Files
2019-11-05 20:14:51 +01:00

949 lines
97 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Options Core
// YEP_OptionsCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_OptionsCore = true;
var Yanfly = Yanfly || {};
Yanfly.Options = Yanfly.Options || {};
Yanfly.Options.version = 1.02;
//=============================================================================
/*:
* @plugindesc v1.02 Expand the Options Menu into a more elegant looking menu
* with more customization potential.
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* WARNING: This plugin is to be used with RPG Maker MV 1.5.0 or above! This is
* because the MV 1.5.0+ editor allows for this plugin to be made in an orderly
* and efficient manner. Please make sure your RPG Maker MV software is up to
* date before using this plugin.
*
* The Options Menu can be the one thing that can change how comfortable a
* player is with your game. Within the Options Menu, the player can alter any
* given settings to their liking adjusting to their playstyle. By default,
* settings like 'Always Dash' and 'Command Remember' are included in RPG Maker
* MV and other plugins made for RPG Maker MV may also add in newer options to
* the list. However, the menus themselves were always a bit iffy to look at
* and/or adjust. This plugin gives the Options Menu a visual makeover and full
* control over what options can be added to the menu to befit your players!
*
* This plugin supports the following plugins:
* - GamepadConfig.js
* - YEP_AnimateTilesOption.js
* - YEP_BattleAniSpeedOpt.js
* - YEP_FpsSynchOption.js
* - YEP_KeyboardConfig.js
* - YEP_X_ActSeqPack3.js
* - YEP_X_BattleSysATB.js
* - YEP_X_DifficultySlider.js
*
* Be sure to update them if you haven't already.
*
* ============================================================================
* Instructions - Option Categories Plugin Parameters
* ============================================================================
*
* This plugin adds in 'Option Categories' into the Options Menu. Aside from
* the 'All' and 'Exit' categories, all of the categories are customizable from
* the way they appear in the menu to the way they behave.
*
* Here is how each parameter behaves:
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Name:
* - Determines the way the Category name appears. Name or rename categories
* as you see fit. You can use text codes with this parameter, allowing you
* to add icons (\i[x]) or change the text color (\c[x]) of the category.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Help Description:
* - This is the text shown in the help window at the top of the Options Menu
* whenever this category is highlighted. Use it to describe what types of
* options will appear in this category and how they will affect the game.
* You may also use text codes with this parameter.
*
* Options List:
* - This is the list of options that appear on the right side of the Options
* Menu when this category is highlighted or selected. You can add, edit,
* move around, or delete options from this list as you see fit. For details
* on how the plugin parameters for the Options List work, look in the next
* section below:
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* ============================================================================
* Instructions - Option List Plugin Parameters
* ============================================================================
*
* This section explains how the plugin parameters for the Options List operate
* and how they interact with the rest of the plugin.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Name:
* - Determines the way the Options name appears. Name or rename the option
* as you see fit. This does not use the command names provided by other
* plugins by default. You can use text codes with this parameter, allowing
* you to add icons (\i[x]) or change the text color (\c[x]) of the option.
*
* * If you name this as 'EVAL: code' without the 'quotes', the name of this
* option will be whatever string that the code outputs.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Help Description:
* - This is the text shown in the help window at the top of the Options Menu
* whenever this option is highlighted. Use it to describe what this option
* changes for the game.
*
* ---
*
* Symbol:
* - This is the identifier for the option. Each option should have a unique
* symbol, so much as to not cause conflicts within the Options Settings.
* However, shared symbols are perfectly fine as long as you're fine with
* them performing the same functions when selected.
*
* ---
*
* Show/Hide:
* - This is the code used to determine if this option will be visible on the
* list of options within this category.
*
* To make sure it always shows, use the following code:
* show = true;
*
* ---
*
* Enable:
* - This is the code used to determine if this option will be enabled. It is
* recommended that you leave all options as enabled as to not lock away
* options from the player.
*
* To make sure it is always enabled, use the following code:
* enabled = true;
*
* ---
*
* Ext:
* - Stands for extension. This serves as a secondary symbol for the option
* and it can be used for pretty much anything. It has no direct impact on
* the option unless the option's effect is related to the extension value.
* The majority of options do not need to make use of the Ext value so it is
* best to just leave this alone.
*
* To leave it alone the following code:
* ext = 0;
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* The following section is best left untouched if you do not know any JS
* programming and don't have instructions on how to set it up. This is
* because all of the behaviors related to the options can be controlled from
* here and a mistake can crash the game.
*
* Make Command Code:
* - This is the code used to add the option command to the list of options.
* Use this to modify the name, symbol, if it is enabled, or change the ext
* value before finally adding it to the list.
*
* The default code:
* this.addCommand(name, symbol, enabled, ext);
*
* ---
*
* Draw Option Code:
* - This is how the option is 'drawn' onto the Options window and seen by
* your players. Everything here controls the way the option looks from the
* way it is named to the position of the text. The majority of the variables
* defined towards the beginning of the default code is placed there for the
* sake of convenience.
