1993 lines
68 KiB
JavaScript
1993 lines
68 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Core Engine
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// YEP_CoreEngine.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_CoreEngine = true;
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var Yanfly = Yanfly || {};
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Yanfly.Core = Yanfly.Core || {};
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//=============================================================================
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/*:
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* @plugindesc v1.02 Needed for the majority of Yanfly Engine Scripts. Also
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* contains bug fixes found inherently in RPG Maker.
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* @author Yanfly Engine Plugins
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*
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* @param ---Screen---
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* @default
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*
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* @param Screen Width
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* @desc Adjusts the width of the screen.
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* Default: 816
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* @default 816
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*
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* @param Screen Height
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* @desc Adjusts the height of the screen.
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* Default: 624
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* @default 624
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*
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* @param Scale Battlebacks
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* @desc Do you wish to scale battlebacks to resolution?
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* NO - false YES - true
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* @default true
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*
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* @param Scale Title
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* @desc Do you wish to scale the title screen to resolution?
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* NO - false YES - true
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* @default true
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*
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* @param Open Console
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* @desc For testing and debug purposes, this opens up the console.
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* Don't Open - false Open - true
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* @default false
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*
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* @param Reposition Battlers
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* @desc Allow the plugin to reposition battlers to resolution?
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* NO - false YES - true
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* @default true
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*
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* @param ---Gold---
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* @desc
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*
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* @param Gold Max
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* @desc The maximum amount of gold the player can have.
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* Default: 99999999
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* @default 99999999
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*
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* @param Gold Font Size
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* @desc The font size used to display gold.
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* Default: 28
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* @default 20
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*
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* @param Gold Icon
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* @desc This will be the icon used to represent gold in the gold
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* window. If left at 0, no icon will be displayed.
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* @default 313
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*
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* @param Gold Overlap
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* @desc This will be what's displayed when the gold number
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* exceeds the allocated area's content size.
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* @default A lotta
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*
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* @param ---Items---
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* @desc
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*
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* @param Default Max
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* @desc This is the maximum number of items a player can hold.
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* Default: 99
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* @default 99
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*
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* @param Quantity Text Size
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* @desc This is the text's font size used for the item quantity.
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* Default: 28
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* @default 20
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*
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* @param ---Stats---
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* @default
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*
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* @param Max Level
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* @desc Adjusts the maximum level limit for actors.
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* Default: 99
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* @default 99
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*
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* @param Actor MaxHP
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* @desc Adjusts the maximum HP limit for actors.
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* Default: 9999
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* @default 9999
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*
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* @param Actor MaxMP
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* @desc Adjusts the maximum MP limit for actors.
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* Default: 9999
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* @default 9999
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*
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* @param Actor Parameter
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* @desc Adjusts the maximum parameter limit for actors.
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* Default: 999
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* @default 999
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*
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* @param Enemy MaxHP
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* @desc Adjusts the maximum HP limit for enemies.
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* Default: 999999
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* @default 999999
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*
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* @param Enemy MaxMP
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* @desc Adjusts the maximum MP limit for enemies.
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* Default: 9999
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* @default 9999
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*
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* @param Enemy Parameter
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* @desc Adjusts the maximum parameter limit for enemies.
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* Default: 999
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* @default 999
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*
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* @param ---Battle---
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* @desc
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*
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* @param Animation Rate
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* @desc Adjusts the rate of battle animations. Lower for faster.
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* Default: 4
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* @default 4
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*
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* @param Flash Target
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* @desc If an enemy is targeted, it flashes or it can whiten.
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* OFF - false ON - true
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* @default false
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*
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* @param ---Font---
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* @desc
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*
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* @param Chinese Font
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* @desc Default font(s) used for a Chinese RPG.
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* Default: SimHei, Heiti TC, sans-serif
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* @default SimHei, Heiti TC, sans-serif
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*
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* @param Korean Font
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* @desc Default font(s) used for a Korean RPG.
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* Default: Dotum, AppleGothic, sans-serif
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* @default Dotum, AppleGothic, sans-serif
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*
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* @param Default Font
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* @desc Default font(s) used for everything else.
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* Default: GameFont
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* @default GameFont, Verdana, Arial, Courier New
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*
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* @param Font Size
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* @desc Default font size used for windows.
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* Default: 28
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* @default 28
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*
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* @param Text Align
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* @desc How to align the text for command windows.
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* left center right
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* @default left
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*
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* @param ---Windows---
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* @default
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*
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* @param Digit Grouping
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* @desc Groups together digits with a comma.
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* false - OFF true - ON
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* @default true
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*
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* @param Line Height
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* @desc Adjusts universal line height used in Windows.
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* Default: 36
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* @default 36
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*
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* @param Icon Width
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* @desc Adjusts the width of your icons.
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* Default: 32
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* @default 32
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*
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* @param Icon Height
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* @desc Adjusts the height of your icons.
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* Default: 32
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* @default 32
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*
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* @param Face Width
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* @desc Adjusts the width of actors' faces.
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* Default: 144
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* @default 144
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*
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* @param Face Height
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* @desc Adjusts the height of actors' faces.
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* Default: 144
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* @default 144
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*
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* @param Window Padding
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* @desc Adjusts the padding for all standard windows.
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* Default: 18
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* @default 18
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*
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* @param Text Padding
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* @desc Adjusts the padding for text inside of windows.
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* Default: 6
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* @default 6
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*
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* @param Window Opacity
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* @desc Adjusts the background opacity for windows.
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* Default: 192
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* @default 192
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*
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* @param Gauge Outline
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* @desc Enable outlines for gauges.
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* false - OFF true - ON
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* @default true
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*
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* @param Gauge Height
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* @desc Sets the height for gauges.
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* Default: 6
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* @default 18
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*
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* @param Menu TP Bar
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* @desc Draws a TP bar in the menu status for actors.
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* false - OFF true - ON
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* @default true
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*
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* @param ---Window Colors---
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* @default
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*
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* @param Color: Normal
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* @desc Changes the text color for Windows.
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* Default: 0
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* @default 0
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*
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* @param Color: System
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* @desc Changes the text color for Windows.
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* Default: 16
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* @default 16
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*
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* @param Color: Crisis
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* @desc Changes the text color for Windows.
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* Default: 17
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* @default 17
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*
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* @param Color: Death
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* @desc Changes the text color for Windows.
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* Default: 18
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* @default 18
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*
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* @param Color: Gauge Back
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* @desc Changes the text color for Windows.
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* Default: 19
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* @default 19
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*
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* @param Color: HP Gauge 1
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* @desc Changes the text color for Windows.
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* Default: 20
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* @default 20
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*
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* @param Color: HP Gauge 2
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* @desc Changes the text color for Windows.
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* Default: 21
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* @default 21
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*
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* @param Color: MP Gauge 1
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* @desc Changes the text color for Windows.
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* Default: 22
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* @default 22
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*
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* @param Color: MP Gauge 2
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* @desc Changes the text color for Windows.
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* Default: 23
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* @default 23
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*
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* @param Color: MP Cost
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* @desc Changes the text color for Windows.
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* Default: 23
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* @default 23
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*
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* @param Color: Power Up
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* @desc Changes the text color for Windows.
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* Default: 24
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* @default 24
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*
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* @param Color: Power Down
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* @desc Changes the text color for Windows.
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* Default: 25
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* @default 25
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*
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* @param Color: TP Gauge 1
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* @desc Changes the text color for Windows.
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* Default: 28
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* @default 28
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*
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* @param Color: TP Gauge 2
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* @desc Changes the text color for Windows.
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* Default: 29
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* @default 29
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*
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* @param Color: TP Cost Color
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* @desc Changes the text color for Windows.
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* Default: 29
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* @default 29
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*
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* @help
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* ============================================================================
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* Introduction and Instructions
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* ============================================================================
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*
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* Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
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* functions primarily to fix bugs and to allow the user more control over RPG
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* Maker MV's various features, such as the screen resolution, font, window
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* colors, and more.
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*
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* Just place this on top of all the other Yanfly Engine Plugins.
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* Adjust any parameters as you see fit.
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*
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* ============================================================================
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* Bug Fixes
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* ============================================================================
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*
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* This plugin fixes a few bugs found present within RPG Maker MV. Of them are
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* the following:
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*
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* Animation Overlay
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* When a skill/item that targets multiple enemies at once using a fullscreen
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* animation, it will overlay multiple times causing the image to look
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* distorted by a series of overlayed effects. The plugin fixes this issue by
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* having only one animation played over the group instead of every one.
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*
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* Event Updating
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* By default, a moving event at Frequency 5 stops briefly for a frame
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* instead of continuously moving. The plugin fixes this issue to match the
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* previous iterations of RPG Maker XP, RPG Maker VX, and RPG Maker VX Ace
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* where the event will move nonstop.
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*
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* Event Movement Speed
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* The movement speed of events are slightly slower than what they should be
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* due a small error in the source code. The plugin fixes this issue and they
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* move at the properly speed.
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*
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* Event Movement Queue
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* If an event were to move through an event command, changing a condition
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* that would set the event to change to a different page would cause that
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* event's move route to halt in its tracks. The plugin fixes this issue and
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* the event's move route will finish.
