magical-girls-runa-and-nanami/js/plugins/VisuMZ_0_CoreEngine.js
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//=============================================================================
// VisuStella MZ - Core Engine
// VisuMZ_0_CoreEngine.js
//=============================================================================
var Imported = Imported || {};
Imported.VisuMZ_0_CoreEngine = true;
var VisuMZ = VisuMZ || {};
VisuMZ.CoreEngine = VisuMZ.CoreEngine || {};
VisuMZ.CoreEngine.version = 1.85;
//=============================================================================
/*:
* @target MZ
* @plugindesc [RPG Maker MZ] [Tier 0] [Version 1.85] [CoreEngine]
* @author VisuStella
* @url http://www.yanfly.moe/wiki/Core_Engine_VisuStella_MZ
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* The Core Engine plugin is designed to fix any bugs that may have slipped
* past RPG Maker MZ's source code and to give game devs more control over
* RPG Maker MZ's various features, ranging from mechanics to aesthetics to
* quality of life improvements.
*
* Features include all (but not limited to) the following:
*
* * Bug fixes for the problems existing in the RPG Maker MZ base code.
* * Failsafes added for Script Call related event commands.
* * Lots of Quality of Life Settings that can be activated through the
* Plugin Parameters.
* * Control over the various Text Colors used throughout the game.
* * Change up the maximum amount of gold carried, give it an icon attached to
* the label, and include text for overlap specifics.
* * Preload images as the game boots up.
* * Add specific background images for menus found throughout the game.
* * A button assist window will appear at the top or bottom of the screen,
* detailing which buttons do what when inside a menu. This feature can be
* turned off.
* * Choose which in-game battler parameters to display inside menus (ie ATK,
* DEF, AGI, etc.) and determine their maximum values, along with plenty of
* notetags to give more control over parameter, x-parameter, s-parameter
* bonuses through equipment, states, and other trait objects.
* * Control over how the UI objects appear (such as the menu button, cancel
* button, left/right actor switch buttons).
* * Reposition actors and enemies if the battle resolution is larger.
* * Allow class names and nicknames to support text codes when displayed.
* * Determine how windows behave in the game, if they will mask other windows,
* their line height properties, and more.
*
* ============================================================================
* Requirements
* ============================================================================
*
* This plugin is made for RPG Maker MZ. This will not work in other iterations
* of RPG Maker.
*
* ------ Tier 0 ------
*
* This plugin is a Tier 0 plugin. Place it under other plugins of lower tier
* value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure
* that your plugins will have the best compatibility with the rest of the
* VisuStella MZ Plugin library.
*
* ============================================================================
* Important Changes: Bug Fixes
* ============================================================================
*
* This plugin also serves to fix various bugs found in RPG Maker MZ that have
* been unaddressed or not yet taken care of. The following is a list of bugs
* that have been fixed by this plugin:
*
* ---
*
* Attack Skill Trait
*
* Enemies are unaffected by the Attack Skill Trait. This means if they have
* an Attack action, they will always use Attack over and over even if their
* Attack Skill Trait has been changed. This plugin will change it up so that
* the Attack skill will comply with whatever their Attack Skill Trait's skill
* is set to.
*
* ---
*
* Auto Battle Actor Skill Usage
*
* If an actor with Auto Battle has access to a skill but not have any access
* to that skill's type, that actor will still be able to use the skill during
* Auto Battle despite the fact that the actor cannot use that skill during
* manual input.
*
* ---
*
* Auto Battle Attack Seal Bypass
*
* By default, if the attack skill is sealed via a trait and an actor has
* auto-battle, the action can still be used via auto-battle. This is now fixed
* and actors should not be able to attack via auto-battle if their attack
* ability is sealed.
*
* ---
*
* Auto Battle Lock Up
*
* If an auto battle Actor fights against an enemy whose DEF/MDF is too high,
* they will not use any actions at all. This can cause potential game freezing
* and softlocks. This plugin will change that and have them default to a
* regular Attack.
*
* ---
*
* Auto Save After New Game
*
* Normally, when starting a new game through the "New Game" option, there is
* no auto save trigger. However, if you start a new game or load a saved game,
* then go to the Game End screen, return back to the title screen, then start
* a New Game, the auto save trigger occurs when it shouldn't. The Core Engine
* will now patch this and prevent the trigger from taking place.
*
* ---
*
* Battle Forced End Action Crash
*
* Depending on various circumstances, currently active battlers can be cleared
* from the battle system at will due to a number of reasons. However, if it
* just so happens that the targets are cleared, too, with actions remaining,
* then a crash will follow up. This plugin will prevent that change. Fix made
* by Olivia.
*
* ---
*
* Debug Console Refresh Bug
*
* When pressing F5 to refresh while the debug console (DevTools) is open,
* some graphics will fail to load properly. This started occurring since the
* RPG Maker MZ 1.5.0 update and the code for loading the images has now been
* reverted to the 1.4.4 version where it was last stable.
*
* ---
*
* Gamepad Repeat Input
*
* Cleared inputs on gamepads do not have a downtime and will trigger the
* following input frame. The causes problems with certain RPG Maker MZ menus
* where the inputs have to be cleared as the next immediate frame will have
* them inputted again. This plugin changes it so that whenever inputs are
* cleared, there is a downtime equal to the keyboard clear frames before the
* gamepad input is registered once more.
*
* ---
*
* Invisible Battle Sprites
*
* If you removed a party member during battle and added that exact party
* member back into the same slot, their sprite would appear invisible. The
* VisuStella Core Engine will fix this problem and prevent it from happening.
*
* ---
*
* Instant Text Discrepancy for Window_Message
*
* Window_Message displays text differently when it draws letters one by one
* versus when the text is displayed instantly. This isn't noticeable with the
* default font, but it's very visible when using something like Arial. The
* error is due to Bitmap.measureTextWidth yielding a rounded value per letter
* versus per word. The Core Engine will provide a bug fix that will single out
* the cause and make it so that only Window_Message will not utilize any round
* number values when determining the width of each letter, whether or not it
* is shown instantly. This change will only affect Window_Message and not any
* other window in order to prevent unintended side effects.
*
* This can be disabled through the Plugin Parameters:
*
* Plugin Parameters > QoL Settings > Misc > Font Width Fix
*
* ---
*
* Move Picture, Origin Differences
*
* If a Show Picture event command is made with an Origin setting of
* "Upper Left" and a Move Picture event command is made afterwards with an
* Origin setting of "Center", RPG Maker MZ would originally have it instantly
* jump into the new origin setting without making a clean transition between
* them. This plugin will create that clean transition between origins.
*
* ---
*
* Overly-Protective Substitute
*
* When an ally with critical health is being targeted by a friendly non-
* Certain Hit skill (such as a heal or buff) and another ally has the
* substitute state, the other ally would "protect" the originally targeted
* ally and take the heal or buff.
*
* The new changed behavior is that now, substitute will not trigger for any
* actions whose scope targets allies.
*
* ---
*
* Skill List Active After Party Member Change
*
* If the skill list is active (ie. the player can move the cursor around) and
* the party member currently being viewed is changed via the button commands,
* then previously, RPG Maker MZ would still have that window be active despite
* having the cursor hidden temporarily. Upon pressing direction buttons, the
* cursor reveals itself and both the skill type window and skill list window
* are both active, making way for lots of potential problems to happen.
*
* ---
*
* Sprite Removal and Destroy Crash
*
* A texture check will now occur for sprites that are being removed and
* destroyed in order to prevent crashes. In the off chance that someone
* creates a sprite through a script call and removes it through such, the
* likelihood of this occurance becomes higher. This makes the "destroy"
* property take into account a texture check in order to see if the sprite
* removal is taking extra steps and will reduce those extra steps.
*
* ---
*
* Status Window Name Vertical Cutoffs
*
* In the battle status windows, whenever actor names are displayed, the bitmap
* used to display their name text do not extend vertically all the way,
* causing letters like lowercase "Q" and "G" to be cut off, making them hard
* to distinguish from one another. The Core Engine will remedy this by
* extending the bitmap to allow enough room. Fix made by Irina.
*
* ---
*
* Termination Clear Effects
*
* In RPG Maker MZ, requesting an animation while transitioning between
* scenes, such as going from the map scene to the battle scene, can cause
* crashes. This is because the animation queue does not take off immediately
* and will likely register incorrect targets for the scene. This plugin will
* forcefully clear any registered animations and balloon effects when
* terminating a scene in order to prevent crashes.
*
* ---
*
* Timer Sprite
*
* By default, RPG Maker MZ adds Sprite_Timer into its spriteset, either for
* maps or for battles. There is one major problem with this: when spritesets
* are affected by filters, zooms, and/or blurs, this hinders how readable the
* timer sprite is, making the information perceived by the player to be much
* harder than it needs to be. The Core Engine adds the sprite to the parent
* scene instead of the spriteset to ensure it's unobscured by anything else.
*
* ---
*
* Unusable Battle Items
*
* If any party member is able to use an item in battle, then all party members
* are able to use said item, even if that party member is supposed to be
* unable to use that item. This is now changed so that battle items are
* checked on an individual basis and not on a party-wide basis.
*
* ---
*
* Water Tile Bug
*
* It seems like there's a new bug that occurs if you create a tileset from
* scratch in RPG Maker MZ version 1.5.0+ and version 1.6.0+! What this bug
* does is it causes many tiles to become water tiles without intending to.
* You can find this out by turning off all the plugins in your project,
* putting a Ship or Boat on what are normally ground tiles, and then seeing
* the Ship or Boat traverse through it.
*
* There are two ways to fix this. We cannot fix it through code in this plugin
* as it's a problem that involves the tileset json data there are ways to work
* around it so that you can get the proper water-flags to go where they need
* to be at.
*
* 1. Copy a working un-bugged tileset onto the currently bugged one and
* reapply the tile features like passability, terrain tags, etc. This will
* make sure the water-passability tiles get copied over correctly.
*
* 2. If you're on RPG Maker MZ version 1.5.0 or above, select a working
* un-bugged tileset (usually a pre-existing tileset when a new project is
* made), click the "Copy Page" button, go to the bugged tileset and press
* "Paste Page". You'll have to reapply any different properties like
* passabilities and terrain tags, but the water tile flags should now be
* working properly.
*
* The plugin will not fix the problem itself since flag data is delicate and
* should not be tampered with midgame as the changes made by the plugin might
* not match the desired settings.
*
* This plugin, however, will also send out an alert message when coming across
* such a tile. Pay attention to it and do one of the following two steps above
* to fix the problem.
*
* ---
*
* Window Arrows Sprite Tearing
*
* If a window object in RPG Maker MZ were to have an odd number for width size
* then the arrow elements found for the window would be positioned on a half
* pixel, giving it a blurry look and also have sprite tearing issues. This is
* now fixed by rounding the number to the nearest whole number.
*
* ---
*
* Window Client Area Scaling Bug
*
* If the window has a scale value different from 1.0, the client area (the
* interactable parts) will not scale properly and appear clipped out. This
* is now fixed by adjusting the client area to the window's scale values and
* rounding upward to the nearest whole number.
*
* ---
*
* Window Skin Bleeding
*
* This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+.
*
* Since the v1.2.0 update, Window.prototype._refreshBack's frame value has
* been set from 96 to 95. This results in the window skin bleeding past the
* window's intended borders. The Core Engine now reverts this change to
* prevent the bleeding effect from happening.
*
* ---
*
* ============================================================================
* Major Changes: New Hard-Coded Features
* ============================================================================
*
* This plugin adds some new hard-coded features to RPG Maker MZ's functions.
* The following is a list of them.
*
* ---
*
* Scroll-Linked Pictures
*
* - If a Parallax has a ! at the start of its filename, it is bound to the map
* scrolling. The same thing now happens with pictures. If a Picture has a ! at
* the start of its filename, it is bound to the map's scrolling as well.
*
* ---
*
* Movement Route Scripts
*
* - If code in a Movement Route Script command fails, instead of crashing the
* game, it will now act as if nothing happened except to display the cause of
* the error inside the console.
*
* ---
*
* Script Call Failsafes
*
* - If code found in Conditional Branches, Control Variables, and/or Script
* Calls fail to activate, instead of crashing the game, it will now act as if
* nothing happened except to display the cause of the error inside the
* console.
*
* ---
*
* Digit Grouping
*
* - There exists an option to change how numbers are displayed and converted
* in your game. This option can be enabled or disabled by going into the
* Plugin Manager > VisuMZ_0_OptionsCore > Quality of Life Settings >
* Digit Grouping and toggling on/off whichever ones you want.
*
* - Digit Grouping will follow the rules of whatever country/locale the Plugin
* Parameters are set to. If it's to default 'en-US', then 1234567.123456 will
* become 1,234,567.123456. Set it to 'es-ES' and it becomes 1.234.567,123456
* instead.
*
* - This uses JavaScript's Number.toLocaleString() function and will therefore
* follow whatever rules it has. This means if there are trailing zeroes at the
* end of a decimal, it will cut them off. Numbers like 123.45000 will become
* 123.45 instead. Excess numbers past 6 decimal places will be rounded. A
* number like 0.123456789 will become 0.123457 instead.
*
* - Numbers in between [ and ], < and > will be excluded from digit grouping
* in order for text codes to be preserved accurately. \I[1234] will remain as
* \I[1234].
*
* - If you would like to enter in a number without digit grouping, surround it
* with {{ and }}. Typing in {{1234567890}} will yield 1234567890.
*
* ---
*
* Show Scrolling Text, additional functionality
*
* The event command "Show Scrolling Text" now has additional functionality as
* long as the VisuStella MZ Core Engine is installed. If the game dev inserts
* "// Script Call" (without the quotes) inside the scrolling text, then the
* entirity of the Show Scrolling Text event command will be ran as a giant
* script call event command.
*
* The reason why this functionality is added is because the "Script..." event
* command contains only 12 lines maximum. This means for any script call
* larger than 12 lines of code cannot be done by normal means as each script
* call is ran as a separate instance.
*
* By repurposing the "Show Scrolling Text" event command to be able to
* function as an extended "Script..." event command, such a thing is now
* possible with less hassle and more lines to code with.
*
* This effect does not occur if the Show Scrolling Text event command does not
* have "// Script Call" in its contents.
*
* ---
*
* ============================================================================
* Notetags
* ============================================================================
*
* The following are notetags that have been added through this plugin. These
* notetags will not work with your game if this plugin is OFF or not present.
*
* ---
*
* === Actors-Related Notetags ===
*
* Parameter limits can be adjusted in the Plugin Parameters, but this won't
* lift the ability to change the values of an actor's initial or max level
* past the editor's limits. Instead, this must be done through the usage of
* notetags to accomplish the feat.
*
* ---
*
* <Max Level: x>
*
* - Used for: Actor Notetags
* - Replace 'x' with an integer to determine the actor's max level.
* - This allows you to go over the database limit of 99.
* - If this notetag isn't used, default to the actor's database value.
*
* ---
*
* <Initial Level: x>
*
* - Used for: Actor Notetags
* - Replace 'x' with an integer to determine the actor's initial level.
* - This allows you to go over the database limit of 99.
* - If this notetag isn't used, default to the actor's database value.
*
* ---
*
* === Classes-Related Notetags ===
*
* As actor levels can now surpass 99 due to the notetag system, there may be
* some skills you wish certain classes can learn upon reaching higher levels
* past 99, too.
*
* ---
*
* <Learn At Level: x>
*
* - Used for: Class Skill Learn Notetags
* - Replace 'x' with an integer to determine the level this class will learn
* the associated skill at.
* - This allows you to go over the database limit of 99.
* - If this notetag isn't used, default to the class's database value.
*
* ---
*
* === Enemies-Related Notetags ===
*
* Enemies are now given levels. The levels don't do anything except to serve
* as a container for a number value. This way, levels can be used in damage
* formulas (ie. a.atk - b.level) without causing any errors. To give enemies
* levels, use the notetags below. These notetags also allow you to adjust the
* base parameters, EXP, and Gold past the database limitations.
*
* ---
*
* <Level: x>
*
* - Used for: Enemy Notetags
* - Replace 'x' with an integer to determine the enemy's level.
* - If no level is declared, the level will default to 1.
*
* ---
*
* <param: x>
*
* - Used for: Enemy Notetags
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to alter.
* - This notetag does NOT work with X Parameters, S Parameters, or any
* custom parameters. This notetag ONLY works with the base parameters.
* - Replace 'x' with an integer to set an enemy's 'param' base value.
* - This will overwrite the enemy's database value and can exceed the original
* value limitation in the database.
* - If these notetags aren't used, default to the enemy's database value.
*
* ---
*
* <EXP: x>
* <Gold: x>
*
* - Used for: Enemy Notetags
* - Replace 'x' with an integer to determine the enemy's EXP or Gold values.
* - This will overwrite the enemy's database value and can exceed the original
* value limitation in the database.
* - If these notetags aren't used, default to the enemy's database value.
*
* ---
*
* === Animations-Related Notetags ===
*
* Animations in RPG Maker MZ are done by Effekseer and the animation system
* has been revamped. However, the animations are only centered on the targets
* now, and cannot be attached to the head or foot. Insert these tags into
* the names of the animations in the database to adjust their positions.
*
* ---
*
* <Head>
* <Foot>
*
* - Used for: Animation Name Tags
* - Will set the animation to anchor on top of the sprite (if <Head> is used)
* or at the bottom of the sprite (if <Foot> is used).
*
* ---
*
* <Anchor X: x>
* <Anchor Y: y>
*
* <Anchor: x, y>
*
* - Used for: Animation Name Tags
* - Will anchor the animation at a specific point within the sprite based on
* the 'x' and 'y' values.
* - Replace 'x' and 'y' with numeric values representing their positions based
* on a rate where 0.0 is the furthest left/up (x, y respectively) to 1.0 for
* the furthest right/down (x, y respectively).
*
* Examples:
*
* <Anchor X: 0.4>
* <Anchor Y: 0.8>
*
* <Anchor: 0.2, 0.9>
*
* ---
*
* <Offset X: +x>
* <Offset X: -x>
* <Offset Y: +y>
* <Offset Y: -y>
*
* <Offset: +x, +y>
* <Offset: -x, -y>
*
* - Used for: Animation Name Tags
* - Will anchor the animation to be offset by an exact number of pixels.
* - This does the same the editor does, except it lets you input values
* greater than 999 and lower than -999.
* - Replace 'x' and 'y' with numeric values the exact number of pixels to
* offset the animation's x and y coordinates by.
*
* Examples:
*
* <Offset X: +20>
* <Offset Y: -50>
*
* <Offset: +10, -30>
*
* ---
*
* <Mirror Offset X>
* <No Mirror Offset X>
*
* - Used for: Animation Name Tags
* - If an animation is mirrored, you can choose to have the animation's Offset
* X value be mirrored, too (or not at all).
* - If no name tag is discovered, this will use the setting found in the
* Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset X setting.
*
* ---
*
* <Rate: x>
*
* - Used for: MV Animation Name Tags
* - Allows you to adjust the update for this MV Animation.
* - Does NOT work with Effekseer animations.
* - The lower the number, the faster.
* - Replace 'x' with a number representing the animation update rate.
* - Default rate: 4.
* - Minimum rate: 1.
* - Maximum rate: 10.
*
* ---
*
* === Quality of Life-Related Notetags ===
*
* By default, RPG Maker MZ does not offer an encounter step minimum after a
* random encounter has finished. This means that one step immediately after
* finishing a battle, the player can immediately enter another battle. The
* Quality of Life improvement: Minimum Encounter Steps allows you to set a
* buffer range between battles for the player to have some breathing room.
*
* ---
*
* <Minimum Encounter Steps: x>
*
* - Used for: Map Notetags
* - Replace 'x' with the minimum number of steps before the player enters a
* random encounter on that map.
* - If this notetag is not used, then the minimum encounter steps for the map
* will default to Quality of Life Settings => Encounter Rate Min.
*
* ---
*
* Tile shadows are automatically added to certain tiles in the map editor.
* These tile shadows may or may not fit some types of maps. You can turn them
* on/off with the Quality of Life Plugin Parameters or you can override the
* settings with the following notetags:
*
* ---
*
* <Show Tile Shadows>
* <Hide Tile Shadows>
*
* - Used for: Map Notetags
* - Use the respective notetag for the function you wish to achieve.
* - If this notetag is not used, then the minimum encounter steps for the map
* will default to Quality of Life Settings => No Tile Shadows.
*
* ---
*
* <Scroll Lock X>
* <Scroll Lock Y>
*
* - Used for: Map Notetags
* - Will prevent the map from being able to scroll left/right(x) or up/down(y)
* if these notetags are present.
* - Useful for when maps are just slightly smaller than normal and the tiny
* scrolling is distracting.
* - This will use the display nudge setting found in the Plugin Parameters.
* - This setting will be disabled if the map is zoomed in.
*
* ---
*
* <Scroll Lock X: x>
* <Scroll Lock Y: y>
*
* - Used for: Map Notetags
* - Will prevent the map from being able to scroll left/right(x) or up/down(y)
* if these notetags are present and will nudge the map camera slightly.
* - Useful for when maps are just slightly smaller than normal and the tiny
* scrolling is distracting.
* - Replace 'x' and 'y' with numbers between 0 and 1 to represent how much is
* being judged.
* - For example, for a 1280x720 resolution, a 27 tile wide map will benefit
* from a nudge of 0.15625. Play with these numbers to determine the best
* value for your maps.
* - This setting will be disabled if the map is zoomed in.
*
* ---
*
* === Basic, X, and S Parameters-Related Notetags ===
*
* A battler's parameters, or stats as some devs know them as, are the values
* that determine how a battler performs. These settings allow you to alter
* behaviors and give boosts to trait objects in a more controlled manner.
*
* ---
*
* <param Plus: +x>
* <param Plus: -x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'param' plus value when calculating totals.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'x' with an integer on how much to adjust the parameter by.
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <param Rate: x%>
* <param Rate: x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Changes 'param' rate to 'x' to alter the total 'param' value.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <param Flat: +x>
* <param Flat: -x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'param' plus value when calculating totals.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'x' with an integer on how much to adjust the parameter by.
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <param Max: x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Sets max caps for the 'param' to be 'x'. If there are multiple max caps
* available to the unit, then the highest will be selected.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'x' with an integer to determine what the max cap should be.
* - This does NOT set the max cap to be lower than the default cap.
*
* ---
*
* <xparam Plus: +x%>
* <xparam Plus: -x%>
*
* <xparam Plus: +x.x>
* <xparam Plus: -x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <xparam Rate: x%>
* <xparam Rate: x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Changes 'param' rate to 'x' to alter the total 'xparam' value.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <xparam Flat: +x%>
* <xparam Flat: -x%>
*
* <xparam Flat: +x.x>
* <xparam Flat: -x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <sparam Plus: +x%>
* <sparam Plus: -x%>
*
* <sparam Plus: +x.x>
* <sparam Plus: -x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* <sparam Rate: x%>
* <sparam Rate: x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Changes 'param' rate to 'x' to alter the total 'sparam' value.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* <sparam Flat: +x%>
* <sparam Flat: -x%>
*
* <sparam Flat: +x.x>
* <sparam Flat: -x.x>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* === Tileset-Related Notetags ===
*
* ---
*
* <Taller By x: id>
*
* - Used for: Tileset Notetags
* - Changes any page B, C, D, E tile marked by terrain tag 'id' to be taller
* by 'x' tiles.
* - Replace 'x' with a number representing the tiles to be taller by.
* - Replace 'id' with a number representing the Terrain Tag you will use to
* mark this tile with in the Database editor.
* - When placing these tiles on the map, all you have to do is just place the
* bottom tile.
* - ie.: For a tree that's one tile taller, just place the tile at the
* bottom where you see the trunk.
* - Then, in-game, the tree will appear taller by one tile as marked.
* - Depending on the priority settings, the tile will appear on different
* layers.
* - O will place the tile on the below player layer.
* - X will place the tile on the same level as the player.
* - ★ will place the tile on the above player layer.
* - O/X layer tiles have a special property where tall sprites standing in
* front of it will no longer clip the top of the sprite, while sprites
* standing behind it will be covered by it.
* - The X layer sprite will only have a hitbox of 1x1 at the base.
* - This does not work with events using tiles as graphics. Instead, if you
* want to do similar, use the Event & Movement Core's <Tile Expand> notetags
* for better control.
*
* ---
*
* === JavaScript Notetags: Basic, X, and S Parameters ===
*
* The following are notetags made for users with JavaScript knowledge. These
* notetags are primarily aimed at Basic, X, and S Parameters.
*
* ---
*
* <JS param Plus: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'param' plus value.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* plus amount for the parameter's total calculation.
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <JS param Rate: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'param' rate value.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* param rate amount for the parameter's total calculation.
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <JS param Flat: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'param' flat value.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* flat bonus amount for the parameter's total calculation.
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* Basic Parameter => Formula.
*
* ---
*
* <JS param Max: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to determine what the max cap for 'param' should be. If there
* are multiple max caps available to the unit, then the highest is selected.
* - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
* or 'LUK' to determine which parameter to modify.
* - Replace 'code' with JavaScript code to determine the max cap for the
* desired parameter.
*
* ---
*
* <JS xparam Plus: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'xparam' plus value.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* plus amount for the X parameter's total calculation.
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <JS xparam Rate: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'xparam' rate value.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* param rate amount for the X parameter's total calculation.
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <JS xparam Flat: code>
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'xparam' flat value.
* - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
* 'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* flat bonus amount for the X parameter's total calculation.
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* X Parameter => Formula.
*
* ---
*
* <JS sparam Plus: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'sparam' plus value.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* plus amount for the S parameter's total calculation.
* - This is used to calculate the 'plus' portion in the Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* <JS sparam Rate: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'sparam' rate value.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* param rate amount for the S parameter's total calculation.
* - This is used to calculate the 'paramRate' portion in Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* <JS sparam Flat: code>
*
* - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
* - Runs 'code' to change the 'sparam' flat value.
* - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
* 'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
* - Replace 'code' with JavaScript code to determine how much to change the
* flat bonus amount for the S parameter's total calculation.
* - This is used to calculate the 'flatBonus' portion in Parameter Settings =>
* S Parameter => Formula.
*
* ---
*
* === Battle Setting-Related Notetags ===
*
* These tags will change the settings for battle regardless of how the battle
* system is set up normally. Insert these tags in either the noteboxes of maps
* or the names of troops for them to take effect. If both are present for a
* specific battle, then priority goes to the setting found in the troop name.
*
* ---
*
* <FV>
* <Front View>
* <Battle View: FV>
* <Battle View: Front View>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Changes the perspective of battle to front view for this specific map or
* battle.
* - Make sure you have the enemy image files available in the img/enemies/
* folder as they will used instead of the "sv_enemies" graphics.
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
*
* ---
*
* <SV>
* <Side View>
* <Battle View: SV>
* <Battle View: Side View>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Changes the perspective of battle to side view for this specific map or
* battle.
* - Make sure you have the enemy image files available in the img/sv_enemies/
* folder as they will used instead of the "enemies" graphics.
* - Make sure your actors have "sv_actor" graphics attached to them.
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
*
* ---
*
* <DTB>
* <Battle System: DTB>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Changes the battle system to the default battle system (DTB).
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
*
* ---
*
* <TPB Active>
* <ATB Active>
* <Battle System: TPB Active>
* <Battle System: ATB Active>
*
* <TPB Wait>
* <ATB Wait>
* <Battle System: TPB Wait>
* <Battle System: ATB Wait>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Changes the battle system to the time progress battle system (TPB) or
* active turn battle system (ATB) if you have VisuMZ_2_BattleSystemATB
* installed for the game project.
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
*
* ---
*
* <BTB>
* <Battle System: BTB>
*
* <CTB>
* <Battle System: CTB>
*
* <ETB>
* <Battle System: ETB>
*
* <FTB>
* <Battle System: FTB>
*
* <OTB>
* <Battle System: OTB>
*
* <PTB>
* <Battle System: PTB>
*
* <STB>
* <Battle System: STB>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Changes the battle system to the respective battle system as long as you
* have those plugins installed in the current project.
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
*
* ---
*
* <Grid>
* <Battle Grid>
*
* <No Grid>
* <No Battle Grid>
*
* - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
* - Requires VisuMZ_2_BattleGridSystem!
* - Changes the battle system to utilize the Battle Grid System or not.
* - If using Troop Comment Tags, then as long as the tag appears in a comment
* found on any of the Troop's pages (even if they don't run), the tag will
* be considered in effect.
* - If none of these notetags or comment tags are found, refer to the default
* settings found in the Plugin Parameters.
*
* ---
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* The following are Plugin Commands that come with this plugin. They can be
* accessed through the Plugin Command event command.
*
* ---
*
* === Animation Commands ===
*
* ---
*
* Animation: Play at Coordinate
* - Plays an animation on the screen at a specific x, y coordinate even if
* there is no sprite attached.
*
* Animation ID:
* - Plays this animation.
*
* Coordinates:
*
* X:
* Y:
* - X/Y coordinate used for the animation.
* You may use JavaScript code.
*
* Mirror Animation?:
* - Mirror the animation?
*
* Mute Animation?:
* - Mute the animation?
*
* ---
*
* === Audio Plugin Commands ===
*
* ---
*
* Audio: Change Current BGM Volume
* - Changes the current BGM volume without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Volume:
* - Change the current BGM's volume to what amount?
* - You may use JavaScript code.
* - Use numbers from 0 to 100.
*
* ---
*
* Audio: Change Current BGM Pitch
* - Changes the current BGM pitch without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Pitch:
* - Change the current BGM's pitch to what amount?
* - You may use JavaScript code.
* - Use numbers from 50 to 150.
*
* ---
*
* Audio: Change Current BGM Pan
* - Changes the current BGM pan without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Pan:
* - Change the current BGM's pan to what amount?
* - You may use JavaScript code.
* - Use numbers from -100 to 100.
*
* ---
*
* Audio: Change Current BGM Volume
* - Changes the current BGM volume without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Volume:
* - Change the current BGM's volume to what amount?
* - You may use JavaScript code.
* - Use numbers from 0 to 100.
*
* ---
*
* Audio: Change Current BGM Pitch
* - Changes the current BGM pitch without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Pitch:
* - Change the current BGM's pitch to what amount?
* - You may use JavaScript code.
* - Use numbers from 50 to 150.
*
* ---
*
* Audio: Change Current BGM Pan
* - Changes the current BGM pan without changing any of the current BGM's
* other properties and without restarting the BGM.
*
* Pan:
* - Change the current BGM's pan to what amount?
* - You may use JavaScript code.
* - Use numbers from -100 to 100.
*
* ---
*
* === Debug Plugin Commands ===
*
* ---
*
* Debug: Current Controller ID
* - PLAY TEST ONLY.
* - Shows current controller ID in debug console.
* - If you press a key on the keyboard, this data will be erased.
* - Also copies to computer clipboard if possible.
*
* ---
*
* === Export Plugin Commands ===
*
* ---
*
* Export: All Maps Text
* - PLAY TEST ONLY. Exports all of the text from all maps,
* their events, event pages, and any associated Common Events.
*
* - Exports 'Show Text' event commands.
* - Exports 'Show Choices' event commands.
* - Exports 'Show Scrolling Text' event commands.
* - Exports 'Comments' event commands.
* - Only the raw text will be exported.
* - Only usable during Play Test.
*
* ---
*
* Export: All Troops Text
* - PLAY TEST ONLY. Exports all of the text from all troops,
* their event pages, and any associated Common Events.
*
* - Exports 'Show Text' event commands.
* - Exports 'Show Choices' event commands.
* - Exports 'Show Scrolling Text' event commands.
* - Exports 'Comments' event commands.
* - Only the raw text will be exported.
* - Only usable during Play Test.
*
* ---
*
* Export: Current Map Text
* - PLAY TEST ONLY. Exports all of the text on the current map,
* its events, the event pages, and any associated Common Events.
*
* - Exports 'Show Text' event commands.
* - Exports 'Show Choices' event commands.
* - Exports 'Show Scrolling Text' event commands.
* - Exports 'Comments' event commands.
* - Only the raw text will be exported.
* - Only usable during Play Test.
* - If not in battle, this Plugin Command will not work.
*
* ---
*
* Export: Current Troop Text
* - PLAY TEST ONLY. Exports all of the text on the current troop,
* the troop's event pages, and any associated Common Events.
*
* - Exports 'Show Text' event commands.
* - Exports 'Show Choices' event commands.
* - Exports 'Show Scrolling Text' event commands.
* - Exports 'Comments' event commands.
* - Only the raw text will be exported.
* - Only usable during Play Test.
* - If not in battle, this Plugin Command will not work.
*
* ---
*
* === Game Plugin Commands ===
*
* ---
*
* Game: Open URL
* - Opens a website URL from the game.
*
* URL:
* - Where do you want to take the player?
*
* ---
*
* === Gold Plugin Commands ===
*
* ---
*
* Gold: Gain/Lose
* - Allows you to give/take more gold than the event editor limit.
*
* Value:
* - How much gold should the player gain/lose?
* - Use negative values to remove gold.
*
* ---
*
* === Map Plugin Commands ===
*
* ---
*
* Map: Once Parallel
* - Plays a Common Event parallel to the event once without repeating itself
* when done.
* - Map only!
*
* Common Event ID:
* - The ID of the parallel Common Event to play.
* - Does NOT repeat itself when finished.
* - When exiting map scene or changing maps, all Once Parallels are cleared.
* - Once Parallels are not retained upon reentering the scene or map.
* - Once Parallels are not stored in memory and cannot be saved.
*
* ---
*
* === Picture Plugin Commands ===
*
* ---
*
* Picture: Coordinates Mode
* - Play Test Mode only! Gets the coordinates of a specific picture as you
* move it across the screen.
*
* Picture ID:
* - The ID of the pictures to track the coordinates of.
*
* ---
*
* Picture: Easing Type
* - Changes the easing type to a number of options.
*
* Picture ID:
* - Which picture do you wish to apply this easing to?
*
* Easing Type:
* - Select which easing type you wish to apply.
*
* Instructions:
* - Insert this Plugin Command after a "Move Picture" event command.
* - Turn off "Wait for Completion" in the "Move Picture" event.
* - You may have to add in your own "Wait" event command after.
*
* ---
*
* Picture: Erase All
* - Erases all pictures on the screen because it's extremely tedious to do it
* one by one.
*
* ---
*
* Picture: Erase Range
* - Erases all pictures within a range of numbers because it's extremely
* tedious to do it one by one.
*
* Starting ID:
* - The starting ID of the pictures to erase.
*
* Ending ID:
* - The ending ID of the pictures to erase.
*
* ---
*
* Picture: Rotate by Angle
* - Rotates target picture by a amount angle over a set duration instead of
* continuously.
*
* Picture ID Number:
* - What is the ID of the picture you wish to rotate?
* - Use a number between 1 and 100.
* - You may use JavaScript code.
*
* Adjust Angle:
* - What is the angle you wish to rotate the picture by?
* - Use degrees (360 degrees per full rotation).
* - You may use JavaScript code.
*
* Easing Type:
* - Select which easing type you wish to apply.
*
* Duration:
* - Duration of rotation effect in frames.
* - 60 frames = 1 second.
* - You may use JavaScript code.
*
* Wait for Completion:
* - Wait until completion before moving onto the next event?
*
* ---
*
* Picture: Rotate to Angle
* - Rotates target picture to a certain angle over a set duration
* instead of continuously.
*
* Picture ID Number:
* - What is the ID of the picture you wish to rotate?
* - Use a number between 1 and 100.
* - You may use JavaScript code.
*
* Target Angle:
* - What is the target angle you wish to rotate the picture?
* - Use degrees (360 degrees per full rotation).
* - You may use JavaScript code.
*
* Easing Type:
* - Select which easing type you wish to apply.
*
* Duration:
* - Duration of rotation effect in frames.
* - 60 frames = 1 second.
* - You may use JavaScript code.
*
* Wait for Completion:
* - Wait until completion before moving onto the next event?
*
* ---
*
* Picture: Show Icon
* - Shows an icon instead of a picture image.
* - The picture icon can be controlled like any other picture.
*
* General:
*
* Picture ID Number:
* - What is the ID of the picture you wish to show at?
* - Use a number between 1 and 100.
* - You may use JavaScript code.
*
* Icon Index:
* - Select the icon index to use for this picture.
* - You may use JavaScript code.
*
* Smooth Icon?:
* - This will make the icon smoothed out or pixelated.
*
* Picture Settings:
*
* Position:
*
* Origin:
* - What is the origin of this picture icon?
* - Upper Left
* - Center
*
* Position X:
* - X coordinate of the picture.
* - You may use JavaScript code.
*
* Position Y:
* - Y coordinate of the picture.
* - You may use JavaScript code.
*
* Scale:
*
* Width %:
* - Horizontal scale of the picture.
* - You may use JavaScript code.
* - 100 is 100%
*
* Height %:
* - Vertical scale of the picture.
* - You may use JavaScript code.
* - 100 is 100%
*
* Blend:
*
* Opacity:
* - Insert a number to determine opacity level.
* - Use a number between 0 and 255.
* - You may use JavaScript code.
*
* Blend Mode:
* - What kind of blend mode do you wish to apply to the picture?
*
* ---
*
* === Screen Shake Plugin Commands ===
*
* ---
*
* Screen Shake: Custom:
* - Creates a custom screen shake effect and also sets the following uses of
* screen shake to this style.
*
* Shake Style:
* - Select shake style type.
* - Original
* - Random
* - Horizontal
* - Vertical
*
* Power:
* - Power level for screen shake.
*
* Speed:
* - Speed level for screen shake.
*
* Duration:
* - Duration of screenshake.
* - You can use code as well.
*
* Wait for Completion:
* - Wait until completion before moving onto the next event?
*
* ---
*
* === Switch Plugin Commands ===
*
* ---
*
* Switches: Randomize ID(s)
* - Select specific Switch ID's to randomize ON/OFF.
*
* Switch ID(s):
* - Select which Switch ID(s) to toggle.
*
* Chance for ON:
* - Chance out of 100 that determines the switches to be ON.
*
* ---
*
* Switches: Randomize Range
* - Select specific Switch ID Range to randomize ON/OFF.
* - The ratio determines the ON/OFF distribution.
*
* Starting ID:
* - The starting ID of the Switch to toggle.
*
* Ending ID:
* - The ending ID of the Switch to toggle.
*
* Chance for ON:
* - Chance out of 100 that determines the switches to be ON.
*
* ---
*
* Switches: Toggle ID(s)
* - Select specific Switch ID's to toggle ON/OFF.
* - ON becomes OFF. OFF becomes ON.
*
* Switch ID(s):
* - Select which Switch ID(s) to toggle.
*
* ---
*
* Switches: Toggle Range
* - Select specific Switch ID Range to toggle ON/OFF.
* - ON becomes OFF. OFF becomes ON.
*
* Starting ID:
* - The starting ID of the Switch to toggle.
*
* Ending ID:
* - The ending ID of the Switch to toggle.
*
* ---
*
* === System Plugin Commands ===
*
* ---
*
* System: Battle System Change
* - Switch to a different battle system in-game.
* - Some battle systems REQUIRE their specific plugins!
*
* Change To:
* - Choose which battle system to switch to.
* - Database Default (Use game database setting)
* - -
* - DTB: Default Turn Battle
* - TPB Active: Time Progress Battle (Active)
* - TPB Wait: Time Progress Battle (Wait)
* - -
* - BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB)
* - CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB)
* - OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB)
* - STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB)
*
* ---
*
* System: Load Images
* - Allows you to (pre) load up images ahead of time.
*
* img/animations/:
* img/battlebacks1/:
* img/battlebacks2/:
* img/enemies/:
* img/faces/:
* img/parallaxes/:
* img/pictures/:
* img/sv_actors/:
* img/sv_enemies/:
* img/system/:
* img/tilesets/:
* img/titles1/:
* img/titles2/:
* - Which files do you wish to load from this directory?
*
* ---
*
* System: Main Font Size
* - Set the game's main font size.
*
* Change To:
* - Change the font size to this number.
*
* ---
*
* System: Side View Battle
* - Switch between Front View or Side View for battle.
*
* Change To:
* - Choose which view type to switch to.
*
* ---
*
* System: Window Padding
* - Change the game's window padding amount.
*
* Change To:
* - Change the game's standard window padding to this value.
*
* ---
*
* === Text Popup Command ===
*
* ---
*
* Text Popup: Show Text
* - Adds text to a text popup window to briefly appear.
* - Multiple text popups will be queued.
* - Does not halt the game and works parallel to game activity.
*
* Text:
* - Write the text that you want to appear here.
* - You may use text codes.
*
* ---
*
* === Variable Plugin Commands ===
*
* ---
*
* Variable: JS Eval
* - Pick a variable ID and value to alter through JS.
* - Allows one line of code for variable ID and operand.
* - Functions like RM2k3's Variable Pointers.
*
* Variable ID:
* - This is the target variable to alter.
* - You may use JavaScript.
* - ie: $gameVariables.value(1)
*
* Operation Type:
* - What operation do you wish to use for this Plugin Command?
*
* Operand Modifier:
* - Value to be used in calculating the target variable.
* - You may use JavaScript.
* - ie: $gameVariables.value(1)
*
* ---
*
* Variable: JS Block
* - Pick a variable ID and value to alter through JS.
* - Allows JS block code for variable ID and operand.
* - Functions like RM2k3's Variable Pointers.
*
* Variable ID:
* - This is the target variable to alter.
* - You may use JavaScript.
* - ie: $gameVariables.value(1)
*
* Operation Type:
* - What operation do you wish to use for this Plugin Command?
*
* Operand Modifier:
* - Value to be used in calculating the target variable.
* - You may use JavaScript.
* - ie: $gameVariables.value(1)
*
* ---
*
* ============================================================================
* Plugin Parameters: Quality of Life Settings
* ============================================================================
*
* A variety of (optional) settings and changes are added with the Core Engine
* to improve the quality of life for both the game devs and players alike.
*
* ---
*
* Play Test
*
* New Game on Boot:
* - Automatically start a new game on Play Test?
* - Only enabled during Play Test.
*
* No Play Test Mode:
* - Force the game to be out of Play Test mode when play testing.
*
* Open Console on Boot:
* - Open the Debug Console upon booting up your game?
* - Only enabled during Play Test.
*
* F6: Toggle Sound:
* - F6 Key Function: Turn on all sound to 100% or to 0%, toggling between
* the two.
* - Only enabled during Play Test.
*
* F7: Toggle Fast Mode:
* - F7 Key Function: Toggle fast mode.
* - Only enabled during Play Test.
*
* CTRL + n: Quick Load:
* - CTRL + a number from 1 to 9 will yield a quick load of that safe file.
* - Does not count auto saves.
*
* New Game > Common Event:
* - Runs a common event each time a new game is started.
* - Only enabled during Play Test.
*
* ---
*
* Battle Test
*
* Add Item Type:
* Add Weapon Type:
* Add Armor Type:
* - Add copies of each database item, weapon, and/or armor?
* - Effective only during battle test.
*
* Added Quantity:
* - Determines how many items are added during a battle test instead of
* the maximum amount.
*
* Shift+R: Recover All:
* - For Play Test only!
* - During battle, pressing SHIFT + R will refill the whole party's HP
* and MP and status.
*
* Shift+T: Full TP
* - For Play Test only!
* - During battle, pressing SHIFT + T will refill the whole party's TP.
*
* ---
*
* Digit Grouping
*
* Standard Text:
* - Make numbers like 1234567 appear like 1,234,567 for standard text
* inside windows?
*
* Ex Text:
* - Make numbers like 1234567 appear like 1,234,567 for ex text,
* written through drawTextEx (like messages)?
*
* Damage Sprites:
* - Make numbers like 1234567 appear like 1,234,567 for in-battle
* damage sprites?
*
* Gauge Sprites:
* - Make numbers like 1234567 appear like 1,234,567 for visible gauge
* sprites such as HP, MP, and TP gauges?
*
* Country/Locale
* - Base the digit grouping on which country/locale?
* - This will follow all of the digit grouping rules found here:
* https://www.w3schools.com/JSREF/jsref_tolocalestring_number.asp
*
* ---
*
* Player Benefit
*
* Encounter Rate Min:
* - Minimum number of steps the player can take without any
* random encounters.
*
* Escape Always:
* - If the player wants to escape a battle, let them escape the battle
* with 100% chance.
*
* Accuracy Formula:
* - Accuracy formula calculation change to
* Skill Hit% * (User HIT - Target EVA) for better results.
*
* Accuracy Boost:
* - Boost HIT and EVA rates in favor of the player.
*
* Level Up -> Full HP:
* Level Up -> Full MP:
* - Recovers full HP or MP when an actor levels up.
*
* ---
*
* Picture-Related
*
* Anti-Zoom Pictures:
* - If on, prevents pictures from being affected by zoom.
*
* Picture Containers > Detach in Battle:
* - If detached, picture container will be separated from the spriteset
* while on the battle scene.
* - This will prevent any visual effects that alter the entire spriteset
* from affecting the detached picture container.
*
* Picture Containers > Detach in Map:
* - If detached, picture container will be separated from the spriteset
* while on the map scene.
* - This will prevent any visual effects that alter the entire spriteset
* from affecting the detached picture container.
*
* ---
*
* Misc
*
* Animation: Mirror Offset X:
* - When animations are mirrored, mirror their Offset X values, too.
* - The animation name tags <Mirror Offset X> and <No Mirror Offset X> will
* override this effect for that specific animation.
*
* Font Shadows:
* - If on, text uses shadows instead of outlines.
*
* Font Smoothing:
* - If on, smoothes fonts shown in-game.
*
* Font Width Fix:
* - Fixes the font width issue with instant display non-monospaced fonts
* in the Message Window.
*
* Key Item Protection:
* - If on, prevents Key Items from being able to be sold and from being
* able to be consumed.
*
* Map Name Text Code:
* - If on, map names will use text codes.
* - If off, only the raw map name will be used.
*
* Modern Controls:
* - If on, allows usage of the Home/End buttons.
* - Home would scroll to the first item on a list.
* - End would scroll to the last item on a list.
* - Shift + Up would page up.
* - Shift + Down would page down.
*
* MV Animation Rate:
* - Adjusts the rate at which MV animations play.
* - Default: 4.
* - Lower for faster.
* - Higher for slower.
*
* NewGame > CommonEvent:
* - Runs a common event each time a new game during any session is started.
* - Applies to all types of sessions, play test or not.
*
* No Tile Shadows:
* - Removes tile shadows from being displayed in-game.
*
* Pixel Image Rendering:
* - If on, pixelates the image rendering (for pixel games).
*
* Require Focus?
* - Requires the game to be focused? If the game isn't focused, it will
* pause if it's not the active window.
*
* Shortcut Scripts:
* - Enables shortcut-based script variables and functions that can be used
* for script calls.
* - Shortcut list enabled for this is as follows:
*
* $commonEvent(id)
* - Queues a common event.
* - This does not interrupt the current event to run the desired common
* event. Any queued common events will run after the current event list
* has finished.
* - Replace 'id' with the ID of the common event you wish to queue.
* - Common events only run in the map scene and battle scene.
*
* $onceParallel(id)
* - Runs a common event in the background as a once parallel event.
* - Once parallel events will run in the background like a parallel
* process, except that it does not repeat after finishing.
* - Replace 'id' with the ID of the common event you wish to run.
* - Only works in the map scene and battle scene. Battle scene usage will
* require VisuMZ_1_BattleCore.
*
* $scene
* - Returns current scene.
*
* $spriteset
* - Returns current scene's spriteset if there is one.
*
* $subject
* - Returns last recorded identity of the battle's subject/user.
*
* $targets
* - Returns last recorded targets marked in battle.
*
* $target
* - Returns last recorded target marked in battle.
* - Works better with VisuMZ_1_BattleCore.
*
* $event
* - Returns currently initiated map event.
*
* Smart Event Collision:
* - Makes events only able to collide with one another if they're
* 'Same as characters' priority.
*
* Subfolder Name Purge:
* - Purge subfolder name from Plugin Parameters when reading data to let
* Plugin Commands work properly.
* - This is for plugins (such as the VisuMZ library) that utilize dynamic
* name registrations for Plugin Commands. Turn this on if you plan on
* using subfolders with VisuMZ plugins.
*
* ---
*
* ============================================================================
* Plugin Parameters: Battle System
* ============================================================================
*
* Choose which battle system to use for your game.
*
* Some battle systems REQUIRE their specific plugins! This means if you do not
* have the required battle system plugin installed, it will not change over.
* The Core Engine plugin does not contain data for all of the battle systems
* inside its code.
*
* ---
*
* Database Default (Use game database setting)
*
* -
*
* DTB: Default Turn Battle
* TPB Active: Time Progress Battle (Active)
* TPB Wait: Time Progress Battle (Wait)
*
* -
*
* BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB)
* CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB)
* ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB)
* FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB)
* OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB)
* PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB)
* STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB)
*
* -
*
* ---
*
* ============================================================================
* Plugin Parameters: Color Settings
* ============================================================================
*
* These settings allow you, the game dev, to have more control over which
* colors appear for what conditions found in the game. You can use regular
* numbers to use the colors predetermined by the game's Window Skin or you
* can use the #rrggbb format for a hex color code.
*
* If the game's Window Skin is changed mid-game, the colors used will still be
* based off the default Window Skin's colors. This is due to storing them in a
* cache and preventing extra processing and reduces lag.
*
* You can find out what hex codes belong to which color from this website:
* https://htmlcolorcodes.com/
*
* ---
*
* Basic Colors
* - These are colors that almost never change and are used globally throughout
* the in-game engine.
*
* Normal:
* System:
* Crisis:
* Death:
* Gauge Back:
* HP Gauge:
* MP Gauge:
* MP Cost:
* Power Up:
* Power Down:
* CT Gauge:
* TP Gauge:
* Pending Color:
* EXP Gauge:
* MaxLv Gauge:
* - Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
*
* ---
*
* Alpha Colors:
* - These are colors that have a bit of transparency to them and are specified
* by the 'rgba(red, green, blue, alpha)' format.
* - Replace 'red' with a number between 0-255 (integer).
* - Replace 'green' with a number between 0-255 (integer).
* - Replace 'blue' with a number between 0-255 (integer).
* - Replace 'alpha' with a number between 0 and 1 (decimal).
*
* Window Font Outline:
* Gauge Number Outline:
* Dim Color:
* Item Back Color:
* - Colors with a bit of alpha settings.
* - Format rgba(0-255, 0-255, 0-255, 0-1)
*
* ---
*
* Conditional Colors:
* - These require a bit of JavaScript knowledge. These determine what colors
* to use under which situations and uses such as different values of HP, MP,
* TP, for comparing equipment, and determine damage popup colors.
*
* JS: Actor HP Color:
* JS: Actor MP Color:
* JS: Actor TP Color:
* - Code used for determining what HP, MP, or TP color to use for actors.
*
* JS: Parameter Change:
* - Code used for determining whatcolor to use for parameter changes.
*
* JS: Damage Colors:
* - Code used for determining what color to use for damage types.
*
* ---
*
* ============================================================================
* Plugin Parameters: Gold Settings
* ============================================================================
*
* Gold is the main currency in RPG Maker MZ. The settings provided here will
* determine how Gold appears in the game and certain behaviors Gold has.
*
* ---
*
* Gold Settings
*
* Gold Max:
* - Maximum amount of Gold the party can hold.
* - Default 99999999
*
* Gold Font Size:
* - Font size used for displaying Gold inside Gold Windows.
* - Default: 26
*
* Gold Icon:
* - Icon used to represent Gold.
* - Use 0 for no icon.
*
* Gold Overlap:
* - Text used too much Gold to fit in the window.
*
* ---
*
* ============================================================================
* Plugin Parameters: Image Loading
* ============================================================================
*
* Not all images are loaded at once in-game. RPG Maker MZ uses asynchronous
* loading which means images are loaded when needed. This may cause delays in
* when you want certain images to appear. However, if an image is loaded
* beforehand, they can be used immediately provided they aren't removed from
* the image cache.
*
* ---
*
* Image Loading
*
* img/animations/:
* img/battlebacks1/:
* img/battlebacks2/:
* img/enemies/:
* img/faces/:
* img/parallaxes/:
* img/pictures/:
* img/sv_actors/:
* img/sv_enemies/:
* img/system/:
* img/tilesets/:
* img/titles1/:
* img/titles2/:
* - Which files do you wish to load from this directory upon starting
* up the game?
*
* ---
*
* ============================================================================
* Plugin Parameters: Keyboard Input Settings
* ============================================================================
*
* Settings for the game that utilize keyboard input. These are primarily for
* the name input scene (Scene_Name) and the number input event command. These
* settings have only been tested on English keyboards and may or may not be
* compatible with other languages, so please disable these features if they do
* not fit in with your game.
*
* If a controller is connected upon entering the name change scene, it will
* use the default manual-entry mode instead of the keyboard-entry mode. If a
* controller button is pressed during the keyboard-entry mode, it will
* automatically switch to the manual-entry mode.
*
* This plugin does not provide support for controllers that are undetected by
* RPG Maker MZ's default controller support.
*
* ---
*
* Controls
*
* WASD Movement:
* - Enables or disables WASD movement for your game project.
* - Moves the W page down button to E.
*
* R Button: Dash Toggle:
* - Enables or disables R button as an Always Dash option toggle.
*
* ---
*
* Name Input
*
* Enable?:
* - Enables keyboard input for name entry.
* - Only tested with English keyboards.
*
* Default Mode:
* - Select default mode when entering the scene.
* - Default - Uses Arrow Keys to select letters.
* - Keyboard - Uses Keyboard to type in letters.
*
* QWERTY Layout:
* - Uses the QWERTY layout for manual entry.
*
* Keyboard Message:
* - The message displayed when allowing keyboard entry.
* - You may use text codes here.
*
* Banned Words:
* - Players cannot use these words for names.
* - These include words inside the names.
* - If a banned word is used, a buzzer sound will play.
*
* ---
*
* Number Input
*
* Enable?:
* - Enables keyboard input for number entry.
* - Only tested with English keyboards.
*
* ---
*
* Button Assist
*
* Finish Entry:
* - Text used to describe finish entry.
*
* Page Change:
* - Text used to describe character page changing.
*
* Switch to Keyboard:
* - Text used to describe the keyboard switch.
*
* Switch To Manual:
* - Text used to describe the manual entry switch.
*
* ---
*
* ============================================================================
* Plugin Parameters: Menu Background Settings
* ============================================================================
*
* These settings in the Plugin Parameters allow you to adjust the background
* images used for each of the scenes. The images will be taken from the game
* project folders img/titles1/ and img/titles2/ to load into the game.
*
* These settings are only available to scenes found within the Main Menu, the
* Shop scene, and the Actor Naming scene.
*
* ---
*
* Menu Background Settings:
*
* Blur Strength:
* - Strength used for menu background snapshots.
* - Default: 8. Higher is stronger. Lower is weaker.
*
* Scene_Menu:
* Scene_Item:
* Scene_Skill:
* Scene_Equip:
* Scene_Status:
* Scene_Options:
* Scene_Save:
* Scene_Load:
* Scene_GameEnd:
* Scene_Shop:
* Scene_Name:
* - Individual background settings for the scene.
*
* Scene_Unlisted
* - Individual background settings for any scenes that aren't listed above.
*
* ---
*
* Background Settings
*
* Snapshop Opacity:
* - Snapshot opacity for the scene.
*
* Background 1:
* - Filename used for the bottom background image.
* - Leave empty if you don't wish to use one.
*
* Background 2:
* - Filename used for the upper background image.
* - Leave empty if you don't wish to use one.
*
* ---
*
* ============================================================================
* Plugin Parameters: Menu Button Assist Window
* ============================================================================
*
* In most modern RPG's, there exist small windows on the screen which tell the
* player what the control schemes are for that scene. This plugin gives you
* the option to add that window to the menu scenes in the form of a Button
* Assist Window.
*
* ---
*
* General
*
* Enable:
* - Enable the Menu Button Assist Window.
*
* Location:
* - Determine the location of the Button Assist Window.
* - Requires Plugin Parameters => UI => Side Buttons ON.
*
* Background Type:
* - Select background type for this window.
*
* Split "Escape":
* - Used ONLY for those making their own custom keyboard key input maps.
* - "Split" option makes separate instances of "Cancel" and "Menu" keys.
* - "Don't" option will consolidate both into "Escape" keys.
*
* ---
*
* Text
*
* Text Format:
* - Format on how the buttons are displayed.
* - Text codes allowed. %1 - Key, %2 - Text
*
* Multi-Key Format:
* - Format for actions with multiple keys.
* - Text codes allowed. %1 - Key 1, %2 - Key 2
*
* OK Text:
* Cancel Text:
* Switch Actor Text:
* - Default text used to display these various actions.
*
* ---
*
* Keys
*
* Key: Unlisted Format:
* - If a key is not listed below, use this format.
* - Text codes allowed. %1 - Key
*
* Key: Up:
* Key: Down:
* Key: Left:
* Key: Right:
* Key: Shift:
* Key: Tab:
* Key: A through Z:
* - How this key is shown in-game.
* - Text codes allowed.
*
* ---
*
* ============================================================================
* Plugin Parameters: Controller Button Assist Settings
* ============================================================================
*
* These are sub-settings for the Button Assist Window Plugin Parameters. Where
* the Button Assist Window Plugin Parameters are focused on keyboard entries,
* these sections are focused on gamepad controllers.
*
* Add multiple gamepads to the list to give them different button assist text.
* If a gamepad is being used but not listed here, the button assist text will
* default to the keyboard version.
*
* For those looking for more information regarding controllers, visit this
* site: https://gamepad-tester.com/
*
* ---
*
* ID Information
*
* Controller ID Name:
* - Exact string used for this controller ID.
* - Plugin Command "Debug: Current Controller ID" for ID help.
* - Example: Xbox 360 Controller (XInput STANDARD GAMEPAD)
*
* Similarity Match:
* - Partial string used to check for controller ID.
* - Plugin Command "Debug: Current Controller ID" for ID help.
* - This check occurs secondary to the exact name.
* - Example: Xbox
*
* ---
*
* Directions
*
* Up:
* Left:
* Right:
* Down:
* - How this button is shown in-game.
* - Text codes allowed.
*
* ---
*
* Actions
*
* OK:
* Cancel:
* Menu:
* Shift:
* Page Up:
* Page Down:
* - How this button is shown in-game.
* - Text codes allowed.
* - *NOTE*: Controllers use a different mapping scheme from keyboards.
* - The "cancel" button is separate from the "menu" button though, for the
* majority of the button assist window help text, we'll be referring to
* the cancel button usually.
*
* ---
*
* ============================================================================
* Plugin Parameters: Menu Layout Settings
* ============================================================================
*
* These settings allow you to rearrange the positions of the scenes accessible
* from the Main Menu, the Shop scene, and the Actor Naming scene. This will
* require you to have some JavaScript knowledge to make the windows work the
* way you would like.
*
* ---
*
* Menu Layout Settings
*
* Scene_Title:
* Scene_Menu:
* Scene_Item:
* Scene_Skill:
* Scene_Equip:
* Scene_Status:
* Scene_Options:
* Scene_Save:
* Scene_Load:
* Scene_GameEnd:
* Scene_Shop:
* Scene_Name:
* - Various options on adjusting the selected scene.
*
* ---
*
* Scene Window Settings
*
* Background Type:
* - Selects the background type for the selected window.
* - Window
* - Dim
* - Transparent
*
* JS: X, Y, W, H
* - Code used to determine the dimensions for the selected window.
*
* ---
*
* Scene_Title Settings
* - The following are settings unique to Scene_Title.
*
* Title Screen
*
* Document Title Format:
* - Format to display text in document title.
* - %1 - Main Title, %2 - Subtitle, %3 - Version
*
* Subtitle:
* - Subtitle to be displayed under the title name.
*
* Version:
* - Version to be display in the title screen corner.
*
* JS: Draw Title:
* - Code used to draw the game title.
*
* JS: Draw Subtitle:
* - Code used to draw the game subtitle.
*
* JS: Draw Version:
* - Code used to draw the game version.
*
* Button Fade Speed:
* - Speed at which the buttons fade in at (1-255).
*
* ---
*
* Scene_GameEnd Settings
* - The following are settings unique to Scene_GameEnd.
*
* Command Window List:
* - Window commands used by the title screen.
* - Add new commands here.
*
* ---
*
* Command Window List
* - This is found under Scene_Title and Scene_GameEnd settings.
*
* Symbol:
* - The symbol used for this command.
*
* STR: Text:
* - Displayed text used for this title command.
* - If this has a value, ignore the JS: Text version.
*
* JS: Text:
* - JavaScript code used to determine string used for the displayed name.
*
* JS: Show:
* - JavaScript code used to determine if the item is shown or not.
*
* JS: Enable:
* - JavaScript code used to determine if the item is enabled or not.
*
* JS: Ext:
* - JavaScript code used to determine any ext data that should be added.
*
* JS: Run Code:
* - JavaScript code that runs once this command is selected.
*
* ---
*
* Title Picture Buttons:
* - This is found under Scene_Title settings.
*
* Picture's Filename:
* - Filename used for the picture.
*
* Button URL:
* - URL for the button to go to upon being clicked.
*
* JS: Position:
* - JavaScript code that helps determine the button's Position.
*
* JS: On Load:
* - JavaScript code that runs once this button bitmap is loaded.
*
* JS: Run Code:
* - JavaScript code that runs once this button is pressed.
*
* ---
*
* ============================================================================
* Plugin Parameters: Parameter Settings
* ============================================================================
*
* A battler's parameters, or stats as some devs know them as, are the values
* that determine how a battler performs. These settings allow you to alter
* their behaviors and give boosts to trait objects in a controlled manner.
*
* ---
*
* Parameter Settings
*
* Displayed Parameters
* - A list of the parameters that will be displayed in-game.
* - Shown in the Equip Menu.
* - Shown in the Status Menu.
*
* Extended Parameters
* - The list shown in extended scenes (for other VisuStella plugins).
*
* ---
*
* === Basic Parameters ===
*
* MHP - MaxHP
* - This is the maximum health points value. The amount of health points (HP)
* a battler has determines whether or not the battler is in a living state or
* a dead state. If the HP value is above 0, then the battler is living. If it
* is 0 or below, the battler is in a dead state unless the battler has a way
* to counteract death (usually through immortality). When the battler takes
* damage, it is usually dealt to the HP value and reduces it. If the battler
* is healed, then the HP value is increased. The MaxHP value determines what's
* the maximum amount the HP value can be held at, meaning the battler cannot
* be healed past that point.
*
* MMP - MaxMP
* - This is the maximum magic points value. Magic points (MP) are typically
* used for the cost of skills and spells in battle. If the battler has enough
* MP to fit the cost of the said skill, the battler is able to use the said
* skill provided that all of the skill's other conditions are met. If not, the
* battler is then unable to use the skill. Upon using a skill that costs MP,
* the battler's MP is reduced. However, the battler's MP can be recovered and
* results in a gain of MP. The MaxMP value determines what is the maximum
* amount the MP value can be held at, meaning the battler cannot recover MP
* past the MaxMP value.
*
* ATK - Attack
* - This is the attack value of the battler. By default, this stat is used for
* the purpose of damage calculations only, and is typically used to represent
* the battler's physical attack power. Given normal damage formulas, higher
* values mean higher damage output for physical attacks.
*
* DEF - Defense
* - This is the defense value of the battler. By default, this stat is used
* for the purpose of damage calculations only, and is typically used to
* represent the battler's physical defense. Given normal damage formulas,
* higher values mean less damage received from physical attacks.
*
* MAT - Magic Attack
* - This is the magic attack value of the battler. By default, this stat is
* used for the purpose of damage calculations only, and is typically used to
* represent the battler's magical attack power. Given normal damage formulas,
* higher values mean higher damage output for magical attacks.
*
* MDF - Magic Defense
* - This is the magic defense value of the battler. By default, this stat is
* used for the purpose of damage calculations only, and is typically used to
* represent the battler's magical defense. Given normal damage formulas,
* higher values mean less damage received from magical attacks.
*
* AGI - Agility
* - This is the agility value of the battler. By default, this stat is used to
* determine battler's position in the battle turn's order. Given a normal turn
* calculation formula, the higher the value, the faster the battler is, and
* the more likely the battler will have its turn earlier in a turn.
*
* LUK - Luck
* - This is the luck value of the battler. By default, this stat is used to
* affect the success rate of states, buffs, and debuffs applied by the battler
* and received by the battler. If the user has a higher LUK value, the state,
* buff, or debuff is more likely to succeed. If the target has a higher LUK
* value, then the state, buff, or debuff is less likely to succeed.
*
* ---
*
* Basic Parameters
*
* Show Actor Level?:
* - Show the actor level when displaying actors?
* - Affects for most windows in-game.
*
* HP Crisis Rate:
* - HP Ratio at which a battler can be considered in crisis mode.
*
* JS: Formula:
* - Formula used to determine the total value all 8 basic parameters:
* - MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.
*
* Parameter Caps:
*
* MaxHP Cap:
* MaxMP Cap:
* ATK Cap:
* DEF Cap:
* MAT Cap:
* MDF Cap:
* AGI Cap:
* LUK Cap:
* - Formula used to determine the selected parameter's cap.
* - These settings DO NOT raise the editor's maximum values. If you want to
* raise an enemy's maximum parameter value past their default cap, use the
* associated notetag for them instead.
*
* ---
*
* === X Parameters ===
*
* HIT - Hit Rate%
* - This determines the physical hit success rate of the any physical action.
* All physical attacks make a check through the HIT rate to see if the attack
* will connect. If the HIT value passes the randomizer check, the attack will
* connect. If the HIT value fails to pass the randomizer check, the attack
* will be considered a MISS.
*
* EVA - Evasion Rate%
* - This determines the physical evasion rate against any incoming physical
* actions. If the HIT value passes, the action is then passed to the EVA check
* through a randomizer check. If the randomizer check passes, the physical
* attack is evaded and will fail to connect. If the randomizer check passes,
* the attempt to evade the action will fail and the action connects.
*
* CRI - Critical Hit Rate%
* - Any actions that enable Critical Hits will make a randomizer check with
* this number. If the randomizer check passes, extra damage will be carried
* out by the initiated action. If the randomizer check fails, no extra damage
* will be added upon the action.
*
* CEV - Critical Evasion Rate%
* - This value is put against the Critical Hit Rate% in a multiplicative rate.
* If the Critical Hit Rate is 90% and the Critical Evasion Rate is
* 20%, then the randomizer check will make a check against 72% as the values
* are calculated by the source code as CRI * (1 - CEV), therefore, with values
* as 0.90 * (1 - 0.20) === 0.72.
*
* MEV - Magic Evasion Rate%
* - Where EVA is the evasion rate against physical actions, MEV is the evasion
* rate against magical actions. As there is not magical version of HIT, the
* MEV value will always be bit against when a magical action is initiated. If
* the randomizer check passes for MEV, the magical action will not connect. If
* the randomizer check fails for MEV, the magical action will connect.
*
* MRF - Magic Reflect Rate%
* - If a magical action connects and passes, there is a chance the magical
* action can be bounced back to the caster. That chance is the Magic Reflect
* Rate. If the randomizer check for the Magic Reflect Rate passes, then the
* magical action is bounced back to the caster, ignoring the caster's Magic
* Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then
* the magical action will connect with its target.
*
* CNT - Counter Attack Rate%
* - If a physical action connects and passes, there is a chance the physical
* action can be avoided and a counter attack made by the user will land on the
* attacking unit. This is the Counter Attack Rate. If the randomizer check for
* the Counter Attack Rate passes, the physical action is evaded and the target
* will counter attack the user. If the randomizer check fails, the physical
* action will connect to the target.
*
* HRG - HP% Regeneration
* - During a battler's regeneration phase, the battler will regenerate this
* percentage of its MaxHP as gained HP with a 100% success rate.
*
* MRG - MP% Regeneration
* - During a battler's regeneration phase, the battler will regenerate this
* percentage of its MaxMP as gained MP with a 100% success rate.
*
* TRG - TP% Regeneration
* - During a battler's regeneration phase, the battler will regenerate this
* percentage of its MaxTP as gained TP with a 100% success rate.
*
* ---
*
* X Parameters
*
* JS: Formula:
* - Formula used to determine the total value all 10 X parameters:
* - HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG.
*
* Vocabulary
*
* HIT:
* EVA:
* CRI:
* CEV:
* MEV:
* MRF:
* CNT:
* HRG:
* MRG:
* TRG:
* - In-game vocabulary used for the selected X Parameter.
*
* ---
*
* === S Parameters ===
*
* TGR - Target Rate
* - Against the standard enemy, the Target Rate value determines the odds of
* an enemy specifically targeting the user for a single target attack. At 0%,
* the enemy will almost never target the user. At 100%, it will have normal
* targeting opportunity. At 100%+, the user will have an increased chance of
* being targeted.
* *NOTE: For those using the Battle A.I. Core, any actions that have specific
* target conditions will bypass the TGR rate.
*
* GRD - Guard Effect
* - This is the effectiveness of guarding. This affects the guard divisor
* value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50%
* GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will
* become 'damage / (2 * 2.00)' and so forth.
*
* REC - Recovery Effect
* - This is how effective heals are towards the user. The higher the REC rate,
* the more the user is healed. If a spell were to heal for 100 and the user
* has 300% REC, then the user is healed for 300 instead.
*
* PHA - Pharmacology
* - This is how effective items are when used by the user. The higher the PHA
* rate, the more effective the item effect. If the user is using a Potion that
* recovers 100% on a target ally and the user has 300% PHA, then the target
* ally will receive healing for 300 instead.
*
* MCR - MP Cost Rate
* - This rate affects how much MP skills with an MP Cost will require to use.
* If the user has 100% MCR, then the MP Cost will be standard. If the user has
* 50% MCR, then all skills that cost MP will cost only half the required MP.
* If the user has 200% MCR, then all skills will cost 200% their MP cost.
*
* TCR - TP Charge Rate
* - This rate affects how much TP skills with an TP will charge when gaining
* TP through various actions. At 100%, TP will charge normally. At 50%, TP
* will charge at half speed. At 200%, TP will charge twice as fast.
*
* PDR - Physical Damage Rate
* - This rate affects how much damage the user will take from physical damage.
* If the user has 100% PDR, then the user takes the normal amount. If the user
* has 50% PDR, then all physical damage dealt to the user is halved. If the
* user has 200% PDR, then all physical damage dealt to the user is doubled.
*
* MDR - Magical Damage Rate
* - This rate affects how much damage the user will take from magical damage.
* If the user has 100% MDR, then the user takes the normal amount. If the user
* has 50% MDR, then all magical damage dealt to the user is halved. If the
* user has 200% MDR, then all magical damage dealt to the user is doubled.
*
* FDR - Floor Damage Rate
* - On the field map, this alters how much damage the user will take when the
* player walks over a tile that damages the party. The FDR value only affects
* the damage dealt to the particular actor and not the whole party. If FDR is
* at 100%, then the user takes the full damage. If FDR is at 50%, then only
* half of the damage goes through. If FDR is at 200%, then floor damage is
* doubled for that actor.
*
* EXR - Experience Rate
* - This determines the amount of experience gain the user whenever the user
* gains any kind of EXP. At 100% EXR, the rate of experience gain is normal.
