查看: 4089|回复: 8

[交流讨论] JS 图书馆 暫停更新了

[复制链接]
梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
发表于 2015-10-25 10:48:18 | 显示全部楼层 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有账号?注册会员

×
本帖最后由 creeper0924 于 2015-12-18 16:57 编辑

大家好,我是。。。呃。。。末日霸王(名字什么的别理他!)
这里,我将发布 RPG Maker MV 的脚本。
麻烦大家不要在楼下回复,谢谢!
这种情况下连贴,应该不算违规吧。。。
呃,麻烦6R站长添加多一个 .js 的上传格式名好么??
每个脚本免费!(应该不多吧。。)

2樓:                                          
Yanfly Engine

3樓:                                          
Kadokawa Plugins

4樓:                                          
Yami
Shaz

5樓:                                          
Archeia
Galenmereth
Neonblack
Zalerinian
Zeriab

评分

参与人数 2星屑 +68 收起 理由
余烬之中 + 66 未免太过缓慢 而且..同楼下
Front + 2 →_→ 全是自带的插件,还收费么?.

查看全部评分

halo大家好,欢迎支持我的部落格
http://dedarknightstudio.blogspot.com
梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
 楼主| 发表于 2015-10-25 11:00:31 | 显示全部楼层

此乃2楼

本帖最后由 creeper0924 于 2015-12-18 16:56 编辑

Yanfly Engine
Yanfly Engine Plugins 核心脚本:
[fold=YEP_CoreEngine.js]
[pre lang="Javascript" file="YEP_CoreEngine.js"]
//=============================================================================
// Yanfly Engine Plugins - Core Engine
// YEP_CoreEngine.js
// Version: 1.00
//=============================================================================

var Imported = Imported || {};
Imported.YEP_CoreEngine = true;

var Yanfly = Yanfly || {};
Yanfly.Core = Yanfly.Core || {};

