//============================================================================= // Yanfly Engine Plugins - Message Core Extension - Extended Message Pack 2 // YEP_X_ExtMesPack2.js //============================================================================= var Imported = Imported || {}; Imported.YEP_X_ExtMesPack2 = true; var Yanfly = Yanfly || {}; Yanfly.EMP2 = Yanfly.EMP2 || {}; Yanfly.EMP2.version = 1.00; //============================================================================= /*: * @plugindesc v1.00 (Requires YEP_MessageCore.js) Adds text codes to display * various game data information for messages. * @author Yanfly Engine Plugins * * @help * ============================================================================ * Introduction * ============================================================================ * * This plugin requires YEP_MessageCore. Make sure this plugin is located under * YEP_MessageCore in the plugin list. * * This plugin makes use of text codes to deliver vital information to the * player. It can deliver the amount of items, weapons, and armors in the * player's possession to the various parameters, extra parameters, and special * parameters for actors and enemies. The new text codes also allow you to * change the text color based on two number comparisons for conditional ways * to color your text. In addition to conditional colors, text can also be * displayed based on switch values or custom conditions. * * Note: This plugin works best with RPG Maker MV 1.5.0+. Lower versions of RPG * Maker MV will still work with this plugin, but you will not be able to fully * utilize the plugin parameter features comfortably. * * ============================================================================ * Text Codes * ============================================================================ * * By using certain text codes in your messages, you can have the game replace * them with the following: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Quantity Effect: * \qi[x] - Returns the quantity of item x the party currently has. * \qw[x] - Returns the quantity of weapon x the party currently has. * \qa[x] - Returns the quantity of armor x the party currently has. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Compare Effect: Changes text color based on x and y. Defaults: * \compare - x >= y = Green x < y = Red * \compare1 - x >= y = Red x < y = White * \compare2 - x >= y = Yellow x < y = White * \compare3 - x >= y = Green x < y = White * \compare4 - x >= y = Blue x < y = Purple * \compare5 - x >= y = White x < y = Grey * \compare6 - x >= y = White x < y = Red * \compare7 - x >= y = White x < y = Purple * \compare8 - x >= y = White x < y = Dark Blue * \compare9 - x >= y = White x < y = Brown * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * Case Effect: Returns a different string based on conditions. * * \caseSwitch{s?x:y} - If switch s is on, returns text x. * If switch s is off, returns text y. * * \caseEval{e?x:y} - If eval code e is true, returns text x. * If eval code e is false, returns text y. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * ActorParam Effect: * \amhp[x] - Returns the MaxHP value of actor x. * \ahp[x] - Returns the current HP value of actor x. * \ahp%[x] - Returns the HP rate of actor x. * \ammp[x] - Returns the MaxMP value of actor x. * \amp[x] - Returns the current MP value of actor x. * \amp%[x] - Returns the MP rate of actor x. * \amtp[x] - Returns the MaxTP value of actor x. * \atp[x] - Returns the current TP value of actor x. * \atp%[x] - Returns the TP rate of actor x. * \aatk[x] - Returns actor x's ATK value. Attack * \adef[x] - Returns actor x's DEF value. Defense * \amat[x] - Returns actor x's MAT value. Magic Attack * \amdf[x] - Returns actor x's MDF value. Magic Defense * \aagi[x] - Returns actor x's AGI value. Agility * \aluk[x] - Returns actor x's LUK value. Luck * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * ActorXParam Effect: * \ahit[x] - Returns actor x's HIT rate. Hit Rate * \aeva[x] - Returns actor x's EVA rate. Evasion Rate * \acri[x] - Returns actor x's CRI rate. Critical Rate * \acev[x] - Returns actor x's CEV rate. Critical Evasion Rate * \amev[x] - Returns actor x's MEV rate. Magic Evasion Rate * \amrf[x] - Returns actor x's MRF rate. Magic Reflection Rate * \acnt[x] - Returns actor x's CNT rate. Counter Attack Rate * \ahrg[x] - Returns actor x's HRG rate. HP Regeneration Rate * \amrg[x] - Returns actor x's MRG rate. MP Regeneration Rate * \atrg[x] - Returns actor x's TRG rate. TP Regeneration Rate * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * ActorSParam Effect: * \atgr[x] - Returns actor x's TGR rate. Target Rate * \agrd[x] - Returns actor x's GRD rate. Guard Rate * \arec[x] - Returns actor x's REC rate. Recovery Rate * \apha[x] - Returns actor x's PHA rate. Pharmacology Rate * \amcr[x] - Returns actor x's MCR rate. MP Cost Rate * \atcr[x] - Returns actor x's TCR rate. TP Charge Rate * \apdr[x] - Returns actor x's PDR rate. Physical Damage Rate * \amdr[x] - Returns actor x's MDR rate. Magical Damage Rate * \afdr[x] - Returns actor x's FDR rate. Floor Damaage Rate * \aexr[x] - Returns actor x's EXR rate. Experience Rate * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * EnemyParam Effect: * \emhp[x] - Returns the MaxHP value of enemy x. * \ehp[x] - Returns the current HP value of enemy x. * \ehp%[x] - Returns the HP rate of enemy x. * \emmp[x] - Returns the MaxMP value of enemy x. * \emp[x] - Returns the current MP value of enemy x. * \emp%[x] - Returns the MP rate of enemy x. * \emtp[x] - Returns the MaxTP value of enemy x. * \etp[x] - Returns the current TP value of enemy x. * \etp%[x] - Returns the TP rate of enemy x. * \eatk[x] - Returns enemy x's ATK value. Attack * \edef[x] - Returns enemy x's DEF value. Defense * \emat[x] - Returns enemy x's MAT value. Magic Attack * \emdf[x] - Returns enemy x's MDF value. Magic Defense * \eagi[x] - Returns enemy x's AGI value. Agility * \eluk[x] - Returns enemy x's LUK value. Luck * \eexp[x] - Returns enemy x's EXP value. Experience * \egold[x] - Returns enemy x's GOLD value. Gold * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * EnemyXParam Effect: * \ehit[x] - Returns enemy x's HIT rate. Hit Rate * \eeva[x] - Returns enemy x's EVA rate. Evasion Rate * \ecri[x] - Returns enemy x's CRI rate. Critical Rate * \ecev[x] - Returns