* At 50%, the experience gain is halved. At 200%, the experience gain for the
* user is doubled.
*
* ---
*
* S Parameters
*
* JS: Formula
* - Formula used to determine the total value all 10 S parameters:
* - TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR.
*
* Vocabulary
*
* TGR:
* GRD:
* REC:
* PHA:
* MCR:
* TCR:
* PDR:
* MDR:
* FDR:
* EXR:
* - In-game vocabulary used for the selected S Parameter.
*
* ---
*
* Icons
*
* Draw Icons?
* - Draw icons next to parameter names?
*
* MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK:
* HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG:
* TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR:
* - Icon used for the selected parameter.
*
* ---
*
* ============================================================================
* Plugin Parameters: Custom Parameters Settings
* ============================================================================
*
* As of version 1.07, you can add Custom Parameters to your game if RPG Maker
* MZ's default set of parameters isn't enough for you. These parameters can
* have variable functionality depending on how you code it. More importantly,
* these are compatible with the VisuStella MZ menus and the VisuStella Core
* Engine's Parameters settings.
*
* For clarification, these settings do NOT create brand-new parameters for you
* to use and add to your game nor are the bonuses supported by other plugins
* in the VisuStella MZ library. These settings exist to function as a bridge
* for non-VisuStella MZ plugins that have created their own parameter values
* and to show them inside VisuStella menus.
*
* ---
*
* Custom Parameter
*
* Parameter Name:
* - What's the parameter's name?
* - Used for VisuStella MZ menus.
*
* Abbreviation:
* - What abbreviation do you want to use for the parameter?
* - Do not use special characters. Avoid numbers if possible.
*
* Icon:
* - What icon do you want to use to represent this parameter?
* - Used for VisuStella MZ menus.
*
* Type:
* - What kind of number value will be returned with this parameter?
* - Integer (Whole Numbers Only)
* - Float (Decimals are Allowed)
*
* JS: Value:
* - Run this code when this parameter is to be returned.
*
* ---
*
* Instructions on Adding Custom Parameters to VisuStella Menus
*
* In the Core Engine and Elements and Status Menu Core plugins, there are
* plugin parameter fields for you to insert the parameters you want displayed
* and visible to the player.
*
* Insert in those the abbreviation of the custom parameter. For example, if
* you want to add the "Strength" custom parameter and the abbreviation is
* "str", then add "str" to the Core Engine/Elements and Status Menu Core's
* plugin parameter field for "Strength" to appear in-game. Case does not
* matter here so you can insert "str" or "STR" and it will register all the
* same to make them appear in-game.
*
* ---
*
* Instructions on Using Custom Parameters as Mechanics
*
* If you want to use a custom parameter in, say, a damage formula, refer to
* the abbreviation you have set for the custom parameter. For example, if you
* want to call upon the "Strength" custom parameter's value and its set
* abbreviation is "str", then refer to it as such. This is case sensitive.
*
* An example damage formula would be something like the following if using
* "str" for "Strength" and "con" for "Constitution":
*
* a.str - b.con
*
* These values are attached to the Game_Battlerbase prototype class.
*
* ---
*
* Instructions on Setting Custom Parameter Values
*
* This requires JavaScript knowledge. There is no way around it. Whatever code
* you insert into the "JS: Value" field will return the value desired. The
* 'user' variable will refer to the Game_Battlerbase prototype object in which
* the information is to be drawn from.
*
* Depending on the "type" you've set for the Custom Parameter, the returned
* value will be rounded using Math.round for integers and left alone if set as
* a float number.
*
* ---
*
* ============================================================================
* Plugin Parameters: Screen Resolution Settings
* ============================================================================
*
* Alter various properties to make the game look better for varying screen
* resolutions. This is mostly for RPG Maker MZ version 1.3.0 and up where the
* Troops tab has been updated to match the screen resolution settings found in
* the System 2 Database tab.
*
* ---
*
* Maps
*
* Scroll Lock Small X?:
* Scroll Lock Small Y?:
* - Automatically scroll lock X/Y scrolling if the map is too small?
* - Useful for 1280x720 resolutions when the map is 27 tiles wide.
* - This will get rid of the subtle scrolling when moving from one half of
* the screen to the other.
* - This setting will be disabled if the map is zoomed in.
*
* Locked Display X?:
* Locked Display Y?:
* - What display X/Y value do you want for auto-scroll locked maps?
* - Use a number between 0 and 1 for best results.
*
* ---
*
* Troops
*
* Reposition Actors:
* - Update the position of actors in battle if the screen resolution
* has changed to become larger than 816x624.
* - Ignore if using the VisuStella MZ Battle Core.
* - When using the VisuStella MZ Battle Core, adjust the position through
* Battle Core > Parameters > Actor Battler Settings > JS: Home Position
*
* Reposition Enemies:
* - Update the position of enemies in battle if the screen resolution
* has changed to become larger than 816x624.
*
* For MZ 1.3.0+?:
* - Both this parameter and its parent parameter need to be on when using
* RPG Maker MZ 1.3.0+.
* - If the Core Script is below 1.3.0, this setting is ignored. This does
* not take into account what version the editor is on. Pay attention to
* that as the plugin will not auto adjust for it.
*
* ---
*
* ============================================================================
* Plugin Parameters: Screen Shake Settings
* ============================================================================
*
* Get more screen shake effects into your game!
*
* These effects have been added by Aries of Sheratan!
*
* ---
*
* Settings
*
* Default Style:
* - The default style used for screen shakes.
* - Original
* - Random
* - Horizontal
* - Vertical
*
* JS: Original Style:
* JS: Random Style
* JS: Horizontal Style
* JS: Vertical Style
* - This code gives you control over screen shake for this screen
* shake style.
*
* ---
*
* ============================================================================
* Plugin Parameters: Title Command List Settings
* ============================================================================
*
* This plugin parameter allows you to adjust the commands that appear on the
* title screen. Some JavaScript knowledge is needed.
*
* ---
*
* Title Command
*
* Symbol:
* - The symbol used for this command.
*
* STR: Text:
* - Displayed text used for this title command.
* - If this has a value, ignore the JS: Text version.
*
* JS: Text:
* - JavaScript code used to determine string used for the displayed name.
*
* JS: Show:
* - JavaScript code used to determine if the item is shown or not.
*
* JS: Enable:
* - JavaScript code used to determine if the item is enabled or not.
*
* JS: Ext:
* - JavaScript code used to determine any ext data that should be added.
*
* JS: Run Code:
* - JavaScript code that runs once this command is selected.
*
* ---
*
* ============================================================================
* Plugin Parameters: Title Picture Buttons Settings
* ============================================================================
*
* These allow you to insert picture buttons on your title screen that can
* send users to various links on the internet when clicked.
*
* ---
*
* Settings
*
* Picture's Filename:
* - Filename used for the picture.
*
* Button URL:
* - URL for the button to go to upon being clicked.
*
* JS: Position:
* - JavaScript code that helps determine the button's Position.
*
* JS: On Load:
* - JavaScript code that runs once this button bitmap is loaded.
*
* JS: Run Code:
* - JavaScript code that runs once this button is pressed.
*
* ---
*
* ============================================================================
* Plugin Parameters: UI Settings
* ============================================================================
*
* In previous iterations of RPG Maker, the Core Engine would allow you to
* change the screen resolution. In MZ, that functionality is provided by
* default but a number of UI settings still remain. These settings allow you
* adjust how certain in-game objects and menus are displayed.
*
* ---
*
* UI Area
*
* Fade Speed:
* - Default fade speed for transitions.
*
* Box Margin:
* - Set the margin in pixels for the screen borders.
*
* Command Window Width:
* - Sets the width for standard Command Windows.
*
* Bottom Help Window:
* - Put the Help Window at the bottom of the screen?
*
* Right Aligned Menus:
* - Put most command windows to the right side of the screen.
*
* Show Buttons:
* - Show clickable buttons in your game?
*
* Show Cancel Button:
* Show Menu Button:
* Show Page Up/Down:
* Show Number Buttons:
* - Show/hide these respective buttons if the above is enabled.
* - If 'Show Buttons' is false, these will be hidden no matter what.
*
* Button Area Height:
* - Sets the height for the button area.
*
* Bottom Buttons:
* - Put the buttons at the bottom of the screen?
*
* Side Buttons:
* - Push buttons to the side of the UI if there is room.
*
* State Icons Non-Frame:
* - Replace sprite frame system for non-frame.
* - Better for any instances where icons are zoomed.
*
* ---
*
* Larger Resolutions
*
* ---
*
* Menu Objects
*
* Level -> EXP Gauge:
* - Draw an EXP Gauge under the drawn level.
*
* Parameter Arrow:
* - The arrow used to show changes in the parameter values.
*
* ---
*
* Text Code Support
*
* Class Names:
* - Make class names support text codes?
*
* Nicknames:
* - Make nicknames support text codes?
*
* ---
*
* ============================================================================
* Plugin Parameters: Window Settings
* ============================================================================
*
* Adjust the default settings of the windows in-game. This ranges from things
* such as the line height (to better fit your font size) to the opacity level
* (to fit your window skins).
*
* These settings also allow you to add scroll bars to scrollable windows,
* letting the player know how much of the window's contents there are left for
* scrolling. The scroll bar can be enabled, disabled, have its thickness
* changed, colors changed, etc.
*
* ---
*
* Window Defaults
*
* Enable Masking:
* - Enable window masking (windows hide other windows behind them)?
* - WARNING: Turning it on can obscure data.
*
* Correct Skin Bleed:
* - Allows you to enable/disable the window skin bleeding correction for
* those who wish to use the 95 calculator instead of 96 to augment higher
* and larger screen resolutions.
* - Read the "Bug Fixes" section if you don't understand what the window
* skin bleeding problem is.
*
* Line Height:
* - Default line height used for standard windows.
* - Avoid using odd numbers.
* - Visuals in RPG Maker and general game dev don't work well with odd
* numbers so avoid them unless you want your game's visuals to behave
* inconsistently.
*
* Item Padding:
* - Default line padding used for standard windows.
* - Avoid using odd numbers.
* - Visuals in RPG Maker and general game dev don't work well with odd
* numbers so avoid them unless you want your game's visuals to behave
* inconsistently.
*
* Back Opacity:
* - Default back opacity used for standard windows.
* - As of version 1.3.0, this is no longer needed.
* - This will still work for lower versions.
*
* Translucent Opacity:
* - Default translucent opacity used for standard windows.
*
* Window Opening Speed:
* - Default open speed used for standard windows.
* - Default: 32 (Use a number between 0-255)
*
* Column Spacing:
* - Default column spacing for selectable windows.
* - Default: 8
*
* Row Spacing:
* - Default row spacing for selectable windows.
* - Default: 4
*
* ---
*
* Scroll Bar
*
* Show Scroll Bar?:
* - Show the scroll bar for scrollable windows?
*
* Thickness:
* - How thick do you want the scroll bar to be?
*
* Offset:
* - How much do you want to offset the scroll bar by?
*
* Bar Body Color:
* - Use #rrggbb for custom colors or regular numbers for text colors from
* the Window Skin.
*
* Off Bar Color:
* - Use #rrggbb for custom colors or regular numbers for text colors from
* the Window Skin.
*
* Off Bar Opacity:
* - What opacity value do you want the off bar opacity to be?
* - Use a number between 0 and 255.
*
* ---
*
* Selectable Items:
*
* Show Background?:
* - Selectable menu items have dark boxes behind them. Show them?
*
* Item Height Padding:
* - Default padding for selectable items.
* - Avoid using odd numbers.
* - Visuals in RPG Maker and general game dev don't work well with odd
* numbers so avoid them unless you want your game's visuals to behave
* inconsistently.
*
* JS: Draw Background:
* - Code used to draw the background rectangle behind clickable menu objects
*
* ---
*
* ============================================================================
* Plugin Parameters: JS: Quick Functions
* ============================================================================
*
* WARNING: This feature is highly experimental! Use it at your own risk!
*
* JavaScript Quick Functions allow you to quickly declare functions in the
* global namespace for ease of access. It's so that these functions can be
* used in Script Calls, Control Variable Script Inputs, Conditional Branch
* Script Inputs, Damage Formulas, and more.
*
* ---
*
* JS: Quick Function
*
* Function Name:
* - The function's name in the global namespace.
* - Will not overwrite functions/variables of the same name.
*
* JS: Code:
* - Run this code when using the function.
*
* ---
*
* If you have a Function Name of "Example", then typing "Example()" in a
* Script Call, Conditional Branch Script Input, or similar field will yield
* whatever the code is instructed to return.
*
* If a function or variable of a similar name already exists in the global
* namespace, then the quick function will be ignored and not created.
*
* If a quick function contains bad code that would otherwise crash the game,
* a fail safe has been implemented to prevent it from doing so, display an
* error log, and then return a 0 value.
*
* ---
*
* ============================================================================
* Terms of Use
* ============================================================================
*
* 1. These plugins may be used in free or commercial games provided that they
* have been acquired through legitimate means at VisuStella.com and/or any
* other official approved VisuStella sources. Exceptions and special
* circumstances that may prohibit usage will be listed on VisuStella.com.
*
* 2. All of the listed coders found in the Credits section of this plugin must
* be given credit in your games or credited as a collective under the name:
* "VisuStella".
*
* 3. You may edit the source code to suit your needs, so long as you do not
* claim the source code belongs to you. VisuStella also does not take
* responsibility for the plugin if any changes have been made to the plugin's
* code, nor does VisuStella take responsibility for user-provided custom code
* used for custom control effects including advanced JavaScript notetags
* and/or plugin parameters that allow custom JavaScript code.
*
* 4. You may NOT redistribute these plugins nor take code from this plugin to
* use as your own. These plugins and their code are only to be downloaded from
* VisuStella.com and other official/approved VisuStella sources. A list of
* official/approved sources can also be found on VisuStella.com.
*
* 5. VisuStella is not responsible for problems found in your game due to
* unintended usage, incompatibility problems with plugins outside of the
* VisuStella MZ library, plugin versions that aren't up to date, nor
* responsible for the proper working of compatibility patches made by any
* third parties. VisuStella is not responsible for errors caused by any
* user-provided custom code used for custom control effects including advanced
* JavaScript notetags and/or plugin parameters that allow JavaScript code.
*
* 6. If a compatibility patch needs to be made through a third party that is
* unaffiliated with VisuStella that involves using code from the VisuStella MZ
* library, contact must be made with a member from VisuStella and have it
* approved. The patch would be placed on VisuStella.com as a free download
* to the public. Such patches cannot be sold for monetary gain, including
* commissions, crowdfunding, and/or donations.
*
* ============================================================================
* Credits
* ============================================================================
*
* If you are using this plugin, credit the following people in your game:
*
* Team VisuStella
* * Yanfly
* * Arisu
* * Olivia
* * Irina
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.85: October 17, 2024
* * Feature Updates!
* ** Updated to fit RPG Maker MZ's updated 1.8.1 version better.
*
* Version 1.84: August 29, 2024
* * Documentation Update!
* ** Help file updated for new features.
* * New Feature!
* ** New notetags added by Arisu:
* *** Tileset Notetag: <Taller By x: id>
* **** Changes any page B, C, D, E tile marked by terrain tag 'id' to be
* taller by 'x' tiles.
* **** When placing these tiles on the map, all you have to do is just place
* the bottom tile.
* ***** ie.: For a tree that's one tile taller, just place the tile at the
* bottom where you see the trunk. Then, in-game, the tree will appear
* taller by one tile as marked.
* **** O/X layer tiles have a special property where tall sprites standing in
* front of it will no longer clip the top of the sprite, while sprites
* standing behind it will be covered by it.
* **** This does not work with events using tiles as graphics. Instead, if
* you want to do similar, use the Event & Movement Core's <Tile Expand>
* notetags for better control.
*
* Version 1.83: June 13, 2024
* * Documentation Update!
* ** Help file updated for new features.
* ** Updated documentation for <param Max: x> notetag.
* *** This does not set the max cap to be lower than the default cap.
* * New Feature!
* ** New Plugin Parameters added by Olivia:
* *** Plugin Parameters > UI Settings > State Icons Non-Frame
* **** Replace sprite frame system for non-frame.
* **** Better for any instances where icons are zoomed.
*
* Version 1.82: April 18, 2024
* * Documentation Update!
* ** Help file updated for new features.
* * Feature Update!
* ** Added failsafe for $textPopup when some windows have not been initialized
* and requesting the text popup.
* * New Feature!
* ** New Plugin Parameter and playtest shortcut added by Arisu:
* *** Plugin Parameters > QoL Settings > Playtest > CTRL + n: Quick Load
* **** CTRL + a number from 1 to 9 will yield a quick load of that save file.
* **** Does not count auto saves.
* * Optimization Update!
* ** Plugin should run more optimized.
*
* Version 1.81: February 15, 2024
* * Compatibility Update!
* ** Added compatibility functionality for future plugins.
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New notetags added for future plugin: VisuMZ_2_BattleGridSystem
* *** <Grid>
* *** <No Grid>
* **** Requires the future plugin VisuMZ_2_BattleGridSystem!
* **** Read the help section for more information on these.
* ** New Plugin Parameter added by Arisu:
* *** Plugin Parameters > Window > Correct Skin Bleed
* **** Allows you to enable/disable the window skin bleeding correction for
* those who wish to use the 95 calculator instead of 96 to augment higher
* and larger screen resolutions.
* **** Read the "Bug Fixes" section if you don't understand what the window
* skin bleeding problem is.
*
* Version 1.80: January 18, 2024
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** Auto Save After New Game
* **** Normally, when starting a new game through the "New Game" option, there
* is no auto save trigger. However, if you start a new game or load a
* saved game, then go to the Game End screen, return back to the title
* screen, then start a New Game, the auto save trigger occurs when it
* shouldn't. The Core Engine will now patch this and prevent the trigger
* from taking place.
*
* Version 1.79: November 16, 2023
* * Documentation Update!
* ** Help file updated for new features.
* * New Plugin Command added by Arisu:
* ** Text Popup: Show Text
* *** Adds text to a text popup window to briefly appear.
* *** Multiple text popups will be queued.
* *** Does not halt the game and works parallel to game activity.
*
* Version 1.78: October 12, 2023
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Parameters added by Olivia and sponsored by AndyL:
* *** QoL Settings > Battle Test > Shift+R: Recover All
* **** For Play Test only! During battle, pressing SHIFT + R will refill the
* whole party's HP and MP and status.
* *** QoL Settings > Battle Test > Shift+T: Full TP
* **** For Play Test only! During battle, pressing SHIFT + T will refill the
* whole party's TP.
*
* Version 1.77: August 17, 2023
* * Bug Fixes!
* ** Fixed a bug that would cause the BGS related Plugin Commands to crash.
* Fix made by Arisu.
* * Documentation Update!
* ** Help file updated for new features.
* * Feature Update!
* ** Scroll-Linked Pictures now work if the image file are in a folder within
* the img/pictures/ folder without the folder needing a ! at the start.
* * New Features!
* ** New Plugin Commands added by Arisu:
* *** Picture: Rotate by Angle
* **** Rotates target picture by a amount angle over a set duration instead of
* continuously.
* **** View help file for more information on the Plugin Command.
* *** Picture: Rotate to Angle
* **** Rotates target picture to a certain angle over a set duration instead
* of continuously.
* **** View help file for more information on the Plugin Command.
* ** New Plugin Parameter added by Irina:
* *** Parameters > Menu Button Assist > General > Split "Escape":
* **** Used ONLY for those making their own custom keyboard key input maps.
* **** "Split" option makes separate instances of "Cancel" and "Menu" keys.
* **** "Don't" option will consolidate both into "Escape" keys.
*
* Version 1.76: June 15, 2023
* * Bug Fixes!
* ** Fixed a bug that displayed the incorrect button press key for name input
* processing's cancel action. Fix made by Olivia.
*
* Version 1.75: March 16, 2023
* * Documentation Update!
* ** Help file updated for new features.
* * Feature Update!
* ** In Scene_Name, when using the Keyboard Input, the button assist windows
* will no longer display the keyboard shortcuts for Ok and Cancel, but
* instead, show them for ENTER and BKSP. Update made by Arisu.
* ** In Scene_Name, when manual inputting, the Page Up/Dn keys are now
* displayed to show changing character pages.
* * New Features!
* ** New Plugin Parameters added by Arisu and sponsored by AndyL:
* *** Params > Keyboard Input > Button Assist > Finish Entry
* **** Text used to describe finish entry.
* *** Params > Keyboard Input > Button Assist > Page Change
* **** Text used to describe changing character pages.
* *** Params > Window Settings > Scroll Bar
* **** These settings also allow you to add scroll bars to scrollable windows,
* letting the player know how much of the window's contents there are
* left for scrolling. The scroll bar can be enabled, disabled, have its
* thickness changed, colors changed, etc.
*
* Version 1.74: February 16, 2023
* * Compatibility Update!
* ** Plugin Commands for: Audio: Change Current BGM/BGS Volume/Pitch/Pan
* should now work properly with the updated RPG Maker MZ version and
* WebAudio changes. Update made by Arisu.
*
* Version 1.73: January 20, 2023
* * Compatibility Update!
* ** Added better Effekseer version compatibility.
*
* Version 1.72: December 15, 2022
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** Skill List Active After Party Member Change
* **** If the skill list is active (ie. the player can move the cursor around)
* and the party member currently being viewed is changed via the button
* commands, then previously, RPG Maker MZ would still have that window be
* active despite having the cursor hidden temporarily. Upon pressing
* direction buttons, the cursor reveals itself and both the skill type
* window and skill list window are both active, making way for lots of
* potential problems to happen.
* ** Water Tile Bug
* *** It seems like there's a new bug that occurs if you create a tileset from
* scratch in RPG Maker MZ version 1.5.0+ and version 1.6.0+! What this bug
* does is it causes many tiles to become water tiles without intending to.
* You can find this out by turning off all the plugins in your project,
* putting a Ship or Boat on what are normally ground tiles, and then
* seeing the Ship or Boat traverse through it.
* *** There are two ways to fix this. We cannot fix it through code in this
* plugin as it's a problem that involves the tileset json data there are
* ways to work around it so that you can get the proper water-flags to go
* where they need to be at.
* **** 1. Copy a working un-bugged tileset onto the currently bugged one and
* reapply the tile features like passability, terrain tags, etc. This
* will make sure the water-passability tiles get copied over correctly.
* **** 2. If you're on RPG Maker MZ version 1.5.0 or above, select a working
* un-bugged tileset (usually a pre-existing tileset when a new project is
* made), click the "Copy Page" button, go to the bugged tileset and press
* "Paste Page". You'll have to reapply any different properties like
* passabilities and terrain tags, but the water tile flags should now be
* working properly.
* *** The plugin will not fix the problem itself since flag data is delicate
* and should not be tampered with midgame as the changes made by the
* plugin might not match the desired settings.
* *** This plugin, however, will also send out an alert message when coming
* across such a tile. Pay attention to it and do one of the following two
* steps above to fix the problem.
* * Documentation Update!
* ** Added "Skill List Active After Party Member Change" section to the
* "Important Changes: Bug Fixes" section of the help file.
* ** Added "Water Tile Bug" section to the "Important Changes: Bug Fixes"
* section of the help file.
* ** Help file updated for new features.
* * New Feature!
* ** New Plugin Parameter added by Irina:
* *** Plugin Parameters > Menu Backgrounds > Blur Strength
* **** Strength used for menu background snapshots.
*
* Version 1.71: November 10, 2022
* * Bug Fixes!
* ** Title Command Window should now allow for more than 4 custom commands
* without hidden commands. Fix made by Irina.
* ** Fixed a problem with repeating animations from Visual State Effects
* causing softlocks. Fix made by Olivia.
*
* Version 1.70: October 6, 2022
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** A texture check will now occur for sprites that are being removed and
* destroyed in order to prevent crashes. In the off chance that someone
* creates a sprite through a script call and removes it through such, the
* likelihood of this occurance becomes higher. This makes the destroy
* property take into account a texture check in order to see if the sprite
* removal is taking extra steps and will reduce those extra steps.
* * Documentation Update!
* ** Added "Sprite Removal and Destroy Crash" section to the "Important
* Changes: Bug Fixes" section.
* * Optimization Update!
* ** Plugin should run more optimized.
*
* Version 1.69: September 8, 2022
* * Bug Fixes!
* ** Fixed the combination of Button Assist Location: Top with Help Location:
* Bottom combination not working properly. Fix made by Irina.
*
* Version 1.68: August 4, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Commands added by Olivia and sponsored by Archeia:
* *** Audio: Change Current BGM Volume
* *** Audio: Change Current BGM Pitch
* *** Audio: Change Current BGM Pan
* *** Audio: Change Current BGS Volume
* *** Audio: Change Current BGS Pitch
* *** Audio: Change Current BGS Pan
* **** Changes the current BGM/BGS volume/pitch/pan without changing any of
* the current BGM/BGS's other properties and without restarting BGM/BGS.
*
* Version 1.67: July 28, 2022
* * Documentation Update!
* ** Help file updated for new features.
* ** Added notes for Line Height and Item Padding parameters:
* *** Avoid using odd numbers.
* *** Visuals in RPG Maker and general game dev don't work well with odd
* numbers so avoid them unless you want your game's visuals to behave
* inconsistently.
* *** This setting will be disabled if the map is zoomed in.
* * New Features!
* ** New map notetags added by Irina and sponsored by AndyL:
* *** <Scroll Lock X>
* *** <Scroll Lock X: x>
* *** <Scroll Lock Y>
* *** <Scroll Lock Y: y>
* **** Causes the map to not scroll left/right(x) or up/down(y). Useful for
* when maps are just slightly smaller than normal and the tiny scrolling
* is distracting.
* ** New Plugin Parameters added by Irina and sponsored by AndyL:
* *** Plugin Parameters > Screen Resolution > Maps > Scroll Lock Small X?
* *** Plugin Parameters > Screen Resolution > Maps > Scroll Lock Small Y?
* *** Plugin Parameters > Screen Resolution > Maps > Locked Display X?
* *** Plugin Parameters > Screen Resolution > Maps > Locked Display Y?
* **** Automatically scroll locks small maps to prevent them from scrolling
* horizontally/vertically. Useful for 1280x720 resolutions when the map
* is 27 tiles wide. This will get rid of the subtle scrolling when moving
* from one half of the screen to the other.
* **** This setting will be disabled if the map is zoomed in.
* * Feature Update!
* ** Warnings added to Line Height and Item Padding parameters:
* *** Avoid using odd numbers.
* *** Visuals in RPG Maker and general game dev don't work well with odd
* numbers so avoid them unless you want your game's visuals to behave
* inconsistently.
*
* Version 1.66: July 14, 2022
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** Debug Console Refresh Bug
* **** When pressing F5 to refresh while the debug console (DevTools) is open,
* some graphics will fail to load properly. This started occurring since
* the RPG Maker MZ 1.5.0 update and the code for loading the images has
* now been reverted to the 1.4.4 version where it was last stable.
* * Documentation Update!
* ** Help file updated for new major bug fix.
*
* Version 1.65: June 30, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Parameter added by Irina:
* *** Plugin Parameters > Parameter Settings > Show Actor Level?
* **** Show the actor level when displaying actors?
* **** Used for most windows in-game.
*
* Version 1.64: June 9, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Command made by Arisu and sponsored by
* ImGonnaPutMyGameOnXboxAndYouCantStopMe:
* *** Debug: Current Controller ID
* **** PLAY TEST ONLY. Shows current controller ID in debug console.
* **** Also copies to computer clipboard if possible.
* ** New Plugin Parameters made by Arisu and sponsored by
* ImGonnaPutMyGameOnXboxAndYouCantStopMe:
* *** Subsettings for Button Assist Window: Controller Button Assist
* **** These are sub-settings for the Button Assist Window Plugin Parameters.
* Where the Button Assist Window Plugin Parameters are focused on
* keyboard entries, these sections are focused on gamepad controllers.
* **** Add multiple gamepads to the list to give them different button assist
* text. If a gamepad is being used but not listed here, the button assist
* text will default to the keyboard version.
*
* Version 1.63: May 2, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Parameter added by Irina:
* *** Plugin Parameters > QoL Settings > Misc > Map Name Text Code
* **** If on, map names will use text codes.
* **** If off, only the raw map name will be used.
* * Feature Update!
* ** The map name text code change will no longer be on forcefully. It is now
* something that can be toggled by Plugin Parameters. Update by Irina.
*
* Version 1.62: April 28, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Commands added by Arisu and sponsored by Archeia:
* *** Variable: JS Eval
* **** Pick a variable ID and value to alter through JS.
* **** Allows one line of code for variable ID and operand.
* **** Functions like RM2k3's Variable Pointers.
* *** Variable: JS Block
* **** Pick a variable ID and value to alter through JS.
* **** Allows JS block code for variable ID and operand.
* **** Functions like RM2k3's Variable Pointers.
* ** Map names can now use text codes. Made by Arisu and sponsored by Archeia.
*
* Version 1.61: April 21, 2022
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** Battle Forced End Action Crash
* **** Depending on various circumstances, currently active battlers can be
* cleared from the battle system at will due to a number of reasons.
* However, if it just so happens that the targets are cleared, too, with
* actions remaining, then a crash will follow up. This plugin will
* prevent that change. Fix made by Olivia.
*
* Version 1.60: April 14, 2022
* * Bug Fixes!
* ** Number Input window will now respond to Home/End keys properly.
* Fix made by Olivia.
*
* Version 1.59: April 7, 2022
* * Compatibility Update!
* ** RPG Maker MZ 1.4.4 compatibility update!
* *** "Shutdown" command should now be more compatible with other aspects of
* the client when running from Node JS client on other OS's.
*
* Version 1.58: March 24, 2022
* * Feature Update!
* ** Plugin Commands now have separators for easier selection.
*
* Version 1.57: March 3, 2022
* * Compatibility Update!
* ** The "Shutdown" command from the title screen should now be compatible
* with RPG Maker MZ 1.4.4 and up. Update made by Olivia.
*
* Version 1.56: February 10, 2022
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New features added by Arisu and sponsored by Anon:
* *** Plugin Parameters > QoL > Misc > Shortcut Scripts
* **** Enables shortcut-based script variables and functions that can be used
* for script calls.
* **** Shortcut list enabled for this is as follows:
* ***** $commonEvent(id), $onceParallel(id), $scene, $spriteset, $subject,
* $targets, $target, $event
* ***** For more information on how to use them, review the help file.
*
* Version 1.55: January 27, 2022
* * Feature Update!
* ** Once Parallels for the map are now able to update even while other events
* are running. Update made by Arisu.
*
* Version 1.54: January 13, 2022
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** Overly-Protective Substitute
* *** When an ally with critical health is being targeted by a friendly non-
* Certain Hit skill (such as a heal or buff) and another ally has the
* substitute state, the other ally would "protect" the originally targeted
* ally and take the heal or buff.
* *** The new changed behavior is that now, substitute will not trigger for
* any actions whose scope targets allies.
* *** Fix made by Olivia.
* * Documentation Update!
* ** Added documentation for new MZ Bug: Overly-Protective Substitute.
* * Feature Update!
* ** Added a failsafe for those who did not update the plugin parameter
* settings and are using MV Animations.
*
* Version 1.53: December 30, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Notetag added by Olivia:
* *** <Rate: x>
* **** Allows you to adjust the update for this MV Animation.
* ***** Does NOT work with Effekseer animations.
* **** The lower the number, the faster.
* **** Replace 'x' with a number representing the animation update rate.
* ***** Default rate: 4.
* ***** Minimum rate: 1.
* ***** Maximum rate: 10.
* ** New Plugin Parameter added by Olivia:
* *** Plugin Parameters > Qualify of Life Settings > MV Animation Rate
* **** Adjusts the rate at which MV animations play.
* **** Default: 4. Lower for faster. Higher for slower.
* * Optimization Update!
* ** MV Animations should run more optimized.
*
* Version 1.52: December 16, 2021
* * Compatibility Update!
* ** RPG Maker MZ 1.4.0 compatibility update!
* *** MV Animations played on screen level will now show up properly in the
* center of the screen.
*
* Version 1.51: December 9, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** In the battle status windows, whenever actor names are displayed, the
* bitmap used to display their name text do not extend vertically all the
* way, causing letters like lowercase "Q" and "G" to be cut off, making
* them hard to distinguish from one another. The Core Engine will remedy
* this by extending the bitmap to allow enough room. Fix made by Irina.
*
* Version 1.50: November 4, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug Fix!
* *** By default, if the attack skill is sealed via a trait and an actor has
* auto-battle, the action can still be used via auto-battle. This is now
* fixed and actors should not be able to attack via auto-battle if their
* attack ability is sealed. Fix made by Yanfly.
* * Documentation Update!
* ** Help file updated for new RPG Maker MZ bug fix.
*
* Version 1.49: October 28, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Feature!
* ** New Plugin Command added by Arisu and sponsored by Anon:
* *** Map: Once Parallel
* **** Plays a Common Event parallel to the event once without repeating
* itself when done. Map only!
* **** When exiting map scene or changing maps, all Once Parallels are cleared
* **** Once Parallels are not retained upon reentering the scene or map.
* **** Once Parallels are not stored in memory and cannot be saved.
*
* Version 1.48: October 21, 2021
* * Feature Update!
* ** Bitmap.blt function will now have source coordinates and destination X
* and Y coordinates rounded to prevent blurring. Update made by Olivia.
*
* Version 1.47: October 14, 2021
* * Bug Fixes!
* ** Prevents Number Input window from having a NaN value due to holding down
* the fast forward key. Fix made by Arisu.
* * Compatibility Update
* ** Added compatibility functionality for future plugins.
* * Documentation Update!
* ** Help file updated for new features.
* * New Feature!
* ** New Plugin Parameter added by Yanfly:
* *** Plugin Parameters > QoL Settings > Misc > Font Width Fix
* **** Fixes the font width issue with non-monospaced fonts in the Message
* Window. This is now an optional fix.
*
* Version 1.46: September 23, 2021
* * Documentation Update!
* ** Added line to Plugin Command: "System: Battle System Change":
* *** Some battle systems REQUIRE their specific plugins!
* ** Added lines to "Plugin Parameters: Battle System":
* *** Some battle systems REQUIRE their specific plugins! This means if you do
* not have the required battle system plugin installed, it will not change
* over. The Core Engine plugin does not contain data for all of the battle
* systems inside its code.
*
* Version 1.45: September 17, 2021
* * Bug Fixes!
* ** Fixed a problem with "Picture: Coordinates Mode" to properly utilize the
* correct picture ID. Fix made by Arisu.
* ** RPG Maker MZ Bug Fix:
* *** Instant Text Discrepancy for Window_Message
* **** Window_Message displays text differently when it draws letters one by
* one versus when the text is displayed instantly. This isn't noticeable
* with the default font, but it's very visible when using something like
* Arial. The error is due to Bitmap.measureTextWidth yielding a rounded
* value per letter versus per word. The Core Engine will provide a bug
* fix that will single out the cause and make it so that only
* Window_Message will not utilize any round number values when
* determining the width of each letter, whether or not it is shown
* instantly. This change will only affect Window_Message and not any
* other window in order to prevent unintended side effects.
* **** Fix made by Yanfly.
* * Compatibility Update!
* ** RPG Maker MZ 1.3.3 compatibility.
* *** Updated how gauges are drawn.
* * Documentation Update!
* ** Help file updated for new RPG Maker MZ bug fix.
*
* Version 1.44: August 20, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Command added by Irina and sponsored by Anon.
* *** "Animation: Play at Coordinate"
* **** Plays an animation on the screen at a specific x, y coordinate even if
* there is no sprite attached.
*
* Version 1.43: July 23, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Command added by Irina and sponsored by Archeia!
* *** "Picture: Coordinates Mode"
* **** Play Test Mode only!
* **** Gets the coordinates of a specific picture as you move it across the
* screen.
* **** Helpful for those who don't want to do guess work on the screen
* coordinates when it comes to placing down pictures.
*
* Version 1.42: July 16, 2021
* * Documentation Update
* ** Added text to "Plugin Parameters: Color Settings" for clarification:
* *** If the game's Window Skin is changed mid-game, the colors used will
* still be based off the default Window Skin's colors. This is due to
* storing them in a cache and preventing extra processing and reduces lag.
*
* Version 1.41: July 2, 2021
* * Compatibility Update
* ** Further compatibility update with RPG Maker MZ 1.3.0+.
* * Documentation Update
* ** Added extra notes to "Important Changes: Bug Fixes" section for the
* "Window Skin Bleeding" bug:
* *** This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+.
*
* Version 1.40: June 25, 2021
* * Compatibility Update
* ** Compatibility update with RPG Maker MZ 1.3.0+.
* * Documentation Update:
* ** Plugin Parameters > Window Settings > Back Opacity
* *** As of version 1.3.0, this is no longer needed.
* *** This will still work for lower versions.
* ** Help file updated for new features.
* * Feature Updates!
* ** Window Skin Bleeding fix updated to newest version.
* * New Plugin Parameters added:
* ** Plugin Parmaeters > Screen Resolution Settings
* *** These settings have been moved from the UI settings to be its own thing.
* **** This is mostly for RPG Maker MZ version 1.3.0 and up where the Troops
* tab has been updated to match the screen resolution settings found in
* the System 2 Database tab.
* *** Reposition Enemies > For MZ 1.3.0+?
* **** Both of these plugin parameters need to be set to true in order for the
* repositioning to work for MZ v1.3.0.
* **** If the Core Script is below 1.3.0, this setting is ignored. This does
* not take into account what version the editor is on. Pay attention to
* that as the plugin will not auto adjust for it.
*
* Version 1.39: June 18, 2021
* * Bug Fixes!
* ** Number Inputs should now work with the controller if keyboard Number
* Input is enabled. Fix made by Olivia.
* ** RPG Maker Bug: Termination Clear Effects
* *** In RPG Maker MZ, requesting an animation while transitioning between
* scenes, such as going from the map scene to the battle scene, can cause
* crashes. This is because the animation queue does not take off
* immediately and will likely register incorrect targets for the scene.
* This plugin will forcefully clear any registered animations and balloon
* effects when terminating a scene in order to prevent crashes.
* * Documentation Update!
* ** Help file updated for updated features.
* * Feature Update!
* ** <Battle View: x> Troop Name tags can now work with comment tags.
* ** <Battle System: x> Troop Name tags can now work with comment tags.
* *** Updates made by Irina.
*
* Version 1.38: June 11, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Command added by Irina and sponsored by Caz!
* *** Picture: Show Icon
* **** Shows an icon instead of a picture image.
* **** The picture icon can be controlled like any other picture.
*
* Version 1.37: May 21, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Commands added by Arisu:
* *** Switches: Randomize ID(s)
* *** Switches: Randomize Range
* *** Switches: Toggle ID(s)
* *** Switches: Toggle Range
* **** These Plugin Commands allow you to randomize the ON/OFF positions of
* switches or toggle them so that they flip their ON/OFF status.
*
* Version 1.36: May 14, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Commands added by Irina:
* *** Export: All Maps Text
* *** Export: All Troops Text
* *** Export: Current Map Text
* *** Export: Current Troop Text
* **** Play Test Only Plugin Commands. These Plugin Commands are used for
* extracting all messages, show choices, comments, and scrolling text to
* parse and export them as a TXT file. Useful for getting a game's script
* to a voice actor or voice actress.
*
* Version 1.35: May 7, 2021
* * Documentation Update!
* ** Added the following text to "Parameter Settings" Plugin Parameters for
* extra clarity regarding Parameter Caps:
* *** These settings DO NOT raise the editor's maximum values. If you want to
* raise an enemy's maximum parameter value past their default cap, use the
* associated notetag for them instead.
*
* Version 1.34: April 23, 2021
* * Bug Fixes!
* ** For the vanilla Equip Status window, custom parameters with integer
* values will now show up as integers and not percentiles. Fix by Olivia.
* * Documentation Update!
* ** Added clarity to the <param: x> notetag for enemies.
* *** This notetag does NOT work with X Parameters, S Parameters, or any
* custom parameters. This notetag ONLY works with the base parameters.
*
* Version 1.33: April 9, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug: Window Skin Bleeding
* *** Since the v1.2.0 update, Window.prototype._refreshBack's frame value has
* been set from 96 to 95. This results in the window skin bleeding past
* the window's intended borders. The Core Engine now reverts this change
* to prevent the bleeding effect from happening.
* * Feature Update!
* ** "Encounter Rate Minimum" now has a valid minimum value of 1. Update made
* by Olivia.
*
* Version 1.32: April 2, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Parameters added by Yanfly:
* *** Plugin Parameters > QoL Settings > Battle Test > Add Item Type
* *** Plugin Parameters > QoL Settings > Battle Test > Add Weapon Type
* *** Plugin Parameters > QoL Settings > Battle Test > Add Armor Type
* *** Plugin Parameters > QoL Settings > Battle Test > Added Quantity
* **** By default, RPG Maker MZ only adds 99 of items and not weapons or armor
* making it awkward for testing specific battle mechanics. These settings
* allow you to add in custom amounts of items, weapons, and/or armors if
* you so wish.
*
* Version 1.31: March 26, 2021
* * Feature Update!
* ** Title screen buttons will now become fully opaque when hovered over them
* instead of only when pressed. Update made by Yanfly.
*
* Version 1.30: March 19, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug: Invisible Battle Sprites
* *** If you removed a party member during battle and added that exact party
* member back into the same slot, their sprite would appear invisible. The
* VisuStella Core Engine will fix this problem and prevent it from
* happening. Fix made by Olivia.
* * Compatibility Update
* ** Added compatibility functionality for future plugins.
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** New Plugin Parameter added by Arisu:
* *** Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset
* **** When animations are mirrored, mirror their Offset X values, too.
* ** New animation name tags added by Arisu:
* *** <Mirror Offset X> and <No Mirror Offset X>
* **** If these text tags are placed in an animation's name, it will cause the
* offset X value to be mirrored when the animation is mirrored or have it
* ignored despite being mirrored.
*
* Version 1.29: March 12, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug: Interactable window client area does not conform to the
* window's declared scale when the scale is anything but 1.0. This will now
* be fixed through this plugin. Fix made by Olivia.
* * Documentation Update!
* ** Added documentation for new RPG Maker MZ bug fixes!
* ** Help file updated for updated features.
* * Feature Update!
* ** Name Input should be more controller-friendly. If a controller is
* connected upon entering the name change scene, it will use the default
* manual-entry mode instead of the keyboard-entry mode. If a controller
* button is pressed during the keyboard-entry mode, it will automatically
* switch to the manual-entry mode.
* ** This plugin does not provide support for controllers that are undetected
* by RPG Maker MZ's default controller support.
* ** This feature was already implemented since version 1.27 but wasn't
* documented so here we are. Update made by Irina.
*
* Version 1.28: March 5, 2021
* * Bug Fixes!
* ** RPG Maker MZ Bug: The arrows drawn by a window skin will no longer by
* placed on a half pixel when a window's size is an odd number. This would
* cause sprite tearing problems and look awful. Fix made by Irina.
* * Documentation Update!
* ** Added documentation for new RPG Maker MZ bug fixes!
*
* Version 1.27: February 26, 2021
* * Documentation Update!
* ** Help file updated for new features.
* ** Moved "Show Scrolling Text, additional functionality" section from Bug
* Fixes to Major Changes as it was placed in the wrong section.
* * New Features!
* ** New Plugin Parameter added by Yanfly.
* *** Plugin Parameters > Keyboard Input > Name Input > Banned Words
* **** Insert words you don't want your players to use for character names.
*
* Version 1.26: February 19, 2021
* * Bug Fixes!
* ** Certain Plugin Parameters no longer have settings that restrict them to
* a maximum of 1. Fix made by Arisu.
* * Feature Update!
* ** Changed the default value for a New Game > Common Event upon Play Testing
* to 0 to prevent confusion. Update made by Arisu.
*
* Version 1.25: February 5, 2021
* * Documentation Update!
* ** Help file updated for new features.
* * New Features!
* ** Show Scrolling Text, additional functionality added by Arisu
* *** The event command "Show Scrolling Text" now has additional functionality
* as long as the VisuStella MZ Core Engine is installed. If the game dev
* inserts "// Script Call" (without the quotes) inside the scrolling text,
* then the entirity of the Show Scrolling Text event command will be ran
* as a giant script call event command.
* *** The reason why this functionality is added is because the "Script..."
* event command contains only 12 lines maximum. This means for any script
* call larger than 12 lines of code cannot be done by normal means as each
* script call is ran as a separate instance.
* *** By repurposing the "Show Scrolling Text" event command to be able to
* function as an extended "Script..." event command, such a thing is now
* possible with less hassle and more lines to code with.
* *** This effect does not occur if the Show Scrolling Text event command does
* not have "// Script Call" in its contents.
*
* Version 1.24: January 29, 2021
* * Documentation Update!
* ** Plugin Parameters: Custom Parameters Settings added the following note:
* *** For clarification, these settings do NOT create brand-new parameters for
* you to use and add to your game nor are the bonuses supported by other
* plugins in the VisuStella MZ library. These settings exist to function
* as a bridge for non-VisuStella MZ plugins that have created their own
* parameter values and to show them inside VisuStella menus.
* * Feature Update!
* ** Default JS Plugin Parameter for the Title Command: "Shutdown" now has a
* note in it that reads: "Do NOT use this command with mobile devices or
* browser games. All it does is cause the game to display a blank, black
* canvas which the player is unable to do anything with. It does NOT force
* close the browser tab nor the app."
* *** This is also why this command is disabled by default for any non-NodeJS
* client deployed game versions.
* ** Disabled some bug fixes made by the Core Engine for the default RMMZ code
* base since the 1.1.1 version now contains those very same fixes.
*
* Version 1.23: January 22, 2021
* * Optimization Update!
* ** Plugin should run more optimized.
*
* Version 1.22: January 15, 2021
* * Documentation Update!
* ** Added documentation for new RPG Maker MZ bug fixes!
* * Bug Fixes!
* ** RPG Maker MZ Bug: Sprite_Timer is added to the spriteset for the parent
* scene, making it affected by any filers, zooms, and/or blurs, hindering
* its readability.
*
* Version 1.21: January 8, 2021
* * Documentation Update!
* ** Added documentation for new feature(s)!
* * New Features!
* ** New Plugin Parameters added by Arisu:
* *** Plugin Parameters > Keyboard Input > Controls > WASD Movement
* *** Plugin Parameters > Keyboard Input > Controls > R Button: Dash Toggle
*
* Version 1.20: January 1, 2021
* * Compatibility Update!
* ** Added compatibility functionality for future plugins.
*
* Version 1.19: December 25, 2020
* * Documentation Update!
* ** Added documentation for new feature(s) and feature updates!
* * Bug Fixes!
* ** Fixed typo inside of the comments inside the JS: Quick Functions.
* * Feature Update!
* ** Plugin Parameters > Color Settings > Outline Color is now renamed to
* Font Outline.
* * New Features!
* ** New Plugin Parameters added by Shaz!
* *** Plugin Parameters > Color Settings > Gauge Number Outline
*
* Version 1.18: December 18, 2020
* * Bug Fixes!
* ** Compatible string text from the Items and Equips Core will no longer
* register MaxHP and MaxMP as percentile values for the info window.
* ** RPG Maker MZ Bug: Gamepads no longer go rapidfire after a cleared input.
* There is now a period of delay for gamepads after an input clear.
* ** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no
* longer be overwritten by party-based usability for battle. Fix by Yanfly.
* ** RPG Maker MV animations will no longer crash for unplayable sound
* effects. Fix made by Yanfly.
* * Compatibility Update!
* ** Plugins should be more compatible with one another.
* * Documentation Update!
* ** Added documentation for new feature(s)!
* ** Added documentation for new RPG Maker MZ bug fixes!
* * New Features!
* ** New Plugin Parameters added by Yanfly!
* *** Plugin Parameters > Button Assist > Key: Shift
* *** Plugin Parameters > Button Assist > Key: Tab
* **** These let you assign text codes to the Shift and Tab buttons for the
* Button Assist windows.
* *** Plugin Parameters > QoL Settings > Misc > NewGame > CommonEvent
* **** For an all version (including non-play test) common event to start new
* games with.
*
* Version 1.17: December 11, 2020
* * Compatibility Update!
* ** Added compatibility functionality for future plugins.
*
* Version 1.16: December 4, 2020
* * Compatibility Update!
* ** Plugins should be more compatible with one another.
* * Documentation Update!
* ** Added documentation for new feature(s)!
* * Feature Update!
* ** Button Assist Window for the change name scene will now default to "Tab"
* for switching between both modes. Update made by Yanfly.
* * New Features!
* ** New Plugin Parameter added by Yanfly:
* *** Plugin Parameters > Keyboard Input > Default Mode
* **** Select default mode when entering the scene.
*
* Version 1.15: November 29, 2020
* * Bug Fixes!
* ** Pressing "Enter" in the change name scene while the actor's name is
* completely empty will no longer result in endless buzzer sounds. Fix made
* by Arisu.
* * Documentation Update!
* ** Added documentation for new feature(s)!
* * Feature Update!
* ** For the name change scene, the "Tab" key now also lets the user switch
* between the two modes. Update made by Yanfly.
* * New Features!
* ** Two new plugin parameters added to Keyboard Input:
* *** "Switch To Keyboard" and "Switch To Manual"
* **** These determine the text used for the button assist window when
* switching between the two modes. Update made by Yanfly.
* **** Button Assist window now takes into consideration for these texts.
* * Optimization Update!
* ** Plugin should run more optimized.
*
* Version 1.14: November 22, 2020
* * Documentation Update!
* ** Added documentation for new feature(s)!
* * New Features!
* ** New Plugin Command added by Yanfly!
* *** System: Load Images
* **** Allows you to (pre) load up images ahead of time.
*
* Version 1.13: November 15, 2020
* * Optimization Update!
* ** Plugin should run more optimized.
*
* Version 1.12: November 8, 2020
* * Compatibility Update!
* ** Plugins should be more compatible with one another.
* * Documentation Update!
* ** Added documentation for new feature(s)!
* * Feature Update!
* ** Screen Shake Plugin Parameters and JS: Quick Function Plugin Parameters
* have been taken off experimental status.
* * New Features!
* ** New plugin parameters added by Arisu.
* *** Plugin Parameters > Keyboard Input
* **** Settings for the game that utilize keyboard input. These are primarily
* for the name input scene (Scene_Name) and the number input event
* command. These settings have only been tested on English keyboards and
* may or may not be compatible with other languages, so please disable
* these features if they do not fit in with your game.
*
* Version 1.11: November 1, 2020
* * Compatibility Update!
* ** Plugins should be more compatible with one another.
* * Feature Update!
* ** Bitmap smoothing now takes into consideration for rounding coordinates.
* Update made by Irina.
*
* Version 1.10: October 25, 2020
* * Feature Update!
* ** Sprite animation location now adjusts position relative to the sprite's
* scale, too. Update made by Arisu.
*
* Version 1.09: October 18, 2020
* * Bug Fixes!
* ** RPG Maker MZ Bug: Auto Battle Lock Up. Fixed by Yanfly.
* *** If an auto battle Actor fights against an enemy whose DEF/MDF is too
* high, they will not use any actions at all. This can cause potential
* game freezing and softlocks. This plugin will change that and have them
* default to a regular Attack.
* * Compatibility Update!
* ** Plugins should be more compatible with one another.
*
* Version 1.08: October 11, 2020
* * Feature Update!
* ** Altered sprite bitmaps via the various draw functions will now be marked
* as modified and will automatically purge themselves from graphical memory
* upon a sprite's removal to free up more resources. Change made by Yanfly.
* ** Picture Sprite Origin anchors are now tied to the Game_Picture show and
* move commands instead of the Game_Interpretter commands. Change by Arisu.
*
* Version 1.07: October 4, 2020
* * Documentation Update!
* ** New documentation added for the new Plugin Parameter category:
* "Custom Parameters".
* * New Features!
* ** New Plugin Parameter "Custom Parameters" added by Yanfly.
* *** Create custom parameters for your game! These will appear in
* VisuStella MZ menus.
*
* Version 1.06: September 27, 2020
* * Bug Fixes!
* ** Battler evasion pose can now occur if there is a miss. These were made
* separate in RPG Maker MZ and misses didn't enable the evasion pose. Fix
* made by Olivia.
* * New Features!
* ** New notetags for Maps and name tags for Troops added by Yanfly!
* *** <Frontview>, <Sideview> to change the battle view for that specific map,
* or troop regardless of what other settings are.
* *** <DTB>, <TPB Active>, <TPB Wait> to change the battle system for that
* specific map or troop regardless of what other settings are.
*
* Version 1.05: September 20, 2020
* * Bug Fixes!
* ** <Level: x> notetag for enemies is now fixed! Fix made by Arisu.
* * Documentation Update!
* ** Documentation added for the new "System: Battle System Change" Plugin
* Command and removed the old "System: Set Time Progress Battle".
* * Feature Update!
* ** The Plugin Command "System: Set Time Progress Battle" has been replaced
* with "System: Battle System Change" instead. This is to accommodate
* future plugins that allow for different battle systems. Added by Yanfly.
* *** If you have previously used "System: Set Time Progress Battle", please
* replace them. We apologize for the inconvenience.
* * New Features!
* ** In the Core Engine's plugin parameters, you can now set the Battle System
* used. This will default to whatever is the game database's setting. This
* feature is used for the future when new battle systems are made. Feature
* added by Yanfly.
*
* Version 1.04: September 13, 2020
* * Documentation Update!
* ** Added new documentation for the "Title Command List" and Title Picture
* Buttons" plugin parameters. They now have a dedicated section each.
* * Feature Updates!
* ** Moved the "Title Command List" and "Title Picture Buttons" parameters
* from the Menu Layout > Title settings. They were far too hidden away and
* users had a hard time finding them. Update made by Yanfly.
* *** Users who have customized these settings before will need to readjust
* them again. We apologize for the inconvenience.
*
* Version 1.03: September 6, 2020
* * Bug Fixes!
* ** Having QoL > Modern Controls disabled (why would you) used to prevent the
* down button from working. It works again. Fix made by Yanfly.
* * New Feature!
* ** Plugin default settings now come with a "Game End" option on the title
* screen. For those updating from version 1.02 or order, you can add this
* in by opening the Core Engine > Plugin Parameters > Menu Layout Settings
* > press "delete" on Scene_Title > open it up, then the new settings will
* fill in automatically.
* * New Experimental Feature Added:
* ** Screen Shake Settings added to the Plugin Parameters.
* *** Screen Shake: Custom Plugin Command added!
* *** Credit to Aries of Sheratan, who gave us permission to use her formula.
* *** We'll be expanding on more screen shaking options in the future.
* * Optimization Update
* ** Digit Grouping now works more efficiently.
*
* Version 1.02: August 30, 2020
* * New Feature!
* ** New Plugin Command: "Picture: Erase All". Added by Olivia.
* *** Erases all pictures on the screen because it's extremely tedious to do
* it one by one.
* ** New Plugin Command: "Picture: Erase Range"
* *** Erases all pictures within a range of numbers because it's extremely
* tedious to do it one by one.
* * Optimization Update
* ** Added a more accurate means of parsing numbers for Digit Grouping.
* ** Window_Base.prototype.textSizeEx now stores data to a cache.
* * Documentation Update
* ** Added a section to Major Changes: New Hard-Coded Features on
* Digit Grouping and explaining its intricacies.
* ** Added a note to Plugin Parameters > UI > Reposition Actors to ignore the
* setting if using the Battle Core.
*
* Version 1.01: August 23, 2020
* * Bug Fixes!
* ** Digit grouping fixed to allow text codes to detect values larger than
* 1000. Fix made by Olivia and Yanfly.
* ** Param Plus, Rate, Flat notetags fixed. Fix made by Yanfly.
* * New Experimental Feature Added:
* ** JS: Quick Functions found in the Plugin Parameters
*
* Version 1.00: August 20, 2020
* * Finished Plugin!
*
* ============================================================================
* End of Helpfile
* ============================================================================
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Animation
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command AnimationPoint
* @text Animation: Play at Coordinate
* @desc Plays an animation on the screen at a specific x, y
* coordinate even if there is no sprite attached.
*
* @arg AnimationID:num
* @text Animation ID
* @parent Animation
* @type animation
* @desc Plays this animation.
* @default 1
*
* @arg Coordinates
*
* @arg pointX:eval
* @text X
* @parent Coordinates
* @desc X coordinate used for the animation.
* You may use JavaScript code.
* @default Graphics.width / 2
*
* @arg pointY:eval
* @text Y
* @parent Coordinates
* @desc Y coordinate used for the animation.
* You may use JavaScript code.
* @default Graphics.height / 2
*
* @arg Mirror:eval
* @text Mirror Animation?
* @parent Animation
* @type boolean
* @on Mirror
* @off Normal
* @desc Mirror the animation?
* @default false
*
* @arg Mute:eval
* @text Mute Animation?
* @parent Animation
* @type boolean
* @on Mute
* @off Normal
* @desc Mute the animation?
* @default false
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Audio
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgmVolume
* @text Audio: Change Current BGM Volume
* @desc Changes the current BGM volume without changing any of the
* current BGM's other properties and without restarting the BGM.
*
* @arg volume:eval
* @text Volume
* @desc Change the current BGM's volume to what amount?
* You may use JavaScript code. Use numbers from 0 to 100.
* @default 100
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgmPitch
* @text Audio: Change Current BGM Pitch
* @desc Changes the current BGM pitch without changing any of the
* current BGM's other properties and without restarting the BGM.
*
* @arg pitch:eval
* @text Pitch
* @desc Change the current BGM's pitch to what amount?
* You may use JavaScript code. Use numbers from 50 to 150.
* @default 100
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgmPan
* @text Audio: Change Current BGM Pan
* @desc Changes the current BGM pan without changing any of the
* current BGM's other properties and without restarting the BGM.
*
* @arg pan:eval
* @text Pan
* @desc Change the current BGM's pan to what amount?
* You may use JavaScript code. Use numbers from -100 to 100.
* @default 0
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgsVolume
* @text Audio: Change Current BGS Volume
* @desc Changes the current BGS volume without changing any of the
* current BGS's other properties and without restarting the BGS.
*
* @arg volume:eval
* @text Volume
* @desc Change the current BGS's volume to what amount?
* You may use JavaScript code. Use numbers from 0 to 100.
* @default 100
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgsPitch
* @text Audio: Change Current BGS Pitch
* @desc Changes the current BGS pitch without changing any of the
* current BGS's other properties and without restarting the BGS.
*
* @arg pitch:eval
* @text Pitch
* @desc Change the current BGS's pitch to what amount?
* You may use JavaScript code. Use numbers from 50 to 150.
* @default 100
*
* @ --------------------------------------------------------------------------
*
* @command AudioChangeBgsPan
* @text Audio: Change Current BGS Pan
* @desc Changes the current BGS pan without changing any of the
* current BGS's other properties and without restarting the BGS.
*
* @arg pan:eval
* @text Pan
* @desc Change the current BGS's pan to what amount?
* You may use JavaScript code. Use numbers from -100 to 100.
* @default 0
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Debug
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command DebugConsoleLastControllerID
* @text Debug: Current Controller ID
* @desc PLAY TEST ONLY. Shows current controller ID in debug console.
* Also copies to computer clipboard if possible.
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Export
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command ExportAllMapText
* @text Export: All Maps Text
* @desc PLAY TEST ONLY. Exports all of the text from all maps,
* their events, event pages, and any associated Common Events.
*
* @ --------------------------------------------------------------------------
*
* @command ExportAllTroopText
* @text Export: All Troops Text
* @desc PLAY TEST ONLY. Exports all of the text from all troops,
* their event pages, and any associated Common Events.
*
* @ --------------------------------------------------------------------------
*
* @command ExportCurMapText
* @text Export: Current Map Text
* @desc PLAY TEST ONLY. Exports all of the text on the current map,
* its events, the event pages, and any associated Common Events.
*
* @ --------------------------------------------------------------------------
*
* @command ExportCurTroopText
* @text Export: Current Troop Text
* @desc PLAY TEST ONLY. Exports all of the text on the current troop,
* the troop's event pages, and any associated Common Events.
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Game
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command OpenURL
* @text Game: Open URL
* @desc Opens a website URL from the game.
*
* @arg URL:str
* @text URL
* @desc Where do you want to take the player?
* @default https://www.google.com/
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Gold
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command GoldChange
* @text Gold: Gain/Lose
* @desc Allows you to give/take more gold than the event editor limit.
*
* @arg value:eval
* @text Value
* @desc How much gold should the player gain/lose?
* Use negative values to remove gold. You may use JS.
* @default 0
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Map
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command MapOnceParallel
* @text Map: Once Parallel
* @desc Plays a Common Event parallel to the event once without
* repeating itself when done. Map only!
*
* @arg CommonEventID:num
* @text Common Event ID
* @type common_event
* @desc The ID of the parallel Common Event to play.
* Does NOT repeat itself when finished.
* @default 1
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Picture
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command PictureCoordinatesMode
* @text Picture: Coordinates Mode
* @desc Play Test Mode only! Gets the coordinates of a specific
* picture as you move it across the screen.
*
* @arg PictureID:num
* @text Picture ID
* @type number
* @min 1
* @max 100
* @desc The ID of the pictures to track the coordinates of.
* @default 1
*
* @ --------------------------------------------------------------------------
*
* @command PictureEasingType
* @text Picture: Easing Type
* @desc Changes the easing type to a number of options.
*
* @arg pictureId:num
* @text Picture ID
* @type number
* @min 1
* @max 100
* @desc Which picture do you wish to apply this easing to?
* @default 1
*
* @arg easingType:str
* @text Easing Type
* @type combo
* @option Linear
* @option InSine
* @option OutSine
* @option InOutSine
* @option InQuad
* @option OutQuad
* @option InOutQuad
* @option InCubic
* @option OutCubic
* @option InOutCubic
* @option InQuart
* @option OutQuart
* @option InOutQuart
* @option InQuint
* @option OutQuint
* @option InOutQuint
* @option InExpo
* @option OutExpo
* @option InOutExpo
* @option InCirc
* @option OutCirc
* @option InOutCirc
* @option InBack
* @option OutBack
* @option InOutBack
* @option InElastic
* @option OutElastic
* @option InOutElastic
* @option InBounce
* @option OutBounce
* @option InOutBounce
* @desc Select which easing type you wish to apply.
* @default Linear
*
* @arg LineBreak
* @text ------------------------
* @default --------------------------------
*
* @arg Instructions1
* @text Instructions
* @default Insert this Plugin Command after
*
* @arg Instructions2
* @text -
* @default a "Move Picture" event command.
*
* @arg Instructions3
* @text -
* @default Turn off "Wait for Completion"
*
* @arg Instructions4
* @text -
* @default in the "Move Picture" event.
*
* @arg Instructions5
* @text -
* @default You may have to add in your own
*
* @arg Instructions6
* @text -
* @default "Wait" event command after.
*
* @ --------------------------------------------------------------------------
*
* @command PictureEraseAll
* @text Picture: Erase All
* @desc Erases all pictures on the screen because it's extremely
* tedious to do it one by one.
*
* @ --------------------------------------------------------------------------
*
* @command PictureEraseRange
* @text Picture: Erase Range
* @desc Erases all pictures within a range of numbers because it's
* extremely tedious to do it one by one.
*
* @arg StartID:num
* @text Starting ID
* @type number
* @min 1
* @max 100
* @desc The starting ID of the pictures to erase.
* @default 1
*
* @arg EndingID:num
* @text Ending ID
* @type number
* @min 1
* @max 100
* @desc The ending ID of the pictures to erase.
* @default 100
*
* @ --------------------------------------------------------------------------
*
* @command PictureRotateBy
* @text Picture: Rotate By Angle
* @desc Rotates target picture by a amount angle over a set duration
* instead of continuously.
*
* @arg PictureID:eval
* @text Picture ID Number
* @desc What is the ID of the picture you wish to rotate? Use a
* number between 1 and 100. You may use JavaScript code.
* @default 1
*
* @arg AdjustAngle:eval
* @text Adjust Angle
* @desc What is the angle you wish to rotate the picture by?
* Use degrees (360 degrees per full rotation).
* @default 0
*
* @arg easingType:str
* @text Easing Type
* @type combo
* @option Linear
* @option InSine
* @option OutSine
* @option InOutSine
* @option InQuad
* @option OutQuad
* @option InOutQuad
* @option InCubic
* @option OutCubic
* @option InOutCubic
* @option InQuart
* @option OutQuart
* @option InOutQuart
* @option InQuint
* @option OutQuint
* @option InOutQuint
* @option InExpo
* @option OutExpo
* @option InOutExpo
* @option InCirc
* @option OutCirc
* @option InOutCirc
* @option InBack
* @option OutBack
* @option InOutBack
* @option InElastic
* @option OutElastic
* @option InOutElastic
* @option InBounce
* @option OutBounce
* @option InOutBounce
* @desc Select which easing type you wish to apply.
* @default Linear
*
* @arg Duration:eval
* @text Duration
* @desc Duration of rotation effect in frames.
* 60 frames = 1 second. You may use JavaScript code.
* @default 60
*
* @arg Wait:eval
* @text Wait for Completion
* @parent Duration:eval
* @type boolean
* @on Wait
* @off Don't Wait
* @desc Wait until completion before moving onto the next event?
* @default true
*
* @ --------------------------------------------------------------------------
*
* @command PictureRotate
* @text Picture: Rotate to Angle
* @desc Rotates target picture to a certain angle over a set duration
* instead of continuously.
*
* @arg PictureID:eval
* @text Picture ID Number
* @desc What is the ID of the picture you wish to rotate? Use a
* number between 1 and 100. You may use JavaScript code.
* @default 1
*
* @arg TargetAngle:eval
* @text Target Angle
* @desc What is the target angle you wish to rotate the picture?
* Use degrees (360 degrees per full rotation).
* @default 0
*
* @arg easingType:str
* @text Easing Type
* @type combo
* @option Linear
* @option InSine
* @option OutSine
* @option InOutSine
* @option InQuad
* @option OutQuad
* @option InOutQuad
* @option InCubic
* @option OutCubic
* @option InOutCubic
* @option InQuart
* @option OutQuart
* @option InOutQuart
* @option InQuint
* @option OutQuint
* @option InOutQuint
* @option InExpo
* @option OutExpo
* @option InOutExpo
* @option InCirc
* @option OutCirc
* @option InOutCirc
* @option InBack
* @option OutBack
* @option InOutBack
* @option InElastic
* @option OutElastic
* @option InOutElastic
* @option InBounce
* @option OutBounce
* @option InOutBounce
* @desc Select which easing type you wish to apply.
* @default Linear
*
* @arg Duration:eval
* @text Duration
* @desc Duration of rotation effect in frames.
* 60 frames = 1 second. You may use JavaScript code.
* @default 60
*
* @arg Wait:eval
* @text Wait for Completion
* @parent Duration:eval
* @type boolean
* @on Wait
* @off Don't Wait
* @desc Wait until completion before moving onto the next event?
* @default true
*
* @ --------------------------------------------------------------------------
*
* @command PictureShowIcon
* @text Picture: Show Icon
* @desc Shows an icon instead of a picture image.
* The picture icon can be controlled like any other picture.
*
* @arg General
*
* @arg PictureID:eval
* @text Picture ID Number
* @parent General
* @desc What is the ID of the picture you wish to show at? Use a
* number between 1 and 100. You may use JavaScript code.
* @default 1
*
* @arg IconIndex:eval
* @text Icon Index
* @parent General
* @desc Select the icon index to use for this picture.
* You may use JavaScript code.
* @default 23
*
* @arg Smooth:eval
* @text Smooth Icon?
* @parent General
* @type boolean
* @on Smooth
* @off Pixelate
* @desc This will make the icon smoothed out or pixelated.
* @default false
*
* @arg PictureSettings
* @text Picture Settings
*
* @arg Settings:struct
* @text Settings
* @parent PictureSettings
* @type struct<ShowPicture>
* @desc Alter the settings for how the picture will be shown.
* @default {"Position":"","Origin:num":"0","PositionX:eval":"0","PositionY:eval":"0","Scale":"","ScaleX:eval":"100","ScaleY:eval":"100","Blend":"","Opacity:eval":"255","BlendMode:num":"0"}
*
* @ --------------------------------------------------------------------------
*
* @command Separator_ScreenShake
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command ScreenShake
* @text Screen Shake: Custom
* @desc Creates a custom screen shake effect and also sets
* the following uses of screen shake to this style.
*
* @arg Type:str
* @text Shake Style
* @type select
* @option Original
* @value original
* @option Random
* @value random
* @option Horizontal
* @value horizontal
* @option Vertical
* @value vertical
* @desc Select shake style type.
* @default random
*
* @arg Power:num
* @text Power
* @type number
* @min 1
* @max 9
* @desc Power level for screen shake.
* @default 5
*
* @arg Speed:num
* @text Speed
* @type number
* @min 1
* @max 9
* @desc Speed level for screen shake.
* @default 5
*
* @arg Duration:eval
* @text Duration
* @desc Duration of screenshake.
* You can use code as well.
* @default 60
*
* @arg Wait:eval
* @text Wait for Completion
* @parent Duration:eval
* @type boolean
* @on Wait
* @off Don't Wait
* @desc Wait until completion before moving onto the next event?
* @default true
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Switch
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command SwitchRandomizeOne
* @text Switches: Randomize ID(s)
* @desc Select specific Switch ID's to randomize ON/OFF.
*
* @arg IDs:arraynum
* @text Switch ID(s)
* @type switch[]
* @desc Select which Switch ID(s) to toggle.
* @default ["1"]
*
* @arg Chance:num
* @text Chance for ON
* @type number
* @min 1
* @max 100
* @desc Chance out of 100 that determines the switches to be ON.
* @default 50
*
* @ --------------------------------------------------------------------------
*
* @command SwitchRandomizeRange
* @text Switches: Randomize Range
* @desc Select specific Switch ID Range to randomize ON/OFF.
* The ratio determines the ON/OFF distribution.
*
* @arg StartID:num
* @text Starting ID
* @type switch
* @desc The starting ID of the Switch to toggle.
* @default 1
*
* @arg EndingID:num
* @text Ending ID
* @type switch
* @desc The ending ID of the Switch to toggle.
* @default 20
*
* @arg Chance:num
* @text Chance for ON
* @type number
* @min 1
* @max 100
* @desc Chance out of 100 that determines the switches to be ON.
* @default 50
*
* @ --------------------------------------------------------------------------
*
* @command SwitchToggleOne
* @text Switches: Toggle ID(s)
* @desc Select specific Switch ID's to toggle ON/OFF.
* ON becomes OFF. OFF becomes ON.
*
* @arg IDs:arraynum
* @text Switch ID(s)
* @type switch[]
* @desc Select which Switch ID(s) to toggle.
* @default ["1"]
*
* @ --------------------------------------------------------------------------
*
* @command SwitchToggleRange
* @text Switches: Toggle Range
* @desc Select specific Switch ID Range to toggle ON/OFF.
* ON becomes OFF. OFF becomes ON.
*
* @arg StartID:num
* @text Starting ID
* @type switch
* @desc The starting ID of the Switch to toggle.
* @default 1
*
* @arg EndingID:num
* @text Ending ID
* @type switch
* @desc The ending ID of the Switch to toggle.