//=============================================================================
/*:
* @plugindesc Needed for the majority of Yanfly Engine Scripts. Also
* contains bug fixes found inherently in RPG Maker.
* @author Yanfly Engine Plugins
*
* @param ---Screen---
* @default
*
* @param Screen Width
* @desc Adjusts the width of the screen.
* Default: 816
* @default 816
*
* @param Screen Height
* @desc Adjusts the height of the screen.
* Default: 624
* @default 624
*
* @param Open Console
* @desc For testing and debug purposes, this opens up the console.
* Don't Open - false     Open - true
* @default false
*
* @param Reposition Battlers
* @desc Allow the plugin to reposition battlers to resolution?
* NO - false     YES - true
* @default true
*
* @param ---Gold---
* @desc
*
* @param Gold Max
* @desc The maximum amount of gold the player can have.
* Default: 99999999
* @default 99999999
*
* @param Gold Font Size
* @desc The font size used to display gold.
* Default: 28
* @default 20
*
* @param Gold Icon
* @desc This will be the icon used to represent gold in the gold
* window. If left at 0, no icon will be displayed.
* @default 313
*
* @param Gold Overlap
* @desc This will be what's displayed when the gold number
* exceeds the allocated area's content size.
* @default A lotta
*
* @param ---Items---
* @desc
*
* @param Default Max
* @desc This is the maximum number of items a player can hold.
* Default: 99
* @default 99
*
* @param Quantity Text Size
* @desc This is the text's font size used for the item quantity.
* Default: 28
* @default 20
*
* @param ---Stats---
* @default
*
* @param Max Level
* @desc Adjusts the maximum level limit for actors.
* Default: 99
* @default 99
*
* @param Actor MaxHP
* @desc Adjusts the maximum HP limit for actors.
* Default: 9999
* @default 9999
*
* @param Actor MaxMP
* @desc Adjusts the maximum MP limit for actors.
* Default: 9999
* @default 9999
*
* @param Actor Parameter
* @desc Adjusts the maximum parameter limit for actors.
* Default: 999
* @default 999
*
* @param Enemy MaxHP
* @desc Adjusts the maximum HP limit for enemies.
* Default: 999999
* @default 999999
*
* @param Enemy MaxMP
* @desc Adjusts the maximum MP limit for enemies.
* Default: 9999
* @default 9999
*
* @param Enemy Parameter
* @desc Adjusts the maximum parameter limit for enemies.
* Default: 999
* @default 999
*
* @param ---Battle---
* @desc
*
* @param Animation Rate
* @desc Adjusts the rate of battle animations. Lower for faster.
* Default: 4
* @default 4
*
* @param Flash Target
* @desc If an enemy is targeted, it flashes or it can whiten.
* OFF - false     ON - true
* @default false
*
* @param ---Font---
* @desc
*
* @param Chinese Font
* @desc Default font(s) used for a Chinese RPG.
* Default: SimHei, Heiti TC, sans-serif
* @default SimHei, Heiti TC, sans-serif
*
* @param Korean Font
* @desc Default font(s) used for a Korean RPG.
* Default: Dotum, AppleGothic, sans-serif
* @default Dotum, AppleGothic, sans-serif
*
* @param Default Font
* @desc Default font(s) used for everything else.
* Default: GameFont
* @default GameFont, Verdana, Arial, Courier New
*
* @param Font Size
* @desc Default font size used for windows.
* Default: 28
* @default 28
*
* @param Text Align
* @desc How to align the text for command windows.
* left     center     right
* @default left
*
* @param ---Windows---
* @default
*
* @param Digit Grouping
* @desc Groups together digits with a comma.
* false - OFF     true - ON
* @default true
*
* @param Line Height
* @desc Adjusts universal line height used in Windows.
* Default: 36
* @default 36
*
* @param Icon Width
* @desc Adjusts the width of your icons.
* Default: 32
* @default 32
*
* @param Icon Height
* @desc Adjusts the height of your icons.
* Default: 32
* @default 32
*
* @param Face Width
* @desc Adjusts the width of actors' faces.
* Default: 144
* @default 144
*
* @param Face Height
* @desc Adjusts the height of actors' faces.
* Default: 144
* @default 144
*
* @param Window Padding
* @desc Adjusts the padding for all standard windows.
* Default: 18
* @default 18
*
* @param Text Padding
* @desc Adjusts the padding for text inside of windows.
* Default: 6
* @default 6
*
* @param Window Opacity
* @desc Adjusts the background opacity for windows.
* Default: 192
* @default 192
*
* @param Gauge Outline
* @desc Enable outlines for gauges.
* false - OFF     true - ON
* @default true
*
* @param Gauge Height
* @desc Sets the height for gauges.
* Default: 6
* @default 18
*
* @param Menu TP Bar
* @desc Draws a TP bar in the menu status for actors.
* false - OFF     true - ON
* @default true
*
* @param ---Window Colors---
* @default
*
* @param Color: Normal
* @desc Changes the text color for Windows.
* Default: 0
* @default 0
*
* @param Color: System
* @desc Changes the text color for Windows.
* Default: 16
* @default 16
*
* @param Color: Crisis
* @desc Changes the text color for Windows.
* Default: 17
* @default 17
*
* @param Color: Death
* @desc Changes the text color for Windows.
* Default: 18
* @default 18
*
* @param Color: Gauge Back
* @desc Changes the text color for Windows.
* Default: 19
* @default 19
*
* @param Color: HP Gauge 1
* @desc Changes the text color for Windows.
* Default: 20
* @default 20
*
* @param Color: HP Gauge 2
* @desc Changes the text color for Windows.
* Default: 21
* @default 21
*
* @param Color: MP Gauge 1
* @desc Changes the text color for Windows.
* Default: 22
* @default 22
*
* @param Color: MP Gauge 2
* @desc Changes the text color for Windows.
* Default: 23
* @default 23
*
* @param Color: MP Cost
* @desc Changes the text color for Windows.
* Default: 23
* @default 23
*
* @param Color: Power Up
* @desc Changes the text color for Windows.
* Default: 24
* @default 24
*
* @param Color: Power Down
* @desc Changes the text color for Windows.
* Default: 25
* @default 25
*
* @param Color: TP Gauge 1
* @desc Changes the text color for Windows.
* Default: 28
* @default 28
*
* @param Color: TP Gauge 2
* @desc Changes the text color for Windows.
* Default: 29
* @default 29
*
* @param Color: TP Cost Color
* @desc Changes the text color for Windows.
* Default: 29
* @default 29
*
* @help
* ============================================================================
* Introduction and Instructions
* ============================================================================
*
* Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
* functions primarily to fix bugs and to allow the user more control over RPG
* Maker MV's various features, such as the screen resolution, font, window
* colors, and more.
*
* Just place this on top of all the other Yanfly Engine Plugins.
* Adjust any parameters as you see fit.
*
* ============================================================================
* Bug Fixes
* ============================================================================
*
* This plugin fixes a few bugs found present within RPG Maker MV. Of them are
* the following:
*
* Animation Overlay
*   When a skill/item that targets multiple enemies at once using a fullscreen
*   animation, it will overlay multiple times causing the image to look
*   distorted by a series of overlayed effects. The plugin fixes this issue by
*   having only one animation played over the group instead of every one.
*
* Event Updating
*   By default, a moving event at Frequency 5 stops briefly for a frame
*   instead of continuously moving. The plugin fixes this issue to match the
*   previous iterations of RPG Maker XP, RPG Maker VX, and RPG Maker VX Ace
*   where the event will move nonstop.
*
* Event Movement Speed
*   The movement speed of events are slightly slower than what they should be
*   due a small error in the source code. The plugin fixes this issue and they
*   move at the properly speed.
*
* Event Movement Queue
*   If an event were to move through an event command, changing a condition
*   that would set the event to change to a different page would cause that
*   event's move route to halt in its tracks. The plugin fixes this issue and
*   the event's move route will finish.
*
* Event Colliding
*   Events cannot move over other events with a Below Player setting. This
*   makes it difficult for certain types of puzzles or events to exist. This
*   plugin fixes this issue by making the collision check only apply to events
*   of "Same as Characters" priority. Any event that's above or below the
*   characters will no longer collide with other events.
*
* Screen Tearing
*   When moving slowly, the tiles on the screen tear. While it's not
*   noticeable on all systems, slower computers will definitely show it. The
*   plugin will fix this issue and synch the tiles to keep up to pace with
*   the screen's camera movement properly.
*
* Sprite Distortion
*   Because of JavaScript's strange mathematical behavior, sometimes values
*   with decimal places cause spritesheets to end up looking distorted. The
*   plugin will get rid of the decimal places and have sprite sheets take out
*   frames properly by using integer values only.
*
* ============================================================================
* Gold
* ============================================================================
*
* You can use the plugin commands to add or remove gold more than the
* editor's 9,999,999 limit. You can also place notetags into items, weapons,
* and armors to over the 999,999 cost limit.
*
* Plugin Command:
*   GainGold 1234567890       # Party gains 1234567890 gold.
*   LoseGold 9876543210       # Party loses 9876543210 gold.
*
* Item, Weapon, Armor Notetags
*   <Price: x>
*   Changes the price of the item to x. This notetag allows you to bypass the
*   editor's 999,999 gold cost limit.
*
* Enemy Notetag
*   <Gold: x>
*   Changes the gold drop value of enemies to x. This notetag allows you to
*   bypass the editor's 9,999,999 gold drop limit.
*
* ============================================================================
* Items
* ============================================================================
*
* Change the parameters to reflect the maximum number of items a player can
* hold per item. If you wish to make individual items have different max
* values, use the following notetag:
*
* Item, Weapon, Armor Notetag:
*   <Max Item: x>
*   This changes the maximum amount of the item to x.
*
* ============================================================================
* Stats
* ============================================================================
*
* Even with the parameter limits raised, the editor is still confined to RPG
* Maker MV's default limits. To break past them, use the following notetags
* to allow further control over the individual aspects for the parameters.
*
* Actor Notetag
*   <Initial Level: x>
*   Changes the actor's initial level to x. This allows you to bypass the
*   editor's level 99 limit.
*
*   <Max Level: x>
*   Changes the actor's max level to x. This allows you to bypass the editor's
*   level 99 limit.
*
* Class Skill Learn Notetag
*   <Learn at Level: x>
*   When placed inside a class's "Skills to Learn" notetag, this will cause
*   the class to learn the skill at level x.
*
* Weapon and Armor Notetags
*   <stat: +x>
*   <stat: -x>
*   Allows the piece of weapon or armor to gain or lose x amount of stat.
*   Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
*   "luk" to alter that specific stat. This allows the piece of equipment
*   to go past the editor's default limitation so long as the maximum value
*   allows for it.
*
* Enemy Notetags
*   <stat: x>
*   This changes the enemy's stat to x amount. Replace "stat" with "hp",
*   "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
*   specific stat. This allows the piece of equipment to go past the
*   editor's default limitation.
*
*   <exp: x>
*   This changes the enemy's exp given out to x amount. This allows the
*   enemy give out more exp than the editor's default 9,999,999 limit.
*/
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_CoreEngine');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};