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*
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* Event Colliding
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* Events cannot move over other events with a Below Player setting. This
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* makes it difficult for certain types of puzzles or events to exist. This
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* plugin fixes this issue by making the collision check only apply to events
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* of "Same as Characters" priority. Any event that's above or below the
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* characters will no longer collide with other events.
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*
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* Screen Tearing
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* When moving slowly, the tiles on the screen tear. While it's not
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* noticeable on all systems, slower computers will definitely show it. The
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* plugin will fix this issue and synch the tiles to keep up to pace with
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* the screen's camera movement properly.
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*
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* Sprite Distortion
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* Because of JavaScript's strange mathematical behavior, sometimes values
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* with decimal places cause spritesheets to end up looking distorted. The
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* plugin will get rid of the decimal places and have sprite sheets take out
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* frames properly by using integer values only.
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*
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* ============================================================================
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* Gold
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* ============================================================================
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*
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* You can use the plugin commands to add or remove gold more than the
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* editor's 9,999,999 limit. You can also place notetags into items, weapons,
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* and armors to over the 999,999 cost limit.
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*
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* Plugin Command:
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* GainGold 1234567890 # Party gains 1234567890 gold.
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* LoseGold 9876543210 # Party loses 9876543210 gold.
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*
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* Item, Weapon, Armor Notetags
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* <Price: x>
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* Changes the price of the item to x. This notetag allows you to bypass the
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* editor's 999,999 gold cost limit.
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*
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* Enemy Notetag
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* <Gold: x>
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* Changes the gold drop value of enemies to x. This notetag allows you to
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* bypass the editor's 9,999,999 gold drop limit.
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*
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* ============================================================================
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* Items
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* ============================================================================
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*
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* Change the parameters to reflect the maximum number of items a player can
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* hold per item. If you wish to make individual items have different max
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* values, use the following notetag:
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*
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* Item, Weapon, Armor Notetag:
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* <Max Item: x>
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* This changes the maximum amount of the item to x.
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*
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* ============================================================================
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* Stats
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* ============================================================================
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*
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* Even with the parameter limits raised, the editor is still confined to RPG
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* Maker MV's default limits. To break past them, use the following notetags
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* to allow further control over the individual aspects for the parameters.
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*
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* Actor Notetag
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* <Initial Level: x>
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* Changes the actor's initial level to x. This allows you to bypass the
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* editor's level 99 limit.
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*
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* <Max Level: x>
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* Changes the actor's max level to x. This allows you to bypass the editor's
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* level 99 limit.
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*
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* Class Skill Learn Notetag
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* <Learn at Level: x>
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* When placed inside a class's "Skills to Learn" notetag, this will cause
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* the class to learn the skill at level x.
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*
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* Weapon and Armor Notetags
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* <stat: +x>
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* <stat: -x>
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* Allows the piece of weapon or armor to gain or lose x amount of stat.
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* Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
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* "luk" to alter that specific stat. This allows the piece of equipment
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* to go past the editor's default limitation so long as the maximum value
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* allows for it.
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*
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* Enemy Notetags
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* <stat: x>
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* This changes the enemy's stat to x amount. Replace "stat" with "hp",
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* "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
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* specific stat. This allows the piece of equipment to go past the
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* editor's default limitation.
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*
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* <exp: x>
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* This changes the enemy's exp given out to x amount. This allows the
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* enemy give out more exp than the editor's default 9,999,999 limit.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.02:
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* - Fixed a bug that made screen fading on mobile devices work incorrectly.
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* - Added 'Scale Battlebacks' and 'Scale Title' parameters.
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*
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* Version 1.01:
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* - Fixed a bug that where if button sprites had different anchors, they would
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* not be properly clickable. *Fixed by Zalerinian*
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*
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* Version 1.00:
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* - Finished plugin!
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*/
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/*:ja
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* @plugindesc Yanfly Engine Scriptsの大元となる機能です。
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* RPGツクールMVのバグを修正したり、様々なカスタムを行います。
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* @author Yanfly Engine Plugins
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*
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* @param ---スクリーン---
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* @default
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*
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* @param Screen Width
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* @desc スクリーンの横幅を調整します
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* Default: 816
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* @default 816
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*
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* @param Screen Height
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* @desc スクリーンの縦幅を調整します
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* Default: 624
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* @default 624
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*
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* @param Scale Battlebacks
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* @desc 戦闘背景のサイズを解像度に合わせるかどうか設定できます
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* NO - false YES - true
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* @default true
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*
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* @param Scale Title
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* @desc タイトルスクリーンのサイズを解像度に合わせるかどうか設定できます
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* NO - false YES - true
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* @default true
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*
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* @param Open Console
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* @desc テスト/デバッグ用に、コンソール画面を開きます
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* 開かない - false 開く - true
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* @default false
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*
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* @param Reposition Battlers
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* @desc 解像度に合わせてバトラーの位置を変更させるかどうか設定できます
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* NO - false YES - true
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* @default true
