diff --git a/.env.example b/.env.example
index 49f712e..17b8657 100644
--- a/.env.example
+++ b/.env.example
@@ -83,3 +83,6 @@ frequency_penalty= 0.2
# TL Inspector (Step 8 playtest) — editor opened when clicking a source line in-game
# tlEditorCmd: 'auto' scans for VS Code / Cursor, or set an absolute path to any editor exe
tlEditorCmd='auto'
+# Hotkeys (event.key names, e.g. F9, F10, Control)
+tlHotkey='F9'
+forgeHotkey='F10'
diff --git a/.gitignore b/.gitignore
index 844c89b..55f2295 100644
--- a/.gitignore
+++ b/.gitignore
@@ -21,6 +21,7 @@ __pycache__
!vocab_base.txt
!requirements.txt
!util/tl_inspector/TLInspector.js
+!util/forge/Forge_MZ.js
util/ace/*.exe
util/ace/.tools_version.json
!util/ace/offline/*.exe
diff --git a/README.md b/README.md
index 01baf9e..cef930a 100644
--- a/README.md
+++ b/README.md
@@ -6,6 +6,7 @@ An AI-powered game translation tool with a GUI. Translate RPG Maker, Ren'Py, Tyr
- **[Sinflower](https://github.com/Sinflower)** — [RV2JSON](https://github.com/Sinflower/RV2JSON) — enables RPGMaker Ace games to be translated the same way as MV/MZ by converting rvdata2 files to JSON and back. A copy is bundled offline in `util/ace/offline/`; newer builds are downloaded when online.
- **Sakura & Kao_SSS** — TL Inspector (`util/tl_inspector/`) — in-game translation source inspector and live-edit plugin for RPG Maker MV/MZ playtesting.
+- **Len** — Forge (`util/forge/`) — MZ playtest cheat & editor overlay (install alongside TL Inspector).
- **Len** — batch translation mode — Anthropic Message Batches API integration (collect/consume pipeline, cost estimation, resume, and GUI/workflow support).
## Table of Contents
diff --git a/gui/workflow_tab.py b/gui/workflow_tab.py
index ada3d4f..c3d03cc 100644
--- a/gui/workflow_tab.py
+++ b/gui/workflow_tab.py
@@ -11,7 +11,7 @@ Provides a guided, step-by-step interface:
Step 5 – Translation Phase 2 (risky codes)
Step 6 – Translate visible strings in js/plugins.js (or Ace scripts)
Step 7 – Export translated/ back to the game folder
- Step 8 – Install TL Inspector for playtesting and live in-game edits (MV/MZ)
+ Step 8 – Install TL Inspector and/or Forge playtest plugins
"""
from __future__ import annotations
@@ -729,8 +729,8 @@ class WorkflowTab(QWidget):
if index == 5:
self._populate_p2_checkboxes()
if index == 8:
- self._refresh_tl_inspector_status()
- self._load_tli_editor_settings()
+ self._refresh_playtest_status()
+ self._load_playtest_settings()
def _register_import_button(self, button: QPushButton) -> None:
self._import_buttons.append(button)
@@ -2491,131 +2491,212 @@ class WorkflowTab(QWidget):
# ── Step 8: Playtest (TL Inspector) ─────────────────────────────────────
def _build_step8_playtest(self, layout: QVBoxLayout):
- self._step8_section_label = _make_section_label("Step 8 — Playtest with TL Inspector")
+ self._step8_section_label = _make_section_label("Step 8 — Playtest Tools")
layout.addWidget(self._step8_section_label)
- hint = QLabel(
- "Install TL Inspector into your RPG Maker MV/MZ game for playtesting. "
- "Press F10 in-game to see which source file each line of text comes from, "
- "open it in VSCode, or edit the text live and save directly to the JSON file."
+ self._step8_main_hint = QLabel(
+ "Install playtest plugins into your RPG Maker game. "
+ "TL Inspector works on MV and MZ. "
+ "Forge is MZ-only. Use Install Both on MZ to add both plugins at once."
)
- hint.setWordWrap(True)
- hint.setTextFormat(Qt.RichText)
- hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:4px;")
- layout.addWidget(hint)
+ self._step8_main_hint.setWordWrap(True)
+ self._step8_main_hint.setTextFormat(Qt.RichText)
+ self._step8_main_hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:4px;")
+ layout.addWidget(self._step8_main_hint)
- credits = QLabel("Idea by Sakura · Plugin by Kao_SSS")
- credits.setStyleSheet("color:#6a6a6a;font-size:11px;font-style:italic;padding-bottom:6px;")
- layout.addWidget(credits)
+ settings_box = QWidget()
+ settings_box.setObjectName("tbox")
+ settings_box.setStyleSheet(self._task_box_style())
+ settings_inner = QVBoxLayout(settings_box)
+ settings_inner.setContentsMargins(12, 10, 12, 10)
+ settings_inner.setSpacing(8)
- box = QWidget()
- box.setObjectName("tbox")
- box.setStyleSheet(self._task_box_style())
- inner = QVBoxLayout(box)
- inner.setContentsMargins(10, 8, 10, 8)
- inner.setSpacing(6)
+ _PT_LABEL_W = 118
+ _PT_FIELD_W = 96
+ _PT_BTN_W = 96
+ _PT_LBL_STYLE = "color:#9d9d9d;font-size:12px;"
+ _PT_SECTION_STYLE = "color:#4ec9b0;font-size:12px;font-weight:bold;"
- self._tli_status_label = QLabel("Status: (detect a project folder first)")
- self._tli_status_label.setWordWrap(True)
- self._tli_status_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
- inner.addWidget(self._tli_status_label)
+ hotkey_title = QLabel("Hotkeys")
+ hotkey_title.setStyleSheet(_PT_SECTION_STYLE)
+ settings_inner.addWidget(hotkey_title)
+
+ hotkey_row = QHBoxLayout()
+ hotkey_row.setSpacing(8)
+
+ insp_lbl = QLabel("Inspector toggle:")
+ insp_lbl.setFixedWidth(_PT_LABEL_W)
+ insp_lbl.setStyleSheet(_PT_LBL_STYLE)
+ insp_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
+ hotkey_row.addWidget(insp_lbl)
+
+ self._pt_hotkey_edit = QLineEdit("F9")
+ self._pt_hotkey_edit.setFixedWidth(_PT_FIELD_W)
+ self._pt_hotkey_edit.setPlaceholderText("F9")
+ hotkey_row.addWidget(self._pt_hotkey_edit)
+
+ hotkey_row.addSpacing(16)
+
+ self._pt_forge_hotkey_lbl = QLabel("Forge toggle:")
+ self._pt_forge_hotkey_lbl.setFixedWidth(_PT_LABEL_W)
+ self._pt_forge_hotkey_lbl.setStyleSheet(_PT_LBL_STYLE)
+ self._pt_forge_hotkey_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
+ hotkey_row.addWidget(self._pt_forge_hotkey_lbl)
+
+ self._pt_forge_hotkey_edit = QLineEdit("F10")
+ self._pt_forge_hotkey_edit.setFixedWidth(_PT_FIELD_W)
+ self._pt_forge_hotkey_edit.setPlaceholderText("F10")
+ hotkey_row.addWidget(self._pt_forge_hotkey_edit)
+
+ hotkey_row.addStretch(1)
+ settings_inner.addLayout(hotkey_row)
editor_title = QLabel("Editor settings")
- editor_title.setStyleSheet("color:#4ec9b0;font-size:12px;font-weight:bold;padding-top:4px;")
- inner.addWidget(editor_title)
+ editor_title.setStyleSheet(_PT_SECTION_STYLE + "padding-top:2px;")
+ settings_inner.addWidget(editor_title)
- _TLI_LABEL_W = 80
- _TLI_BTN_W = 88
- _tli_lbl_style = "color:#9d9d9d;font-size:12px;"
-
- tli_grid = QGridLayout()
- tli_grid.setHorizontalSpacing(6)
- tli_grid.setVerticalSpacing(6)
- tli_grid.setColumnStretch(1, 1)
+ editor_grid = QGridLayout()
+ editor_grid.setHorizontalSpacing(8)
+ editor_grid.setVerticalSpacing(6)
+ editor_grid.setColumnMinimumWidth(0, _PT_LABEL_W)
+ editor_grid.setColumnStretch(1, 1)
editor_lbl = QLabel("Editor:")
- editor_lbl.setFixedWidth(_TLI_LABEL_W)
- editor_lbl.setStyleSheet(_tli_lbl_style)
+ editor_lbl.setStyleSheet(_PT_LBL_STYLE)
editor_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
- tli_grid.addWidget(editor_lbl, 0, 0)
+ editor_grid.addWidget(editor_lbl, 0, 0)
self._tli_editor_combo = QComboBox()
self._tli_editor_combo.currentIndexChanged.connect(self._on_tli_editor_combo_changed)
- tli_grid.addWidget(self._tli_editor_combo, 0, 1)
+ editor_grid.addWidget(self._tli_editor_combo, 0, 1)
detect_btn = _make_btn("Detect", "#4a4a4a")
- detect_btn.setFixedWidth(_TLI_BTN_W)
+ detect_btn.setFixedWidth(_PT_BTN_W)
detect_btn.setToolTip("Scan this PC for VS Code, Insiders, or Cursor")
detect_btn.clicked.connect(self._detect_tli_editors)
- tli_grid.addWidget(detect_btn, 0, 2)
+ editor_grid.addWidget(detect_btn, 0, 2)
+
+ custom_lbl = QLabel("Custom path:")
+ custom_lbl.setStyleSheet(_PT_LBL_STYLE)
+ custom_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
+ editor_grid.addWidget(custom_lbl, 1, 0)
self._tli_editor_custom = QLineEdit()
- self._tli_editor_custom.setPlaceholderText("Path to editor executable (when Custom is selected)")
+ self._tli_editor_custom.setPlaceholderText("Editor executable when Custom is selected")
self._tli_editor_custom.setEnabled(False)
- tli_grid.addWidget(self._tli_editor_custom, 1, 1)
+ editor_grid.addWidget(self._tli_editor_custom, 1, 1)
browse_editor_btn = _make_btn("Browse…", "#4a4a4a")
- browse_editor_btn.setFixedWidth(_TLI_BTN_W)
+ browse_editor_btn.setFixedWidth(_PT_BTN_W)
browse_editor_btn.clicked.connect(self._browse_tli_editor)
- tli_grid.addWidget(browse_editor_btn, 1, 2)
+ editor_grid.addWidget(browse_editor_btn, 1, 2)
self._tli_detect_label = QLabel("")
self._tli_detect_label.setWordWrap(True)
self._tli_detect_label.setStyleSheet("color:#6a6a6a;font-size:11px;")
- tli_grid.addWidget(self._tli_detect_label, 2, 1, 1, 2)
+ editor_grid.addWidget(self._tli_detect_label, 2, 1, 1, 2)
- cfg_btn_wrap = QWidget()
- cfg_btn_row = QHBoxLayout(cfg_btn_wrap)
- cfg_btn_row.setContentsMargins(0, 0, 0, 0)
- cfg_btn_row.setSpacing(8)
- save_tli_btn = _make_btn("✔ Save settings", "#3a5a7a")
- save_tli_btn.setFixedWidth(140)
- save_tli_btn.setToolTip("Write editor settings to .env (used on Install / Apply)")
- save_tli_btn.clicked.connect(self._save_tli_editor_settings)
- cfg_btn_row.addWidget(save_tli_btn)
- apply_tli_btn = _make_btn("↻ Apply to game", "#3a5a7a")
- apply_tli_btn.setFixedWidth(140)
- apply_tli_btn.setToolTip("Update the installed TLInspector.js in your game folder")
- apply_tli_btn.clicked.connect(self._apply_tli_editor_settings)
- cfg_btn_row.addWidget(apply_tli_btn)
- cfg_btn_row.addStretch()
- tli_grid.addWidget(cfg_btn_wrap, 3, 1, 1, 2)
+ settings_inner.addLayout(editor_grid)
- inner.addLayout(tli_grid)
+ action_row = QHBoxLayout()
+ action_row.setSpacing(8)
+ save_pt_btn = _make_btn("✔ Save settings", "#3a5a7a")
+ save_pt_btn.setFixedHeight(30)
+ save_pt_btn.setToolTip("Write hotkeys and editor settings to .env (used on Install / Apply)")
+ save_pt_btn.clicked.connect(self._save_playtest_settings)
+ action_row.addWidget(save_pt_btn)
- tips = QLabel(
- "
"
- "- Run this after exporting translations so the game files are up to date.
"
- "- Overlay save to file reloads instantly; VSCode saves reload once the file is stable on disk
"
- "- F9 — force reload database + current map
"
- "- F10 — toggle the inspector panel
"
- "- Click a source location to open in VSCode; click edit to change text in-game
"
- "- Remove the plugin before shipping a release build
"
- "
"
+ apply_pt_btn = _make_btn("↻ Apply to game", "#3a5a7a")
+ apply_pt_btn.setFixedHeight(30)
+ apply_pt_btn.setToolTip("Update the installed playtest plugin(s) in your game folder")
+ apply_pt_btn.clicked.connect(self._apply_playtest_settings)
+ action_row.addWidget(apply_pt_btn)
+
+ action_row.addStretch(1)
+
+ self._install_both_btn = _make_btn("⬇ Install Both (MZ)", "#3a5a7a")
+ self._install_both_btn.setFixedHeight(30)
+ self._install_both_btn.setToolTip(
+ "Install TL Inspector and Forge as separate plugins (MZ only)"
)
- tips.setWordWrap(True)
- tips.setTextFormat(Qt.RichText)
- inner.addWidget(tips)
+ self._install_both_btn.clicked.connect(self._install_both_playtest)
+ action_row.addWidget(self._install_both_btn)
- btn_row = QHBoxLayout()
- btn_row.setSpacing(8)
- _BTN_W = 200
+ settings_inner.addLayout(action_row)
+ layout.addWidget(settings_box)
+ self._step8_settings_box = settings_box
+
+ # ── Plugins (TL Inspector + Forge) ────────────────────────────────────
+ plugins_box = QWidget()
+ plugins_box.setObjectName("tbox")
+ plugins_box.setStyleSheet(self._task_box_style())
+ plugins_inner = QVBoxLayout(plugins_box)
+ plugins_inner.setContentsMargins(12, 10, 12, 10)
+ plugins_inner.setSpacing(8)
+
+ _PT_SECTION_STYLE = "color:#4ec9b0;font-size:12px;font-weight:bold;"
+
+ tli_title = QLabel("TL Inspector")
+ tli_title.setStyleSheet(_PT_SECTION_STYLE)
+ plugins_inner.addWidget(tli_title)
+
+ self._tli_status_label = QLabel("Status: (detect a project folder first)")
+ self._tli_status_label.setWordWrap(True)
+ self._tli_status_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
+ plugins_inner.addWidget(self._tli_status_label)
+
+ tli_btn_row = QHBoxLayout()
+ tli_btn_row.setSpacing(8)
self._tli_install_btn = _make_btn("⬇ Install TL Inspector", "#3a7a3a")
- self._tli_install_btn.setFixedWidth(_BTN_W)
+ self._tli_install_btn.setMinimumHeight(30)
self._tli_install_btn.clicked.connect(self._install_tl_inspector)
- btn_row.addWidget(self._tli_install_btn)
+ tli_btn_row.addWidget(self._tli_install_btn, 1)
self._tli_uninstall_btn = _make_btn("⬆ Uninstall TL Inspector", "#7a3a3a")
- self._tli_uninstall_btn.setFixedWidth(_BTN_W)
+ self._tli_uninstall_btn.setMinimumHeight(30)
self._tli_uninstall_btn.clicked.connect(self._uninstall_tl_inspector)
- btn_row.addWidget(self._tli_uninstall_btn)
- btn_row.addStretch()
- inner.addLayout(btn_row)
+ tli_btn_row.addWidget(self._tli_uninstall_btn, 1)
+ plugins_inner.addLayout(tli_btn_row)
+
+ self._step8_forge_section = QWidget()
+ forge_section_layout = QVBoxLayout(self._step8_forge_section)
+ forge_section_layout.setContentsMargins(0, 4, 0, 0)
+ forge_section_layout.setSpacing(8)
+
+ forge_title = QLabel("Forge (MZ only)")
+ forge_title.setStyleSheet(_PT_SECTION_STYLE)
+ forge_section_layout.addWidget(forge_title)
+
+ self._forge_status_label = QLabel("Status: (MZ project required)")
+ self._forge_status_label.setWordWrap(True)
+ self._forge_status_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
+ forge_section_layout.addWidget(self._forge_status_label)
+
+ forge_btn_row = QHBoxLayout()
+ forge_btn_row.setSpacing(8)
+ self._forge_install_btn = _make_btn("⬇ Install Forge", "#3a7a3a")
+ self._forge_install_btn.setMinimumHeight(30)
+ self._forge_install_btn.clicked.connect(self._install_forge)
+ forge_btn_row.addWidget(self._forge_install_btn, 1)
+
+ self._forge_uninstall_btn = _make_btn("⬆ Uninstall Forge", "#7a3a3a")
+ self._forge_uninstall_btn.setMinimumHeight(30)
+ self._forge_uninstall_btn.clicked.connect(self._uninstall_forge)
+ forge_btn_row.addWidget(self._forge_uninstall_btn, 1)
+ forge_section_layout.addLayout(forge_btn_row)
+
+ plugins_inner.addWidget(self._step8_forge_section)
+
+ self._step8_tli_credits = QLabel("Idea by Sakura · Plugin by Kao_SSS")
+ self._step8_tli_credits.setStyleSheet("color:#6a6a6a;font-size:11px;font-style:italic;padding-top:2px;")
+ plugins_inner.addWidget(self._step8_tli_credits)
+
+ layout.addWidget(plugins_box)
+ self._step8_playtest_box = plugins_box
+ self._step8_forge_box = self._step8_forge_section
- layout.addWidget(box)
- self._step8_playtest_box = box
self._populate_tli_editor_combo()
- self._load_tli_editor_settings()
+ self._load_playtest_settings()
def _populate_tli_editor_combo(self, select: str | None = None):
"""Fill editor dropdown with auto-detect, found editors, and custom."""