enemy x's CEV rate. Critical Evasion Rate * \emev[x] - Returns enemy x's MEV rate. Magic Evasion Rate * \emrf[x] - Returns enemy x's MRF rate. Magic Reflection Rate * \ecnt[x] - Returns enemy x's CNT rate. Counter Attack Rate * \ehrg[x] - Returns enemy x's HRG rate. HP Regeneration Rate * \emrg[x] - Returns enemy x's MRG rate. MP Regeneration Rate * \etrg[x] - Returns enemy x's TRG rate. TP Regeneration Rate * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * EnemySParam Effect: * \etgr[x] - Returns enemy x's TGR rate. Target Rate * \egrd[x] - Returns enemy x's GRD rate. Guard Rate * \erec[x] - Returns enemy x's REC rate. Recovery Rate * \epha[x] - Returns enemy x's PHA rate. Pharmacology Rate * \emcr[x] - Returns enemy x's MCR rate. MP Cost Rate * \etcr[x] - Returns enemy x's TCR rate. TP Charge Rate * \epdr[x] - Returns enemy x's PDR rate. Physical Damage Rate * \emdr[x] - Returns enemy x's MDR rate. Magical Damage Rate * \efdr[x] - Returns enemy x's FDR rate. Floor Damaage Rate * \eexr[x] - Returns enemy x's EXR rate. Experience Rate * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * ============================================================================ * Lunatic Mode - Text Code Structure * ============================================================================ * * For those with JavaScript experience and would like to customize the way the * text codes provided by this plugin behave, you can alter the code used for * each of the text codes within the plugin parameters. * * Inside the plugin parameters exist the code used when each text code is * being converted by the in-game message functions. Refer to the variables * displayed in the comments at the top of each code to understand which of the * variables are being used and how they're being used. * * By default: * * x * - Refers to the x variable being inserted into the text code. This can be * a number or string, depending on the text code. * * y * - Refers to the y variable being inserted into the text code. This can be * a number of string, depending on the text code. * * text * - Refers to the text that will be displayed by the message system. This is * what will appear as the final result for using the said text code. * * ============================================================================ * Changelog * ============================================================================ * * Version 1.00: * - Finished Plugin! * * ============================================================================ * End of Helpfile * ============================================================================ * * @param ---Quantity Text Codes--- * @default * * @param TextCode QI * @text \qi[x] * @parent ---Quantity Text Codes--- * @type note * @desc Text code to return the quantity of item x. * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar item = $dataItems[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {\n var quantity = $gameParty.numIndependentItems(item);\n} else {\n var quantity = $gameParty.numItems(item);\n}\ntext = this.groupDigits(quantity);" * * @param TextCode QW * @text \qw[x] * @parent ---Quantity Text Codes--- * @type note * @desc Text code to return the quantity of weapon x. * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar weapon = $dataWeapons[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(weapon)) {\n var quantity = $gameParty.numIndependentItems(weapon);\n} else {\n var quantity = $gameParty.numItems(weapon);\n}\ntext = this.groupDigits(quantity);" * * @param TextCode QA * @text \qa[x] * @parent ---Quantity Text Codes--- * @type note * @desc Text code to return the quantity of armor x. * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar armor = $dataArmors[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(armor)) {\n var quantity = $gameParty.numIndependentItems(armor);\n} else {\n var quantity = $gameParty.numItems(armor);\n}\ntext = this.groupDigits(quantity);" * * @param ---Compare Text Codes--- * @default * * @param TextCode Compare * @text \compare * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = Green x < y = Red * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 24;\n} else if (x < y) {\n var colorId = 25;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare1 * @text \compare1 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = Red x < y = White * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 2;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare2 * @text \compare2 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = Yellow x < y = White * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 14;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare3 * @text \compare3 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = Green x < y = White * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 3;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare4 * @text \compare4 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = Blue x < y = Purple * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 4;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare5 * @text \compare5 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = White x < y = Grey * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 7;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare6 * @text \compare6 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = White x < y = Red * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 25;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare7 * @text \compare7 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = White x < y = Purple * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 13;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare8 * @text \compare8 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = White x < y = Dark Blue * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 9;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param TextCode Compare9 * @text \compare9 * @parent ---Compare Text Codes--- * @type note * @desc Determine what kind of color to use when comparing x and y. * Defaults: x >= y = White x < y = Brown * @default "// Variables:\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 20;\n}\ntext = '\\x1bc[' + colorId + ']';" * * @param ---Case Text Codes--- * @default * * @param TextCode CaseSwitch * @text \caseSwitch{s?x:y} * @parent ---Case Text Codes--- * @type note * @desc Text code used to display conditional text revolving around * the inserted switch s. * @default "// Variables:\n// s - The switch ID (number) to be checked.