* @default 20
*
* @ --------------------------------------------------------------------------
*
* @command Separator_System
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command SystemSetBattleSystem
* @text System: Battle System Change
* @desc Switch to a different battle system in-game.
* Some battle systems REQUIRE their specific plugins!
*
* @arg option:str
* @text Change To
* @type select
* @option Database Default (Use game database setting)
* @value database
* @option -
* @value database
* @option DTB: Default Turn Battle
* @value dtb
* @option TPB Active: Time Progress Battle (Active)
* @value tpb active
* @option TPB Wait: Time Progress Battle (Wait)
* @value tpb wait
* @option -
* @value database
* @option BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB)
* @value btb
* @option CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB)
* @value ctb
* @option ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB)
* @value etb
* @option FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB)
* @value ftb
* @option OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB)
* @value otb
* @option PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB)
* @value ptb
* @option STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB)
* @value stb
* @desc Choose which battle system to switch to.
* @default database
*
* @ --------------------------------------------------------------------------
*
* @command SystemLoadImages
* @text System: Load Images
* @desc Allows you to (pre) load up images ahead of time.
*
* @arg animations:arraystr
* @text img/animations/
* @type file[]
* @dir img/animations/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg battlebacks1:arraystr
* @text img/battlebacks1/
* @type file[]
* @dir img/battlebacks1/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg battlebacks2:arraystr
* @text img/battlebacks2/
* @type file[]
* @dir img/battlebacks2/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg characters:arraystr
* @text img/characters/
* @type file[]
* @dir img/characters/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg enemies:arraystr
* @text img/enemies/
* @type file[]
* @dir img/enemies/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg faces:arraystr
* @text img/faces/
* @type file[]
* @dir img/faces/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg parallaxes:arraystr
* @text img/parallaxes/
* @type file[]
* @dir img/parallaxes/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg pictures:arraystr
* @text img/pictures/
* @type file[]
* @dir img/pictures/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg sv_actors:arraystr
* @text img/sv_actors/
* @type file[]
* @dir img/sv_actors/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg sv_enemies:arraystr
* @text img/sv_enemies/
* @type file[]
* @dir img/sv_enemies/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg system:arraystr
* @text img/system/
* @type file[]
* @dir img/system/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg tilesets:arraystr
* @text img/tilesets/
* @type file[]
* @dir img/tilesets/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg titles1:arraystr
* @text img/titles1/
* @type file[]
* @dir img/titles1/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @arg titles2:arraystr
* @text img/titles2/
* @type file[]
* @dir img/titles2/
* @desc Which files do you wish to load from this directory?
* @default []
*
* @ --------------------------------------------------------------------------
*
* @command SystemSetFontSize
* @text System: Main Font Size
* @desc Set the game's main font size.
*
* @arg option:num
* @text Change To
* @type number
* @min 1
* @desc Change the font size to this number.
* @default 26
*
* @ --------------------------------------------------------------------------
*
* @command SystemSetSideView
* @text System: Side View Battle
* @desc Switch between Front View or Side View for battle.
*
* @arg option:str
* @text Change To
* @type select
* @option Front View
* @value Front View
* @option Side View
* @value Side View
* @option Toggle
* @value Toggle
* @desc Choose which view type to switch to.
* @default Toggle
*
* @ --------------------------------------------------------------------------
*
* @command SystemSetWindowPadding
* @text System: Window Padding
* @desc Change the game's window padding amount.
*
* @arg option:num
* @text Change To
* @type number
* @min 1
* @desc Change the game's standard window padding to this value.
* Default: 12
* @default 12
*
* @ --------------------------------------------------------------------------
*
* @command Separator_TextPopup
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command TextPopupShow
* @text Text Popup: Show Text
* @desc Adds text to a text popup window to briefly appear.
* Multiple text popups will be queued.
*
* @arg text:json
* @text Text
* @type note
* @desc Write the text that you want to appear here.
* You may use text codes.
* @default "Insert message here."
*
* @ --------------------------------------------------------------------------
*
* @command Separator_Variable
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @command VariableEvalReference
* @text Variable: JS Eval
* @desc Pick a variable ID and value to alter through JS.
* Functions like RM2k3's Variable Pointers.
*
* @arg id:eval
* @text Variable ID
* @desc This is the target variable to alter.
* You may use JavaScript. ie: $gameVariables.value(1)
* @default 1
*
* @arg operation:str
* @text Operation Type
* @type select
* @option Set
* @value =
* @option Add
* @value +
* @option Sub
* @value -
* @option Mul
* @value *
* @option Div
* @value /
* @option Mod
* @value %
* @desc What operation do you wish to use for this Plugin Command?
* @default =
*
* @arg operand:eval
* @text Operand Modifier
* @desc Value to be used in calculating the target variable.
* You may use JavaScript. ie: $gameVariables.value(1)
* @default 0
*
* @ --------------------------------------------------------------------------
*
* @command VariableJsBlock
* @text Variable: JS Block
* @desc Pick a variable ID and value to alter through JS.
* Functions like RM2k3's Variable Pointers.
*
* @arg id:func
* @text Variable ID
* @type note
* @desc This is the target variable to alter.
* You may use JavaScript. ie: $gameVariables.value(1)
* @default "// Declare Variables\nlet varID = 1;\n\n// Perform Calculations\n\n// Return Variable ID\nreturn varID;"
*
* @arg operation:str
* @text Operation Type
* @type select
* @option Set
* @value =
* @option Add
* @value +
* @option Sub
* @value -
* @option Mul
* @value *
* @option Div
* @value /
* @option Mod
* @value %
* @desc What operation do you wish to use for this Plugin Command?
* @default =
*
* @arg operand:func
* @text Operand Modifier
* @type note
* @desc Value to be used in calculating the target variable.
* You may use JavaScript. ie: $gameVariables.value(1)
* @default "// Declare Variables\nlet value = 0;\n\n// Perform Calculations\n\n// Return Variable ID\nreturn value;"
*
* @ --------------------------------------------------------------------------
*
* @command Separator_End
* @text -
* @desc -
*
* @ --------------------------------------------------------------------------
*
* @ ==========================================================================
* @ Plugin Parameters
* @ ==========================================================================
*
* @param BreakHead
* @text --------------------------
* @default ----------------------------------
*
* @param CoreEngine
* @default Plugin Parameters
* @param ATTENTION
* @default READ THE HELP FILE
*
* @param BreakSettings
* @text --------------------------
* @default ----------------------------------
*
* @param QoL:struct
* @text Quality of Life Settings
* @type struct<QoLSettings>
* @desc Quality of Life settings for both developers and players.
* @default {"PlayTest":"","NewGameBoot:eval":"false","ForceNoPlayTest:eval":"false","OpenConsole:eval":"true","F6key:eval":"true","F7key:eval":"true","NewGameCommonEvent:num":"0","BattleTest":"","BTestItems:eval":"true","BTestWeapons:eval":"true","BTestArmors:eval":"true","BTestAddedQuantity:num":"90","ShiftR_Toggle:eval":"true","ShiftT_Toggle:eval":"true","DigitGrouping":"","DigitGroupingStandardText:eval":"true","DigitGroupingExText:eval":"true","DigitGroupingDamageSprites:eval":"true","DigitGroupingGaugeSprites:eval":"true","DigitGroupingLocale:str":"en-US","PlayerBenefit":"","EncounterRateMinimum:num":"10","EscapeAlways:eval":"true","ImprovedAccuracySystem:eval":"true","AccuracyBoost:eval":"true","LevelUpFullHp:eval":"true","LevelUpFullMp:eval":"true","Pictures":"","AntiZoomPictures:eval":"true","PictureContainers":"","DetachBattlePictureContainer:eval":"false","DetachMapPictureContainer:eval":"false","Misc":"","AnimationMirrorOffset:eval":"false","AutoStretch:str":"default","FontShadows:eval":"false","FontSmoothing:eval":"true","FontWidthFix:eval":"true","KeyItemProtect:eval":"true","MapNameTextCode:eval":"true","ModernControls:eval":"true","MvAnimationRate:num":"4","NewGameCommonEventAll:num":"0","NoTileShadows:eval":"false","PixelateImageRendering:eval":"false","RequireFocus:eval":"false","ShortcutScripts:eval":"true","SmartEventCollisionPriority:eval":"true","SubfolderParse:eval":"true"}
*
* @param BattleSystem:str
* @text Battle System
* @type select
* @option Database Default (Use game database setting)
* @value database
* @option -
* @value database
* @option DTB: Default Turn Battle
* @value dtb
* @option TPB Active: Time Progress Battle (Active)
* @value tpb active
* @option TPB wait: Time Progress Battle (Wait)
* @value tpb wait
* @option -
* @value database
* @option BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB)
* @value btb
* @option CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB)
* @value ctb
* @option ETB: Energy Turn Battle (Req VisuMZ_2_BattleSystemETB)
* @value etb
* @option FTB: Free Turn Battle (Req VisuMZ_2_BattleSystemFTB)
* @value ftb
* @option OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB)
* @value otb
* @option PTB: Press Turn Battle (Req VisuMZ_2_BattleSystemPTB)
* @value ptb
* @option STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB)
* @value stb
* @desc Choose which battle system to use for your game.
* Some battle systems REQUIRE their specific plugins!
* @default database
*
* @param Color:struct
* @text Color Settings
* @type struct<Color>
* @desc Change the colors used for in-game text.
* @default {"BasicColors":"","ColorNormal:str":"0","ColorSystem:str":"16","ColorCrisis:str":"17","ColorDeath:str":"18","ColorGaugeBack:str":"19","ColorHPGauge1:str":"20","ColorHPGauge2:str":"21","ColorMPGauge1:str":"22","ColorMPGauge2:str":"23","ColorMPCost:str":"23","ColorPowerUp:str":"24","ColorPowerDown:str":"25","ColorCTGauge1:str":"26","ColorCTGauge2:str":"27","ColorTPGauge1:str":"28","ColorTPGauge2:str":"29","ColorTPCost:str":"29","ColorPending:str":"#2a847d","ColorExpGauge1:str":"30","ColorExpGauge2:str":"31","ColorMaxLvGauge1:str":"14","ColorMaxLvGauge2:str":"6","AlphaColors":"","OutlineColor:str":"rgba(0, 0, 0, 0.6)","DimColor1:str":"rgba(0, 0, 0, 0.6)","DimColor2:str":"rgba(0, 0, 0, 0)","ItemBackColor1:str":"rgba(32, 32, 32, 0.5)","ItemBackColor2:str":"rgba(0, 0, 0, 0.5)","ConditionalColors":"","ActorHPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If the actor is dead, return death color.\\n} else if (actor.isDead()) {\\n return this.deathColor();\\n\\n// If the actor is dying, return crisis color.\\n} else if (actor.isDying()) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ActorMPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If MP rate is below 25%, return crisis color.\\n} else if (actor.mpRate() < 0.25) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ActorTPColor:func":"\"// Set the variables used in this function.\\nlet actor = arguments[0];\\n\\n// Check if the actor exists. If not, return normal.\\nif (!actor) {\\n return this.normalColor();\\n\\n// If TP rate is below 25%, return crisis color.\\n} else if (actor.tpRate() < 0.25) {\\n return this.crisisColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","ParamChange:func":"\"// Set the variables used in this function.\\nlet change = arguments[0];\\n\\n// If a positive change, use power up color.\\nif (change > 0) {\\n return this.powerUpColor();\\n\\n// If a negative change, use power down color.\\n} else if (change < 0) {\\n return this.powerDownColor();\\n\\n// Otherwise, return the normal color.\\n} else {\\n return this.normalColor();\\n}\"","DamageColor:func":"\"// Set the variables used in this function.\\nlet colorType = arguments[0];\\n\\n// Check the value of the color type\\n// and return an appropriate color.\\nswitch (colorType) {\\n\\n case 0: // HP damage\\n return \\\"#ffffff\\\";\\n\\n case 1: // HP recover\\n return \\\"#b9ffb5\\\";\\n\\n case 2: // MP damage\\n return \\\"#bb88bb\\\";\\n\\n case 3: // MP recover\\n return \\\"#80b0ff\\\";\\n\\n default:\\n return \\\"#808080\\\";\\n}\""}
*
* @param Gold:struct
* @text Gold Settings
* @type struct<Gold>
* @desc Change up how gold operates and is displayed in-game.
* @default {"GoldMax:num":"999999999","GoldFontSize:num":"24","GoldIcon:num":"314","GoldOverlap:str":"A Lot","ItemStyle:eval":"true"}
*
* @param ImgLoad:struct
* @text Image Loading
* @type struct<ImgLoad>
* @desc Game images that will be loaded upon booting up the game.
* Use this responsibly!!!
* @default {"animations:arraystr":"[]","battlebacks1:arraystr":"[]","battlebacks2:arraystr":"[]","characters:arraystr":"[]","enemies:arraystr":"[]","faces:arraystr":"[]","parallaxes:arraystr":"[]","pictures:arraystr":"[]","sv_actors:arraystr":"[]","sv_enemies:arraystr":"[]","system:arraystr":"[\"Balloon\",\"IconSet\"]","tilesets:arraystr":"[]","titles1:arraystr":"[]","titles2:arraystr":"[]"}
*
* @param KeyboardInput:struct
* @text Keyboard Input
* @type struct<KeyboardInput>
* @desc Settings for the game that utilize keyboard input.
* @default {"Controls":"","WASD:eval":"false","DashToggleR:eval":"false","NameInput":"","EnableNameInput:eval":"true","DefaultMode:str":"keyboard","QwertyLayout:eval":"true","NameInputMessage:eval":"\"Type in this character's name.\\nPress \\\\c[5]ENTER\\\\c[0] when you're done.\\n\\n-or-\\n\\nPress \\\\c[5]arrow keys\\\\c[0]/\\\\c[5]TAB\\\\c[0] to switch\\nto manual character entry.\\n\\nPress \\\\c[5]ESC\\\\c[0]/\\\\c[5]TAB\\\\c[0] to use to keyboard.\"","NumberInput":"","EnableNumberInput:eval":"true","ButtonAssist":"","Keyboard:str":"Keyboard","Manual:str":"Manual"}
*
* @param MenuBg:struct
* @text Menu Background Settings
* @type struct<MenuBg>
* @desc Change how menu backgrounds look for each scene.
* @default {"Scene_Menu:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Item:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Skill:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Equip:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Status:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Options:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Save:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Load:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_GameEnd:struct":"{\"SnapshotOpacity:num\":\"128\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Shop:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Name:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}","Scene_Unlisted:struct":"{\"SnapshotOpacity:num\":\"192\",\"BgFilename1:str\":\"\",\"BgFilename2:str\":\"\"}"}
*
* @param ButtonAssist:struct
* @text Menu Button Assist Window
* @type struct<ButtonAssist>
* @desc Settings pertaining to the Button Assist window found in in-game menus.
* @default {"General":"","Enable:eval":"true","Location:str":"bottom","BgType:num":"0","Text":"","TextFmt:str":"%1:%2","MultiKeyFmt:str":"%1/%2","OkText:str":"Select","CancelText:str":"Back","SwitchActorText:str":"Switch Ally","Keys":"","KeyUnlisted:str":"\\}❪%1❫\\{","KeyUP:str":"^","KeyDOWN:str":"v","KeyLEFT:str":"<<","KeyRIGHT:str":">>","KeySHIFT:str":"\\}❪SHIFT❫\\{","KeyTAB:str":"\\}❪TAB❫\\{","KeyA:str":"A","KeyB:str":"B","KeyC:str":"C","KeyD:str":"D","KeyE:str":"E","KeyF:str":"F","KeyG:str":"G","KeyH:str":"H","KeyI:str":"I","KeyJ:str":"J","KeyK:str":"K","KeyL:str":"L","KeyM:str":"M","KeyN:str":"N","KeyO:str":"O","KeyP:str":"P","KeyQ:str":"Q","KeyR:str":"R","KeyS:str":"S","KeyT:str":"T","KeyU:str":"U","KeyV:str":"V","KeyW:str":"W","KeyX:str":"X","KeyY:str":"Y","KeyZ:str":"Z"}
*
* @param ControllerButtons:arraystruct
* @text Controller Button Assist
* @parent ButtonAssist:struct
* @type struct<ControllerButtons>[]
* @desc Make different icons appear for the Button Assist window when using different controllers.
* @default []
*
* @param MenuLayout:struct
* @text Menu Layout Settings
* @type struct<MenuLayout>
* @desc Change how menu layouts look for each scene.
* @default {"Title:struct":"{\"TitleScreen\":\"\",\"DocumentTitleFmt:str\":\"%1: %2 - Version %3\",\"Subtitle:str\":\"Subtitle\",\"Version:str\":\"0.00\",\"drawGameTitle:func\":\"\\\"const x = 20;\\\\nconst y = Graphics.height / 4;\\\\nconst maxWidth = Graphics.width - x * 2;\\\\nconst text = $dataSystem.gameTitle;\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 8;\\\\nbitmap.fontSize = 72;\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\"center\\\\\\\");\\\"\",\"drawGameSubtitle:func\":\"\\\"const x = 20;\\\\nconst y = Graphics.height / 4 + 72;\\\\nconst maxWidth = Graphics.width - x * 2;\\\\nconst text = Scene_Title.subtitle;\\\\nconst bitmap = this._gameTitleSprite.bitmap;\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 6;\\\\nbitmap.fontSize = 48;\\\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\\\\\"center\\\\\\\");\\\"\",\"drawGameVersion:func\":\"\\\"const bitmap = this._gameTitleSprite.bitmap;\\\\nconst x = 0;\\\\nconst y = Graphics.height - 20;\\\\nconst width = Math.round(Graphics.width / 4);\\\\nconst height = 20;\\\\nconst c1 = ColorManager.dimColor1();\\\\nconst c2 = ColorManager.dimColor2();\\\\nconst text = 'Version ' + Scene_Title.version;\\\\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\\\\nbitmap.fontFace = $gameSystem.mainFontFace();\\\\nbitmap.outlineColor = \\\\\\\"black\\\\\\\";\\\\nbitmap.outlineWidth = 3;\\\\nbitmap.fontSize = 16;\\\\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \\\\\\\"left\\\\\\\");\\\"\",\"CommandRect:func\":\"\\\"const offsetX = $dataSystem.titleCommandWindow.offsetX;\\\\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\\\\nconst rows = this.commandWindowRows();\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\\\\nconst y = Graphics.boxHeight - height - 96 + offsetY;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ButtonFadeSpeed:num\":\"4\"}","MainMenu:struct":"{\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const width = this.mainCommandWidth();\\\\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"GoldWindow\":\"\",\"GoldBgType:num\":\"0\",\"GoldRect:func\":\"\\\"const rows = 1;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaBottom() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\nconst height = this.mainAreaHeight();\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","ItemMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CategoryWindow\":\"\",\"CategoryBgType:num\":\"0\",\"CategoryRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"const x = 0;\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaBottom() - y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ActorWindow\":\"\",\"ActorBgType:num\":\"0\",\"ActorRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","SkillMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SkillTypeWindow\":\"\",\"SkillTypeBgType:num\":\"0\",\"SkillTypeRect:func\":\"\\\"const rows = 3;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = Graphics.boxWidth - this.mainCommandWidth();\\\\nconst height = this._skillTypeWindow.height;\\\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"const x = 0;\\\\nconst y = this._statusWindow.y + this._statusWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._statusWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ActorWindow\":\"\",\"ActorBgType:num\":\"0\",\"ActorRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","EquipMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.helpAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.helpAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = this.statusWidth();\\\\nconst height = this.mainAreaHeight();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const x = this.statusWidth();\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SlotWindow\":\"\",\"SlotBgType:num\":\"0\",\"SlotRect:func\":\"\\\"const commandWindowRect = this.commandWindowRect();\\\\nconst x = this.statusWidth();\\\\nconst y = commandWindowRect.y + commandWindowRect.height;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this.mainAreaHeight() - commandWindowRect.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ItemWindow\":\"\",\"ItemBgType:num\":\"0\",\"ItemRect:func\":\"\\\"return this.slotWindowRect();\\\"\"}","StatusMenu:struct":"{\"ProfileWindow\":\"\",\"ProfileBgType:num\":\"0\",\"ProfileRect:func\":\"\\\"const width = Graphics.boxWidth;\\\\nconst height = this.profileHeight();\\\\nconst x = 0;\\\\nconst y = this.mainAreaBottom() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.statusParamsWindowRect().y - y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusParamsWindow\":\"\",\"StatusParamsBgType:num\":\"0\",\"StatusParamsRect:func\":\"\\\"const width = this.statusParamsWidth();\\\\nconst height = this.statusParamsHeight();\\\\nconst x = 0;\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusEquipWindow\":\"\",\"StatusEquipBgType:num\":\"0\",\"StatusEquipRect:func\":\"\\\"const width = Graphics.boxWidth - this.statusParamsWidth();\\\\nconst height = this.statusParamsHeight();\\\\nconst x = this.statusParamsWidth();\\\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","OptionsMenu:struct":"{\"OptionsWindow\":\"\",\"OptionsBgType:num\":\"0\",\"OptionsRect:func\":\"\\\"const n = Math.min(this.maxCommands(), this.maxVisibleCommands());\\\\nconst width = 400;\\\\nconst height = this.calcWindowHeight(n, true);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","SaveMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, false);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ListWindow\":\"\",\"ListBgType:num\":\"0\",\"ListRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","LoadMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, false);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"ListWindow\":\"\",\"ListBgType:num\":\"0\",\"ListRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","GameEnd:struct":"{\"CommandList:arraystruct\":\"[\\\"{\\\\\\\"Symbol:str\\\\\\\":\\\\\\\"toTitle\\\\\\\",\\\\\\\"TextStr:str\\\\\\\":\\\\\\\"Untitled\\\\\\\",\\\\\\\"TextJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return TextManager.toTitle;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ShowJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"EnableJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ExtJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CallHandlerJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"SceneManager._scene.commandToTitle();\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Symbol:str\\\\\\\":\\\\\\\"cancel\\\\\\\",\\\\\\\"TextStr:str\\\\\\\":\\\\\\\"Untitled\\\\\\\",\\\\\\\"TextJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return TextManager.cancel;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ShowJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"EnableJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ExtJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"return null;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CallHandlerJS:func\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"SceneManager._scene.popScene();\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const rows = 2;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (Graphics.boxHeight - height) / 2;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","ShopMenu:struct":"{\"HelpWindow\":\"\",\"HelpBgType:num\":\"0\",\"HelpRect:func\":\"\\\"const wx = 0;\\\\nconst wy = this.helpAreaTop();\\\\nconst ww = Graphics.boxWidth;\\\\nconst wh = this.helpAreaHeight();\\\\nreturn new Rectangle(wx, wy, ww, wh);\\\"\",\"GoldWindow\":\"\",\"GoldBgType:num\":\"0\",\"GoldRect:func\":\"\\\"const rows = 1;\\\\nconst width = this.mainCommandWidth();\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nconst x = Graphics.boxWidth - width;\\\\nconst y = this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CommandWindow\":\"\",\"CommandBgType:num\":\"0\",\"CommandRect:func\":\"\\\"const x = 0;\\\\nconst y = this.mainAreaTop();\\\\nconst rows = 1;\\\\nconst width = this._goldWindow.x;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"DummyWindow\":\"\",\"DummyBgType:num\":\"0\",\"DummyRect:func\":\"\\\"const x = 0;\\\\nconst y = this._commandWindow.y + this._commandWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.mainAreaHeight() - this._commandWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"NumberWindow\":\"\",\"NumberBgType:num\":\"0\",\"NumberRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"StatusWindow\":\"\",\"StatusBgType:num\":\"0\",\"StatusRect:func\":\"\\\"const width = this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nconst x = Graphics.boxWidth - width;\\\\nconst y = this._dummyWindow.y;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"BuyWindow\":\"\",\"BuyBgType:num\":\"0\",\"BuyRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst width = Graphics.boxWidth - this.statusWidth();\\\\nconst height = this._dummyWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"CategoryWindow\":\"\",\"CategoryBgType:num\":\"0\",\"CategoryRect:func\":\"\\\"const x = 0;\\\\nconst y = this._dummyWindow.y;\\\\nconst rows = 1;\\\\nconst width = Graphics.boxWidth;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"SellWindow\":\"\",\"SellBgType:num\":\"0\",\"SellRect:func\":\"\\\"const x = 0;\\\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\\\nconst width = Graphics.boxWidth;\\\\nconst height =\\\\n this.mainAreaHeight() -\\\\n this._commandWindow.height -\\\\n this._categoryWindow.height;\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}","NameMenu:struct":"{\"EditWindow\":\"\",\"EditBgType:num\":\"0\",\"EditRect:func\":\"\\\"const rows = 9;\\\\nconst inputWindowHeight = this.calcWindowHeight(rows, true);\\\\nconst padding = $gameSystem.windowPadding();\\\\nconst width = 600;\\\\nconst height = Math.min(ImageManager.faceHeight + padding * 2, this.mainAreaHeight() - inputWindowHeight);\\\\nconst x = (Graphics.boxWidth - width) / 2;\\\\nconst y = (this.mainAreaHeight() - (height + inputWindowHeight)) / 2 + this.mainAreaTop();\\\\nreturn new Rectangle(x, y, width, height);\\\"\",\"InputWindow\":\"\",\"InputBgType:num\":\"0\",\"InputRect:func\":\"\\\"const x = this._editWindow.x;\\\\nconst y = this._editWindow.y + this._editWindow.height;\\\\nconst rows = 9;\\\\nconst width = this._editWindow.width;\\\\nconst height = this.calcWindowHeight(rows, true);\\\\nreturn new Rectangle(x, y, width, height);\\\"\"}"}
*
* @param Param:struct
* @text Parameter Settings
* @type struct<Param>
* @desc Change up the limits of parameters and how they're calculated.
* @default {"DisplayedParams:arraystr":"[\"ATK\",\"DEF\",\"MAT\",\"MDF\",\"AGI\",\"LUK\"]","ExtDisplayedParams:arraystr":"[\"MaxHP\",\"MaxMP\",\"ATK\",\"DEF\",\"MAT\",\"MDF\",\"AGI\",\"LUK\"]","BasicParameters":"","CrisisRate:num":"0.25","BasicParameterFormula:func":"\"// Determine the variables used in this calculation.\\nlet paramId = arguments[0];\\nlet base = this.paramBase(paramId);\\nlet plus = this.paramPlus(paramId);\\nlet paramRate = this.paramRate(paramId);\\nlet buffRate = this.paramBuffRate(paramId);\\nlet flatBonus = this.paramFlatBonus(paramId);\\n\\n// Formula to determine total parameter value.\\nlet value = (base + plus) * paramRate * buffRate + flatBonus;\\n\\n// Determine the limits\\nconst maxValue = this.paramMax(paramId);\\nconst minValue = this.paramMin(paramId);\\n\\n// Final value\\nreturn Math.round(value.clamp(minValue, maxValue));\"","BasicParamCaps":"","BasicActorParamCaps":"","BasicActorParamMax0:str":"9999","BasicActorParamMax1:str":"9999","BasicActorParamMax2:str":"999","BasicActorParamMax3:str":"999","BasicActorParamMax4:str":"999","BasicActorParamMax5:str":"999","BasicActorParamMax6:str":"999","BasicActorParamMax7:str":"999","BasicEnemyParamCaps":"","BasicEnemyParamMax0:str":"999999","BasicEnemyParamMax1:str":"9999","BasicEnemyParamMax2:str":"999","BasicEnemyParamMax3:str":"999","BasicEnemyParamMax4:str":"999","BasicEnemyParamMax5:str":"999","BasicEnemyParamMax6:str":"999","BasicEnemyParamMax7:str":"999","XParameters":"","XParameterFormula:func":"\"// Determine the variables used in this calculation.\\nlet xparamId = arguments[0];\\nlet base = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId);\\nlet plus = this.xparamPlus(xparamId);\\nlet paramRate = this.xparamRate(xparamId);\\nlet flatBonus = this.xparamFlatBonus(xparamId);\\n\\n// Formula to determine total parameter value.\\nlet value = (base + plus) * paramRate + flatBonus;\\n\\n// Final value\\nreturn value;\"","XParamVocab":"","XParamVocab0:str":"Hit","XParamVocab1:str":"Evasion","XParamVocab2:str":"Critical Rate","XParamVocab3:str":"Critical Evade","XParamVocab4:str":"Magic Evade","XParamVocab5:str":"Magic Reflect","XParamVocab6:str":"Counter","XParamVocab7:str":"HP Regen","XParamVocab8:str":"MP Regen","XParamVocab9:str":"TP Regen","SParameters":"","SParameterFormula:func":"\"// Determine the variables used in this calculation.\\nlet sparamId = arguments[0];\\nlet base = this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId);\\nlet plus = this.sparamPlus(sparamId);\\nlet paramRate = this.sparamRate(sparamId);\\nlet flatBonus = this.sparamFlatBonus(sparamId);\\n\\n// Formula to determine total parameter value.\\nlet value = (base + plus) * paramRate + flatBonus;\\n\\n// Final value\\nreturn value;\"","SParamVocab":"","SParamVocab0:str":"Aggro","SParamVocab1:str":"Guard","SParamVocab2:str":"Recovery","SParamVocab3:str":"Item Effect","SParamVocab4:str":"MP Cost","SParamVocab5:str":"TP Charge","SParamVocab6:str":"Physical DMG","SParamVocab7:str":"Magical DMG","SParamVocab8:str":"Floor DMG","SParamVocab9:str":"EXP Gain","Icons":"","DrawIcons:eval":"true","IconParam0:str":"84","IconParam1:str":"165","IconParam2:str":"76","IconParam3:str":"81","IconParam4:str":"101","IconParam5:str":"133","IconParam6:str":"140","IconParam7:str":"87","IconXParam0:str":"102","IconXParam1:str":"82","IconXParam2:str":"78","IconXParam3:str":"82","IconXParam4:str":"171","IconXParam5:str":"222","IconXParam6:str":"77","IconXParam7:str":"72","IconXParam8:str":"72","IconXParam9:str":"72","IconSParam0:str":"5","IconSParam1:str":"128","IconSParam2:str":"72","IconSParam3:str":"176","IconSParam4:str":"165","IconSParam5:str":"164","IconSParam6:str":"76","IconSParam7:str":"79","IconSParam8:str":"141","IconSParam9:str":"73"}
*
* @param CustomParam:arraystruct
* @text Custom Parameters
* @parent Param:struct
* @type struct<CustomParam>[]
* @desc Create custom parameters for your game!
* These will appear in VisuStella MZ menus.
* @default ["{\"ParamName:str\":\"Strength\",\"Abbreviation:str\":\"str\",\"Icon:num\":\"77\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.atk * 0.75) + (user.def * 0.25);\\\"\"}","{\"ParamName:str\":\"Dexterity\",\"Abbreviation:str\":\"dex\",\"Icon:num\":\"82\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.agi * 0.75) + (user.atk * 0.25);\\\"\"}","{\"ParamName:str\":\"Constitution\",\"Abbreviation:str\":\"con\",\"Icon:num\":\"81\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.def * 0.75) + (user.mdf * 0.25);\\\"\"}","{\"ParamName:str\":\"Intelligence\",\"Abbreviation:str\":\"int\",\"Icon:num\":\"79\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.mat * 0.75) + (user.mdf * 0.25);\\\"\"}","{\"ParamName:str\":\"Wisdom\",\"Abbreviation:str\":\"wis\",\"Icon:num\":\"72\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.mdf * 0.75) + (user.luk * 0.25);\\\"\"}","{\"ParamName:str\":\"Charisma\",\"Abbreviation:str\":\"cha\",\"Icon:num\":\"84\",\"Type:str\":\"integer\",\"ValueJS:json\":\"\\\"// Declare Constants\\\\nconst user = this;\\\\n\\\\n// Calculations\\\\nreturn (user.luk * 0.75) + (user.agi * 0.25);\\\"\"}"]
*
* @param ScreenResolution:struct
* @text Screen Resolution Settings
* @type struct<ScreenResolution>
* @desc Alter various properties to make the game look better for varying screen resolutions.
* @default {"Maps":"","AutoScrollLockX:eval":"true","AutoScrollLockY:eval":"true","DisplayLockX:num":"0.15625","DisplayLockY:num":"0.00000","Troops":"","RepositionActors:eval":"true","RepositionEnemies:eval":"true","RepositionEnemies130:eval":"false"}
*
* @param ScreenShake:struct
* @text Screen Shake Settings
* @type struct<ScreenShake>
* @desc Get more screen shake effects into your game!
* @default {"DefaultStyle:str":"random","originalJS:func":"\"// Calculation\\nthis.x += Math.round($gameScreen.shake());\"","randomJS:func":"\"// Calculation\\n// Original Formula by Aries of Sheratan\\nconst power = $gameScreen._shakePower * 0.75;\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\nconst duration = $gameScreen._shakeDuration;\\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\"","horzJS:func":"\"// Calculation\\n// Original Formula by Aries of Sheratan\\nconst power = $gameScreen._shakePower * 0.75;\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\nconst duration = $gameScreen._shakeDuration;\\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\"","vertJS:func":"\"// Calculation\\n// Original Formula by Aries of Sheratan\\nconst power = $gameScreen._shakePower * 0.75;\\nconst speed = $gameScreen._shakeSpeed * 0.60;\\nconst duration = $gameScreen._shakeDuration;\\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\""}
*
* @param TitleCommandList:arraystruct
* @text Title Command List
* @type struct<Command>[]
* @desc Window commands used by the title screen.
* Add new commands here.
* @default ["{\"Symbol:str\":\"newGame\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.newGame;\\\"\",\"ShowJS:func\":\"\\\"return true;\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager._scene.commandNewGame();\\\"\"}","{\"Symbol:str\":\"continue\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.continue_;\\\"\",\"ShowJS:func\":\"\\\"return true;\\\"\",\"EnableJS:func\":\"\\\"return DataManager.isAnySavefileExists();\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager._scene.commandContinue();\\\"\"}","{\"Symbol:str\":\"options\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.options;\\\"\",\"ShowJS:func\":\"\\\"return true;\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager._scene.commandOptions();\\\"\"}","{\"Symbol:str\":\"shutdown\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.gameEnd;\\\"\",\"ShowJS:func\":\"\\\"return Utils.isNwjs();\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager.exit();\\\\n\\\\n// Note!\\\\n// Do NOT use this command with mobile devices or\\\\n// browser games. All it does is cause the game to\\\\n// display a blank, black canvas which the player\\\\n// is unable to do anything with. It does NOT force\\\\n// close the browser tab nor the app.\\\"\"}"]
*
* @param TitlePicButtons:arraystruct
* @text Title Picture Buttons
* @type struct<TitlePictureButton>[]
* @desc Buttons that can be inserted into the title screen.
* Add new title buttons here.
* @default []
*
* @param UI:struct
* @text UI Settings
* @type struct<UI>
* @desc Change up various in-game UI aspects.
* @default {"UIArea":"","FadeSpeed:num":"24","BoxMargin:num":"4","CommandWidth:num":"240","BottomHelp:eval":"false","RightMenus:eval":"true","ShowButtons:eval":"true","cancelShowButton:eval":"true","menuShowButton:eval":"true","pagedownShowButton:eval":"true","numberShowButton:eval":"true","ButtonHeight:num":"52","BottomButtons:eval":"false","SideButtons:eval":"true","MenuObjects":"","LvExpGauge:eval":"true","ParamArrow:str":"→","TextCodeSupport":"","TextCodeClassNames:eval":"true","TextCodeNicknames:eval":"true"}
*
* @param Window:struct
* @text Window Settings
* @type struct<Window>
* @desc Adjust various in-game window settings.
* @default {"WindowDefaults":"","EnableMasking:eval":"false","LineHeight:num":"36","ItemPadding:num":"8","BackOpacity:num":"192","TranslucentOpacity:num":"160","OpenSpeed:num":"32","ColSpacing:num":"8","RowSpacing:num":"4","ScrollBar":"","ShowScrollBar:eval":"true","BarThickness:num":"2","BarOffset:num":"+2","BarBodyColor:str":"0","OffBarColor:str":"7","OffBarOpacity:num":"128","SelectableItems":"","ShowItemBackground:eval":"true","ItemHeight:num":"8","DrawItemBackgroundJS:func":"\"const rect = arguments[0];\\nconst c1 = ColorManager.itemBackColor1();\\nconst c2 = ColorManager.itemBackColor2();\\nconst x = rect.x;\\nconst y = rect.y;\\nconst w = rect.width;\\nconst h = rect.height;\\nthis.contentsBack.gradientFillRect(x, y, w, h, c1, c2, true);\\nthis.contentsBack.strokeRect(x, y, w, h, c1);\"","TextPopup":"","DurationPerChat:num":"1.5","MinDuration:num":"90","MaxDuration:num":"300"}
*
* @param jsQuickFunc:arraystruct
* @text JS: Quick Functions
* @type struct<jsQuickFunc>[]
* @desc Create quick JavaScript functions available from the
* global namespace. Use with caution and moderation!!!
* @default ["{\"FunctionName:str\":\"Example\",\"CodeJS:json\":\"\\\"// Insert this as a function anywhere you can input code\\\\n// such as Script Calls or Conditional Branch Scripts.\\\\n\\\\n// Process Code\\\\nreturn 'Example';\\\"\"}","{\"FunctionName:str\":\"Bad Code Name\",\"CodeJS:json\":\"\\\"// If a function name has spaces in them, the spaces will\\\\n// be removed. \\\\\\\"Bad Code Name\\\\\\\" becomes \\\\\\\"BadCodeName\\\\\\\".\\\\n\\\\n// Process Code\\\\nOhNoItsBadCode()\\\\n\\\\n// If a function has bad code, a fail safe will catch the\\\\n// error and display it in the console.\\\"\"}","{\"FunctionName:str\":\"RandomNumber\",\"CodeJS:json\":\"\\\"// This generates a random number from 0 to itself.\\\\n// Example: RandomNumber(10)\\\\n\\\\n// Process Code\\\\nconst number = (arguments[0] || 0) + 1;\\\\nreturn Math.floor(number * Math.random());\\\"\"}","{\"FunctionName:str\":\"RandomBetween\",\"CodeJS:json\":\"\\\"// This generates a random number between two arguments.\\\\n// Example: RandomBetween(5, 10)\\\\n\\\\n// Process Code\\\\nlet min = Math.min(arguments[0] || 0, arguments[1] || 0);\\\\nlet max = Math.max(arguments[0] || 0, arguments[1] || 0);\\\\nreturn Math.floor(Math.random() * (max - min + 1) + min);\\\"\"}","{\"FunctionName:str\":\"RandomFrom\",\"CodeJS:json\":\"\\\"// Selects a number from the list of inserted numbers.\\\\n// Example: RandomFrom(5, 10, 15, 20)\\\\n\\\\n// Process Code\\\\nreturn arguments[Math.randomInt(arguments.length)];\\\"\"}"]
*
* @param BreakEnd1
* @text --------------------------
* @default ----------------------------------
*
* @param End Of
* @default Plugin Parameters
*
* @param BreakEnd2
* @text --------------------------
* @default ----------------------------------
*
*/
/* ----------------------------------------------------------------------------
* Quality of Life Settings
* ----------------------------------------------------------------------------
*/
/*~struct~QoLSettings:
*
* @param PlayTest
* @text Play Test
*
* @param NewGameBoot:eval
* @text New Game on Boot
* @parent PlayTest
* @type boolean
* @on Start New Game
* @off Keep Title Screen
* @desc Automatically start a new game on Play Test?
* Only enabled during Play Test.
* @default false
*
* @param ForceNoPlayTest:eval
* @text No Play Test Mode
* @parent PlayTest
* @type boolean
* @on Cancel Play Test
* @off Keep Play Test
* @desc Force the game to be out of Play Test mode when play testing.
* @default false
*
* @param OpenConsole:eval
* @text Open Console on Boot
* @parent PlayTest
* @type boolean
* @on Open
* @off Don't Open
* @desc Open the Debug Console upon booting up your game?
* Only enabled during Play Test.
* @default true
*
* @param F6key:eval
* @text F6: Toggle Sound
* @parent PlayTest
* @type boolean
* @on Enable
* @off Don't
* @desc F6 Key Function: Turn on all sound to 100% or to 0%,
* toggling between the two.
* @default true
*
* @param F7key:eval
* @text F7: Toggle Fast Mode
* @parent PlayTest
* @type boolean
* @on Enable
* @off Don't
* @desc F7 Key Function: Toggle fast mode.
* @default true
*
* @param CtrlQuickLoad:eval
* @text CTRL + n: Quick Load
* @parent PlayTest
* @type boolean
* @on Enable
* @off Don't
* @desc CTRL + a number from 1 to 9 will yield a quick load of
* that safe file. Does not count auto saves.
* @default true
*
* @param NewGameCommonEvent:num
* @text NewGame > CommonEvent
* @parent PlayTest
* @type common_event
* @desc Runs a common event each time a new game during play test
* session is started.
* @default 0
*
* @param BattleTest
* @text Battle Test
*
* @param BTestItems:eval
* @text Add Item Type
* @parent BattleTest
* @type boolean
* @on Add
* @off Don't
* @desc Add copies of each database item?
* Effective only during battle test.
* @default true
*
* @param BTestWeapons:eval
* @text Add Weapon Type
* @parent BattleTest
* @type boolean
* @on Add
* @off Don't
* @desc Add copies of each database weapon?
* Effective only during battle test.
* @default true
*
* @param BTestArmors:eval
* @text Add Armor Type
* @parent BattleTest
* @type boolean
* @on Add
* @off Don't
* @desc Add copies of each database armor?
* Effective only during battle test.
* @default true
*
* @param BTestAddedQuantity:num
* @text Added Quantity
* @parent BattleTest
* @type number
* @min 1
* @desc Determines how many items are added during a battle test instead of the maximum amount.
* @default 90
*
* @param ShiftR_Toggle:eval
* @text Shift+R: Recover All
* @parent BattleTest
* @type boolean
* @on Enable
* @off Disable
* @desc For Play Test only! During battle, pressing SHIFT + R will refill the whole party's HP and MP and status.
* @default true
*
* @param ShiftT_Toggle:eval
* @text Shift+T: Full TP
* @parent BattleTest
* @type boolean
* @on Enable
* @off Disable
* @desc For Play Test only! During battle, pressing SHIFT + T will refill the whole party's TP.
* @default true
*
* @param DigitGrouping
* @text Digit Grouping
*
* @param DigitGroupingStandardText:eval
* @text Standard Text
* @parent DigitGrouping
* @type boolean
* @on Enable
* @off Disable
* @desc Make numbers like 1234567 appear like 1,234,567 for
* standard text inside windows?
* @default true
*
* @param DigitGroupingExText:eval
* @text Ex Text
* @parent DigitGrouping
* @type boolean
* @on Enable
* @off Disable
* @desc Make numbers like 1234567 appear like 1,234,567 for
* ex text, written through drawTextEx (like messages)?
* @default true
*
* @param DigitGroupingDamageSprites:eval
* @text Damage Sprites
* @parent DigitGrouping
* @type boolean
* @on Enable
* @off Disable
* @desc Make numbers like 1234567 appear like 1,234,567 for
* in-battle damage sprites?
* @default true
*
* @param DigitGroupingGaugeSprites:eval
* @text Gauge Sprites
* @parent DigitGrouping
* @type boolean
* @on Enable
* @off Disable
* @desc Make numbers like 1234567 appear like 1,234,567 for
* visible gauge sprites such as HP, MP, and TP gauges?
* @default true
*
* @param DigitGroupingLocale:str
* @text Country/Locale
* @parent DigitGrouping
* @type combo
* @option ar-SA
* @option bn-BD
* @option bn-IN
* @option cs-CZ
* @option da-DK
* @option de-AT
* @option de-CH
* @option de-DE
* @option el-GR
* @option en-AU
* @option en-CA
* @option en-GB
* @option en-IE
* @option en-IN
* @option en-NZ
* @option en-US
* @option en-ZA
* @option es-AR
* @option es-CL
* @option es-CO
* @option es-ES
* @option es-MX
* @option es-US
* @option fi-FI
* @option fr-BE
* @option fr-CA
* @option fr-CH
* @option fr-FR
* @option he-IL
* @option hi-IN
* @option hu-HU
* @option id-ID
* @option it-CH
* @option it-IT
* @option jp-JP
* @option ko-KR
* @option nl-BE
* @option nl-NL
* @option no-NO
* @option pl-PL
* @option pt-BR
* @option pt-PT
* @option ro-RO
* @option ru-RU
* @option sk-SK
* @option sv-SE
* @option ta-IN
* @option ta-LK
* @option th-TH
* @option tr-TR
* @option zh-CN
* @option zh-HK
* @option zh-TW
* @desc Base the digit grouping on which country/locale?
* @default en-US
*
* @param PlayerBenefit
* @text Player Benefit
*
* @param EncounterRateMinimum:num
* @text Encounter Rate Min
* @parent PlayerBenefit
* @min 1
* @desc Minimum number of steps the player can take without any random encounters.
* @default 10
*
* @param EscapeAlways:eval
* @text Escape Always
* @parent PlayerBenefit
* @type boolean
* @on Always
* @off Default
* @desc If the player wants to escape a battle, let them escape the battle with 100% chance.
* @default true
*
* @param ImprovedAccuracySystem:eval
* @text Accuracy Formula
* @parent PlayerBenefit
* @type boolean
* @on Improve
* @off Default
* @desc Accuracy formula calculation change to
* Skill Hit% * (User HIT - Target EVA) for better results.
* @default true
*
* @param AccuracyBoost:eval
* @text Accuracy Boost
* @parent PlayerBenefit
* @type boolean
* @on Boost
* @off Default
* @desc Boost HIT and EVA rates in favor of the player.
* @default true
*
* @param LevelUpFullHp:eval
* @text Level Up -> Full HP
* @parent PlayerBenefit
* @type boolean
* @on Heal
* @off Default
* @desc Recovers full HP when an actor levels up.
* @default true
*
* @param LevelUpFullMp:eval
* @text Level Up -> Full MP
* @parent PlayerBenefit
* @type boolean
* @on Heal
* @off Default
* @desc Recovers full MP when an actor levels up.
* @default true
*
* @param Pictures
* @text Picture-Related
*
* @param AntiZoomPictures:eval
* @text Anti-Zoom Pictures
* @parent Pictures
* @type boolean
* @on Anti-Zoom
* @off Normal
* @desc If on, prevents pictures from being affected by zoom.
* @default true
*
* @param PictureContainers
* @text Picture Containers
* @parent Pictures
*
* @param DetachBattlePictureContainer:eval
* @text Detach in Battle
* @parent PictureContainers
* @type boolean
* @on Detach
* @off Normal
* @desc If detached, picture container will be separated from
* the spriteset while on the battle scene.
* @default false
*
* @param DetachMapPictureContainer:eval
* @text Detach in Map
* @parent PictureContainers
* @type boolean
* @on Detach
* @off Normal
* @desc If detached, picture container will be separated from
* the spriteset while on the map scene.
* @default false
*
* @param Misc
* @text Misc
*
* @param AnimationMirrorOffset:eval
* @text Ani: Mirror Offset
* @parent Misc
* @type boolean
* @on Mirror
* @off Don't Mirror
* @desc When animations are mirrored,
* mirror their Offset X values, too.
* @default false
*
* @param AutoStretch:str
* @text Auto-Stretch
* @parent Misc
* @type select
* @option Default
* @value default
* @option Stretch
* @value stretch
* @option Normal
* @value normal
* @desc Automatically stretch the game to fit the size of the client?
* @default default
*
* @param FontShadows:eval
* @text Font Shadows
* @parent Misc
* @type boolean
* @on Shadows
* @off Outlines
* @desc If on, text uses shadows instead of outlines.
* @default false
*
* @param FontSmoothing:eval
* @text Font Smoothing
* @parent Misc
* @type boolean
* @on Smooth
* @off None
* @desc If on, smoothes fonts shown in-game.
* @default true
*
* @param FontWidthFix:eval
* @text Font Width Fix
* @parent Misc
* @type boolean
* @on Fix
* @off Default
* @desc Fixes the font width issue with instant display
* non-monospaced fonts in the Message Window.
* @default true
*
* @param KeyItemProtect:eval
* @text Key Item Protection
* @parent Misc
* @type boolean
* @on Unsellable
* @off Sellable
* @desc If on, prevents Key Items from being able to be sold and from being able to be consumed.
* @default true
*
* @param MapNameTextCode:eval
* @text Map Name Text Code
* @parent Misc
* @type boolean
* @on Text Codes
* @off Raw Text
* @desc If on, map names will use text codes.
* If off, only the raw map name will be used.
* @default true
*
* @param ModernControls:eval
* @text Modern Controls
* @parent Misc
* @type boolean
* @on Enable
* @off Default
* @desc If on, allows usage of the Home/End buttons as well as other modern configs. Affects other VisuStella plugins.
* @default true
*
* @param MvAnimationRate:num
* @text MV Animation Rate
* @parent Misc
* @min 1
* @max 10
* @desc Adjusts the rate at which MV animations play.
* Default: 4. Lower for faster. Higher for slower.
* @default 4
*
* @param NewGameCommonEventAll:num
* @text NewGame > CommonEvent
* @parent Misc
* @type common_event
* @desc Runs a common event each time a new game during any session is started.
* @default 0
*
* @param NoTileShadows:eval
* @text No Tile Shadows
* @parent Misc
* @type boolean
* @on Disable Tile Shadows
* @off Default
* @desc Removes tile shadows from being displayed in-game.
* @default false
*
* @param PixelateImageRendering:eval
* @text Pixel Image Rendering
* @parent Misc
* @type boolean
* @on Pixelate
* @off Smooth
* @desc If on, pixelates the image rendering (for pixel games).
* @default false
*
* @param RequireFocus:eval
* @text Require Focus?
* @parent Misc
* @type boolean
* @on Require
* @off No Requirement
* @desc Requires the game to be focused? If the game isn't
* focused, it will pause if it's not the active window.
* @default true
*
* @param ShortcutScripts:eval
* @text Shortcut Scripts
* @parent Misc
* @type boolean
* @on Enable
* @off Disable
* @desc Enables shortcut-based scripts.
* View the helpfile for more information.
* @default true
*
* @param SmartEventCollisionPriority:eval
* @text Smart Event Collision
* @parent Misc
* @type boolean
* @on Only Same Level
* @off Default
* @desc Makes events only able to collide with one another if they're 'Same as characters' priority.
* @default true
*
* @param SubfolderParse:eval
* @text Subfolder Name Purge
* @parent Misc
* @type boolean
* @on Purge Subfolders Names
* @off Don't Purge Name
* @desc Purge subfolder name from Plugin Parameters when reading
* data to let Plugin Commands work properly.
* @default true
*
*/
/* ----------------------------------------------------------------------------
* Color Settings
* ----------------------------------------------------------------------------
*/
/*~struct~Color:
*
* @param BasicColors
* @text Basic Colors
*
* @param ColorNormal:str
* @text Normal
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 0
*
* @param ColorSystem:str
* @text System
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 16
*
* @param ColorCrisis:str
* @text Crisis
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 17
*
* @param ColorDeath:str
* @text Death
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 18
*
* @param ColorGaugeBack:str
* @text Gauge Back
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 19
*
* @param ColorHPGauge1:str
* @text HP Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 20
*
* @param ColorHPGauge2:str
* @text HP Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 21
*
* @param ColorMPGauge1:str
* @text MP Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 22
*
* @param ColorMPGauge2:str
* @text MP Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 23
*
* @param ColorMPCost:str
* @text MP Cost
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 23
*
* @param ColorPowerUp:str
* @text Power Up
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 24
*
* @param ColorPowerDown:str
* @text Power Down
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 25
*
* @param ColorCTGauge1:str
* @text CT Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 26
*
* @param ColorCTGauge2:str
* @text CT Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 27
*
* @param ColorTPGauge1:str
* @text TP Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 28
*
* @param ColorTPGauge2:str
* @text TP Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 29
*
* @param ColorTPCost:str
* @text TP Cost
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 29
*
* @param ColorPending:str
* @text Pending Color
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default #2a847d
*
* @param ColorExpGauge1:str
* @text EXP Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 30
*
* @param ColorExpGauge2:str
* @text EXP Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 31
*
* @param ColorMaxLvGauge1:str
* @text MaxLv Gauge 1
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 14
*
* @param ColorMaxLvGauge2:str
* @text MaxLv Gauge 2
* @parent BasicColors
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 6
*
* @param AlphaColors
* @text Alpha Colors
*
* @param OutlineColor:str
* @text Window Font Outline
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(0, 0, 0, 0.6)
*
* @param OutlineColorGauge:str
* @text Gauge Number Outline
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(0, 0, 0, 1.0)
*
* @param DimColor1:str
* @text Dim Color 1
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(0, 0, 0, 0.6)
*
* @param DimColor2:str
* @text Dim Color 2
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(0, 0, 0, 0)
*
* @param ItemBackColor1:str
* @text Item Back Color 1
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(32, 32, 32, 0.5)
*
* @param ItemBackColor2:str
* @text Item Back Color 2
* @parent AlphaColors
* @desc Colors with a bit of alpha settings.
* Format rgba(0-255, 0-255, 0-255, 0-1)
* @default rgba(0, 0, 0, 0.5)
*
* @param ConditionalColors
* @text Conditional Colors
*
* @param ActorHPColor:func
* @text JS: Actor HP Color
* @type note
* @parent ConditionalColors
* @desc Code used for determining what HP color to use for actors.
* @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If the actor is dead, return death color.\n} else if (actor.isDead()) {\n return this.deathColor();\n\n// If the actor is dying, return crisis color.\n} else if (actor.isDying()) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}"
*
* @param ActorMPColor:func
* @text JS: Actor MP Color
* @type note
* @parent ConditionalColors
* @desc Code used for determining what MP color to use for actors.
* @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If MP rate is below 25%, return crisis color.\n} else if (actor.mpRate() < 0.25) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}"
*
* @param ActorTPColor:func
* @text JS: Actor TP Color
* @type note
* @parent ConditionalColors
* @desc Code used for determining what TP color to use for actors.
* @default "// Set the variables used in this function.\nlet actor = arguments[0];\n\n// Check if the actor exists. If not, return normal.\nif (!actor) {\n return this.normalColor();\n\n// If TP rate is below 25%, return crisis color.\n} else if (actor.tpRate() < 0.25) {\n return this.crisisColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}"
*
* @param ParamChange:func
* @text JS: Parameter Change
* @type note
* @parent ConditionalColors
* @desc Code used for determining whatcolor to use for parameter changes.
* @default "// Set the variables used in this function.\nlet change = arguments[0];\n\n// If a positive change, use power up color.\nif (change > 0) {\n return this.powerUpColor();\n\n// If a negative change, use power down color.\n} else if (change < 0) {\n return this.powerDownColor();\n\n// Otherwise, return the normal color.\n} else {\n return this.normalColor();\n}"
*
* @param DamageColor:func
* @text JS: Damage Colors
* @type note
* @parent ConditionalColors
* @desc Code used for determining what color to use for damage types.
* @default "// Set the variables used in this function.\nlet colorType = arguments[0];\n\n// Check the value of the color type\n// and return an appropriate color.\nswitch (colorType) {\n\n case 0: // HP damage\n return \"#ffffff\";\n\n case 1: // HP recover\n return \"#b9ffb5\";\n\n case 2: // MP damage\n return \"#bb88bb\";\n\n case 3: // MP recover\n return \"#80b0ff\";\n\n default:\n return \"#808080\";\n}"
*/
/* ----------------------------------------------------------------------------
* Gold Settings
* ----------------------------------------------------------------------------
*/
/*~struct~Gold:
*
* @param GoldMax:num
* @text Gold Max
* @type num
* @min 1
* @desc Maximum amount of Gold the party can hold.
* Default 99999999
* @default 99999999
*
* @param GoldFontSize:num
* @text Gold Font Size
* @type number
* @min 1
* @desc Font size used for displaying Gold inside Gold Windows.
* Default: 26
* @default 24
*
* @param GoldIcon:num
* @text Gold Icon
* @desc Icon used to represent Gold.
* Use 0 for no icon.
* @default 314
*
* @param GoldOverlap:str
* @text Gold Overlap
* @desc Text used too much Gold to fit in the window.
* @default A Lot
*
* @param ItemStyle:eval
* @text Item Style
* @type boolean
* @on Enable
* @off Normal
* @desc Draw gold in the item style?
* ie: Icon, Label, Value
* @default true
*
*/
/* ----------------------------------------------------------------------------
* Image Loading Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ImgLoad:
*
* @param animations:arraystr
* @text img/animations/
* @type file[]
* @dir img/animations/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param battlebacks1:arraystr
* @text img/battlebacks1/
* @type file[]
* @dir img/battlebacks1/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param battlebacks2:arraystr
* @text img/battlebacks2/
* @type file[]
* @dir img/battlebacks2/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param characters:arraystr
* @text img/characters/
* @type file[]
* @dir img/characters/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param enemies:arraystr
* @text img/enemies/
* @type file[]
* @dir img/enemies/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param faces:arraystr
* @text img/faces/
* @type file[]
* @dir img/faces/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param parallaxes:arraystr
* @text img/parallaxes/
* @type file[]
* @dir img/parallaxes/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param pictures:arraystr
* @text img/pictures/
* @type file[]
* @dir img/pictures/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param sv_actors:arraystr
* @text img/sv_actors/
* @type file[]
* @dir img/sv_actors/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param sv_enemies:arraystr
* @text img/sv_enemies/
* @type file[]
* @dir img/sv_enemies/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param system:arraystr
* @text img/system/
* @type file[]
* @dir img/system/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default ["Balloon","IconSet"]
*
* @param tilesets:arraystr
* @text img/tilesets/
* @type file[]
* @dir img/tilesets/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param titles1:arraystr
* @text img/titles1/
* @type file[]
* @dir img/titles1/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
* @param titles2:arraystr
* @text img/titles2/
* @type file[]
* @dir img/titles2/
* @desc Which files do you wish to load from this directory upon
* starting up the game?
* @default []
*
*/
/* ----------------------------------------------------------------------------
* Keyboard Input Settings
* ----------------------------------------------------------------------------
*/
/*~struct~KeyboardInput:
*
* @param Controls
*
* @param WASD:eval
* @text WASD Movement
* @parent Controls
* @type boolean
* @on Enable
* @off Disable
* @desc Enables or disables WASD movement for your game project.
* Moves the W page down button to E.
* @default false
*
* @param DashToggleR:eval
* @text R Button: Dash Toggle
* @parent Controls
* @type boolean
* @on Enable
* @off Disable
* @desc Enables or disables R button as an Always Dash option toggle.
* @default false
*
* @param NameInput
* @text Name Input
*
* @param EnableNameInput:eval
* @text Enable?
* @parent NameInput
* @type boolean
* @on Enable
* @off Disable
* @desc Enables keyboard input for name entry.
* Only tested with English keyboards.
* @default true
*
* @param DefaultMode:str
* @text Default Mode
* @parent NameInput
* @type select
* @option Default - Uses Arrow Keys to select letters.
* @value default
* @option Keyboard - Uses Keyboard to type in letters.
* @value keyboard
* @desc Select default mode when entering the scene.
* @default keyboard
*
* @param QwertyLayout:eval
* @text QWERTY Layout
* @parent NameInput
* @type boolean
* @on QWERTY Layout
* @off ABCDEF Layout
* @desc Uses the QWERTY layout for manual entry.
* @default true
*
* @param NameInputMessage:eval
* @text Keyboard Message
* @parent NameInput
* @type note
* @desc The message displayed when allowing keyboard entry.
* You may use text codes here.
* @default "Type in this character's name.\nPress \\c[5]ENTER\\c[0] when you're done.\n\n-or-\n\nPress \\c[5]arrow keys\\c[0]/\\c[5]TAB\\c[0] to switch\nto manual character entry.\n\nPress \\c[5]ESC\\c[0]/\\c[5]TAB\\c[0] to use to keyboard."
*
* @param BannedWords:arraystr
* @text Banned Words
* @parent NameInput
* @type string[]
* @desc Players cannot use these words for names.
* These include words inside the names.
* @default []
*
* @param NumberInput
* @text Number Input
*
* @param EnableNumberInput:eval
* @text Enable?
* @parent NumberInput
* @type boolean
* @on Enable
* @off Disable
* @desc Enables keyboard input for number entry.
* Only tested with English keyboards.
* @default true
*
* @param ButtonAssist
* @text Button Assist
*
* @param Finish:str
* @text Finish Entry
* @parent ButtonAssist
* @desc Text used to describe finish entry.
* @default Finish
*
* @param PageChange:str
* @text Page Change
* @parent ButtonAssist
* @desc Text used to describe character page changing.
* @default Page
*
* @param Keyboard:str
* @text Switch To Keyboard
* @parent ButtonAssist
* @desc Text used to describe the keyboard switch.
* @default Keyboard
*
* @param Manual:str
* @text Switch To Manual
* @parent ButtonAssist
* @desc Text used to describe the manual entry switch.
* @default Manual
*
*/
/* ----------------------------------------------------------------------------
* Menu Background Settings
* ----------------------------------------------------------------------------
*/
/*~struct~MenuBg:
*
* @param BlurStrength:num
* @text Blur Strength
* @desc Strength used for menu background snapshots.
* Default: 8. Higher is stronger. Lower is weaker.
* @default 8
*
* @param Scene_Menu:struct
* @text Scene_Menu
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Item:struct
* @text Scene_Item
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Skill:struct
* @text Scene_Skill
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Equip:struct
* @text Scene_Equip
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Status:struct
* @text Scene_Status
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Options:struct
* @text Scene_Options
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Save:struct
* @text Scene_Save
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Load:struct
* @text Scene_Load
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_GameEnd:struct
* @text Scene_GameEnd
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"128","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Shop:struct
* @text Scene_Shop
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Name:struct
* @text Scene_Name
* @type struct<BgSettings>
* @desc The individual background settings for this scene.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
* @param Scene_Unlisted:struct
* @text Scene_Unlisted
* @type struct<BgSettings>
* @desc The individual background settings for any scenes that aren't listed here.
* @default {"SnapshotOpacity:num":"192","BgFilename1:str":"","BgFilename2:str":""}
*
*/
/* ----------------------------------------------------------------------------
* Background Settings
* ----------------------------------------------------------------------------
*/
/*~struct~BgSettings:
*
* @param SnapshotOpacity:num
* @text Snapshop Opacity
* @type number
* @min 0
* @max 255
* @desc Snapshot opacity for the scene.
* @default 192
*
* @param BgFilename1:str
* @text Background 1
* @type file
* @dir img/titles1/
* @desc Filename used for the bottom background image.
* Leave empty if you don't wish to use one.
* @default
*
* @param BgFilename2:str
* @text Background 2
* @type file
* @dir img/titles2/
* @desc Filename used for the upper background image.
* Leave empty if you don't wish to use one.
* @default
*
*/
/* ----------------------------------------------------------------------------
* Menu Button Assist Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ButtonAssist:
*
* @param General
*
* @param Enable:eval
* @text Enable
* @parent General
* @type boolean
* @on Use
* @off Don't Use
* @desc Enable the Menu Button Assist Window.
* @default true
*
* @param Location:str
* @text Location
* @parent General
* @type select
* @option Top of Screen
* @value top
* @option Bottom of Screen
* @value bottom
* @desc Determine the location of the Button Assist Window.
* Requires Plugin Parameters => UI => Side Buttons ON.
* @default bottom
*
* @param BgType:num
* @text Background Type
* @parent General
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param SplitEscape:eval
* @text Split "Escape"
* @parent General
* @type boolean
* @on Split
* @off Don't
* @desc "Split" makes separate instances of "Cancel" and "Menu".
* "Don't" will consolidate both into "Escape".
* @default false
*
* @param Text
*
* @param TextFmt:str
* @text Text Format
* @parent Text
* @desc Format on how the buttons are displayed.
* Text codes allowed. %1 - Key, %2 - Text
* @default %1:%2
*
* @param MultiKeyFmt:str
* @text Multi-Key Format
* @parent Text
* @desc Format for actions with multiple keys.
* Text codes allowed. %1 - Key 1, %2 - Key 2
* @default %1/%2
*
* @param OkText:str
* @text OK Text
* @parent Text
* @desc Default text used to display OK Key Action.
* Text codes allowed.
* @default Select
*
* @param CancelText:str
* @text Cancel Text
* @parent Text
* @desc Default text used to display Cancel Key Action.
* Text codes allowed.
* @default Back
*
* @param SwitchActorText:str
* @text Switch Actor Text
* @parent Text
* @desc Default text used to display Switch Actor Action.
* Text codes allowed.
* @default Switch Ally
*
* @param Keys
*
* @param KeyUnlisted:str
* @text Key: Unlisted Format
* @parent Keys
* @desc If a key is not listed below, use this format.
* Text codes allowed. %1 - Key
* @default \}❪%1❫\{
*
* @param KeyUP:str
* @text Key: Up
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default ^
*
* @param KeyDOWN:str
* @text Key: Down
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default v
*
* @param KeyLEFT:str
* @text Key: Left
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default <<
*
* @param KeyRIGHT:str
* @text Key: Right
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default >>
*
* @param KeySHIFT:str
* @text Key: Shift
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default \}❪SHIFT❫\{
*
* @param KeyTAB:str
* @text Key: Tab
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default \}❪TAB❫\{
*
* @param KeyA:str
* @text Key: A
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default A
*
* @param KeyB:str
* @text Key: B
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default B
*
* @param KeyC:str
* @text Key: C
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default C
*
* @param KeyD:str
* @text Key: D
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default D
*
* @param KeyE:str
* @text Key: E
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default E
*
* @param KeyF:str
* @text Key: F
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default F
*
* @param KeyG:str
* @text Key: G
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default G
*
* @param KeyH:str
* @text Key: H
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default H
*
* @param KeyI:str
* @text Key: I
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default I
*
* @param KeyJ:str
* @text Key: J
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default J
*
* @param KeyK:str
* @text Key: K
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default K
*
* @param KeyL:str
* @text Key: L
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default L
*
* @param KeyM:str
* @text Key: M
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default M
*
* @param KeyN:str
* @text Key: N
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default N
*
* @param KeyO:str
* @text Key: O
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default O
*
* @param KeyP:str
* @text Key: P
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default P
*
* @param KeyQ:str
* @text Key: Q
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default Q
*
* @param KeyR:str
* @text Key: R
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default R
*
* @param KeyS:str
* @text Key: S
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default S
*
* @param KeyT:str
* @text Key: T
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default T
*
* @param KeyU:str
* @text Key: U
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default U
*
* @param KeyV:str
* @text Key: V
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default V
*
* @param KeyW:str
* @text Key: W
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default W
*
* @param KeyX:str
* @text Key: X
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default X
*
* @param KeyY:str
* @text Key: Y
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default Y
*
* @param KeyZ:str
* @text Key: Z
* @parent Keys
* @desc How this key is shown in-game.
* Text codes allowed.
* @default Z
*
*/
/* ----------------------------------------------------------------------------
* Controller Buttons Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ControllerButtons:
*
* @param ID
* @text ID Information
*
* @param Name:str
* @text Controller ID Name
* @parent ID
* @desc Exact string used for this controller ID. Plugin Command
* "Debug: Current Controller ID" for ID help.
* @default Untitled
*
* @param Match:str
* @text Similarity Match
* @parent ID
* @desc Similar text used for this controller ID. Plugin Command
* "Debug: Current Controller ID" for ID help.
* @default Untitled
*
* @param Directions
*
* @param up:str
* @text Up
* @parent Directions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param left:str
* @text Left
* @parent Directions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param right:str
* @text Right
* @parent Directions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param down:str
* @text Down
* @parent Directions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param Actions
*
* @param ok:str
* @text OK
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param cancel:str
* @text Cancel
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param menu:str
* @text Menu
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param shift:str
* @text Shift
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param pageup:str
* @text Page Up
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
* @param pagedown:str
* @text Page Down
* @parent Actions
* @desc How this button is shown in-game.
* Text codes allowed.
* @default
*
*/
/* ----------------------------------------------------------------------------
* Menu Layout Settings
* ----------------------------------------------------------------------------
*/
/*~struct~MenuLayout:
*
* @param Title:struct
* @text Scene_Title
* @parent SceneSettings
* @type struct<Title>
* @desc Various options on adjusting the Title Scene.
* @default {"TitleScreen":"","DocumentTitleFmt:str":"%1: %2 - Version %3","Subtitle:str":"Subtitle","Version:str":"0.00","drawGameTitle:func":"\"const x = 20;\\nconst y = Graphics.height / 4;\\nconst maxWidth = Graphics.width - x * 2;\\nconst text = $dataSystem.gameTitle;\\nconst bitmap = this._gameTitleSprite.bitmap;\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 8;\\nbitmap.fontSize = 72;\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\"center\\\");\"","drawGameSubtitle:func":"\"const x = 20;\\nconst y = Graphics.height / 4 + 72;\\nconst maxWidth = Graphics.width - x * 2;\\nconst text = Scene_Title.subtitle;\\nconst bitmap = this._gameTitleSprite.bitmap;\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 6;\\nbitmap.fontSize = 48;\\nbitmap.drawText(text, x, y, maxWidth, 48, \\\"center\\\");\"","drawGameVersion:func":"\"const bitmap = this._gameTitleSprite.bitmap;\\nconst x = 0;\\nconst y = Graphics.height - 20;\\nconst width = Math.round(Graphics.width / 4);\\nconst height = 20;\\nconst c1 = ColorManager.dimColor1();\\nconst c2 = ColorManager.dimColor2();\\nconst text = 'Version ' + Scene_Title.version;\\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\\nbitmap.fontFace = $gameSystem.mainFontFace();\\nbitmap.outlineColor = \\\"black\\\";\\nbitmap.outlineWidth = 3;\\nbitmap.fontSize = 16;\\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \\\"left\\\");\"","CommandRect:func":"\"const offsetX = $dataSystem.titleCommandWindow.offsetX;\\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\\nconst rows = this.commandWindowRows();\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\\nconst y = Graphics.boxHeight - height - 96 + offsetY;\\nreturn new Rectangle(x, y, width, height);\"","ButtonFadeSpeed:num":"4"}
*
* @param MainMenu:struct
* @text Scene_Menu
* @parent SceneSettings
* @type struct<MainMenu>
* @desc Various options on adjusting the Main Menu Scene.