@@ -2663,18 +2744,24 @@ class WorkflowTab(QWidget):
"No VS Code / Cursor found — install one or choose Custom path."
)
- def _load_tli_editor_settings(self):
- """Load TL Inspector editor settings from .env into Step 8 controls."""
+ def _load_playtest_settings(self):
+ """Load playtest hotkeys and editor settings from .env into Step 8 controls."""
try:
- from util.tl_inspector.config import load_config
+ from util.playtest.config import load_config
cfg = load_config()
except Exception:
- cfg = {"editorCmd": "auto"}
+ cfg = {
+ "hotkey": "F9",
+ "forgeHotkey": "F10",
+ "editorCmd": "auto",
+ }
+ self._pt_hotkey_edit.setText(cfg.get("hotkey", "F9"))
+ self._pt_forge_hotkey_edit.setText(cfg.get("forgeHotkey", "F10"))
self._populate_tli_editor_combo(select=cfg.get("editorCmd", "auto"))
- def _resolve_tli_config(self) -> dict:
- """Build config dict from Step 8 editor controls."""
+ def _resolve_playtest_config(self) -> dict:
+ """Build playtest config dict from Step 8 controls."""
mode = self._tli_editor_combo.currentData()
if mode == "__custom__":
editor = self._tli_editor_custom.text().strip() or "auto"
@@ -2683,7 +2770,74 @@ class WorkflowTab(QWidget):
else:
editor = "auto"
- return {"editorCmd": editor, "workspaceFolder": "auto"}
+ return {
+ "hotkey": self._pt_hotkey_edit.text().strip() or "F9",
+ "forgeHotkey": self._pt_forge_hotkey_edit.text().strip() or "F10",
+ "editorCmd": editor,
+ "workspaceFolder": "auto",
+ }
+
+ def _save_playtest_settings(self):
+ cfg = self._resolve_playtest_config()
+ try:
+ from util.playtest.config import save_config
+ save_config(cfg)
+ self._log(
+ "✅ Playtest settings saved — "
+ f"inspector={cfg['hotkey']}, forge={cfg['forgeHotkey']}, "
+ f"editor={cfg['editorCmd']}"
+ )
+ except Exception as exc:
+ self._log(f"❌ Could not save playtest settings: {exc}")
+
+ def _apply_playtest_settings(self):
+ game_root = self.folder_edit.text().strip()
+ if not game_root:
+ self._log("⚠ No game folder set. Complete Step 0 first.")
+ return
+ cfg = self._resolve_playtest_config()
+ try:
+ from util.forge.installer import detect_mz
+ from util.playtest.config import save_config
+
+ save_config(cfg)
+ is_mz = detect_mz(Path(game_root)) is not None
+ msgs: list[str] = []
+ if is_mz:
+ from util.forge.installer import apply_config as apply_forge
+ from util.forge.installer import status as forge_status
+ if forge_status(Path(game_root)).get("plugin_file"):
+ ok, msg = apply_forge(Path(game_root), cfg)
+ msgs.append(("✅ " if ok else "❌ ") + msg)
+ from util.tl_inspector.installer import apply_config as apply_tli
+ from util.tl_inspector.installer import status as tli_status
+ if tli_status(Path(game_root)).get("plugin_file"):
+ ok, msg = apply_tli(Path(game_root), cfg)
+ msgs.append(("✅ " if ok else "❌ ") + msg)
+ if not msgs:
+ self._log("⚠ No playtest plugins installed in this game folder.")
+ return
+ for line in msgs:
+ self._log(line)
+ except Exception as exc:
+ self._log(f"❌ Could not apply playtest settings: {exc}")
+ return
+ self._refresh_playtest_status()
+
+ def _refresh_playtest_status(self):
+ """Update Step 8 status labels for the current engine."""
+ if getattr(self, "_step8_playtest_box", None) is not None:
+ self._refresh_tl_inspector_status()
+ game_root = self.folder_edit.text().strip()
+ is_mz = False
+ if game_root:
+ try:
+ from util.forge.installer import detect_mz
+ is_mz = detect_mz(Path(game_root)) is not None
+ except Exception:
+ is_mz = False
+ if is_mz:
+ self._refresh_forge_status()
def _on_tli_editor_combo_changed(self, _index: int | None = None):
custom = self._tli_editor_combo.currentData() == "__custom__"
@@ -2715,32 +2869,13 @@ class WorkflowTab(QWidget):
self._tli_editor_custom.setText(path)
def _save_tli_editor_settings(self):
- cfg = self._resolve_tli_config()
- try:
- from util.tl_inspector.config import save_config
- save_config(cfg)
- self._log(f"✅ TL Inspector settings saved — editor={cfg['editorCmd']}")
- except Exception as exc:
- self._log(f"❌ Could not save TL Inspector settings: {exc}")
+ self._save_playtest_settings()
def _apply_tli_editor_settings(self):
- game_root = self.folder_edit.text().strip()
- if not game_root:
- self._log("⚠ No game folder set. Complete Step 0 first.")
- return
- cfg = self._resolve_tli_config()
- try:
- from util.tl_inspector.config import save_config
- from util.tl_inspector.installer import apply_config
- save_config(cfg)
- ok, msg = apply_config(Path(game_root), cfg)
- except Exception as exc:
- self._log(f"❌ Could not apply TL Inspector settings: {exc}")
- return
- self._log(("✅ " if ok else "❌ ") + msg)
+ self._apply_playtest_settings()
def _refresh_tl_inspector_status(self):
- """Update Step 8 status label from the current game folder."""
+ """Update Step 8 TL Inspector status label from the current game folder."""
label = getattr(self, "_tli_status_label", None)
if label is None:
return
@@ -2782,9 +2917,9 @@ class WorkflowTab(QWidget):
if not game_root:
self._log("⚠ No game folder set. Complete Step 0 first.")
return
- cfg = self._resolve_tli_config()
+ cfg = self._resolve_playtest_config()
try:
- from util.tl_inspector.config import save_config
+ from util.playtest.config import save_config
from util.tl_inspector.installer import install
save_config(cfg)
ok, msg = install(Path(game_root), cfg=cfg)
@@ -2792,7 +2927,7 @@ class WorkflowTab(QWidget):
self._log(f"❌ TL Inspector install failed: {exc}")
return
self._log(("✅ " if ok else "❌ ") + msg)
- self._refresh_tl_inspector_status()
+ self._refresh_playtest_status()
def _uninstall_tl_inspector(self):
game_root = self.folder_edit.text().strip()
@@ -2815,7 +2950,114 @@ class WorkflowTab(QWidget):
self._log(f"❌ TL Inspector uninstall failed: {exc}")
return
self._log(("✅ " if ok else "❌ ") + msg)
- self._refresh_tl_inspector_status()
+ self._refresh_playtest_status()
+
+ def _refresh_forge_status(self):
+ """Update Step 8 Forge status label from the current game folder."""
+ label = getattr(self, "_forge_status_label", None)
+ if label is None:
+ return
+ game_root = self.folder_edit.text().strip()
+ if not game_root:
+ label.setText("Status: no game folder set — complete Step 0 first.")
+ label.setStyleSheet("color:#7a7a7a;font-size:13px;")
+ return
+ try:
+ from util.forge.installer import detect_mz, status
+ if detect_mz(Path(game_root)) is None:
+ label.setText("Status: not an MZ project (Forge is MZ-only).")
+ label.setStyleSheet("color:#e9a12a;font-size:13px;")
+ return
+ st = status(Path(game_root))
+ except Exception as exc:
+ label.setText(f"Status: error — {exc}")
+ label.setStyleSheet("color:#f48771;font-size:13px;")
+ return
+
+ msg = st.get("message", "")
+ if st.get("declared") and st.get("plugin_file"):
+ detail = "plugin declared in plugins.js and file present"
+ elif st.get("declared"):
+ detail = "declared in plugins.js (plugin file missing)"
+ elif st.get("plugin_file"):
+ detail = "plugin file present (not declared in plugins.js)"
+ else:
+ detail = "not installed"
+ label.setText(f"Status: RPG Maker MZ · {msg} — {detail}")
+ color = "#6a9a6a" if st.get("declared") and st.get("plugin_file") else "#9d9d9d"
+ label.setStyleSheet(f"color:{color};font-size:13px;")
+
+ def _install_forge(self):
+ game_root = self.folder_edit.text().strip()
+ if not game_root:
+ self._log("⚠ No game folder set. Complete Step 0 first.")
+ return
+ cfg = self._resolve_playtest_config()
+ try:
+ from util.playtest.config import save_config
+ from util.forge.installer import install
+ save_config(cfg)
+ ok, msg = install(Path(game_root), cfg=cfg)
+ except Exception as exc:
+ self._log(f"❌ Forge install failed: {exc}")
+ return
+ self._log(("✅ " if ok else "❌ ") + msg)
+ self._refresh_playtest_status()
+
+ def _install_both_playtest(self):
+ game_root = self.folder_edit.text().strip()
+ if not game_root:
+ self._log("⚠ No game folder set. Complete Step 0 first.")
+ return
+ try:
+ from util.forge.installer import detect_mz
+ if detect_mz(Path(game_root)) is None:
+ self._log("⚠ Install Both is for MZ projects only.")
+ return
+ except Exception as exc:
+ self._log(f"❌ Could not detect engine: {exc}")
+ return
+
+ cfg = self._resolve_playtest_config()
+ try:
+ from util.playtest.config import save_config
+ from util.tl_inspector.installer import install as install_tli
+ from util.forge.installer import install as install_forge
+
+ save_config(cfg)
+ ok_tli, msg_tli = install_tli(Path(game_root), cfg=cfg)
+ self._log(("✅ " if ok_tli else "❌ ") + msg_tli)
+ if not ok_tli:
+ return
+ ok_forge, msg_forge = install_forge(Path(game_root), cfg=cfg)
+ self._log(("✅ " if ok_forge else "❌ ") + msg_forge)
+ except Exception as exc:
+ self._log(f"❌ Install Both failed: {exc}")
+ return
+ self._refresh_playtest_status()
+
+ def _uninstall_forge(self):
+ game_root = self.folder_edit.text().strip()
+ if not game_root:
+ self._log("⚠ No game folder set. Complete Step 0 first.")
+ return
+ reply = QMessageBox.question(
+ self,
+ "Uninstall Forge",
+ "Remove Forge_MZ from plugins.js and delete the plugin file?",
+ QMessageBox.Yes | QMessageBox.No,
+ QMessageBox.No,
+ )
+ if reply != QMessageBox.Yes:
+ return
+ try:
+ from util.forge.installer import uninstall
+ ok, msg = uninstall(Path(game_root))
+ except Exception as exc:
+ self._log(f"❌ Forge uninstall failed: {exc}")
+ return
+ self._log(("✅ " if ok else "❌ ") + msg)
+ self._refresh_playtest_status()
# ─────────────────────────────────────────────────────────────────────────
# Step 0 – Project Folder logic
@@ -2930,10 +3172,32 @@ class WorkflowTab(QWidget):
if is_ace and self._step_tabs.currentIndex() == 8:
self._step_tabs.setCurrentIndex(7)
box = getattr(self, "_step8_playtest_box", None)
- if box is not None:
- box.setEnabled(not is_ace)
+ forge_section = getattr(self, "_step8_forge_section", None)
+ is_mz = False
if not is_ace:
- self._refresh_tl_inspector_status()
+ game_root = self.folder_edit.text().strip()
+ if game_root:
+ try:
+ from util.forge.installer import detect_mz
+ is_mz = detect_mz(Path(game_root)) is not None
+ except Exception:
+ is_mz = False
+ if box is not None:
+ box.setVisible(not is_ace)
+ box.setEnabled(not is_ace)
+ if forge_section is not None:
+ forge_section.setVisible(is_mz)
+ install_both_btn = getattr(self, "_install_both_btn", None)
+ if install_both_btn is not None:
+ install_both_btn.setVisible(is_mz)
+ forge_hk_lbl = getattr(self, "_pt_forge_hotkey_lbl", None)
+ forge_hk_edit = getattr(self, "_pt_forge_hotkey_edit", None)
+ if forge_hk_lbl is not None:
+ forge_hk_lbl.setVisible(is_mz)
+ if forge_hk_edit is not None:
+ forge_hk_edit.setVisible(is_mz)
+ if not is_ace:
+ self._refresh_playtest_status()
def _detect_folder(self):
folder = self.folder_edit.text().strip()
@@ -3060,6 +3324,7 @@ class WorkflowTab(QWidget):
"border-radius:4px;margin:4px 0;"
)
self._log(f"Detected data folder: {data_path} (engine: {engine})")
+ self._update_step6_for_engine(False)
worker = _ScanWorker(self._data_path, self._engine)
worker.done.connect(self._on_scan_done)
diff --git a/util/forge/Forge_MZ.bat b/util/forge/Forge_MZ.bat
new file mode 100644
index 0000000..705a64b
--- /dev/null
+++ b/util/forge/Forge_MZ.bat
@@ -0,0 +1,105 @@
+@echo off
+rem ============================================================================
+rem Forge_MZ installer / uninstaller (RPG Maker MZ only)
+rem Put this file and Forge_MZ.js in the GAME ROOT (next to the .exe /
+rem index.html), then double-click this file.
+rem - Not installed yet -> installs it (copies the plugin into the plugins
+rem folder and declares it at the end of plugins.js).
+rem - Already installed -> asks whether to remove it.
+rem ============================================================================
+chcp 65001 >nul
+setlocal
+set "FORGE_ROOT=%~dp0"
+powershell -NoProfile -ExecutionPolicy Bypass -Command "$l=Get-Content -LiteralPath '%~f0'; $i=[Array]::IndexOf($l,'#:PSSTART'); Invoke-Expression (($l[($i+1)..($l.Count-1)]) -join [char]10)"
+endlocal
+exit /b
+#:PSSTART
+$ErrorActionPreference = 'Stop'
+try { [Console]::OutputEncoding = [Text.Encoding]::UTF8 } catch {}
+function PauseExit { [void](Read-Host "`nPress Enter to exit"); exit }
+
+$root = $env:FORGE_ROOT
+Write-Host "============================================"
+Write-Host " Forge_MZ installer (RPG Maker MZ only)"
+Write-Host "============================================"
+
+# --- Detect MZ / locate plugins.js ------------------------------------------
+$mzJs = Join-Path $root 'js\plugins.js'
+if (Test-Path -LiteralPath $mzJs) {
+ $pluginsJs = $mzJs; $pluginsDir = Join-Path $root 'js\plugins'
+} else {
+ Write-Host ""
+ Write-Host "ERROR: No RPG Maker MZ game found here." -ForegroundColor Red
+ Write-Host "Could not find 'js\plugins.js'."
+ Write-Host "Forge is MZ-only. Place this installer and Forge_MZ.js in the"
+ Write-Host "game ROOT folder (the one containing the .exe / index.html)."
+ PauseExit
+}
+Write-Host "Detected RPG Maker MZ"
+Write-Host ("plugins list: {0}" -f $pluginsJs)
+
+$target = Join-Path $pluginsDir 'Forge_MZ.js'
+$srcRoot = Join-Path $root 'Forge_MZ.js'
+$utf8 = New-Object System.Text.UTF8Encoding($false) # no BOM
+$content = [IO.File]::ReadAllText($pluginsJs)
+$nl = if ($content -match "`r`n") { "`r`n" } else { "`n" }
+$declared = [regex]::IsMatch($content, '"name"\s*:\s*"Forge_MZ"')
+$fileThere = Test-Path -LiteralPath $target
+
+# --- Already installed -> offer to remove -----------------------------------
+if ($declared -or $fileThere) {
+ Write-Host ""
+ Write-Host "Forge_MZ is currently INSTALLED." -ForegroundColor Yellow
+ $ans = Read-Host "Remove it? (Y/N)"
+ if ($ans -match '^(y|yes)$') {
+ if ($declared) {
+ $kept = ($content -split "`r?`n") | Where-Object { $_ -notmatch '"name"\s*:\s*"Forge_MZ"' }
+ $newText = ($kept -join $nl)
+ $newText = [regex]::Replace($newText, ',(\s*)\];', '$1];')
+ [IO.File]::WriteAllText($pluginsJs, $newText, $utf8)
+ Write-Host "Removed the Forge_MZ entry from plugins.js"
+ }
+ if ($fileThere) {
+ Remove-Item -LiteralPath $target -Force
+ Write-Host ("Deleted {0}" -f $target)
+ }
+ Write-Host ""
+ Write-Host "Uninstalled." -ForegroundColor Green
+ } else {
+ Write-Host "Cancelled - nothing changed."
