code:
//=============================================================================
// MOG_MenuCursor.js
//=============================================================================
/*:
 * @plugindesc (v1.6) Adiciona um cursor animado no menu.
 * @author Moghunter
 *
 * @param Slide Animation
 * @desc Ativar animação de movimento lateral.
 * @default true
 *
 * @param Cursor X-axis
 * @desc Definição da posição X-axis para ajustes.
 * @default 0
 *
 * @param Cursor Y-axis
 * @desc Definição da posição Y-axis para ajustes.
 * @default 0
 *
 * @param Frames Animation
 * @desc Ativar animação por frames de imagem.
 * @default false
 *
 * @param Max Frames
 * @desc Quantidade de frames de animação.
 * @default 4
 *
 * @param Animation Speed
 * @desc Definição da velocidade da animação.
 * @default 7
 *
 * @help
 * =============================================================================
 * +++ MOG - Menu Cursor (v1.6) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Adiciona um cursor animado no menu.
 * Será necessário o arquivo Menu_Cursor.png gravado na pasta. (img/system/)
 *
 * =============================================================================
 * HISTÓTICO
 * =============================================================================
 * (v1.6) - Melhoria na codificação.
 * (v1.5) - Correção de não ativar o cursor animado.
 * (v1.4) - Correção da velocidade do cursor na cena de titulo.
 * (v1.3) - Correção de na atualização na posição do Index quando os comandos
 *          ultrapassam o tamanho da janela.
 *        - Melhoria na compatibilidade de plugins.
 * (v1.2) - Melhoria no sistema de rolamento do mouse.
 * (v1.1) - Correção do glitch de não ocultar o cursor durante o fade da cena.
 *        - Melhoria da animação inicial do cursor.
 *
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
　　var Imported = Imported || {};
　　Imported.MOG_MenuCursor = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_MenuCursor');
    Moghunter.mcursor_float = String(Moghunter.parameters['Slide Animation'] || true);
	Moghunter.mcursor_x = Number(Moghunter.parameters['Cursor X-axis'] || 0);
	Moghunter.mcursor_y = Number(Moghunter.parameters['Cursor Y-axis'] || 0);
	Moghunter.mcursor_animated = String(Moghunter.parameters['Frames Animation'] || "false");
	Moghunter.mcursor_maxframes = Number(Moghunter.parameters['Max Frames'] || 4);
	Moghunter.mcursor_animationSpeed = Number(Moghunter.parameters['Animation Speed'] || 7);

//=============================================================================
// ** Game_Temp
//=============================================================================

//==============================
// * Initialize
//==============================
var _alias_mog_mcursor_temp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function() {
	_alias_mog_mcursor_temp_initialize.call(this);
	this._mcursorData = [false,0,0,0];
};

//=============================================================================
// ** Scene_Base
//=============================================================================

//==============================
// * Initialize
//==============================
var _mog_mcursor_scnBase_initialize = Scene_Base.prototype.initialize;
Scene_Base.prototype.initialize = function() {
	_mog_mcursor_scnBase_initialize.call(this);
	if ($gameTemp) {$gameTemp._mcursorData = [false,0,0,0]};
	this._sprite_mcursor = null;
};

//==============================
// * Update
//==============================
var _mog_mcursor_scnBase_update = Scene_Base.prototype.update;
Scene_Base.prototype.update = function() {
    _mog_mcursor_scnBase_update.call(this);
	if (!this._sprite_mcursor && $gameTemp && $gameTemp._mcursorData[0]){this.create_menucursor()};
	if (this._sprite_mcursor) {this.update_mcursor();};
};

//==============================
// * Create Menu Cursor
//==============================
Scene_Base.prototype.create_menucursor = function() {
	this.removeChild(this._sprite_mcursor);
    this._sprite_mcursor = new Sprite(ImageManager.loadSystem("Menu_Cursor"));
	this._sprite_mcursor.opacity = 0;
	this._sprite_mcursor.anchor.x = 0.5;
	this._sprite_mcursor.anchor.y = 0.5;
	this._mcursor_data = [-1,-1,0,0,0,false,false,0,0,0,5,0,0];
	if (String(Moghunter.mcursor_float) === "true") {this._mcursor_data[5] = true};
	if (String(Moghunter.mcursor_animated) === "true"){this._mcursor_data[6] = true};
    this._mcursor_data[11] = Math.min(Math.max(Moghunter.mcursor_animationSpeed,1),999);
	this.addChild(this._sprite_mcursor);
};

//==============================
// * Update Menu Cursor
//==============================
Scene_Base.prototype.update_mcursor = function() {
	if (this.isBusy()) {this._sprite_mcursor.opacity -= 25;return};
    if (this._mcursor_data[0] == -1) {this.set_mcursor_initial();return}
	if ($gameTemp._mcursorData[1] > 0) {$gameTemp._mcursorData[1] -= 1,this._sprite_mcursor.opacity +=15;}
	else {this._sprite_mcursor.opacity = 0};
	if (this._mcursor_data[5]) {this.update_mcursor_float()};
	if (this._mcursor_data[6]) {this.update_mcursor_frames()};
	var nx = $gameTemp._mcursorData[2] + this._mcursor_data[0] + this._mcursor_data[2];
    this._sprite_mcursor.x = this.cursorMoveToSVD(this._sprite_mcursor.x,nx,5);
	this._sprite_mcursor.y = this.cursorMoveToSVD(this._sprite_mcursor.y,$gameTemp._mcursorData[3] + this._mcursor_data[1],5);
};

//==============================
// * Set Mcursor Initial
//==============================
Scene_Base.prototype.set_mcursor_initial = function() {
    if (!this._sprite_mcursor.bitmap.isReady()) {return};
    this._mcursor_data[0] = Moghunter.mcursor_x;
	this._mcursor_data[1] = (this._sprite_mcursor.bitmap.height / 2) + Moghunter.mcursor_y;
	if (this._mcursor_data[6] ) {
	    this._mcursor_data[7] = Math.floor(this._sprite_mcursor.bitmap.width / Moghunter.mcursor_maxframes)
		this._mcursor_data[8] = this._sprite_mcursor.bitmap.height;
	};
};

//==============================
// * Udate Mcursor Frames
//==============================
Scene_Base.prototype.update_mcursor_frames = function() {
	this._mcursor_data[10] += 1
	if (this._mcursor_data[10] < this._mcursor_data[11]) {return};
	this._mcursor_data[10] = 0
	this._sprite_mcursor.setFrame(this._mcursor_data[7] * this._mcursor_data[9],0, this._mcursor_data[7],this._mcursor_data[8]);
	this._mcursor_data[9] += 1;
	if (this._mcursor_data[9] >= Moghunter.mcursor_maxframes) {this._mcursor_data[9] = 0};
};

//==============================
// * Update Mcursor Float
//==============================
Scene_Base.prototype.update_mcursor_float = function() {
	 this._mcursor_data[4] += 1;
	 if (this._mcursor_data[4] < 2) {return;};
     this._mcursor_data[4] = 0;
	 this._mcursor_data[3] += 1;
	 if (this._mcursor_data[3] < 15) {this._mcursor_data[2] += 1}
	 else if (this._mcursor_data[3] < 30) {this._mcursor_data[2] -= 1}
	 else {this._mcursor_data[2] = 0 ;this._mcursor_data[3] = 0};
};

