code:
//=============================================================================
// rpg_objects.js v1.6.1
//=============================================================================

//-----------------------------------------------------------------------------
// Game_Temp
//
// The game object class for temporary data that is not included in save data.

function Game_Temp() {
  this.initialize.apply(this, arguments);
}

Game_Temp.prototype.initialize = function () {
  this._isPlaytest = Utils.isOptionValid("test");
  this._commonEventId = 0;
  this._destinationX = null;
  this._destinationY = null;
};

Game_Temp.prototype.isPlaytest = function () {
  return this._isPlaytest;
};

Game_Temp.prototype.reserveCommonEvent = function (commonEventId) {
  this._commonEventId = commonEventId;
};

Game_Temp.prototype.clearCommonEvent = function () {
  this._commonEventId = 0;
};

Game_Temp.prototype.isCommonEventReserved = function () {
  return this._commonEventId > 0;
};

Game_Temp.prototype.reservedCommonEvent = function () {
  return $dataCommonEvents[this._commonEventId];
};

Game_Temp.prototype.setDestination = function (x, y) {
  this._destinationX = x;
  this._destinationY = y;
};

Game_Temp.prototype.clearDestination = function () {
  this._destinationX = null;
  this._destinationY = null;
};

Game_Temp.prototype.isDestinationValid = function () {
  return this._destinationX !== null;
};

Game_Temp.prototype.destinationX = function () {
  return this._destinationX;
};

Game_Temp.prototype.destinationY = function () {
  return this._destinationY;
};

//-----------------------------------------------------------------------------
// Game_System
//
// The game object class for the system data.

function Game_System() {
  this.initialize.apply(this, arguments);
}

Game_System.prototype.initialize = function () {
  this._saveEnabled = true;
  this._menuEnabled = true;
  this._encounterEnabled = true;
  this._formationEnabled = true;
  this._battleCount = 0;
  this._winCount = 0;
  this._escapeCount = 0;
  this._saveCount = 0;
  this._versionId = 0;
  this._framesOnSave = 0;
  this._bgmOnSave = null;
  this._bgsOnSave = null;
  this._windowTone = null;
  this._battleBgm = null;
  this._victoryMe = null;
  this._defeatMe = null;
  this._savedBgm = null;
  this._walkingBgm = null;
};

Game_System.prototype.isJapanese = function () {
  return $dataSystem.locale.match(/^ja/);
};

Game_System.prototype.isChinese = function () {
  return $dataSystem.locale.match(/^zh/);
};

Game_System.prototype.isKorean = function () {
  return $dataSystem.locale.match(/^ko/);
};

Game_System.prototype.isCJK = function () {
  return $dataSystem.locale.match(/^(ja|zh|ko)/);
};

Game_System.prototype.isRussian = function () {
  return $dataSystem.locale.match(/^ru/);
};

Game_System.prototype.isSideView = function () {
  return $dataSystem.optSideView;
};

Game_System.prototype.isSaveEnabled = function () {
  return this._saveEnabled;
};

Game_System.prototype.disableSave = function () {
  this._saveEnabled = false;
};

Game_System.prototype.enableSave = function () {
  this._saveEnabled = true;
};

Game_System.prototype.isMenuEnabled = function () {
  return this._menuEnabled;
};

Game_System.prototype.disableMenu = function () {
  this._menuEnabled = false;
};

Game_System.prototype.enableMenu = function () {
  this._menuEnabled = true;
};

Game_System.prototype.isEncounterEnabled = function () {
  return this._encounterEnabled;
};

Game_System.prototype.disableEncounter = function () {
  this._encounterEnabled = false;
};

Game_System.prototype.enableEncounter = function () {
  this._encounterEnabled = true;
};

Game_System.prototype.isFormationEnabled = function () {
  return this._formationEnabled;
};

Game_System.prototype.disableFormation = function () {
  this._formationEnabled = false;
};

Game_System.prototype.enableFormation = function () {
  this._formationEnabled = true;
};

Game_System.prototype.battleCount = function () {
  return this._battleCount;
};

Game_System.prototype.winCount = function () {
  return this._winCount;
};

Game_System.prototype.escapeCount = function () {
  return this._escapeCount;
};

Game_System.prototype.saveCount = function () {
  return this._saveCount;
};

Game_System.prototype.versionId = function () {
  return this._versionId;
};

Game_System.prototype.windowTone = function () {
  return this._windowTone || $dataSystem.windowTone;
};

Game_System.prototype.setWindowTone = function (value) {
  this._windowTone = value;
};

Game_System.prototype.battleBgm = function () {
  return this._battleBgm || $dataSystem.battleBgm;
};

Game_System.prototype.setBattleBgm = function (value) {
  this._battleBgm = value;
};

Game_System.prototype.victoryMe = function () {
  return this._victoryMe || $dataSystem.victoryMe;
};

Game_System.prototype.setVictoryMe = function (value) {
  this._victoryMe = value;
};

Game_System.prototype.defeatMe = function () {
  return this._defeatMe || $dataSystem.defeatMe;
};

Game_System.prototype.setDefeatMe = function (value) {
  this._defeatMe = value;
};

Game_System.prototype.onBattleStart = function () {
  this._battleCount++;
};

Game_System.prototype.onBattleWin = function () {
  this._winCount++;
};

Game_System.prototype.onBattleEscape = function () {
  this._escapeCount++;
};

Game_System.prototype.onBeforeSave = function () {
  this._saveCount++;
  this._versionId = $dataSystem.versionId;
  this._framesOnSave = Graphics.frameCount;
  this._bgmOnSave = AudioManager.saveBgm();
  this._bgsOnSave = AudioManager.saveBgs();
};

Game_System.prototype.onAfterLoad = function () {
  Graphics.frameCount = this._framesOnSave;
  AudioManager.playBgm(this._bgmOnSave);
  AudioManager.playBgs(this._bgsOnSave);
};

Game_System.prototype.playtime = function () {
  return Math.floor(Graphics.frameCount / 60);
};

Game_System.prototype.playtimeText = function () {
  var hour = Math.floor(this.playtime() / 60 / 60);
  var min = Math.floor(this.playtime() / 60) % 60;
  var sec = this.playtime() % 60;
  return hour.padZero(2) + ":" + min.padZero(2) + ":" + sec.padZero(2);
};

Game_System.prototype.saveBgm = function () {
  this._savedBgm = AudioManager.saveBgm();
};

Game_System.prototype.replayBgm = function () {
  if (this._savedBgm) {
    AudioManager.replayBgm(this._savedBgm);
  }
};

Game_System.prototype.saveWalkingBgm = function () {
  this._walkingBgm = AudioManager.saveBgm();
};

Game_System.prototype.replayWalkingBgm = function () {
  if (this._walkingBgm) {
    AudioManager.playBgm(this._walkingBgm);
  }
};

Game_System.prototype.saveWalkingBgm2 = function () {
  this._walkingBgm = $dataMap.bgm;
};

//-----------------------------------------------------------------------------
// Game_Timer
//
// The game object class for the timer.

function Game_Timer() {
  this.initialize.apply(this, arguments);
}

Game_Timer.prototype.initialize = function () {
  this._frames = 0;
  this._working = false;
};

Game_Timer.prototype.update = function (sceneActive) {
  if (sceneActive && this._working && this._frames > 0) {
    this._frames--;
    if (this._frames === 0) {
      this.onExpire();
    }
  }
};

Game_Timer.prototype.start = function (count) {
  this._frames = count;
  this._working = true;
};

Game_Timer.prototype.stop = function () {
  this._working = false;
};

Game_Timer.prototype.isWorking = function () {
  return this._working;
};

Game_Timer.prototype.seconds = function () {
  return Math.floor(this._frames / 60);
};

Game_Timer.prototype.onExpire = function () {
  BattleManager.abort();
};

//-----------------------------------------------------------------------------
// Game_Message
//
// The game object class for the state of the message window that displays text
// or selections, etc.

function Game_Message() {
  this.initialize.apply(this, arguments);
}

Game_Message.prototype.initialize = function () {
  this.clear();
};

Game_Message.prototype.clear = function () {
  this._texts = [];
  this._choices = [];
  this._faceName = "";
  this._faceIndex = 0;
  this._background = 0;
  this._positionType = 2;
  this._choiceDefaultType = 0;
  this._choiceCancelType = 0;
  this._choiceBackground = 0;
  this._choicePositionType = 2;
  this._numInputVariableId = 0;
  this._numInputMaxDigits = 0;
  this._itemChoiceVariableId = 0;
  this._itemChoiceItypeId = 0;
  this._scrollMode = false;
  this._scrollSpeed = 2;
  this._scrollNoFast = false;
  this._choiceCallback = null;
};

Game_Message.prototype.choices = function () {
  return this._choices;
};

Game_Message.prototype.faceName = function () {
  return this._faceName;
};

Game_Message.prototype.faceIndex = function () {
  return this._faceIndex;
};

Game_Message.prototype.background = function () {
  return this._background;
};

Game_Message.prototype.positionType = function () {
  return this._positionType;
};

Game_Message.prototype.choiceDefaultType = function () {
  return this._choiceDefaultType;
};

Game_Message.prototype.choiceCancelType = function () {
  return this._choiceCancelType;
};

Game_Message.prototype.choiceBackground = function () {
  return this._choiceBackground;
};

Game_Message.prototype.choicePositionType = function () {
  return this._choicePositionType;
};

Game_Message.prototype.numInputVariableId = function () {
  return this._numInputVariableId;
};

Game_Message.prototype.numInputMaxDigits = function () {
  return this._numInputMaxDigits;
};

Game_Message.prototype.itemChoiceVariableId = function () {
  return this._itemChoiceVariableId;
};

Game_Message.prototype.itemChoiceItypeId = function () {
  return this._itemChoiceItypeId;
};

Game_Message.prototype.scrollMode = function () {
  return this._scrollMode;
};

Game_Message.prototype.scrollSpeed = function () {
  return this._scrollSpeed;
};

Game_Message.prototype.scrollNoFast = function () {
  return this._scrollNoFast;
};

Game_Message.prototype.add = function (text) {
  this._texts.push(text);
};

Game_Message.prototype.setFaceImage = function (faceName, faceIndex) {
  this._faceName = faceName;
  this._faceIndex = faceIndex;
};

Game_Message.prototype.setBackground = function (background) {
  this._background = background;
};

Game_Message.prototype.setPositionType = function (positionType) {
  this._positionType = positionType;
};

Game_Message.prototype.setChoices = function (
  choices,
  defaultType,
  cancelType
) {
  this._choices = choices;
  this._choiceDefaultType = defaultType;
  this._choiceCancelType = cancelType;
};

Game_Message.prototype.setChoiceBackground = function (background) {
  this._choiceBackground = background;
};

Game_Message.prototype.setChoicePositionType = function (positionType) {
  this._choicePositionType = positionType;
};

Game_Message.prototype.setNumberInput = function (variableId, maxDigits) {
  this._numInputVariableId = variableId;
  this._numInputMaxDigits = maxDigits;
};

Game_Message.prototype.setItemChoice = function (variableId, itemType) {
  this._itemChoiceVariableId = variableId;
  this._itemChoiceItypeId = itemType;
};

Game_Message.prototype.setScroll = function (speed, noFast) {
  this._scrollMode = true;
  this._scrollSpeed = speed;
  this._scrollNoFast = noFast;
};

Game_Message.prototype.setChoiceCallback = function (callback) {
  this._choiceCallback = callback;
};

Game_Message.prototype.onChoice = function (n) {
  if (this._choiceCallback) {
    this._choiceCallback(n);
    this._choiceCallback = null;
  }
};

Game_Message.prototype.hasText = function () {
  return this._texts.length > 0;
};

Game_Message.prototype.isChoice = function () {
  return this._choices.length > 0;
};

Game_Message.prototype.isNumberInput = function () {
  return this._numInputVariableId > 0;
};

Game_Message.prototype.isItemChoice = function () {
  return this._itemChoiceVariableId > 0;
};

Game_Message.prototype.isBusy = function () {
  return (
    this.hasText() ||
    this.isChoice() ||
    this.isNumberInput() ||
    this.isItemChoice()
  );
};

Game_Message.prototype.newPage = function () {
  if (this._texts.length > 0) {
    this._texts[this._texts.length - 1] += "\f";
  }
};

Game_Message.prototype.allText = function () {
  return this._texts.join("\n");
};

//-----------------------------------------------------------------------------
// Game_Switches
//
// The game object class for switches.

function Game_Switches() {
  this.initialize.apply(this, arguments);
}

Game_Switches.prototype.initialize = function () {
  this.clear();
};

Game_Switches.prototype.clear = function () {
  this._data = [];
};

Game_Switches.prototype.value = function (switchId) {
  return !!this._data[switchId];
};

Game_Switches.prototype.setValue = function (switchId, value) {
  if (switchId > 0 && switchId < $dataSystem.switches.length) {
    this._data[switchId] = value;
    this.onChange();
  }
};

Game_Switches.prototype.onChange = function () {
  $gameMap.requestRefresh();
};

//-----------------------------------------------------------------------------
// Game_Variables
//
// The game object class for variables.

function Game_Variables() {
  this.initialize.apply(this, arguments);
}

Game_Variables.prototype.initialize = function () {
  this.clear();
};

Game_Variables.prototype.clear = function () {
  this._data = [];
};

Game_Variables.prototype.value = function (variableId) {
  return this._data[variableId] || 0;
};

Game_Variables.prototype.setValue = function (variableId, value) {
  if (variableId > 0 && variableId < $dataSystem.variables.length) {
    if (typeof value === "number") {
      value = Math.floor(value);
    }
    this._data[variableId] = value;
    this.onChange();
  }
};

Game_Variables.prototype.onChange = function () {
  $gameMap.requestRefresh();
};

//-----------------------------------------------------------------------------
// Game_SelfSwitches
//
// The game object class for self switches.

function Game_SelfSwitches() {
  this.initialize.apply(this, arguments);
}

Game_SelfSwitches.prototype.initialize = function () {
  this.clear();
};

Game_SelfSwitches.prototype.clear = function () {
  this._data = {};
};

Game_SelfSwitches.prototype.value = function (key) {
  return !!this._data[key];
};

Game_SelfSwitches.prototype.setValue = function (key, value) {
  if (value) {
    this._data[key] = true;
  } else {
    delete this._data[key];
  }
  this.onChange();
};

Game_SelfSwitches.prototype.onChange = function () {
  $gameMap.requestRefresh();
};

//-----------------------------------------------------------------------------
// Game_Screen
//
// The game object class for screen effect data, such as changes in color tone
// and flashes.

function Game_Screen() {
  this.initialize.apply(this, arguments);
}

Game_Screen.prototype.initialize = function () {
  this.clear();
};

Game_Screen.prototype.clear = function () {
  this.clearFade();
  this.clearTone();
  this.clearFlash();
  this.clearShake();
  this.clearZoom();
  this.clearWeather();
  this.clearPictures();
};

Game_Screen.prototype.onBattleStart = function () {
  this.clearFade();
  this.clearFlash();
  this.clearShake();
  this.clearZoom();
  this.eraseBattlePictures();
};

Game_Screen.prototype.brightness = function () {
  return this._brightness;
};

Game_Screen.prototype.tone = function () {
  return this._tone;
};

Game_Screen.prototype.flashColor = function () {
  return this._flashColor;
};

Game_Screen.prototype.shake = function () {
  return this._shake;
};

Game_Screen.prototype.zoomX = function () {
  return this._zoomX;
};

Game_Screen.prototype.zoomY = function () {
  return this._zoomY;
};

Game_Screen.prototype.zoomScale = function () {
  return this._zoomScale;
};

Game_Screen.prototype.weatherType = function () {
  return this._weatherType;
};

Game_Screen.prototype.weatherPower = function () {
  return this._weatherPower;
};

Game_Screen.prototype.picture = function (pictureId) {
  var realPictureId = this.realPictureId(pictureId);
  return this._pictures[realPictureId];
};

Game_Screen.prototype.realPictureId = function (pictureId) {
  if ($gameParty.inBattle()) {
    return pictureId + this.maxPictures();
  } else {
    return pictureId;
  }
};

Game_Screen.prototype.clearFade = function () {
  this._brightness = 255;
  this._fadeOutDuration = 0;
  this._fadeInDuration = 0;
};

Game_Screen.prototype.clearTone = function () {
  this._tone = [0, 0, 0, 0];
  this._toneTarget = [0, 0, 0, 0];
  this._toneDuration = 0;
};

Game_Screen.prototype.clearFlash = function () {
  this._flashColor = [0, 0, 0, 0];
  this._flashDuration = 0;
};

Game_Screen.prototype.clearShake = function () {
  this._shakePower = 0;
  this._shakeSpeed = 0;
  this._shakeDuration = 0;
  this._shakeDirection = 1;
  this._shake = 0;
};

Game_Screen.prototype.clearZoom = function () {
  this._zoomX = 0;
  this._zoomY = 0;
  this._zoomScale = 1;
  this._zoomScaleTarget = 1;
  this._zoomDuration = 0;
};

Game_Screen.prototype.clearWeather = function () {
  this._weatherType = "none";
  this._weatherPower = 0;
  this._weatherPowerTarget = 0;
  this._weatherDuration = 0;
};

Game_Screen.prototype.clearPictures = function () {
  this._pictures = [];
};

Game_Screen.prototype.eraseBattlePictures = function () {
  this._pictures = this._pictures.slice(0, this.maxPictures() + 1);
};

Game_Screen.prototype.maxPictures = function () {
  return 100;
};

Game_Screen.prototype.startFadeOut = function (duration) {
  this._fadeOutDuration = duration;
  this._fadeInDuration = 0;
};

Game_Screen.prototype.startFadeIn = function (duration) {
  this._fadeInDuration = duration;
  this._fadeOutDuration = 0;
};

Game_Screen.prototype.startTint = function (tone, duration) {
  this._toneTarget = tone.clone();
  this._toneDuration = duration;
  if (this._toneDuration === 0) {
    this._tone = this._toneTarget.clone();
  }
};

Game_Screen.prototype.startFlash = function (color, duration) {
  this._flashColor = color.clone();
  this._flashDuration = duration;
};

Game_Screen.prototype.startShake = function (power, speed, duration) {
  this._shakePower = power;
  this._shakeSpeed = speed;
  this._shakeDuration = duration;
};

Game_Screen.prototype.startZoom = function (x, y, scale, duration) {
  this._zoomX = x;
  this._zoomY = y;
  this._zoomScaleTarget = scale;
  this._zoomDuration = duration;
};

Game_Screen.prototype.setZoom = function (x, y, scale) {
  this._zoomX = x;
  this._zoomY = y;
  this._zoomScale = scale;
};

Game_Screen.prototype.changeWeather = function (type, power, duration) {
  if (type !== "none" || duration === 0) {
    this._weatherType = type;
  }
  this._weatherPowerTarget = type === "none" ? 0 : power;
  this._weatherDuration = duration;
  if (duration === 0) {
    this._weatherPower = this._weatherPowerTarget;
  }
};

Game_Screen.prototype.update = function () {
  this.updateFadeOut();
  this.updateFadeIn();
  this.updateTone();
  this.updateFlash();
  this.updateShake();
  this.updateZoom();
  this.updateWeather();
  this.updatePictures();
};

Game_Screen.prototype.updateFadeOut = function () {
  if (this._fadeOutDuration > 0) {
    var d = this._fadeOutDuration;
    this._brightness = (this._brightness * (d - 1)) / d;
    this._fadeOutDuration--;
  }
};

Game_Screen.prototype.updateFadeIn = function () {
  if (this._fadeInDuration > 0) {
    var d = this._fadeInDuration;
    this._brightness = (this._brightness * (d - 1) + 255) / d;
    this._fadeInDuration--;
  }
};

Game_Screen.prototype.updateTone = function () {
  if (this._toneDuration > 0) {
    var d = this._toneDuration;
    for (var i = 0; i < 4; i++) {
      this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d;
    }
    this._toneDuration--;
  }
};

Game_Screen.prototype.updateFlash = function () {
  if (this._flashDuration > 0) {
    var d = this._flashDuration;
    this._flashColor[3] *= (d - 1) / d;
    this._flashDuration--;
  }
};

Game_Screen.prototype.updateShake = function () {
  if (this._shakeDuration > 0 || this._shake !== 0) {
    var delta =
      (this._shakePower * this._shakeSpeed * this._shakeDirection) / 10;
    if (this._shakeDuration <= 1 && this._shake * (this._shake + delta) < 0) {
      this._shake = 0;
    } else {
      this._shake += delta;
    }
    if (this._shake > this._shakePower * 2) {
      this._shakeDirection = -1;
    }
    if (this._shake < -this._shakePower * 2) {
      this._shakeDirection = 1;
    }
    this._shakeDuration--;
  }
};

Game_Screen.prototype.updateZoom = function () {
  if (this._zoomDuration > 0) {
    var d = this._zoomDuration;
    var t = this._zoomScaleTarget;
    this._zoomScale = (this._zoomScale * (d - 1) + t) / d;
    this._zoomDuration--;
  }
};

Game_Screen.prototype.updateWeather = function () {
  if (this._weatherDuration > 0) {
    var d = this._weatherDuration;
    var t = this._weatherPowerTarget;
    this._weatherPower = (this._weatherPower * (d - 1) + t) / d;
    this._weatherDuration--;
    if (this._weatherDuration === 0 && this._weatherPowerTarget === 0) {
      this._weatherType = "none";
    }
  }
};

Game_Screen.prototype.updatePictures = function () {
  this._pictures.forEach(function (picture) {
    if (picture) {
      picture.update();
    }
  });
};

Game_Screen.prototype.startFlashForDamage = function () {
  this.startFlash([255, 0, 0, 128], 8);
};

Game_Screen.prototype.showPicture = function (
  pictureId,
  name,
  origin,
  x,
  y,
  scaleX,
  scaleY,
  opacity,
  blendMode
) {
  var realPictureId = this.realPictureId(pictureId);
  var picture = new Game_Picture();
  picture.show(name, origin, x, y, scaleX, scaleY, opacity, blendMode);
  this._pictures[realPictureId] = picture;
};

Game_Screen.prototype.movePicture = function (
  pictureId,
  origin,
  x,
  y,
  scaleX,
  scaleY,
  opacity,
  blendMode,
  duration
) {
  var picture = this.picture(pictureId);
  if (picture) {
    picture.move(origin, x, y, scaleX, scaleY, opacity, blendMode, duration);
  }
};

Game_Screen.prototype.rotatePicture = function (pictureId, speed) {
  var picture = this.picture(pictureId);
  if (picture) {
    picture.rotate(speed);
  }
};

Game_Screen.prototype.tintPicture = function (pictureId, tone, duration) {
  var picture = this.picture(pictureId);
  if (picture) {
    picture.tint(tone, duration);
  }
};

Game_Screen.prototype.erasePicture = function (pictureId) {
  var realPictureId = this.realPictureId(pictureId);
  this._pictures[realPictureId] = null;
};

//-----------------------------------------------------------------------------
// Game_Picture
//
// The game object class for a picture.

function Game_Picture() {
  this.initialize.apply(this, arguments);
}

Game_Picture.prototype.initialize = function () {
  this.initBasic();
  this.initTarget();
  this.initTone();
  this.initRotation();
};

Game_Picture.prototype.name = function () {
  return this._name;
};

Game_Picture.prototype.origin = function () {
  return this._origin;
};

Game_Picture.prototype.x = function () {
  return this._x;
};

Game_Picture.prototype.y = function () {
  return this._y;
};

Game_Picture.prototype.scaleX = function () {
  return this._scaleX;
};

Game_Picture.prototype.scaleY = function () {
  return this._scaleY;
};

Game_Picture.prototype.opacity = function () {
  return this._opacity;
};

Game_Picture.prototype.blendMode = function () {
  return this._blendMode;
};

Game_Picture.prototype.tone = function () {
  return this._tone;
};

Game_Picture.prototype.angle = function () {
  return this._angle;
};

Game_Picture.prototype.initBasic = function () {
  this._name = "";
  this._origin = 0;
  this._x = 0;
  this._y = 0;
  this._scaleX = 100;
  this._scaleY = 100;
  this._opacity = 255;
  this._blendMode = 0;
};

Game_Picture.prototype.initTarget = function () {
  this._targetX = this._x;
  this._targetY = this._y;
  this._targetScaleX = this._scaleX;
  this._targetScaleY = this._scaleY;
  this._targetOpacity = this._opacity;
  this._duration = 0;
};

Game_Picture.prototype.initTone = function () {
  this._tone = null;
  this._toneTarget = null;
  this._toneDuration = 0;
};

Game_Picture.prototype.initRotation = function () {
  this._angle = 0;
  this._rotationSpeed = 0;
};

Game_Picture.prototype.show = function (
  name,
  origin,
  x,
  y,
  scaleX,
  scaleY,
  opacity,
  blendMode
) {
  this._name = name;
  this._origin = origin;
  this._x = x;
  this._y = y;
  this._scaleX = scaleX;
  this._scaleY = scaleY;
  this._opacity = opacity;
  this._blendMode = blendMode;
  this.initTarget();
  this.initTone();
  this.initRotation();
};

Game_Picture.prototype.move = function (
  origin,
  x,
  y,
  scaleX,
  scaleY,
  opacity,
  blendMode,
  duration
) {
  this._origin = origin;
  this._targetX = x;
  this._targetY = y;
  this._targetScaleX = scaleX;
  this._targetScaleY = scaleY;
  this._targetOpacity = opacity;
  this._blendMode = blendMode;
  this._duration = duration;
};

Game_Picture.prototype.rotate = function (speed) {
  this._rotationSpeed = speed;
};

Game_Picture.prototype.tint = function (tone, duration) {
  if (!this._tone) {
    this._tone = [0, 0, 0, 0];
  }
  this._toneTarget = tone.clone();
  this._toneDuration = duration;
  if (this._toneDuration === 0) {
    this._tone = this._toneTarget.clone();
  }
};

Game_Picture.prototype.erase = function () {
  this._name = "";
  this._origin = 0;
  this.initTarget();
  this.initTone();
  this.initRotation();
};

Game_Picture.prototype.update = function () {
  this.updateMove();
  this.updateTone();
  this.updateRotation();
};

Game_Picture.prototype.updateMove = function () {
  if (this._duration > 0) {
    var d = this._duration;
    this._x = (this._x * (d - 1) + this._targetX) / d;
    this._y = (this._y * (d - 1) + this._targetY) / d;
    this._scaleX = (this._scaleX * (d - 1) + this._targetScaleX) / d;
    this._scaleY = (this._scaleY * (d - 1) + this._targetScaleY) / d;
    this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d;
    this._duration--;
  }
};

Game_Picture.prototype.updateTone = function () {
  if (this._toneDuration > 0) {
    var d = this._toneDuration;
    for (var i = 0; i < 4; i++) {
      this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d;
    }
    this._toneDuration--;
  }
};

Game_Picture.prototype.updateRotation = function () {
  if (this._rotationSpeed !== 0) {
    this._angle += this._rotationSpeed / 2;
  }
};

//-----------------------------------------------------------------------------
// Game_Item
//
// The game object class for handling skills, items, weapons, and armor. It is
// required because save data should not include the database object itself.

function Game_Item() {
  this.initialize.apply(this, arguments);
}

Game_Item.prototype.initialize = function (item) {
  this._dataClass = "";
  this._itemId = 0;
  if (item) {
    this.setObject(item);
  }
};

Game_Item.prototype.isSkill = function () {
  return this._dataClass === "skill";
};

Game_Item.prototype.isItem = function () {
  return this._dataClass === "item";
};

Game_Item.prototype.isUsableItem = function () {
  return this.isSkill() || this.isItem();
};

Game_Item.prototype.isWeapon = function () {
  return this._dataClass === "weapon";
};

Game_Item.prototype.isArmor = function () {
  return this._dataClass === "armor";
};

Game_Item.prototype.isEquipItem = function () {
  return this.isWeapon() || this.isArmor();
};

Game_Item.prototype.isNull = function () {
  return this._dataClass === "";
};

Game_Item.prototype.itemId = function () {
  return this._itemId;
};

Game_Item.prototype.object = function () {
  if (this.isSkill()) {
    return $dataSkills[this._itemId];
  } else if (this.isItem()) {
    return $dataItems[this._itemId];
  } else if (this.isWeapon()) {
    return $dataWeapons[this._itemId];
  } else if (this.isArmor()) {
    return $dataArmors[this._itemId];
  } else {
    return null;
  }
};

Game_Item.prototype.setObject = function (item) {
  if (DataManager.isSkill(item)) {
    this._dataClass = "skill";
  } else if (DataManager.isItem(item)) {
    this._dataClass = "item";
  } else if (DataManager.isWeapon(item)) {
    this._dataClass = "weapon";
  } else if (DataManager.isArmor(item)) {
    this._dataClass = "armor";
  } else {
    this._dataClass = "";
  }
  this._itemId = item ? item.id : 0;
};

Game_Item.prototype.setEquip = function (isWeapon, itemId) {
  this._dataClass = isWeapon ? "weapon" : "armor";
  this._itemId = itemId;
};

//-----------------------------------------------------------------------------
// Game_Action
//
// The game object class for a battle action.

function Game_Action() {
  this.initialize.apply(this, arguments);
}

Game_Action.EFFECT_RECOVER_HP = 11;
Game_Action.EFFECT_RECOVER_MP = 12;
Game_Action.EFFECT_GAIN_TP = 13;
Game_Action.EFFECT_ADD_STATE = 21;
Game_Action.EFFECT_REMOVE_STATE = 22;
Game_Action.EFFECT_ADD_BUFF = 31;
Game_Action.EFFECT_ADD_DEBUFF = 32;
Game_Action.EFFECT_REMOVE_BUFF = 33;
Game_Action.EFFECT_REMOVE_DEBUFF = 34;
Game_Action.EFFECT_SPECIAL = 41;
Game_Action.EFFECT_GROW = 42;
Game_Action.EFFECT_LEARN_SKILL = 43;
Game_Action.EFFECT_COMMON_EVENT = 44;
Game_Action.SPECIAL_EFFECT_ESCAPE = 0;
Game_Action.HITTYPE_CERTAIN = 0;
Game_Action.HITTYPE_PHYSICAL = 1;
Game_Action.HITTYPE_MAGICAL = 2;

Game_Action.prototype.initialize = function (subject, forcing) {
  this._subjectActorId = 0;
  this._subjectEnemyIndex = -1;
  this._forcing = forcing || false;
  this.setSubject(subject);
  this.clear();
};

Game_Action.prototype.clear = function () {
  this._item = new Game_Item();
  this._targetIndex = -1;
};

Game_Action.prototype.setSubject = function (subject) {
  if (subject.isActor()) {
    this._subjectActorId = subject.actorId();
    this._subjectEnemyIndex = -1;
  } else {
    this._subjectEnemyIndex = subject.index();
    this._subjectActorId = 0;
  }
};

Game_Action.prototype.subject = function () {
  if (this._subjectActorId > 0) {
    return $gameActors.actor(this._subjectActorId);
  } else {
    return $gameTroop.members()[this._subjectEnemyIndex];
  }
};

Game_Action.prototype.friendsUnit = function () {
  return this.subject().friendsUnit();
};

Game_Action.prototype.opponentsUnit = function () {
  return this.subject().opponentsUnit();
};

Game_Action.prototype.setEnemyAction = function (action) {
  if (action) {
    this.setSkill(action.skillId);
  } else {
    this.clear();
  }
};

Game_Action.prototype.setAttack = function () {
  this.setSkill(this.subject().attackSkillId());
};

Game_Action.prototype.setGuard = function () {
  this.setSkill(this.subject().guardSkillId());
};

