]);}},Scene_Save[_0x54167d(0x4ec)][_0x54167d(0x5a7)]=function(){const _0x1b9a84=_0x54167d;return Scene_Save[_0x1b9a84(0x556)][_0x1b9a84(0x68d)]['call'](this);},Scene_Save[_0x54167d(0x4ec)][_0x54167d(0x291)]=function(){const _0x205935=_0x54167d;return Scene_Save[_0x205935(0x556)]['ListRect'][_0x205935(0x204)](this);},Scene_Load[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)]['MenuLayout'][_0x54167d(0x980)],Scene_Load[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x3017bd=_0x54167d;Scene_File[_0x3017bd(0x4ec)][_0x3017bd(0x66b)]['call'](this),this[_0x3017bd(0x8d9)]();},Scene_Load['prototype'][_0x54167d(0x8d9)]=function(){const _0x48d17e=_0x54167d;this[_0x48d17e(0x98d)]&&this['_helpWindow']['setBackgroundType'](Scene_Load['layoutSettings'][_0x48d17e(0x536)]),this[_0x48d17e(0x45c)]&&this[_0x48d17e(0x45c)]['setBackgroundType'](Scene_Load[_0x48d17e(0x556)][_0x48d17e(0x9bd)]);},Scene_Load[_0x54167d(0x4ec)][_0x54167d(0x5a7)]=function(){const _0x3faa2d=_0x54167d;return Scene_Load[_0x3faa2d(0x556)][_0x3faa2d(0x68d)]['call'](this);},Scene_Load[_0x54167d(0x4ec)][_0x54167d(0x291)]=function(){const _0x1f43b3=_0x54167d;return Scene_Load[_0x1f43b3(0x556)][_0x1f43b3(0x918)][_0x1f43b3(0x204)](this);},Scene_GameEnd[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x529)][_0x54167d(0x39d)],VisuMZ[_0x54167d(0x940)][_0x54167d(0x9f0)]=Scene_GameEnd[_0x54167d(0x4ec)][_0x54167d(0x5a0)],Scene_GameEnd[_0x54167d(0x4ec)][_0x54167d(0x5a0)]=function(){const _0x459a99=_0x54167d;Scene_MenuBase[_0x459a99(0x4ec)][_0x459a99(0x5a0)][_0x459a99(0x204)](this);},Scene_GameEnd['prototype'][_0x54167d(0x255)]=function(){const _0x40858d=_0x54167d,_0x2e1700=this[_0x40858d(0x9fc)]();this[_0x40858d(0x897)]=new Window_GameEnd(_0x2e1700),this[_0x40858d(0x897)]['setHandler']('cancel',this[_0x40858d(0x6c9)][_0x40858d(0x6ac)](this)),this[_0x40858d(0x2a2)](this['_commandWindow']),this[_0x40858d(0x897)][_0x40858d(0x6d0)](Scene_GameEnd[_0x40858d(0x556)]['CommandBgType']);},Scene_GameEnd['prototype'][_0x54167d(0x9fc)]=function(){const _0x58cacf=_0x54167d;return Scene_GameEnd[_0x58cacf(0x556)]['CommandRect'][_0x58cacf(0x204)](this);},Scene_Shop[_0x54167d(0x556)]=VisuMZ[_0x54167d(0x940)]['Settings'][_0x54167d(0x529)][_0x54167d(0x8d2)],VisuMZ[_0x54167d(0x940)][_0x54167d(0x78e)]=Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x66b)],Scene_Shop[_0x54167d(0x4ec)]['create']=function(){const _0x3c1cd4=_0x54167d;VisuMZ['CoreEngine'][_0x3c1cd4(0x78e)][_0x3c1cd4(0x204)](this),this['setCoreEngineUpdateWindowBg']();},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0x8e576e=_0x54167d;this[_0x8e576e(0x98d)]&&this[_0x8e576e(0x98d)][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x536)]);this[_0x8e576e(0x3e2)]&&(_0x8e576e(0x987)!==_0x8e576e(0x987)?this[_0x8e576e(0x606)]():this['_goldWindow'][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x579)]));this['_commandWindow']&&this['_commandWindow'][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x626)]);if(this['_dummyWindow']){if(_0x8e576e(0x26b)!==_0x8e576e(0x496))this[_0x8e576e(0x23e)][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x701)]);else return _0x68254e[_0x8e576e(0x940)][_0x8e576e(0x331)]['Window'][_0x8e576e(0x896)];}this['_numberWindow']&&(_0x8e576e(0x6f7)===_0x8e576e(0x6f7)?this['_numberWindow'][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x9b6)]):this[_0x8e576e(0x3d0)][_0x8e576e(0x6d0)](_0xb83232['layoutSettings'][_0x8e576e(0x35b)]));this[_0x8e576e(0x8b5)]&&this[_0x8e576e(0x8b5)][_0x8e576e(0x6d0)](Scene_Shop['layoutSettings'][_0x8e576e(0x342)]);this[_0x8e576e(0x6f8)]&&this['_buyWindow'][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x20b)]);this[_0x8e576e(0x850)]&&this[_0x8e576e(0x850)][_0x8e576e(0x6d0)](Scene_Shop['layoutSettings'][_0x8e576e(0x60f)]);if(this['_sellWindow']){if(_0x8e576e(0x372)!=='oTJUZ')this[_0x8e576e(0x37f)][_0x8e576e(0x6d0)](Scene_Shop[_0x8e576e(0x556)][_0x8e576e(0x6d7)]);else{this['resetFontSettings'](),this['contents'][_0x8e576e(0x531)](),this[_0x8e576e(0x9a3)][_0x8e576e(0x79f)]=_0xbcd317[_0x8e576e(0x940)][_0x8e576e(0x331)][_0x8e576e(0x67c)]['GoldFontSize'];const _0x5ca68f=_0x4a051c[_0x8e576e(0x940)][_0x8e576e(0x331)][_0x8e576e(0x67c)][_0x8e576e(0x6f4)],_0x23f6b7=this['itemLineRect'](0x0);if(_0x5ca68f>0x0){const _0x49e119=_0x23f6b7['y']+(this[_0x8e576e(0x7c4)]()-_0x57258c['iconHeight'])/0x2;this[_0x8e576e(0x84d)](_0x5ca68f,_0x23f6b7['x'],_0x49e119);const _0x27f6f1=_0x5a4905[_0x8e576e(0x28b)]+0x4;_0x23f6b7['x']+=_0x27f6f1,_0x23f6b7[_0x8e576e(0x281)]-=_0x27f6f1;}this[_0x8e576e(0x378)](_0x1a0e6e[_0x8e576e(0x636)]()),this[_0x8e576e(0x2cc)](this[_0x8e576e(0x925)](),_0x23f6b7['x'],_0x23f6b7['y'],_0x23f6b7['width'],_0x8e576e(0x750));const _0x5b91b7=this['textWidth'](this[_0x8e576e(0x925)]())+0x6;;_0x23f6b7['x']+=_0x5b91b7,_0x23f6b7[_0x8e576e(0x281)]-=_0x5b91b7,this[_0x8e576e(0x32c)]();const _0x161b72=this['value'](),_0x5640ba=this['textWidth'](this[_0x8e576e(0x794)]?_0x2627eb[_0x8e576e(0x5da)](this['value']()):this[_0x8e576e(0x570)]());_0x5640ba>_0x23f6b7[_0x8e576e(0x281)]?this[_0x8e576e(0x2cc)](_0x1a31c3[_0x8e576e(0x940)]['Settings'][_0x8e576e(0x67c)][_0x8e576e(0x568)],_0x23f6b7['x'],_0x23f6b7['y'],_0x23f6b7[_0x8e576e(0x281)],_0x8e576e(0x231)):this[_0x8e576e(0x2cc)](this[_0x8e576e(0x570)](),_0x23f6b7['x'],_0x23f6b7['y'],_0x23f6b7['width'],_0x8e576e(0x231)),this[_0x8e576e(0x723)]();}}},Scene_Shop['prototype']['helpWindowRect']=function(){const _0x5cd457=_0x54167d;return Scene_Shop[_0x5cd457(0x556)][_0x5cd457(0x68d)][_0x5cd457(0x204)](this);},Scene_Shop['prototype'][_0x54167d(0x39b)]=function(){const _0x2f2dfa=_0x54167d;return Scene_Shop[_0x2f2dfa(0x556)][_0x2f2dfa(0x978)][_0x2f2dfa(0x204)](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x9fc)]=function(){const _0x4009b5=_0x54167d;return Scene_Shop[_0x4009b5(0x556)][_0x4009b5(0x41a)][_0x4009b5(0x204)](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x3aa)]=function(){const _0x3c5c3e=_0x54167d;return Scene_Shop[_0x3c5c3e(0x556)][_0x3c5c3e(0x2cf)][_0x3c5c3e(0x204)](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x459)]=function(){const _0x3fcc28=_0x54167d;return Scene_Shop[_0x3fcc28(0x556)][_0x3fcc28(0x275)]['call'](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x827)]=function(){const _0x5a37e8=_0x54167d;return Scene_Shop[_0x5a37e8(0x556)][_0x5a37e8(0x7fe)][_0x5a37e8(0x204)](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x625)]=function(){const _0x513cd2=_0x54167d;return Scene_Shop['layoutSettings']['BuyRect'][_0x513cd2(0x204)](this);},Scene_Shop['prototype']['categoryWindowRect']=function(){const _0x37f4d9=_0x54167d;return Scene_Shop[_0x37f4d9(0x556)][_0x37f4d9(0x5ab)]['call'](this);},Scene_Shop[_0x54167d(0x4ec)][_0x54167d(0x5f1)]=function(){const _0x555aeb=_0x54167d;return Scene_Shop[_0x555aeb(0x556)]['SellRect']['call'](this);},Scene_Name['layoutSettings']=VisuMZ['CoreEngine']['Settings'][_0x54167d(0x529)]['NameMenu'],VisuMZ[_0x54167d(0x940)][_0x54167d(0x7e6)]=Scene_Name['prototype'][_0x54167d(0x66b)],Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x66b)]=function(){const _0x304b67=_0x54167d;VisuMZ[_0x304b67(0x940)][_0x304b67(0x7e6)]['call'](this),this[_0x304b67(0x8d9)]();},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x8d9)]=function(){const _0x3cdaa9=_0x54167d;this[_0x3cdaa9(0x3d0)]&&this[_0x3cdaa9(0x3d0)][_0x3cdaa9(0x6d0)](Scene_Name[_0x3cdaa9(0x556)][_0x3cdaa9(0x35b)]),this[_0x3cdaa9(0x8d1)]&&this[_0x3cdaa9(0x8d1)]['setBackgroundType'](Scene_Name[_0x3cdaa9(0x556)][_0x3cdaa9(0x60b)]);},Scene_Name[_0x54167d(0x4ec)]['helpAreaHeight']=function(){return 0x0;},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x681)]=function(){const _0x5dc4be=_0x54167d;return Scene_Name[_0x5dc4be(0x556)][_0x5dc4be(0x6cb)][_0x5dc4be(0x204)](this);},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x287)]=function(){const _0x362726=_0x54167d;return Scene_Name['layoutSettings'][_0x362726(0x838)]['call'](this);},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x257)]=function(){const _0x1c6468=_0x54167d;if(!this['_inputWindow'])return![];return VisuMZ[_0x1c6468(0x940)][_0x1c6468(0x331)]['KeyboardInput'][_0x1c6468(0x257)];},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x4e8)]=function(){const _0x203ca7=_0x54167d;if(this[_0x203ca7(0x257)]()){if(_0x203ca7(0x672)!