//==============================
// * cursor Move toSVD
//==============================
Scene_Base.prototype.cursorMoveToSVD = function(value,real_value,speed) {
	if (value == real_value) {return value};
	var dnspeed = 5 + (Math.abs(value - real_value) / 10);
	if (value > real_value) {value -= dnspeed;
	    if (value < real_value) {value = real_value};}
    else if (value < real_value) {value  += dnspeed;
    	if (value  > real_value) {value  = real_value};
    };
	return Math.floor(value);
};

//=============================================================================
// ** Window Selectable
//=============================================================================

//==============================
// * Initialize
//==============================
var _mog_mcursor_wselect_initialize = Window_Selectable.prototype.initialize;
Window_Selectable.prototype.initialize = function(x, y, width, height) {
    _mog_mcursor_wselect_initialize.call(this,x, y, width, height);
	this._refCursorIndex = false;
};

//==============================
// * Update Arrows
//==============================
var _mog_mcursor_wSelect_updateArrows = Window_Selectable.prototype.updateArrows
Window_Selectable.prototype.updateArrows = function() {
    _mog_mcursor_wSelect_updateArrows.call(this);
	if (this.need_set_mcursor_data()) {this.set_mcursor_data();};
};

//==============================
// * Need Set MCursor Data
//==============================x
Window_Selectable.prototype.need_set_mcursor_data = function() {
	if (!this.active) {return false};
	if (!this.visible) {return false};
	if (this.index() < 0) {return false};
	if (this._opening) {return false};
	if (this._closing) {return false};
	if (this.openness <= 0) {return false};
	if (this.x <= -this.width || this.x >= Graphics.boxWidth) {return false};
	if (this.y <= -this.height || this.y >= Graphics.boxHeight) {return false};
	if (SceneManager.isSceneChanging()) {return false};
	return true;
};

//==============================
// * Set Mcursor Data
//==============================
Window_Selectable.prototype.set_mcursor_data = function() {
	if (!this._refCursorIndex) {this._refCursorIndex = true;this.select(this.index())};
	var rect = this.itemRect(this.index());
	if(rect.x < 0 || rect.y < 0 || rect.x > (this.width - 48) || rect.y > (this.height - 48)) {return};
	$gameTemp._mcursorData[0] = true;
	$gameTemp._mcursorData[1] = 1;
	$gameTemp._mcursorData[2] = this.x + rect.x;
	$gameTemp._mcursorData[3] = this.y + rect.y + (rect.height / 2);
	this.updateScrollRoll();
};

//==============================
// * update SCroll Roll
//==============================
Window_Selectable.prototype.updateScrollRoll = function() {
    if (this.isOpenAndActive() && this.maxItems() > 0) {
		var srow = this.maxTopRow() === 0 ? 1 : this.maxCols();
        var threshold = 20;
		var idx = this._index;
        if (TouchInput.wheelY >= threshold) {
            this._index += srow;
			if (this._index > (this.maxItems() - 1)) {this._index = this.maxItems() - 1};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
        if (TouchInput.wheelY <= -threshold) {
            this._index -= srow;
			if (this._index < 0) {this._index = 0};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
    };
};


code:
//=============================================================================
// MOG_MenuParticles.js
//=============================================================================
/*:
 * @plugindesc (v1.1) Adiciona partículas nas cenas menu.
 * @author Moghunter
 *
 * @param Number of Particles
 * @desc Definição do numero de partículas.
 * @default 15
 *
 * @param Disable Scenes
 * @desc Definição das cenas que terão o efeito desativado.
 * Scene_Name1 , Scene_Name2 , Scene_Name3 ...
 * @default Scene_Test1,Scene_Test2,Scene_Test3
 *
 * @param Unique Particles
 * @desc Cada cena terá uma imagem de partícula diferente.
 * @default false
 *
 * @param X-Axis Speed
 * @desc Definição da velocidade de deslize na horizontal.
 * @default 0
 *
 * @param Y-Axis Speed
 * @desc Definição da velocidade de deslize na vertical.
 * @default -1
 *
 * @param Rotation Speed
 * @desc Definição da velocidade da rotação.
 * @default 1
 *
 * @param Blend Mode
 * @desc Definição do modo Blend.
 * @default 1
 *
 * @help
 * =============================================================================
 * +++ MOG - Menu Particles (v1.1) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Adiciona partículas nas cenas menu
 * É possivel ativar uma partícula diferente para cada cena ou desativar a
 * partícula em cenas especificas.
 * =============================================================================
 * As imagens das patículas deverão ficar na paste /img/menus/
 * =============================================================================
 * No caso da opção Unique Particles estiver ativada cada partícula deverá
 * seguir essa nomeação.
 *
 * SCENE_NAME + _par.png
 *
 * Exemplo.
 *
 * Scene_Menu_par.png
 * Scene_Item_par.png
 * Scene_Skill_par.png
 * etc...
 * =============================================================================
 * HISTÓRICO
 * =============================================================================
 * (v1.1) - Correção da função UNIQUE PARTICLES.
 *
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
　　var Imported = Imported || {};
　　Imported.MOG_MenuParticles = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_MenuParticles');
    Moghunter.mpart_selfpart = String(Moghunter.parameters['Unique Particles'] || "false");
	Moghunter.mpart_skipscenes = Object(Moghunter.parameters['Disable Scenes'] || []);
	Moghunter.mpart_ox = Number(Moghunter.parameters['X-Axis Speed'] || 0);
	Moghunter.mpart_oy = Number(Moghunter.parameters['Y-Axis Speed'] || -1);
	Moghunter.mpart_a = Number(Moghunter.parameters['Rotation Speed'] || 1);
	Moghunter.mpart_number = Number(Moghunter.parameters['Number of Particles'] || 15);
	Moghunter.mpart_blendMode = Number(Moghunter.parameters['Blend Mode'] || 1);
	SceneManager._mpart             = false;

//=============================================================================
// ** ImageManager
//=============================================================================

//==============================
// * Menus
//==============================
ImageManager.loadMenus = function(filename) {
    return this.loadBitmap('img/menus/', filename, 0, true);
};

//=============================================================================
// ** Game System
//=============================================================================

//==============================
// * Get Par Array
//==============================
Game_System.prototype.get_par_array = function(object,value,type) {
	if (value.length === 0) {return};
	var s = value.split(',');
	if (type === 0){
		for (var i = 0; i < s.length; i++) {object.push(String(s[i]));	};
	} else {
	    for (var i = 0; i < s.length; i++) {object.push(Number(s[i]));	};
   };
};

//=============================================================================
// ** Scene MenuBase
//=============================================================================

//==============================
// * Skip Particles
//==============================
Scene_MenuBase.prototype.skip_particles = function() {
	if (!SceneManager._scene) {return false};
	this._mb_skip_scenes = [];
	$gameSystem.get_par_array(this._mb_skip_scenes, Moghunter.mpart_skipscenes, 0);
   	for (var i = 0; i < this._mb_skip_scenes.length; i++) {
		if (this._mb_skip_scenes[i] === SceneManager._scene.constructor.name) {return true};
	};
    return false;
};