* @default {"CommandWindow":"","CommandBgType:num":"0","CommandRect:func":"\"const width = this.mainCommandWidth();\\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","GoldWindow":"","GoldBgType:num":"0","GoldRect:func":"\"const rows = 1;\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\nconst y = this.mainAreaBottom() - height;\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const width = Graphics.boxWidth - this.mainCommandWidth();\\nconst height = this.mainAreaHeight();\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param ItemMenu:struct
* @text Scene_Item
* @parent SceneSettings
* @type struct<ItemMenu>
* @desc Various options on adjusting the Item Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const x = 0;\\nconst y = this.helpAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.helpAreaHeight();\\nreturn new Rectangle(x, y, width, height);\"","CategoryWindow":"","CategoryBgType:num":"0","CategoryRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst rows = 1;\\nconst width = Graphics.boxWidth;\\nconst height = this.calcWindowHeight(rows, true);\\nreturn new Rectangle(x, y, width, height);\"","ItemWindow":"","ItemBgType:num":"0","ItemRect:func":"\"const x = 0;\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaBottom() - y;\\nreturn new Rectangle(x, y, width, height);\"","ActorWindow":"","ActorBgType:num":"0","ActorRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight();\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param SkillMenu:struct
* @text Scene_Skill
* @parent SceneSettings
* @type struct<SkillMenu>
* @desc Various options on adjusting the Skill Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const x = 0;\\nconst y = this.helpAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.helpAreaHeight();\\nreturn new Rectangle(x, y, width, height);\"","SkillTypeWindow":"","SkillTypeBgType:num":"0","SkillTypeRect:func":"\"const rows = 3;\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const width = Graphics.boxWidth - this.mainCommandWidth();\\nconst height = this._skillTypeWindow.height;\\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","ItemWindow":"","ItemBgType:num":"0","ItemRect:func":"\"const x = 0;\\nconst y = this._statusWindow.y + this._statusWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight() - this._statusWindow.height;\\nreturn new Rectangle(x, y, width, height);\"","ActorWindow":"","ActorBgType:num":"0","ActorRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight();\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param EquipMenu:struct
* @text Scene_Equip
* @parent SceneSettings
* @type struct<EquipMenu>
* @desc Various options on adjusting the Equip Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const x = 0;\\nconst y = this.helpAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.helpAreaHeight();\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst width = this.statusWidth();\\nconst height = this.mainAreaHeight();\\nreturn new Rectangle(x, y, width, height);\"","CommandWindow":"","CommandBgType:num":"0","CommandRect:func":"\"const x = this.statusWidth();\\nconst y = this.mainAreaTop();\\nconst rows = 1;\\nconst width = Graphics.boxWidth - this.statusWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nreturn new Rectangle(x, y, width, height);\"","SlotWindow":"","SlotBgType:num":"0","SlotRect:func":"\"const commandWindowRect = this.commandWindowRect();\\nconst x = this.statusWidth();\\nconst y = commandWindowRect.y + commandWindowRect.height;\\nconst width = Graphics.boxWidth - this.statusWidth();\\nconst height = this.mainAreaHeight() - commandWindowRect.height;\\nreturn new Rectangle(x, y, width, height);\"","ItemWindow":"","ItemBgType:num":"0","ItemRect:func":"\"return this.slotWindowRect();\""}
*
* @param StatusMenu:struct
* @text Scene_Status
* @parent SceneSettings
* @type struct<StatusMenu>
* @desc Various options on adjusting the Status Menu Scene.
* @default {"ProfileWindow":"","ProfileBgType:num":"0","ProfileRect:func":"\"const width = Graphics.boxWidth;\\nconst height = this.profileHeight();\\nconst x = 0;\\nconst y = this.mainAreaBottom() - height;\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst width = Graphics.boxWidth;\\nconst height = this.statusParamsWindowRect().y - y;\\nreturn new Rectangle(x, y, width, height);\"","StatusParamsWindow":"","StatusParamsBgType:num":"0","StatusParamsRect:func":"\"const width = this.statusParamsWidth();\\nconst height = this.statusParamsHeight();\\nconst x = 0;\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\nreturn new Rectangle(x, y, width, height);\"","StatusEquipWindow":"","StatusEquipBgType:num":"0","StatusEquipRect:func":"\"const width = Graphics.boxWidth - this.statusParamsWidth();\\nconst height = this.statusParamsHeight();\\nconst x = this.statusParamsWidth();\\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param OptionsMenu:struct
* @text Scene_Options
* @parent SceneSettings
* @type struct<OptionsMenu>
* @desc Various options on adjusting the Options Menu Scene.
* @default {"OptionsWindow":"","OptionsBgType:num":"0","OptionsRect:func":"\"const n = Math.min(this.maxCommands(), this.maxVisibleCommands());\\nconst width = 400;\\nconst height = this.calcWindowHeight(n, true);\\nconst x = (Graphics.boxWidth - width) / 2;\\nconst y = (Graphics.boxHeight - height) / 2;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param SaveMenu:struct
* @text Scene_Save
* @parent SceneSettings
* @type struct<SaveMenu>
* @desc Various options on adjusting the Save Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst rows = 1;\\nconst width = Graphics.boxWidth;\\nconst height = this.calcWindowHeight(rows, false);\\nreturn new Rectangle(x, y, width, height);\"","ListWindow":"","ListBgType:num":"0","ListRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param LoadMenu:struct
* @text Scene_Load
* @parent SceneSettings
* @type struct<LoadMenu>
* @desc Various options on adjusting the Load Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst rows = 1;\\nconst width = Graphics.boxWidth;\\nconst height = this.calcWindowHeight(rows, false);\\nreturn new Rectangle(x, y, width, height);\"","ListWindow":"","ListBgType:num":"0","ListRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop() + this._helpWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight() - this._helpWindow.height;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param GameEnd:struct
* @text Scene_GameEnd
* @parent SceneSettings
* @type struct<GameEnd>
* @desc Various options on adjusting the Game End Scene.
* @default {"CommandList:arraystruct":"[\"{\\\"Symbol:str\\\":\\\"toTitle\\\",\\\"TextStr:str\\\":\\\"Untitled\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"return TextManager.toTitle;\\\\\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"EnableJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"ExtJS:func\\\":\\\"\\\\\\\"return null;\\\\\\\"\\\",\\\"CallHandlerJS:func\\\":\\\"\\\\\\\"SceneManager._scene.commandToTitle();\\\\\\\"\\\"}\",\"{\\\"Symbol:str\\\":\\\"cancel\\\",\\\"TextStr:str\\\":\\\"Untitled\\\",\\\"TextJS:func\\\":\\\"\\\\\\\"return TextManager.cancel;\\\\\\\"\\\",\\\"ShowJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"EnableJS:func\\\":\\\"\\\\\\\"return true;\\\\\\\"\\\",\\\"ExtJS:func\\\":\\\"\\\\\\\"return null;\\\\\\\"\\\",\\\"CallHandlerJS:func\\\":\\\"\\\\\\\"SceneManager._scene.popScene();\\\\\\\"\\\"}\"]","CommandBgType:num":"0","CommandRect:func":"\"const rows = 2;\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = (Graphics.boxWidth - width) / 2;\\nconst y = (Graphics.boxHeight - height) / 2;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param ShopMenu:struct
* @text Scene_Shop
* @parent SceneSettings
* @type struct<ShopMenu>
* @desc Various options on adjusting the Shop Menu Scene.
* @default {"HelpWindow":"","HelpBgType:num":"0","HelpRect:func":"\"const wx = 0;\\nconst wy = this.helpAreaTop();\\nconst ww = Graphics.boxWidth;\\nconst wh = this.helpAreaHeight();\\nreturn new Rectangle(wx, wy, ww, wh);\"","GoldWindow":"","GoldBgType:num":"0","GoldRect:func":"\"const rows = 1;\\nconst width = this.mainCommandWidth();\\nconst height = this.calcWindowHeight(rows, true);\\nconst x = Graphics.boxWidth - width;\\nconst y = this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","CommandWindow":"","CommandBgType:num":"0","CommandRect:func":"\"const x = 0;\\nconst y = this.mainAreaTop();\\nconst rows = 1;\\nconst width = this._goldWindow.x;\\nconst height = this.calcWindowHeight(rows, true);\\nreturn new Rectangle(x, y, width, height);\"","DummyWindow":"","DummyBgType:num":"0","DummyRect:func":"\"const x = 0;\\nconst y = this._commandWindow.y + this._commandWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height = this.mainAreaHeight() - this._commandWindow.height;\\nreturn new Rectangle(x, y, width, height);\"","NumberWindow":"","NumberBgType:num":"0","NumberRect:func":"\"const x = 0;\\nconst y = this._dummyWindow.y;\\nconst width = Graphics.boxWidth - this.statusWidth();\\nconst height = this._dummyWindow.height;\\nreturn new Rectangle(x, y, width, height);\"","StatusWindow":"","StatusBgType:num":"0","StatusRect:func":"\"const width = this.statusWidth();\\nconst height = this._dummyWindow.height;\\nconst x = Graphics.boxWidth - width;\\nconst y = this._dummyWindow.y;\\nreturn new Rectangle(x, y, width, height);\"","BuyWindow":"","BuyBgType:num":"0","BuyRect:func":"\"const x = 0;\\nconst y = this._dummyWindow.y;\\nconst width = Graphics.boxWidth - this.statusWidth();\\nconst height = this._dummyWindow.height;\\nreturn new Rectangle(x, y, width, height);\"","CategoryWindow":"","CategoryBgType:num":"0","CategoryRect:func":"\"const x = 0;\\nconst y = this._dummyWindow.y;\\nconst rows = 1;\\nconst width = Graphics.boxWidth;\\nconst height = this.calcWindowHeight(rows, true);\\nreturn new Rectangle(x, y, width, height);\"","SellWindow":"","SellBgType:num":"0","SellRect:func":"\"const x = 0;\\nconst y = this._categoryWindow.y + this._categoryWindow.height;\\nconst width = Graphics.boxWidth;\\nconst height =\\n this.mainAreaHeight() -\\n this._commandWindow.height -\\n this._categoryWindow.height;\\nreturn new Rectangle(x, y, width, height);\""}
*
* @param NameMenu:struct
* @text Scene_Name
* @parent SceneSettings
* @type struct<NameMenu>
* @desc Various options on adjusting the Actor Rename Scene.
* @default {"EditWindow":"","EditBgType:num":"0","EditRect:func":"\"const rows = 9;\\nconst inputWindowHeight = this.calcWindowHeight(rows, true);\\nconst padding = $gameSystem.windowPadding();\\nconst width = 600;\\nconst height = Math.min(ImageManager.faceHeight + padding * 2, this.mainAreaHeight() - inputWindowHeight);\\nconst x = (Graphics.boxWidth - width) / 2;\\nconst y = (this.mainAreaHeight() - (height + inputWindowHeight)) / 2 + this.mainAreaTop();\\nreturn new Rectangle(x, y, width, height);\"","InputWindow":"","InputBgType:num":"0","InputRect:func":"\"const x = this._editWindow.x;\\nconst y = this._editWindow.y + this._editWindow.height;\\nconst rows = 9;\\nconst width = this._editWindow.width;\\nconst height = this.calcWindowHeight(rows, true);\\nreturn new Rectangle(x, y, width, height);\""}
*
*/
/* ----------------------------------------------------------------------------
* Main Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~MainMenu:
*
* @param CommandWindow
* @text Command Window
*
* @param CommandBgType:num
* @text Background Type
* @parent CommandWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CommandRect:func
* @text JS: X, Y, W, H
* @parent CommandWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = this.mainCommandWidth();\nconst height = this.mainAreaHeight() - this.goldWindowRect().height;\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
* @param GoldWindow
* @text Gold Window
*
* @param GoldBgType:num
* @text Background Type
* @parent GoldWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param GoldRect:func
* @text JS: X, Y, W, H
* @parent GoldWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const rows = 1;\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\nconst y = this.mainAreaBottom() - height;\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusWindow
* @text Status Window
*
* @param StatusBgType:num
* @text Background Type
* @parent StatusWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusRect:func
* @text JS: X, Y, W, H
* @parent StatusWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = Graphics.boxWidth - this.mainCommandWidth();\nconst height = this.mainAreaHeight();\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Item Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ItemMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
* @param CategoryWindow
* @text Category Window
*
* @param CategoryBgType:num
* @text Background Type
* @parent CategoryWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CategoryRect:func
* @text JS: X, Y, W, H
* @parent CategoryWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst rows = 1;\nconst width = Graphics.boxWidth;\nconst height = this.calcWindowHeight(rows, true);\nreturn new Rectangle(x, y, width, height);"
*
* @param ItemWindow
* @text Item Window
*
* @param ItemBgType:num
* @text Background Type
* @parent ItemWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ItemRect:func
* @text JS: X, Y, W, H
* @parent ItemWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._categoryWindow.y + this._categoryWindow.height;\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaBottom() - y;\nreturn new Rectangle(x, y, width, height);"
*
* @param ActorWindow
* @text Actor Window
*
* @param ActorBgType:num
* @text Background Type
* @parent ActorWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ActorRect:func
* @text JS: X, Y, W, H
* @parent ActorWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Skill Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~SkillMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
* @param SkillTypeWindow
* @text Skill Type Window
*
* @param SkillTypeBgType:num
* @text Background Type
* @parent SkillTypeWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param SkillTypeRect:func
* @text JS: X, Y, W, H
* @parent SkillTypeWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const rows = 3;\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = this.isRightInputMode() ? Graphics.boxWidth - width : 0;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusWindow
* @text Status Window
*
* @param StatusBgType:num
* @text Background Type
* @parent StatusWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusRect:func
* @text JS: X, Y, W, H
* @parent StatusWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = Graphics.boxWidth - this.mainCommandWidth();\nconst height = this._skillTypeWindow.height;\nconst x = this.isRightInputMode() ? 0 : Graphics.boxWidth - width;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
* @param ItemWindow
* @text Item Window
*
* @param ItemBgType:num
* @text Background Type
* @parent ItemWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ItemRect:func
* @text JS: X, Y, W, H
* @parent ItemWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._statusWindow.y + this._statusWindow.height;\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight() - this._statusWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
* @param ActorWindow
* @text Actor Window
*
* @param ActorBgType:num
* @text Background Type
* @parent ActorWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ActorRect:func
* @text JS: X, Y, W, H
* @parent ActorWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Equip Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~EquipMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.helpAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.helpAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusWindow
* @text Status Window
*
* @param StatusBgType:num
* @text Background Type
* @parent StatusWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusRect:func
* @text JS: X, Y, W, H
* @parent StatusWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = this.statusWidth();\nconst height = this.mainAreaHeight();\nreturn new Rectangle(x, y, width, height);"
*
* @param CommandWindow
* @text Command Window
*
* @param CommandBgType:num
* @text Background Type
* @parent CommandWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CommandRect:func
* @text JS: X, Y, W, H
* @parent CommandWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = this.statusWidth();\nconst y = this.mainAreaTop();\nconst rows = 1;\nconst width = Graphics.boxWidth - this.statusWidth();\nconst height = this.calcWindowHeight(rows, true);\nreturn new Rectangle(x, y, width, height);"
*
* @param SlotWindow
* @text Slot Window
*
* @param SlotBgType:num
* @text Background Type
* @parent SlotWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param SlotRect:func
* @text JS: X, Y, W, H
* @parent SlotWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const commandWindowRect = this.commandWindowRect();\nconst x = this.statusWidth();\nconst y = commandWindowRect.y + commandWindowRect.height;\nconst width = Graphics.boxWidth - this.statusWidth();\nconst height = this.mainAreaHeight() - commandWindowRect.height;\nreturn new Rectangle(x, y, width, height);"
*
* @param ItemWindow
* @text Item Window
*
* @param ItemBgType:num
* @text Background Type
* @parent ItemWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ItemRect:func
* @text JS: X, Y, W, H
* @parent ItemWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "return this.slotWindowRect();"
*
*/
/* ----------------------------------------------------------------------------
* Status Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~StatusMenu:
*
* @param ProfileWindow
* @text Profile Window
*
* @param ProfileBgType:num
* @text Background Type
* @parent ProfileWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ProfileRect:func
* @text JS: X, Y, W, H
* @parent ProfileWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = Graphics.boxWidth;\nconst height = this.profileHeight();\nconst x = 0;\nconst y = this.mainAreaBottom() - height;\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusWindow
* @text Status Window
*
* @param StatusBgType:num
* @text Background Type
* @parent StatusWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusRect:func
* @text JS: X, Y, W, H
* @parent StatusWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst width = Graphics.boxWidth;\nconst height = this.statusParamsWindowRect().y - y;\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusParamsWindow
* @text Parameters Window
*
* @param StatusParamsBgType:num
* @text Background Type
* @parent StatusParamsWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusParamsRect:func
* @text JS: X, Y, W, H
* @parent StatusParamsWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = this.statusParamsWidth();\nconst height = this.statusParamsHeight();\nconst x = 0;\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusEquipWindow
* @text Equipment Window
*
* @param StatusEquipBgType:num
* @text Background Type
* @parent StatusEquipWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusEquipRect:func
* @text JS: X, Y, W, H
* @parent StatusEquipWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = Graphics.boxWidth - this.statusParamsWidth();\nconst height = this.statusParamsHeight();\nconst x = this.statusParamsWidth();\nconst y = this.mainAreaBottom() - this.profileHeight() - height;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Options Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~OptionsMenu:
*
* @param OptionsWindow
* @text Options Window
*
* @param OptionsBgType:num
* @text Background Type
* @parent OptionsWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param OptionsRect:func
* @text JS: X, Y, W, H
* @parent OptionsWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const n = Math.min(this.maxCommands(), this.maxVisibleCommands());\nconst width = 400;\nconst height = this.calcWindowHeight(n, true);\nconst x = (Graphics.boxWidth - width) / 2;\nconst y = (Graphics.boxHeight - height) / 2;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Save Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~SaveMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst rows = 1;\nconst width = Graphics.boxWidth;\nconst height = this.calcWindowHeight(rows, false);\nreturn new Rectangle(x, y, width, height);"
*
* @param ListWindow
* @text List Window
*
* @param ListBgType:num
* @text Background Type
* @parent ListWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ListRect:func
* @text JS: X, Y, W, H
* @parent ListWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop() + this._helpWindow.height;\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight() - this._helpWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Load Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~LoadMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst rows = 1;\nconst width = Graphics.boxWidth;\nconst height = this.calcWindowHeight(rows, false);\nreturn new Rectangle(x, y, width, height);"
*
* @param ListWindow
* @text List Window
*
* @param ListBgType:num
* @text Background Type
* @parent ListWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param ListRect:func
* @text JS: X, Y, W, H
* @parent ListWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop() + this._helpWindow.height;\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight() - this._helpWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Game End Settings
* ----------------------------------------------------------------------------
*/
/*~struct~GameEnd:
*
* @param CommandList:arraystruct
* @text Command Window List
* @type struct<Command>[]
* @desc Window commands used by the Game End screen.
* Add new commands here.
* @default ["{\"Symbol:str\":\"toTitle\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.toTitle;\\\"\",\"ShowJS:func\":\"\\\"return true;\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager._scene.commandToTitle();\\\"\"}","{\"Symbol:str\":\"cancel\",\"TextStr:str\":\"Untitled\",\"TextJS:func\":\"\\\"return TextManager.cancel;\\\"\",\"ShowJS:func\":\"\\\"return true;\\\"\",\"EnableJS:func\":\"\\\"return true;\\\"\",\"ExtJS:func\":\"\\\"return null;\\\"\",\"CallHandlerJS:func\":\"\\\"SceneManager._scene.popScene();\\\"\"}"]
*
* @param CommandBgType:num
* @text Background Type
* @parent CommandList:arraystruct
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CommandRect:func
* @text JS: X, Y, W, H
* @parent CommandList:arraystruct
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const rows = 2;\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = (Graphics.boxWidth - width) / 2;\nconst y = (Graphics.boxHeight - height) / 2;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Shop Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ShopMenu:
*
* @param HelpWindow
* @text Help Window
*
* @param HelpBgType:num
* @text Background Type
* @parent HelpWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param HelpRect:func
* @text JS: X, Y, W, H
* @parent HelpWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const wx = 0;\nconst wy = this.helpAreaTop();\nconst ww = Graphics.boxWidth;\nconst wh = this.helpAreaHeight();\nreturn new Rectangle(wx, wy, ww, wh);"
*
* @param GoldWindow
* @text Gold Window
*
* @param GoldBgType:num
* @text Background Type
* @parent GoldWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param GoldRect:func
* @text JS: X, Y, W, H
* @parent GoldWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const rows = 1;\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = Graphics.boxWidth - width;\nconst y = this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
* @param CommandWindow
* @text Command Window
*
* @param CommandBgType:num
* @text Background Type
* @parent CommandWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CommandRect:func
* @text JS: X, Y, W, H
* @parent CommandWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this.mainAreaTop();\nconst rows = 1;\nconst width = this._goldWindow.x;\nconst height = this.calcWindowHeight(rows, true);\nreturn new Rectangle(x, y, width, height);"
*
* @param DummyWindow
* @text Dummy Window
*
* @param DummyBgType:num
* @text Background Type
* @parent DummyWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param DummyRect:func
* @text JS: X, Y, W, H
* @parent DummyWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._commandWindow.y + this._commandWindow.height;\nconst width = Graphics.boxWidth;\nconst height = this.mainAreaHeight() - this._commandWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
* @param NumberWindow
* @text Number Window
*
* @param NumberBgType:num
* @text Background Type
* @parent NumberWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param NumberRect:func
* @text JS: X, Y, W, H
* @parent NumberWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._dummyWindow.y;\nconst width = Graphics.boxWidth - this.statusWidth();\nconst height = this._dummyWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
* @param StatusWindow
* @text Status Window
*
* @param StatusBgType:num
* @text Background Type
* @parent StatusWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param StatusRect:func
* @text JS: X, Y, W, H
* @parent StatusWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const width = this.statusWidth();\nconst height = this._dummyWindow.height;\nconst x = Graphics.boxWidth - width;\nconst y = this._dummyWindow.y;\nreturn new Rectangle(x, y, width, height);"
*
* @param BuyWindow
* @text Buy Window
*
* @param BuyBgType:num
* @text Background Type
* @parent BuyWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param BuyRect:func
* @text JS: X, Y, W, H
* @parent BuyWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._dummyWindow.y;\nconst width = Graphics.boxWidth - this.statusWidth();\nconst height = this._dummyWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
* @param CategoryWindow
* @text Category Window
*
* @param CategoryBgType:num
* @text Background Type
* @parent CategoryWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param CategoryRect:func
* @text JS: X, Y, W, H
* @parent CategoryWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._dummyWindow.y;\nconst rows = 1;\nconst width = Graphics.boxWidth;\nconst height = this.calcWindowHeight(rows, true);\nreturn new Rectangle(x, y, width, height);"
*
* @param SellWindow
* @text Sell Window
*
* @param SellBgType:num
* @text Background Type
* @parent SellWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param SellRect:func
* @text JS: X, Y, W, H
* @parent SellWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = 0;\nconst y = this._categoryWindow.y + this._categoryWindow.height;\nconst width = Graphics.boxWidth;\nconst height =\n this.mainAreaHeight() -\n this._commandWindow.height -\n this._categoryWindow.height;\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Name Menu Settings
* ----------------------------------------------------------------------------
*/
/*~struct~NameMenu:
*
* @param EditWindow
* @text Edit Window
*
* @param EditBgType:num
* @text Background Type
* @parent EditWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param EditRect:func
* @text JS: X, Y, W, H
* @parent EditWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const rows = 9;\nconst inputWindowHeight = this.calcWindowHeight(rows, true);\nconst padding = $gameSystem.windowPadding();\nconst width = 600;\nconst height = Math.min(ImageManager.faceHeight + padding * 2, this.mainAreaHeight() - inputWindowHeight);\nconst x = (Graphics.boxWidth - width) / 2;\nconst y = (this.mainAreaHeight() - (height + inputWindowHeight)) / 2 + this.mainAreaTop();\nreturn new Rectangle(x, y, width, height);"
*
* @param InputWindow
* @text Input Window
*
* @param InputBgType:num
* @text Background Type
* @parent InputWindow
* @type select
* @option 0 - Window
* @value 0
* @option 1 - Dim
* @value 1
* @option 2 - Transparent
* @value 2
* @desc Select background type for this window.
* @default 0
*
* @param InputRect:func
* @text JS: X, Y, W, H
* @parent InputWindow
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const x = this._editWindow.x;\nconst y = this._editWindow.y + this._editWindow.height;\nconst rows = 9;\nconst width = this._editWindow.width;\nconst height = this.calcWindowHeight(rows, true);\nreturn new Rectangle(x, y, width, height);"
*
*/
/* ----------------------------------------------------------------------------
* Title Settings
* ----------------------------------------------------------------------------
*/
/*~struct~Title:
*
* @param TitleScreen
* @text Title Screen
*
* @param DocumentTitleFmt:str
* @text Document Title Format
* @parent TitleScreen
* @desc Format to display text in document title.
* %1 - Main Title, %2 - Subtitle, %3 - Version
* @default %1: %2 - Version %3
*
* @param Subtitle:str
* @text Subtitle
* @parent TitleScreen
* @desc Subtitle to be displayed under the title name.
* @default Subtitle
*
* @param Version:str
* @text Version
* @parent TitleScreen
* @desc Version to be display in the title screen corner.
* @default 0.00
*
* @param drawGameTitle:func
* @text JS: Draw Title
* @type note
* @parent TitleScreen
* @desc Code used to draw the game title.
* @default "const x = 20;\nconst y = Graphics.height / 4;\nconst maxWidth = Graphics.width - x * 2;\nconst text = $dataSystem.gameTitle;\nconst bitmap = this._gameTitleSprite.bitmap;\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 8;\nbitmap.fontSize = 72;\nbitmap.drawText(text, x, y, maxWidth, 48, \"center\");"
*
* @param drawGameSubtitle:func
* @text JS: Draw Subtitle
* @type note
* @parent TitleScreen
* @desc Code used to draw the game subtitle.
* @default "const x = 20;\nconst y = Graphics.height / 4 + 72;\nconst maxWidth = Graphics.width - x * 2;\nconst text = Scene_Title.subtitle;\nconst bitmap = this._gameTitleSprite.bitmap;\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 6;\nbitmap.fontSize = 48;\nbitmap.drawText(text, x, y, maxWidth, 48, \"center\");"
*
* @param drawGameVersion:func
* @text JS: Draw Version
* @type note
* @parent TitleScreen
* @desc Code used to draw the game version.
* @default "const bitmap = this._gameTitleSprite.bitmap;\nconst x = 0;\nconst y = Graphics.height - 20;\nconst width = Math.round(Graphics.width / 4);\nconst height = 20;\nconst c1 = ColorManager.dimColor1();\nconst c2 = ColorManager.dimColor2();\nconst text = 'Version ' + Scene_Title.version;\nbitmap.gradientFillRect(x, y, width, height, c1, c2);\nbitmap.fontFace = $gameSystem.mainFontFace();\nbitmap.outlineColor = \"black\";\nbitmap.outlineWidth = 3;\nbitmap.fontSize = 16;\nbitmap.drawText(text, x + 4, y, Graphics.width, height, \"left\");"
*
* @param CommandRect:func
* @text JS: X, Y, W, H
* @parent TitleScreen
* @type note
* @desc Code used to determine the dimensions for this window.
* @default "const offsetX = $dataSystem.titleCommandWindow.offsetX;\nconst offsetY = $dataSystem.titleCommandWindow.offsetY;\nconst rows = this.commandWindowRows();\nconst width = this.mainCommandWidth();\nconst height = this.calcWindowHeight(rows, true);\nconst x = (Graphics.boxWidth - width) / 2 + offsetX;\nconst y = Graphics.boxHeight - height - 96 + offsetY;\nreturn new Rectangle(x, y, width, height);"
*
* @param ButtonFadeSpeed:num
* @text Button Fade Speed
* @parent TitleScreen
* @type number
* @min 1
* @max 255
* @desc Speed at which the buttons fade in at (1-255).
* @default 4
*
*/
/* ----------------------------------------------------------------------------
* Parameter Settings
* ----------------------------------------------------------------------------
*/
/*~struct~Param:
*
* @param DisplayedParams:arraystr
* @text Displayed Parameters
* @type combo[]
* @option MaxHP
* @option MaxMP
* @option ATK
* @option DEF
* @option MAT
* @option MDF
* @option AGI
* @option LUK
* @option HIT
* @option EVA
* @option CRI
* @option CEV
* @option MEV
* @option MRF
* @option CNT
* @option HRG
* @option MRG
* @option TRG
* @option TGR
* @option GRD
* @option REC
* @option PHA
* @option MCR
* @option TCR
* @option PDR
* @option MDR
* @option FDR
* @option EXR
* @desc A list of the parameters that will be displayed in-game.
* @default ["ATK","DEF","MAT","MDF","AGI","LUK"]
*
* @param ExtDisplayedParams:arraystr
* @text Extended Parameters
* @parent DisplayedParams:arraystr
* @type combo[]
* @option MaxHP
* @option MaxMP
* @option ATK
* @option DEF
* @option MAT
* @option MDF
* @option AGI
* @option LUK
* @option HIT
* @option EVA
* @option CRI
* @option CEV
* @option MEV
* @option MRF
* @option CNT
* @option HRG
* @option MRG
* @option TRG
* @option TGR
* @option GRD
* @option REC
* @option PHA
* @option MCR
* @option TCR
* @option PDR
* @option MDR
* @option FDR
* @option EXR
* @desc The list shown in extended scenes (for other VisuStella plugins).
* @default ["MaxHP","MaxMP","ATK","DEF","MAT","MDF","AGI","LUK"]
*
* @param BasicParameters
* @text Basic Parameters
*
* @param ShowActorLevel:eval
* @text Show Actor Level?
* @parent BasicParameters
* @type boolean
* @on Show
* @off Don't Show
* @desc Show the actor level when displaying actors?
* Affects for most windows in-game.
* @default true
*
* @param CrisisRate:num
* @text HP Crisis Rate
* @parent BasicParameters
* @desc HP Ratio at which a battler can be considered in crisis mode.
* @default 0.25
*
* @param BasicParameterFormula:func
* @text JS: Formula
* @parent BasicParameters
* @type note
* @desc Formula used to determine the total value all 8 basic parameters: MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.
* @default "// Determine the variables used in this calculation.\nlet paramId = arguments[0];\nlet base = this.paramBase(paramId);\nlet plus = this.paramPlus(paramId);\nlet paramRate = this.paramRate(paramId);\nlet buffRate = this.paramBuffRate(paramId);\nlet flatBonus = this.paramFlatBonus(paramId);\n\n// Formula to determine total parameter value.\nlet value = (base + plus) * paramRate * buffRate + flatBonus;\n\n// Determine the limits\nconst maxValue = this.paramMax(paramId);\nconst minValue = this.paramMin(paramId);\n\n// Final value\nreturn Math.round(value.clamp(minValue, maxValue));"
*
* @param BasicParamCaps
* @text Parameter Caps
* @parent BasicParameters
*
* @param BasicActorParamCaps
* @text Actors
* @parent BasicParamCaps
*
* @param BasicActorParamMax0:str
* @text MaxHP Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine MaxHP cap.
* Use 0 if you don't want a cap for this parameter.
* @default 9999
*
* @param BasicActorParamMax1:str
* @text MaxMP Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine MaxMP cap.
* Use 0 if you don't want a cap for this parameter.
* @default 9999
*
* @param BasicActorParamMax2:str
* @text ATK Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine ATK cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicActorParamMax3:str
* @text DEF Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine DEF cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicActorParamMax4:str
* @text MAT Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine MAT cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicActorParamMax5:str
* @text MDF Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine MDF cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicActorParamMax6:str
* @text AGI Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine AGI cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicActorParamMax7:str
* @text LUK Cap
* @parent BasicActorParamCaps
* @desc Formula used to determine LUK cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamCaps
* @text Enemies
* @parent BasicParamCaps
*
* @param BasicEnemyParamMax0:str
* @text MaxHP Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine MaxHP cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999999
*
* @param BasicEnemyParamMax1:str
* @text MaxMP Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine MaxMP cap.
* Use 0 if you don't want a cap for this parameter.
* @default 9999
*
* @param BasicEnemyParamMax2:str
* @text ATK Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine ATK cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamMax3:str
* @text DEF Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine DEF cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamMax4:str
* @text MAT Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine MAT cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamMax5:str
* @text MDF Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine MDF cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamMax6:str
* @text AGI Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine AGI cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param BasicEnemyParamMax7:str
* @text LUK Cap
* @parent BasicEnemyParamCaps
* @desc Formula used to determine LUK cap.
* Use 0 if you don't want a cap for this parameter.
* @default 999
*
* @param XParameters
* @text X Parameters
*
* @param XParameterFormula:func
* @text JS: Formula
* @parent XParameters
* @type note
* @desc Formula used to determine the total value all 10 X parameters: HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG.
* @default "// Determine the variables used in this calculation.\nlet xparamId = arguments[0];\nlet base = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId);\nlet plus = this.xparamPlus(xparamId);\nlet paramRate = this.xparamRate(xparamId);\nlet flatBonus = this.xparamFlatBonus(xparamId);\n\n// Formula to determine total parameter value.\nlet value = (base + plus) * paramRate + flatBonus;\n\n// Final value\nreturn value;"
*
* @param XParamVocab
* @text Vocabulary
* @parent XParameters
*
* @param XParamVocab0:str
* @text HIT
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Hit
*
* @param XParamVocab1:str
* @text EVA
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Evasion
*
* @param XParamVocab2:str
* @text CRI
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Crit.Rate
*
* @param XParamVocab3:str
* @text CEV
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Crit.Evade
*
* @param XParamVocab4:str
* @text MEV
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Magic Evade
*
* @param XParamVocab5:str
* @text MRF
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Magic Reflect
*
* @param XParamVocab6:str
* @text CNT
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default Counter
*
* @param XParamVocab7:str
* @text HRG
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default HP Regen
*
* @param XParamVocab8:str
* @text MRG
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default MP Regen
*
* @param XParamVocab9:str
* @text TRG
* @parent XParamVocab
* @desc The in-game vocabulary used for this X Parameter.
* @default TP Regen
*
* @param SParameters
* @text S Parameters
*
* @param SParameterFormula:func
* @text JS: Formula
* @parent SParameters
* @type note
* @desc Formula used to determine the total value all 10 S parameters: TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR.
* @default "// Determine the variables used in this calculation.\nlet sparamId = arguments[0];\nlet base = this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId);\nlet plus = this.sparamPlus(sparamId);\nlet paramRate = this.sparamRate(sparamId);\nlet flatBonus = this.sparamFlatBonus(sparamId);\n\n// Formula to determine total parameter value.\nlet value = (base + plus) * paramRate + flatBonus;\n\n// Final value\nreturn value;"
*
* @param SParamVocab
* @text Vocabulary
* @parent SParameters
*
* @param SParamVocab0:str
* @text TGR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Aggro
*
* @param SParamVocab1:str
* @text GRD
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Guard
*
* @param SParamVocab2:str
* @text REC
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Recovery
*
* @param SParamVocab3:str
* @text PHA
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Item Effect
*
* @param SParamVocab4:str
* @text MCR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default MP Cost
*
* @param SParamVocab5:str
* @text TCR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default TP Charge
*
* @param SParamVocab6:str
* @text PDR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Physical DMG
*
* @param SParamVocab7:str
* @text MDR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Magical DMG
*
* @param SParamVocab8:str
* @text FDR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default Floor DMG
*
* @param SParamVocab9:str
* @text EXR
* @parent SParamVocab
* @desc The in-game vocabulary used for this S Parameter.
* @default EXP Gain
*
* @param Icons
* @text Icons
*
* @param DrawIcons:eval
* @text Draw Icons?
* @parent Icons
* @type boolean
* @on Draw
* @off Don't Draw
* @desc Draw icons next to parameter names?
* @default true
*
* @param IconParam0:str
* @text MaxHP
* @parent Icons
* @desc Icon used for this parameter.
* @default 84
*
* @param IconParam1:str
* @text MaxMP
* @parent Icons
* @desc Icon used for this parameter.
* @default 165
*
* @param IconParam2:str
* @text ATK
* @parent Icons
* @desc Icon used for this parameter.
* @default 76
*
* @param IconParam3:str
* @text DEF
* @parent Icons
* @desc Icon used for this parameter.
* @default 81
*
* @param IconParam4:str
* @text MAT
* @parent Icons
* @desc Icon used for this parameter.
* @default 101
*
* @param IconParam5:str
* @text MDF
* @parent Icons
* @desc Icon used for this parameter.
* @default 133
*
* @param IconParam6:str
* @text AGI
* @parent Icons
* @desc Icon used for this parameter.
* @default 140
*
* @param IconParam7:str
* @text LUK
* @parent Icons
* @desc Icon used for this parameter.
* @default 87
*
* @param IconXParam0:str
* @text HIT
* @parent Icons
* @desc Icon used for this parameter.
* @default 102
*
* @param IconXParam1:str
* @text EVA
* @parent Icons
* @desc Icon used for this parameter.
* @default 82
*
* @param IconXParam2:str
* @text CRI
* @parent Icons
* @desc Icon used for this parameter.
* @default 78
*
* @param IconXParam3:str
* @text CEV
* @parent Icons
* @desc Icon used for this parameter.
* @default 82
*
* @param IconXParam4:str
* @text MEV
* @parent Icons
* @desc Icon used for this parameter.
* @default 171
*
* @param IconXParam5:str
* @text MRF
* @parent Icons
* @desc Icon used for this parameter.
* @default 222
*
* @param IconXParam6:str
* @text CNT
* @parent Icons
* @desc Icon used for this parameter.
* @default 77
*
* @param IconXParam7:str
* @text HRG
* @parent Icons
* @desc Icon used for this parameter.
* @default 72
*
* @param IconXParam8:str
* @text MRG
* @parent Icons
* @desc Icon used for this parameter.
* @default 72
*
* @param IconXParam9:str
* @text TRG
* @parent Icons
* @desc Icon used for this parameter.
* @default 72
*
* @param IconSParam0:str
* @text TGR
* @parent Icons
* @desc Icon used for this parameter.
* @default 5
*
* @param IconSParam1:str
* @text GRD
* @parent Icons
* @desc Icon used for this parameter.
* @default 128
*
* @param IconSParam2:str
* @text REC
* @parent Icons
* @desc Icon used for this parameter.
* @default 72
*
* @param IconSParam3:str
* @text PHA
* @parent Icons
* @desc Icon used for this parameter.
* @default 176
*
* @param IconSParam4:str
* @text MCR
* @parent Icons
* @desc Icon used for this parameter.
* @default 165
*
* @param IconSParam5:str
* @text TCR
* @parent Icons
* @desc Icon used for this parameter.
* @default 164
*
* @param IconSParam6:str
* @text PDR
* @parent Icons
* @desc Icon used for this parameter.
* @default 76
*
* @param IconSParam7:str
* @text MDR
* @parent Icons
* @desc Icon used for this parameter.
* @default 79
*
* @param IconSParam8:str
* @text FDR
* @parent Icons
* @desc Icon used for this parameter.
* @default 141
*
* @param IconSParam9:str
* @text EXR
* @parent Icons
* @desc Icon used for this parameter.
* @default 73
*
*/
/* ----------------------------------------------------------------------------
* Commands Struct
* ----------------------------------------------------------------------------
*/
/*~struct~Command:
*
* @param Symbol:str
* @text Symbol
* @desc The symbol used for this command.
* @default Symbol
*
* @param TextStr:str
* @text STR: Text
* @desc Displayed text used for this title command.
* If this has a value, ignore the JS: Text version.
* @default Untitled
*
* @param TextJS:func
* @text JS: Text
* @type note
* @desc JavaScript code used to determine string used for the displayed name.
* @default "return 'Text';"
*
* @param ShowJS:func
* @text JS: Show
* @type note
* @desc JavaScript code used to determine if the item is shown or not.
* @default "return true;"
*
* @param EnableJS:func
* @text JS: Enable
* @type note
* @desc JavaScript code used to determine if the item is enabled or not.
* @default "return true;"
*
* @param ExtJS:func
* @text JS: Ext
* @type note
* @desc JavaScript code used to determine any ext data that should be added.
* @default "return null;"
*
* @param CallHandlerJS:func
* @text JS: Run Code
* @type note
* @desc JavaScript code that runs once this command is selected.
* @default ""
*
*/
/* ----------------------------------------------------------------------------
* Title Picture Buttons
* ----------------------------------------------------------------------------
*/
/*~struct~TitlePictureButton:
*
* @param PictureFilename:str
* @text Picture's Filename
* @type file
* @dir img/pictures/
* @desc Filename used for the picture.
* @default
*
* @param ButtonURL:str
* @text Button URL
* @desc URL for the button to go to upon being clicked.
* @default https://www.google.com/
*
* @param PositionJS:func
* @text JS: Position
* @type note
* @desc JavaScript code that helps determine the button's Position.
* @default "this.x = Graphics.width - this.bitmap.width - 20;\nthis.y = Graphics.height - this.bitmap.height - 20;"
*
* @param OnLoadJS:func
* @text JS: On Load
* @type note
* @desc JavaScript code that runs once this button bitmap is loaded.
* @default "this.opacity = 0;\nthis.visible = true;"
*
* @param CallHandlerJS:func
* @text JS: Run Code
* @type note
* @desc JavaScript code that runs once this button is pressed.
* @default "const url = this._data.ButtonURL;\nVisuMZ.openURL(url);"
*
*/
/* ----------------------------------------------------------------------------
* UI Settings
* ----------------------------------------------------------------------------
*/
/*~struct~UI:
*
* @param UIArea
* @text UI Area
*
* @param FadeSpeed:num
* @text Fade Speed
* @parent UIArea
* @desc Default fade speed for transitions.
* @default 24
*
* @param BoxMargin:num
* @text Box Margin
* @parent UIArea
* @type number
* @min 0
* @desc Set the margin in pixels for the screen borders.
* Default: 4
* @default 4
*
* @param CommandWidth:num
* @text Command Window Width
* @parent UIArea
* @type number
* @min 1
* @desc Sets the width for standard Command Windows.
* Default: 240
* @default 240
*
* @param BottomHelp:eval
* @text Bottom Help Window
* @parent UIArea
* @type boolean
* @on Bottom
* @off Top
* @desc Put the Help Window at the bottom of the screen?
* @default false
*
* @param RightMenus:eval
* @text Right Aligned Menus
* @parent UIArea
* @type boolean
* @on Right
* @off Left
* @desc Put most command windows to the right side of the screen.
* @default true
*
* @param ShowButtons:eval
* @text Show Buttons
* @parent UIArea
* @type boolean
* @on Show
* @off Hide
* @desc Show clickable buttons in your game?
* This will affect all buttons.
* @default true
*
* @param cancelShowButton:eval
* @text Show Cancel Button
* @parent ShowButtons:eval
* @type boolean
* @on Show
* @off Hide
* @desc Show cancel button?
* If 'Show Buttons' is false, this will be hidden.
* @default true
*
* @param menuShowButton:eval
* @text Show Menu Button
* @parent ShowButtons:eval
* @type boolean
* @on Show
* @off Hide
* @desc Show main menu button from the map scene?
* If 'Show Buttons' is false, this will be hidden.
* @default true
*
* @param pagedownShowButton:eval
* @text Show Page Up/Down
* @parent ShowButtons:eval
* @type boolean
* @on Show
* @off Hide
* @desc Show page up/down buttons?
* If 'Show Buttons' is false, this will be hidden.
* @default true
*
* @param numberShowButton:eval
* @text Show Number Buttons
* @parent ShowButtons:eval
* @type boolean
* @on Show
* @off Hide
* @desc Show number adjustment buttons?
* If 'Show Buttons' is false, this will be hidden.
* @default true
*
* @param ButtonHeight:num
* @text Button Area Height
* @parent UIArea
* @type number
* @min 1
* @desc Sets the height for the button area.
* Default: 52
* @default 52
*
* @param BottomButtons:eval
* @text Bottom Buttons
* @parent UIArea
* @type boolean
* @on Bottom
* @off Top
* @desc Put the buttons at the bottom of the screen?
* @default false
*
* @param SideButtons:eval
* @text Side Buttons
* @parent UIArea
* @type boolean
* @on Side
* @off Normal
* @desc Push buttons to the side of the UI if there is room.
* @default true
*
* @param StateIconsNonFrame:eval
* @text State Icons Non-Frame
* @parent UIArea
* @type boolean
* @on Non-Frame
* @off Normal
* @desc Replace sprite frame system for non-frame.
* Better for any instances where icons are zoomed.
* @default true
*
* @param MenuObjects
* @text Menu Objects
*
* @param LvExpGauge:eval
* @text Level -> EXP Gauge
* @parent MenuObjects
* @type boolean
* @on Draw Gauge
* @off Keep As Is
* @desc Draw an EXP Gauge under the drawn level.
* @default true
*
* @param ParamArrow:str
* @text Parameter Arrow
* @parent MenuObjects
* @desc The arrow used to show changes in the parameter values.
* @default →
*
* @param TextCodeSupport
* @text Text Code Support
*
* @param TextCodeClassNames:eval
* @text Class Names
* @parent TextCodeSupport
* @type boolean
* @on Suport Text Codes
* @off Normal Text
* @desc Make class names support text codes?
* @default true
*
* @param TextCodeNicknames:eval
* @text Nicknames
* @parent TextCodeSupport
* @type boolean
* @on Suport Text Codes
* @off Normal Text
* @desc Make nicknames support text codes?
* @default true
*
*/
/* ----------------------------------------------------------------------------
* Window Settings
* ----------------------------------------------------------------------------
*/
/*~struct~Window:
*
* @param WindowDefaults
* @text Defaults
*
* @param EnableMasking:eval
* @text Enable Masking
* @parent WindowDefaults
* @type boolean
* @on Masking On
* @off Masking Off
* @desc Enable window masking (windows hide other windows behind
* them)? WARNING: Turning it on can obscure data.
* @default false
*
* @param CorrectSkinBleeding:eval
* @text Correct Skin Bleed
* @parent WindowDefaults
* @type boolean
* @on Correct
* @off Don't Correct
* @desc Corrects window skin bleeding bug when used with higher
* screen resolutions?
* @default true
*
* @param LineHeight:num
* @text Line Height
* @parent WindowDefaults
* @desc Default line height used for standard windows.
* Default: 36. Avoid using odd numbers.
* @default 36
*
* @param ItemPadding:num
* @text Item Padding
* @parent WindowDefaults
* @desc Default line padding used for standard windows.
* Default: 8. Avoid using odd numbers.
* @default 8
*
* @param BackOpacity:num
* @text Back Opacity
* @parent WindowDefaults
* @desc Default back opacity used for standard windows.
* Default: 192
* @default 192
*
* @param TranslucentOpacity:num
* @text Translucent Opacity
* @parent WindowDefaults
* @desc Default translucent opacity used for standard windows.
* Default: 160
* @default 160
*
* @param OpenSpeed:num
* @text Window Opening Speed
* @parent WindowDefaults
* @desc Default open speed used for standard windows.
* Default: 32 (Use a number between 0-255)
* @default 32
* @default 24
*
* @param ColSpacing:num
* @text Column Spacing
* @parent WindowDefaults
* @desc Default column spacing for selectable windows.
* Default: 8
* @default 8
*
* @param RowSpacing:num
* @text Row Spacing
* @parent WindowDefaults
* @desc Default row spacing for selectable windows.
* Default: 4
* @default 4
*
* @param ScrollBar
* @text Scroll Bar
*
* @param ShowScrollBar:eval
* @text Show Scroll Bar?
* @parent ScrollBar
* @type boolean
* @on Show Scroll Bar
* @off Don't Show
* @desc Show the scroll bar for scrollable windows?
* @default true
*
* @param BarThickness:num
* @text Thickness
* @parent ScrollBar
* @type number
* @min 1
* @desc How thick do you want the scroll bar to be?
* @default 2
*
* @param BarOffset:num
* @text Offset
* @parent ScrollBar
* @desc How much do you want to offset the scroll bar by?
* @default +2
*
* @param BarBodyColor:str
* @text Bar Body Color
* @parent ScrollBar
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 0
*
* @param OffBarColor:str
* @text Off Bar Color
* @parent ScrollBar
* @desc Use #rrggbb for custom colors or regular numbers
* for text colors from the Window Skin.
* @default 7
*
* @param OffBarOpacity:num
* @text Off Bar Opacity
* @parent ScrollBar
* @type number
* @min 1
* @max 255
* @desc What opacity value do you want the off bar opacity
* to be? Use a number between 0 and 255.
* @default 128
*
* @param SelectableItems
* @text Selectable Items
*
* @param ShowItemBackground:eval
* @text Show Background?
* @parent SelectableItems
* @type boolean
* @on Show Backgrounds
* @off No Backgrounds
* @desc Selectable menu items have dark boxes behind them. Show them?
* @default true
*
* @param ItemHeight:num
* @text Item Height Padding
* @parent SelectableItems
* @desc Default padding for selectable items.
* Default: 8. Avoid using odd numbers.
* @default 8
*
* @param DrawItemBackgroundJS:func
* @text JS: Draw Background
* @parent SelectableItems
* @type note
* @desc Code used to draw the background rectangle behind clickable menu objects
* @default "const rect = arguments[0];\nconst c1 = ColorManager.itemBackColor1();\nconst c2 = ColorManager.itemBackColor2();\nconst x = rect.x;\nconst y = rect.y;\nconst w = rect.width;\nconst h = rect.height;\nthis.contentsBack.gradientFillRect(x, y, w, h, c1, c2, true);\nthis.contentsBack.strokeRect(x, y, w, h, c1);"
*
* @param TextPopup
* @text Text Popup Window
*
* @param DurationPerChat:num
* @text Duration Per Text
* @parent TextPopup
* @desc What is the increase in duration per text character?
* @default 1.5
*
* @param MinDuration:num
* @text Minimum Duration
* @parent TextPopup
* @type number
* @min 1
* @desc Minimum duration for window to stay on the screen.
* @default 90
*
* @param MaxDuration:num
* @text Maximum Duration
* @parent TextPopup
* @type number
* @min 1
* @desc Maximum duration for window to stay on the screen.
* @default 300
*
*/
/* ----------------------------------------------------------------------------
* Screen Resolution Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ScreenResolution:
*
* @param Maps
*
* @param AutoScrollLockX:eval
* @text Scroll Lock Small X?
* @parent Maps
* @type boolean
* @on Auto-Lock
* @off Keep As Is
* @desc Automatically scroll lock X scrolling if the map is too small?
* @default true
*
* @param AutoScrollLockY:eval
* @text Scroll Lock Small Y?
* @parent Maps
* @type boolean
* @on Auto-Lock
* @off Keep As Is
* @desc Automatically scroll lock Y scrolling if the map is too small?
* @default true
*
* @param DisplayLockX:num
* @text Locked Display X?
* @parent Maps
* @desc What display X value do you want for auto-scroll locked
* maps? Use a number between 0 and 1 for best results.
* @default 0.15625
*
* @param DisplayLockY:num
* @text Locked Display Y?
* @parent Maps
* @desc What display Y value do you want for auto-scroll locked
* maps? Use a number between 0 and 1 for best results.
* @default 0.00000
*
* @param Troops
*
* @param RepositionActors:eval
* @text Reposition Actors
* @parent Troops
* @type boolean
* @on Reposition
* @off Keep As Is
* @desc Update the position of actors in battle if the screen resolution has changed. Ignore if using Battle Core.
* @default true
*
* @param RepositionEnemies:eval
* @text Reposition Enemies
* @parent Troops
* @type boolean
* @on Reposition
* @off Keep As Is
* @desc Update the position of enemies in battle if the screen resolution has changed.
* @default true
*
* @param RepositionEnemies130:eval
* @text For MZ 1.3.0+?
* @parent RepositionEnemies:eval
* @type boolean
* @on Reposition
* @off Keep As Is
* @desc Both this parameter and its parent parameter need to be on when using RPG Maker MZ 1.3.0+.
* @default false
*
*/
/* ----------------------------------------------------------------------------
* Screen Shake Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ScreenShake:
*
* @param DefaultStyle:str
* @text Default Style
* @type select
* @option Original
* @value original
* @option Random
* @value random
* @option Horizontal
* @value horizontal
* @option Vertical
* @value vertical
* @desc The default style used for screen shakes.
* @default random
*
* @param originalJS:func
* @text JS: Original Style
* @type note
* @desc This code gives you control over screen shake for this
* screen shake style.
* @default "// Calculation\nthis.x += Math.round($gameScreen.shake());"
*
* @param randomJS:func
* @text JS: Random Style
* @type note
* @desc This code gives you control over screen shake for this
* screen shake style.
* @default "// Calculation\n// Original Formula by Aries of Sheratan\nconst power = $gameScreen._shakePower * 0.75;\nconst speed = $gameScreen._shakeSpeed * 0.60;\nconst duration = $gameScreen._shakeDuration;\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);"
*
* @param horzJS:func
* @text JS: Horizontal Style
* @type note
* @desc This code gives you control over screen shake for this
* screen shake style.
* @default "// Calculation\n// Original Formula by Aries of Sheratan\nconst power = $gameScreen._shakePower * 0.75;\nconst speed = $gameScreen._shakeSpeed * 0.60;\nconst duration = $gameScreen._shakeDuration;\nthis.x += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);"
*
* @param vertJS:func
* @text JS: Vertical Style
* @type note
* @desc This code gives you control over screen shake for this
* screen shake style.
* @default "// Calculation\n// Original Formula by Aries of Sheratan\nconst power = $gameScreen._shakePower * 0.75;\nconst speed = $gameScreen._shakeSpeed * 0.60;\nconst duration = $gameScreen._shakeDuration;\nthis.y += Math.round(Math.randomInt(power) - Math.randomInt(speed)) * (Math.min(duration, 30) * 0.5);"
*
*/
/* ----------------------------------------------------------------------------
* Custom Parameter Settings
* ----------------------------------------------------------------------------
*/
/*~struct~CustomParam:
*
* @param ParamName:str
* @text Parameter Name
* @desc What's the parameter's name?
* Used for VisuStella MZ menus.
* @default Untitled
*
* @param Abbreviation:str
* @text Abbreviation
* @parent ParamName:str
* @desc What abbreviation do you want to use for the parameter?
* Do not use special characters. Avoid numbers if possible.
* @default unt
*
* @param Icon:num
* @text Icon
* @parent ParamName:str
* @desc What icon do you want to use to represent this parameter?
* Used for VisuStella MZ menus.
* @default 160
*
* @param Type:str
* @text Type
* @parent ParamName:str
* @type select
* @option Integer (Whole Numbers Only)
* @value integer
* @option Float (Decimals are Allowed)
* @value float
* @desc What kind of number value will be returned with this parameter?
* @default integer
*
* @param ValueJS:json
* @text JS: Value
* @type note
* @desc Run this code when this parameter is to be returned.
* @default "// Declare Constants\nconst user = this;\n\n// Calculations\nreturn 1;"
*
*/
/* ----------------------------------------------------------------------------
* Show Picture Settings
* ----------------------------------------------------------------------------
*/
/*~struct~ShowPicture:
*
* @param Position
*
* @param Origin:num
* @text Origin
* @parent Position
* @type select
* @option 0 - Upper Left
* @value 0
* @option 1 - Center
* @value 1
* @desc What is the origin of this picture icon?
* @default 0
*
* @param PositionX:eval
* @text Position X
* @parent Position
* @desc X coordinate of the picture.
* You may use JavaScript code.
* @default 0
*
* @param PositionY:eval
* @text Position Y
* @parent Position
* @desc Y coordinate of the picture.
* You may use JavaScript code.
* @default 0
*
* @param Scale
*
* @param ScaleX:eval
* @text Width %
* @parent Scale
* @desc Horizontal scale of the picture.
* You may use JavaScript code.
* @default 100
*
* @param ScaleY:eval
* @text Height %
* @parent Scale
* @desc Vertical scale of the picture.
* You may use JavaScript code.
* @default 100
*
* @param Blend
*
* @param Opacity:eval
* @text Opacity
* @parent Blend
* @desc Insert a number to determine opacity level. Use a
* number between 0 and 255. You may use JavaScript code.
* @default 255
*
* @param BlendMode:num
* @text Blend Mode
* @parent Blend
* @type select
* @option 0 - Normal
* @value 0
* @option 1 - Additive
* @value 1
* @option 2 - Multiply
* @value 2
* @option 3 - Screen
* @value 3
* @desc What kind of blend mode do you wish to apply to the picture?
* @default 0
*
*/
/* ----------------------------------------------------------------------------
* JS Quick Function Settings
* ----------------------------------------------------------------------------
*/
/*~struct~jsQuickFunc:
*
* @param FunctionName:str
* @text Function Name
* @desc The function's name in the global namespace.
* Will not overwrite functions/variables of the same name.
* @default Untitled
*
* @param CodeJS:json
* @text JS: Code
* @type note
* @desc Run this code when using the function.
* @default "// Insert this as a function anywhere you can input code\n// such as Script Calls or Conditional Branch Scripts.\n\n// Process Code\n"
*
*/
//=============================================================================
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_0x4a03b5=Math[_0x7a179d(0x3fe)](_0x16b684[_0x7a179d(0x14a)])[_0x7a179d(0x42b)](0x0,0x64),_0x5800d7=AudioManager[_0x7a179d(0x642)];_0x5800d7&&(_0x5800d7[_0x7a179d(0x14a)]=_0x4a03b5,_0x5800d7[_0x7a179d(0x627)]=AudioManager['_bgsBuffer']['seek'](),AudioManager[_0x7a179d(0x16f)](_0x5800d7),AudioManager[_0x7a179d(0x487)](_0x5800d7,_0x5800d7[_0x7a179d(0x627)]),AudioManager['_bgsBuffer'][_0x7a179d(0x81b)](_0x5800d7[_0x7a179d(0x627)]));}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x47b),_0x1b0393=>{const _0x522e50=_0x17b060;VisuMZ['ConvertParams'](_0x1b0393,_0x1b0393);const _0x40915f=Math[_0x522e50(0x3fe)](_0x1b0393[_0x522e50(0x2f2)])['clamp'](0x32,0x96),_0x4ea46e=AudioManager[_0x522e50(0x642)];_0x4ea46e&&(_0x4ea46e[_0x522e50(0x2f2)]=_0x40915f,_0x4ea46e['pos']=AudioManager['_bgsBuffer'][_0x522e50(0x410)](),AudioManager[_0x522e50(0x16f)](_0x4ea46e),AudioManager['playBgs'](_0x4ea46e,_0x4ea46e[_0x522e50(0x627)]),AudioManager[_0x522e50(0x676)][_0x522e50(0x81b)](_0x4ea46e[_0x522e50(0x627)]));}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x6ba),_0x3c3a7f=>{const _0xfd4976=_0x17b060;VisuMZ[_0xfd4976(0x2f8)](_0x3c3a7f,_0x3c3a7f);const _0x279e5b=Math[_0xfd4976(0x3fe)](_0x3c3a7f['pan'])[_0xfd4976(0x42b)](-0x64,0x64),_0x42555f=AudioManager[_0xfd4976(0x642)];_0x42555f&&(_0x42555f[_0xfd4976(0x8a6)]=_0x279e5b,_0x42555f['pos']=AudioManager[_0xfd4976(0x676)]['seek'](),AudioManager[_0xfd4976(0x16f)](_0x42555f),AudioManager[_0xfd4976(0x487)](_0x42555f,_0x42555f[_0xfd4976(0x627)]),AudioManager[_0xfd4976(0x676)][_0xfd4976(0x81b)](_0x42555f['pos']));}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x700),_0x472807=>{const _0x5589fc=_0x17b060;if(!$gameTemp['isPlaytest']())return;const _0x3900ed=Input[_0x5589fc(0x224)]();console[_0x5589fc(0x797)](_0x3900ed);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],'ExportAllMapText',_0x1e691c=>{const _0x189d5c=_0x17b060;if(!$gameTemp[_0x189d5c(0x6dc)]())return;if(!Utils[_0x189d5c(0x185)]())return;SceneManager['_scene']['_active']=![],VisuMZ[_0x189d5c(0x77a)]['ExportStrFromAllMaps']();}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],_0x17b060(0x405),_0x29fe51=>{const _0xe1df04=_0x17b060;if(!$gameTemp['isPlaytest']())return;if(!Utils[_0xe1df04(0x185)]())return;SceneManager[_0xe1df04(0x2f9)]['_active']=![],VisuMZ[_0xe1df04(0x77a)][_0xe1df04(0x695)]();}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x399),_0x20c5d8=>{const _0x113bb7=_0x17b060;if(!$gameTemp[_0x113bb7(0x6dc)]())return;if(!Utils[_0x113bb7(0x185)]())return;if(!$gameMap)return;if($gameMap[_0x113bb7(0x6b9)]()<=0x0)return;VisuMZ[_0x113bb7(0x2f8)](_0x20c5d8,_0x20c5d8);const _0x36df58=_0x113bb7(0x1ed)[_0x113bb7(0x1df)]($gameMap['mapId']()['padZero'](0x3)),_0xeb8a16=VisuMZ[_0x113bb7(0x77a)]['ExtractStrFromMap']($gameMap[_0x113bb7(0x6b9)]());VisuMZ[_0x113bb7(0x77a)]['ExportString'](_0xeb8a16,_0x36df58,!![]);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x570),_0xbaa6cf=>{const _0x3d363a=_0x17b060;if(!$gameTemp[_0x3d363a(0x6dc)]())return;if(!Utils[_0x3d363a(0x185)]())return;if(!$gameParty['inBattle']())return;VisuMZ[_0x3d363a(0x2f8)](_0xbaa6cf,_0xbaa6cf);const _0x369d69=_0x3d363a(0x21f)[_0x3d363a(0x1df)]($gameTroop[_0x3d363a(0x51c)][_0x3d363a(0x46e)](0x4)),_0x1f55f3=VisuMZ[_0x3d363a(0x77a)][_0x3d363a(0x4b5)]($gameTroop['_troopId']);VisuMZ[_0x3d363a(0x77a)]['ExportString'](_0x1f55f3,_0x369d69,!![]);}),VisuMZ['CoreEngine']['ExportString']=function(_0x573d12,_0xb434fb,_0x30e773){const _0xdc521b=_0x17b060,_0x30c812=require('fs');let _0x1b5431=_0xdc521b(0x839)[_0xdc521b(0x1df)](_0xb434fb||'0');_0x30c812['writeFile'](_0x1b5431,_0x573d12,_0x43a32b=>{const _0x5bd402=_0xdc521b;if(_0x43a32b)throw err;else _0x30e773&&alert('Saved\x20file\x20as\x20%1\x20in\x20project\x20folder.'[_0x5bd402(0x1df)](_0x1b5431));});},VisuMZ['CoreEngine']['ExportStrFromAllMaps']=function(){const _0x504625=_0x17b060,_0x5c9921=[];for(const _0x272617 of $dataMapInfos){if(!_0x272617)continue;_0x5c9921[_0x504625(0x6f2)](_0x272617['id']);}const _0x178373=_0x5c9921[_0x504625(0x540)]*0x64+Math['randomInt'](0x64);alert(_0x504625(0x451)['format'](_0x178373)),this[_0x504625(0x617)]=[],this[_0x504625(0x558)]=$dataMap;for(const _0x1030fa of _0x5c9921){VisuMZ[_0x504625(0x77a)][_0x504625(0x7cf)](_0x1030fa);}setTimeout(VisuMZ[_0x504625(0x77a)][_0x504625(0x467)][_0x504625(0x76d)](this),_0x178373);},VisuMZ[_0x17b060(0x77a)]['loadMapData']=function(_0x32fd3d){const _0x1fd1d3=_0x17b060,_0x1b28dc=_0x1fd1d3(0x61e)[_0x1fd1d3(0x1df)](_0x32fd3d[_0x1fd1d3(0x46e)](0x3)),_0x15a275=new XMLHttpRequest(),_0x5e1a20='data/'+_0x1b28dc;_0x15a275['open'](_0x1fd1d3(0x7ff),_0x5e1a20),_0x15a275['overrideMimeType']('application/json'),_0x15a275[_0x1fd1d3(0x13f)]=()=>this[_0x1fd1d3(0x732)](_0x15a275,_0x32fd3d,_0x1b28dc,_0x5e1a20),_0x15a275['onerror']=()=>DataManager[_0x1fd1d3(0x822)](_0x1fd1d3(0x675),_0x1b28dc,_0x5e1a20),_0x15a275[_0x1fd1d3(0x7a3)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x732)]=function(_0x33f047,_0x2240f0,_0x2fe6b1,_0x16bf30){const _0x572f89=_0x17b060;$dataMap=JSON['parse'](_0x33f047[_0x572f89(0x2c6)]),DataManager['onLoad']($dataMap),this[_0x572f89(0x617)][_0x2240f0]=VisuMZ[_0x572f89(0x77a)][_0x572f89(0x63f)](_0x2240f0),$dataMap=this[_0x572f89(0x558)];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x467)]=function(){const _0x420d07=_0x17b060,_0x44928e='AllMaps';this[_0x420d07(0x617)][_0x420d07(0x19f)](undefined)[_0x420d07(0x19f)]('')[_0x420d07(0x19f)](null);const _0xa75ce=this['_storedMapText'][_0x420d07(0x274)](_0x420d07(0x75d))[_0x420d07(0x711)]();VisuMZ[_0x420d07(0x77a)][_0x420d07(0x735)](_0xa75ce,_0x44928e,!![]),SceneManager[_0x420d07(0x2f9)][_0x420d07(0x6e3)]=!![];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x63f)]=function(_0x896c42){const _0x55ffc8=_0x17b060;if(!$dataMap)return'';let _0x329386='█'['repeat'](0x46)+'\x0a\x0a',_0x1b57dd='═'['repeat'](0x46)+'\x0a\x0a',_0x408faa='';this['_commonEventLayers']=0x0;for(const _0x34a266 of $dataMap['events']){if(!_0x34a266)continue;let _0x3c5f6e=_0x34a266['id'],_0x2b81e4=_0x34a266[_0x55ffc8(0x142)],_0x44a33c=_0x34a266[_0x55ffc8(0x4e4)];for(const _0x3814d8 of _0x44a33c){const _0x5aa0a5=_0x44a33c[_0x55ffc8(0x38b)](_0x3814d8)+0x1;let _0x5750ba=_0x1b57dd+_0x55ffc8(0x1e8),_0x4d143f=VisuMZ[_0x55ffc8(0x77a)][_0x55ffc8(0x646)](_0x3814d8[_0x55ffc8(0x53c)]);if(_0x4d143f[_0x55ffc8(0x540)]>0x0){if(_0x408faa[_0x55ffc8(0x540)]>0x0)_0x408faa+=_0x1b57dd+_0x55ffc8(0x75d);else{const _0x4e8a0a=$dataMapInfos[_0x896c42]['name'];_0x408faa+=_0x329386+_0x55ffc8(0x819)[_0x55ffc8(0x1df)](_0x896c42,_0x4e8a0a||_0x55ffc8(0x2d2))+_0x329386;}_0x408faa+=_0x5750ba['format'](_0x3c5f6e,_0x2b81e4,_0x5aa0a5,_0x4d143f);}}}return _0x408faa['length']>0x0&&(_0x408faa+=_0x1b57dd),_0x408faa;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x695)]=function(){const _0x5db182=_0x17b060,_0x3910c4=$dataTroops['length']*0xa+Math['randomInt'](0xa);alert(_0x5db182(0x3db)[_0x5db182(0x1df)](_0x3910c4));const _0x168642=[];for(const _0x1bdd82 of $dataTroops){if(!_0x1bdd82)continue;const _0x4d1fdd=_0x1bdd82['id'];_0x168642[_0x4d1fdd]=VisuMZ[_0x5db182(0x77a)]['ExtractStrFromTroop'](_0x4d1fdd);}setTimeout(VisuMZ['CoreEngine'][_0x5db182(0x353)][_0x5db182(0x76d)](this,_0x168642),_0x3910c4);},VisuMZ[_0x17b060(0x77a)]['ExtractStrFromTroop']=function(_0x51a765){const _0x5a3590=_0x17b060;if(!$dataTroops[_0x51a765])return'';let _0x25ebad='█'[_0x5a3590(0x335)](0x46)+'\x0a\x0a',_0x4aafe5='═'['repeat'](0x46)+'\x0a\x0a',_0x44620f='';this[_0x5a3590(0x3a1)]=0x0;const _0x2b1fd6=$dataTroops[_0x51a765];let _0x3658a8=_0x2b1fd6[_0x5a3590(0x4e4)];for(const _0x519103 of _0x3658a8){const _0x39ce02=_0x3658a8['indexOf'](_0x519103)+0x1;let _0x574bf2=_0x4aafe5+_0x5a3590(0x5d6),_0x1bcd5b=VisuMZ['CoreEngine']['ExtractStrFromList'](_0x519103[_0x5a3590(0x53c)]);_0x1bcd5b[_0x5a3590(0x540)]>0x0&&(_0x44620f[_0x5a3590(0x540)]>0x0?_0x44620f+=_0x4aafe5+'\x0a\x0a\x0a\x0a\x0a':_0x44620f+=_0x25ebad+'〖〖〖\x20Troop\x20%1:\x20%2\x20Script\x20〗〗〗\x0a\x0a'['format'](_0x51a765,_0x2b1fd6['name']||_0x5a3590(0x2d2))+_0x25ebad,_0x44620f+=_0x574bf2[_0x5a3590(0x1df)](_0x39ce02,_0x1bcd5b));}return _0x44620f[_0x5a3590(0x540)]>0x0&&(_0x44620f+=_0x4aafe5),_0x44620f;},VisuMZ['CoreEngine'][_0x17b060(0x353)]=function(_0x4a7ec1){const _0x33d522=_0x17b060,_0x5269d2='AllTroops';_0x4a7ec1[_0x33d522(0x19f)](undefined)[_0x33d522(0x19f)]('')[_0x33d522(0x19f)](null);const _0x156c79=_0x4a7ec1[_0x33d522(0x274)](_0x33d522(0x75d))[_0x33d522(0x711)]();VisuMZ['CoreEngine'][_0x33d522(0x735)](_0x156c79,_0x5269d2,!![]),SceneManager[_0x33d522(0x2f9)][_0x33d522(0x6e3)]=!![];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x646)]=function(_0xc1f7cd){const _0x45ea67=_0x17b060;let _0x5bae25='\x0a'+'─'[_0x45ea67(0x335)](0x46)+'\x0a',_0x3426b4='\x0a'+'┄'[_0x45ea67(0x335)](0x46)+'\x0a',_0x22591d='';for(const _0x50df28 of _0xc1f7cd){if(!_0x50df28)continue;if(_0x50df28[_0x45ea67(0x897)]===0x65)_0x22591d+=_0x5bae25+'\x0a',_0x22591d+=_0x45ea67(0x178),_0x50df28[_0x45ea67(0x1d6)][0x4]!==''&&_0x50df28[_0x45ea67(0x1d6)][0x4]!==undefined&&(_0x22591d+=_0x45ea67(0x261)[_0x45ea67(0x1df)](_0x50df28['parameters'][0x4]));else{if(_0x50df28[_0x45ea67(0x897)]===0x191)_0x22591d+=_0x45ea67(0x43b)['format'](_0x50df28['parameters'][0x0]);else{if(_0x50df28[_0x45ea67(0x897)]===0x192)_0x22591d+=_0x5bae25,_0x22591d+=_0x45ea67(0x2ef)['format'](_0x3426b4,_0x50df28[_0x45ea67(0x1d6)][0x0]+0x1,_0x50df28[_0x45ea67(0x1d6)][0x1]);else{if(_0x50df28[_0x45ea67(0x897)]===0x193)_0x22591d+=_0x5bae25,_0x22591d+=_0x45ea67(0x532)[_0x45ea67(0x1df)](_0x3426b4);else{if(_0x50df28[_0x45ea67(0x897)]===0x194)_0x22591d+=_0x5bae25,_0x22591d+=_0x45ea67(0x771)['format'](_0x3426b4);else{if(_0x50df28['code']===0x69)_0x22591d+=_0x5bae25+'\x0a',_0x22591d+='〘Scrolling\x20Text〙\x0a';else{if(_0x50df28['code']===0x6c)_0x22591d+=_0x5bae25+'\x0a',_0x22591d+=_0x45ea67(0x2a9)['format'](_0x50df28[_0x45ea67(0x1d6)][0x0]);else{if(_0x50df28[_0x45ea67(0x897)]===0x198)_0x22591d+=_0x45ea67(0x43b)[_0x45ea67(0x1df)](_0x50df28['parameters'][0x0]);else{if(_0x50df28['code']===0x75){const _0x319d61=$dataCommonEvents[_0x50df28['parameters'][0x0]];if(_0x319d61&&this['_commonEventLayers']<=0xa){this[_0x45ea67(0x3a1)]++;let _0x3eb5ac=VisuMZ[_0x45ea67(0x77a)][_0x45ea67(0x646)](_0x319d61[_0x45ea67(0x53c)]);_0x3eb5ac[_0x45ea67(0x540)]>0x0&&(_0x22591d+=_0x5bae25,_0x22591d+=_0x3426b4,_0x22591d+='〘Common\x20Event\x20%1:\x20%2〙\x20Start'[_0x45ea67(0x1df)](_0x319d61['id'],_0x319d61[_0x45ea67(0x142)]),_0x22591d+=_0x3426b4,_0x22591d+=_0x3eb5ac,_0x22591d+=_0x3426b4,_0x22591d+=_0x45ea67(0x486)[_0x45ea67(0x1df)](_0x319d61['id'],_0x319d61[_0x45ea67(0x142)]),_0x22591d+=_0x3426b4),this[_0x45ea67(0x3a1)]--;}}}}}}}}}}}return _0x22591d[_0x45ea67(0x540)]>0x0&&(_0x22591d+=_0x5bae25),_0x22591d;},PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x330),_0x48e636=>{const _0x5e2423=_0x17b060;VisuMZ[_0x5e2423(0x2f8)](_0x48e636,_0x48e636);const _0xdeb104=_0x48e636[_0x5e2423(0x115)];VisuMZ[_0x5e2423(0x5bb)](_0xdeb104);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x820),_0x3473ba=>{const _0x2172e2=_0x17b060;VisuMZ[_0x2172e2(0x2f8)](_0x3473ba,_0x3473ba);const _0x5eccb8=_0x3473ba[_0x2172e2(0x6fc)]||0x0;$gameParty[_0x2172e2(0x47f)](_0x5eccb8);}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],'MapOnceParallel',_0x531786=>{const _0xfd994e=_0x17b060;if(!SceneManager['isSceneMap']())return;VisuMZ['ConvertParams'](_0x531786,_0x531786);const _0x1128fd=_0x531786[_0xfd994e(0x5ee)];SceneManager[_0xfd994e(0x2f9)][_0xfd994e(0x7b8)](_0x1128fd);}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],'PictureCoordinatesMode',_0x47e259=>{const _0x1c2443=_0x17b060;if(!$gameTemp['isPlaytest']())return;if(!Utils['isNwjs']())return;VisuMZ['ConvertParams'](_0x47e259,_0x47e259);const _0x4c11a7=_0x47e259[_0x1c2443(0x338)]||0x1;$gameTemp[_0x1c2443(0x35f)]=_0x4c11a7;}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x644),_0xe75448=>{const _0x45e3ea=_0x17b060;VisuMZ[_0x45e3ea(0x2f8)](_0xe75448,_0xe75448);const _0x5a26e5=_0xe75448[_0x45e3ea(0x49f)]||0x1,_0x1e58b3=_0xe75448['easingType']||_0x45e3ea(0x6a8),_0x454055=$gameScreen['picture'](_0x5a26e5);_0x454055&&_0x454055['setEasingType'](_0x1e58b3);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x731),_0x1107fd=>{const _0x553ddf=_0x17b060;for(let _0x171233=0x1;_0x171233<=0x64;_0x171233++){$gameScreen[_0x553ddf(0x413)](_0x171233);}}),PluginManager['registerCommand'](pluginData['name'],_0x17b060(0x2e2),_0x246b91=>{const _0x470cad=_0x17b060;VisuMZ[_0x470cad(0x2f8)](_0x246b91,_0x246b91);const _0x33cc27=Math[_0x470cad(0x701)](_0x246b91[_0x470cad(0x6e0)],_0x246b91['EndingID']),_0x116197=Math[_0x470cad(0x7f9)](_0x246b91[_0x470cad(0x6e0)],_0x246b91['EndingID']);for(let _0x1006f4=_0x33cc27;_0x1006f4<=_0x116197;_0x1006f4++){$gameScreen[_0x470cad(0x413)](_0x1006f4);}}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],_0x17b060(0x313),_0x1240ae=>{const _0x55f73a=_0x17b060;VisuMZ[_0x55f73a(0x2f8)](_0x1240ae,_0x1240ae);const _0x38909b=Math['round'](_0x1240ae[_0x55f73a(0x338)])['clamp'](0x1,0x64),_0x4ac008=-Number(_0x1240ae['AdjustAngle']||0x0),_0x464127=Math['max'](_0x1240ae['Duration']||0x0,0x0),_0x5a4fb4=_0x1240ae['easingType']||_0x55f73a(0x6a8),_0x156ffd=_0x1240ae[_0x55f73a(0x8be)],_0x5d17eb=$gameScreen[_0x55f73a(0x786)](_0x38909b);if(!_0x5d17eb)return;_0x5d17eb[_0x55f73a(0x4d1)](_0x4ac008,_0x464127,_0x5a4fb4);if(_0x156ffd){const _0x24028f=$gameTemp[_0x55f73a(0x2be)]();if(_0x24028f)_0x24028f[_0x55f73a(0x6d1)](_0x464127);}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x1ac),_0x1e71df=>{const _0x40ec59=_0x17b060;VisuMZ[_0x40ec59(0x2f8)](_0x1e71df,_0x1e71df);const _0x14ca3c=Math[_0x40ec59(0x3fe)](_0x1e71df[_0x40ec59(0x338)])[_0x40ec59(0x42b)](0x1,0x64),_0x4982e1=-Number(_0x1e71df[_0x40ec59(0x40b)]||0x0),_0x5d109b=Math[_0x40ec59(0x7f9)](_0x1e71df['Duration']||0x0,0x0),_0x3732c8=_0x1e71df[_0x40ec59(0x475)]||'Linear',_0x313b56=_0x1e71df['Wait'],_0x2a9038=$gameScreen[_0x40ec59(0x786)](_0x14ca3c);if(!_0x2a9038)return;_0x2a9038[_0x40ec59(0x1d3)](_0x4982e1,_0x5d109b,_0x3732c8);if(_0x313b56){const _0x52b81c=$gameTemp[_0x40ec59(0x2be)]();if(_0x52b81c)_0x52b81c[_0x40ec59(0x6d1)](_0x5d109b);}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x7ee),_0x2c7a46=>{const _0x1559ce=_0x17b060;VisuMZ[_0x1559ce(0x2f8)](_0x2c7a46,_0x2c7a46);const _0x652a1=Math[_0x1559ce(0x3fe)](_0x2c7a46[_0x1559ce(0x338)])[_0x1559ce(0x42b)](0x1,0x64),_0x33eb33=_0x2c7a46[_0x1559ce(0x382)],_0x9853c=_0x33eb33[_0x1559ce(0x71f)][_0x1559ce(0x42b)](0x0,0x1),_0x33e247=Math[_0x1559ce(0x3fe)](_0x33eb33[_0x1559ce(0x33f)]||0x0),_0xd89c24=Math[_0x1559ce(0x3fe)](_0x33eb33[_0x1559ce(0x8b6)]||0x0),_0x346e07=Math['round'](_0x33eb33['ScaleX']||0x0),_0x2b1c84=Math[_0x1559ce(0x3fe)](_0x33eb33['ScaleY']||0x0),_0x58bf67=Math[_0x1559ce(0x3fe)](_0x33eb33['Opacity'])[_0x1559ce(0x42b)](0x0,0xff),_0x5e638d=_0x33eb33[_0x1559ce(0x1a5)],_0x205451='VisuMZ\x20CoreEngine\x20PictureIcon\x20%1\x20%2',_0x362650=_0x2c7a46[_0x1559ce(0x808)]?_0x1559ce(0x808):_0x1559ce(0x66f),_0x3f47e1=_0x205451[_0x1559ce(0x1df)](_0x2c7a46[_0x1559ce(0x5e8)],_0x362650);$gameScreen[_0x1559ce(0x673)](_0x652a1,_0x3f47e1,_0x9853c,_0x33e247,_0xd89c24,_0x346e07,_0x2b1c84,_0x58bf67,_0x5e638d);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x783),_0x3f449d=>{const _0x38529d=_0x17b060;VisuMZ[_0x38529d(0x2f8)](_0x3f449d,_0x3f449d);const _0x2ac1d6=_0x3f449d['Type']||_0x38529d(0x5ab),_0x313efb=_0x3f449d[_0x38529d(0x6c4)][_0x38529d(0x42b)](0x1,0x9),_0x4409b3=_0x3f449d[_0x38529d(0x37d)]['clamp'](0x1,0x9),_0xff260c=_0x3f449d[_0x38529d(0x466)]||0x1,_0x3bd023=_0x3f449d[_0x38529d(0x8be)];$gameScreen[_0x38529d(0x470)](_0x2ac1d6),$gameScreen['startShake'](_0x313efb,_0x4409b3,_0xff260c);if(_0x3bd023){const _0x28789b=$gameTemp[_0x38529d(0x2be)]();if(_0x28789b)_0x28789b[_0x38529d(0x6d1)](_0xff260c);}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],'SwitchRandomizeOne',_0x5f06f2=>{const _0x27d73c=_0x17b060;if($gameParty[_0x27d73c(0x45a)]())return;VisuMZ[_0x27d73c(0x2f8)](_0x5f06f2,_0x5f06f2);const _0x2dcfed=_0x5f06f2[_0x27d73c(0x4b1)],_0x2efd1c=(_0x5f06f2[_0x27d73c(0x4b7)]||0x0)/0x64;for(const _0x5f2333 of _0x2dcfed){const _0x29c570=Math[_0x27d73c(0x5ab)]()<=_0x2efd1c;$gameSwitches[_0x27d73c(0x427)](_0x5f2333,_0x29c570);}}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],'SwitchRandomizeRange',_0x48341c=>{const _0x32b3aa=_0x17b060;if($gameParty['inBattle']())return;VisuMZ[_0x32b3aa(0x2f8)](_0x48341c,_0x48341c);const _0x24a50e=Math[_0x32b3aa(0x701)](_0x48341c[_0x32b3aa(0x6e0)],_0x48341c[_0x32b3aa(0x7ed)]),_0x1991e2=Math[_0x32b3aa(0x7f9)](_0x48341c['StartID'],_0x48341c[_0x32b3aa(0x7ed)]),_0x39dcfb=(_0x48341c['Chance']||0x0)/0x64;for(let _0x40c7e4=_0x24a50e;_0x40c7e4<=_0x1991e2;_0x40c7e4++){const _0x28daac=Math[_0x32b3aa(0x5ab)]()<=_0x39dcfb;$gameSwitches[_0x32b3aa(0x427)](_0x40c7e4,_0x28daac);}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],'SwitchToggleOne',_0x3a76e0=>{const _0x515dbe=_0x17b060;if($gameParty['inBattle']())return;VisuMZ[_0x515dbe(0x2f8)](_0x3a76e0,_0x3a76e0);const _0xd280fa=_0x3a76e0[_0x515dbe(0x4b1)];for(const _0xe931c0 of _0xd280fa){const _0x451aaf=$gameSwitches['value'](_0xe931c0);$gameSwitches['setValue'](_0xe931c0,!_0x451aaf);}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x880),_0x32cb91=>{const _0x43327a=_0x17b060;if($gameParty[_0x43327a(0x45a)]())return;VisuMZ[_0x43327a(0x2f8)](_0x32cb91,_0x32cb91);const _0x2e7e32=Math[_0x43327a(0x701)](_0x32cb91[_0x43327a(0x6e0)],_0x32cb91[_0x43327a(0x7ed)]),_0x5239c7=Math[_0x43327a(0x7f9)](_0x32cb91[_0x43327a(0x6e0)],_0x32cb91[_0x43327a(0x7ed)]);for(let _0x455698=_0x2e7e32;_0x455698<=_0x5239c7;_0x455698++){const _0x3a92be=$gameSwitches[_0x43327a(0x6fc)](_0x455698);$gameSwitches['setValue'](_0x455698,!_0x3a92be);}}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],_0x17b060(0x344),_0x50b234=>{const _0x3593a4=_0x17b060;VisuMZ['ConvertParams'](_0x50b234,_0x50b234);const _0x4e202f=_0x50b234[_0x3593a4(0x23d)]||0x1;$gameSystem[_0x3593a4(0x205)](_0x4e202f);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x49a),_0x422888=>{const _0x4171ad=_0x17b060;if($gameParty[_0x4171ad(0x45a)]())return;VisuMZ[_0x4171ad(0x2f8)](_0x422888,_0x422888);const _0x71a913=_0x422888['option'];if(_0x71a913[_0x4171ad(0x2ba)](/Front/i))$gameSystem[_0x4171ad(0x7b5)](![]);else _0x71a913[_0x4171ad(0x2ba)](/Side/i)?$gameSystem[_0x4171ad(0x7b5)](!![]):$gameSystem[_0x4171ad(0x7b5)](!$gameSystem[_0x4171ad(0x4a1)]());}),PluginManager[_0x17b060(0x31e)](pluginData['name'],_0x17b060(0x231),_0x3dd95c=>{const _0x11ce04=_0x17b060;if($gameParty['inBattle']())return;VisuMZ['ConvertParams'](_0x3dd95c,_0x3dd95c);const _0x37e212=[_0x11ce04(0x6f4),_0x11ce04(0x45b),'me','se'];for(const _0x5f5d3c of _0x37e212){const _0x3ddfa0=_0x3dd95c[_0x5f5d3c],_0x2054d7=_0x11ce04(0x57b)[_0x11ce04(0x1df)](_0x5f5d3c);for(const _0x14fb78 of _0x3ddfa0){AudioManager['createBuffer'](_0x2054d7,_0x14fb78);}}}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],'SystemLoadImages',_0x3803d0=>{const _0xb37514=_0x17b060;if($gameParty['inBattle']())return;VisuMZ['ConvertParams'](_0x3803d0,_0x3803d0);const _0x126f32=['animations','battlebacks1',_0xb37514(0x424),'characters',_0xb37514(0x4f5),_0xb37514(0x895),'parallaxes',_0xb37514(0x5f8),_0xb37514(0x415),_0xb37514(0x30d),_0xb37514(0x759),_0xb37514(0x848),_0xb37514(0x4ff),_0xb37514(0x15a)];for(const _0x2e02f9 of _0x126f32){const _0x3708fe=_0x3803d0[_0x2e02f9],_0x38b68a=_0xb37514(0x614)[_0xb37514(0x1df)](_0x2e02f9);for(const _0x4bafce of _0x3708fe){ImageManager[_0xb37514(0x80b)](_0x38b68a,_0x4bafce);}}}),PluginManager[_0x17b060(0x31e)](pluginData['name'],'SystemSetBattleSystem',_0x472344=>{const _0x3cb4dd=_0x17b060;if($gameParty['inBattle']())return;VisuMZ[_0x3cb4dd(0x2f8)](_0x472344,_0x472344);const _0x290eb5=_0x472344['option'][_0x3cb4dd(0x29e)]()[_0x3cb4dd(0x711)](),_0x4ec3b7=VisuMZ[_0x3cb4dd(0x77a)][_0x3cb4dd(0x1f2)](_0x290eb5);$gameSystem[_0x3cb4dd(0xf1)](_0x4ec3b7);}),VisuMZ[_0x17b060(0x77a)][_0x17b060(0x1f2)]=function(_0x199539){const _0x286930=_0x17b060;_0x199539=_0x199539||_0x286930(0x730),_0x199539=String(_0x199539)[_0x286930(0x29e)]()['trim']();switch(_0x199539){case'DTB':return 0x0;case'TPB\x20ACTIVE':Imported[_0x286930(0x680)]&&(ConfigManager['atbActive']=!![]);return 0x1;case'TPB\x20WAIT':Imported[_0x286930(0x680)]&&(ConfigManager[_0x286930(0x594)]=![]);return 0x2;case _0x286930(0x630):if(Imported[_0x286930(0x222)])return'CTB';break;case _0x286930(0x5f0):if(Imported['VisuMZ_2_BattleSystemSTB'])return'STB';break;case _0x286930(0x189):if(Imported[_0x286930(0x385)])return _0x286930(0x189);break;case'FTB':if(Imported[_0x286930(0x458)])return _0x286930(0x803);break;case'OTB':if(Imported[_0x286930(0x452)])return _0x286930(0x648);break;case'ETB':if(Imported[_0x286930(0x1b4)])return'ETB';break;case _0x286930(0x65b):if(Imported[_0x286930(0x681)])return'PTB';break;}return $dataSystem[_0x286930(0x4c6)];},PluginManager[_0x17b060(0x31e)](pluginData['name'],_0x17b060(0x4a0),_0x5eb197=>{const _0x37a84f=_0x17b060;VisuMZ[_0x37a84f(0x2f8)](_0x5eb197,_0x5eb197);const _0x28c875=_0x5eb197[_0x37a84f(0x23d)]||0x1;$gameSystem[_0x37a84f(0x25f)](_0x28c875);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],_0x17b060(0x4f4),_0x3b0c97=>{const _0xca3703=_0x17b060;VisuMZ[_0xca3703(0x2f8)](_0x3b0c97,_0x3b0c97);const _0x4bd6e8=_0x3b0c97[_0xca3703(0x751)]||'';$textPopup(_0x4bd6e8);}),PluginManager['registerCommand'](pluginData[_0x17b060(0x142)],_0x17b060(0x7e0),_0x588db5=>{const _0x4ef43d=_0x17b060;VisuMZ[_0x4ef43d(0x2f8)](_0x588db5,_0x588db5);const _0x16010d=_0x588db5['id']||0x1,_0x5f0bc7=_0x588db5['operation'],_0xc6afce=_0x588db5[_0x4ef43d(0x6ac)]||0x0;let _0x1dc901=$gameVariables['value'](_0x16010d)||0x0;switch(_0x5f0bc7){case'=':_0x1dc901=_0xc6afce;break;case'+':_0x1dc901+=_0xc6afce;break;case'-':_0x1dc901-=_0xc6afce;break;case'*':_0x1dc901*=_0xc6afce;break;case'/':_0x1dc901/=_0xc6afce;break;case'%':_0x1dc901%=_0xc6afce;break;}_0x1dc901=_0x1dc901||0x0,$gameVariables[_0x4ef43d(0x427)](_0x16010d,_0x1dc901);}),PluginManager[_0x17b060(0x31e)](pluginData[_0x17b060(0x142)],'VariableJsBlock',_0x4d9c3e=>{const _0x3c2884=_0x17b060;VisuMZ['ConvertParams'](_0x4d9c3e,_0x4d9c3e);const _0x3934a6=_0x4d9c3e['id']()||0x1,_0x15bfea=_0x4d9c3e['operation'],_0xa75b82=_0x4d9c3e['operand']()||0x0;let _0x514bc2=$gameVariables[_0x3c2884(0x6fc)](_0x3934a6)||0x0;switch(_0x15bfea){case'=':_0x514bc2=_0xa75b82;break;case'+':_0x514bc2+=_0xa75b82;break;case'-':_0x514bc2-=_0xa75b82;break;case'*':_0x514bc2*=_0xa75b82;break;case'/':_0x514bc2/=_0xa75b82;break;case'%':_0x514bc2%=_0xa75b82;break;}_0x514bc2=_0x514bc2||0x0,$gameVariables[_0x3c2884(0x427)](_0x3934a6,_0x514bc2);}),VisuMZ[_0x17b060(0x77a)][_0x17b060(0x78c)]=Scene_Boot['prototype']['onDatabaseLoaded'],Scene_Boot[_0x17b060(0x54a)][_0x17b060(0x7a0)]=function(){const _0x1fb9ce=_0x17b060;VisuMZ[_0x1fb9ce(0x77a)]['Scene_Boot_onDatabaseLoaded'][_0x1fb9ce(0x64e)](this),this[_0x1fb9ce(0x190)](),this[_0x1fb9ce(0x358)](),this['process_VisuMZ_CoreEngine_Settings'](),this[_0x1fb9ce(0x2aa)](),this[_0x1fb9ce(0x36c)](),this[_0x1fb9ce(0x68a)](),VisuMZ[_0x1fb9ce(0x3d7)]();},VisuMZ[_0x17b060(0x77a)]['RegExp']={},Scene_Boot[_0x17b060(0x54a)]['process_VisuMZ_CoreEngine_RegExp']=function(){const _0x5ace87=_0x17b060,_0x29326d=['MAXHP',_0x5ace87(0x148),_0x5ace87(0x135),_0x5ace87(0x689),_0x5ace87(0x297),_0x5ace87(0x3be),'AGI',_0x5ace87(0xec)],_0x37596f=[_0x5ace87(0x889),_0x5ace87(0x2ce),_0x5ace87(0x6af),'CEV',_0x5ace87(0x17d),_0x5ace87(0x11f),'CNT',_0x5ace87(0x599),_0x5ace87(0x69b),_0x5ace87(0x655)],_0x2c5c1a=[_0x5ace87(0x260),_0x5ace87(0x1c8),_0x5ace87(0x4ec),_0x5ace87(0x728),_0x5ace87(0x6d6),_0x5ace87(0x828),_0x5ace87(0x11a),_0x5ace87(0x121),'FDR','EXR'],_0x34d5f=[_0x29326d,_0x37596f,_0x2c5c1a],_0x515c61=[_0x5ace87(0x591),'Plus1',_0x5ace87(0x801),_0x5ace87(0x855),'Rate',_0x5ace87(0x66d),_0x5ace87(0x576),_0x5ace87(0x7bc),'Flat1',_0x5ace87(0x678)];for(const _0xe43769 of _0x34d5f){let _0x4dd7e1='';if(_0xe43769===_0x29326d)_0x4dd7e1='param';if(_0xe43769===_0x37596f)_0x4dd7e1='xparam';if(_0xe43769===_0x2c5c1a)_0x4dd7e1=_0x5ace87(0x12c);for(const _0x2ed46f of _0x515c61){let _0x122106=_0x5ace87(0x3c3)[_0x5ace87(0x1df)](_0x4dd7e1,_0x2ed46f);VisuMZ[_0x5ace87(0x77a)][_0x5ace87(0x1bc)][_0x122106]=[],VisuMZ[_0x5ace87(0x77a)][_0x5ace87(0x1bc)][_0x122106+'JS']=[];let _0x1c1ea2=_0x5ace87(0x89a);if([_0x5ace87(0x591),'Flat'][_0x5ace87(0x1ae)](_0x2ed46f))_0x1c1ea2+=_0x5ace87(0x875);else{if(['Plus1',_0x5ace87(0x7d2)][_0x5ace87(0x1ae)](_0x2ed46f))_0x1c1ea2+=_0x5ace87(0x634);else{if([_0x5ace87(0x801),_0x5ace87(0x678)][_0x5ace87(0x1ae)](_0x2ed46f))_0x1c1ea2+='([\x5c+\x5c-]\x5cd+\x5c.?\x5cd+)>';else{if(_0x2ed46f==='Max')_0x1c1ea2+=_0x5ace87(0x2b2);else{if(_0x2ed46f===_0x5ace87(0x66d))_0x1c1ea2+=_0x5ace87(0x78d);else _0x2ed46f===_0x5ace87(0x576)&&(_0x1c1ea2+=_0x5ace87(0x8a4));}}}}for(const _0x334e14 of _0xe43769){let _0x202b57=_0x2ed46f[_0x5ace87(0x39d)](/[\d+]/g,'')[_0x5ace87(0x29e)]();const _0x5b6828=_0x1c1ea2['format'](_0x334e14,_0x202b57);VisuMZ[_0x5ace87(0x77a)][_0x5ace87(0x1bc)][_0x122106]['push'](new RegExp(_0x5b6828,'i'));const _0x15fc7b=_0x5ace87(0x331)[_0x5ace87(0x1df)](_0x334e14,_0x202b57);VisuMZ[_0x5ace87(0x77a)][_0x5ace87(0x1bc)][_0x122106+'JS'][_0x5ace87(0x6f2)](new RegExp(_0x15fc7b,'i'));}}}},Scene_Boot['prototype'][_0x17b060(0x358)]=function(){const _0x52e800=_0x17b060;if(VisuMZ[_0x52e800(0x3d7)])return;},Scene_Boot[_0x17b060(0x54a)][_0x17b060(0x670)]=function(){const _0x3735f2=_0x17b060,_0xdf3565=VisuMZ['CoreEngine']['Settings'];_0xdf3565[_0x3735f2(0x7ae)][_0x3735f2(0x874)]&&VisuMZ[_0x3735f2(0x7e9)](!![]);_0xdf3565[_0x3735f2(0x7ae)]['ModernControls']&&(Input[_0x3735f2(0x51d)][0x23]='end',Input['keyMapper'][0x24]=_0x3735f2(0x146));if(_0xdf3565[_0x3735f2(0x862)]){const _0x5a426d=_0xdf3565['ButtonAssist'];_0x5a426d[_0x3735f2(0x33e)]=_0x5a426d[_0x3735f2(0x33e)]||_0x3735f2(0x54f),_0x5a426d[_0x3735f2(0x721)]=_0x5a426d[_0x3735f2(0x721)]||_0x3735f2(0x14d);}_0xdf3565[_0x3735f2(0x197)][_0x3735f2(0x3da)]&&(Input[_0x3735f2(0x51d)][0x57]='up',Input[_0x3735f2(0x51d)][0x41]=_0x3735f2(0x2b0),Input[_0x3735f2(0x51d)][0x53]='down',Input['keyMapper'][0x44]=_0x3735f2(0x512),Input[_0x3735f2(0x51d)][0x45]=_0x3735f2(0x7c5)),_0xdf3565[_0x3735f2(0x197)]['DashToggleR']&&(Input[_0x3735f2(0x51d)][0x52]=_0x3735f2(0x562)),_0xdf3565[_0x3735f2(0x71d)]['DisplayedParams']=_0xdf3565['Param'][_0x3735f2(0x449)]['map'](_0x4de857=>_0x4de857[_0x3735f2(0x29e)]()[_0x3735f2(0x711)]()),_0xdf3565[_0x3735f2(0x71d)][_0x3735f2(0x4ba)]=_0xdf3565[_0x3735f2(0x71d)][_0x3735f2(0x4ba)][_0x3735f2(0x3a8)](_0x3e329c=>_0x3e329c[_0x3735f2(0x29e)]()['trim']()),_0xdf3565[_0x3735f2(0x7ae)][_0x3735f2(0x444)]=_0xdf3565[_0x3735f2(0x7ae)][_0x3735f2(0x444)]??!![],_0xdf3565[_0x3735f2(0x7ae)][_0x3735f2(0x15f)]=_0xdf3565[_0x3735f2(0x7ae)]['ShiftT_Toggle']??!![];},Scene_Boot['prototype'][_0x17b060(0x2aa)]=function(){this['process_VisuMZ_CoreEngine_jsQuickFunctions']();},Scene_Boot[_0x17b060(0x54a)][_0x17b060(0x5a0)]=function(){const _0x57c94d=_0x17b060,_0x5a3f3f=VisuMZ[_0x57c94d(0x77a)]['Settings'][_0x57c94d(0x1c2)];for(const _0x518fbd of _0x5a3f3f){const _0x10f2db=_0x518fbd['FunctionName'][_0x57c94d(0x39d)](/[ ]/g,''),_0x296eca=_0x518fbd[_0x57c94d(0x101)];VisuMZ['CoreEngine'][_0x57c94d(0x5d2)](_0x10f2db,_0x296eca);}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x5d2)]=function(_0x25f348,_0x5f4929){const _0x516fc1=_0x17b060;if(!!window[_0x25f348]){if($gameTemp[_0x516fc1(0x6dc)]())console[_0x516fc1(0x797)](_0x516fc1(0x3ee)['format'](_0x25f348));}const _0x4baf97=_0x516fc1(0x327)['format'](_0x25f348,_0x5f4929);window[_0x25f348]=new Function(_0x4baf97);},Scene_Boot[_0x17b060(0x54a)]['process_VisuMZ_CoreEngine_CustomParameters']=function(){const _0x476fd3=_0x17b060,_0x20f506=VisuMZ['CoreEngine'][_0x476fd3(0x382)]['CustomParam'];if(!_0x20f506)return;for(const _0x185cb2 of _0x20f506){if(!_0x185cb2)continue;VisuMZ[_0x476fd3(0x77a)][_0x476fd3(0x2ed)](_0x185cb2);}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x42d)]={},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x5e1)]={},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x6f7)]={},VisuMZ[_0x17b060(0x77a)]['CustomParamAbb']={},VisuMZ[_0x17b060(0x77a)]['createCustomParameter']=function(_0x1f8ed7){const _0x4ed798=_0x17b060,_0x3bf3db=_0x1f8ed7[_0x4ed798(0x242)],_0x1d2bd9=_0x1f8ed7['ParamName'],_0x68f719=_0x1f8ed7[_0x4ed798(0x585)],_0x581d78=_0x1f8ed7[_0x4ed798(0x2cf)],_0x36e0e1=new Function(_0x1f8ed7[_0x4ed798(0x15e)]);VisuMZ[_0x4ed798(0x77a)][_0x4ed798(0x42d)][_0x3bf3db[_0x4ed798(0x29e)]()[_0x4ed798(0x711)]()]=_0x1d2bd9,VisuMZ[_0x4ed798(0x77a)][_0x4ed798(0x5e1)][_0x3bf3db['toUpperCase']()[_0x4ed798(0x711)]()]=_0x68f719,VisuMZ['CoreEngine'][_0x4ed798(0x6f7)][_0x3bf3db[_0x4ed798(0x29e)]()[_0x4ed798(0x711)]()]=_0x581d78,VisuMZ[_0x4ed798(0x77a)]['CustomParamAbb'][_0x3bf3db['toUpperCase']()[_0x4ed798(0x711)]()]=_0x3bf3db,Object[_0x4ed798(0x64d)](Game_BattlerBase[_0x4ed798(0x54a)],_0x3bf3db,{'get'(){const _0x2c7d1f=_0x4ed798,_0x1af904=_0x36e0e1[_0x2c7d1f(0x64e)](this);return _0x581d78==='integer'?Math[_0x2c7d1f(0x3fe)](_0x1af904):_0x1af904;}});},VisuMZ[_0x17b060(0x77a)]['ControllerButtons']={},VisuMZ['CoreEngine'][_0x17b060(0x111)]={},Scene_Boot[_0x17b060(0x54a)][_0x17b060(0x68a)]=function(){const _0x230318=_0x17b060,_0x28398b=VisuMZ['CoreEngine'][_0x230318(0x382)][_0x230318(0x4b0)];for(const _0x39d6fc of _0x28398b){const _0x58c40e=(_0x39d6fc[_0x230318(0x516)]||'')['toLowerCase']()[_0x230318(0x711)](),_0x462b79=(_0x39d6fc[_0x230318(0xfb)]||'')[_0x230318(0x853)]()[_0x230318(0x711)]();VisuMZ[_0x230318(0x77a)][_0x230318(0x4b0)][_0x58c40e]=_0x39d6fc,VisuMZ[_0x230318(0x77a)][_0x230318(0x111)][_0x462b79]=_0x58c40e;}},VisuMZ[_0x17b060(0x3d7)]=function(){const _0x293081=_0x17b060;for(const _0x55810f of $dataActors){if(_0x55810f)VisuMZ[_0x293081(0x39a)](_0x55810f);}for(const _0x3ad72a of $dataClasses){if(_0x3ad72a)VisuMZ[_0x293081(0x7e7)](_0x3ad72a);}for(const _0x505e5d of $dataSkills){if(_0x505e5d)VisuMZ[_0x293081(0x481)](_0x505e5d);}for(const _0xbc4ede of $dataItems){if(_0xbc4ede)VisuMZ[_0x293081(0x3a7)](_0xbc4ede);}for(const _0x25d20c of $dataWeapons){if(_0x25d20c)VisuMZ[_0x293081(0x7a2)](_0x25d20c);}for(const _0x5e6354 of $dataArmors){if(_0x5e6354)VisuMZ[_0x293081(0x293)](_0x5e6354);}for(const _0x486bad of $dataEnemies){if(_0x486bad)VisuMZ[_0x293081(0x561)](_0x486bad);}for(const _0x4b3b14 of $dataStates){if(_0x4b3b14)VisuMZ[_0x293081(0x3d8)](_0x4b3b14);}for(const _0x3c2da3 of $dataTilesets){if(_0x3c2da3)VisuMZ[_0x293081(0x289)](_0x3c2da3);}},VisuMZ[_0x17b060(0x39a)]=function(_0x352f16){},VisuMZ[_0x17b060(0x7e7)]=function(_0x384fab){},VisuMZ[_0x17b060(0x481)]=function(_0x3b0c16){},VisuMZ[_0x17b060(0x3a7)]=function(_0x1e8cb9){},VisuMZ[_0x17b060(0x7a2)]=function(_0x2496cb){},VisuMZ['ParseArmorNotetags']=function(_0x5caf26){},VisuMZ['ParseEnemyNotetags']=function(_0x47d788){},VisuMZ[_0x17b060(0x3d8)]=function(_0xfb77de){},VisuMZ['ParseTilesetNotetags']=function(_0x29d5f2){},VisuMZ[_0x17b060(0x77a)]['ParseActorNotetags']=VisuMZ[_0x17b060(0x39a)],VisuMZ[_0x17b060(0x39a)]=function(_0x583f00){const _0x23001b=_0x17b060;VisuMZ[_0x23001b(0x77a)]['ParseActorNotetags']['call'](this,_0x583f00);const _0x3b896e=_0x583f00[_0x23001b(0x85d)];if(_0x3b896e[_0x23001b(0x2ba)](/<MAX LEVEL:[ 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_0x5cc252=_0x17b060;VisuMZ[_0x5cc252(0x77a)][_0x5cc252(0x561)][_0x5cc252(0x64e)](this,_0x21ff67),_0x21ff67['level']=0x1;const _0x160a0b=_0x21ff67['note'];if(_0x160a0b[_0x5cc252(0x2ba)](/<LEVEL:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x4b4)]=Number(RegExp['$1']);if(_0x160a0b[_0x5cc252(0x2ba)](/<MAXHP:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x5aa)][0x0]=Number(RegExp['$1']);if(_0x160a0b['match'](/<MAXMP:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x5aa)][0x1]=Number(RegExp['$1']);if(_0x160a0b[_0x5cc252(0x2ba)](/<ATK:[ ](\d+)>/i))_0x21ff67['params'][0x2]=Number(RegExp['$1']);if(_0x160a0b[_0x5cc252(0x2ba)](/<DEF:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x5aa)][0x3]=Number(RegExp['$1']);if(_0x160a0b['match'](/<MAT:[ ](\d+)>/i))_0x21ff67['params'][0x4]=Number(RegExp['$1']);if(_0x160a0b[_0x5cc252(0x2ba)](/<MDF:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x5aa)][0x5]=Number(RegExp['$1']);if(_0x160a0b['match'](/<AGI:[ ](\d+)>/i))_0x21ff67[_0x5cc252(0x5aa)][0x6]=Number(RegExp['$1']);if(_0x160a0b['match'](/<LUK:[ 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_0x3545b4=_0x17b060;VisuMZ[_0x3545b4(0x77a)][_0x3545b4(0x631)][_0x3545b4(0x64e)](this),$spriteset=null,$subject=null,$targets=null,$target=null;},$subject=null,$targets=null,$target=null,VisuMZ[_0x17b060(0x77a)][_0x17b060(0xfd)]=BattleManager[_0x17b060(0x319)],BattleManager['update']=function(_0x3794c4){const _0x4a754b=_0x17b060;VisuMZ[_0x4a754b(0x77a)][_0x4a754b(0xfd)][_0x4a754b(0x64e)](this,_0x3794c4),$subject=this[_0x4a754b(0x2af)],$targets=this[_0x4a754b(0xf6)],$target=this['_target']||this['_targets'][0x0];},$event=null,VisuMZ[_0x17b060(0x77a)][_0x17b060(0x69f)]=Game_Event[_0x17b060(0x54a)]['start'],Game_Event[_0x17b060(0x54a)][_0x17b060(0x6ae)]=function(){const _0x1ce59a=_0x17b060;VisuMZ['CoreEngine'][_0x1ce59a(0x69f)][_0x1ce59a(0x64e)](this),$event=this;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x58b)]=Scene_Map[_0x17b060(0x54a)][_0x17b060(0x319)],Scene_Map[_0x17b060(0x54a)]['update']=function(){const 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$dataSystem[_0x213e4f(0x3f1)][_0x213e4f(0x5aa)][0x6];if(_0x548bd2===_0x213e4f(0xec))return $dataSystem[_0x213e4f(0x3f1)][_0x213e4f(0x5aa)][0x7];if(_0x548bd2===_0x213e4f(0x889))return _0x447ca3[_0x213e4f(0x434)];if(_0x548bd2===_0x213e4f(0x2ce))return _0x447ca3[_0x213e4f(0x436)];if(_0x548bd2==='CRI')return _0x447ca3['XParamVocab2'];if(_0x548bd2===_0x213e4f(0x4bb))return _0x447ca3[_0x213e4f(0x6d9)];if(_0x548bd2===_0x213e4f(0x17d))return _0x447ca3[_0x213e4f(0x3c8)];if(_0x548bd2===_0x213e4f(0x11f))return _0x447ca3[_0x213e4f(0x603)];if(_0x548bd2==='CNT')return _0x447ca3[_0x213e4f(0x734)];if(_0x548bd2===_0x213e4f(0x599))return _0x447ca3[_0x213e4f(0x2e8)];if(_0x548bd2===_0x213e4f(0x69b))return _0x447ca3[_0x213e4f(0x20b)];if(_0x548bd2===_0x213e4f(0x655))return _0x447ca3[_0x213e4f(0x5d9)];if(_0x548bd2===_0x213e4f(0x260))return _0x447ca3[_0x213e4f(0x748)];if(_0x548bd2==='GRD')return _0x447ca3[_0x213e4f(0x686)];if(_0x548bd2==='REC')return _0x447ca3[_0x213e4f(0x149)];if(_0x548bd2===_0x213e4f(0x728))return _0x447ca3['SParamVocab3'];if(_0x548bd2==='MCR')return _0x447ca3['SParamVocab4'];if(_0x548bd2===_0x213e4f(0x828))return _0x447ca3[_0x213e4f(0x2d8)];if(_0x548bd2===_0x213e4f(0x11a))return _0x447ca3['SParamVocab6'];if(_0x548bd2===_0x213e4f(0x121))return _0x447ca3['SParamVocab7'];if(_0x548bd2===_0x213e4f(0x1a8))return _0x447ca3[_0x213e4f(0x2c8)];if(_0x548bd2==='EXR')return _0x447ca3[_0x213e4f(0x5bf)];if(VisuMZ[_0x213e4f(0x77a)][_0x213e4f(0x42d)][_0x548bd2])return VisuMZ[_0x213e4f(0x77a)][_0x213e4f(0x42d)][_0x548bd2];return'';},TextManager['getInputButtonString']=function(_0x4789b2){const _0x4f3be0=_0x17b060,_0x2dcaaf=Input['getLastUsedGamepadType']();return _0x2dcaaf==='Keyboard'?this['getKeyboardInputButtonString'](_0x4789b2):this[_0x4f3be0(0x806)](_0x2dcaaf,_0x4789b2);},TextManager[_0x17b060(0x38a)]=function(_0x41e1a6){const _0x1c6085=_0x17b060,_0x50544a=VisuMZ[_0x1c6085(0x77a)][_0x1c6085(0x382)][_0x1c6085(0x862)][_0x1c6085(0x337)];if(!_0x50544a){if(_0x41e1a6===_0x1c6085(0x314))_0x41e1a6=_0x1c6085(0xeb);if(_0x41e1a6==='menu')_0x41e1a6=_0x1c6085(0xeb);}let _0x1b2287=[];for(let _0x1ddb59 in Input[_0x1c6085(0x51d)]){_0x1ddb59=Number(_0x1ddb59);if(_0x1ddb59>=0x60&&_0x1ddb59<=0x69)continue;if([0x12,0x20][_0x1c6085(0x1ae)](_0x1ddb59))continue;_0x41e1a6===Input[_0x1c6085(0x51d)][_0x1ddb59]&&_0x1b2287[_0x1c6085(0x6f2)](_0x1ddb59);}for(let _0x49eee4=0x0;_0x49eee4<_0x1b2287['length'];_0x49eee4++){_0x1b2287[_0x49eee4]=TextManager[_0x1c6085(0x522)][_0x1b2287[_0x49eee4]];}return this[_0x1c6085(0x183)](_0x1b2287);},TextManager[_0x17b060(0x183)]=function(_0x3f4f2d){const _0x3d691f=_0x17b060,_0x2d03c2=VisuMZ[_0x3d691f(0x77a)][_0x3d691f(0x382)]['ButtonAssist'],_0x30f15a=_0x2d03c2[_0x3d691f(0x71a)],_0xee4f66=_0x3f4f2d[_0x3d691f(0x122)](),_0x23ac41=_0x3d691f(0x13b)[_0x3d691f(0x1df)](_0xee4f66);return _0x2d03c2[_0x23ac41]?_0x2d03c2[_0x23ac41]:_0x30f15a[_0x3d691f(0x1df)](_0xee4f66);},TextManager[_0x17b060(0x165)]=function(_0x54b7cf,_0x470e3a){const _0x12b7c2=_0x17b060,_0x5c9745=VisuMZ[_0x12b7c2(0x77a)][_0x12b7c2(0x382)][_0x12b7c2(0x862)],_0xf79293=_0x5c9745[_0x12b7c2(0x779)],_0x54c0d4=this[_0x12b7c2(0x713)](_0x54b7cf),_0x2abf08=this[_0x12b7c2(0x713)](_0x470e3a);return _0xf79293[_0x12b7c2(0x1df)](_0x54c0d4,_0x2abf08);},TextManager[_0x17b060(0x806)]=function(_0x38aa38,_0x3fe345){const _0x42a932=_0x17b060,_0x4dd6c0=_0x38aa38['toLowerCase']()[_0x42a932(0x711)](),_0x380080=VisuMZ[_0x42a932(0x77a)][_0x42a932(0x4b0)][_0x4dd6c0];if(!_0x380080)return this[_0x42a932(0x4e8)](_0x38aa38,_0x3fe345);return _0x380080[_0x3fe345]||this[_0x42a932(0x38a)](_0x38aa38,_0x3fe345);},TextManager[_0x17b060(0x4e8)]=function(_0x3db79a,_0x3cc328){const _0x2042ed=_0x17b060,_0x482976=_0x3db79a[_0x2042ed(0x853)]()['trim']();for(const _0x28a5fd in VisuMZ[_0x2042ed(0x77a)][_0x2042ed(0x111)]){if(_0x482976[_0x2042ed(0x1ae)](_0x28a5fd)){const _0x5b90d9=VisuMZ[_0x2042ed(0x77a)][_0x2042ed(0x111)][_0x28a5fd],_0x344f5e=VisuMZ[_0x2042ed(0x77a)][_0x2042ed(0x4b0)][_0x5b90d9];return _0x344f5e[_0x3cc328]||this['getKeyboardInputButtonString'](_0x3cc328);}}return this['getKeyboardInputButtonString'](_0x3cc328);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x5d8)]=ColorManager[_0x17b060(0x866)],ColorManager['loadWindowskin']=function(){const _0x9e4713=_0x17b060;VisuMZ['CoreEngine'][_0x9e4713(0x5d8)]['call'](this),this[_0x9e4713(0x624)]=this[_0x9e4713(0x624)]||{};},ColorManager['getColorDataFromPluginParameters']=function(_0x5c941d,_0x312ef4){const _0x5a4669=_0x17b060;return _0x312ef4=String(_0x312ef4),this['_colorCache']=this[_0x5a4669(0x624)]||{},_0x312ef4[_0x5a4669(0x2ba)](/#(.*)/i)?this[_0x5a4669(0x624)][_0x5c941d]=_0x5a4669(0x611)[_0x5a4669(0x1df)](String(RegExp['$1'])):this[_0x5a4669(0x624)][_0x5c941d]=this[_0x5a4669(0x346)](Number(_0x312ef4)),this['_colorCache'][_0x5c941d];},ColorManager[_0x17b060(0xf7)]=function(_0x1bc991){const _0x52353b=_0x17b060;return _0x1bc991=String(_0x1bc991),_0x1bc991[_0x52353b(0x2ba)](/#(.*)/i)?_0x52353b(0x611)[_0x52353b(0x1df)](String(RegExp['$1'])):this[_0x52353b(0x346)](Number(_0x1bc991));},ColorManager[_0x17b060(0x68e)]=function(){this['_colorCache']={};},ColorManager[_0x17b060(0x743)]=function(){const _0x1cecea=_0x17b060,_0x472e84='_stored_normalColor';this['_colorCache']=this[_0x1cecea(0x624)]||{};if(this[_0x1cecea(0x624)][_0x472e84])return this[_0x1cecea(0x624)][_0x472e84];const _0x57c1d8=VisuMZ[_0x1cecea(0x77a)][_0x1cecea(0x382)][_0x1cecea(0x628)][_0x1cecea(0x616)];return this[_0x1cecea(0x68c)](_0x472e84,_0x57c1d8);},ColorManager[_0x17b060(0x4ca)]=function(){const _0x155b6c=_0x17b060,_0x327076=_0x155b6c(0x280);this['_colorCache']=this['_colorCache']||{};if(this['_colorCache'][_0x327076])return this[_0x155b6c(0x624)][_0x327076];const _0x5c3d8b=VisuMZ[_0x155b6c(0x77a)]['Settings']['Color']['ColorSystem'];return this[_0x155b6c(0x68c)](_0x327076,_0x5c3d8b);},ColorManager[_0x17b060(0x488)]=function(){const _0x4e4a6f=_0x17b060,_0x562045=_0x4e4a6f(0x110);this[_0x4e4a6f(0x624)]=this[_0x4e4a6f(0x624)]||{};if(this[_0x4e4a6f(0x624)][_0x562045])return this['_colorCache'][_0x562045];const _0x3cd747=VisuMZ['CoreEngine'][_0x4e4a6f(0x382)]['Color'][_0x4e4a6f(0x478)];return this[_0x4e4a6f(0x68c)](_0x562045,_0x3cd747);},ColorManager[_0x17b060(0x366)]=function(){const _0x3c3384=_0x17b060,_0x1e034b=_0x3c3384(0x4eb);this[_0x3c3384(0x624)]=this[_0x3c3384(0x624)]||{};if(this[_0x3c3384(0x624)][_0x1e034b])return this[_0x3c3384(0x624)][_0x1e034b];const _0x918163=VisuMZ[_0x3c3384(0x77a)][_0x3c3384(0x382)][_0x3c3384(0x628)][_0x3c3384(0x7c8)];return this[_0x3c3384(0x68c)](_0x1e034b,_0x918163);},ColorManager['gaugeBackColor']=function(){const _0x232d56=_0x17b060,_0x3188b5=_0x232d56(0x102);this[_0x232d56(0x624)]=this['_colorCache']||{};if(this[_0x232d56(0x624)][_0x3188b5])return this[_0x232d56(0x624)][_0x3188b5];const _0x4f594e=VisuMZ[_0x232d56(0x77a)][_0x232d56(0x382)][_0x232d56(0x628)][_0x232d56(0x7cc)];return this['getColorDataFromPluginParameters'](_0x3188b5,_0x4f594e);},ColorManager[_0x17b060(0x191)]=function(){const _0x26083e=_0x17b060,_0x367ced='_stored_hpGaugeColor1';this[_0x26083e(0x624)]=this[_0x26083e(0x624)]||{};if(this[_0x26083e(0x624)][_0x367ced])return this[_0x26083e(0x624)][_0x367ced];const _0x18ce34=VisuMZ['CoreEngine'][_0x26083e(0x382)][_0x26083e(0x628)][_0x26083e(0x3bf)];return this[_0x26083e(0x68c)](_0x367ced,_0x18ce34);},ColorManager[_0x17b060(0x4d7)]=function(){const _0x1fdfc3=_0x17b060,_0x10cf62=_0x1fdfc3(0x171);this[_0x1fdfc3(0x624)]=this[_0x1fdfc3(0x624)]||{};if(this[_0x1fdfc3(0x624)][_0x10cf62])return this[_0x1fdfc3(0x624)][_0x10cf62];const _0x2d18de=VisuMZ[_0x1fdfc3(0x77a)][_0x1fdfc3(0x382)][_0x1fdfc3(0x628)][_0x1fdfc3(0x18f)];return this[_0x1fdfc3(0x68c)](_0x10cf62,_0x2d18de);},ColorManager[_0x17b060(0x12a)]=function(){const _0x15d6d6=_0x17b060,_0x5bf613=_0x15d6d6(0x1a2);this['_colorCache']=this['_colorCache']||{};if(this[_0x15d6d6(0x624)][_0x5bf613])return this[_0x15d6d6(0x624)][_0x5bf613];const _0x4ff817=VisuMZ['CoreEngine'][_0x15d6d6(0x382)][_0x15d6d6(0x628)][_0x15d6d6(0x71c)];return this[_0x15d6d6(0x68c)](_0x5bf613,_0x4ff817);},ColorManager[_0x17b060(0x6a4)]=function(){const _0x116caf=_0x17b060,_0x453915=_0x116caf(0x7eb);this[_0x116caf(0x624)]=this[_0x116caf(0x624)]||{};if(this[_0x116caf(0x624)][_0x453915])return this[_0x116caf(0x624)][_0x453915];const _0x59fe6f=VisuMZ[_0x116caf(0x77a)]['Settings']['Color']['ColorMPGauge2'];return this[_0x116caf(0x68c)](_0x453915,_0x59fe6f);},ColorManager[_0x17b060(0x158)]=function(){const _0x4d2d4f=_0x17b060,_0x1bc893='_stored_mpCostColor';this[_0x4d2d4f(0x624)]=this[_0x4d2d4f(0x624)]||{};if(this[_0x4d2d4f(0x624)][_0x1bc893])return this[_0x4d2d4f(0x624)][_0x1bc893];const _0x2e5e82=VisuMZ[_0x4d2d4f(0x77a)][_0x4d2d4f(0x382)]['Color']['ColorMPCost'];return this[_0x4d2d4f(0x68c)](_0x1bc893,_0x2e5e82);},ColorManager['powerUpColor']=function(){const _0x12aea8=_0x17b060,_0x1c8e65='_stored_powerUpColor';this[_0x12aea8(0x624)]=this[_0x12aea8(0x624)]||{};if(this['_colorCache'][_0x1c8e65])return this[_0x12aea8(0x624)][_0x1c8e65];const _0x3e602a=VisuMZ[_0x12aea8(0x77a)][_0x12aea8(0x382)][_0x12aea8(0x628)][_0x12aea8(0x1f0)];return this[_0x12aea8(0x68c)](_0x1c8e65,_0x3e602a);},ColorManager[_0x17b060(0x57c)]=function(){const _0x3e310c=_0x17b060,_0x55cc26='_stored_powerDownColor';this['_colorCache']=this['_colorCache']||{};if(this[_0x3e310c(0x624)][_0x55cc26])return this[_0x3e310c(0x624)][_0x55cc26];const _0x28e0b6=VisuMZ[_0x3e310c(0x77a)][_0x3e310c(0x382)][_0x3e310c(0x628)]['ColorPowerDown'];return this['getColorDataFromPluginParameters'](_0x55cc26,_0x28e0b6);},ColorManager[_0x17b060(0x163)]=function(){const _0x2544ab=_0x17b060,_0x28453c=_0x2544ab(0x4a7);this[_0x2544ab(0x624)]=this[_0x2544ab(0x624)]||{};if(this['_colorCache'][_0x28453c])return this[_0x2544ab(0x624)][_0x28453c];const _0x15d943=VisuMZ[_0x2544ab(0x77a)]['Settings'][_0x2544ab(0x628)][_0x2544ab(0x5cc)];return this[_0x2544ab(0x68c)](_0x28453c,_0x15d943);},ColorManager[_0x17b060(0x6c8)]=function(){const _0x4d5b13=_0x17b060,_0x15403a='_stored_ctGaugeColor2';this[_0x4d5b13(0x624)]=this[_0x4d5b13(0x624)]||{};if(this[_0x4d5b13(0x624)][_0x15403a])return this['_colorCache'][_0x15403a];const _0x65bde=VisuMZ[_0x4d5b13(0x77a)]['Settings'][_0x4d5b13(0x628)][_0x4d5b13(0x41a)];return this['getColorDataFromPluginParameters'](_0x15403a,_0x65bde);},ColorManager[_0x17b060(0x76b)]=function(){const _0x4ba0a3=_0x17b060,_0x2851a3=_0x4ba0a3(0x36a);this['_colorCache']=this[_0x4ba0a3(0x624)]||{};if(this[_0x4ba0a3(0x624)][_0x2851a3])return this[_0x4ba0a3(0x624)][_0x2851a3];const _0x4028b5=VisuMZ[_0x4ba0a3(0x77a)][_0x4ba0a3(0x382)][_0x4ba0a3(0x628)][_0x4ba0a3(0x703)];return this['getColorDataFromPluginParameters'](_0x2851a3,_0x4028b5);},ColorManager[_0x17b060(0x719)]=function(){const _0x1bd3ee=_0x17b060,_0x3c6e11='_stored_tpGaugeColor2';this[_0x1bd3ee(0x624)]=this[_0x1bd3ee(0x624)]||{};if(this['_colorCache'][_0x3c6e11])return this[_0x1bd3ee(0x624)][_0x3c6e11];const _0x48c8e8=VisuMZ[_0x1bd3ee(0x77a)][_0x1bd3ee(0x382)]['Color'][_0x1bd3ee(0x59c)];return this[_0x1bd3ee(0x68c)](_0x3c6e11,_0x48c8e8);},ColorManager[_0x17b060(0x620)]=function(){const _0x410fd0=_0x17b060,_0x3158d6=_0x410fd0(0x236);this[_0x410fd0(0x624)]=this[_0x410fd0(0x624)]||{};if(this['_colorCache'][_0x3158d6])return this[_0x410fd0(0x624)][_0x3158d6];const _0x31fad1=VisuMZ['CoreEngine'][_0x410fd0(0x382)]['Color'][_0x410fd0(0x3f7)];return this[_0x410fd0(0x68c)](_0x3158d6,_0x31fad1);},ColorManager[_0x17b060(0x19e)]=function(){const _0x411454=_0x17b060,_0x5363db=_0x411454(0x609);this[_0x411454(0x624)]=this[_0x411454(0x624)]||{};if(this[_0x411454(0x624)][_0x5363db])return this[_0x411454(0x624)][_0x5363db];const _0x510f99=VisuMZ[_0x411454(0x77a)][_0x411454(0x382)][_0x411454(0x628)][_0x411454(0x3f7)];return this[_0x411454(0x68c)](_0x5363db,_0x510f99);},ColorManager[_0x17b060(0x4bf)]=function(){const _0x14a5f3=_0x17b060,_0x189443='_stored_expGaugeColor1';this['_colorCache']=this[_0x14a5f3(0x624)]||{};if(this[_0x14a5f3(0x624)][_0x189443])return this[_0x14a5f3(0x624)][_0x189443];const _0x30c189=VisuMZ[_0x14a5f3(0x77a)][_0x14a5f3(0x382)][_0x14a5f3(0x628)]['ColorExpGauge1'];return this[_0x14a5f3(0x68c)](_0x189443,_0x30c189);},ColorManager[_0x17b060(0x4da)]=function(){const _0x54d49c=_0x17b060,_0x7c9d6a=_0x54d49c(0x836);this[_0x54d49c(0x624)]=this[_0x54d49c(0x624)]||{};if(this[_0x54d49c(0x624)][_0x7c9d6a])return this[_0x54d49c(0x624)][_0x7c9d6a];const _0x225b2c=VisuMZ[_0x54d49c(0x77a)][_0x54d49c(0x382)][_0x54d49c(0x628)][_0x54d49c(0x791)];return this[_0x54d49c(0x68c)](_0x7c9d6a,_0x225b2c);},ColorManager[_0x17b060(0x26e)]=function(){const _0x538e0c=_0x17b060,_0x1813ae=_0x538e0c(0x717);this['_colorCache']=this[_0x538e0c(0x624)]||{};if(this[_0x538e0c(0x624)][_0x1813ae])return this[_0x538e0c(0x624)][_0x1813ae];const _0x3e53d1=VisuMZ[_0x538e0c(0x77a)]['Settings'][_0x538e0c(0x628)]['ColorMaxLvGauge1'];return this[_0x538e0c(0x68c)](_0x1813ae,_0x3e53d1);},ColorManager[_0x17b060(0x60d)]=function(){const _0x35ef46=_0x17b060,_0xbca6f8=_0x35ef46(0x345);this[_0x35ef46(0x624)]=this[_0x35ef46(0x624)]||{};if(this[_0x35ef46(0x624)][_0xbca6f8])return this[_0x35ef46(0x624)][_0xbca6f8];const _0xf3ac20=VisuMZ[_0x35ef46(0x77a)][_0x35ef46(0x382)][_0x35ef46(0x628)][_0x35ef46(0x4aa)];return this[_0x35ef46(0x68c)](_0xbca6f8,_0xf3ac20);},ColorManager['hpColor']=function(_0x572785){const _0x16b050=_0x17b060;return VisuMZ[_0x16b050(0x77a)][_0x16b050(0x382)][_0x16b050(0x628)][_0x16b050(0x29b)][_0x16b050(0x64e)](this,_0x572785);},ColorManager['mpColor']=function(_0x12c388){const _0x3ead23=_0x17b060;return VisuMZ[_0x3ead23(0x77a)]['Settings'][_0x3ead23(0x628)][_0x3ead23(0x84e)][_0x3ead23(0x64e)](this,_0x12c388);},ColorManager['tpColor']=function(_0x16fc6f){const _0x539c1d=_0x17b060;return VisuMZ[_0x539c1d(0x77a)]['Settings'][_0x539c1d(0x628)][_0x539c1d(0x4df)][_0x539c1d(0x64e)](this,_0x16fc6f);},ColorManager[_0x17b060(0x7f5)]=function(_0x47a94b){const _0x786be0=_0x17b060;return VisuMZ[_0x786be0(0x77a)]['Settings']['Color'][_0x786be0(0x89d)][_0x786be0(0x64e)](this,_0x47a94b);},ColorManager[_0x17b060(0x35d)]=function(_0x322b59){const _0x4f907c=_0x17b060;return VisuMZ[_0x4f907c(0x77a)][_0x4f907c(0x382)]['Color'][_0x4f907c(0x82f)][_0x4f907c(0x64e)](this,_0x322b59);},ColorManager[_0x17b060(0x409)]=function(){const _0x292508=_0x17b060;return VisuMZ['CoreEngine'][_0x292508(0x382)][_0x292508(0x628)][_0x292508(0x471)];},ColorManager[_0x17b060(0x2dd)]=function(){const _0x34df83=_0x17b060;return VisuMZ[_0x34df83(0x77a)]['Settings'][_0x34df83(0x628)]['OutlineColorDmg']||_0x34df83(0x4d0);},ColorManager[_0x17b060(0x462)]=function(){const _0x1c493b=_0x17b060;return VisuMZ[_0x1c493b(0x77a)][_0x1c493b(0x382)][_0x1c493b(0x628)][_0x1c493b(0x86d)]||_0x1c493b(0x1e2);},ColorManager[_0x17b060(0x587)]=function(){const _0x26da2b=_0x17b060;return VisuMZ['CoreEngine'][_0x26da2b(0x382)]['Color'][_0x26da2b(0x573)];},ColorManager[_0x17b060(0x1a7)]=function(){const _0x2d736c=_0x17b060;return VisuMZ[_0x2d736c(0x77a)][_0x2d736c(0x382)][_0x2d736c(0x628)][_0x2d736c(0x58f)];},ColorManager[_0x17b060(0x208)]=function(){const _0x24df95=_0x17b060;return VisuMZ[_0x24df95(0x77a)]['Settings'][_0x24df95(0x628)][_0x24df95(0x62a)];},ColorManager[_0x17b060(0x5dc)]=function(){const _0x18ce1d=_0x17b060;return VisuMZ[_0x18ce1d(0x77a)][_0x18ce1d(0x382)][_0x18ce1d(0x628)][_0x18ce1d(0x235)];},SceneManager[_0x17b060(0x884)]=[],SceneManager[_0x17b060(0x51e)]=function(){const _0x31ba36=_0x17b060;return this[_0x31ba36(0x2f9)]&&this[_0x31ba36(0x2f9)][_0x31ba36(0x60c)]===Scene_Battle;},SceneManager[_0x17b060(0x482)]=function(){const _0x1c780d=_0x17b060;return this[_0x1c780d(0x2f9)]&&this[_0x1c780d(0x2f9)][_0x1c780d(0x60c)]===Scene_Map;},SceneManager[_0x17b060(0x563)]=function(){const _0x1b708c=_0x17b060;return this[_0x1b708c(0x2f9)]&&this[_0x1b708c(0x2f9)]instanceof Scene_Map;},VisuMZ[_0x17b060(0x77a)]['SceneManager_initialize']=SceneManager[_0x17b060(0x3e0)],SceneManager[_0x17b060(0x3e0)]=function(){const _0x31b7fd=_0x17b060;VisuMZ[_0x31b7fd(0x77a)][_0x31b7fd(0x431)][_0x31b7fd(0x64e)](this),this['initVisuMZCoreEngine']();},VisuMZ['CoreEngine'][_0x17b060(0x6d3)]=SceneManager[_0x17b060(0x856)],SceneManager['onKeyDown']=function(_0x158091){const _0x3db093=_0x17b060;if($gameTemp)this[_0x3db093(0x16a)](_0x158091);VisuMZ[_0x3db093(0x77a)][_0x3db093(0x6d3)]['call'](this,_0x158091);},SceneManager[_0x17b060(0x16a)]=function(_0x246409){const _0x3614dd=_0x17b060;if(!_0x246409[_0x3614dd(0x300)]&&!_0x246409[_0x3614dd(0x31a)])switch(_0x246409[_0x3614dd(0x282)]){case 0x52:this['playTestShiftR']();break;case 0x54:this['playTestShiftT']();break;case 0x75:this['playTestF6']();break;case 0x76:if(Input[_0x3614dd(0x285)](_0x3614dd(0x7f4))||Input['isPressed'](_0x3614dd(0x4c0)))return;this[_0x3614dd(0x4c4)]();break;}else{if(_0x246409[_0x3614dd(0x300)]){let _0x3c1b76=_0x246409[_0x3614dd(0x282)];if(_0x3c1b76>=0x31&&_0x3c1b76<=0x39){const _0xbaf8f2=_0x3c1b76-0x30;return SceneManager[_0x3614dd(0x28e)](_0xbaf8f2);}else{if(_0x3c1b76>=0x61&&_0x3c1b76<=0x69){const _0x13a9f9=_0x3c1b76-0x60;return SceneManager['playtestQuickLoad'](_0x13a9f9);}}}}},SceneManager[_0x17b060(0x795)]=function(){const _0x45a318=_0x17b060;if($gameTemp[_0x45a318(0x6dc)]()&&VisuMZ['CoreEngine'][_0x45a318(0x382)][_0x45a318(0x7ae)][_0x45a318(0x1e7)]){ConfigManager[_0x45a318(0x2d4)]!==0x0?(ConfigManager['bgmVolume']=0x0,ConfigManager[_0x45a318(0x7ec)]=0x0,ConfigManager['meVolume']=0x0,ConfigManager['seVolume']=0x0):(ConfigManager['bgmVolume']=0x64,ConfigManager[_0x45a318(0x7ec)]=0x64,ConfigManager[_0x45a318(0x5c8)]=0x64,ConfigManager['seVolume']=0x64);ConfigManager[_0x45a318(0x25e)]();if(this[_0x45a318(0x2f9)]['constructor']===Scene_Options){if(this['_scene'][_0x45a318(0x48a)])this[_0x45a318(0x2f9)][_0x45a318(0x48a)][_0x45a318(0x80e)]();if(this[_0x45a318(0x2f9)][_0x45a318(0x234)])this['_scene'][_0x45a318(0x234)][_0x45a318(0x80e)]();}}},SceneManager[_0x17b060(0x4c4)]=function(){const _0x434172=_0x17b060;$gameTemp[_0x434172(0x6dc)]()&&VisuMZ[_0x434172(0x77a)]['Settings'][_0x434172(0x7ae)][_0x434172(0x1fd)]&&($gameTemp[_0x434172(0x7cd)]=!$gameTemp[_0x434172(0x7cd)]);},SceneManager['playTestShiftR']=function(){const _0x1f2b5d=_0x17b060;if(!VisuMZ[_0x1f2b5d(0x77a)][_0x1f2b5d(0x382)][_0x1f2b5d(0x7ae)]['ShiftR_Toggle'])return;if(!$gameTemp[_0x1f2b5d(0x6dc)]())return;if(!SceneManager[_0x1f2b5d(0x51e)]())return;if(!Input[_0x1f2b5d(0x285)](_0x1f2b5d(0x7f4)))return;for(const _0x56efd7 of $gameParty[_0x1f2b5d(0x278)]()){if(!_0x56efd7)continue;_0x56efd7[_0x1f2b5d(0x6e4)]();}},SceneManager[_0x17b060(0x8a7)]=function(){const _0x251c8f=_0x17b060;if(!VisuMZ[_0x251c8f(0x77a)][_0x251c8f(0x382)][_0x251c8f(0x7ae)]['ShiftT_Toggle'])return;if(!$gameTemp[_0x251c8f(0x6dc)]())return;if(!SceneManager[_0x251c8f(0x51e)]())return;if(!Input[_0x251c8f(0x285)](_0x251c8f(0x7f4)))return;for(const _0x3338ac of $gameParty[_0x251c8f(0x278)]()){if(!_0x3338ac)continue;_0x3338ac[_0x251c8f(0x36b)](_0x3338ac[_0x251c8f(0x525)]());}},SceneManager[_0x17b060(0x28e)]=function(_0x1e8a2f){const _0x383312=_0x17b060;if(!$gameTemp[_0x383312(0x6dc)]())return;if(!DataManager[_0x383312(0x2d6)](_0x1e8a2f))return;if(!(VisuMZ[_0x383312(0x77a)]['Settings'][_0x383312(0x7ae)]['CtrlQuickLoad']??!![]))return;this[_0x383312(0x6f2)](Scene_QuickLoad),this[_0x383312(0x309)](_0x1e8a2f);},SceneManager[_0x17b060(0x2f6)]=function(){const _0x4ee423=_0x17b060;this[_0x4ee423(0x46f)]=![],this[_0x4ee423(0x32c)]=!VisuMZ[_0x4ee423(0x77a)][_0x4ee423(0x382)]['UI'][_0x4ee423(0x88c)];},SceneManager['setSideButtonLayout']=function(_0x1d4ab0){const _0x3ef50c=_0x17b060;VisuMZ['CoreEngine'][_0x3ef50c(0x382)]['UI'][_0x3ef50c(0x550)]&&(this[_0x3ef50c(0x46f)]=_0x1d4ab0);},SceneManager['isSideButtonLayout']=function(){return this['_sideButtonLayout'];},SceneManager[_0x17b060(0x28c)]=function(){const _0x3cbd53=_0x17b060;return this[_0x3cbd53(0x32c)];},SceneManager[_0x17b060(0x82d)]=function(){const _0x171497=_0x17b060;return this[_0x171497(0x28c)]()||this['isSideButtonLayout']();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x37c)]=SceneManager[_0x17b060(0x26f)],SceneManager['isGameActive']=function(){const _0x2edac8=_0x17b060;return VisuMZ[_0x2edac8(0x77a)][_0x2edac8(0x382)][_0x2edac8(0x7ae)][_0x2edac8(0x343)]?VisuMZ[_0x2edac8(0x77a)]['SceneManager_isGameActive']['call'](this):!![];},SceneManager[_0x17b060(0x7c3)]=function(_0xb8f811){const _0x446132=_0x17b060;if(_0xb8f811 instanceof Error)this[_0x446132(0x6cc)](_0xb8f811);else _0xb8f811 instanceof Array&&_0xb8f811[0x0]===_0x446132(0x7d0)?this[_0x446132(0x602)](_0xb8f811):this[_0x446132(0x608)](_0xb8f811);this['stop']();},VisuMZ['CoreEngine'][_0x17b060(0x303)]=BattleManager[_0x17b060(0x55c)],BattleManager[_0x17b060(0x55c)]=function(){const _0x44a201=_0x17b060;return VisuMZ[_0x44a201(0x77a)]['Settings'][_0x44a201(0x7ae)][_0x44a201(0x878)]?this[_0x44a201(0x2b3)]():VisuMZ[_0x44a201(0x77a)]['BattleManager_processEscape'][_0x44a201(0x64e)](this);},BattleManager['processAlwaysEscape']=function(){const _0x523b20=_0x17b060;return $gameParty['performEscape'](),SoundManager[_0x523b20(0x6c2)](),this[_0x523b20(0x3a9)](),!![];},BattleManager['isTpb']=function(){const _0x2577e6=_0x17b060;return $gameSystem[_0x2577e6(0x43c)]()>=0x1;},BattleManager[_0x17b060(0x484)]=function(){const _0x3c570e=_0x17b060;return $gameSystem[_0x3c570e(0x43c)]()===0x1;},VisuMZ[_0x17b060(0x77a)]['Game_Temp_initialize']=Game_Temp[_0x17b060(0x54a)]['initialize'],Game_Temp[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(){const _0x41037f=_0x17b060;VisuMZ['CoreEngine']['Game_Temp_initialize'][_0x41037f(0x64e)](this),this[_0x41037f(0x605)](),this['createFauxAnimationQueue'](),this['createPointAnimationQueue']();},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x605)]=function(){const _0x11d48d=_0x17b060;VisuMZ['CoreEngine'][_0x11d48d(0x382)][_0x11d48d(0x7ae)][_0x11d48d(0x758)]&&(this[_0x11d48d(0x473)]=![]);},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x813)]=function(_0x8b00c1){const _0x41257d=_0x17b060;this[_0x41257d(0x852)]=_0x8b00c1;},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x2be)]=function(){const _0x2c97e5=_0x17b060;return this[_0x2c97e5(0x852)];},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x834)]=function(){const _0x438d7c=_0x17b060;this[_0x438d7c(0x812)]=undefined,this['_forcedBattleSys']=undefined,this['_forcedBattleGridSystem']=undefined;},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x3cc)]=function(_0x3195b0){const _0x4a627c=_0x17b060;$gameMap&&$dataMap&&$dataMap[_0x4a627c(0x85d)]&&this[_0x4a627c(0x536)]($dataMap[_0x4a627c(0x85d)]);const _0x183171=$dataTroops[_0x3195b0];if(_0x183171){let _0x445050=DataManager[_0x4a627c(0x70a)](_0x183171['id']);this[_0x4a627c(0x536)](_0x445050);}},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x536)]=function(_0x499d88){const _0xe09c5c=_0x17b060;if(!_0x499d88)return;if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:FRONTVIEW|FRONT VIEW|FV)>/i))this[_0xe09c5c(0x812)]='FV';else{if(_0x499d88['match'](/<(?:SIDEVIEW|SIDE VIEW|SV)>/i))this['_forcedTroopView']='SV';else{if(_0x499d88['match'](/<(?:BATTLEVIEW|BATTLE VIEW):[ ](.*)>/i)){const _0x17ac41=String(RegExp['$1']);if(_0x17ac41[_0xe09c5c(0x2ba)](/(?:FRONTVIEW|FRONT VIEW|FV)/i))this[_0xe09c5c(0x812)]='FV';else _0x17ac41[_0xe09c5c(0x2ba)](/(?:SIDEVIEW|SIDE VIEW|SV)/i)&&(this[_0xe09c5c(0x812)]='SV');}}}if(_0x499d88['match'](/<(?:DTB)>/i))this[_0xe09c5c(0x652)]=0x0;else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:TPB|ATB)[ ]ACTIVE>/i))this[_0xe09c5c(0x652)]=0x1;else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:TPB|ATB)[ ]WAIT>/i))this[_0xe09c5c(0x652)]=0x2;else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:TPB|ATB)>/i))this[_0xe09c5c(0x652)]=0x2;else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:CTB)>/i))Imported[_0xe09c5c(0x222)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x630));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:STB)>/i))Imported[_0xe09c5c(0x156)]&&(this[_0xe09c5c(0x652)]='STB');else{if(_0x499d88['match'](/<(?:BTB)>/i))Imported[_0xe09c5c(0x385)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x189));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:FTB)>/i))Imported[_0xe09c5c(0x458)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x803));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:OTB)>/i))Imported[_0xe09c5c(0x452)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x648));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:ETB)>/i))Imported[_0xe09c5c(0x1b4)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x19a));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:PTB)>/i))Imported[_0xe09c5c(0x681)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x65b));else{if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:BATTLEVIEW|BATTLE VIEW):[ ](.*)>/i)){const _0x33ca51=String(RegExp['$1']);if(_0x33ca51[_0xe09c5c(0x2ba)](/DTB/i))this[_0xe09c5c(0x652)]=0x0;else{if(_0x33ca51[_0xe09c5c(0x2ba)](/(?:TPB|ATB)[ ]ACTIVE/i))this[_0xe09c5c(0x652)]=0x1;else{if(_0x33ca51[_0xe09c5c(0x2ba)](/(?:TPB|ATB)[ ]WAIT/i))this[_0xe09c5c(0x652)]=0x2;else{if(_0x33ca51['match'](/CTB/i))Imported['VisuMZ_2_BattleSystemCTB']&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x630));else{if(_0x33ca51[_0xe09c5c(0x2ba)](/STB/i))Imported[_0xe09c5c(0x156)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x5f0));else{if(_0x33ca51[_0xe09c5c(0x2ba)](/BTB/i))Imported[_0xe09c5c(0x385)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x189));else{if(_0x33ca51[_0xe09c5c(0x2ba)](/FTB/i))Imported[_0xe09c5c(0x458)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x803));else{if(_0x33ca51[_0xe09c5c(0x2ba)](/OTB/i))Imported['VisuMZ_2_BattleSystemOTB']&&(this[_0xe09c5c(0x652)]='OTB');else{if(_0x33ca51['match'](/ETB/i))Imported[_0xe09c5c(0x1b4)]&&(this[_0xe09c5c(0x652)]=_0xe09c5c(0x19a));else _0x33ca51[_0xe09c5c(0x2ba)](/PTB/i)&&(Imported['VisuMZ_2_BattleSystemPTB']&&(this['_forcedBattleSys']=_0xe09c5c(0x65b)));}}}}}}}}}}}}}}}}}}}}if(_0x499d88[_0xe09c5c(0x2ba)](/<(?:|BATTLE )GRID>/i))this[_0xe09c5c(0x80d)]=!![];else _0x499d88[_0xe09c5c(0x2ba)](/<NO (?:|BATTLE )GRID>/i)&&(this[_0xe09c5c(0x80d)]=![]);},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x106)]=function(){this['_fauxAnimationQueue']=[];},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x847)]=function(_0x5ad0b9,_0x137def,_0x57f971,_0x15ab21){const _0x5e0dab=_0x17b060;if(!this[_0x5e0dab(0x4a2)]())return;_0x57f971=_0x57f971||![],_0x15ab21=_0x15ab21||![];if($dataAnimations[_0x137def]){const _0x2bce0e={'targets':_0x5ad0b9,'animationId':_0x137def,'mirror':_0x57f971,'mute':_0x15ab21};this[_0x5e0dab(0x34c)][_0x5e0dab(0x6f2)](_0x2bce0e);for(const _0x5929f6 of _0x5ad0b9){_0x5929f6[_0x5e0dab(0x340)]&&_0x5929f6['startAnimation']();}}},Game_Temp[_0x17b060(0x54a)]['showFauxAnimations']=function(){return!![];},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x5c6)]=function(){const _0x4ec32b=_0x17b060;return this['_fauxAnimationQueue'][_0x4ec32b(0x7f4)]();},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x29d)]=function(){this['_pointAnimationQueue']=[];},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x7f0)]=function(_0x466c8a,_0x40a1ac,_0x3be11d,_0x460596,_0x7137f4){const _0xbeebb8=_0x17b060;if(!this['showPointAnimations']())return;_0x460596=_0x460596||![],_0x7137f4=_0x7137f4||![];if($dataAnimations[_0x3be11d]){const _0x3e7fea={'x':_0x466c8a,'y':_0x40a1ac,'animationId':_0x3be11d,'mirror':_0x460596,'mute':_0x7137f4};this[_0xbeebb8(0xe7)][_0xbeebb8(0x6f2)](_0x3e7fea);}},Game_Temp[_0x17b060(0x54a)][_0x17b060(0xe5)]=function(){return!![];},Game_Temp['prototype']['retrievePointAnimation']=function(){const _0x1d2347=_0x17b060;return this[_0x1d2347(0xe7)][_0x1d2347(0x7f4)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x567)]=Game_System[_0x17b060(0x54a)]['initialize'],Game_System[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(){const _0x546b34=_0x17b060;VisuMZ[_0x546b34(0x77a)][_0x546b34(0x567)][_0x546b34(0x64e)](this),this[_0x546b34(0x181)]();},Game_System[_0x17b060(0x54a)][_0x17b060(0x181)]=function(){const _0x49fe81=_0x17b060;this[_0x49fe81(0x80c)]={'SideView':$dataSystem[_0x49fe81(0x692)],'BattleSystem':this['initialBattleSystem'](),'FontSize':$dataSystem['advanced']['fontSize'],'Padding':0xc};},Game_System[_0x17b060(0x54a)][_0x17b060(0x4a1)]=function(){const _0x5cafda=_0x17b060;if($gameTemp[_0x5cafda(0x812)]==='SV')return!![];else{if($gameTemp[_0x5cafda(0x812)]==='FV')return![];}if(this[_0x5cafda(0x80c)]===undefined)this[_0x5cafda(0x181)]();if(this[_0x5cafda(0x80c)][_0x5cafda(0x2d7)]===undefined)this['initCoreEngine']();return this['_CoreEngineSettings'][_0x5cafda(0x2d7)];},Game_System[_0x17b060(0x54a)][_0x17b060(0x7b5)]=function(_0x245e2e){const _0x5b2ad3=_0x17b060;if(this[_0x5b2ad3(0x80c)]===undefined)this[_0x5b2ad3(0x181)]();if(this[_0x5b2ad3(0x80c)]['SideView']===undefined)this[_0x5b2ad3(0x181)]();this['_CoreEngineSettings'][_0x5b2ad3(0x2d7)]=_0x245e2e;},Game_System['prototype'][_0x17b060(0x379)]=function(){const _0x1f03ac=_0x17b060;if(this[_0x1f03ac(0x80c)]===undefined)this[_0x1f03ac(0x181)]();this[_0x1f03ac(0x80c)][_0x1f03ac(0x583)]=this[_0x1f03ac(0x4dd)]();},Game_System['prototype'][_0x17b060(0x4dd)]=function(){const _0x227850=_0x17b060,_0x4dc85e=(VisuMZ[_0x227850(0x77a)][_0x227850(0x382)][_0x227850(0x583)]||_0x227850(0x730))['toUpperCase']()[_0x227850(0x711)]();return VisuMZ[_0x227850(0x77a)][_0x227850(0x1f2)](_0x4dc85e);},Game_System[_0x17b060(0x54a)]['getBattleSystem']=function(){const _0x271533=_0x17b060;if($gameTemp[_0x271533(0x652)]!==undefined)return $gameTemp['_forcedBattleSys'];if(this[_0x271533(0x80c)]===undefined)this[_0x271533(0x181)]();if(this[_0x271533(0x80c)][_0x271533(0x583)]===undefined)this[_0x271533(0x379)]();return this[_0x271533(0x80c)][_0x271533(0x583)];},Game_System[_0x17b060(0x54a)][_0x17b060(0xf1)]=function(_0x3b293c){const _0x57e0ec=_0x17b060;if(this[_0x57e0ec(0x80c)]===undefined)this['initCoreEngine']();if(this['_CoreEngineSettings']['BattleSystem']===undefined)this['resetBattleSystem']();this[_0x57e0ec(0x80c)]['BattleSystem']=_0x3b293c;},Game_System[_0x17b060(0x54a)][_0x17b060(0xf9)]=function(){const _0x44686b=_0x17b060;if(this['_CoreEngineSettings']===undefined)this['initCoreEngine']();if(this[_0x44686b(0x80c)][_0x44686b(0x8a9)]===undefined)this['initCoreEngine']();return this[_0x44686b(0x80c)][_0x44686b(0x8a9)];},Game_System[_0x17b060(0x54a)][_0x17b060(0x205)]=function(_0x106882){const 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_0x3759cc=_0x17b060;VisuMZ[_0x3759cc(0x77a)]['Game_Screen_initialize'][_0x3759cc(0x64e)](this),this[_0x3759cc(0x388)]();},Game_Screen[_0x17b060(0x54a)][_0x17b060(0x388)]=function(){const _0x4f72e5=_0x17b060,_0x4629a9=VisuMZ[_0x4f72e5(0x77a)][_0x4f72e5(0x382)][_0x4f72e5(0x783)];this[_0x4f72e5(0x5b7)]=_0x4629a9?.[_0x4f72e5(0x527)]||'random';},Game_Screen[_0x17b060(0x54a)][_0x17b060(0x811)]=function(){const _0x53c235=_0x17b060;if(this[_0x53c235(0x5b7)]===undefined)this[_0x53c235(0x388)]();return this[_0x53c235(0x5b7)];},Game_Screen['prototype'][_0x17b060(0x470)]=function(_0x344eac){const _0x3b1e95=_0x17b060;if(this[_0x3b1e95(0x5b7)]===undefined)this[_0x3b1e95(0x388)]();this[_0x3b1e95(0x5b7)]=_0x344eac['toLowerCase']()[_0x3b1e95(0x711)]();},Game_Picture[_0x17b060(0x54a)][_0x17b060(0x44c)]=function(){const _0x38bd2a=_0x17b060;if($gameParty['inBattle']())return![];return this[_0x38bd2a(0x355)]()&&this['onlyfilename']()[_0x38bd2a(0x65c)](0x0)==='!';},Game_Picture[_0x17b060(0x54a)][_0x17b060(0x355)]=function(){const _0x4ee2ff=_0x17b060;return this[_0x4ee2ff(0x3e9)][_0x4ee2ff(0x60b)]('/')[_0x4ee2ff(0x122)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x17c)]=Game_Picture[_0x17b060(0x54a)]['x'],Game_Picture[_0x17b060(0x54a)]['x']=function(){const _0x2d1274=_0x17b060;return this[_0x2d1274(0x44c)]()?this[_0x2d1274(0x503)]():VisuMZ[_0x2d1274(0x77a)][_0x2d1274(0x17c)]['call'](this);},Game_Picture['prototype']['xScrollLinkedOffset']=function(){const _0x2d640c=_0x17b060,_0x4db073=$gameMap[_0x2d640c(0x664)]()*$gameMap['tileWidth']();return(this['_x']-_0x4db073)*$gameScreen[_0x2d640c(0x3ae)]();},VisuMZ['CoreEngine'][_0x17b060(0x32d)]=Game_Picture[_0x17b060(0x54a)]['y'],Game_Picture[_0x17b060(0x54a)]['y']=function(){const _0x9bdfe1=_0x17b060;return this[_0x9bdfe1(0x44c)]()?this[_0x9bdfe1(0x772)]():VisuMZ['CoreEngine'][_0x9bdfe1(0x32d)][_0x9bdfe1(0x64e)](this);},Game_Picture[_0x17b060(0x54a)][_0x17b060(0x772)]=function(){const _0x4c77bc=_0x17b060,_0x22e623=$gameMap[_0x4c77bc(0x625)]()*$gameMap[_0x4c77bc(0x251)]();return(this['_y']-_0x22e623)*$gameScreen[_0x4c77bc(0x3ae)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x5e7)]=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x3ed)],Game_Picture[_0x17b060(0x54a)][_0x17b060(0x3ed)]=function(){const _0x5749a7=_0x17b060;let _0x1313c0=VisuMZ[_0x5749a7(0x77a)][_0x5749a7(0x5e7)][_0x5749a7(0x64e)](this);return this[_0x5749a7(0x44c)]()&&(_0x1313c0*=$gameScreen[_0x5749a7(0x3ae)]()),_0x1313c0;},VisuMZ['CoreEngine']['Game_Picture_scaleY']=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x6d2)],Game_Picture[_0x17b060(0x54a)][_0x17b060(0x6d2)]=function(){const _0x418fd8=_0x17b060;let _0x5ba4b0=VisuMZ[_0x418fd8(0x77a)][_0x418fd8(0x46d)][_0x418fd8(0x64e)](this);return this['isMapScrollLinked']()&&(_0x5ba4b0*=$gameScreen['zoomScale']()),_0x5ba4b0;},Game_Picture[_0x17b060(0x54a)][_0x17b060(0x3c4)]=function(_0x1ba4eb){const _0x405ce5=_0x17b060;this[_0x405ce5(0x4c1)]=_0x1ba4eb;},VisuMZ[_0x17b060(0x77a)]['Game_Picture_calcEasing']=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x1b3)],Game_Picture[_0x17b060(0x54a)][_0x17b060(0x1b3)]=function(_0x7375d6){const _0x557a72=_0x17b060;return this[_0x557a72(0x4c1)]=this[_0x557a72(0x4c1)]||0x0,[0x0,0x1,0x2,0x3][_0x557a72(0x1ae)](this[_0x557a72(0x4c1)])?VisuMZ[_0x557a72(0x77a)][_0x557a72(0x32e)][_0x557a72(0x64e)](this,_0x7375d6):VisuMZ[_0x557a72(0x30b)](_0x7375d6,this[_0x557a72(0x4c1)]);},VisuMZ[_0x17b060(0x77a)]['Game_Picture_initRotation']=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x890)],Game_Picture[_0x17b060(0x54a)][_0x17b060(0x890)]=function(){const _0xb95915=_0x17b060;VisuMZ['CoreEngine']['Game_Picture_initRotation'][_0xb95915(0x64e)](this),this[_0xb95915(0x870)]();},Game_Picture[_0x17b060(0x54a)]['initRotationCoreEngine']=function(){const _0x2dd427=_0x17b060;this['_anglePlus']={'current':0x0,'target':0x0,'duration':0x0,'wholeDuration':0x0,'easingType':_0x2dd427(0x6a8)};},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x8a2)]=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x5d7)],Game_Picture[_0x17b060(0x54a)][_0x17b060(0x5d7)]=function(){const _0x4e625c=_0x17b060;let _0x80f477=VisuMZ[_0x4e625c(0x77a)][_0x4e625c(0x8a2)][_0x4e625c(0x64e)](this);return _0x80f477+=this[_0x4e625c(0x8b7)](),_0x80f477;},Game_Picture['prototype']['anglePlus']=function(){const _0x33e46d=_0x17b060;if(this[_0x33e46d(0x86a)]===undefined)this[_0x33e46d(0x870)]();return this['_anglePlus']['current']||0x0;},Game_Picture[_0x17b060(0x54a)][_0x17b060(0x1d3)]=function(_0x207de3,_0x1a50e4,_0x4fe5a3){const 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_0x5b14a9=_0x17b060;if(this[_0x5b14a9(0x86a)]===undefined)this[_0x5b14a9(0x870)]();this[_0x5b14a9(0x86a)][_0x5b14a9(0x1b0)]+=_0x172497||0x0,this[_0x5b14a9(0x86a)][_0x5b14a9(0x5cd)]=_0x3a46dd||0x0,this[_0x5b14a9(0x86a)][_0x5b14a9(0x126)]=_0x3a46dd||0x0,this[_0x5b14a9(0x86a)][_0x5b14a9(0x475)]=_0x28403f||'Linear',_0x3a46dd<=0x0&&(this[_0x5b14a9(0x86a)][_0x5b14a9(0x596)]=this['_anglePlus'][_0x5b14a9(0x1b0)]);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x24e)]=Game_Picture[_0x17b060(0x54a)][_0x17b060(0x47d)],Game_Picture[_0x17b060(0x54a)]['updateRotation']=function(){const _0x13493d=_0x17b060;VisuMZ[_0x13493d(0x77a)][_0x13493d(0x24e)]['call'](this),this[_0x13493d(0xed)]();},Game_Picture[_0x17b060(0x54a)][_0x17b060(0xed)]=function(){const _0x3150d1=_0x17b060;if(this[_0x3150d1(0x86a)]===undefined)this[_0x3150d1(0x870)]();const 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_0x63091f=_0x17b060;return VisuMZ[_0x63091f(0x77a)][_0x63091f(0x382)]['QoL'][_0x63091f(0x420)]?this[_0x63091f(0x5ca)](_0x2b1f08):VisuMZ[_0x63091f(0x77a)][_0x63091f(0x64c)][_0x63091f(0x64e)](this,_0x2b1f08);},Game_Action[_0x17b060(0x54a)][_0x17b060(0x5ca)]=function(_0xa652ab){const _0x427b23=_0x17b060,_0x423490=this[_0x427b23(0x133)](_0xa652ab),_0x1da599=this[_0x427b23(0x4a8)](_0xa652ab),_0x4d6046=this[_0x427b23(0x347)](_0xa652ab);return _0x423490*(_0x1da599-_0x4d6046);},VisuMZ[_0x17b060(0x77a)]['Game_Action_itemEva']=Game_Action[_0x17b060(0x54a)][_0x17b060(0x4cd)],Game_Action['prototype']['itemEva']=function(_0x4ff88b){const _0x7ad7d2=_0x17b060;return VisuMZ[_0x7ad7d2(0x77a)][_0x7ad7d2(0x382)]['QoL'][_0x7ad7d2(0x420)]?0x0:VisuMZ[_0x7ad7d2(0x77a)]['Game_Action_itemEva'][_0x7ad7d2(0x64e)](this,_0x4ff88b);},Game_Action['prototype']['itemSuccessRate']=function(_0x133293){const _0x298eb5=_0x17b060;return this[_0x298eb5(0x2f7)]()[_0x298eb5(0x75b)]*0.01;},Game_Action[_0x17b060(0x54a)]['subjectHitRate']=function(_0xbd9ce2){const _0x362fee=_0x17b060;if(VisuMZ[_0x362fee(0x77a)]['Settings'][_0x362fee(0x7ae)][_0x362fee(0x2c0)]&&this[_0x362fee(0x756)]())return 0x1;return this[_0x362fee(0x67f)]()?VisuMZ['CoreEngine'][_0x362fee(0x382)][_0x362fee(0x7ae)][_0x362fee(0x2c0)]&&this[_0x362fee(0x18a)]()[_0x362fee(0x4dc)]()?this['subject']()[_0x362fee(0x6ad)]+0.05:this[_0x362fee(0x18a)]()[_0x362fee(0x6ad)]:0x1;},Game_Action[_0x17b060(0x54a)][_0x17b060(0x347)]=function(_0x4c52e5){const _0x1e0339=_0x17b060;if(this[_0x1e0339(0x18a)]()[_0x1e0339(0x4dc)]()===_0x4c52e5[_0x1e0339(0x4dc)]())return 0x0;if(this[_0x1e0339(0x67f)]())return VisuMZ[_0x1e0339(0x77a)][_0x1e0339(0x382)][_0x1e0339(0x7ae)][_0x1e0339(0x2c0)]&&_0x4c52e5[_0x1e0339(0x663)]()?_0x4c52e5[_0x1e0339(0x6f9)]-0.05:_0x4c52e5['eva'];else return this[_0x1e0339(0x3fd)]()?_0x4c52e5['mev']:0x0;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x597)]=Game_Action[_0x17b060(0x54a)]['updateLastTarget'],Game_Action[_0x17b060(0x54a)][_0x17b060(0x5c5)]=function(_0x1ff43d){const _0x20fb97=_0x17b060;VisuMZ[_0x20fb97(0x77a)][_0x20fb97(0x597)][_0x20fb97(0x64e)](this,_0x1ff43d);if(VisuMZ[_0x20fb97(0x77a)][_0x20fb97(0x382)]['QoL'][_0x20fb97(0x420)])return;const _0x287f17=_0x1ff43d[_0x20fb97(0x7ce)]();_0x287f17[_0x20fb97(0x320)]&&(0x1-this[_0x20fb97(0x4cd)](_0x1ff43d)>this['itemHit'](_0x1ff43d)&&(_0x287f17[_0x20fb97(0x320)]=![],_0x287f17['evaded']=!![]));},VisuMZ['CoreEngine'][_0x17b060(0x2f0)]=Game_BattlerBase[_0x17b060(0x54a)]['initMembers'],Game_BattlerBase['prototype']['initMembers']=function(){const _0x334020=_0x17b060;this[_0x334020(0x233)]={},VisuMZ[_0x334020(0x77a)]['Game_BattlerBase_initMembers']['call'](this);},VisuMZ['CoreEngine']['Game_BattlerBase_refresh']=Game_BattlerBase[_0x17b060(0x54a)]['refresh'],Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x80e)]=function(){const _0x3bfcb0=_0x17b060;this[_0x3bfcb0(0x233)]={},VisuMZ['CoreEngine'][_0x3bfcb0(0x7ac)]['call'](this);},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x89c)]=function(_0x21ecbf){const _0x20e34d=_0x17b060;return this[_0x20e34d(0x233)]=this['_cache']||{},this[_0x20e34d(0x233)][_0x21ecbf]!==undefined;},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x38f)]=function(_0x4ffc24){const _0x5d2754=_0x17b060,_0x237c88=(_0x24549b,_0x34b290)=>{const _0xaaafa9=_0x55f7;if(!_0x34b290)return _0x24549b;if(_0x34b290[_0xaaafa9(0x85d)][_0xaaafa9(0x2ba)](VisuMZ['CoreEngine'][_0xaaafa9(0x1bc)][_0xaaafa9(0x38f)][_0x4ffc24])){var _0x15fe55=Number(RegExp['$1']);_0x24549b+=_0x15fe55;}if(_0x34b290[_0xaaafa9(0x85d)]['match'](VisuMZ[_0xaaafa9(0x77a)][_0xaaafa9(0x1bc)][_0xaaafa9(0x3b1)][_0x4ffc24])){var _0x3fdebb=String(RegExp['$1']);try{_0x24549b+=eval(_0x3fdebb);}catch(_0x26b578){if($gameTemp[_0xaaafa9(0x6dc)]())console[_0xaaafa9(0x797)](_0x26b578);}}return _0x24549b;};return this[_0x5d2754(0x5b1)]()[_0x5d2754(0x63a)](_0x237c88,this['_paramPlus'][_0x4ffc24]);},Game_BattlerBase[_0x17b060(0x54a)]['paramMax']=function(_0xaac53a){const _0x5e0547=_0x17b060;var _0x25c56d=_0x5e0547(0x15b)+(this[_0x5e0547(0x4dc)]()?'Actor':'Enemy')+_0x5e0547(0x65a)+_0xaac53a;if(this['checkCacheKey'](_0x25c56d))return this[_0x5e0547(0x233)][_0x25c56d];this[_0x5e0547(0x233)][_0x25c56d]=eval(VisuMZ['CoreEngine'][_0x5e0547(0x382)][_0x5e0547(0x71d)][_0x25c56d]);const _0x312a0c=(_0x257d46,_0x5d717c)=>{const _0x507f01=_0x5e0547;if(!_0x5d717c)return _0x257d46;if(_0x5d717c[_0x507f01(0x85d)]['match'](VisuMZ[_0x507f01(0x77a)][_0x507f01(0x1bc)]['paramMax'][_0xaac53a])){var _0x3468ec=Number(RegExp['$1']);if(_0x3468ec===0x0)_0x3468ec=Number[_0x507f01(0x29a)];_0x257d46=Math['max'](_0x257d46,_0x3468ec);}if(_0x5d717c[_0x507f01(0x85d)]['match'](VisuMZ['CoreEngine'][_0x507f01(0x1bc)]['paramMaxJS'][_0xaac53a])){var _0x1d732b=String(RegExp['$1']);try{_0x257d46=Math[_0x507f01(0x7f9)](_0x257d46,Number(eval(_0x1d732b)));}catch(_0x2aaee8){if($gameTemp['isPlaytest']())console[_0x507f01(0x797)](_0x2aaee8);}}return _0x257d46;};if(this[_0x5e0547(0x233)][_0x25c56d]===0x0)this[_0x5e0547(0x233)][_0x25c56d]=Number[_0x5e0547(0x29a)];return this['_cache'][_0x25c56d]=this[_0x5e0547(0x5b1)]()['reduce'](_0x312a0c,this[_0x5e0547(0x233)][_0x25c56d]),this[_0x5e0547(0x233)][_0x25c56d];},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x3e7)]=function(_0x12a4df){const _0x121d5a=_0x17b060,_0x4f1f88=this[_0x121d5a(0x4db)](Game_BattlerBase[_0x121d5a(0x492)],_0x12a4df),_0x27dcf0=(_0x21307d,_0x5c3f4e)=>{const _0x3205b8=_0x121d5a;if(!_0x5c3f4e)return _0x21307d;if(_0x5c3f4e['note']['match'](VisuMZ['CoreEngine'][_0x3205b8(0x1bc)][_0x3205b8(0x48b)][_0x12a4df])){var _0x2abb45=Number(RegExp['$1'])/0x64;_0x21307d*=_0x2abb45;}if(_0x5c3f4e[_0x3205b8(0x85d)][_0x3205b8(0x2ba)](VisuMZ[_0x3205b8(0x77a)][_0x3205b8(0x1bc)][_0x3205b8(0xea)][_0x12a4df])){var _0x2abb45=Number(RegExp['$1']);_0x21307d*=_0x2abb45;}if(_0x5c3f4e[_0x3205b8(0x85d)][_0x3205b8(0x2ba)](VisuMZ[_0x3205b8(0x77a)][_0x3205b8(0x1bc)][_0x3205b8(0x180)][_0x12a4df])){var _0x3d1486=String(RegExp['$1']);try{_0x21307d*=eval(_0x3d1486);}catch(_0xd7fe5d){if($gameTemp['isPlaytest']())console['log'](_0xd7fe5d);}}return _0x21307d;};return this[_0x121d5a(0x5b1)]()['reduce'](_0x27dcf0,_0x4f1f88);},Game_BattlerBase['prototype'][_0x17b060(0x47a)]=function(_0x795d67){const _0x75f978=_0x17b060,_0x37bd8f=(_0x49b3ea,_0xb67d7b)=>{const _0x2765f0=_0x55f7;if(!_0xb67d7b)return _0x49b3ea;if(_0xb67d7b[_0x2765f0(0x85d)]['match'](VisuMZ[_0x2765f0(0x77a)][_0x2765f0(0x1bc)]['paramFlat'][_0x795d67])){var _0x18d1e5=Number(RegExp['$1']);_0x49b3ea+=_0x18d1e5;}if(_0xb67d7b[_0x2765f0(0x85d)][_0x2765f0(0x2ba)](VisuMZ[_0x2765f0(0x77a)]['RegExp'][_0x2765f0(0x28b)][_0x795d67])){var _0x303b7b=String(RegExp['$1']);try{_0x49b3ea+=eval(_0x303b7b);}catch(_0x13f7c7){if($gameTemp[_0x2765f0(0x6dc)]())console[_0x2765f0(0x797)](_0x13f7c7);}}return _0x49b3ea;};return this[_0x75f978(0x5b1)]()['reduce'](_0x37bd8f,0x0);},Game_BattlerBase['prototype'][_0x17b060(0x7a1)]=function(_0x19a360){const _0x54ce6a=_0x17b060;let _0x41b693=_0x54ce6a(0x7a1)+_0x19a360+'Total';if(this[_0x54ce6a(0x89c)](_0x41b693))return this[_0x54ce6a(0x233)][_0x41b693];return this['_cache'][_0x41b693]=Math[_0x54ce6a(0x3fe)](VisuMZ[_0x54ce6a(0x77a)][_0x54ce6a(0x382)][_0x54ce6a(0x71d)][_0x54ce6a(0x250)][_0x54ce6a(0x64e)](this,_0x19a360)),this['_cache'][_0x41b693];},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x8a8)]=function(_0x4fd2fe){const _0x53a2e1=_0x17b060,_0x2f17be=(_0x54502e,_0xd068c6)=>{const _0x4f5254=_0x55f7;if(!_0xd068c6)return _0x54502e;if(_0xd068c6[_0x4f5254(0x85d)][_0x4f5254(0x2ba)](VisuMZ[_0x4f5254(0x77a)][_0x4f5254(0x1bc)]['xparamPlus1'][_0x4fd2fe])){var _0x797e40=Number(RegExp['$1'])/0x64;_0x54502e+=_0x797e40;}if(_0xd068c6[_0x4f5254(0x85d)][_0x4f5254(0x2ba)](VisuMZ[_0x4f5254(0x77a)]['RegExp']['xparamPlus2'][_0x4fd2fe])){var _0x797e40=Number(RegExp['$1']);_0x54502e+=_0x797e40;}if(_0xd068c6[_0x4f5254(0x85d)][_0x4f5254(0x2ba)](VisuMZ[_0x4f5254(0x77a)][_0x4f5254(0x1bc)][_0x4f5254(0x589)][_0x4fd2fe])){var _0x98531f=String(RegExp['$1']);try{_0x54502e+=eval(_0x98531f);}catch(_0x5793b0){if($gameTemp[_0x4f5254(0x6dc)]())console[_0x4f5254(0x797)](_0x5793b0);}}return _0x54502e;};return this[_0x53a2e1(0x5b1)]()['reduce'](_0x2f17be,0x0);},Game_BattlerBase[_0x17b060(0x54a)]['xparamRate']=function(_0x468ed2){const _0x1bb3ca=_0x17b060,_0x354036=(_0x777197,_0x549ab7)=>{const _0x1db599=_0x55f7;if(!_0x549ab7)return _0x777197;if(_0x549ab7[_0x1db599(0x85d)][_0x1db599(0x2ba)](VisuMZ['CoreEngine'][_0x1db599(0x1bc)][_0x1db599(0x7df)][_0x468ed2])){var _0x9ba7bb=Number(RegExp['$1'])/0x64;_0x777197*=_0x9ba7bb;}if(_0x549ab7['note'][_0x1db599(0x2ba)](VisuMZ['CoreEngine']['RegExp'][_0x1db599(0x437)][_0x468ed2])){var _0x9ba7bb=Number(RegExp['$1']);_0x777197*=_0x9ba7bb;}if(_0x549ab7[_0x1db599(0x85d)][_0x1db599(0x2ba)](VisuMZ[_0x1db599(0x77a)][_0x1db599(0x1bc)][_0x1db599(0x715)][_0x468ed2])){var _0x1a6b54=String(RegExp['$1']);try{_0x777197*=eval(_0x1a6b54);}catch(_0x2139f3){if($gameTemp[_0x1db599(0x6dc)]())console[_0x1db599(0x797)](_0x2139f3);}}return _0x777197;};return this[_0x1bb3ca(0x5b1)]()[_0x1bb3ca(0x63a)](_0x354036,0x1);},Game_BattlerBase['prototype'][_0x17b060(0x742)]=function(_0x1784fe){const _0x48b55f=_0x17b060,_0x2c9eab=(_0x5a6c6e,_0x8b8bd0)=>{const _0x104b0c=_0x55f7;if(!_0x8b8bd0)return _0x5a6c6e;if(_0x8b8bd0[_0x104b0c(0x85d)][_0x104b0c(0x2ba)](VisuMZ[_0x104b0c(0x77a)]['RegExp'][_0x104b0c(0x542)][_0x1784fe])){var _0x217742=Number(RegExp['$1'])/0x64;_0x5a6c6e+=_0x217742;}if(_0x8b8bd0[_0x104b0c(0x85d)][_0x104b0c(0x2ba)](VisuMZ['CoreEngine']['RegExp'][_0x104b0c(0x3df)][_0x1784fe])){var _0x217742=Number(RegExp['$1']);_0x5a6c6e+=_0x217742;}if(_0x8b8bd0[_0x104b0c(0x85d)][_0x104b0c(0x2ba)](VisuMZ[_0x104b0c(0x77a)][_0x104b0c(0x1bc)][_0x104b0c(0x780)][_0x1784fe])){var _0x520ec5=String(RegExp['$1']);try{_0x5a6c6e+=eval(_0x520ec5);}catch(_0x396547){if($gameTemp[_0x104b0c(0x6dc)]())console['log'](_0x396547);}}return _0x5a6c6e;};return this[_0x48b55f(0x5b1)]()[_0x48b55f(0x63a)](_0x2c9eab,0x0);},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x477)]=function(_0x33597e){const _0x113493=_0x17b060;let _0x468144='xparam'+_0x33597e+_0x113493(0x1ab);if(this['checkCacheKey'](_0x468144))return this[_0x113493(0x233)][_0x468144];return this[_0x113493(0x233)][_0x468144]=VisuMZ[_0x113493(0x77a)][_0x113493(0x382)][_0x113493(0x71d)][_0x113493(0x725)][_0x113493(0x64e)](this,_0x33597e),this[_0x113493(0x233)][_0x468144];},Game_BattlerBase['prototype'][_0x17b060(0x762)]=function(_0x34f340){const _0x58b674=_0x17b060,_0x283c25=(_0x2fdf38,_0x5a69a2)=>{const _0x3ae329=_0x55f7;if(!_0x5a69a2)return _0x2fdf38;if(_0x5a69a2[_0x3ae329(0x85d)][_0x3ae329(0x2ba)](VisuMZ[_0x3ae329(0x77a)][_0x3ae329(0x1bc)][_0x3ae329(0x726)][_0x34f340])){var _0x40c8ae=Number(RegExp['$1'])/0x64;_0x2fdf38+=_0x40c8ae;}if(_0x5a69a2[_0x3ae329(0x85d)][_0x3ae329(0x2ba)](VisuMZ[_0x3ae329(0x77a)][_0x3ae329(0x1bc)]['sparamPlus2'][_0x34f340])){var _0x40c8ae=Number(RegExp['$1']);_0x2fdf38+=_0x40c8ae;}if(_0x5a69a2[_0x3ae329(0x85d)][_0x3ae329(0x2ba)](VisuMZ[_0x3ae329(0x77a)][_0x3ae329(0x1bc)][_0x3ae329(0x702)][_0x34f340])){var _0x4b4b1d=String(RegExp['$1']);try{_0x2fdf38+=eval(_0x4b4b1d);}catch(_0x265bbe){if($gameTemp[_0x3ae329(0x6dc)]())console[_0x3ae329(0x797)](_0x265bbe);}}return _0x2fdf38;};return this[_0x58b674(0x5b1)]()[_0x58b674(0x63a)](_0x283c25,0x0);},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x214)]=function(_0x5e64e5){const _0x330683=_0x17b060,_0x13aaea=(_0x5d23e5,_0x55e56c)=>{const _0x472b47=_0x55f7;if(!_0x55e56c)return _0x5d23e5;if(_0x55e56c[_0x472b47(0x85d)]['match'](VisuMZ['CoreEngine'][_0x472b47(0x1bc)][_0x472b47(0x22f)][_0x5e64e5])){var _0x4a7ee6=Number(RegExp['$1'])/0x64;_0x5d23e5*=_0x4a7ee6;}if(_0x55e56c[_0x472b47(0x85d)][_0x472b47(0x2ba)](VisuMZ['CoreEngine'][_0x472b47(0x1bc)][_0x472b47(0x105)][_0x5e64e5])){var _0x4a7ee6=Number(RegExp['$1']);_0x5d23e5*=_0x4a7ee6;}if(_0x55e56c['note']['match'](VisuMZ[_0x472b47(0x77a)][_0x472b47(0x1bc)][_0x472b47(0x805)][_0x5e64e5])){var _0x2f57b0=String(RegExp['$1']);try{_0x5d23e5*=eval(_0x2f57b0);}catch(_0x16b101){if($gameTemp[_0x472b47(0x6dc)]())console[_0x472b47(0x797)](_0x16b101);}}return _0x5d23e5;};return this[_0x330683(0x5b1)]()[_0x330683(0x63a)](_0x13aaea,0x1);},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x53a)]=function(_0x57a8c6){const _0xa9d446=(_0x140e23,_0x593424)=>{const _0x440a9c=_0x55f7;if(!_0x593424)return _0x140e23;if(_0x593424[_0x440a9c(0x85d)][_0x440a9c(0x2ba)](VisuMZ[_0x440a9c(0x77a)][_0x440a9c(0x1bc)][_0x440a9c(0x800)][_0x57a8c6])){var _0x2f3a32=Number(RegExp['$1'])/0x64;_0x140e23+=_0x2f3a32;}if(_0x593424[_0x440a9c(0x85d)][_0x440a9c(0x2ba)](VisuMZ[_0x440a9c(0x77a)][_0x440a9c(0x1bc)][_0x440a9c(0x5ea)][_0x57a8c6])){var _0x2f3a32=Number(RegExp['$1']);_0x140e23+=_0x2f3a32;}if(_0x593424[_0x440a9c(0x85d)][_0x440a9c(0x2ba)](VisuMZ[_0x440a9c(0x77a)][_0x440a9c(0x1bc)]['sparamFlatJS'][_0x57a8c6])){var _0x5b8e11=String(RegExp['$1']);try{_0x140e23+=eval(_0x5b8e11);}catch(_0x508b07){if($gameTemp[_0x440a9c(0x6dc)]())console[_0x440a9c(0x797)](_0x508b07);}}return _0x140e23;};return this['traitObjects']()['reduce'](_0xa9d446,0x0);},Game_BattlerBase[_0x17b060(0x54a)]['sparam']=function(_0x1f1a09){const _0x126f08=_0x17b060;let _0xd9075c=_0x126f08(0x12c)+_0x1f1a09+_0x126f08(0x1ab);if(this[_0x126f08(0x89c)](_0xd9075c))return this['_cache'][_0xd9075c];return this[_0x126f08(0x233)][_0xd9075c]=VisuMZ['CoreEngine'][_0x126f08(0x382)]['Param']['SParameterFormula'][_0x126f08(0x64e)](this,_0x1f1a09),this['_cache'][_0xd9075c];},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x4d4)]=function(_0xd86464,_0x418308){const _0x59b7be=_0x17b060;if(typeof paramId===_0x59b7be(0x7c2))return this['param'](_0xd86464);_0xd86464=String(_0xd86464||'')[_0x59b7be(0x29e)]();if(_0xd86464==='MAXHP')return this[_0x59b7be(0x7a1)](0x0);if(_0xd86464===_0x59b7be(0x148))return this['param'](0x1);if(_0xd86464===_0x59b7be(0x135))return this[_0x59b7be(0x7a1)](0x2);if(_0xd86464==='DEF')return this['param'](0x3);if(_0xd86464===_0x59b7be(0x297))return this[_0x59b7be(0x7a1)](0x4);if(_0xd86464===_0x59b7be(0x3be))return this[_0x59b7be(0x7a1)](0x5);if(_0xd86464==='AGI')return this[_0x59b7be(0x7a1)](0x6);if(_0xd86464===_0x59b7be(0xec))return this['param'](0x7);if(_0xd86464===_0x59b7be(0x889))return _0x418308?String(Math['round'](this[_0x59b7be(0x477)](0x0)*0x64))+'%':this[_0x59b7be(0x477)](0x0);if(_0xd86464===_0x59b7be(0x2ce))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x477)](0x1)*0x64))+'%':this['xparam'](0x1);if(_0xd86464===_0x59b7be(0x6af))return _0x418308?String(Math['round'](this[_0x59b7be(0x477)](0x2)*0x64))+'%':this[_0x59b7be(0x477)](0x2);if(_0xd86464===_0x59b7be(0x4bb))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x477)](0x3)*0x64))+'%':this[_0x59b7be(0x477)](0x3);if(_0xd86464===_0x59b7be(0x17d))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x477)](0x4)*0x64))+'%':this['xparam'](0x4);if(_0xd86464===_0x59b7be(0x11f))return _0x418308?String(Math['round'](this[_0x59b7be(0x477)](0x5)*0x64))+'%':this[_0x59b7be(0x477)](0x5);if(_0xd86464==='CNT')return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x477)](0x6)*0x64))+'%':this[_0x59b7be(0x477)](0x6);if(_0xd86464===_0x59b7be(0x599))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x477)](0x7)*0x64))+'%':this[_0x59b7be(0x477)](0x7);if(_0xd86464===_0x59b7be(0x69b))return _0x418308?String(Math['round'](this[_0x59b7be(0x477)](0x8)*0x64))+'%':this[_0x59b7be(0x477)](0x8);if(_0xd86464===_0x59b7be(0x655))return _0x418308?String(Math[_0x59b7be(0x3fe)](this['xparam'](0x9)*0x64))+'%':this[_0x59b7be(0x477)](0x9);if(_0xd86464==='TGR')return _0x418308?String(Math[_0x59b7be(0x3fe)](this['sparam'](0x0)*0x64))+'%':this[_0x59b7be(0x12c)](0x0);if(_0xd86464===_0x59b7be(0x1c8))return _0x418308?String(Math['round'](this[_0x59b7be(0x12c)](0x1)*0x64))+'%':this[_0x59b7be(0x12c)](0x1);if(_0xd86464===_0x59b7be(0x4ec))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x2)*0x64))+'%':this['sparam'](0x2);if(_0xd86464===_0x59b7be(0x728))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x3)*0x64))+'%':this[_0x59b7be(0x12c)](0x3);if(_0xd86464===_0x59b7be(0x6d6))return _0x418308?String(Math['round'](this[_0x59b7be(0x12c)](0x4)*0x64))+'%':this[_0x59b7be(0x12c)](0x4);if(_0xd86464===_0x59b7be(0x828))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x5)*0x64))+'%':this[_0x59b7be(0x12c)](0x5);if(_0xd86464===_0x59b7be(0x11a))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x6)*0x64))+'%':this[_0x59b7be(0x12c)](0x6);if(_0xd86464===_0x59b7be(0x121))return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x7)*0x64))+'%':this[_0x59b7be(0x12c)](0x7);if(_0xd86464===_0x59b7be(0x1a8))return _0x418308?String(Math['round'](this[_0x59b7be(0x12c)](0x8)*0x64))+'%':this[_0x59b7be(0x12c)](0x8);if(_0xd86464==='EXR')return _0x418308?String(Math[_0x59b7be(0x3fe)](this[_0x59b7be(0x12c)](0x9)*0x64))+'%':this[_0x59b7be(0x12c)](0x9);if(VisuMZ[_0x59b7be(0x77a)][_0x59b7be(0x2ca)][_0xd86464]){const _0x2a0b4f=VisuMZ[_0x59b7be(0x77a)][_0x59b7be(0x2ca)][_0xd86464],_0x57ce2a=this[_0x2a0b4f];return VisuMZ[_0x59b7be(0x77a)][_0x59b7be(0x6f7)][_0xd86464]===_0x59b7be(0x5ae)?_0x57ce2a:_0x418308?String(Math[_0x59b7be(0x3fe)](_0x57ce2a*0x64))+'%':_0x57ce2a;}return'';},Game_BattlerBase[_0x17b060(0x54a)][_0x17b060(0x1c1)]=function(){const _0x1752a0=_0x17b060;return this[_0x1752a0(0x30c)]()&&this[_0x1752a0(0x27d)]<this[_0x1752a0(0x5c4)]*VisuMZ[_0x1752a0(0x77a)]['Settings'][_0x1752a0(0x71d)]['CrisisRate'];},Game_Battler[_0x17b060(0x54a)]['performMiss']=function(){const _0x29faf0=_0x17b060;SoundManager[_0x29faf0(0x79d)](),this[_0x29faf0(0x461)]('evade');},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x7a8)]=Game_Actor[_0x17b060(0x54a)][_0x17b060(0x34e)],Game_Actor[_0x17b060(0x54a)][_0x17b060(0x34e)]=function(_0x2df4a8){const _0x3c48e3=_0x17b060;if(this[_0x3c48e3(0x4b4)]>0x63)return this[_0x3c48e3(0x826)](_0x2df4a8);return VisuMZ[_0x3c48e3(0x77a)][_0x3c48e3(0x7a8)][_0x3c48e3(0x64e)](this,_0x2df4a8);},Game_Actor[_0x17b060(0x54a)][_0x17b060(0x826)]=function(_0x59bd83){const _0x42f048=_0x17b060,_0x196055=this[_0x42f048(0x1e1)]()[_0x42f048(0x5aa)][_0x59bd83][0x63],_0x583eb3=this[_0x42f048(0x1e1)]()[_0x42f048(0x5aa)][_0x59bd83][0x62];return _0x196055+(_0x196055-_0x583eb3)*(this[_0x42f048(0x4b4)]-0x63);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x62c)]=Game_Actor[_0x17b060(0x54a)]['changeClass'],Game_Actor['prototype'][_0x17b060(0x4e5)]=function(_0x4bc638,_0x5ab567){const _0xd0b60d=_0x17b060;$gameTemp[_0xd0b60d(0x3cb)]=!![],VisuMZ[_0xd0b60d(0x77a)][_0xd0b60d(0x62c)][_0xd0b60d(0x64e)](this,_0x4bc638,_0x5ab567),$gameTemp[_0xd0b60d(0x3cb)]=undefined;},VisuMZ[_0x17b060(0x77a)]['Game_Actor_levelUp']=Game_Actor[_0x17b060(0x54a)][_0x17b060(0x2de)],Game_Actor[_0x17b060(0x54a)][_0x17b060(0x2de)]=function(){const _0x52921a=_0x17b060;VisuMZ[_0x52921a(0x77a)][_0x52921a(0x513)][_0x52921a(0x64e)](this);if(!$gameTemp[_0x52921a(0x3cb)])this[_0x52921a(0x57d)]();},Game_Actor[_0x17b060(0x54a)]['levelUpRecovery']=function(){const _0x55bfa6=_0x17b060;this[_0x55bfa6(0x233)]={};if(VisuMZ[_0x55bfa6(0x77a)]['Settings']['QoL'][_0x55bfa6(0x3c1)])this['_hp']=this[_0x55bfa6(0x5c4)];if(VisuMZ['CoreEngine'][_0x55bfa6(0x382)][_0x55bfa6(0x7ae)][_0x55bfa6(0x3b0)])this['_mp']=this[_0x55bfa6(0x20d)];},Game_Actor[_0x17b060(0x54a)][_0x17b060(0x3c0)]=function(){const _0xbc7428=_0x17b060;if(this[_0xbc7428(0x172)]())return 0x1;const _0x5c40d4=this[_0xbc7428(0x5ce)]()-this[_0xbc7428(0xe4)](),_0x4c5b57=this[_0xbc7428(0xf2)]()-this[_0xbc7428(0xe4)]();return(_0x4c5b57/_0x5c40d4)[_0xbc7428(0x42b)](0x0,0x1);},Game_Actor[_0x17b060(0x54a)][_0x17b060(0x5b1)]=function(){const _0x522f5e=_0x17b060,_0x35f0a3=Game_Battler[_0x522f5e(0x54a)][_0x522f5e(0x5b1)][_0x522f5e(0x64e)](this);for(const _0x3fd305 of this[_0x522f5e(0x383)]()){_0x3fd305&&_0x35f0a3[_0x522f5e(0x6f2)](_0x3fd305);}return _0x35f0a3[_0x522f5e(0x6f2)](this[_0x522f5e(0x1e1)](),this['actor']()),_0x35f0a3;},Object[_0x17b060(0x64d)](Game_Enemy[_0x17b060(0x54a)],_0x17b060(0x4b4),{'get':function(){const _0x30e58c=_0x17b060;return this[_0x30e58c(0x10c)]();},'configurable':!![]}),Game_Enemy['prototype']['getLevel']=function(){const _0x5497ad=_0x17b060;return this['enemy']()[_0x5497ad(0x4b4)];},Game_Enemy[_0x17b060(0x54a)]['moveRelativeToResolutionChange']=function(){const _0x2528f5=_0x17b060;!this[_0x2528f5(0x38c)]&&(this[_0x2528f5(0x465)]+=Math[_0x2528f5(0x3fe)]((Graphics[_0x2528f5(0x2c5)]-0x270)/0x2),this[_0x2528f5(0x465)]-=Math[_0x2528f5(0x221)]((Graphics['height']-Graphics[_0x2528f5(0x509)])/0x2),$gameSystem[_0x2528f5(0x4a1)]()?this[_0x2528f5(0x685)]-=Math['floor']((Graphics[_0x2528f5(0x321)]-Graphics[_0x2528f5(0x778)])/0x2):this['_screenX']+=Math[_0x2528f5(0x3fe)]((Graphics[_0x2528f5(0x778)]-0x330)/0x2)),this['_repositioned']=!![];},Game_Party[_0x17b060(0x54a)]['maxGold']=function(){const _0x4320ea=_0x17b060;return VisuMZ[_0x4320ea(0x77a)][_0x4320ea(0x382)][_0x4320ea(0x6a1)][_0x4320ea(0x72d)];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x4e9)]=Game_Party[_0x17b060(0x54a)]['consumeItem'],Game_Party['prototype']['consumeItem']=function(_0x6bdce9){const _0x434f92=_0x17b060;if(VisuMZ[_0x434f92(0x77a)][_0x434f92(0x382)][_0x434f92(0x7ae)][_0x434f92(0x2e6)]&&DataManager[_0x434f92(0x88e)](_0x6bdce9))return;VisuMZ[_0x434f92(0x77a)][_0x434f92(0x4e9)][_0x434f92(0x64e)](this,_0x6bdce9);},Game_Party['prototype'][_0x17b060(0x326)]=function(){const _0x714457=_0x17b060,_0x57adee=VisuMZ[_0x714457(0x77a)]['Settings'][_0x714457(0x7ae)],_0x13c979=_0x57adee[_0x714457(0x8ac)]??0x63;let _0x1452c6=[];(_0x57adee['BTestItems']??!![])&&(_0x1452c6=_0x1452c6[_0x714457(0x83e)]($dataItems));(_0x57adee['BTestWeapons']??!![])&&(_0x1452c6=_0x1452c6[_0x714457(0x83e)]($dataWeapons));(_0x57adee[_0x714457(0x144)]??!![])&&(_0x1452c6=_0x1452c6['concat']($dataArmors));for(const _0x34046d of _0x1452c6){if(!_0x34046d)continue;if(_0x34046d[_0x714457(0x142)][_0x714457(0x711)]()<=0x0)continue;if(_0x34046d[_0x714457(0x142)][_0x714457(0x2ba)](/-----/i))continue;this[_0x714457(0x26a)](_0x34046d,_0x13c979);}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x640)]=Game_Troop[_0x17b060(0x54a)][_0x17b060(0x67d)],Game_Troop['prototype'][_0x17b060(0x67d)]=function(_0x401ad1){const _0x3bec9c=_0x17b060;$gameTemp[_0x3bec9c(0x834)](),$gameTemp[_0x3bec9c(0x3cc)](_0x401ad1),VisuMZ[_0x3bec9c(0x77a)][_0x3bec9c(0x640)][_0x3bec9c(0x64e)](this,_0x401ad1);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x43e)]=Game_Map[_0x17b060(0x54a)][_0x17b060(0x67d)],Game_Map[_0x17b060(0x54a)][_0x17b060(0x67d)]=function(_0x32a702){const _0xd9cf0e=_0x17b060;VisuMZ[_0xd9cf0e(0x77a)][_0xd9cf0e(0x43e)][_0xd9cf0e(0x64e)](this,_0x32a702),this['checkCoreEngineDisplayCenter'](),this[_0xd9cf0e(0x44f)](_0x32a702),this[_0xd9cf0e(0x11e)]();},Game_Map[_0x17b060(0x54a)][_0x17b060(0x44f)]=function(){const _0x3aa15=_0x17b060;this[_0x3aa15(0x5cf)]=VisuMZ[_0x3aa15(0x77a)][_0x3aa15(0x382)][_0x3aa15(0x7ae)][_0x3aa15(0x1fc)]||![];const _0x4d55b2=VisuMZ['CoreEngine']['Settings']['ScreenResolution'],_0x40d722=$dataMap?$dataMap[_0x3aa15(0x85d)]||'':'';if(_0x40d722[_0x3aa15(0x2ba)](/<SHOW TILE SHADOWS>/i))this[_0x3aa15(0x5cf)]=![];else _0x40d722[_0x3aa15(0x2ba)](/<HIDE TILE SHADOWS>/i)&&(this[_0x3aa15(0x5cf)]=!![]);if(_0x40d722['match'](/<SCROLL LOCK X>/i))this['centerCameraCheckData']()[_0x3aa15(0x5bd)]=!![],this[_0x3aa15(0x59f)]()[_0x3aa15(0x664)]=_0x4d55b2[_0x3aa15(0x1f9)];else _0x40d722['match'](/<SCROLL LOCK X: (.*?)>/i)&&(this[_0x3aa15(0x59f)]()['centerX']=!![],this[_0x3aa15(0x59f)]()[_0x3aa15(0x664)]=Number(RegExp['$1']));if(_0x40d722[_0x3aa15(0x2ba)](/<SCROLL LOCK Y>/i))this['centerCameraCheckData']()['centerY']=!![],this['centerCameraCheckData']()['displayY']=_0x4d55b2[_0x3aa15(0x30e)];else _0x40d722[_0x3aa15(0x2ba)](/<SCROLL LOCK Y: (.*?)>/i)&&(this[_0x3aa15(0x59f)]()[_0x3aa15(0x569)]=!![],this[_0x3aa15(0x59f)]()[_0x3aa15(0x625)]=Number(RegExp['$1']));},Game_Map[_0x17b060(0x54a)][_0x17b060(0x3eb)]=function(){const _0x5d8683=_0x17b060;if(this['_hideTileShadows']===undefined)this[_0x5d8683(0x44f)]();return this[_0x5d8683(0x5cf)];},Game_Map[_0x17b060(0x54a)][_0x17b060(0x704)]=function(){const _0x56b414=_0x17b060,_0x3aab20=VisuMZ[_0x56b414(0x77a)]['Settings'][_0x56b414(0x79f)];this[_0x56b414(0x6b8)]={'centerX':![],'centerY':![],'displayX':0x0,'displayY':0x0};if(_0x3aab20[_0x56b414(0x304)]){const _0x2dc602=Graphics[_0x56b414(0x321)]/this[_0x56b414(0x1f1)]();_0x2dc602%0x1!==0x0&&Math[_0x56b414(0x720)](_0x2dc602)===this[_0x56b414(0x321)]()&&!this[_0x56b414(0x26b)]()&&(this['_centerCameraCheck']['centerX']=!![],this[_0x56b414(0x6b8)][_0x56b414(0x664)]=_0x3aab20['DisplayLockX']||0x0);}if(_0x3aab20[_0x56b414(0x7d5)]){const _0x1c1002=Graphics[_0x56b414(0x2c5)]/this['tileHeight']();_0x1c1002%0x1!==0x0&&Math[_0x56b414(0x720)](_0x1c1002)===this[_0x56b414(0x2c5)]()&&!this[_0x56b414(0x517)]()&&(this[_0x56b414(0x6b8)][_0x56b414(0x569)]=!![],this[_0x56b414(0x6b8)][_0x56b414(0x625)]=_0x3aab20['DisplayLockY']||0x0);}$gameScreen['zoomScale']()===0x1&&(this[_0x56b414(0x59f)]()[_0x56b414(0x5bd)]&&(this['_displayX']=this[_0x56b414(0x59f)]()[_0x56b414(0x664)]),this['centerCameraCheckData']()['centerY']&&(this[_0x56b414(0x2cc)]=this[_0x56b414(0x59f)]()[_0x56b414(0x625)]));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x802)]=Game_Map['prototype'][_0x17b060(0x56d)],Game_Map[_0x17b060(0x54a)]['setDisplayPos']=function(_0x3aa4e5,_0x3872c8){const _0x8aae7=_0x17b060;VisuMZ['CoreEngine'][_0x8aae7(0x802)][_0x8aae7(0x64e)](this,_0x3aa4e5,_0x3872c8),$gameScreen[_0x8aae7(0x3ae)]()===0x1&&(!this[_0x8aae7(0x26b)]()&&this[_0x8aae7(0x59f)]()[_0x8aae7(0x5bd)]&&(this[_0x8aae7(0x3fc)]=this[_0x8aae7(0x59f)]()[_0x8aae7(0x664)]),!this['isLoopVertical']()&&this[_0x8aae7(0x59f)]()[_0x8aae7(0x569)]&&(this['_displayY']=this['centerCameraCheckData']()[_0x8aae7(0x625)]));},Game_Map['prototype'][_0x17b060(0x59f)]=function(){const _0x15549d=_0x17b060;if(this[_0x15549d(0x6b8)]===undefined)this[_0x15549d(0x704)]();return this['_centerCameraCheck'];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x378)]=Game_Map['prototype']['scrollDown'],Game_Map['prototype'][_0x17b060(0x56a)]=function(_0x1b6b1e){const _0x521fbd=_0x17b060;if(this['centerCameraCheckData']()['centerY']&&$gameScreen['zoomScale']()===0x1){this[_0x521fbd(0x2cc)]=this['centerCameraCheckData']()[_0x521fbd(0x625)];return;}VisuMZ['CoreEngine'][_0x521fbd(0x378)][_0x521fbd(0x64e)](this,_0x1b6b1e);},VisuMZ[_0x17b060(0x77a)]['Game_Map_scrollLeft']=Game_Map[_0x17b060(0x54a)]['scrollLeft'],Game_Map[_0x17b060(0x54a)][_0x17b060(0x896)]=function(_0x112bcc){const _0x2b3682=_0x17b060;if(this[_0x2b3682(0x59f)]()[_0x2b3682(0x5bd)]&&$gameScreen[_0x2b3682(0x3ae)]()===0x1){this['_displayX']=this[_0x2b3682(0x59f)]()[_0x2b3682(0x664)];return;}VisuMZ[_0x2b3682(0x77a)][_0x2b3682(0x341)][_0x2b3682(0x64e)](this,_0x112bcc);},VisuMZ['CoreEngine'][_0x17b060(0x5a4)]=Game_Map[_0x17b060(0x54a)][_0x17b060(0x256)],Game_Map[_0x17b060(0x54a)][_0x17b060(0x256)]=function(_0x46754b){const 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Window_TitleCommand(_0xc19986),this[_0x224c79(0x7b7)]['setBackgroundType'](_0x5a9fd1);const _0xb4fca5=this['commandWindowRect']();this['_commandWindow'][_0x224c79(0x4f6)](_0xb4fca5['x'],_0xb4fca5['y'],_0xb4fca5[_0x224c79(0x321)],_0xb4fca5[_0x224c79(0x2c5)]),this['_commandWindow'][_0x224c79(0x5f1)](),this[_0x224c79(0x7b7)][_0x224c79(0x80e)](),this[_0x224c79(0x7b7)][_0x224c79(0x2df)](),this[_0x224c79(0x6a9)](this[_0x224c79(0x7b7)]);},Scene_Title['prototype']['commandWindowRows']=function(){const _0x47855a=_0x17b060;return this[_0x47855a(0x7b7)]?this[_0x47855a(0x7b7)][_0x47855a(0x162)]():VisuMZ[_0x47855a(0x77a)]['Settings']['TitleCommandList'][_0x47855a(0x540)];},Scene_Title[_0x17b060(0x54a)][_0x17b060(0x4e2)]=function(){const _0x3109f7=_0x17b060;return VisuMZ[_0x3109f7(0x77a)][_0x3109f7(0x382)][_0x3109f7(0x5b0)][_0x3109f7(0x4ad)][_0x3109f7(0x70e)][_0x3109f7(0x64e)](this);},Scene_Title[_0x17b060(0x54a)][_0x17b060(0x264)]=function(){const _0x2c6390=_0x17b060;for(const _0x3e6b8 of Scene_Title[_0x2c6390(0x518)]){const _0x3812e6=new Sprite_TitlePictureButton(_0x3e6b8);this[_0x2c6390(0x781)](_0x3812e6);}},VisuMZ['CoreEngine'][_0x17b060(0x3d6)]=Scene_Map[_0x17b060(0x54a)]['initialize'],Scene_Map[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(){const _0x3630ee=_0x17b060;VisuMZ[_0x3630ee(0x77a)][_0x3630ee(0x3d6)][_0x3630ee(0x64e)](this),$gameTemp[_0x3630ee(0x834)](),this[_0x3630ee(0x1f3)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x157)]=Scene_Map[_0x17b060(0x54a)][_0x17b060(0x8a3)],Scene_Map[_0x17b060(0x54a)][_0x17b060(0x8a3)]=function(){const _0x5f33eb=_0x17b060;VisuMZ['CoreEngine'][_0x5f33eb(0x157)][_0x5f33eb(0x64e)](this),$gameTemp[_0x5f33eb(0x7cd)]&&!$gameMessage[_0x5f33eb(0x292)]()&&(this[_0x5f33eb(0x51b)](),SceneManager[_0x5f33eb(0x2cb)]());},Scene_Map['prototype'][_0x17b060(0x249)]=function(){const 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SceneManager[_0x49b34b(0x82d)]()?this['mainAreaTopSideButtonLayout']():VisuMZ['CoreEngine'][_0x49b34b(0x1f8)][_0x49b34b(0x64e)](this);},Scene_MenuBase[_0x17b060(0x54a)]['mainAreaTopSideButtonLayout']=function(){const _0x2a0e64=_0x17b060;if(!this[_0x2a0e64(0x766)]())return this[_0x2a0e64(0x2a1)]();else return this[_0x2a0e64(0x248)]()&&this[_0x2a0e64(0x672)]()===_0x2a0e64(0x6b2)?Window_ButtonAssist[_0x2a0e64(0x54a)][_0x2a0e64(0x835)]():0x0;},VisuMZ['CoreEngine'][_0x17b060(0x5b8)]=Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x418)],Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x418)]=function(){const _0x43aa77=_0x17b060;let _0x14d7c9=0x0;return SceneManager[_0x43aa77(0x82d)]()?_0x14d7c9=this['mainAreaHeightSideButtonLayout']():_0x14d7c9=VisuMZ[_0x43aa77(0x77a)][_0x43aa77(0x5b8)]['call'](this),this['isMenuButtonAssistEnabled']()&&this[_0x43aa77(0x672)]()!=='button'&&(_0x14d7c9-=Window_ButtonAssist[_0x43aa77(0x54a)]['lineHeight']()),_0x14d7c9;},Scene_MenuBase['prototype']['mainAreaHeightSideButtonLayout']=function(){const _0x3c2be2=_0x17b060;return Graphics[_0x3c2be2(0x509)]-this[_0x3c2be2(0x89f)]();},VisuMZ['CoreEngine'][_0x17b060(0x688)]=Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x3ba)],Scene_MenuBase[_0x17b060(0x54a)]['createBackground']=function(){const _0x3bd2f2=_0x17b060,_0x4084b7=VisuMZ[_0x3bd2f2(0x77a)][_0x3bd2f2(0x382)][_0x3bd2f2(0x8b4)]['BlurStrength']??0x8;this[_0x3bd2f2(0x194)]=new PIXI[(_0x3bd2f2(0x6a3))][(_0x3bd2f2(0x60e))](_0x4084b7),this['_backgroundSprite']=new Sprite(),this[_0x3bd2f2(0x729)][_0x3bd2f2(0x7d3)]=SceneManager[_0x3bd2f2(0xdf)](),this[_0x3bd2f2(0x729)][_0x3bd2f2(0x6a3)]=[this[_0x3bd2f2(0x194)]],this['addChild'](this['_backgroundSprite']),this[_0x3bd2f2(0x430)](0xc0),this[_0x3bd2f2(0x430)](this[_0x3bd2f2(0x61b)]()),this[_0x3bd2f2(0x5a6)]();},Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x61b)]=function(){const _0x513392=_0x17b060,_0x695992=String(this[_0x513392(0x60c)][_0x513392(0x142)]),_0x5b324f=this[_0x513392(0x1fe)](_0x695992);return _0x5b324f?_0x5b324f[_0x513392(0x318)]:0xc0;},Scene_MenuBase[_0x17b060(0x54a)]['createCustomBackgroundImages']=function(){const _0x231982=_0x17b060,_0x29c8c4=String(this[_0x231982(0x60c)][_0x231982(0x142)]),_0x2b9d40=this['getCustomBackgroundSettings'](_0x29c8c4);_0x2b9d40&&(_0x2b9d40[_0x231982(0xe1)]!==''||_0x2b9d40['BgFilename2']!