Rearranged settings

This commit is contained in:
Maruno17
2021-01-02 21:08:47 +00:00
parent 63e257323b
commit d4a7de4bdd
38 changed files with 626 additions and 593 deletions

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@@ -1,90 +1,61 @@
#==============================================================================#
# Pokémon Essentials #
# Version 18.1.dev #
# https://github.com/Maruno17/pokemon-essentials #
#==============================================================================#
# The generation that the battle system follows. Used throughout the battle
# scripts, and also by some other settings which are used in and out of battle
# (you can of course change those settings to suit your game).
# Note that this isn't perfect. Essentials doesn't accurately replicate every
# single generation's mechanics. It's considered to be good enough. Only
# generations 5 and later are reasonably supported.
MECHANICS_GENERATION = 7
#===============================================================================
# * The default screen width (at a scale of 1.0).
# * The default screen height (at a scale of 1.0).
# * The default screen scale factor. Possible values are 0.5, 1.0, 1.5 and 2.0.
# * Map view mode (0=original, 1=custom, 2=perspective).
#===============================================================================
# The default screen width (at a scale of 1.0).
SCREEN_WIDTH = 512
# The default screen height (at a scale of 1.0).
SCREEN_HEIGHT = 384
# The default screen scale factor. Possible values are 0.5, 1.0, 1.5 and 2.0.
SCREEN_SCALE = 1.0
# Map view mode (0=original, 1=custom, 2=perspective).
MAP_VIEW_MODE = 1
# To forbid the player from changing the screen size themselves, quote out or
# delete the relevant bit of code in the PScreen_Options script section.
#===============================================================================
# * The maximum level Pokémon can reach.
# * The level of newly hatched Pokémon.
# * The odds of a newly generated Pokémon being shiny (out of 65536).
# * The odds of a wild Pokémon/bred egg having Pokérus (out of 65536).
#===============================================================================
# The maximum level Pokémon can reach.
MAXIMUM_LEVEL = 100
# The level of newly hatched Pokémon.
EGG_LEVEL = 1
SHINY_POKEMON_CHANCE = 8
# The odds of a newly generated Pokémon being shiny (out of 65536).
SHINY_POKEMON_CHANCE = (MECHANICS_GENERATION >= 6) ? 16 : 8
# The odds of a wild Pokémon/bred egg having Pokérus (out of 65536).
POKERUS_CHANCE = 3
# Whether a bred baby Pokémon can inherit any TM/HM moves from its father. It
# can never inherit TM/HM moves from its mother.
BREEDING_CAN_INHERIT_MACHINE_MOVES = (MECHANICS_GENERATION <= 5)
# Whether a bred baby Pokémon can inherit egg moves from its mother. It can
# always inherit egg moves from its father.
BREEDING_CAN_INHERIT_EGG_MOVES_FROM_MOTHER = (MECHANICS_GENERATION >= 6)