//==============================
// * Create
//==============================
var _alias_mog_mpart_scbase_createBackground = Scene_MenuBase.prototype.createBackground;
Scene_MenuBase.prototype.createBackground = function() {
	SceneManager._mpart = false;
	_alias_mog_mpart_scbase_createBackground.call(this);
	if (!this.skip_particles()) {this.create_mparticles()};
};

//==============================
// * Terminate
//==============================
var _alias_mog_mpart_scmb_terminate = Scene_MenuBase.prototype.terminate;
Scene_MenuBase.prototype.terminate = function() {
	_alias_mog_mpart_scmb_terminate.call(this);
	SceneManager._mpart = false;
};

//==============================
// * Set Particle Img
//==============================
Scene_MenuBase.prototype.set_particle_img = function() {
	if (this._self_par && SceneManager._scene) {return SceneManager._scene.constructor.name + "_par"}
	return "Particles";
};

//==============================
// * Create Mbackground
//==============================
Scene_MenuBase.prototype.create_mparticles = function() {
    this._self_par = false;
	SceneManager._mpart = true;
	if (String(Moghunter.mpart_selfpart) === "true") {this._self_par = true};
   	this._sprite_particles = [];
	this._sprite_particles_data = [];
	this._nw = [0,0];
	if (Moghunter.mpart_ox > 0) {this._nw[0] = -(Graphics.boxWidth / 3)};
	if (Moghunter.mpart_ox < 0) {this._nw[0] =(Graphics.boxWidth / 3)};
	this._nw[1] = Math.abs(this._nw[0]);
    for (i = 0; i < Moghunter.mpart_number; i++) {
	  this._sprite_particles.push(new Sprite(ImageManager.loadMenus(this.set_particle_img())));
	  this.addChild(this._sprite_particles[i]);
	  this._sprite_particles_data[i] = []
	  this.reset_particles(i);
	  this._sprite_particles[i].x = Math.randomInt(Graphics.boxWidth);
	  this._sprite_particles[i].y = Math.randomInt(Graphics.boxHeight);
	  this._sprite_particles[i].opacity = 0;
	  this._sprite_particles[i].blendMode = Moghunter.mpart_blendMode;
    };
};

//==============================
// * Reset Particles
//==============================
Scene_MenuBase.prototype.reset_particles = function(i) {
	this._sprite_particles_data[i][0] = ((Math.random() * 2) + 0.4) * Moghunter.mpart_ox
	this._sprite_particles_data[i][1] = ((Math.random() * 2) + 0.4) * Moghunter.mpart_oy
	this._sprite_particles_data[i][2] = ((Math.random() * Moghunter.mpart_a)) * 0.01;
	this._sprite_particles[i].opacity = 0;
	this._sprite_particles[i].x = this._nw[0] + Math.randomInt(Graphics.boxWidth);
	var pz = ((Math.random() * 0.5) * 1);
	this._sprite_particles[i].scale = new PIXI.Point(0.5 + Number(pz), 0.5 + Number(pz));
	if (Moghunter.mpart_oy < 0) {
	    this._sprite_particles[i].y = Graphics.boxHeight + this._sprite_particles[i].height * 3;
	} else if (Moghunter.mpart_oy > 0) {
		this._sprite_particles[i].y = -this._sprite_particles[i].height * 3;
	} else {
	    this._sprite_particles[i].y = Math.randomInt(Graphics.boxHeight);
    };
	if (this._sprite_particles_data[i][0] == 0 && this._sprite_particles_data[i][1] == 0) {
       this._sprite_particles[i].x = -Graphics.width
    };
};

//==============================
// * Update
//==============================
var _mog_mpart_scbase_update = Scene_MenuBase.prototype.update;
Scene_MenuBase.prototype.update = function() {
	_mog_mpart_scbase_update.call(this);
	if (SceneManager._mpart) {this.update_particles()};
};

//==============================
// * Update Particles
//==============================
Scene_MenuBase.prototype.update_particles = function() {
   for (var i = 0; i < this._sprite_particles.length; i++) {
        this._sprite_particles[i].x += this._sprite_particles_data[i][0];
		this._sprite_particles[i].y += this._sprite_particles_data[i][1];
		this._sprite_particles[i].opacity += 4;
		this._sprite_particles[i].rotation += this._sprite_particles_data[i][2];
    	if (this.need_reset_particles(i)) { this.reset_particles(i);};
	};
};

//==============================
// * Need Reset Particles
//==============================
Scene_MenuBase.prototype.need_reset_particles = function(i) {
	if (this._sprite_particles[i].x < -this._nw[1] - this._sprite_particles[i].width * 3) {return true};
	if (this._sprite_particles[i].x > this._nw[1] + Graphics.boxWidth + this._sprite_particles[i].width * 3) {return true};
	if (this._sprite_particles[i].y < - this._sprite_particles[i].height * 3) {return true};
	if (this._sprite_particles[i].y > Graphics.boxHeight + this._sprite_particles[i].height * 3) {return true};
	return false;
};

repo_name: dazed/translations

license: unknown


code:
//=============================================================================
// MOG_SceneEquip.js
//=============================================================================