==_0x203ca7(0x4d9))return TextManager[_0x203ca7(0x9fd)](_0x203ca7(0x846));else this['createFauxAnimation'](_0x5a30ab);}else return Scene_MenuBase[_0x203ca7(0x4ec)][_0x203ca7(0x4e8)][_0x203ca7(0x204)](this);},Scene_Name['prototype'][_0x54167d(0x322)]=function(){const _0x4cdc71=_0x54167d;if(this[_0x4cdc71(0x257)]()){if('HFWnn'===_0x4cdc71(0x439)){if(_0x5ee684[_0x4cdc71(0x48d)][_0x4cdc71(0x204)](this)){const 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_0x260b0a){if(_0x264a8a(0x3c0)!==_0x264a8a(0x3c0))this[_0x264a8a(0x228)][_0x264a8a(0x954)]();else{if(_0x24082a[_0x264a8a(0x9ef)](_0x56ff0d[_0x264a8a(0x6aa)]()))return!![];}}return![];},Scene_Name[_0x54167d(0x4ec)][_0x54167d(0x4aa)]=function(){SoundManager['playBuzzer']();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x2c5)]=Scene_Battle['prototype'][_0x54167d(0x3b5)],Scene_Battle['prototype'][_0x54167d(0x3b5)]=function(){const _0x153610=_0x54167d;VisuMZ[_0x153610(0x940)][_0x153610(0x2c5)][_0x153610(0x204)](this);if($gameTemp[_0x153610(0x542)])this[_0x153610(0x220)]();},Scene_Battle[_0x54167d(0x4ec)][_0x54167d(0x220)]=function(){const 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_0x5b36ca=_0x54167d;this['_cancelButton']['x']=Graphics['boxWidth']+0x4,this[_0x5b36ca(0x9f2)]()?this[_0x5b36ca(0x844)]['y']=Graphics[_0x5b36ca(0x996)]-this[_0x5b36ca(0x694)]():_0x5b36ca(0x6a0)!==_0x5b36ca(0x6a0)?this[_0x5b36ca(0x545)](_0x5b8877[_0x5b36ca(0x50c)]()['name'],_0x20ac89,_0x1ce885,_0x2cc8bd):this[_0x5b36ca(0x844)]['y']=0x0;},VisuMZ['CoreEngine']['Sprite_Button_initialize']=Sprite_Button[_0x54167d(0x4ec)][_0x54167d(0x8d7)],Sprite_Button[_0x54167d(0x4ec)]['initialize']=function(_0x1f6bfc){const _0x4ab647=_0x54167d;VisuMZ['CoreEngine'][_0x4ab647(0x571)][_0x4ab647(0x204)](this,_0x1f6bfc),this['initButtonHidden']();},Sprite_Button[_0x54167d(0x4ec)][_0x54167d(0x8c3)]=function(){const _0xf45f37=_0x54167d,_0x236d34=VisuMZ[_0xf45f37(0x940)][_0xf45f37(0x331)]['UI'];this[_0xf45f37(0x66e)]=![];switch(this[_0xf45f37(0x4f0)]){case'cancel':this[_0xf45f37(0x66e)]=!_0x236d34[_0xf45f37(0x6a1)];break;case _0xf45f37(0x5ae):case _0xf45f37(0x316):this['_isButtonHidden']=!_0x236d34['pagedownShowButton'];break;case _0xf45f37(0x83a):case'up':case _0xf45f37(0x822):case _0xf45f37(0x71b):case'ok':this['_isButtonHidden']=!_0x236d34[_0xf45f37(0x781)];break;case _0xf45f37(0x47c):this['_isButtonHidden']=!_0x236d34[_0xf45f37(0x4a1)];break;}},VisuMZ['CoreEngine'][_0x54167d(0x71d)]=Sprite_Button[_0x54167d(0x4ec)][_0x54167d(0x38c)],Sprite_Button[_0x54167d(0x4ec)][_0x54167d(0x38c)]=function(){const _0xb92a3b=_0x54167d;SceneManager[_0xb92a3b(0x8a4)]()||this['_isButtonHidden']?this['hideButtonFromView']():VisuMZ['CoreEngine']['Sprite_Button_updateOpacity']['call'](this);},Sprite_Button['prototype'][_0x54167d(0x23c)]=function(){const _0x3b670b=_0x54167d;this[_0x3b670b(0x572)]=![],this[_0x3b670b(0x7de)]=0x0,this['x']=Graphics[_0x3b670b(0x281)]*0xa,this['y']=Graphics[_0x3b670b(0x3e1)]*0xa;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x278)]=Sprite_Battler[_0x54167d(0x4ec)][_0x54167d(0x725)],Sprite_Battler[_0x54167d(0x4ec)][_0x54167d(0x725)]=function(_0x180166,_0x190b2e,_0x4b7bd1){const _0x2c7cbe=_0x54167d;(this[_0x2c7cbe(0x565)]!==_0x180166||this[_0x2c7cbe(0x997)]!==_0x190b2e)&&(this[_0x2c7cbe(0x365)](_0x2c7cbe(0x33c)),this[_0x2c7cbe(0x402)]=_0x4b7bd1),VisuMZ['CoreEngine'][_0x2c7cbe(0x278)][_0x2c7cbe(0x204)](this,_0x180166,_0x190b2e,_0x4b7bd1);},Sprite_Battler[_0x54167d(0x4ec)]['setMoveEasingType']=function(_0xcef5d7){const _0x365656=_0x54167d;this[_0x365656(0x911)]=_0xcef5d7;},Sprite_Battler[_0x54167d(0x4ec)][_0x54167d(0x229)]=function(){const _0x106512=_0x54167d;if(this[_0x106512(0x9a8)]<=0x0)return;const 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_0x2f9a39=Graphics[_0x4c5d0b(0x3e1)]-0xc8-$gameParty[_0x4c5d0b(0x674)]()*0x30;_0x2f9a39-=Math[_0x4c5d0b(0x42f)]((Graphics['height']-Graphics['boxHeight'])/0x2),_0x2f9a39+=_0x3755ec*0x30,this[_0x4c5d0b(0x5d8)](_0x36f407,_0x2f9a39);},Sprite_Actor[_0x54167d(0x4ec)][_0x54167d(0x8cf)]=function(){const _0x6aabf3=_0x54167d;this[_0x6aabf3(0x725)](0x4b0,0x0,0x78);},Sprite_Animation[_0x54167d(0x4ec)][_0x54167d(0x20f)]=function(_0x5b5758){const _0x3c3bfb=_0x54167d;this[_0x3c3bfb(0x4f8)]=_0x5b5758;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x230)]=Sprite_Animation[_0x54167d(0x4ec)]['processSoundTimings'],Sprite_Animation['prototype'][_0x54167d(0x688)]=function(){const _0x163ab9=_0x54167d;if(this[_0x163ab9(0x4f8)])return;VisuMZ[_0x163ab9(0x940)][_0x163ab9(0x230)][_0x163ab9(0x204)](this);},VisuMZ[_0x54167d(0x940)]['Sprite_Animation_setViewport']=Sprite_Animation[_0x54167d(0x4ec)][_0x54167d(0x81c)],Sprite_Animation[_0x54167d(0x4ec)]['setViewport']=function(_0x3ca743){const _0x594736=_0x54167d;this[_0x594736(0x31b)]()?_0x594736(0x52b)!==_0x594736(0x8b6)?this['setViewportCoreEngineFix'](_0x3ca743):this[_0x594736(0x4ad)]():VisuMZ[_0x594736(0x940)]['Sprite_Animation_setViewport'][_0x594736(0x204)](this,_0x3ca743);},Sprite_Animation['prototype'][_0x54167d(0x31b)]=function(){const _0x99650a=_0x54167d;if(!this[_0x99650a(0x6e1)])return![];const _0x485d31=this[_0x99650a(0x6e1)][_0x99650a(0x614)]||'';if(_0x485d31[_0x99650a(0x59b)](/<MIRROR OFFSET X>/i))return!![];if(_0x485d31[_0x99650a(0x59b)](/<NO MIRROR OFFSET X>/i))return![];return VisuMZ[_0x99650a(0x940)][_0x99650a(0x331)][_0x99650a(0x2e9)][_0x99650a(0x98e)];},Sprite_Animation[_0x54167d(0x4ec)][_0x54167d(0x50f)]=function(_0x42962a){const _0x3a1726=_0x54167d,_0x2a7395=this['_viewportSize'],_0x13f24f=this[_0x3a1726(0x894)],_0x233117=this[_0x3a1726(0x6e1)][_0x3a1726(0x502)]*(this[_0x3a1726(0x259)]?-0x1:0x1)-_0x2a7395/0x2,_0x4154cf=this['_animation'][_0x3a1726(0x8e4)]-_0x13f24f/0x2,_0x2a6d59=this['targetPosition'](_0x42962a);_0x42962a['gl']['viewport'](_0x233117+_0x2a6d59['x'],_0x4154cf+_0x2a6d59['y'],_0x2a7395,_0x13f24f);},Sprite_Animation['prototype']['targetSpritePosition']=function(_0x4f58c0){const _0x1c21e3=_0x54167d;if(_0x4f58c0[_0x1c21e3(0x9cd)]){}const _0x1b0ae5=this[_0x1c21e3(0x6e1)]['name'];let _0x4712d4=_0x4f58c0[_0x1c21e3(0x3e1)]*_0x4f58c0[_0x1c21e3(0x81a)]['y'],_0xbe422a=0x0,_0xd6df38=-_0x4712d4/0x2;if(_0x1b0ae5[_0x1c21e3(0x59b)](/<(?:HEAD|HEADER|TOP)>/i))_0xd6df38=-_0x4712d4;if(_0x1b0ae5['match'](/<(?:FOOT|FOOTER|BOTTOM)>/i))_0xd6df38=0x0;if(this[_0x1c21e3(0x6e1)][_0x1c21e3(0x7c5)])_0xd6df38=0x0;if(_0x1b0ae5[_0x1c21e3(0x59b)](/<(?:LEFT)>/i))_0xbe422a=-_0x4f58c0[_0x1c21e3(0x281)]/0x2;if(_0x1b0ae5[_0x1c21e3(0x59b)](/<(?:RIGHT)>/i))_0xbe422a=_0x4f58c0[_0x1c21e3(0x281)]/0x2;if(_0x1b0ae5[_0x1c21e3(0x59b)](/<ANCHOR X:[ ](\d+\.?\d*)>/i)){if('WSvSv'!==_0x1c21e3(0x557)){if(!this[_0x1c21e3(0x8ed)]())return;this['refresh']();}else _0xbe422a=Number(RegExp['$1'])*_0x4f58c0[_0x1c21e3(0x281)];}_0x1b0ae5[_0x1c21e3(0x59b)](/<ANCHOR Y:[ ](\d+\.?\d*)>/i)&&(_0xd6df38=(0x1-Number(RegExp['$1']))*-_0x4712d4);_0x1b0ae5[_0x1c21e3(0x59b)](/<ANCHOR:[ ](\d+\.?\d*),[ ](\d+\.?\d*)>/i)&&(_0xbe422a=Number(RegExp['$1'])*_0x4f58c0[_0x1c21e3(0x281)],_0xd6df38=(0x1-Number(RegExp['$2']))*-_0x4712d4);if(_0x1b0ae5['match'](/<OFFSET X:[ ]([\+\-]\d+)>/i))_0xbe422a+=Number(RegExp['$1']);if(_0x1b0ae5[_0x1c21e3(0x59b)](/<OFFSET Y:[ ]([\+\-]\d+)>/i))_0xd6df38+=Number(RegExp['$1']);_0x1b0ae5['match'](/<OFFSET:[ ]([\+\-]\d+),[ ]([\+\-]\d+)>/i)&&(_0xbe422a+=Number(RegExp['$1']),_0xd6df38+=Number(RegExp['$2']));const _0x28de73=new Point(_0xbe422a,_0xd6df38);return _0x4f58c0[_0x1c21e3(0x23f)](),_0x4f58c0['worldTransform'][_0x1c21e3(0x6b2)](_0x28de73);},Sprite_AnimationMV[_0x54167d(0x4ec)][_0x54167d(0x6fe)]=function(){const _0x13e78a=_0x54167d;this[_0x13e78a(0x989)]=VisuMZ[_0x13e78a(0x940)][_0x13e78a(0x331)]['QoL'][_0x13e78a(0x8b3)]??0x4,this[_0x13e78a(0x2ba)](),this[_0x13e78a(0x989)]=this[_0x13e78a(0x989)]['clamp'](0x1,0xa);},Sprite_AnimationMV['prototype'][_0x54167d(0x2ba)]=function(){const _0x22ad83=_0x54167d;if(!this[_0x22ad83(0x6e1)]);const _0x36e555=this[_0x22ad83(0x6e1)][_0x22ad83(0x614)]||'';if(_0x36e555[_0x22ad83(0x59b)](/<RATE:[ ](\d+)>/i)){if('AYaIy'!==_0x22ad83(0x352))this[_0x22ad83(0x989)]=(Number(RegExp['$1'])||0x1)[_0x22ad83(0x29b)](0x1,0xa);else{const _0x20aac9=_0x503ae9(_0x28dfe9['$1']);_0x20aac9!