Difference between revisions of "Category:Options Core Integration (MV)"

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(Collectible Card Game)
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Line 135: Line 135:
 
// Empty.
 
// Empty.
 
</pre>
 
</pre>
 +
 +
== [[Animated Tile Option (YEP)|Animated Tile Option]] ==
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[302]Animated Tiles
 +
 +
Help Description:
 +
Turns animated tiles ON or OFF.
 +
 +
Symbol:
 +
animateTiles
 +
 +
Show/Hide:
 +
show = Imported.YEP_StaticTilesOption;
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option 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:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, !value);
 +
 +
Cursor Right Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, true);
 +
 +
Cursor Left Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, false);
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
 +
 +
== [[Battle Animation Speed Options (YEP)|Battle Animation Speed Options (YEP)]] ==
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[302]Battle Animation Speed
 +
 +
Help Description:
 +
Changes the speed of battle animations.
 +
 +
Symbol:
 +
battleAniSpeed
 +
 +
Show/Hide:
 +
show = Imported.YEP_BattleAniSpeedOpt;
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option Code:
 +
var rect = this.itemRectForText(index);
 +
var statusWidth = this.statusWidth();
 +
var quarterWidth = statusWidth / 4;
 +
var titleWidth = rect.width - statusWidth;
 +
this.resetTextColor();
 +
this.changePaintOpacity(this.isCommandEnabled(index));
 +
this.drawOptionsName(index);
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changePaintOpacity(value === 4);
 +
var text = this.battleAnimationSpeedText(4);
 +
this.drawText(text, titleWidth + quarterWidth * 0, rect.y, quarterWidth, 'center');
 +
this.changePaintOpacity(value === 3);
 +
var text = this.battleAnimationSpeedText(3);
 +
this.drawText(text, titleWidth + quarterWidth * 1, rect.y, quarterWidth, 'center');
 +
this.changePaintOpacity(value === 2);
 +
var text = this.battleAnimationSpeedText(2);
 +
this.drawText(text, titleWidth + quarterWidth * 2, rect.y, quarterWidth, 'center');
 +
this.changePaintOpacity(value === 1);
 +
var text = this.battleAnimationSpeedText(1);
 +
this.drawText(text, titleWidth + quarterWidth * 3, rect.y, quarterWidth, 'center');
 +
 +
Process OK Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value -= 1;
 +
if (value <= 0) value = 4;
 +
value = value.clamp(1, 4);
 +
this.changeValue(symbol, value);
 +
 +
Cursor Right Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value -= 1;
 +
value = value.clamp(1, 4);
 +
this.changeValue(symbol, value);
 +
 +
Cursor Left Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value += 1;
 +
value = value.clamp(1, 4);
 +
this.changeValue(symbol, value);
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
  
 
== [[Battle Engine Core (YEP)|Battle Engine Core]] ==
 
== [[Battle Engine Core (YEP)|Battle Engine Core]] ==
Line 351: Line 516:
 
// Empty.
 
// Empty.
 
</pre>
 
</pre>
 +
 +
== [[Enemy Levels (YEP)|Enemy Levels]] ==
 +
 +
=== [[Difficulty Slider (YEP)|Difficulty Slider]] ===
 +
<hr>
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[87]Enemy Difficulty
 +
 +
Help Description:
 +
Determines the level strength of enemies.
 +
 +
Symbol:
 +
difficultySlider
 +
 +
Show/Hide:
 +
if (Imported.YEP_X_DifficultySlider) {
 +
  show = $gameSystem.showDifficultySlider();
 +
} else {
 +
  show = false;
 +
}
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option 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);
 +
var value = this.getConfigValue(symbol);
 +
var rate = value / Yanfly.Param.DSliderMaxDif;
 +
var gaugeColor1 = this.textColor(28);
 +
var gaugeColor2 = this.textColor(29);
 +
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
 +
this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');
 +
 +
Process OK Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value += Yanfly.Param.DSliderChange;
 +
if (value > Yanfly.Param.DSliderMaxDif) value = Yanfly.Param.DSliderMinDif;
 +
value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);
 +
this.changeValue(symbol, value);
 +
 +
Cursor Right Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value += Yanfly.Param.DSliderChange;
 +
value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);
 +
this.changeValue(symbol, value);
 +
 +
Cursor Left Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
value -= Yanfly.Param.DSliderChange;
 +
value = value.clamp(Yanfly.Param.DSliderMinDif,
 +
Yanfly.Param.DSliderMaxDif);
 +
this.changeValue(symbol, value);
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
 +
 +
== [[FPS Synch Option (YEP)|FPS Synch Option]] ==
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[302]Synch Monitor FPS
 +
 +
Help Description:
 +
Turn this ON if your monitor runs above 60 FPS
 +
to synchronize the game to run at 60 FPS.
 +
 +
Symbol:
 +
synchFps
 +
 +
Show/Hide:
 +
show = Imported.YEP_SynchFpsOption;
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option 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:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, !value);
 +
 +
Cursor Right Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, true);
 +
 +
Cursor Left Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, false);
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
 +
 +
== [[Keyboard Config (YEP)|Keyboard Config]] ==
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[83]Keyboard Config
 +
 +
Help Description:
 +
Configure the game's keyboard settings.
 +
 +
Symbol:
 +
keyConfig
 +
 +
Show/Hide:
 +
if (Imported.YEP_KeyboardConfig) {
 +
  show = !Utils.isMobileDevice();
 +
} else {
 +
  show = false;
 +
}
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option 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);
 +
 +
Process OK Code:
 +
this.playOkSound();
 +
SceneManager.push(Scene_KeyConfig);
 +
 +
Cursor Right Code:
 +
// Empty. Provided by this plugin.
 +
 +
Cursor Left Code:
 +
// Empty. Provided by this plugin.
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
  
 
== [[Message Core (YEP)|Message Core]] ==
 
== [[Message Core (YEP)|Message Core]] ==
Line 432: Line 829:
 
value = value.clamp(0, 11);
 
value = value.clamp(0, 11);
 
this.changeValue(symbol, value);
 
this.changeValue(symbol, value);
 +
 +
Default Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Save Config Code:
 +
// Empty. Provided by this plugin.
 +
 +
Load Config Code:
 +
// Empty. Provided by this plugin.
 +
</nowiki>
 +
 +
== [[Quest Journal System (YEP)|Quest Journal System]] ==
 +
 +
=== [[Map Quest Window (YEP)|Map Quest Window]] ===
 +
<hr>
 +
 +
<nowiki>
 +
If you are using YEP_OptionsCore.js, you can add a new Option using this
 +
plugin. Here's the following code/parameter settings you can use with it.
 +
 +
---------
 +
Settings:
 +
---------
 +
 +
Name:
 +
\i[87]Quest Window
 +
 +
Help Description:
 +
Show a window displaying the currently active
 +
quest on the screen while exploring.
 +
 +
Symbol:
 +
mapQuestWindow
 +
 +
Show/Hide:
 +
show = Imported.YEP_X_MapQuestWindow;
 +
 +
Enable:
 +
enabled = true;
 +
 +
Ext:
 +
ext = 0;
 +
 +
----------
 +
Functions:
 +
----------
 +
 +
Make Option Code:
 +
this.addCommand(name, symbol, enabled, ext);
 +
 +
Draw Option 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:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, !value);
 +
 +
Cursor Right Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, true);
 +
 +
Cursor Left Code:
 +
var index = this.index();
 +
var symbol = this.commandSymbol(index);
 +
var value = this.getConfigValue(symbol);
 +
this.changeValue(symbol, false);
  
 
Default Config Code:
 
Default Config Code:

Revision as of 18:07, 27 June 2019

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


This category lists the plugins that offer instructions on how to integrate various plugin settings/options into Yanfly's Options Core plugin.

Action Sequence Fast Forward/Skip

Auto-Fast Forward Integration
Name:
\i[87]Auto-Fast Forward

Help Description:
Automatically fast forwards battle animations.

Symbol:
actionSequenceAutoFastForward

Show/Hide:
show = true;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty.

Save Config Code:
// Empty.

Load Config Code:
// Empty.
Auto-Skip Forward Integration
Name:
\i[87]Auto-Skip Forward

Help Description:
Automatically skips battle animations to the end.

Symbol:
actionSequenceAutoSkipForward

Show/Hide:
show = true;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty.

Save Config Code:
// Empty.

Load Config Code:
// Empty.

Animated Tile Option

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Animated Tiles

Help Description:
Turns animated tiles ON or OFF.

Symbol:
animateTiles

Show/Hide:
show = Imported.YEP_StaticTilesOption;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Battle Animation Speed Options (YEP)

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Battle Animation Speed

Help Description:
Changes the speed of battle animations.

Symbol:
battleAniSpeed

Show/Hide:
show = Imported.YEP_BattleAniSpeedOpt;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var quarterWidth = statusWidth / 4;
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changePaintOpacity(value === 4);
var text = this.battleAnimationSpeedText(4);
this.drawText(text, titleWidth + quarterWidth * 0, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 3);
var text = this.battleAnimationSpeedText(3);
this.drawText(text, titleWidth + quarterWidth * 1, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 2);
var text = this.battleAnimationSpeedText(2);
this.drawText(text, titleWidth + quarterWidth * 2, rect.y, quarterWidth, 'center');
this.changePaintOpacity(value === 1);
var text = this.battleAnimationSpeedText(1);
this.drawText(text, titleWidth + quarterWidth * 3, rect.y, quarterWidth, 'center');

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
if (value <= 0) value = 4;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
value = value.clamp(1, 4);
this.changeValue(symbol, value);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Battle Engine Core

Action Sequence Pack 3


If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Battle Camera

Help Description:
If ON, the camera in battle will move around.
If OFF, the camera in battle will be locked in place.

