OMORI_Android/www.eng/js/plugins/YEP_X_ExtMesPack2.js
2024-01-15 18:44:53 +03:00

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78 KiB
JavaScript

//=============================================================================
// 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> - x >= y = Green x < y = Red
* \compare1<x:y> - x >= y = Red x < y = White
* \compare2<x:y> - x >= y = Yellow x < y = White
* \compare3<x:y> - x >= y = Green x < y = White
* \compare4<x:y> - x >= y = Blue x < y = Purple
* \compare5<x:y> - x >= y = White x < y = Grey
* \compare6<x:y> - x >= y = White x < y = Red
* \compare7<x:y> - x >= y = White x < y = Purple
* \compare8<x:y> - x >= y = White x < y = Dark Blue
* \compare9<x:y> - 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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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<x:y>
* @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