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*
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* @param ---ゴールド---
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* @desc
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*
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* @param Gold Max
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* @desc プレイヤーが持てるゴールドの最大値を設定します
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* Default: 99999999
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* @default 99999999
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*
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* @param Gold Font Size
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* @desc ゴールドを表示する際のフォントサイズを指定します
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* Default: 28
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* @default 20
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*
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* @param Gold Icon
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* @desc ゴールドを意味するアイコンを指定します
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* 0に設定するとアイコンは何も表示されません
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* @default 313
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*
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* @param Gold Overlap
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* @desc ゴールドが割り当てられた範囲のサイズを超えた際に表示されます
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* @default a lotta
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*
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* @param ---アイテム---
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* @desc
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*
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* @param Default Max
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* @desc プレイヤーが所持できるアイテム数の上限を設定します
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* Default: 99
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* @default 99
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*
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* @param Quantity Text Size
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* @desc アイテム数を表示する際のフォントサイズを指定します
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* Default: 28
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* @default 20
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*
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* @param ---ステータス---
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* @default
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*
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* @param Max Level
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* @desc アクターのレベルの上限値を設定します
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* Default: 99
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* @default 99
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*
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* @param Actor MaxHP
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* @desc アクターのHPの上限値を設定します
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* Default: 9999
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* @default 9999
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*
|
||
* @param Actor MaxMP
|
||
* @desc アクターのMPの上限値を設定します
|
||
* Default: 9999
|
||
* @default 9999
|
||
*
|
||
* @param Actor Parameter
|
||
* @desc アクターのパラメータの上限値を設定します
|
||
* Default: 999
|
||
* @default 999
|
||
*
|
||
* @param Enemy MaxHP
|
||
* @desc 敵のHPの上限値を設定します
|
||
* Default: 999999
|
||
* @default 999999
|
||
*
|
||
* @param Enemy MaxMP
|
||
* @desc 敵のMPの上限値を設定します
|
||
* Default: 9999
|
||
* @default 9999
|
||
*
|
||
* @param Enemy Parameter
|
||
* @desc 敵のパラメータの上限値を設定します
|
||
* Default: 999
|
||
* @default 999
|
||
*
|
||
* @param ---バトル---
|
||
* @desc
|
||
*
|
||
* @param Animation Rate
|
||
* @desc 戦闘アニメーションのレートを調整します
|
||
* Default: 4
|
||
* @default 4
|
||
*
|
||
* @param Flash Target
|
||
* @desc 敵をターゲットに選んだ際、光らせるもしくは白く表示させます
|
||
* OFF - false ON - true
|
||
* @default false
|
||
*
|
||
* @param ---フォント---
|
||
* @desc
|
||
*
|
||
* @param Chinese Font
|
||
* @desc 中国語のRPGに使われるデフォルトフォントを設定します
|
||
* Default: SimHei, Heiti TC, sans-serif
|
||
* @default SimHei, Heiti TC, sans-serif
|
||
*
|
||
* @param Korean Font
|
||
* @desc 韓国語のRPGに使われるデフォルトフォントを設定します
|
||
* Default: Dotum, AppleGothic, sans-serif
|
||
* @default Dotum, AppleGothic, sans-serif
|
||
*
|
||
* @param Default Font
|
||
* @desc それ以外のRPGに使われるデフォルトフォントを設定します
|
||
* Default: GameFont
|
||
* @default GameFont, Verdana, Arial, Courier New
|
||
*
|
||
* @param Font Size
|
||
* @desc ウィンドウに使われるデフォルトフォントのサイズを指定します
|
||
* Default: 28
|
||
* @default 28
|
||
*
|
||
* @param Text Align
|
||
* @desc コマンドウィンドウ内でのテキスト配置方法を指定します
|
||
* left(左) center(中央) right(右)
|
||
* @default left
|
||
*
|
||
* @param ---ウィンドウ---
|
||
* @default
|
||
*
|
||
* @param Digit Grouping
|
||
* @desc 数字の桁区切りを行います
|
||
* false - OFF true - ON
|
||
* @default true
|
||
*
|
||
* @param Line Height
|
||
* @desc ウィンドウ内で使われている行の高さを調整します
|
||
* Default: 36
|
||
* @default 36
|
||
*
|
||
* @param Icon Width
|
||
* @desc アイコンの幅を調整します
|
||
* Default: 32
|
||
* @default 32
|
||
*
|
||
* @param Icon Height
|
||
* @desc アイコンの高さを調整します
|
||
* Default: 32
|
||
* @default 32
|
||
*
|
||
* @param Face Width
|
||
* @desc アクターの顔グラフィックの幅を調整します
|
||
* Default: 144
|
||
* @default 144
|
||
*
|
||
* @param Face Height
|
||
* @desc アクターの顔グラフィックの高さを調整します
|
||
* Default: 144
|
||
* @default 144
|
||
*
|
||
* @param Window Padding
|
||
* @desc 全てのスタンダードウィンドウのパディングを調整します
|
||
* Default: 18
|
||
* @default 18
|
||
*
|
||
* @param Text Padding
|
||
* @desc ウィンドウ内のテキストにパディングを適用します
|
||
* Default: 6
|
||
* @default 6
|
||
*
|
||
* @param Window Opacity
|
||
* @desc 背景の不透明度を調整します
|
||
* Default: 192
|
||
* @default 192
|
||
*
|
||
* @param Gauge Outline
|
||
* @desc ゲージにアウトラインを付けます
|
||
* false - OFF true - ON
|
||
* @default true
|
||
*
|
||
* @param Gauge Height
|
||
* @desc ゲージの高さを調整します
|
||
* Default: 6
|
||
* @default 18
|
||
*
|
||
* @param Menu TP Bar
|
||
* @desc アクターのメニューステータスにTPバーを表示します
|
||
* false - OFF true - ON
|
||
* @default true
|
||
*
|
||
* @param ---ウィンドウカラー---
|
||
* @default
|
||
*
|
||
* @param Color: Normal
|
||
* @desc テキストカラーを変更します
|
||
* Default: 0
|
||
* @default 0
|
||
*
|
||
* @param Color: System
|
||
* @desc テキストカラーを変更します
|
||
* Default: 16
|
||
* @default 16
|
||
*
|
||
* @param Color: Crisis
|
||
* @desc テキストカラーを変更します
|
||
* Default: 17
|
||
* @default 17
|
||
*
|
||
* @param Color: Death
|
||
* @desc テキストカラーを変更します
|
||
* Default: 18
|
||
* @default 18
|
||
*
|
||
* @param Color: Gauge Back
|
||
* @desc テキストカラーを変更します
|
||
* Default: 19
|
||
* @default 19
|
||
*
|
||
* @param Color: HP Gauge 1
|
||
* @desc テキストカラーを変更します
|
||
* Default: 20
|
||
* @default 20
|
||
*
|
||
* @param Color: HP Gauge 2
|
||
* @desc テキストカラーを変更します
|
||
* Default: 21
|
||
* @default 21
|
||
*
|
||
* @param Color: MP Gauge 1
|
||
* @desc テキストカラーを変更します
|
||
* Default: 22
|
||
* @default 22
|
||
*
|
||
* @param Color: MP Gauge 2
|
||
* @desc テキストカラーを変更します
|
||
* Default: 23
|
||
* @default 23
|
||
*
|
||
* @param Color: MP Cost
|
||
* @desc テキストカラーを変更します
|
||
* Default: 23
|
||
* @default 23
|
||
*
|
||
* @param Color: Power Up
|
||
* @desc テキストカラーを変更します
|
||
* Default: 24
|
||
* @default 24
|
||
*
|
||
* @param Color: Power Down
|
||
* @desc テキストカラーを変更します
|
||
* Default: 25
|
||
* @default 25
|
||
*
|
||
* @param Color: TP Gauge 1
|
||
* @desc テキストカラーを変更します
|
||
* Default: 28
|
||
* @default 28
|
||
*
|
||
* @param Color: TP Gauge 2
|
||
* @desc テキストカラーを変更します
|
||
* Default: 29
|
||
* @default 29
|
||
*
|
||
* @param Color: TP Cost Color
|
||
* @desc テキストカラーを変更します
|
||
* Default: 29
|
||
* @default 29
|
||
*
|
||
* @help
|
||
* ============================================================================
|
||
* Introduction and Instructions
|
||
* ============================================================================
|
||
*
|
||
* このプラグインはRPGツクールMV用のプラグインです。
|
||
* このプラグインはバグを修正したり、
|
||
* 画面の解像度・フォント・ウィンドウ色などの設定を可能にします。
|
||
*
|
||
* このプラグインは、他の全てのYanfly Engine Pluginsの
|
||
* 一番上に置くようにしてください。
|
||
*
|
||
* ============================================================================
|
||
* Bug Fixes
|
||
* ============================================================================
|
||
*
|
||
* このプラグインは、昨今発見されているRPGツクールMVのバグを修正します。
|
||
* 詳細は下記を参照してください。
|
||
*
|
||
*
|
||
* ・アニメーションオーバーレイ
|
||
* 一度に複数の敵を対象としたスキル・アイテムで
|
||
* フルスクリーンアニメーションが発動した場合、
|
||
* 複数回のオーバーレイが起こり、画像にゆがみが生じてしまいます。
|
||
* このプラグインでは、アニメーションを1つのみ再生させることにより、
|
||
* 上記の問題を解決します。
|
||
*
|
||
* ・イベントアップデート
|
||
* デフォルトでは、フリーケンシー5でイベントを実行すると、
|
||
* フレーム単位での停止が発生してしまいます。
|
||
* このプラグインは、RPG Maker XP, RPG Maker VX, RPG Maker VX Aceでの
|
||
* 過去の修正を活かして、停止なくイベントを動かすことができます。
|
||
*
|
||
* ・イベント動作スピード
|
||
* ソースコードのエラーにより、イベントの動作に遅延が生じていましたが、
|
||
* このプラグインにより修正を行うことができます。
|
||
*
|
||
* ・イベント動作キュー
|
||
* イベントがコマンドにより動作する場合、
|
||
* 別ページに移動するイベントの状態変更を行なうと、
|
||
* イベント動作が途中で停止することがありました。
|
||
* このプラグインでは上記の問題に修正を行い、イベントを完了させることができます。
|
||
*
|
||
* ・イベント衝突
|
||
* Below Playerの設定では、イベント同士を重ねて動作させることができず、
|
||
* 特定のパズルやイベントの作成が困難であることが課題でした。
|
||
* このプラグインでは、「キャラクターと同列」の優先度を持つイベントに対してのみ
|
||
* コリジョンチェックを行うことで、上記の問題を解決します。
|
||
* キャラクターの上位もしくは下位に配置されるイベントは、
|
||
* 他のイベントと衝突することはありません。
|
||
*
|
||
* ・スクリーンティアリング
|
||
* 動作の遅いコンピュータでは、タイルが分裂して表示されてしまいました。
|
||
* このプラグインは、スクリーンカメラの動きとタイルのペースを同期させて、
|
||
* この問題を解決します。
|
||
*
|
||
* ・スプライトディストーション
|
||
* JavaSctiptの計算により、少数値が用いられる際、
|
||
* スプライトシートに歪みが生じてしまうことがたびたびあります。
|
||
* このプラグインは少数を取り除き、整数のみを用いることで、
|
||
* スプライトシートが正しくフレームを取り出せるようにします。
|
||
*
|
||
* ============================================================================
|
||
* Gold
|
||
* ============================================================================
|
||
*
|
||
* このプラグインコマンドを使用することで、9,999,999のリミットを無視して
|
||
* ゴールドを追加もしくは減らすことができます。
|
||
* ノートタグを挿入することで、アイテム、武器、アーマーについても
|
||
* 999,999のコストリミットを解除させることができます。
|
||
*
|
||
* プラグインコマンド:
|
||
* GainGold 1234567890 # パーティは 1234567890 G 手に入れます
|
||
* LoseGold 9876543210 # パーティは 9876543210 G を失います
|
||
*
|
||
* アイテム、武器、アーマーのノートタグ
|
||
* <Price: x>
|
||
* アイテムの値段を x に変更します。
|
||
* このノートタグは999,999の制限を無視して使うことができます。
|
||
*
|
||
* 敵のノートタグ
|
||
* <Gold: x>
|
||
* 敵の落とすゴールドの値を x に変更します。
|
||
* このノートタグは999,999の制限を無視して使うことができます。
|
||
*
|
||
* ============================================================================
|
||
* Items
|
||
* ============================================================================
|
||
*
|
||
* プレイヤーが所持できるアイテム最大数を設定するには、
|
||
* パラメータの変更を行ないます。
|
||
* アイテムごとに異なる最大値を振り分けるには、以下のノートタグを使用してください。
|
||
*
|
||
* アイテム、武器、防具のノートタグ
|
||
* <Max Item: x>
|
||
* アイテムの最大数を x に変更します。
|
||
*
|
||
* ============================================================================
|
||
* Stats
|
||
* ============================================================================
|
||
*
|
||
* パラメータの制限値を上げたとしても、
|
||
* RPGツクールMVのデフォルト制限値に引っかかってしまいます。
|
||
* 以下のノートタグを用いて、より高度なパラメーター設定を行うことができます。
|
||
*
|
||
* アクターのノートタグ
|
||
* <Initial Level: x>
|
||
* アクターの初期レベルを x に変更します。
|
||
* このノートタグは99レベルの制限を無視して使うことができます。
|
||
*
|
||
* <Max Level: x>
|
||
* アクターの最大レベルを x に変更します。
|
||
* このノートタグは99レベルの制限を無視して使うことができます。
|
||
*
|
||
* クラススキル習得のノートタグ
|
||
* <Learn at Level: x>
|
||
* クラスの"Skills to Learn"ノートタグに挿入することで、
|
||
* x レベルでスキルを習得させることができます。
|
||
*
|
||
* 武器と防具のノートタグ
|
||
* <stat: +x>
|
||
* <stat: -x>
|
||
* 武器や防具に、プラス/マイナス x のステータスを付与します。
|
||
* "stat"の部分を"hp", "mp", "atk", "def", "mat", "mdf", "agi", "luk"
|
||
* に変更することで、その他のステータスにも変更を加えることができます。
|
||
* このノートタグはデフォルトの制限を無視して使うことができます。
|
||
*
|
||
* エネミーのノートタグ
|
||
* <stat: x>
|
||
* 敵のステータスを x の値だけ変更します。
|
||
* "stat"の部分を"hp", "mp", "atk", "def", "mat", "mdf", "agi", "luk"
|
||
* に変更することで、その他のステータスにも変更を加えることができます。
|
||
* このノートタグはデフォルトの制限を無視して使うことができます。
|
||
*
|
||
* <exp: x>
|
||
* 敵からもらえる経験値を x の値だけ変更します。
|
||
* このノートタグはデフォルトの999,999の制限を無視して使うことができます。
|
||
*
|
||
* ============================================================================
|
||
* Changelog
|
||
* ============================================================================
|
||
*
|
||
* Version 1.02:
|
||
* - Fixed a bug that made screen fading on mobile devices work incorrectly.