/*:
 * @plugindesc (v1.0) Modifica a cena de equipamento.
 * @author Moghunter
 *
 * @param FontSize
 * @desc Definição do tamanho da fonte.
 * @default 20
 *
 * @param Help X-Axis
 * @desc Definição X-Axis da janela de ajuda.
 * @default 0
 *
 * @param Help Y-Axis
 * @desc Definição Y-Axis da janela de ajuda.
 * @default 516
 *
 * @param Help Layout X-Axis
 * @desc Definição X-Axis do layout da janela de ajuda.
 * @default 0
 *
 * @param Help Layout Y-Axis
 * @desc Definição Y-Axis do layout da janela de ajuda.
 * @default -67
 *
 * @param Command X-Axis
 * @desc Definição X-Axis da janela de comando.
 * @default 312
 *
 * @param Command Y-Axis
 * @desc Definição Y-Axis da janela de comando.
 * @default 10
 *
 * @param Command Layout X-Axis
 * @desc Definição X-Axis do layout da janela de comando.
 * @default 15
 *
 * @param Command Layout Y-Axis
 * @desc Definição Y-Axis do layout da janela de comando.
 * @default 11
 *
 * @param Slot X-Axis
 * @desc Definição X-Axis da janela de slot.
 * @default 312
 *
 * @param Slot Y-Axis
 * @desc Definição Y-Axis da janela de slot.
 * @default 70
 *
 * @param Slot Layout X-Axis
 * @desc Definição X-Axis do layout da janela de slot.
 * @default 22
 *
 * @param Slot Layout Y-Axis
 * @desc Definição Y-Axis do layout da janela de slot.
 * @default 8
 *
 * @param List X-Axis
 * @desc Definição X-Axis da janela de lista de items.
 * @default 305
 *
 * @param List Y-Axis
 * @desc Definição Y-Axis da janela de lista de items.
 * @default 280
 *
 * @param List Layout X-Axis
 * @desc Definição X-Axis do layout da janela de lista de items.
 * @default 0
 *
 * @param List Layout Y-Axis
 * @desc Definição Y-Axis do layout da janela de lista de items.
 * @default 0
 *
 * @param Status X-Axis
 * @desc Definição X-Axis da janela de status.
 * @default 10
 *
 * @param Status Y-Axis
 * @desc Definição Y-Axis da janela de  status.
 * @default 120
 *
 * @param Status Layout X-Axis
 * @desc Definição X-Axis do layout da janela de status.
 * @default 0
 *
 * @param Status Layout Y-Axis
 * @desc Definição Y-Axis do layout da janela de status.
 * @default 0
 *
 * @help
 * =============================================================================
 * +++ MOG - Scene Equip (v1.0) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Modifica a cena de equipamento.
 *
 * =============================================================================
 * UTILIZAÇÃO
 * =============================================================================
 * As imagens do sistema deverão ser gravados na pasta.
 *
 * /img/menus/equip/
 *
 * =============================================================================
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
　　var Imported = Imported || {};
　　Imported.MOG_SceneEquip = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_SceneEquip');
    Moghunter.scEquip_FontSize = Number(Moghunter.parameters['FontSize'] || 20);
	Moghunter.scEquip_HelpWindowX = Number(Moghunter.parameters['Help X-Axis'] || 0);
	Moghunter.scEquip_HelpWindowY = Number(Moghunter.parameters['Help Y-Axis'] || 516);
	Moghunter.scEquip_HelpLayoutX = Number(Moghunter.parameters['Help Layout X-Axis'] || 0);
	Moghunter.scEquip_HelpLayoutY = Number(Moghunter.parameters['Help Layout Y-Axis'] || -67);
	Moghunter.scEquip_ComWindowX = Number(Moghunter.parameters['Command X-Axis'] || 312);
	Moghunter.scEquip_ComWindowY = Number(Moghunter.parameters['Command Y-Axis'] || 10);
	Moghunter.scEquip_ComLayoutX = Number(Moghunter.parameters['Command Layout X-Axis'] || 15);
	Moghunter.scEquip_ComLayoutY = Number(Moghunter.parameters['Command Layout Y-Axis'] || 11);
	Moghunter.scEquip_SlotWindowX = Number(Moghunter.parameters['Slot X-Axis'] || 312);
	Moghunter.scEquip_SlotWindowY = Number(Moghunter.parameters['Slot Y-Axis'] || 70);
	Moghunter.scEquip_SlotLayoutX = Number(Moghunter.parameters['Slot Layout X-Axis'] || 22);
	Moghunter.scEquip_SlotLayoutY = Number(Moghunter.parameters['Slot Layout Y-Axis'] || 8);
	Moghunter.scEquip_ItemWindowX = Number(Moghunter.parameters['List X-Axis'] || 305);
	Moghunter.scEquip_ItemWindowY = Number(Moghunter.parameters['List Y-Axis'] || 280);
	Moghunter.scEquip_ItemLayoutX = Number(Moghunter.parameters['List Layout X-Axis'] || 0);
	Moghunter.scEquip_ItemLayoutY = Number(Moghunter.parameters['List Layout Y-Axis'] || 0);
	Moghunter.scEquip_StatusWindowX= Number(Moghunter.parameters['Status X-Axis'] || 10);
	Moghunter.scEquip_StatusWindowY = Number(Moghunter.parameters['Status Y-Axis'] || 120);
	Moghunter.scEquip_StatusLayoutX = Number(Moghunter.parameters['Status Layout X-Axis'] || 0);
	Moghunter.scEquip_StatusLayoutY = Number(Moghunter.parameters['Status Layout Y-Axis'] || 0);

//=============================================================================
// ** ImageManager
//=============================================================================

//==============================
// * Equip
//==============================
ImageManager.loadMenusequip = function(filename) {
    return this.loadBitmap('img/menus/equip/', filename, 0, true);
};

//=============================================================================
// ** Scene Equip
//=============================================================================

//==============================
// * create Background
//==============================
var _mog_scEquip_createBackground = Scene_Equip.prototype.createBackground;
Scene_Equip.prototype.createBackground = function() {
	_mog_scEquip_createBackground.call(this);
	this._field = new Sprite();
	this.addChild(this._field);
};

//==============================
// * Create
//==============================
var _mog_scEquipM_create = Scene_Equip.prototype.create;
Scene_Equip.prototype.create = function() {
	_mog_scEquipM_create.call(this);
	this._helpWindow.x = Moghunter.scEquip_HelpWindowX;
	this._helpWindow.y = Moghunter.scEquip_HelpWindowY;
	this._helpWindowOrg = [this._helpWindow.x,this._helpWindow.y];
	this._commandWindow.x = Moghunter.scEquip_ComWindowX;
	this._commandWindow.y = Moghunter.scEquip_ComWindowY;
	this._commandWindow.contents.fontSize = Moghunter.scEquip_FontSize;
	this._commandWindowOrg = [this._commandWindow.x,this._commandWindow.y];
    this._slotWindow.x = Moghunter.scEquip_SlotWindowX;
	this._slotWindow.y = Moghunter.scEquip_SlotWindowY;
	this._slotWindowOrg = [this._slotWindow.x,this._slotWindow.y];
	this._itemWindow.x = Moghunter.scEquip_ItemWindowX;
	this._itemWindow.y = Moghunter.scEquip_ItemWindowY;
	this._itemWindow.width = 650;
	this._itemWindow.height = 320;
	this._itemWindowOrg = [this._itemWindow.x,this._itemWindow.y];
	this._statusWindow.x = Moghunter.scEquip_StatusWindowX;
	this._statusWindow.y = Moghunter.scEquip_StatusWindowY;
	this._statusWindowOrg = [this._statusWindow.x,this._statusWindow.y];
	this.createSprites();
	this.resetPosition();
};

//==============================
// * On Actor Change
//==============================
var _mog_scsEquipM_onActorChange = Scene_Equip.prototype.onActorChange;
Scene_Equip.prototype.onActorChange = function() {
	_mog_scsEquipM_onActorChange.call(this);
	this.resetPosition();
	this.update();
};

//==============================
// * Create Sprites
//==============================
Scene_Equip.prototype.createSprites = function() {
	this.createLayout();
	this.createLayoutHelp();
	this.createLayoutCommand();
	this.createLayoutSlot();
	this.createLayoutItem();
	this.createLayoutStatus();
};

//==============================
// * Create Layout
//==============================
Scene_Equip.prototype.createLayout = function() {
	this._layout = new Sprite(ImageManager.loadMenusequip("Layout"));
	this._field.addChild(this._layout);
};

//==============================
// * Create LayoutHelp
//==============================
Scene_Equip.prototype.createLayoutHelp = function() {
	this._layoutHelp = new Sprite(ImageManager.loadMenusequip("LayoutHelp"));
	this._field.addChild(this._layoutHelp);
};

//==============================
// * Create LayoutCommand
//==============================
Scene_Equip.prototype.createLayoutCommand = function() {
	this._layoutCommand = new Sprite(ImageManager.loadMenusequip("LayoutCommand"));
	this._field.addChild(this._layoutCommand);
};