#===============================================================================
# * Whether outdoor maps should be shaded according to the time of day.
#===============================================================================
TIME_SHADING = true
#===============================================================================
# * Whether poisoned Pokémon will lose HP while walking around in the field.
# * Whether poisoned Pokémon will faint while walking around in the field
# (true), or survive the poisoning with 1HP (false).
# * Whether fishing automatically hooks the Pokémon (if false, there is a
# reaction test first).
# * Whether the player can surface from anywhere while diving (true), or only in
# spots where they could dive down from above (false).
# * Whether planted berries grow according to Gen 4 mechanics (true) or Gen 3
# mechanics (false).
# * Whether TMs can be used infinitely as in Gen 5 (true), or are one-use-only
# as in older Gens (false).
#===============================================================================
POISON_IN_FIELD = true
POISON_FAINT_IN_FIELD = false
FISHING_AUTO_HOOK = false
DIVING_SURFACE_ANYWHERE = false
NEW_BERRY_PLANTS = true
INFINITE_TMS = true
#===============================================================================
# * The number of steps allowed before a Safari Zone game is over (0=infinite).
# * The number of seconds a Bug Catching Contest lasts for (0=infinite).
#===============================================================================
SAFARI_STEPS = 600
BUG_CONTEST_TIME = 1200
#===============================================================================
# * Pairs of map IDs, where the location signpost isn't shown when moving from
# one of the maps in a pair to the other (and vice versa). Useful for
# single long routes/towns that are spread over multiple maps.
# e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43.
# Moving between two maps that have the exact same name won't show the
# location signpost anyway, so you don't need to list those maps here.
#===============================================================================
NO_SIGNPOSTS = []
#===============================================================================
# * The amount of money the player starts the game with.
# * The maximum amount of money the player can have.
# * The maximum number of Game Corner coins the player can have.
# * The maximum length, in characters, that the player's name can be.
#===============================================================================
# The amount of money the player starts the game with.
INITIAL_MONEY = 3000
# The maximum amount of money the player can have.
MAX_MONEY = 999_999
# The maximum number of Game Corner coins the player can have.
MAX_COINS = 99_999
# The maximum length, in characters, that the player's name can be.
MAX_PLAYER_NAME_SIZE = 10
#===============================================================================
# * A set of arrays each containing a trainer type followed by a Global Variable
# number. If the variable isn't set to 0, then all trainers with the
# associated trainer type will be named as whatever is in that variable.
#===============================================================================
# A set of arrays each containing a trainer type followed by a Global Variable
# number. If the variable isn't set to 0, then all trainers with the associated
# trainer type will be named as whatever is in that variable.
RIVAL_NAMES = [
[:RIVAL1, 12],
[:RIVAL2, 12],
@@ -92,68 +63,93 @@ RIVAL_NAMES = [
]
#===============================================================================
# * The minimum number of badges required to boost each stat of a player's
# Pokémon by 1.1x, while using moves in battle only.
# * Whether the badge restriction on using certain hidden moves is either owning
# at least a certain number of badges (true), or owning a particular badge
# (false).
# * Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required
# to use each hidden move, or the specific badge number required to use
# each move. Remember that badge 0 is the first badge, badge 1 is the
# second badge, etc.
# e.g. To require the second badge, put false and 1.
# To require at least 2 badges, put true and 2.
# Whether outdoor maps should be shaded according to the time of day.
TIME_SHADING = true
#===============================================================================
NUM_BADGES_BOOST_ATTACK = 1
NUM_BADGES_BOOST_DEFENSE = 5
NUM_BADGES_BOOST_SPATK = 7
NUM_BADGES_BOOST_SPDEF = 7
NUM_BADGES_BOOST_SPEED = 3
# Whether poisoned Pokémon will lose HP while walking around in the field.
POISON_IN_FIELD = (MECHANICS_GENERATION <= 4)
# Whether poisoned Pokémon will faint while walking around in the field (true),
# or survive the poisoning with 1 HP (false).
POISON_FAINT_IN_FIELD = (MECHANICS_GENERATION <= 3)
# Whether planted berries grow according to Gen 4 mechanics (true) or Gen 3
# mechanics (false).
NEW_BERRY_PLANTS = (MECHANICS_GENERATION >= 4)
# Whether fishing automatically hooks the Pokémon (if false, there is a reaction
# test first).
FISHING_AUTO_HOOK = false
# The ID of the common event that runs when the player starts fishing (runs
# instead of showing the casting animation).
FISHING_BEGIN_COMMON_EVENT = -1
# The ID of the common event that runs when the player stops fishing (runs
# instead of showing the reeling in animation).
FISHING_END_COMMON_EVENT = -1
#===============================================================================
# The number of steps allowed before a Safari Zone game is over (0=infinite).
SAFARI_STEPS = 600
# The number of seconds a Bug Catching Contest lasts for (0=infinite).
BUG_CONTEST_TIME = 1200
#===============================================================================
# Pairs of map IDs, where the location signpost isn't shown when moving from one
# of the maps in a pair to the other (and vice versa). Useful for single long
# routes/towns that are spread over multiple maps.
# e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43.
# Moving between two maps that have the exact same name won't show the location
# signpost anyway, so you don't need to list those maps here.
NO_SIGNPOSTS = []