=='')&&(this[_0x231982(0x844)]=new Sprite(ImageManager[_0x231982(0x615)](_0x2b9d40[_0x231982(0xe1)])),this[_0x231982(0x868)]=new Sprite(ImageManager[_0x231982(0x2b1)](_0x2b9d40[_0x231982(0x3c9)])),this['addChild'](this[_0x231982(0x844)]),this[_0x231982(0x781)](this[_0x231982(0x868)]),this['_backSprite1'][_0x231982(0x7d3)]['addLoadListener'](this[_0x231982(0x4f1)]['bind'](this,this[_0x231982(0x844)])),this[_0x231982(0x868)][_0x231982(0x7d3)]['addLoadListener'](this[_0x231982(0x4f1)][_0x231982(0x76d)](this,this[_0x231982(0x868)])));},Scene_MenuBase['prototype']['getCustomBackgroundSettings']=function(_0x16b01a){const _0x28179d=_0x17b060;return VisuMZ[_0x28179d(0x77a)][_0x28179d(0x382)][_0x28179d(0x8b4)][_0x16b01a]||VisuMZ[_0x28179d(0x77a)][_0x28179d(0x382)][_0x28179d(0x8b4)][_0x28179d(0x58a)];},Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x4f1)]=function(_0x18bac0){const _0x1e90fc=_0x17b060;this[_0x1e90fc(0x533)](_0x18bac0),this[_0x1e90fc(0x799)](_0x18bac0);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x20e)]=Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x360)],Scene_MenuBase['prototype'][_0x17b060(0x360)]=function(){const _0x5de073=_0x17b060;VisuMZ[_0x5de073(0x77a)]['Scene_MenuBase_createCancelButton']['call'](this),SceneManager[_0x5de073(0x818)]()&&this[_0x5de073(0x4f9)]();},Scene_MenuBase['prototype']['moveCancelButtonSideButtonLayout']=function(){const _0x493f68=_0x17b060;this[_0x493f68(0x257)]['x']=Graphics[_0x493f68(0x778)]+0x4;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x6e6)]=Scene_MenuBase['prototype']['createPageButtons'],Scene_MenuBase['prototype'][_0x17b060(0x54e)]=function(){const _0xbde0c9=_0x17b060;VisuMZ['CoreEngine'][_0xbde0c9(0x6e6)][_0xbde0c9(0x64e)](this),SceneManager[_0xbde0c9(0x818)]()&&this[_0xbde0c9(0x36f)]();},Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x36f)]=function(){const _0xcbea14=_0x17b060;this[_0xcbea14(0x262)]['x']=-0x1*(this[_0xcbea14(0x262)]['width']+this[_0xcbea14(0x7de)][_0xcbea14(0x321)]+0x8),this['_pagedownButton']['x']=-0x1*(this['_pagedownButton']['width']+0x4);},Scene_MenuBase['prototype'][_0x17b060(0x248)]=function(){const _0x412d6f=_0x17b060;return VisuMZ[_0x412d6f(0x77a)][_0x412d6f(0x382)][_0x412d6f(0x862)][_0x412d6f(0x20a)];},Scene_MenuBase['prototype'][_0x17b060(0x672)]=function(){const _0x2ca8f6=_0x17b060;return SceneManager[_0x2ca8f6(0x818)]()||SceneManager[_0x2ca8f6(0x28c)]()?VisuMZ[_0x2ca8f6(0x77a)][_0x2ca8f6(0x382)]['ButtonAssist']['Location']:_0x2ca8f6(0x139);},Scene_MenuBase[_0x17b060(0x54a)]['createButtonAssistWindow']=function(){const _0x5c3dac=_0x17b060;if(!this[_0x5c3dac(0x248)]())return;const _0x2e0a29=this[_0x5c3dac(0x1f4)]();this['_buttonAssistWindow']=new Window_ButtonAssist(_0x2e0a29),this['addWindow'](this[_0x5c3dac(0x5a2)]);},Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x1f4)]=function(){const _0x2ff668=_0x17b060;return this['getButtonAssistLocation']()===_0x2ff668(0x139)?this[_0x2ff668(0x784)]():this[_0x2ff668(0x41b)]();},Scene_MenuBase[_0x17b060(0x54a)]['buttonAssistWindowButtonRect']=function(){const _0x2a1ebd=_0x17b060,_0xce4a46=ConfigManager[_0x2a1ebd(0x5f9)]?(Sprite_Button[_0x2a1ebd(0x54a)]['blockWidth']()+0x6)*0x2:0x0,_0x1a1cd5=this['buttonY'](),_0x4c7b7e=Graphics['boxWidth']-_0xce4a46*0x2,_0x9e6dce=this[_0x2a1ebd(0x3ec)]();return new Rectangle(_0xce4a46,_0x1a1cd5,_0x4c7b7e,_0x9e6dce);},Scene_MenuBase[_0x17b060(0x54a)][_0x17b060(0x41b)]=function(){const _0x55ded4=_0x17b060,_0x271d80=Graphics['boxWidth'],_0x45b624=Window_ButtonAssist[_0x55ded4(0x54a)][_0x55ded4(0x835)](),_0x547cda=0x0;let _0x2321c2=0x0;return this[_0x55ded4(0x672)]()===_0x55ded4(0x6b2)?_0x2321c2=0x0:_0x2321c2=Graphics['boxHeight']-_0x45b624,new Rectangle(_0x547cda,_0x2321c2,_0x271d80,_0x45b624);},Scene_Menu[_0x17b060(0x653)]=VisuMZ['CoreEngine'][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x78e)],VisuMZ[_0x17b060(0x77a)]['Scene_Menu_create']=Scene_Menu[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Menu['prototype']['create']=function(){const _0x428576=_0x17b060;VisuMZ[_0x428576(0x77a)][_0x428576(0x7e5)][_0x428576(0x64e)](this),this[_0x428576(0x763)]();},Scene_Menu['prototype']['setCoreEngineUpdateWindowBg']=function(){const _0x599d36=_0x17b060;this[_0x599d36(0x7b7)]&&this[_0x599d36(0x7b7)]['setBackgroundType'](Scene_Menu[_0x599d36(0x653)]['CommandBgType']),this['_goldWindow']&&this['_goldWindow'][_0x599d36(0x12d)](Scene_Menu['layoutSettings'][_0x599d36(0x391)]),this[_0x599d36(0x501)]&&this[_0x599d36(0x501)][_0x599d36(0x12d)](Scene_Menu[_0x599d36(0x653)][_0x599d36(0x349)]);},Scene_Menu[_0x17b060(0x54a)][_0x17b060(0x4e2)]=function(){const _0x4673fd=_0x17b060;return Scene_Menu[_0x4673fd(0x653)][_0x4673fd(0x70e)]['call'](this);},Scene_Menu[_0x17b060(0x54a)][_0x17b060(0x81e)]=function(){const _0x112a56=_0x17b060;return Scene_Menu[_0x112a56(0x653)][_0x112a56(0x84d)][_0x112a56(0x64e)](this);},Scene_Menu['prototype']['statusWindowRect']=function(){const _0x4c0fe7=_0x17b060;return Scene_Menu['layoutSettings'][_0x4c0fe7(0x71b)][_0x4c0fe7(0x64e)](this);},Scene_Item[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x78a)],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x3a6)]=Scene_Item[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Item[_0x17b060(0x54a)]['create']=function(){const _0x2579a9=_0x17b060;VisuMZ[_0x2579a9(0x77a)]['Scene_Item_create'][_0x2579a9(0x64e)](this),this['setCoreEngineUpdateWindowBg']();},Scene_Item[_0x17b060(0x54a)][_0x17b060(0x763)]=function(){const _0x2e81f4=_0x17b060;this[_0x2e81f4(0x370)]&&this[_0x2e81f4(0x370)][_0x2e81f4(0x12d)](Scene_Item['layoutSettings']['HelpBgType']),this[_0x2e81f4(0x4e6)]&&this[_0x2e81f4(0x4e6)][_0x2e81f4(0x12d)](Scene_Item[_0x2e81f4(0x653)][_0x2e81f4(0x4f7)]),this[_0x2e81f4(0x28d)]&&this['_itemWindow'][_0x2e81f4(0x12d)](Scene_Item['layoutSettings'][_0x2e81f4(0x823)]),this[_0x2e81f4(0x6bf)]&&this[_0x2e81f4(0x6bf)]['setBackgroundType'](Scene_Item[_0x2e81f4(0x653)][_0x2e81f4(0x885)]);},Scene_Item[_0x17b060(0x54a)][_0x17b060(0x295)]=function(){const _0x1b468a=_0x17b060;return Scene_Item[_0x1b468a(0x653)][_0x1b468a(0x432)][_0x1b468a(0x64e)](this);},Scene_Item[_0x17b060(0x54a)][_0x17b060(0x564)]=function(){const _0x222902=_0x17b060;return Scene_Item[_0x222902(0x653)][_0x222902(0x6c0)][_0x222902(0x64e)](this);},Scene_Item[_0x17b060(0x54a)]['itemWindowRect']=function(){const _0x602b8a=_0x17b060;return Scene_Item[_0x602b8a(0x653)][_0x602b8a(0x51a)][_0x602b8a(0x64e)](this);},Scene_Item[_0x17b060(0x54a)][_0x17b060(0x47c)]=function(){const _0x5d5f22=_0x17b060;return Scene_Item[_0x5d5f22(0x653)][_0x5d5f22(0x6b7)][_0x5d5f22(0x64e)](this);},Scene_Skill[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x128)],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x68b)]=Scene_Skill[_0x17b060(0x54a)]['create'],Scene_Skill[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0x1cdb57=_0x17b060;VisuMZ[_0x1cdb57(0x77a)][_0x1cdb57(0x68b)][_0x1cdb57(0x64e)](this),this[_0x1cdb57(0x763)]();},Scene_Skill[_0x17b060(0x54a)][_0x17b060(0x763)]=function(){const _0x3d4a3c=_0x17b060;this['_helpWindow']&&this[_0x3d4a3c(0x370)][_0x3d4a3c(0x12d)](Scene_Skill[_0x3d4a3c(0x653)][_0x3d4a3c(0x67a)]),this[_0x3d4a3c(0x1cb)]&&this[_0x3d4a3c(0x1cb)]['setBackgroundType'](Scene_Skill[_0x3d4a3c(0x653)]['SkillTypeBgType']),this[_0x3d4a3c(0x501)]&&this[_0x3d4a3c(0x501)][_0x3d4a3c(0x12d)](Scene_Skill[_0x3d4a3c(0x653)][_0x3d4a3c(0x349)]),this[_0x3d4a3c(0x28d)]&&this[_0x3d4a3c(0x28d)][_0x3d4a3c(0x12d)](Scene_Skill[_0x3d4a3c(0x653)][_0x3d4a3c(0x823)]),this[_0x3d4a3c(0x6bf)]&&this['_actorWindow']['setBackgroundType'](Scene_Skill['layoutSettings']['ActorBgType']);},Scene_Skill[_0x17b060(0x54a)][_0x17b060(0x295)]=function(){const _0x32561c=_0x17b060;return Scene_Skill[_0x32561c(0x653)]['HelpRect']['call'](this);},Scene_Skill['prototype'][_0x17b060(0x4d6)]=function(){const _0x179b4a=_0x17b060;return Scene_Skill[_0x179b4a(0x653)][_0x179b4a(0x59d)]['call'](this);},Scene_Skill['prototype'][_0x17b060(0x865)]=function(){const _0x2a4654=_0x17b060;return Scene_Skill['layoutSettings']['StatusRect'][_0x2a4654(0x64e)](this);},Scene_Skill[_0x17b060(0x54a)][_0x17b060(0x5be)]=function(){const _0x37efb9=_0x17b060;return Scene_Skill[_0x37efb9(0x653)][_0x37efb9(0x51a)][_0x37efb9(0x64e)](this);},Scene_Skill[_0x17b060(0x54a)][_0x17b060(0x47c)]=function(){const _0x3a4d5e=_0x17b060;return Scene_Skill[_0x3a4d5e(0x653)][_0x3a4d5e(0x6b7)][_0x3a4d5e(0x64e)](this);},Scene_Equip['layoutSettings']=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x4ce)],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x229)]=Scene_Equip[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Equip['prototype'][_0x17b060(0x3f6)]=function(){const _0x3762ea=_0x17b060;VisuMZ[_0x3762ea(0x77a)][_0x3762ea(0x229)][_0x3762ea(0x64e)](this),this['setCoreEngineUpdateWindowBg']();},Scene_Equip[_0x17b060(0x54a)][_0x17b060(0x763)]=function(){const _0x52a2f7=_0x17b060;this[_0x52a2f7(0x370)]&&this['_helpWindow'][_0x52a2f7(0x12d)](Scene_Equip['layoutSettings'][_0x52a2f7(0x67a)]),this['_statusWindow']&&this[_0x52a2f7(0x501)]['setBackgroundType'](Scene_Equip['layoutSettings']['StatusBgType']),this[_0x52a2f7(0x7b7)]&&this[_0x52a2f7(0x7b7)]['setBackgroundType'](Scene_Equip[_0x52a2f7(0x653)][_0x52a2f7(0x24d)]),this[_0x52a2f7(0x590)]&&this[_0x52a2f7(0x590)][_0x52a2f7(0x12d)](Scene_Equip[_0x52a2f7(0x653)][_0x52a2f7(0x1db)]),this[_0x52a2f7(0x28d)]&&this['_itemWindow'][_0x52a2f7(0x12d)](Scene_Equip[_0x52a2f7(0x653)]['ItemBgType']);},Scene_Equip[_0x17b060(0x54a)]['helpWindowRect']=function(){const _0x169627=_0x17b060;return Scene_Equip[_0x169627(0x653)][_0x169627(0x432)][_0x169627(0x64e)](this);},Scene_Equip['prototype']['statusWindowRect']=function(){const _0x5ea8ed=_0x17b060;return Scene_Equip[_0x5ea8ed(0x653)][_0x5ea8ed(0x71b)][_0x5ea8ed(0x64e)](this);},Scene_Equip[_0x17b060(0x54a)]['commandWindowRect']=function(){const _0x11e738=_0x17b060;return Scene_Equip[_0x11e738(0x653)][_0x11e738(0x70e)][_0x11e738(0x64e)](this);},Scene_Equip[_0x17b060(0x54a)][_0x17b060(0x4ef)]=function(){const _0x20dcac=_0x17b060;return Scene_Equip[_0x20dcac(0x653)]['SlotRect'][_0x20dcac(0x64e)](this);},Scene_Equip[_0x17b060(0x54a)][_0x17b060(0x5be)]=function(){const _0x3096ba=_0x17b060;return Scene_Equip[_0x3096ba(0x653)][_0x3096ba(0x51a)]['call'](this);},Scene_Status[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)]['MenuLayout']['StatusMenu'],VisuMZ[_0x17b060(0x77a)]['Scene_Status_create']=Scene_Status[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Status['prototype']['create']=function(){const _0x399570=_0x17b060;VisuMZ[_0x399570(0x77a)]['Scene_Status_create'][_0x399570(0x64e)](this),this[_0x399570(0x763)]();},Scene_Status['prototype'][_0x17b060(0x763)]=function(){const _0x3f7889=_0x17b060;this[_0x3f7889(0x1cc)]&&this[_0x3f7889(0x1cc)][_0x3f7889(0x12d)](Scene_Status[_0x3f7889(0x653)]['ProfileBgType']),this[_0x3f7889(0x501)]&&this[_0x3f7889(0x501)][_0x3f7889(0x12d)](Scene_Status[_0x3f7889(0x653)]['StatusBgType']),this['_statusParamsWindow']&&this['_statusParamsWindow'][_0x3f7889(0x12d)](Scene_Status[_0x3f7889(0x653)][_0x3f7889(0x2d1)]),this[_0x3f7889(0x8b8)]&&this[_0x3f7889(0x8b8)][_0x3f7889(0x12d)](Scene_Status[_0x3f7889(0x653)][_0x3f7889(0x581)]);},Scene_Status['prototype'][_0x17b060(0x306)]=function(){const _0x41df70=_0x17b060;return Scene_Status[_0x41df70(0x653)][_0x41df70(0x322)][_0x41df70(0x64e)](this);},Scene_Status[_0x17b060(0x54a)]['statusWindowRect']=function(){const _0x18682d=_0x17b060;return Scene_Status[_0x18682d(0x653)]['StatusRect']['call'](this);},Scene_Status['prototype'][_0x17b060(0x69a)]=function(){const _0x23720c=_0x17b060;return Scene_Status[_0x23720c(0x653)][_0x23720c(0xfc)][_0x23720c(0x64e)](this);},Scene_Status[_0x17b060(0x54a)][_0x17b060(0x47e)]=function(){const _0x47e52a=_0x17b060;return Scene_Status[_0x47e52a(0x653)]['StatusEquipRect'][_0x47e52a(0x64e)](this);},Scene_Options['layoutSettings']=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x66b)],VisuMZ['CoreEngine']['Scene_Options_create']=Scene_Options[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Options[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0x30d68f=_0x17b060;VisuMZ[_0x30d68f(0x77a)][_0x30d68f(0x883)]['call'](this),this[_0x30d68f(0x763)]();},Scene_Options[_0x17b060(0x54a)][_0x17b060(0x763)]=function(){const _0x3f88f7=_0x17b060;this['_optionsWindow']&&this[_0x3f88f7(0x48a)][_0x3f88f7(0x12d)](Scene_Options[_0x3f88f7(0x653)][_0x3f88f7(0x65d)]);},Scene_Options[_0x17b060(0x54a)]['optionsWindowRect']=function(){const _0x7a4801=_0x17b060;return Scene_Options[_0x7a4801(0x653)][_0x7a4801(0x3d2)][_0x7a4801(0x64e)](this);},Scene_Save[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x230)],Scene_Save[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0xc35e34=_0x17b060;Scene_File[_0xc35e34(0x54a)][_0xc35e34(0x3f6)][_0xc35e34(0x64e)](this),this[_0xc35e34(0x763)]();},Scene_Save['prototype'][_0x17b060(0x763)]=function(){const _0xd9b66b=_0x17b060;this[_0xd9b66b(0x370)]&&this[_0xd9b66b(0x370)][_0xd9b66b(0x12d)](Scene_Save[_0xd9b66b(0x653)][_0xd9b66b(0x67a)]),this[_0xd9b66b(0x234)]&&this[_0xd9b66b(0x234)][_0xd9b66b(0x12d)](Scene_Save['layoutSettings']['ListBgType']);},Scene_Save[_0x17b060(0x54a)][_0x17b060(0x295)]=function(){const _0x57a7d6=_0x17b060;return Scene_Save[_0x57a7d6(0x653)][_0x57a7d6(0x432)][_0x57a7d6(0x64e)](this);},Scene_Save[_0x17b060(0x54a)]['listWindowRect']=function(){const _0x2fcb5b=_0x17b060;return Scene_Save['layoutSettings'][_0x2fcb5b(0x5e9)][_0x2fcb5b(0x64e)](this);},Scene_Load[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x520)],Scene_Load[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0x239c50=_0x17b060;Scene_File[_0x239c50(0x54a)][_0x239c50(0x3f6)][_0x239c50(0x64e)](this),this[_0x239c50(0x763)]();},Scene_Load[_0x17b060(0x54a)][_0x17b060(0x763)]=function(){const _0x6300a3=_0x17b060;this[_0x6300a3(0x370)]&&this[_0x6300a3(0x370)][_0x6300a3(0x12d)](Scene_Load[_0x6300a3(0x653)][_0x6300a3(0x67a)]),this[_0x6300a3(0x234)]&&this[_0x6300a3(0x234)][_0x6300a3(0x12d)](Scene_Load[_0x6300a3(0x653)]['ListBgType']);},Scene_Load[_0x17b060(0x54a)][_0x17b060(0x295)]=function(){const _0x49baec=_0x17b060;return Scene_Load[_0x49baec(0x653)][_0x49baec(0x432)][_0x49baec(0x64e)](this);},Scene_Load['prototype'][_0x17b060(0x6be)]=function(){const _0x4e547a=_0x17b060;return Scene_Load[_0x4e547a(0x653)][_0x4e547a(0x5e9)][_0x4e547a(0x64e)](this);};function Scene_QuickLoad(){const _0x1e3390=_0x17b060;this[_0x1e3390(0x3e0)](...arguments);}Scene_QuickLoad[_0x17b060(0x54a)]=Object[_0x17b060(0x3f6)](Scene_Load['prototype']),Scene_QuickLoad[_0x17b060(0x54a)][_0x17b060(0x60c)]=Scene_QuickLoad,Scene_QuickLoad['prototype'][_0x17b060(0x3e0)]=function(){const _0x402d9b=_0x17b060;Scene_Load[_0x402d9b(0x54a)][_0x402d9b(0x3e0)]['call'](this);},Scene_QuickLoad[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0x2cdbba=_0x17b060;this[_0x2cdbba(0x357)](this['_saveFileID']);},Scene_QuickLoad['prototype'][_0x17b060(0x1d0)]=function(_0x36a4ec){const _0x22b95a=_0x17b060;this[_0x22b95a(0x154)]=_0x36a4ec;},Scene_QuickLoad[_0x17b060(0x54a)][_0x17b060(0x6ae)]=function(){const _0x572716=_0x17b060;Scene_MenuBase['prototype'][_0x572716(0x6ae)]['call'](this);},Scene_GameEnd['layoutSettings']=VisuMZ[_0x17b060(0x77a)]['Settings'][_0x17b060(0x5b0)]['GameEnd'],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x50a)]=Scene_GameEnd['prototype'][_0x17b060(0x3ba)],Scene_GameEnd[_0x17b060(0x54a)][_0x17b060(0x3ba)]=function(){const _0x23dc0b=_0x17b060;Scene_MenuBase[_0x23dc0b(0x54a)][_0x23dc0b(0x3ba)][_0x23dc0b(0x64e)](this);},Scene_GameEnd[_0x17b060(0x54a)][_0x17b060(0x5dd)]=function(){const _0x401e7f=_0x17b060,_0x12e040=this[_0x401e7f(0x4e2)]();this[_0x401e7f(0x7b7)]=new Window_GameEnd(_0x12e040),this[_0x401e7f(0x7b7)][_0x401e7f(0x3f2)]('cancel',this[_0x401e7f(0x3b5)][_0x401e7f(0x76d)](this)),this[_0x401e7f(0x6a9)](this[_0x401e7f(0x7b7)]),this['_commandWindow'][_0x401e7f(0x12d)](Scene_GameEnd['layoutSettings'][_0x401e7f(0x24d)]);},Scene_GameEnd['prototype'][_0x17b060(0x4e2)]=function(){const _0x54a179=_0x17b060;return Scene_GameEnd['layoutSettings'][_0x54a179(0x70e)][_0x54a179(0x64e)](this);},Scene_Shop[_0x17b060(0x653)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x5b0)][_0x17b060(0x5af)],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x38e)]=Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0x17e150=_0x17b060;VisuMZ['CoreEngine'][_0x17e150(0x38e)]['call'](this),this[_0x17e150(0x763)]();},Scene_Shop['prototype'][_0x17b060(0x763)]=function(){const _0x115622=_0x17b060;this['_helpWindow']&&this[_0x115622(0x370)][_0x115622(0x12d)](Scene_Shop[_0x115622(0x653)][_0x115622(0x67a)]),this['_goldWindow']&&this[_0x115622(0x6da)][_0x115622(0x12d)](Scene_Shop[_0x115622(0x653)]['GoldBgType']),this[_0x115622(0x7b7)]&&this[_0x115622(0x7b7)]['setBackgroundType'](Scene_Shop[_0x115622(0x653)][_0x115622(0x24d)]),this['_dummyWindow']&&this['_dummyWindow'][_0x115622(0x12d)](Scene_Shop[_0x115622(0x653)][_0x115622(0x328)]),this[_0x115622(0x61d)]&&this[_0x115622(0x61d)][_0x115622(0x12d)](Scene_Shop['layoutSettings']['NumberBgType']),this[_0x115622(0x501)]&&this[_0x115622(0x501)][_0x115622(0x12d)](Scene_Shop['layoutSettings'][_0x115622(0x349)]),this[_0x115622(0x8b0)]&&this[_0x115622(0x8b0)][_0x115622(0x12d)](Scene_Shop[_0x115622(0x653)][_0x115622(0x143)]),this[_0x115622(0x4e6)]&&this[_0x115622(0x4e6)]['setBackgroundType'](Scene_Shop[_0x115622(0x653)][_0x115622(0x4f7)]),this[_0x115622(0x5ec)]&&this['_sellWindow']['setBackgroundType'](Scene_Shop[_0x115622(0x653)]['SellBgType']);},Scene_Shop['prototype'][_0x17b060(0x295)]=function(){const _0xd3ed69=_0x17b060;return Scene_Shop[_0xd3ed69(0x653)][_0xd3ed69(0x432)][_0xd3ed69(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)]['goldWindowRect']=function(){const _0x78e01f=_0x17b060;return Scene_Shop['layoutSettings'][_0x78e01f(0x84d)][_0x78e01f(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x4e2)]=function(){const _0x2fc734=_0x17b060;return Scene_Shop[_0x2fc734(0x653)][_0x2fc734(0x70e)]['call'](this);},Scene_Shop['prototype'][_0x17b060(0x459)]=function(){const _0x5361f3=_0x17b060;return Scene_Shop[_0x5361f3(0x653)]['DummyRect'][_0x5361f3(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x637)]=function(){const _0x4e8a60=_0x17b060;return Scene_Shop['layoutSettings'][_0x4e8a60(0x496)][_0x4e8a60(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)]['statusWindowRect']=function(){const _0x2a33a3=_0x17b060;return Scene_Shop[_0x2a33a3(0x653)]['StatusRect']['call'](this);},Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x491)]=function(){const _0x41da84=_0x17b060;return Scene_Shop[_0x41da84(0x653)][_0x41da84(0x267)][_0x41da84(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x564)]=function(){const _0x25f108=_0x17b060;return Scene_Shop['layoutSettings'][_0x25f108(0x6c0)][_0x25f108(0x64e)](this);},Scene_Shop[_0x17b060(0x54a)][_0x17b060(0x68d)]=function(){const _0x4ba4c1=_0x17b060;return Scene_Shop['layoutSettings'][_0x4ba4c1(0x61f)]['call'](this);},Scene_Name[_0x17b060(0x653)]=VisuMZ['CoreEngine']['Settings'][_0x17b060(0x5b0)][_0x17b060(0x4f8)],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x17b)]=Scene_Name[_0x17b060(0x54a)][_0x17b060(0x3f6)],Scene_Name[_0x17b060(0x54a)][_0x17b060(0x3f6)]=function(){const _0xc0e2d5=_0x17b060;VisuMZ[_0xc0e2d5(0x77a)][_0xc0e2d5(0x17b)][_0xc0e2d5(0x64e)](this),this['setCoreEngineUpdateWindowBg']();},Scene_Name['prototype'][_0x17b060(0x763)]=function(){const _0x3bf21c=_0x17b060;this[_0x3bf21c(0x36e)]&&this[_0x3bf21c(0x36e)][_0x3bf21c(0x12d)](Scene_Name[_0x3bf21c(0x653)][_0x3bf21c(0x2b6)]),this['_inputWindow']&&this['_inputWindow'][_0x3bf21c(0x12d)](Scene_Name[_0x3bf21c(0x653)][_0x3bf21c(0x7d1)]);},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x89f)]=function(){return 0x0;},Scene_Name['prototype'][_0x17b060(0x39b)]=function(){const _0x90a830=_0x17b060;return Scene_Name[_0x90a830(0x653)][_0x90a830(0x1bb)]['call'](this);},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x4f2)]=function(){const _0x26b3d2=_0x17b060;return Scene_Name['layoutSettings']['InputRect'][_0x26b3d2(0x64e)](this);},Scene_Name[_0x17b060(0x54a)]['EnableNameInput']=function(){const _0x5d0e32=_0x17b060;if(!this[_0x5d0e32(0x52d)])return![];return VisuMZ[_0x5d0e32(0x77a)]['Settings'][_0x5d0e32(0x197)]['EnableNameInput'];},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x1fb)]=function(){const _0x455cc7=_0x17b060;if(this['EnableNameInput']()&&this['_inputWindow'][_0x455cc7(0x440)]!=='keyboard')return TextManager[_0x455cc7(0x165)](_0x455cc7(0x595),_0x455cc7(0x7c5));return Scene_MenuBase[_0x455cc7(0x54a)][_0x455cc7(0x1fb)][_0x455cc7(0x64e)](this);},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x56f)]=function(){const _0x33a0a0=_0x17b060;return this['EnableNameInput']()?TextManager[_0x33a0a0(0x713)](_0x33a0a0(0x412)):Scene_MenuBase[_0x33a0a0(0x54a)][_0x33a0a0(0x56f)]['call'](this);},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x6f0)]=function(){const _0xa76c00=_0x17b060;if(this[_0xa76c00(0x3d1)]()&&this[_0xa76c00(0x52d)][_0xa76c00(0x440)]==='keyboard')return TextManager[_0xa76c00(0x183)]([_0xa76c00(0x2fe)]);return Scene_MenuBase[_0xa76c00(0x54a)][_0xa76c00(0x6f0)][_0xa76c00(0x64e)](this);},Scene_Name['prototype']['buttonAssistKey5']=function(){const _0x1d7188=_0x17b060;if(this[_0x1d7188(0x3d1)]()&&this['_inputWindow'][_0x1d7188(0x440)]===_0x1d7188(0x364))return TextManager[_0x1d7188(0x183)]([_0x1d7188(0x287)]);return Scene_MenuBase[_0x1d7188(0x54a)]['buttonAssistKey5']['call'](this);},Scene_Name[_0x17b060(0x54a)]['buttonAssistText1']=function(){const _0x264f46=_0x17b060;if(this[_0x264f46(0x3d1)]()&&this[_0x264f46(0x52d)]['_mode']!==_0x264f46(0x364)){const _0x34c842=VisuMZ['CoreEngine'][_0x264f46(0x382)]['KeyboardInput'];return _0x34c842[_0x264f46(0x2fd)]||_0x264f46(0x227);}return Scene_MenuBase[_0x264f46(0x54a)][_0x264f46(0x8a0)]['call'](this);},Scene_Name[_0x17b060(0x54a)][_0x17b060(0x52a)]=function(){const _0x3560c2=_0x17b060;if(this[_0x3560c2(0x3d1)]()){const _0xea0106=VisuMZ['CoreEngine'][_0x3560c2(0x382)][_0x3560c2(0x197)];return this['_inputWindow'][_0x3560c2(0x440)]===_0x3560c2(0x364)?_0xea0106[_0x3560c2(0x546)]||'Keyboard':_0xea0106[_0x3560c2(0x7bf)]||'Manual';}else return Scene_MenuBase[_0x3560c2(0x54a)][_0x3560c2(0x52a)][_0x3560c2(0x64e)](this);},Scene_Name['prototype'][_0x17b060(0x21d)]=function(){const _0x433d9f=_0x17b060;if(this[_0x433d9f(0x3d1)]()){const _0xe347cb=VisuMZ[_0x433d9f(0x77a)]['Settings']['KeyboardInput'];if(this['_inputWindow'][_0x433d9f(0x440)]==='keyboard')return _0xe347cb[_0x433d9f(0x526)]||'Finish';}return Scene_MenuBase[_0x433d9f(0x54a)]['buttonAssistText4'][_0x433d9f(0x64e)](this);},VisuMZ['CoreEngine'][_0x17b060(0xe0)]=Scene_Name[_0x17b060(0x54a)]['onInputOk'],Scene_Name[_0x17b060(0x54a)][_0x17b060(0x7ef)]=function(){const _0x2e0169=_0x17b060;this['doesNameContainBannedWords']()?this[_0x2e0169(0x87b)]():VisuMZ[_0x2e0169(0x77a)][_0x2e0169(0xe0)][_0x2e0169(0x64e)](this);},Scene_Name['prototype'][_0x17b060(0x7c9)]=function(){const _0x18908d=_0x17b060,_0x2e9374=VisuMZ[_0x18908d(0x77a)][_0x18908d(0x382)][_0x18908d(0x197)];if(!_0x2e9374)return![];const _0x28c914=_0x2e9374[_0x18908d(0x854)];if(!_0x28c914)return![];const _0x2aaa31=this[_0x18908d(0x36e)][_0x18908d(0x142)]()[_0x18908d(0x853)]();for(const _0x14b840 of _0x28c914){if(_0x2aaa31[_0x18908d(0x1ae)](_0x14b840[_0x18908d(0x853)]()))return!![];}return![];},Scene_Name[_0x17b060(0x54a)]['onInputBannedWords']=function(){const _0x3ab85f=_0x17b060;SoundManager[_0x3ab85f(0x217)]();},VisuMZ['CoreEngine'][_0x17b060(0x4ab)]=Scene_Battle[_0x17b060(0x54a)]['update'],Scene_Battle['prototype'][_0x17b060(0x319)]=function(){const _0x1c3d9b=_0x17b060;VisuMZ['CoreEngine'][_0x1c3d9b(0x4ab)][_0x1c3d9b(0x64e)](this);if($gameTemp['_playTestFastMode'])this[_0x1c3d9b(0x408)]();},Scene_Battle[_0x17b060(0x54a)]['updatePlayTestF7']=function(){const _0x822ad1=_0x17b060;!BattleManager[_0x822ad1(0x266)]()&&!this[_0x822ad1(0x60a)]&&!$gameMessage[_0x822ad1(0x292)]()&&(this[_0x822ad1(0x60a)]=!![],this['update'](),SceneManager[_0x822ad1(0x2cb)](),this[_0x822ad1(0x60a)]=![]);},VisuMZ[_0x17b060(0x77a)]['Scene_Battle_createCancelButton']=Scene_Battle[_0x17b060(0x54a)][_0x17b060(0x360)],Scene_Battle[_0x17b060(0x54a)][_0x17b060(0x360)]=function(){const _0x578a73=_0x17b060;VisuMZ[_0x578a73(0x77a)][_0x578a73(0x8aa)]['call'](this),SceneManager[_0x578a73(0x818)]()&&this['repositionCancelButtonSideButtonLayout']();},Scene_Battle[_0x17b060(0x54a)]['repositionCancelButtonSideButtonLayout']=function(){const _0x288e78=_0x17b060;this[_0x288e78(0x257)]['x']=Graphics[_0x288e78(0x778)]+0x4,this[_0x288e78(0x7a6)]()?this[_0x288e78(0x257)]['y']=Graphics[_0x288e78(0x509)]-this[_0x288e78(0x3ec)]():this[_0x288e78(0x257)]['y']=0x0;},VisuMZ[_0x17b060(0x77a)]['Sprite_Button_initialize']=Sprite_Button[_0x17b060(0x54a)]['initialize'],Sprite_Button[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(_0x432252){const _0x226b58=_0x17b060;VisuMZ['CoreEngine'][_0x226b58(0x168)]['call'](this,_0x432252),this[_0x226b58(0x1eb)]();},Sprite_Button[_0x17b060(0x54a)][_0x17b060(0x1eb)]=function(){const _0x45c166=_0x17b060,_0x4ef540=VisuMZ[_0x45c166(0x77a)][_0x45c166(0x382)]['UI'];this[_0x45c166(0x288)]=![];switch(this[_0x45c166(0x7bd)]){case _0x45c166(0x314):this[_0x45c166(0x288)]=!_0x4ef540[_0x45c166(0x555)];break;case'pageup':case _0x45c166(0x7c5):this[_0x45c166(0x288)]=!_0x4ef540['pagedownShowButton'];break;case _0x45c166(0x195):case'up':case _0x45c166(0x5b6):case _0x45c166(0x336):case'ok':this[_0x45c166(0x288)]=!_0x4ef540[_0x45c166(0x5de)];break;case _0x45c166(0x155):this[_0x45c166(0x288)]=!_0x4ef540[_0x45c166(0x659)];break;}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x2da)]=Sprite_Button[_0x17b060(0x54a)]['updateOpacity'],Sprite_Button['prototype'][_0x17b060(0x3b8)]=function(){const _0x2a15de=_0x17b060;SceneManager['areButtonsHidden']()||this[_0x2a15de(0x288)]?this['hideButtonFromView']():VisuMZ[_0x2a15de(0x77a)][_0x2a15de(0x2da)][_0x2a15de(0x64e)](this);},Sprite_Button[_0x17b060(0x54a)][_0x17b060(0x544)]=function(){const _0x45b71c=_0x17b060;this[_0x45b71c(0x70d)]=![],this['opacity']=0x0,this['x']=Graphics[_0x45b71c(0x321)]*0xa,this['y']=Graphics[_0x45b71c(0x2c5)]*0xa;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x35e)]=Sprite_Battler['prototype'][_0x17b060(0x4fc)],Sprite_Battler[_0x17b060(0x54a)][_0x17b060(0x4fc)]=function(_0xe57293,_0x4a17b4,_0x2fd31a){const _0x36c7f3=_0x17b060;(this[_0x36c7f3(0x6fe)]!==_0xe57293||this[_0x36c7f3(0x14e)]!==_0x4a17b4)&&(this['setMoveEasingType'](_0x36c7f3(0x6a8)),this[_0x36c7f3(0x6cd)]=_0x2fd31a),VisuMZ[_0x36c7f3(0x77a)][_0x36c7f3(0x35e)][_0x36c7f3(0x64e)](this,_0xe57293,_0x4a17b4,_0x2fd31a);},Sprite_Battler[_0x17b060(0x54a)][_0x17b060(0x7f8)]=function(_0x3a9741){this['_moveEasingType']=_0x3a9741;},Sprite_Battler[_0x17b060(0x54a)][_0x17b060(0x37f)]=function(){const _0x2e4193=_0x17b060;if(this[_0x2e4193(0x21b)]<=0x0)return;const _0x4a94b7=this[_0x2e4193(0x21b)],_0x14c513=this[_0x2e4193(0x6cd)],_0x4f1dc8=this[_0x2e4193(0x8ae)];this[_0x2e4193(0x239)]=this['applyEasing'](this[_0x2e4193(0x239)],this[_0x2e4193(0x6fe)],_0x4a94b7,_0x14c513,_0x4f1dc8),this[_0x2e4193(0x2e5)]=this[_0x2e4193(0x85e)](this[_0x2e4193(0x2e5)],this[_0x2e4193(0x14e)],_0x4a94b7,_0x14c513,_0x4f1dc8),this[_0x2e4193(0x21b)]--;if(this[_0x2e4193(0x21b)]<=0x0)this[_0x2e4193(0x60f)]();},Sprite_Battler[_0x17b060(0x54a)]['applyEasing']=function(_0xcac1ca,_0x1a7857,_0x7ad6e5,_0x456dec,_0x4b129a){const _0x5bad91=_0x17b060,_0x1aeca8=VisuMZ[_0x5bad91(0x30b)]((_0x456dec-_0x7ad6e5)/_0x456dec,_0x4b129a||_0x5bad91(0x6a8)),_0x49937f=VisuMZ['ApplyEasing']((_0x456dec-_0x7ad6e5+0x1)/_0x456dec,_0x4b129a||_0x5bad91(0x6a8)),_0x128e92=(_0xcac1ca-_0x1a7857*_0x1aeca8)/(0x1-_0x1aeca8);return _0x128e92+(_0x1a7857-_0x128e92)*_0x49937f;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x455)]=Sprite_Actor[_0x17b060(0x54a)]['setActorHome'],Sprite_Actor[_0x17b060(0x54a)]['setActorHome']=function(_0x4e6725){const _0x31dffe=_0x17b060;VisuMZ[_0x31dffe(0x77a)][_0x31dffe(0x382)]['UI']['RepositionActors']?this[_0x31dffe(0x407)](_0x4e6725):VisuMZ[_0x31dffe(0x77a)][_0x31dffe(0x455)]['call'](this,_0x4e6725);},Sprite_Actor[_0x17b060(0x54a)][_0x17b060(0x407)]=function(_0x27717c){const _0xe6977f=_0x17b060;let _0x5982ad=Math[_0xe6977f(0x3fe)](Graphics[_0xe6977f(0x321)]/0x2+0xc0);_0x5982ad-=Math['floor']((Graphics[_0xe6977f(0x321)]-Graphics[_0xe6977f(0x778)])/0x2),_0x5982ad+=_0x27717c*0x20;let _0x3ab84d=Graphics['height']-0xc8-$gameParty[_0xe6977f(0x83a)]()*0x30;_0x3ab84d-=Math['floor']((Graphics[_0xe6977f(0x2c5)]-Graphics[_0xe6977f(0x509)])/0x2),_0x3ab84d+=_0x27717c*0x30,this[_0xe6977f(0x7ad)](_0x5982ad,_0x3ab84d);},Sprite_Actor[_0x17b060(0x54a)][_0x17b060(0x841)]=function(){const _0xa4a681=_0x17b060;this[_0xa4a681(0x4fc)](0x4b0,0x0,0x78);},Sprite_Animation['prototype'][_0x17b060(0x11c)]=function(_0xd5ff56){const _0x54f0d2=_0x17b060;this[_0x54f0d2(0x832)]=_0xd5ff56;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x7e2)]=Sprite_Animation['prototype'][_0x17b060(0x881)],Sprite_Animation[_0x17b060(0x54a)]['processSoundTimings']=function(){const _0x209c94=_0x17b060;if(this['_muteSound'])return;VisuMZ[_0x209c94(0x77a)][_0x209c94(0x7e2)][_0x209c94(0x64e)](this);},VisuMZ[_0x17b060(0x77a)]['Sprite_Animation_setViewport']=Sprite_Animation[_0x17b060(0x54a)][_0x17b060(0x6dd)],Sprite_Animation[_0x17b060(0x54a)][_0x17b060(0x6dd)]=function(_0x3c8dad){const _0x36120c=_0x17b060;this[_0x36120c(0x667)]()?this[_0x36120c(0x5b9)](_0x3c8dad):VisuMZ[_0x36120c(0x77a)][_0x36120c(0x75a)][_0x36120c(0x64e)](this,_0x3c8dad);},Sprite_Animation[_0x17b060(0x54a)][_0x17b060(0x667)]=function(){const _0x481944=_0x17b060;if(!this['_animation'])return![];const _0x4c0c7f=this[_0x481944(0x196)][_0x481944(0x142)]||'';if(_0x4c0c7f['match'](/<MIRROR OFFSET X>/i))return!![];if(_0x4c0c7f[_0x481944(0x2ba)](/<NO MIRROR OFFSET X>/i))return![];return VisuMZ[_0x481944(0x77a)][_0x481944(0x382)][_0x481944(0x7ae)][_0x481944(0x209)];},Sprite_Animation[_0x17b060(0x54a)][_0x17b060(0x5b9)]=function(_0x5a4897){const _0x4b9ed0=_0x17b060,_0x3340fd=this[_0x4b9ed0(0x41d)],_0x1290b5=this[_0x4b9ed0(0x41d)],_0x101f59=this[_0x4b9ed0(0x196)]['offsetX']*(this[_0x4b9ed0(0x114)]?-0x1:0x1)-_0x3340fd/0x2,_0x30a36e=this[_0x4b9ed0(0x196)][_0x4b9ed0(0x84a)]-_0x1290b5/0x2,_0x2d0d17=this['targetPosition'](_0x5a4897);_0x5a4897['gl']['viewport'](_0x101f59+_0x2d0d17['x'],_0x30a36e+_0x2d0d17['y'],_0x3340fd,_0x1290b5);},Sprite_Animation['prototype']['targetSpritePosition']=function(_0x30b23f){const _0x1c019f=_0x17b060;if(_0x30b23f['_mainSprite']){}const _0x3f1c89=this[_0x1c019f(0x196)]['name'];let _0x515cc9=_0x30b23f[_0x1c019f(0x2c5)]*_0x30b23f[_0x1c019f(0x82a)]['y'],_0x434008=0x0,_0x11a131=-_0x515cc9/0x2;if(_0x3f1c89['match'](/<(?:HEAD|HEADER|TOP)>/i))_0x11a131=-_0x515cc9;if(_0x3f1c89[_0x1c019f(0x2ba)](/<(?:FOOT|FOOTER|BOTTOM)>/i))_0x11a131=0x0;if(this['_animation'][_0x1c019f(0xe8)])_0x11a131=0x0;if(_0x3f1c89[_0x1c019f(0x2ba)](/<(?:LEFT)>/i))_0x434008=-_0x30b23f['width']/0x2;if(_0x3f1c89['match'](/<(?:RIGHT)>/i))_0x434008=_0x30b23f['width']/0x2;_0x3f1c89[_0x1c019f(0x2ba)](/<ANCHOR X:[ ](\d+\.?\d*)>/i)&&(_0x434008=Number(RegExp['$1'])*_0x30b23f[_0x1c019f(0x321)]);_0x3f1c89[_0x1c019f(0x2ba)](/<ANCHOR Y:[ ](\d+\.?\d*)>/i)&&(_0x11a131=(0x1-Number(RegExp['$1']))*-_0x515cc9);_0x3f1c89['match'](/<ANCHOR:[ ](\d+\.?\d*),[ ](\d+\.?\d*)>/i)&&(_0x434008=Number(RegExp['$1'])*_0x30b23f[_0x1c019f(0x321)],_0x11a131=(0x1-Number(RegExp['$2']))*-_0x515cc9);if(_0x3f1c89[_0x1c019f(0x2ba)](/<OFFSET X:[ ]([\+\-]\d+)>/i))_0x434008+=Number(RegExp['$1']);if(_0x3f1c89[_0x1c019f(0x2ba)](/<OFFSET Y:[ ]([\+\-]\d+)>/i))_0x11a131+=Number(RegExp['$1']);_0x3f1c89[_0x1c019f(0x2ba)](/<OFFSET:[ ]([\+\-]\d+),[ ]([\+\-]\d+)>/i)&&(_0x434008+=Number(RegExp['$1']),_0x11a131+=Number(RegExp['$2']));const _0x7d4820=new Point(_0x434008,_0x11a131);return _0x30b23f[_0x1c019f(0x416)](),_0x30b23f[_0x1c019f(0x25c)][_0x1c019f(0x7f2)](_0x7d4820);},Sprite_AnimationMV[_0x17b060(0x54a)][_0x17b060(0x5ed)]=function(){const _0x2dbc56=_0x17b060;this[_0x2dbc56(0x334)]=VisuMZ[_0x2dbc56(0x77a)][_0x2dbc56(0x382)][_0x2dbc56(0x7ae)][_0x2dbc56(0x787)]??0x4,this[_0x2dbc56(0x893)](),this[_0x2dbc56(0x334)]=this[_0x2dbc56(0x334)][_0x2dbc56(0x42b)](0x1,0xa);},Sprite_AnimationMV[_0x17b060(0x54a)]['setupCustomRateCoreEngine']=function(){const _0x30c680=_0x17b060;if(!this[_0x30c680(0x196)]);const _0x2d3b56=this[_0x30c680(0x196)]['name']||'';_0x2d3b56[_0x30c680(0x2ba)](/<RATE:[ ](\d+)>/i)&&(this[_0x30c680(0x334)]=(Number(RegExp['$1'])||0x1)[_0x30c680(0x42b)](0x1,0xa));},Sprite_AnimationMV[_0x17b060(0x54a)][_0x17b060(0x11c)]=function(_0x578d42){this['_muteSound']=_0x578d42;},VisuMZ[_0x17b060(0x77a)]['Sprite_AnimationMV_processTimingData']=Sprite_AnimationMV[_0x17b060(0x54a)][_0x17b060(0x6e9)],Sprite_AnimationMV[_0x17b060(0x54a)][_0x17b060(0x6e9)]=function(_0x5affee){const _0x2cbb4c=_0x17b060;this[_0x2cbb4c(0x832)]&&(_0x5affee=JsonEx[_0x2cbb4c(0x83c)](_0x5affee),_0x5affee['se']&&(_0x5affee['se'][_0x2cbb4c(0x14a)]=0x0)),VisuMZ[_0x2cbb4c(0x77a)][_0x2cbb4c(0x490)][_0x2cbb4c(0x64e)](this,_0x5affee);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x7fa)]=Sprite_AnimationMV['prototype'][_0x17b060(0x3b3)],Sprite_AnimationMV[_0x17b060(0x54a)][_0x17b060(0x3b3)]=function(){const _0x1385eb=_0x17b060;VisuMZ[_0x1385eb(0x77a)][_0x1385eb(0x7fa)]['call'](this);if(this['_animation'][_0x1385eb(0x5b4)]===0x3){if(this['x']===0x0)this['x']=Math['round'](Graphics[_0x1385eb(0x321)]/0x2);if(this['y']===0x0)this['y']=Math['round'](Graphics[_0x1385eb(0x2c5)]/0x2);}},Sprite_Damage[_0x17b060(0x54a)][_0x17b060(0x606)]=function(_0x44d7a1){const _0x526b23=_0x17b060;let _0x1a9080=Math[_0x526b23(0x6c1)](_0x44d7a1)[_0x526b23(0x548)]();this['useDigitGrouping']()&&(_0x1a9080=VisuMZ[_0x526b23(0x4bd)](_0x1a9080));const _0x56a27a=this[_0x526b23(0xf8)](),_0x306676=Math[_0x526b23(0x221)](_0x56a27a*0.75);for(let _0x30e4f2=0x0;_0x30e4f2<_0x1a9080[_0x526b23(0x540)];_0x30e4f2++){const _0x3c2c0f=this[_0x526b23(0x32b)](_0x306676,_0x56a27a);_0x3c2c0f[_0x526b23(0x7d3)]['drawText'](_0x1a9080[_0x30e4f2],0x0,0x0,_0x306676,_0x56a27a,_0x526b23(0x27e)),_0x3c2c0f['x']=(_0x30e4f2-(_0x1a9080[_0x526b23(0x540)]-0x1)/0x2)*_0x306676,_0x3c2c0f['dy']=-_0x30e4f2;}},Sprite_Damage['prototype']['useDigitGrouping']=function(){const _0x1b113d=_0x17b060;return VisuMZ['CoreEngine'][_0x1b113d(0x382)][_0x1b113d(0x7ae)][_0x1b113d(0x75e)];},Sprite_Damage[_0x17b060(0x54a)][_0x17b060(0x768)]=function(){const _0xa0e910=_0x17b060;return ColorManager[_0xa0e910(0x2dd)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x1b2)]=Sprite_Gauge['prototype'][_0x17b060(0x39f)],Sprite_Gauge['prototype'][_0x17b060(0x39f)]=function(){const _0x2d088e=_0x17b060;return VisuMZ[_0x2d088e(0x77a)]['Sprite_Gauge_gaugeRate'][_0x2d088e(0x64e)](this)['clamp'](0x0,0x1);},VisuMZ[_0x17b060(0x77a)]['Sprite_Gauge_currentValue']=Sprite_Gauge[_0x17b060(0x54a)][_0x17b060(0x3cf)],Sprite_Gauge[_0x17b060(0x54a)][_0x17b060(0x3cf)]=function(){const _0x3d8d2a=_0x17b060;let _0x5866d4=VisuMZ[_0x3d8d2a(0x77a)][_0x3d8d2a(0x393)][_0x3d8d2a(0x64e)](this);return _0x5866d4;},Sprite_Gauge[_0x17b060(0x54a)][_0x17b060(0x5fa)]=function(){const _0x36a051=_0x17b060;let _0x30e50b=this[_0x36a051(0x3cf)]();this[_0x36a051(0x27c)]()&&(_0x30e50b=VisuMZ['GroupDigits'](_0x30e50b));const _0x47c280=this[_0x36a051(0x2a6)]()-0x1,_0x355f37=this[_0x36a051(0x255)]?this[_0x36a051(0x255)]():this[_0x36a051(0x788)]();this['setupValueFont'](),this[_0x36a051(0x7d3)][_0x36a051(0x1a9)](_0x30e50b,0x0,0x0,_0x47c280,_0x355f37,'right');},Sprite_Gauge['prototype'][_0x17b060(0x450)]=function(){return 0x3;},Sprite_Gauge[_0x17b060(0x54a)][_0x17b060(0x27c)]=function(){const _0x2d14f9=_0x17b060;return VisuMZ[_0x2d14f9(0x77a)][_0x2d14f9(0x382)][_0x2d14f9(0x7ae)][_0x2d14f9(0x419)];},Sprite_Gauge[_0x17b060(0x54a)][_0x17b060(0x768)]=function(){const _0x5b28b8=_0x17b060;return ColorManager[_0x5b28b8(0x462)]();},Sprite_StateIcon[_0x17b060(0x390)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)]['UI'][_0x17b060(0x528)]??!![],VisuMZ[_0x17b060(0x77a)][_0x17b060(0x552)]=Sprite_StateIcon[_0x17b060(0x54a)]['loadBitmap'],Sprite_StateIcon[_0x17b060(0x54a)][_0x17b060(0x80b)]=function(){const _0x1ebfac=_0x17b060;Sprite_StateIcon[_0x1ebfac(0x390)]?this['loadBitmapCoreEngine']():VisuMZ[_0x1ebfac(0x77a)]['Sprite_StateIcon_loadBitmap'][_0x1ebfac(0x64e)](this);},Sprite_StateIcon[_0x17b060(0x54a)][_0x17b060(0x600)]=function(){const _0xc16426=_0x17b060;this[_0xc16426(0x7d3)]=new Bitmap(ImageManager['iconWidth'],ImageManager[_0xc16426(0x275)]),this[_0xc16426(0x3b2)]=ImageManager[_0xc16426(0x1ef)](_0xc16426(0x284));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x722)]=Sprite_StateIcon['prototype'][_0x17b060(0x15d)],Sprite_StateIcon[_0x17b060(0x54a)]['updateFrame']=function(){const _0x3738b6=_0x17b060;Sprite_StateIcon[_0x3738b6(0x390)]?this[_0x3738b6(0x85a)]():VisuMZ[_0x3738b6(0x77a)][_0x3738b6(0x722)][_0x3738b6(0x64e)](this);},Sprite_StateIcon[_0x17b060(0x54a)]['updateFrameCoreEngine']=function(){const _0x2df468=_0x17b060;if(this[_0x2df468(0x4fb)]===this[_0x2df468(0x18c)])return;this[_0x2df468(0x4fb)]=this[_0x2df468(0x18c)];const _0x17bca0=ImageManager[_0x2df468(0x2ab)],_0x2e60d7=ImageManager['iconHeight'],_0x3b7359=this[_0x2df468(0x18c)]%0x10*_0x17bca0,_0x17589e=Math[_0x2df468(0x221)](this[_0x2df468(0x18c)]/0x10)*_0x2e60d7,_0x467d2d=this[_0x2df468(0x3b2)],_0x2cf560=this[_0x2df468(0x7d3)];_0x2cf560['clear'](),_0x2cf560[_0x2df468(0x3f8)](_0x467d2d,_0x3b7359,_0x17589e,_0x17bca0,_0x2e60d7,0x0,0x0,_0x2cf560['width'],_0x2cf560[_0x2df468(0x2c5)]);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x396)]=Sprite_Picture['prototype'][_0x17b060(0x80b)],Sprite_Picture[_0x17b060(0x54a)][_0x17b060(0x80b)]=function(){const _0x61a42f=_0x17b060;this[_0x61a42f(0x88d)]&&this[_0x61a42f(0x88d)][_0x61a42f(0x2ba)](/VisuMZ CoreEngine PictureIcon (\d+)/i)?this['loadIconBitmap'](Number(RegExp['$1'])):VisuMZ[_0x61a42f(0x77a)]['Sprite_Picture_loadBitmap'][_0x61a42f(0x64e)](this);},Sprite_Picture[_0x17b060(0x54a)]['loadIconBitmap']=function(_0x5dbb0c){const _0x432a2e=_0x17b060,_0x1b8d58=ImageManager[_0x432a2e(0x2ab)],_0x45560d=ImageManager['iconHeight'],_0x1f1916=this[_0x432a2e(0x88d)]['match'](/SMOOTH/i);this['bitmap']=new Bitmap(_0x1b8d58,_0x45560d);const _0x2262e4=ImageManager['loadSystem']('IconSet'),_0x3eae14=_0x5dbb0c%0x10*_0x1b8d58,_0x254064=Math[_0x432a2e(0x221)](_0x5dbb0c/0x10)*_0x45560d;this[_0x432a2e(0x7d3)][_0x432a2e(0x425)]=_0x1f1916,this['bitmap'][_0x432a2e(0x3f8)](_0x2262e4,_0x3eae14,_0x254064,_0x1b8d58,_0x45560d,0x0,0x0,_0x1b8d58,_0x45560d);};function Sprite_TitlePictureButton(){const _0x4f64e9=_0x17b060;this[_0x4f64e9(0x3e0)](...arguments);}Sprite_TitlePictureButton[_0x17b060(0x54a)]=Object['create'](Sprite_Clickable[_0x17b060(0x54a)]),Sprite_TitlePictureButton[_0x17b060(0x54a)][_0x17b060(0x60c)]=Sprite_TitlePictureButton,Sprite_TitlePictureButton['prototype']['initialize']=function(_0x1be69e){const _0x16c9f8=_0x17b060;Sprite_Clickable['prototype'][_0x16c9f8(0x3e0)][_0x16c9f8(0x64e)](this),this[_0x16c9f8(0xf3)]=_0x1be69e,this[_0x16c9f8(0x132)]=null,this['setup']();},Sprite_TitlePictureButton[_0x17b060(0x54a)][_0x17b060(0x67d)]=function(){const _0x490bee=_0x17b060;this['x']=Graphics[_0x490bee(0x321)],this['y']=Graphics['height'],this[_0x490bee(0x70d)]=![],this['setupButtonImage']();},Sprite_TitlePictureButton['prototype'][_0x17b060(0x25d)]=function(){const _0x2c4a5d=_0x17b060;this[_0x2c4a5d(0x7d3)]=ImageManager['loadPicture'](this['_data'][_0x2c4a5d(0x441)]),this['bitmap'][_0x2c4a5d(0x892)](this[_0x2c4a5d(0x1de)]['bind'](this));},Sprite_TitlePictureButton['prototype'][_0x17b060(0x1de)]=function(){const _0x2f638d=_0x17b060;this[_0x2f638d(0xf3)]['OnLoadJS'][_0x2f638d(0x64e)](this),this[_0x2f638d(0xf3)][_0x2f638d(0x55b)][_0x2f638d(0x64e)](this),this[_0x2f638d(0x6f6)](this['_data'][_0x2f638d(0x177)]['bind'](this));},Sprite_TitlePictureButton[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0x1e999d=_0x17b060;Sprite_Clickable[_0x1e999d(0x54a)][_0x1e999d(0x319)][_0x1e999d(0x64e)](this),this['updateOpacity'](),this[_0x1e999d(0x23c)]();},Sprite_TitlePictureButton['prototype'][_0x17b060(0x500)]=function(){const _0x319c9c=_0x17b060;return VisuMZ[_0x319c9c(0x77a)][_0x319c9c(0x382)][_0x319c9c(0x5b0)][_0x319c9c(0x4ad)][_0x319c9c(0x666)];},Sprite_TitlePictureButton[_0x17b060(0x54a)][_0x17b060(0x3b8)]=function(){const _0x46f4f7=_0x17b060;this[_0x46f4f7(0x400)]||this[_0x46f4f7(0x77e)]?this['opacity']=0xff:(this['opacity']+=this[_0x46f4f7(0x70d)]?this['fadeSpeed']():-0x1*this[_0x46f4f7(0x500)](),this[_0x46f4f7(0x3e8)]=Math[_0x46f4f7(0x701)](0xc0,this[_0x46f4f7(0x3e8)]));},Sprite_TitlePictureButton['prototype'][_0x17b060(0x6f6)]=function(_0x1517ab){const _0x3a224c=_0x17b060;this[_0x3a224c(0x132)]=_0x1517ab;},Sprite_TitlePictureButton['prototype']['onClick']=function(){const _0x48b3c4=_0x17b060;this[_0x48b3c4(0x132)]&&this['_clickHandler']();};function Sprite_ExtendedTile(){const _0x4b9211=_0x17b060;this[_0x4b9211(0x3e0)](...arguments);}Sprite_ExtendedTile[_0x17b060(0x54a)]=Object[_0x17b060(0x3f6)](Sprite[_0x17b060(0x54a)]),Sprite_ExtendedTile[_0x17b060(0x54a)][_0x17b060(0x60c)]=Sprite_ExtendedTile,Sprite_ExtendedTile[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(_0x408bad,_0x3962ce,_0x3d4896,_0x30d030){const _0x498d0d=_0x17b060;this[_0x498d0d(0x7fb)]=Game_CharacterBase[_0x498d0d(0x2d9)]||-0x6,this[_0x498d0d(0x761)]=_0x408bad,this['_mapY']=_0x3962ce,this['_tile']=_0x3d4896,this[_0x498d0d(0x869)]=_0x30d030,Sprite[_0x498d0d(0x54a)][_0x498d0d(0x3e0)][_0x498d0d(0x64e)](this),this[_0x498d0d(0x3d0)](),this['loadTileBitmap'](),this[_0x498d0d(0x712)](),this[_0x498d0d(0x319)]();},Sprite_ExtendedTile[_0x17b060(0x54a)][_0x17b060(0x3d0)]=function(){const _0x5866de=_0x17b060;this[_0x5866de(0x521)]=new Sprite(),this[_0x5866de(0x521)][_0x5866de(0x435)]['x']=0.5,this[_0x5866de(0x521)][_0x5866de(0x435)]['y']=0x1,this[_0x5866de(0x521)]['y']=-this[_0x5866de(0x7fb)]+0x1,this[_0x5866de(0x781)](this[_0x5866de(0x521)]);},Sprite_ExtendedTile['prototype']['loadTileBitmap']=function(){const 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_0x1c9caf=_0x17b060,_0x1238ca=$gameMap[_0x1c9caf(0x1f1)](),_0x641365=$gameMap[_0x1c9caf(0x251)](),_0x3b174f=this['_mapX'],_0x148e2a=this['_mapY'];this['x']=Math[_0x1c9caf(0x221)](($gameMap[_0x1c9caf(0x837)](_0x3b174f)+0.5)*_0x1238ca),this['y']=Math[_0x1c9caf(0x221)](($gameMap[_0x1c9caf(0x395)](_0x148e2a)+0x1)*_0x641365)+this[_0x1c9caf(0x7fb)]-0x1;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x73d)]=Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x3e0)],Spriteset_Base['prototype'][_0x17b060(0x3e0)]=function(){const _0x1ff7da=_0x17b060;VisuMZ[_0x1ff7da(0x77a)][_0x1ff7da(0x73d)][_0x1ff7da(0x64e)](this),this[_0x1ff7da(0x33c)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x33c)]=function(){const _0x741c93=_0x17b060;this[_0x741c93(0x1dd)]=[],this[_0x741c93(0x574)]=[],this[_0x741c93(0x7db)]=this['scale']['x'],this[_0x741c93(0x82c)]=this['scale']['y'];},VisuMZ[_0x17b060(0x77a)]['Spriteset_Base_destroy']=Spriteset_Base[_0x17b060(0x54a)]['destroy'],Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x2a5)]=function(_0x493567){const _0x1f09f5=_0x17b060;this[_0x1f09f5(0x62f)](),this[_0x1f09f5(0x17e)](),VisuMZ[_0x1f09f5(0x77a)][_0x1f09f5(0x5ac)][_0x1f09f5(0x64e)](this,_0x493567);},VisuMZ[_0x17b060(0x77a)]['Spriteset_Base_update']=Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x319)],Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0x42daf4=_0x17b060;VisuMZ['CoreEngine']['Spriteset_Base_update'][_0x42daf4(0x64e)](this),this[_0x42daf4(0x423)](),this[_0x42daf4(0x5f5)](),this[_0x42daf4(0x2bb)](),this[_0x42daf4(0x5a5)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x423)]=function(){},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x5f5)]=function(){const _0x34961c=_0x17b060;if(!VisuMZ[_0x34961c(0x77a)][_0x34961c(0x382)][_0x34961c(0x7ae)]['AntiZoomPictures'])return;if(this[_0x34961c(0x7db)]===this['scale']['x']&&this[_0x34961c(0x82c)]===this['scale']['y'])return;this['adjustPictureAntiZoom'](),this['_cacheScaleX']=this[_0x34961c(0x82a)]['x'],this[_0x34961c(0x82c)]=this[_0x34961c(0x82a)]['y'];},Spriteset_Base[_0x17b060(0x54a)]['adjustPictureAntiZoom']=function(){const _0x3c06f9=_0x17b060;if(SceneManager[_0x3c06f9(0x482)]()&&Spriteset_Map[_0x3c06f9(0x5d0)])return;else{if(SceneManager[_0x3c06f9(0x51e)]()&&Spriteset_Battle['DETACH_PICTURE_CONTAINER'])return;}this['scale']['x']!==0x0&&(this[_0x3c06f9(0x454)][_0x3c06f9(0x82a)]['x']=0x1/this[_0x3c06f9(0x82a)]['x'],this['_pictureContainer']['x']=-(this['x']/this[_0x3c06f9(0x82a)]['x'])),this[_0x3c06f9(0x82a)]['y']!==0x0&&(this[_0x3c06f9(0x454)][_0x3c06f9(0x82a)]['y']=0x1/this[_0x3c06f9(0x82a)]['y'],this['_pictureContainer']['y']=-(this['y']/this['scale']['y']));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x119)]=Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x3b3)],Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x3b3)]=function(){const _0x10c37c=_0x17b060;VisuMZ[_0x10c37c(0x77a)][_0x10c37c(0x119)][_0x10c37c(0x64e)](this),this[_0x10c37c(0x785)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x785)]=function(){const _0x515bfb=_0x17b060;if(!$gameScreen)return;if($gameScreen['_shakeDuration']<=0x0)return;this['x']-=Math[_0x515bfb(0x3fe)]($gameScreen[_0x515bfb(0x67b)]());const _0xbdc378=$gameScreen[_0x515bfb(0x811)]();switch($gameScreen[_0x515bfb(0x811)]()){case _0x515bfb(0x8bd):this['updatePositionCoreEngineShakeOriginal']();break;case _0x515bfb(0x276):this[_0x515bfb(0x87d)]();break;case'vertical':this[_0x515bfb(0xf5)]();break;default:this[_0x515bfb(0x4c5)]();break;}},Spriteset_Base[_0x17b060(0x54a)]['updatePositionCoreEngineShakeOriginal']=function(){const _0x2a919d=_0x17b060,_0x4d245a=VisuMZ['CoreEngine']['Settings'][_0x2a919d(0x783)];if(_0x4d245a&&_0x4d245a['originalJS'])return _0x4d245a[_0x2a919d(0x7f6)][_0x2a919d(0x64e)](this);this['x']+=Math[_0x2a919d(0x3fe)]($gameScreen[_0x2a919d(0x67b)]());},Spriteset_Base[_0x17b060(0x54a)]['updatePositionCoreEngineShakeRand']=function(){const _0x452eca=_0x17b060,_0x469fea=VisuMZ[_0x452eca(0x77a)][_0x452eca(0x382)]['ScreenShake'];if(_0x469fea&&_0x469fea[_0x452eca(0x2ff)])return _0x469fea[_0x452eca(0x2ff)]['call'](this);const _0x4de2ac=$gameScreen[_0x452eca(0x279)]*0.75,_0x106cb5=$gameScreen[_0x452eca(0x2b7)]*0.6,_0xaaaf36=$gameScreen[_0x452eca(0x421)];this['x']+=Math[_0x452eca(0x3fe)](Math[_0x452eca(0x849)](_0x4de2ac)-Math[_0x452eca(0x849)](_0x106cb5))*(Math[_0x452eca(0x701)](_0xaaaf36,0x1e)*0.5),this['y']+=Math[_0x452eca(0x3fe)](Math[_0x452eca(0x849)](_0x4de2ac)-Math[_0x452eca(0x849)](_0x106cb5))*(Math['min'](_0xaaaf36,0x1e)*0.5);},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x87d)]=function(){const _0x9d335a=_0x17b060,_0x13d54c=VisuMZ['CoreEngine'][_0x9d335a(0x382)][_0x9d335a(0x783)];if(_0x13d54c&&_0x13d54c[_0x9d335a(0x166)])return _0x13d54c['horzJS'][_0x9d335a(0x64e)](this);const _0x2ce884=$gameScreen[_0x9d335a(0x279)]*0.75,_0x576fdd=$gameScreen['_shakeSpeed']*0.6,_0x218857=$gameScreen[_0x9d335a(0x421)];this['x']+=Math['round'](Math[_0x9d335a(0x849)](_0x2ce884)-Math[_0x9d335a(0x849)](_0x576fdd))*(Math[_0x9d335a(0x701)](_0x218857,0x1e)*0.5);},Spriteset_Base[_0x17b060(0x54a)]['updatePositionCoreEngineShakeVert']=function(){const _0x5746ec=_0x17b060,_0x3bf59e=VisuMZ[_0x5746ec(0x77a)][_0x5746ec(0x382)][_0x5746ec(0x783)];if(_0x3bf59e&&_0x3bf59e[_0x5746ec(0x30f)])return _0x3bf59e['vertJS'][_0x5746ec(0x64e)](this);const _0x2287f5=$gameScreen['_shakePower']*0.75,_0x44221f=$gameScreen['_shakeSpeed']*0.6,_0x2c3d03=$gameScreen[_0x5746ec(0x421)];this['y']+=Math[_0x5746ec(0x3fe)](Math[_0x5746ec(0x849)](_0x2287f5)-Math[_0x5746ec(0x849)](_0x44221f))*(Math[_0x5746ec(0x701)](_0x2c3d03,0x1e)*0.5);},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x2bb)]=function(){const _0x39b681=_0x17b060;for(const _0x273940 of this[_0x39b681(0x1dd)]){!_0x273940[_0x39b681(0x894)]()&&this['removeFauxAnimation'](_0x273940);}this[_0x39b681(0x6a6)]();},Spriteset_Base['prototype'][_0x17b060(0x6a6)]=function(){const _0x1a25d1=_0x17b060;for(;;){const _0x1979e5=$gameTemp[_0x1a25d1(0x5c6)]();if(_0x1979e5)this[_0x1a25d1(0x1ee)](_0x1979e5);else break;}},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x1ee)]=function(_0x5d7766){const _0x31824b=_0x17b060,_0x3cae58=$dataAnimations[_0x5d7766[_0x31824b(0x650)]],_0x3694f0=_0x5d7766[_0x31824b(0x53b)],_0x27c412=_0x5d7766[_0x31824b(0x708)],_0xc957a=_0x5d7766[_0x31824b(0x809)];let _0x7a5806=this[_0x31824b(0x59a)]();const _0x3bbaeb=this[_0x31824b(0x44e)]();if(this['isAnimationForEach'](_0x3cae58))for(const _0x74d3f3 of _0x3694f0){this[_0x31824b(0x50f)]([_0x74d3f3],_0x3cae58,_0x27c412,_0x7a5806,_0xc957a),_0x7a5806+=_0x3bbaeb;}else this[_0x31824b(0x50f)](_0x3694f0,_0x3cae58,_0x27c412,_0x7a5806,_0xc957a);},Spriteset_Base[_0x17b060(0x54a)]['createAnimationSprite']=function(_0x5e2be0,_0x420454,_0x491355,_0x24fd50){const _0x5e8da6=_0x17b060,_0x1ad0bf=this[_0x5e8da6(0x4b2)](_0x420454),_0x123765=new(_0x1ad0bf?Sprite_AnimationMV:Sprite_Animation)(),_0x2898c7=this[_0x5e8da6(0x4fa)](_0x5e2be0),_0x5114fa=this['animationBaseDelay'](),_0x254321=_0x24fd50>_0x5114fa?this[_0x5e8da6(0x245)]():null;this['animationShouldMirror'](_0x5e2be0[0x0])&&(_0x491355=!_0x491355),_0x123765[_0x5e8da6(0x1f6)]=_0x5e2be0,_0x123765[_0x5e8da6(0x67d)](_0x2898c7,_0x420454,_0x491355,_0x24fd50,_0x254321),this[_0x5e8da6(0x1bf)](_0x123765),this[_0x5e8da6(0x821)][_0x5e8da6(0x6f2)](_0x123765);},Spriteset_Base['prototype'][_0x17b060(0x50f)]=function(_0x50c3d4,_0x58cc05,_0x5436b6,_0x1793ab,_0x4116aa){const _0x23b950=_0x17b060,_0x3dc258=this[_0x23b950(0x4b2)](_0x58cc05),_0x43ec3c=new(_0x3dc258?Sprite_AnimationMV:Sprite_Animation)(),_0x52caac=this[_0x23b950(0x4fa)](_0x50c3d4);this[_0x23b950(0x8a5)](_0x50c3d4[0x0])&&(_0x5436b6=!