==_0x235117[_0x30e110][_0x22ad83(0x553)]&&(_0x3d5784(_0x22ad83(0x21e)[_0x22ad83(0x482)](_0x5b2d40,_0x20aac9)),_0x2ffcd9[_0x22ad83(0x4fc)]());}}},Sprite_AnimationMV['prototype'][_0x54167d(0x20f)]=function(_0x5333b8){const _0x14710a=_0x54167d;this[_0x14710a(0x4f8)]=_0x5333b8;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x2e0)]=Sprite_AnimationMV[_0x54167d(0x4ec)]['processTimingData'],Sprite_AnimationMV['prototype'][_0x54167d(0x2d6)]=function(_0xc28449){const _0x2f0f1c=_0x54167d;this[_0x2f0f1c(0x4f8)]&&(_0xc28449=JsonEx[_0x2f0f1c(0x419)](_0xc28449),_0xc28449['se']&&(_0xc28449['se'][_0x2f0f1c(0xa0c)]=0x0)),VisuMZ['CoreEngine'][_0x2f0f1c(0x2e0)][_0x2f0f1c(0x204)](this,_0xc28449);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x547)]=Sprite_AnimationMV['prototype'][_0x54167d(0x4a2)],Sprite_AnimationMV[_0x54167d(0x4ec)][_0x54167d(0x4a2)]=function(){const _0x27aa4a=_0x54167d;VisuMZ['CoreEngine'][_0x27aa4a(0x547)]['call'](this);if(this[_0x27aa4a(0x6e1)][_0x27aa4a(0xa17)]===0x3){if(this['x']===0x0)this['x']=Math[_0x27aa4a(0x3ad)](Graphics[_0x27aa4a(0x281)]/0x2);if(this['y']===0x0)this['y']=Math[_0x27aa4a(0x3ad)](Graphics[_0x27aa4a(0x3e1)]/0x2);}},Sprite_Damage[_0x54167d(0x4ec)]['createDigits']=function(_0x3f2f8c){const _0x50f151=_0x54167d;let _0x30f155=Math[_0x50f151(0x8bf)](_0x3f2f8c)['toString']();if(this[_0x50f151(0x796)]()){if(_0x50f151(0x325)==='mJmpI')_0x30f155=VisuMZ[_0x50f151(0x5da)](_0x30f155);else return _0x111c65&&_0x5aa654['note']&&_0x1432b1[_0x50f151(0x31a)][_0x50f151(0x59b)](/<MINIMUM ENCOUNTER STEPS:[ ](\d+)>/i)?_0x2fc2c5(_0x5788dd['$1']):_0x47f588['CoreEngine'][_0x50f151(0x331)][_0x50f151(0x2e9)][_0x50f151(0x829)];}const _0x2fc73b=this[_0x50f151(0x79f)](),_0x60479f=Math[_0x50f151(0x42f)](_0x2fc73b*0.75);for(let _0x4f2daf=0x0;_0x4f2daf<_0x30f155[_0x50f151(0x95b)];_0x4f2daf++){const _0x524f93=this[_0x50f151(0x239)](_0x60479f,_0x2fc73b);_0x524f93['bitmap'][_0x50f151(0x2cc)](_0x30f155[_0x4f2daf],0x0,0x0,_0x60479f,_0x2fc73b,_0x50f151(0x68b)),_0x524f93['x']=(_0x4f2daf-(_0x30f155[_0x50f151(0x95b)]-0x1)/0x2)*_0x60479f,_0x524f93['dy']=-_0x4f2daf;}},Sprite_Damage[_0x54167d(0x4ec)][_0x54167d(0x796)]=function(){const _0x2a2a6e=_0x54167d;return VisuMZ[_0x2a2a6e(0x940)][_0x2a2a6e(0x331)]['QoL']['DigitGroupingDamageSprites'];},Sprite_Damage[_0x54167d(0x4ec)][_0x54167d(0x8c4)]=function(){const _0x229793=_0x54167d;return ColorManager[_0x229793(0x403)]();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x2b6)]=Sprite_Gauge['prototype'][_0x54167d(0x512)],Sprite_Gauge['prototype'][_0x54167d(0x512)]=function(){const _0x11f3a2=_0x54167d;return VisuMZ[_0x11f3a2(0x940)][_0x11f3a2(0x2b6)][_0x11f3a2(0x204)](this)['clamp'](0x0,0x1);},VisuMZ['CoreEngine'][_0x54167d(0x691)]=Sprite_Gauge['prototype'][_0x54167d(0x858)],Sprite_Gauge[_0x54167d(0x4ec)][_0x54167d(0x858)]=function(){const _0x4a00b1=_0x54167d;let _0x30eb6b=VisuMZ[_0x4a00b1(0x940)][_0x4a00b1(0x691)][_0x4a00b1(0x204)](this);return _0x30eb6b;},Sprite_Gauge[_0x54167d(0x4ec)][_0x54167d(0x39f)]=function(){const _0x49d03d=_0x54167d;let _0x553a19=this[_0x49d03d(0x858)]();if(this[_0x49d03d(0x796)]()){if(_0x49d03d(0x73a)===_0x49d03d(0x5ba))return!![];else _0x553a19=VisuMZ['GroupDigits'](_0x553a19);}const _0x126ed1=this[_0x49d03d(0x5cb)]()-0x1,_0x244163=this[_0x49d03d(0x2de)]?this[_0x49d03d(0x2de)]():this[_0x49d03d(0x9b5)]();this[_0x49d03d(0x513)](),this['bitmap']['drawText'](_0x553a19,0x0,0x0,_0x126ed1,_0x244163,_0x49d03d(0x231));},Sprite_Gauge['prototype']['valueOutlineWidth']=function(){return 0x3;},Sprite_Gauge[_0x54167d(0x4ec)][_0x54167d(0x796)]=function(){const _0xbb499=_0x54167d;return VisuMZ[_0xbb499(0x940)][_0xbb499(0x331)]['QoL'][_0xbb499(0x4a4)];},Sprite_Gauge['prototype'][_0x54167d(0x8c4)]=function(){const _0x5baa79=_0x54167d;return ColorManager[_0x5baa79(0x249)]();},VisuMZ[_0x54167d(0x940)]['Sprite_Picture_loadBitmap']=Sprite_Picture['prototype'][_0x54167d(0x4e3)],Sprite_Picture[_0x54167d(0x4ec)][_0x54167d(0x4e3)]=function(){const _0x595072=_0x54167d;if(this[_0x595072(0x55e)]['match'](/VisuMZ CoreEngine PictureIcon (\d+)/i)){if(_0x595072(0x83f)===_0x595072(0x7f2))return _0x2b770e[_0x595072(0x940)]['Settings'][_0x595072(0x2e9)][_0x595072(0x80a)]??!![];else this['loadIconBitmap'](Number(RegExp['$1']));}else VisuMZ[_0x595072(0x940)][_0x595072(0x3d1)][_0x595072(0x204)](this);},Sprite_Picture['prototype'][_0x54167d(0x2dc)]=function(_0x4c2ddd){const _0x42fbd8=_0x54167d,_0x23e40e=ImageManager[_0x42fbd8(0x28b)],_0x4d7011=ImageManager['iconHeight'],_0x28c7fb=this[_0x42fbd8(0x55e)][_0x42fbd8(0x59b)](/SMOOTH/i);this[_0x42fbd8(0x228)]=new Bitmap(_0x23e40e,_0x4d7011);const _0xb8f7b1=ImageManager['loadSystem'](_0x42fbd8(0x409)),_0x35a147=_0x4c2ddd%0x10*_0x23e40e,_0x4c5229=Math[_0x42fbd8(0x42f)](_0x4c2ddd/0x10)*_0x4d7011;this['bitmap'][_0x42fbd8(0x4d0)]=_0x28c7fb,this['bitmap'][_0x42fbd8(0x46f)](_0xb8f7b1,_0x35a147,_0x4c5229,_0x23e40e,_0x4d7011,0x0,0x0,_0x23e40e,_0x4d7011);};function Sprite_TitlePictureButton(){const _0x482244=_0x54167d;this[_0x482244(0x8d7)](...arguments);}Sprite_TitlePictureButton[_0x54167d(0x4ec)]=Object['create'](Sprite_Clickable[_0x54167d(0x4ec)]),Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x4a9)]=Sprite_TitlePictureButton,Sprite_TitlePictureButton['prototype'][_0x54167d(0x8d7)]=function(_0x476001){const _0x12313e=_0x54167d;Sprite_Clickable['prototype'][_0x12313e(0x8d7)]['call'](this),this['_data']=_0x476001,this[_0x12313e(0x3b0)]=null,this['setup']();},Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x82d)]=function(){const _0x5f2806=_0x54167d;this['x']=Graphics['width'],this['y']=Graphics[_0x5f2806(0x3e1)],this[_0x5f2806(0x572)]=![],this[_0x5f2806(0x834)]();},Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x834)]=function(){const _0x461d4c=_0x54167d;this[_0x461d4c(0x228)]=ImageManager[_0x461d4c(0x2b4)](this[_0x461d4c(0x4ef)][_0x461d4c(0x73d)]),this['bitmap']['addLoadListener'](this[_0x461d4c(0x38e)][_0x461d4c(0x6ac)](this));},Sprite_TitlePictureButton['prototype'][_0x54167d(0x38e)]=function(){const _0x3d5a26=_0x54167d;this['_data'][_0x3d5a26(0x666)][_0x3d5a26(0x204)](this),this[_0x3d5a26(0x4ef)]['PositionJS'][_0x3d5a26(0x204)](this),this[_0x3d5a26(0x939)](this['_data']['CallHandlerJS'][_0x3d5a26(0x6ac)](this));},Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x3b5)]=function(){const _0x3c804a=_0x54167d;Sprite_Clickable[_0x3c804a(0x4ec)][_0x3c804a(0x3b5)][_0x3c804a(0x204)](this),this[_0x3c804a(0x38c)](),this['processTouch']();},Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x65e)]=function(){const _0x57f1ad=_0x54167d;return VisuMZ[_0x57f1ad(0x940)]['Settings'][_0x57f1ad(0x529)][_0x57f1ad(0x3a7)][_0x57f1ad(0x6bd)];},Sprite_TitlePictureButton[_0x54167d(0x4ec)]['updateOpacity']=function(){const _0x36baa1=_0x54167d;if(this[_0x36baa1(0xa08)]||this[_0x36baa1(0x9f1)]){if(_0x36baa1(0x577)!==_0x36baa1(0x3db))this['opacity']=0xff;else try{const _0x1a2102=_0x290cee['deflate'](_0x2b3ab6,{'to':_0x36baa1(0x510),'level':0x1});if(_0x1a2102[_0x36baa1(0x95b)]>=0xc350){}_0x5a85b5(_0x1a2102);}catch(_0x275ed2){_0x5eb0e0(_0x275ed2);}}else _0x36baa1(0x59f)!=='WpXzw'?(_0x1c8dfa[_0x36baa1(0x531)](),this[_0x36baa1(0x9b3)]()):(this[_0x36baa1(0x7de)]+=this[_0x36baa1(0x572)]?this[_0x36baa1(0x65e)]():-0x1*this['fadeSpeed'](),this[_0x36baa1(0x7de)]=Math[_0x36baa1(0x3e0)](0xc0,this[_0x36baa1(0x7de)]));},Sprite_TitlePictureButton['prototype'][_0x54167d(0x939)]=function(_0x56deb3){this['_clickHandler']=_0x56deb3;},Sprite_TitlePictureButton[_0x54167d(0x4ec)][_0x54167d(0x57c)]=function(){const _0xea2cda=_0x54167d;this[_0xea2cda(0x3b0)]&&(_0xea2cda(0x969)===_0xea2cda(0x969)?this[_0xea2cda(0x3b0)]():(_0x4ea8d9['CoreEngine']['Game_Temp_initialize'][_0xea2cda(0x204)](this),this[_0xea2cda(0x289)](),this['createFauxAnimationQueue'](),this[_0xea2cda(0x5eb)]()));},VisuMZ['CoreEngine']['Spriteset_Base_initialize']=Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x8d7)],Spriteset_Base['prototype'][_0x54167d(0x8d7)]=function(){const _0x1f2358=_0x54167d;VisuMZ[_0x1f2358(0x940)]['Spriteset_Base_initialize'][_0x1f2358(0x204)](this),this[_0x1f2358(0x6ef)]();},Spriteset_Base[_0x54167d(0x4ec)]['initMembersCoreEngine']=function(){const _0x1e7a70=_0x54167d;this['_fauxAnimationSprites']=[],this['_pointAnimationSprites']=[],this[_0x1e7a70(0x268)]=this['scale']['x'],this[_0x1e7a70(0x385)]=this[_0x1e7a70(0x81a)]['y'];},VisuMZ[_0x54167d(0x940)]['Spriteset_Base_destroy']=Spriteset_Base['prototype'][_0x54167d(0x954)],Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x954)]=function(_0x130d7d){const _0x227d25=_0x54167d;this[_0x227d25(0x29a)](),this[_0x227d25(0x903)](),VisuMZ[_0x227d25(0x940)][_0x227d25(0x647)][_0x227d25(0x204)](this,_0x130d7d);},VisuMZ['CoreEngine'][_0x54167d(0x7b6)]=Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x3b5)],Spriteset_Base['prototype'][_0x54167d(0x3b5)]=function(){const _0x58f14a=_0x54167d;VisuMZ[_0x58f14a(0x940)][_0x58f14a(0x7b6)]['call'](this),this[_0x58f14a(0x786)](),this[_0x58f14a(0x631)](),this[_0x58f14a(0x7e5)]();},Spriteset_Base['prototype'][_0x54167d(0x786)]=function(){const _0x204119=_0x54167d;if(!VisuMZ[_0x204119(0x940)][_0x204119(0x331)][_0x204119(0x2e9)][_0x204119(0x2c1)])return;if(this[_0x204119(0x268)]===this['scale']['x']&&this[_0x204119(0x385)]===this['scale']['y'])return;this[_0x204119(0x7ed)](),this[_0x204119(0x268)]=this['scale']['x'],this['_cacheScaleY']=this['scale']['y'];},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x7ed)]=function(){const _0x900d0d=_0x54167d;if(SceneManager['isSceneMap']()&&Spriteset_Map[_0x900d0d(0x551)]){if(_0x900d0d(0x9ad)==='VBKJm')return;else try{_0x1dfe24['CoreEngine']['Game_Character_processMoveCommand'][_0x900d0d(0x204)](this,_0x3507fd);}catch(_0x576fb8){if(_0x28d192['isPlaytest']())_0x158caf[_0x900d0d(0x262)](_0x576fb8);}}else{if(SceneManager[_0x900d0d(0x94d)]()&&Spriteset_Battle[_0x900d0d(0x551)])return;}this[_0x900d0d(0x81a)]['x']!