Symbol:
battleCamera

Show/Hide:
show = Imported.YEP_X_ActSeqPack3;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Collectible Card Game

Card Game Core


Animated Cards

Name:
\i[187]Animated Cards

Help Description:
Cards of higher rarity are animated.

Symbol:
cardAnimatedCards

Show/Hide:
show = Imported.Irina_CardGameCore.AnimateCardOptionShow;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty.

Save Config Code:
// Empty.

Load Config Code:
// Empty.
Booster Animations

Name:
\i[187]Booster Animations

Help Description:
Plays the full Booster Pack opening animation if ON.
Otherwise, it shows the contents of the pack(s) if OFF.

Symbol:
cardBoosterAnimation

Show/Hide:
show = Imported.Irina_CardGameCore.BoosterOptionShow;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty.

Save Config Code:
// Empty.

Load Config Code:
// Empty.

Enemy Levels

Difficulty Slider


If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[87]Enemy Difficulty

Help Description:
Determines the level strength of enemies.

Symbol:
difficultySlider

Show/Hide:
if (Imported.YEP_X_DifficultySlider) {
  show = $gameSystem.showDifficultySlider();
} else {
  show = false;
}

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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);
var value = this.getConfigValue(symbol);
var rate = value / Yanfly.Param.DSliderMaxDif;
var gaugeColor1 = this.textColor(28);
var gaugeColor2 = this.textColor(29);
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += Yanfly.Param.DSliderChange;
if (value > Yanfly.Param.DSliderMaxDif) value = Yanfly.Param.DSliderMinDif;
value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);
this.changeValue(symbol, value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += Yanfly.Param.DSliderChange;
value = value.clamp(Yanfly.Param.DSliderMinDif, Yanfly.Param.DSliderMaxDif);
this.changeValue(symbol, value);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= Yanfly.Param.DSliderChange;
value = value.clamp(Yanfly.Param.DSliderMinDif,
Yanfly.Param.DSliderMaxDif);
this.changeValue(symbol, value);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

FPS Synch Option

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Synch Monitor FPS

Help Description:
Turn this ON if your monitor runs above 60 FPS
to synchronize the game to run at 60 FPS.

Symbol:
synchFps

Show/Hide:
show = Imported.YEP_SynchFpsOption;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Keyboard Config

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[83]Keyboard Config

Help Description:
Configure the game's keyboard settings.

Symbol:
keyConfig

Show/Hide:
if (Imported.YEP_KeyboardConfig) {
  show = !Utils.isMobileDevice();
} else {
  show = false;
}

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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);

Process OK Code:
this.playOkSound();
SceneManager.push(Scene_KeyConfig);

Cursor Right Code:
// Empty. Provided by this plugin.

Cursor Left Code:
// Empty. Provided by this plugin.

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Message Core

Message Speed Option


If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[87]Message Speed

Help Description:
Changes the speed text is displayed during messages.

Symbol:
messageSpeed

Show/Hide:
show = Imported.YEP_X_MessageSpeedOpt;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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);
var value = this.getConfigValue(symbol);
var rate = ((value) / 10).clamp(0, 1);
if (value > 10) {
  var gaugeColor1 = this.textColor(14);
  var gaugeColor2 = this.textColor(6);
} else {
  var gaugeColor1 = this.textColor(20);
  var gaugeColor2 = this.textColor(21);
}
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'center');

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
if (value > 11) value = 0;
value = value.clamp(0, 11);
this.changeValue(symbol, value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
value = value.clamp(0, 11);
this.changeValue(symbol, value);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
value = value.clamp(0, 11);
this.changeValue(symbol, value);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Quest Journal System

Map Quest Window


If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[87]Quest Window

Help Description:
Show a window displaying the currently active
quest on the screen while exploring.

Symbol:
mapQuestWindow

Show/Hide:
show = Imported.YEP_X_MapQuestWindow;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.

Save Core

Autosave


If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[231]Autosave

Help Description:
Enables \c[4]Autosaving\c[0] for your game if ON.
You can still manually save your game.

Symbol:
autosave

Show/Hide:
show = Imported.AutosaveShowOpt;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option 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:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.