_0x5436b6);_0x43ec3c['targetObjects']=_0x50c3d4,_0x43ec3c[_0x23b950(0x67d)](_0x52caac,_0x58cc05,_0x5436b6,_0x1793ab),_0x43ec3c[_0x23b950(0x11c)](_0x4116aa),this[_0x23b950(0x1bf)](_0x43ec3c);if(this[_0x23b950(0x821)])this[_0x23b950(0x821)][_0x23b950(0x19f)](_0x43ec3c);this['_fauxAnimationSprites'][_0x23b950(0x6f2)](_0x43ec3c);},Spriteset_Base[_0x17b060(0x54a)]['addAnimationSpriteToContainer']=function(_0x73e2a3){const _0x8def52=_0x17b060;this[_0x8def52(0x296)][_0x8def52(0x781)](_0x73e2a3);},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x613)]=function(_0x5daed4){const _0x1b429f=_0x17b060;this[_0x1b429f(0x821)][_0x1b429f(0x19f)](_0x5daed4),this[_0x1b429f(0x83f)](_0x5daed4);for(const _0x428047 of _0x5daed4[_0x1b429f(0x1f6)]){_0x428047[_0x1b429f(0x718)]&&_0x428047[_0x1b429f(0x718)]();}_0x5daed4[_0x1b429f(0x2a5)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x54c)]=function(_0x3571be){const _0x51a176=_0x17b060;this['_fauxAnimationSprites']['remove'](_0x3571be),this['removeAnimationFromContainer'](_0x3571be);for(const _0x2b4e99 of _0x3571be[_0x51a176(0x1f6)]){_0x2b4e99[_0x51a176(0x718)]&&_0x2b4e99['endAnimation']();}_0x3571be[_0x51a176(0x2a5)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x83f)]=function(_0x5a1d93){const _0x47ced4=_0x17b060;this['_effectsContainer'][_0x47ced4(0x359)](_0x5a1d93);},Spriteset_Base['prototype']['removeAllFauxAnimations']=function(){const _0x15b565=_0x17b060;for(const _0x4ff37a of this[_0x15b565(0x1dd)]){this[_0x15b565(0x54c)](_0x4ff37a);}},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x6db)]=function(){const _0x2d3fb9=_0x17b060;return this[_0x2d3fb9(0x1dd)][_0x2d3fb9(0x540)]>0x0;},Spriteset_Base['prototype'][_0x17b060(0x5a5)]=function(){const _0x3afa98=_0x17b060;for(const _0x1def45 of this[_0x3afa98(0x574)]){!_0x1def45['isPlaying']()&&this[_0x3afa98(0x4d2)](_0x1def45);}this[_0x3afa98(0x13a)]();},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x13a)]=function(){const _0x42d0b9=_0x17b060;for(;;){const _0x26b8ea=$gameTemp[_0x42d0b9(0x4e7)]();if(_0x26b8ea)this[_0x42d0b9(0x29c)](_0x26b8ea);else break;}},Spriteset_Base['prototype'][_0x17b060(0x29c)]=function(_0x6b74){const _0x267361=_0x17b060,_0x1c8b41=$dataAnimations[_0x6b74[_0x267361(0x650)]],_0x354b0c=this[_0x267361(0x175)](_0x6b74),_0x2a012f=_0x6b74[_0x267361(0x708)],_0x5b60b8=_0x6b74[_0x267361(0x809)];let _0x28f07a=this[_0x267361(0x59a)]();const _0x49f9f9=this[_0x267361(0x44e)]();if(this['isAnimationForEach'](_0x1c8b41))for(const _0x3a9c6f of _0x354b0c){this[_0x267361(0x515)]([_0x3a9c6f],_0x1c8b41,_0x2a012f,_0x28f07a,_0x5b60b8),_0x28f07a+=_0x49f9f9;}else this[_0x267361(0x515)](_0x354b0c,_0x1c8b41,_0x2a012f,_0x28f07a,_0x5b60b8);},Spriteset_Base[_0x17b060(0x54a)]['createPointAnimationTargets']=function(_0x412e33){const _0x4140a6=_0x17b060,_0x39951d=new Sprite_Clickable(),_0xc9f3ff=this[_0x4140a6(0x45c)]();_0x39951d['x']=_0x412e33['x']-_0xc9f3ff['x'],_0x39951d['y']=_0x412e33['y']-_0xc9f3ff['y'],_0x39951d['z']=0x64;const _0x5e7a63=this[_0x4140a6(0x45c)]();return _0x5e7a63['addChild'](_0x39951d),[_0x39951d];},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x45c)]=function(){return this;},Spriteset_Map[_0x17b060(0x54a)][_0x17b060(0x45c)]=function(){return this['_tilemap']||this;},Spriteset_Battle[_0x17b060(0x54a)][_0x17b060(0x45c)]=function(){const _0x36c865=_0x17b060;return this[_0x36c865(0x7bb)]||this;},Spriteset_Base['prototype']['createPointAnimationSprite']=function(_0x50df75,_0x1aa2f3,_0x1829aa,_0x281142,_0x2d2dcc){const _0xfa7510=_0x17b060,_0x26dcbb=this[_0xfa7510(0x4b2)](_0x1aa2f3),_0x515313=new(_0x26dcbb?Sprite_AnimationMV:Sprite_Animation)();_0x515313[_0xfa7510(0x1f6)]=_0x50df75,_0x515313[_0xfa7510(0x67d)](_0x50df75,_0x1aa2f3,_0x1829aa,_0x281142),_0x515313['setMute'](_0x2d2dcc),this[_0xfa7510(0x1bf)](_0x515313),this['_pointAnimationSprites'][_0xfa7510(0x6f2)](_0x515313);},Spriteset_Base[_0x17b060(0x54a)]['removePointAnimation']=function(_0x53aac7){const _0x340ea6=_0x17b060;this['_pointAnimationSprites']['remove'](_0x53aac7),this['_effectsContainer'][_0x340ea6(0x359)](_0x53aac7);for(const _0x27ef4a of _0x53aac7[_0x340ea6(0x1f6)]){_0x27ef4a[_0x340ea6(0x718)]&&_0x27ef4a[_0x340ea6(0x718)]();const _0x3ce828=this['getPointAnimationLayer']();if(_0x3ce828)_0x3ce828[_0x340ea6(0x359)](_0x27ef4a);}_0x53aac7[_0x340ea6(0x2a5)]();},Spriteset_Base['prototype'][_0x17b060(0x17e)]=function(){const _0x508dfc=_0x17b060;for(const _0x191396 of this[_0x508dfc(0x574)]){this[_0x508dfc(0x4d2)](_0x191396);}},Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x48c)]=function(){const _0x56f433=_0x17b060;return this[_0x56f433(0x574)][_0x56f433(0x540)]>0x0;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x269)]=Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x109)],Spriteset_Base[_0x17b060(0x54a)][_0x17b060(0x109)]=function(){const _0xe10629=_0x17b060;return VisuMZ[_0xe10629(0x77a)]['Spriteset_Base_isAnimationPlaying']['call'](this)||this[_0xe10629(0x48c)]();},Spriteset_Map[_0x17b060(0x5d0)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)]['QoL']['DetachMapPictureContainer']||![],VisuMZ[_0x17b060(0x77a)]['Scene_Map_createSpriteset_detach']=Scene_Map[_0x17b060(0x54a)]['createSpriteset'],Scene_Map[_0x17b060(0x54a)][_0x17b060(0x6d0)]=function(){const _0x9bd2bb=_0x17b060;VisuMZ[_0x9bd2bb(0x77a)][_0x9bd2bb(0x749)]['call'](this);if(!Spriteset_Map['DETACH_PICTURE_CONTAINER'])return;const _0x3c792c=this[_0x9bd2bb(0x10b)];if(!_0x3c792c)return;this[_0x9bd2bb(0x454)]=_0x3c792c[_0x9bd2bb(0x454)];if(!this['_pictureContainer'])return;this['addChild'](this['_pictureContainer']);},VisuMZ[_0x17b060(0x77a)]['Spriteset_Map_createTilemap']=Spriteset_Map[_0x17b060(0x54a)][_0x17b060(0x6b4)],Spriteset_Map[_0x17b060(0x54a)]['createTilemap']=function(){const _0x4e0aea=_0x17b060;VisuMZ['CoreEngine'][_0x4e0aea(0x661)][_0x4e0aea(0x64e)](this),this['createTileExtendSprites']();},Spriteset_Map[_0x17b060(0x54a)][_0x17b060(0x2a4)]=function(){const _0x51ee4a=_0x17b060,_0x4ddf0d=$gameMap[_0x51ee4a(0x2ac)]();if(!_0x4ddf0d)return;const _0x12bd7d=$gameMap[_0x51ee4a(0x69d)]();if(Object[_0x51ee4a(0x159)](_0x12bd7d)[_0x51ee4a(0x540)]<=0x0)return;const _0x1862c5=$gameMap['tilesetFlags']();this[_0x51ee4a(0x507)]=this[_0x51ee4a(0x507)]||[];for(let _0x5c43c8=0x0;_0x5c43c8<$gameMap[_0x51ee4a(0x2c5)]();_0x5c43c8++){for(let _0x4f80e5=0x0;_0x4f80e5<$gameMap[_0x51ee4a(0x321)]();_0x4f80e5++){for(const _0x4dd52c of $gameMap['layeredTiles'](_0x4f80e5,_0x5c43c8)){const _0x22ad32=_0x1862c5[_0x4dd52c]>>0xc,_0x57403c=_0x12bd7d[_0x22ad32]||0x0;if(_0x57403c<=0x0)continue;this[_0x51ee4a(0x87c)](_0x4f80e5,_0x5c43c8,_0x4dd52c,_0x57403c);}}}},Spriteset_Map[_0x17b060(0x54a)][_0x17b060(0x161)]=function(){const _0x38fea6=_0x17b060;this[_0x38fea6(0x507)]=this[_0x38fea6(0x507)]||[];for(const _0x24cb17 of this[_0x38fea6(0x507)]){this['_tilemap'][_0x38fea6(0x359)](_0x24cb17);}this[_0x38fea6(0x507)]=[];},Spriteset_Map[_0x17b060(0x54a)][_0x17b060(0x87c)]=function(_0x52d19d,_0x4dec34,_0x3f8463,_0x3591c2){const _0xa6901f=_0x17b060,_0x1541c7=new Sprite_ExtendedTile(_0x52d19d,_0x4dec34,_0x3f8463,_0x3591c2),_0x10413a=$gameMap[_0xa6901f(0x1ec)]();_0x10413a[_0x3f8463]&0x10?_0x1541c7['z']=0x4:_0x1541c7['z']=0x3,this[_0xa6901f(0x55a)][_0xa6901f(0x781)](_0x1541c7),this[_0xa6901f(0x507)][_0xa6901f(0x6f2)](_0x1541c7);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x18e)]=Tilemap['prototype'][_0x17b060(0x7a9)],Tilemap[_0x17b060(0x54a)][_0x17b060(0x7a9)]=function(_0x35d0b2,_0x49ccdb,_0x5f1570){const _0x5232c8=_0x17b060;if($gameMap[_0x5232c8(0x442)](_0x35d0b2))return;VisuMZ[_0x5232c8(0x77a)][_0x5232c8(0x18e)][_0x5232c8(0x64e)](this,_0x35d0b2,_0x49ccdb,_0x5f1570);},Spriteset_Battle[_0x17b060(0x5d0)]=VisuMZ[_0x17b060(0x77a)]['Settings'][_0x17b060(0x7ae)][_0x17b060(0x42a)]||![],VisuMZ[_0x17b060(0x77a)]['Scene_Battle_createSpriteset_detach']=Scene_Battle[_0x17b060(0x54a)][_0x17b060(0x6d0)],Scene_Battle[_0x17b060(0x54a)]['createSpriteset']=function(){const _0x43b27a=_0x17b060;VisuMZ['CoreEngine']['Scene_Battle_createSpriteset_detach'][_0x43b27a(0x64e)](this);if(!Spriteset_Battle['DETACH_PICTURE_CONTAINER'])return;const _0x4b75da=this[_0x43b27a(0x10b)];if(!_0x4b75da)return;this[_0x43b27a(0x454)]=_0x4b75da[_0x43b27a(0x454)];if(!this['_pictureContainer'])return;this[_0x43b27a(0x781)](this['_pictureContainer']);},Spriteset_Battle[_0x17b060(0x54a)]['createBackground']=function(){const _0x122d75=_0x17b060;this[_0x122d75(0x194)]=new PIXI[(_0x122d75(0x6a3))][(_0x122d75(0x60e))](clamp=!![]),this[_0x122d75(0x729)]=new Sprite(),this[_0x122d75(0x729)]['bitmap']=SceneManager[_0x122d75(0xdf)](),this['_backgroundSprite']['filters']=[this[_0x122d75(0x194)]],this[_0x122d75(0x1e4)][_0x122d75(0x781)](this[_0x122d75(0x729)]);},VisuMZ['CoreEngine']['Spriteset_Battle_createEnemies']=Spriteset_Battle[_0x17b060(0x54a)][_0x17b060(0x691)],Spriteset_Battle[_0x17b060(0x54a)][_0x17b060(0x691)]=function(){const _0x1e35ac=_0x17b060;this[_0x1e35ac(0x216)]()&&this[_0x1e35ac(0x7f7)](),VisuMZ[_0x1e35ac(0x77a)]['Spriteset_Battle_createEnemies']['call'](this);},Spriteset_Battle[_0x17b060(0x54a)][_0x17b060(0x216)]=function(){const _0x3f948b=_0x17b060,_0x4f0184=VisuMZ[_0x3f948b(0x77a)][_0x3f948b(0x382)]['ScreenResolution'];if(!_0x4f0184)return![];if(Utils[_0x3f948b(0x232)]>='1.3.0'&&!_0x4f0184['RepositionEnemies130'])return![];return _0x4f0184[_0x3f948b(0x5b5)];},Spriteset_Battle[_0x17b060(0x54a)][_0x17b060(0x7f7)]=function(){const _0x332c9d=_0x17b060;for(member of $gameTroop[_0x332c9d(0x278)]()){member[_0x332c9d(0x2a0)]();}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x2a8)]=Window_Base[_0x17b060(0x54a)][_0x17b060(0x3e0)],Window_Base[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(_0x38f749){const _0x37ee09=_0x17b060;_0x38f749['x']=Math['round'](_0x38f749['x']),_0x38f749['y']=Math[_0x37ee09(0x3fe)](_0x38f749['y']),_0x38f749[_0x37ee09(0x321)]=Math['round'](_0x38f749['width']),_0x38f749[_0x37ee09(0x2c5)]=Math[_0x37ee09(0x3fe)](_0x38f749[_0x37ee09(0x2c5)]),this[_0x37ee09(0x510)](),VisuMZ[_0x37ee09(0x77a)][_0x37ee09(0x2a8)][_0x37ee09(0x64e)](this,_0x38f749),this[_0x37ee09(0x622)]();},Window_Base[_0x17b060(0x54a)]['initDigitGrouping']=function(){const _0x30de37=_0x17b060;this[_0x30de37(0x254)]=VisuMZ[_0x30de37(0x77a)][_0x30de37(0x382)][_0x30de37(0x7ae)][_0x30de37(0x6d5)],this['_digitGroupingEx']=VisuMZ[_0x30de37(0x77a)][_0x30de37(0x382)][_0x30de37(0x7ae)][_0x30de37(0x7e1)];},Window_Base[_0x17b060(0x54a)]['lineHeight']=function(){const _0x39e309=_0x17b060;return VisuMZ[_0x39e309(0x77a)]['Settings']['Window']['LineHeight'];},Window_Base[_0x17b060(0x54a)][_0x17b060(0x7f1)]=function(){const _0x52902e=_0x17b060;return VisuMZ[_0x52902e(0x77a)][_0x52902e(0x382)][_0x52902e(0x607)][_0x52902e(0x6e2)];},Window_Base[_0x17b060(0x54a)][_0x17b060(0x394)]=function(){const _0x7953e1=_0x17b060;$gameSystem[_0x7953e1(0x464)]?this[_0x7953e1(0x830)]=$gameSystem[_0x7953e1(0x464)]():this['backOpacity']=VisuMZ[_0x7953e1(0x77a)]['Settings']['Window']['BackOpacity'];},Window_Base[_0x17b060(0x54a)]['translucentOpacity']=function(){const _0x19ac3c=_0x17b060;return VisuMZ[_0x19ac3c(0x77a)][_0x19ac3c(0x382)][_0x19ac3c(0x607)][_0x19ac3c(0x485)];},Window_Base[_0x17b060(0x54a)][_0x17b060(0x74a)]=function(){const _0x2dbcc2=_0x17b060;return VisuMZ['CoreEngine'][_0x2dbcc2(0x382)][_0x2dbcc2(0x607)][_0x2dbcc2(0x5c1)];},VisuMZ[_0x17b060(0x77a)]['Window_Base_update']=Window_Base['prototype'][_0x17b060(0x319)],Window_Base[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0x2ce843=_0x17b060;VisuMZ[_0x2ce843(0x77a)][_0x2ce843(0x693)][_0x2ce843(0x64e)](this),this[_0x2ce843(0x733)]();},Window_Base[_0x17b060(0x54a)][_0x17b060(0x186)]=function(){const _0x417c23=_0x17b060;this[_0x417c23(0x1bd)]&&(this[_0x417c23(0x141)]+=this['openingSpeed'](),this[_0x417c23(0x310)]()&&(this[_0x417c23(0x1bd)]=![]));},Window_Base['prototype'][_0x17b060(0x75c)]=function(){const _0x53c96e=_0x17b060;this[_0x53c96e(0x764)]&&(this[_0x53c96e(0x141)]-=this[_0x53c96e(0x74a)](),this[_0x53c96e(0x565)]()&&(this[_0x53c96e(0x764)]=![]));},VisuMZ['CoreEngine']['Window_Base_drawText']=Window_Base[_0x17b060(0x54a)][_0x17b060(0x1a9)],Window_Base['prototype']['drawText']=function(_0x5922b6,_0x19e441,_0x4e22f3,_0x32c5e9,_0x4ce86d){const _0x209e8a=_0x17b060;if(this[_0x209e8a(0x27c)]())_0x5922b6=VisuMZ[_0x209e8a(0x4bd)](_0x5922b6);VisuMZ[_0x209e8a(0x77a)][_0x209e8a(0x5c9)][_0x209e8a(0x64e)](this,_0x5922b6,_0x19e441,_0x4e22f3,_0x32c5e9,_0x4ce86d);},Window_Base[_0x17b060(0x54a)][_0x17b060(0x27c)]=function(){const _0x276374=_0x17b060;return this[_0x276374(0x254)];},VisuMZ[_0x17b060(0x77a)]['Window_Base_createTextState']=Window_Base[_0x17b060(0x54a)][_0x17b060(0x2eb)],Window_Base[_0x17b060(0x54a)][_0x17b060(0x2eb)]=function(_0x33b85b,_0x50c7df,_0x53d2bc,_0x3cc8fb){const _0x2e48f9=_0x17b060;var _0x226262=VisuMZ['CoreEngine']['Window_Base_createTextState'][_0x2e48f9(0x64e)](this,_0x33b85b,_0x50c7df,_0x53d2bc,_0x3cc8fb);if(this[_0x2e48f9(0x307)]())_0x226262[_0x2e48f9(0x751)]=String(VisuMZ[_0x2e48f9(0x4bd)](_0x226262[_0x2e48f9(0x751)]))||'';return _0x226262;},Window_Base[_0x17b060(0x54a)][_0x17b060(0x307)]=function(){const _0x37ed1d=_0x17b060;return this[_0x37ed1d(0x237)];},Window_Base[_0x17b060(0x54a)][_0x17b060(0x16d)]=function(_0x3df029){const _0x5c561c=_0x17b060;this[_0x5c561c(0x254)]=_0x3df029;},Window_Base[_0x17b060(0x54a)][_0x17b060(0x244)]=function(_0x114631){const _0x5d6722=_0x17b060;this[_0x5d6722(0x237)]=_0x114631;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x351)]=Window_Base['prototype'][_0x17b060(0x8af)],Window_Base[_0x17b060(0x54a)]['drawIcon']=function(_0x1a8840,_0x1a5f42,_0x339979){const _0x899adb=_0x17b060;_0x1a5f42=Math[_0x899adb(0x3fe)](_0x1a5f42),_0x339979=Math['round'](_0x339979),VisuMZ[_0x899adb(0x77a)][_0x899adb(0x351)][_0x899adb(0x64e)](this,_0x1a8840,_0x1a5f42,_0x339979);},VisuMZ['CoreEngine'][_0x17b060(0x46a)]=Window_Base['prototype'][_0x17b060(0x4ae)],Window_Base[_0x17b060(0x54a)][_0x17b060(0x4ae)]=function(_0x137661,_0x1946e1,_0x522811,_0x4a0d7a,_0x3b70cd,_0x260f68){const _0x5b6344=_0x17b060;_0x3b70cd=_0x3b70cd||ImageManager[_0x5b6344(0x3c6)],_0x260f68=_0x260f68||ImageManager[_0x5b6344(0x6d8)],_0x522811=Math[_0x5b6344(0x3fe)](_0x522811),_0x4a0d7a=Math['round'](_0x4a0d7a),_0x3b70cd=Math['round'](_0x3b70cd),_0x260f68=Math['round'](_0x260f68),VisuMZ[_0x5b6344(0x77a)][_0x5b6344(0x46a)]['call'](this,_0x137661,_0x1946e1,_0x522811,_0x4a0d7a,_0x3b70cd,_0x260f68);},VisuMZ['CoreEngine'][_0x17b060(0x22c)]=Window_Base[_0x17b060(0x54a)][_0x17b060(0x188)],Window_Base[_0x17b060(0x54a)][_0x17b060(0x188)]=function(_0x1dc008,_0x131db5,_0x4fe065,_0x250a40){const _0x83b097=_0x17b060;_0x4fe065=Math[_0x83b097(0x3fe)](_0x4fe065),_0x250a40=Math['round'](_0x250a40),VisuMZ['CoreEngine']['Window_Base_drawCharacter']['call'](this,_0x1dc008,_0x131db5,_0x4fe065,_0x250a40);},VisuMZ['CoreEngine']['Window_Selectable_itemRect']=Window_Selectable[_0x17b060(0x54a)][_0x17b060(0x81d)],Window_Selectable[_0x17b060(0x54a)][_0x17b060(0x81d)]=function(_0x275c08){const _0x372a1c=_0x17b060;let _0x7dd8bd=VisuMZ[_0x372a1c(0x77a)][_0x372a1c(0x505)][_0x372a1c(0x64e)](this,_0x275c08);return _0x7dd8bd['x']=Math[_0x372a1c(0x3fe)](_0x7dd8bd['x']),_0x7dd8bd['y']=Math[_0x372a1c(0x3fe)](_0x7dd8bd['y']),_0x7dd8bd[_0x372a1c(0x321)]=Math[_0x372a1c(0x3fe)](_0x7dd8bd[_0x372a1c(0x321)]),_0x7dd8bd['height']=Math[_0x372a1c(0x3fe)](_0x7dd8bd[_0x372a1c(0x2c5)]),_0x7dd8bd;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x445)]=Window_StatusBase[_0x17b060(0x54a)][_0x17b060(0x623)],Window_StatusBase[_0x17b060(0x54a)]['drawActorSimpleStatus']=function(_0x4ee2ce,_0x11d251,_0x49f8ea){const _0x41e968=_0x17b060;_0x11d251=Math[_0x41e968(0x3fe)](_0x11d251),_0x49f8ea=Math['round'](_0x49f8ea),VisuMZ[_0x41e968(0x77a)][_0x41e968(0x445)][_0x41e968(0x64e)](this,_0x4ee2ce,_0x11d251,_0x49f8ea);},Window_Base['prototype']['initCoreEasing']=function(){const _0x40b190=_0x17b060;this[_0x40b190(0x44a)]={'duration':0x0,'wholeDuration':0x0,'type':_0x40b190(0x258),'targetX':this['x'],'targetY':this['y'],'targetScaleX':this['scale']['x'],'targetScaleY':this[_0x40b190(0x82a)]['y'],'targetOpacity':this[_0x40b190(0x3e8)],'targetBackOpacity':this[_0x40b190(0x830)],'targetContentsOpacity':this[_0x40b190(0x363)]};},Window_Base[_0x17b060(0x54a)]['updateCoreEasing']=function(){const _0x50ced9=_0x17b060;if(!this[_0x50ced9(0x44a)])return;if(this[_0x50ced9(0x44a)]['duration']<=0x0)return;this['x']=this['applyCoreEasing'](this['x'],this['_coreEasing'][_0x50ced9(0x5ff)]),this['y']=this[_0x50ced9(0x49b)](this['y'],this['_coreEasing'][_0x50ced9(0x54b)]),this[_0x50ced9(0x82a)]['x']=this[_0x50ced9(0x49b)](this[_0x50ced9(0x82a)]['x'],this['_coreEasing'][_0x50ced9(0x1d7)]),this['scale']['y']=this[_0x50ced9(0x49b)](this[_0x50ced9(0x82a)]['y'],this[_0x50ced9(0x44a)][_0x50ced9(0x6d4)]),this[_0x50ced9(0x3e8)]=this[_0x50ced9(0x49b)](this[_0x50ced9(0x3e8)],this['_coreEasing'][_0x50ced9(0x23f)]),this[_0x50ced9(0x830)]=this['applyCoreEasing'](this[_0x50ced9(0x830)],this[_0x50ced9(0x44a)][_0x50ced9(0x2a2)]),this[_0x50ced9(0x363)]=this['applyCoreEasing'](this[_0x50ced9(0x363)],this[_0x50ced9(0x44a)][_0x50ced9(0x651)]),this['_coreEasing'][_0x50ced9(0x5cd)]--;},Window_Base[_0x17b060(0x54a)][_0x17b060(0x49b)]=function(_0x1ae5d2,_0x5f70f5){const 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this[_0x4bd99c(0x6f1)](ColorManager[_0x4bd99c(0x4ca)]()),this['drawText'](_0x3862a8,_0xf3fa03,_0x336c68,_0x2df7dd,_0x4bd99c(0x512)),_0x2df7dd-=this['textWidth'](_0x3862a8)+0x6;this[_0x4bd99c(0x176)]();const _0x432022=this[_0x4bd99c(0x80f)](this[_0x4bd99c(0x254)]?VisuMZ[_0x4bd99c(0x4bd)](_0x47f0b9):_0x47f0b9);_0x432022>_0x2df7dd?this[_0x4bd99c(0x1a9)](VisuMZ[_0x4bd99c(0x77a)][_0x4bd99c(0x382)][_0x4bd99c(0x6a1)][_0x4bd99c(0x246)],_0xf3fa03,_0x336c68,_0x2df7dd,_0x4bd99c(0x512)):this[_0x4bd99c(0x1a9)](_0x47f0b9,_0xf3fa03,_0x336c68,_0x2df7dd,_0x4bd99c(0x512)),this['resetFontSettings']();},Window_Base[_0x17b060(0x54a)][_0x17b060(0x147)]=function(_0x28958f,_0x594fb0,_0x1ea074,_0x15f068,_0x8448a7){const 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_0x1c66a9=_0x17b060;return Window_Scrollable[_0x1c66a9(0x767)][_0x1c66a9(0x4be)]&&Window_Scrollable[_0x1c66a9(0x767)][_0x1c66a9(0x1da)]>0x0;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x79a)]=Window_Base[_0x17b060(0x54a)]['createContents'],Window_Base['prototype'][_0x17b060(0x5f1)]=function(){const _0x2599db=_0x17b060;VisuMZ[_0x2599db(0x77a)][_0x2599db(0x79a)][_0x2599db(0x64e)](this),this[_0x2599db(0x3e3)](),this[_0x2599db(0x86c)](!![]),this[_0x2599db(0x86c)](![]);},Window_Base[_0x17b060(0x54a)][_0x17b060(0x3e3)]=function(){const _0x5021e2=_0x17b060;if(!this['isScrollBarVisible']())return;if(this[_0x5021e2(0x20c)]||this[_0x5021e2(0x707)])return;this['_lastScrollBarValues']={'horz':null,'vert':null,'maxHorz':null,'maxVert':null},this['_scrollBarHorz']=new Sprite(),this['_scrollBarVert']=new Sprite(),this[_0x5021e2(0x781)](this[_0x5021e2(0x20c)]),this[_0x5021e2(0x781)](this['_scrollBarVert']);},Window_Base[_0x17b060(0x54a)]['setupScrollBarBitmap']=function(_0x2e0382){const 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VisuMZ[_0x3b9a8f(0x77a)][_0x3b9a8f(0x382)][_0x3b9a8f(0x607)][_0x3b9a8f(0x7b0)];},Window_Selectable['prototype'][_0x17b060(0x493)]=function(){const _0x3068aa=_0x17b060;return VisuMZ['CoreEngine'][_0x3068aa(0x382)][_0x3068aa(0x607)][_0x3068aa(0x579)];},Window_Selectable[_0x17b060(0x54a)][_0x17b060(0x696)]=function(){const _0x513e81=_0x17b060;return Window_Scrollable[_0x513e81(0x54a)][_0x513e81(0x696)][_0x513e81(0x64e)](this)+VisuMZ[_0x513e81(0x77a)][_0x513e81(0x382)]['Window'][_0x513e81(0x40f)];;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x7fe)]=Window_Selectable[_0x17b060(0x54a)][_0x17b060(0x6c7)],Window_Selectable[_0x17b060(0x54a)][_0x17b060(0x6c7)]=function(_0x27cf56){const 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_0xc9d3bb=_0x17b060,_0x4e16ea=this[_0xc9d3bb(0x77b)](),_0x53a635=this[_0xc9d3bb(0x4fd)][_0xc9d3bb(0x4d4)](_0x4e4f4c),_0xf534c8=_0x53a635-this[_0xc9d3bb(0x2f3)][_0xc9d3bb(0x4d4)](_0x4e4f4c);this[_0xc9d3bb(0x6f1)](ColorManager[_0xc9d3bb(0x7f5)](_0xf534c8)),this[_0xc9d3bb(0x1a9)](this[_0xc9d3bb(0x4fd)][_0xc9d3bb(0x4d4)](_0x4e4f4c,!![]),_0x22abfc,_0x5bc0fa,_0x4e16ea,_0xc9d3bb(0x512));},VisuMZ['CoreEngine']['Window_EquipItem_isEnabled']=Window_EquipItem[_0x17b060(0x54a)][_0x17b060(0x403)],Window_EquipItem['prototype'][_0x17b060(0x403)]=function(_0x3fa86b){const _0x5c5baa=_0x17b060;return _0x3fa86b&&this['_actor']?this['_actor'][_0x5c5baa(0x20f)](_0x3fa86b):VisuMZ['CoreEngine'][_0x5c5baa(0x27b)][_0x5c5baa(0x64e)](this,_0x3fa86b);},Window_StatusParams[_0x17b060(0x54a)][_0x17b060(0x162)]=function(){const _0x2cae27=_0x17b060;return VisuMZ['CoreEngine'][_0x2cae27(0x382)][_0x2cae27(0x71d)][_0x2cae27(0x449)]['length'];},Window_StatusParams['prototype'][_0x17b060(0x272)]=function(_0x6464a9){const _0x50e937=_0x17b060,_0x4e55fd=this[_0x50e937(0x13c)](_0x6464a9),_0x5426fa=VisuMZ['CoreEngine']['Settings']['Param'][_0x50e937(0x449)][_0x6464a9],_0x24023b=TextManager['param'](_0x5426fa),_0x547ff5=this[_0x50e937(0x2f3)][_0x50e937(0x4d4)](_0x5426fa,!![]);this[_0x50e937(0x566)](_0x4e55fd['x'],_0x4e55fd['y'],0xa0,_0x5426fa,![]),this['resetTextColor'](),this[_0x50e937(0x1a9)](_0x547ff5,_0x4e55fd['x']+0xa0,_0x4e55fd['y'],0x3c,_0x50e937(0x512));};if(VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x197)][_0x17b060(0x3d1)]){VisuMZ[_0x17b060(0x77a)]['Settings']['KeyboardInput'][_0x17b060(0x876)]&&(Window_NameInput['LATIN1']=['Q','W','E','R','T','Y','U','I','O','P','A','S','D','F','G','H','J','K','L','\x27','`','Z','X','C','V','B','N','M',',','.','q','w','e','r','t','y','u','i','o','p','a','s','d','f','g','h','j','k','l',':','~','z','x','c','v','b','n','m','\x22',';','1','2','3','4','5','6','7','8','9','0','!','@','#','$','%','^','&','*','(',')','<','>','[',']','-','_','/','\x20',_0x17b060(0x227),'OK']);;VisuMZ[_0x17b060(0x77a)][_0x17b060(0xe9)]=Window_NameInput[_0x17b060(0x54a)]['initialize'],Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(_0x40c0eb){const _0x58b533=_0x17b060;this['_mode']=this['defaultInputMode'](),VisuMZ['CoreEngine'][_0x58b533(0xe9)]['call'](this,_0x40c0eb),this['_mode']===_0x58b533(0x315)?this[_0x58b533(0x67c)](0x0):(Input[_0x58b533(0x2d5)](),this[_0x58b533(0x7a4)]());},Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x108)]=function(){const _0x5d234b=_0x17b060;if(Input[_0x5d234b(0x4b9)]())return _0x5d234b(0x315);return VisuMZ[_0x5d234b(0x77a)][_0x5d234b(0x382)]['KeyboardInput']['DefaultMode']||'keyboard';},VisuMZ['CoreEngine'][_0x17b060(0x5ba)]=Window_NameInput['prototype'][_0x17b060(0x72a)],Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x72a)]=function(){const _0x208e50=_0x17b060;if(!this['isOpen']())return;if(!this[_0x208e50(0x12f)])return;if(this['_mode']==='keyboard'&&Input[_0x208e50(0x6d7)]())this['switchModes'](_0x208e50(0x315));else{if(Input[_0x208e50(0x2a3)]('backspace'))Input['clear'](),this[_0x208e50(0x457)]();else{if(Input[_0x208e50(0x301)]('tab'))Input[_0x208e50(0x2d5)](),this['_mode']===_0x208e50(0x364)?this[_0x208e50(0x4b8)]('default'):this[_0x208e50(0x4b8)](_0x208e50(0x364));else{if(this[_0x208e50(0x440)]===_0x208e50(0x364))this[_0x208e50(0x3bd)]();else Input[_0x208e50(0x2a3)]('escape')?(Input[_0x208e50(0x2d5)](),this['switchModes'](_0x208e50(0x364))):VisuMZ['CoreEngine'][_0x208e50(0x5ba)][_0x208e50(0x64e)](this);}}}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x160)]=Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x23c)],Window_NameInput['prototype'][_0x17b060(0x23c)]=function(){const _0x4ec1ee=_0x17b060;if(!this[_0x4ec1ee(0x1e9)]())return;if(this[_0x4ec1ee(0x440)]===_0x4ec1ee(0x364)){if(TouchInput[_0x4ec1ee(0x301)]()&&this[_0x4ec1ee(0x64f)]())this['switchModes'](_0x4ec1ee(0x315));else TouchInput[_0x4ec1ee(0x679)]()&&this['switchModes'](_0x4ec1ee(0x315));}else VisuMZ['CoreEngine'][_0x4ec1ee(0x160)][_0x4ec1ee(0x64e)](this);},Window_NameInput[_0x17b060(0x54a)]['processKeyboardHandling']=function(){const _0x18ca6f=_0x17b060;if(Input['isSpecialCode'](_0x18ca6f(0x746)))Input[_0x18ca6f(0x2d5)](),this[_0x18ca6f(0x414)]();else{if(Input['_inputString']!==undefined){let _0x55234e=Input[_0x18ca6f(0x2d3)],_0x4e5fe6=_0x55234e['length'];for(let _0x130a71=0x0;_0x130a71<_0x4e5fe6;++_0x130a71){this['_editWindow']['add'](_0x55234e[_0x130a71])?SoundManager[_0x18ca6f(0x8ba)]():SoundManager[_0x18ca6f(0x217)]();}Input[_0x18ca6f(0x2d5)]();}}},Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x4b8)]=function(_0x48459f){const _0x4848b4=_0x17b060;let _0x2443d5=this[_0x4848b4(0x440)];this['_mode']=_0x48459f,_0x2443d5!==this[_0x4848b4(0x440)]&&(this[_0x4848b4(0x80e)](),SoundManager[_0x4848b4(0x8ba)](),this[_0x4848b4(0x440)]==='default'?this['select'](0x0):this[_0x4848b4(0x67c)](-0x1));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x87e)]=Window_NameInput[_0x17b060(0x54a)]['cursorDown'],Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x4cc)]=function(_0x1fcfd8){const _0x419e68=_0x17b060;if(this[_0x419e68(0x440)]==='keyboard'&&!Input[_0x419e68(0x34a)]())return;if(Input['isNumpadPressed']())return;VisuMZ[_0x419e68(0x77a)][_0x419e68(0x87e)][_0x419e68(0x64e)](this,_0x1fcfd8),this[_0x419e68(0x4b8)](_0x419e68(0x315));},VisuMZ[_0x17b060(0x77a)]['Window_NameInput_cursorUp']=Window_NameInput['prototype'][_0x17b060(0x4c3)],Window_NameInput['prototype'][_0x17b060(0x4c3)]=function(_0x4e648f){const _0x26ba1f=_0x17b060;if(this['_mode']==='keyboard'&&!Input[_0x26ba1f(0x34a)]())return;if(Input[_0x26ba1f(0x5bc)]())return;VisuMZ[_0x26ba1f(0x77a)]['Window_NameInput_cursorUp'][_0x26ba1f(0x64e)](this,_0x4e648f),this[_0x26ba1f(0x4b8)](_0x26ba1f(0x315));},VisuMZ['CoreEngine'][_0x17b060(0x2ae)]=Window_NameInput[_0x17b060(0x54a)]['cursorRight'],Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x4ea)]=function(_0x22cda8){const _0x127e20=_0x17b060;if(this[_0x127e20(0x440)]===_0x127e20(0x364)&&!Input[_0x127e20(0x34a)]())return;if(Input['isNumpadPressed']())return;VisuMZ[_0x127e20(0x77a)][_0x127e20(0x2ae)][_0x127e20(0x64e)](this,_0x22cda8),this[_0x127e20(0x4b8)](_0x127e20(0x315));},VisuMZ['CoreEngine'][_0x17b060(0x167)]=Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x76f)],Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x76f)]=function(_0x149c00){const _0x30df40=_0x17b060;if(this[_0x30df40(0x440)]===_0x30df40(0x364)&&!Input[_0x30df40(0x34a)]())return;if(Input[_0x30df40(0x5bc)]())return;VisuMZ['CoreEngine'][_0x30df40(0x167)][_0x30df40(0x64e)](this,_0x149c00),this[_0x30df40(0x4b8)](_0x30df40(0x315));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x864)]=Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x10f)],Window_NameInput[_0x17b060(0x54a)]['cursorPagedown']=function(){const _0x593c48=_0x17b060;if(this[_0x593c48(0x440)]===_0x593c48(0x364))return;if(Input[_0x593c48(0x5bc)]())return;VisuMZ[_0x593c48(0x77a)]['Window_NameInput_cursorPagedown'][_0x593c48(0x64e)](this),this[_0x593c48(0x4b8)](_0x593c48(0x315));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x4fe)]=Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x472)],Window_NameInput[_0x17b060(0x54a)]['cursorPageup']=function(){const _0x18245c=_0x17b060;if(this[_0x18245c(0x440)]===_0x18245c(0x364))return;if(Input[_0x18245c(0x5bc)]())return;VisuMZ[_0x18245c(0x77a)][_0x18245c(0x4fe)][_0x18245c(0x64e)](this),this[_0x18245c(0x4b8)](_0x18245c(0x315));},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x638)]=Window_NameInput[_0x17b060(0x54a)][_0x17b060(0x80e)],Window_NameInput['prototype']['refresh']=function(){const _0x4e1159=_0x17b060;if(this['_mode']===_0x4e1159(0x364)){this[_0x4e1159(0x16e)][_0x4e1159(0x2d5)](),this[_0x4e1159(0x26d)][_0x4e1159(0x2d5)](),this['resetTextColor']();let _0x16a10c=VisuMZ['CoreEngine'][_0x4e1159(0x382)][_0x4e1159(0x197)][_0x4e1159(0x212)][_0x4e1159(0x60b)]('\x0a'),_0x295dd7=_0x16a10c[_0x4e1159(0x540)],_0x26e460=(this[_0x4e1159(0x64b)]-_0x295dd7*this['lineHeight']())/0x2;for(let _0x8fc7fe=0x0;_0x8fc7fe<_0x295dd7;++_0x8fc7fe){let _0x2f88fd=_0x16a10c[_0x8fc7fe],_0x5329bc=this[_0x4e1159(0x22e)](_0x2f88fd)[_0x4e1159(0x321)],_0x311225=Math['floor']((this[_0x4e1159(0x16e)][_0x4e1159(0x321)]-_0x5329bc)/0x2);this[_0x4e1159(0x489)](_0x2f88fd,_0x311225,_0x26e460),_0x26e460+=this['lineHeight']();}}else VisuMZ[_0x4e1159(0x77a)]['Window_NameInput_refresh'][_0x4e1159(0x64e)](this);};};VisuMZ['CoreEngine'][_0x17b060(0x4a6)]=Window_ShopSell[_0x17b060(0x54a)]['isEnabled'],Window_ShopSell['prototype'][_0x17b060(0x403)]=function(_0x399e9b){const _0x41b716=_0x17b060;return VisuMZ[_0x41b716(0x77a)][_0x41b716(0x382)][_0x41b716(0x7ae)]['KeyItemProtect']&&DataManager[_0x41b716(0x88e)](_0x399e9b)?![]:VisuMZ[_0x41b716(0x77a)][_0x41b716(0x4a6)][_0x41b716(0x64e)](this,_0x399e9b);},Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x6ff)]=function(){return![];};VisuMZ[_0x17b060(0x77a)]['Settings'][_0x17b060(0x197)][_0x17b060(0x39e)]&&(VisuMZ[_0x17b060(0x77a)]['Window_NumberInput_start']=Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x6ae)],Window_NumberInput['prototype'][_0x17b060(0x6ae)]=function(){const _0x3019db=_0x17b060;VisuMZ[_0x3019db(0x77a)][_0x3019db(0x559)][_0x3019db(0x64e)](this),this[_0x3019db(0x67c)](this[_0x3019db(0x354)]-0x1),Input[_0x3019db(0x2d5)]();},VisuMZ['CoreEngine'][_0x17b060(0x58d)]=Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x829)],Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x829)]=function(){const _0x51d68c=_0x17b060;if(!this[_0x51d68c(0x1e9)]())return;if(Input[_0x51d68c(0x5bc)]())this[_0x51d68c(0x164)]();else{if(Input['isSpecialCode']('backspace'))this[_0x51d68c(0x740)]();else{if(Input[_0x51d68c(0x568)]===0x2e)this['processKeyboardDelete']();else{if(Input[_0x51d68c(0x568)]===0x24)this[_0x51d68c(0x1a3)]();else Input[_0x51d68c(0x568)]===0x23?this['processKeyboardEnd']():VisuMZ[_0x51d68c(0x77a)][_0x51d68c(0x58d)][_0x51d68c(0x64e)](this);}}}},Window_NumberInput['prototype']['processCursorMove']=function(){const _0x36a640=_0x17b060;if(!this[_0x36a640(0x173)]())return;Input[_0x36a640(0x5bc)]()?this[_0x36a640(0x164)]():Window_Selectable['prototype']['processCursorMove']['call'](this);},Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x1cd)]=function(){},Window_NumberInput[_0x17b060(0x54a)]['processKeyboardDigitChange']=function(){const _0x2d753d=_0x17b060;if(String(this['_number'])[_0x2d753d(0x540)]>=this[_0x2d753d(0x354)])return;const _0x2b2ac3=Number(String(this['_number'])+Input[_0x2d753d(0x2d3)]);if(isNaN(_0x2b2ac3))return;this[_0x2d753d(0x74c)]=_0x2b2ac3;const _0x40a709='9'[_0x2d753d(0x335)](this[_0x2d753d(0x354)]);this['_number']=this[_0x2d753d(0x74c)][_0x2d753d(0x42b)](0x0,_0x40a709),Input['clear'](),this[_0x2d753d(0x80e)](),SoundManager[_0x2d753d(0x333)](),this[_0x2d753d(0x67c)](this[_0x2d753d(0x354)]-0x1);},Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x740)]=function(){const _0x51a750=_0x17b060;this[_0x51a750(0x74c)]=Number(String(this[_0x51a750(0x74c)])[_0x51a750(0x152)](0x0,-0x1)),this[_0x51a750(0x74c)]=Math[_0x51a750(0x7f9)](0x0,this[_0x51a750(0x74c)]),Input[_0x51a750(0x2d5)](),this[_0x51a750(0x80e)](),SoundManager[_0x51a750(0x333)](),this[_0x51a750(0x67c)](this[_0x51a750(0x354)]-0x1);},Window_NumberInput['prototype'][_0x17b060(0x19b)]=function(){const _0x2a0ce1=_0x17b060;this['_number']=Number(String(this[_0x2a0ce1(0x74c)])[_0x2a0ce1(0x223)](0x1)),this[_0x2a0ce1(0x74c)]=Math[_0x2a0ce1(0x7f9)](0x0,this[_0x2a0ce1(0x74c)]),Input['clear'](),this[_0x2a0ce1(0x80e)](),SoundManager[_0x2a0ce1(0x333)](),this[_0x2a0ce1(0x67c)](this[_0x2a0ce1(0x354)]-0x1);},Window_NumberInput[_0x17b060(0x54a)][_0x17b060(0x1a3)]=function(){const _0x3ec5d4=_0x17b060;if(this[_0x3ec5d4(0x79e)]()===0x0)return;Input[_0x3ec5d4(0x2d5)](),this[_0x3ec5d4(0x80e)](),SoundManager[_0x3ec5d4(0x333)](),this[_0x3ec5d4(0x67c)](0x0);},Window_NumberInput[_0x17b060(0x54a)]['processKeyboardEnd']=function(){const _0xd6ad00=_0x17b060;if(this[_0xd6ad00(0x79e)]()===this['_maxDigits']-0x1)return;Input[_0xd6ad00(0x2d5)](),this[_0xd6ad00(0x80e)](),SoundManager[_0xd6ad00(0x333)](),this[_0xd6ad00(0x67c)](this[_0xd6ad00(0x354)]-0x1);});;VisuMZ[_0x17b060(0x77a)]['Window_MapName_refresh']=Window_MapName[_0x17b060(0x54a)]['refresh'],Window_MapName[_0x17b060(0x54a)][_0x17b060(0x80e)]=function(){const _0x22b8cc=_0x17b060;VisuMZ[_0x22b8cc(0x77a)]['Settings'][_0x22b8cc(0x7ae)]['MapNameTextCode']?this[_0x22b8cc(0x7b6)]():VisuMZ[_0x22b8cc(0x77a)][_0x22b8cc(0x541)]['call'](this);},Window_MapName[_0x17b060(0x54a)]['refreshWithTextCodeSupport']=function(){const _0xd20f01=_0x17b060;this[_0xd20f01(0x16e)][_0xd20f01(0x2d5)]();if($gameMap[_0xd20f01(0x5a9)]()){const _0xbff367=this[_0xd20f01(0x547)];this[_0xd20f01(0x384)](0x0,0x0,_0xbff367,this[_0xd20f01(0x835)]());const _0x51062f=this['textSizeEx']($gameMap[_0xd20f01(0x5a9)]())[_0xd20f01(0x321)];this[_0xd20f01(0x489)]($gameMap['displayName'](),Math[_0xd20f01(0x221)]((_0xbff367-_0x51062f)/0x2),0x0);}},Window_TitleCommand[_0x17b060(0x4b3)]=VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x593)],Window_TitleCommand[_0x17b060(0x54a)][_0x17b060(0x3aa)]=function(){const _0x5ad3c3=_0x17b060;this[_0x5ad3c3(0x2e3)]();},Window_TitleCommand['prototype'][_0x17b060(0x2e3)]=function(){const _0x4f6441=_0x17b060;for(const _0x426847 of Window_TitleCommand[_0x4f6441(0x4b3)]){if(_0x426847[_0x4f6441(0x27a)][_0x4f6441(0x64e)](this)){const _0x39806b=_0x426847['Symbol'];let _0x12027b=_0x426847[_0x4f6441(0x294)];if(['',_0x4f6441(0x1ce)][_0x4f6441(0x1ae)](_0x12027b))_0x12027b=_0x426847[_0x4f6441(0x447)]['call'](this);const _0xa8032=_0x426847['EnableJS'][_0x4f6441(0x64e)](this),_0x5ddaf8=_0x426847[_0x4f6441(0x575)][_0x4f6441(0x64e)](this);this[_0x4f6441(0x371)](_0x12027b,_0x39806b,_0xa8032,_0x5ddaf8),this[_0x4f6441(0x3f2)](_0x39806b,_0x426847[_0x4f6441(0x177)][_0x4f6441(0x76d)](this,_0x5ddaf8));}}},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x84b)]=Window_TitleCommand[_0x17b060(0x54a)]['selectLast'],Window_TitleCommand[_0x17b060(0x54a)][_0x17b060(0x2df)]=function(){const _0x398adf=_0x17b060;VisuMZ['CoreEngine']['Window_TitleCommand_selectLast'][_0x398adf(0x64e)](this);if(!Window_TitleCommand[_0x398adf(0x332)])return;const _0x13234b=this['findSymbol'](Window_TitleCommand['_lastCommandSymbol']),_0x1b5ad5=Math[_0x398adf(0x221)](this[_0x398adf(0x5f6)]()/0x2)-0x1;this[_0x398adf(0x45f)](_0x13234b),this[_0x398adf(0x8a1)]>0x1&&(this[_0x398adf(0x8a1)]=0x1,this['updateSmoothScroll']()),this[_0x398adf(0x37e)](_0x13234b-_0x1b5ad5);},Window_GameEnd[_0x17b060(0x4b3)]=VisuMZ[_0x17b060(0x77a)]['Settings']['MenuLayout'][_0x17b060(0x228)]['CommandList'],Window_GameEnd[_0x17b060(0x54a)][_0x17b060(0x3aa)]=function(){const _0x3af7bf=_0x17b060;this[_0x3af7bf(0x2e3)]();},Window_GameEnd[_0x17b060(0x54a)][_0x17b060(0x2e3)]=function(){const _0x11dd4c=_0x17b060;for(const _0x208bf1 of Window_GameEnd[_0x11dd4c(0x4b3)]){if(_0x208bf1[_0x11dd4c(0x27a)][_0x11dd4c(0x64e)](this)){const _0x4fb797=_0x208bf1[_0x11dd4c(0x438)];let _0x432d41=_0x208bf1[_0x11dd4c(0x294)];if(['',_0x11dd4c(0x1ce)][_0x11dd4c(0x1ae)](_0x432d41))_0x432d41=_0x208bf1[_0x11dd4c(0x447)][_0x11dd4c(0x64e)](this);const _0xae8130=_0x208bf1[_0x11dd4c(0x7b2)][_0x11dd4c(0x64e)](this),_0x128343=_0x208bf1[_0x11dd4c(0x575)][_0x11dd4c(0x64e)](this);this[_0x11dd4c(0x371)](_0x432d41,_0x4fb797,_0xae8130,_0x128343),this[_0x11dd4c(0x3f2)](_0x4fb797,_0x208bf1['CallHandlerJS']['bind'](this,_0x128343));}}};function Window_ButtonAssist(){this['initialize'](...arguments);}Window_ButtonAssist[_0x17b060(0x54a)]=Object[_0x17b060(0x3f6)](Window_Base[_0x17b060(0x54a)]),Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x60c)]=Window_ButtonAssist,Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(_0x4ad60c){const _0x4ce15d=_0x17b060;this[_0x4ce15d(0xf3)]={},Window_Base[_0x4ce15d(0x54a)][_0x4ce15d(0x3e0)][_0x4ce15d(0x64e)](this,_0x4ad60c),this[_0x4ce15d(0x12d)](VisuMZ['CoreEngine']['Settings'][_0x4ce15d(0x862)][_0x4ce15d(0x12b)]||0x0),this[_0x4ce15d(0x80e)]();},Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x7d7)]=function(){const _0x241b62=_0x17b060;this[_0x241b62(0x16e)][_0x241b62(0xf8)]<=0x60&&(this['contents']['fontSize']+=0x6);},Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x83b)]=function(){const _0x345bb5=_0x17b060;this[_0x345bb5(0x16e)][_0x345bb5(0xf8)]>=0x18&&(this[_0x345bb5(0x16e)][_0x345bb5(0xf8)]-=0x6);},Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0xddb5b6=_0x17b060;Window_Base[_0xddb5b6(0x54a)][_0xddb5b6(0x319)]['call'](this),this['updateKeyText']();},Window_ButtonAssist[_0x17b060(0x54a)]['updatePadding']=function(){const _0x1f198e=_0x17b060;this[_0x1f198e(0x804)]=SceneManager['_scene'][_0x1f198e(0x672)]()!==_0x1f198e(0x139)?0x0:0x8;},Window_ButtonAssist[_0x17b060(0x54a)][_0x17b060(0x792)]=function(){const _0x4f9e8c=_0x17b060,_0xdf4b31=SceneManager[_0x4f9e8c(0x2f9)];for(let _0x28b4b4=0x1;_0x28b4b4<=0x5;_0x28b4b4++){if(this[_0x4f9e8c(0xf3)][_0x4f9e8c(0x4f3)['format'](_0x28b4b4)]!==_0xdf4b31[_0x4f9e8c(0x6e1)[_0x4f9e8c(0x1df)](_0x28b4b4)]())return this[_0x4f9e8c(0x80e)]();if(this[_0x4f9e8c(0xf3)]['text%1'[_0x4f9e8c(0x1df)](_0x28b4b4)]!==_0xdf4b31[_0x4f9e8c(0x72b)[_0x4f9e8c(0x1df)](_0x28b4b4)]())return this[_0x4f9e8c(0x80e)]();}},Window_ButtonAssist['prototype'][_0x17b060(0x80e)]=function(){const _0x5a64c8=_0x17b060;this['contents'][_0x5a64c8(0x2d5)]();for(let _0xee5f7c=0x1;_0xee5f7c<=0x5;_0xee5f7c++){this['drawSegment'](_0xee5f7c);}},Window_ButtonAssist[_0x17b060(0x54a)]['drawSegment']=function(_0x642d6f){const _0x234cee=_0x17b060,_0x89393a=this[_0x234cee(0x547)]/0x5,_0x21bead=SceneManager[_0x234cee(0x2f9)],_0x101880=_0x21bead[_0x234cee(0x6e1)[_0x234cee(0x1df)](_0x642d6f)](),_0x26ef36=_0x21bead[_0x234cee(0x72b)['format'](_0x642d6f)]();this[_0x234cee(0xf3)][_0x234cee(0x4f3)[_0x234cee(0x1df)](_0x642d6f)]=_0x101880,this[_0x234cee(0xf3)][_0x234cee(0x17f)[_0x234cee(0x1df)](_0x642d6f)]=_0x26ef36;if(_0x101880==='')return;if(_0x26ef36==='')return;const _0x4a852d=_0x21bead[_0x234cee(0x270)[_0x234cee(0x1df)](_0x642d6f)](),_0x21025d=this['itemPadding'](),_0x14900a=_0x89393a*(_0x642d6f-0x1)+_0x21025d+_0x4a852d,_0x48cf85=VisuMZ['CoreEngine']['Settings']['ButtonAssist'][_0x234cee(0x21c)];this[_0x234cee(0x489)](_0x48cf85['format'](_0x101880,_0x26ef36),_0x14900a,0x0,_0x89393a-_0x21025d*0x2);},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x7a5)]=Game_Interpreter[_0x17b060(0x54a)]['updateWaitMode'],Game_Interpreter['prototype']['updateWaitMode']=function(){const _0x152eac=_0x17b060;if($gameTemp[_0x152eac(0x35f)]!==undefined)return VisuMZ['CoreEngine'][_0x152eac(0x37b)]();return VisuMZ[_0x152eac(0x77a)][_0x152eac(0x7a5)][_0x152eac(0x64e)](this);},VisuMZ['CoreEngine'][_0x17b060(0x37b)]=function(){const _0x38ba2b=_0x17b060,_0x1ddb80=$gameTemp[_0x38ba2b(0x35f)]||0x0;(_0x1ddb80<0x0||_0x1ddb80>0x64||TouchInput['isCancelled']()||Input['isTriggered']('cancel'))&&($gameTemp['_pictureCoordinatesMode']=undefined,Input[_0x38ba2b(0x2d5)](),TouchInput[_0x38ba2b(0x2d5)]());const _0xa76341=$gameScreen[_0x38ba2b(0x786)](_0x1ddb80);return _0xa76341&&(_0xa76341['_x']=TouchInput['_x'],_0xa76341['_y']=TouchInput['_y']),VisuMZ[_0x38ba2b(0x77a)]['updatePictureCoordinates'](),$gameTemp[_0x38ba2b(0x35f)]!==undefined;},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x324)]=function(){const _0x369424=_0x17b060,_0x355ed0=SceneManager[_0x369424(0x2f9)];if(!_0x355ed0)return;!_0x355ed0[_0x369424(0x705)]&&(SoundManager[_0x369424(0x463)](),_0x355ed0[_0x369424(0x705)]=new Window_PictureCoordinates(),_0x355ed0['addChild'](_0x355ed0['_pictureCoordinatesWindow'])),$gameTemp[_0x369424(0x35f)]===undefined&&(SoundManager['playCancel'](),_0x355ed0['removeChild'](_0x355ed0[_0x369424(0x705)]),_0x355ed0[_0x369424(0x705)]=undefined);};function Window_PictureCoordinates(){const _0x413aea=_0x17b060;this[_0x413aea(0x3e0)](...arguments);}Window_PictureCoordinates[_0x17b060(0x54a)]=Object['create'](Window_Base[_0x17b060(0x54a)]),Window_PictureCoordinates[_0x17b060(0x54a)][_0x17b060(0x60c)]=Window_PictureCoordinates,Window_PictureCoordinates[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(){const _0x3a234d=_0x17b060;this[_0x3a234d(0x151)]='nah',this[_0x3a234d(0x807)]='nah',this[_0x3a234d(0x6f5)]='nah';const _0x25b8dc=this[_0x3a234d(0x5fe)]();Window_Base['prototype'][_0x3a234d(0x3e0)][_0x3a234d(0x64e)](this,_0x25b8dc),this[_0x3a234d(0x12d)](0x2);},Window_PictureCoordinates['prototype'][_0x17b060(0x5fe)]=function(){const _0x49c5fb=_0x17b060;let _0x1d5f56=0x0,_0x4d65b1=Graphics[_0x49c5fb(0x2c5)]-this[_0x49c5fb(0x835)](),_0x1eb384=Graphics['width'],_0x5442e7=this[_0x49c5fb(0x835)]();return new Rectangle(_0x1d5f56,_0x4d65b1,_0x1eb384,_0x5442e7);},Window_PictureCoordinates[_0x17b060(0x54a)][_0x17b060(0x422)]=function(){const _0x3ab085=_0x17b060;this[_0x3ab085(0x804)]=0x0;},Window_PictureCoordinates[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0xb5cea4=_0x17b060;Window_Base['prototype'][_0xb5cea4(0x319)][_0xb5cea4(0x64e)](this),this[_0xb5cea4(0x5d4)]();},Window_PictureCoordinates[_0x17b060(0x54a)][_0x17b060(0x5d4)]=function(){if(!this['needsUpdate']())return;this['refresh']();},Window_PictureCoordinates['prototype'][_0x17b060(0x44d)]=function(){const _0x40d8ca=_0x17b060,_0x252f6c=$gameTemp['_pictureCoordinatesMode'],_0x4a03e7=$gameScreen[_0x40d8ca(0x786)](_0x252f6c);return _0x4a03e7?this[_0x40d8ca(0x151)]!==_0x4a03e7[_0x40d8ca(0x684)]||this[_0x40d8ca(0x807)]!==_0x4a03e7['_x']||this[_0x40d8ca(0x6f5)]!==_0x4a03e7['_y']:![];},Window_PictureCoordinates['prototype'][_0x17b060(0x80e)]=function(){const _0x582af4=_0x17b060;this[_0x582af4(0x16e)][_0x582af4(0x2d5)]();const _0x60d73d=$gameTemp[_0x582af4(0x35f)],_0x5cad2e=$gameScreen[_0x582af4(0x786)](_0x60d73d);if(!_0x5cad2e)return;this['_lastOrigin']=_0x5cad2e[_0x582af4(0x684)],this['_lastX']=_0x5cad2e['_x'],this[_0x582af4(0x6f5)]=_0x5cad2e['_y'];const _0x10956b=ColorManager['itemBackColor1']();this[_0x582af4(0x16e)][_0x582af4(0x456)](0x0,0x0,this[_0x582af4(0x547)],this[_0x582af4(0x64b)],_0x10956b);const _0x490fa3=_0x582af4(0x265)[_0x582af4(0x1df)](_0x5cad2e['_origin']===0x0?_0x582af4(0x4af):_0x582af4(0x380)),_0x588ac6=_0x582af4(0x577)['format'](_0x5cad2e['_x']),_0x40da1f=_0x582af4(0xfa)[_0x582af4(0x1df)](_0x5cad2e['_y']),_0x1cde39=_0x582af4(0x42f)[_0x582af4(0x1df)](TextManager[_0x582af4(0x713)](_0x582af4(0x314)));let _0x2d2ba2=Math[_0x582af4(0x221)](this[_0x582af4(0x547)]/0x4);this[_0x582af4(0x1a9)](_0x490fa3,_0x2d2ba2*0x0,0x0,_0x2d2ba2),this[_0x582af4(0x1a9)](_0x588ac6,_0x2d2ba2*0x1,0x0,_0x2d2ba2,_0x582af4(0x27e)),this[_0x582af4(0x1a9)](_0x40da1f,_0x2d2ba2*0x2,0x0,_0x2d2ba2,_0x582af4(0x27e));const _0x5f22fe=this[_0x582af4(0x22e)](_0x1cde39)[_0x582af4(0x321)],_0x301e60=this[_0x582af4(0x547)]-_0x5f22fe;this[_0x582af4(0x489)](_0x1cde39,_0x301e60,0x0,_0x5f22fe);};function Window_TextPopup(){const _0x83bdb1=_0x17b060;this[_0x83bdb1(0x3e0)](...arguments);}Window_TextPopup[_0x17b060(0x54a)]=Object[_0x17b060(0x3f6)](Window_Base[_0x17b060(0x54a)]),Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x60c)]=Window_TextPopup,Window_TextPopup['SETTINGS']={'framesPerChar':VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x607)]['DurationPerChat']??1.5,'framesMin':VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x607)][_0x17b060(0x215)]??0x5a,'framesMax':VisuMZ[_0x17b060(0x77a)][_0x17b060(0x382)][_0x17b060(0x607)][_0x17b060(0x4cb)]??0x12c},Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x3e0)]=function(){const _0x58d930=_0x17b060,_0x226bfd=new Rectangle(0x0,0x0,0x1,0x1);Window_Base[_0x58d930(0x54a)][_0x58d930(0x3e0)][_0x58d930(0x64e)](this,_0x226bfd),this[_0x58d930(0x141)]=0x0,this['_text']='',this[_0x58d930(0x24a)]=[],this['_timeDuration']=0x0;},Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x543)]=function(){return!![];},Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x582)]=function(_0x214315){const _0x4e48e8=_0x17b060;if(this[_0x4e48e8(0x24a)][this[_0x4e48e8(0x24a)]['length']-0x1]===_0x214315)return;this['_textQueue'][_0x4e48e8(0x6f2)](_0x214315),SceneManager['_scene'][_0x4e48e8(0x781)](this);},Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x319)]=function(){const _0x1b74bb=_0x17b060;Window_Base['prototype'][_0x1b74bb(0x319)][_0x1b74bb(0x64e)](this),this['updateText'](),this['updateDuration']();},Window_TextPopup[_0x17b060(0x54a)][_0x17b060(0x3f5)]=function(){const _0x293071=_0x17b060;if(this[_0x293071(0x4c2)]!=='')return;if(this['_textQueue']['length']<=0x0)return;if(!this[_0x293071(0x565)]())return;this[_0x293071(0x4c2)]=this[_0x293071(0x24a)][_0x293071(0x7f4)]();const _0x2e37b9=Window_TextPopup[_0x293071(0x5a1)],_0x10ea5a=Math[_0x293071(0x720)](this['_text'][_0x293071(0x540)]*_0x2e37b9[_0x293071(0x138)]);this[_0x293071(0x3c5)]=_0x10ea5a['clamp'](_0x2e37b9[_0x293071(0x67e)],_0x2e37b9[_0x293071(0x57e)]);const _0x1c5b66=this[_0x293071(0x22e)](this[_0x293071(0x4c2)]);let _0x2183e1=_0x1c5b66['width']+this[_0x293071(0x7f1)]()*0x2;_0x2183e1+=$gameSystem['windowPadding']()*0x2;let _0xb54f94=Math[_0x293071(0x7f9)](_0x1c5b66['height'],this['lineHeight']());_0xb54f94+=$gameSystem['windowPadding']()*0x2;const _0x55a147=Math[_0x293071(0x3fe)]((Graphics[_0x293071(0x321)]-_0x2183e1)/0x2),_0x39ee70=Math[_0x293071(0x3fe)]((Graphics[_0x293071(0x2c5)]-_0xb54f94)/0x2),_0x5d2ffb=new 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Point(0x0,0x0)),_0x52df8e=this[_0x206ec7(0x538)][_0x206ec7(0x553)];_0x52df8e['x']=_0x3858be['x']+this[_0x206ec7(0x851)]['x'],_0x52df8e['y']=_0x3858be['y']+this[_0x206ec7(0x851)]['y'],_0x52df8e['width']=Math[_0x206ec7(0x720)](this[_0x206ec7(0x547)]*this[_0x206ec7(0x82a)]['x']),_0x52df8e['height']=Math[_0x206ec7(0x720)](this['innerHeight']*this[_0x206ec7(0x82a)]['y']);},VisuMZ[_0x17b060(0x77a)]['Window_refreshBack']=Window[_0x17b060(0x54a)][_0x17b060(0x24f)],Window[_0x17b060(0x54a)]['_refreshBack']=function(){const _0x57ce20=_0x17b060,_0x2cb8ef=VisuMZ['CoreEngine']['Settings'][_0x57ce20(0x607)][_0x57ce20(0x50c)]??!![];if(!_0x2cb8ef)return VisuMZ[_0x57ce20(0x77a)][_0x57ce20(0x571)][_0x57ce20(0x64e)](this);const _0xfe4301=this[_0x57ce20(0x754)],_0x26fc87=Math[_0x57ce20(0x7f9)](0x0,this[_0x57ce20(0x5ad)]-_0xfe4301*0x2),_0xb93fe3=Math['max'](0x0,this[_0x57ce20(0x50e)]-_0xfe4301*0x2),_0x193926=this[_0x57ce20(0x14c)],_0x2c57b4=_0x193926['children'][0x0];_0x193926[_0x57ce20(0x7d3)]=this[_0x57ce20(0x899)],_0x193926[_0x57ce20(0x674)](0x0,0x0,0x60,0x60),_0x193926[_0x57ce20(0x4f6)](_0xfe4301,_0xfe4301),_0x193926['scale']['x']=_0x26fc87/0x60,_0x193926[_0x57ce20(0x82a)]['y']=_0xb93fe3/0x60,_0x2c57b4[_0x57ce20(0x7d3)]=this[_0x57ce20(0x899)],_0x2c57b4[_0x57ce20(0x674)](0x0,0x60,0x60,0x60),_0x2c57b4[_0x57ce20(0x4f6)](0x0,0x0,_0x26fc87,_0xb93fe3),_0x2c57b4[_0x57ce20(0x82a)]['x']=0x1/_0x193926['scale']['x'],_0x2c57b4[_0x57ce20(0x82a)]['y']=0x1/_0x193926[_0x57ce20(0x82a)]['y'],_0x193926[_0x57ce20(0x7c4)](this[_0x57ce20(0x747)]);},Game_Temp[_0x17b060(0x54a)][_0x17b060(0x43d)]=function(){const _0xb5eec=_0x17b060;this[_0xb5eec(0x794)]=[],this[_0xb5eec(0x34c)]=[],this[_0xb5eec(0xe7)]=[],this['_balloonQueue']=[];},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x11d)]=Scene_Base[_0x17b060(0x54a)][_0x17b060(0x249)],Scene_Base[_0x17b060(0x54a)][_0x17b060(0x249)]=function(){const _0x7cf8b5=_0x17b060;if($gameTemp)$gameTemp['sceneTerminationClearEffects']();VisuMZ[_0x7cf8b5(0x77a)][_0x7cf8b5(0x11d)][_0x7cf8b5(0x64e)](this);},Bitmap['prototype'][_0x17b060(0x738)]=function(_0x588a80){const _0x284567=_0x17b060,_0x4e3ef0=this['context'];_0x4e3ef0['save'](),_0x4e3ef0[_0x284567(0x56c)]=this[_0x284567(0x535)]();const _0x2fbd7a=_0x4e3ef0[_0x284567(0x2a7)](_0x588a80)['width'];return _0x4e3ef0['restore'](),_0x2fbd7a;},Window_Message[_0x17b060(0x54a)]['textWidth']=function(_0x24d48b){const _0x428573=_0x17b060;return this[_0x428573(0x72e)]()?this[_0x428573(0x16e)][_0x428573(0x738)](_0x24d48b):Window_Base[_0x428573(0x54a)][_0x428573(0x80f)][_0x428573(0x64e)](this,_0x24d48b);},Window_Message[_0x17b060(0x54a)]['useFontWidthFix']=function(){const _0x19fad4=_0x17b060;return VisuMZ[_0x19fad4(0x77a)][_0x19fad4(0x382)][_0x19fad4(0x7ae)][_0x19fad4(0x671)]??!![];},VisuMZ['CoreEngine'][_0x17b060(0x1c4)]=Game_Action[_0x17b060(0x54a)][_0x17b060(0x2ec)],Game_Action['prototype'][_0x17b060(0x2ec)]=function(){const _0x425ae0=_0x17b060;return this['item']()?VisuMZ[_0x425ae0(0x77a)][_0x425ae0(0x1c4)][_0x425ae0(0x64e)](this):0x0;},VisuMZ[_0x17b060(0x77a)]['Game_Action_setAttack']=Game_Action['prototype'][_0x17b060(0x78b)],Game_Action[_0x17b060(0x54a)][_0x17b060(0x78b)]=function(){const _0x1403f8=_0x17b060;if(this[_0x1403f8(0x18a)]()&&this[_0x1403f8(0x18a)]()[_0x1403f8(0x1d2)]())VisuMZ[_0x1403f8(0x77a)][_0x1403f8(0x35c)][_0x1403f8(0x64e)](this);else BattleManager[_0x1403f8(0x77d)]?VisuMZ[_0x1403f8(0x77a)][_0x1403f8(0x35c)][_0x1403f8(0x64e)](this):this[_0x1403f8(0x2d5)]();},VisuMZ[_0x17b060(0x77a)][_0x17b060(0x86e)]=BattleManager[_0x17b060(0x755)],BattleManager[_0x17b060(0x755)]=function(_0x9da7e4,_0xd4885b){const _0x939869=_0x17b060;this['_bypassCanCounterCheck']=!![],VisuMZ[_0x939869(0x77a)][_0x939869(0x86e)]['call'](this,_0x9da7e4,_0xd4885b),this[_0x939869(0x77d)]=undefined;},Sprite_Name['prototype'][_0x17b060(0x788)]=function(){return 0x24;},Sprite_Name[_0x17b060(0x54a)][_0x17b060(0x1d9)]=function(){const _0xd28ab1=_0x17b060,_0x3fce7f=this[_0xd28ab1(0x142)](),_0x10492f=this[_0xd28ab1(0x2a6)](),_0x41fd8e=this[_0xd28ab1(0x788)]();this[_0xd28ab1(0x831)](),this[_0xd28ab1(0x7d3)]['clear'](),this[_0xd28ab1(0x7d3)][_0xd28ab1(0x580)](_0x3fce7f,0x4,0x0,_0x10492f-0xa,_0x41fd8e,_0xd28ab1(0x2b0));},Bitmap['prototype']['drawTextTopAligned']=function(_0x6049c8,_0xd927d5,_0x2d8075,_0x1850ff,_0x2ad1d3,_0x39be36){const 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this['_skillTypeWindow']&&this[_0x2387c7(0x1cb)]['active'];},Game_Map[_0x17b060(0x54a)][_0x17b060(0x153)]=function(_0x1bb270,_0x23819e,_0x2f548b){const _0x2b0aff=_0x17b060,_0x599163=this[_0x2b0aff(0x1ec)](),_0x4ef113=this[_0x2b0aff(0x170)](_0x1bb270,_0x23819e);for(const _0x4a7b04 of _0x4ef113){const _0x25281b=_0x599163[_0x4a7b04];if(_0x25281b===undefined||_0x25281b===null){if($gameTemp[_0x2b0aff(0x6dc)]()&&!DataManager[_0x2b0aff(0x87a)]()){let _0x33c37f=_0x2b0aff(0x6c9)+'\x0a';_0x33c37f+=_0x2b0aff(0x29f)+'\x0a',_0x33c37f+='and\x20add\x20it\x20onto\x20this\x20one.',this[_0x2b0aff(0x3e1)]()?(alert(_0x33c37f),SceneManager[_0x2b0aff(0x81a)]()):(console[_0x2b0aff(0x797)](_0x33c37f),!$gameTemp[_0x2b0aff(0x446)]&&($gameTemp[_0x2b0aff(0x446)]=!![],SceneManager[_0x2b0aff(0x1b6)]()));}}if((_0x25281b&0x10)!==0x0)continue;if((_0x25281b&_0x2f548b)===0x0)return!![];if((_0x25281b&_0x2f548b)===_0x2f548b)return![];}return![];},Game_Map[_0x17b060(0x54a)][_0x17b060(0x3e1)]=function(){const _0x2a1bb6=_0x17b060;if(Imported[_0x2a1bb6(0x4c8)])return!![];if(Imported[_0x2a1bb6(0x6aa)])return!![];return![];},Sprite_Animation['prototype'][_0x17b060(0x66a)]=function(_0x24c8d8){const _0x55ec5d=_0x17b060;!this[_0x55ec5d(0x6bc)]&&(this['_originalViewport']=_0x24c8d8['gl'][_0x55ec5d(0x643)](_0x24c8d8['gl']['VIEWPORT']));},VisuMZ['CoreEngine'][_0x17b060(0x8b1)]=Scene_Map[_0x17b060(0x54a)][_0x17b060(0x70b)],Scene_Map[_0x17b060(0x54a)][_0x17b060(0x70b)]=function(){const _0x49d876=_0x17b060,_0x202de9=SceneManager[_0x49d876(0x77f)][_0x49d876(0x142)];if([_0x49d876(0x45e),_0x49d876(0x6f3),'Scene_TitleTransition',_0x49d876(0x1be)][_0x49d876(0x1ae)](_0x202de9))return![];return VisuMZ[_0x49d876(0x77a)][_0x49d876(0x8b1)][_0x49d876(0x64e)](this);};