==0x0&&(this[_0x900d0d(0x57a)][_0x900d0d(0x81a)]['x']=0x1/this[_0x900d0d(0x81a)]['x'],this[_0x900d0d(0x57a)]['x']=-(this['x']/this[_0x900d0d(0x81a)]['x'])),this[_0x900d0d(0x81a)]['y']!==0x0&&(this[_0x900d0d(0x57a)][_0x900d0d(0x81a)]['y']=0x1/this['scale']['y'],this[_0x900d0d(0x57a)]['y']=-(this['y']/this[_0x900d0d(0x81a)]['y']));},VisuMZ[_0x54167d(0x940)]['Spriteset_Base_updatePosition']=Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x4a2)],Spriteset_Base[_0x54167d(0x4ec)]['updatePosition']=function(){const _0x17f292=_0x54167d;VisuMZ[_0x17f292(0x940)][_0x17f292(0x467)][_0x17f292(0x204)](this),this[_0x17f292(0x211)]();},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x211)]=function(){const _0x3470db=_0x54167d;if(!$gameScreen)return;if($gameScreen[_0x3470db(0xa19)]<=0x0)return;this['x']-=Math['round']($gameScreen[_0x3470db(0x2fc)]());const _0xf5d5ee=$gameScreen['getCoreEngineScreenShakeStyle']();switch($gameScreen['getCoreEngineScreenShakeStyle']()){case _0x3470db(0x7e0):this[_0x3470db(0x57f)]();break;case _0x3470db(0x86a):this['updatePositionCoreEngineShakeHorz']();break;case _0x3470db(0x4bb):this[_0x3470db(0x8a1)]();break;default:this[_0x3470db(0x742)]();break;}},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x57f)]=function(){const _0x4f2388=_0x54167d,_0x1641ad=VisuMZ['CoreEngine'][_0x4f2388(0x331)][_0x4f2388(0x5c9)];if(_0x1641ad&&_0x1641ad[_0x4f2388(0x9df)]){if(_0x4f2388(0x522)===_0x4f2388(0x5d3))this[_0x4f2388(0x531)]();else return _0x1641ad[_0x4f2388(0x9df)]['call'](this);}this['x']+=Math[_0x4f2388(0x3ad)]($gameScreen[_0x4f2388(0x2fc)]());},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x742)]=function(){const _0x2d7753=_0x54167d,_0x3fc98b=VisuMZ[_0x2d7753(0x940)][_0x2d7753(0x331)][_0x2d7753(0x5c9)];if(_0x3fc98b&&_0x3fc98b[_0x2d7753(0x85e)])return _0x3fc98b[_0x2d7753(0x85e)]['call'](this);const _0x9f71fc=$gameScreen[_0x2d7753(0x8ab)]*0.75,_0xfbf286=$gameScreen[_0x2d7753(0x879)]*0.6,_0x5dbc50=$gameScreen['_shakeDuration'];this['x']+=Math['round'](Math[_0x2d7753(0x549)](_0x9f71fc)-Math[_0x2d7753(0x549)](_0xfbf286))*(Math[_0x2d7753(0x3e0)](_0x5dbc50,0x1e)*0.5),this['y']+=Math[_0x2d7753(0x3ad)](Math['randomInt'](_0x9f71fc)-Math[_0x2d7753(0x549)](_0xfbf286))*(Math['min'](_0x5dbc50,0x1e)*0.5);},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x29f)]=function(){const 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_0x1ea47c=$gameScreen[_0x442f15(0x8ab)]*0.75,_0x29b938=$gameScreen[_0x442f15(0x879)]*0.6,_0x3a98a2=$gameScreen[_0x442f15(0xa19)];this['x']+=Math[_0x442f15(0x3ad)](Math[_0x442f15(0x549)](_0x1ea47c)-Math['randomInt'](_0x29b938))*(Math['min'](_0x3a98a2,0x1e)*0.5);},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x8a1)]=function(){const _0x3486c8=_0x54167d,_0x4ec1b3=VisuMZ[_0x3486c8(0x940)]['Settings'][_0x3486c8(0x5c9)];if(_0x4ec1b3&&_0x4ec1b3['vertJS'])return _0x4ec1b3[_0x3486c8(0x9b2)][_0x3486c8(0x204)](this);const _0x3d06f7=$gameScreen['_shakePower']*0.75,_0x58f3fc=$gameScreen[_0x3486c8(0x879)]*0.6,_0x5871ca=$gameScreen[_0x3486c8(0xa19)];this['y']+=Math[_0x3486c8(0x3ad)](Math[_0x3486c8(0x549)](_0x3d06f7)-Math[_0x3486c8(0x549)](_0x58f3fc))*(Math['min'](_0x5871ca,0x1e)*0.5);},Spriteset_Base[_0x54167d(0x4ec)]['updateFauxAnimations']=function(){const _0x1336f5=_0x54167d;for(const _0x46c7cf of this[_0x1336f5(0x755)]){if('cksYN'===_0x1336f5(0x9a0)){if(!_0x46c7cf[_0x1336f5(0x609)]()){if(_0x1336f5(0x7e9)==='LmylF')this[_0x1336f5(0x882)](_0x46c7cf);else{const _0x591978=_0x1de636[_0x44719a][_0x1336f5(0x614)];_0x326800+=_0x3c6f14+'〖〖〖\x20Map\x20%1:\x20%2\x20Script\x20〗〗〗\x0a\x0a'['format'](_0x58cd47,_0x591978||_0x1336f5(0x678))+_0x455787;}}}else{const _0xd5d963=[_0x1336f5(0x265),_0x1336f5(0x2e7),_0x1336f5(0x514),_0x1336f5(0xa16),'enemies',_0x1336f5(0x8bd),_0x1336f5(0x37c),_0x1336f5(0x5a1),'sv_actors','sv_enemies',_0x1336f5(0x32b),_0x1336f5(0x72a),'titles1','titles2'];for(const _0x3392a6 of _0xd5d963){const _0xc2aea0=_0x4c0977[_0x1336f5(0x940)]['Settings'][_0x1336f5(0x574)][_0x3392a6],_0x7d45d7=_0x1336f5(0x780)['format'](_0x3392a6);for(const _0x46797e of _0xc2aea0){_0x122ddf[_0x1336f5(0x4e3)](_0x7d45d7,_0x46797e);}}}}this[_0x1336f5(0x664)]();},Spriteset_Base[_0x54167d(0x4ec)]['processFauxAnimationRequests']=function(){const 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this['isAlive']()&&this[_0x1f0c9e(0x4f3)]<this[_0x1f0c9e(0x307)]*_0x538df8[_0x1f0c9e(0x940)][_0x1f0c9e(0x331)]['Param'][_0x1f0c9e(0x7fc)];else for(const _0x356a50 of _0x2d26c5){this[_0x1f0c9e(0x48a)]([_0x356a50],_0x1b3746,_0x24e672,_0x3e3bda,_0x252e10),_0x3e3bda+=_0x377a34;}}else this[_0x1f0c9e(0x48a)](_0x2d26c5,_0x1b3746,_0x24e672,_0x3e3bda,_0x252e10);},Spriteset_Base[_0x54167d(0x4ec)]['createFauxAnimationSprite']=function(_0x89d80a,_0x110af4,_0x8e404e,_0x4e409f,_0x21e247){const _0x1c7f5c=_0x54167d,_0x1ef785=this['isMVAnimation'](_0x110af4),_0x58284c=new(_0x1ef785?Sprite_AnimationMV:Sprite_Animation)(),_0x39c32d=this[_0x1c7f5c(0x6ab)](_0x89d80a);if(this[_0x1c7f5c(0x344)](_0x89d80a[0x0])){if(_0x1c7f5c(0x99c)===_0x1c7f5c(0x99c))_0x8e404e=!_0x8e404e;else{if(_0x56d390[_0x1c7f5c(0x940)]['Settings'][_0x1c7f5c(0x2e9)][_0x1c7f5c(0x670)]??!![])for(const _0x2f70de in _0x5bd537){const 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this[_0x3b2767(0x755)]){_0x3b2767(0x5c7)===_0x3b2767(0x5c7)?this[_0x3b2767(0x882)](_0x4dfad7):_0x115b00[_0x3b2767(0x9ec)]=![];}},Spriteset_Base['prototype'][_0x54167d(0x8bc)]=function(){const _0x25a5eb=_0x54167d;return this[_0x25a5eb(0x755)][_0x25a5eb(0x95b)]>0x0;},Spriteset_Base['prototype'][_0x54167d(0x7e5)]=function(){const _0x55aec6=_0x54167d;for(const _0x487556 of this['_pointAnimationSprites']){'PUiOo'===_0x55aec6(0x587)?this[_0x55aec6(0x629)]=[]:!_0x487556[_0x55aec6(0x609)]()&&this[_0x55aec6(0x874)](_0x487556);}this[_0x55aec6(0x269)]();},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x269)]=function(){const _0x38e011=_0x54167d;for(;;){const _0x57d252=$gameTemp[_0x38e011(0x46b)]();if(_0x57d252)this['createPointAnimation'](_0x57d252);else break;}},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x616)]=function(_0x239102){const 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this;},Spriteset_Map[_0x54167d(0x4ec)][_0x54167d(0x503)]=function(){const _0xaa06f1=_0x54167d;return this[_0xaa06f1(0x8da)]||this;},Spriteset_Battle[_0x54167d(0x4ec)][_0x54167d(0x503)]=function(){const _0x5a2eb9=_0x54167d;return this[_0x5a2eb9(0x324)]||this;},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x64b)]=function(_0x459c36,_0x24a481,_0x96327f,_0x4085a1,_0x494f53){const _0x23c915=_0x54167d,_0x8b1102=this['isMVAnimation'](_0x24a481),_0x4f9545=new(_0x8b1102?Sprite_AnimationMV:Sprite_Animation)();_0x4f9545[_0x23c915(0x225)]=_0x459c36,_0x4f9545['setup'](_0x459c36,_0x24a481,_0x96327f,_0x4085a1),_0x4f9545[_0x23c915(0x20f)](_0x494f53),this[_0x23c915(0x84c)][_0x23c915(0x45f)](_0x4f9545),this[_0x23c915(0x4dc)][_0x23c915(0x398)](_0x4f9545);},Spriteset_Base['prototype'][_0x54167d(0x874)]=function(_0x156df6){const _0x3eb476=_0x54167d;this[_0x3eb476(0x4dc)][_0x3eb476(0x233)](_0x156df6),this['_effectsContainer'][_0x3eb476(0x4c4)](_0x156df6);for(const _0x101144 of _0x156df6[_0x3eb476(0x225)]){_0x101144['endAnimation']&&_0x101144[_0x3eb476(0x7ac)]();const _0x343764=this['getPointAnimationLayer']();if(_0x343764)_0x343764[_0x3eb476(0x4c4)](_0x101144);}_0x156df6[_0x3eb476(0x954)]();},Spriteset_Base[_0x54167d(0x4ec)]['removeAllPointAnimations']=function(){const _0x3efcb3=_0x54167d;for(const _0x2f2332 of this[_0x3efcb3(0x4dc)]){this[_0x3efcb3(0x874)](_0x2f2332);}},Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x9be)]=function(){const _0x44f79e=_0x54167d;return this[_0x44f79e(0x4dc)]['length']>0x0;},VisuMZ[_0x54167d(0x940)][_0x54167d(0x373)]=Spriteset_Base['prototype'][_0x54167d(0x8e5)],Spriteset_Base[_0x54167d(0x4ec)][_0x54167d(0x8e5)]=function(){const _0x5bd745=_0x54167d;return VisuMZ[_0x5bd745(0x940)]['Spriteset_Base_isAnimationPlaying'][_0x5bd745(0x204)](this)||this[_0x5bd745(0x9be)]();},Spriteset_Map[_0x54167d(0x551)]=VisuMZ['CoreEngine'][_0x54167d(0x331)]['QoL'][_0x54167d(0x7f6)]||![],VisuMZ['CoreEngine']['Scene_Map_createSpriteset_detach']=Scene_Map[_0x54167d(0x4ec)][_0x54167d(0x7f0)],Scene_Map['prototype'][_0x54167d(0x7f0)]=function(){const _0x26bc40=_0x54167d;VisuMZ[_0x26bc40(0x940)][_0x26bc40(0x43e)][_0x26bc40(0x204)](this);if(!Spriteset_Map[_0x26bc40(0x551)])return;const _0x10d55e=this[_0x26bc40(0x6ae)];if(!