+ }
+ PauseExit
+}
+
+# --- Not installed -> install -----------------------------------------------
+if (-not (Test-Path -LiteralPath $srcRoot)) {
+ Write-Host ""
+ Write-Host "ERROR: Forge_MZ.js was not found next to this installer." -ForegroundColor Red
+ Write-Host ("Expected: {0}" -f $srcRoot)
+ Write-Host "Copy Forge_MZ.js into the game root and run this again."
+ PauseExit
+}
+if (-not (Test-Path -LiteralPath $pluginsDir)) {
+ New-Item -ItemType Directory -Path $pluginsDir -Force | Out-Null
+}
+Copy-Item -LiteralPath $srcRoot -Destination $target -Force
+Write-Host ("Copied plugin -> {0}" -f $target)
+
+$entry = ' { "name": "Forge_MZ", "status": true, "description": "Forge — in-game cheat & editor overlay", "parameters": {} }'
+$idx = $content.LastIndexOf('];')
+if ($idx -lt 0) {
+ Write-Host ""
+ Write-Host "ERROR: could not find the end of the plugin list ( ]; ) in plugins.js." -ForegroundColor Red
+ Write-Host "The plugin file was copied; please add this line before the ']' yourself:"
+ Write-Host $entry
+ PauseExit
+}
+$before = $content.Substring(0, $idx).TrimEnd()
+$after = $content.Substring($idx)
+$sep = if ($before.EndsWith(',')) { $nl } else { ',' + $nl }
+$newText = $before + $sep + $entry + $nl + ' ' + $after
+[IO.File]::WriteAllText($pluginsJs, $newText, $utf8)
+Write-Host "Declared Forge_MZ at the end of plugins.js"
+Write-Host ""
+Write-Host "Installed! Start the game and press F10 to open Forge." -ForegroundColor Green
+PauseExit
diff --git a/util/forge/Forge_MZ.js b/util/forge/Forge_MZ.js
new file mode 100644
index 0000000..e73684e
--- /dev/null
+++ b/util/forge/Forge_MZ.js
@@ -0,0 +1,1093 @@
+//=============================================================================
+// Forge_MZ.js — In-game cheat & editor overlay for RPG Maker MZ
+//=============================================================================
+/*:
+ * @target MZ
+ * @plugindesc Forge — modern in-game editor: variables, switches, items, actors, gold, teleport, common events, freeze/lock & battle cheats. (MZ)
+ * @author len (Forge - clean-room, MTool-inspired)
+ * @url
+ *
+ * @param hotkey
+ * @text Toggle Hotkey
+ * @desc Key to toggle the panel.
+ * @type string
+ * @default F10
+ *
+ * @param speedKey
+ * @text Speedhack Key
+ * @desc Key to toggle fast-forward (e.g. Control, Shift, Alt, or a letter).
+ * @type string
+ * @default Control
+ *
+ * @param startOpen
+ * @text Open on start
+ * @desc Open the panel automatically on new game / load.
+ * @type boolean
+ * @default false
+ *
+ * @param itemMaxOverride
+ * @text Item "Max" value
+ * @desc Value used by the "Max" button for item stacks (0 = use engine maxItems).
+ * @type number
+ * @min 0
+ * @default 0
+ *
+ * @command open
+ * @text Open / Toggle Panel
+ * @desc Toggle the Forge overlay.
+ *
+ * @help
+ * Forge — drop-in cheat & editor for RPG Maker MZ.
+ * Place in js/plugins/ and enable in the Plugin Manager. Press F10 to open.
+ *
+ * Sections: Variables · Switches · Items/Weapons/Armors · Actors · Party/Gold ·
+ * Map/Teleport · Common Events · Data Lock (freeze) · Battle cheats.
+ *
+ * All edits are RAM-only and never written to save files. No external requests.
+ * Plugin command "Open / Toggle Panel" toggles the overlay from events.
+ */
+
+/* ===================================================================================
+ * Forge — in-game cheat & editor overlay for RPG Maker MV / MZ (shared core)
+ * Clean-room reimplementation of MTool's variable/value editor. Vanilla JS, zero deps.
+ * This file is the engine-agnostic core; the MV/MZ ship files prepend the plugin header.
+ * Layers: ops (DOM-free, testable) · locks (prototype monkeypatches) · cheats · ui (Shadow DOM)
+ * =================================================================================== */
+(function (root) {
+ 'use strict';
+ if (root && root.__FORGE_CORE__) return;
+
+ // ---------- environment ----------
+ var IS_MZ = (typeof Utils !== 'undefined' && Utils.RPGMAKER_NAME === 'MZ');
+ var nodeFs = null, nodePath = null;
+ try { if (typeof require === 'function') { nodeFs = require('fs'); nodePath = require('path'); } } catch (e) {}
+ function gameCwd() { try { return process.cwd(); } catch (e) { return '.'; } }
+
+ var PARAM_NAMES = ['Max HP', 'Max MP', 'Attack', 'Defense', 'M.Attack', 'M.Defense', 'Agility', 'Luck'];
+
+ // ---------- small utils ----------
+ function clampInt(v, lo, hi) { v = Math.floor(Number(v) || 0); if (v < lo) v = lo; if (hi != null && v > hi) v = hi; return v; }
+ function defined(x) { return typeof x !== 'undefined' && x !== null; }
+ function dataName(d) { return d && d.name ? d.name : ''; }
+ // actor.level may be a getter (number), a method, or only the _level field across engines/plugins.
+ function actorLevel(a) { if (!a) return 0; if (typeof a.level === 'number') return a.level; if (typeof a.level === 'function') return a.level(); return a._level || 1; }
+
+ // ===================================================================================
+ // OPS — pure logic, only touches $game*/$data* globals. Unit-testable.
+ // ===================================================================================
+ var ops = {};
+
+ ops.vars = {
+ count: function () { return defined(window.$dataSystem) ? $dataSystem.variables.length - 1 : 0; },
+ name: function (id) { return (defined(window.$dataSystem) && $dataSystem.variables[id]) || ('Variable ' + id); },
+ get: function (id) { return defined(window.$gameVariables) ? $gameVariables.value(id) : 0; },
+ set: function (id, v) { if (!defined(window.$gameVariables)) return; $gameVariables.setValue(id, typeof v === 'string' && v.trim() !== '' && !isNaN(v) ? Number(v) : v); },
+ list: function () {
+ var out = [], n = this.count();
+ for (var id = 1; id <= n; id++) out.push({ id: id, name: this.name(id), value: this.get(id) });
+ return out;
+ }
+ };
+
+ ops.switches = {
+ count: function () { return defined(window.$dataSystem) ? $dataSystem.switches.length - 1 : 0; },
+ name: function (id) { return (defined(window.$dataSystem) && $dataSystem.switches[id]) || ('Switch ' + id); },
+ get: function (id) { return defined(window.$gameSwitches) ? $gameSwitches.value(id) : false; },
+ set: function (id, v) { if (!defined(window.$gameSwitches)) return; $gameSwitches.setValue(id, !!v); },
+ toggle: function (id) { this.set(id, !this.get(id)); },
+ list: function () {
+ var out = [], n = this.count();
+ for (var id = 1; id <= n; id++) out.push({ id: id, name: this.name(id), value: this.get(id) });
+ return out;
+ }
+ };
+
+ var INV_TABLES = { item: '$dataItems', weapon: '$dataWeapons', armor: '$dataArmors' };
+ ops.inv = {
+ table: function (kind) { return window[INV_TABLES[kind]] || []; },
+ data: function (kind, id) { return this.table(kind)[id] || null; },
+ count: function (kind, id) { var d = this.data(kind, id); return d && defined(window.$gameParty) ? $gameParty.numItems(d) : 0; },
+ maxStack: function (kind, id) { if (MTC._itemMaxOverride > 0) return MTC._itemMaxOverride; var d = this.data(kind, id); return d && defined(window.$gameParty) ? $gameParty.maxItems(d) : 99; },
+ grant: function (kind, id, n) { var d = this.data(kind, id); if (d && defined(window.$gameParty)) $gameParty.gainItem(d, n, false); if (locks.isItemFrozen(kind, id)) LOCK.items.set(itemKey(kind, id), { kind: kind, id: id, value: this.count(kind, id) }); },
+ setCount: function (kind, id, target) { this.grant(kind, id, clampInt(target, 0, null) - this.count(kind, id)); },
+ max: function (kind, id) { this.setCount(kind, id, this.maxStack(kind, id)); },
+ list: function (kind) {
+ var t = this.table(kind), out = [];
+ for (var id = 1; id < t.length; id++) {
+ var d = t[id]; if (!d || !d.name) continue;
+ out.push({ id: id, name: d.name, description: d.description || '', iconIndex: d.iconIndex || 0, count: $gameParty.numItems(d) });
+ }
+ return out;
+ }
+ };
+
+ ops.gold = {
+ get: function () { return defined(window.$gameParty) ? $gameParty.gold() : 0; },
+ max: function () { return defined(window.$gameParty) && $gameParty.maxGold ? $gameParty.maxGold() : 99999999; },
+ add: function (n) {
+ if (!defined(window.$gameParty)) return;
+ if (LOCK.gold != null) { LOCK.gold = clampInt(LOCK.gold + n, 0, this.max()); (locks._origGainGold || $gameParty.gainGold).call($gameParty, LOCK.gold - $gameParty.gold()); return; }
+ if (n >= 0) $gameParty.gainGold(n); else $gameParty.loseGold(-n);
+ },
+ set: function (target) { this.add(clampInt(target, 0, this.max()) - this.get()); }
+ };
+
+ ops.actors = {
+ list: function () {
+ var out = [];
+ if (!defined(window.$dataActors)) return out;
+ for (var id = 1; id < $dataActors.length; id++) {
+ var d = $dataActors[id]; if (!d) continue;
+ var a = $gameActors.actor(id);
+ out.push({ id: id, name: a ? a.name() : d.name, level: a ? actorLevel(a) : (d.initialLevel || 1), inParty: $gameParty._actors ? $gameParty._actors.indexOf(id) >= 0 : false });
+ }
+ return out;
+ },
+ get: function (id) {
+ var a = $gameActors.actor(id); if (!a) return null;
+ var params = [];
+ for (var p = 0; p < 8; p++) params.push({ id: p, name: PARAM_NAMES[p], value: a.param(p) });
+ var skills = [];
+ if (defined(window.$dataSkills)) for (var s = 1; s < $dataSkills.length; s++) { var sk = $dataSkills[s]; if (sk && sk.name) skills.push({ id: s, name: sk.name, learned: a.isLearnedSkill ? a.isLearnedSkill(s) : (a.skills().indexOf(sk) >= 0) }); }
+ var equips = [], slots = a.equipSlots ? a.equipSlots() : [], cur = a.equips();
+ for (var e = 0; e < slots.length; e++) equips.push({ slot: e, etypeId: slots[e], current: cur[e] ? cur[e].name : '(none)' });
+ return {
+ id: id, name: a.name(), level: actorLevel(a), exp: a.currentExp ? a.currentExp() : 0,
+ nextExp: a.nextLevelExp ? a.nextLevelExp() : 0,
+ hp: a.hp, mp: a.mp, tp: a.tp, mhp: a.mhp, mmp: a.mmp,
+ params: params, skills: skills, equips: equips,
+ inParty: $gameParty._actors ? $gameParty._actors.indexOf(id) >= 0 : false
+ };
+ },
+ setLevel: function (id, lv) { var a = $gameActors.actor(id); if (a) { var cap = a.maxLevel ? a.maxLevel() : 99; a.changeLevel(clampInt(lv, 1, cap), false); a.refresh(); } },
+ setExp: function (id, exp) { var a = $gameActors.actor(id); if (a) { a.changeExp(clampInt(exp, 0, null), false); a.refresh(); } },
+ setHp: function (id, v) { var a = $gameActors.actor(id); if (a) { a.setHp(clampInt(v, 0, a.mhp)); a.refresh(); } },
+ setMp: function (id, v) { var a = $gameActors.actor(id); if (a) { a.setMp(clampInt(v, 0, a.mmp)); a.refresh(); } },
+ setTp: function (id, v) { var a = $gameActors.actor(id); if (a && a.setTp) { a.setTp(clampInt(v, 0, 100)); a.refresh(); } },
+ addParam: function (id, pid, delta) { var a = $gameActors.actor(id); if (a) { a.addParam(pid, Math.floor(delta)); a.refresh(); } },
+ // param(pid) = round((paramBase+paramPlus) * paramRate * paramBuffRate) clamped to [paramMin,paramMax].
+ // addParam only mutates paramPlus, so invert the rate to land the *visible* param on target.
+ setParam: function (id, pid, target) {
+ var a = $gameActors.actor(id); if (!a) return;
+ var rate = (a.paramRate ? a.paramRate(pid) : 1) * (a.paramBuffRate ? a.paramBuffRate(pid) : 1) || 1;
+ var cap = a.paramMax ? a.paramMax(pid) : null;
+ var want = clampInt(target, a.paramMin ? a.paramMin(pid) : 0, cap);
+ var base = a.paramBase ? a.paramBase(pid) : 0, plus = (a.paramPlus ? a.paramPlus(pid) : (a._paramPlus ? a._paramPlus[pid] : 0)) || 0;
+ a.addParam(pid, Math.round(want / rate) - base - plus);
+ a.refresh();
+ },
+ learn: function (id, skillId) { var a = $gameActors.actor(id); if (a) a.learnSkill(skillId); },
+ forget: function (id, skillId) { var a = $gameActors.actor(id); if (a) a.forgetSkill(skillId); },
+ equip: function (id, slotId, kind, itemId) { var a = $gameActors.actor(id); if (!a) return; var item = itemId ? ops.inv.data(kind, itemId) : null; if (a.forceChangeEquip) a.forceChangeEquip(slotId, item); else a.changeEquip(slotId, item); a.refresh(); },
+ recover: function (id) { var a = $gameActors.actor(id); if (a) { a.recoverAll(); a.refresh(); } },
+ setName: function (id, name) { var a = $gameActors.actor(id); if (a) a.setName(String(name)); },
+ addToParty: function (id) { $gameParty.addActor(id); },
+ removeFromParty: function (id) { $gameParty.removeActor(id); }
+ };
+
+ ops.party = {
+ members: function () { return defined(window.$gameParty) ? $gameParty.members().map(function (a) { return { id: a.actorId(), name: a.name(), level: actorLevel(a) }; }) : []; },
+ add: function (id) { if (defined(window.$gameParty)) $gameParty.addActor(id); },
+ remove: function (id) { if (defined(window.$gameParty)) $gameParty.removeActor(id); },
+ steps: function () { return defined(window.$gameParty) ? $gameParty.steps() : 0; },
+ // RPG Maker derives playtime from frame count (Game_System has no playtime()).
+ playtime: function () { return (typeof Graphics !== 'undefined' && Graphics.frameCount) ? Math.floor(Graphics.frameCount / 60) : 0; }
+ };
+
+ ops.map = {
+ list: function () {
+ var out = [];
+ if (!defined(window.$dataMapInfos)) return out;
+ for (var id = 1; id < $dataMapInfos.length; id++) { var m = $dataMapInfos[id]; if (m) out.push({ id: id, name: m.name || ('Map ' + id) }); }
+ return out;
+ },
+ current: function () { if (!defined(window.$gameMap) || !defined(window.$gamePlayer)) return { mapId: 0, x: 0, y: 0, dir: 2 }; return { mapId: $gameMap.mapId(), x: $gamePlayer.x, y: $gamePlayer.y, dir: $gamePlayer.direction ? $gamePlayer.direction() : 2 }; },
+ teleport: function (mapId, x, y, dir, fade) { $gamePlayer.reserveTransfer(mapId, clampInt(x, 0, null), clampInt(y, 0, null), dir || 0, fade == null ? 0 : fade); },
+ loadMapFile: function (mapId) {
+ if (!nodeFs) return null;
+ try { var f = 'Map' + String(mapId).padStart(3, '0') + '.json'; return JSON.parse(nodeFs.readFileSync(nodePath.join(gameCwd(), 'data', f), 'utf8')); }
+ catch (e) { return null; }
+ },
+ noclip: function (b) { locks.state.noclip = !!b; if (defined(window.$gamePlayer)) $gamePlayer.setThrough(!!b); },
+ isNoclip: function () { return !!locks.state.noclip; },
+ speed: function (n) { if (defined(window.$gamePlayer)) $gamePlayer.setMoveSpeed(clampInt(n, 1, 8)); }
+ };
+
+ ops.commonev = {
+ list: function () {
+ var out = [];
+ if (!defined(window.$dataCommonEvents)) return out;
+ for (var id = 1; id < $dataCommonEvents.length; id++) { var c = $dataCommonEvents[id]; if (c) out.push({ id: id, name: c.name || ('Common Event ' + id) }); }
+ return out;
+ },
+ run: function (id) { if (defined(window.$gameTemp)) $gameTemp.reserveCommonEvent(id); }
+ };
+
+ ops.battle = {
+ inBattle: function () {
+ if (typeof SceneManager === 'undefined' || !SceneManager._scene) return false;
+ if (typeof Scene_Battle !== 'undefined' && SceneManager._scene instanceof Scene_Battle) return true;
+ var c = SceneManager._scene.constructor; // fallback if class binding unavailable
+ return !!(c && c.name === 'Scene_Battle');
+ },
+ instantWin: function () {
+ if (typeof $gameTroop === 'undefined' || !$gameTroop) return;
+ $gameTroop.members().forEach(function (e) {
+ e.setHp(0);
+ if (e.deathStateId && e.addState) e.addState(e.deathStateId()); // mark actually dead
+ else if (e.die) e.die();
+ if (e.performCollapse) e.performCollapse(); // visual collapse
+ e.refresh();
+ });
+ if (typeof BattleManager !== 'undefined' && BattleManager.checkBattleEnd) BattleManager.checkBattleEnd();
+ },
+ flee: function () { if (typeof BattleManager !== 'undefined' && BattleManager.processAbort) BattleManager.processAbort(); }
+ };
+
+ // ===================================================================================
+ // LOCKS — prototype-level monkeypatches + per-frame re-assertion. Installed once.