#===============================================================================
# Whether the badge restriction on using certain hidden moves is owning at least
# a certain number of badges (true), or owning a particular badge (false).
FIELD_MOVES_COUNT_BADGES = true
BADGE_FOR_CUT = 1
BADGE_FOR_FLASH = 2
BADGE_FOR_ROCKSMASH = 3
BADGE_FOR_SURF = 4
BADGE_FOR_FLY = 5
BADGE_FOR_STRENGTH = 6
BADGE_FOR_DIVE = 7
BADGE_FOR_WATERFALL = 8
# Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required to
# use each hidden move, or the specific badge number required to use each move.
# Remember that badge 0 is the first badge, badge 1 is the second badge, etc.
# e.g. To require the second badge, put false and 1.
# To require at least 2 badges, put true and 2.
BADGE_FOR_CUT = 1
BADGE_FOR_FLASH = 2
BADGE_FOR_ROCKSMASH = 3
BADGE_FOR_SURF = 4
BADGE_FOR_FLY = 5
BADGE_FOR_STRENGTH = 6
BADGE_FOR_DIVE = 7
BADGE_FOR_WATERFALL = 8
#===============================================================================
# * Whether a move's physical/special category depends on the move itself as in
# newer Gens (true), or on its type as in older Gens (false).
# * Whether the battle mechanics mimic Gen 5 (false) or Gen 7 (true).
# * Whether the Exp gained from beating a Pokémon should be scaled depending on
# the gainer's level as in Gens 5/7 (true) or not as in other Gens (false).
# * Whether the Exp gained from beating a Pokémon should be divided equally
# between each participant (true), or whether each participant should gain
# that much Exp (false). This also applies to Exp gained via the Exp Share
# (held item version) being distributed to all Exp Share holders. This is
# true in Gen 6 and false otherwise.
# * Whether the critical capture mechanic applies (true) or not (false). Note
# that it is based on a total of 600+ species (i.e. that many species need
# to be caught to provide the greatest critical capture chance of 2.5x),
# and there may be fewer species in your game.
# * Whether Pokémon gain Exp for capturing a Pokémon (true) or not (false).
# * An array of items which act as Mega Rings for the player (NPCs don't need a
# Mega Ring item, just a Mega Stone held by their Pokémon).
#===============================================================================
MOVE_CATEGORY_PER_MOVE = true
NEWEST_BATTLE_MECHANICS = true
SCALED_EXP_FORMULA = true
SPLIT_EXP_BETWEEN_GAINERS = false
ENABLE_CRITICAL_CAPTURES = false
GAIN_EXP_FOR_CAPTURE = true
MEGA_RINGS = [:MEGARING, :MEGABRACELET, :MEGACUFF, :MEGACHARM]
# If a move taught by a TM/HM/TR replaces another move, this setting is whether
# the machine's move retains the replaced move's PP (true) or whether the
# machine's move has full PP (false).
TAUGHT_MACHINES_KEEP_OLD_PP = (MECHANICS_GENERATION == 5)
# Whether Black/White Flute raise/lower the levels of wild Pokémon respectively
# (true) or lower/raise the wild encounter rate respectively (false).
FLUTES_CHANGE_WILD_ENCOUNTER_LEVELS = (MECHANICS_GENERATION >= 6)
# Whether Repel uses the level of the first Pokémon in the party regardless of
# its HP (true) or uses the level of the first unfainted Pokémon (false)
REPEL_COUNTS_FAINTED_POKEMON = (MECHANICS_GENERATION >= 6)
# Whether Rage Candy Bar acts as a Full Heal (true) or a Potion (false).
RAGE_CANDY_BAR_CURES_STATUS_PROBLEMS = (MECHANICS_GENERATION >= 7)
#===============================================================================
# * The names of each pocket of the Bag. Leave the first entry blank.
# * The maximum number of slots per pocket (-1 means infinite number). Ignore
# the first number (0).
# * The maximum number of items each slot in the Bag can hold.
# * Whether each pocket in turn auto-sorts itself by item ID number. Ignore the
# first entry (the 0).
# The name of the person who created the Pokémon storage system.
def pbStorageCreator
return _INTL("Bill")
end
# The number of boxes in Pokémon storage.
NUM_STORAGE_BOXES = 30
#===============================================================================
# The names of each pocket of the Bag. Leave the first entry blank.
def pbPocketNames; return ["",
_INTL("Items"),
_INTL("Medicine"),
@@ -163,81 +159,66 @@ def pbPocketNames; return ["",
_INTL("Mail"),
_INTL("Battle Items"),
_INTL("Key Items")