//==============================
// * Create LayoutSlot
//==============================
Scene_Equip.prototype.createLayoutSlot = function() {
	this._layoutSlot = new Sprite(ImageManager.loadMenusequip("LayoutSlot"));
	this._field.addChild(this._layoutSlot);
};

//==============================
// * Create LayoutItem
//==============================
Scene_Equip.prototype.createLayoutItem = function() {
	this._layoutItem = new Sprite(ImageManager.loadMenusequip("LayoutItem"));
	this._field.addChild(this._layoutItem);
};

//==============================
// * Create LayoutStatus
//==============================
Scene_Equip.prototype.createLayoutStatus = function() {
	this._layoutStatus = new Sprite(ImageManager.loadMenusequip("LayoutStatus"));
	this._field.addChild(this._layoutStatus);
};

//==============================
// * update Sprites
//==============================
Scene_Equip.prototype.updateSprites = function() {
	 this.updateSlide();
     this.updateLayout()
};

//==============================
// * reset Position
//==============================
Scene_Equip.prototype.resetPosition = function() {
	var slide = 100
	this._helpWindow.y = this._helpWindowOrg[1] + slide;
	this._commandWindow.y = this._commandWindowOrg[1] - slide;
	this._slotWindow.x = this._slotWindowOrg[0] + slide;
	this._itemWindow.x = this._itemWindowOrg[0] + slide + 0;
	this._statusWindow.x = this._statusWindowOrg[0] - slide - 0;;
	this._helpWindow.contentsOpacity = 0;
	this._helpWindow.contentsOpacity = 0;
	this._commandWindow.contentsOpacity = 0;
	this._slotWindow.contentsOpacity = 0;
	this._itemWindow.contentsOpacity = 0;
	this._statusWindow.contentsOpacity = 0;
};

//==============================
// * update Slide
//==============================
Scene_Equip.prototype.updateSlide = function() {
	var slideSpeed = 5;
	var opcSpeed = 10;
	this._helpWindow.contentsOpacity += opcSpeed;
	this._commandWindow.contentsOpacity += opcSpeed;
	this._slotWindow.contentsOpacity += opcSpeed;
	this._itemWindow.contentsOpacity += opcSpeed;
	this._statusWindow.contentsOpacity += opcSpeed;

    if (this._helpWindow.y > this._helpWindowOrg[1]) {
		this._helpWindow.y -= slideSpeed;
		if (this._helpWindow.y < this._helpWindowOrg[1]) {this._helpWindow.y = this._helpWindowOrg[1]};
	};
    if (this._commandWindow.y < this._commandWindowOrg[1]) {
		this._commandWindow.y += slideSpeed;
		if (this._commandWindow.y > this._commandWindowOrg[1]) {this._commandWindow.y = this._commandWindowOrg[1]};
	};
    if (this._slotWindow.x > this._slotWindowOrg[0]) {
		this._slotWindow.x -= slideSpeed;
		if (this._slotWindow.x < this._slotWindowOrg[0]) {this._slotWindow.x = this._slotWindowOrg[0]};
	};
    if (this._itemWindow.x > this._itemWindowOrg[0]) {
		this._itemWindow.x -= slideSpeed;
		if (this._itemWindow.x < this._itemWindowOrg[0]) {this._itemWindow.x = this._itemWindowOrg[0]};
	};
    if (this._statusWindow.x < this._statusWindowOrg[0]) {
		this._statusWindow.x += slideSpeed;
		if (this._statusWindow.x > this._statusWindowOrg[0]) {this._statusWindow.x = this._statusWindowOrg[0]};
	};
};

//==============================
// * update Layout
//==============================
Scene_Equip.prototype.updateLayout = function() {
	this._layoutHelp.x = this._helpWindow.x + Moghunter.scEquip_HelpLayoutX;
	this._layoutHelp.y = this._helpWindow.y + Moghunter.scEquip_HelpLayoutY;
	this._layoutHelp.opacity = this._helpWindow.contentsOpacity
	this._helpWindow.opacity = 0;
	this._layoutCommand.x = this._commandWindow.x + Moghunter.scEquip_ComLayoutX;
	this._layoutCommand.y = this._commandWindow.y + Moghunter.scEquip_ComLayoutY;
	this._layoutCommand.opacity = this._commandWindow.contentsOpacity;
    this._commandWindow.opacity = 0;
	this._layoutSlot.x = this._slotWindow.x + Moghunter.scEquip_SlotLayoutX;
	this._layoutSlot.y = this._slotWindow.y + Moghunter.scEquip_SlotLayoutY;
	this._layoutSlot.opacity = this._slotWindow.contentsOpacity;
    this._slotWindow.opacity = 0;
	this._layoutItem.x = this._itemWindow.x + Moghunter.scEquip_ItemLayoutX;
	this._layoutItem.y = this._itemWindow.y + Moghunter.scEquip_ItemLayoutY;
	this._layoutItem.opacity = this._itemWindow.contentsOpacity;
    this._itemWindow.opacity = 0;
	this._layoutStatus.x = this._statusWindow.x + Moghunter.scEquip_StatusLayoutX;
	this._layoutStatus.y = this._statusWindow.y + Moghunter.scEquip_StatusLayoutY;
	this._layoutStatus.opacity = this._statusWindow.contentsOpacity;
    this._statusWindow.opacity = 0;
};

//==============================
// * Update
//==============================
var _mog_scEquipM_update = Scene_Equip.prototype.update;
Scene_Equip.prototype.update = function() {
	_mog_scEquipM_update.call(this);
    if (this._layout) {this.updateSprites()};
};

//=============================================================================
// ** Window Equip Slot
//=============================================================================

//==============================
// * Window Equip Item
//==============================
Window_EquipSlot.prototype.drawItem = function(index) {
	this.contents.fontSize = Moghunter.scEquip_FontSize;
    if (this._actor) {
        var rect = this.itemRectForText(index);
        this.changeTextColor(this.systemColor());
        this.changePaintOpacity(this.isEnabled(index));
        this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y);
        this.changePaintOpacity(true);
    }
};

//=============================================================================
// ** Window Equip Command
//=============================================================================

//==============================
// * draw Text
//==============================
Window_EquipCommand.prototype.drawText = function(text, x, y, maxWidth, align) {
};

//=============================================================================
// ** Window Equip Status
//=============================================================================

//==============================
// * initialize
//==============================
var _mog_scequip_westatus_initialize = Window_EquipStatus.prototype.initialize;
Window_EquipStatus.prototype.initialize = function(x, y) {
    _mog_scequip_westatus_initialize.call(this,x,y);
	this._parImg = ImageManager.loadMenusequip("Par");
	this._parData = [0,0];
};

//==============================
// * draw Text
//==============================
Window_EquipStatus.prototype.createFaceSprite = function() {
	this._faceSprite = new Sprite();
	this._faceSprite.x = -510;
	this._faceSprite.y = -70;
	this.addChild(this._faceSprite);
};