+ // ===================================================================================
+ var LOCK = { vars: new Map(), switches: new Map(), items: new Map(), gold: null, stats: new Map(), noclip: false };
+ function itemKey(kind, id) { return kind + ':' + id; }
+
+ var locks = {
+ state: LOCK,
+ _installed: false,
+ install: function () {
+ if (this._installed) return; this._installed = true;
+ // Variables
+ if (typeof Game_Variables !== 'undefined') {
+ var _sv = Game_Variables.prototype.setValue;
+ Game_Variables.prototype.setValue = function (id, value) { if (LOCK.vars.has(id)) value = LOCK.vars.get(id); _sv.call(this, id, value); };
+ }
+ // Switches
+ if (typeof Game_Switches !== 'undefined') {
+ var _ss = Game_Switches.prototype.setValue;
+ Game_Switches.prototype.setValue = function (id, value) { if (LOCK.switches.has(id)) value = LOCK.switches.get(id); _ss.call(this, id, value); };
+ }
+ // Gold: substitute (not block) so freezeGold can re-snapshot on edit; item freeze is tick-based
+ // (NOT a gainItem block) so equip bookkeeping / give-take still runs, corrected next frame.
+ if (typeof Game_Party !== 'undefined') {
+ var _gg = Game_Party.prototype.gainGold;
+ locks._origGainGold = _gg;
+ Game_Party.prototype.gainGold = function (n) { if (LOCK.gold != null) return; _gg.call(this, n); };
+ }
+ // Battle: god mode + OHKO via one executeHpDamage override
+ if (typeof Game_Action !== 'undefined') {
+ var _ehd = Game_Action.prototype.executeHpDamage;
+ Game_Action.prototype.executeHpDamage = function (target, value) {
+ if (CHEAT.god && target.isActor && target.isActor() && value > 0) value = 0;
+ if (CHEAT.ohko && this.subject().isActor && this.subject().isActor() && target.isEnemy && target.isEnemy()) value = target.hp;
+ _ehd.call(this, target, value);
+ };
+ }
+ // God mode also blocks non-action HP loss for actors (slip/regen, event Change-HP) + floor damage.
+ if (typeof Game_Battler !== 'undefined' && Game_Battler.prototype.gainHp) {
+ var _gh = Game_Battler.prototype.gainHp;
+ Game_Battler.prototype.gainHp = function (value) { if (CHEAT.god && this.isActor && this.isActor() && value < 0) value = 0; _gh.call(this, value); };
+ }
+ if (typeof Game_Actor !== 'undefined' && Game_Actor.prototype.executeFloorDamage) {
+ var _efd = Game_Actor.prototype.executeFloorDamage;
+ Game_Actor.prototype.executeFloorDamage = function () { if (CHEAT.god) return; _efd.call(this); };
+ }
+ // No encounters
+ if (typeof Game_Player !== 'undefined') {
+ var _epv = Game_Player.prototype.encounterProgressValue;
+ Game_Player.prototype.encounterProgressValue = function () { return CHEAT.noEncounter ? 0 : _epv.call(this); };
+ }
+ // Speedhack: drive the scene update extra times per frame (speed>1) or skip frames (speed<1).
+ // Input is still read once per real frame, so the whole game (movement, anim, battle, messages,
+ // events, timers) runs faster/slower. Works for MV and MZ (both expose SceneManager.updateScene).
+ if (typeof SceneManager !== 'undefined' && SceneManager.updateScene) {
+ var _updateScene = SceneManager.updateScene, _spdAcc = 0;
+ // Extra updates are only safe in a steady scene: the scene must be started, not changing, and
+ // (on a map) not mid-transfer — otherwise $dataMap is briefly null and the scroll code throws.
+ function speedSafe(mgr) {
+ if (mgr.isCurrentSceneStarted) { if (!mgr.isCurrentSceneStarted()) return false; } // MV
+ else if (mgr._scene && mgr._scene.isStarted) { if (!mgr._scene.isStarted()) return false; } // MZ
+ if (mgr.isSceneChanging && mgr.isSceneChanging()) return false; // mid scene transition
+ if (typeof $gamePlayer !== 'undefined' && $gamePlayer && $gamePlayer.isTransferring && $gamePlayer.isTransferring()) return false;
+ if (typeof DataManager !== 'undefined' && DataManager.isMapLoaded && !DataManager.isMapLoaded()) return false; // map (re)loading
+ return true;
+ }
+ SceneManager.updateScene = function () {
+ var sp = CHEAT.speed || 1;
+ if (sp >= 1) {
+ _updateScene.call(this);
+ if (sp > 1 && this._scene && typeof this._scene.update === 'function' && speedSafe(this)) {
+ _spdAcc += (sp - 1);
+ var guard = 0;
+ while (_spdAcc >= 1 && guard++ < 64) { _spdAcc -= 1; try { this._scene.update(); } catch (e) { _spdAcc = 0; break; } }
+ } else { _spdAcc = 0; } // not safe / not boosting -> don't bank up a burst of catch-up updates
+ } else {
+ _spdAcc += sp;
+ if (_spdAcc >= 1) { _spdAcc -= 1; _updateScene.call(this); }
+ else if (this._scene) { // skip the game advance this frame, keep start/ready bookkeeping
+ var u = this._scene.update; this._scene.update = function () {};
+ try { _updateScene.call(this); } finally { this._scene.update = u; }
+ }
+ }
+ };
+ }
+ // Clear stale freeze snapshots when the engine swaps in fresh game objects (new game / load).
+ if (typeof DataManager !== 'undefined') {
+ if (DataManager.setupNewGame) { var _sng = DataManager.setupNewGame; DataManager.setupNewGame = function () { locks.clearAll(); _sng.call(this); }; }
+ if (DataManager.extractSaveContents) { var _esc = DataManager.extractSaveContents; DataManager.extractSaveContents = function (c) { locks.clearAll(); return _esc.call(this, c); }; }
+ }
+ },
+ // Freeze setters update both the lock map and the live value once. Maps store parsed objects so
+ // the per-frame tick never re-parses string keys.
+ freezeVar: function (id, on) { if (on) { LOCK.vars.set(id, ops.vars.get(id)); ops.vars.set(id, ops.vars.get(id)); } else LOCK.vars.delete(id); },
+ freezeSwitch: function (id, on) { if (on) LOCK.switches.set(id, ops.switches.get(id)); else LOCK.switches.delete(id); },
+ freezeItem: function (kind, id, on) { var k = itemKey(kind, id); if (on) LOCK.items.set(k, { kind: kind, id: id, value: ops.inv.count(kind, id) }); else LOCK.items.delete(k); },
+ freezeGold: function (on) { LOCK.gold = on ? ops.gold.get() : null; },
+ freezeStat: function (actorId, stat, on) { var k = actorId + ':' + stat; if (on) { var a = defined(window.$gameActors) ? $gameActors.actor(actorId) : null; LOCK.stats.set(k, { actorId: actorId, stat: stat, value: a ? a[stat] : 0 }); } else LOCK.stats.delete(k); },
+ isVarFrozen: function (id) { return LOCK.vars.has(id); },
+ isSwitchFrozen: function (id) { return LOCK.switches.has(id); },
+ isItemFrozen: function (kind, id) { return LOCK.items.has(itemKey(kind, id)); },
+ isStatFrozen: function (actorId, stat) { return LOCK.stats.has(actorId + ':' + stat); },
+ // Per-frame: re-assert values the overrides can't catch (hp/mp/tp, gold target, item counts, noclip).
+ tick: function () {
+ if (!LOCK.noclip && LOCK.gold == null && !LOCK.stats.size && !LOCK.items.size) return; // early-out
+ if (LOCK.noclip && defined(window.$gamePlayer) && !$gamePlayer.isThrough()) $gamePlayer.setThrough(true);
+ if (LOCK.gold != null && defined(window.$gameParty) && $gameParty.gold() !== LOCK.gold) (locks._origGainGold || $gameParty.gainGold).call($gameParty, LOCK.gold - $gameParty.gold());
+ if (LOCK.stats.size && defined(window.$gameActors)) {
+ LOCK.stats.forEach(function (e) {
+ var a = $gameActors.actor(e.actorId); if (!a) return;
+ if (e.stat === 'hp' && a.hp !== e.value) a.setHp(Math.min(e.value, a.mhp));
+ else if (e.stat === 'mp' && a.mp !== e.value) a.setMp(Math.min(e.value, a.mmp));
+ else if (e.stat === 'tp' && a.tp !== e.value && a.setTp) a.setTp(e.value);
+ });
+ }
+ if (LOCK.items.size && defined(window.$gameParty)) {
+ LOCK.items.forEach(function (e) { if (ops.inv.count(e.kind, e.id) !== e.value) { var d = ops.inv.data(e.kind, e.id); if (d) $gameParty.gainItem(d, e.value - ops.inv.count(e.kind, e.id), false); } });
+ }
+ },
+ summary: function () {
+ var out = [];
+ LOCK.vars.forEach(function (v, id) { out.push({ type: 'var', id: id, label: 'Var ' + id + ' · ' + ops.vars.name(id), value: v }); });
+ LOCK.switches.forEach(function (v, id) { out.push({ type: 'switch', id: id, label: 'Switch ' + id + ' · ' + ops.switches.name(id), value: v ? 'ON' : 'OFF' }); });
+ LOCK.items.forEach(function (e, key) { out.push({ type: 'item', key: key, label: e.kind + ' ' + e.id + ' · ' + (ops.inv.data(e.kind, e.id) ? ops.inv.data(e.kind, e.id).name : ''), value: e.value }); });
+ LOCK.stats.forEach(function (e, key) { out.push({ type: 'stat', key: key, label: 'Actor ' + e.actorId + ' · ' + e.stat.toUpperCase(), value: e.value }); });
+ if (LOCK.gold != null) out.push({ type: 'gold', label: 'Gold (frozen)', value: LOCK.gold });
+ if (LOCK.noclip) out.push({ type: 'noclip', label: 'Noclip (active)', value: 'ON' });
+ return out;
+ },
+ clearAll: function () { LOCK.vars.clear(); LOCK.switches.clear(); LOCK.items.clear(); LOCK.stats.clear(); LOCK.gold = null; if (LOCK.noclip) ops.map.noclip(false); }
+ };
+
+ // ===================================================================================
+ // CHEATS — global toggles consumed by the lock overrides + battle actions.
+ // ===================================================================================
+ var CHEAT = { god: false, ohko: false, noEncounter: false, speed: 1, uiFocused: false };
+ var cheats = {
+ state: CHEAT,
+ setGod: function (b) { CHEAT.god = !!b; },
+ setOhko: function (b) { CHEAT.ohko = !!b; },
+ setNoEncounter: function (b) { CHEAT.noEncounter = !!b; },
+ setSpeed: function (n) { CHEAT.speed = Math.max(0.1, Math.min(Number(n) || 1, 16)); },
+ toggleSpeed: function () { this.setSpeed(CHEAT.speed !== 1 ? 1 : (MTC._speedBoost || 2)); return CHEAT.speed; },
+ instantWin: function () { ops.battle.instantWin(); },
+ flee: function () { ops.battle.flee(); }
+ };
+
+ // expose the assembled API (UI is attached below if a real DOM is present)
+ var MTC = { env: { IS_MZ: IS_MZ }, ops: ops, locks: locks, cheats: cheats, LOCK: LOCK, CHEAT: CHEAT, PARAM_NAMES: PARAM_NAMES, _itemMaxOverride: 0, _hotkey: 'F10', _speedKey: 'Control', _speedBoost: 2 };
+ if (root) { root.Forge = MTC; root.__FORGE_CORE__ = true; }
+ if (typeof module !== 'undefined' && module.exports) module.exports = MTC;
+
+ // ---- engine boot hooks (guarded; only when classes exist) ----
+ if (typeof Scene_Base !== 'undefined') {
+ var _su = Scene_Base.prototype.update;
+ Scene_Base.prototype.update = function () { _su.call(this); try { locks.tick(); } catch (e) {} };
+ }
+ // install lock overrides as soon as the game classes are available
+ try { locks.install(); } catch (e) {}
+
+ // ---- UI: attach only when a real browser DOM is available (skipped in Node tests) ----
+ if (typeof document !== 'undefined' && document.body && typeof document.body.attachShadow === 'function' && typeof window !== 'undefined') {
+ try { MTC.ui = buildUI(MTC); } catch (e) { try { console.error('[Forge] UI init failed', e); } catch (_) {} }
+ }
+
+ // ===================================================================================
+ // UI — Shadow-DOM overlay. Inlined so the single ship file works with zero deps.