|
||
* - Added 'Scale Battlebacks' and 'Scale Title' parameters.
|
||
*
|
||
* Version 1.01:
|
||
* - Fixed a bug that where if button sprites had different anchors, they would
|
||
* not be properly clickable. *Fixed by Zalerinian*
|
||
*
|
||
* Version 1.00:
|
||
* - Finished plugin!
|
||
*/
|
||
|
||
|
||
//=============================================================================
|
||
|
||
//=============================================================================
|
||
// Parameter Variables
|
||
//=============================================================================
|
||
|
||
Yanfly.Parameters = PluginManager.parameters('YEP_CoreEngine');
|
||
Yanfly.Param = Yanfly.Param || {};
|
||
Yanfly.Icon = Yanfly.Icon || {};
|
||
|
||
Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters['Scale Battlebacks']);
|
||
Yanfly.Param.ScaleTitle = String(Yanfly.Parameters['Scale Title']);
|
||
Yanfly.Param.OpenConsole = String(Yanfly.Parameters['Open Console']);
|
||
Yanfly.Param.DigitGroup = String(Yanfly.Parameters['Digit Grouping']);
|
||
Yanfly.Param.MaxItem = Number(Yanfly.Parameters['Default Max']);
|
||
Yanfly.Param.MaxLevel = Number(Yanfly.Parameters['Max Level']);
|
||
Yanfly.Param.AnimationRate = Number(Yanfly.Parameters['Animation Rate']);
|
||
Yanfly.Param.FlashTarget = String(Yanfly.Parameters['Flash Target']);
|
||
Yanfly.Param.ReposBattlers = String(Yanfly.Parameters['Reposition Battlers']);
|
||
Yanfly.Param.EnemyMaxHp = Number(Yanfly.Parameters['Enemy MaxHP']);
|
||
Yanfly.Param.EnemyMaxMp = Number(Yanfly.Parameters['Enemy MaxMP']);
|
||
Yanfly.Param.EnemyParam = Number(Yanfly.Parameters['Enemy Parameter']);
|
||
Yanfly.Param.ActorMaxHp = Number(Yanfly.Parameters['Actor MaxHP']);
|
||
Yanfly.Param.ActorMaxMp = Number(Yanfly.Parameters['Actor MaxMP']);
|
||
Yanfly.Param.ActorParam = Number(Yanfly.Parameters['Actor Parameter']);
|
||
Yanfly.Param.MaxGold = String(Yanfly.Parameters['Gold Max']);
|
||
Yanfly.Param.ChineseFont = String(Yanfly.Parameters['Chinese Font']);
|
||
Yanfly.Param.KoreanFont = String(Yanfly.Parameters['Korean Font']);
|
||
Yanfly.Param.DefaultFont = String(Yanfly.Parameters['Default Font']);
|
||
Yanfly.Param.FontSize = Number(Yanfly.Parameters['Font Size']);
|
||
Yanfly.Param.TextAlign = String(Yanfly.Parameters['Text Align']);
|
||
Yanfly.Param.LineHeight = Number(Yanfly.Parameters['Line Height']);
|
||
Yanfly.Param.GaugeOutline = String(Yanfly.Parameters['Gauge Outline']);
|
||
Yanfly.Param.GaugeHeight = Number(Yanfly.Parameters['Gauge Height']);
|
||
Yanfly.Param.WindowPadding = Number(Yanfly.Parameters['Window Padding']);
|
||
Yanfly.Param.TextPadding = Number(Yanfly.Parameters['Text Padding']);
|
||
Yanfly.Param.WindowOpacity = Number(Yanfly.Parameters['Window Opacity']);
|
||
Yanfly.Param.MenuTpGauge = String(Yanfly.Parameters['Menu TP Bar']);
|
||
Yanfly.Param.ColorNormal = Number(Yanfly.Parameters['Color: Normal']);
|
||
Yanfly.Param.ColorSystem = Number(Yanfly.Parameters['Color: System']);
|
||
Yanfly.Param.ColorCrisis = Number(Yanfly.Parameters['Color: Crisis']);
|
||
Yanfly.Param.ColorDeath = Number(Yanfly.Parameters['Color: Death']);
|
||
Yanfly.Param.ColorGaugeBack = Number(Yanfly.Parameters['Color: Gauge Back']);
|
||
Yanfly.Param.ColorHpGauge1 = Number(Yanfly.Parameters['Color: HP Gauge 1']);
|
||
Yanfly.Param.ColorHpGauge2 = Number(Yanfly.Parameters['Color: HP Gauge 2']);
|
||
Yanfly.Param.ColorMpGauge1 = Number(Yanfly.Parameters['Color: MP Gauge 1']);
|
||
Yanfly.Param.ColorMpGauge2 = Number(Yanfly.Parameters['Color: MP Gauge 2']);
|
||
Yanfly.Param.ColorMpCost = Number(Yanfly.Parameters['Color: MP Cost']);
|
||
Yanfly.Param.ColorPowerUp = Number(Yanfly.Parameters['Color: Power Up']);
|
||
Yanfly.Param.ColorPowerDown = Number(Yanfly.Parameters['Color: Power Down']);
|
||
Yanfly.Param.ColorTpGauge1 = Number(Yanfly.Parameters['Color: TP Gauge 1']);
|
||
Yanfly.Param.ColorTpGauge2 = Number(Yanfly.Parameters['Color: TP Gauge 2']);
|
||
Yanfly.Param.ColorTpCost = Number(Yanfly.Parameters['Color: TP Cost Color']);
|
||
Yanfly.Param.GoldFontSize = String(Yanfly.Parameters['Gold Font Size']);
|
||
Yanfly.Icon.Gold = Number(Yanfly.Parameters['Gold Icon']);
|
||
Yanfly.Param.GoldOverlap = String(Yanfly.Parameters['Gold Overlap']);
|
||
Yanfly.Param.ItemQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
|
||
|
||
//=============================================================================
|
||
// Bitmap
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Bitmap_initialize = Bitmap.prototype.initialize;
|
||
Bitmap.prototype.initialize = function(width, height) {
|
||
Yanfly.Core.Bitmap_initialize.call(this, width, height);
|
||
this.fontFace = Yanfly.Param.DefaultFont;
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Sprite_updateTransform = Sprite.prototype.updateTransform;
|
||
Sprite.prototype.updateTransform = function() {
|
||
Yanfly.Core.Sprite_updateTransform.call(this);
|
||
this.worldTransform.tx = Math.floor(this.worldTransform.tx);
|
||
this.worldTransform.ty = Math.floor(this.worldTransform.ty);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ScreenSprite
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.ScreenSprite_initialize = ScreenSprite.prototype.initialize;
|
||
ScreenSprite.prototype.initialize = function() {
|
||
Yanfly.Core.ScreenSprite_initialize.call(this);
|
||
this.scale.x = Graphics.boxWidth * 10;
|
||
this.scale.y = Graphics.boxHeight * 10;
|
||
this.anchor.x = 0.5;
|
||
this.anchor.y = 0.5;
|
||
this.x = 0;
|
||
this.y = 0;
|
||
};
|
||
|
||
//=============================================================================
|
||
// DataManager
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
||
DataManager.isDatabaseLoaded = function() {
|
||
if (!Yanfly.Core.DataManager_isDatabaseLoaded.call(this)) return false;
|
||
this.processCORENotetags1($dataItems);
|
||
this.processCORENotetags1($dataWeapons);
|
||
this.processCORENotetags1($dataArmors);
|
||
this.processCORENotetags2($dataEnemies);
|
||
this.processCORENotetags3($dataActors);
|
||
this.processCORENotetags4($dataClasses);
|
||
return true;
|
||
};
|
||
|
||
DataManager.processCORENotetags1 = function(group) {
|
||
for (var n = 1; n < group.length; n++) {
|
||
var obj = group[n];
|
||
var notedata = obj.note.split(/[\r\n]+/);
|
||
|
||
obj.maxItem = Yanfly.Param.MaxItem;
|
||
|
||
for (var i = 0; i < notedata.length; i++) {
|
||
var line = notedata[i];
|
||
if (line.match(/<(?:PRICE):[ ](\d+)>/i)) {
|
||
obj.price = parseInt(RegExp.$1);
|
||
} else if (line.match(/<(?:MAX ITEM):[ ](\d+)>/i)) {
|
||
obj.maxItem = Math.max(1, parseInt(RegExp.$1));
|
||
} else if (line.match(/<(.*):[ ]([\+\-]\d+)>/i)) {
|
||
var stat = String(RegExp.$1).toUpperCase();
|
||
var value = parseInt(RegExp.$2);
|
||
switch (stat) {
|
||
case 'HP':
|
||
case 'MAXHP':
|
||
case 'MAX HP':
|
||
obj.params[0] = value;
|
||
break;
|
||
case 'MP':
|
||
case 'MAXMP':
|
||
case 'MAX MP':
|
||
case 'SP':
|
||
case 'MAXSP':
|
||
case 'MAX SP':
|
||
obj.params[1] = value;
|
||
break;
|
||
case 'ATK':
|
||
case 'STR':
|
||
obj.params[2] = value;
|
||
break;
|
||
case 'DEF':
|
||
obj.params[3] = value;
|
||
break;
|
||
case 'MAT':
|
||
case 'INT' || 'SPI':
|
||
obj.params[4] = value;
|
||
break;
|
||
case 'MDF':
|
||
case 'RES':
|
||
obj.params[5] = value;
|
||
break;
|
||
case 'AGI':
|
||
case 'SPD':
|
||
obj.params[6] = value;
|
||
break;
|
||
case 'LUK':
|
||
obj.params[7] = value;
|
||
break;
|
||
case 'EXP':
|
||
case 'XP':
|
||
obj.exp = value;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
DataManager.processCORENotetags2 = function(group) {
|
||
for (var n = 1; n < group.length; n++) {
|
||
var obj = group[n];
|
||
var notedata = obj.note.split(/[\r\n]+/);
|
||
|
||
for (var i = 0; i < notedata.length; i++) {
|
||
var line = notedata[i];
|
||