//==============================
// * refresh
//==============================
Window_EquipStatus.prototype.refresh = function() {
    this.contents.clear();
	this.contents.fontSize = Moghunter.scEquip_FontSize;
    if (this._actor) {
		this._parData[0] = this._parImg.width / 3;
		this._parData[1] = this._parImg.height;
    	if (!this._faceSprite) {this.createFaceSprite()};
		this.refreshFaceSprite();
        this.drawActorName(this._actor, this.textPadding(), 0);
        for (var i = 0; i < 6; i++) {
            this.drawItem(0, 53 +  this.lineHeight() * (1 + i), 2 + i);
        }
    }
};

//==============================
// * refresh Face Sprite
//==============================
Window_EquipStatus.prototype.refreshFaceSprite = function() {
	 this._faceSprite.bitmap = ImageManager.loadMenusFaces1("Actor_" + this._actor._actorId);
};

//==============================
// * window Height
//==============================
Window_EquipStatus.prototype.windowHeight = function() {
    return 350;
};

//==============================
// * draw Par Name
//==============================
Window_EquipStatus.prototype.drawParamName = function(x, y, paramId) {
};

//==============================
// * draw Right Arrow
//==============================
Window_EquipStatus.prototype.drawRightArrowM = function(x, y,paramId) {

    var newValue = this._tempActor.param(paramId);
    var diffvalue = newValue - this._actor.param(paramId);
    if (diffvalue > 0) {
		 var sx = this._parData[0];
	} else if (diffvalue < 0) {
		var sx = this._parData[0] * 2;
	} else {
	    var sx = 0
	};
    this.contents.blt(this._parImg, sx, 0, this._parData[0], this._parData[1], x, y);

};

//==============================
// * draw Item
//==============================
Window_EquipStatus.prototype.drawItem = function(x, y, paramId) {
    this.drawParamName(x + this.textPadding(), y, paramId);
    if (this._actor) {
        this.drawCurrentParam(x + 120, y, paramId);
		if (this._tempActor) {this.drawRightArrowM(x + 188, y + 6,paramId)};
    }
    if (this._tempActor) {
        this.drawNewParam(x + 202, y, paramId);
    }
};

//==============================
// * update
//==============================
var _mog_scnEquipUpdate = Window_EquipStatus.prototype.update;
Window_EquipStatus.prototype.update = function() {
    _mog_scnEquipUpdate.call(this);
	this._faceSprite.opacity = this.contentsOpacity;
};

//=============================================================================
// ** Window Equip Item
//=============================================================================

//==============================
// * Window Equip Item
//==============================
var _mog_scEquip_Wequip_drawItemName = Window_EquipItem.prototype.drawItemName;
Window_EquipItem.prototype.drawItemName = function(item, x, y, width) {
	this.contents.fontSize = Moghunter.scEquip_FontSize;
    _mog_scEquip_Wequip_drawItemName.call(this,item, x, y, width)
};

//==============================
// * max Cols
//==============================
Window_EquipItem.prototype.maxCols = function() {
    return 1;
};


code:
//=============================================================================
// MOG_SceneFile.js
//=============================================================================

/*:
 * @plugindesc (v1.0) Modifica a cena de salvar e carregar arquivos.
 * @author Moghunter
 *
 * @param Font Size
 * @desc Definição do tamanho da fonte.
 * @default 22
 *
 * @param Text Color
 * @desc Definição da cor do texto.
 * @default 21
 *
 * @param Word Playtime
 * @desc Definição da palavra Playtime.
 * @default Playtime
 *
 * @param Word Location
 * @desc Definição da palavra Localização.
 * @default Location
 *
 * @param Display Gold
 * @desc Apresentar dinheiro.
 * @default true
 *
 * @param Actor X-Axis
 * @desc Definição X-axis da imagem do personagem.
 * @default 100
 *
 * @param Actor Y-Axis
 * @desc Definição Y-axis da imagem do personagem.
 * @default 0
 *
 * @param Help X-Axis
 * @desc Definição X-axis da janela de ajuda.
 * @default 0
 *
 * @param Help Y-Axis
 * @desc Definição Y-axis da janela de ajuda.
 * @default 30
 *
 * @param Parameter X-Axis
 * @desc Definição X-axis dos parâmetros.
 * @default 0
 *
 * @param Parameter Y-Axis
 * @desc Definição Y-axis dos parâmetros.
 * @default 300
 *
 * @param Parameter Space
 * @desc Definição do espaço entre os parâmetros.
 * @default 28
 *
 * @param Parback X-Axis
 * @desc Definição X-Axis do imagem de fundo dos parâmetros.
 * @default 0
 *
 * @param Parback Y-Axis
 * @desc Definição Y-Axis do imagem de fundo dos parâmetros.
 * @default 320
 *
 * @param Cursor X-Axis
 * @desc Definição X-Axis do cursor.
 * @default 342
 *
 * @param Cursor Y-Axis
 * @desc Definição Y-Axis do cursor.
 * @default 0
 *
 * @param Cursor File Space
 * @desc Definição do espaço entre os saves.
 * @default 159
 *
 * @help
 * =============================================================================
 * +++ MOG - Scene File (v1.0) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Modifica a cena de salvar e carregar arquivos.
 *
 * =============================================================================
 * UTILIZAÇÃO
 * =============================================================================
 * As imagens do sistema deverão ser gravados na pasta.
 *
 * /img/menus/file/
 *
 * =============================================================================
 *
 * E as pictures na pasta.
 *
 * /img/pictures/
 *
 * Nomeie os arquivos da seguinte forma.
 *
 * Actor_ ID.png
 *
 * Exemplo
 *
 * Actor_1.png
 * Actor_2.png
 * Actor_3.png
 * Actor_4.png
 *...
 *
 *
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
　　var Imported = Imported || {};
　　Imported.MOG_SceneFile = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_SceneFile');
	Moghunter.scFile_FontSize = Number(Moghunter.parameters['Font Size'] || 22);
	Moghunter.scFile_TextColor = Number(Moghunter.parameters['Text Color'] || 21);
	Moghunter.scFile_PlayTimeWord = String(Moghunter.parameters['Word Playtime'] || "Playtime");
	Moghunter.scFile_LocationWord = String(Moghunter.parameters['Word Location'] || "Location");
	Moghunter.scFile_Gold = String(Moghunter.parameters['Display Gold'] || "true");
    Moghunter.scFile_ActorX = Number(Moghunter.parameters['Actor X-Axis'] || 100);
    Moghunter.scFile_ActorY = Number(Moghunter.parameters['Actor Y-Axis'] || 0);
	Moghunter.scFile_HelpX = Number(Moghunter.parameters['Help X-Axis'] || 0);
	Moghunter.scFile_HelpY = Number(Moghunter.parameters['Help Y-Axis'] || 30);
	Moghunter.scFile_ParBackX = Number(Moghunter.parameters['Parback X-Axis'] || 0);
	Moghunter.scFile_ParBackY = Number(Moghunter.parameters['Parback Y-Axis'] || 320);
	Moghunter.scFile_CursorX = Number(Moghunter.parameters['Cursor X-Axis'] || 342);
	Moghunter.scFile_CursorY = Number(Moghunter.parameters['Cursor Y-Axis'] || 0);
	Moghunter.scFile_CursorS = Number(Moghunter.parameters['File Space'] || 159);
	Moghunter.scFile_ParX = Number(Moghunter.parameters['Parameter X-Axis'] || 0);
	Moghunter.scFile_ParY = Number(Moghunter.parameters['Parameter Y-Axis'] || 300);
	Moghunter.scFile_ParS = Number(Moghunter.parameters['Parameter Space'] || 28);