Game_Action.prototype.setSkill = function (skillId) {
  this._item.setObject($dataSkills[skillId]);
};

Game_Action.prototype.setItem = function (itemId) {
  this._item.setObject($dataItems[itemId]);
};

Game_Action.prototype.setItemObject = function (object) {
  this._item.setObject(object);
};

Game_Action.prototype.setTarget = function (targetIndex) {
  this._targetIndex = targetIndex;
};

Game_Action.prototype.item = function () {
  return this._item.object();
};

Game_Action.prototype.isSkill = function () {
  return this._item.isSkill();
};

Game_Action.prototype.isItem = function () {
  return this._item.isItem();
};

Game_Action.prototype.numRepeats = function () {
  var repeats = this.item().repeats;
  if (this.isAttack()) {
    repeats += this.subject().attackTimesAdd();
  }
  return Math.floor(repeats);
};

Game_Action.prototype.checkItemScope = function (list) {
  return list.contains(this.item().scope);
};

Game_Action.prototype.isForOpponent = function () {
  return this.checkItemScope([1, 2, 3, 4, 5, 6]);
};

Game_Action.prototype.isForFriend = function () {
  return this.checkItemScope([7, 8, 9, 10, 11]);
};

Game_Action.prototype.isForDeadFriend = function () {
  return this.checkItemScope([9, 10]);
};

Game_Action.prototype.isForUser = function () {
  return this.checkItemScope([11]);
};

Game_Action.prototype.isForOne = function () {
  return this.checkItemScope([1, 3, 7, 9, 11]);
};

Game_Action.prototype.isForRandom = function () {
  return this.checkItemScope([3, 4, 5, 6]);
};

Game_Action.prototype.isForAll = function () {
  return this.checkItemScope([2, 8, 10]);
};

Game_Action.prototype.needsSelection = function () {
  return this.checkItemScope([1, 7, 9]);
};

Game_Action.prototype.numTargets = function () {
  return this.isForRandom() ? this.item().scope - 2 : 0;
};

Game_Action.prototype.checkDamageType = function (list) {
  return list.contains(this.item().damage.type);
};

Game_Action.prototype.isHpEffect = function () {
  return this.checkDamageType([1, 3, 5]);
};

Game_Action.prototype.isMpEffect = function () {
  return this.checkDamageType([2, 4, 6]);
};

Game_Action.prototype.isDamage = function () {
  return this.checkDamageType([1, 2]);
};

Game_Action.prototype.isRecover = function () {
  return this.checkDamageType([3, 4]);
};

Game_Action.prototype.isDrain = function () {
  return this.checkDamageType([5, 6]);
};

Game_Action.prototype.isHpRecover = function () {
  return this.checkDamageType([3]);
};

Game_Action.prototype.isMpRecover = function () {
  return this.checkDamageType([4]);
};

Game_Action.prototype.isCertainHit = function () {
  return this.item().hitType === Game_Action.HITTYPE_CERTAIN;
};

Game_Action.prototype.isPhysical = function () {
  return this.item().hitType === Game_Action.HITTYPE_PHYSICAL;
};

Game_Action.prototype.isMagical = function () {
  return this.item().hitType === Game_Action.HITTYPE_MAGICAL;
};

Game_Action.prototype.isAttack = function () {
  return this.item() === $dataSkills[this.subject().attackSkillId()];
};

Game_Action.prototype.isGuard = function () {
  return this.item() === $dataSkills[this.subject().guardSkillId()];
};

Game_Action.prototype.isMagicSkill = function () {
  if (this.isSkill()) {
    return $dataSystem.magicSkills.contains(this.item().stypeId);
  } else {
    return false;
  }
};

Game_Action.prototype.decideRandomTarget = function () {
  var target;
  if (this.isForDeadFriend()) {
    target = this.friendsUnit().randomDeadTarget();
  } else if (this.isForFriend()) {
    target = this.friendsUnit().randomTarget();
  } else {
    target = this.opponentsUnit().randomTarget();
  }
  if (target) {
    this._targetIndex = target.index();
  } else {
    this.clear();
  }
};

Game_Action.prototype.setConfusion = function () {
  this.setAttack();
};

Game_Action.prototype.prepare = function () {
  if (this.subject().isConfused() && !this._forcing) {
    this.setConfusion();
  }
};

Game_Action.prototype.isValid = function () {
  return (this._forcing && this.item()) || this.subject().canUse(this.item());
};

Game_Action.prototype.speed = function () {
  var agi = this.subject().agi;
  var speed = agi + Math.randomInt(Math.floor(5 + agi / 4));
  if (this.item()) {
    speed += this.item().speed;
  }
  if (this.isAttack()) {
    speed += this.subject().attackSpeed();
  }
  return speed;
};

Game_Action.prototype.makeTargets = function () {
  var targets = [];
  if (!this._forcing && this.subject().isConfused()) {
    targets = [this.confusionTarget()];
  } else if (this.isForOpponent()) {
    targets = this.targetsForOpponents();
  } else if (this.isForFriend()) {
    targets = this.targetsForFriends();
  }
  return this.repeatTargets(targets);
};

Game_Action.prototype.repeatTargets = function (targets) {
  var repeatedTargets = [];
  var repeats = this.numRepeats();
  for (var i = 0; i < targets.length; i++) {
    var target = targets[i];
    if (target) {
      for (var j = 0; j < repeats; j++) {
        repeatedTargets.push(target);
      }
    }
  }
  return repeatedTargets;
};

Game_Action.prototype.confusionTarget = function () {
  switch (this.subject().confusionLevel()) {
    case 1:
      return this.opponentsUnit().randomTarget();
    case 2:
      if (Math.randomInt(2) === 0) {
        return this.opponentsUnit().randomTarget();
      }
      return this.friendsUnit().randomTarget();
    default:
      return this.friendsUnit().randomTarget();
  }
};

Game_Action.prototype.targetsForOpponents = function () {
  var targets = [];
  var unit = this.opponentsUnit();
  if (this.isForRandom()) {
    for (var i = 0; i < this.numTargets(); i++) {
      targets.push(unit.randomTarget());
    }
  } else if (this.isForOne()) {
    if (this._targetIndex < 0) {
      targets.push(unit.randomTarget());
    } else {
      targets.push(unit.smoothTarget(this._targetIndex));
    }
  } else {
    targets = unit.aliveMembers();
  }
  return targets;
};

Game_Action.prototype.targetsForFriends = function () {
  var targets = [];
  var unit = this.friendsUnit();
  if (this.isForUser()) {
    return [this.subject()];
  } else if (this.isForDeadFriend()) {
    if (this.isForOne()) {
      targets.push(unit.smoothDeadTarget(this._targetIndex));
    } else {
      targets = unit.deadMembers();
    }
  } else if (this.isForOne()) {
    if (this._targetIndex < 0) {
      targets.push(unit.randomTarget());
    } else {
      targets.push(unit.smoothTarget(this._targetIndex));
    }
  } else {
    targets = unit.aliveMembers();
  }
  return targets;
};

Game_Action.prototype.evaluate = function () {
  var value = 0;
  this.itemTargetCandidates().forEach(function (target) {
    var targetValue = this.evaluateWithTarget(target);
    if (this.isForAll()) {
      value += targetValue;
    } else if (targetValue > value) {
      value = targetValue;
      this._targetIndex = target.index();
    }
  }, this);
  value *= this.numRepeats();
  if (value > 0) {
    value += Math.random();
  }
  return value;
};

Game_Action.prototype.itemTargetCandidates = function () {
  if (!this.isValid()) {
    return [];
  } else if (this.isForOpponent()) {
    return this.opponentsUnit().aliveMembers();
  } else if (this.isForUser()) {
    return [this.subject()];
  } else if (this.isForDeadFriend()) {
    return this.friendsUnit().deadMembers();
  } else {
    return this.friendsUnit().aliveMembers();
  }
};

Game_Action.prototype.evaluateWithTarget = function (target) {
  if (this.isHpEffect()) {
    var value = this.makeDamageValue(target, false);
    if (this.isForOpponent()) {
      return value / Math.max(target.hp, 1);
    } else {
      var recovery = Math.min(-value, target.mhp - target.hp);
      return recovery / target.mhp;
    }
  }
};

Game_Action.prototype.testApply = function (target) {
  return (
    this.isForDeadFriend() === target.isDead() &&
    ($gameParty.inBattle() ||
      this.isForOpponent() ||
      (this.isHpRecover() && target.hp < target.mhp) ||
      (this.isMpRecover() && target.mp < target.mmp) ||
      this.hasItemAnyValidEffects(target))
  );
};

Game_Action.prototype.hasItemAnyValidEffects = function (target) {
  return this.item().effects.some(function (effect) {
    return this.testItemEffect(target, effect);
  }, this);
};

Game_Action.prototype.testItemEffect = function (target, effect) {
  switch (effect.code) {
    case Game_Action.EFFECT_RECOVER_HP:
      return target.hp < target.mhp || effect.value1 < 0 || effect.value2 < 0;
    case Game_Action.EFFECT_RECOVER_MP:
      return target.mp < target.mmp || effect.value1 < 0 || effect.value2 < 0;
    case Game_Action.EFFECT_ADD_STATE:
      return !target.isStateAffected(effect.dataId);
    case Game_Action.EFFECT_REMOVE_STATE:
      return target.isStateAffected(effect.dataId);
    case Game_Action.EFFECT_ADD_BUFF:
      return !target.isMaxBuffAffected(effect.dataId);
    case Game_Action.EFFECT_ADD_DEBUFF:
      return !target.isMaxDebuffAffected(effect.dataId);
    case Game_Action.EFFECT_REMOVE_BUFF:
      return target.isBuffAffected(effect.dataId);
    case Game_Action.EFFECT_REMOVE_DEBUFF:
      return target.isDebuffAffected(effect.dataId);
    case Game_Action.EFFECT_LEARN_SKILL:
      return target.isActor() && !target.isLearnedSkill(effect.dataId);
    default:
      return true;
  }
};

Game_Action.prototype.itemCnt = function (target) {
  if (this.isPhysical() && target.canMove()) {
    return target.cnt;
  } else {
    return 0;
  }
};

Game_Action.prototype.itemMrf = function (target) {
  if (this.isMagical()) {
    return target.mrf;
  } else {
    return 0;
  }
};

Game_Action.prototype.itemHit = function (target) {
  if (this.isPhysical()) {
    return this.item().successRate * 0.01 * this.subject().hit;
  } else {
    return this.item().successRate * 0.01;
  }
};

Game_Action.prototype.itemEva = function (target) {
  if (this.isPhysical()) {
    return target.eva;
  } else if (this.isMagical()) {
    return target.mev;
  } else {
    return 0;
  }
};

Game_Action.prototype.itemCri = function (target) {
  return this.item().damage.critical
    ? this.subject().cri * (1 - target.cev)
    : 0;
};

Game_Action.prototype.apply = function (target) {
  var result = target.result();
  this.subject().clearResult();
  result.clear();
  result.used = this.testApply(target);
  result.missed = result.used && Math.random() >= this.itemHit(target);
  result.evaded = !result.missed && Math.random() < this.itemEva(target);
  result.physical = this.isPhysical();
  result.drain = this.isDrain();
  if (result.isHit()) {
    if (this.item().damage.type > 0) {
      result.critical = Math.random() < this.itemCri(target);
      var value = this.makeDamageValue(target, result.critical);
      this.executeDamage(target, value);
    }
    this.item().effects.forEach(function (effect) {
      this.applyItemEffect(target, effect);
    }, this);
    this.applyItemUserEffect(target);
  }
};

Game_Action.prototype.makeDamageValue = function (target, critical) {
  var item = this.item();
  var baseValue = this.evalDamageFormula(target);
  var value = baseValue * this.calcElementRate(target);
  if (this.isPhysical()) {
    value *= target.pdr;
  }
  if (this.isMagical()) {
    value *= target.mdr;
  }
  if (baseValue < 0) {
    value *= target.rec;
  }
  if (critical) {
    value = this.applyCritical(value);
  }
  value = this.applyVariance(value, item.damage.variance);
  value = this.applyGuard(value, target);
  value = Math.round(value);
  return value;
};

Game_Action.prototype.evalDamageFormula = function (target) {
  try {
    var item = this.item();
    var a = this.subject();
    var b = target;
    var v = $gameVariables._data;
    var sign = [3, 4].contains(item.damage.type) ? -1 : 1;
    var value = Math.max(eval(item.damage.formula), 0) * sign;
    if (isNaN(value)) value = 0;
    return value;
  } catch (e) {
    return 0;
  }
};

Game_Action.prototype.calcElementRate = function (target) {
  if (this.item().damage.elementId < 0) {
    return this.elementsMaxRate(target, this.subject().attackElements());
  } else {
    return target.elementRate(this.item().damage.elementId);
  }
};

Game_Action.prototype.elementsMaxRate = function (target, elements) {
  if (elements.length > 0) {
    return Math.max.apply(
      null,
      elements.map(function (elementId) {
        return target.elementRate(elementId);
      }, this)
    );
  } else {
    return 1;
  }
};

Game_Action.prototype.applyCritical = function (damage) {
  return damage * 3;
};

Game_Action.prototype.applyVariance = function (damage, variance) {
  var amp = Math.floor(Math.max((Math.abs(damage) * variance) / 100, 0));
  var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;
  return damage >= 0 ? damage + v : damage - v;
};

Game_Action.prototype.applyGuard = function (damage, target) {
  return damage / (damage > 0 && target.isGuard() ? 2 * target.grd : 1);
};

Game_Action.prototype.executeDamage = function (target, value) {
  var result = target.result();
  if (value === 0) {
    result.critical = false;
  }
  if (this.isHpEffect()) {
    this.executeHpDamage(target, value);
  }
  if (this.isMpEffect()) {
    this.executeMpDamage(target, value);
  }
};

Game_Action.prototype.executeHpDamage = function (target, value) {
  if (this.isDrain()) {
    value = Math.min(target.hp, value);
  }
  this.makeSuccess(target);
  target.gainHp(-value);
  if (value > 0) {
    target.onDamage(value);
  }
  this.gainDrainedHp(value);
};

Game_Action.prototype.executeMpDamage = function (target, value) {
  if (!this.isMpRecover()) {
    value = Math.min(target.mp, value);
  }
  if (value !== 0) {
    this.makeSuccess(target);
  }
  target.gainMp(-value);
  this.gainDrainedMp(value);
};

Game_Action.prototype.gainDrainedHp = function (value) {
  if (this.isDrain()) {
    var gainTarget = this.subject();
    if (this._reflectionTarget !== undefined) {
      gainTarget = this._reflectionTarget;
    }
    gainTarget.gainHp(value);
  }
};

Game_Action.prototype.gainDrainedMp = function (value) {
  if (this.isDrain()) {
    var gainTarget = this.subject();
    if (this._reflectionTarget !== undefined) {
      gainTarget = this._reflectionTarget;
    }
    gainTarget.gainMp(value);
  }
};

Game_Action.prototype.applyItemEffect = function (target, effect) {
  switch (effect.code) {
    case Game_Action.EFFECT_RECOVER_HP:
      this.itemEffectRecoverHp(target, effect);
      break;
    case Game_Action.EFFECT_RECOVER_MP:
      this.itemEffectRecoverMp(target, effect);
      break;
    case Game_Action.EFFECT_GAIN_TP:
      this.itemEffectGainTp(target, effect);
      break;
    case Game_Action.EFFECT_ADD_STATE:
      this.itemEffectAddState(target, effect);
      break;
    case Game_Action.EFFECT_REMOVE_STATE:
      this.itemEffectRemoveState(target, effect);
      break;
    case Game_Action.EFFECT_ADD_BUFF:
      this.itemEffectAddBuff(target, effect);
      break;
    case Game_Action.EFFECT_ADD_DEBUFF:
      this.itemEffectAddDebuff(target, effect);
      break;
    case Game_Action.EFFECT_REMOVE_BUFF:
      this.itemEffectRemoveBuff(target, effect);
      break;
    case Game_Action.EFFECT_REMOVE_DEBUFF:
      this.itemEffectRemoveDebuff(target, effect);
      break;
    case Game_Action.EFFECT_SPECIAL:
      this.itemEffectSpecial(target, effect);
      break;
    case Game_Action.EFFECT_GROW:
      this.itemEffectGrow(target, effect);
      break;
    case Game_Action.EFFECT_LEARN_SKILL:
      this.itemEffectLearnSkill(target, effect);
      break;
    case Game_Action.EFFECT_COMMON_EVENT:
      this.itemEffectCommonEvent(target, effect);
      break;
  }
};

Game_Action.prototype.itemEffectRecoverHp = function (target, effect) {
  var value = (target.mhp * effect.value1 + effect.value2) * target.rec;
  if (this.isItem()) {
    value *= this.subject().pha;
  }
  value = Math.floor(value);
  if (value !== 0) {
    target.gainHp(value);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectRecoverMp = function (target, effect) {
  var value = (target.mmp * effect.value1 + effect.value2) * target.rec;
  if (this.isItem()) {
    value *= this.subject().pha;
  }
  value = Math.floor(value);
  if (value !== 0) {
    target.gainMp(value);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectGainTp = function (target, effect) {
  var value = Math.floor(effect.value1);
  if (value !== 0) {
    target.gainTp(value);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectAddState = function (target, effect) {
  if (effect.dataId === 0) {
    this.itemEffectAddAttackState(target, effect);
  } else {
    this.itemEffectAddNormalState(target, effect);
  }
};

Game_Action.prototype.itemEffectAddAttackState = function (target, effect) {
  this.subject()
    .attackStates()
    .forEach(
      function (stateId) {
        var chance = effect.value1;
        chance *= target.stateRate(stateId);
        chance *= this.subject().attackStatesRate(stateId);
        chance *= this.lukEffectRate(target);
        if (Math.random() < chance) {
          target.addState(stateId);
          this.makeSuccess(target);
        }
      }.bind(this),
      target
    );
};

Game_Action.prototype.itemEffectAddNormalState = function (target, effect) {
  var chance = effect.value1;
  if (!this.isCertainHit()) {
    chance *= target.stateRate(effect.dataId);
    chance *= this.lukEffectRate(target);
  }
  if (Math.random() < chance) {
    target.addState(effect.dataId);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectRemoveState = function (target, effect) {
  var chance = effect.value1;
  if (Math.random() < chance) {
    target.removeState(effect.dataId);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectAddBuff = function (target, effect) {
  target.addBuff(effect.dataId, effect.value1);
  this.makeSuccess(target);
};

Game_Action.prototype.itemEffectAddDebuff = function (target, effect) {
  var chance = target.debuffRate(effect.dataId) * this.lukEffectRate(target);
  if (Math.random() < chance) {
    target.addDebuff(effect.dataId, effect.value1);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectRemoveBuff = function (target, effect) {
  if (target.isBuffAffected(effect.dataId)) {
    target.removeBuff(effect.dataId);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectRemoveDebuff = function (target, effect) {
  if (target.isDebuffAffected(effect.dataId)) {
    target.removeBuff(effect.dataId);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectSpecial = function (target, effect) {
  if (effect.dataId === Game_Action.SPECIAL_EFFECT_ESCAPE) {
    target.escape();
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectGrow = function (target, effect) {
  target.addParam(effect.dataId, Math.floor(effect.value1));
  this.makeSuccess(target);
};

Game_Action.prototype.itemEffectLearnSkill = function (target, effect) {
  if (target.isActor()) {
    target.learnSkill(effect.dataId);
    this.makeSuccess(target);
  }
};

Game_Action.prototype.itemEffectCommonEvent = function (target, effect) {};

Game_Action.prototype.makeSuccess = function (target) {
  target.result().success = true;
};

Game_Action.prototype.applyItemUserEffect = function (target) {
  var value = Math.floor(this.item().tpGain * this.subject().tcr);
  this.subject().gainSilentTp(value);
};

Game_Action.prototype.lukEffectRate = function (target) {
  return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0);
};

Game_Action.prototype.applyGlobal = function () {
  this.item().effects.forEach(function (effect) {
    if (effect.code === Game_Action.EFFECT_COMMON_EVENT) {
      $gameTemp.reserveCommonEvent(effect.dataId);
    }
  }, this);
};

//-----------------------------------------------------------------------------
// Game_ActionResult
//
// The game object class for a result of a battle action. For convinience, all
// member variables in this class are public.

function Game_ActionResult() {
  this.initialize.apply(this, arguments);
}

Game_ActionResult.prototype.initialize = function () {
  this.clear();
};

Game_ActionResult.prototype.clear = function () {
  this.used = false;
  this.missed = false;
  this.evaded = false;
  this.physical = false;
  this.drain = false;
  this.critical = false;
  this.success = false;
  this.hpAffected = false;
  this.hpDamage = 0;
  this.mpDamage = 0;
  this.tpDamage = 0;
  this.addedStates = [];
  this.removedStates = [];
  this.addedBuffs = [];
  this.addedDebuffs = [];
  this.removedBuffs = [];
};

Game_ActionResult.prototype.addedStateObjects = function () {
  return this.addedStates.map(function (id) {
    return $dataStates[id];
  });
};

Game_ActionResult.prototype.removedStateObjects = function () {
  return this.removedStates.map(function (id) {
    return $dataStates[id];
  });
};

Game_ActionResult.prototype.isStatusAffected = function () {
  return (
    this.addedStates.length > 0 ||
    this.removedStates.length > 0 ||
    this.addedBuffs.length > 0 ||
    this.addedDebuffs.length > 0 ||
    this.removedBuffs.length > 0
  );
};

Game_ActionResult.prototype.isHit = function () {
  return this.used && !this.missed && !this.evaded;
};

Game_ActionResult.prototype.isStateAdded = function (stateId) {
  return this.addedStates.contains(stateId);
};

Game_ActionResult.prototype.pushAddedState = function (stateId) {
  if (!this.isStateAdded(stateId)) {
    this.addedStates.push(stateId);
  }
};

Game_ActionResult.prototype.isStateRemoved = function (stateId) {
  return this.removedStates.contains(stateId);
};

Game_ActionResult.prototype.pushRemovedState = function (stateId) {
  if (!this.isStateRemoved(stateId)) {
    this.removedStates.push(stateId);
  }
};

Game_ActionResult.prototype.isBuffAdded = function (paramId) {
  return this.addedBuffs.contains(paramId);
};

Game_ActionResult.prototype.pushAddedBuff = function (paramId) {
  if (!this.isBuffAdded(paramId)) {
    this.addedBuffs.push(paramId);
  }
};

Game_ActionResult.prototype.isDebuffAdded = function (paramId) {
  return this.addedDebuffs.contains(paramId);
};

Game_ActionResult.prototype.pushAddedDebuff = function (paramId) {
  if (!this.isDebuffAdded(paramId)) {
    this.addedDebuffs.push(paramId);
  }
};

Game_ActionResult.prototype.isBuffRemoved = function (paramId) {
  return this.removedBuffs.contains(paramId);
};

Game_ActionResult.prototype.pushRemovedBuff = function (paramId) {
  if (!this.isBuffRemoved(paramId)) {
    this.removedBuffs.push(paramId);
  }
};

//-----------------------------------------------------------------------------
// Game_BattlerBase
//
// The superclass of Game_Battler. It mainly contains parameters calculation.

function Game_BattlerBase() {
  this.initialize.apply(this, arguments);
}

Game_BattlerBase.TRAIT_ELEMENT_RATE = 11;
Game_BattlerBase.TRAIT_DEBUFF_RATE = 12;
Game_BattlerBase.TRAIT_STATE_RATE = 13;
Game_BattlerBase.TRAIT_STATE_RESIST = 14;
Game_BattlerBase.TRAIT_PARAM = 21;
Game_BattlerBase.TRAIT_XPARAM = 22;
Game_BattlerBase.TRAIT_SPARAM = 23;
Game_BattlerBase.TRAIT_ATTACK_ELEMENT = 31;
Game_BattlerBase.TRAIT_ATTACK_STATE = 32;
Game_BattlerBase.TRAIT_ATTACK_SPEED = 33;
Game_BattlerBase.TRAIT_ATTACK_TIMES = 34;
Game_BattlerBase.TRAIT_STYPE_ADD = 41;
Game_BattlerBase.TRAIT_STYPE_SEAL = 42;
Game_BattlerBase.TRAIT_SKILL_ADD = 43;
Game_BattlerBase.TRAIT_SKILL_SEAL = 44;
Game_BattlerBase.TRAIT_EQUIP_WTYPE = 51;
Game_BattlerBase.TRAIT_EQUIP_ATYPE = 52;
Game_BattlerBase.TRAIT_EQUIP_LOCK = 53;
Game_BattlerBase.TRAIT_EQUIP_SEAL = 54;
Game_BattlerBase.TRAIT_SLOT_TYPE = 55;
Game_BattlerBase.TRAIT_ACTION_PLUS = 61;
Game_BattlerBase.TRAIT_SPECIAL_FLAG = 62;
Game_BattlerBase.TRAIT_COLLAPSE_TYPE = 63;
Game_BattlerBase.TRAIT_PARTY_ABILITY = 64;
Game_BattlerBase.FLAG_ID_AUTO_BATTLE = 0;
Game_BattlerBase.FLAG_ID_GUARD = 1;
Game_BattlerBase.FLAG_ID_SUBSTITUTE = 2;
Game_BattlerBase.FLAG_ID_PRESERVE_TP = 3;
Game_BattlerBase.ICON_BUFF_START = 32;
Game_BattlerBase.ICON_DEBUFF_START = 48;

Object.defineProperties(Game_BattlerBase.prototype, {
  // Hit Points
  hp: {
    get: function () {
      return this._hp;
    },
    configurable: true,
  },
  // Magic Points
  mp: {
    get: function () {
      return this._mp;
    },
    configurable: true,
  },
  // Tactical Points
  tp: {
    get: function () {
      return this._tp;
    },
    configurable: true,
  },
  // Maximum Hit Points
  mhp: {
    get: function () {
      return this.param(0);
    },
    configurable: true,
  },
  // Maximum Magic Points
  mmp: {
    get: function () {
      return this.param(1);
    },
    configurable: true,
  },
  // ATtacK power
  atk: {
    get: function () {
      return this.param(2);
    },
    configurable: true,
  },
  // DEFense power
  def: {
    get: function () {
      return this.param(3);
    },
    configurable: true,
  },
  // Magic ATtack power
  mat: {
    get: function () {
      return this.param(4);
    },
    configurable: true,
  },
  // Magic DeFense power
  mdf: {
    get: function () {
      return this.param(5);
    },
    configurable: true,
  },
  // AGIlity
  agi: {
    get: function () {
      return this.param(6);
    },
    configurable: true,
  },
  // LUcK
  luk: {
    get: function () {
      return this.param(7);
    },
    configurable: true,
  },
  // HIT rate
  hit: {
    get: function () {
      return this.xparam(0);
    },
    configurable: true,
  },
  // EVAsion rate
  eva: {
    get: function () {
      return this.xparam(1);
    },
    configurable: true,
  },
  // CRItical rate
  cri: {
    get: function () {
      return this.xparam(2);
    },
    configurable: true,
  },
  // Critical EVasion rate
  cev: {
    get: function () {
      return this.xparam(3);
    },
    configurable: true,
  },
  // Magic EVasion rate
  mev: {
    get: function () {
      return this.xparam(4);
    },
    configurable: true,
  },
  // Magic ReFlection rate
  mrf: {
    get: function () {
      return this.xparam(5);
    },
    configurable: true,
  },
  // CouNTer attack rate
  cnt: {
    get: function () {
      return this.xparam(6);
    },
    configurable: true,
  },
  // Hp ReGeneration rate
  hrg: {
    get: function () {
      return this.xparam(7);
    },
    configurable: true,
  },
  // Mp ReGeneration rate
  mrg: {
    get: function () {
      return this.xparam(8);
    },
    configurable: true,
  },
  // Tp ReGeneration rate
  trg: {
    get: function () {
      return this.xparam(9);
    },
    configurable: true,
  },
  // TarGet Rate
  tgr: {
    get: function () {
      return this.sparam(0);
    },
    configurable: true,
  },
  // GuaRD effect rate
  grd: {
    get: function () {
      return this.sparam(1);
    },
    configurable: true,
  },
  // RECovery effect rate
  rec: {
    get: function () {
      return this.sparam(2);
    },
    configurable: true,
  },
  // PHArmacology
  pha: {
    get: function () {
      return this.sparam(3);
    },
    configurable: true,
  },
  // Mp Cost Rate
  mcr: {
    get: function () {
      return this.sparam(4);
    },
    configurable: true,
  },
  // Tp Charge Rate
  tcr: {
    get: function () {
      return this.sparam(5);
    },
    configurable: true,
  },
  // Physical Damage Rate
  pdr: {
    get: function () {
      return this.sparam(6);
    },
    configurable: true,
  },
  // Magical Damage Rate
  mdr: {
    get: function () {
      return this.sparam(7);
    },
    configurable: true,
  },
  // Floor Damage Rate
  fdr: {
    get: function () {
      return this.sparam(8);
    },
    configurable: true,
  },
  // EXperience Rate
  exr: {
    get: function () {
      return this.sparam(9);
    },
    configurable: true,
  },
});

Game_BattlerBase.prototype.initialize = function () {
  this.initMembers();
};

Game_BattlerBase.prototype.initMembers = function () {
  this._hp = 1;
  this._mp = 0;
  this._tp = 0;
  this._hidden = false;
  this.clearParamPlus();
  this.clearStates();
  this.clearBuffs();
};

Game_BattlerBase.prototype.clearParamPlus = function () {
  this._paramPlus = [0, 0, 0, 0, 0, 0, 0, 0];
};

Game_BattlerBase.prototype.clearStates = function () {
  this._states = [];
  this._stateTurns = {};
};

Game_BattlerBase.prototype.eraseState = function (stateId) {
  var index = this._states.indexOf(stateId);
  if (index >= 0) {
    this._states.splice(index, 1);
  }
  delete this._stateTurns[stateId];
};

Game_BattlerBase.prototype.isStateAffected = function (stateId) {
  return this._states.contains(stateId);
};

Game_BattlerBase.prototype.isDeathStateAffected = function () {
  return this.isStateAffected(this.deathStateId());
};

Game_BattlerBase.prototype.deathStateId = function () {
  return 1;
};

Game_BattlerBase.prototype.resetStateCounts = function (stateId) {
  var state = $dataStates[stateId];
  var variance = 1 + Math.max(state.maxTurns - state.minTurns, 0);
  this._stateTurns[stateId] = state.minTurns + Math.randomInt(variance);
};

Game_BattlerBase.prototype.isStateExpired = function (stateId) {
  return this._stateTurns[stateId] === 0;
};

Game_BattlerBase.prototype.updateStateTurns = function () {
  this._states.forEach(function (stateId) {
    if (this._stateTurns[stateId] > 0) {
      this._stateTurns[stateId]--;
    }
  }, this);
};

Game_BattlerBase.prototype.clearBuffs = function () {
  this._buffs = [0, 0, 0, 0, 0, 0, 0, 0];
  this._buffTurns = [0, 0, 0, 0, 0, 0, 0, 0];
};

Game_BattlerBase.prototype.eraseBuff = function (paramId) {
  this._buffs[paramId] = 0;
  this._buffTurns[paramId] = 0;
};

Game_BattlerBase.prototype.buffLength = function () {
  return this._buffs.length;
};

Game_BattlerBase.prototype.buff = function (paramId) {
  return this._buffs[paramId];
};

Game_BattlerBase.prototype.isBuffAffected = function (paramId) {
  return this._buffs[paramId] > 0;
};

Game_BattlerBase.prototype.isDebuffAffected = function (paramId) {
  return this._buffs[paramId] < 0;
};

Game_BattlerBase.prototype.isBuffOrDebuffAffected = function (paramId) {
  return this._buffs[paramId] !== 0;
};