if (line.match(/<(?:GOLD):[ ](\d+)>/i)) {
|
||
obj.gold = parseInt(RegExp.$1);
|
||
} else if (line.match(/<(.*):[ ](\d+)>/i)) {
|
||
var stat = String(RegExp.$1).toUpperCase();
|
||
var value = parseInt(RegExp.$2);
|
||
switch (stat) {
|
||
case 'HP':
|
||
case 'MAXHP':
|
||
case 'MAX HP':
|
||
obj.params[0] = value;
|
||
break;
|
||
case 'MP':
|
||
case 'MAXMP':
|
||
case 'MAX MP':
|
||
case 'SP':
|
||
case 'MAXSP':
|
||
case 'MAX SP':
|
||
obj.params[1] = value;
|
||
break;
|
||
case 'ATK':
|
||
case 'STR':
|
||
obj.params[2] = value;
|
||
break;
|
||
case 'DEF':
|
||
obj.params[3] = value;
|
||
break;
|
||
case 'MAT':
|
||
case 'INT':
|
||
case 'SPI':
|
||
obj.params[4] = value;
|
||
break;
|
||
case 'MDF':
|
||
case 'RES':
|
||
obj.params[5] = value;
|
||
break;
|
||
case 'AGI':
|
||
case 'SPD':
|
||
obj.params[6] = value;
|
||
break;
|
||
case 'LUK':
|
||
obj.params[7] = value;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
DataManager.processCORENotetags3 = function(group) {
|
||
for (var n = 1; n < group.length; n++) {
|
||
var obj = group[n];
|
||
var notedata = obj.note.split(/[\r\n]+/);
|
||
|
||
obj.maxLevel = Yanfly.Param.MaxLevel;
|
||
|
||
for (var i = 0; i < notedata.length; i++) {
|
||
var line = notedata[i];
|
||
if (line.match(/<(?:MAX LEVEL):[ ](\d+)>/i)) {
|
||
obj.maxLevel = parseInt(RegExp.$1);
|
||
if (obj.maxLevel < 1) obj.maxLevel = 1;
|
||
} else if (line.match(/<(?:INITIAL LEVEL):[ ](\d+)>/i)) {
|
||
obj.initialLevel = parseInt(RegExp.$1);
|
||
if (obj.initialLevel < 1) obj.initialLevel = 1;
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
DataManager.processCORENotetags4 = function(group) {
|
||
for (var n = 1; n < group.length; n++) {
|
||
var obj = group[n];
|
||
var notedata = obj.note.split(/[\r\n]+/);
|
||
|
||
obj.learnings.forEach(function(learning) {
|
||
if (learning.note.match(/<(?:LEARN LEVEL):[ ](\d+)>/i)) {
|
||
learning.level = parseInt(RegExp.$1);
|
||
if (learning.level < 1) obj.maxLevel = 1;
|
||
}
|
||
}, this);
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Scene_Manager
|
||
//=============================================================================
|
||
|
||
SceneManager._screenWidth = Number(Yanfly.Parameters['Screen Width'] || 816);
|
||
SceneManager._screenHeight = Number(Yanfly.Parameters['Screen Height'] || 624);
|
||
SceneManager._boxWidth = Number(Yanfly.Parameters['Screen Width'] || 816);
|
||
SceneManager._boxHeight = Number(Yanfly.Parameters['Screen Height'] || 624);
|
||
|
||
Yanfly.Core.SceneManager_run = SceneManager.run;
|
||
SceneManager.run = function(sceneClass) {
|
||
Yanfly.Core.SceneManager_run.call(this, sceneClass);
|
||
if (Utils.isMobileDevice()) return;
|
||
if (Utils.isMobileSafari()) return;
|
||
if (Utils.isAndroidChrome()) return;
|
||
var resizeWidth = Graphics.boxWidth - window.innerWidth;
|
||
var resizeHeight = Graphics.boxHeight - window.innerHeight;
|
||
if (eval(Yanfly.Param.OpenConsole)) this.openConsole();
|
||
if (!Imported.ScreenResolution) {
|
||
window.moveBy(-1 * resizeWidth / 2, -1 * resizeHeight / 2);
|
||
window.resizeBy(resizeWidth, resizeHeight);
|
||
}
|
||
};
|
||
|
||
SceneManager.openConsole = function() {
|
||
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
|
||
var _debugWindow = require('nw.gui').Window.get().showDevTools();
|
||
_debugWindow.moveTo(0, 0);
|
||
window.focus();
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// BattleManager
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.BattleManager_displayStartMessages =
|
||
BattleManager.displayStartMessages;
|
||
BattleManager.displayStartMessages = function() {
|
||
Yanfly.Core.BattleManager_displayStartMessages.call(this);
|
||
$gameTroop.members().forEach(function(enemy) {
|
||
enemy.recoverAll();
|
||
});
|
||
};
|
||
|
||
//=============================================================================
|
||
// Scene_Title
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Scene_Title_start = Scene_Title.prototype.start;
|
||
Scene_Title.prototype.start = function() {
|
||
Yanfly.Core.Scene_Title_start.call(this);
|
||
if (eval(Yanfly.Param.ScaleTitle)) this.rescaleTitle();
|
||
};
|
||
|
||
Scene_Title.prototype.rescaleTitle = function() {
|
||
this.rescaleTitleSprite(this._backSprite1);
|
||
this.rescaleTitleSprite(this._backSprite2);
|
||
};
|
||
|
||
Scene_Title.prototype.rescaleTitleSprite = function(sprite) {
|
||
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) return;
|
||
var width = Graphics.boxWidth;
|
||
var height = Graphics.boxHeight;
|
||
var ratioX = width / sprite.bitmap.width;
|
||
var ratioY = height / sprite.bitmap.height;
|
||
if (ratioX > 1.0) sprite.scale.x = ratioX;
|
||
if (ratioY > 1.0) sprite.scale.y = ratioY;
|
||
this.centerSprite(sprite);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite_Animation
|
||
//=============================================================================
|
||
|
||
Sprite_Animation.prototype.setupRate = function() {
|
||
this._rate = Yanfly.Param.AnimationRate;
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite_Battler
|
||
//=============================================================================
|
||
|
||
if (!eval(Yanfly.Param.FlashTarget)) {
|
||
|
||
Yanfly.Core.Sprite_Battler_updateSelectionEffect =
|
||
Sprite_Battler.prototype.updateSelectionEffect;
|
||
Sprite_Battler.prototype.updateSelectionEffect = function() {
|
||
if (this._battler.isActor()) {
|
||
Yanfly.Core.Sprite_Battler_updateSelectionEffect.call(this);
|
||
} else {
|
||
if (this._battler.isSelected()) this.startEffect('whiten');
|
||
}
|
||
};
|
||
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite_Actor
|
||
//=============================================================================
|
||
|
||
if (eval(Yanfly.Param.ReposBattlers)) {
|
||
Yanfly.Core.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
|
||
Sprite_Actor.prototype.setActorHome = function(index) {
|
||
Yanfly.Core.Sprite_Actor_setActorHome.call(this, index);
|
||
this._homeX += Graphics.boxWidth - 816;
|
||
this._homeY += Graphics.boxHeight - 624;
|
||
};
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite_Enemy
|
||
//=============================================================================
|
||
|
||
if (eval(Yanfly.Param.ReposBattlers)) {
|
||
Yanfly.Core.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
|
||
Sprite_Enemy.prototype.setBattler = function(battler) {
|
||
Yanfly.Core.Sprite_Enemy_setBattler.call(this, battler);
|
||
this._homeY += Graphics.boxHeight - 624;
|
||
if ($gameSystem.isSideView()) return;
|
||
this._homeX += (Graphics.boxWidth - 816) / 2;
|
||
};
|
||
};
|
||
|
||
//=============================================================================
|
||
// Sprite_StateIcon
|
||
//=============================================================================
|
||
|
||
Sprite_StateIcon._iconWidth = Number(Yanfly.Parameters['Icon Width'] || 32);;
|
||
Sprite_StateIcon._iconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);;
|
||
|
||
//=============================================================================
|
||
// Sprite_Button
|
||
//=============================================================================
|
||
|
||
Sprite_Button.prototype.isButtonTouched = function() {
|
||
var x = this.canvasToLocalX(TouchInput.x) + (this.anchor.x * this.width);
|
||
var y = this.canvasToLocalY(TouchInput.y) + (this.anchor.y * this.height);
|
||
return x >= 0 && y >= 0 && x < this.width && y < this.height;
|
||
};
|
||
|
||
//=============================================================================
|
||
// Spriteset_Battle
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Spriteset_Battle_locateBattleback =
|
||
Spriteset_Battle.prototype.locateBattleback;
|
||
Spriteset_Battle.prototype.locateBattleback = function() {
|
||