//=============================================================================
// ** ImageManager
//=============================================================================

//==============================
// * Menus
//==============================
ImageManager.loadMenusFile = function(filename) {
    return this.loadBitmap('img/menus/file/', filename, 0, true);
};

//=============================================================================
// ** Data Manager
//=============================================================================

//==============================
// * Max Save Files
//==============================
DataManager.maxSavefiles = function() {
    return 3;
};

//==============================
// * Max Save File Info
//==============================
DataManager.makeSavefileInfo = function() {
    var info = {};
    info.globalId   = this._globalId;
    info.title      = $dataSystem.gameTitle;
	info.members    = $gameParty.members();
	if ($gameMap.displayName()) {
    	  info.location   = $gameMap.displayName();
	} else {
		if ($dataMapInfos[$gameMap._mapId]) {
		  info.location = $dataMapInfos[$gameMap._mapId].name;
		} else {
		  info.location = "";
		};
	};
	var actor = info.members[0];
	info.actor = [actor.name(),actor.level,actor.mhp,actor.mmp,actor.atk,actor.def,
	              actor.mat,actor.mdf,actor.agi,actor.luk,actor._actorId];
	info.gold       = $gameParty.gold();
    info.characters = $gameParty.charactersForSavefile();
    info.faces      = $gameParty.facesForSavefile();
    info.playtime   = $gameSystem.playtimeText();
    info.timestamp  = Date.now();
    return info;
};

//=============================================================================
// ** Window Save File List
//=============================================================================

//==============================
// * initialize
//==============================
var _mog_sfile_wsav_initialize = Window_SavefileList.prototype.initialize;
Window_SavefileList.prototype.initialize = function(x, y, width, height) {
    _mog_sfile_wsav_initialize.call(this,x, y, width, height)
	this.visible = false;
};

//=============================================================================
// ** Scene File
//=============================================================================

//==============================
// * initialize
//==============================
var _mog_sfile_sf_initialize = Scene_File.prototype.initialize;
Scene_File.prototype.initialize = function() {
    _mog_sfile_sf_initialize.call(this);
	this._fIndex = -3;
	this._actorIndex = -1;
};

//==============================
// * create
//==============================
var _mog_sfile_create = Scene_File.prototype.create;
Scene_File.prototype.create = function() {
    _mog_sfile_create.call(this)
	this.createActorPicture();
	this.createCursor();
	this.createLayout();
	this.createParBack();
    this.createWindowData();
	this._listWindow.x = (this._listWindow.width * 2);
	if (this._listWindow._index < 0 || this._listWindow._index > 2 ) {this._listWindow._index = 0};
	 this._Cursor.x = Moghunter.scFile_CursorX + (Moghunter.scFile_CursorS * this._listWindow._index);
};

//==============================
// * Create Mbackground
//==============================
Scene_File.prototype.create_mbackground = function() {
};

//==============================
// * Update MBackground
//==============================
Scene_File.prototype.update_mbackground = function() {
};

//==============================
// * create Background
//==============================
Scene_File.prototype.update_mbackgr
var _mog_sfile_createBackground = Scene_File.prototype.createBackground;
Scene_File.prototype.createBackground = function() {
    _mog_sfile_createBackground.call(this);
    this._backgroundSprite.bitmap = ImageManager.loadMenusFile("background");

};

//==============================
// * create Actor Picture
//==============================
Scene_File.prototype.createActorPicture = function() {
     this._ActorPicture = new Sprite();
	 this._ActorPicture.anchor.x = 0.5;
	 this.addChild(this._ActorPicture);
};

//==============================
// * create Layout
//==============================
Scene_File.prototype.createLayout = function() {
     this._layout = new Sprite(ImageManager.loadMenusFile("layout"));
	 this.addChild(this._layout);
};

//==============================
// * create Cursor
//==============================
Scene_File.prototype.createParBack = function() {
     this._parBack = new Sprite(ImageManager.loadMenusFile("parback"));
	 this._parBack.x = Moghunter.scFile_ParBackX;
	 this._parBack.y = Moghunter.scFile_ParBackY;
	 this._parBack.visible = false;
	 this.addChild(this._parBack);
};

//==============================
// * update Par Back
//==============================
Scene_File.prototype.updateParBack = function() {
     this._parBack.visible = this._actorIndex > 0 ? true : false;
};

//==============================
// * create Cursor
//==============================
Scene_File.prototype.createCursor = function() {
     this._Cursor = new Sprite(ImageManager.loadMenusFile("cursor"));
	 this._Cursor.opacity = 0;
	 this.addChild(this._Cursor);
};

//==============================
// * update Cursor
//==============================
Scene_File.prototype.updateCursor = function() {
     var nx = Moghunter.scFile_CursorX + (Moghunter.scFile_CursorS * this._listWindow._index);
	 var ny = Moghunter.scFile_CursorY;
	 this._Cursor.x = this.barCMT(this._Cursor.x,nx);
	 this._Cursor.y = this.barCMT(this._Cursor.y,ny);
	 if (this._Cursor.opacity < 120) {this._Cursor.opacity += 10};
};

//==============================
// * next Index
//==============================
Scene_File.prototype.nextIndex = function(value) {
     SoundManager.playCursor();
	 this._listWindow._index += value;
	 if (this._listWindow._index < 0) {this._listWindow._index = 2};
	 if (this._listWindow._index > 2) {this._listWindow._index = 0};
};

//==============================
// * update Command
//==============================
Scene_File.prototype.updateCommand = function() {
	if (Input.isRepeated("right")) {this.nextIndex(1)}
	else if (Input.isRepeated("left")) {this.nextIndex(-1)}
	if (TouchInput.isTriggered()) {this.checkTouchFile()};
};

//==============================
// * check Touch File
//==============================
Scene_File.prototype.checkTouchFile = function() {
	var oldIndex = this._listWindow._index;
	var onfile = false
	for (i = 0; i < 3; i++) {
         if (this.isOnFile(i)) {
			 this._listWindow._index = i;
			 onfile = true;
		 };
	};
	if (!onfile) {return};
	if (oldIndex === this._listWindow._index) {
		this._listWindow.processOk();
	} else {
		SoundManager.playCursor();
	};
};

//==============================
// * On Picture Com
//==============================
Scene_File.prototype.isOnFile = function(index) {
     var x = Moghunter.scFile_CursorX + (Moghunter.scFile_CursorS * index);
	 var y = Moghunter.scFile_CursorY;
	 var cw = this._Cursor.bitmap.width;
	 var ch = this._Cursor.bitmap.height;
	 if (TouchInput.x < x) { return false};
	 if (TouchInput.x > x + cw) { return false};
	 if (TouchInput.y < y) { return false};
	 if (TouchInput.y > y + ch) { return false};
	 return true;
};