+ // ===================================================================================
+ function buildUI(API) {
+ var LS = 'forge:';
+ function store(k, v) { try { localStorage.setItem(LS + k, JSON.stringify(v)); } catch (e) {} }
+ function load(k, d) { try { var s = localStorage.getItem(LS + k); return s == null ? d : JSON.parse(s); } catch (e) { return d; } }
+ // persisted speed settings (UI-controlled; override core/param defaults if the user changed them)
+ API._speedKey = load('speedKey', API._speedKey || 'Control');
+ API._speedUseKey = load('speedUseKey', true);
+ API._speedBoost = load('speedBoost', API._speedBoost || 2);
+ if (!API._speedUseKey) API.cheats.setSpeed(API._speedBoost); // "always on" mode applies immediately
+
+ function el(tag, props, kids) {
+ var n = document.createElement(tag);
+ if (props) for (var k in props) {
+ if (k === 'class') n.className = props[k];
+ else if (k === 'text') n.textContent = props[k];
+ else if (k === 'html') n.innerHTML = props[k];
+ else if (k === 'style') n.setAttribute('style', props[k]);
+ else if (k.slice(0, 2) === 'on' && typeof props[k] === 'function') n.addEventListener(k.slice(2).toLowerCase(), props[k]);
+ else if (props[k] != null) n.setAttribute(k, props[k]);
+ }
+ if (kids) (Array.isArray(kids) ? kids : [kids]).forEach(function (c) { if (c != null) n.appendChild(typeof c === 'string' ? document.createTextNode(c) : c); });
+ return n;
+ }
+
+ var CSS = "\
+:host{position:fixed!important;top:0!important;left:0!important;width:0!important;height:0!important;z-index:2147483647!important;margin:0!important;padding:0!important;border:0!important;pointer-events:none!important;contain:none}\
+*{box-sizing:border-box;font-family:var(--font-ui);-webkit-user-select:none;user-select:none}\
+#forge-root{--font-ui:system-ui,-apple-system,'Segoe UI',Roboto,sans-serif;--font-mono:ui-monospace,'Cascadia Code',Consolas,monospace;\
+--fg-bg:#15171c;--fg-bg-elev:#1c1f27;--fg-bg-input:#21242d;--fg-bg-row-alt:#181b22;--fg-border:#2b2f3a;--fg-border-strong:#3a3f4d;\
+--fg-text:#e6e9ef;--fg-text-dim:#9aa1b1;--fg-text-faint:#646b7d;--fg-accent:#5b8cff;--fg-accent-weak:#2a3a63;--fg-success:#3ecf8e;--fg-warn:#f0b132;--fg-danger:#f0556a;--fg-frozen:#8b5cf6;\
+--sp-1:4px;--sp-2:8px;--sp-3:12px;--sp-4:16px;--sp-5:24px;--rad-sm:4px;--rad-md:7px;--rad-lg:11px;--rad-pill:999px;\
+--sh-panel:0 18px 50px rgba(0,0,0,.5),0 0 0 1px var(--fg-border);--row-h:30px;--rail-w:64px;--ease:cubic-bezier(.2,.7,.3,1);--dur:120ms;\
+--fs-xs:11px;--fs-sm:12px;--fs-md:13px;--fs-lg:15px;color:var(--fg-text);font-size:var(--fs-md)}\
+#forge-root[data-theme=light]{--fg-bg:#f6f7f9;--fg-bg-elev:#fff;--fg-bg-input:#eef0f4;--fg-bg-row-alt:#f0f2f5;--fg-border:#dde0e7;--fg-border-strong:#c7ccd8;--fg-text:#1a1d24;--fg-text-dim:#5a6172;--fg-text-faint:#9097a6;--fg-accent-weak:#dce6ff}\
+.fg-panel{position:fixed;display:flex;flex-direction:column;background:var(--fg-bg);border-radius:var(--rad-lg);box-shadow:var(--sh-panel);overflow:hidden;z-index:2147483000;min-width:480px;min-height:360px;pointer-events:auto}\
+.fg-titlebar{display:flex;align-items:center;gap:var(--sp-2);height:38px;padding:0 var(--sp-2) 0 var(--sp-3);background:var(--fg-bg-elev);border-bottom:1px solid var(--fg-border);cursor:move;flex:0 0 auto}\
+.fg-brand{font-weight:700;font-size:var(--fs-md);letter-spacing:.3px;color:var(--fg-text)}\
+.fg-brand b{color:var(--fg-accent)}\
+.fg-search{flex:1;height:26px;background:var(--fg-bg-input);border:1px solid var(--fg-border);border-radius:var(--rad-md);color:var(--fg-text);padding:0 var(--sp-3);font-size:var(--fs-sm);outline:none;min-width:80px}\
+.fg-search:focus{border-color:var(--fg-accent)}\
+.fg-iconbtn{display:inline-flex;align-items:center;justify-content:center;width:26px;height:26px;border-radius:var(--rad-md);background:transparent;color:var(--fg-text-dim);border:0;cursor:pointer;font-size:14px;transition:background var(--dur)}\
+.fg-iconbtn:hover{background:var(--fg-bg-input);color:var(--fg-text)}\
+.fg-body{flex:1;display:flex;min-height:0}\
+.fg-rail{flex:0 0 var(--rail-w);display:flex;flex-direction:column;gap:2px;padding:var(--sp-2) var(--sp-1);background:var(--fg-bg-elev);border-right:1px solid var(--fg-border);overflow-y:auto}\
+.fg-rail__item{display:flex;flex-direction:column;align-items:center;gap:2px;padding:var(--sp-2) 0;border-radius:var(--rad-md);cursor:pointer;color:var(--fg-text-dim);font-size:10px;transition:all var(--dur);border:0;background:transparent}\
+.fg-rail__item .ic{font-size:17px;line-height:1}\
+.fg-rail__item:hover{background:var(--fg-bg-input);color:var(--fg-text)}\
+.fg-rail__item.is-active{background:var(--fg-accent-weak);color:var(--fg-accent)}\
+.fg-content{flex:1;display:flex;flex-direction:column;min-width:0}\
+.fg-section-head{display:flex;align-items:center;gap:var(--sp-2);padding:var(--sp-3) var(--sp-4) var(--sp-2);flex:0 0 auto}\
+.fg-section-head h2{margin:0;font-size:var(--fs-lg);font-weight:600}\
+.fg-count{font-size:var(--fs-xs);color:var(--fg-text-faint);background:var(--fg-bg-input);padding:2px 7px;border-radius:var(--rad-pill)}\
+.fg-spacer{flex:1}\
+.fg-subtoolbar{display:flex;align-items:center;gap:var(--sp-2);padding:0 var(--sp-4) var(--sp-2);flex-wrap:wrap}\
+.fg-segmented{display:inline-flex;background:var(--fg-bg-input);border-radius:var(--rad-md);padding:2px}\
+.fg-segmented button{border:0;background:transparent;color:var(--fg-text-dim);padding:3px 12px;border-radius:5px;cursor:pointer;font-size:var(--fs-sm)}\
+.fg-segmented button.is-active{background:var(--fg-accent);color:#fff}\
+.fg-btn{border:1px solid var(--fg-border-strong);background:var(--fg-bg-input);color:var(--fg-text);padding:4px 11px;border-radius:var(--rad-md);cursor:pointer;font-size:var(--fs-sm);transition:all var(--dur)}\
+.fg-btn:hover{border-color:var(--fg-accent);color:var(--fg-accent)}\
+.fg-btn--ghost{background:transparent;border-color:transparent;color:var(--fg-text-dim)}\
+.fg-btn--danger:hover{border-color:var(--fg-danger);color:var(--fg-danger)}\
+.fg-list{flex:1;overflow-y:auto;overflow-x:hidden;position:relative;border-top:1px solid var(--fg-border)}\
+.fg-list__sizer{position:relative;width:100%}\
+.fg-list__window{position:absolute;top:0;left:0;right:0}\
+.fg-row{display:flex;align-items:center;gap:var(--sp-2);height:var(--row-h);padding:0 var(--sp-4);border-bottom:1px solid var(--fg-border);font-size:var(--fs-sm)}\
+.fg-row:nth-child(even){background:var(--fg-bg-row-alt)}\
+.fg-row.is-frozen{box-shadow:inset 3px 0 0 var(--fg-frozen)}\
+.fg-row.is-selected{background:var(--fg-accent-weak)!important;box-shadow:inset 2px 0 0 var(--fg-accent)}\
+.fg-cell--id{flex:0 0 52px;color:var(--fg-text-faint);font-family:var(--font-mono);font-size:var(--fs-xs)}\
+.fg-cell--name{flex:1;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}\
+.fg-cell--name .dot{display:inline-block;width:6px;height:6px;border-radius:50%;background:var(--fg-accent);margin-right:6px;vertical-align:middle}\
+.fg-cell--val{flex:0 0 auto;display:flex;align-items:center;gap:4px}\
+.fg-stepper{display:inline-flex;align-items:center;gap:3px}\
+.fg-step{min-width:30px;width:auto;padding:0 5px;height:22px;white-space:nowrap;border:1px solid var(--fg-border-strong);background:var(--fg-bg-input);color:var(--fg-text-dim);border-radius:5px;cursor:pointer;font-size:var(--fs-xs);font-family:var(--font-mono)}\
+.fg-step:hover{color:var(--fg-accent);border-color:var(--fg-accent)}\
+.fg-num{width:68px;height:22px;background:var(--fg-bg-input);border:1px solid var(--fg-border);border-radius:5px;color:var(--fg-text);text-align:right;padding:0 6px;font-family:var(--font-mono);font-size:var(--fs-sm);outline:none}\
+.fg-num:focus{border-color:var(--fg-accent)}\
+.fg-toggle{width:38px;height:21px;border-radius:var(--rad-pill);background:var(--fg-border-strong);position:relative;cursor:pointer;transition:background var(--dur);border:0;flex:0 0 auto}\
+.fg-toggle::after{content:'';position:absolute;top:2px;left:2px;width:17px;height:17px;border-radius:50%;background:#fff;transition:transform var(--dur)}\
+.fg-toggle.is-on{background:var(--fg-success)}\
+.fg-toggle.is-on::after{transform:translateX(17px)}\
+.fg-lock{width:24px;height:24px;border:0;background:transparent;color:var(--fg-text-faint);cursor:pointer;border-radius:5px;font-size:13px;flex:0 0 auto}\
+.fg-lock:hover{color:var(--fg-frozen);background:var(--fg-bg-input)}\
+.fg-lock.is-frozen{color:var(--fg-frozen)}\
+.fg-statusbar{display:flex;align-items:center;gap:var(--sp-2);height:24px;padding:0 var(--sp-3);background:var(--fg-bg-elev);border-top:1px solid var(--fg-border);font-size:var(--fs-xs);color:var(--fg-text-faint);flex:0 0 auto}\
+.fg-detail{padding:var(--sp-3) var(--sp-4);overflow-y:auto;flex:1}\
+.fg-field{display:flex;align-items:center;gap:var(--sp-2);padding:5px 0;border-bottom:1px solid var(--fg-border);min-width:0}\n.fg-field .fg-stepper{margin-left:auto;flex:0 0 auto}\
+.fg-field label{flex:0 0 96px;color:var(--fg-text-dim);font-size:var(--fs-sm)}\
+.fg-grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(330px,1fr));gap:var(--sp-2) var(--sp-4)}\
+.fg-toasts{position:fixed;bottom:16px;left:50%;transform:translateX(-50%);display:flex;flex-direction:column;gap:6px;z-index:2147483100;pointer-events:none}\
+.fg-toast{background:var(--fg-bg-elev);border:1px solid var(--fg-border);border-left:3px solid var(--fg-accent);color:var(--fg-text);padding:8px 14px;border-radius:var(--rad-md);font-size:var(--fs-sm);box-shadow:var(--sh-panel);animation:fgin var(--dur) var(--ease)}\
+.fg-toast.warn{border-left-color:var(--fg-warn)}.fg-toast.danger{border-left-color:var(--fg-danger)}.fg-toast.ok{border-left-color:var(--fg-success)}\
+@keyframes fgin{from{opacity:0;transform:translateY(6px)}to{opacity:1}}\
+.fg-launcher{position:fixed;pointer-events:auto;width:42px;height:42px;border-radius:50%;background:var(--fg-accent);color:#fff;border:0;cursor:pointer;font-size:18px;z-index:2147482999;box-shadow:var(--sh-panel);display:flex;align-items:center;justify-content:center}\
+.fg-launcher:hover{filter:brightness(1.1)}\
+.fg-resize{position:absolute;right:0;bottom:0;width:16px;height:16px;cursor:nwse-resize}\
+.fg-resize::after{content:'';position:absolute;right:3px;bottom:3px;width:7px;height:7px;border-right:2px solid var(--fg-text-faint);border-bottom:2px solid var(--fg-text-faint)}\
+.fg-empty{padding:var(--sp-5);text-align:center;color:var(--fg-text-faint);font-size:var(--fs-sm)}\
+.fg-confirm{position:fixed;pointer-events:auto;inset:0;display:flex;align-items:center;justify-content:center;background:rgba(0,0,0,.45);z-index:2147483200}\
+.fg-confirm__box{background:var(--fg-bg-elev);border:1px solid var(--fg-border);border-radius:var(--rad-lg);padding:var(--sp-4);max-width:340px;box-shadow:var(--sh-panel)}\
+.fg-confirm__box p{margin:0 0 var(--sp-4)}.fg-confirm__row{display:flex;justify-content:flex-end;gap:var(--sp-2)}\
+input::placeholder{color:var(--fg-text-faint)}\
+.fg-list::-webkit-scrollbar,.fg-rail::-webkit-scrollbar,.fg-detail::-webkit-scrollbar{width:9px}\
+.fg-list::-webkit-scrollbar-thumb,.fg-detail::-webkit-scrollbar-thumb{background:var(--fg-border-strong);border-radius:5px}";
+
+ // ---------- shadow host ----------
+ var host = el('div', { id: 'forge-host' });
+ host.style.cssText = 'position:fixed!important;top:0!important;left:0!important;width:0!important;height:0!important;z-index:2147483647!important;margin:0!important;padding:0!important;border:0!important;pointer-events:none!important';
+ document.body.appendChild(host);
+ var shadow = host.attachShadow({ mode: 'open' });
+ var rootEl = el('div', { id: 'forge-root' });
+ rootEl.setAttribute('data-theme', load('theme', 'dark'));
+ shadow.appendChild(el('style', { text: CSS }));
+ shadow.appendChild(rootEl);
+
+ // Swallow events so panel interaction never leaks to the game. BUBBLE phase: the panel's own
+ // inputs receive the event first (target phase), then we stop it before it reaches document
+ // (where RPG Maker's Input/TouchInput listen). Capture phase would block the inputs themselves.
+ ['keydown', 'keyup', 'keypress', 'wheel', 'mousedown', 'mouseup', 'mousemove', 'click', 'dblclick',
+ 'pointerdown', 'pointerup', 'pointermove', 'pointercancel', 'touchstart', 'touchend', 'touchmove', 'touchcancel', 'contextmenu'].forEach(function (t) {
+ rootEl.addEventListener(t, function (e) { e.stopPropagation(); }, false);
+ });
+ function isEditable(el) { return el && (el.tagName === 'INPUT' || el.tagName === 'SELECT' || el.tagName === 'TEXTAREA'); }
+ rootEl.addEventListener('focusin', function (e) { if (isEditable(e.target)) API.CHEAT.uiFocused = true; }, true);
+ rootEl.addEventListener('focusout', function () { setTimeout(function () { API.CHEAT.uiFocused = !!(shadow.activeElement && isEditable(shadow.activeElement)); }, 0); }, true);
+ window.addEventListener('blur', function () { API.CHEAT.uiFocused = false; }); // never latch the game-input gate
+ // Backup engine-level gate: while a panel input is focused, drop the game's keyboard handler.
+ if (typeof Input !== 'undefined' && Input._onKeyDown) { var _okd = Input._onKeyDown; Input._onKeyDown = function (e) { if (API.CHEAT.uiFocused) return; _okd.call(this, e); }; }
+ if (typeof Input !== 'undefined' && Input._onKeyUp) { var _oku = Input._onKeyUp; Input._onKeyUp = function (e) { if (API.CHEAT.uiFocused) return; _oku.call(this, e); }; }
+
+ // ---------- toasts ----------
+ var toasts = el('div', { class: 'fg-toasts' }); rootEl.appendChild(toasts);
+ function toast(msg, kind) { var t = el('div', { class: 'fg-toast ' + (kind || ''), text: msg }); toasts.appendChild(t); setTimeout(function () { t.remove(); }, 2200); }
+ function confirmBox(msg, onYes) {
+ var box = el('div', { class: 'fg-confirm' }, el('div', { class: 'fg-confirm__box' }, [
+ el('p', { text: msg }),
+ el('div', { class: 'fg-confirm__row' }, [
+ el('button', { class: 'fg-btn fg-btn--ghost', text: 'Cancel', onclick: function () { box.remove(); } }),
+ el('button', { class: 'fg-btn fg-btn--danger', text: 'Confirm', onclick: function () { box.remove(); onYes(); } })
+ ])
+ ]));
+ rootEl.appendChild(box);
+ }
+
+ // ---------- panel skeleton ----------
+ var vw = window.innerWidth || 816, vh = window.innerHeight || 624;
+ // Default size fits the window (many MV games are ~816x624); leave a margin.
+ var st = load('panel', { x: 16, y: 16, w: Math.min(880, vw - 32), h: Math.min(560, vh - 32) });
+ st.w = Math.max(420, Math.min(st.w, vw - 8)); st.h = Math.max(320, Math.min(st.h, vh - 8));
+ st.x = Math.max(0, Math.min(st.x, vw - st.w)); st.y = Math.max(0, Math.min(st.y, vh - st.h)); // keep fully on-screen
+ var panel = el('div', { class: 'fg-panel' });
+ panel.style.left = st.x + 'px'; panel.style.top = st.y + 'px'; panel.style.width = st.w + 'px'; panel.style.height = st.h + 'px';
+ var search = el('input', { class: 'fg-search', type: 'text', placeholder: 'Search… (Ctrl+K)' });
+ var titlebar = el('div', { class: 'fg-titlebar' }, [
+ el('span', { class: 'fg-brand', html: 'Forge' }),
+ search,
+ el('button', { class: 'fg-iconbtn', title: 'Rescan', text: '⟳', onclick: function () { render(); toast('Rescanned'); } }),
+ el('button', { class: 'fg-iconbtn', title: 'Theme', text: '◑', onclick: function () { var t = rootEl.getAttribute('data-theme') === 'light' ? 'dark' : 'light'; rootEl.setAttribute('data-theme', t); store('theme', t); } }),
+ el('button', { class: 'fg-iconbtn', title: 'Close (F10)', text: '✕', onclick: function () { hide(); } })
+ ]);
+ var rail = el('div', { class: 'fg-rail' });
+ var content = el('div', { class: 'fg-content' });
+ var statusbar = el('div', { class: 'fg-statusbar' });
+ panel.appendChild(titlebar);
+ panel.appendChild(el('div', { class: 'fg-body' }, [rail, content]));
+ panel.appendChild(statusbar);
+ var resize = el('div', { class: 'fg-resize' }); panel.appendChild(resize);
+ rootEl.appendChild(panel);
+
+ // ---------- launcher (docks to bottom-right corner by default; 'launcherPos' is a fresh key so
+ // any stale mid-screen position from older builds is ignored) ----------
+ var lp = load('launcherPos', { x: vw - 56, y: vh - 56 });
+ lp.x = Math.max(4, Math.min(lp.x, vw - 46)); lp.y = Math.max(4, Math.min(lp.y, vh - 46));
+ var launcher = el('button', { class: 'fg-launcher', text: '⚒', title: 'Forge (F10)' });
+ launcher.style.left = lp.x + 'px'; launcher.style.top = lp.y + 'px';
+ launcher.addEventListener('click', function (e) { if (!launcher._dragged) toggle(); });
+ rootEl.appendChild(launcher);
+ makeDraggable(launcher, launcher, function (x, y) { store('launcherPos', { x: x, y: y }); }, true);
+
+ // ---------- drag / resize ----------
+ function makeDraggable(handle, target, onEnd, isLauncher) {
+ handle.addEventListener('mousedown', function (e) {
+ if (e.target.closest && e.target.closest('input,button.fg-iconbtn')) return;
+ e.preventDefault(); e.stopPropagation(); var sx = e.clientX, sy = e.clientY, ox = parseInt(target.style.left) || 0, oy = parseInt(target.style.top) || 0, moved = false;
+ if (isLauncher) target._dragged = false;
+ function mv(ev) { ev.stopPropagation(); var dx = ev.clientX - sx, dy = ev.clientY - sy; if (Math.abs(dx) + Math.abs(dy) > 3) moved = true; var nx = Math.max(0, Math.min(window.innerWidth - target.offsetWidth, ox + dx)), ny = Math.max(0, Math.min(window.innerHeight - 30, oy + dy)); target.style.left = nx + 'px'; target.style.top = ny + 'px'; if (isLauncher) target._dragged = moved; }
+ function up(ev) { if (ev) { ev.stopPropagation(); ev.preventDefault(); } document.removeEventListener('mousemove', mv, true); document.removeEventListener('mouseup', up, true); if (onEnd) onEnd(parseInt(target.style.left), parseInt(target.style.top)); setTimeout(function () { if (isLauncher) target._dragged = false; }, 0); }
+ document.addEventListener('mousemove', mv, true); document.addEventListener('mouseup', up, true);
+ });
+ }
+ makeDraggable(titlebar, panel, function (x, y) { st.x = x; st.y = y; store('panel', st); });
+ resize.addEventListener('mousedown', function (e) {
+ e.preventDefault(); e.stopPropagation(); var sx = e.clientX, sy = e.clientY, ow = panel.offsetWidth, oh = panel.offsetHeight;
+ function mv(ev) { ev.stopPropagation(); var w = Math.max(480, ow + ev.clientX - sx), h = Math.max(360, oh + ev.clientY - sy); panel.style.width = w + 'px'; panel.style.height = h + 'px'; if (activeRenderer && activeRenderer.onResize) activeRenderer.onResize(); }
+ function up(ev) { if (ev) { ev.stopPropagation(); ev.preventDefault(); } document.removeEventListener('mousemove', mv, true); document.removeEventListener('mouseup', up, true); st.w = panel.offsetWidth; st.h = panel.offsetHeight; store('panel', st); }
+ document.addEventListener('mousemove', mv, true); document.addEventListener('mouseup', up, true);
+ });
+
+ // ---------- reusable virtualized list ----------
+ function VirtualList(opts) {
+ // opts: rowH, getModel()->[], renderRow(rowEl, item), matches(item, query)
+ var listEl = el('div', { class: 'fg-list' });
+ var sizer = el('div', { class: 'fg-list__sizer' });
+ var win = el('div', { class: 'fg-list__window' });
+ sizer.appendChild(win); listEl.appendChild(sizer);
+ var rowH = opts.rowH || 30, pool = [], model = [], view = [], query = '';
+ // ONE delegated row click (recycled rows must not accumulate per-draw listeners).