Yanfly.Core.Spriteset_Battle_locateBattleback.call(this);
|
||
if (eval(Yanfly.Param.ScaleBattleback)) this.rescaleBattlebacks();
|
||
};
|
||
|
||
Spriteset_Battle.prototype.rescaleBattlebacks = function() {
|
||
this.rescaleBattlebackSprite(this._back1Sprite);
|
||
this.rescaleBattlebackSprite(this._back2Sprite);
|
||
};
|
||
|
||
Spriteset_Battle.prototype.rescaleBattlebackSprite = function(sprite) {
|
||
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) return;
|
||
var width = this._battleField.width;
|
||
var height = this._battleField.height;
|
||
var toX = sprite.x;
|
||
var toY = sprite.y;
|
||
var ratioX = width / sprite.bitmap.width;
|
||
var ratioY = height / sprite.bitmap.height;
|
||
if (ratioX > 1.0) {
|
||
sprite.scale.x = ratioX;
|
||
sprite.origin.x = 0;
|
||
toX = 0;
|
||
}
|
||
if (ratioY > 1.0) {
|
||
sprite.scale.y = ratioY;
|
||
sprite.origin.y = 0;
|
||
toY = 0;
|
||
}
|
||
sprite.x = Math.min(0, toX);
|
||
sprite.y = Math.min(0, toY);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_BattlerBase
|
||
//=============================================================================
|
||
|
||
Game_BattlerBase.prototype.paramMax = function(paramId) {
|
||
if (paramId === 0) {
|
||
return Yanfly.Param.EnemyMaxHp;
|
||
} else if (paramId === 1) {
|
||
return Yanfly.Param.EnemyMaxMp;
|
||
} else {
|
||
return Yanfly.Param.EnemyParam;
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Actor
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Game_Actor_isMaxLevel = Game_Actor.prototype.isMaxLevel;
|
||
Game_Actor.prototype.isMaxLevel = function() {
|
||
if (this.maxLevel() == 0) return false;
|
||
return Yanfly.Core.Game_Actor_isMaxLevel.call(this);
|
||
};
|
||
|
||
Game_Actor.prototype.paramMax = function(paramId) {
|
||
if (paramId === 0) {
|
||
return Yanfly.Param.ActorMaxHp;
|
||
} else if (paramId === 1) {
|
||
return Yanfly.Param.ActorMaxMp;
|
||
} else {
|
||
return Yanfly.Param.ActorParam;
|
||
}
|
||
};
|
||
|
||
Yanfly.Core.Game_Actor_paramBase = Game_Actor.prototype.paramBase;
|
||
Game_Actor.prototype.paramBase = function(paramId) {
|
||
if (this.level > 99) {
|
||
var i = this.currentClass().params[paramId][99];
|
||
var j = this.currentClass().params[paramId][98];
|
||
i += (i - j) * (this.level - 99);
|
||
return i;
|
||
}
|
||
return Yanfly.Core.Game_Actor_paramBase.call(this, paramId);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Party
|
||
//=============================================================================
|
||
|
||
Game_Party.prototype.maxGold = function() {
|
||
return eval(Yanfly.Param.MaxGold);
|
||
};
|
||
|
||
Game_Party.prototype.maxItems = function(item) {
|
||
if (!item) return 1;
|
||
return item.maxItem;
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Map
|
||
//=============================================================================
|
||
|
||
Game_Map.prototype.displayX = function() {
|
||
return parseFloat(Math.floor(this._displayX *
|
||
this.tileWidth())) / this.tileWidth();
|
||
};
|
||
|
||
Game_Map.prototype.displayY = function() {
|
||
return parseFloat(Math.floor(this._displayY *
|
||
this.tileHeight())) / this.tileHeight();
|
||
};
|
||
|
||
Game_Map.prototype.adjustX = function(x) {
|
||
if (this.isLoopHorizontal() && x < this.displayX() -
|
||
(this.width() - this.screenTileX()) / 2) {
|
||
return x - this.displayX() + $dataMap.width;
|
||
} else {
|
||
return x - this.displayX();
|
||
}
|
||
};
|
||
|
||
Game_Map.prototype.adjustY = function(y) {
|
||
if (this.isLoopVertical() && y < this.displayY() -
|
||
(this.height() - this.screenTileY()) / 2) {
|
||
return y - this.displayY() + $dataMap.height;
|
||
} else {
|
||
return y - this.displayY();
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_CharacterBase
|
||
//=============================================================================
|
||
|
||
Game_CharacterBase.prototype.update = function() {
|
||
if (this.isJumping()) {
|
||
this.updateJump();
|
||
} else if (this.isMoving()) {
|
||
this.updateMove();
|
||
}
|
||
if (!this.isMoving()) {
|
||
this.updateStop();
|
||
}
|
||
this.updateAnimation();
|
||
};
|
||
|
||
Yanfly.Core.Game_CharacterBase_updateMove =
|
||
Game_CharacterBase.prototype.updateMove;
|
||
Game_CharacterBase.prototype.updateMove = function() {
|
||
Yanfly.Core.Game_CharacterBase_updateMove.call(this);
|
||
if (!this.isMoving()) this.updateStop();
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Character
|
||
//=============================================================================
|
||
|
||
Game_Character.prototype.queueMoveRoute = function(moveRoute) {
|
||
this._originalMoveRoute = moveRoute;
|
||
this._originalMoveRouteIndex = 0;
|
||
};
|
||
|
||
Yanfly.Core.Game_Event_setMoveRoute =
|
||
Game_Event.prototype.setMoveRoute;
|
||
Game_Character.prototype.setMoveRoute = function(moveRoute) {
|
||
if (!this._moveRouteForcing) {
|
||
Yanfly.Core.Game_Event_setMoveRoute.call(this, moveRoute);
|
||
} else {
|
||
this.queueMoveRoute(moveRoute);
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Event
|
||
//=============================================================================
|
||
|
||
Game_Event.prototype.isCollidedWithEvents = function(x, y) {
|
||
var events = $gameMap.eventsXyNt(x, y).filter(function(ev) {
|
||
return ev.isNormalPriority();
|
||
});
|
||
if (events.length <= 0) return false;
|
||
return this.isNormalPriority();
|
||
};
|
||
|
||
//=============================================================================
|
||
// Game_Interpreter
|
||
//=============================================================================
|
||
|
||
Yanfly.Core.Game_Interpreter_pluginCommand =
|
||
Game_Interpreter.prototype.pluginCommand;
|
||
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
||
Yanfly.Core.Game_Interpreter_pluginCommand.call(this, command, args);
|
||
if (command === 'GainGold') {
|
||
$gameParty.gainGold(parseInt(args[0]));
|
||
}
|
||
if (command === 'LoseGold') {
|
||
$gameParty.loseGold(parseInt(args[0]));
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_Base
|
||
//=============================================================================
|
||
|
||
Window_Base._iconWidth = Number(Yanfly.Parameters['Icon Width'] || 32);
|
||
Window_Base._iconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);
|
||
Window_Base._faceWidth = Number(Yanfly.Parameters['Face Width'] || 144);
|
||
Window_Base._faceHeight = Number(Yanfly.Parameters['Face Height'] || 144);
|
||
|
||
Window_Base.prototype.lineHeight = function() {
|
||
return Yanfly.Param.LineHeight;
|
||
};
|
||
|
||
Window_Base.prototype.textWidthEx = function(text) {
|
||
return this.drawTextEx(text, 0, this.contents.height);
|
||
};
|
||
|
||
Window_Base.prototype.standardFontFace = function() {
|
||
if ($gameSystem.isChinese()) {
|
||
return Yanfly.Param.ChineseFont;
|
||
} else if ($gameSystem.isKorean()) {
|
||
return Yanfly.Param.KoreanFont;
|
||
} else {
|
||
return Yanfly.Param.DefaultFont;
|
||
}
|
||
};
|
||
|
||
Window_Base.prototype.standardFontSize = function() {
|
||
return Yanfly.Param.FontSize - 4;
|
||
};
|
||
|
||
Window_Base.prototype.standardPadding = function() {
|
||
return Yanfly.Param.WindowPadding;
|
||
};
|
||
|
||
Window_Base.prototype.textPadding = function() {
|
||
return Yanfly.Param.TextPadding;
|
||
};
|
||
|
||
Window_Base.prototype.standardBackOpacity = function() {
|
||
return Yanfly.Param.WindowOpacity;
|
||
};
|
||
|
||
Window_Base.prototype.normalColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorNormal);
|
||
};
|
||
Window_Base.prototype.systemColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorSystem);
|
||
};
|
||
|
||
Window_Base.prototype.crisisColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorCrisis);
|
||
};
|
||
|
||
Window_Base.prototype.deathColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorDeath);