//==============================
// * bar CMT
//==============================
Scene_File.prototype.barCMT = function(value,real_value) {
	if (value == real_value) {return value};
	var dnspeed = 5 + (Math.abs(value - real_value) / 10);
	if (value > real_value) {value -= dnspeed;
	    if (value < real_value) {value = real_value};}
    else if (value < real_value) {value  += dnspeed;
    	if (value  > real_value) {value  = real_value};
    };
	return Math.floor(value);
};

//==============================
// * refresh Actor Picture
//==============================
Scene_File.prototype.refreshActorPicture = function() {
      this._actorIndex =  this._dataWindow.actorID();
	  this._ActorPicture.bitmap = null;
	  if (!this._actorIndex) {return};
	  this._ActorPicture.bitmap = ImageManager.loadPicture("Actor_" + String(this._actorIndex));
	  this._ActorPicture.x = Moghunter.scFile_ActorX - 100;
	  this._ActorPicture.opacity = 0;
};

//==============================
// * update Actor Picture
//==============================
Scene_File.prototype.updateActorPicture = function() {
 	  if (!this._ActorPicture.bitmap || !this._ActorPicture.bitmap.isReady()) {return};
	  if (this._ActorPicture.x < Moghunter.scFile_ActorX) {
	      this._ActorPicture.x += 3;
	      this._ActorPicture.opacity += 5;
		  if (this._ActorPicture.x >= Moghunter.scFile_ActorX) {
			  this._ActorPicture.x = Moghunter.scFile_ActorX;
			  this._ActorPicture.opacity = 255;
		  };
      };
	  this._ActorPicture.y = (Graphics.boxHeight - this._ActorPicture.height) + Moghunter.scFile_ActorY;
};

//==============================
// * create Window Data
//==============================
Scene_File.prototype.createWindowData = function() {
	 var x = 0;
	 var y = 0;
	 var w = 320;
	 var h = Graphics.boxHeight + 48;
	 this._dataWindow = new Window_FileData(x,y,w,h);
	 this.addChild(this._dataWindow);
};

//==============================
// * refresh Window Data
//==============================
Scene_File.prototype.refreshDataWindow = function() {
	this._fIndex = this._listWindow._index;
	this._dataWindow.setData(this._fIndex);
	this.refreshActorPicture()
};

//==============================
// * update
//==============================
var _mog_sfile_sf_update = Scene_File.prototype.update;
Scene_File.prototype.update = function() {
	_mog_sfile_sf_update.call(this);
	if (this._fIndex != this._listWindow._index) {this.refreshDataWindow()};
	this.updateActorPicture();
	this.updateCursor();
	this.updateParBack();
	if (!SceneManager.isSceneChanging()) {this.updateCommand()};
	this._helpWindow.opacity = 0;
	this._helpWindow.x = Moghunter.scFile_HelpX;
	this._helpWindow.y = Moghunter.scFile_HelpY;

};

//=============================================================================
// ** Window FileData
//=============================================================================
function Window_FileData() {
    this.initialize.apply(this, arguments);
}

Window_FileData.prototype = Object.create(Window_Base.prototype);
Window_FileData.prototype.constructor = Window_FileData;

//==============================
// * initialize
//==============================
Window_FileData.prototype.initialize = function(x, y, width, height) {
    Window_Base.prototype.initialize.call(this, x, y, width, height);
    this.active = false;
    this._fileIndex = 0;
	this._actorID = null;
	this._dataInfo = null;
	this._gold = String(Moghunter.scFile_Gold) === "true" ? true : false;
	this.contents.fontSize = Moghunter.scFile_FontSize;
};

//==============================
// * data
//==============================
Window_FileData.prototype.data = function() {
	return this._dataInfo;
};

//==============================
// * actor ID
//==============================
Window_FileData.prototype.actorID = function() {
	return this._actorID;
};

//==============================
// * set Data
//==============================
Window_FileData.prototype.setData = function(index) {
	this._fileIndex = index;
	this._dataInfo = DataManager.loadSavefileInfo(this._fileIndex + 1);
	this.refresh();
};

//==============================
// * refresh
//==============================
Window_FileData.prototype.refresh = function() {
	 if (this.contents) {this.contents.clear()};
	 this._actorID = null;
	 if (this.data()) {this.drawData()
	 } else {
		this.drawText("- No Data - ", (this.width / 2) - 50, (this.height / 2), 120, 'center');
	 };
};

//==============================
// * draw Data
//==============================
Window_FileData.prototype.drawData = function() {
	  var actor = this.data().actor;
	  var x = Moghunter.scFile_ParX;
	  var y = Moghunter.scFile_ParY;
	  var s = Moghunter.scFile_ParS;
	  var w1 = this.width - 120 + x;;
	  this._actorID = actor[10];
	  this.changeTextColor(this.textColor(Moghunter.scFile_TextColor));
	  this.drawText(String(Moghunter.scFile_PlayTimeWord), x, 80, 120, 'left');
	  this.drawText(String(Moghunter.scFile_LocationWord), x, 112, 120, 'left');
	  this.drawText(TextManager.levelA, w1, y, 120, 'left'); // Level
	  this.drawText(TextManager.param(0), x, y + s * 1, 120, 'left'); // HP
	  this.drawText(TextManager.param(1), x, y + s * 2, 120, 'left'); // MP
	  this.drawText(TextManager.param(2), x, y + s * 3, 120, 'left'); // Atk
	  this.drawText(TextManager.param(3), x, y + s * 4, 120, 'left'); // Def
	  this.drawText(TextManager.param(4), x, y + s * 5, 120, 'left'); // Mat
	  this.drawText(TextManager.param(5), x, y + s * 6, 120, 'left'); // Mdf
	  this.drawText(TextManager.param(6), x, y + s * 7, 120, 'left'); // Agi
	  this.drawText(TextManager.param(7), x, y + s * 8, 120, 'left'); // Luk
	  if (this._gold) {this.drawText(TextManager.currencyUnit, x, y + s * 9, 120, 'left')}; // Gold
	  this.resetTextColor();
	  this.drawText(this.data().playtime, w1 - 40, 80, 120, 'right');
	  this.drawText(this.data().location, w1 - 80, 112, 160, 'right');
	  this.drawText(actor[0], x, y, 120, 'left'); // Name
	  this.drawText(actor[1], w1, y, 80, 'right'); // Level
	  this.drawText(actor[2], w1, y + s * 1, 80, 'right'); // HP
	  this.drawText(actor[3], w1, y + s * 2, 80, 'right'); // MP
	  this.drawText(actor[4], w1, y + s * 3, 80, 'right'); // Atk
	  this.drawText(actor[5], w1, y + s * 4, 80, 'right'); // Def
	  this.drawText(actor[6], w1, y + s * 5, 80, 'right'); // Mat
	  this.drawText(actor[7], w1, y + s * 6, 80, 'right'); // Mdf
	  this.drawText(actor[8], w1, y + s * 7, 80, 'right'); // Agi
	  this.drawText(actor[9], w1, y + s * 8, 80, 'right'); // Luk
	  if (this._gold) {this.drawText(this.data().gold, w1 - 40, y + s * 9, 120, 'right')}; // Gold
};

//==============================
// * Update
//==============================
Window_FileData.prototype.update = function() {
     Window_Base.prototype.update.call(this);
	 this.opacity = 0;
};