Game_BattlerBase.prototype.isMaxBuffAffected = function (paramId) {
  return this._buffs[paramId] === 2;
};

Game_BattlerBase.prototype.isMaxDebuffAffected = function (paramId) {
  return this._buffs[paramId] === -2;
};

Game_BattlerBase.prototype.increaseBuff = function (paramId) {
  if (!this.isMaxBuffAffected(paramId)) {
    this._buffs[paramId]++;
  }
};

Game_BattlerBase.prototype.decreaseBuff = function (paramId) {
  if (!this.isMaxDebuffAffected(paramId)) {
    this._buffs[paramId]--;
  }
};

Game_BattlerBase.prototype.overwriteBuffTurns = function (paramId, turns) {
  if (this._buffTurns[paramId] < turns) {
    this._buffTurns[paramId] = turns;
  }
};

Game_BattlerBase.prototype.isBuffExpired = function (paramId) {
  return this._buffTurns[paramId] === 0;
};

Game_BattlerBase.prototype.updateBuffTurns = function () {
  for (var i = 0; i < this._buffTurns.length; i++) {
    if (this._buffTurns[i] > 0) {
      this._buffTurns[i]--;
    }
  }
};

Game_BattlerBase.prototype.die = function () {
  this._hp = 0;
  this.clearStates();
  this.clearBuffs();
};

Game_BattlerBase.prototype.revive = function () {
  if (this._hp === 0) {
    this._hp = 1;
  }
};

Game_BattlerBase.prototype.states = function () {
  return this._states.map(function (id) {
    return $dataStates[id];
  });
};

Game_BattlerBase.prototype.stateIcons = function () {
  return this.states()
    .map(function (state) {
      return state.iconIndex;
    })
    .filter(function (iconIndex) {
      return iconIndex > 0;
    });
};

Game_BattlerBase.prototype.buffIcons = function () {
  var icons = [];
  for (var i = 0; i < this._buffs.length; i++) {
    if (this._buffs[i] !== 0) {
      icons.push(this.buffIconIndex(this._buffs[i], i));
    }
  }
  return icons;
};

Game_BattlerBase.prototype.buffIconIndex = function (buffLevel, paramId) {
  if (buffLevel > 0) {
    return Game_BattlerBase.ICON_BUFF_START + (buffLevel - 1) * 8 + paramId;
  } else if (buffLevel < 0) {
    return Game_BattlerBase.ICON_DEBUFF_START + (-buffLevel - 1) * 8 + paramId;
  } else {
    return 0;
  }
};

Game_BattlerBase.prototype.allIcons = function () {
  return this.stateIcons().concat(this.buffIcons());
};

Game_BattlerBase.prototype.traitObjects = function () {
  // Returns an array of the all objects having traits. States only here.
  return this.states();
};

Game_BattlerBase.prototype.allTraits = function () {
  return this.traitObjects().reduce(function (r, obj) {
    return r.concat(obj.traits);
  }, []);
};

Game_BattlerBase.prototype.traits = function (code) {
  return this.allTraits().filter(function (trait) {
    return trait.code === code;
  });
};

Game_BattlerBase.prototype.traitsWithId = function (code, id) {
  return this.allTraits().filter(function (trait) {
    return trait.code === code && trait.dataId === id;
  });
};

Game_BattlerBase.prototype.traitsPi = function (code, id) {
  return this.traitsWithId(code, id).reduce(function (r, trait) {
    return r * trait.value;
  }, 1);
};

Game_BattlerBase.prototype.traitsSum = function (code, id) {
  return this.traitsWithId(code, id).reduce(function (r, trait) {
    return r + trait.value;
  }, 0);
};

Game_BattlerBase.prototype.traitsSumAll = function (code) {
  return this.traits(code).reduce(function (r, trait) {
    return r + trait.value;
  }, 0);
};

Game_BattlerBase.prototype.traitsSet = function (code) {
  return this.traits(code).reduce(function (r, trait) {
    return r.concat(trait.dataId);
  }, []);
};

Game_BattlerBase.prototype.paramBase = function (paramId) {
  return 0;
};

Game_BattlerBase.prototype.paramPlus = function (paramId) {
  return this._paramPlus[paramId];
};

Game_BattlerBase.prototype.paramMin = function (paramId) {
  if (paramId === 1) {
    return 0; // MMP
  } else {
    return 1;
  }
};

Game_BattlerBase.prototype.paramMax = function (paramId) {
  if (paramId === 0) {
    return 999999; // MHP
  } else if (paramId === 1) {
    return 9999; // MMP
  } else {
    return 999;
  }
};

Game_BattlerBase.prototype.paramRate = function (paramId) {
  return this.traitsPi(Game_BattlerBase.TRAIT_PARAM, paramId);
};

Game_BattlerBase.prototype.paramBuffRate = function (paramId) {
  return this._buffs[paramId] * 0.25 + 1.0;
};

Game_BattlerBase.prototype.param = function (paramId) {
  var value = this.paramBase(paramId) + this.paramPlus(paramId);
  value *= this.paramRate(paramId) * this.paramBuffRate(paramId);
  var maxValue = this.paramMax(paramId);
  var minValue = this.paramMin(paramId);
  return Math.round(value.clamp(minValue, maxValue));
};

Game_BattlerBase.prototype.xparam = function (xparamId) {
  return this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId);
};

Game_BattlerBase.prototype.sparam = function (sparamId) {
  return this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId);
};

Game_BattlerBase.prototype.elementRate = function (elementId) {
  return this.traitsPi(Game_BattlerBase.TRAIT_ELEMENT_RATE, elementId);
};

Game_BattlerBase.prototype.debuffRate = function (paramId) {
  return this.traitsPi(Game_BattlerBase.TRAIT_DEBUFF_RATE, paramId);
};

Game_BattlerBase.prototype.stateRate = function (stateId) {
  return this.traitsPi(Game_BattlerBase.TRAIT_STATE_RATE, stateId);
};

Game_BattlerBase.prototype.stateResistSet = function () {
  return this.traitsSet(Game_BattlerBase.TRAIT_STATE_RESIST);
};

Game_BattlerBase.prototype.isStateResist = function (stateId) {
  return this.stateResistSet().contains(stateId);
};

Game_BattlerBase.prototype.attackElements = function () {
  return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_ELEMENT);
};

Game_BattlerBase.prototype.attackStates = function () {
  return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_STATE);
};

Game_BattlerBase.prototype.attackStatesRate = function (stateId) {
  return this.traitsSum(Game_BattlerBase.TRAIT_ATTACK_STATE, stateId);
};

Game_BattlerBase.prototype.attackSpeed = function () {
  return this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_SPEED);
};

Game_BattlerBase.prototype.attackTimesAdd = function () {
  return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES), 0);
};

Game_BattlerBase.prototype.addedSkillTypes = function () {
  return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_ADD);
};

Game_BattlerBase.prototype.isSkillTypeSealed = function (stypeId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_SEAL).contains(stypeId);
};

Game_BattlerBase.prototype.addedSkills = function () {
  return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_ADD);
};

Game_BattlerBase.prototype.isSkillSealed = function (skillId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_SEAL).contains(skillId);
};

Game_BattlerBase.prototype.isEquipWtypeOk = function (wtypeId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_WTYPE).contains(wtypeId);
};

Game_BattlerBase.prototype.isEquipAtypeOk = function (atypeId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_ATYPE).contains(atypeId);
};

Game_BattlerBase.prototype.isEquipTypeLocked = function (etypeId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_LOCK).contains(etypeId);
};

Game_BattlerBase.prototype.isEquipTypeSealed = function (etypeId) {
  return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_SEAL).contains(etypeId);
};

Game_BattlerBase.prototype.slotType = function () {
  var set = this.traitsSet(Game_BattlerBase.TRAIT_SLOT_TYPE);
  return set.length > 0 ? Math.max.apply(null, set) : 0;
};

Game_BattlerBase.prototype.isDualWield = function () {
  return this.slotType() === 1;
};

Game_BattlerBase.prototype.actionPlusSet = function () {
  return this.traits(Game_BattlerBase.TRAIT_ACTION_PLUS).map(function (trait) {
    return trait.value;
  });
};

Game_BattlerBase.prototype.specialFlag = function (flagId) {
  return this.traits(Game_BattlerBase.TRAIT_SPECIAL_FLAG).some(function (
    trait
  ) {
    return trait.dataId === flagId;
  });
};

Game_BattlerBase.prototype.collapseType = function () {
  var set = this.traitsSet(Game_BattlerBase.TRAIT_COLLAPSE_TYPE);
  return set.length > 0 ? Math.max.apply(null, set) : 0;
};

Game_BattlerBase.prototype.partyAbility = function (abilityId) {
  return this.traits(Game_BattlerBase.TRAIT_PARTY_ABILITY).some(function (
    trait
  ) {
    return trait.dataId === abilityId;
  });
};

Game_BattlerBase.prototype.isAutoBattle = function () {
  return this.specialFlag(Game_BattlerBase.FLAG_ID_AUTO_BATTLE);
};

Game_BattlerBase.prototype.isGuard = function () {
  return this.specialFlag(Game_BattlerBase.FLAG_ID_GUARD) && this.canMove();
};

Game_BattlerBase.prototype.isSubstitute = function () {
  return (
    this.specialFlag(Game_BattlerBase.FLAG_ID_SUBSTITUTE) && this.canMove()
  );
};

Game_BattlerBase.prototype.isPreserveTp = function () {
  return this.specialFlag(Game_BattlerBase.FLAG_ID_PRESERVE_TP);
};

Game_BattlerBase.prototype.addParam = function (paramId, value) {
  this._paramPlus[paramId] += value;
  this.refresh();
};

Game_BattlerBase.prototype.setHp = function (hp) {
  this._hp = hp;
  this.refresh();
};

Game_BattlerBase.prototype.setMp = function (mp) {
  this._mp = mp;
  this.refresh();
};

Game_BattlerBase.prototype.setTp = function (tp) {
  this._tp = tp;
  this.refresh();
};

Game_BattlerBase.prototype.maxTp = function () {
  return 100;
};

Game_BattlerBase.prototype.refresh = function () {
  this.stateResistSet().forEach(function (stateId) {
    this.eraseState(stateId);
  }, this);
  this._hp = this._hp.clamp(0, this.mhp);
  this._mp = this._mp.clamp(0, this.mmp);
  this._tp = this._tp.clamp(0, this.maxTp());
};

Game_BattlerBase.prototype.recoverAll = function () {
  this.clearStates();
  this._hp = this.mhp;
  this._mp = this.mmp;
};

Game_BattlerBase.prototype.hpRate = function () {
  return this.hp / this.mhp;
};

Game_BattlerBase.prototype.mpRate = function () {
  return this.mmp > 0 ? this.mp / this.mmp : 0;
};

Game_BattlerBase.prototype.tpRate = function () {
  return this.tp / this.maxTp();
};

Game_BattlerBase.prototype.hide = function () {
  this._hidden = true;
};

Game_BattlerBase.prototype.appear = function () {
  this._hidden = false;
};

Game_BattlerBase.prototype.isHidden = function () {
  return this._hidden;
};

Game_BattlerBase.prototype.isAppeared = function () {
  return !this.isHidden();
};

Game_BattlerBase.prototype.isDead = function () {
  return this.isAppeared() && this.isDeathStateAffected();
};

Game_BattlerBase.prototype.isAlive = function () {
  return this.isAppeared() && !this.isDeathStateAffected();
};

Game_BattlerBase.prototype.isDying = function () {
  return this.isAlive() && this._hp < this.mhp / 4;
};

Game_BattlerBase.prototype.isRestricted = function () {
  return this.isAppeared() && this.restriction() > 0;
};

Game_BattlerBase.prototype.canInput = function () {
  return this.isAppeared() && !this.isRestricted() && !this.isAutoBattle();
};

Game_BattlerBase.prototype.canMove = function () {
  return this.isAppeared() && this.restriction() < 4;
};

Game_BattlerBase.prototype.isConfused = function () {
  return (
    this.isAppeared() && this.restriction() >= 1 && this.restriction() <= 3
  );
};

Game_BattlerBase.prototype.confusionLevel = function () {
  return this.isConfused() ? this.restriction() : 0;
};

Game_BattlerBase.prototype.isActor = function () {
  return false;
};

Game_BattlerBase.prototype.isEnemy = function () {
  return false;
};

Game_BattlerBase.prototype.sortStates = function () {
  this._states.sort(function (a, b) {
    var p1 = $dataStates[a].priority;
    var p2 = $dataStates[b].priority;
    if (p1 !== p2) {
      return p2 - p1;
    }
    return a - b;
  });
};

Game_BattlerBase.prototype.restriction = function () {
  return Math.max.apply(
    null,
    this.states()
      .map(function (state) {
        return state.restriction;
      })
      .concat(0)
  );
};

Game_BattlerBase.prototype.addNewState = function (stateId) {
  if (stateId === this.deathStateId()) {
    this.die();
  }
  var restricted = this.isRestricted();
  this._states.push(stateId);
  this.sortStates();
  if (!restricted && this.isRestricted()) {
    this.onRestrict();
  }
};

Game_BattlerBase.prototype.onRestrict = function () {};

Game_BattlerBase.prototype.mostImportantStateText = function () {
  var states = this.states();
  for (var i = 0; i < states.length; i++) {
    if (states[i].message3) {
      return states[i].message3;
    }
  }
  return "";
};

Game_BattlerBase.prototype.stateMotionIndex = function () {
  var states = this.states();
  if (states.length > 0) {
    return states[0].motion;
  } else {
    return 0;
  }
};

Game_BattlerBase.prototype.stateOverlayIndex = function () {
  var states = this.states();
  if (states.length > 0) {
    return states[0].overlay;
  } else {
    return 0;
  }
};

Game_BattlerBase.prototype.isSkillWtypeOk = function (skill) {
  return true;
};

Game_BattlerBase.prototype.skillMpCost = function (skill) {
  return Math.floor(skill.mpCost * this.mcr);
};

Game_BattlerBase.prototype.skillTpCost = function (skill) {
  return skill.tpCost;
};

Game_BattlerBase.prototype.canPaySkillCost = function (skill) {
  return (
    this._tp >= this.skillTpCost(skill) && this._mp >= this.skillMpCost(skill)
  );
};

Game_BattlerBase.prototype.paySkillCost = function (skill) {
  this._mp -= this.skillMpCost(skill);
  this._tp -= this.skillTpCost(skill);
};

Game_BattlerBase.prototype.isOccasionOk = function (item) {
  if ($gameParty.inBattle()) {
    return item.occasion === 0 || item.occasion === 1;
  } else {
    return item.occasion === 0 || item.occasion === 2;
  }
};

Game_BattlerBase.prototype.meetsUsableItemConditions = function (item) {
  return this.canMove() && this.isOccasionOk(item);
};

Game_BattlerBase.prototype.meetsSkillConditions = function (skill) {
  return (
    this.meetsUsableItemConditions(skill) &&
    this.isSkillWtypeOk(skill) &&
    this.canPaySkillCost(skill) &&
    !this.isSkillSealed(skill.id) &&
    !this.isSkillTypeSealed(skill.stypeId)
  );
};

Game_BattlerBase.prototype.meetsItemConditions = function (item) {
  return this.meetsUsableItemConditions(item) && $gameParty.hasItem(item);
};

Game_BattlerBase.prototype.canUse = function (item) {
  if (!item) {
    return false;
  } else if (DataManager.isSkill(item)) {
    return this.meetsSkillConditions(item);
  } else if (DataManager.isItem(item)) {
    return this.meetsItemConditions(item);
  } else {
    return false;
  }
};

Game_BattlerBase.prototype.canEquip = function (item) {
  if (!item) {
    return false;
  } else if (DataManager.isWeapon(item)) {
    return this.canEquipWeapon(item);
  } else if (DataManager.isArmor(item)) {
    return this.canEquipArmor(item);
  } else {
    return false;
  }
};

Game_BattlerBase.prototype.canEquipWeapon = function (item) {
  return (
    this.isEquipWtypeOk(item.wtypeId) && !this.isEquipTypeSealed(item.etypeId)
  );
};

Game_BattlerBase.prototype.canEquipArmor = function (item) {
  return (
    this.isEquipAtypeOk(item.atypeId) && !this.isEquipTypeSealed(item.etypeId)
  );
};

Game_BattlerBase.prototype.attackSkillId = function () {
  return 1;
};

Game_BattlerBase.prototype.guardSkillId = function () {
  return 2;
};

Game_BattlerBase.prototype.canAttack = function () {
  return this.canUse($dataSkills[this.attackSkillId()]);
};

Game_BattlerBase.prototype.canGuard = function () {
  return this.canUse($dataSkills[this.guardSkillId()]);
};

//-----------------------------------------------------------------------------
// Game_Battler
//
// The superclass of Game_Actor and Game_Enemy. It contains methods for sprites
// and actions.

function Game_Battler() {
  this.initialize.apply(this, arguments);
}

Game_Battler.prototype = Object.create(Game_BattlerBase.prototype);
Game_Battler.prototype.constructor = Game_Battler;

Game_Battler.prototype.initialize = function () {
  Game_BattlerBase.prototype.initialize.call(this);
};

Game_Battler.prototype.initMembers = function () {
  Game_BattlerBase.prototype.initMembers.call(this);
  this._actions = [];
  this._speed = 0;
  this._result = new Game_ActionResult();
  this._actionState = "";
  this._lastTargetIndex = 0;
  this._animations = [];
  this._damagePopup = false;
  this._effectType = null;
  this._motionType = null;
  this._weaponImageId = 0;
  this._motionRefresh = false;
  this._selected = false;
};

Game_Battler.prototype.clearAnimations = function () {
  this._animations = [];
};

Game_Battler.prototype.clearDamagePopup = function () {
  this._damagePopup = false;
};

Game_Battler.prototype.clearWeaponAnimation = function () {
  this._weaponImageId = 0;
};

Game_Battler.prototype.clearEffect = function () {
  this._effectType = null;
};

Game_Battler.prototype.clearMotion = function () {
  this._motionType = null;
  this._motionRefresh = false;
};

Game_Battler.prototype.requestEffect = function (effectType) {
  this._effectType = effectType;
};

Game_Battler.prototype.requestMotion = function (motionType) {
  this._motionType = motionType;
};

Game_Battler.prototype.requestMotionRefresh = function () {
  this._motionRefresh = true;
};

Game_Battler.prototype.select = function () {
  this._selected = true;
};

Game_Battler.prototype.deselect = function () {
  this._selected = false;
};

Game_Battler.prototype.isAnimationRequested = function () {
  return this._animations.length > 0;
};

Game_Battler.prototype.isDamagePopupRequested = function () {
  return this._damagePopup;
};

Game_Battler.prototype.isEffectRequested = function () {
  return !!this._effectType;
};

Game_Battler.prototype.isMotionRequested = function () {
  return !!this._motionType;
};

Game_Battler.prototype.isWeaponAnimationRequested = function () {
  return this._weaponImageId > 0;
};

Game_Battler.prototype.isMotionRefreshRequested = function () {
  return this._motionRefresh;
};

Game_Battler.prototype.isSelected = function () {
  return this._selected;
};

Game_Battler.prototype.effectType = function () {
  return this._effectType;
};

Game_Battler.prototype.motionType = function () {
  return this._motionType;
};

Game_Battler.prototype.weaponImageId = function () {
  return this._weaponImageId;
};

Game_Battler.prototype.shiftAnimation = function () {
  return this._animations.shift();
};

Game_Battler.prototype.startAnimation = function (animationId, mirror, delay) {
  var data = { animationId: animationId, mirror: mirror, delay: delay };
  this._animations.push(data);
};

Game_Battler.prototype.startDamagePopup = function () {
  this._damagePopup = true;
};

Game_Battler.prototype.startWeaponAnimation = function (weaponImageId) {
  this._weaponImageId = weaponImageId;
};

Game_Battler.prototype.action = function (index) {
  return this._actions[index];
};

Game_Battler.prototype.setAction = function (index, action) {
  this._actions[index] = action;
};

Game_Battler.prototype.numActions = function () {
  return this._actions.length;
};

Game_Battler.prototype.clearActions = function () {
  this._actions = [];
};

Game_Battler.prototype.result = function () {
  return this._result;
};

Game_Battler.prototype.clearResult = function () {
  this._result.clear();
};

Game_Battler.prototype.refresh = function () {
  Game_BattlerBase.prototype.refresh.call(this);
  if (this.hp === 0) {
    this.addState(this.deathStateId());
  } else {
    this.removeState(this.deathStateId());
  }
};

Game_Battler.prototype.addState = function (stateId) {
  if (this.isStateAddable(stateId)) {
    if (!this.isStateAffected(stateId)) {
      this.addNewState(stateId);
      this.refresh();
    }
    this.resetStateCounts(stateId);
    this._result.pushAddedState(stateId);
  }
};

Game_Battler.prototype.isStateAddable = function (stateId) {
  return (
    this.isAlive() &&
    $dataStates[stateId] &&
    !this.isStateResist(stateId) &&
    !this._result.isStateRemoved(stateId) &&
    !this.isStateRestrict(stateId)
  );
};

Game_Battler.prototype.isStateRestrict = function (stateId) {
  return $dataStates[stateId].removeByRestriction && this.isRestricted();
};

Game_Battler.prototype.onRestrict = function () {
  Game_BattlerBase.prototype.onRestrict.call(this);
  this.clearActions();
  this.states().forEach(function (state) {
    if (state.removeByRestriction) {
      this.removeState(state.id);
    }
  }, this);
};

Game_Battler.prototype.removeState = function (stateId) {
  if (this.isStateAffected(stateId)) {
    if (stateId === this.deathStateId()) {
      this.revive();
    }
    this.eraseState(stateId);
    this.refresh();
    this._result.pushRemovedState(stateId);
  }
};

Game_Battler.prototype.escape = function () {
  if ($gameParty.inBattle()) {
    this.hide();
  }
  this.clearActions();
  this.clearStates();
  SoundManager.playEscape();
};

Game_Battler.prototype.addBuff = function (paramId, turns) {
  if (this.isAlive()) {
    this.increaseBuff(paramId);
    if (this.isBuffAffected(paramId)) {
      this.overwriteBuffTurns(paramId, turns);
    }
    this._result.pushAddedBuff(paramId);
    this.refresh();
  }
};

Game_Battler.prototype.addDebuff = function (paramId, turns) {
  if (this.isAlive()) {
    this.decreaseBuff(paramId);
    if (this.isDebuffAffected(paramId)) {
      this.overwriteBuffTurns(paramId, turns);
    }
    this._result.pushAddedDebuff(paramId);
    this.refresh();
  }
};

Game_Battler.prototype.removeBuff = function (paramId) {
  if (this.isAlive() && this.isBuffOrDebuffAffected(paramId)) {
    this.eraseBuff(paramId);
    this._result.pushRemovedBuff(paramId);
    this.refresh();
  }
};

Game_Battler.prototype.removeBattleStates = function () {
  this.states().forEach(function (state) {
    if (state.removeAtBattleEnd) {
      this.removeState(state.id);
    }
  }, this);
};

Game_Battler.prototype.removeAllBuffs = function () {
  for (var i = 0; i < this.buffLength(); i++) {
    this.removeBuff(i);
  }
};

Game_Battler.prototype.removeStatesAuto = function (timing) {
  this.states().forEach(function (state) {
    if (this.isStateExpired(state.id) && state.autoRemovalTiming === timing) {
      this.removeState(state.id);
    }
  }, this);
};

Game_Battler.prototype.removeBuffsAuto = function () {
  for (var i = 0; i < this.buffLength(); i++) {
    if (this.isBuffExpired(i)) {
      this.removeBuff(i);
    }
  }
};

Game_Battler.prototype.removeStatesByDamage = function () {
  this.states().forEach(function (state) {
    if (state.removeByDamage && Math.randomInt(100) < state.chanceByDamage) {
      this.removeState(state.id);
    }
  }, this);
};

Game_Battler.prototype.makeActionTimes = function () {
  return this.actionPlusSet().reduce(function (r, p) {
    return Math.random() < p ? r + 1 : r;
  }, 1);
};

Game_Battler.prototype.makeActions = function () {
  this.clearActions();
  if (this.canMove()) {
    var actionTimes = this.makeActionTimes();
    this._actions = [];
    for (var i = 0; i < actionTimes; i++) {
      this._actions.push(new Game_Action(this));
    }
  }
};

Game_Battler.prototype.speed = function () {
  return this._speed;
};

Game_Battler.prototype.makeSpeed = function () {
  this._speed =
    Math.min.apply(
      null,
      this._actions.map(function (action) {
        return action.speed();
      })
    ) || 0;
};

Game_Battler.prototype.currentAction = function () {
  return this._actions[0];
};

Game_Battler.prototype.removeCurrentAction = function () {
  this._actions.shift();
};

Game_Battler.prototype.setLastTarget = function (target) {
  if (target) {
    this._lastTargetIndex = target.index();
  } else {
    this._lastTargetIndex = 0;
  }
};

Game_Battler.prototype.forceAction = function (skillId, targetIndex) {
  this.clearActions();
  var action = new Game_Action(this, true);
  action.setSkill(skillId);
  if (targetIndex === -2) {
    action.setTarget(this._lastTargetIndex);
  } else if (targetIndex === -1) {
    action.decideRandomTarget();
  } else {
    action.setTarget(targetIndex);
  }
  this._actions.push(action);
};

Game_Battler.prototype.useItem = function (item) {
  if (DataManager.isSkill(item)) {
    this.paySkillCost(item);
  } else if (DataManager.isItem(item)) {
    this.consumeItem(item);
  }
};

Game_Battler.prototype.consumeItem = function (item) {
  $gameParty.consumeItem(item);
};

Game_Battler.prototype.gainHp = function (value) {
  this._result.hpDamage = -value;
  this._result.hpAffected = true;
  this.setHp(this.hp + value);
};

Game_Battler.prototype.gainMp = function (value) {
  this._result.mpDamage = -value;
  this.setMp(this.mp + value);
};

Game_Battler.prototype.gainTp = function (value) {
  this._result.tpDamage = -value;
  this.setTp(this.tp + value);
};

Game_Battler.prototype.gainSilentTp = function (value) {
  this.setTp(this.tp + value);
};

Game_Battler.prototype.initTp = function () {
  this.setTp(Math.randomInt(25));
};

Game_Battler.prototype.clearTp = function () {
  this.setTp(0);
};

Game_Battler.prototype.chargeTpByDamage = function (damageRate) {
  var value = Math.floor(50 * damageRate * this.tcr);
  this.gainSilentTp(value);
};

Game_Battler.prototype.regenerateHp = function () {
  var value = Math.floor(this.mhp * this.hrg);
  value = Math.max(value, -this.maxSlipDamage());
  if (value !== 0) {
    this.gainHp(value);
  }
};

Game_Battler.prototype.maxSlipDamage = function () {
  return $dataSystem.optSlipDeath ? this.hp : Math.max(this.hp - 1, 0);
};

Game_Battler.prototype.regenerateMp = function () {
  var value = Math.floor(this.mmp * this.mrg);
  if (value !== 0) {
    this.gainMp(value);
  }
};

Game_Battler.prototype.regenerateTp = function () {
  var value = Math.floor(100 * this.trg);
  this.gainSilentTp(value);
};

Game_Battler.prototype.regenerateAll = function () {
  if (this.isAlive()) {
    this.regenerateHp();
    this.regenerateMp();
    this.regenerateTp();
  }
};

Game_Battler.prototype.onBattleStart = function () {
  this.setActionState("undecided");
  this.clearMotion();
  if (!this.isPreserveTp()) {
    this.initTp();
  }
};

Game_Battler.prototype.onAllActionsEnd = function () {
  this.clearResult();
  this.removeStatesAuto(1);
  this.removeBuffsAuto();
};

Game_Battler.prototype.onTurnEnd = function () {
  this.clearResult();
  this.regenerateAll();
  if (!BattleManager.isForcedTurn()) {
    this.updateStateTurns();
    this.updateBuffTurns();
  }
  this.removeStatesAuto(2);
};

Game_Battler.prototype.onBattleEnd = function () {
  this.clearResult();
  this.removeBattleStates();
  this.removeAllBuffs();
  this.clearActions();
  if (!this.isPreserveTp()) {
    this.clearTp();
  }
  this.appear();
};

Game_Battler.prototype.onDamage = function (value) {
  this.removeStatesByDamage();
  this.chargeTpByDamage(value / this.mhp);
};

Game_Battler.prototype.setActionState = function (actionState) {
  this._actionState = actionState;
  this.requestMotionRefresh();
};

Game_Battler.prototype.isUndecided = function () {
  return this._actionState === "undecided";
};

Game_Battler.prototype.isInputting = function () {
  return this._actionState === "inputting";
};

Game_Battler.prototype.isWaiting = function () {
  return this._actionState === "waiting";
};

Game_Battler.prototype.isActing = function () {
  return this._actionState === "acting";
};

Game_Battler.prototype.isChanting = function () {
  if (this.isWaiting()) {
    return this._actions.some(function (action) {
      return action.isMagicSkill();
    });
  }
  return false;
};

Game_Battler.prototype.isGuardWaiting = function () {
  if (this.isWaiting()) {
    return this._actions.some(function (action) {
      return action.isGuard();
    });
  }
  return false;
};

Game_Battler.prototype.performActionStart = function (action) {
  if (!action.isGuard()) {
    this.setActionState("acting");
  }
};

Game_Battler.prototype.performAction = function (action) {};

Game_Battler.prototype.performActionEnd = function () {
  this.setActionState("done");
};

Game_Battler.prototype.performDamage = function () {};

Game_Battler.prototype.performMiss = function () {
  SoundManager.playMiss();
};

Game_Battler.prototype.performRecovery = function () {
  SoundManager.playRecovery();
};

Game_Battler.prototype.performEvasion = function () {
  SoundManager.playEvasion();
};

Game_Battler.prototype.performMagicEvasion = function () {
  SoundManager.playMagicEvasion();
};

Game_Battler.prototype.performCounter = function () {
  SoundManager.playEvasion();
};

Game_Battler.prototype.performReflection = function () {
  SoundManager.playReflection();
};

Game_Battler.prototype.performSubstitute = function (target) {};

Game_Battler.prototype.performCollapse = function () {};

//-----------------------------------------------------------------------------
// Game_Actor
//
// The game object class for an actor.

function Game_Actor() {
  this.initialize.apply(this, arguments);
}

Game_Actor.prototype = Object.create(Game_Battler.prototype);
Game_Actor.prototype.constructor = Game_Actor;

Object.defineProperty(Game_Actor.prototype, "level", {
  get: function () {
    return this._level;
  },
  configurable: true,
});

Game_Actor.prototype.initialize = function (actorId) {
  Game_Battler.prototype.initialize.call(this);
  this.setup(actorId);
};

Game_Actor.prototype.initMembers = function () {
  Game_Battler.prototype.initMembers.call(this);
  this._actorId = 0;
  this._name = "";
  this._nickname = "";
  this._classId = 0;
  this._level = 0;
  this._characterName = "";
  this._characterIndex = 0;
  this._faceName = "";
  this._faceIndex = 0;
  this._battlerName = "";
  this._exp = {};
  this._skills = [];
  this._equips = [];
  this._actionInputIndex = 0;
  this._lastMenuSkill = new Game_Item();
  this._lastBattleSkill = new Game_Item();
  this._lastCommandSymbol = "";
};

Game_Actor.prototype.setup = function (actorId) {
  var actor = $dataActors[actorId];
  this._actorId = actorId;
  this._name = actor.name;
  this._nickname = actor.nickname;
  this._profile = actor.profile;
  this._classId = actor.classId;
  this._level = actor.initialLevel;
  this.initImages();
  this.initExp();
  this.initSkills();
  this.initEquips(actor.equips);
  this.clearParamPlus();
  this.recoverAll();
};