+ if (opts.onRowClick) listEl.addEventListener('click', function (e) { var r = e.target && e.target.closest ? e.target.closest('.fg-row') : null; if (r && r._item) opts.onRowClick(r._item); });
+ function rebuild() { model = opts.getModel() || []; applyFilter(); }
+ function applyFilter() {
+ view = query ? model.filter(function (it) { return opts.matches(it, query); }) : model;
+ sizer.style.height = (view.length * rowH) + 'px';
+ var em = listEl.querySelector('.fg-empty');
+ if (!view.length) { pool.forEach(function (r) { r.style.display = 'none'; }); if (!em) listEl.appendChild(el('div', { class: 'fg-empty', text: 'Nothing here' })); }
+ else if (em) em.remove();
+ lastFirst = -1; draw(true); // content changed -> force re-render
+ }
+ var lastFirst = -1;
+ function draw(force) {
+ var scroll = listEl.scrollTop, h = listEl.clientHeight || 400;
+ var first = Math.max(0, Math.floor(scroll / rowH) - 4);
+ if (!force && first === lastFirst) return; // window unchanged during scroll -> skip re-render
+ lastFirst = first;
+ var count = Math.ceil(h / rowH) + 8;
+ var last = Math.min(view.length, first + count);
+ win.style.transform = 'translateY(' + (first * rowH) + 'px)';
+ var need = last - first;
+ while (pool.length < need) { var r = el('div', { class: 'fg-row' }); win.appendChild(r); pool.push(r); }
+ for (var i = 0; i < pool.length; i++) {
+ var r = pool[i];
+ if (i < need) { r.style.display = 'flex'; r._item = view[first + i]; opts.renderRow(r, view[first + i]); } else { r.style.display = 'none'; r._item = null; }
+ }
+ }
+ var raf = null;
+ listEl.addEventListener('scroll', function () { if (raf) return; raf = requestAnimationFrame(function () { raf = null; draw(false); }); });
+ return { el: listEl, rebuild: rebuild, applyFilter: applyFilter, draw: function () { draw(true); }, setQuery: function (q) { query = q; applyFilter(); }, onResize: function () { draw(true); },
+ refresh: function () { draw(true); } };
+ }
+
+ // numeric stepper control
+ function stepper(getVal, setVal, opts) {
+ opts = opts || {};
+ var wrap = el('div', { class: 'fg-stepper' });
+ var input = el('input', { class: 'fg-num', type: 'text' });
+ function sync() { input.value = getVal(); }
+ function commit(v) { setVal(v); sync(); if (opts.after) opts.after(); }
+ [['−100', -100], ['−1', -1]].forEach(function (s) { wrap.appendChild(el('button', { class: 'fg-step', text: s[0], onclick: function (e) { commit(getVal() + s[1] * (e.shiftKey ? 10 : 1)); } })); });
+ wrap.appendChild(input);
+ [['+1', 1], ['+100', 100]].forEach(function (s) { wrap.appendChild(el('button', { class: 'fg-step', text: s[0], onclick: function (e) { commit(getVal() + s[1] * (e.shiftKey ? 10 : 1)); } })); });
+ input.addEventListener('keydown', function (e) { if (e.key === 'Enter') { commit(parse(input.value)); input.blur(); } else if (e.key === 'Escape') { sync(); input.blur(); } });
+ input.addEventListener('blur', function () { commit(parse(input.value)); });
+ function parse(s) { var n = Number(String(s).replace(/[^0-9.\-]/g, '')); return isNaN(n) ? getVal() : n; }
+ sync();
+ return { el: wrap, sync: sync };
+ }
+
+ // ---------- sections ----------
+ var activeRenderer = null, currentSection = null;
+ var SECTIONS = [];
+ function section(id, icon, title, builder) { SECTIONS.push({ id: id, icon: icon, title: title, builder: builder }); }
+
+ function listSection(getModel, renderRow, matches, headExtra) {
+ return function (body, head) {
+ if (headExtra) headExtra(head);
+ var vl = VirtualList({ getModel: getModel, renderRow: renderRow, matches: matches || defaultMatch });
+ body.appendChild(vl.el);
+ vl.rebuild();
+ return { vl: vl, onResize: vl.onResize, refresh: function () { vl.rebuild(); }, setQuery: vl.setQuery, count: function () { return (getModel() || []).length; } };
+ };
+ }
+ function defaultMatch(it, q) { q = q.toLowerCase(); return String(it.id) === q || (it.name && it.name.toLowerCase().indexOf(q) >= 0); }
+
+ // Variables
+ section('vars', '▣', 'Variables', listSection(
+ function () { return API.ops.vars.list(); },
+ function (row, it) {
+ row.className = 'fg-row' + (API.locks.isVarFrozen(it.id) ? ' is-frozen' : '');
+ row.innerHTML = '';
+ row.appendChild(el('span', { class: 'fg-cell--id', text: it.id }));
+ row.appendChild(el('span', { class: 'fg-cell--name', text: it.name, title: it.name }));
+ var val = el('span', { class: 'fg-cell--val' });
+ var sp = stepper(function () { return API.ops.vars.get(it.id); }, function (v) { API.ops.vars.set(it.id, v); if (API.locks.isVarFrozen(it.id)) API.locks.freezeVar(it.id, true); }, {});
+ val.appendChild(sp.el); row.appendChild(val);
+ row.appendChild(lockBtn(API.locks.isVarFrozen(it.id), function (on) { API.locks.freezeVar(it.id, on); refreshActive(); }));
+ }
+ ));
+
+ // Switches
+ section('switches', '⇄', 'Switches', listSection(
+ function () { return API.ops.switches.list(); },
+ function (row, it) {
+ row.className = 'fg-row' + (API.locks.isSwitchFrozen(it.id) ? ' is-frozen' : '');
+ row.innerHTML = '';
+ row.appendChild(el('span', { class: 'fg-cell--id', text: it.id }));
+ row.appendChild(el('span', { class: 'fg-cell--name', text: it.name, title: it.name }));
+ var val = el('span', { class: 'fg-cell--val' });
+ var tg = el('button', { class: 'fg-toggle' + (API.ops.switches.get(it.id) ? ' is-on' : '') });
+ tg.addEventListener('click', function () { API.ops.switches.set(it.id, !API.ops.switches.get(it.id)); if (API.locks.isSwitchFrozen(it.id)) API.locks.freezeSwitch(it.id, true); tg.classList.toggle('is-on', API.ops.switches.get(it.id)); });
+ val.appendChild(tg); row.appendChild(val);
+ row.appendChild(lockBtn(API.locks.isSwitchFrozen(it.id), function (on) { API.locks.freezeSwitch(it.id, on); refreshActive(); }));
+ }
+ ));
+
+ // Items / Weapons / Armors (segmented)
+ section('inv', '🜚', 'Items', function (body, head) {
+ var kind = 'item';
+ var seg = el('div', { class: 'fg-segmented' });
+ ['item', 'weapon', 'armor'].forEach(function (k) {
+ var b = el('button', { class: k === kind ? 'is-active' : '', text: k.charAt(0).toUpperCase() + k.slice(1) + 's' });
+ b.addEventListener('click', function () { kind = k; seg.querySelectorAll('button').forEach(function (x) { x.classList.remove('is-active'); }); b.classList.add('is-active'); vl.rebuild(); });
+ seg.appendChild(b);
+ });
+ head.appendChild(seg);
+ var vl = VirtualList({
+ getModel: function () { return API.ops.inv.list(kind); },
+ matches: defaultMatch,
+ renderRow: function (row, it) {
+ row.className = 'fg-row' + (API.locks.isItemFrozen(kind, it.id) ? ' is-frozen' : '');
+ row.innerHTML = '';
+ row.appendChild(el('span', { class: 'fg-cell--id', text: it.id }));
+ row.appendChild(el('span', { class: 'fg-cell--name', text: it.name, title: it.description || it.name }));
+ var val = el('span', { class: 'fg-cell--val' });
+ var sp = stepper(function () { return API.ops.inv.count(kind, it.id); }, function (v) { API.ops.inv.setCount(kind, it.id, v); }, {});
+ val.appendChild(sp.el);
+ val.appendChild(el('button', { class: 'fg-step', text: 'Max', style: 'width:auto;padding:0 6px', onclick: function () { API.ops.inv.max(kind, it.id); sp.sync(); } }));
+ row.appendChild(val);
+ row.appendChild(lockBtn(API.locks.isItemFrozen(kind, it.id), function (on) { API.locks.freezeItem(kind, it.id, on); refreshActive(); }));
+ }
+ });
+ body.appendChild(vl.el); vl.rebuild();
+ return { onResize: vl.onResize, refresh: function () { vl.rebuild(); }, setQuery: vl.setQuery, count: function () { return API.ops.inv.list(kind).length; } };
+ });
+
+ // Actors (master-detail)
+ section('actors', '👤', 'Actors', function (body) {
+ var detail = el('div', { class: 'fg-detail' });
+ var selectedId = null;
+ var vl = VirtualList({
+ rowH: 30, matches: defaultMatch,
+ getModel: function () { return API.ops.actors.list(); },
+ onRowClick: function (it) { showActor(it.id); },
+ renderRow: function (row, it) {
+ row.className = 'fg-row' + (it.id === selectedId ? ' is-selected' : '');
+ row.style.cursor = 'pointer';
+ row.innerHTML = '';
+ row.appendChild(el('span', { class: 'fg-cell--id', text: it.id }));
+ row.appendChild(el('span', { class: 'fg-cell--name', html: (it.inParty ? '' : '') + escapeHtml(it.name) }));
+ row.appendChild(el('span', { class: 'fg-cell--val', text: 'Lv ' + it.level }));
+ }
+ });
+ var split = el('div', { style: 'flex:1;display:flex;min-height:0' });
+ var left = el('div', { style: 'flex:0 0 240px;display:flex;flex-direction:column;border-right:1px solid var(--fg-border)' });
+ left.appendChild(vl.el);
+ split.appendChild(left); split.appendChild(detail);
+ body.appendChild(split); vl.rebuild();
+ var firstA = API.ops.actors.list()[0]; // auto-select first actor so detail isn't empty
+ if (firstA) showActor(firstA.id);
+ function showActor(id) {
+ selectedId = id; vl.draw(); // re-highlight the selected row in the (virtualized) list
+ var a = API.ops.actors.get(id); detail.innerHTML = '';
+ if (!a) { detail.appendChild(el('div', { class: 'fg-empty', text: 'Actor not initialized (start a game first)' })); return; }
+ detail.appendChild(el('h2', { text: a.name + ' · Lv ' + a.level, style: 'margin:0 0 12px;font-size:15px' }));
+ var grid = el('div', { class: 'fg-grid' });
+ grid.appendChild(numField('Level', function () { return API.ops.actors.get(id).level; }, function (v) { API.ops.actors.setLevel(id, v); showActor(id); }));
+ grid.appendChild(numField('EXP', function () { return API.ops.actors.get(id).exp; }, function (v) { API.ops.actors.setExp(id, v); showActor(id); }));
+ grid.appendChild(statField('HP', id, 'hp', function () { return API.ops.actors.get(id).hp; }, function () { return API.ops.actors.get(id).mhp; }, API.ops.actors.setHp));
+ grid.appendChild(statField('MP', id, 'mp', function () { return API.ops.actors.get(id).mp; }, function () { return API.ops.actors.get(id).mmp; }, API.ops.actors.setMp));
+ grid.appendChild(statField('TP', id, 'tp', function () { return API.ops.actors.get(id).tp; }, function () { return 100; }, API.ops.actors.setTp));
+ a.params.forEach(function (p) { grid.appendChild(numField(p.name, function () { return API.ops.actors.get(id).params[p.id].value; }, function (v) { API.ops.actors.setParam(id, p.id, v); })); });
+ detail.appendChild(grid);
+ var actbar = el('div', { style: 'display:flex;gap:8px;margin:14px 0' }, [
+ el('button', { class: 'fg-btn', text: 'Recover All', onclick: function () { API.ops.actors.recover(id); showActor(id); } }),
+ el('button', { class: 'fg-btn', text: a.inParty ? 'Remove from Party' : 'Add to Party', onclick: function () { if (a.inParty) API.ops.actors.removeFromParty(id); else API.ops.actors.addToParty(id); vl.rebuild(); showActor(id); } })
+ ]);
+ detail.appendChild(actbar);
+ // skills
+ detail.appendChild(el('h2', { text: 'Skills', style: 'font-size:13px;margin:10px 0 4px;color:var(--fg-text-dim)' }));
+ var skbox = el('div', { style: 'max-height:140px;overflow:auto;border:1px solid var(--fg-border);border-radius:7px' });
+ a.skills.forEach(function (s) {
+ var r = el('div', { class: 'fg-field', style: 'padding:3px 10px' }, [
+ el('span', { style: 'flex:1;font-size:12px', text: s.id + ': ' + s.name }),
+ el('button', { class: 'fg-btn fg-btn--ghost', text: s.learned ? 'Forget' : 'Learn', onclick: function () { if (s.learned) API.ops.actors.forget(id, s.id); else API.ops.actors.learn(id, s.id); showActor(id); } })
+ ]);
+ skbox.appendChild(r);
+ });
+ detail.appendChild(skbox);
+ }
+ function numField(label, get, set) {
+ var f = el('div', { class: 'fg-field' }); f.appendChild(el('label', { text: label }));
+ f.appendChild(stepper(get, set, {}).el);
+ f.appendChild(el('span', { style: 'flex:0 0 24px;width:24px' })); // empty lock slot -> steppers align with HP/MP/TP rows
+ return f;
+ }
+ function statField(label, id, stat, get, getMax, setFn) {
+ var f = el('div', { class: 'fg-field' }); f.appendChild(el('label', { text: label }));
+ f.appendChild(stepper(get, function (v) { setFn(id, v); if (API.locks.isStatFrozen(id, stat)) API.locks.freezeStat(id, stat, true); }, {}).el);
+ f.appendChild(lockBtn(API.locks.isStatFrozen(id, stat), function (on) { API.locks.freezeStat(id, stat, on); }));
+ return f;
+ }
+ return { onResize: vl.onResize, refresh: function () { vl.rebuild(); }, setQuery: vl.setQuery, count: function () { return API.ops.actors.list().length; } };
+ });
+
+ // Party / Main
+ section('party', '★', 'Party', function (body) {
+ var d = el('div', { class: 'fg-detail' });
+ function rebuild() {
+ d.innerHTML = '';
+ d.appendChild(el('div', { class: 'fg-field' }, [
+ el('label', { text: 'Gold' }),
+ stepper(function () { return API.ops.gold.get(); }, function (v) { API.ops.gold.set(v); }, {}).el,
+ lockBtn(API.LOCK.gold != null, function (on) { API.locks.freezeGold(on); rebuild(); })
+ ]));
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Steps' }), el('span', { text: API.ops.party.steps() })]));
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Members' }), el('span', { text: API.ops.party.members().map(function (m) { return m.name; }).join(', ') || '(none)' })]));
+ d.appendChild(el('h2', { text: 'Quick actions', style: 'font-size:13px;margin:14px 0 6px;color:var(--fg-text-dim)' }));
+ d.appendChild(el('div', { style: 'display:flex;gap:8px;flex-wrap:wrap' }, [
+ el('button', { class: 'fg-btn', text: 'Gold = Max', onclick: function () { API.ops.gold.set(API.ops.gold.max()); rebuild(); toast('Gold maxed', 'ok'); } }),
+ el('button', { class: 'fg-btn', text: 'Heal Party', onclick: function () { API.ops.party.members().forEach(function (m) { API.ops.actors.recover(m.id); }); toast('Party healed', 'ok'); } })
+ ]));
+ }
+ body.appendChild(d); rebuild();
+ return { refresh: rebuild, count: function () { return API.ops.party.members().length; } };
+ });
+
+ // Map / Teleport
+ section('map', '🗺', 'Map', function (body) {
+ var d = el('div', { class: 'fg-detail' });
+ function rebuild() {
+ d.innerHTML = '';
+ var cur = API.ops.map.current();
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Current' }), el('span', { text: 'Map ' + cur.mapId + ' @ (' + cur.x + ',' + cur.y + ')' })]));
+ var sel = el('select', { class: 'fg-search', style: 'flex:1' });
+ API.ops.map.list().forEach(function (m) { sel.appendChild(el('option', { value: m.id, text: m.id + ': ' + m.name })); });
+ sel.value = cur.mapId;
+ var xIn = el('input', { class: 'fg-num', value: cur.x }), yIn = el('input', { class: 'fg-num', value: cur.y });
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Teleport to' }), sel]));
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'X / Y' }), xIn, yIn,
+ el('button', { class: 'fg-btn', text: 'Go', onclick: function () { API.ops.map.teleport(Number(sel.value), Number(xIn.value), Number(yIn.value), 0, 2); toast('Teleporting…', 'ok'); } })]));
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Noclip' }),