Yanfly.Param.OpenConsole = String(Yanfly.Parameters['Open Console']);
Yanfly.Param.DigitGroup = String(Yanfly.Parameters['Digit Grouping']);
Yanfly.Param.MaxItem = Number(Yanfly.Parameters['Default Max']);
Yanfly.Param.MaxLevel = Number(Yanfly.Parameters['Max Level']);
Yanfly.Param.AnimationRate = Number(Yanfly.Parameters['Animation Rate']);
Yanfly.Param.FlashTarget = String(Yanfly.Parameters['Flash Target']);
Yanfly.Param.ReposBattlers = String(Yanfly.Parameters['Reposition Battlers']);
Yanfly.Param.EnemyMaxHp = Number(Yanfly.Parameters['Enemy MaxHP']);
Yanfly.Param.EnemyMaxMp = Number(Yanfly.Parameters['Enemy MaxMP']);
Yanfly.Param.EnemyParam = Number(Yanfly.Parameters['Enemy Parameter']);
Yanfly.Param.ActorMaxHp = Number(Yanfly.Parameters['Actor MaxHP']);
Yanfly.Param.ActorMaxMp = Number(Yanfly.Parameters['Actor MaxMP']);
Yanfly.Param.ActorParam = Number(Yanfly.Parameters['Actor Parameter']);
Yanfly.Param.MaxGold = String(Yanfly.Parameters['Gold Max']);
Yanfly.Param.ChineseFont = String(Yanfly.Parameters['Chinese Font']);
Yanfly.Param.KoreanFont = String(Yanfly.Parameters['Korean Font']);
Yanfly.Param.DefaultFont = String(Yanfly.Parameters['Default Font']);
Yanfly.Param.FontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.TextAlign = String(Yanfly.Parameters['Text Align']);
Yanfly.Param.LineHeight = Number(Yanfly.Parameters['Line Height']);
Yanfly.Param.GaugeOutline = String(Yanfly.Parameters['Gauge Outline']);
Yanfly.Param.GaugeHeight = Number(Yanfly.Parameters['Gauge Height']);
Yanfly.Param.WindowPadding = Number(Yanfly.Parameters['Window Padding']);
Yanfly.Param.TextPadding = Number(Yanfly.Parameters['Text Padding']);
Yanfly.Param.WindowOpacity = Number(Yanfly.Parameters['Window Opacity']);
Yanfly.Param.MenuTpGauge = String(Yanfly.Parameters['Menu TP Bar']);
Yanfly.Param.ColorNormal = Number(Yanfly.Parameters['Color: Normal']);
Yanfly.Param.ColorSystem = Number(Yanfly.Parameters['Color: System']);
Yanfly.Param.ColorCrisis = Number(Yanfly.Parameters['Color: Crisis']);
Yanfly.Param.ColorDeath = Number(Yanfly.Parameters['Color: Death']);
Yanfly.Param.ColorGaugeBack = Number(Yanfly.Parameters['Color: Gauge Back']);
Yanfly.Param.ColorHpGauge1 = Number(Yanfly.Parameters['Color: HP Gauge 1']);
Yanfly.Param.ColorHpGauge2 = Number(Yanfly.Parameters['Color: HP Gauge 2']);
Yanfly.Param.ColorMpGauge1 = Number(Yanfly.Parameters['Color: MP Gauge 1']);
Yanfly.Param.ColorMpGauge2 = Number(Yanfly.Parameters['Color: MP Gauge 2']);
Yanfly.Param.ColorMpCost = Number(Yanfly.Parameters['Color: MP Cost']);
Yanfly.Param.ColorPowerUp = Number(Yanfly.Parameters['Color: Power Up']);
Yanfly.Param.ColorPowerDown = Number(Yanfly.Parameters['Color: Power Down']);
Yanfly.Param.ColorTpGauge1 = Number(Yanfly.Parameters['Color: TP Gauge 1']);
Yanfly.Param.ColorTpGauge2 = Number(Yanfly.Parameters['Color: TP Gauge 2']);
Yanfly.Param.ColorTpCost = Number(Yanfly.Parameters['Color: TP Cost Color']);
Yanfly.Param.GoldFontSize = String(Yanfly.Parameters['Gold Font Size']);
Yanfly.Icon.Gold = Number(Yanfly.Parameters['Gold Icon']);
Yanfly.Param.GoldOverlap = String(Yanfly.Parameters['Gold Overlap']);
Yanfly.Param.ItemQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);

//=============================================================================
// Bitmap
//=============================================================================

Yanfly.Core.Bitmap_initialize = Bitmap.prototype.initialize;
Bitmap.prototype.initialize = function(width, height) {
        Yanfly.Core.Bitmap_initialize.call(this, width, height);
        this.fontFace = Yanfly.Param.DefaultFont;
};

//=============================================================================
// Sprite
//=============================================================================

Yanfly.Core.Sprite_updateTransform = Sprite.prototype.updateTransform;
Sprite.prototype.updateTransform = function() {
  Yanfly.Core.Sprite_updateTransform.call(this);
  this.worldTransform.tx = Math.floor(this.worldTransform.tx);
  this.worldTransform.ty = Math.floor(this.worldTransform.ty);
};

//=============================================================================
// ScreenSprite
//=============================================================================

Yanfly.Core.ScreenSprite_initialize = ScreenSprite.prototype.initialize;
ScreenSprite.prototype.initialize = function() {
    Yanfly.Core.ScreenSprite_initialize.call(this);
    this.scale.x = Graphics.width * 2;
    this.scale.y = Graphics.height * 2;
    this.anchor.x = 0.5;
    this.anchor.y = 0.5;
    this.x = Graphics.boxWidth / 2;
    this.x = Graphics.boxHeight / 2;
};

//=============================================================================
// DataManager
//=============================================================================

Yanfly.Core.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
    if (!Yanfly.Core.DataManager_isDatabaseLoaded.call(this)) return false;
                this.processCORENotetags1($dataItems);
                this.processCORENotetags1($dataWeapons);
                this.processCORENotetags1($dataArmors);
                this.processCORENotetags2($dataEnemies);
                this.processCORENotetags3($dataActors);
                this.processCORENotetags4($dataClasses);
                return true;
};

DataManager.processCORENotetags1 = function(group) {
        for (var n = 1; n < group.length; n++) {
                var obj = group[n];
                var notedata = obj.note.split(/[\r\n]+/);

                obj.maxItem = Yanfly.Param.MaxItem;

                for (var i = 0; i < notedata.length; i++) {
                        var line = notedata;
                        if (line.match(/<(?:PRICE):[ ](\d+)>/i)) {
        obj.price = parseInt(RegExp.$1);
                        } else if (line.match(/<(?:MAX ITEM):[ ](\d+)>/i)) {
        obj.maxItem = Math.max(1, parseInt(RegExp.$1));
                        } else if (line.match(/<(.*):[ ]([\+\-]\d+)>/i)) {
        var stat = String(RegExp.$1).toUpperCase();
                                var value = parseInt(RegExp.$2);
                                switch (stat) {
                                        case 'HP':
                      case 'MAXHP':
                      case 'MAX HP':
                                                obj.params[0] = value;
                                                break;
                                        case 'MP':
                      case 'MAXMP':
                      case 'MAX MP':
                      case 'SP':
                      case 'MAXSP':
                      case 'MAX SP':
                                                obj.params[1] = value;
                                                break;
                                        case 'ATK':
                      case 'STR':
                                                obj.params[2] = value;
                                                break;
                                        case 'DEF':
                                                obj.params[3] = value;
                                                break;
                                        case 'MAT':
                      case 'INT' || 'SPI':
                                                obj.params[4] = value;
                                                break;
                                        case 'MDF':
                      case 'RES':
                                                obj.params[5] = value;
                                                break;
                                        case 'AGI':
                      case 'SPD':
                                                obj.params[6] = value;
                                                break;
                                        case 'LUK':
                                                obj.params[7] = value;
                                                break;
                                        case 'EXP':
                      case 'XP':
                                                obj.exp = value;
                                                break;
                                }
                        }
                }
        }
};

DataManager.processCORENotetags2 = function(group) {
        for (var n = 1; n < group.length; n++) {
                var obj = group[n];
                var notedata = obj.note.split(/[\r\n]+/);

                for (var i = 0; i < notedata.length; i++) {
                        var line = notedata;
                        if (line.match(/<(?:GOLD):[ ](\d+)>/i)) {
        obj.gold = parseInt(RegExp.$1);
                        } else if (line.match(/<(.*):[ ](\d+)>/i)) {
        var stat = String(RegExp.$1).toUpperCase();
                                var value = parseInt(RegExp.$2);
                                switch (stat) {
                                        case 'HP':
                      case 'MAXHP':
                      case 'MAX HP':
                                                obj.params[0] = value;
                                                break;
                                        case 'MP':
                      case 'MAXMP':
                      case 'MAX MP':
                      case 'SP':
                      case 'MAXSP':
                      case 'MAX SP':
                                                obj.params[1] = value;
                                                break;
                                        case 'ATK':
                      case 'STR':
                                                obj.params[2] = value;
                                                break;
                                        case 'DEF':
                                                obj.params[3] = value;
                                                break;
                                        case 'MAT':
                      case 'INT':
                      case 'SPI':
                                                obj.params[4] = value;
                                                break;
                                        case 'MDF':
                      case 'RES':
                                                obj.params[5] = value;
                                                break;
                                        case 'AGI':
                      case 'SPD':
                                                obj.params[6] = value;
                                                break;
                                        case 'LUK':
                                                obj.params[7] = value;
                                                break;
                                }
                        }
                }
        }
};

DataManager.processCORENotetags3 = function(group) {
        for (var n = 1; n < group.length; n++) {
                var obj = group[n];
                var notedata = obj.note.split(/[\r\n]+/);

                obj.maxLevel = Yanfly.Param.MaxLevel;

                for (var i = 0; i < notedata.length; i++) {
                        var line = notedata;
                        if (line.match(/<(?:MAX LEVEL):[ ](\d+)>/i)) {
        obj.maxLevel = parseInt(RegExp.$1);
                                if (obj.maxLevel < 1) obj.maxLevel = 1;
                        } else if (line.match(/<(?:INITIAL LEVEL):[ ](\d+)>/i)) {
                                obj.initialLevel = parseInt(RegExp.$1);
                                if (obj.initialLevel < 1) obj.initialLevel = 1;
                        }
                }
        }
};

DataManager.processCORENotetags4 = function(group) {
        for (var n = 1; n < group.length; n++) {
                var obj = group[n];
                var notedata = obj.note.split(/[\r\n]+/);

                obj.learnings.forEach(function(learning) {
                        if (learning.note.match(/<(?:LEARN LEVEL):[ ](\d+)>/i)) {
                                learning.level = parseInt(RegExp.$1);
                                if (learning.level < 1) obj.maxLevel = 1;
                        }
                }, this);
        }
};

//=============================================================================
// Scene_Manager
//=============================================================================

SceneManager._screenWidth  = Number(Yanfly.Parameters['Screen Width'] || 816);
SceneManager._screenHeight = Number(Yanfly.Parameters['Screen Height'] || 624);
SceneManager._boxWidth     = Number(Yanfly.Parameters['Screen Width'] || 816);
SceneManager._boxHeight    = Number(Yanfly.Parameters['Screen Height'] || 624);

Yanfly.Core.SceneManager_run = SceneManager.run;
SceneManager.run = function(sceneClass) {
    Yanfly.Core.SceneManager_run.call(this, sceneClass);
                if (Utils.isMobileDevice()) return;
                if (Utils.isMobileSafari()) return;
                if (Utils.isAndroidChrome()) return;
                var resizeWidth = Graphics.boxWidth - window.innerWidth;
                var resizeHeight = Graphics.boxHeight - window.innerHeight;
    if (eval(Yanfly.Param.OpenConsole)) this.openConsole();
    if (!Imported.ScreenResolution) {
                  window.moveBy(-1 * resizeWidth / 2, -1 * resizeHeight / 2);
      window.resizeBy(resizeWidth, resizeHeight);
    }
};

SceneManager.openConsole = function() {
    if (Utils.isNwjs() && Utils.isOptionValid('test')) {
      var _debugWindow = require('nw.gui').Window.get().showDevTools();
      _debugWindow.moveTo(0, 0);
      window.focus();
    }
};

//=============================================================================
// BattleManager
//=============================================================================

Yanfly.Core.BattleManager_displayStartMessages =
    BattleManager.displayStartMessages;
BattleManager.displayStartMessages = function() {
  Yanfly.Core.BattleManager_displayStartMessages.call(this);
        $gameTroop.members().forEach(function(enemy) {
                        enemy.recoverAll();
        });
};

//=============================================================================
// Sprite_Animation
//=============================================================================

Sprite_Animation.prototype.setupRate = function() {
        this._rate = Yanfly.Param.AnimationRate;
};

//=============================================================================
// Sprite_Battler
//=============================================================================

if (!eval(Yanfly.Param.FlashTarget)) {

Yanfly.Core.Sprite_Battler_updateSelectionEffect =
                Sprite_Battler.prototype.updateSelectionEffect;
Sprite_Battler.prototype.updateSelectionEffect = function() {
                if (this._battler.isActor()) {
                        Yanfly.Core.Sprite_Battler_updateSelectionEffect.call(this);
                } else {
                        if (this._battler.isSelected()) this.startEffect('whiten');
                }
};

};

//=============================================================================
// Sprite_Actor
//=============================================================================

if (eval(Yanfly.Param.ReposBattlers)) {
        Yanfly.Core.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
        Sprite_Actor.prototype.setActorHome = function(index) {
                        Yanfly.Core.Sprite_Actor_setActorHome.call(this, index);
                        this._homeX += Graphics.boxWidth - 816;
                        this._homeY += Graphics.boxHeight - 624;
        };
};

//=============================================================================
// Sprite_Enemy
//=============================================================================

if (eval(Yanfly.Param.ReposBattlers)) {
        Yanfly.Core.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
        Sprite_Enemy.prototype.setBattler = function(battler) {
                        Yanfly.Core.Sprite_Enemy_setBattler.call(this, battler);
                        this._homeY += Graphics.boxHeight - 624;
                        if ($gameSystem.isSideView()) return;
                        this._homeX += (Graphics.boxWidth - 816) / 2;
        };
};

//=============================================================================
// Sprite_StateIcon
//=============================================================================

Sprite_StateIcon._iconWidth  = Number(Yanfly.Parameters['Icon Width'] || 32);;
Sprite_StateIcon._iconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);;

//=============================================================================
// Game_BattlerBase
//=============================================================================

Game_BattlerBase.prototype.paramMax = function(paramId) {
    if (paramId === 0) {
        return Yanfly.Param.EnemyMaxHp;
    } else if (paramId === 1) {
        return Yanfly.Param.EnemyMaxMp;
    } else {
        return Yanfly.Param.EnemyParam;
    }
};

//=============================================================================
// Game_Actor
//=============================================================================

Yanfly.Core.Game_Actor_isMaxLevel = Game_Actor.prototype.isMaxLevel;
Game_Actor.prototype.isMaxLevel = function() {
                if (this.maxLevel() == 0) return false;
    return Yanfly.Core.Game_Actor_isMaxLevel.call(this);
};

Game_Actor.prototype.paramMax = function(paramId) {
        if (paramId === 0) {
                        return Yanfly.Param.ActorMaxHp;
        } else if (paramId === 1) {
                        return Yanfly.Param.ActorMaxMp;
        } else {
                        return Yanfly.Param.ActorParam;
        }
};

Yanfly.Core.Game_Actor_paramBase = Game_Actor.prototype.paramBase;
Game_Actor.prototype.paramBase = function(paramId) {
                if (this.level > 99) {
                        var i = this.currentClass().params[paramId][99];
                        var j = this.currentClass().params[paramId][98];
                        i += (i - j) * (this.level - 99);
                        return i;
                }
    return Yanfly.Core.Game_Actor_paramBase.call(this, paramId);
};

//=============================================================================
// Game_Party
//=============================================================================

Game_Party.prototype.maxGold = function() {
    return eval(Yanfly.Param.MaxGold);
};

Game_Party.prototype.maxItems = function(item) {
    if (!item) return 1;
    return item.maxItem;
};

//=============================================================================
// Game_Map
//=============================================================================

Game_Map.prototype.displayX = function() {
    return parseFloat(Math.floor(this._displayX *
                        this.tileWidth())) / this.tileWidth();
};

Game_Map.prototype.displayY = function() {
    return parseFloat(Math.floor(this._displayY *
                        this.tileHeight())) / this.tileHeight();
};

Game_Map.prototype.adjustX = function(x) {
    if (this.isLoopHorizontal() && x < this.displayX() -
            (this.width() - this.screenTileX()) / 2) {
        return x - this.displayX() + $dataMap.width;
    } else {
        return x - this.displayX();
    }
};

Game_Map.prototype.adjustY = function(y) {
    if (this.isLoopVertical() && y < this.displayY() -
            (this.height() - this.screenTileY()) / 2) {
        return y - this.displayY() + $dataMap.height;
    } else {
        return y - this.displayY();
    }
};

//=============================================================================
// Game_CharacterBase
//=============================================================================

Game_CharacterBase.prototype.update = function() {
    if (this.isJumping()) {
        this.updateJump();
    } else if (this.isMoving()) {
        this.updateMove();
    }
    if (!this.isMoving()) {
        this.updateStop();
    }
    this.updateAnimation();
};

Yanfly.Core.Game_CharacterBase_updateMove =
                Game_CharacterBase.prototype.updateMove;
Game_CharacterBase.prototype.updateMove = function() {
    Yanfly.Core.Game_CharacterBase_updateMove.call(this);
    if (!this.isMoving()) this.updateStop();
};

//=============================================================================
// Game_Character
//=============================================================================

Game_Character.prototype.queueMoveRoute = function(moveRoute) {
    this._originalMoveRoute = moveRoute;
    this._originalMoveRouteIndex = 0;
};

Yanfly.Core.Game_Event_setMoveRoute =
    Game_Event.prototype.setMoveRoute;
Game_Character.prototype.setMoveRoute = function(moveRoute) {
    if (!this._moveRouteForcing) {
        Yanfly.Core.Game_Event_setMoveRoute.call(this, moveRoute);
    } else {
        this.queueMoveRoute(moveRoute);
    }
};

//=============================================================================
// Game_Event
//=============================================================================

Game_Event.prototype.isCollidedWithEvents = function(x, y) {
  var events = $gameMap.eventsXyNt(x, y).filter(function(ev) {
                return ev.isNormalPriority();
        });
        if (events.length <= 0) return false;
        return this.isNormalPriority();
};

//=============================================================================
// Game_Interpreter
//=============================================================================

Yanfly.Core.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
    Yanfly.Core.Game_Interpreter_pluginCommand.call(this, command, args);
    if (command === 'GainGold') {
        $gameParty.gainGold(parseInt(args[0]));
    }
    if (command === 'LoseGold') {
        $gameParty.loseGold(parseInt(args[0]));
    }
};

//=============================================================================
// Window_Base
//=============================================================================

Window_Base._iconWidth   = Number(Yanfly.Parameters['Icon Width'] || 32);
Window_Base._iconHeight  = Number(Yanfly.Parameters['Icon Height'] || 32);
Window_Base._faceWidth   = Number(Yanfly.Parameters['Face Width'] || 144);
Window_Base._faceHeight  = Number(Yanfly.Parameters['Face Height'] || 144);

Window_Base.prototype.lineHeight = function() {
        return Yanfly.Param.LineHeight;
};

Window_Base.prototype.textWidthEx = function(text) {
    return this.drawTextEx(text, 0, this.contents.height);
};

Window_Base.prototype.standardFontFace = function() {
    if ($gameSystem.isChinese()) {
                return Yanfly.Param.ChineseFont;
    } else if ($gameSystem.isKorean()) {
                return Yanfly.Param.KoreanFont;
    } else {
                return Yanfly.Param.DefaultFont;
    }
};

Window_Base.prototype.standardFontSize = function() {
    return Yanfly.Param.FontSize;
};

Window_Base.prototype.standardPadding = function() {
    return Yanfly.Param.WindowPadding;
};

Window_Base.prototype.textPadding = function() {
    return Yanfly.Param.TextPadding;
};

Window_Base.prototype.standardBackOpacity = function() {
    return Yanfly.Param.WindowOpacity;
};

Window_Base.prototype.normalColor = function() {
        return this.textColor(Yanfly.Param.ColorNormal);
};
Window_Base.prototype.systemColor = function() {
    return this.textColor(Yanfly.Param.ColorSystem);
};

Window_Base.prototype.crisisColor = function() {
    return this.textColor(Yanfly.Param.ColorCrisis);
};

Window_Base.prototype.deathColor = function() {
    return this.textColor(Yanfly.Param.ColorDeath);
};

Window_Base.prototype.gaugeBackColor = function() {
    return this.textColor(Yanfly.Param.ColorGaugeBack);
};

Window_Base.prototype.hpGaugeColor1 = function() {
    return this.textColor(Yanfly.Param.ColorHpGauge1);
};

Window_Base.prototype.hpGaugeColor2 = function() {
    return this.textColor(Yanfly.Param.ColorHpGauge2);
};

Window_Base.prototype.mpGaugeColor1 = function() {
    return this.textColor(Yanfly.Param.ColorMpGauge1);
};

Window_Base.prototype.mpGaugeColor2 = function() {
    return this.textColor(Yanfly.Param.ColorMpGauge2);
};

Window_Base.prototype.mpCostColor = function() {
    return this.textColor(Yanfly.Param.ColorMpCost);
};

Window_Base.prototype.powerUpColor = function() {
    return this.textColor(Yanfly.Param.ColorPowerUp);
};

Window_Base.prototype.powerDownColor = function() {
    return this.textColor(Yanfly.Param.ColorPowerDown);
};

Window_Base.prototype.tpGaugeColor1 = function() {
    return this.textColor(Yanfly.Param.ColorTpGauge1);
};

Window_Base.prototype.tpGaugeColor2 = function() {
    return this.textColor(Yanfly.Param.ColorTpGauge2);
};

Window_Base.prototype.tpCostColor = function() {
                return this.textColor(Yanfly.Param.ColorTpCost);
};

Window_Base.prototype.drawGauge = function(dx, dy, dw, rate, color1, color2) {
        var color3 = this.gaugeBackColor();
        var fillW = Math.floor(dw * rate).clamp(0, dw);
        var gaugeH = this.gaugeHeight();
        var gaugeY = dy + this.lineHeight() - gaugeH - 2;
        if (eval(Yanfly.Param.GaugeOutline)) {
                color3.paintOpacity = this.translucentOpacity();
                this.contents.fillRect(dx, gaugeY-1, dw+2, gaugeH+2, color3);
                dx += 1;
        } else {
                var fillW = Math.floor(dw * rate);
                var gaugeY = dy + this.lineHeight() - gaugeH - 2;
                this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
        }
    this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2);
};

Window_Base.prototype.gaugeHeight = function() {
                return Yanfly.Param.GaugeHeight;
};

Window_Base.prototype.drawActorLevel = function(actor, x, y) {
    this.changeTextColor(this.systemColor());
                var dw1 = this.textWidth(TextManager.levelA);
                this.drawText(TextManager.levelA, x, y, dw1);
    this.resetTextColor();
                var level = Yanfly.Util.toGroup(actor.level);
                var dw2 = this.textWidth(Yanfly.Util.toGroup(actor.maxLevel()));
    this.drawText(level, x + dw1, y, dw2, 'right');
};

Window_Base.prototype.drawCurrentAndMax = function(current, max, x, y,
                                                   width, color1, color2) {
                var labelWidth = this.textWidth('HP');
    var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
    var slashWidth = this.textWidth('/');
    var x1 = x + width - valueWidth;
    var x2 = x1 - slashWidth;
    var x3 = x2 - valueWidth;
    if (x3 >= x + labelWidth) {
        this.changeTextColor(color1);
        this.drawText(Yanfly.Util.toGroup(current), x3, y, valueWidth,
                                        'right');
        this.changeTextColor(color2);
        this.drawText('/', x2, y, slashWidth, 'right');
        this.drawText(Yanfly.Util.toGroup(max), x1, y, valueWidth, 'right');
    } else {
        this.changeTextColor(color1);
        this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth,
                                        'right');
    }
};

Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
    width = width || 96;
    var color1 = this.tpGaugeColor1();
    var color2 = this.tpGaugeColor2();
    this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
    this.changeTextColor(this.systemColor());
    this.drawText(TextManager.tpA, x, y, 44);
    this.changeTextColor(this.tpColor(actor));
    this.drawText(Yanfly.Util.toGroup(actor.tp), x + width - 64, y, 64,
                        'right');
};

Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
    var lineHeight = this.lineHeight();
                var xpad = Window_Base._faceWidth + (2 * Yanfly.Param.TextPadding);
    var x2 = x + xpad;
    var width2 = Math.max(200, width - xpad - this.textPadding());
    this.drawActorName(actor, x, y);
    this.drawActorLevel(actor, x, y + lineHeight * 1);
    this.drawActorIcons(actor, x, y + lineHeight * 2);
    this.drawActorClass(actor, x2, y, width2);
    this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
    this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
                if (eval(Yanfly.Param.MenuTpGauge)) {
                        this.drawActorTp(actor, x2, y + lineHeight * 3, width2);
                }
};

Window_Base.prototype.drawCurrencyValue = function(value, unit, wx, wy, ww) {
    this.resetTextColor();
    this.contents.fontSize = Yanfly.Param.GoldFontSize;
    if (this.usingGoldIcon(unit)) {
      var cx = Window_Base._iconWidth;
    } else {
      var cx = this.textWidth(unit);
    }
    var text = Yanfly.Util.toGroup(value);
    if (this.textWidth(text) > ww - cx) {
      text = Yanfly.Param.GoldOverlap;
    }
    this.drawText(text, wx, wy, ww - cx - 4, 'right');
    if (this.usingGoldIcon(unit)) {
      this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2);
    } else {
      this.changeTextColor(this.systemColor());
      this.drawText(unit, wx, wy, ww, 'right');
    }
    this.resetFontSettings();
};

Window_Base.prototype.usingGoldIcon = function(unit) {
    if (unit !== TextManager.currencyUnit) return false;
    return Yanfly.Icon.Gold > 0;
};

Window_Base.prototype.drawItemName = function(item, x, y, width) {
    width = width || 312;
    if (item) {
        var iconBoxWidth = this.lineHeight();
                                var padding = (iconBoxWidth - Window_Base._iconWidth) / 2;
        this.resetTextColor();
        this.drawIcon(item.iconIndex, x + padding, y + padding);
        this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
    }
};

//=============================================================================
// Window_Command
//=============================================================================

Window_Command.prototype.itemTextAlign = function() {
    return Yanfly.Param.TextAlign;
};

//=============================================================================
// Window_MenuStatus
//=============================================================================

Window_MenuStatus.prototype.drawItemStatus = function(index) {
    var actor = $gameParty.members()[index];
    var rect = this.itemRect(index);
                var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
    var x = rect.x + xpad;
                if (!eval(Yanfly.Param.MenuTpGauge)) {
                        var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
                } else {
                        var y = rect.y;
                }
    var width = rect.width - x - this.textPadding();
    this.drawActorSimpleStatus(actor, x, y, width);
};

//=============================================================================
// Window_ItemList
//=============================================================================

Window_ItemList.prototype.numberWidth = function() {
    return this.textWidth('\u00d70,000');
};

Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) {
    if (!this.needsNumber()) return;
                var numItems = Yanfly.Util.toGroup($gameParty.numItems(item));
    this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
    this.drawText('\u00d7' + numItems, x, y, width, 'right');
    this.resetFontSettings();
};

//=============================================================================
// Window_SkillStatus
//=============================================================================

Window_SkillStatus.prototype.refresh = function() {
    this.contents.clear();
    if (this._actor) {
        var w = this.width - this.padding * 2;
        var h = this.height - this.padding * 2;
                                if (!eval(Yanfly.Param.MenuTpGauge)) {
                                        var y = rect.height / 2 - this.lineHeight() * 1.5;
                                } else {
                                        var y = 0;
                                }
                                var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
        var width = w - xpad - this.textPadding();
        this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h);
        this.drawActorSimpleStatus(this._actor, xpad, y, width);
    }
};

Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) {
    if (this._actor.skillTpCost(skill) > 0) {
        this.changeTextColor(this.tpCostColor());
                                var skillcost = Yanfly.Util.toGroup(this._actor.skillTpCost(skill));
        this.drawText(skillcost, x, y, width, 'right');
    } else if (this._actor.skillMpCost(skill) > 0) {
        this.changeTextColor(this.mpCostColor());
                                var skillcost = Yanfly.Util.toGroup(this._actor.skillMpCost(skill));
        this.drawText(skillcost, x, y, width, 'right');
    }
};

//=============================================================================
// Window_EquipStatus
//=============================================================================

Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) {
    this.resetTextColor();
                var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
    this.drawText(actorparam, x, y, 48, 'right');
};

Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) {
    var newValue = this._tempActor.param(paramId);
    var diffvalue = newValue - this._actor.param(paramId);
                var actorparam = Yanfly.Util.toGroup(newValue);
    this.changeTextColor(this.paramchangeTextColor(diffvalue));
    this.drawText(actorparam, x, y, 48, 'right');
};

//=============================================================================
// Window_SkillType
//=============================================================================

Window_SkillType.prototype.makeCommandList = function() {
    if (this._actor) {
        var skillTypes = this._actor.addedSkillTypes();
        skillTypes.sort(function(a, b){return a-b});
        skillTypes.forEach(function(stypeId) {
            var name = $dataSystem.skillTypes[stypeId];
            this.addCommand(name, 'skill', true, stypeId);
        }, this);
    }
};

//=============================================================================
// Window_ActorCommand
//=============================================================================

Window_ActorCommand.prototype.addSkillCommands = function() {
    var skillTypes = this._actor.addedSkillTypes();
    skillTypes.sort(function(a, b){return a-b});
    skillTypes.forEach(function(stypeId) {
        var name = $dataSystem.skillTypes[stypeId];
        this.addCommand(name, 'skill', true, stypeId);
    }, this);
};

//=============================================================================
// Window_Status
//=============================================================================

Window_Status.prototype.drawParameters = function(x, y) {
    var lineHeight = this.lineHeight();
    for (var i = 0; i < 6; i++) {
      var paramId = i + 2;
      var y2 = y + lineHeight * i;
      this.changeTextColor(this.systemColor());
      this.drawText(TextManager.param(paramId), x, y2, 160);
      this.resetTextColor();
                        var actorParam = Yanfly.Util.toGroup(this._actor.param(paramId));
                        var dw = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i + 2)));
      this.drawText(actorParam, x + 160, y2, dw, 'right');
    }
};

Window_Status.prototype.drawExpInfo = function(x, y) {
    var lineHeight = this.lineHeight();
    var expTotal = TextManager.expTotal.format(TextManager.exp);
    var expNext = TextManager.expNext.format(TextManager.level);
    var value1 = this._actor.currentExp();
    var value2 = this._actor.nextRequiredExp();
    if (this._actor.isMaxLevel()) {
        value1 = '-------';
        value2 = '-------';
    } else {
                        value1 = Yanfly.Util.toGroup(value1);
                        value2 = Yanfly.Util.toGroup(value2);
                }
    this.changeTextColor(this.systemColor());
    this.drawText(expTotal, x, y + lineHeight * 0, 270);
    this.drawText(expNext, x, y + lineHeight * 2, 270);
    this.resetTextColor();
    this.drawText(value1, x, y + lineHeight * 1, 270, 'right');
    this.drawText(value2, x, y + lineHeight * 3, 270, 'right');
};

//=============================================================================
// Window_ShopBuy
//=============================================================================

Window_ShopBuy.prototype.drawItem = function(index) {
    var item = this._data[index];
    var rect = this.itemRect(index);
    rect.width -= this.textPadding();
    this.changePaintOpacity(this.isEnabled(item));
    this.drawItemName(item, rect.x, rect.y, rect.width);
    this.contents.fontSize = Yanfly.Param.GoldFontSize;
                var itemPrice = Yanfly.Util.toGroup(this.price(item));
    this.drawText(itemPrice, rect.x, rect.y, rect.width, 'right');
    this.changePaintOpacity(true);
    this.resetFontSettings();
};