Game_Actor.prototype.actorId = function () {
  return this._actorId;
};

Game_Actor.prototype.actor = function () {
  return $dataActors[this._actorId];
};

Game_Actor.prototype.name = function () {
  return this._name;
};

Game_Actor.prototype.setName = function (name) {
  this._name = name;
};

Game_Actor.prototype.nickname = function () {
  return this._nickname;
};

Game_Actor.prototype.setNickname = function (nickname) {
  this._nickname = nickname;
};

Game_Actor.prototype.profile = function () {
  return this._profile;
};

Game_Actor.prototype.setProfile = function (profile) {
  this._profile = profile;
};

Game_Actor.prototype.characterName = function () {
  return this._characterName;
};

Game_Actor.prototype.characterIndex = function () {
  return this._characterIndex;
};

Game_Actor.prototype.faceName = function () {
  return this._faceName;
};

Game_Actor.prototype.faceIndex = function () {
  return this._faceIndex;
};

Game_Actor.prototype.battlerName = function () {
  return this._battlerName;
};

Game_Actor.prototype.clearStates = function () {
  Game_Battler.prototype.clearStates.call(this);
  this._stateSteps = {};
};

Game_Actor.prototype.eraseState = function (stateId) {
  Game_Battler.prototype.eraseState.call(this, stateId);
  delete this._stateSteps[stateId];
};

Game_Actor.prototype.resetStateCounts = function (stateId) {
  Game_Battler.prototype.resetStateCounts.call(this, stateId);
  this._stateSteps[stateId] = $dataStates[stateId].stepsToRemove;
};

Game_Actor.prototype.initImages = function () {
  var actor = this.actor();
  this._characterName = actor.characterName;
  this._characterIndex = actor.characterIndex;
  this._faceName = actor.faceName;
  this._faceIndex = actor.faceIndex;
  this._battlerName = actor.battlerName;
};

Game_Actor.prototype.expForLevel = function (level) {
  var c = this.currentClass();
  var basis = c.expParams[0];
  var extra = c.expParams[1];
  var acc_a = c.expParams[2];
  var acc_b = c.expParams[3];
  return Math.round(
    (basis * Math.pow(level - 1, 0.9 + acc_a / 250) * level * (level + 1)) /
      (6 + Math.pow(level, 2) / 50 / acc_b) +
      (level - 1) * extra
  );
};

Game_Actor.prototype.initExp = function () {
  this._exp[this._classId] = this.currentLevelExp();
};

Game_Actor.prototype.currentExp = function () {
  return this._exp[this._classId];
};

Game_Actor.prototype.currentLevelExp = function () {
  return this.expForLevel(this._level);
};

Game_Actor.prototype.nextLevelExp = function () {
  return this.expForLevel(this._level + 1);
};

Game_Actor.prototype.nextRequiredExp = function () {
  return this.nextLevelExp() - this.currentExp();
};

Game_Actor.prototype.maxLevel = function () {
  return this.actor().maxLevel;
};

Game_Actor.prototype.isMaxLevel = function () {
  return this._level >= this.maxLevel();
};

Game_Actor.prototype.initSkills = function () {
  this._skills = [];
  this.currentClass().learnings.forEach(function (learning) {
    if (learning.level <= this._level) {
      this.learnSkill(learning.skillId);
    }
  }, this);
};

Game_Actor.prototype.initEquips = function (equips) {
  var slots = this.equipSlots();
  var maxSlots = slots.length;
  this._equips = [];
  for (var i = 0; i < maxSlots; i++) {
    this._equips[i] = new Game_Item();
  }
  for (var j = 0; j < equips.length; j++) {
    if (j < maxSlots) {
      this._equips[j].setEquip(slots[j] === 1, equips[j]);
    }
  }
  this.releaseUnequippableItems(true);
  this.refresh();
};

Game_Actor.prototype.equipSlots = function () {
  var slots = [];
  for (var i = 1; i < $dataSystem.equipTypes.length; i++) {
    slots.push(i);
  }
  if (slots.length >= 2 && this.isDualWield()) {
    slots[1] = 1;
  }
  return slots;
};

Game_Actor.prototype.equips = function () {
  return this._equips.map(function (item) {
    return item.object();
  });
};

Game_Actor.prototype.weapons = function () {
  return this.equips().filter(function (item) {
    return item && DataManager.isWeapon(item);
  });
};

Game_Actor.prototype.armors = function () {
  return this.equips().filter(function (item) {
    return item && DataManager.isArmor(item);
  });
};

Game_Actor.prototype.hasWeapon = function (weapon) {
  return this.weapons().contains(weapon);
};

Game_Actor.prototype.hasArmor = function (armor) {
  return this.armors().contains(armor);
};

Game_Actor.prototype.isEquipChangeOk = function (slotId) {
  return (
    !this.isEquipTypeLocked(this.equipSlots()[slotId]) &&
    !this.isEquipTypeSealed(this.equipSlots()[slotId])
  );
};

Game_Actor.prototype.changeEquip = function (slotId, item) {
  if (
    this.tradeItemWithParty(item, this.equips()[slotId]) &&
    (!item || this.equipSlots()[slotId] === item.etypeId)
  ) {
    this._equips[slotId].setObject(item);
    this.refresh();
  }
};

Game_Actor.prototype.forceChangeEquip = function (slotId, item) {
  this._equips[slotId].setObject(item);
  this.releaseUnequippableItems(true);
  this.refresh();
};

Game_Actor.prototype.tradeItemWithParty = function (newItem, oldItem) {
  if (newItem && !$gameParty.hasItem(newItem)) {
    return false;
  } else {
    $gameParty.gainItem(oldItem, 1);
    $gameParty.loseItem(newItem, 1);
    return true;
  }
};

Game_Actor.prototype.changeEquipById = function (etypeId, itemId) {
  var slotId = etypeId - 1;
  if (this.equipSlots()[slotId] === 1) {
    this.changeEquip(slotId, $dataWeapons[itemId]);
  } else {
    this.changeEquip(slotId, $dataArmors[itemId]);
  }
};

Game_Actor.prototype.isEquipped = function (item) {
  return this.equips().contains(item);
};

Game_Actor.prototype.discardEquip = function (item) {
  var slotId = this.equips().indexOf(item);
  if (slotId >= 0) {
    this._equips[slotId].setObject(null);
  }
};

Game_Actor.prototype.releaseUnequippableItems = function (forcing) {
  for (;;) {
    var slots = this.equipSlots();
    var equips = this.equips();
    var changed = false;
    for (var i = 0; i < equips.length; i++) {
      var item = equips[i];
      if (item && (!this.canEquip(item) || item.etypeId !== slots[i])) {
        if (!forcing) {
          this.tradeItemWithParty(null, item);
        }
        this._equips[i].setObject(null);
        changed = true;
      }
    }
    if (!changed) {
      break;
    }
  }
};

Game_Actor.prototype.clearEquipments = function () {
  var maxSlots = this.equipSlots().length;
  for (var i = 0; i < maxSlots; i++) {
    if (this.isEquipChangeOk(i)) {
      this.changeEquip(i, null);
    }
  }
};

Game_Actor.prototype.optimizeEquipments = function () {
  var maxSlots = this.equipSlots().length;
  this.clearEquipments();
  for (var i = 0; i < maxSlots; i++) {
    if (this.isEquipChangeOk(i)) {
      this.changeEquip(i, this.bestEquipItem(i));
    }
  }
};

Game_Actor.prototype.bestEquipItem = function (slotId) {
  var etypeId = this.equipSlots()[slotId];
  var items = $gameParty.equipItems().filter(function (item) {
    return item.etypeId === etypeId && this.canEquip(item);
  }, this);
  var bestItem = null;
  var bestPerformance = -1000;
  for (var i = 0; i < items.length; i++) {
    var performance = this.calcEquipItemPerformance(items[i]);
    if (performance > bestPerformance) {
      bestPerformance = performance;
      bestItem = items[i];
    }
  }
  return bestItem;
};

Game_Actor.prototype.calcEquipItemPerformance = function (item) {
  return item.params.reduce(function (a, b) {
    return a + b;
  });
};

Game_Actor.prototype.isSkillWtypeOk = function (skill) {
  var wtypeId1 = skill.requiredWtypeId1;
  var wtypeId2 = skill.requiredWtypeId2;
  if (
    (wtypeId1 === 0 && wtypeId2 === 0) ||
    (wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) ||
    (wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))
  ) {
    return true;
  } else {
    return false;
  }
};

Game_Actor.prototype.isWtypeEquipped = function (wtypeId) {
  return this.weapons().some(function (weapon) {
    return weapon.wtypeId === wtypeId;
  });
};

Game_Actor.prototype.refresh = function () {
  this.releaseUnequippableItems(false);
  Game_Battler.prototype.refresh.call(this);
};

Game_Actor.prototype.isActor = function () {
  return true;
};

Game_Actor.prototype.friendsUnit = function () {
  return $gameParty;
};

Game_Actor.prototype.opponentsUnit = function () {
  return $gameTroop;
};

Game_Actor.prototype.index = function () {
  return $gameParty.members().indexOf(this);
};

Game_Actor.prototype.isBattleMember = function () {
  return $gameParty.battleMembers().contains(this);
};

Game_Actor.prototype.isFormationChangeOk = function () {
  return true;
};

Game_Actor.prototype.currentClass = function () {
  return $dataClasses[this._classId];
};

Game_Actor.prototype.isClass = function (gameClass) {
  return gameClass && this._classId === gameClass.id;
};

Game_Actor.prototype.skills = function () {
  var list = [];
  this._skills.concat(this.addedSkills()).forEach(function (id) {
    if (!list.contains($dataSkills[id])) {
      list.push($dataSkills[id]);
    }
  });
  return list;
};

Game_Actor.prototype.usableSkills = function () {
  return this.skills().filter(function (skill) {
    return this.canUse(skill);
  }, this);
};

Game_Actor.prototype.traitObjects = function () {
  var objects = Game_Battler.prototype.traitObjects.call(this);
  objects = objects.concat([this.actor(), this.currentClass()]);
  var equips = this.equips();
  for (var i = 0; i < equips.length; i++) {
    var item = equips[i];
    if (item) {
      objects.push(item);
    }
  }
  return objects;
};

Game_Actor.prototype.attackElements = function () {
  var set = Game_Battler.prototype.attackElements.call(this);
  if (this.hasNoWeapons() && !set.contains(this.bareHandsElementId())) {
    set.push(this.bareHandsElementId());
  }
  return set;
};

Game_Actor.prototype.hasNoWeapons = function () {
  return this.weapons().length === 0;
};

Game_Actor.prototype.bareHandsElementId = function () {
  return 1;
};

Game_Actor.prototype.paramMax = function (paramId) {
  if (paramId === 0) {
    return 9999; // MHP
  }
  return Game_Battler.prototype.paramMax.call(this, paramId);
};

Game_Actor.prototype.paramBase = function (paramId) {
  return this.currentClass().params[paramId][this._level];
};

Game_Actor.prototype.paramPlus = function (paramId) {
  var value = Game_Battler.prototype.paramPlus.call(this, paramId);
  var equips = this.equips();
  for (var i = 0; i < equips.length; i++) {
    var item = equips[i];
    if (item) {
      value += item.params[paramId];
    }
  }
  return value;
};

Game_Actor.prototype.attackAnimationId1 = function () {
  if (this.hasNoWeapons()) {
    return this.bareHandsAnimationId();
  } else {
    var weapons = this.weapons();
    return weapons[0] ? weapons[0].animationId : 0;
  }
};

Game_Actor.prototype.attackAnimationId2 = function () {
  var weapons = this.weapons();
  return weapons[1] ? weapons[1].animationId : 0;
};

Game_Actor.prototype.bareHandsAnimationId = function () {
  return 1;
};

Game_Actor.prototype.changeExp = function (exp, show) {
  this._exp[this._classId] = Math.max(exp, 0);
  var lastLevel = this._level;
  var lastSkills = this.skills();
  while (!this.isMaxLevel() && this.currentExp() >= this.nextLevelExp()) {
    this.levelUp();
  }
  while (this.currentExp() < this.currentLevelExp()) {
    this.levelDown();
  }
  if (show && this._level > lastLevel) {
    this.displayLevelUp(this.findNewSkills(lastSkills));
  }
  this.refresh();
};

Game_Actor.prototype.levelUp = function () {
  this._level++;
  this.currentClass().learnings.forEach(function (learning) {
    if (learning.level === this._level) {
      this.learnSkill(learning.skillId);
    }
  }, this);
};

Game_Actor.prototype.levelDown = function () {
  this._level--;
};

Game_Actor.prototype.findNewSkills = function (lastSkills) {
  var newSkills = this.skills();
  for (var i = 0; i < lastSkills.length; i++) {
    var index = newSkills.indexOf(lastSkills[i]);
    if (index >= 0) {
      newSkills.splice(index, 1);
    }
  }
  return newSkills;
};

Game_Actor.prototype.displayLevelUp = function (newSkills) {
  var text = TextManager.levelUp.format(
    this._name,
    TextManager.level,
    this._level
  );
  $gameMessage.newPage();
  $gameMessage.add(text);
  newSkills.forEach(function (skill) {
    $gameMessage.add(TextManager.obtainSkill.format(skill.name));
  });
};

Game_Actor.prototype.gainExp = function (exp) {
  var newExp = this.currentExp() + Math.round(exp * this.finalExpRate());
  this.changeExp(newExp, this.shouldDisplayLevelUp());
};

Game_Actor.prototype.finalExpRate = function () {
  return this.exr * (this.isBattleMember() ? 1 : this.benchMembersExpRate());
};

Game_Actor.prototype.benchMembersExpRate = function () {
  return $dataSystem.optExtraExp ? 1 : 0;
};

Game_Actor.prototype.shouldDisplayLevelUp = function () {
  return true;
};

Game_Actor.prototype.changeLevel = function (level, show) {
  level = level.clamp(1, this.maxLevel());
  this.changeExp(this.expForLevel(level), show);
};

Game_Actor.prototype.learnSkill = function (skillId) {
  if (!this.isLearnedSkill(skillId)) {
    this._skills.push(skillId);
    this._skills.sort(function (a, b) {
      return a - b;
    });
  }
};

Game_Actor.prototype.forgetSkill = function (skillId) {
  var index = this._skills.indexOf(skillId);
  if (index >= 0) {
    this._skills.splice(index, 1);
  }
};

Game_Actor.prototype.isLearnedSkill = function (skillId) {
  return this._skills.contains(skillId);
};

Game_Actor.prototype.hasSkill = function (skillId) {
  return this.skills().contains($dataSkills[skillId]);
};

Game_Actor.prototype.changeClass = function (classId, keepExp) {
  if (keepExp) {
    this._exp[classId] = this.currentExp();
  }
  this._classId = classId;
  this.changeExp(this._exp[this._classId] || 0, false);
  this.refresh();
};

Game_Actor.prototype.setCharacterImage = function (
  characterName,
  characterIndex
) {
  this._characterName = characterName;
  this._characterIndex = characterIndex;
};

Game_Actor.prototype.setFaceImage = function (faceName, faceIndex) {
  this._faceName = faceName;
  this._faceIndex = faceIndex;
};

Game_Actor.prototype.setBattlerImage = function (battlerName) {
  this._battlerName = battlerName;
};

Game_Actor.prototype.isSpriteVisible = function () {
  return $gameSystem.isSideView();
};

Game_Actor.prototype.startAnimation = function (animationId, mirror, delay) {
  mirror = !mirror;
  Game_Battler.prototype.startAnimation.call(this, animationId, mirror, delay);
};

Game_Actor.prototype.performActionStart = function (action) {
  Game_Battler.prototype.performActionStart.call(this, action);
};

Game_Actor.prototype.performAction = function (action) {
  Game_Battler.prototype.performAction.call(this, action);
  if (action.isAttack()) {
    this.performAttack();
  } else if (action.isGuard()) {
    this.requestMotion("guard");
  } else if (action.isMagicSkill()) {
    this.requestMotion("spell");
  } else if (action.isSkill()) {
    this.requestMotion("skill");
  } else if (action.isItem()) {
    this.requestMotion("item");
  }
};

Game_Actor.prototype.performActionEnd = function () {
  Game_Battler.prototype.performActionEnd.call(this);
};

Game_Actor.prototype.performAttack = function () {
  var weapons = this.weapons();
  var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
  var attackMotion = $dataSystem.attackMotions[wtypeId];
  if (attackMotion) {
    if (attackMotion.type === 0) {
      this.requestMotion("thrust");
    } else if (attackMotion.type === 1) {
      this.requestMotion("swing");
    } else if (attackMotion.type === 2) {
      this.requestMotion("missile");
    }
    this.startWeaponAnimation(attackMotion.weaponImageId);
  }
};

Game_Actor.prototype.performDamage = function () {
  Game_Battler.prototype.performDamage.call(this);
  if (this.isSpriteVisible()) {
    this.requestMotion("damage");
  } else {
    $gameScreen.startShake(5, 5, 10);
  }
  SoundManager.playActorDamage();
};

Game_Actor.prototype.performEvasion = function () {
  Game_Battler.prototype.performEvasion.call(this);
  this.requestMotion("evade");
};

Game_Actor.prototype.performMagicEvasion = function () {
  Game_Battler.prototype.performMagicEvasion.call(this);
  this.requestMotion("evade");
};

Game_Actor.prototype.performCounter = function () {
  Game_Battler.prototype.performCounter.call(this);
  this.performAttack();
};

Game_Actor.prototype.performCollapse = function () {
  Game_Battler.prototype.performCollapse.call(this);
  if ($gameParty.inBattle()) {
    SoundManager.playActorCollapse();
  }
};

Game_Actor.prototype.performVictory = function () {
  if (this.canMove()) {
    this.requestMotion("victory");
  }
};

Game_Actor.prototype.performEscape = function () {
  if (this.canMove()) {
    this.requestMotion("escape");
  }
};

Game_Actor.prototype.makeActionList = function () {
  var list = [];
  var action = new Game_Action(this);
  action.setAttack();
  list.push(action);
  this.usableSkills().forEach(function (skill) {
    action = new Game_Action(this);
    action.setSkill(skill.id);
    list.push(action);
  }, this);
  return list;
};

Game_Actor.prototype.makeAutoBattleActions = function () {
  for (var i = 0; i < this.numActions(); i++) {
    var list = this.makeActionList();
    var maxValue = Number.MIN_VALUE;
    for (var j = 0; j < list.length; j++) {
      var value = list[j].evaluate();
      if (value > maxValue) {
        maxValue = value;
        this.setAction(i, list[j]);
      }
    }
  }
  this.setActionState("waiting");
};

Game_Actor.prototype.makeConfusionActions = function () {
  for (var i = 0; i < this.numActions(); i++) {
    this.action(i).setConfusion();
  }
  this.setActionState("waiting");
};

Game_Actor.prototype.makeActions = function () {
  Game_Battler.prototype.makeActions.call(this);
  if (this.numActions() > 0) {
    this.setActionState("undecided");
  } else {
    this.setActionState("waiting");
  }
  if (this.isAutoBattle()) {
    this.makeAutoBattleActions();
  } else if (this.isConfused()) {
    this.makeConfusionActions();
  }
};

Game_Actor.prototype.onPlayerWalk = function () {
  this.clearResult();
  this.checkFloorEffect();
  if ($gamePlayer.isNormal()) {
    this.turnEndOnMap();
    this.states().forEach(function (state) {
      this.updateStateSteps(state);
    }, this);
    this.showAddedStates();
    this.showRemovedStates();
  }
};

Game_Actor.prototype.updateStateSteps = function (state) {
  if (state.removeByWalking) {
    if (this._stateSteps[state.id] > 0) {
      if (--this._stateSteps[state.id] === 0) {
        this.removeState(state.id);
      }
    }
  }
};

Game_Actor.prototype.showAddedStates = function () {
  this.result()
    .addedStateObjects()
    .forEach(function (state) {
      if (state.message1) {
        $gameMessage.add(this._name + state.message1);
      }
    }, this);
};

Game_Actor.prototype.showRemovedStates = function () {
  this.result()
    .removedStateObjects()
    .forEach(function (state) {
      if (state.message4) {
        $gameMessage.add(this._name + state.message4);
      }
    }, this);
};

Game_Actor.prototype.stepsForTurn = function () {
  return 20;
};

Game_Actor.prototype.turnEndOnMap = function () {
  if ($gameParty.steps() % this.stepsForTurn() === 0) {
    this.onTurnEnd();
    if (this.result().hpDamage > 0) {
      this.performMapDamage();
    }
  }
};

Game_Actor.prototype.checkFloorEffect = function () {
  if ($gamePlayer.isOnDamageFloor()) {
    this.executeFloorDamage();
  }
};

Game_Actor.prototype.executeFloorDamage = function () {
  var damage = Math.floor(this.basicFloorDamage() * this.fdr);
  damage = Math.min(damage, this.maxFloorDamage());
  this.gainHp(-damage);
  if (damage > 0) {
    this.performMapDamage();
  }
};

Game_Actor.prototype.basicFloorDamage = function () {
  return 10;
};

Game_Actor.prototype.maxFloorDamage = function () {
  return $dataSystem.optFloorDeath ? this.hp : Math.max(this.hp - 1, 0);
};

Game_Actor.prototype.performMapDamage = function () {
  if (!$gameParty.inBattle()) {
    $gameScreen.startFlashForDamage();
  }
};

Game_Actor.prototype.clearActions = function () {
  Game_Battler.prototype.clearActions.call(this);
  this._actionInputIndex = 0;
};

Game_Actor.prototype.inputtingAction = function () {
  return this.action(this._actionInputIndex);
};

Game_Actor.prototype.selectNextCommand = function () {
  if (this._actionInputIndex < this.numActions() - 1) {
    this._actionInputIndex++;
    return true;
  } else {
    return false;
  }
};

Game_Actor.prototype.selectPreviousCommand = function () {
  if (this._actionInputIndex > 0) {
    this._actionInputIndex--;
    return true;
  } else {
    return false;
  }
};

Game_Actor.prototype.lastMenuSkill = function () {
  return this._lastMenuSkill.object();
};

Game_Actor.prototype.setLastMenuSkill = function (skill) {
  this._lastMenuSkill.setObject(skill);
};

Game_Actor.prototype.lastBattleSkill = function () {
  return this._lastBattleSkill.object();
};

Game_Actor.prototype.setLastBattleSkill = function (skill) {
  this._lastBattleSkill.setObject(skill);
};

Game_Actor.prototype.lastCommandSymbol = function () {
  return this._lastCommandSymbol;
};

Game_Actor.prototype.setLastCommandSymbol = function (symbol) {
  this._lastCommandSymbol = symbol;
};

Game_Actor.prototype.testEscape = function (item) {
  return item.effects.some(function (effect, index, ar) {
    return effect && effect.code === Game_Action.EFFECT_SPECIAL;
  });
};

Game_Actor.prototype.meetsUsableItemConditions = function (item) {
  if (
    $gameParty.inBattle() &&
    !BattleManager.canEscape() &&
    this.testEscape(item)
  ) {
    return false;
  }
  return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item);
};

//-----------------------------------------------------------------------------
// Game_Enemy
//
// The game object class for an enemy.

function Game_Enemy() {
  this.initialize.apply(this, arguments);
}

Game_Enemy.prototype = Object.create(Game_Battler.prototype);
Game_Enemy.prototype.constructor = Game_Enemy;

Game_Enemy.prototype.initialize = function (enemyId, x, y) {
  Game_Battler.prototype.initialize.call(this);
  this.setup(enemyId, x, y);
};

Game_Enemy.prototype.initMembers = function () {
  Game_Battler.prototype.initMembers.call(this);
  this._enemyId = 0;
  this._letter = "";
  this._plural = false;
  this._screenX = 0;
  this._screenY = 0;
};

Game_Enemy.prototype.setup = function (enemyId, x, y) {
  this._enemyId = enemyId;
  this._screenX = x;
  this._screenY = y;
  this.recoverAll();
};

Game_Enemy.prototype.isEnemy = function () {
  return true;
};

Game_Enemy.prototype.friendsUnit = function () {
  return $gameTroop;
};

Game_Enemy.prototype.opponentsUnit = function () {
  return $gameParty;
};

Game_Enemy.prototype.index = function () {
  return $gameTroop.members().indexOf(this);
};

Game_Enemy.prototype.isBattleMember = function () {
  return this.index() >= 0;
};

Game_Enemy.prototype.enemyId = function () {
  return this._enemyId;
};

Game_Enemy.prototype.enemy = function () {
  return $dataEnemies[this._enemyId];
};

Game_Enemy.prototype.traitObjects = function () {
  return Game_Battler.prototype.traitObjects.call(this).concat(this.enemy());
};

Game_Enemy.prototype.paramBase = function (paramId) {
  return this.enemy().params[paramId];
};

Game_Enemy.prototype.exp = function () {
  return this.enemy().exp;
};

Game_Enemy.prototype.gold = function () {
  return this.enemy().gold;
};

Game_Enemy.prototype.makeDropItems = function () {
  return this.enemy().dropItems.reduce(
    function (r, di) {
      if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) {
        return r.concat(this.itemObject(di.kind, di.dataId));
      } else {
        return r;
      }
    }.bind(this),
    []
  );
};

Game_Enemy.prototype.dropItemRate = function () {
  return $gameParty.hasDropItemDouble() ? 2 : 1;
};

Game_Enemy.prototype.itemObject = function (kind, dataId) {
  if (kind === 1) {
    return $dataItems[dataId];
  } else if (kind === 2) {
    return $dataWeapons[dataId];
  } else if (kind === 3) {
    return $dataArmors[dataId];
  } else {
    return null;
  }
};

Game_Enemy.prototype.isSpriteVisible = function () {
  return true;
};

Game_Enemy.prototype.screenX = function () {
  return this._screenX;
};

Game_Enemy.prototype.screenY = function () {
  return this._screenY;
};

Game_Enemy.prototype.battlerName = function () {
  return this.enemy().battlerName;
};

Game_Enemy.prototype.battlerHue = function () {
  return this.enemy().battlerHue;
};

Game_Enemy.prototype.originalName = function () {
  return this.enemy().name;
};

Game_Enemy.prototype.name = function () {
  return this.originalName() + (this._plural ? this._letter : "");
};

Game_Enemy.prototype.isLetterEmpty = function () {
  return this._letter === "";
};

Game_Enemy.prototype.setLetter = function (letter) {
  this._letter = letter;
};

Game_Enemy.prototype.setPlural = function (plural) {
  this._plural = plural;
};

Game_Enemy.prototype.performActionStart = function (action) {
  Game_Battler.prototype.performActionStart.call(this, action);
  this.requestEffect("whiten");
};

Game_Enemy.prototype.performAction = function (action) {
  Game_Battler.prototype.performAction.call(this, action);
};

Game_Enemy.prototype.performActionEnd = function () {
  Game_Battler.prototype.performActionEnd.call(this);
};

Game_Enemy.prototype.performDamage = function () {
  Game_Battler.prototype.performDamage.call(this);
  SoundManager.playEnemyDamage();
  this.requestEffect("blink");
};

Game_Enemy.prototype.performCollapse = function () {
  Game_Battler.prototype.performCollapse.call(this);
  switch (this.collapseType()) {
    case 0:
      this.requestEffect("collapse");
      SoundManager.playEnemyCollapse();
      break;
    case 1:
      this.requestEffect("bossCollapse");
      SoundManager.playBossCollapse1();
      break;
    case 2:
      this.requestEffect("instantCollapse");
      break;
  }
};

Game_Enemy.prototype.transform = function (enemyId) {
  var name = this.originalName();
  this._enemyId = enemyId;
  if (this.originalName() !== name) {
    this._letter = "";
    this._plural = false;
  }
  this.refresh();
  if (this.numActions() > 0) {
    this.makeActions();
  }
};

Game_Enemy.prototype.meetsCondition = function (action) {
  var param1 = action.conditionParam1;
  var param2 = action.conditionParam2;
  switch (action.conditionType) {
    case 1:
      return this.meetsTurnCondition(param1, param2);
    case 2:
      return this.meetsHpCondition(param1, param2);
    case 3:
      return this.meetsMpCondition(param1, param2);
    case 4:
      return this.meetsStateCondition(param1);
    case 5:
      return this.meetsPartyLevelCondition(param1);
    case 6:
      return this.meetsSwitchCondition(param1);
    default:
      return true;
  }
};

Game_Enemy.prototype.meetsTurnCondition = function (param1, param2) {
  var n = $gameTroop.turnCount();
  if (param2 === 0) {
    return n === param1;
  } else {
    return n > 0 && n >= param1 && n % param2 === param1 % param2;
  }
};

Game_Enemy.prototype.meetsHpCondition = function (param1, param2) {
  return this.hpRate() >= param1 && this.hpRate() <= param2;
};

Game_Enemy.prototype.meetsMpCondition = function (param1, param2) {
  return this.mpRate() >= param1 && this.mpRate() <= param2;
};

Game_Enemy.prototype.meetsStateCondition = function (param) {
  return this.isStateAffected(param);
};

Game_Enemy.prototype.meetsPartyLevelCondition = function (param) {
  return $gameParty.highestLevel() >= param;
};

Game_Enemy.prototype.meetsSwitchCondition = function (param) {
  return $gameSwitches.value(param);
};

Game_Enemy.prototype.isActionValid = function (action) {
  return (
    this.meetsCondition(action) && this.canUse($dataSkills[action.skillId])
  );
};

Game_Enemy.prototype.selectAction = function (actionList, ratingZero) {
  var sum = actionList.reduce(function (r, a) {
    return r + a.rating - ratingZero;
  }, 0);
  if (sum > 0) {
    var value = Math.randomInt(sum);
    for (var i = 0; i < actionList.length; i++) {
      var action = actionList[i];
      value -= action.rating - ratingZero;
      if (value < 0) {
        return action;
      }
    }
  } else {
    return null;
  }
};

Game_Enemy.prototype.selectAllActions = function (actionList) {
  var ratingMax = Math.max.apply(
    null,
    actionList.map(function (a) {
      return a.rating;
    })
  );
  var ratingZero = ratingMax - 3;
  actionList = actionList.filter(function (a) {
    return a.rating > ratingZero;
  });
  for (var i = 0; i < this.numActions(); i++) {
    this.action(i).setEnemyAction(this.selectAction(actionList, ratingZero));
  }
};

Game_Enemy.prototype.makeActions = function () {
  Game_Battler.prototype.makeActions.call(this);
  if (this.numActions() > 0) {
    var actionList = this.enemy().actions.filter(function (a) {
      return this.isActionValid(a);
    }, this);
    if (actionList.length > 0) {
      this.selectAllActions(actionList);
    }
  }
  this.setActionState("waiting");
};

//-----------------------------------------------------------------------------
// Game_Actors
//
// The wrapper class for an actor array.

function Game_Actors() {
  this.initialize.apply(this, arguments);
}

Game_Actors.prototype.initialize = function () {
  this._data = [];
};

Game_Actors.prototype.actor = function (actorId) {
  if ($dataActors[actorId]) {
    if (!this._data[actorId]) {
      this._data[actorId] = new Game_Actor(actorId);
    }
    return this._data[actorId];
  }
  return null;
};

//-----------------------------------------------------------------------------
// Game_Unit
//
// The superclass of Game_Party and Game_Troop.

function Game_Unit() {
  this.initialize.apply(this, arguments);
}

Game_Unit.prototype.initialize = function () {
  this._inBattle = false;
};

Game_Unit.prototype.inBattle = function () {
  return this._inBattle;
};

