1873 lines
No EOL
78 KiB
JavaScript
1873 lines
No EOL
78 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Message Core Extension - Extended Message Pack 2
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// YEP_X_ExtMesPack2.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_ExtMesPack2 = true;
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var Yanfly = Yanfly || {};
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Yanfly.EMP2 = Yanfly.EMP2 || {};
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Yanfly.EMP2.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.00 (Requires YEP_MessageCore.js) Adds text codes to display
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* various game data information for messages.
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* @author Yanfly Engine Plugins
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This plugin requires YEP_MessageCore. Make sure this plugin is located under
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* YEP_MessageCore in the plugin list.
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*
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* This plugin makes use of text codes to deliver vital information to the
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* player. It can deliver the amount of items, weapons, and armors in the
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* player's possession to the various parameters, extra parameters, and special
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* parameters for actors and enemies. The new text codes also allow you to
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* change the text color based on two number comparisons for conditional ways
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* to color your text. In addition to conditional colors, text can also be
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* displayed based on switch values or custom conditions.
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*
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* Note: This plugin works best with RPG Maker MV 1.5.0+. Lower versions of RPG
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* Maker MV will still work with this plugin, but you will not be able to fully
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* utilize the plugin parameter features comfortably.
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*
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* ============================================================================
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* Text Codes
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* ============================================================================
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*
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* By using certain text codes in your messages, you can have the game replace
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* them with the following:
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* Quantity Effect:
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* \qi[x] - Returns the quantity of item x the party currently has.
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* \qw[x] - Returns the quantity of weapon x the party currently has.
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* \qa[x] - Returns the quantity of armor x the party currently has.
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* Compare Effect: Changes text color based on x and y. Defaults:
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* \compare<x:y> - x >= y = Green x < y = Red
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* \compare1<x:y> - x >= y = Red x < y = White
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* \compare2<x:y> - x >= y = Yellow x < y = White
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* \compare3<x:y> - x >= y = Green x < y = White
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* \compare4<x:y> - x >= y = Blue x < y = Purple
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* \compare5<x:y> - x >= y = White x < y = Grey
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* \compare6<x:y> - x >= y = White x < y = Red
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* \compare7<x:y> - x >= y = White x < y = Purple
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* \compare8<x:y> - x >= y = White x < y = Dark Blue
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* \compare9<x:y> - x >= y = White x < y = Brown
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* Case Effect: Returns a different string based on conditions.
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*
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* \caseSwitch{s?x:y} - If switch s is on, returns text x.
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* If switch s is off, returns text y.
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*
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* \caseEval{e?x:y} - If eval code e is true, returns text x.
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* If eval code e is false, returns text y.
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* ActorParam Effect:
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* \amhp[x] - Returns the MaxHP value of actor x.
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* \ahp[x] - Returns the current HP value of actor x.
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* \ahp%[x] - Returns the HP rate of actor x.
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* \ammp[x] - Returns the MaxMP value of actor x.
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* \amp[x] - Returns the current MP value of actor x.
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* \amp%[x] - Returns the MP rate of actor x.
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* \amtp[x] - Returns the MaxTP value of actor x.
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* \atp[x] - Returns the current TP value of actor x.
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* \atp%[x] - Returns the TP rate of actor x.
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* \aatk[x] - Returns actor x's ATK value. Attack
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* \adef[x] - Returns actor x's DEF value. Defense
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* \amat[x] - Returns actor x's MAT value. Magic Attack
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* \amdf[x] - Returns actor x's MDF value. Magic Defense
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* \aagi[x] - Returns actor x's AGI value. Agility
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* \aluk[x] - Returns actor x's LUK value. Luck
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* ActorXParam Effect:
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* \ahit[x] - Returns actor x's HIT rate. Hit Rate
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* \aeva[x] - Returns actor x's EVA rate. Evasion Rate
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* \acri[x] - Returns actor x's CRI rate. Critical Rate
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* \acev[x] - Returns actor x's CEV rate. Critical Evasion Rate
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* \amev[x] - Returns actor x's MEV rate. Magic Evasion Rate
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* \amrf[x] - Returns actor x's MRF rate. Magic Reflection Rate
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* \acnt[x] - Returns actor x's CNT rate. Counter Attack Rate
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* \ahrg[x] - Returns actor x's HRG rate. HP Regeneration Rate
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* \amrg[x] - Returns actor x's MRG rate. MP Regeneration Rate
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* \atrg[x] - Returns actor x's TRG rate. TP Regeneration Rate
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* ActorSParam Effect:
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* \atgr[x] - Returns actor x's TGR rate. Target Rate
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* \agrd[x] - Returns actor x's GRD rate. Guard Rate
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* \arec[x] - Returns actor x's REC rate. Recovery Rate
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* \apha[x] - Returns actor x's PHA rate. Pharmacology Rate
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* \amcr[x] - Returns actor x's MCR rate. MP Cost Rate
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* \atcr[x] - Returns actor x's TCR rate. TP Charge Rate
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* \apdr[x] - Returns actor x's PDR rate. Physical Damage Rate
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* \amdr[x] - Returns actor x's MDR rate. Magical Damage Rate
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* \afdr[x] - Returns actor x's FDR rate. Floor Damaage Rate
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* \aexr[x] - Returns actor x's EXR rate. Experience Rate
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* EnemyParam Effect:
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* \emhp[x] - Returns the MaxHP value of enemy x.
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* \ehp[x] - Returns the current HP value of enemy x.
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* \ehp%[x] - Returns the HP rate of enemy x.
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* \emmp[x] - Returns the MaxMP value of enemy x.
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* \emp[x] - Returns the current MP value of enemy x.
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* \emp%[x] - Returns the MP rate of enemy x.
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* \emtp[x] - Returns the MaxTP value of enemy x.
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* \etp[x] - Returns the current TP value of enemy x.
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* \etp%[x] - Returns the TP rate of enemy x.
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* \eatk[x] - Returns enemy x's ATK value. Attack
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* \edef[x] - Returns enemy x's DEF value. Defense
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* \emat[x] - Returns enemy x's MAT value. Magic Attack
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* \emdf[x] - Returns enemy x's MDF value. Magic Defense
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* \eagi[x] - Returns enemy x's AGI value. Agility
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* \eluk[x] - Returns enemy x's LUK value. Luck
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* \eexp[x] - Returns enemy x's EXP value. Experience
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* \egold[x] - Returns enemy x's GOLD value. Gold
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* EnemyXParam Effect:
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* \ehit[x] - Returns enemy x's HIT rate. Hit Rate
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* \eeva[x] - Returns enemy x's EVA rate. Evasion Rate
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* \ecri[x] - Returns enemy x's CRI rate. Critical Rate
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* \ecev[x] - Returns enemy x's CEV rate. Critical Evasion Rate
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* \emev[x] - Returns enemy x's MEV rate. Magic Evasion Rate
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* \emrf[x] - Returns enemy x's MRF rate. Magic Reflection Rate
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* \ecnt[x] - Returns enemy x's CNT rate. Counter Attack Rate
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* \ehrg[x] - Returns enemy x's HRG rate. HP Regeneration Rate
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* \emrg[x] - Returns enemy x's MRG rate. MP Regeneration Rate
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* \etrg[x] - Returns enemy x's TRG rate. TP Regeneration Rate
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* EnemySParam Effect:
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* \etgr[x] - Returns enemy x's TGR rate. Target Rate
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* \egrd[x] - Returns enemy x's GRD rate. Guard Rate
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* \erec[x] - Returns enemy x's REC rate. Recovery Rate
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* \epha[x] - Returns enemy x's PHA rate. Pharmacology Rate
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* \emcr[x] - Returns enemy x's MCR rate. MP Cost Rate
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* \etcr[x] - Returns enemy x's TCR rate. TP Charge Rate
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* \epdr[x] - Returns enemy x's PDR rate. Physical Damage Rate
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* \emdr[x] - Returns enemy x's MDR rate. Magical Damage Rate
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* \efdr[x] - Returns enemy x's FDR rate. Floor Damaage Rate
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* \eexr[x] - Returns enemy x's EXR rate. Experience Rate
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* ============================================================================
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* Lunatic Mode - Text Code Structure
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* ============================================================================
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*
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* For those with JavaScript experience and would like to customize the way the
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* text codes provided by this plugin behave, you can alter the code used for
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* each of the text codes within the plugin parameters.
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*
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* Inside the plugin parameters exist the code used when each text code is
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* being converted by the in-game message functions. Refer to the variables
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* displayed in the comments at the top of each code to understand which of the
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* variables are being used and how they're being used.
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*
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* By default:
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*
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* x
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* - Refers to the x variable being inserted into the text code. This can be
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* a number or string, depending on the text code.
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*
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* y
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* - Refers to the y variable being inserted into the text code. This can be
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* a number of string, depending on the text code.
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*
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* text
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* - Refers to the text that will be displayed by the message system. This is
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* what will appear as the final result for using the said text code.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.00:
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* - Finished Plugin!
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*
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* ============================================================================
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* End of Helpfile
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* ============================================================================
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*
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* @param ---Quantity Text Codes---
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* @default
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*
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* @param TextCode QI
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* @text \qi[x]
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* @parent ---Quantity Text Codes---
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* @type note
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* @desc Text code to return the quantity of item x.
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* @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);"
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*
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* @param TextCode QW
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* @text \qw[x]
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* @parent ---Quantity Text Codes---
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* @type note
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* @desc Text code to return the quantity of weapon x.
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* @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);"
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*
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* @param TextCode QA
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* @text \qa[x]
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* @parent ---Quantity Text Codes---
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* @type note
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* @desc Text code to return the quantity of armor x.
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* @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);"
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*
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* @param ---Compare Text Codes---
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* @default
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*
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* @param TextCode Compare
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* @text \compare<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = Green x < y = Red
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* @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 + ']';"
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*
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* @param TextCode Compare1
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* @text \compare1<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = Red x < y = White
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* @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 + ']';"
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*
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* @param TextCode Compare2
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* @text \compare2<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = Yellow x < y = White
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* @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 + ']';"
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*
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* @param TextCode Compare3
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* @text \compare3<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = Green x < y = White
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* @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 + ']';"
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*
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* @param TextCode Compare4
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* @text \compare4<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = Blue x < y = Purple
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* @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 + ']';"
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*
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* @param TextCode Compare5
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* @text \compare5<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = White x < y = Grey
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* @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 + ']';"
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*
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* @param TextCode Compare6
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* @text \compare6<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = White x < y = Red
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* @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 + ']';"
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*
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* @param TextCode Compare7
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* @text \compare7<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = White x < y = Purple
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* @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 + ']';"
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*
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* @param TextCode Compare8
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* @text \compare8<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = White x < y = Dark Blue
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* @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 + ']';"
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*
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* @param TextCode Compare9
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* @text \compare9<x:y>
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* @parent ---Compare Text Codes---
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* @type note
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* @desc Determine what kind of color to use when comparing x and y.
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* Defaults: x >= y = White x < y = Brown
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* @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 + ']';"
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*
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* @param ---Case Text Codes---
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* @default
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*
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* @param TextCode CaseSwitch
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* @text \caseSwitch{s?x:y}
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* @parent ---Case Text Codes---
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* @type note
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* @desc Text code used to display conditional text revolving around
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* the inserted switch s.
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* @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;"
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*
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* @param TextCode CaseEval
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* @text \caseEval{e?x:y}
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* @parent ---Case Text Codes---
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* @type note
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* @desc Text code used to display conditional text revolving around
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* the inserted eval code e.
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* @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;"
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*
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* @param ---Actor Param Codes---
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* @default
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*
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* @param ---Actor Params---
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* @text Parameters
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* @parent ---Actor Param Codes---
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* @default
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*
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* @param ---Actor XParams---
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* @text X Parameters
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* @parent ---Actor Param Codes---
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* @default
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*
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* @param ---Actor SParams---
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* @text S Parameters
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* @parent ---Actor Param Codes---
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* @default
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*
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* @param TextCode ALvl
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* @text \alvl[x]
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* @parent ---Actor Params---
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* @type note
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* @desc Text code to return the LVL of actor x.
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* 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
|