\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\ntext = (s) ? x : y;" * * @param TextCode CaseEval * @text \caseEval{e?x:y} * @parent ---Case Text Codes--- * @type note * @desc Text code used to display conditional text revolving around * the inserted eval code e. * @default "// Variables:\n// e - The eval code to be checked.\n// x - The 1st value inserted into the text code.\n// y - The 2nd value inserted into the text code.\n// text - The text to be returned.\n\ntext = (e) ? x : y;" * * @param ---Actor Param Codes--- * @default * * @param ---Actor Params--- * @text Parameters * @parent ---Actor Param Codes--- * @default * * @param ---Actor XParams--- * @text X Parameters * @parent ---Actor Param Codes--- * @default * * @param ---Actor SParams--- * @text S Parameters * @parent ---Actor Param Codes--- * @default * * @param TextCode ALvl * @text \alvl[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the LVL of actor x. * LVL: Level * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.level;\ntext = this.groupDigits(value);" * * @param TextCode AMhp * @text \amhp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MHP of actor x. * MHP: MaxHP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mhp;\ntext = this.groupDigits(value);" * * @param TextCode AHp * @text \ahp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the HP of actor x. * HP: Current HP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hp;\ntext = this.groupDigits(value);" * * @param TextCode AHp% * @text \ahp%[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the HP rate of actor x. * HP Rate: Current HP / MaxHP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMmp * @text \ammp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MMP of actor x. * MMP: MaxMP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mmp;\ntext = this.groupDigits(value);" * * @param TextCode AMp * @text \amp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MP of actor x. * MP: Current MP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mp;\ntext = this.groupDigits(value);" * * @param TextCode AMp% * @text \amp%[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MP rate of actor x. * MP Rate: Current MP / MaxMP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMtp * @text \amtp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MTP of actor x. * MTP: MaxTP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.maxTp();\ntext = this.groupDigits(value);" * * @param TextCode ATp * @text \atp[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the TP of actor x. * TP: Current TP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tp;\ntext = this.groupDigits(value);" * * @param TextCode ATp% * @text \atp%[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the TP rate of actor x. * TP Rate: Current TP / MaxTP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AAtk * @text \aatk[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the ATK of actor x. * ATK: Attack * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.atk;\ntext = this.groupDigits(value);" * * @param TextCode ADef * @text \adef[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the DEF of actor x. * DEF: Defense * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.def;\ntext = this.groupDigits(value);" * * @param TextCode AMat * @text \amat[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MAT of actor x. * MAT: Magic Attack * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mat;\ntext = this.groupDigits(value);" * * @param TextCode AMdf * @text \amdf[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the MDF of actor x. * MDF: Magic Defense * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mdf;\ntext = this.groupDigits(value);" * * @param TextCode AAgi * @text \aagi[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the AGI of actor x. * AGI: Agility * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.agi;\ntext = this.groupDigits(value);" * * @param TextCode ALuk * @text \aluk[x] * @parent ---Actor Params--- * @type note * @desc Text code to return the LUK of actor x. * LUK: Luck * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.luk;\ntext = this.groupDigits(value);" * * @param TextCode AHit * @text \ahit[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the HIT rate of actor x. * HIT: Hit Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hit;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AEva * @text \aeva[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the EVA rate of actor x. * EVA: Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.eva;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ACri * @text \acri[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the CRI rate of actor x. * CRI: Critical Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cri;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ACev * @text \acev[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the CEV rate of actor x. * CEV: Critical Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cev;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMev * @text \amev[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the MEV rate of actor x. * MEV: Magic Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mev;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMrf * @text \amrf[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the MRF rate of actor x. * MRF: Magic Reflection Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mrf;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ACnt * @text \acnt[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the CNT rate of actor x. * CNT: Counter Attack Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cnt;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AHrg * @text \ahrg[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the HRG rate of actor x. * HRG: HP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hrg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMrg * @text \amrg[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the MRG rate of actor x. * MRG: MP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mrg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ATrg * @text \atrg[x] * @parent ---Actor XParams--- * @type note * @desc Text code to return the TRG rate of actor x. * TRG: TP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.trg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ATgr * @text \atgr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the TGR rate of actor x. * TGR: Target Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tgr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AGrd * @text \agrd[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the GRD rate of actor x. * GRD: Guard Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.grd;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ARec * @text \arec[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the REC rate of actor x. * REC: Recovery Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.rec;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode APha * @text \apha[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the PHA rate of actor x. * PHA: Pharmacology Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.pha;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMcr * @text \amcr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the MCR rate of actor x. * MCR: MP Cost Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mcr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ATcr * @text \atcr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the TCR rate of actor x. * TCR: TP Charge Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tcr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode APdr * @text \apdr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the PDR rate of actor x. * PDR: Physical Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.pdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AMdr * @text \amdr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the MDR rate of actor x. * MDR: Magical Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AFdr * @text \afdr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the FDR rate of actor x. * FDR: Floor Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.fdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode AExr * @text \aexr[x] * @parent ---Actor SParams--- * @type note * @desc Text code to return the EXR rate of actor x. * EXR: Experience Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.exr;\ntext = Math.floor(value * 100) + '%';" * * @param ---Enemy Param Codes--- * @default * * @param ---Enemy Params--- * @text Parameters * @parent ---Enemy Param Codes--- * @default * * @param ---Enemy XParams--- * @text X Parameters * @parent ---Enemy Param Codes--- * @default * * @param ---Enemy SParams--- * @text S Parameters * @parent ---Enemy Param Codes--- * @default * * @param TextCode ELvl * @text \elvl[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the LVL of enemy x. * LVL: Level * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nif (Imported.YEP_EnemyLevels) {\n var enemy = $gameTroop.members()[x];\n var value = enemy.level;\n text = this.groupDigits(value);\n} else {\n text = $gameParty.highestLevel();\n}" * * @param TextCode EMhp * @text \emhp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MHP of enemy x. * MHP: MaxHP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mhp;\ntext = this.groupDigits(value);" * * @param TextCode EHp * @text \ehp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the HP of enemy x. * HP: Current HP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hp;\ntext = this.groupDigits(value);" * * @param TextCode EHp% * @text \ehp%[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the HP rate of enemy x. * HP Rate: Current HP / MaxHP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMmp * @text \emmp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MMP of enemy x. * MMP: MaxMP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mmp;\ntext = this.groupDigits(value);" * * @param TextCode EMp * @text \emp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MP of enemy x. * MP: Current MP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mp;\ntext = this.groupDigits(value);" * * @param TextCode EMp% * @text \emp%[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MP rate of enemy x. * MP Rate: Current MP / MaxMP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMtp * @text \emtp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MTP of enemy x. * MTP: MaxTP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.maxTp();\ntext = this.groupDigits(value);" * * @param TextCode ETp * @text \etp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the TP of enemy x. * TP: Current TP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tp;\ntext = this.groupDigits(value);" * * @param TextCode ETp% * @text \etp%[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the TP rate of enemy x. * TP Rate: Current TP / MaxTP * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tpRate();\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EAtk * @text \eatk[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the ATK of enemy x. * ATK: Attack * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.atk;\ntext = this.groupDigits(value);" * * @param TextCode EDef * @text \edef[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the DEF of enemy x. * DEF: Defense * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.def;\ntext = this.groupDigits(value);" * * @param TextCode EMat * @text \emat[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MAT of enemy x. * MAT: Magic Attack * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mat;\ntext = this.groupDigits(value);" * * @param TextCode EMdf * @text \emdf[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the MDF of enemy x. * MDF: Magic Defense * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mdf;\ntext = this.groupDigits(value);" * * @param TextCode EAgi * @text \eagi[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the AGI of enemy x. * AGI: Agility * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.agi;\ntext = this.groupDigits(value);" * * @param TextCode ELuk * @text \eluk[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the LUK of enemy x. * LUK: Luck * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.luk;\ntext = this.groupDigits(value);" * * @param TextCode EExp * @text \eexp[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the EXP of enemy x. * EXP: Experience