//=============================================================================
// Window_ShopNumber
//=============================================================================

Window_ShopNumber.prototype.drawNumber = function() {
    var x = this.cursorX();
    var y = this.itemY();
    var width = this.cursorWidth() - this.textPadding();
    this.resetTextColor();
                var itemNumber = Yanfly.Util.toGroup(this._number);
    this.drawText(itemNumber, x, y, width, 'right');
};

//=============================================================================
// Window_BattleStatus
//=============================================================================

Window_BattleStatus.prototype.gaugeAreaWidth = function() {
    return this.width / 2 + this.standardPadding();
};

Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
    var minIconArea = Window_Base._iconWidth * 2;
                var nameLength = this.textWidth('0') * 16 + 6;
                var iconWidth = Math.max(rect.width - nameLength, minIconArea);
                var nameWidth = rect.width - iconWidth;
                this.drawActorName(actor, rect.x + 0, rect.y, nameWidth);
    this.drawActorIcons(actor, rect.x + nameWidth, rect.y, iconWidth);
};

Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
    var totalArea = this.gaugeAreaWidth() - 30;
                var hpW = parseInt(totalArea * 108 / 300);
                var otW = parseInt(totalArea * 96 / 300);
                this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
    this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
    this.drawActorTp(actor, rect.x + hpW + otW + 30, rect.y, otW);
};

Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
                var totalArea = this.gaugeAreaWidth() - 15;
                var hpW = parseInt(totalArea * 201 / 315);
                var otW = parseInt(totalArea * 114 / 315);
                this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
    this.drawActorMp(actor, rect.x + hpW + 15,  rect.y, otW);
};

//=============================================================================
// Window_BattleLog
//=============================================================================

Window_BattleLog.prototype.showNormalAnimation = function(targets,
animationId, mirror) {
    var animation = $dataAnimations[animationId];
    if (animation) {
                        if (animation.position === 3) {
                                targets.forEach(function(target) {
                                                target.startAnimation(animationId, mirror, 0);
                                });
                        } else {
                                        var delay = this.animationBaseDelay();
                var nextDelay = this.animationNextDelay();
                targets.forEach(function(target) {
                    target.startAnimation(animationId, mirror, delay);
                    delay += nextDelay;
                });
                        }
    }
};

//=============================================================================
// New Function
//=============================================================================

Yanfly.Util = Yanfly.Util || {};

Yanfly.Util.toGroup = function(inVal) {
        if (typeof inVal !== 'string') { inVal = String(inVal); }
        if (!eval(Yanfly.Param.DigitGroup)) return inVal;
        return inVal.replace(/(^|[^\w.])(\d{4,})/g, function($0, $1, $2) {
                return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,");
        });
        return returnNum;
};

//=============================================================================
// End of File
//=============================================================================
[/pre]
[/fold]
叙述:这是强大的Yanfly Engine 核心脚本,此脚本还包含了自动检测系统固有的BUG
[fold=脚本使用手册]
——Screen——
Screen Width        #调整游戏画面的宽度,预设为 816px
Screen Height       #调整游戏画面的高度,预设为 624px
Open Console       #是否打开 Debug 窗口 (true/false),预设为 false
Reposition Battler #是否根据画面宽度和高度调整战斗人物位置(true/false),预设为 true
——Gold——
Gold Max              #游戏中最大的金钱数值
Gold Font Size
Gold Icon
Gold Overlap
[/fold]

回复

使用道具 举报

梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
 楼主| 发表于 2015-10-25 11:01:08 | 显示全部楼层
本帖最后由 creeper0924 于 2015-10-25 11:12 编辑

Kadokawa Plugins
halo大家好,欢迎支持我的部落格
http://dedarknightstudio.blogspot.com
回复

使用道具 举报

梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
 楼主| 发表于 2015-10-25 11:01:39 | 显示全部楼层
Yami

Shaz
回复

使用道具 举报

梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
 楼主| 发表于 2015-10-25 11:02:04 | 显示全部楼层
Archeia
Galenmereth
Neonblack
Zalerinian
Zeriab
halo大家好,欢迎支持我的部落格
http://dedarknightstudio.blogspot.com
回复

使用道具 举报

梦石
0
星屑
84
在线时间
130 小时
注册时间
2014-9-1
回帖
69
 楼主| 发表于 2015-10-25 11:02:45 | 显示全部楼层
保留樓層
回复

使用道具 举报

梦石
0
星屑
48
在线时间
784 小时
注册时间
2013-1-4
回帖
1057
发表于 2015-10-25 12:25:29 | 显示全部楼层
首先 你现在的行为是连贴。虽然这个板块暂时没版主和版规。
如果要进行此类活动,应首先向版主申请【没有版主,大概是向分区版主申请?
虽然诚心一片,不过我建议还是最好按着制度来。毕竟无规矩不成方圆。

点评

这么说各大图书馆馆主表示愤(;¬_¬)  发表于 2015-10-25 12:29
RM-GUI延期。。。最近被黑心老板压迫T_T
二次元少女的shitake,长着长脸,身高165,蓝色卷双马尾,FCUP,瞳色黑色,病气和御宅属性,是天才少女。
回复

使用道具 举报

梦石
1
星屑
7574
在线时间
2650 小时
注册时间
2013-8-23
回帖
2152

开拓者

发表于 2015-10-26 03:35:17 | 显示全部楼层
楼主最好把每个脚本的功能都描述一下。
如果不清楚可以看看宣传视频,在水区可以找到。
光发个脚本出来,大部分人都不知道是什么吧

点评

好的谢谢你的建议。  发表于 2015-10-26 19:21
回复

使用道具 举报

老鹰

梦石
40
星屑
37812
在线时间
7091 小时
注册时间
2012-5-26
回帖
3297

极短24评委极短23参与极短22参与极短21评委老司机慢点开短篇十吟唱者组别冠军开拓者剧作品鉴家

发表于 2015-10-26 11:01:25 | 显示全部楼层
你至少翻译一下吧!
就这样我还不如直接开工程翻目录下的js文件,用我自己的编辑器开开来,更方便还(对比上)更好看

点评

我是指翻译脚本备注…不是指翻译调用指令…  发表于 2015-10-26 23:59
呃。。在 (正版)RMMV 里不支持任何的中文输入,所以不是我不想翻译,而是我无法测试翻译结果。对不起。  发表于 2015-10-26 19:57
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

Powered by Discuz! X5.0 © 2001-2026 Discuz! Team.

在本版发帖返回顶部