|
||
};
|
||
|
||
Window_Base.prototype.gaugeBackColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorGaugeBack);
|
||
};
|
||
|
||
Window_Base.prototype.hpGaugeColor1 = function() {
|
||
return this.textColor(Yanfly.Param.ColorHpGauge1);
|
||
};
|
||
|
||
Window_Base.prototype.hpGaugeColor2 = function() {
|
||
return this.textColor(Yanfly.Param.ColorHpGauge2);
|
||
};
|
||
|
||
Window_Base.prototype.mpGaugeColor1 = function() {
|
||
return this.textColor(Yanfly.Param.ColorMpGauge1);
|
||
};
|
||
|
||
Window_Base.prototype.mpGaugeColor2 = function() {
|
||
return this.textColor(Yanfly.Param.ColorMpGauge2);
|
||
};
|
||
|
||
Window_Base.prototype.mpCostColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorMpCost);
|
||
};
|
||
|
||
Window_Base.prototype.powerUpColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorPowerUp);
|
||
};
|
||
|
||
Window_Base.prototype.powerDownColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorPowerDown);
|
||
};
|
||
|
||
Window_Base.prototype.tpGaugeColor1 = function() {
|
||
return this.textColor(Yanfly.Param.ColorTpGauge1);
|
||
};
|
||
|
||
Window_Base.prototype.tpGaugeColor2 = function() {
|
||
return this.textColor(Yanfly.Param.ColorTpGauge2);
|
||
};
|
||
|
||
Window_Base.prototype.tpCostColor = function() {
|
||
return this.textColor(Yanfly.Param.ColorTpCost);
|
||
};
|
||
|
||
Window_Base.prototype.drawGauge = function(dx, dy, dw, rate, color1, color2) {
|
||
var color3 = this.gaugeBackColor();
|
||
var fillW = Math.floor(dw * rate).clamp(0, dw);
|
||
var gaugeH = this.gaugeHeight();
|
||
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
|
||
if (eval(Yanfly.Param.GaugeOutline)) {
|
||
color3.paintOpacity = this.translucentOpacity();
|
||
this.contents.fillRect(dx, gaugeY-1, dw+2, gaugeH+2, color3);
|
||
dx += 1;
|
||
} else {
|
||
var fillW = Math.floor(dw * rate);
|
||
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
|
||
this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
|
||
}
|
||
this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2);
|
||
};
|
||
|
||
Window_Base.prototype.gaugeHeight = function() {
|
||
return Yanfly.Param.GaugeHeight;
|
||
};
|
||
|
||
Window_Base.prototype.drawActorLevel = function(actor, x, y) {
|
||
this.changeTextColor(this.systemColor());
|
||
var dw1 = this.textWidth(TextManager.levelA);
|
||
this.drawText(TextManager.levelA, x, y, dw1);
|
||
this.resetTextColor();
|
||
var level = Yanfly.Util.toGroup(actor.level);
|
||
var dw2 = this.textWidth(Yanfly.Util.toGroup(actor.maxLevel()));
|
||
this.drawText(level, x + dw1, y, dw2, 'right');
|
||
};
|
||
|
||
Window_Base.prototype.drawCurrentAndMax = function(current, max, x, y,
|
||
width, color1, color2) {
|
||
var labelWidth = this.textWidth('HP');
|
||
var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
|
||
var slashWidth = this.textWidth('/');
|
||
var x1 = x + width - valueWidth;
|
||
var x2 = x1 - slashWidth;
|
||
var x3 = x2 - valueWidth;
|
||
if (x3 >= x + labelWidth) {
|
||
this.changeTextColor(color1);
|
||
this.drawText(Yanfly.Util.toGroup(current), x3, y, valueWidth,
|
||
'right');
|
||
this.changeTextColor(color2);
|
||
this.drawText('/', x2, y, slashWidth, 'right');
|
||
this.drawText(Yanfly.Util.toGroup(max), x1, y, valueWidth, 'right');
|
||
} else {
|
||
this.changeTextColor(color1);
|
||
this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth,
|
||
'right');
|
||
}
|
||
};
|
||
|
||
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
|
||
width = width || 96;
|
||
var color1 = this.tpGaugeColor1();
|
||
var color2 = this.tpGaugeColor2();
|
||
this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(TextManager.tpA, x, y, 44);
|
||
this.changeTextColor(this.tpColor(actor));
|
||
this.drawText(Yanfly.Util.toGroup(actor.tp), x + width - 64, y, 64,
|
||
'right');
|
||
};
|
||
|
||
Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
|
||
var lineHeight = this.lineHeight();
|
||
var xpad = Window_Base._faceWidth + (2 * Yanfly.Param.TextPadding);
|
||
var x2 = x + xpad;
|
||
var width2 = Math.max(200, width - xpad - this.textPadding());
|
||
this.drawActorName(actor, x, y);
|
||
this.drawActorLevel(actor, x, y + lineHeight * 1);
|
||
this.drawActorIcons(actor, x, y + lineHeight * 2);
|
||
this.drawActorClass(actor, x2, y, width2);
|
||
this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
|
||
this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
|
||
if (eval(Yanfly.Param.MenuTpGauge)) {
|
||
this.drawActorTp(actor, x2, y + lineHeight * 3, width2);
|
||
}
|
||
};
|
||
|
||
Window_Base.prototype.drawCurrencyValue = function(value, unit, wx, wy, ww) {
|
||
this.resetTextColor();
|
||
this.contents.fontSize = Yanfly.Param.GoldFontSize;
|
||
if (this.usingGoldIcon(unit)) {
|
||
var cx = Window_Base._iconWidth;
|
||
} else {
|
||
var cx = this.textWidth(unit);
|
||
}
|
||
var text = Yanfly.Util.toGroup(value);
|
||
if (this.textWidth(text) > ww - cx) {
|
||
text = Yanfly.Param.GoldOverlap;
|
||
}
|
||
this.drawText(text, wx, wy, ww - cx - 4, 'right');
|
||
if (this.usingGoldIcon(unit)) {
|
||
this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2);
|
||
} else {
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(unit, wx, wy, ww, 'right');
|
||
}
|
||
this.resetFontSettings();
|
||
};
|
||
|
||
Window_Base.prototype.usingGoldIcon = function(unit) {
|
||
if (unit !== TextManager.currencyUnit) return false;
|
||
return Yanfly.Icon.Gold > 0;
|
||
};
|
||
|
||
Window_Base.prototype.drawItemName = function(item, x, y, width) {
|
||
width = width || 312;
|
||
if (item) {
|
||
var iconBoxWidth = this.lineHeight();
|
||
var padding = (iconBoxWidth - Window_Base._iconWidth) / 2;
|
||
this.resetTextColor();
|
||
this.drawIcon(item.iconIndex, x + padding, y + padding);
|
||
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_Command
|
||
//=============================================================================
|
||
|
||
Window_Command.prototype.itemTextAlign = function() {
|
||
return Yanfly.Param.TextAlign;
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_MenuStatus
|
||
//=============================================================================
|
||
|
||
Window_MenuStatus.prototype.drawItemStatus = function(index) {
|
||
var actor = $gameParty.members()[index];
|
||
var rect = this.itemRect(index);
|
||
var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
|
||
var x = rect.x + xpad;
|
||
if (!eval(Yanfly.Param.MenuTpGauge)) {
|
||
var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
|
||
} else {
|
||
var y = rect.y;
|
||
}
|
||
var width = rect.width - x - this.textPadding();
|
||
this.drawActorSimpleStatus(actor, x, y, width);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_ItemList
|
||
//=============================================================================
|
||
|
||
Window_ItemList.prototype.numberWidth = function() {
|
||
return this.textWidth('\u00d70,000');
|
||
};
|
||
|
||
Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) {
|
||
if (!this.needsNumber()) return;
|
||
var numItems = Yanfly.Util.toGroup($gameParty.numItems(item));
|
||
this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
|
||
this.drawText('\u00d7' + numItems, x, y, width, 'right');
|
||
this.resetFontSettings();
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_SkillStatus
|
||
//=============================================================================
|
||
|
||
Window_SkillStatus.prototype.refresh = function() {
|
||
this.contents.clear();
|
||
if (this._actor) {
|
||
var w = this.width - this.padding * 2;
|
||
var h = this.height - this.padding * 2;
|
||
if (!eval(Yanfly.Param.MenuTpGauge)) {
|
||
var y = h / 2 - this.lineHeight() * 1.5;
|
||
} else {
|
||
var y = 0;
|
||
}
|
||
var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
|