+ (function () { var t = el('button', { class: 'fg-toggle' + (API.ops.map.isNoclip() ? ' is-on' : '') }); t.addEventListener('click', function () { var on = !API.ops.map.isNoclip(); API.ops.map.noclip(on); t.classList.toggle('is-on', on); }); return t; })()]));
+ d.appendChild(el('div', { class: 'fg-field' }, [el('label', { text: 'Move speed' }),
+ stepper(function () { return (window.$gamePlayer && $gamePlayer._moveSpeed) || 4; }, function (v) { API.ops.map.speed(v); }, {}).el]));
+ }
+ body.appendChild(d); rebuild();
+ return { refresh: rebuild, count: function () { return API.ops.map.list().length; } };
+ });
+
+ // Common Events
+ section('commonev', '⚡', 'Common Ev.', listSection(
+ function () { return API.ops.commonev.list(); },
+ function (row, it) {
+ row.className = 'fg-row'; row.innerHTML = '';
+ row.appendChild(el('span', { class: 'fg-cell--id', text: it.id }));
+ row.appendChild(el('span', { class: 'fg-cell--name', text: it.name, title: it.name }));
+ row.appendChild(el('span', { class: 'fg-cell--val' }, el('button', { class: 'fg-btn', text: 'Run', onclick: function () { confirmBox('Run common event ' + it.id + ' (' + it.name + ')?', function () { API.ops.commonev.run(it.id); toast('Reserved CE ' + it.id, 'ok'); }); } })));
+ }
+ ));
+
+ // Data Lock (aggregated frozen targets)
+ section('locks', '🛡', 'Data Lock', function (body, head) {
+ head.appendChild(el('button', { class: 'fg-btn fg-btn--danger', text: 'Unfreeze all', onclick: function () { API.locks.clearAll(); rebuild(); toast('All unfrozen'); } }));
+ var d = el('div', { class: 'fg-detail' });
+ function rebuild() {
+ d.innerHTML = '';
+ var s = API.locks.summary();
+ if (!s.length) { d.appendChild(el('div', { class: 'fg-empty', text: 'No frozen values. Use the lock icon on any row to freeze it.' })); return; }
+ s.forEach(function (row) {
+ d.appendChild(el('div', { class: 'fg-field' }, [
+ el('span', { style: 'flex:1;font-size:12px', text: row.label }),
+ el('span', { style: 'color:var(--fg-frozen);font-family:var(--font-mono);margin-right:8px', text: String(row.value) }),
+ el('button', { class: 'fg-btn fg-btn--ghost', text: 'Unfreeze', onclick: function () { unfreeze(row); rebuild(); } })
+ ]));
+ });
+ }
+ function unfreeze(row) {
+ if (row.type === 'var') API.locks.freezeVar(row.id, false);
+ else if (row.type === 'switch') API.locks.freezeSwitch(row.id, false);
+ else if (row.type === 'item') { var p = row.key.split(':'); API.LOCK.items.delete(row.key); }
+ else if (row.type === 'stat') { API.LOCK.stats.delete(row.key); }
+ else if (row.type === 'gold') API.locks.freezeGold(false);
+ else if (row.type === 'noclip') API.ops.map.noclip(false);
+ }
+ body.appendChild(d); rebuild();
+ return { refresh: rebuild, count: function () { return API.locks.summary().length; } };
+ });
+
+ // Battle cheats
+ section('battle', '⚔', 'Cheats', function (body) {
+ var d = el('div', { class: 'fg-detail' });
+ function tog(label, get, set) {
+ var t = el('button', { class: 'fg-toggle' + (get() ? ' is-on' : '') });
+ t.addEventListener('click', function () { var v = !get(); set(v); t.classList.toggle('is-on', v); });
+ return el('div', { class: 'fg-field' }, [el('label', { text: label }), t]);
+ }
+ d.appendChild(tog('God mode (blocks HP loss)', function () { return API.CHEAT.god; }, API.cheats.setGod));
+ d.appendChild(tog('One-hit kill', function () { return API.CHEAT.ohko; }, API.cheats.setOhko));
+ d.appendChild(tog('No random encounters', function () { return API.CHEAT.noEncounter; }, API.cheats.setNoEncounter));
+ // ---- game speed (speedhack) ----
+ d.appendChild(el('h2', { text: 'Game speed', style: 'font-size:13px;margin:14px 0 6px;color:var(--fg-text-dim)' }));
+ var speedRow = el('div', { class: 'fg-field' });
+ speedRow.appendChild(el('label', { text: 'Speed' }));
+ var seg = el('div', { class: 'fg-segmented', style: 'flex-wrap:wrap' });
+ var presets = [['0.5×', 0.5], ['1×', 1], ['2×', 2], ['3×', 3], ['5×', 5], ['8×', 8]];
+ function keyLabel(k) { return k === 'Control' ? 'Ctrl' : (k === ' ' ? 'Space' : k); }
+ // In KEY mode the highlight = the ARMED target (_speedBoost); in ALWAYS-ON mode = the live speed.
+ function targetSpeed() { return API._speedUseKey ? (API._speedBoost || 2) : (API.CHEAT.speed || 1); }
+ function syncSeg() { var t = targetSpeed(); Array.prototype.forEach.call(seg.children, function (b) { b.classList.toggle('is-active', Number(b.dataset.v) === t); }); if (typeof custom !== 'undefined' && custom) custom.value = t; }
+ // Picking a speed ARMS the target. It only changes the live game speed if key-mode is OFF, or if
+ // the speedhack is already active (then it live-updates). So buttons respect the key toggle.
+ function pick(v) {
+ API._speedBoost = v; store('speedBoost', v);
+ if (!API._speedUseKey || API.CHEAT.speed !== 1) { API.cheats.setSpeed(v); toast('Speed ' + v + '×', 'ok'); }
+ else { toast('Armed ' + v + '× — hold ' + keyLabel(API._speedKey) + ' to fast-forward', 'ok'); }
+ syncSeg();
+ }
+ presets.forEach(function (p) {
+ var b = el('button', { text: p[0] }); b.dataset.v = p[1];
+ b.addEventListener('click', function () { pick(p[1]); });
+ seg.appendChild(b);
+ });
+ speedRow.appendChild(seg);
+ d.appendChild(speedRow);
+ var customRow = el('div', { class: 'fg-field' });
+ customRow.appendChild(el('label', { text: 'Custom ×' }));
+ var custom = el('input', { class: 'fg-num', type: 'text', value: targetSpeed() });
+ custom.addEventListener('keydown', function (e) { if (e.key === 'Enter') { pick(Number(custom.value) || 1); custom.blur(); } });
+ custom.addEventListener('blur', function () { pick(Number(custom.value) || 1); });
+ customRow.appendChild(custom);
+ d.appendChild(customRow);
+
+ // ---- use-key toggle (off => speed is always on) ----
+ var useKeyRow = el('div', { class: 'fg-field' });
+ useKeyRow.appendChild(el('label', { text: 'Use hold key' }));
+ var ukTog = el('button', { class: 'fg-toggle' + (API._speedUseKey ? ' is-on' : '') });
+ ukTog.addEventListener('click', function () {
+ speedHeld = false; // changing mode ends any active hold so a later key-release won't reset speed
+ var on = !API._speedUseKey; API._speedUseKey = on; store('speedUseKey', on); ukTog.classList.toggle('is-on', on);
+ keyRow.style.display = on ? '' : 'none';
+ if (on) { API.cheats.setSpeed(1); toast('Speed: hold ' + keyLabel(API._speedKey) + ' to fast-forward', 'ok'); }
+ else { API.cheats.setSpeed(API._speedBoost || 2); toast('Speed: always on at ' + (API._speedBoost || 2) + '×', 'ok'); }
+ syncSeg();
+ });
+ useKeyRow.appendChild(ukTog);
+ d.appendChild(useKeyRow);
+
+ // ---- rebindable key ----
+ var keyRow = el('div', { class: 'fg-field' });
+ keyRow.appendChild(el('label', { text: 'Hold key' }));
+ var keyBtn = el('button', { class: 'fg-btn', text: keyLabel(API._speedKey) });
+ keyBtn.addEventListener('click', function () {
+ keyBtn.textContent = 'Press a key…'; API._capturingSpeedKey = true;
+ function cap(ev) {
+ ev.preventDefault(); ev.stopPropagation();
+ window.removeEventListener('keydown', cap, true); API._capturingSpeedKey = false;
+ if (ev.key !== 'Escape') { API._speedKey = ev.key; store('speedKey', ev.key); }
+ keyBtn.textContent = keyLabel(API._speedKey);
+ }
+ window.addEventListener('keydown', cap, true);
+ });
+ keyRow.appendChild(keyBtn);
+ keyRow.style.display = API._speedUseKey ? '' : 'none';
+ d.appendChild(keyRow);
+ syncSeg();
+ d.appendChild(el('h2', { text: 'In-battle actions', style: 'font-size:13px;margin:14px 0 6px;color:var(--fg-text-dim)' }));
+ d.appendChild(el('div', { style: 'display:flex;gap:8px;flex-wrap:wrap' }, [
+ el('button', { class: 'fg-btn', text: 'Instant Win', onclick: function () { API.cheats.instantWin(); toast(API.ops.battle.inBattle() ? 'Enemies downed' : 'Not in battle', API.ops.battle.inBattle() ? 'ok' : 'warn'); } }),
+ el('button', { class: 'fg-btn', text: 'Flee / Abort', onclick: function () { API.cheats.flee(); } })
+ ]));
+ body.appendChild(d);
+ return { refresh: function () {}, count: function () { return 0; } };
+ });
+
+ // ---------- render / navigation ----------
+ function escapeHtml(s) { return String(s).replace(/[&<>"]/g, function (c) { return { '&': '&', '<': '<', '>': '>', '"': '"' }[c]; }); }
+ function lockBtn(frozen, onToggle) {
+ var b = el('button', { class: 'fg-lock' + (frozen ? ' is-frozen' : ''), text: frozen ? '🔒' : '🔓', title: 'Freeze value' });
+ b.addEventListener('click', function () { frozen = !frozen; b.className = 'fg-lock' + (frozen ? ' is-frozen' : ''); b.textContent = frozen ? '🔒' : '🔓'; onToggle(frozen); });
+ return b;
+ }
+ function refreshActive() { if (activeRenderer && activeRenderer.refresh) activeRenderer.refresh(); updateStatus(); }
+
+ SECTIONS.forEach(function (s) {
+ var item = el('button', { class: 'fg-rail__item', title: s.title }, [el('span', { class: 'ic', text: s.icon }), el('span', { text: s.title.split(' ')[0] })]);
+ item.addEventListener('click', function () { selectSection(s.id); });
+ s._rail = item; rail.appendChild(item);
+ });
+
+ function selectSection(id) {
+ currentSection = id;
+ SECTIONS.forEach(function (s) { s._rail.classList.toggle('is-active', s.id === id); });
+ render();
+ store('lastSection', id);
+ }
+ function render() {
+ var s = SECTIONS.filter(function (x) { return x.id === currentSection; })[0]; if (!s) return;
+ content.innerHTML = '';
+ var head = el('div', { class: 'fg-subtoolbar' });
+ var sectionHead = el('div', { class: 'fg-section-head' }, [el('h2', { text: s.title }), el('span', { class: 'fg-count', text: '' }), el('span', { class: 'fg-spacer' })]);
+ content.appendChild(sectionHead);
+ content.appendChild(head);
+ var body = el('div', { style: 'flex:1;display:flex;flex-direction:column;min-height:0' });
+ content.appendChild(body);
+ activeRenderer = s.builder(body, head) || {};
+ if (head.children.length === 0) head.remove();
+ var cnt = activeRenderer.count ? activeRenderer.count() : 0;
+ sectionHead.querySelector('.fg-count').textContent = cnt + (cnt === 1 ? ' entry' : ' entries');
+ // Search only applies to list sections (those expose setQuery); hide it on form sections.
+ var searchable = !!activeRenderer.setQuery;
+ // keep the search box's flex space (invisible, not removed) so the titlebar buttons stay anchored right
+ search.style.visibility = searchable ? 'visible' : 'hidden';
+ if (searchable && search.value) activeRenderer.setQuery(search.value.trim());
+ updateStatus();
+ }
+ function updateStatus() {
+ var frozen = API.locks.summary().length;
+ statusbar.innerHTML = '';
+ statusbar.appendChild(el('span', { text: API.env.IS_MZ ? 'RPG Maker MZ' : 'RPG Maker MV' }));
+ statusbar.appendChild(el('span', { class: 'fg-spacer', style: 'flex:1' }));
+ statusbar.appendChild(el('span', { text: (frozen ? '🔒 ' + frozen + ' frozen · ' : '') + 'F10 to toggle' }));
+ }
+
+ search.addEventListener('input', debounce(function () { if (activeRenderer && activeRenderer.setQuery) activeRenderer.setQuery(search.value.trim()); }, 120));
+ function debounce(fn, ms) { var t; return function () { clearTimeout(t); t = setTimeout(fn, ms); }; }
+
+ // ---------- show / hide / hotkeys ----------
+ var visible = false;
+ function show() { visible = true; try { document.body.appendChild(host); } catch (e) {} panel.style.display = 'flex'; launcher.style.display = 'none'; if (!currentSection) selectSection(load('lastSection', 'vars')); else render(); }
+ function hide() { visible = false; panel.style.display = 'none'; launcher.style.display = 'flex'; API.CHEAT.uiFocused = false; if (typeof Input !== 'undefined' && Input.clear) Input.clear(); }
+ function toggle() { if (visible) hide(); else show(); }
+ panel.style.display = 'none';
+
+ // Speed key = HOLD to fast-forward: while the key is held the game runs at the armed boost speed;
+ // on release it returns to 1x. Only active when the "use key" option is on. Gated to !uiFocused so
+ // holding a key while typing in the panel never fast-forwards.
+ var speedHeld = false;
+ function isSpeedKey(k) { var sk = API._speedKey || 'Control'; return k === sk || (sk === 'Control' && k === 'Ctrl'); }
+ function holdStart() { if (!speedHeld) { speedHeld = true; API.cheats.setSpeed(API._speedBoost || 2); toast('Fast-forward ' + API.CHEAT.speed + '×', 'ok'); } }
+ function holdEnd() { if (speedHeld) { speedHeld = false; API.cheats.setSpeed(1); } }
+ window.addEventListener('keydown', function (e) {
+ if (API._capturingSpeedKey) return; // a key-rebind is in progress
+ var key = e.key || '';
+ if (key === (API._hotkey || 'F10')) { e.preventDefault(); toggle(); return; }
+ if (visible && (e.ctrlKey || e.metaKey) && key.toLowerCase() === 'k') { e.preventDefault(); search.focus(); search.select(); }
+ else if (visible && key === 'Escape') { if (shadow.activeElement && shadow.activeElement.tagName === 'INPUT') shadow.activeElement.blur(); else hide(); }
+ if (API._speedUseKey && isSpeedKey(key) && !API.CHEAT.uiFocused) holdStart(); // hold to fast-forward
+ }, true);
+ window.addEventListener('keyup', function (e) {
+ if (API._capturingSpeedKey) return;
+ if (isSpeedKey(e.key || '')) holdEnd();
+ }, true);
+ window.addEventListener('blur', holdEnd); // alt-tab / focus loss -> stop fast-forward (no stuck key)
+
+ // expose
+ return {
+ show: show, hide: hide, toggle: toggle, toast: toast, render: render,
+ isVisible: function () { return visible; }, root: rootEl, host: host,
+ select: selectSection, sections: SECTIONS.map(function (s) { return s.id; })
+ };
+ }
+
+})(typeof window !== 'undefined' ? window : (typeof globalThis !== 'undefined' ? globalThis : this));
+
+/* ---- MZ scaffolding (registerCommand + start-open) ---- */
+(function () {
+ var P = (typeof PluginManager !== 'undefined' && PluginManager.parameters) ? PluginManager.parameters('Forge_MZ') : {};
+ if (window.Forge) {
+ window.Forge._hotkey = (P.hotkey || 'F10').trim();
+ window.Forge._itemMaxOverride = Number(P.itemMaxOverride) || 0;
+ try { if (!localStorage.getItem('forge:speedKey')) window.Forge._speedKey = (P.speedKey || 'Control').trim(); } catch (e) { window.Forge._speedKey = (P.speedKey || 'Control').trim(); }
+ }
+ if (typeof PluginManager !== 'undefined' && PluginManager.registerCommand) {
+ PluginManager.registerCommand('Forge_MZ', 'open', function () { if (window.Forge && window.Forge.ui) window.Forge.ui.toggle(); });
+ }
+ if (String(P.startOpen) === 'true' && typeof Scene_Map !== 'undefined') {
+ var _s = Scene_Map.prototype.start;
+ Scene_Map.prototype.start = function () { _s.call(this); if (window.Forge && window.Forge.ui && !window.Forge.ui.isVisible()) window.Forge.ui.show(); };
+ }
+})();
+
diff --git a/util/forge/__init__.py b/util/forge/__init__.py
new file mode 100644
index 0000000..a034b53
--- /dev/null
+++ b/util/forge/__init__.py
@@ -0,0 +1,12 @@
+"""Forge — in-game cheat & editor overlay for RPG Maker MZ."""