]; end
]; end
# The maximum number of slots per pocket (-1 means infinite number). Ignore the
# first number (0).
BAG_MAX_POCKET_SIZE = [0, -1, -1, -1, -1, -1, -1, -1, -1]
# The maximum number of items each slot in the Bag can hold.
BAG_MAX_PER_SLOT = 999
# Whether each pocket in turn auto-sorts itself by item ID number. Ignore the
# first entry (the 0).
BAG_POCKET_AUTO_SORT = [0, false, false, false, true, true, false, false, false]
#===============================================================================
# * A set of arrays each containing details of a graphic to be shown on the
# region map if appropriate. The values for each array are as follows:
# - Region number.
# - Global Switch; the graphic is shown if this is ON (non-wall maps only).
# - X coordinate of the graphic on the map, in squares.
# - Y coordinate of the graphic on the map, in squares.
# - Name of the graphic, found in the Graphics/Pictures folder.
# - The graphic will always (true) or never (false) be shown on a wall map.
# Whether the Pokédex list shown is the one for the player's current region
# (true), or whether a menu pops up for the player to manually choose which Dex
# list to view if more than one is available (false).
USE_CURRENT_REGION_DEX = false
# The names of each Dex list in the game, in order and with National Dex at the
# end. This is also the order that $PokemonGlobal.pokedexUnlocked is in, which
# records which Dexes have been unlocked (first is unlocked by default).
# You can define which region a particular Dex list is linked to. This means the
# area map shown while viewing that Dex list will ALWAYS be that of the defined
# region, rather than whichever region the player is currently in. To define
# this, put the Dex name and the region number in an array, like the Kanto and
# Johto Dexes are. The National Dex isn't in an array with a region number,
# therefore its area map is whichever region the player is currently in.
def pbDexNames; return [
[_INTL("Kanto Pokédex"), 0],
[_INTL("Johto Pokédex"), 1],
_INTL("National Pokédex")
]; end
# Whether all forms of a given species will be immediately available to view in
# the Pokédex so long as that species has been seen at all (true), or whether
# each form needs to be seen specifically before that form appears in the
# Pokédex (false).
DEX_SHOWS_ALL_FORMS = false
# An array of numbers, where each number is that of a Dex list (National Dex is
# -1). All Dex lists included here have the species numbers in them reduced by
# 1, thus making the first listed species have a species number of 0 (e.g.
# Victini in Unova's Dex).
DEXES_WITH_OFFSETS = []
#===============================================================================
# A set of arrays each containing details of a graphic to be shown on the region
# map if appropriate. The values for each array are as follows:
# - Region number.
# - Global Switch; the graphic is shown if this is ON (non-wall maps only).
# - X coordinate of the graphic on the map, in squares.
# - Y coordinate of the graphic on the map, in squares.
# - Name of the graphic, found in the Graphics/Pictures folder.
# - The graphic will always (true) or never (false) be shown on a wall map.
REGION_MAP_EXTRAS = [
[0, 51, 16, 15, "mapHiddenBerth", false],
[0, 52, 20, 14, "mapHiddenFaraday", false]
]
#===============================================================================
# * The name of the person who created the Pokémon storage system.
# * The number of boxes in Pokémon storage.
#===============================================================================
def pbStorageCreator
return _INTL("Bill")
end
NUM_STORAGE_BOXES = 30
#===============================================================================
# * Whether the Pokédex list shown is the one for the player's current region
# (true), or whether a menu pops up for the player to manually choose which
# Dex list to view if more than one is available (false).
# * The names of each Dex list in the game, in order and with National Dex at
# the end. This is also the order that $PokemonGlobal.pokedexUnlocked is
# in, which records which Dexes have been unlocked (first is unlocked by
# default).
# You can define which region a particular Dex list is linked to. This
# means the area map shown while viewing that Dex list will ALWAYS be that
# of the defined region, rather than whichever region the player is
# currently in. To define this, put the Dex name and the region number in
# an array, like the Kanto and Johto Dexes are. The National Dex isn't in
# an array with a region number, therefore its area map is whichever region
# the player is currently in.
# * Whether all forms of a given species will be immediately available to view
# in the Pokédex so long as that species has been seen at all (true), or
# whether each form needs to be seen specifically before that form appears
# in the Pokédex (false).
# * An array of numbers, where each number is that of a Dex list (National Dex
# is -1). All Dex lists included here have the species numbers in them
# reduced by 1, thus making the first listed species have a species number
# of 0 (e.g. Victini in Unova's Dex).
#===============================================================================
USE_CURRENT_REGION_DEX = false
def pbDexNames; return [
[_INTL("Kanto Pokédex"), 0],
[_INTL("Johto Pokédex"), 1],
_INTL("National Pokédex")
]; end
DEX_SHOWS_ALL_FORMS = false
DEXES_WITH_OFFSETS = []
#===============================================================================
# * A list of maps used by roaming Pokémon. Each map has an array of other maps
# it can lead to.
# * A set of arrays each containing the details of a roaming Pokémon. The
# information within is as follows:
# - Species.
# - Level.
# - Global Switch; the Pokémon roams while this is ON.
# - Encounter type (0=any, 1=grass/walking in cave, 2=surfing, 3=fishing,
# 4=surfing/fishing). See bottom of PField_RoamingPokemon for lists.
# - Name of BGM to play for that encounter (optional).
# - Roaming areas specifically for this Pokémon (optional).
#===============================================================================
# A list of maps used by roaming Pokémon. Each map has an array of other maps it
# can lead to.
ROAMING_AREAS = {
5 => [ 21, 28, 31, 39, 41, 44, 47, 66, 69],
21 => [5, 28, 31, 39, 41, 44, 47, 66, 69],
@@ -250,6 +231,15 @@ ROAMING_AREAS = {
66 => [5, 21, 28, 31, 39, 41, 44, 47, 69],
69 => [5, 21, 28, 31, 39, 41, 44, 47, 66 ]
}
# A set of arrays each containing the details of a roaming Pokémon. The
# information within is as follows:
# - Species.
# - Level.
# - Global Switch; the Pokémon roams while this is ON.
# - Encounter type (0=any, 1=grass/walking in cave, 2=surfing, 3=fishing,
# 4=surfing/fishing). See bottom of PField_RoamingPokemon for lists.
# - Name of BGM to play for that encounter (optional).
# - Roaming areas specifically for this Pokémon (optional).
ROAMING_SPECIES = [
[:LATIAS, 30, 53, 0, "Battle roaming"],
[:LATIOS, 30, 53, 0, "Battle roaming"],
@@ -263,14 +253,14 @@ ROAMING_SPECIES = [
]
#===============================================================================
# * A set of arrays each containing details of a wild encounter that can only
# occur via using the Poké Radar. The information within is as follows:
# - Map ID on which this encounter can occur.
# - Probability that this encounter will occur (as a percentage).
# - Species.
# - Minimum possible level.
# - Maximum possible level (optional).
#===============================================================================
# A set of arrays each containing details of a wild encounter that can only
# occur via using the Poké Radar. The information within is as follows:
# - Map ID on which this encounter can occur.
# - Probability that this encounter will occur (as a percentage).
# - Species.
# - Minimum possible level.
# - Maximum possible level (optional).
POKE_RADAR_ENCOUNTERS = [
[5, 20, :STARLY, 12, 15],
[21, 10, :STANTLER, 14],
@@ -279,64 +269,114 @@ POKE_RADAR_ENCOUNTERS = [
]