*
* The default code:
* var rect = this.itemRectForText(index);
* var statusWidth = this.statusWidth();
* var titleWidth = rect.width - statusWidth;
* this.resetTextColor();
* this.changePaintOpacity(this.isCommandEnabled(index));
* this.drawOptionsName(index);
* this.drawOptionsOnOff(index);
*
* ---
*
* Process OK Code:
* - This is the code that runs when the player presses any kind of confirm
* button (Z, Enter, Left Click) on this option. For most options, this will
* switch between an ON/OFF option. For others, this will make the value of
* the option scale upwards until it loops back.
*
* The default code:
* var index = this.index();
* var symbol = this.commandSymbol(index);
* var value = this.getConfigValue(symbol);
* this.changeValue(symbol, !value);
*
* ---
*
* Cursor Right Code:
* - This is the code that runs when the player presses the RIGHT button.
* Usually, this will move most options into an ON position. For others, this
* will scale the value of the option upward.
*
* The default code:
* var index = this.index();
* var symbol = this.commandSymbol(index);
* var value = this.getConfigValue(symbol);
* this.changeValue(symbol, true);
*
* ---
*
* Cursor Left Code:
* - This is the code that runs when the player presses the LEFT button.
* Usually, this will move most options into an OFF position. For others,
* this will scale the value of the option downward.
*
* The default code:
* var index = this.index();
* var symbol = this.commandSymbol(index);
* var value = this.getConfigValue(symbol);
* this.changeValue(symbol, false);
*
* ---
*
* Default Config Code:
* - When creating new options, this determines the default value of the
* option. For most options, this starts in an OFF position, which is usually
* represented by a 'false' boolean.
*
* The default code:
* ConfigManager[symbol] = false;
*
* ---
*
* Save Config Code:
* - This determines how saving the Options Settings is done through code.
* Normally, this takes on the value as it is for the ConfigManager.
*
* The default code:
* config[symbol] = ConfigManager[symbol];
*
* ---
*
* Load Config Code:
* - This determines how the ConfigManager loads the saved Options Settings
* upon the loading of the game. Normally, this takes on whatever settings
* stored within the config file and plants it straight into the
* ConfigManager directly.
*
* The default code:
* ConfigManager[symbol] = !!config[symbol];
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.02:
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
*
* Version 1.01:
* - Updated for Message Speed Options.
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Helpfile
* ============================================================================
*
* @param ---Categories---
* @default
*
* @param OptionsCategories
* @text Options Categories
* @parent ---Categories---
* @type struct<Categories>[]
* @desc The categories found within the Options scene.
* @default ["{\"Name\":\"\\\\i[87]General\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"General settings that alter the way the game behaves.\\\"\",\"OptionsList\":\"[\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]Always Dash\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Player walks when OFF. Player dashes when ON.\\\\\\\\\\\\\\\\nHolding SHIFT switches between walking and dashing.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"alwaysDash\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = config[symbol];\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]Command Remember\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Game remembers the last command selected during battle.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"commandRemember\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = config[symbol];\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]ATB Speed\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Determines how fast the ATB Gauge fills up during battle.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"atbSpeed\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"if (Imported.YEP_X_BattleSysATB) {\\\\\\\\\\\\\\\\n show = $gameSystem.getBattleSystem() === 'atb';\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 10;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(13);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(5);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\nif (value > 10) value = 1;\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\nif (value > 10) value = 1;\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\nif (value < 1) value = 10;\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]Enemy Difficulty\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Determines the level strength of enemies.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"difficultySlider\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"if (Imported.YEP_X_DifficultySlider) {\\\\\\\\\\\\\\\\n show = $gameSystem.showDifficultySlider();\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / Yanfly.Param.DSliderMaxDif;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(28);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(29);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\nif (value > Yanfly.Param.DSliderMaxDif) value = Yanfly.Param.DSliderMinDif;\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= Yanfly.Param.DSliderChange;\\\\\\\\\\\\\\\\nvalue = value.clamp(Yanfly.Param.DSliderMinDif,\\\\\\\\\\\\\\\\nYanfly.Param.DSliderMaxDif);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]Message Speed\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Changes the speed text is displayed during messages.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"messageSpeed\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_X_MessageSpeedOpt;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = ((value) / 10).clamp(0, 1);\\\\\\\\\\\\\\\\nif (value > 10) {\\\\\\\\\\\\\\\\n var gaugeColor1 = this.textColor(14);\\\\\\\\\\\\\\\\n var gaugeColor2 = this.textColor(6);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n var gaugeColor1 = this.textColor(20);\\\\\\\\\\\\\\\\n var gaugeColor2 = this.textColor(21);\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\nif (value > 11) value = 0;\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 11);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[87]Quest Window\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Show a window displaying the currently active\\\\\\\\\\\\\\\\nquest on the screen while exploring.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"mapQuestWindow\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_X_MapQuestWindow;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\" \\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"none\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\"}","{\"Name\":\"\\\\i[80]Audio\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"Adjust the audio settings for the game.\\\"\",\"OptionsList\":\"[\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[80]Master Volume\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Adjusts the overall volume of the game.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"masterVolume\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(22);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(23);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[80]BGM Volume\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Adjusts the volume of the background music.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"bgmVolume\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[80]BGS Volume\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Adjusts the volume of the background sound effects.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"bgsVolume\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[80]ME Volume\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Adjusts the volume of the melody effects\\\\\\\\\\\\\\\\nsuch as fanfares.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"meVolume\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[80]SE Volume\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Adjusts the volume of the sound effects.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"seVolume\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvar rate = value / 100;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(30);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(31);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nif (value > 100) {\\\\\\\\\\\\\\\\n value = 0;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= this.volumeOffset();\\\\\\\\\\\\\\\\nvalue = value.clamp(0, 100);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var value = config[symbol];\\\\\\\\\\\\\\\\nif (value !== undefined) {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = Number(value).clamp(0, 100);\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n ConfigManager[symbol] = 100;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\" \\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"none\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\"}","{\"Name\":\"\\\\i[302]Visual\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"Settings that adjust the visual properties of the game.\\\"\",\"OptionsList\":\"[\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[309]Window Tone: Red\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[2]red\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"windowToneRed\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(2);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(10);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[0];\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[0];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'red');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[311]Window Tone: Green\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[3]green\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"windowToneGreen\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(3);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(11);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[1];\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[1];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'green');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[312]Window Tone: Blue\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Changes the window tone's \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[1]blue\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\c[0] value.\\\\\\\\\\\\\\\\nHold SHIFT while pressing LEFT/RIGHT to adjust more.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"windowToneBlue\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\nvar rate = (value + 255) / 510;\\\\\\\\\\\\\\\\nvar gaugeColor1 = this.textColor(1);\\\\\\\\\\\\\\\\nvar gaugeColor2 = this.textColor(9);\\\\\\\\\\\\\\\\nthis.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);\\\\\\\\\\\\\\\\nthis.drawText(value, titleWidth, rect.y, statusWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $dataSystem.windowTone[2];\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue += offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = $gameSystem.windowTone()[2];\\\\\\\\\\\\\\\\nvar offset = this.windowToneOffset();\\\\\\\\\\\\\\\\nif (Input.isPressed('shift')) offset *= 10;\\\\\\\\\\\\\\\\nvalue -= offset;\\\\\\\\\\\\\\\\nthis.changeWindowTone(symbol, value, 'blue');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = false;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"config[symbol] = ConfigManager[symbol];\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ConfigManager[symbol] = !!config[symbol];\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\" \\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"none\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"if (Imported.YEP_StaticTilesOption) {\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\n} else if (Imported.YEP_BattleAniSpeedOpt) {\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\n} else if (Imported.YEP_X_ActSeqPack3) {\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\n} else if (Imported.YEP_SynchFpsOption) {\\\\\\\\\\\\\\\\n show = true;\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[302]Animated Tiles\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Turns animated tiles ON or OFF.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"animateTiles\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_StaticTilesOption;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[302]Battle Animation Speed\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Changes the speed of battle animations.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"battleAniSpeed\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_BattleAniSpeedOpt;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar quarterWidth = statusWidth / 4;\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 4);\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(4);\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 0, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 3);\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(3);\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 1, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 2);\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(2);\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 2, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\\nthis.changePaintOpacity(value === 1);\\\\\\\\\\\\\\\\nvar text = this.battleAnimationSpeedText(1);\\\\\\\\\\\\\\\\nthis.drawText(text, titleWidth + quarterWidth * 3, rect.y, quarterWidth, 'center');\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\nif (value <= 0) value = 4;\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue -= 1;\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nvalue += 1;\\\\\\\\\\\\\\\\nvalue = value.clamp(1, 4);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[302]Battle Camera\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"If ON, the camera in battle will move around.\\\\\\\\\\\\\\\\nIf OFF, the camera in battle will be locked in place.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"battleCamera\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_X_ActSeqPack3;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[302]Synch Monitor FPS\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Turn this ON if your monitor runs above 60 FPS\\\\\\\\\\\\\\\\nto synchronize the game to run at 60 FPS.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"synchFps\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = Imported.YEP_SynchFpsOption;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\\nthis.drawOptionsOnOff(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, !value);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, true);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var index = this.index();\\\\\\\\\\\\\\\\nvar symbol = this.commandSymbol(index);\\\\\\\\\\\\\\\\nvar value = this.getConfigValue(symbol);\\\\\\\\\\\\\\\\nthis.changeValue(symbol, false);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\" \\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"none\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\"}","{\"Name\":\"\\\\i[83]Controls\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"Change the way you can control the game.\\\"\",\"OptionsList\":\"[\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[83]Gamepad Config\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Configure the game's gamepad settings.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"gamepadConfig\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"if (Imported.GamepadConfig && Input.isControllerConnected()) {\\\\\\\\\\\\\\\\n show = !Utils.isMobileDevice();\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.playOkSound();\\\\\\\\\\\\\\\\nSceneManager.push(Scene_GamepadConfig);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\\i[83]Keyboard Config\\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"Configure the game's keyboard settings.\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"keyConfig\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"if (Imported.YEP_KeyboardConfig) {\\\\\\\\\\\\\\\\n show = !Utils.isMobileDevice();\\\\\\\\\\\\\\\\n} else {\\\\\\\\\\\\\\\\n show = false;\\\\\\\\\\\\\\\\n}\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"var rect = this.itemRectForText(index);\\\\\\\\\\\\\\\\nvar statusWidth = this.statusWidth();\\\\\\\\\\\\\\\\nvar titleWidth = rect.width - statusWidth;\\\\\\\\\\\\\\\\nthis.resetTextColor();\\\\\\\\\\\\\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\\\\\\\\\\\\\nthis.drawOptionsName(index);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.playOkSound();\\\\\\\\\\\\\\\\nSceneManager.push(Scene_KeyConfig);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Name\\\\\\\":\\\\\\\" \\\\\\\",\\\\\\\"---Settings---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"HelpDesc\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\" \\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Symbol\\\\\\\":\\\\\\\"none\\\\\\\",\\\\\\\"ShowHide\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"show = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Enable\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"enabled = true;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"Ext\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"ext = 0;\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"---Functions---\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"MakeCommandCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"this.addCommand(name, symbol, enabled, ext);\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DrawItemCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"ProcessOkCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorRightCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"CursorLeftCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"DefaultConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"SaveConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\",\\\\\\\"LoadConfigCode\\\\\\\":\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\\\\\\\\\"\\\\\\\"}\\\"]\"}"]
*
* @param ---Options Menu---
* @default
*
* @param AllCommand
* @text All Command
* @parent ---Options Menu---
* @desc The string used for the 'All' command.
* Leave this empty if you don't wish to use this command.
* @default \i[160]All
*
* @param AllHelpDesc
* @text All Help Description
* @parent AllCommand
* @type note
* @desc The help description of 'All' when selected.
* You can use text codes for this parameter.
* @default "A list of all of the game's settings."
*
* @param ExitCommand
* @text Exit Command
* @parent ---Options Menu---
* @desc The string used for the 'Exit' command.
* Leave this empty if you don't wish to use this command.
* @default \i[16]Exit
*
* @param ExitHelpDesc
* @text Exit Help Description
* @parent ExitCommand
* @type note
* @desc The help description of 'Exit' when selected.
* You can use text codes for this parameter.
* @default "Exit the Options Menu."
*
* @param ---Options Settings---
* @default
*
* @param CategoryWidth
* @text Category Window Width
* @parent ---Options Settings---
* @type number
* @min 1
* @desc The width of the category window on the left side of the
* Options Menu screen.
* @default 240
*
* @param StatusWidth
* @text Status Width
* @parent ---Options Settings---
* @type number
* @min 1
* @desc The amount of space used for the status width for an option.
* @default 400
*
* @param VolumeOffset
* @text Volume Offset
* @parent ---Options Settings---
* @type number
* @min 1
* @max 100
* @desc The amount of change when adjusting volume amounts.
* Default: 20
* @default 10
*
* @param WindowToneOffset
* @text Window Tone Offset
* @parent ---Options Settings---
* @type number
* @min 1
* @max 255
* @desc The amount of change when adjusting window tones.
* @default 5
*
*/
/* ----------------------------------------------------------------------------
* Categories Parameter Structure
* ----------------------------------------------------------------------------
*/
/*~struct~Categories:
* @param Name
* @desc The name of this category as seen in the Category Window.
* You can use text codes for this parameter.
* @default Category Name
*
* @param ---Settings---
*
* @param HelpDesc
* @text Help Description
* @parent ---Settings---
* @type note
* @desc The help description of this category when selected.
* You can use text codes for this parameter.
* @default "<insert category description>\n<category description line 2>"
*
* @param OptionsList
* @text Options List
* @parent ---Settings---
* @type struct<Options>[]
* @desc The options used for this category.
* @default ["{\"Name\":\"Option 1\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"<insert option description>\\\\n<option description line 2>\\\"\",\"Symbol\":\"Option1\",\"ShowHide\":\"\\\"show = true;\\\"\",\"Enable\":\"\\\"enabled = true;\\\"\",\"Ext\":\"\\\"ext = 0;\\\"\",\"---Functions---\":\"\",\"MakeCommandCode\":\"\\\"this.addCommand(name, symbol, enabled, ext);\\\"\",\"DrawItemCode\":\"\\\"var rect = this.itemRectForText(index);\\\\nvar statusWidth = this.statusWidth();\\\\nvar titleWidth = rect.width - statusWidth;\\\\nthis.resetTextColor();\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\nthis.drawOptionsName(index);\\\\nthis.drawOptionsOnOff(index);\\\"\",\"ProcessOkCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, !value);\\\"\",\"CursorRightCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, true);\\\"\",\"CursorLeftCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, false);\\\"\",\"DefaultConfigCode\":\"\\\"ConfigManager[symbol] = false;\\\"\",\"SaveConfigCode\":\"\\\"config[symbol] = ConfigManager[symbol];\\\"\",\"LoadConfigCode\":\"\\\"ConfigManager[symbol] = !!config[symbol];\\\"\"}","{\"Name\":\"Option 2\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"<insert option description>\\\\n<option description line 2>\\\"\",\"Symbol\":\"Option2\",\"ShowHide\":\"\\\"show = true;\\\"\",\"Enable\":\"\\\"enabled = true;\\\"\",\"Ext\":\"\\\"ext = 0;\\\"\",\"---Functions---\":\"\",\"MakeCommandCode\":\"\\\"this.addCommand(name, symbol, enabled, ext);\\\"\",\"DrawItemCode\":\"\\\"var rect = this.itemRectForText(index);\\\\nvar statusWidth = this.statusWidth();\\\\nvar titleWidth = rect.width - statusWidth;\\\\nthis.resetTextColor();\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\nthis.drawOptionsName(index);\\\\nthis.drawOptionsOnOff(index);\\\"\",\"ProcessOkCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, !value);\\\"\",\"CursorRightCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, true);\\\"\",\"CursorLeftCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, false);\\\"\",\"DefaultConfigCode\":\"\\\"ConfigManager[symbol] = false;\\\"\",\"SaveConfigCode\":\"\\\"config[symbol] = ConfigManager[symbol];\\\"\",\"LoadConfigCode\":\"\\\"ConfigManager[symbol] = !!config[symbol];\\\"\"}","{\"Name\":\"Option 3\",\"---Settings---\":\"\",\"HelpDesc\":\"\\\"<insert option description>\\\\n<option description line 2>\\\"\",\"Symbol\":\"Option3\",\"ShowHide\":\"\\\"show = true;\\\"\",\"Enable\":\"\\\"enabled = true;\\\"\",\"Ext\":\"\\\"ext = 0;\\\"\",\"---Functions---\":\"\",\"MakeCommandCode\":\"\\\"this.addCommand(name, symbol, enabled, ext);\\\"\",\"DrawItemCode\":\"\\\"var rect = this.itemRectForText(index);\\\\nvar statusWidth = this.statusWidth();\\\\nvar titleWidth = rect.width - statusWidth;\\\\nthis.resetTextColor();\\\\nthis.changePaintOpacity(this.isCommandEnabled(index));\\\\nthis.drawOptionsName(index);\\\\nthis.drawOptionsOnOff(index);\\\"\",\"ProcessOkCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, !value);\\\"\",\"CursorRightCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, true);\\\"\",\"CursorLeftCode\":\"\\\"var index = this.index();\\\\nvar symbol = this.commandSymbol(index);\\\\nvar value = this.getConfigValue(symbol);\\\\nthis.changeValue(symbol, false);\\\"\",\"DefaultConfigCode\":\"\\\"ConfigManager[symbol] = false;\\\"\",\"SaveConfigCode\":\"\\\"config[symbol] = ConfigManager[symbol];\\\"\",\"LoadConfigCode\":\"\\\"ConfigManager[symbol] = !!config[symbol];\\\"\"}"]
*
*/
/* ----------------------------------------------------------------------------
* Options Parameter Structure
* ----------------------------------------------------------------------------
*/
/*~struct~Options:
* @param Name
* @desc The name of this option as seen in the Options Window.
* You can use text codes for this parameter.
* @default <insert option name>
*
* @param ---Settings---
*
* @param HelpDesc
* @text Help Description
* @type note
* @parent ---Settings---
* @desc The help description of this option when selected.
* You can use text codes for this parameter.
* @default "<insert option description>\n<option description line 2>"
*
* @param Symbol
* @parent ---Settings---
* @desc Symbol used for this option when selected.
* Make sure this is unique from other symbols.
* @default <insert option symbol>
*
* @param ShowHide
* @text Show/Hide
* @parent ---Settings---
* @type note
* @desc The code used to determine if this option will be visible.
* @default "show = true;"
*
* @param Enable
* @parent ---Settings---
* @type note
* @desc The code used to determine if this option will be enabled.
* @default "enabled = true;"
*
* @param Ext
* @parent ---Settings---
* @type note
* @desc The code used to determine this option's Ext value.
* @default "ext = 0;"
*
* @param ---Functions---
*
* @param MakeCommandCode
* @text Make Option Code
* @parent ---Functions---
* @type note
* @desc The code used to add the option command.
* @default "this.addCommand(name, symbol, enabled, ext);"
*
* @param DrawItemCode
* @text Draw Option Code
* @parent ---Functions---
* @type note
* @desc The code used to draw the options.
* @default "var rect = this.itemRectForText(index);\nvar statusWidth = this.statusWidth();\nvar titleWidth = rect.width - statusWidth;\nthis.resetTextColor();\nthis.changePaintOpacity(this.isCommandEnabled(index));\nthis.drawOptionsName(index);\nthis.drawOptionsOnOff(index);"
*
* @param ProcessOkCode
* @text Process OK Code
* @parent ---Functions---
* @type note
* @desc The code used when selected with a Confirm button.
* @default "var index = this.index();\nvar symbol = this.commandSymbol(index);\nvar value = this.getConfigValue(symbol);\nthis.changeValue(symbol, !value);"
*
* @param CursorRightCode
* @text Cursor Right Code
* @parent ---Functions---
* @type note
* @desc The code used when the Right button is pressed.
* @default "var index = this.index();\nvar symbol = this.commandSymbol(index);\nvar value = this.getConfigValue(symbol);\nthis.changeValue(symbol, true);"
*
* @param CursorLeftCode
* @text Cursor Left Code
* @parent ---Functions---
* @type note
* @desc The code used when the Left button is pressed.
* @default "var index = this.index();\nvar symbol = this.commandSymbol(index);\nvar value = this.getConfigValue(symbol);\nthis.changeValue(symbol, false);"
*
* @param DefaultConfigCode
* @text Default Config Code
* @parent ---Functions---
* @type note
* @desc The code used to determine the default setting for this option.
* @default "ConfigManager[symbol] = false;"
*
* @param SaveConfigCode
* @text Save Config Code
* @parent ---Functions---
* @type note
* @desc The code used when saving the set options configuration.
* @default "config[symbol] = ConfigManager[symbol];"
*
* @param LoadConfigCode
* @text Load Config Code
* @parent ---Functions---
* @type note
* @desc The code used when loading the saved options configuration.
* @default "ConfigManager[symbol] = !!config[symbol];"
*
*/
//=============================================================================
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.5.0") {
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_OptionsCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.OptionsAllCmd = String(Yanfly.Parameters['AllCommand']);
Yanfly.Param.OptionsAllCmdHelp = String(Yanfly.Parameters['AllHelpDesc']);
Yanfly.Param.OptionsExitCmd = String(Yanfly.Parameters['ExitCommand']);
Yanfly.Param.OptionsExitCmdHelp = String(Yanfly.Parameters['ExitHelpDesc']);
Yanfly.Param.OptionsCategoryWidth = Number(Yanfly.Parameters['CategoryWidth']);
Yanfly.Param.OptionsStatusWidth = Number(Yanfly.Parameters['StatusWidth']);
Yanfly.Param.OptionsVolumeOffset = Number(Yanfly.Parameters['VolumeOffset']);
Yanfly.Param.OptionsWinToneOffset =
Number(Yanfly.Parameters['WindowToneOffset']);
Yanfly.SetupParameters = function() {
Yanfly.Param.OptionsSymbols = {};
var data = JSON.parse(Yanfly.Parameters['OptionsCategories']);
var length = data.length;
// Options Categories
for (var i = 0; i < length; ++i) {
data[i] = JSON.parse(data[i]);
data[i]['OptionsList'] = JSON.parse(data[i]['OptionsList']);
var optionsLength = data[i]['OptionsList'].length;
// Options List
for (var j = 0; j < optionsLength; ++j) {
data[i]['OptionsList'][j] = JSON.parse(data[i]['OptionsList'][j]);
var settings = data[i]['OptionsList'][j];
var symbol = settings.Symbol;
var name = symbol;
eval(JSON.parse(settings.DefaultConfigCode));
Yanfly.Param.OptionsSymbols[symbol] = {
SaveConfigCode: settings.SaveConfigCode,
LoadConfigCode: settings.LoadConfigCode
}
}
}
Yanfly.Param.OptionsCategories = data;
};
Yanfly.SetupParameters();
//=============================================================================
// ConfigManager
//=============================================================================
ConfigManager.masterVolume = 100;
Object.defineProperty(ConfigManager, 'masterVolume', {
get: function() {
return parseInt(AudioManager.masterVolume * 100);
},
set: function(value) {
AudioManager.masterVolume = value / 100;
},
configurable: true
});
Yanfly.Options.ConfigManager_makeData = ConfigManager.makeData;
ConfigManager.makeData = function() {
var config = Yanfly.Options.ConfigManager_makeData.call(this);
for (var key in Yanfly.Param.OptionsSymbols) {
var setting = Yanfly.Param.OptionsSymbols[key];
var symbol = key;
var name = symbol;
eval(JSON.parse(Yanfly.Param.OptionsSymbols[key].SaveConfigCode));
}
return config;
};
Yanfly.Options.ConfigManager_applyData = ConfigManager.applyData;
ConfigManager.applyData = function(config) {
Yanfly.Options.ConfigManager_applyData.call(this, config);
for (var key in Yanfly.Param.OptionsSymbols) {
var setting = Yanfly.Param.OptionsSymbols[key];
var symbol = key;
var name = symbol;
eval(JSON.parse(Yanfly.Param.OptionsSymbols[key].LoadConfigCode));
}
};
//=============================================================================
// Window_OptionsCategory
//=============================================================================
function Window_OptionsCategory() {
this.initialize.apply(this, arguments);
}
Window_OptionsCategory.prototype = Object.create(Window_Command.prototype);
Window_OptionsCategory.prototype.constructor = Window_OptionsCategory;
Window_OptionsCategory.prototype.initialize = function(helpWin, optionsWin) {
var x = 0;
var y = helpWin.y + helpWin.height;
this._width = Yanfly.Param.OptionsCategoryWidth;
this._height = Graphics.boxHeight - y;
Window_Command.prototype.initialize.call(this, x, y);
this.setOptionsWindow(optionsWin);
this.setHelpWindow(helpWin);
this.refresh();
this.select(0);
this.activate();
};
Window_OptionsCategory.prototype.windowWidth = function() {
return this._width;
};