Game_Unit.prototype.members = function () {
  return [];
};

Game_Unit.prototype.aliveMembers = function () {
  return this.members().filter(function (member) {
    return member.isAlive();
  });
};

Game_Unit.prototype.deadMembers = function () {
  return this.members().filter(function (member) {
    return member.isDead();
  });
};

Game_Unit.prototype.movableMembers = function () {
  return this.members().filter(function (member) {
    return member.canMove();
  });
};

Game_Unit.prototype.clearActions = function () {
  return this.members().forEach(function (member) {
    return member.clearActions();
  });
};

Game_Unit.prototype.agility = function () {
  var members = this.members();
  if (members.length === 0) {
    return 1;
  }
  var sum = members.reduce(function (r, member) {
    return r + member.agi;
  }, 0);
  return sum / members.length;
};

Game_Unit.prototype.tgrSum = function () {
  return this.aliveMembers().reduce(function (r, member) {
    return r + member.tgr;
  }, 0);
};

Game_Unit.prototype.randomTarget = function () {
  var tgrRand = Math.random() * this.tgrSum();
  var target = null;
  this.aliveMembers().forEach(function (member) {
    tgrRand -= member.tgr;
    if (tgrRand <= 0 && !target) {
      target = member;
    }
  });
  return target;
};

Game_Unit.prototype.randomDeadTarget = function () {
  var members = this.deadMembers();
  if (members.length === 0) {
    return null;
  }
  return members[Math.floor(Math.random() * members.length)];
};

Game_Unit.prototype.smoothTarget = function (index) {
  if (index < 0) {
    index = 0;
  }
  var member = this.members()[index];
  return member && member.isAlive() ? member : this.aliveMembers()[0];
};

Game_Unit.prototype.smoothDeadTarget = function (index) {
  if (index < 0) {
    index = 0;
  }
  var member = this.members()[index];
  return member && member.isDead() ? member : this.deadMembers()[0];
};

Game_Unit.prototype.clearResults = function () {
  this.members().forEach(function (member) {
    member.clearResult();
  });
};

Game_Unit.prototype.onBattleStart = function () {
  this.members().forEach(function (member) {
    member.onBattleStart();
  });
  this._inBattle = true;
};

Game_Unit.prototype.onBattleEnd = function () {
  this._inBattle = false;
  this.members().forEach(function (member) {
    member.onBattleEnd();
  });
};

Game_Unit.prototype.makeActions = function () {
  this.members().forEach(function (member) {
    member.makeActions();
  });
};

Game_Unit.prototype.select = function (activeMember) {
  this.members().forEach(function (member) {
    if (member === activeMember) {
      member.select();
    } else {
      member.deselect();
    }
  });
};

Game_Unit.prototype.isAllDead = function () {
  return this.aliveMembers().length === 0;
};

Game_Unit.prototype.substituteBattler = function () {
  var members = this.members();
  for (var i = 0; i < members.length; i++) {
    if (members[i].isSubstitute()) {
      return members[i];
    }
  }
};

//-----------------------------------------------------------------------------
// Game_Party
//
// The game object class for the party. Information such as gold and items is
// included.

function Game_Party() {
  this.initialize.apply(this, arguments);
}

Game_Party.prototype = Object.create(Game_Unit.prototype);
Game_Party.prototype.constructor = Game_Party;

Game_Party.ABILITY_ENCOUNTER_HALF = 0;
Game_Party.ABILITY_ENCOUNTER_NONE = 1;
Game_Party.ABILITY_CANCEL_SURPRISE = 2;
Game_Party.ABILITY_RAISE_PREEMPTIVE = 3;
Game_Party.ABILITY_GOLD_DOUBLE = 4;
Game_Party.ABILITY_DROP_ITEM_DOUBLE = 5;

Game_Party.prototype.initialize = function () {
  Game_Unit.prototype.initialize.call(this);
  this._gold = 0;
  this._steps = 0;
  this._lastItem = new Game_Item();
  this._menuActorId = 0;
  this._targetActorId = 0;
  this._actors = [];
  this.initAllItems();
};

Game_Party.prototype.initAllItems = function () {
  this._items = {};
  this._weapons = {};
  this._armors = {};
};

Game_Party.prototype.exists = function () {
  return this._actors.length > 0;
};

Game_Party.prototype.size = function () {
  return this.members().length;
};

Game_Party.prototype.isEmpty = function () {
  return this.size() === 0;
};

Game_Party.prototype.members = function () {
  return this.inBattle() ? this.battleMembers() : this.allMembers();
};

Game_Party.prototype.allMembers = function () {
  return this._actors.map(function (id) {
    return $gameActors.actor(id);
  });
};

Game_Party.prototype.battleMembers = function () {
  return this.allMembers()
    .slice(0, this.maxBattleMembers())
    .filter(function (actor) {
      return actor.isAppeared();
    });
};

Game_Party.prototype.maxBattleMembers = function () {
  return 4;
};

Game_Party.prototype.leader = function () {
  return this.battleMembers()[0];
};

Game_Party.prototype.reviveBattleMembers = function () {
  this.battleMembers().forEach(function (actor) {
    if (actor.isDead()) {
      actor.setHp(1);
    }
  });
};

Game_Party.prototype.items = function () {
  var list = [];
  for (var id in this._items) {
    list.push($dataItems[id]);
  }
  return list;
};

Game_Party.prototype.weapons = function () {
  var list = [];
  for (var id in this._weapons) {
    list.push($dataWeapons[id]);
  }
  return list;
};

Game_Party.prototype.armors = function () {
  var list = [];
  for (var id in this._armors) {
    list.push($dataArmors[id]);
  }
  return list;
};

Game_Party.prototype.equipItems = function () {
  return this.weapons().concat(this.armors());
};

Game_Party.prototype.allItems = function () {
  return this.items().concat(this.equipItems());
};

Game_Party.prototype.itemContainer = function (item) {
  if (!item) {
    return null;
  } else if (DataManager.isItem(item)) {
    return this._items;
  } else if (DataManager.isWeapon(item)) {
    return this._weapons;
  } else if (DataManager.isArmor(item)) {
    return this._armors;
  } else {
    return null;
  }
};

Game_Party.prototype.setupStartingMembers = function () {
  this._actors = [];
  $dataSystem.partyMembers.forEach(function (actorId) {
    if ($gameActors.actor(actorId)) {
      this._actors.push(actorId);
    }
  }, this);
};

Game_Party.prototype.name = function () {
  var numBattleMembers = this.battleMembers().length;
  if (numBattleMembers === 0) {
    return "";
  } else if (numBattleMembers === 1) {
    return this.leader().name();
  } else {
    return TextManager.partyName.format(this.leader().name());
  }
};

Game_Party.prototype.setupBattleTest = function () {
  this.setupBattleTestMembers();
  this.setupBattleTestItems();
};

Game_Party.prototype.setupBattleTestMembers = function () {
  $dataSystem.testBattlers.forEach(function (battler) {
    var actor = $gameActors.actor(battler.actorId);
    if (actor) {
      actor.changeLevel(battler.level, false);
      actor.initEquips(battler.equips);
      actor.recoverAll();
      this.addActor(battler.actorId);
    }
  }, this);
};

Game_Party.prototype.setupBattleTestItems = function () {
  $dataItems.forEach(function (item) {
    if (item && item.name.length > 0) {
      this.gainItem(item, this.maxItems(item));
    }
  }, this);
};

Game_Party.prototype.highestLevel = function () {
  return Math.max.apply(
    null,
    this.members().map(function (actor) {
      return actor.level;
    })
  );
};

Game_Party.prototype.addActor = function (actorId) {
  if (!this._actors.contains(actorId)) {
    this._actors.push(actorId);
    $gamePlayer.refresh();
    $gameMap.requestRefresh();
  }
};

Game_Party.prototype.removeActor = function (actorId) {
  if (this._actors.contains(actorId)) {
    this._actors.splice(this._actors.indexOf(actorId), 1);
    $gamePlayer.refresh();
    $gameMap.requestRefresh();
  }
};

Game_Party.prototype.gold = function () {
  return this._gold;
};

Game_Party.prototype.gainGold = function (amount) {
  this._gold = (this._gold + amount).clamp(0, this.maxGold());
};

Game_Party.prototype.loseGold = function (amount) {
  this.gainGold(-amount);
};

Game_Party.prototype.maxGold = function () {
  return 99999999;
};

Game_Party.prototype.steps = function () {
  return this._steps;
};

Game_Party.prototype.increaseSteps = function () {
  this._steps++;
};

Game_Party.prototype.numItems = function (item) {
  var container = this.itemContainer(item);
  return container ? container[item.id] || 0 : 0;
};

Game_Party.prototype.maxItems = function (item) {
  return 99;
};

Game_Party.prototype.hasMaxItems = function (item) {
  return this.numItems(item) >= this.maxItems(item);
};

Game_Party.prototype.hasItem = function (item, includeEquip) {
  if (includeEquip === undefined) {
    includeEquip = false;
  }
  if (this.numItems(item) > 0) {
    return true;
  } else if (includeEquip && this.isAnyMemberEquipped(item)) {
    return true;
  } else {
    return false;
  }
};

Game_Party.prototype.isAnyMemberEquipped = function (item) {
  return this.members().some(function (actor) {
    return actor.equips().contains(item);
  });
};

Game_Party.prototype.gainItem = function (item, amount, includeEquip) {
  var container = this.itemContainer(item);
  if (container) {
    var lastNumber = this.numItems(item);
    var newNumber = lastNumber + amount;
    container[item.id] = newNumber.clamp(0, this.maxItems(item));
    if (container[item.id] === 0) {
      delete container[item.id];
    }
    if (includeEquip && newNumber < 0) {
      this.discardMembersEquip(item, -newNumber);
    }
    $gameMap.requestRefresh();
  }
};

Game_Party.prototype.discardMembersEquip = function (item, amount) {
  var n = amount;
  this.members().forEach(function (actor) {
    while (n > 0 && actor.isEquipped(item)) {
      actor.discardEquip(item);
      n--;
    }
  });
};

Game_Party.prototype.loseItem = function (item, amount, includeEquip) {
  this.gainItem(item, -amount, includeEquip);
};

Game_Party.prototype.consumeItem = function (item) {
  if (DataManager.isItem(item) && item.consumable) {
    this.loseItem(item, 1);
  }
};

Game_Party.prototype.canUse = function (item) {
  return this.members().some(function (actor) {
    return actor.canUse(item);
  });
};

Game_Party.prototype.canInput = function () {
  return this.members().some(function (actor) {
    return actor.canInput();
  });
};

Game_Party.prototype.isAllDead = function () {
  if (Game_Unit.prototype.isAllDead.call(this)) {
    return this.inBattle() || !this.isEmpty();
  } else {
    return false;
  }
};

Game_Party.prototype.onPlayerWalk = function () {
  this.members().forEach(function (actor) {
    return actor.onPlayerWalk();
  });
};

Game_Party.prototype.menuActor = function () {
  var actor = $gameActors.actor(this._menuActorId);
  if (!this.members().contains(actor)) {
    actor = this.members()[0];
  }
  return actor;
};

Game_Party.prototype.setMenuActor = function (actor) {
  this._menuActorId = actor.actorId();
};

Game_Party.prototype.makeMenuActorNext = function () {
  var index = this.members().indexOf(this.menuActor());
  if (index >= 0) {
    index = (index + 1) % this.members().length;
    this.setMenuActor(this.members()[index]);
  } else {
    this.setMenuActor(this.members()[0]);
  }
};

Game_Party.prototype.makeMenuActorPrevious = function () {
  var index = this.members().indexOf(this.menuActor());
  if (index >= 0) {
    index = (index + this.members().length - 1) % this.members().length;
    this.setMenuActor(this.members()[index]);
  } else {
    this.setMenuActor(this.members()[0]);
  }
};

Game_Party.prototype.targetActor = function () {
  var actor = $gameActors.actor(this._targetActorId);
  if (!this.members().contains(actor)) {
    actor = this.members()[0];
  }
  return actor;
};

Game_Party.prototype.setTargetActor = function (actor) {
  this._targetActorId = actor.actorId();
};

Game_Party.prototype.lastItem = function () {
  return this._lastItem.object();
};

Game_Party.prototype.setLastItem = function (item) {
  this._lastItem.setObject(item);
};

Game_Party.prototype.swapOrder = function (index1, index2) {
  var temp = this._actors[index1];
  this._actors[index1] = this._actors[index2];
  this._actors[index2] = temp;
  $gamePlayer.refresh();
};

Game_Party.prototype.charactersForSavefile = function () {
  return this.battleMembers().map(function (actor) {
    return [actor.characterName(), actor.characterIndex()];
  });
};

Game_Party.prototype.facesForSavefile = function () {
  return this.battleMembers().map(function (actor) {
    return [actor.faceName(), actor.faceIndex()];
  });
};

Game_Party.prototype.partyAbility = function (abilityId) {
  return this.battleMembers().some(function (actor) {
    return actor.partyAbility(abilityId);
  });
};

Game_Party.prototype.hasEncounterHalf = function () {
  return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_HALF);
};

Game_Party.prototype.hasEncounterNone = function () {
  return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_NONE);
};

Game_Party.prototype.hasCancelSurprise = function () {
  return this.partyAbility(Game_Party.ABILITY_CANCEL_SURPRISE);
};

Game_Party.prototype.hasRaisePreemptive = function () {
  return this.partyAbility(Game_Party.ABILITY_RAISE_PREEMPTIVE);
};

Game_Party.prototype.hasGoldDouble = function () {
  return this.partyAbility(Game_Party.ABILITY_GOLD_DOUBLE);
};

Game_Party.prototype.hasDropItemDouble = function () {
  return this.partyAbility(Game_Party.ABILITY_DROP_ITEM_DOUBLE);
};

Game_Party.prototype.ratePreemptive = function (troopAgi) {
  var rate = this.agility() >= troopAgi ? 0.05 : 0.03;
  if (this.hasRaisePreemptive()) {
    rate *= 4;
  }
  return rate;
};

Game_Party.prototype.rateSurprise = function (troopAgi) {
  var rate = this.agility() >= troopAgi ? 0.03 : 0.05;
  if (this.hasCancelSurprise()) {
    rate = 0;
  }
  return rate;
};

Game_Party.prototype.performVictory = function () {
  this.members().forEach(function (actor) {
    actor.performVictory();
  });
};

Game_Party.prototype.performEscape = function () {
  this.members().forEach(function (actor) {
    actor.performEscape();
  });
};

Game_Party.prototype.removeBattleStates = function () {
  this.members().forEach(function (actor) {
    actor.removeBattleStates();
  });
};

Game_Party.prototype.requestMotionRefresh = function () {
  this.members().forEach(function (actor) {
    actor.requestMotionRefresh();
  });
};

//-----------------------------------------------------------------------------
// Game_Troop
//
// The game object class for a troop and the battle-related data.

function Game_Troop() {
  this.initialize.apply(this, arguments);
}

Game_Troop.prototype = Object.create(Game_Unit.prototype);
Game_Troop.prototype.constructor = Game_Troop;

Game_Troop.LETTER_TABLE_HALF = [
  " A",
  " B",
  " C",
  " D",
  " E",
  " F",
  " G",
  " H",
  " I",
  " J",
  " K",
  " L",
  " M",
  " N",
  " O",
  " P",
  " Q",
  " R",
  " S",
  " T",
  " U",
  " V",
  " W",
  " X",
  " Y",
  " Z",
];
Game_Troop.LETTER_TABLE_FULL = [
  "Ａ",
  "Ｂ",
  "Ｃ",
  "Ｄ",
  "Ｅ",
  "Ｆ",
  "Ｇ",
  "Ｈ",
  "Ｉ",
  "Ｊ",
  "Ｋ",
  "Ｌ",
  "Ｍ",
  "Ｎ",
  "Ｏ",
  "Ｐ",
  "Ｑ",
  "Ｒ",
  "Ｓ",
  "Ｔ",
  "Ｕ",
  "Ｖ",
  "Ｗ",
  "Ｘ",
  "Ｙ",
  "Ｚ",
];

Game_Troop.prototype.initialize = function () {
  Game_Unit.prototype.initialize.call(this);
  this._interpreter = new Game_Interpreter();
  this.clear();
};

Game_Troop.prototype.isEventRunning = function () {
  return this._interpreter.isRunning();
};

Game_Troop.prototype.updateInterpreter = function () {
  this._interpreter.update();
};

Game_Troop.prototype.turnCount = function () {
  return this._turnCount;
};

Game_Troop.prototype.members = function () {
  return this._enemies;
};

Game_Troop.prototype.clear = function () {
  this._interpreter.clear();
  this._troopId = 0;
  this._eventFlags = {};
  this._enemies = [];
  this._turnCount = 0;
  this._namesCount = {};
};

Game_Troop.prototype.troop = function () {
  return $dataTroops[this._troopId];
};

Game_Troop.prototype.setup = function (troopId) {
  this.clear();
  this._troopId = troopId;
  this._enemies = [];
  this.troop().members.forEach(function (member) {
    if ($dataEnemies[member.enemyId]) {
      var enemyId = member.enemyId;
      var x = member.x;
      var y = member.y;
      var enemy = new Game_Enemy(enemyId, x, y);
      if (member.hidden) {
        enemy.hide();
      }
      this._enemies.push(enemy);
    }
  }, this);
  this.makeUniqueNames();
};

Game_Troop.prototype.makeUniqueNames = function () {
  var table = this.letterTable();
  this.members().forEach(function (enemy) {
    if (enemy.isAlive() && enemy.isLetterEmpty()) {
      var name = enemy.originalName();
      var n = this._namesCount[name] || 0;
      enemy.setLetter(table[n % table.length]);
      this._namesCount[name] = n + 1;
    }
  }, this);
  this.members().forEach(function (enemy) {
    var name = enemy.originalName();
    if (this._namesCount[name] >= 2) {
      enemy.setPlural(true);
    }
  }, this);
};

Game_Troop.prototype.letterTable = function () {
  return $gameSystem.isCJK()
    ? Game_Troop.LETTER_TABLE_FULL
    : Game_Troop.LETTER_TABLE_HALF;
};

Game_Troop.prototype.enemyNames = function () {
  var names = [];
  this.members().forEach(function (enemy) {
    var name = enemy.originalName();
    if (enemy.isAlive() && !names.contains(name)) {
      names.push(name);
    }
  });
  return names;
};

Game_Troop.prototype.meetsConditions = function (page) {
  var c = page.conditions;
  if (
    !c.turnEnding &&
    !c.turnValid &&
    !c.enemyValid &&
    !c.actorValid &&
    !c.switchValid
  ) {
    return false; // Conditions not set
  }
  if (c.turnEnding) {
    if (!BattleManager.isTurnEnd()) {
      return false;
    }
  }
  if (c.turnValid) {
    var n = this._turnCount;
    var a = c.turnA;
    var b = c.turnB;
    if (b === 0 && n !== a) {
      return false;
    }
    if (b > 0 && (n < 1 || n < a || n % b !== a % b)) {
      return false;
    }
  }
  if (c.enemyValid) {
    var enemy = $gameTroop.members()[c.enemyIndex];
    if (!enemy || enemy.hpRate() * 100 > c.enemyHp) {
      return false;
    }
  }
  if (c.actorValid) {
    var actor = $gameActors.actor(c.actorId);
    if (!actor || actor.hpRate() * 100 > c.actorHp) {
      return false;
    }
  }
  if (c.switchValid) {
    if (!$gameSwitches.value(c.switchId)) {
      return false;
    }
  }
  return true;
};

Game_Troop.prototype.setupBattleEvent = function () {
  if (!this._interpreter.isRunning()) {
    if (this._interpreter.setupReservedCommonEvent()) {
      return;
    }
    var pages = this.troop().pages;
    for (var i = 0; i < pages.length; i++) {
      var page = pages[i];
      if (this.meetsConditions(page) && !this._eventFlags[i]) {
        this._interpreter.setup(page.list);
        if (page.span <= 1) {
          this._eventFlags[i] = true;
        }
        break;
      }
    }
  }
};

Game_Troop.prototype.increaseTurn = function () {
  var pages = this.troop().pages;
  for (var i = 0; i < pages.length; i++) {
    var page = pages[i];
    if (page.span === 1) {
      this._eventFlags[i] = false;
    }
  }
  this._turnCount++;
};

Game_Troop.prototype.expTotal = function () {
  return this.deadMembers().reduce(function (r, enemy) {
    return r + enemy.exp();
  }, 0);
};

Game_Troop.prototype.goldTotal = function () {
  return (
    this.deadMembers().reduce(function (r, enemy) {
      return r + enemy.gold();
    }, 0) * this.goldRate()
  );
};

Game_Troop.prototype.goldRate = function () {
  return $gameParty.hasGoldDouble() ? 2 : 1;
};

Game_Troop.prototype.makeDropItems = function () {
  return this.deadMembers().reduce(function (r, enemy) {
    return r.concat(enemy.makeDropItems());
  }, []);
};

//-----------------------------------------------------------------------------
// Game_Map
//
// The game object class for a map. It contains scrolling and passage
// determination functions.

function Game_Map() {
  this.initialize.apply(this, arguments);
}

Game_Map.prototype.initialize = function () {
  this._interpreter = new Game_Interpreter();
  this._mapId = 0;
  this._tilesetId = 0;
  this._events = [];
  this._commonEvents = [];
  this._vehicles = [];
  this._displayX = 0;
  this._displayY = 0;
  this._nameDisplay = true;
  this._scrollDirection = 2;
  this._scrollRest = 0;
  this._scrollSpeed = 4;
  this._parallaxName = "";
  this._parallaxZero = false;
  this._parallaxLoopX = false;
  this._parallaxLoopY = false;
  this._parallaxSx = 0;
  this._parallaxSy = 0;
  this._parallaxX = 0;
  this._parallaxY = 0;
  this._battleback1Name = null;
  this._battleback2Name = null;
  this.createVehicles();
};

Game_Map.prototype.setup = function (mapId) {
  if (!$dataMap) {
    throw new Error("The map data is not available");
  }
  this._mapId = mapId;
  this._tilesetId = $dataMap.tilesetId;
  this._displayX = 0;
  this._displayY = 0;
  this.refereshVehicles();
  this.setupEvents();
  this.setupScroll();
  this.setupParallax();
  this.setupBattleback();
  this._needsRefresh = false;
};

Game_Map.prototype.isEventRunning = function () {
  return this._interpreter.isRunning() || this.isAnyEventStarting();
};

Game_Map.prototype.tileWidth = function () {
  return 48;
};

Game_Map.prototype.tileHeight = function () {
  return 48;
};

Game_Map.prototype.mapId = function () {
  return this._mapId;
};

Game_Map.prototype.tilesetId = function () {
  return this._tilesetId;
};

Game_Map.prototype.displayX = function () {
  return this._displayX;
};

Game_Map.prototype.displayY = function () {
  return this._displayY;
};

Game_Map.prototype.parallaxName = function () {
  return this._parallaxName;
};

Game_Map.prototype.battleback1Name = function () {
  return this._battleback1Name;
};

Game_Map.prototype.battleback2Name = function () {
  return this._battleback2Name;
};

Game_Map.prototype.requestRefresh = function (mapId) {
  this._needsRefresh = true;
};

Game_Map.prototype.isNameDisplayEnabled = function () {
  return this._nameDisplay;
};

Game_Map.prototype.disableNameDisplay = function () {
  this._nameDisplay = false;
};

Game_Map.prototype.enableNameDisplay = function () {
  this._nameDisplay = true;
};

Game_Map.prototype.createVehicles = function () {
  this._vehicles = [];
  this._vehicles[0] = new Game_Vehicle("boat");
  this._vehicles[1] = new Game_Vehicle("ship");
  this._vehicles[2] = new Game_Vehicle("airship");
};

Game_Map.prototype.refereshVehicles = function () {
  this._vehicles.forEach(function (vehicle) {
    vehicle.refresh();
  });
};

Game_Map.prototype.vehicles = function () {
  return this._vehicles;
};

Game_Map.prototype.vehicle = function (type) {
  if (type === 0 || type === "boat") {
    return this.boat();
  } else if (type === 1 || type === "ship") {
    return this.ship();
  } else if (type === 2 || type === "airship") {
    return this.airship();
  } else {
    return null;
  }
};

Game_Map.prototype.boat = function () {
  return this._vehicles[0];
};

Game_Map.prototype.ship = function () {
  return this._vehicles[1];
};

Game_Map.prototype.airship = function () {
  return this._vehicles[2];
};

Game_Map.prototype.setupEvents = function () {
  this._events = [];
  for (var i = 0; i < $dataMap.events.length; i++) {
    if ($dataMap.events[i]) {
      this._events[i] = new Game_Event(this._mapId, i);
    }
  }
  this._commonEvents = this.parallelCommonEvents().map(function (commonEvent) {
    return new Game_CommonEvent(commonEvent.id);
  });
  this.refreshTileEvents();
};

Game_Map.prototype.events = function () {
  return this._events.filter(function (event) {
    return !!event;
  });
};

Game_Map.prototype.event = function (eventId) {
  return this._events[eventId];
};

Game_Map.prototype.eraseEvent = function (eventId) {
  this._events[eventId].erase();
};

Game_Map.prototype.parallelCommonEvents = function () {
  return $dataCommonEvents.filter(function (commonEvent) {
    return commonEvent && commonEvent.trigger === 2;
  });
};

Game_Map.prototype.setupScroll = function () {
  this._scrollDirection = 2;
  this._scrollRest = 0;
  this._scrollSpeed = 4;
};

Game_Map.prototype.setupParallax = function () {
  this._parallaxName = $dataMap.parallaxName || "";
  this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName);
  this._parallaxLoopX = $dataMap.parallaxLoopX;
  this._parallaxLoopY = $dataMap.parallaxLoopY;
  this._parallaxSx = $dataMap.parallaxSx;
  this._parallaxSy = $dataMap.parallaxSy;
  this._parallaxX = 0;
  this._parallaxY = 0;
};

Game_Map.prototype.setupBattleback = function () {
  if ($dataMap.specifyBattleback) {
    this._battleback1Name = $dataMap.battleback1Name;
    this._battleback2Name = $dataMap.battleback2Name;
  } else {
    this._battleback1Name = null;
    this._battleback2Name = null;
  }
};

Game_Map.prototype.setDisplayPos = function (x, y) {
  if (this.isLoopHorizontal()) {
    this._displayX = x.mod(this.width());
    this._parallaxX = x;
  } else {
    var endX = this.width() - this.screenTileX();
    this._displayX = endX < 0 ? endX / 2 : x.clamp(0, endX);
    this._parallaxX = this._displayX;
  }
  if (this.isLoopVertical()) {
    this._displayY = y.mod(this.height());
    this._parallaxY = y;
  } else {
    var endY = this.height() - this.screenTileY();
    this._displayY = endY < 0 ? endY / 2 : y.clamp(0, endY);
    this._parallaxY = this._displayY;
  }
};

Game_Map.prototype.parallaxOx = function () {
  if (this._parallaxZero) {
    return this._parallaxX * this.tileWidth();
  } else if (this._parallaxLoopX) {
    return (this._parallaxX * this.tileWidth()) / 2;
  } else {
    return 0;
  }
};

Game_Map.prototype.parallaxOy = function () {
  if (this._parallaxZero) {
    return this._parallaxY * this.tileHeight();
  } else if (this._parallaxLoopY) {
    return (this._parallaxY * this.tileHeight()) / 2;
  } else {
    return 0;
  }
};

Game_Map.prototype.tileset = function () {
  return $dataTilesets[this._tilesetId];
};

Game_Map.prototype.tilesetFlags = function () {
  var tileset = this.tileset();
  if (tileset) {
    return tileset.flags;
  } else {
    return [];
  }
};

Game_Map.prototype.displayName = function () {
  return $dataMap.displayName;
};

Game_Map.prototype.width = function () {
  return $dataMap.width;
};

Game_Map.prototype.height = function () {
  return $dataMap.height;
};

Game_Map.prototype.data = function () {
  return $dataMap.data;
};

Game_Map.prototype.isLoopHorizontal = function () {
  return $dataMap.scrollType === 2 || $dataMap.scrollType === 3;
};

Game_Map.prototype.isLoopVertical = function () {
  return $dataMap.scrollType === 1 || $dataMap.scrollType === 3;
};

Game_Map.prototype.isDashDisabled = function () {
  return $dataMap.disableDashing;
};

Game_Map.prototype.encounterList = function () {
  return $dataMap.encounterList;
};

Game_Map.prototype.encounterStep = function () {
  return $dataMap.encounterStep;
};

Game_Map.prototype.isOverworld = function () {
  return this.tileset() && this.tileset().mode === 0;
};

Game_Map.prototype.screenTileX = function () {
  return Graphics.width / this.tileWidth();
};

Game_Map.prototype.screenTileY = function () {
  return Graphics.height / this.tileHeight();
};

Game_Map.prototype.adjustX = function (x) {
  if (
    this.isLoopHorizontal() &&
    x < this._displayX - (this.width() - this.screenTileX()) / 2
  ) {
    return x - this._displayX + $dataMap.width;
  } else {
    return x - this._displayX;
  }
};

Game_Map.prototype.adjustY = function (y) {
  if (
    this.isLoopVertical() &&
    y < this._displayY - (this.height() - this.screenTileY()) / 2
  ) {
    return y - this._displayY + $dataMap.height;
  } else {
    return y - this._displayY;
  }
};

Game_Map.prototype.roundX = function (x) {
  return this.isLoopHorizontal() ? x.mod(this.width()) : x;
};

Game_Map.prototype.roundY = function (y) {
  return this.isLoopVertical() ? y.mod(this.height()) : y;
};

Game_Map.prototype.xWithDirection = function (x, d) {
  return x + (d === 6 ? 1 : d === 4 ? -1 : 0);
};

Game_Map.prototype.yWithDirection = function (y, d) {
  return y + (d === 2 ? 1 : d === 8 ? -1 : 0);
};

Game_Map.prototype.roundXWithDirection = function (x, d) {
  return this.roundX(x + (d === 6 ? 1 : d === 4 ? -1 : 0));
};

Game_Map.prototype.roundYWithDirection = function (y, d) {
  return this.roundY(y + (d === 2 ? 1 : d === 8 ? -1 : 0));
};

Game_Map.prototype.deltaX = function (x1, x2) {
  var result = x1 - x2;
  if (this.isLoopHorizontal() && Math.abs(result) > this.width() / 2) {
    if (result < 0) {
      result += this.width();
    } else {
      result -= this.width();
    }
  }
  return result;
};

Game_Map.prototype.deltaY = function (y1, y2) {
  var result = y1 - y2;
  if (this.isLoopVertical() && Math.abs(result) > this.height() / 2) {
    if (result < 0) {
      result += this.height();
    } else {
      result -= this.height();
    }
  }
  return result;
};

Game_Map.prototype.distance = function (x1, y1, x2, y2) {
  return Math.abs(this.deltaX(x1, x2)) + Math.abs(this.deltaY(y1, y2));
};

Game_Map.prototype.canvasToMapX = function (x) {
  var tileWidth = this.tileWidth();
  var originX = this._displayX * tileWidth;
  var mapX = Math.floor((originX + x) / tileWidth);
  return this.roundX(mapX);
};

Game_Map.prototype.canvasToMapY = function (y) {
  var tileHeight = this.tileHeight();
  var originY = this._displayY * tileHeight;
  var mapY = Math.floor((originY + y) / tileHeight);
  return this.roundY(mapY);
};

Game_Map.prototype.autoplay = function () {
  if ($dataMap.autoplayBgm) {
    if ($gamePlayer.isInVehicle()) {
      $gameSystem.saveWalkingBgm2();
    } else {
      AudioManager.playBgm($dataMap.bgm);
    }
  }
  if ($dataMap.autoplayBgs) {
    AudioManager.playBgs($dataMap.bgs);
  }
};

Game_Map.prototype.refreshIfNeeded = function () {
  if (this._needsRefresh) {
    this.refresh();
  }
};

Game_Map.prototype.refresh = function () {
  this.events().forEach(function (event) {
    event.refresh();
  });
  this._commonEvents.forEach(function (event) {
    event.refresh();
  });
  this.refreshTileEvents();
  this._needsRefresh = false;
};

Game_Map.prototype.refreshTileEvents = function () {
  this.tileEvents = this.events().filter(function (event) {
    return event.isTile();
  });
};

Game_Map.prototype.eventsXy = function (x, y) {
  return this.events().filter(function (event) {
    return event.pos(x, y);
  });
};

Game_Map.prototype.eventsXyNt = function (x, y) {
  return this.events().filter(function (event) {
    return event.posNt(x, y);
  });
};

Game_Map.prototype.tileEventsXy = function (x, y) {
  return this.tileEvents.filter(function (event) {
    return event.posNt(x, y);
  });
};

Game_Map.prototype.eventIdXy = function (x, y) {
  var list = this.eventsXy(x, y);
  return list.length === 0 ? 0 : list[0].eventId();
};

Game_Map.prototype.scrollDown = function (distance) {
  if (this.isLoopVertical()) {
    this._displayY += distance;
    this._displayY %= $dataMap.height;
    if (this._parallaxLoopY) {
      this._parallaxY += distance;
    }
  } else if (this.height() >= this.screenTileY()) {
    var lastY = this._displayY;
    this._displayY = Math.min(
      this._displayY + distance,
      this.height() - this.screenTileY()
    );
    this._parallaxY += this._displayY - lastY;
  }
};

Game_Map.prototype.scrollLeft = function (distance) {
  if (this.isLoopHorizontal()) {
    this._displayX += $dataMap.width - distance;
    this._displayX %= $dataMap.width;
    if (this._parallaxLoopX) {
      this._parallaxX -= distance;
    }
  } else if (this.width() >= this.screenTileX()) {
    var lastX = this._displayX;
    this._displayX = Math.max(this._displayX - distance, 0);
    this._parallaxX += this._displayX - lastX;
  }
};

Game_Map.prototype.scrollRight = function (distance) {
  if (this.isLoopHorizontal()) {
    this._displayX += distance;
    this._displayX %= $dataMap.width;
    if (this._parallaxLoopX) {
      this._parallaxX += distance;
    }
  } else if (this.width() >= this.screenTileX()) {
    var lastX = this._displayX;
    this._displayX = Math.min(
      this._displayX + distance,
      this.width() - this.screenTileX()
    );
    this._parallaxX += this._displayX - lastX;
  }
};

Game_Map.prototype.scrollUp = function (distance) {
  if (this.isLoopVertical()) {
    this._displayY += $dataMap.height - distance;
    this._displayY %= $dataMap.height;
    if (this._parallaxLoopY) {
      this._parallaxY -= distance;
    }
  } else if (this.height() >= this.screenTileY()) {
    var lastY = this._displayY;
    this._displayY = Math.max(this._displayY - distance, 0);
    this._parallaxY += this._displayY - lastY;
  }
};

Game_Map.prototype.isValid = function (x, y) {
  return x >= 0 && x < this.width() && y >= 0 && y < this.height();
};

Game_Map.prototype.checkPassage = function (x, y, bit) {
  var flags = this.tilesetFlags();
  var tiles = this.allTiles(x, y);
  for (var i = 0; i < tiles.length; i++) {
    var flag = flags[tiles[i]];
    if ((flag & 0x10) !== 0)
      // [*] No effect on passage
      continue;
    if ((flag & bit) === 0)
      // [o] Passable
      return true;
    if ((flag & bit) === bit)
      // [x] Impassable
      return false;
  }
  return false;
};

Game_Map.prototype.tileId = function (x, y, z) {
  var width = $dataMap.width;
  var height = $dataMap.height;
  return $dataMap.data[(z * height + y) * width + x] || 0;
};

Game_Map.prototype.layeredTiles = function (x, y) {
  var tiles = [];
  for (var i = 0; i < 4; i++) {
    tiles.push(this.tileId(x, y, 3 - i));
  }
  return tiles;
};

Game_Map.prototype.allTiles = function (x, y) {
  var tiles = this.tileEventsXy(x, y).map(function (event) {
    return event.tileId();
  });
  return tiles.concat(this.layeredTiles(x, y));
};

Game_Map.prototype.autotileType = function (x, y, z) {
  var tileId = this.tileId(x, y, z);
  return tileId >= 2048 ? Math.floor((tileId - 2048) / 48) : -1;
};

Game_Map.prototype.isPassable = function (x, y, d) {
  return this.checkPassage(x, y, (1 << (d / 2 - 1)) & 0x0f);
};

Game_Map.prototype.isBoatPassable = function (x, y) {
  return this.checkPassage(x, y, 0x0200);
};

Game_Map.prototype.isShipPassable = function (x, y) {
  return this.checkPassage(x, y, 0x0400);
};

Game_Map.prototype.isAirshipLandOk = function (x, y) {
  return this.checkPassage(x, y, 0x0800) && this.checkPassage(x, y, 0x0f);
};

Game_Map.prototype.checkLayeredTilesFlags = function (x, y, bit) {
  var flags = this.tilesetFlags();
  return this.layeredTiles(x, y).some(function (tileId) {
    return (flags[tileId] & bit) !== 0;
  });
};

Game_Map.prototype.isLadder = function (x, y) {
  return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x20);
};

Game_Map.prototype.isBush = function (x, y) {
  return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x40);
};

Game_Map.prototype.isCounter = function (x, y) {
  return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x80);
};

Game_Map.prototype.isDamageFloor = function (x, y) {
  return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x100);
};

Game_Map.prototype.terrainTag = function (x, y) {
  if (this.isValid(x, y)) {
    var flags = this.tilesetFlags();
    var tiles = this.layeredTiles(x, y);
    for (var i = 0; i < tiles.length; i++) {
      var tag = flags[tiles[i]] >> 12;
      if (tag > 0) {
        return tag;
      }
    }
  }
  return 0;
};

Game_Map.prototype.regionId = function (x, y) {
  return this.isValid(x, y) ? this.tileId(x, y, 5) : 0;
};

Game_Map.prototype.startScroll = function (direction, distance, speed) {
  this._scrollDirection = direction;
  this._scrollRest = distance;
  this._scrollSpeed = speed;
};

Game_Map.prototype.isScrolling = function () {
  return this._scrollRest > 0;
};

Game_Map.prototype.update = function (sceneActive) {
  this.refreshIfNeeded();
  if (sceneActive) {
    this.updateInterpreter();
  }
  this.updateScroll();
  this.updateEvents();
  this.updateVehicles();
  this.updateParallax();
};

Game_Map.prototype.updateScroll = function () {
  if (this.isScrolling()) {
    var lastX = this._displayX;
    var lastY = this._displayY;
    this.doScroll(this._scrollDirection, this.scrollDistance());
    if (this._displayX === lastX && this._displayY === lastY) {
      this._scrollRest = 0;
    } else {
      this._scrollRest -= this.scrollDistance();
    }
  }
};

Game_Map.prototype.scrollDistance = function () {
  return Math.pow(2, this._scrollSpeed) / 256;
};

Game_Map.prototype.doScroll = function (direction, distance) {
  switch (direction) {
    case 2:
      this.scrollDown(distance);
      break;
    case 4:
      this.scrollLeft(distance);
      break;
    case 6:
      this.scrollRight(distance);
      break;
    case 8:
      this.scrollUp(distance);
      break;
  }
};

Game_Map.prototype.updateEvents = function () {
  this.events().forEach(function (event) {
    event.update();
  });
  this._commonEvents.forEach(function (event) {
    event.update();
  });
};

Game_Map.prototype.updateVehicles = function () {
  this._vehicles.forEach(function (vehicle) {
    vehicle.update();
  });
};

Game_Map.prototype.updateParallax = function () {
  if (this._parallaxLoopX) {
    this._parallaxX += this._parallaxSx / this.tileWidth() / 2;
  }
  if (this._parallaxLoopY) {
    this._parallaxY += this._parallaxSy / this.tileHeight() / 2;
  }
};

Game_Map.prototype.changeTileset = function (tilesetId) {
  this._tilesetId = tilesetId;
  this.refresh();
};

Game_Map.prototype.changeBattleback = function (
  battleback1Name,
  battleback2Name
) {
  this._battleback1Name = battleback1Name;
  this._battleback2Name = battleback2Name;
};

Game_Map.prototype.changeParallax = function (name, loopX, loopY, sx, sy) {
  this._parallaxName = name;
  this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName);
  if (this._parallaxLoopX && !loopX) {
    this._parallaxX = 0;
  }
  if (this._parallaxLoopY && !loopY) {
    this._parallaxY = 0;
  }
  this._parallaxLoopX = loopX;
  this._parallaxLoopY = loopY;
  this._parallaxSx = sx;
  this._parallaxSy = sy;
};

Game_Map.prototype.updateInterpreter = function () {
  for (;;) {
    this._interpreter.update();
    if (this._interpreter.isRunning()) {
      return;
    }
    if (this._interpreter.eventId() > 0) {
      this.unlockEvent(this._interpreter.eventId());
      this._interpreter.clear();
    }
    if (!this.setupStartingEvent()) {
      return;
    }
  }
};

Game_Map.prototype.unlockEvent = function (eventId) {
  if (this._events[eventId]) {
    this._events[eventId].unlock();
  }
};

Game_Map.prototype.setupStartingEvent = function () {
  this.refreshIfNeeded();
  if (this._interpreter.setupReservedCommonEvent()) {
    return true;
  }
  if (this.setupTestEvent()) {
    return true;
  }
  if (this.setupStartingMapEvent()) {
    return true;
  }
  if (this.setupAutorunCommonEvent()) {
    return true;
  }
  return false;
};

Game_Map.prototype.setupTestEvent = function () {
  if ($testEvent) {
    this._interpreter.setup($testEvent, 0);
    $testEvent = null;
    return true;
  }
  return false;
};

Game_Map.prototype.setupStartingMapEvent = function () {
  var events = this.events();
  for (var i = 0; i < events.length; i++) {
    var event = events[i];
    if (event.isStarting()) {
      event.clearStartingFlag();
      this._interpreter.setup(event.list(), event.eventId());
      return true;
    }
  }
  return false;
};

Game_Map.prototype.setupAutorunCommonEvent = function () {
  for (var i = 0; i < $dataCommonEvents.length; i++) {
    var event = $dataCommonEvents[i];
    if (event && event.trigger === 1 && $gameSwitches.value(event.switchId)) {
      this._interpreter.setup(event.list);
      return true;
    }
  }
  return false;
};

Game_Map.prototype.isAnyEventStarting = function () {
  return this.events().some(function (event) {
    return event.isStarting();
  });
};

//-----------------------------------------------------------------------------
// Game_CommonEvent
//
// The game object class for a common event. It contains functionality for
// running parallel process events.

function Game_CommonEvent() {
  this.initialize.apply(this, arguments);
}

Game_CommonEvent.prototype.initialize = function (commonEventId) {
  this._commonEventId = commonEventId;
  this.refresh();
};

Game_CommonEvent.prototype.event = function () {
  return $dataCommonEvents[this._commonEventId];
};

Game_CommonEvent.prototype.list = function () {
  return this.event().list;
};

Game_CommonEvent.prototype.refresh = function () {
  if (this.isActive()) {
    if (!this._interpreter) {
      this._interpreter = new Game_Interpreter();
    }
  } else {
    this._interpreter = null;
  }
};

Game_CommonEvent.prototype.isActive = function () {
  var event = this.event();
  return event.trigger === 2 && $gameSwitches.value(event.switchId);
};

Game_CommonEvent.prototype.update = function () {
  if (this._interpreter) {
    if (!this._interpreter.isRunning()) {
      this._interpreter.setup(this.list());
    }
    this._interpreter.update();
  }
};

//-----------------------------------------------------------------------------
// Game_CharacterBase
//
// The superclass of Game_Character. It handles basic information, such as
// coordinates and images, shared by all characters.

function Game_CharacterBase() {
  this.initialize.apply(this, arguments);
}

Object.defineProperties(Game_CharacterBase.prototype, {
  x: {
    get: function () {
      return this._x;
    },
    configurable: true,
  },
  y: {
    get: function () {
      return this._y;
    },
    configurable: true,
  },
});

Game_CharacterBase.prototype.initialize = function () {
  this.initMembers();
};

Game_CharacterBase.prototype.initMembers = function () {
  this._x = 0;
  this._y = 0;
  this._realX = 0;
  this._realY = 0;
  this._moveSpeed = 4;
  this._moveFrequency = 6;
  this._opacity = 255;
  this._blendMode = 0;
  this._direction = 2;
  this._pattern = 1;
  this._priorityType = 1;
  this._tileId = 0;
  this._characterName = "";
  this._characterIndex = 0;
  this._isObjectCharacter = false;
  this._walkAnime = true;
  this._stepAnime = false;
  this._directionFix = false;
  this._through = false;
  this._transparent = false;
  this._bushDepth = 0;
  this._animationId = 0;
  this._balloonId = 0;
  this._animationPlaying = false;
  this._balloonPlaying = false;
  this._animationCount = 0;
  this._stopCount = 0;
  this._jumpCount = 0;
  this._jumpPeak = 0;
  this._movementSuccess = true;
};

Game_CharacterBase.prototype.pos = function (x, y) {
  return this._x === x && this._y === y;
};

Game_CharacterBase.prototype.posNt = function (x, y) {
  // No through
  return this.pos(x, y) && !this.isThrough();
};

Game_CharacterBase.prototype.moveSpeed = function () {
  return this._moveSpeed;
};

Game_CharacterBase.prototype.setMoveSpeed = function (moveSpeed) {
  this._moveSpeed = moveSpeed;
};

Game_CharacterBase.prototype.moveFrequency = function () {
  return this._moveFrequency;
};

Game_CharacterBase.prototype.setMoveFrequency = function (moveFrequency) {
  this._moveFrequency = moveFrequency;
};

Game_CharacterBase.prototype.opacity = function () {
  return this._opacity;
};

Game_CharacterBase.prototype.setOpacity = function (opacity) {
  this._opacity = opacity;
};

Game_CharacterBase.prototype.blendMode = function () {
  return this._blendMode;
};

Game_CharacterBase.prototype.setBlendMode = function (blendMode) {
  this._blendMode = blendMode;
};

Game_CharacterBase.prototype.isNormalPriority = function () {
  return this._priorityType === 1;
};

Game_CharacterBase.prototype.setPriorityType = function (priorityType) {
  this._priorityType = priorityType;
};

Game_CharacterBase.prototype.isMoving = function () {
  return this._realX !== this._x || this._realY !== this._y;
};

Game_CharacterBase.prototype.isJumping = function () {
  return this._jumpCount > 0;
};

Game_CharacterBase.prototype.jumpHeight = function () {
  return (
    (this._jumpPeak * this._jumpPeak -
      Math.pow(Math.abs(this._jumpCount - this._jumpPeak), 2)) /
    2
  );
};

Game_CharacterBase.prototype.isStopping = function () {
  return !this.isMoving() && !this.isJumping();
};

Game_CharacterBase.prototype.checkStop = function (threshold) {
  return this._stopCount > threshold;
};

Game_CharacterBase.prototype.resetStopCount = function () {
  this._stopCount = 0;
};

Game_CharacterBase.prototype.realMoveSpeed = function () {
  return this._moveSpeed + (this.isDashing() ? 1 : 0);
};

Game_CharacterBase.prototype.distancePerFrame = function () {
  return Math.pow(2, this.realMoveSpeed()) / 256;
};

Game_CharacterBase.prototype.isDashing = function () {
  return false;
};

Game_CharacterBase.prototype.isDebugThrough = function () {
  return false;
};

Game_CharacterBase.prototype.straighten = function () {
  if (this.hasWalkAnime() || this.hasStepAnime()) {
    this._pattern = 1;
  }
  this._animationCount = 0;
};

Game_CharacterBase.prototype.reverseDir = function (d) {
  return 10 - d;
};

Game_CharacterBase.prototype.canPass = function (x, y, d) {
  var x2 = $gameMap.roundXWithDirection(x, d);
  var y2 = $gameMap.roundYWithDirection(y, d);
  if (!$gameMap.isValid(x2, y2)) {
    return false;
  }
  if (this.isThrough() || this.isDebugThrough()) {
    return true;
  }
  if (!this.isMapPassable(x, y, d)) {
    return false;
  }
  if (this.isCollidedWithCharacters(x2, y2)) {
    return false;
  }
  return true;
};

Game_CharacterBase.prototype.canPassDiagonally = function (x, y, horz, vert) {
  var x2 = $gameMap.roundXWithDirection(x, horz);
  var y2 = $gameMap.roundYWithDirection(y, vert);
  if (this.canPass(x, y, vert) && this.canPass(x, y2, horz)) {
    return true;
  }
  if (this.canPass(x, y, horz) && this.canPass(x2, y, vert)) {
    return true;
  }
  return false;
};

Game_CharacterBase.prototype.isMapPassable = function (x, y, d) {
  var x2 = $gameMap.roundXWithDirection(x, d);
  var y2 = $gameMap.roundYWithDirection(y, d);
  var d2 = this.reverseDir(d);
  return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, d2);
};

Game_CharacterBase.prototype.isCollidedWithCharacters = function (x, y) {
  return this.isCollidedWithEvents(x, y) || this.isCollidedWithVehicles(x, y);
};

Game_CharacterBase.prototype.isCollidedWithEvents = function (x, y) {
  var events = $gameMap.eventsXyNt(x, y);
  return events.some(function (event) {
    return event.isNormalPriority();
  });
};

Game_CharacterBase.prototype.isCollidedWithVehicles = function (x, y) {
  return $gameMap.boat().posNt(x, y) || $gameMap.ship().posNt(x, y);
};

Game_CharacterBase.prototype.setPosition = function (x, y) {
  this._x = Math.round(x);
  this._y = Math.round(y);
  this._realX = x;
  this._realY = y;
};

Game_CharacterBase.prototype.copyPosition = function (character) {
  this._x = character._x;
  this._y = character._y;
  this._realX = character._realX;
  this._realY = character._realY;
  this._direction = character._direction;
};

Game_CharacterBase.prototype.locate = function (x, y) {
  this.setPosition(x, y);
  this.straighten();
  this.refreshBushDepth();
};

Game_CharacterBase.prototype.direction = function () {
  return this._direction;
};

Game_CharacterBase.prototype.setDirection = function (d) {
  if (!this.isDirectionFixed() && d) {
    this._direction = d;
  }
  this.resetStopCount();
};

Game_CharacterBase.prototype.isTile = function () {
  return this._tileId > 0 && this._priorityType === 0;
};

Game_CharacterBase.prototype.isObjectCharacter = function () {
  return this._isObjectCharacter;
};

Game_CharacterBase.prototype.shiftY = function () {
  return this.isObjectCharacter() ? 0 : 6;
};

Game_CharacterBase.prototype.scrolledX = function () {
  return $gameMap.adjustX(this._realX);
};

Game_CharacterBase.prototype.scrolledY = function () {
  return $gameMap.adjustY(this._realY);
};

Game_CharacterBase.prototype.screenX = function () {
  var tw = $gameMap.tileWidth();
  return Math.round(this.scrolledX() * tw + tw / 2);
};

Game_CharacterBase.prototype.screenY = function () {
  var th = $gameMap.tileHeight();
  return Math.round(
    this.scrolledY() * th + th - this.shiftY() - this.jumpHeight()
  );
};

Game_CharacterBase.prototype.screenZ = function () {
  return this._priorityType * 2 + 1;
};

Game_CharacterBase.prototype.isNearTheScreen = function () {
  var gw = Graphics.width;
  var gh = Graphics.height;
  var tw = $gameMap.tileWidth();
  var th = $gameMap.tileHeight();
  var px = this.scrolledX() * tw + tw / 2 - gw / 2;
  var py = this.scrolledY() * th + th / 2 - gh / 2;
  return px >= -gw && px <= gw && py >= -gh && py <= gh;
};

Game_CharacterBase.prototype.update = function () {
  if (this.isStopping()) {
    this.updateStop();
  }
  if (this.isJumping()) {
    this.updateJump();
  } else if (this.isMoving()) {
    this.updateMove();
  }
  this.updateAnimation();
};

Game_CharacterBase.prototype.updateStop = function () {
  this._stopCount++;
};

Game_CharacterBase.prototype.updateJump = function () {
  this._jumpCount--;
  this._realX =
    (this._realX * this._jumpCount + this._x) / (this._jumpCount + 1.0);
  this._realY =
    (this._realY * this._jumpCount + this._y) / (this._jumpCount + 1.0);
  this.refreshBushDepth();
  if (this._jumpCount === 0) {
    this._realX = this._x = $gameMap.roundX(this._x);
    this._realY = this._y = $gameMap.roundY(this._y);
  }
};

Game_CharacterBase.prototype.updateMove = function () {
  if (this._x < this._realX) {
    this._realX = Math.max(this._realX - this.distancePerFrame(), this._x);
  }
  if (this._x > this._realX) {
    this._realX = Math.min(this._realX + this.distancePerFrame(), this._x);
  }
  if (this._y < this._realY) {
    this._realY = Math.max(this._realY - this.distancePerFrame(), this._y);
  }
  if (this._y > this._realY) {
    this._realY = Math.min(this._realY + this.distancePerFrame(), this._y);
  }
  if (!this.isMoving()) {
    this.refreshBushDepth();
  }
};

Game_CharacterBase.prototype.updateAnimation = function () {
  this.updateAnimationCount();
  if (this._animationCount >= this.animationWait()) {
    this.updatePattern();
    this._animationCount = 0;
  }
};

Game_CharacterBase.prototype.animationWait = function () {
  return (9 - this.realMoveSpeed()) * 3;
};

Game_CharacterBase.prototype.updateAnimationCount = function () {
  if (this.isMoving() && this.hasWalkAnime()) {
    this._animationCount += 1.5;
  } else if (this.hasStepAnime() || !this.isOriginalPattern()) {
    this._animationCount++;
  }
};

Game_CharacterBase.prototype.updatePattern = function () {
  if (!this.hasStepAnime() && this._stopCount > 0) {
    this.resetPattern();
  } else {
    this._pattern = (this._pattern + 1) % this.maxPattern();
  }
};

Game_CharacterBase.prototype.maxPattern = function () {
  return 4;
};

Game_CharacterBase.prototype.pattern = function () {
  return this._pattern < 3 ? this._pattern : 1;
};

Game_CharacterBase.prototype.setPattern = function (pattern) {
  this._pattern = pattern;
};

Game_CharacterBase.prototype.isOriginalPattern = function () {
  return this.pattern() === 1;
};

Game_CharacterBase.prototype.resetPattern = function () {
  this.setPattern(1);
};

Game_CharacterBase.prototype.refreshBushDepth = function () {
  if (
    this.isNormalPriority() &&
    !this.isObjectCharacter() &&
    this.isOnBush() &&
    !this.isJumping()
  ) {
    if (!this.isMoving()) {
      this._bushDepth = 12;
    }
  } else {
    this._bushDepth = 0;
  }
};

Game_CharacterBase.prototype.isOnLadder = function () {
  return $gameMap.isLadder(this._x, this._y);
};

Game_CharacterBase.prototype.isOnBush = function () {
  return $gameMap.isBush(this._x, this._y);
};

Game_CharacterBase.prototype.terrainTag = function () {
  return $gameMap.terrainTag(this._x, this._y);
};

Game_CharacterBase.prototype.regionId = function () {
  return $gameMap.regionId(this._x, this._y);
};

Game_CharacterBase.prototype.increaseSteps = function () {
  if (this.isOnLadder()) {
    this.setDirection(8);
  }
  this.resetStopCount();
  this.refreshBushDepth();
};

Game_CharacterBase.prototype.tileId = function () {
  return this._tileId;
};

Game_CharacterBase.prototype.characterName = function () {
  return this._characterName;
};

Game_CharacterBase.prototype.characterIndex = function () {
  return this._characterIndex;
};

Game_CharacterBase.prototype.setImage = function (
  characterName,
  characterIndex
) {
  this._tileId = 0;
  this._characterName = characterName;
  this._characterIndex = characterIndex;
  this._isObjectCharacter = ImageManager.isObjectCharacter(characterName);
};

Game_CharacterBase.prototype.setTileImage = function (tileId) {
  this._tileId = tileId;
  this._characterName = "";
  this._characterIndex = 0;
  this._isObjectCharacter = true;
};

Game_CharacterBase.prototype.checkEventTriggerTouchFront = function (d) {
  var x2 = $gameMap.roundXWithDirection(this._x, d);
  var y2 = $gameMap.roundYWithDirection(this._y, d);
  this.checkEventTriggerTouch(x2, y2);
};

Game_CharacterBase.prototype.checkEventTriggerTouch = function (x, y) {
  return false;
};

Game_CharacterBase.prototype.isMovementSucceeded = function (x, y) {
  return this._movementSuccess;
};

Game_CharacterBase.prototype.setMovementSuccess = function (success) {
  this._movementSuccess = success;
};

Game_CharacterBase.prototype.moveStraight = function (d) {
  this.setMovementSuccess(this.canPass(this._x, this._y, d));
  if (this.isMovementSucceeded()) {
    this.setDirection(d);
    this._x = $gameMap.roundXWithDirection(this._x, d);
    this._y = $gameMap.roundYWithDirection(this._y, d);
    this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(d));
    this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(d));
    this.increaseSteps();
  } else {
    this.setDirection(d);
    this.checkEventTriggerTouchFront(d);
  }
};

Game_CharacterBase.prototype.moveDiagonally = function (horz, vert) {
  this.setMovementSuccess(this.canPassDiagonally(this._x, this._y, horz, vert));
  if (this.isMovementSucceeded()) {
    this._x = $gameMap.roundXWithDirection(this._x, horz);
    this._y = $gameMap.roundYWithDirection(this._y, vert);
    this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz));
    this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert));
    this.increaseSteps();
  }
  if (this._direction === this.reverseDir(horz)) {
    this.setDirection(horz);
  }
  if (this._direction === this.reverseDir(vert)) {
    this.setDirection(vert);
  }
};

Game_CharacterBase.prototype.jump = function (xPlus, yPlus) {
  if (Math.abs(xPlus) > Math.abs(yPlus)) {
    if (xPlus !== 0) {
      this.setDirection(xPlus < 0 ? 4 : 6);
    }
  } else {
    if (yPlus !== 0) {
      this.setDirection(yPlus < 0 ? 8 : 2);
    }
  }
  this._x += xPlus;
  this._y += yPlus;
  var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus));
  this._jumpPeak = 10 + distance - this._moveSpeed;
  this._jumpCount = this._jumpPeak * 2;
  this.resetStopCount();
  this.straighten();
};

Game_CharacterBase.prototype.hasWalkAnime = function () {
  return this._walkAnime;
};

Game_CharacterBase.prototype.setWalkAnime = function (walkAnime) {
  this._walkAnime = walkAnime;
};

Game_CharacterBase.prototype.hasStepAnime = function () {
  return this._stepAnime;
};

Game_CharacterBase.prototype.setStepAnime = function (stepAnime) {
  this._stepAnime = stepAnime;
};

Game_CharacterBase.prototype.isDirectionFixed = function () {
  return this._directionFix;
};

Game_CharacterBase.prototype.setDirectionFix = function (directionFix) {
  this._directionFix = directionFix;
};

Game_CharacterBase.prototype.isThrough = function () {
  return this._through;
};

Game_CharacterBase.prototype.setThrough = function (through) {
  this._through = through;
};

Game_CharacterBase.prototype.isTransparent = function () {
  return this._transparent;
};

Game_CharacterBase.prototype.bushDepth = function () {
  return this._bushDepth;
};

Game_CharacterBase.prototype.setTransparent = function (transparent) {
  this._transparent = transparent;
};

Game_CharacterBase.prototype.requestAnimation = function (animationId) {
  this._animationId = animationId;
};

Game_CharacterBase.prototype.requestBalloon = function (balloonId) {
  this._balloonId = balloonId;
};

Game_CharacterBase.prototype.animationId = function () {
  return this._animationId;
};

Game_CharacterBase.prototype.balloonId = function () {
  return this._balloonId;
};

Game_CharacterBase.prototype.startAnimation = function () {
  this._animationId = 0;
  this._animationPlaying = true;
};

Game_CharacterBase.prototype.startBalloon = function () {
  this._balloonId = 0;
  this._balloonPlaying = true;
};

Game_CharacterBase.prototype.isAnimationPlaying = function () {
  return this._animationId > 0 || this._animationPlaying;
};

Game_CharacterBase.prototype.isBalloonPlaying = function () {
  return this._balloonId > 0 || this._balloonPlaying;
};

Game_CharacterBase.prototype.endAnimation = function () {
  this._animationPlaying = false;
};

Game_CharacterBase.prototype.endBalloon = function () {
  this._balloonPlaying = false;
};

//-----------------------------------------------------------------------------
// Game_Character
//
// The superclass of Game_Player, Game_Follower, GameVehicle, and Game_Event.

function Game_Character() {
  this.initialize.apply(this, arguments);
}

Game_Character.prototype = Object.create(Game_CharacterBase.prototype);
Game_Character.prototype.constructor = Game_Character;

Game_Character.ROUTE_END = 0;
Game_Character.ROUTE_MOVE_DOWN = 1;
Game_Character.ROUTE_MOVE_LEFT = 2;
Game_Character.ROUTE_MOVE_RIGHT = 3;
Game_Character.ROUTE_MOVE_UP = 4;
Game_Character.ROUTE_MOVE_LOWER_L = 5;
Game_Character.ROUTE_MOVE_LOWER_R = 6;
Game_Character.ROUTE_MOVE_UPPER_L = 7;
Game_Character.ROUTE_MOVE_UPPER_R = 8;
Game_Character.ROUTE_MOVE_RANDOM = 9;
Game_Character.ROUTE_MOVE_TOWARD = 10;
Game_Character.ROUTE_MOVE_AWAY = 11;
Game_Character.ROUTE_MOVE_FORWARD = 12;
Game_Character.ROUTE_MOVE_BACKWARD = 13;
Game_Character.ROUTE_JUMP = 14;
Game_Character.ROUTE_WAIT = 15;
Game_Character.ROUTE_TURN_DOWN = 16;
Game_Character.ROUTE_TURN_LEFT = 17;
Game_Character.ROUTE_TURN_RIGHT = 18;
Game_Character.ROUTE_TURN_UP = 19;
Game_Character.ROUTE_TURN_90D_R = 20;
Game_Character.ROUTE_TURN_90D_L = 21;
Game_Character.ROUTE_TURN_180D = 22;
Game_Character.ROUTE_TURN_90D_R_L = 23;
Game_Character.ROUTE_TURN_RANDOM = 24;
Game_Character.ROUTE_TURN_TOWARD = 25;
Game_Character.ROUTE_TURN_AWAY = 26;
Game_Character.ROUTE_SWITCH_ON = 27;
Game_Character.ROUTE_SWITCH_OFF = 28;
Game_Character.ROUTE_CHANGE_SPEED = 29;
Game_Character.ROUTE_CHANGE_FREQ = 30;
Game_Character.ROUTE_WALK_ANIME_ON = 31;
Game_Character.ROUTE_WALK_ANIME_OFF = 32;
Game_Character.ROUTE_STEP_ANIME_ON = 33;
Game_Character.ROUTE_STEP_ANIME_OFF = 34;
Game_Character.ROUTE_DIR_FIX_ON = 35;
Game_Character.ROUTE_DIR_FIX_OFF = 36;
Game_Character.ROUTE_THROUGH_ON = 37;
Game_Character.ROUTE_THROUGH_OFF = 38;
Game_Character.ROUTE_TRANSPARENT_ON = 39;
Game_Character.ROUTE_TRANSPARENT_OFF = 40;
Game_Character.ROUTE_CHANGE_IMAGE = 41;
Game_Character.ROUTE_CHANGE_OPACITY = 42;
Game_Character.ROUTE_CHANGE_BLEND_MODE = 43;
Game_Character.ROUTE_PLAY_SE = 44;
Game_Character.ROUTE_SCRIPT = 45;

Game_Character.prototype.initialize = function () {
  Game_CharacterBase.prototype.initialize.call(this);
};

Game_Character.prototype.initMembers = function () {
  Game_CharacterBase.prototype.initMembers.call(this);
  this._moveRouteForcing = false;
  this._moveRoute = null;
  this._moveRouteIndex = 0;
  this._originalMoveRoute = null;
  this._originalMoveRouteIndex = 0;
  this._waitCount = 0;
};

Game_Character.prototype.memorizeMoveRoute = function () {
  this._originalMoveRoute = this._moveRoute;
  this._originalMoveRouteIndex = this._moveRouteIndex;
};

Game_Character.prototype.restoreMoveRoute = function () {
  this._moveRoute = this._originalMoveRoute;
  this._moveRouteIndex = this._originalMoveRouteIndex;
  this._originalMoveRoute = null;
};

Game_Character.prototype.isMoveRouteForcing = function () {
  return this._moveRouteForcing;
};

Game_Character.prototype.setMoveRoute = function (moveRoute) {
  this._moveRoute = moveRoute;
  this._moveRouteIndex = 0;
  this._moveRouteForcing = false;
};

Game_Character.prototype.forceMoveRoute = function (moveRoute) {
  if (!this._originalMoveRoute) {
    this.memorizeMoveRoute();
  }
  this._moveRoute = moveRoute;
  this._moveRouteIndex = 0;
  this._moveRouteForcing = true;
  this._waitCount = 0;
};

Game_Character.prototype.updateStop = function () {
  Game_CharacterBase.prototype.updateStop.call(this);
  if (this._moveRouteForcing) {
    this.updateRoutineMove();
  }
};

Game_Character.prototype.updateRoutineMove = function () {
  if (this._waitCount > 0) {
    this._waitCount--;
  } else {
    this.setMovementSuccess(true);
    var command = this._moveRoute.list[this._moveRouteIndex];
    if (command) {
      this.processMoveCommand(command);
      this.advanceMoveRouteIndex();
    }
  }
};

Game_Character.prototype.processMoveCommand = function (command) {
  var gc = Game_Character;
  var params = command.parameters;
  switch (command.code) {
    case gc.ROUTE_END:
      this.processRouteEnd();
      break;
    case gc.ROUTE_MOVE_DOWN:
      this.moveStraight(2);
      break;
    case gc.ROUTE_MOVE_LEFT:
      this.moveStraight(4);
      break;
    case gc.ROUTE_MOVE_RIGHT:
      this.moveStraight(6);
      break;
    case gc.ROUTE_MOVE_UP:
      this.moveStraight(8);
      break;
    case gc.ROUTE_MOVE_LOWER_L:
      this.moveDiagonally(4, 2);
      break;
    case gc.ROUTE_MOVE_LOWER_R:
      this.moveDiagonally(6, 2);
      break;
    case gc.ROUTE_MOVE_UPPER_L:
      this.moveDiagonally(4, 8);
      break;
    case gc.ROUTE_MOVE_UPPER_R:
      this.moveDiagonally(6, 8);
      break;
    case gc.ROUTE_MOVE_RANDOM:
      this.moveRandom();
      break;
    case gc.ROUTE_MOVE_TOWARD:
      this.moveTowardPlayer();
      break;
    case gc.ROUTE_MOVE_AWAY:
      this.moveAwayFromPlayer();
      break;
    case gc.ROUTE_MOVE_FORWARD:
      this.moveForward();
      break;
    case gc.ROUTE_MOVE_BACKWARD:
      this.moveBackward();
      break;
    case gc.ROUTE_JUMP:
      this.jump(params[0], params[1]);
      break;
    case gc.ROUTE_WAIT:
      this._waitCount = params[0] - 1;
      break;
    case gc.ROUTE_TURN_DOWN:
      this.setDirection(2);
      break;
    case gc.ROUTE_TURN_LEFT:
      this.setDirection(4);
      break;
    case gc.ROUTE_TURN_RIGHT:
      this.setDirection(6);
      break;
    case gc.ROUTE_TURN_UP:
      this.setDirection(8);
      break;
    case gc.ROUTE_TURN_90D_R:
      this.turnRight90();
      break;
    case gc.ROUTE_TURN_90D_L:
      this.turnLeft90();
      break;
    case gc.ROUTE_TURN_180D:
      this.turn180();
      break;
    case gc.ROUTE_TURN_90D_R_L:
      this.turnRightOrLeft90();
      break;
    case gc.ROUTE_TURN_RANDOM:
      this.turnRandom();
      break;
    case gc.ROUTE_TURN_TOWARD:
      this.turnTowardPlayer();
      break;
    case gc.ROUTE_TURN_AWAY:
      this.turnAwayFromPlayer();
      break;
    case gc.ROUTE_SWITCH_ON:
      $gameSwitches.setValue(params[0], true);
      break;
    case gc.ROUTE_SWITCH_OFF:
      $gameSwitches.setValue(params[0], false);
      break;
    case gc.ROUTE_CHANGE_SPEED:
      this.setMoveSpeed(params[0]);
      break;
    case gc.ROUTE_CHANGE_FREQ:
      this.setMoveFrequency(params[0]);
      break;
    case gc.ROUTE_WALK_ANIME_ON:
      this.setWalkAnime(true);
      break;
    case gc.ROUTE_WALK_ANIME_OFF:
      this.setWalkAnime(false);
      break;
    case gc.ROUTE_STEP_ANIME_ON:
      this.setStepAnime(true);
      break;
    case gc.ROUTE_STEP_ANIME_OFF:
      this.setStepAnime(false);
      break;
    case gc.ROUTE_DIR_FIX_ON:
      this.setDirectionFix(true);
      break;
    case gc.ROUTE_DIR_FIX_OFF:
      this.setDirectionFix(false);
      break;
    case gc.ROUTE_THROUGH_ON:
      this.setThrough(true);
      break;
    case gc.ROUTE_THROUGH_OFF:
      this.setThrough(false);
      break;
    case gc.ROUTE_TRANSPARENT_ON:
      this.setTransparent(true);
      break;
    case gc.ROUTE_TRANSPARENT_OFF:
      this.setTransparent(false);
      break;
    case gc.ROUTE_CHANGE_IMAGE:
      this.setImage(params[0], params[1]);
      break;
    case gc.ROUTE_CHANGE_OPACITY:
      this.setOpacity(params[0]);
      break;
    case gc.ROUTE_CHANGE_BLEND_MODE:
      this.setBlendMode(params[0]);
      break;
    case gc.ROUTE_PLAY_SE:
      AudioManager.playSe(params[0]);
      break;
    case gc.ROUTE_SCRIPT:
      eval(params[0]);
      break;
  }
};

Game_Character.prototype.deltaXFrom = function (x) {
  return $gameMap.deltaX(this.x, x);
};

Game_Character.prototype.deltaYFrom = function (y) {
  return $gameMap.deltaY(this.y, y);
};

Game_Character.prototype.moveRandom = function () {
  var d = 2 + Math.randomInt(4) * 2;
  if (this.canPass(this.x, this.y, d)) {
    this.moveStraight(d);
  }
};

Game_Character.prototype.moveTowardCharacter = function (character) {
  var sx = this.deltaXFrom(character.x);
  var sy = this.deltaYFrom(character.y);
  if (Math.abs(sx) > Math.abs(sy)) {
    this.moveStraight(sx > 0 ? 4 : 6);
    if (!this.isMovementSucceeded() && sy !== 0) {
      this.moveStraight(sy > 0 ? 8 : 2);
    }
  } else if (sy !== 0) {
    this.moveStraight(sy > 0 ? 8 : 2);
    if (!this.isMovementSucceeded() && sx !== 0) {
      this.moveStraight(sx > 0 ? 4 : 6);
    }
  }
};

Game_Character.prototype.moveAwayFromCharacter = function (character) {
  var sx = this.deltaXFrom(character.x);
  var sy = this.deltaYFrom(character.y);
  if (Math.abs(sx) > Math.abs(sy)) {
    this.moveStraight(sx > 0 ? 6 : 4);
    if (!this.isMovementSucceeded() && sy !== 0) {
      this.moveStraight(sy > 0 ? 2 : 8);
    }
  } else if (sy !== 0) {
    this.moveStraight(sy > 0 ? 2 : 8);
    if (!this.isMovementSucceeded() && sx !== 0) {
      this.moveStraight(sx > 0 ? 6 : 4);
    }
  }
};

Game_Character.prototype.turnTowardCharacter = function (character) {
  var sx = this.deltaXFrom(character.x);
  var sy = this.deltaYFrom(character.y);
  if (Math.abs(sx) > Math.abs(sy)) {
    this.setDirection(sx > 0 ? 4 : 6);
  } else if (sy !== 0) {
    this.setDirection(sy > 0 ? 8 : 2);
  }
};

Game_Character.prototype.turnAwayFromCharacter = function (character) {
  var sx = this.deltaXFrom(character.x);
  var sy = this.deltaYFrom(character.y);
  if (Math.abs(sx) > Math.abs(sy)) {
    this.setDirection(sx > 0 ? 6 : 4);
  } else if (sy !== 0) {
    this.setDirection(sy > 0 ? 2 : 8);
  }
};

Game_Character.prototype.turnTowardPlayer = function () {
  this.turnTowardCharacter($gamePlayer);
};

Game_Character.prototype.turnAwayFromPlayer = function () {
  this.turnAwayFromCharacter($gamePlayer);
};

Game_Character.prototype.moveTowardPlayer = function () {
  this.moveTowardCharacter($gamePlayer);
};

Game_Character.prototype.moveAwayFromPlayer = function () {
  this.moveAwayFromCharacter($gamePlayer);
};

Game_Character.prototype.moveForward = function () {
  this.moveStraight(this.direction());
};

Game_Character.prototype.moveBackward = function () {
  var lastDirectionFix = this.isDirectionFixed();
  this.setDirectionFix(true);
  this.moveStraight(this.reverseDir(this.direction()));
  this.setDirectionFix(lastDirectionFix);
};

Game_Character.prototype.processRouteEnd = function () {
  if (this._moveRoute.repeat) {
    this._moveRouteIndex = -1;
  } else if (this._moveRouteForcing) {
    this._moveRouteForcing = false;
    this.restoreMoveRoute();
  }
};

Game_Character.prototype.advanceMoveRouteIndex = function () {
  var moveRoute = this._moveRoute;
  if (moveRoute && (this.isMovementSucceeded() || moveRoute.skippable)) {
    var numCommands = moveRoute.list.length - 1;
    this._moveRouteIndex++;
    if (moveRoute.repeat && this._moveRouteIndex >= numCommands) {
      this._moveRouteIndex = 0;
    }
  }
};

Game_Character.prototype.turnRight90 = function () {
  switch (this.direction()) {
    case 2:
      this.setDirection(4);
      break;
    case 4:
      this.setDirection(8);
      break;
    case 6:
      this.setDirection(2);
      break;
    case 8:
      this.setDirection(6);
      break;
  }
};

Game_Character.prototype.turnLeft90 = function () {
  switch (this.direction()) {
    case 2:
      this.setDirection(6);
      break;
    case 4:
      this.setDirection(2);
      break;
    case 6:
      this.setDirection(8);
      break;
    case 8:
      this.setDirection(4);
      break;
  }
};

Game_Character.prototype.turn180 = function () {
  this.setDirection(this.reverseDir(this.direction()));
};

Game_Character.prototype.turnRightOrLeft90 = function () {
  switch (Math.randomInt(2)) {
    case 0:
      this.turnRight90();
      break;
    case 1:
      this.turnLeft90();
      break;
  }
};

Game_Character.prototype.turnRandom = function () {
  this.setDirection(2 + Math.randomInt(4) * 2);
};

Game_Character.prototype.swap = function (character) {
  var newX = character.x;
  var newY = character.y;
  character.locate(this.x, this.y);
  this.locate(newX, newY);
};

Game_Character.prototype.findDirectionTo = function (goalX, goalY) {
  var searchLimit = this.searchLimit();
  var mapWidth = $gameMap.width();
  var nodeList = [];
  var openList = [];
  var closedList = [];
  var start = {};
  var best = start;

  if (this.x === goalX && this.y === goalY) {
    return 0;
  }

  start.parent = null;
  start.x = this.x;
  start.y = this.y;
  start.g = 0;
  start.f = $gameMap.distance(start.x, start.y, goalX, goalY);
  nodeList.push(start);
  openList.push(start.y * mapWidth + start.x);

  while (nodeList.length > 0) {
    var bestIndex = 0;
    for (var i = 0; i < nodeList.length; i++) {
      if (nodeList[i].f < nodeList[bestIndex].f) {
        bestIndex = i;
      }
    }

    var current = nodeList[bestIndex];
    var x1 = current.x;
    var y1 = current.y;
    var pos1 = y1 * mapWidth + x1;
    var g1 = current.g;

    nodeList.splice(bestIndex, 1);
    openList.splice(openList.indexOf(pos1), 1);
    closedList.push(pos1);

    if (current.x === goalX && current.y === goalY) {
      best = current;
      break;
    }

    if (g1 >= searchLimit) {
      continue;
    }

    for (var j = 0; j < 4; j++) {
      var direction = 2 + j * 2;
      var x2 = $gameMap.roundXWithDirection(x1, direction);
      var y2 = $gameMap.roundYWithDirection(y1, direction);
      var pos2 = y2 * mapWidth + x2;

      if (closedList.contains(pos2)) {
        continue;
      }
      if (!this.canPass(x1, y1, direction)) {
        continue;
      }

      var g2 = g1 + 1;
      var index2 = openList.indexOf(pos2);

      if (index2 < 0 || g2 < nodeList[index2].g) {
        var neighbor;
        if (index2 >= 0) {
          neighbor = nodeList[index2];
        } else {
          neighbor = {};
          nodeList.push(neighbor);
          openList.push(pos2);
        }
        neighbor.parent = current;
        neighbor.x = x2;
        neighbor.y = y2;
        neighbor.g = g2;
        neighbor.f = g2 + $gameMap.distance(x2, y2, goalX, goalY);
        if (!best || neighbor.f - neighbor.g < best.f - best.g) {
          best = neighbor;
        }
      }
    }
  }

  var node = best;
  while (node.parent && node.parent !== start) {
    node = node.parent;
  }

  var deltaX1 = $gameMap.deltaX(node.x, start.x);
  var deltaY1 = $gameMap.deltaY(node.y, start.y);
  if (deltaY1 > 0) {
    return 2;
  } else if (deltaX1 < 0) {
    return 4;
  } else if (deltaX1 > 0) {
    return 6;
  } else if (deltaY1 < 0) {
    return 8;
  }

  var deltaX2 = this.deltaXFrom(goalX);
  var deltaY2 = this.deltaYFrom(goalY);
  if (Math.abs(deltaX2) > Math.abs(deltaY2)) {
    return deltaX2 > 0 ? 4 : 6;
  } else if (deltaY2 !== 0) {
    return deltaY2 > 0 ? 8 : 2;
  }

  return 0;
};

Game_Character.prototype.searchLimit = function () {
  return 12;
};

//-----------------------------------------------------------------------------
// Game_Player
//
// The game object class for the player. It contains event starting
// determinants and map scrolling functions.

function Game_Player() {
  this.initialize.apply(this, arguments);
}

Game_Player.prototype = Object.create(Game_Character.prototype);
Game_Player.prototype.constructor = Game_Player;

Game_Player.prototype.initialize = function () {
  Game_Character.prototype.initialize.call(this);
  this.setTransparent($dataSystem.optTransparent);
};

Game_Player.prototype.initMembers = function () {
  Game_Character.prototype.initMembers.call(this);
  this._vehicleType = "walk";
  this._vehicleGettingOn = false;
  this._vehicleGettingOff = false;
  this._dashing = false;
  this._needsMapReload = false;
  this._transferring = false;
  this._newMapId = 0;
  this._newX = 0;
  this._newY = 0;
  this._newDirection = 0;
  this._fadeType = 0;
  this._followers = new Game_Followers();
  this._encounterCount = 0;
};

Game_Player.prototype.clearTransferInfo = function () {
  this._transferring = false;
  this._newMapId = 0;
  this._newX = 0;
  this._newY = 0;
  this._newDirection = 0;
};

Game_Player.prototype.followers = function () {
  return this._followers;
};

Game_Player.prototype.refresh = function () {
  var actor = $gameParty.leader();
  var characterName = actor ? actor.characterName() : "";
  var characterIndex = actor ? actor.characterIndex() : 0;
  this.setImage(characterName, characterIndex);
  this._followers.refresh();
};

Game_Player.prototype.isStopping = function () {
  if (this._vehicleGettingOn || this._vehicleGettingOff) {
    return false;
  }
  return Game_Character.prototype.isStopping.call(this);
};

Game_Player.prototype.reserveTransfer = function (mapId, x, y, d, fadeType) {
  this._transferring = true;
  this._newMapId = mapId;
  this._newX = x;
  this._newY = y;
  this._newDirection = d;
  this._fadeType = fadeType;
};

Game_Player.prototype.requestMapReload = function () {
  this._needsMapReload = true;
};

Game_Player.prototype.isTransferring = function () {
  return this._transferring;
};

Game_Player.prototype.newMapId = function () {
  return this._newMapId;
};

Game_Player.prototype.fadeType = function () {
  return this._fadeType;
};

Game_Player.prototype.performTransfer = function () {
  if (this.isTransferring()) {
    this.setDirection(this._newDirection);
    if (this._newMapId !== $gameMap.mapId() || this._needsMapReload) {
      $gameMap.setup(this._newMapId);
      this._needsMapReload = false;
    }
    this.locate(this._newX, this._newY);
    this.refresh();
    this.clearTransferInfo();
  }
};

Game_Player.prototype.isMapPassable = function (x, y, d) {
  var vehicle = this.vehicle();
  if (vehicle) {
    return vehicle.isMapPassable(x, y, d);
  } else {
    return Game_Character.prototype.isMapPassable.call(this, x, y, d);
  }
};

Game_Player.prototype.vehicle = function () {
  return $gameMap.vehicle(this._vehicleType);
};

Game_Player.prototype.isInBoat = function () {
  return this._vehicleType === "boat";
};

Game_Player.prototype.isInShip = function () {
  return this._vehicleType === "ship";
};

Game_Player.prototype.isInAirship = function () {
  return this._vehicleType === "airship";
};

Game_Player.prototype.isInVehicle = function () {
  return this.isInBoat() || this.isInShip() || this.isInAirship();
};

Game_Player.prototype.isNormal = function () {
  return this._vehicleType === "walk" && !this.isMoveRouteForcing();
};

Game_Player.prototype.isDashing = function () {
  return this._dashing;
};

Game_Player.prototype.isDebugThrough = function () {
  return Input.isPressed("control") && $gameTemp.isPlaytest();
};

Game_Player.prototype.isCollided = function (x, y) {
  if (this.isThrough()) {
    return false;
  } else {
    return this.pos(x, y) || this._followers.isSomeoneCollided(x, y);
  }
};

Game_Player.prototype.centerX = function () {
  return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0;
};

Game_Player.prototype.centerY = function () {
  return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0;
};

Game_Player.prototype.center = function (x, y) {
  return $gameMap.setDisplayPos(x - this.centerX(), y - this.centerY());
};

Game_Player.prototype.locate = function (x, y) {
  Game_Character.prototype.locate.call(this, x, y);
  this.center(x, y);
  this.makeEncounterCount();
  if (this.isInVehicle()) {
    this.vehicle().refresh();
  }
  this._followers.synchronize(x, y, this.direction());
};

Game_Player.prototype.increaseSteps = function () {
  Game_Character.prototype.increaseSteps.call(this);
  if (this.isNormal()) {
    $gameParty.increaseSteps();
  }
};

Game_Player.prototype.makeEncounterCount = function () {
  var n = $gameMap.encounterStep();
  this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1;
};

Game_Player.prototype.makeEncounterTroopId = function () {
  var encounterList = [];
  var weightSum = 0;
  $gameMap.encounterList().forEach(function (encounter) {
    if (this.meetsEncounterConditions(encounter)) {
      encounterList.push(encounter);
      weightSum += encounter.weight;
    }
  }, this);
  if (weightSum > 0) {
    var value = Math.randomInt(weightSum);
    for (var i = 0; i < encounterList.length; i++) {
      value -= encounterList[i].weight;
      if (value < 0) {
        return encounterList[i].troopId;
      }
    }
  }
  return 0;
};

Game_Player.prototype.meetsEncounterConditions = function (encounter) {
  return (
    encounter.regionSet.length === 0 ||
    encounter.regionSet.contains(this.regionId())
  );
};

Game_Player.prototype.executeEncounter = function () {
  if (!$gameMap.isEventRunning() && this._encounterCount <= 0) {
    this.makeEncounterCount();
    var troopId = this.makeEncounterTroopId();
    if ($dataTroops[troopId]) {
      BattleManager.setup(troopId, true, false);
      BattleManager.onEncounter();
      return true;
    } else {
      return false;
    }
  } else {
    return false;
  }
};

Game_Player.prototype.startMapEvent = function (x, y, triggers, normal) {
  if (!$gameMap.isEventRunning()) {
    $gameMap.eventsXy(x, y).forEach(function (event) {
      if (event.isTriggerIn(triggers) && event.isNormalPriority() === normal) {
        event.start();
      }
    });
  }
};

Game_Player.prototype.moveByInput = function () {
  if (!this.isMoving() && this.canMove()) {
    var direction = this.getInputDirection();
    if (direction > 0) {
      $gameTemp.clearDestination();
    } else if ($gameTemp.isDestinationValid()) {
      var x = $gameTemp.destinationX();
      var y = $gameTemp.destinationY();
      direction = this.findDirectionTo(x, y);
    }
    if (direction > 0) {
      this.executeMove(direction);
    }
  }
};

Game_Player.prototype.canMove = function () {
  if ($gameMap.isEventRunning() || $gameMessage.isBusy()) {
    return false;
  }
  if (this.isMoveRouteForcing() || this.areFollowersGathering()) {
    return false;
  }
  if (this._vehicleGettingOn || this._vehicleGettingOff) {
    return false;
  }
  if (this.isInVehicle() && !this.vehicle().canMove()) {
    return false;
  }
  return true;
};

Game_Player.prototype.getInputDirection = function () {
  return Input.dir4;
};

Game_Player.prototype.executeMove = function (direction) {
  this.moveStraight(direction);
};

Game_Player.prototype.update = function (sceneActive) {
  var lastScrolledX = this.scrolledX();
  var lastScrolledY = this.scrolledY();
  var wasMoving = this.isMoving();
  this.updateDashing();
  if (sceneActive) {
    this.moveByInput();
  }
  Game_Character.prototype.update.call(this);
  this.updateScroll(lastScrolledX, lastScrolledY);
  this.updateVehicle();
  if (!this.isMoving()) {
    this.updateNonmoving(wasMoving);
  }
  this._followers.update();
};

Game_Player.prototype.updateDashing = function () {
  if (this.isMoving()) {
    return;
  }
  if (this.canMove() && !this.isInVehicle() && !$gameMap.isDashDisabled()) {
    this._dashing =
      this.isDashButtonPressed() || $gameTemp.isDestinationValid();
  } else {
    this._dashing = false;
  }
};

Game_Player.prototype.isDashButtonPressed = function () {
  var shift = Input.isPressed("shift");
  if (ConfigManager.alwaysDash) {
    return !shift;
  } else {
    return shift;
  }
};

Game_Player.prototype.updateScroll = function (lastScrolledX, lastScrolledY) {
  var x1 = lastScrolledX;
  var y1 = lastScrolledY;
  var x2 = this.scrolledX();
  var y2 = this.scrolledY();
  if (y2 > y1 && y2 > this.centerY()) {
    $gameMap.scrollDown(y2 - y1);
  }
  if (x2 < x1 && x2 < this.centerX()) {
    $gameMap.scrollLeft(x1 - x2);
  }
  if (x2 > x1 && x2 > this.centerX()) {
    $gameMap.scrollRight(x2 - x1);
  }
  if (y2 < y1 && y2 < this.centerY()) {
    $gameMap.scrollUp(y1 - y2);
  }
};

Game_Player.prototype.updateVehicle = function () {
  if (this.isInVehicle() && !this.areFollowersGathering()) {
    if (this._vehicleGettingOn) {
      this.updateVehicleGetOn();
    } else if (this._vehicleGettingOff) {
      this.updateVehicleGetOff();
    } else {
      this.vehicle().syncWithPlayer();
    }
  }
};

Game_Player.prototype.updateVehicleGetOn = function () {
  if (!this.areFollowersGathering() && !this.isMoving()) {
    this.setDirection(this.vehicle().direction());
    this.setMoveSpeed(this.vehicle().moveSpeed());
    this._vehicleGettingOn = false;
    this.setTransparent(true);
    if (this.isInAirship()) {
      this.setThrough(true);
    }
    this.vehicle().getOn();
  }
};

Game_Player.prototype.updateVehicleGetOff = function () {
  if (!this.areFollowersGathering() && this.vehicle().isLowest()) {
    this._vehicleGettingOff = false;
    this._vehicleType = "walk";
    this.setTransparent(false);
  }
};

Game_Player.prototype.updateNonmoving = function (wasMoving) {
  if (!$gameMap.isEventRunning()) {
    if (wasMoving) {
      $gameParty.onPlayerWalk();
      this.checkEventTriggerHere([1, 2]);
      if ($gameMap.setupStartingEvent()) {
        return;
      }
    }
    if (this.triggerAction()) {
      return;
    }
    if (wasMoving) {
      this.updateEncounterCount();
    } else {
      $gameTemp.clearDestination();
    }
  }
};

Game_Player.prototype.triggerAction = function () {
  if (this.canMove()) {
    if (this.triggerButtonAction()) {
      return true;
    }
    if (this.triggerTouchAction()) {
      return true;
    }
  }
  return false;
};

Game_Player.prototype.triggerButtonAction = function () {
  if (Input.isTriggered("ok")) {
    if (this.getOnOffVehicle()) {
      return true;
    }
    this.checkEventTriggerHere([0]);
    if ($gameMap.setupStartingEvent()) {
      return true;
    }
    this.checkEventTriggerThere([0, 1, 2]);
    if ($gameMap.setupStartingEvent()) {
      return true;
    }
  }
  return false;
};

Game_Player.prototype.triggerTouchAction = function () {
  if ($gameTemp.isDestinationValid()) {
    var direction = this.direction();
    var x1 = this.x;
    var y1 = this.y;
    var x2 = $gameMap.roundXWithDirection(x1, direction);
    var y2 = $gameMap.roundYWithDirection(y1, direction);
    var x3 = $gameMap.roundXWithDirection(x2, direction);
    var y3 = $gameMap.roundYWithDirection(y2, direction);
    var destX = $gameTemp.destinationX();
    var destY = $gameTemp.destinationY();
    if (destX === x1 && destY === y1) {
      return this.triggerTouchActionD1(x1, y1);
    } else if (destX === x2 && destY === y2) {
      return this.triggerTouchActionD2(x2, y2);
    } else if (destX === x3 && destY === y3) {
      return this.triggerTouchActionD3(x2, y2);
    }
  }
  return false;
};

Game_Player.prototype.triggerTouchActionD1 = function (x1, y1) {
  if ($gameMap.airship().pos(x1, y1)) {
    if (TouchInput.isTriggered() && this.getOnOffVehicle()) {
      return true;
    }
  }
  this.checkEventTriggerHere([0]);
  return $gameMap.setupStartingEvent();
};

Game_Player.prototype.triggerTouchActionD2 = function (x2, y2) {
  if ($gameMap.boat().pos(x2, y2) || $gameMap.ship().pos(x2, y2)) {
    if (TouchInput.isTriggered() && this.getOnVehicle()) {
      return true;
    }
  }
  if (this.isInBoat() || this.isInShip()) {
    if (TouchInput.isTriggered() && this.getOffVehicle()) {
      return true;
    }
  }
  this.checkEventTriggerThere([0, 1, 2]);
  return $gameMap.setupStartingEvent();
};

Game_Player.prototype.triggerTouchActionD3 = function (x2, y2) {
  if ($gameMap.isCounter(x2, y2)) {
    this.checkEventTriggerThere([0, 1, 2]);
  }
  return $gameMap.setupStartingEvent();
};

Game_Player.prototype.updateEncounterCount = function () {
  if (this.canEncounter()) {
    this._encounterCount -= this.encounterProgressValue();
  }
};

Game_Player.prototype.canEncounter = function () {
  return (
    !$gameParty.hasEncounterNone() &&
    $gameSystem.isEncounterEnabled() &&
    !this.isInAirship() &&
    !this.isMoveRouteForcing() &&
    !this.isDebugThrough()
  );
};

Game_Player.prototype.encounterProgressValue = function () {
  var value = $gameMap.isBush(this.x, this.y) ? 2 : 1;
  if ($gameParty.hasEncounterHalf()) {
    value *= 0.5;
  }
  if (this.isInShip()) {
    value *= 0.5;
  }
  return value;
};

Game_Player.prototype.checkEventTriggerHere = function (triggers) {
  if (this.canStartLocalEvents()) {
    this.startMapEvent(this.x, this.y, triggers, false);
  }
};

Game_Player.prototype.checkEventTriggerThere = function (triggers) {
  if (this.canStartLocalEvents()) {
    var direction = this.direction();
    var x1 = this.x;
    var y1 = this.y;
    var x2 = $gameMap.roundXWithDirection(x1, direction);
    var y2 = $gameMap.roundYWithDirection(y1, direction);
    this.startMapEvent(x2, y2, triggers, true);
    if (!$gameMap.isAnyEventStarting() && $gameMap.isCounter(x2, y2)) {
      var x3 = $gameMap.roundXWithDirection(x2, direction);
      var y3 = $gameMap.roundYWithDirection(y2, direction);
      this.startMapEvent(x3, y3, triggers, true);
    }
  }
};

Game_Player.prototype.checkEventTriggerTouch = function (x, y) {
  if (this.canStartLocalEvents()) {
    this.startMapEvent(x, y, [1, 2], true);
  }
};

Game_Player.prototype.canStartLocalEvents = function () {
  return !this.isInAirship();
};

Game_Player.prototype.getOnOffVehicle = function () {
  if (this.isInVehicle()) {
    return this.getOffVehicle();
  } else {
    return this.getOnVehicle();
  }
};

Game_Player.prototype.getOnVehicle = function () {
  var direction = this.direction();
  var x1 = this.x;
  var y1 = this.y;
  var x2 = $gameMap.roundXWithDirection(x1, direction);
  var y2 = $gameMap.roundYWithDirection(y1, direction);
  if ($gameMap.airship().pos(x1, y1)) {
    this._vehicleType = "airship";
  } else if ($gameMap.ship().pos(x2, y2)) {
    this._vehicleType = "ship";
  } else if ($gameMap.boat().pos(x2, y2)) {
    this._vehicleType = "boat";
  }
  if (this.isInVehicle()) {
    this._vehicleGettingOn = true;
    if (!this.isInAirship()) {
      this.forceMoveForward();
    }
    this.gatherFollowers();
  }
  return this._vehicleGettingOn;
};