#===============================================================================
# * The Global Switch that is set to ON when the player whites out.
# * The Global Switch that is set to ON when the player has seen Pokérus in the
# Poké Center, and doesn't need to be told about it again.
# * The Global Switch which, while ON, makes all wild Pokémon created be
# shiny.
# * The Global Switch which, while ON, makes all Pokémon created considered to
# be met via a fateful encounter.
# * The Global Switch which determines whether the player will lose money if
# they lose a battle (they can still gain money from trainers for winning).
# * The Global Switch which, while ON, prevents all Pokémon in battle from Mega
# Evolving even if they otherwise could.
#===============================================================================
# The Game Switch that is set to ON when the player blacks out.
STARTING_OVER_SWITCH = 1
# The Game Switch that is set to ON when the player has seen Pokérus in the Poké
# Center, and doesn't need to be told about it again.
SEEN_POKERUS_SWITCH = 2
# The Game Switch which, while ON, makes all wild Pokémon created be shiny.
SHINY_WILD_POKEMON_SWITCH = 31
# The Game Switch which, while ON, makes all Pokémon created considered to be
# met via a fateful encounter.
FATEFUL_ENCOUNTER_SWITCH = 32
NO_MONEY_LOSS = 33
NO_MEGA_EVOLUTION = 34
#===============================================================================
# * The ID of the common event that runs when the player starts fishing (runs
# instead of showing the casting animation).
# * The ID of the common event that runs when the player stops fishing (runs
# instead of showing the reeling in animation).
#===============================================================================
FISHING_BEGIN_COMMON_EVENT = -1
FISHING_END_COMMON_EVENT = -1
#===============================================================================
# * The ID of the animation played when the player steps on grass (shows grass
# rustling).
# * The ID of the animation played when the player lands on the ground after
# hopping over a ledge (shows a dust impact).
# * The ID of the animation played when a trainer notices the player (an
# exclamation bubble).
# * The ID of the animation played when a patch of grass rustles due to using
# the Poké Radar.
# * The ID of the animation played when a patch of grass rustles vigorously due
# to using the Poké Radar. (Rarer species)
# * The ID of the animation played when a patch of grass rustles and shines due
# to using the Poké Radar. (Shiny encounter)
# * The ID of the animation played when a berry tree grows a stage while the
# player is on the map (for new plant growth mechanics only).
#===============================================================================
# ID of the animation played when the player steps on grass (grass rustling).
GRASS_ANIMATION_ID = 1
# ID of the animation played when the player lands on the ground after hopping
# over a ledge (shows a dust impact).
DUST_ANIMATION_ID = 2
# ID of the animation played when a trainer notices the player (an exclamation
# bubble).
EXCLAMATION_ANIMATION_ID = 3
# ID of the animation played when a patch of grass rustles due to using the Poké
# Radar.
RUSTLE_NORMAL_ANIMATION_ID = 1
# ID of the animation played when a patch of grass rustles vigorously due to
# using the Poké Radar. (Rarer species)
RUSTLE_VIGOROUS_ANIMATION_ID = 5
# ID of the animation played when a patch of grass rustles and shines due to
# using the Poké Radar. (Shiny encounter)
RUSTLE_SHINY_ANIMATION_ID = 6
# ID of the animation played when a berry tree grows a stage while the player is
# on the map (for new plant growth mechanics only).
PLANT_SPARKLE_ANIMATION_ID = 7
#===============================================================================
# * An array of available languages in the game, and their corresponding
# message file in the Data folder. Edit only if you have 2 or more
# languages to choose from.
#===============================================================================
# An array of available languages in the game, and their corresponding message
# file in the Data folder. Edit only if you have 2 or more languages to choose
# from.
LANGUAGES = [
# ["English", "english.dat"],
# ["Deutsch", "deutsch.dat"]
]
#===============================================================================
# Available speech frames. These are graphic files in "Graphics/Windowskins/".
$SpeechFrames = [
"speech hgss 1",
"speech hgss 2",
"speech hgss 3",
"speech hgss 4",
"speech hgss 5",
"speech hgss 6",
"speech hgss 7",
"speech hgss 8",
"speech hgss 9",
"speech hgss 10",
"speech hgss 11",
"speech hgss 12",
"speech hgss 13",
"speech hgss 14",
"speech hgss 15",
"speech hgss 16",
"speech hgss 17",
"speech hgss 18",
"speech hgss 19",
"speech hgss 20",
"speech pl 18"
]
# Available menu frames. These are graphic files in "Graphics/Windowskins/".
$TextFrames = [
"choice 1",
"choice 2",
"choice 3",
"choice 4",
"choice 5",
"choice 6",
"choice 7",
"choice 8",
"choice 9",
"choice 10",
"choice 11",
"choice 12",
"choice 13",
"choice 14",
"choice 15",
"choice 16",
"choice 17",
"choice 18",
"choice 19",
"choice 20",
"choice 21",
"choice 22",
"choice 23",
"choice 24",
"choice 25",
"choice 26",
"choice 27",
"choice 28"
]
# Available fonts. Each one needs to be in its own array.
$VersionStyles = [
["Power Green"],
["Power Red and Blue"],
["Power Red and Green"],
["Power Clear"]
]