_0x10d55e)return;this[_0x26bc40(0x57a)]=_0x10d55e[_0x26bc40(0x57a)];if(!this[_0x26bc40(0x57a)])return;this[_0x26bc40(0x45f)](this[_0x26bc40(0x57a)]);},Spriteset_Battle[_0x54167d(0x551)]=VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)]['QoL'][_0x54167d(0x595)]||![],VisuMZ[_0x54167d(0x940)]['Scene_Battle_createSpriteset_detach']=Scene_Battle[_0x54167d(0x4ec)][_0x54167d(0x7f0)],Scene_Battle[_0x54167d(0x4ec)][_0x54167d(0x7f0)]=function(){const _0x13fc6c=_0x54167d;VisuMZ['CoreEngine'][_0x13fc6c(0x5e3)][_0x13fc6c(0x204)](this);if(!Spriteset_Battle[_0x13fc6c(0x551)])return;const _0x565f16=this[_0x13fc6c(0x6ae)];if(!_0x565f16)return;this['_pictureContainer']=_0x565f16[_0x13fc6c(0x57a)];if(!this[_0x13fc6c(0x57a)])return;this[_0x13fc6c(0x45f)](this['_pictureContainer']);},Spriteset_Battle[_0x54167d(0x4ec)]['createBackground']=function(){const _0x40672b=_0x54167d;this[_0x40672b(0x214)]=new PIXI[(_0x40672b(0x6f6))][(_0x40672b(0x98b))](clamp=!![]),this[_0x40672b(0x420)]=new Sprite(),this[_0x40672b(0x420)][_0x40672b(0x228)]=SceneManager[_0x40672b(0x67d)](),this[_0x40672b(0x420)][_0x40672b(0x6f6)]=[this['_backgroundFilter']],this['_baseSprite'][_0x40672b(0x45f)](this['_backgroundSprite']);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x90a)]=Spriteset_Battle[_0x54167d(0x4ec)]['createEnemies'],Spriteset_Battle[_0x54167d(0x4ec)][_0x54167d(0x841)]=function(){const _0x9b937d=_0x54167d;this['coreEngineRepositionEnemies']()&&this[_0x9b937d(0xa12)](),VisuMZ[_0x9b937d(0x940)][_0x9b937d(0x90a)]['call'](this);},Spriteset_Battle[_0x54167d(0x4ec)]['coreEngineRepositionEnemies']=function(){const _0x396fd3=_0x54167d,_0x3782aa=VisuMZ['CoreEngine'][_0x396fd3(0x331)][_0x396fd3(0x8e2)];if(!_0x3782aa)return![];if(Utils['RPGMAKER_VERSION']>='1.3.0'&&!_0x3782aa[_0x396fd3(0x8cc)])return![];return _0x3782aa[_0x396fd3(0x575)];},Spriteset_Battle[_0x54167d(0x4ec)][_0x54167d(0xa12)]=function(){const _0x5bcc96=_0x54167d;for(member of $gameTroop[_0x5bcc96(0x451)]()){member[_0x5bcc96(0x2ff)]();}},VisuMZ['CoreEngine'][_0x54167d(0x6b7)]=Window_Base[_0x54167d(0x4ec)]['initialize'],Window_Base[_0x54167d(0x4ec)]['initialize']=function(_0x5a9a0b){const 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VisuMZ[_0x404c9b(0x940)][_0x404c9b(0x331)]['Window'][_0x404c9b(0x6b8)];},Window_Base[_0x54167d(0x4ec)][_0x54167d(0x1fa)]=function(){const _0x5d07a9=_0x54167d;if($gameSystem[_0x5d07a9(0x840)])this[_0x5d07a9(0x7bd)]=$gameSystem['windowOpacity']();else{if(_0x5d07a9(0x761)!==_0x5d07a9(0x761))return _0x39aa59[_0x5d07a9(0x940)][_0x5d07a9(0x331)][_0x5d07a9(0x530)][_0x5d07a9(0x7fa)]||_0x5d07a9(0x290);else this[_0x5d07a9(0x7bd)]=VisuMZ['CoreEngine'][_0x5d07a9(0x331)][_0x5d07a9(0x3b6)]['BackOpacity'];}},Window_Base[_0x54167d(0x4ec)][_0x54167d(0x958)]=function(){const _0x161046=_0x54167d;return VisuMZ['CoreEngine'][_0x161046(0x331)][_0x161046(0x3b6)]['TranslucentOpacity'];},Window_Base[_0x54167d(0x4ec)][_0x54167d(0x473)]=function(){const _0x5a718b=_0x54167d;return VisuMZ[_0x5a718b(0x940)]['Settings'][_0x5a718b(0x3b6)][_0x5a718b(0x735)];},VisuMZ['CoreEngine'][_0x54167d(0x4db)]=Window_Base[_0x54167d(0x4ec)][_0x54167d(0x3b5)],Window_Base[_0x54167d(0x4ec)][_0x54167d(0x3b5)]=function(){const 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this[_0x4489fd(0x51c)]-=this[_0x4489fd(0x473)](),this[_0x4489fd(0x471)]()&&(this['_closing']=![]);}},VisuMZ[_0x54167d(0x940)]['Window_Base_drawText']=Window_Base[_0x54167d(0x4ec)][_0x54167d(0x2cc)],Window_Base[_0x54167d(0x4ec)][_0x54167d(0x2cc)]=function(_0x24ead8,_0x298325,_0x1251bd,_0x586cc7,_0x467a6f){const _0x2041d5=_0x54167d;if(this[_0x2041d5(0x796)]())_0x24ead8=VisuMZ[_0x2041d5(0x5da)](_0x24ead8);VisuMZ[_0x2041d5(0x940)][_0x2041d5(0x702)][_0x2041d5(0x204)](this,_0x24ead8,_0x298325,_0x1251bd,_0x586cc7,_0x467a6f);},Window_Base[_0x54167d(0x4ec)][_0x54167d(0x796)]=function(){const _0x52a380=_0x54167d;return this[_0x52a380(0x794)];},VisuMZ[_0x54167d(0x940)]['Window_Base_createTextState']=Window_Base[_0x54167d(0x4ec)]['createTextState'],Window_Base[_0x54167d(0x4ec)]['createTextState']=function(_0xd8b8f9,_0x39ff42,_0x19013c,_0x1f0a3c){const _0x5a319b=_0x54167d;var 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_0x56726d=_0x54167d;return VisuMZ[_0x56726d(0x940)][_0x56726d(0x331)]['QoL']['ModernControls'];},VisuMZ['CoreEngine'][_0x54167d(0x74e)]=Window_Selectable['prototype']['processCursorMove'],Window_Selectable['prototype'][_0x54167d(0x430)]=function(){const _0x1e1578=_0x54167d;this[_0x1e1578(0x260)]()?(this['processCursorMoveModernControls'](),this[_0x1e1578(0x976)]()):_0x1e1578(0x524)!==_0x1e1578(0x9e5)?VisuMZ['CoreEngine'][_0x1e1578(0x74e)][_0x1e1578(0x204)](this):this['_forcedTroopView']='FV';},Window_Selectable[_0x54167d(0x4ec)][_0x54167d(0x76c)]=function(){return!![];},Window_Selectable[_0x54167d(0x4ec)][_0x54167d(0x69e)]=function(){const _0x5668d0=_0x54167d;if(this[_0x5668d0(0x318)]()){const 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_0x4cc687=this[_0x443d49(0x570)](),_0x2c5f3b=this[_0x443d49(0x705)](this['_digitGrouping']?VisuMZ[_0x443d49(0x5da)](this[_0x443d49(0x570)]()):this[_0x443d49(0x570)]());_0x2c5f3b>_0x1fb479[_0x443d49(0x281)]?this[_0x443d49(0x2cc)](VisuMZ['CoreEngine'][_0x443d49(0x331)][_0x443d49(0x67c)]['GoldOverlap'],_0x1fb479['x'],_0x1fb479['y'],_0x1fb479[_0x443d49(0x281)],_0x443d49(0x231)):this[_0x443d49(0x2cc)](this[_0x443d49(0x570)](),_0x1fb479['x'],_0x1fb479['y'],_0x1fb479[_0x443d49(0x281)],_0x443d49(0x231)),this[_0x443d49(0x723)]();},Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x3b8)]=function(_0xb9012,_0x5bf864,_0x49b129,_0x49e62e,_0x42b192){const _0x5d101d=_0x54167d;_0x49e62e=String(_0x49e62e||'')[_0x5d101d(0x8dd)]();if(VisuMZ[_0x5d101d(0x940)][_0x5d101d(0x331)]['Param'][_0x5d101d(0x209)]){if('WkDdu'!==_0x5d101d(0x4e5))return this[_0x5d101d(0x475)];else{const _0x75cea7=VisuMZ[_0x5d101d(0x97a)](_0x49e62e);_0x42b192?_0x5d101d(0x715)!=='YjNvh'?_0x1cf053[_0x5d101d(0x460)][_0x5d101d(0x36a)]=_0x5d101d(0x292):(this[_0x5d101d(0x404)](_0x75cea7,_0xb9012,_0x5bf864,this['gaugeLineHeight']()),_0x49b129-=this['gaugeLineHeight']()+0x2,_0xb9012+=this[_0x5d101d(0x362)]()+0x2):(this[_0x5d101d(0x84d)](_0x75cea7,_0xb9012+0x2,_0x5bf864+0x2),_0x49b129-=ImageManager[_0x5d101d(0x28b)]+0x4,_0xb9012+=ImageManager[_0x5d101d(0x28b)]+0x4);}}const _0x28a8fb=TextManager[_0x5d101d(0x594)](_0x49e62e);this['resetFontSettings'](),this[_0x5d101d(0x378)](ColorManager['systemColor']()),_0x42b192?_0x5d101d(0x2c7)!==_0x5d101d(0x811)?(this[_0x5d101d(0x9a3)][_0x5d101d(0x79f)]=this[_0x5d101d(0x227)](),this[_0x5d101d(0x9a3)][_0x5d101d(0x2cc)](_0x28a8fb,_0xb9012,_0x5bf864,_0x49b129,this['gaugeLineHeight'](),'left')):this[_0x5d101d(0x5b7)]={'duration':_0x271c32,'wholeDuration':_0x26cf78,'type':_0x2b1b49,'targetX':_0x3969c2,'targetY':_0x3fbc1c,'targetScaleX':_0x2b20a8,'targetScaleY':_0x1385a9,'targetOpacity':_0x1ea89e,'targetBackOpacity':_0x10688e,'targetContentsOpacity':_0x11cb41}:this[_0x5d101d(0x2cc)](_0x28a8fb,_0xb9012,_0x5bf864,_0x49b129),this[_0x5d101d(0x723)]();},Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x227)]=function(){const _0x5f4ded=_0x54167d;return $gameSystem[_0x5f4ded(0x89c)]()-0x8;},Window_StatusBase['prototype'][_0x54167d(0x2e5)]=function(_0x2688b6,_0x1393b3,_0x394b47,_0x25e9fa){const _0x44a427=_0x54167d;_0x25e9fa=_0x25e9fa||0xa8,this['resetTextColor']();if(VisuMZ['CoreEngine'][_0x44a427(0x331)]['UI'][_0x44a427(0x7be)])this[_0x44a427(0x545)](_0x2688b6['currentClass']()[_0x44a427(0x614)],_0x1393b3,_0x394b47,_0x25e9fa);else{if(_0x44a427(0x845)!==_0x44a427(0x47a)){const _0x53d45d=_0x2688b6[_0x44a427(0x50c)]()[_0x44a427(0x614)][_0x44a427(0x3ed)](/\\I\[(\d+)\]/gi,'');this[_0x44a427(0x2cc)](_0x53d45d,_0x1393b3,_0x394b47,_0x25e9fa);}else _0x4145a0[_0x44a427(0x940)][_0x44a427(0x4b0)][_0x44a427(0x204)](this),this[_0x44a427(0x8d0)]();}},Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x756)]=function(_0x25b34b,_0x1634b2,_0x493ab2,_0x178ecb){const _0x13d509=_0x54167d;_0x178ecb=_0x178ecb||0x10e,this[_0x13d509(0x32c)]();if(VisuMZ[_0x13d509(0x940)][_0x13d509(0x331)]['UI'][_0x13d509(0x740)])this[_0x13d509(0x545)](_0x25b34b[_0x13d509(0x641)](),_0x1634b2,_0x493ab2,_0x178ecb);else{if(_0x13d509(0x97c)==='CazGT'){const _0x48e7ae=_0x25b34b[_0x13d509(0x641)]()[_0x13d509(0x3ed)](/\\I\[(\d+)\]/gi,'');this['drawText'](_0x25b34b[_0x13d509(0x641)](),_0x1634b2,_0x493ab2,_0x178ecb);}else{var _0x36cb6b=_0xc854d1(_0x1721aa['$1']);try{_0x11961d+=_0x4bfb0c(_0x36cb6b);}catch(_0x155a75){if(_0x483c17[_0x13d509(0x562)]())_0x5b9eb3[_0x13d509(0x262)](_0x155a75);}}}},VisuMZ[_0x54167d(0x940)][_0x54167d(0x3eb)]=Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x2bb)],Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x2bb)]=function(_0x39609a,_0x3f39bc,_0xb9c0bf){const _0x4d8c68=_0x54167d;if(this[_0x4d8c68(0x6d9)]())this[_0x4d8c68(0x830)](_0x39609a,_0x3f39bc,_0xb9c0bf);VisuMZ[_0x4d8c68(0x940)][_0x4d8c68(0x3eb)][_0x4d8c68(0x204)](this,_0x39609a,_0x3f39bc,_0xb9c0bf);},Window_StatusBase[_0x54167d(0x4ec)]['isExpGaugeDrawn']=function(){const _0x55f984=_0x54167d;return VisuMZ[_0x55f984(0x940)][_0x55f984(0x331)]['UI']['LvExpGauge'];},Window_StatusBase[_0x54167d(0x4ec)][_0x54167d(0x830)]=function(_0x153d62,_0x4fe562,_0x5d73ba){const 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VisuMZ[_0x10e0f6(0x940)][_0x10e0f6(0x331)][_0x10e0f6(0x3fa)][_0x10e0f6(0x70d)][_0x10e0f6(0x95b)];},Window_StatusParams[_0x54167d(0x4ec)][_0x54167d(0x793)]=function(_0x476208){const _0x3d51d1=_0x54167d,_0x1b1f78=this[_0x3d51d1(0x37d)](_0x476208),_0x397948=VisuMZ['CoreEngine'][_0x3d51d1(0x331)][_0x3d51d1(0x3fa)]['DisplayedParams'][_0x476208],_0x36e125=TextManager[_0x3d51d1(0x594)](_0x397948),_0x526cfc=this[_0x3d51d1(0x521)]['paramValueByName'](_0x397948,!![]);this[_0x3d51d1(0x3b8)](_0x1b1f78['x'],_0x1b1f78['y'],0xa0,_0x397948,![]),this[_0x3d51d1(0x32c)](),this[_0x3d51d1(0x2cc)](_0x526cfc,_0x1b1f78['x']+0xa0,_0x1b1f78['y'],0x3c,_0x3d51d1(0x231));};if(VisuMZ['CoreEngine']['Settings'][_0x54167d(0x8a6)][_0x54167d(0x257)]){VisuMZ[_0x54167d(0x940)][_0x54167d(0x331)][_0x54167d(0x8a6)]['QwertyLayout']&&(Window_NameInput[_0x54167d(0x7ea)]=['Q','W','E','R','T','Y','U','I','O','P','A','S','D','F','G','H','J','K','L','\x27','`','Z','X','C','V','B','N','M',',','.','q','w','e','r','t','y','u','i','o','p','a','s','d','f','g','h','j','k','l',':','~','z','x','c','v','b','n','m','\x22',';','1','2','3','4','5','6','7','8','9','0','!','@','#','$','%','^','&','*','(',')','<','>','[',']','-','_','/','\x20','Page','OK']);;VisuMZ[_0x54167d(0x940)][_0x54167d(0x927)]=Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x8d7)],Window_NameInput['prototype'][_0x54167d(0x8d7)]=function(_0x26f2b4){const _0x478c72=_0x54167d;this[_0x478c72(0x51e)]=this['defaultInputMode'](),VisuMZ[_0x478c72(0x940)][_0x478c72(0x927)][_0x478c72(0x204)](this,_0x26f2b4),this[_0x478c72(0x51e)]==='default'?this[_0x478c72(0x433)](0x0):_0x478c72(0x45b)!==_0x478c72(0x7d5)?(Input[_0x478c72(0x531)](),this[_0x478c72(0x505)]()):(_0x3cf783[_0x478c72(0x46e)]=![],_0x1e07fd[_0x478c72(0x438)]=!![]);},Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x9d0)]=function(){const _0x2e09aa=_0x54167d;if(Input[_0x2e09aa(0x599)]())return _0x2e09aa(0x646);return VisuMZ[_0x2e09aa(0x940)]['Settings'][_0x2e09aa(0x8a6)][_0x2e09aa(0x870)]||'keyboard';},VisuMZ[_0x54167d(0x940)]['Window_NameInput_processHandling']=Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x21c)],Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x21c)]=function(){const _0x26c603=_0x54167d;if(!this[_0x26c603(0x88f)]())return;if(!this[_0x26c603(0x935)])return;if(this[_0x26c603(0x51e)]===_0x26c603(0x97f)&&Input[_0x26c603(0x40e)]())'jnQMW'!==_0x26c603(0x4c1)?this['_inputWindow']['setBackgroundType'](_0x3cced1[_0x26c603(0x556)][_0x26c603(0x60b)]):this[_0x26c603(0x94e)]('default');else{if(Input['isSpecialCode']('backspace'))Input[_0x26c603(0x531)](),this[_0x26c603(0x621)]();else{if(Input['isTriggered'](_0x26c603(0x846))){Input['clear']();if(this['_mode']==='keyboard')'rXkAT'!=='rXkAT'?_0x330a43[_0x26c603(0x940)]['Game_Interpreter_command111'][_0x26c603(0x204)](this,_0x38cc97):this['switchModes'](_0x26c603(0x646));else{if(_0x26c603(0x458)!==_0x26c603(0x458)){const 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Input[_0x26c603(0x623)](_0x26c603(0x3c9))?(Input['clear'](),this[_0x26c603(0x94e)](_0x26c603(0x97f))):_0x26c603(0x5fb)!==_0x26c603(0x5fb)?this[_0x26c603(0x53e)]=_0x4dae3b:VisuMZ[_0x26c603(0x940)]['Window_NameInput_processHandling'][_0x26c603(0x204)](this);}}}},VisuMZ[_0x54167d(0x940)][_0x54167d(0x2c9)]=Window_NameInput['prototype'][_0x54167d(0x8fa)],Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x8fa)]=function(){const _0x178075=_0x54167d;if(!this['isOpenAndActive']())return;if(this['_mode']==='keyboard'){if(TouchInput[_0x178075(0x54b)]()&&this[_0x178075(0x8e1)]()){if(_0x178075(0x36f)===_0x178075(0x36f))this['switchModes']('default');else{if(!_0x3a0894['isPlaytest']())return;if(!_0x2d073b[_0x178075(0x303)]())return;_0x4fa823['ConvertParams'](_0x1ac5c7,_0x537b28);const _0x202c0f=_0x572e2e[_0x178075(0x77e)]||0x1;_0x12336a[_0x178075(0x9eb)]=_0x202c0f;}}else TouchInput[_0x178075(0x6e2)]()&&(_0x178075(0x5fd)===_0x178075(0x5fd)?this['switchModes'](_0x178075(0x646)):this[_0x178075(0x29e)][_0x178075(0x6d0)](_0x35d247[_0x178075(0x556)][_0x178075(0x585)]));}else VisuMZ[_0x178075(0x940)]['Window_NameInput_processTouch'][_0x178075(0x204)](this);},Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x606)]=function(){const _0x56d4ae=_0x54167d;if(Input[_0x56d4ae(0x623)]('enter'))_0x56d4ae(0x87e)===_0x56d4ae(0x593)?this[_0x56d4ae(0x3d0)]['add'](_0x4433bb[_0x284df9])?_0x4178e7[_0x56d4ae(0x5d9)]():_0x5e330a[_0x56d4ae(0x466)]():(Input[_0x56d4ae(0x531)](),this[_0x56d4ae(0x9b3)]());else{if(Input[_0x56d4ae(0x2f6)]!==undefined){if('DIGsh'!=='PrYSl'){let _0x50cc7f=Input[_0x56d4ae(0x2f6)],_0x1b0989=_0x50cc7f[_0x56d4ae(0x95b)];for(let _0x101b5a=0x0;_0x101b5a<_0x1b0989;++_0x101b5a){if('Tiisj'!==_0x56d4ae(0x757)){if(this['_editWindow'][_0x56d4ae(0x5e9)](_0x50cc7f[_0x101b5a]))SoundManager['playOk']();else{if('uptqY'!==_0x56d4ae(0x222))SoundManager[_0x56d4ae(0x466)]();else{const _0x434369=this[_0x56d4ae(0x614)](),_0x167a16=this['bitmapWidth'](),_0x4d0a40=this[_0x56d4ae(0x9b5)]();this[_0x56d4ae(0x832)](),this[_0x56d4ae(0x228)][_0x56d4ae(0x531)](),this['bitmap'][_0x56d4ae(0x232)](_0x434369,0x0,0x0,_0x167a16,_0x4d0a40,_0x56d4ae(0x750));}}}else return!![];}Input['clear']();}else _0x312de3+=_0x56d4ae(0x61a);}}},Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x94e)]=function(_0xde45bf){const _0x2ac58f=_0x54167d;let _0x232127=this['_mode'];this[_0x2ac58f(0x51e)]=_0xde45bf,_0x232127!==this[_0x2ac58f(0x51e)]&&(this[_0x2ac58f(0x7dd)](),SoundManager[_0x2ac58f(0x5d9)](),this[_0x2ac58f(0x51e)]==='default'?this[_0x2ac58f(0x433)](0x0):this[_0x2ac58f(0x433)](-0x1));},VisuMZ['CoreEngine']['Window_NameInput_cursorDown']=Window_NameInput['prototype']['cursorDown'],Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x663)]=function(_0x352cce){const _0xcbbff3=_0x54167d;if(this[_0xcbbff3(0x51e)]===_0xcbbff3(0x97f)&&!Input[_0xcbbff3(0x966)]())return;if(Input[_0xcbbff3(0x8e3)]())return;VisuMZ[_0xcbbff3(0x940)][_0xcbbff3(0x3d8)][_0xcbbff3(0x204)](this,_0x352cce),this[_0xcbbff3(0x94e)](_0xcbbff3(0x646));},VisuMZ[_0x54167d(0x940)]['Window_NameInput_cursorUp']=Window_NameInput['prototype']['cursorUp'],Window_NameInput[_0x54167d(0x4ec)]['cursorUp']=function(_0xdf283f){const _0x2d35e1=_0x54167d;if(this[_0x2d35e1(0x51e)]===_0x2d35e1(0x97f)&&!Input[_0x2d35e1(0x966)]())return;if(Input[_0x2d35e1(0x8e3)]())return;VisuMZ[_0x2d35e1(0x940)][_0x2d35e1(0x6ce)][_0x2d35e1(0x204)](this,_0xdf283f),this[_0x2d35e1(0x94e)](_0x2d35e1(0x646));},VisuMZ[_0x54167d(0x940)][_0x54167d(0x703)]=Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x465)],Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x465)]=function(_0x182600){const _0x6d75d8=_0x54167d;if(this['_mode']===_0x6d75d8(0x97f)&&!Input[_0x6d75d8(0x966)]())return;if(Input[_0x6d75d8(0x8e3)]())return;VisuMZ['CoreEngine']['Window_NameInput_cursorRight'][_0x6d75d8(0x204)](this,_0x182600),this[_0x6d75d8(0x94e)](_0x6d75d8(0x646));},VisuMZ[_0x54167d(0x940)][_0x54167d(0x368)]=Window_NameInput['prototype']['cursorLeft'],Window_NameInput['prototype'][_0x54167d(0xa0e)]=function(_0x58a978){const _0x1b7390=_0x54167d;if(this[_0x1b7390(0x51e)]===_0x1b7390(0x97f)&&!Input[_0x1b7390(0x966)]())return;if(Input[_0x1b7390(0x8e3)]())return;VisuMZ['CoreEngine'][_0x1b7390(0x368)]['call'](this,_0x58a978),this[_0x1b7390(0x94e)](_0x1b7390(0x646));},VisuMZ[_0x54167d(0x940)]['Window_NameInput_cursorPagedown']=Window_NameInput['prototype'][_0x54167d(0x7a9)],Window_NameInput[_0x54167d(0x4ec)][_0x54167d(0x7a9)]=function(){const _0x65d1be=_0x54167d;if(this['_mode']===_0x65d1be(0x97f))return;if(Input[_0x65d1be(0x8e3)]())return;VisuMZ['CoreEngine']['Window_NameInput_cursorPagedown'][_0x65d1be(0x204)](this),this[_0x65d1be(0x94e)](_0x65d1be(0x646));},VisuMZ['CoreEngine'][_0x54167d(0x75e)]=Window_NameInput['prototype'][_0x54167d(0x9f5)],Window_NameInput[_0x54167d(0x4ec)]['cursorPageup']=function(){const _0x363913=_0x54167d;if(this[_0x363913(0x51e)]===_0x363913(0x97f))return;if(Input[_0x363913(0x8e3)]())return;VisuMZ[_0x363913(0x940)][_0x363913(0x75e)][_0x363913(0x204)](this),this[_0x363913(0x94e)](_0x363913(0x646));},VisuMZ[_0x54167d(0x940)]['Window_NameInput_refresh']=Window_NameInput[_0x54167d(0x4ec)]['refresh'],Window_NameInput[_0x54167d(0x4ec)]['refresh']=function(){const _0x477c56=_0x54167d;if(this[_0x477c56(0x51e)]===_0x477c56(0x97f)){this['contents'][_0x477c56(0x531)](),this[_0x477c56(0x9cb)]['clear'](),this[_0x477c56(0x32c)]();let _0x25c782=VisuMZ[_0x477c56(0x940)][_0x477c56(0x331)][_0x477c56(0x8a6)]['NameInputMessage'][_0x477c56(0x913)]('\x0a'),_0x5b137b=_0x25c782[_0x477c56(0x95b)],_0x2d0a4b=(this[_0x477c56(0x869)]-_0x5b137b*this[_0x477c56(0x7c4)]())/0x2;for(let _0x3634d2=0x0;_0x3634d2<_0x5b137b;++_0x3634d2){let _0x4bceb4=_0x25c782[_0x3634d2],_0x5c456a=this['textSizeEx'](_0x4bceb4)[_0x477c56(0x281)],_0x1bfe46=Math[_0x477c56(0x42f)]((this[_0x477c56(0x9a3)][_0x477c56(0x281)]-_0x5c456a)/0x2);this[_0x477c56(0x545)](_0x4bceb4,_0x1bfe46,_0x2d0a4b),_0x2d0a4b+=this[_0x477c56(0x7c4)]();}}else VisuMZ[_0x477c56(0x940)][_0x477c56(0x2be)][_0x477c56(0x204)](this);};};VisuMZ[_0x54167d(0x940)][_0x54167d(0x853)]=Window_ShopSell['prototype']['isEnabled'],Window_ShopSell[_0x54167d(0x4ec)]['isEnabled']=function(_0x28d941){const _0x4a176b=_0x54167d;return VisuMZ[_0x4a176b(0x940)][_0x4a176b(0x331)][_0x4a176b(0x2e9)][_0x4a176b(0x75d)]&&DataManager['isKeyItem'](_0x28d941)?![]:VisuMZ[_0x4a176b(0x940)]['Window_ShopSell_isEnabled'][_0x4a176b(0x204)](this,_0x28d941);},Window_NumberInput[_0x54167d(0x4ec)][_0x54167d(0x260)]=function(){return![];};VisuMZ[_0x54167d(0x940)]['Settings'][_0x54167d(0x8a6)][_0x54167d(0x5b6)]&&(VisuMZ[_0x54167d(0x940)]['Window_NumberInput_start']=Window_NumberInput[_0x54167d(0x4ec)][_0x54167d(0x773)],Window_NumberInput[_0x54167d(0x4ec)]['start']=function(){const _0x2e7074=_0x54167d;VisuMZ[_0x2e7074(0x940)][_0x2e7074(0x3f5)]['call'](this),this[_0x2e7074(0x433)](this[_0x2e7074(0x412)]-0x1),Input[_0x2e7074(0x531)]();},VisuMZ[_0x54167d(0x940)][_0x54167d(0x9d1)]=Window_NumberInput['prototype'][_0x54167d(0x769)],Window_NumberInput['prototype'][_0x54167d(0x769)]=function(){const _0x53d6e0=_0x54167d;if(!this['isOpenAndActive']())return;if(Input[_0x53d6e0(0x8e3)]())this['processKeyboardDigitChange']();else{if(Input[_0x53d6e0(0x623)](_0x53d6e0(0x4b3))){if(_0x53d6e0(0x4b6)!==_0x53d6e0(0x9af))this[_0x53d6e0(0x21b)]();else{if(_0x40e3a1)_0x55f900['ParseStateNotetags'](_0x3887af);}}else{if(Input[_0x53d6e0(0x912)]===0x2e){if('WkhCN'!==_0x53d6e0(0x5bc))this[_0x53d6e0(0x8fc)]();else{const _0x17744f=_0x5b3f04['platform']==_0x53d6e0(0x2c3)?_0x53d6e0(0x592):_0x29a5a9[_0x53d6e0(0x25d)]==_0x53d6e0(0x8e7)?_0x53d6e0(0x773):'xdg-open';_0x71a35f(_0x53d6e0(0x3c1))[_0x53d6e0(0x238)](_0x17744f+'\x20'+_0x1893ab);}}else{if(Input['_inputSpecialKeyCode']===0x24)this['processKeyboardHome']();else Input['_inputSpecialKeyCode']===0x23?this[_0x53d6e0(0x633)]():VisuMZ[_0x53d6e0(0x940)][_0x53d6e0(0x9d1)][_0x53d6e0(0x204)](this);}}}},Window_NumberInput[_0x54167d(0x4ec)]['processCursorMove']=function(){const _0x3aef86=_0x54167d;if(!this[_0x3aef86(0x318)]())return;if(Input[_0x3aef86(0x8e3)]()){if('YveEE'!=='DPGcJ')this['processKeyboardDigitChange']();else{const _0x5b0c7f=this[_0x3aef86(0x7a8)]();this[_0x3aef86(0x378)](_0x2dd463[_0x3aef86(0x636)]());const _0x2c018f=_0x3ea5d8[_0x3aef86(0x940)][_0x3aef86(0x331)]['UI'][_0x3aef86(0x320)];this['drawText'](_0x2c018f,_0x2e71d4,_0x3037ea,_0x5b0c7f,'center');}}else Window_Selectable['prototype'][_0x3aef86(0x430)][_0x3aef86(0x204)](this);},Window_NumberInput[_0x54167d(0x4ec)][_0x54167d(0x976)]=function(){},Window_NumberInput[_0x54167d(0x4ec)][_0x54167d(0x772)]=function(){const _0x1a00e4=_0x54167d;if(String(this[_0x1a00e4(0x52d)])[_0x1a00e4(0x95b)]>=this[_0x1a00e4(0x412)])return;const _0x56938e=Number(String(this[_0x1a00e4(0x52d)])+Input[_0x1a00e4(0x2f6)]);if(isNaN(_0x56938e))return;this['_number']=_0x56938e;const _0x8158aa='9'['repeat'](this[_0x1a00e4(0x412)]);this[_0x1a00e4(0x52d)]=this[_0x1a00e4(0x52d)][_0x1a00e4(0x29b)](0x0,_0x8158aa),Input[_0x1a00e4(0x531)](),this[_0x1a00e4(0x7dd)](),SoundManager[_0x1a00e4(0x711)](),this[_0x1a00e4(0x433)](this[_0x1a00e4(0x412)]-0x1);},Window_NumberInput['prototype'][_0x54167d(0x21b)]=function(){const _0x2bad8a=_0x54167d;this['_number']=Number(String(this[_0x2bad8a(0x52d)])[_0x2bad8a(0x6c2)](0x0,-0x1)),this[_0x2bad8a(0x52d)]=Math[_0x2bad8a(0x350)](0x0,this[_0x2bad8a(0x52d)]),Input['clear'](),this[_0x2bad8a(0x7dd)](),SoundManager[_0x2bad8a(0x711)](),this[_0x2bad8a(0x433)](this[_0x2bad8a(0x412)]-0x1);},Window_NumberInput['prototype'][_0x54167d(0x8fc)]=function(){const _0x5ef67c=_0x54167d;this[_0x5ef67c(0x52d)]=Number(String(this['_number'])['substring'](0x1)),this[_0x5ef67c(0x52d)]=Math['max'](0x0,this[_0x5ef67c(0x52d)]),Input[_0x5ef67c(0x531)](),this[_0x5ef67c(0x7dd)](),SoundManager[_0x5ef67c(0x711)](),this[_0x5ef67c(0x433)](this['_maxDigits']-0x1);});;Window_TitleCommand[_0x54167d(0x921)]=VisuMZ['CoreEngine'][_0x54167d(0x331)][_0x54167d(0x312)],Window_TitleCommand['prototype'][_0x54167d(0x3a5)]=function(){const _0x26e7c1=_0x54167d;this[_0x26e7c1(0x7b0)]();},Window_TitleCommand[_0x54167d(0x4ec)]['makeCoreEngineCommandList']=function(){const _0x1634a8=_0x54167d;for(const _0x216e0d of Window_TitleCommand[_0x1634a8(0x921)]){if(_0x216e0d[_0x1634a8(0x48d)][_0x1634a8(0x204)](this)){const _0x495e4a=_0x216e0d['Symbol'];let _0x46d2c0=_0x216e0d['TextStr'];if(['',_0x1634a8(0x916)][_0x1634a8(0x9ef)](_0x46d2c0))_0x46d2c0=_0x216e0d['TextJS'][_0x1634a8(0x204)](this);const _0x321401=_0x216e0d[_0x1634a8(0x338)][_0x1634a8(0x204)](this),_0x1de8df=_0x216e0d[_0x1634a8(0x5c8)][_0x1634a8(0x204)](this);this['addCommand'](_0x46d2c0,_0x495e4a,_0x321401,_0x1de8df),this['setHandler'](_0x495e4a,_0x216e0d[_0x1634a8(0x406)][_0x1634a8(0x6ac)](this,_0x1de8df));}}},Window_GameEnd[_0x54167d(0x921)]=VisuMZ['CoreEngine'][_0x54167d(0x331)][_0x54167d(0x529)][_0x54167d(0x39d)]['CommandList'],Window_GameEnd[_0x54167d(0x4ec)][_0x54167d(0x3a5)]=function(){const _0x50c0bc=_0x54167d;this[_0x50c0bc(0x7b0)]();},Window_GameEnd[_0x54167d(0x4ec)][_0x54167d(0x7b0)]=function(){const _0x5e1cfd=_0x54167d;for(const _0xc23907 of Window_GameEnd[_0x5e1cfd(0x921)]){if(_0xc23907[_0x5e1cfd(0x48d)]['call'](this)){if(_0x5e1cfd(0x4ba)!==_0x5e1cfd(0x583)){const _0x137476=_0xc23907[_0x5e1cfd(0x221)];let _0x30bced=_0xc23907[_0x5e1cfd(0x20d)];if(['',_0x5e1cfd(0x916)][_0x5e1cfd(0x9ef)](_0x30bced))_0x30bced=_0xc23907[_0x5e1cfd(0x424)][_0x5e1cfd(0x204)](this);const _0x3c5610=_0xc23907[_0x5e1cfd(0x338)]['call'](this),_0x33c87f=_0xc23907[_0x5e1cfd(0x5c8)][_0x5e1cfd(0x204)](this);this[_0x5e1cfd(0x771)](_0x30bced,_0x137476,_0x3c5610,_0x33c87f),this[_0x5e1cfd(0x60e)](_0x137476,_0xc23907[_0x5e1cfd(0x406)][_0x5e1cfd(0x6ac)](this,_0x33c87f));}else _0x529055[_0x5e1cfd(0x940)]['Game_Picture_show']['call'](this,_0x7d1c3a,_0x27ee7c,_0x1954fd,_0x37dc54,_0x473b4c,_0x4c158,_0x782547,_0x4eaa5a),this['setAnchor']([{'x':0x0,'y':0x0},{'x':0.5,'y':0.5}][_0x46c14b]||{'x':0x0,'y':0x0});}}};function Window_ButtonAssist(){const _0x81ee95=_0x54167d;this[_0x81ee95(0x8d7)](...arguments);}Window_ButtonAssist[_0x54167d(0x4ec)]=Object[_0x54167d(0x66b)](Window_Base[_0x54167d(0x4ec)]),Window_ButtonAssist[_0x54167d(0x4ec)][_0x54167d(0x4a9)]=Window_ButtonAssist,Window_ButtonAssist['prototype']['initialize']=function(_0x46fa02){const _0x30b4bf=_0x54167d;this[_0x30b4bf(0x4ef)]={},Window_Base['prototype'][_0x30b4bf(0x8d7)][_0x30b4bf(0x204)](this,_0x46fa02),this[_0x30b4bf(0x6d0)](VisuMZ[_0x30b4bf(0x940)]['Settings'][_0x30b4bf(0x464)][_0x30b4bf(0x4a7)]||0x0),this['refresh']();},Window_ButtonAssist['prototype'][_0x54167d(0x89f)]=function(){const _0x467eaa=_0x54167d;this[_0x467eaa(0x9a3)]['fontSize']<=0x60&&(this[_0x467eaa(0x9a3)]['fontSize']+=0x6);},Window_ButtonAssist[_0x54167d(0x4ec)][_0x54167d(0x49b)]=function(){const _0x125dae=_0x54167d;this['contents'][_0x125dae(0x79f)]>=0x18&&(this['contents']['fontSize']-=0x6);},Window_ButtonAssist[_0x54167d(0x4ec)]['update']=function(){const _0x16cc95=_0x54167d;Window_Base[_0x16cc95(0x4ec)][_0x16cc95(0x3b5)]['call'](this),this[_0x16cc95(0x624)]();},Window_ButtonAssist[_0x54167d(0x4ec)][_0x54167d(0x511)]=function(){const _0x5bbaad=_0x54167d;this['padding']=SceneManager[_0x5bbaad(0x4ce)]['getButtonAssistLocation']()!==_0x5bbaad(0x926)?0x0:0x8;},Window_ButtonAssist[_0x54167d(0x4ec)][_0x54167d(0x624)]=function(){const _0x47a501=_0x54167d,_0x3c7daa=SceneManager[_0x47a501(0x4ce)];for(let _0xfcf2fd=0x1;_0xfcf2fd<=0x5;_0xfcf2fd++){if(this[_0x47a501(0x4ef)][_0x47a501(0x930)[_0x47a501(0x482)](_0xfcf2fd)]!==_0x3c7daa[_0x47a501(0x3bb)[_0x47a501(0x482)](_0xfcf2fd)]()){if(_0x47a501(0x250)!=='pHUlQ')return this[_0x47a501(0x7dd)]();else this['makeCoreEngineCommandList']();}if(this['_data']['text%1'[_0x47a501(0x482)](_0xfcf2fd)]!==_0x3c7daa[_0x47a501(0x22d)[_0x47a501(0x482)](_0xfcf2fd)]())return this[_0x47a501(0x7dd)]();}},Window_ButtonAssist['prototype'][_0x54167d(0x7dd)]=function(){const _0x4db21c=_0x54167d;this[_0x4db21c(0x9a3)][_0x4db21c(0x531)]();for(let _0x3b2d2e=0x1;_0x3b2d2e<=0x5;_0x3b2d2e++){if(_0x4db21c(0x215)!=='JFUTB')this[_0x4db21c(0x558)](_0x3b2d2e);else return _0x27b756[_0x4db21c(0x9bc)]()>=0x1;}},Window_ButtonAssist[_0x54167d(0x4ec)][_0x54167d(0x558)]=function(_0x1f8174){const _0x55e2f6=_0x54167d,_0x16c740=this['innerWidth']/0x5,_0x5a1809=SceneManager[_0x55e2f6(0x4ce)],_0x163bba=_0x5a1809[_0x55e2f6(0x3bb)['format'](_0x1f8174)](),_0x59a860=_0x5a1809[_0x55e2f6(0x22d)[_0x55e2f6(0x482)](_0x1f8174)]();this[_0x55e2f6(0x4ef)][_0x55e2f6(0x930)[_0x55e2f6(0x482)](_0x1f8174)]=_0x163bba,this['_data']['text%1'[_0x55e2f6(0x482)](_0x1f8174)]=_0x59a860;if(_0x163bba==='')return;if(_0x59a860==='')return;const _0x38199a=_0x5a1809[_0x55e2f6(0x49e)[_0x55e2f6(0x482)](_0x1f8174)](),_0x54815e=this[_0x55e2f6(0x46a)](),_0x1d6ad4=_0x16c740*(_0x1f8174-0x1)+_0x54815e+_0x38199a,_0xe9a34d=VisuMZ['CoreEngine'][_0x55e2f6(0x331)][_0x55e2f6(0x464)][_0x55e2f6(0x676)];this[_0x55e2f6(0x545)](_0xe9a34d[_0x55e2f6(0x482)](_0x163bba,_0x59a860),_0x1d6ad4,0x0,_0x16c740-_0x54815e*0x2);},VisuMZ[_0x54167d(0x940)]['Game_Interpreter_updateWaitMode']=Game_Interpreter[_0x54167d(0x4ec)][_0x54167d(0x943)],Game_Interpreter['prototype'][_0x54167d(0x943)]=function(){const _0x5326b0=_0x54167d;if($gameTemp[_0x5326b0(0x9eb)]!==undefined){if(_0x5326b0(0x481)!==_0x5326b0(0x5f7))return VisuMZ[_0x5326b0(0x940)][_0x5326b0(0x831)]();else this[_0x5326b0(0x8b5)]['setBackgroundType'](_0x47a985[_0x5326b0(0x556)][_0x5326b0(0x342)]);}return VisuMZ[_0x5326b0(0x940)][_0x5326b0(0x5df)][_0x5326b0(0x204)](this);},VisuMZ[_0x54167d(0x940)][_0x54167d(0x831)]=function(){const _0x23c343=_0x54167d,_0x4aa6d0=$gameTemp[_0x23c343(0x9eb)]||0x0;if(_0x4aa6d0<0x0||_0x4aa6d0>0x64||TouchInput[_0x23c343(0x6e2)]()||Input[_0x23c343(0x54b)]('cancel')){if(_0x23c343(0x955)===_0x23c343(0x955))$gameTemp[_0x23c343(0x9eb)]=undefined,Input[_0x23c343(0x531)](),TouchInput['clear']();else{const _0xa50be1=_0x5ade79[_0x23c343(0x464)];_0xa50be1[_0x23c343(0x504)]=_0xa50be1[_0x23c343(0x504)]||_0x23c343(0x2d1),_0xa50be1['KeyTAB']=_0xa50be1[_0x23c343(0x8fb)]||_0x23c343(0x657);}}const _0x4490de=$gameScreen['picture'](_0x4aa6d0);return _0x4490de&&(_0x23c343(0x509)===_0x23c343(0x38b)?_0x291bc9['isTriggered'](_0x23c343(0x5cd))&&(_0x29fbf0['alwaysDash']=!_0x27ad82[_0x23c343(0x3de)],_0x126be4[_0x23c343(0x300)]()):(_0x4490de['_x']=TouchInput['_x'],_0x4490de['_y']=TouchInput['_y'])),VisuMZ[_0x23c343(0x940)][_0x23c343(0x2dd)](),$gameTemp[_0x23c343(0x9eb)]!==undefined;},VisuMZ['CoreEngine'][_0x54167d(0x2dd)]=function(){const 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Point(0x0,0x0)),_0x4fa598=this[_0x3c67a8(0x9dd)][_0x3c67a8(0x7c3)];_0x4fa598['x']=_0x47fcf2['x']+this[_0x3c67a8(0x2ad)]['x'],_0x4fa598['y']=_0x47fcf2['y']+this[_0x3c67a8(0x2ad)]['y'],_0x4fa598[_0x3c67a8(0x281)]=Math[_0x3c67a8(0xa10)](this[_0x3c67a8(0x499)]*this[_0x3c67a8(0x81a)]['x']),_0x4fa598[_0x3c67a8(0x3e1)]=Math['ceil'](this[_0x3c67a8(0x869)]*this[_0x3c67a8(0x81a)]['y']);},Window[_0x54167d(0x4ec)][_0x54167d(0x801)]=function(){const 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_0x418e3b=_0x54167d;this[_0x418e3b(0x569)]=[],this[_0x418e3b(0x532)]=[],this[_0x418e3b(0x89e)]=[],this[_0x418e3b(0x7a5)]=[];},VisuMZ['CoreEngine'][_0x54167d(0x747)]=Scene_Base[_0x54167d(0x4ec)][_0x54167d(0x8a2)],Scene_Base['prototype'][_0x54167d(0x8a2)]=function(){const _0x2ec46d=_0x54167d;if($gameTemp)$gameTemp[_0x2ec46d(0x800)]();VisuMZ['CoreEngine'][_0x2ec46d(0x747)]['call'](this);},Bitmap[_0x54167d(0x4ec)][_0x54167d(0x4d5)]=function(_0x397eef){const _0x24c79c=_0x54167d,_0x5b17a3=this['context'];_0x5b17a3['save'](),_0x5b17a3[_0x24c79c(0x416)]=this[_0x24c79c(0x60a)]();const _0x19b05b=_0x5b17a3[_0x24c79c(0x83d)](_0x397eef)['width'];return _0x5b17a3[_0x24c79c(0x4cf)](),_0x19b05b;},Window_Message['prototype'][_0x54167d(0x705)]=function(_0x3bc0de){const _0x315ded=_0x54167d;return this[_0x315ded(0x1f6)]()?this[_0x315ded(0x9a3)][_0x315ded(0x4d5)](_0x3bc0de):_0x315ded(0x441)===_0x315ded(0x356)?_0x35c2ca[_0x315ded(0x940)][_0x315ded(0x331)][_0x315ded(0x530)][_0x315ded(0x456)][_0x315ded(0x204)](this,_0x2f6750):Window_Base[_0x315ded(0x4ec)]['textWidth'][_0x315ded(0x204)](this,_0x3bc0de);},Window_Message[_0x54167d(0x4ec)][_0x54167d(0x1f6)]=function(){const _0x304bbc=_0x54167d;return VisuMZ[_0x304bbc(0x940)]['Settings'][_0x304bbc(0x2e9)]['FontWidthFix']??!![];},VisuMZ[_0x54167d(0x940)]['Game_Action_numRepeats']=Game_Action[_0x54167d(0x4ec)]['numRepeats'],Game_Action[_0x54167d(0x4ec)][_0x54167d(0x6c6)]=function(){const _0x10d137=_0x54167d;return this[_0x10d137(0x787)]()?'IIjnP'!==_0x10d137(0x5aa)?VisuMZ[_0x10d137(0x940)]['Game_Action_numRepeats'][_0x10d137(0x204)](this):_0x5adf1e&&this[_0x10d137(0x521)]?this[_0x10d137(0x521)]['canEquip'](_0x3b8f94):_0x2d1096[_0x10d137(0x940)][_0x10d137(0x34b)][_0x10d137(0x204)](this,_0x3baaef):_0x10d137(0x942)===_0x10d137(0x942)?0x0:this['item']()[_0x10d137(0x93b)]*0.01;},VisuMZ['CoreEngine'][_0x54167d(0x90b)]=Game_Action['prototype']['setAttack'],Game_Action[_0x54167d(0x4ec)][_0x54167d(0x46c)]=function(){const _0x3f9ff4=_0x54167d;this[_0x3f9ff4(0x4de)]()&&this[_0x3f9ff4(0x4de)]()[_0x3f9ff4(0x584)]()?_0x3f9ff4(0x534)===_0x3f9ff4(0x534)?VisuMZ[_0x3f9ff4(0x940)][_0x3f9ff4(0x90b)][_0x3f9ff4(0x204)](this):this[_0x3f9ff4(0x8d7)](...arguments):this[_0x3f9ff4(0x531)]();},Sprite_Name[_0x54167d(0x4ec)][_0x54167d(0x9b5)]=function(){return 0x24;},Sprite_Name[_0x54167d(0x4ec)][_0x54167d(0x5e7)]=function(){const _0x332a01=_0x54167d,_0x161866=this[_0x332a01(0x614)](),_0x36835b=this['bitmapWidth'](),_0x5d5ff0=this[_0x332a01(0x9b5)]();this['setupFont'](),this[_0x332a01(0x228)][_0x332a01(0x531)](),this[_0x332a01(0x228)]['drawTextTopAligned'](_0x161866,0x0,0x0,_0x36835b,_0x5d5ff0,_0x332a01(0x750));},Bitmap[_0x54167d(0x4ec)][_0x54167d(0x232)]=function(_0x32364a,_0x20c8c2,_0x27e8ab,_0x586f71,_0x3cc14e,_0x54ba6f){const _0x5e554d=_0x54167d,_0x1853bf=this[_0x5e554d(0x61d)],_0x2a49c4=_0x1853bf[_0x5e554d(0x79a)];_0x586f71=_0x586f71||0xffffffff;let 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