||
var width = w - xpad - this.textPadding();
|
||
this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h);
|
||
this.drawActorSimpleStatus(this._actor, xpad, y, width);
|
||
}
|
||
};
|
||
|
||
Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) {
|
||
if (this._actor.skillTpCost(skill) > 0) {
|
||
this.changeTextColor(this.tpCostColor());
|
||
var skillcost = Yanfly.Util.toGroup(this._actor.skillTpCost(skill));
|
||
this.drawText(skillcost, x, y, width, 'right');
|
||
} else if (this._actor.skillMpCost(skill) > 0) {
|
||
this.changeTextColor(this.mpCostColor());
|
||
var skillcost = Yanfly.Util.toGroup(this._actor.skillMpCost(skill));
|
||
this.drawText(skillcost, x, y, width, 'right');
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_EquipStatus
|
||
//=============================================================================
|
||
|
||
Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) {
|
||
this.resetTextColor();
|
||
var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
|
||
this.drawText(actorparam, x, y, 48, 'right');
|
||
};
|
||
|
||
Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) {
|
||
var newValue = this._tempActor.param(paramId);
|
||
var diffvalue = newValue - this._actor.param(paramId);
|
||
var actorparam = Yanfly.Util.toGroup(newValue);
|
||
this.changeTextColor(this.paramchangeTextColor(diffvalue));
|
||
this.drawText(actorparam, x, y, 48, 'right');
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_SkillType
|
||
//=============================================================================
|
||
|
||
Window_SkillType.prototype.makeCommandList = function() {
|
||
if (this._actor) {
|
||
var skillTypes = this._actor.addedSkillTypes();
|
||
skillTypes.sort(function(a, b){return a-b});
|
||
skillTypes.forEach(function(stypeId) {
|
||
var name = $dataSystem.skillTypes[stypeId];
|
||
this.addCommand(name, 'skill', true, stypeId);
|
||
}, this);
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_ActorCommand
|
||
//=============================================================================
|
||
|
||
Window_ActorCommand.prototype.addSkillCommands = function() {
|
||
var skillTypes = this._actor.addedSkillTypes();
|
||
skillTypes.sort(function(a, b){return a-b});
|
||
skillTypes.forEach(function(stypeId) {
|
||
var name = $dataSystem.skillTypes[stypeId];
|
||
this.addCommand(name, 'skill', true, stypeId);
|
||
}, this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_Status
|
||
//=============================================================================
|
||
|
||
Window_Status.prototype.drawParameters = function(x, y) {
|
||
var lineHeight = this.lineHeight();
|
||
for (var i = 0; i < 6; i++) {
|
||
var paramId = i + 2;
|
||
var y2 = y + lineHeight * i;
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(TextManager.param(paramId), x, y2, 160);
|
||
this.resetTextColor();
|
||
var actorParam = Yanfly.Util.toGroup(this._actor.param(paramId));
|
||
var dw = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i + 2)));
|
||
this.drawText(actorParam, x + 160, y2, dw, 'right');
|
||
}
|
||
};
|
||
|
||
Window_Status.prototype.drawExpInfo = function(x, y) {
|
||
var lineHeight = this.lineHeight();
|
||
var expTotal = TextManager.expTotal.format(TextManager.exp);
|
||
var expNext = TextManager.expNext.format(TextManager.level);
|
||
var value1 = this._actor.currentExp();
|
||
var value2 = this._actor.nextRequiredExp();
|
||
if (this._actor.isMaxLevel()) {
|
||
value1 = '-------';
|
||
value2 = '-------';
|
||
} else {
|
||
value1 = Yanfly.Util.toGroup(value1);
|
||
value2 = Yanfly.Util.toGroup(value2);
|
||
}
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(expTotal, x, y + lineHeight * 0, 270);
|
||
this.drawText(expNext, x, y + lineHeight * 2, 270);
|
||
this.resetTextColor();
|
||
this.drawText(value1, x, y + lineHeight * 1, 270, 'right');
|
||
this.drawText(value2, x, y + lineHeight * 3, 270, 'right');
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_ShopBuy
|
||
//=============================================================================
|
||
|
||
Window_ShopBuy.prototype.drawItem = function(index) {
|
||
var item = this._data[index];
|
||
var rect = this.itemRect(index);
|
||
rect.width -= this.textPadding();
|
||
this.changePaintOpacity(this.isEnabled(item));
|
||
this.drawItemName(item, rect.x, rect.y, rect.width);
|
||
this.contents.fontSize = Yanfly.Param.GoldFontSize;
|
||
var itemPrice = Yanfly.Util.toGroup(this.price(item));
|
||
this.drawText(itemPrice, rect.x, rect.y, rect.width, 'right');
|
||
this.changePaintOpacity(true);
|
||
this.resetFontSettings();
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_ShopNumber
|
||
//=============================================================================
|
||
|
||
Window_ShopNumber.prototype.drawNumber = function() {
|
||
var x = this.cursorX();
|
||
var y = this.itemY();
|
||
var width = this.cursorWidth() - this.textPadding();
|
||
this.resetTextColor();
|
||
var itemNumber = Yanfly.Util.toGroup(this._number);
|
||
this.drawText(itemNumber, x, y, width, 'right');
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_BattleStatus
|
||
//=============================================================================
|
||
|
||
Window_BattleStatus.prototype.gaugeAreaWidth = function() {
|
||
return this.width / 2 + this.standardPadding();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
|
||
var minIconArea = Window_Base._iconWidth * 2;
|
||
var nameLength = this.textWidth('0') * 16 + 6;
|
||
var iconWidth = Math.max(rect.width - nameLength, minIconArea);
|
||
var nameWidth = rect.width - iconWidth;
|
||
this.drawActorName(actor, rect.x + 0, rect.y, nameWidth);
|
||
this.drawActorIcons(actor, rect.x + nameWidth, rect.y, iconWidth);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
|
||
var totalArea = this.gaugeAreaWidth() - 30;
|
||
var hpW = parseInt(totalArea * 108 / 300);
|
||
var otW = parseInt(totalArea * 96 / 300);
|
||
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
|
||
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
|
||
this.drawActorTp(actor, rect.x + hpW + otW + 30, rect.y, otW);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
|
||
var totalArea = this.gaugeAreaWidth() - 15;
|
||
var hpW = parseInt(totalArea * 201 / 315);
|
||
var otW = parseInt(totalArea * 114 / 315);
|
||
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
|
||
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_BattleLog
|
||
//=============================================================================
|
||
|
||
Window_BattleLog.prototype.showNormalAnimation = function(targets,
|
||
animationId, mirror) {
|
||
var animation = $dataAnimations[animationId];
|
||
if (animation) {
|
||
if (animation.position === 3) {
|
||
targets.forEach(function(target) {
|
||
target.startAnimation(animationId, mirror, 0);
|
||
});
|
||
} else {
|
||
var delay = this.animationBaseDelay();
|
||
var nextDelay = this.animationNextDelay();
|
||
targets.forEach(function(target) {
|
||
target.startAnimation(animationId, mirror, delay);
|
||
delay += nextDelay;
|
||
});
|
||
}
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// New Function
|
||
//=============================================================================
|
||
|
||
Yanfly.Util = Yanfly.Util || {};
|
||
|
||
Yanfly.Util.toGroup = function(inVal) {
|
||
if (typeof inVal !== 'string') { inVal = String(inVal); }
|
||
if (!eval(Yanfly.Param.DigitGroup)) return inVal;
|
||
return inVal.replace(/(^|[^\w.])(\d{4,})/g, function($0, $1, $2) {
|
||
return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,");
|
||
});
|
||
};
|
||
|
||
//=============================================================================
|
||
// End of File
|
||
//=============================================================================
|