Points * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.exp();\ntext = this.groupDigits(value);" * * @param TextCode EGold * @text \egold[x] * @parent ---Enemy Params--- * @type note * @desc Text code to return the GOLD of enemy x. * GOLD: gold * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.gold();\ntext = this.groupDigits(value);" * * @param TextCode EHit * @text \ehit[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the HIT rate of enemy x. * HIT: Hit Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hit;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EEva * @text \eeva[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the EVA rate of enemy x. * EVA: Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.eva;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ECri * @text \ecri[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the CRI rate of enemy x. * CRI: Critical Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cri;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ECev * @text \ecev[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the CEV rate of enemy x. * CEV: Critical Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cev;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMev * @text \emev[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the MEV rate of enemy x. * MEV: Magic Evasion Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mev;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMrf * @text \emrf[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the MRF rate of enemy x. * MRF: Magic Reflection Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mrf;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ECnt * @text \ecnt[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the CNT rate of enemy x. * CNT: Counter Attack Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cnt;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EHrg * @text \ehrg[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the HRG rate of enemy x. * HRG: HP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hrg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMrg * @text \emrg[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the MRG rate of enemy x. * MRG: MP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mrg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ETrg * @text \etrg[x] * @parent ---Enemy XParams--- * @type note * @desc Text code to return the TRG rate of enemy x. * TRG: TP Regeneration Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.trg;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ETgr * @text \etgr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the TGR rate of enemy x. * TGR: Target Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tgr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EGrd * @text \egrd[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the GRD rate of enemy x. * GRD: Guard Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.grd;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ERec * @text \erec[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the REC rate of enemy x. * REC: Recovery Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.rec;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EPha * @text \epha[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the PHA rate of enemy x. * PHA: Pharmacology Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.pha;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMcr * @text \emcr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the MCR rate of enemy x. * MCR: MP Cost Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mcr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode ETcr * @text \etcr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the TCR rate of enemy x. * TCR: TP Charge Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tcr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EPdr * @text \epdr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the PDR rate of enemy x. * PDR: Physical Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.pdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EMdr * @text \emdr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the MDR rate of enemy x. * MDR: Magical Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EFdr * @text \efdr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the FDR rate of enemy x. * FDR: Floor Damage Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.fdr;\ntext = Math.floor(value * 100) + '%';" * * @param TextCode EExr * @text \eexr[x] * @parent ---Enemy SParams--- * @type note * @desc Text code to return the EXR rate of enemy x. * EXR: Experience Rate * @default "// Variables:\n// x - The value inserted into the text code.\n// text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.exr;\ntext = Math.floor(value * 100) + '%';" * */ //============================================================================= if (Imported.YEP_MessageCore) { //============================================================================= // Parameter Variables //============================================================================= Yanfly.Parameters = PluginManager.parameters('YEP_X_ExtMesPack2'); Yanfly.Param = Yanfly.Param || {}; Yanfly.Lunatic = Yanfly.Lunatic || {}; Yanfly.SetupParameters = function () { Yanfly.Lunatic.Msg = Yanfly.Lunatic.Msg || {}; Yanfly.Lunatic.Msg.TcQI = JSON.parse(Yanfly.Parameters['TextCode QI']); Yanfly.Lunatic.Msg.TcQW = JSON.parse(Yanfly.Parameters['TextCode QW']); Yanfly.Lunatic.Msg.TcQA = JSON.parse(Yanfly.Parameters['TextCode QA']); Yanfly.Lunatic.Msg.TcCm0 = JSON.parse(Yanfly.Parameters['TextCode Compare']); Yanfly.Lunatic.Msg.TcCm1 = JSON.parse(Yanfly.Parameters['TextCode Compare1']); Yanfly.Lunatic.Msg.TcCm2 = JSON.parse(Yanfly.Parameters['TextCode Compare2']); Yanfly.Lunatic.Msg.TcCm3 = JSON.parse(Yanfly.Parameters['TextCode Compare3']); Yanfly.Lunatic.Msg.TcCm4 = JSON.parse(Yanfly.Parameters['TextCode Compare4']); Yanfly.Lunatic.Msg.TcCm5 = JSON.parse(Yanfly.Parameters['TextCode Compare5']); Yanfly.Lunatic.Msg.TcCm6 = JSON.parse(Yanfly.Parameters['TextCode Compare6']); Yanfly.Lunatic.Msg.TcCm7 = JSON.parse(Yanfly.Parameters['TextCode Compare7']); Yanfly.Lunatic.Msg.TcCm8 = JSON.parse(Yanfly.Parameters['TextCode Compare8']); Yanfly.Lunatic.Msg.TcCm9 = JSON.parse(Yanfly.Parameters['TextCode Compare9']); Yanfly.Lunatic.Msg.TcCSwitch = JSON.parse(Yanfly.Parameters['TextCode CaseSwitch']); Yanfly.Lunatic.Msg.TcCaseEval = JSON.parse(Yanfly.Parameters['TextCode CaseEval']); Yanfly.Lunatic.Msg.TcALvl = JSON.parse(Yanfly.Parameters['TextCode ALvl']); Yanfly.Lunatic.Msg.TcAMhp = JSON.parse(Yanfly.Parameters['TextCode AMhp']); Yanfly.Lunatic.Msg.TcAHp = JSON.parse(Yanfly.Parameters['TextCode AHp']); Yanfly.Lunatic.Msg.TcAHpp = JSON.parse(Yanfly.Parameters['TextCode AHp%']); Yanfly.Lunatic.Msg.TcAMmp = JSON.parse(Yanfly.Parameters['TextCode AMmp']); Yanfly.Lunatic.Msg.TcAMp = JSON.parse(Yanfly.Parameters['TextCode AMp']); Yanfly.Lunatic.Msg.TcAMpp = JSON.parse(Yanfly.Parameters['TextCode AMp%']); Yanfly.Lunatic.Msg.TcATmp = JSON.parse(Yanfly.Parameters['TextCode AMtp']); Yanfly.Lunatic.Msg.TcATp = JSON.parse(Yanfly.Parameters['TextCode ATp']); Yanfly.Lunatic.Msg.TcATpp = JSON.parse(Yanfly.Parameters['TextCode ATp%']); Yanfly.Lunatic.Msg.TcAatk = JSON.parse(Yanfly.Parameters['TextCode AAtk']); Yanfly.Lunatic.Msg.TcAdef = JSON.parse(Yanfly.Parameters['TextCode ADef']); Yanfly.Lunatic.Msg.TcAmat = JSON.parse(Yanfly.Parameters['TextCode AMat']); Yanfly.Lunatic.Msg.TcAmdf = JSON.parse(Yanfly.Parameters['TextCode AMdf']); Yanfly.Lunatic.Msg.TcAagi = JSON.parse(Yanfly.Parameters['TextCode AAgi']); Yanfly.Lunatic.Msg.TcAluk = JSON.parse(Yanfly.Parameters['TextCode ALuk']); Yanfly.Lunatic.Msg.TcAhit = JSON.parse(Yanfly.Parameters['TextCode AHit']); Yanfly.Lunatic.Msg.TcAeva = JSON.parse(Yanfly.Parameters['TextCode AEva']); Yanfly.Lunatic.Msg.TcAcri = JSON.parse(Yanfly.Parameters['TextCode ACri']); Yanfly.Lunatic.Msg.TcAcev = JSON.parse(Yanfly.Parameters['TextCode ACev']); Yanfly.Lunatic.Msg.TcAmev = JSON.parse(Yanfly.Parameters['TextCode AMev']); Yanfly.Lunatic.Msg.TcAmrf = JSON.parse(Yanfly.Parameters['TextCode AMrf']); Yanfly.Lunatic.Msg.TcAcnt = JSON.parse(Yanfly.Parameters['TextCode ACnt']); Yanfly.Lunatic.Msg.TcAhrg = JSON.parse(Yanfly.Parameters['TextCode AHrg']); Yanfly.Lunatic.Msg.TcAmrg = JSON.parse(Yanfly.Parameters['TextCode AMrg']); Yanfly.Lunatic.Msg.TcAtrg = JSON.parse(Yanfly.Parameters['TextCode ATrg']); Yanfly.Lunatic.Msg.TcAtgr = JSON.parse(Yanfly.Parameters['TextCode ATgr']); Yanfly.Lunatic.Msg.TcAgrd = JSON.parse(Yanfly.Parameters['TextCode AGrd']); Yanfly.Lunatic.Msg.TcArec = JSON.parse(Yanfly.Parameters['TextCode ARec']); Yanfly.Lunatic.Msg.TcApha = JSON.parse(Yanfly.Parameters['TextCode APha']); Yanfly.Lunatic.Msg.TcAmcr = JSON.parse(Yanfly.Parameters['TextCode AMcr']); Yanfly.Lunatic.Msg.TcAtcr = JSON.parse(Yanfly.Parameters['TextCode ATcr']); Yanfly.Lunatic.Msg.TcApdr = JSON.parse(Yanfly.Parameters['TextCode APdr']); Yanfly.Lunatic.Msg.TcAmdr = JSON.parse(Yanfly.Parameters['TextCode AMdr']); Yanfly.Lunatic.Msg.TcAfdr = JSON.parse(Yanfly.Parameters['TextCode AFdr']); Yanfly.Lunatic.Msg.TcAexr = JSON.parse(Yanfly.Parameters['TextCode AExr']); Yanfly.Lunatic.Msg.TcELvl = JSON.parse(Yanfly.Parameters['TextCode ELvl']); Yanfly.Lunatic.Msg.TcEMhp = JSON.parse(Yanfly.Parameters['TextCode EMhp']); Yanfly.Lunatic.Msg.TcEHp = JSON.parse(Yanfly.Parameters['TextCode EHp']); Yanfly.Lunatic.Msg.TcEHpp = JSON.parse(Yanfly.Parameters['TextCode EHp%']); Yanfly.Lunatic.Msg.TcEMmp = JSON.parse(Yanfly.Parameters['TextCode EMmp']); Yanfly.Lunatic.Msg.TcEMp = JSON.parse(Yanfly.Parameters['TextCode EMp']); Yanfly.Lunatic.Msg.TcEMpp = JSON.parse(Yanfly.Parameters['TextCode EMp%']); Yanfly.Lunatic.Msg.TcETmp = JSON.parse(Yanfly.Parameters['TextCode EMtp']); Yanfly.Lunatic.Msg.TcETp = JSON.parse(Yanfly.Parameters['TextCode ETp']); Yanfly.Lunatic.Msg.TcETpp = JSON.parse(Yanfly.Parameters['TextCode ETp%']); Yanfly.Lunatic.Msg.TcEatk = JSON.parse(Yanfly.Parameters['TextCode EAtk']); Yanfly.Lunatic.Msg.TcEdef = JSON.parse(Yanfly.Parameters['TextCode EDef']); Yanfly.Lunatic.Msg.TcEmat = JSON.parse(Yanfly.Parameters['TextCode EMat']); Yanfly.Lunatic.Msg.TcEmdf = JSON.parse(Yanfly.Parameters['TextCode EMdf']); Yanfly.Lunatic.Msg.TcEagi = JSON.parse(Yanfly.Parameters['TextCode EAgi']); Yanfly.Lunatic.Msg.TcEluk = JSON.parse(Yanfly.Parameters['TextCode ELuk']); Yanfly.Lunatic.Msg.TcEexp = JSON.parse(Yanfly.Parameters['TextCode EExp']); Yanfly.Lunatic.Msg.TcEgold = JSON.parse(Yanfly.Parameters['TextCode EGold']); Yanfly.Lunatic.Msg.TcEhit = JSON.parse(Yanfly.Parameters['TextCode EHit']); Yanfly.Lunatic.Msg.TcEeva = JSON.parse(Yanfly.Parameters['TextCode EEva']); Yanfly.Lunatic.Msg.TcEcri = JSON.parse(Yanfly.Parameters['TextCode ECri']); Yanfly.Lunatic.Msg.TcEcev = JSON.parse(Yanfly.Parameters['TextCode ECev']); Yanfly.Lunatic.Msg.TcEmev = JSON.parse(Yanfly.Parameters['TextCode EMev']); Yanfly.Lunatic.Msg.TcEmrf = JSON.parse(Yanfly.Parameters['TextCode EMrf']); Yanfly.Lunatic.Msg.TcEcnt = JSON.parse(Yanfly.Parameters['TextCode ECnt']); Yanfly.Lunatic.Msg.TcEhrg = JSON.parse(Yanfly.Parameters['TextCode EHrg']); Yanfly.Lunatic.Msg.TcEmrg = JSON.parse(Yanfly.Parameters['TextCode EMrg']); Yanfly.Lunatic.Msg.TcEtrg = JSON.parse(Yanfly.Parameters['TextCode ETrg']); Yanfly.Lunatic.Msg.TcEtgr = JSON.parse(Yanfly.Parameters['TextCode ETgr']); Yanfly.Lunatic.Msg.TcEgrd = JSON.parse(Yanfly.Parameters['TextCode EGrd']); Yanfly.Lunatic.Msg.TcErec = JSON.parse(Yanfly.Parameters['TextCode ERec']); Yanfly.Lunatic.Msg.TcEpha = JSON.parse(Yanfly.Parameters['TextCode EPha']); Yanfly.Lunatic.Msg.TcEmcr = JSON.parse(Yanfly.Parameters['TextCode EMcr']); Yanfly.Lunatic.Msg.TcEtcr = JSON.parse(Yanfly.Parameters['TextCode ETcr']); Yanfly.Lunatic.Msg.TcEpdr = JSON.parse(Yanfly.Parameters['TextCode EPdr']); Yanfly.Lunatic.Msg.TcEmdr = JSON.parse(Yanfly.Parameters['TextCode EMdr']); Yanfly.Lunatic.Msg.TcEfdr = JSON.parse(Yanfly.Parameters['TextCode EFdr']); Yanfly.Lunatic.Msg.TcEexr = JSON.parse(Yanfly.Parameters['TextCode EExr']); }; Yanfly.SetupParameters(); //============================================================================= // Window_Base //============================================================================= Yanfly.EMP2.Window_Base_convertExtraEscapeCharacters = Window_Base.prototype.convertExtraEscapeCharacters; Window_Base.prototype.convertExtraEscapeCharacters = function (text) { text = this.convertItemQuantitiesCodes(text); text = this.convertActorParameterCodes(text); text = this.convertEnemyParameterCodes(text); text = Yanfly.EMP2.Window_Base_convertExtraEscapeCharacters.call(this, text); text = this.convertColorCompare(text); text = this.convertCaseText(text); return text; }; Window_Base.prototype.groupDigits = function (number) { return Yanfly.Util.forceGroup(number); }; Window_Base.prototype.convertItemQuantitiesCodes = function (text) { text = text.replace(/\x1bQI\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = 1; var text = ''; eval(Yanfly.Lunatic.Msg.TcQI); return text; }.bind(this)); text = text.replace(/\x1bQW\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = 1; var text = ''; eval(Yanfly.Lunatic.Msg.TcQW); return text; }.bind(this)); text = text.replace(/\x1bQA\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = 1; var text = ''; eval(Yanfly.Lunatic.Msg.TcQA); return text; }.bind(this)); return text; }; Window_Base.prototype.convertActorParameterCodes = function (text) { text = text.replace(/\x1bALVL\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcALvl); return text; }.bind(this)); text = text.replace(/\x1bAMHP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAMhp); return text; }.bind(this)); text = text.replace(/\x1bAHP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAHp); return text; }.bind(this)); text = text.replace(/\x1bAHP%\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAHpp); return text; }.bind(this)); text = text.replace(/\x1bAMMP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAMmp); return text; }.bind(this)); text = text.replace(/\x1bAMP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAMp); return text; }.bind(this)); text = text.replace(/\x1bAMP%\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAMpp); return text; }.bind(this)); text = text.replace(/\x1bAMTP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcATmp); return text; }.bind(this)); text = text.replace(/\x1bATP\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcATp); return text; }.bind(this)); text = text.replace(/\x1bATP%\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcATpp); return text; }.bind(this)); text = text.replace(/\x1bAATK\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAatk); return text; }.bind(this)); text = text.replace(/\x1bADEF\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAdef); return text; }.bind(this)); text = text.replace(/\x1bAMAT\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmat); return text; }.bind(this)); text = text.replace(/\x1bAMDF\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmdf); return text; }.bind(this)); text = text.replace(/\x1bAAGI\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAagi); return text; }.bind(this)); text = text.replace(/\x1bALUK\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAluk); return text; }.bind(this)); text = text.replace(/\x1bAHIT\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAhit); return text; }.bind(this)); text = text.replace(/\x1bAEVA\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAeva); return text; }.bind(this)); text = text.replace(/\x1bACRI\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAcri); return text; }.bind(this)); text = text.replace(/\x1bACEV\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAcev); return text; }.bind(this)); text = text.replace(/\x1bAMEV\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmev); return text; }.bind(this)); text = text.replace(/\x1bAMRF\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmrf); return text; }.bind(this)); text = text.replace(/\x1bACNT\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAcnt); return text; }.bind(this)); text = text.replace(/\x1bAHRG\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAhrg); return text; }.bind(this)); text = text.replace(/\x1bAMRG\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmrg); return text; }.bind(this)); text = text.replace(/\x1bATRG\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAtrg); return text; }.bind(this)); text = text.replace(/\x1bATGR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAtgr); return text; }.bind(this)); text = text.replace(/\x1bAGRD\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAgrd); return text; }.bind(this)); text = text.replace(/\x1bAREC\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcArec); return text; }.bind(this)); text = text.replace(/\x1bAPHA\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcApha); return text; }.bind(this)); text = text.replace(/\x1bAMCR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmcr); return text; }.bind(this)); text = text.replace(/\x1bATCR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAtcr); return text; }.bind(this)); text = text.replace(/\x1bAPDR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcApdr); return text; }.bind(this)); text = text.replace(/\x1bAMDR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAmdr); return text; }.bind(this)); text = text.replace(/\x1bAFDR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAfdr); return text; }.bind(this)); text = text.replace(/\x1bAEXR\[(\d+)\]/gi, function () { var x = arguments[1]; if (x <= 0) x = $gameParty.members()[0].actorId; var text = ''; eval(Yanfly.Lunatic.Msg.TcAexr); return text; }.bind(this)); return text; }; Window_Base.prototype.convertEnemyParameterCodes = function (text) { if (!$gameParty.inBattle()) return text; text = text.replace(/\x1bELVL\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcELvl); return text; }.bind(this)); text = text.replace(/\x1bEMHP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEMhp); return text; }.bind(this)); text = text.replace(/\x1bEHP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEHp); return text; }.bind(this)); text = text.replace(/\x1bEHP%\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEHpp); return text; }.bind(this)); text = text.replace(/\x1bEMMP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEMmp); return text; }.bind(this)); text = text.replace(/\x1bEMP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEMp); return text; }.bind(this)); text = text.replace(/\x1bEMP%\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEMpp); return text; }.bind(this)); text = text.replace(/\x1bEMTP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcETmp); return text; }.bind(this)); text = text.replace(/\x1bETP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcETp); return text; }.bind(this)); text = text.replace(/\x1bETP%\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcETpp); return