+
+from util.forge.installer import apply_config, bundled_plugin_path, detect_mz, install, status, uninstall
+
+__all__ = [
+ "apply_config",
+ "bundled_plugin_path",
+ "detect_mz",
+ "install",
+ "status",
+ "uninstall",
+]
diff --git a/util/forge/config.py b/util/forge/config.py
new file mode 100644
index 0000000..880ad02
--- /dev/null
+++ b/util/forge/config.py
@@ -0,0 +1,54 @@
+"""Forge_MZ build — hotkey injection at install time."""
+
+from __future__ import annotations
+
+import json
+import re
+from pathlib import Path
+
+from util.playtest.config import load_config
+
+_PKG_ROOT = Path(__file__).resolve().parent
+BUNDLED_PLUGIN = _PKG_ROOT / "Forge_MZ.js"
+
+
+def _js_literal(value) -> str:
+ if value is None:
+ return "null"
+ if isinstance(value, bool):
+ return "true" if value else "false"
+ if isinstance(value, (int, float)):
+ return str(value)
+ return json.dumps(str(value))
+
+
+def plugin_entry(hotkey: str) -> str:
+ hk = _js_literal(hotkey.strip() or "F10")
+ return (
+ f' {{ "name": "Forge_MZ", "status": true, '
+ f'"description": "Forge — in-game cheat & editor overlay", '
+ f'"parameters": {{ "hotkey": {hk}, "speedKey": "Control", '
+ f'"startOpen": "false", "itemMaxOverride": "0" }} }}'
+ )
+
+
+def _patch_forge_hotkey(forge_text: str, hotkey: str) -> str:
+ hk = hotkey.strip() or "F10"
+ pattern = (
+ r"(\* @param hotkey\s*\n"
+ r"(?:\s*\*[^\n]*\n)*?"
+ r"\s*\* @default )F10"
+ )
+ forge_text, n = re.subn(pattern, rf"\g<1>{hk}", forge_text, count=1)
+ if n == 0:
+ raise ValueError("Could not patch @default hotkey in Forge_MZ.js")
+ forge_text = re.sub(r"\(P\.hotkey \|\| 'F10'\)", f"(P.hotkey || '{hk}')", forge_text)
+ forge_text = re.sub(r"API\._hotkey \|\| 'F10'", f"API._hotkey || '{hk}'", forge_text)
+ return forge_text
+
+
+def prepare_forge_mz_js(source: Path | None = None, cfg: dict | None = None) -> str:
+ """Build Forge_MZ.js with the configured toggle hotkey."""
+ src = source or BUNDLED_PLUGIN
+ effective = {**load_config(), **(cfg or {})}
+ return _patch_forge_hotkey(src.read_text(encoding="utf-8"), effective["forgeHotkey"])
diff --git a/util/forge/installer.py b/util/forge/installer.py
new file mode 100644
index 0000000..f27b7a1
--- /dev/null
+++ b/util/forge/installer.py
@@ -0,0 +1,144 @@
+"""Install / uninstall Forge_MZ into an RPG Maker MZ game folder."""
+
+from __future__ import annotations
+
+import re
+from pathlib import Path
+
+from util.forge.config import plugin_entry, prepare_forge_mz_js
+
+PLUGIN_NAME = "Forge_MZ"
+
+_PKG_ROOT = Path(__file__).resolve().parent
+DEFAULT_PLUGIN_SRC = _PKG_ROOT / "Forge_MZ.js"
+
+
+def bundled_plugin_path() -> Path:
+ return DEFAULT_PLUGIN_SRC
+
+
+def detect_mz(game_root: Path) -> tuple[Path, Path] | None:
+ """Return (plugins_js, plugins_dir) or None if not MZ."""
+ root = Path(game_root)
+ mz_js = root / "js" / "plugins.js"
+ if mz_js.is_file():
+ return mz_js, root / "js" / "plugins"
+ return None
+
+
+def _read_plugins_js(plugins_js: Path) -> tuple[str, str]:
+ content = plugins_js.read_text(encoding="utf-8")
+ nl = "\r\n" if "\r\n" in content else "\n"
+ return content, nl
+
+
+def _is_declared(content: str) -> bool:
+ return bool(re.search(rf'"name"\s*:\s*"{re.escape(PLUGIN_NAME)}"', content))
+
+
+def status(game_root: Path) -> dict:
+ """Return install state for the game folder."""
+ info = detect_mz(game_root)
+ if info is None:
+ return {
+ "ok": False,
+ "engine": None,
+ "installed": False,
+ "declared": False,
+ "plugin_file": None,
+ "message": "No RPG Maker MZ game found (missing js/plugins.js).",
+ }
+ plugins_js, plugins_dir = info
+ target = plugins_dir / f"{PLUGIN_NAME}.js"
+ content, _ = _read_plugins_js(plugins_js)
+ declared = _is_declared(content)
+ file_there = target.is_file()
+ return {
+ "ok": True,
+ "engine": "MZ",
+ "installed": declared or file_there,
+ "declared": declared,
+ "plugin_file": file_there,
+ "plugins_js": str(plugins_js),
+ "target": str(target),
+ "message": (
+ "Installed"
+ if declared and file_there
+ else "Partially installed"
+ if declared or file_there
+ else "Not installed"
+ ),
+ }
+
+
+def install(game_root: Path, source_js: Path | None = None, cfg: dict | None = None) -> tuple[bool, str]:
+ """Copy Forge_MZ.js into the game and declare it in plugins.js."""
+ info = detect_mz(game_root)
+ if info is None:
+ return False, "No RPG Maker MZ game found at that path (Forge is MZ-only)."
+
+ plugins_js, plugins_dir = info
+ if source_js and not Path(source_js).is_file():
+ return False, f"Forge_MZ.js not found: {source_js}"
+ if not source_js and not DEFAULT_PLUGIN_SRC.is_file():
+ return False, f"Forge_MZ.js not found: {DEFAULT_PLUGIN_SRC}"
+
+ target = plugins_dir / f"{PLUGIN_NAME}.js"
+ content, nl = _read_plugins_js(plugins_js)
+
+ plugins_dir.mkdir(parents=True, exist_ok=True)
+ target.write_text(prepare_forge_mz_js(source_js, cfg), encoding="utf-8")
+
+ hotkey = (cfg or {}).get("forgeHotkey", "F10")
+ entry = plugin_entry(hotkey)
+ if not _is_declared(content):
+ idx = content.rfind("];")
+ if idx < 0:
+ return False, "Could not find plugin list end ( ]; ) in plugins.js."
+ before = content[:idx].rstrip()
+ after = content[idx:]
+ sep = nl if before.endswith(",") else "," + nl
+ content = before + sep + entry + nl + " " + after
+ plugins_js.write_text(content, encoding="utf-8", newline="")
+
+ return True, f"Forge installed for RPG Maker MZ. Press {hotkey} in-game to open."
+
+
+def uninstall(game_root: Path) -> tuple[bool, str]:
+ """Remove Forge_MZ from plugins.js and delete the plugin file."""
+ info = detect_mz(game_root)
+ if info is None:
+ return False, "No RPG Maker MZ game found at that path."
+
+ plugins_js, plugins_dir = info
+ target = plugins_dir / f"{PLUGIN_NAME}.js"
+ content, nl = _read_plugins_js(plugins_js)
+
+ if _is_declared(content):
+ kept = [
+ line for line in re.split(r"\r?\n", content)
+ if not re.search(rf'"name"\s*:\s*"{re.escape(PLUGIN_NAME)}"', line)
+ ]
+ new_text = nl.join(kept)
+ new_text = re.sub(r",(\s*)\];", r"\1];", new_text)
+ plugins_js.write_text(new_text, encoding="utf-8", newline="")
+
+ if target.is_file():
+ target.unlink()
+
+ return True, "Forge uninstalled."
+
+
+def apply_config(game_root: Path, cfg: dict | None = None) -> tuple[bool, str]:
+ """Rewrite an installed Forge_MZ.js with the current Forge hotkey."""
+ info = detect_mz(game_root)
+ if info is None:
+ return False, "No RPG Maker MZ game found at that path."
+
+ _, plugins_dir = info
+ target = plugins_dir / f"{PLUGIN_NAME}.js"
+ if not target.is_file():
+ return False, "Forge is not installed in this game folder."
+
+ target.write_text(prepare_forge_mz_js(cfg=cfg), encoding="utf-8")
+ return True, "Forge hotkey applied to the installed plugin."
diff --git a/util/playtest/__init__.py b/util/playtest/__init__.py
new file mode 100644
index 0000000..9e70484
--- /dev/null
+++ b/util/playtest/__init__.py
@@ -0,0 +1,3 @@
+from util.playtest.config import load_config, save_config
+
+__all__ = ["load_config", "save_config"]
diff --git a/util/playtest/config.py b/util/playtest/config.py
new file mode 100644
index 0000000..a426e2e
--- /dev/null
+++ b/util/playtest/config.py
@@ -0,0 +1,55 @@
+"""Shared playtest plugin settings — hotkeys and editor (.env)."""
+
+from __future__ import annotations
+
+import re
+from pathlib import Path
+
+from dotenv import dotenv_values
+
+ENV_TL_HOTKEY = "tlHotkey"
+ENV_FORGE_HOTKEY = "forgeHotkey"
+ENV_EDITOR = "tlEditorCmd"
+
+DEFAULTS = {
+ "hotkey": "F9",
+ "forgeHotkey": "F10",
+ "editorCmd": "auto",
+ "workspaceFolder": "auto",
+}
+
+ENV_PATH = Path(".env")
+
+
+def load_config(env_path: Path | None = None) -> dict:
+ path = env_path or ENV_PATH
+ env = dotenv_values(path) if path.is_file() else {}
+ cfg = dict(DEFAULTS)
+ for key, env_key in (
+ ("hotkey", ENV_TL_HOTKEY),
+ ("forgeHotkey", ENV_FORGE_HOTKEY),
+ ("editorCmd", ENV_EDITOR),
+ ):
+ val = (env.get(env_key) or "").strip()
+ if val:
+ cfg[key] = val
+ return cfg
+
+
+def save_config(cfg: dict, env_path: Path | None = None) -> None:
+ path = env_path or ENV_PATH
+ text = path.read_text(encoding="utf-8") if path.is_file() else ""
+ updates = {
+ ENV_TL_HOTKEY: cfg.get("hotkey", DEFAULTS["hotkey"]),
+ ENV_FORGE_HOTKEY: cfg.get("forgeHotkey", DEFAULTS["forgeHotkey"]),
+ ENV_EDITOR: cfg.get("editorCmd", DEFAULTS["editorCmd"]),
+ }
+ for key, val in updates.items():
+ quoted = f"'{val}'"
+ pattern = rf"^({re.escape(key)}\s*=\s*)(?:'[^']*'|\"[^\"]*\"|[^\n]*)"
+ text, n = re.subn(pattern, rf"\g<1>{quoted}", text, count=1, flags=re.MULTILINE)
+ if n == 0:
+ text = text.rstrip("\n") + f"\n{key}={quoted}\n"
+ if not path.exists():
+ path.touch()
+ path.write_text(text, encoding="utf-8")
diff --git a/util/tl_inspector/TLInspector.js b/util/tl_inspector/TLInspector.js
index 6866462..9e562b7 100644
--- a/util/tl_inspector/TLInspector.js
+++ b/util/tl_inspector/TLInspector.js
@@ -30,7 +30,6 @@
* In-game overlay "save to file" reloads that JSON into memory immediately.
* VSCode / external saves: we watch data/*.json; once the file mtime is stable
* (save finished), reload instantly. The game cannot hook Ctrl+S in VSCode itself.
- * F9 — manual reload of all database JSON + the current map
*
* Limitations:
* - NW.js desktop playtest only (not browser)
@@ -55,8 +54,7 @@
//=========================================================================
var CFG = {
enabled: true,
- hotkey: 'F10', // key (event.key) that toggles the overlay
- reloadHotkey: 'F9', // key that reloads on-screen game elements from disk
+ hotkey: 'F9', // key (event.key) that toggles the overlay
editorCmd: 'auto', // 'auto' = auto-detect installed editors (VS Code, Cursor,
// VSCodium, Insiders, Windsurf). Or set an absolute path to
// force a specific editor exe.
@@ -1821,7 +1819,7 @@
'' +
'' +
- '↻ Reload' +
+ '↻ Reload' +
'';
root.appendChild(head);
@@ -2330,10 +2328,6 @@
e.preventDefault();
e.stopPropagation();
toggle();
- } else if (CFG.reloadHotkey && e.key === CFG.reloadHotkey) {
- e.preventDefault();
- e.stopPropagation();
- refreshGameElements();
} else if (e.key === 'Escape' && ui.pick) {
e.preventDefault();
e.stopPropagation();
@@ -2356,7 +2350,7 @@
if (inPanel(e.target)) { return; } // our panel / built-in editor get input untouched
var isKey = (e.type === 'keydown' || e.type === 'keyup' || e.type === 'keypress');
if (isKey) {
- if (e.key === CFG.hotkey || e.key === CFG.reloadHotkey || e.key === 'Escape') { return; } // hotkeys always work
+ if (e.key === CFG.hotkey || e.key === 'Escape') { return; } // hotkeys always work
// Always block the game from seeing the key (stopPropagation), but do NOT
// cancel the browser default for copy/select shortcuts (Ctrl+C / Ctrl+A) so
// the user can still copy selected text from the panel.
diff --git a/util/tl_inspector/config.py b/util/tl_inspector/config.py
index 90aef88..b026764 100644
--- a/util/tl_inspector/config.py
+++ b/util/tl_inspector/config.py
@@ -8,15 +8,16 @@ import re
import sys
from pathlib import Path
-from dotenv import dotenv_values
+from util.playtest.config import load_config as _load_playtest_config, save_config as _save_playtest_config
ENV_EDITOR = "tlEditorCmd"
-CFG_KEYS = ("editorCmd", "workspaceFolder")
+CFG_KEYS = ("editorCmd", "workspaceFolder", "hotkey")
DEFAULTS = {
"editorCmd": "auto",
"workspaceFolder": "auto",
+ "hotkey": "F9",
}
_PKG_ROOT = Path(__file__).resolve().parent
@@ -100,30 +101,13 @@ def detect_primary_editor() -> Path | None:
def load_config(env_path: Path | None = None) -> dict:
- path = env_path or ENV_PATH
- env = dotenv_values(path) if path.is_file() else {}
- cfg = dict(DEFAULTS)
- editor = (env.get(ENV_EDITOR) or "").strip()
- if editor:
- cfg["editorCmd"] = editor
- return cfg
+ return _load_playtest_config(env_path)
def save_config(cfg: dict, env_path: Path | None = None) -> None:
- path = env_path or ENV_PATH
- text = path.read_text(encoding="utf-8") if path.is_file() else ""
- updates = {
- ENV_EDITOR: cfg.get("editorCmd", "auto"),
- }
- for key, val in updates.items():
- quoted = f"'{val}'"
- pattern = rf"^({re.escape(key)}\s*=\s*)(?:'[^']*'|\"[^\"]*\"|[^\n]*)"
- text, n = re.subn(pattern, rf"\g<1>{quoted}", text, count=1, flags=re.MULTILINE)
- if n == 0:
- text = text.rstrip("\n") + f"\n{key}={quoted}\n"
- if not path.exists():
- path.touch()
- path.write_text(text, encoding="utf-8")
+ current = _load_playtest_config(env_path)
+ current.update(cfg)
+ _save_playtest_config(current, env_path)
def _js_literal(value) -> str:
diff --git a/util/tl_inspector/installer.py b/util/tl_inspector/installer.py
index a20607e..c9da79e 100644
--- a/util/tl_inspector/installer.py
+++ b/util/tl_inspector/installer.py
@@ -109,7 +109,10 @@ def install(game_root: Path, source_js: Path | None = None, cfg: dict | None = N
content = before + sep + PLUGIN_ENTRY + nl + " " + after
plugins_js.write_text(content, encoding="utf-8", newline="")
- return True, f"TLInspector installed for RPG Maker {engine}. Press F10 in-game to open."
+ return True, (
+ f"TLInspector installed for RPG Maker {engine}. "
+ f"Press {(cfg or {}).get('hotkey', 'F9')} in-game to open."
+ )
def uninstall(game_root: Path) -> tuple[bool, str]: