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- /*============================================================================
- * ## Plugin Info
- *----------------------------------------------------------------------------
- * # Plugin Name
- * DoubleX RMMV Dynamic Settings
- *----------------------------------------------------------------------------
- * # Terms Of Use
- * 1. Commercial use's always allowed and crediting me's always optional.
- * 2. You shall keep this plugin's Plugin Info part's contents intact.
- * 3. You shalln't claim that this plugin's written by anyone other than
- * DoubleX or my aliases. I always reserve the right to deny you from
- * using any of my plugins anymore if you've violated this.
- * 4. CC BY 4.0, except those conflicting with any of the above, applies
- * to this plugin, unless you've my permissions not needing follow so.
- * 5. I always reserve the right to deny you from using this plugin
- * anymore if you've violated any of the above.
- *----------------------------------------------------------------------------
- * # Prerequisites
- * Abilities:
- * 1. Little RMMV plugin development proficiency for most basic usages
- * 2. Some RMMV plugin development proficiency to fully utilize this
- *----------------------------------------------------------------------------
- * # Links
- * This plugin:
- * 1. http://pastebin.com/1Lzvyy8M
- * Mentioned Patreon Supporters:
- * https://www.patreon.com/posts/71738797
- *----------------------------------------------------------------------------
- * # Author
- * DoubleX
- *----------------------------------------------------------------------------
- * # Changelog
- * v1.00a(GMT 1400 15-8-2016):
- * 1. 1st version of this plugin finished
- *============================================================================*/
- /*:
- * @plugindesc Lets users change some system settings in game and save them
- * @author DoubleX
- *
- * @param currencyUnit
- * @desc Sets the currency unit
- * It corresponds to the currency in the system settings
- * Don't include , in its value
- * Windows showing the currency unit might need to be refreshed right
- * after changing currencyUnit
- * @default G
- *
- * @param equipTypes
- * @desc Sets the list of equip types
- * It corresponds to the equipment types in the type settings
- * Don't change this when showing equips unless you really know what
- * you're truly doing
- * Don't change anything other than the equip type names unless you
- * really know what you're truly doing
- * @default , Weapon, Shield, Head, Body, Accessory
- *
- * @param locale
- * @desc Sets the locale of the game
- * Don't include , in its value
- * Windows showing texts might have to be refreshed right after changing
- * locale
- * @default en_US
- *
- * @param magicSkills
- * @desc Sets the list of skill type ids needing chanting motions in side view
- * It corresponds to the magic skills in the system settings
- * Don't change this during the same battle unless you really know what
- * you're truly doing
- * @default 1, 2
- *
- * @param menuCommands
- * @desc Sets the enabled status of all menu commands
- * It corresponds to the menu commands in the system settings
- * The 1st, 2nd, 3rd, 4th, 5th and 6th status correspond to item, skill,
- * equip, status, formation and save
- * Setting an enabled status as anything other than false means it's
- * true
- * The menu window might need to be refreshed right after changing
- * menuCommands
- * @default true, true, true, true, true, true
- *
- * @param optDisplayTp
- * @desc Sets whether tp will be shown
- * It corresponds to the display tp in battle in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * Don't change this when showing actors' statuses unless you really
- * know what you're truly doing
- * @default true
- *
- * @param optExtraExp
- * @desc Sets whether actors outside battles can gain exp from those battles