text; }.bind(this)); text = text.replace(/\x1bEATK\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEatk); return text; }.bind(this)); text = text.replace(/\x1bEDEF\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEdef); return text; }.bind(this)); text = text.replace(/\x1bEMAT\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmat); return text; }.bind(this)); text = text.replace(/\x1bEMDF\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmdf); return text; }.bind(this)); text = text.replace(/\x1bEAGI\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEagi); return text; }.bind(this)); text = text.replace(/\x1bELUK\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEluk); return text; }.bind(this)); text = text.replace(/\x1bEEXP\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEexp); return text; }.bind(this)); text = text.replace(/\x1bEGOLD\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEgold); return text; }.bind(this)); text = text.replace(/\x1bEHIT\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEhit); return text; }.bind(this)); text = text.replace(/\x1bEEVA\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEeva); return text; }.bind(this)); text = text.replace(/\x1bECRI\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEcri); return text; }.bind(this)); text = text.replace(/\x1bECEV\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEcev); return text; }.bind(this)); text = text.replace(/\x1bEMEV\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmev); return text; }.bind(this)); text = text.replace(/\x1bEMRF\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmrf); return text; }.bind(this)); text = text.replace(/\x1bECNT\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEcnt); return text; }.bind(this)); text = text.replace(/\x1bEHRG\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEhrg); return text; }.bind(this)); text = text.replace(/\x1bEMRG\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmrg); return text; }.bind(this)); text = text.replace(/\x1bETRG\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEtrg); return text; }.bind(this)); text = text.replace(/\x1bETGR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEtgr); return text; }.bind(this)); text = text.replace(/\x1bEGRD\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEgrd); return text; }.bind(this)); text = text.replace(/\x1bEREC\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcErec); return text; }.bind(this)); text = text.replace(/\x1bEPHA\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEpha); return text; }.bind(this)); text = text.replace(/\x1bEMCR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmcr); return text; }.bind(this)); text = text.replace(/\x1bETCR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEtcr); return text; }.bind(this)); text = text.replace(/\x1bEPDR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEpdr); return text; }.bind(this)); text = text.replace(/\x1bEMDR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEmdr); return text; }.bind(this)); text = text.replace(/\x1bEFDR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEfdr); return text; }.bind(this)); text = text.replace(/\x1bEEXR\[(\d+)\]/gi, function () { var x = arguments[1] - 1; x = x.clamp(0, $gameTroop.members().length - 1) var text = ''; eval(Yanfly.Lunatic.Msg.TcEexr); return text; }.bind(this)); return text; }; Window_Base.prototype.convertColorCompare = function (text) { text = text.replace(/\x1bCOMPARE\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm0); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE1\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm1); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE2\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm2); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE3\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm3); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE4\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm4); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE5\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm5); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE6\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm6); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE7\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm7); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE8\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm8); return text; }.bind(this)); text = text.replace(/\x1bCOMPARE9\<(.*?):(.*?)\>/gi, function () { var x = Yanfly.Util.forceNumber(arguments[1]); var y = Yanfly.Util.forceNumber(arguments[2]); var text = ''; eval(Yanfly.Lunatic.Msg.TcCm9); return text; }.bind(this)); return text; }; Window_Base.prototype.convertCaseText = function (text) { text = text.replace(/\x1bCASESWITCH\{(.*?)\?(.*?):(.*?)\}/gi, function () { var s = $gameSwitches.value(Number(arguments[1])); var x = arguments[2]; var y = arguments[3]; var text = ''; eval(Yanfly.Lunatic.Msg.TcCSwitch); return text; }.bind(this)); text = text.replace(/\x1bCASEEVAL\{(.*?)\?(.*?):(.*?)\}/gi, function () { var e = eval(arguments[1]); var x = arguments[2]; var y = arguments[3]; var text = ''; eval(Yanfly.Lunatic.Msg.TcCaseEval); return text; }.bind(this)); return text; }; //============================================================================= // Utilities //============================================================================= Yanfly.Util = Yanfly.Util || {}; Yanfly.Util.forceGroup = function (inVal) { if (typeof inVal !== 'string') { inVal = String(inVal); } return inVal.replace(/(^|[^\w.])(\d{4,})/g, function ($0, $1, $2) { return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,"); }); }; Yanfly.Util.forceNumber = function (str) { var value = str.match(/\d/g); value = value.join(''); return parseInt(value); }; //============================================================================= // End of File //============================================================================= } else { var text = ''; text += 'You are getting this error because you are trying to run '; text += 'YEP_X_ExtMesPack2 without YEP_MessageCore. Please visit Yanfly.moe '; text += 'and install YEP_MessageCore in your game project before you can use '; text += 'this plugin.'; console.log(text); require('nw.gui').window.showDevTools(); }; // Imported.YEP_MessageCore