Window_OptionsCategory.prototype.windowHeight = function() {
return this._height;
};
Window_OptionsCategory.prototype.setOptionsWindow = function(optionsWindow) {
this._optionsWindow = optionsWindow;
};
Window_OptionsCategory.prototype.makeCommandList = function() {
this.addAllCommand();
this.addCategoryList();
this.addExitCommand();
};
Window_OptionsCategory.prototype.addCategoryList = function() {
var categories = Yanfly.Param.OptionsCategories;
var length = categories.length;
for (var i = 0; i < length; ++i) {
var category = categories[i];
var name = category.Name;
this.addCommand(name, 'category', true, category);
}
};
Window_OptionsCategory.prototype.addAllCommand = function() {
if (!Yanfly.Param.OptionsAllCmd) return;
var data = {
HelpDesc: Yanfly.Param.OptionsAllCmdHelp,
OptionsList: []
}
for (var key in Yanfly.Param.OptionsCategories) {
var category = Yanfly.Param.OptionsCategories[key];
var list = category.OptionsList;
if (list) {
var length = list.length;
for (var i = 0; i < length; ++i) {
data.OptionsList.push(list[i]);
}
}
}
this.addCommand(Yanfly.Param.OptionsAllCmd, 'category', true, data);
};
Window_OptionsCategory.prototype.addExitCommand = function() {
if (!Yanfly.Param.OptionsExitCmd) return;
var data = {
HelpDesc: Yanfly.Param.OptionsExitCmdHelp,
OptionsList: []
}
this.addCommand(Yanfly.Param.OptionsExitCmd, 'cancel', true, data);
};
Window_OptionsCategory.prototype.updateHelp = function() {
if (!this._helpWindow) return;
if (this.currentExt()) {
var data = this.currentExt();
this._helpWindow.setText(JSON.parse(data.HelpDesc));
if (data.OptionsList.length > 0) {
this._optionsWindow.makeCommandListFromData(data.OptionsList);
} else {
this._optionsWindow.clearRefresh();
}
} else {
this._helpWindow.clear();
}
};
Window_OptionsCategory.prototype.drawItem = function(index) {
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawTextEx(this.commandName(index), rect.x, rect.y);
};
//=============================================================================
// Window_Options
//=============================================================================
Window_Options.prototype.initialize = function() {
this._commandListData = undefined;
Window_Command.prototype.initialize.call(this, 0, 0);
this.deactivate();
this.deselect();
};
Window_Options.prototype.updatePlacement = function() {
this._placementUpdated = true;
this.x = Yanfly.Param.OptionsCategoryWidth;
this.y = this._helpWindow.y + this._helpWindow.height;
};
Window_Options.prototype.windowWidth = function() {
return Graphics.boxWidth - Yanfly.Param.OptionsCategoryWidth;
};
Window_Options.prototype.windowHeight = function() {
if (this._placementUpdated) {
return Graphics.boxHeight - this.y;
} else {
return Graphics.boxHeight - this.fittingHeight(2);
}
};
Window_Options.prototype.setHelpWindow = function(helpWindow) {
Window_Command.prototype.setHelpWindow.call(this, helpWindow);
this.updatePlacement();
this.refresh();
};
Window_Options.prototype.clearRefresh = function() {
this.clearCommandList();
this.createContents();
Window_Selectable.prototype.refresh.call(this);
};
Window_Options.prototype.makeCommandList = function() {
if (!this._commandListData) return;
this._symbolData = {};
var data = this._commandListData;
var length = data.length;
for (var i = 0; i < length; ++i) {
this.processCommandData(data[i]);
}
};
Window_Options.prototype.statusWidth = function() {
return Math.min(Yanfly.Param.OptionsStatusWidth, this.contents.width / 2);
};
Window_Options.prototype.volumeOffset = function() {
return Yanfly.Param.OptionsVolumeOffset || 20;
};
Window_Options.prototype.windowToneOffset = function() {
return Yanfly.Param.OptionsWinToneOffset || 5;
};
Window_Options.prototype.makeCommandListFromData = function(data) {
if (!data) return;
this._commandListData = data;
this.refresh();
};
Window_Options.prototype.processCommandData = function(data) {
// Check if Shown
var show = false;
eval(JSON.parse(data.ShowHide));
if (!show) return;
// Add Command
var name = data.Name;
if (name === '<insert option name>') return;
if (name.match(/EVAL:[ ](.*)/i)){
var code = String(RegExp.$1);
try {
name = eval(code);
} catch (e) {
Yanfly.Util.displayError(e, formula, 'CUSTOM OPTIONS NAME ERROR');
}
}
var symbol = data.Symbol;
if (symbol === '<insert option symbol>') symbol = name;
var enable = false;
var ext = 0;
eval(JSON.parse(data.Enable));
eval(JSON.parse(data.Ext));
eval(JSON.parse(data.MakeCommandCode));
// Save symbol data
this._symbolData[symbol] = {
DrawItemCode: data.DrawItemCode,
ProcessOkCode: data.ProcessOkCode,
CursorLeftCode: data.CursorLeftCode,
CursorRightCode: data.CursorRightCode,
HelpDesc: data.HelpDesc
}
};
Yanfly.Options.Window_Options_drawItem = Window_Options.prototype.drawItem;
Window_Options.prototype.drawItem = function(index) {
var symbol = this.commandSymbol(index);
if (symbol) {
eval(JSON.parse(this._symbolData[symbol].DrawItemCode));
} else {
Yanfly.Options.Window_Options_drawItem.call(this, index);
}
};
Window_Options.prototype.drawOptionsName = function(index) {
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawTextEx(this.commandName(index), rect.x, rect.y);
};
Window_Options.prototype.drawOptionsOnOff = function(index, onText, offText) {
onText = onText || 'ON';
offText = offText || 'OFF';
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var halfStatusWidth = this.statusWidth() / 2;
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changePaintOpacity(!value);
this.drawText(offText, titleWidth, rect.y, halfStatusWidth, 'center');
this.changePaintOpacity(value);
this.drawText(onText, titleWidth + halfStatusWidth, rect.y, halfStatusWidth,
'center');
};
Window_Options.prototype.drawOptionsGauge = function(index, rate, c1, c2) {
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var halfStatusWidth = this.statusWidth() / 2;
var titleWidth = rect.width - statusWidth;
this.drawGauge(titleWidth, rect.y, statusWidth, rate, c1, c2);
};
Yanfly.Options.Window_Options_processOk = Window_Options.prototype.processOk;
Window_Options.prototype.processOk = function() {
var symbol = this.commandSymbol(this.index());
if (symbol) {
eval(JSON.parse(this._symbolData[symbol].ProcessOkCode));
} else {
Yanfly.Options.Window_Options_processOk.call(this);
}
};
Yanfly.Options.Window_Options_cursorLeft = Window_Options.prototype.cursorLeft;
Window_Options.prototype.cursorLeft = function(wrap) {
var symbol = this.commandSymbol(this.index());
if (symbol) {
eval(JSON.parse(this._symbolData[symbol].CursorLeftCode));
} else {
Yanfly.Options.Window_Options_cursorLeft.call(this, wrap);
}
};
Yanfly.Options.Window_Options_cursorRight =
Window_Options.prototype.cursorRight;
Window_Options.prototype.cursorRight = function(wrap) {
var symbol = this.commandSymbol(this.index());
if (symbol) {
eval(JSON.parse(this._symbolData[symbol].CursorRightCode));
} else {
Yanfly.Options.Window_Options_cursorRight.call(this, wrap);
}
};
Window_Options.prototype.changeWindowTone = function(symbol, value, color) {
var index = ['red', 'green', 'blue'].indexOf(color);
if (index < 0) return;
var tone = JsonEx.makeDeepCopy($gameSystem.windowTone());
var lastValue = tone[index];
tone[index] = value.clamp(-255, 255);
if (lastValue !== tone[index]) {
$gameSystem.setWindowTone(tone);
this.redrawItem(this.findSymbol(symbol));
SoundManager.playCursor();
}
};
Window_Options.prototype.updateHelp = function() {
if (!this._helpWindow) return;
if (this.index() < 0) return;
var symbol = this.commandSymbol(this.index());
if (this._symbolData && this._symbolData[symbol]) {
this._helpWindow.setText(JSON.parse(this._symbolData[symbol].HelpDesc));
} else {
this._helpWindow.clear();
}
};
//=============================================================================
// Scene_Options
//=============================================================================
Scene_Options.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createOptionsWindow();
this.createCategoryWindow();
};
Yanfly.Options.Scene_Options_createOptionsWindow =
Scene_Options.prototype.createOptionsWindow;
Scene_Options.prototype.createOptionsWindow = function() {
Yanfly.Options.Scene_Options_createOptionsWindow.call(this);
this._optionsWindow.setHelpWindow(this._helpWindow);
this._optionsWindow.setHandler('cancel', this.onOptionsCancel.bind(this));
};
Scene_Options.prototype.createCategoryWindow = function() {
var helpWin = this._helpWindow;
var optionsWin = this._optionsWindow;
this._categoryWindow = new Window_OptionsCategory(helpWin, optionsWin);
this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
this._categoryWindow.setHandler('category', this.onCategoryOk.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Options.prototype.onCategoryOk = function() {
this._optionsWindow.activate();
this._optionsWindow.select(0);
};
Scene_Options.prototype.onOptionsCancel = function() {
this._optionsWindow.deselect();
this._categoryWindow.activate();
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of Main Functions
//=============================================================================
} else {
var text = '';
text += 'You are getting this error because you are trying to run ';
text += 'YEP_OptionsCore while your project files are lower than version ';
text += '1.5.0.\n\nPlease visit this thread for instructions on how to update ';
text += 'your project files to 1.5.0 or higher: \n\n';
text += 'https://forums.rpgmakerweb.com/index.php';
console.log(text);
require('nw.gui').Window.get().showDevTools();
} // (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.5.0')
//=============================================================================
// End of File
//=============================================================================