- * It corresponds to the exp for reserve members in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * @default false
- *
- * @param optFloorDeath
- * @desc Sets whether floor damages alone can directly lead to death
- * It corresponds to the knockout by floor damage in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * @default true
- *
- * @param optFollowers
- * @desc Sets whether followers of the leading party member will be shown
- * It corresponds to the show player followers in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * Don't change this from false to true when followers could be
- * colliding with something else unless you really know what you're
- * truly doing
- * @default true
- *
- * @param optSideView
- * @desc Sets whether side view will be used
- * It corresponds to the use side view battle in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * Don't change this during the same battle unless you really know what
- * you're truly doing
- * @default true
- *
- * @param optSlipDeath
- * @desc Sets whether slip damages alone can directly lead to death
- * It corresponds to the knockout by slip damage in the options of the
- * system settings
- * Setting it as anything other than false means it's true
- * @default true
- *
- * @param skillTypes
- * @desc Sets the list of skill types
- * It corresponds to the skill types in the type settings
- * Don't change this when showing skill types unless you really know
- * what you're truly doing
- * Don't change anything other than the skill type names unless you
- * really know what you're truly doing
- * @default , Magic, Special
- *
- * @help
- * attackMotions, sounds and termscan only be edited via opening this plugin
- * js file directly
- *
- * The default plugin file name is DoubleX RMMV Dynamic Settings v100a
- * If you want to change that, you must edit the value of
- * DoubleX_RMMV.Dynamic_Settings_File, which must be done via opening this
- * plugin js file directly
- *============================================================================
- * ## Plugin Call Info
- *----------------------------------------------------------------------------
- * # Configuration manipulations
- * 1. $gameSystem.dynamicSettings.param
- * - Returns the value of parameters shown in the plugin manager
- * - E.g.: Without using the 2nd plugin call,
- * $gameSystem.dynamicSettings.menuCommands will return
- * [false, false, false, false, false, false]
- * 2. $gameSystem.dynamicSettings.param = val
- * - Sets the value of parameters shown in the plugin manager as val
- * - All $gameSystem.dynamicSettings.param changes will be saved
- * - E.g.: $gameSystem.dynamicSettings.terms.messages.substitute =
- * '%1 protected %2!' will set the substitute message to be
- * '%1 protected %2!'
- *============================================================================
- */
- var DoubleX_RMMV = DoubleX_RMMV || {};
- DoubleX_RMMV['Dynamic Settings'] = 'v1.00a';
- // The plugin file name must be the same as DoubleX_RMMV.Dynamic_Settings_File
- DoubleX_RMMV.Dynamic_Settings_File = 'DoubleX RMMV Dynamic Settings v100a';
- DoubleX_RMMV.Dynamic_Settings = {
- /* Sets the list of attack motions in side view
- * It corresponds to attack motions in the system settings
- * Don't change this during the same battle unless you really know what
- * you're doing
- */
- attackMotions: [
- {
- 'type': 0,
- 'weaponImageId': 0
- }, {
- 'type': 1,
- 'weaponImageId': 1
- }, {
- 'type': 1,
- 'weaponImageId': 2
- }, {
- 'type': 1,
- 'weaponImageId': 3
- }, {
- 'type': 1,
- 'weaponImageId': 4
- }, {
- 'type': 1,
- 'weaponImageId': 5
- }, {
- 'type': 1,
- 'weaponImageId': 6
- }, {
- 'type': 2,
- 'weaponImageId': 7
- }, {
- 'type': 2,
- 'weaponImageId': 8
- }, {
- 'type': 2,
- 'weaponImageId': 9
- }, {
- 'type': 0,
- 'weaponImageId': 10
- }, {
- 'type': 0,
- 'weaponImageId': 11
- }, {
- 'type': 0,
- 'weaponImageId': 12
- }
- ],
- /* Sets the list of sounds
- * It corresponds to sound in system settings
- */
- sounds: [
- {
- name: 'Cursor2',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Decision1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Cancel2',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Buzzer1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Equip1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Save',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Load',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Battle1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Run',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Attack3',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Damage4',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Collapse1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Collapse2',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Collapse3',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Damage5',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Collapse4',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Recovery',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Miss',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Evasion1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Evasion2',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Reflection',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Shop1',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Item3',
- pan: 0,
- pitch: 100,
- volume: 90
- }, {
- name: 'Item3',
- pan: 0,
- pitch: 100,
- volume: 90
- }
- ],
- /* Sets the terms in the term table
- * It corresponds to the terms settings
- * Windows showing those terms might need to be refreshed right after
- * changing the relevant terms in the term table
- */
- terms: {
- basic: [
- 'Level',
- 'Lv',
- 'HP',
- 'HP',
- 'MP',
- 'MP',
- 'TP',
- 'TP',
- 'EXP',
- 'EXP'
- ],
- commands: [
- 'Fight',
- 'Escape',
- 'Attack',
- 'Guard',
- 'Item',
- 'Skill',
- 'Equip',
- 'Status',
- 'Formation',
- 'Save',
- 'Game End',
- 'Options',
- 'Weapon',
- 'Armor',
- 'Key Item',
- 'Equip',
- 'Optimize',
- 'Clear',
- 'New Game',
- 'Continue',
- null,
- 'To Title',
- 'Cancel',
- null,
- 'Buy',
- 'Sell'
- ],
- params: [
- 'Max HP',
- 'Max MP',
- 'Attack',
- 'Defense',
- 'M.Attack',
- 'M.Defense',
- 'Agility',
- 'Luck',
- 'Hit',
- 'Evasion'
- ],
- messages: {
- actionFailure: 'There was no effect on %1!',
- actorDamage: '%1 took %2 damage!',
- actorDrain: '%1 was drained of %2 %3!',
- actorGain: '%1 gained %2 %3!',
- actorLoss: '%1 lost %2 %3!',
- actorNoDamage: '%1 took no damage!',
- actorNoHit: 'Miss! %1 took no damage!',
- actorRecovery: '%1 recovered %2 %3!',
- alwaysDash: 'Always Dash',
- bgmVolume: 'BGM Volume',
- bgsVolume: 'BGS Volume',
- buffAdd: "%1's %2 went up!'",
- buffRemove: "%1's %2 returned to normal!",
- commandRemember: 'Command Remember',
- counterAttack: '%1 counterattacked!',
- criticalToActor: 'A painful blow!!',
- criticalToEnemy: 'An excellent hit!!',
- debuffAdd: "%1's %2 went down!",
- defeat: '%1 was defeated.',
- emerge: '%1 emerged!',
- enemyDamage: '%1 took %2 damage!',
- enemyDrain: '%1 was drained of %2 %3!',
- enemyGain: '%1 gained %2 %3!',
- enemyLoss: '%1 lost %2 %3!',
- enemyNoDamage: '%1 took no damage!',
- enemyNoHit: 'Miss! %1 took no damage!',
- enemyRecovery: '%1 recovered %2 %3!',
- escapeFailure: 'However, it was unable to escape!',
- escapeStart: '%1 has started to escape!',
- evasion: '%1 evaded the attack!',
- expNext: 'To Next %1',
- expTotal: 'Current %1',
- file: 'File',
- levelUp: '%1 is now %2 %3!',
- loadMessage: 'Load which file?',
- magicEvasion: '%1 nullified the magic!',
- magicReflection: '%1 reflected the magic!',
- meVolume: 'ME Volume',
- obtainExp: '%1 %2 received!',
- obtainGold: '%1\\G found!',
- obtainItem: '%1 found!',
- obtainSkill: '%1 learned!',
- partyName: "%1's Party",
- possession: 'Possession',
- preemptive: '%1 got the upper hand!',
- saveMessage: 'Save to which file?',
- seVolume: 'SE Volume',
- substitute: '%1 protected %2!',
- surprise: '%1 was surprised!',
- useItem: '%1 uses %2!',
- victory: '%1 was victorious!'
- }
- }
- }; // DoubleX_RMMV.Dynamic_Settings
- /*============================================================================
- * ## Plugin Implementations
- * You need not edit this part as it's about how this plugin works
- *----------------------------------------------------------------------------
- * # Plugin Support Info:
- * 1. Prerequisites
- * - Some RMMV plugin development proficiency to fully comprehend this
- * plugin
- *----------------------------------------------------------------------------*/
- (function(DS) {
- 'use strict';
- Object.defineProperty(TextManager, 'currencyUnit', {
- // Rewrite; v1.00a - v1.00a
- get: function() { return $gameSystem.dynamicSettings.currencyUnit; },
- configurable: true
- });
- DS.SoundManager = {};
- var SM = DS.SoundManager;
- // Trades a bit of time performance for a vast amount of simplicity
- SM.playSystemSound = SoundManager.playSystemSound;
- SoundManager.playSystemSound = function(n) { // Rewrite; v1.00a - v1.00a
- // Rewritten
- if ($gameSystem) {
- AudioManager.playStaticSe($gameSystem.dynamicSettings.sounds[n]);
- }
- //
- }; // SoundManager.playSystemSound
- DS.TextManager = {};
- var TM = DS.TextManager;
- TM.basic = TextManager.basic;
- TextManager.basic = function(basicId) { // Rewrite; v1.00a - v1.00a
- // Rewritten
- return $gameSystem.dynamicSettings.terms.basic[basicId] || '';
- //
- }; // TextManager.basic
- TM.param = TextManager.param;
- TextManager.param = function(paramId) { // Rewrite; v1.00a - v1.00a
- // Rewritten
- return $gameSystem.dynamicSettings.terms.params[paramId] || '';
- //
- }; // TextManager.param
- TM.command = TextManager.command;
- TextManager.command = function(commandId) { // Rewrite; v1.00a - v1.00a
- // Rewritten
- return $gameSystem.dynamicSettings.terms.commands[commandId] || '';
- //
- }; // TextManager.command
- TM.message = TextManager.message;
- TextManager.message = function(messageId) { // Rewrite; v1.00a - v1.00a
- // Rewritten
- return $gameSystem.dynamicSettings.terms.messages[messageId] || '';
- //
- }; // TextManager.message
- DS.Game_System = {};
- var GS = DS.Game_System;
- GS.isJapanese = Game_System.prototype.isJapanese;
- Game_System.prototype.isJapanese = function() { // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.locale.match(/^ja/); // Rewritten
- }; // Game_System.prototype.isJapanese
- GS.isChinese = Game_System.prototype.isChinese;
- Game_System.prototype.isChinese = function() { // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.locale.match(/^zh/); // Rewritten
- }; // Game_System.prototype.isChinese
- GS.isKorean = Game_System.prototype.isKorean;
- Game_System.prototype.isKorean = function() { // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.locale.match(/^ko/); // Rewritten
- }; // Game_System.prototype.isKorean
- GS.isCJK = Game_System.prototype.isCJK;
- Game_System.prototype.isCJK = function() { // Rewrite; v1.00a - v1.00a
- // Rewritten
- return $gameSystem.dynamicSettings.locale.match(/^(ja|zh|ko)/);
- //
- }; // Game_System.prototype.isCJK
- GS.isRussian = Game_System.prototype.isRussian;
- Game_System.prototype.isRussian = function() { // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.locale.match(/^ru/); // Rewritten
- }; // Game_System.prototype.isRussian
- GS.isSideView = Game_System.prototype.isSideView;
- Game_System.prototype.isSideView = function() { // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.optSideView; // Rewritten
- }; // Game_System.prototype.isSideView
- GS.initialize = Game_System.prototype.initialize;
- Game_System.prototype.initialize = function() { // Extended; v1.00a - v1.00a
- GS.initialize.apply(this, arguments);
- GS.initializeDynamicSettings.call(this); // Added
- }; // Game_System.prototype.initialize
- /* Stores all configurations into the container being saved in save files
- * Functional cohesion/Message coupling/Idempotent
- */
- GS.initializeDynamicSettings = function() { // New; v1.00a - v1.00a
- var settings = this.dynamicSettings = {};
- var ps = PluginManager.parameters(DoubleX_RMMV.Dynamic_Settings_File);
- Object.keys(ps).forEach(function(param) {
- settings[param] = GS.setConfig.call(this, ps[param]);
- }, this);
- settings.menuCommands = settings.menuCommands.map(function(enabled) {
- return enabled !== 'false';
- });
- settings.attackMotions = DS.attackMotions, settings.sounds = DS.sounds;
- settings.terms = DS.terms;
- } ; // GS.initializeDynamicSettings
- /* Sets the raw configuration value into its expected data format
- * (String)val: The raw configuration value
- * Return: The properly formatted configuration value
- * Functional cohesion/Data coupling/Referentially transparent
- */
- GS.setConfig = function(val) { // New; v1.00a - v1.00a
- if (val.match(/.*, .*/)) return val.split(', ');
- return val === 'false' ? false : val;
- }; // GS.setConfig
- DS.Game_Action = {};
- var GA = DS.Game_Action;
- GA.isMagicSkill = Game_Action.prototype.isMagicSkill;
- Game_Action.prototype.isMagicSkill = function() {
- // Rewrite; v1.00a - v1.00a
- if (this.isSkill()) {
- // Rewritten
- var settings = $gameSystem.dynamicSettings;
- return settings.magicSkills.contains(this.item().stypeId);
- //
- } else {
- return false;
- }
- }; // Game_Action.prototype.isMagicSkill
- DS.Game_Battler = {};
- var GB = DS.Game_Battler;
- GB.maxSlipDamage = Game_Battler.prototype.maxSlipDamage;
- Game_Battler.prototype.maxSlipDamage = function() {
- // Rewrite; v1.00a - v1.00a
- // Rewritten
- if ($gameSystem.dynamicSettings.optSlipDeath) return this.hp;
- return Math.max(this.hp - 1, 0);
- //
- }; // Game_Battler.prototype.maxSlipDamage
- DS.Game_Actor = {};
- var GActor = DS.Game_Actor;
- GActor.equipSlots = Game_Actor.prototype.equipSlots;
- Game_Actor.prototype.equipSlots = function() { // Rewrite; v1.00a - v1.00a
- var slots = [], equipTypes = $gameSystem.dynamicSettings.equipTypes;
- // Rewritten
- for (var i = 1; i < equipTypes.length; i++) {
- slots.push(i);
- }
- //
- if (slots.length >= 2 && this.isDualWield()) {
- slots[1] = 1;
- }
- return slots;
- }; // Game_Actor.prototype.equipSlots
- GActor.benchMembersExpRate = Game_Actor.prototype.benchMembersExpRate;
- Game_Actor.prototype.benchMembersExpRate = function() {
- // Rewrite; v1.00a - v1.00a
- return $gameSystem.dynamicSettings.optExtraExp ? 1 : 0; // Rewritten
- }; // Game_Actor.prototype.benchMembersExpRate
- GActor.performAttack = Game_Actor.prototype.performAttack;
- Game_Actor.prototype.performAttack = function() {
- // Rewritten; v1.00a - v1.00a
- var weapons = this.weapons();
- var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
- // Rewritten
- var attackMotion = $gameSystem.dynamicSettings.attackMotions[wtypeId];
- //
- if (attackMotion) {
- if (attackMotion.type === 0) {
- this.requestMotion('thrust');
- } else if (attackMotion.type === 1) {
- this.requestMotion('swing');
- } else if (attackMotion.type === 2) {
- this.requestMotion('missile');
- }
- this.startWeaponAnimation(attackMotion.weaponImageId);
- }
- }; // Game_Actor.prototype.performAttack
- GActor.maxFloorDamage = Game_Actor.prototype.maxFloorDamage;
- Game_Actor.prototype.maxFloorDamage = function() {
- // Rewrite; v1.00a - v1.00a
- // Rewritten
- var settings = $gameSystem.dynamicSettings;
- return settings.optFloorDeath ? this.hp : Math.max(this.hp - 1, 0);
- //
- }; // Game_Actor.prototype.maxFloorDamage
- DS.Game_Followers = {};
- var GF = DS.Game_Followers;
- GF.initialize = Game_Followers.prototype.initialize;
- Game_Followers.prototype.initialize = function() {
- // Extended; v1.00a - v1.00a
- GF.initialize.apply(this, arguments);
- this._visible = $gameSystem.dynamicSettings.optFollowers; // Added
- }; // Game_Followers.prototype.initialize
- DS.Window_MenuCommand = {};
- var WMC = DS.Window_MenuCommand;
- WMC.needsCommand = Window_MenuCommand.prototype.needsCommand;
- Window_MenuCommand.prototype.needsCommand = function(name) {
- // Rewrite; v1.00a - v1.00a
- var flags = $gameSystem.dynamicSettings.menuCommands; // Rewritten
- if (flags) {
- switch (name) {
- case 'item':
- return flags[0];
- case 'skill':
- return flags[1];
- case 'equip':
- return flags[2];
- case 'status':
- return flags[3];
- case 'formation':
- return flags[4];
- case 'save':
- return flags[5];
- }
- }
- return true;
- }; // Window_MenuCommand.prototype.needsCommand
- DS.Window_EquipSlot = {};
- var WES = DS.Window_EquipSlot;
- WES.slotName = Window_EquipSlot.prototype.slotName;
- Window_EquipSlot.prototype.slotName = function(index) {
- // Rewrite; v1.00a - v1.00a
- // Rewritten
- var slots = this._actor.equipSlots(), cfg = $gameSystem.dynamicSettings;
- return this._actor ? cfg.equipTypes[slots[index]] : '';
- //
- }; // Window_EquipSlot.prototype.slotName
- DS.Window_SkillType = {};
- var WST = DS.Window_SkillType;
- WST.makeCommandList = Window_SkillType.prototype.makeCommandList;
- Window_SkillType.prototype.makeCommandList = function() {
- // Rewritten; v1.00a - v1.00a
- if (this._actor) {
- var skillTypes = this._actor.addedSkillTypes();
- skillTypes.sort(function(a, b) {
- return a - b;
- });
- skillTypes.forEach(function(stypeId) {
- // Rewritten
- var name = $gameSystem.dynamicSettings.skillTypes[stypeId];
- //
- this.addCommand(name, 'skill', true, stypeId);
- }, this);
- }
- }; // Window_SkillType.prototype.makeCommandList
- DS.Window_ActorCommand = {};
- var WAC = DS.Window_ActorCommand;
- WAC.addSkillCommands = Window_ActorCommand.prototype.addSkillCommands;
- Window_ActorCommand.prototype.addSkillCommands = function() {
- // Rewritten; v1.00a - v1.00a
- var skillTypes = this._actor.addedSkillTypes();
- skillTypes.sort(function(a, b) {
- return a - b;
- });
- skillTypes.forEach(function(stypeId) {
- // Rewritten
- var name = $gameSystem.dynamicSettings.skillTypes[stypeId];
- //
- this.addCommand(name, 'skill', true, stypeId);
- }, this);
- }; // Window_ActorCommand.prototype.addSkillCommands
- DS.Window_BattleStatus = {};
- var WBS = DS.Window_BattleStatus;
- WBS.drawGaugeArea = Window_BattleStatus.prototype.drawGaugeArea;
- Window_BattleStatus.prototype.drawGaugeArea = function(rect, actor) {
- // Rewrite; v1.00a - v1.00a
- // Rewritten
- if ($gameSystem.dynamicSettings.optDisplayTp) {
- this.drawGaugeAreaWithTp(rect, actor);
- } else {
- this.drawGaugeAreaWithoutTp(rect, actor);
- }
- //
- }; // Window_BattleStatus.prototype.drawGaugeArea
- })(DoubleX_RMMV.Dynamic_Settings);
- /*============================================================================*/
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