Game_Player.prototype.getOffVehicle = function () {
  if (this.vehicle().isLandOk(this.x, this.y, this.direction())) {
    if (this.isInAirship()) {
      this.setDirection(2);
    }
    this._followers.synchronize(this.x, this.y, this.direction());
    this.vehicle().getOff();
    if (!this.isInAirship()) {
      this.forceMoveForward();
      this.setTransparent(false);
    }
    this._vehicleGettingOff = true;
    this.setMoveSpeed(4);
    this.setThrough(false);
    this.makeEncounterCount();
    this.gatherFollowers();
  }
  return this._vehicleGettingOff;
};

Game_Player.prototype.forceMoveForward = function () {
  this.setThrough(true);
  this.moveForward();
  this.setThrough(false);
};

Game_Player.prototype.isOnDamageFloor = function () {
  return $gameMap.isDamageFloor(this.x, this.y) && !this.isInAirship();
};

Game_Player.prototype.moveStraight = function (d) {
  if (this.canPass(this.x, this.y, d)) {
    this._followers.updateMove();
  }
  Game_Character.prototype.moveStraight.call(this, d);
};

Game_Player.prototype.moveDiagonally = function (horz, vert) {
  if (this.canPassDiagonally(this.x, this.y, horz, vert)) {
    this._followers.updateMove();
  }
  Game_Character.prototype.moveDiagonally.call(this, horz, vert);
};

Game_Player.prototype.jump = function (xPlus, yPlus) {
  Game_Character.prototype.jump.call(this, xPlus, yPlus);
  this._followers.jumpAll();
};

Game_Player.prototype.showFollowers = function () {
  this._followers.show();
};

Game_Player.prototype.hideFollowers = function () {
  this._followers.hide();
};

Game_Player.prototype.gatherFollowers = function () {
  this._followers.gather();
};

Game_Player.prototype.areFollowersGathering = function () {
  return this._followers.areGathering();
};

Game_Player.prototype.areFollowersGathered = function () {
  return this._followers.areGathered();
};

//-----------------------------------------------------------------------------
// Game_Follower
//
// The game object class for a follower. A follower is an allied character,
// other than the front character, displayed in the party.

function Game_Follower() {
  this.initialize.apply(this, arguments);
}

Game_Follower.prototype = Object.create(Game_Character.prototype);
Game_Follower.prototype.constructor = Game_Follower;

Game_Follower.prototype.initialize = function (memberIndex) {
  Game_Character.prototype.initialize.call(this);
  this._memberIndex = memberIndex;
  this.setTransparent($dataSystem.optTransparent);
  this.setThrough(true);
};

Game_Follower.prototype.refresh = function () {
  var characterName = this.isVisible() ? this.actor().characterName() : "";
  var characterIndex = this.isVisible() ? this.actor().characterIndex() : 0;
  this.setImage(characterName, characterIndex);
};

Game_Follower.prototype.actor = function () {
  return $gameParty.battleMembers()[this._memberIndex];
};

Game_Follower.prototype.isVisible = function () {
  return this.actor() && $gamePlayer.followers().isVisible();
};

Game_Follower.prototype.update = function () {
  Game_Character.prototype.update.call(this);
  this.setMoveSpeed($gamePlayer.realMoveSpeed());
  this.setOpacity($gamePlayer.opacity());
  this.setBlendMode($gamePlayer.blendMode());
  this.setWalkAnime($gamePlayer.hasWalkAnime());
  this.setStepAnime($gamePlayer.hasStepAnime());
  this.setDirectionFix($gamePlayer.isDirectionFixed());
  this.setTransparent($gamePlayer.isTransparent());
};

Game_Follower.prototype.chaseCharacter = function (character) {
  var sx = this.deltaXFrom(character.x);
  var sy = this.deltaYFrom(character.y);
  if (sx !== 0 && sy !== 0) {
    this.moveDiagonally(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2);
  } else if (sx !== 0) {
    this.moveStraight(sx > 0 ? 4 : 6);
  } else if (sy !== 0) {
    this.moveStraight(sy > 0 ? 8 : 2);
  }
  this.setMoveSpeed($gamePlayer.realMoveSpeed());
};

//-----------------------------------------------------------------------------
// Game_Followers
//
// The wrapper class for a follower array.

function Game_Followers() {
  this.initialize.apply(this, arguments);
}

Game_Followers.prototype.initialize = function () {
  this._visible = $dataSystem.optFollowers;
  this._gathering = false;
  this._data = [];
  for (var i = 1; i < $gameParty.maxBattleMembers(); i++) {
    this._data.push(new Game_Follower(i));
  }
};

Game_Followers.prototype.isVisible = function () {
  return this._visible;
};

Game_Followers.prototype.show = function () {
  this._visible = true;
};

Game_Followers.prototype.hide = function () {
  this._visible = false;
};

Game_Followers.prototype.follower = function (index) {
  return this._data[index];
};

Game_Followers.prototype.forEach = function (callback, thisObject) {
  this._data.forEach(callback, thisObject);
};

Game_Followers.prototype.reverseEach = function (callback, thisObject) {
  this._data.reverse();
  this._data.forEach(callback, thisObject);
  this._data.reverse();
};

Game_Followers.prototype.refresh = function () {
  this.forEach(function (follower) {
    return follower.refresh();
  }, this);
};

Game_Followers.prototype.update = function () {
  if (this.areGathering()) {
    if (!this.areMoving()) {
      this.updateMove();
    }
    if (this.areGathered()) {
      this._gathering = false;
    }
  }
  this.forEach(function (follower) {
    follower.update();
  }, this);
};

Game_Followers.prototype.updateMove = function () {
  for (var i = this._data.length - 1; i >= 0; i--) {
    var precedingCharacter = i > 0 ? this._data[i - 1] : $gamePlayer;
    this._data[i].chaseCharacter(precedingCharacter);
  }
};

Game_Followers.prototype.jumpAll = function () {
  if ($gamePlayer.isJumping()) {
    for (var i = 0; i < this._data.length; i++) {
      var follower = this._data[i];
      var sx = $gamePlayer.deltaXFrom(follower.x);
      var sy = $gamePlayer.deltaYFrom(follower.y);
      follower.jump(sx, sy);
    }
  }
};

Game_Followers.prototype.synchronize = function (x, y, d) {
  this.forEach(function (follower) {
    follower.locate(x, y);
    follower.setDirection(d);
  }, this);
};

Game_Followers.prototype.gather = function () {
  this._gathering = true;
};

Game_Followers.prototype.areGathering = function () {
  return this._gathering;
};

Game_Followers.prototype.visibleFollowers = function () {
  return this._data.filter(function (follower) {
    return follower.isVisible();
  }, this);
};

Game_Followers.prototype.areMoving = function () {
  return this.visibleFollowers().some(function (follower) {
    return follower.isMoving();
  }, this);
};

Game_Followers.prototype.areGathered = function () {
  return this.visibleFollowers().every(function (follower) {
    return !follower.isMoving() && follower.pos($gamePlayer.x, $gamePlayer.y);
  }, this);
};

Game_Followers.prototype.isSomeoneCollided = function (x, y) {
  return this.visibleFollowers().some(function (follower) {
    return follower.pos(x, y);
  }, this);
};

//-----------------------------------------------------------------------------
// Game_Vehicle
//
// The game object class for a vehicle.

function Game_Vehicle() {
  this.initialize.apply(this, arguments);
}

Game_Vehicle.prototype = Object.create(Game_Character.prototype);
Game_Vehicle.prototype.constructor = Game_Vehicle;

Game_Vehicle.prototype.initialize = function (type) {
  Game_Character.prototype.initialize.call(this);
  this._type = type;
  this.resetDirection();
  this.initMoveSpeed();
  this.loadSystemSettings();
};

Game_Vehicle.prototype.initMembers = function () {
  Game_Character.prototype.initMembers.call(this);
  this._type = "";
  this._mapId = 0;
  this._altitude = 0;
  this._driving = false;
  this._bgm = null;
};

Game_Vehicle.prototype.isBoat = function () {
  return this._type === "boat";
};

Game_Vehicle.prototype.isShip = function () {
  return this._type === "ship";
};

Game_Vehicle.prototype.isAirship = function () {
  return this._type === "airship";
};

Game_Vehicle.prototype.resetDirection = function () {
  this.setDirection(4);
};

Game_Vehicle.prototype.initMoveSpeed = function () {
  if (this.isBoat()) {
    this.setMoveSpeed(4);
  } else if (this.isShip()) {
    this.setMoveSpeed(5);
  } else if (this.isAirship()) {
    this.setMoveSpeed(6);
  }
};

Game_Vehicle.prototype.vehicle = function () {
  if (this.isBoat()) {
    return $dataSystem.boat;
  } else if (this.isShip()) {
    return $dataSystem.ship;
  } else if (this.isAirship()) {
    return $dataSystem.airship;
  } else {
    return null;
  }
};

Game_Vehicle.prototype.loadSystemSettings = function () {
  var vehicle = this.vehicle();
  this._mapId = vehicle.startMapId;
  this.setPosition(vehicle.startX, vehicle.startY);
  this.setImage(vehicle.characterName, vehicle.characterIndex);
};

Game_Vehicle.prototype.refresh = function () {
  if (this._driving) {
    this._mapId = $gameMap.mapId();
    this.syncWithPlayer();
  } else if (this._mapId === $gameMap.mapId()) {
    this.locate(this.x, this.y);
  }
  if (this.isAirship()) {
    this.setPriorityType(this._driving ? 2 : 0);
  } else {
    this.setPriorityType(1);
  }
  this.setWalkAnime(this._driving);
  this.setStepAnime(this._driving);
  this.setTransparent(this._mapId !== $gameMap.mapId());
};

Game_Vehicle.prototype.setLocation = function (mapId, x, y) {
  this._mapId = mapId;
  this.setPosition(x, y);
  this.refresh();
};

Game_Vehicle.prototype.pos = function (x, y) {
  if (this._mapId === $gameMap.mapId()) {
    return Game_Character.prototype.pos.call(this, x, y);
  } else {
    return false;
  }
};

Game_Vehicle.prototype.isMapPassable = function (x, y, d) {
  var x2 = $gameMap.roundXWithDirection(x, d);
  var y2 = $gameMap.roundYWithDirection(y, d);
  if (this.isBoat()) {
    return $gameMap.isBoatPassable(x2, y2);
  } else if (this.isShip()) {
    return $gameMap.isShipPassable(x2, y2);
  } else if (this.isAirship()) {
    return true;
  } else {
    return false;
  }
};

Game_Vehicle.prototype.getOn = function () {
  this._driving = true;
  this.setWalkAnime(true);
  this.setStepAnime(true);
  $gameSystem.saveWalkingBgm();
  this.playBgm();
};

Game_Vehicle.prototype.getOff = function () {
  this._driving = false;
  this.setWalkAnime(false);
  this.setStepAnime(false);
  this.resetDirection();
  $gameSystem.replayWalkingBgm();
};

Game_Vehicle.prototype.setBgm = function (bgm) {
  this._bgm = bgm;
};

Game_Vehicle.prototype.playBgm = function () {
  AudioManager.playBgm(this._bgm || this.vehicle().bgm);
};

Game_Vehicle.prototype.syncWithPlayer = function () {
  this.copyPosition($gamePlayer);
  this.refreshBushDepth();
};

Game_Vehicle.prototype.screenY = function () {
  return Game_Character.prototype.screenY.call(this) - this._altitude;
};

Game_Vehicle.prototype.shadowX = function () {
  return this.screenX();
};

Game_Vehicle.prototype.shadowY = function () {
  return this.screenY() + this._altitude;
};

Game_Vehicle.prototype.shadowOpacity = function () {
  return (255 * this._altitude) / this.maxAltitude();
};

Game_Vehicle.prototype.canMove = function () {
  if (this.isAirship()) {
    return this.isHighest();
  } else {
    return true;
  }
};

Game_Vehicle.prototype.update = function () {
  Game_Character.prototype.update.call(this);
  if (this.isAirship()) {
    this.updateAirship();
  }
};

Game_Vehicle.prototype.updateAirship = function () {
  this.updateAirshipAltitude();
  this.setStepAnime(this.isHighest());
  this.setPriorityType(this.isLowest() ? 0 : 2);
};

Game_Vehicle.prototype.updateAirshipAltitude = function () {
  if (this._driving && !this.isHighest()) {
    this._altitude++;
  }
  if (!this._driving && !this.isLowest()) {
    this._altitude--;
  }
};

Game_Vehicle.prototype.maxAltitude = function () {
  return 48;
};

Game_Vehicle.prototype.isLowest = function () {
  return this._altitude <= 0;
};

Game_Vehicle.prototype.isHighest = function () {
  return this._altitude >= this.maxAltitude();
};

Game_Vehicle.prototype.isTakeoffOk = function () {
  return $gamePlayer.areFollowersGathered();
};

Game_Vehicle.prototype.isLandOk = function (x, y, d) {
  if (this.isAirship()) {
    if (!$gameMap.isAirshipLandOk(x, y)) {
      return false;
    }
    if ($gameMap.eventsXy(x, y).length > 0) {
      return false;
    }
  } else {
    var x2 = $gameMap.roundXWithDirection(x, d);
    var y2 = $gameMap.roundYWithDirection(y, d);
    if (!$gameMap.isValid(x2, y2)) {
      return false;
    }
    if (!$gameMap.isPassable(x2, y2, this.reverseDir(d))) {
      return false;
    }
    if (this.isCollidedWithCharacters(x2, y2)) {
      return false;
    }
  }
  return true;
};

//-----------------------------------------------------------------------------
// Game_Event
//
// The game object class for an event. It contains functionality for event page
// switching and running parallel process events.

function Game_Event() {
  this.initialize.apply(this, arguments);
}

Game_Event.prototype = Object.create(Game_Character.prototype);
Game_Event.prototype.constructor = Game_Event;

Game_Event.prototype.initialize = function (mapId, eventId) {
  Game_Character.prototype.initialize.call(this);
  this._mapId = mapId;
  this._eventId = eventId;
  this.locate(this.event().x, this.event().y);
  this.refresh();
};

Game_Event.prototype.initMembers = function () {
  Game_Character.prototype.initMembers.call(this);
  this._moveType = 0;
  this._trigger = 0;
  this._starting = false;
  this._erased = false;
  this._pageIndex = -2;
  this._originalPattern = 1;
  this._originalDirection = 2;
  this._prelockDirection = 0;
  this._locked = false;
};

Game_Event.prototype.eventId = function () {
  return this._eventId;
};

Game_Event.prototype.event = function () {
  return $dataMap.events[this._eventId];
};

Game_Event.prototype.page = function () {
  return this.event().pages[this._pageIndex];
};

Game_Event.prototype.list = function () {
  return this.page().list;
};

Game_Event.prototype.isCollidedWithCharacters = function (x, y) {
  return (
    Game_Character.prototype.isCollidedWithCharacters.call(this, x, y) ||
    this.isCollidedWithPlayerCharacters(x, y)
  );
};

Game_Event.prototype.isCollidedWithEvents = function (x, y) {
  var events = $gameMap.eventsXyNt(x, y);
  return events.length > 0;
};

Game_Event.prototype.isCollidedWithPlayerCharacters = function (x, y) {
  return this.isNormalPriority() && $gamePlayer.isCollided(x, y);
};

Game_Event.prototype.lock = function () {
  if (!this._locked) {
    this._prelockDirection = this.direction();
    this.turnTowardPlayer();
    this._locked = true;
  }
};

Game_Event.prototype.unlock = function () {
  if (this._locked) {
    this._locked = false;
    this.setDirection(this._prelockDirection);
  }
};

Game_Event.prototype.updateStop = function () {
  if (this._locked) {
    this.resetStopCount();
  }
  Game_Character.prototype.updateStop.call(this);
  if (!this.isMoveRouteForcing()) {
    this.updateSelfMovement();
  }
};

Game_Event.prototype.updateSelfMovement = function () {
  if (
    !this._locked &&
    this.isNearTheScreen() &&
    this.checkStop(this.stopCountThreshold())
  ) {
    switch (this._moveType) {
      case 1:
        this.moveTypeRandom();
        break;
      case 2:
        this.moveTypeTowardPlayer();
        break;
      case 3:
        this.moveTypeCustom();
        break;
    }
  }
};

Game_Event.prototype.stopCountThreshold = function () {
  return 30 * (5 - this.moveFrequency());
};

Game_Event.prototype.moveTypeRandom = function () {
  switch (Math.randomInt(6)) {
    case 0:
    case 1:
      this.moveRandom();
      break;
    case 2:
    case 3:
    case 4:
      this.moveForward();
      break;
    case 5:
      this.resetStopCount();
      break;
  }
};

Game_Event.prototype.moveTypeTowardPlayer = function () {
  if (this.isNearThePlayer()) {
    switch (Math.randomInt(6)) {
      case 0:
      case 1:
      case 2:
      case 3:
        this.moveTowardPlayer();
        break;
      case 4:
        this.moveRandom();
        break;
      case 5:
        this.moveForward();
        break;
    }
  } else {
    this.moveRandom();
  }
};

Game_Event.prototype.isNearThePlayer = function () {
  var sx = Math.abs(this.deltaXFrom($gamePlayer.x));
  var sy = Math.abs(this.deltaYFrom($gamePlayer.y));
  return sx + sy < 20;
};

Game_Event.prototype.moveTypeCustom = function () {
  this.updateRoutineMove();
};

Game_Event.prototype.isStarting = function () {
  return this._starting;
};

Game_Event.prototype.clearStartingFlag = function () {
  this._starting = false;
};

Game_Event.prototype.isTriggerIn = function (triggers) {
  return triggers.contains(this._trigger);
};

Game_Event.prototype.start = function () {
  var list = this.list();
  if (list && list.length > 1) {
    this._starting = true;
    if (this.isTriggerIn([0, 1, 2])) {
      this.lock();
    }
  }
};

Game_Event.prototype.erase = function () {
  this._erased = true;
  this.refresh();
};

Game_Event.prototype.refresh = function () {
  var newPageIndex = this._erased ? -1 : this.findProperPageIndex();
  if (this._pageIndex !== newPageIndex) {
    this._pageIndex = newPageIndex;
    this.setupPage();
  }
};

Game_Event.prototype.findProperPageIndex = function () {
  var pages = this.event().pages;
  for (var i = pages.length - 1; i >= 0; i--) {
    var page = pages[i];
    if (this.meetsConditions(page)) {
      return i;
    }
  }
  return -1;
};

Game_Event.prototype.meetsConditions = function (page) {
  var c = page.conditions;
  if (c.switch1Valid) {
    if (!$gameSwitches.value(c.switch1Id)) {
      return false;
    }
  }
  if (c.switch2Valid) {
    if (!$gameSwitches.value(c.switch2Id)) {
      return false;
    }
  }
  if (c.variableValid) {
    if ($gameVariables.value(c.variableId) < c.variableValue) {
      return false;
    }
  }
  if (c.selfSwitchValid) {
    var key = [this._mapId, this._eventId, c.selfSwitchCh];
    if ($gameSelfSwitches.value(key) !== true) {
      return false;
    }
  }
  if (c.itemValid) {
    var item = $dataItems[c.itemId];
    if (!$gameParty.hasItem(item)) {
      return false;
    }
  }
  if (c.actorValid) {
    var actor = $gameActors.actor(c.actorId);
    if (!$gameParty.members().contains(actor)) {
      return false;
    }
  }
  return true;
};

Game_Event.prototype.setupPage = function () {
  if (this._pageIndex >= 0) {
    this.setupPageSettings();
  } else {
    this.clearPageSettings();
  }
  this.refreshBushDepth();
  this.clearStartingFlag();
  this.checkEventTriggerAuto();
};

Game_Event.prototype.clearPageSettings = function () {
  this.setImage("", 0);
  this._moveType = 0;
  this._trigger = null;
  this._interpreter = null;
  this.setThrough(true);
};

Game_Event.prototype.setupPageSettings = function () {
  var page = this.page();
  var image = page.image;
  if (image.tileId > 0) {
    this.setTileImage(image.tileId);
  } else {
    this.setImage(image.characterName, image.characterIndex);
  }
  if (this._originalDirection !== image.direction) {
    this._originalDirection = image.direction;
    this._prelockDirection = 0;
    this.setDirectionFix(false);
    this.setDirection(image.direction);
  }
  if (this._originalPattern !== image.pattern) {
    this._originalPattern = image.pattern;
    this.setPattern(image.pattern);
  }
  this.setMoveSpeed(page.moveSpeed);
  this.setMoveFrequency(page.moveFrequency);
  this.setPriorityType(page.priorityType);
  this.setWalkAnime(page.walkAnime);
  this.setStepAnime(page.stepAnime);
  this.setDirectionFix(page.directionFix);
  this.setThrough(page.through);
  this.setMoveRoute(page.moveRoute);
  this._moveType = page.moveType;
  this._trigger = page.trigger;
  if (this._trigger === 4) {
    this._interpreter = new Game_Interpreter();
  } else {
    this._interpreter = null;
  }
};

Game_Event.prototype.isOriginalPattern = function () {
  return this.pattern() === this._originalPattern;
};

Game_Event.prototype.resetPattern = function () {
  this.setPattern(this._originalPattern);
};

Game_Event.prototype.checkEventTriggerTouch = function (x, y) {
  if (!$gameMap.isEventRunning()) {
    if (this._trigger === 2 && $gamePlayer.pos(x, y)) {
      if (!this.isJumping() && this.isNormalPriority()) {
        this.start();
      }
    }
  }
};

Game_Event.prototype.checkEventTriggerAuto = function () {
  if (this._trigger === 3) {
    this.start();
  }
};

Game_Event.prototype.update = function () {
  Game_Character.prototype.update.call(this);
  this.checkEventTriggerAuto();
  this.updateParallel();
};

Game_Event.prototype.updateParallel = function () {
  if (this._interpreter) {
    if (!this._interpreter.isRunning()) {
      this._interpreter.setup(this.list(), this._eventId);
    }
    this._interpreter.update();
  }
};

Game_Event.prototype.locate = function (x, y) {
  Game_Character.prototype.locate.call(this, x, y);
  this._prelockDirection = 0;
};

Game_Event.prototype.forceMoveRoute = function (moveRoute) {
  Game_Character.prototype.forceMoveRoute.call(this, moveRoute);
  this._prelockDirection = 0;
};

//-----------------------------------------------------------------------------
// Game_Interpreter
//
// The interpreter for running event commands.

function Game_Interpreter() {
  this.initialize.apply(this, arguments);
}

Game_Interpreter.prototype.initialize = function (depth) {
  this._depth = depth || 0;
  this.checkOverflow();
  this.clear();
  this._branch = {};
  this._params = [];
  this._indent = 0;
  this._frameCount = 0;
  this._freezeChecker = 0;
};

Game_Interpreter.prototype.checkOverflow = function () {
  if (this._depth >= 100) {
    throw new Error("Common event calls exceeded the limit");
  }
};

Game_Interpreter.prototype.clear = function () {
  this._mapId = 0;
  this._eventId = 0;
  this._list = null;
  this._index = 0;
  this._waitCount = 0;
  this._waitMode = "";
  this._comments = "";
  this._character = null;
  this._childInterpreter = null;
};

Game_Interpreter.prototype.setup = function (list, eventId) {
  this.clear();
  this._mapId = $gameMap.mapId();
  this._eventId = eventId || 0;
  this._list = list;
  Game_Interpreter.requestImages(list);
};

Game_Interpreter.prototype.eventId = function () {
  return this._eventId;
};

Game_Interpreter.prototype.isOnCurrentMap = function () {
  return this._mapId === $gameMap.mapId();
};

Game_Interpreter.prototype.setupReservedCommonEvent = function () {
  if ($gameTemp.isCommonEventReserved()) {
    this.setup($gameTemp.reservedCommonEvent().list);
    $gameTemp.clearCommonEvent();
    return true;
  } else {
    return false;
  }
};

Game_Interpreter.prototype.isRunning = function () {
  return !!this._list;
};

Game_Interpreter.prototype.update = function () {
  while (this.isRunning()) {
    if (this.updateChild() || this.updateWait()) {
      break;
    }
    if (SceneManager.isSceneChanging()) {
      break;
    }
    if (!this.executeCommand()) {
      break;
    }
    if (this.checkFreeze()) {
      break;
    }
  }
};

Game_Interpreter.prototype.updateChild = function () {
  if (this._childInterpreter) {
    this._childInterpreter.update();
    if (this._childInterpreter.isRunning()) {
      return true;
    } else {
      this._childInterpreter = null;
    }
  }
  return false;
};

Game_Interpreter.prototype.updateWait = function () {
  return this.updateWaitCount() || this.updateWaitMode();
};

Game_Interpreter.prototype.updateWaitCount = function () {
  if (this._waitCount > 0) {
    this._waitCount--;
    return true;
  }
  return false;
};

Game_Interpreter.prototype.updateWaitMode = function () {
  var waiting = false;
  switch (this._waitMode) {
    case "message":
      waiting = $gameMessage.isBusy();
      break;
    case "transfer":
      waiting = $gamePlayer.isTransferring();
      break;
    case "scroll":
      waiting = $gameMap.isScrolling();
      break;
    case "route":
      waiting = this._character.isMoveRouteForcing();
      break;
    case "animation":
      waiting = this._character.isAnimationPlaying();
      break;
    case "balloon":
      waiting = this._character.isBalloonPlaying();
      break;
    case "gather":
      waiting = $gamePlayer.areFollowersGathering();
      break;
    case "action":
      waiting = BattleManager.isActionForced();
      break;
    case "video":
      waiting = Graphics.isVideoPlaying();
      break;
    case "image":
      waiting = !ImageManager.isReady();
      break;
  }
  if (!waiting) {
    this._waitMode = "";
  }
  return waiting;
};

Game_Interpreter.prototype.setWaitMode = function (waitMode) {
  this._waitMode = waitMode;
};

Game_Interpreter.prototype.wait = function (duration) {
  this._waitCount = duration;
};

Game_Interpreter.prototype.fadeSpeed = function () {
  return 24;
};

Game_Interpreter.prototype.executeCommand = function () {
  var command = this.currentCommand();
  if (command) {
    this._params = command.parameters;
    this._indent = command.indent;
    var methodName = "command" + command.code;
    if (typeof this[methodName] === "function") {
      if (!this[methodName]()) {
        return false;
      }
    }
    this._index++;
  } else {
    this.terminate();
  }
  return true;
};

Game_Interpreter.prototype.checkFreeze = function () {
  if (this._frameCount !== Graphics.frameCount) {
    this._frameCount = Graphics.frameCount;
    this._freezeChecker = 0;
  }
  if (this._freezeChecker++ >= 100000) {
    return true;
  } else {
    return false;
  }
};

Game_Interpreter.prototype.terminate = function () {
  this._list = null;
  this._comments = "";
};

Game_Interpreter.prototype.skipBranch = function () {
  while (this._list[this._index + 1].indent > this._indent) {
    this._index++;
  }
};

Game_Interpreter.prototype.currentCommand = function () {
  return this._list[this._index];
};

Game_Interpreter.prototype.nextEventCode = function () {
  var command = this._list[this._index + 1];
  if (command) {
    return command.code;
  } else {
    return 0;
  }
};

Game_Interpreter.prototype.iterateActorId = function (param, callback) {
  if (param === 0) {
    $gameParty.members().forEach(callback);
  } else {
    var actor = $gameActors.actor(param);
    if (actor) {
      callback(actor);
    }
  }
};

Game_Interpreter.prototype.iterateActorEx = function (
  param1,
  param2,
  callback
) {
  if (param1 === 0) {
    this.iterateActorId(param2, callback);
  } else {
    this.iterateActorId($gameVariables.value(param2), callback);
  }
};

Game_Interpreter.prototype.iterateActorIndex = function (param, callback) {
  if (param < 0) {
    $gameParty.members().forEach(callback);
  } else {
    var actor = $gameParty.members()[param];
    if (actor) {
      callback(actor);
    }
  }
};

Game_Interpreter.prototype.iterateEnemyIndex = function (param, callback) {
  if (param < 0) {
    $gameTroop.members().forEach(callback);
  } else {
    var enemy = $gameTroop.members()[param];
    if (enemy) {
      callback(enemy);
    }
  }
};

Game_Interpreter.prototype.iterateBattler = function (
  param1,
  param2,
  callback
) {
  if ($gameParty.inBattle()) {
    if (param1 === 0) {
      this.iterateEnemyIndex(param2, callback);
    } else {
      this.iterateActorId(param2, callback);
    }
  }
};

Game_Interpreter.prototype.character = function (param) {
  if ($gameParty.inBattle()) {
    return null;
  } else if (param < 0) {
    return $gamePlayer;
  } else if (this.isOnCurrentMap()) {
    return $gameMap.event(param > 0 ? param : this._eventId);
  } else {
    return null;
  }
};

Game_Interpreter.prototype.operateValue = function (
  operation,
  operandType,
  operand
) {
  var value = operandType === 0 ? operand : $gameVariables.value(operand);
  return operation === 0 ? value : -value;
};

Game_Interpreter.prototype.changeHp = function (target, value, allowDeath) {
  if (target.isAlive()) {
    if (!allowDeath && target.hp <= -value) {
      value = 1 - target.hp;
    }
    target.gainHp(value);
    if (target.isDead()) {
      target.performCollapse();
    }
  }
};

// Show Text
Game_Interpreter.prototype.command101 = function () {
  if (!$gameMessage.isBusy()) {
    $gameMessage.setFaceImage(this._params[0], this._params[1]);
    $gameMessage.setBackground(this._params[2]);
    $gameMessage.setPositionType(this._params[3]);
    while (this.nextEventCode() === 401) {
      // Text data
      this._index++;
      $gameMessage.add(this.currentCommand().parameters[0]);
    }
    switch (this.nextEventCode()) {
      case 102: // Show Choices
        this._index++;
        this.setupChoices(this.currentCommand().parameters);
        break;
      case 103: // Input Number
        this._index++;
        this.setupNumInput(this.currentCommand().parameters);
        break;
      case 104: // Select Item
        this._index++;
        this.setupItemChoice(this.currentCommand().parameters);
        break;
    }
    this._index++;
    this.setWaitMode("message");
  }
  return false;
};

// Show Choices
Game_Interpreter.prototype.command102 = function () {
  if (!$gameMessage.isBusy()) {
    this.setupChoices(this._params);
    this._index++;
    this.setWaitMode("message");
  }
  return false;
};

Game_Interpreter.prototype.setupChoices = function (params) {
  var choices = params[0].clone();
  var cancelType = params[1];
  var defaultType = params.length > 2 ? params[2] : 0;
  var positionType = params.length > 3 ? params[3] : 2;
  var background = params.length > 4 ? params[4] : 0;
  if (cancelType >= choices.length) {
    cancelType = -2;
  }
  $gameMessage.setChoices(choices, defaultType, cancelType);
  $gameMessage.setChoiceBackground(background);
  $gameMessage.setChoicePositionType(positionType);
  $gameMessage.setChoiceCallback(
    function (n) {
      this._branch[this._indent] = n;
    }.bind(this)
  );
};

// When [**]
Game_Interpreter.prototype.command402 = function () {
  if (this._branch[this._indent] !== this._params[0]) {
    this.skipBranch();
  }
  return true;
};

// When Cancel
Game_Interpreter.prototype.command403 = function () {
  if (this._branch[this._indent] >= 0) {
    this.skipBranch();
  }
  return true;
};

// Input Number
Game_Interpreter.prototype.command103 = function () {
  if (!$gameMessage.isBusy()) {
    this.setupNumInput(this._params);
    this._index++;
    this.setWaitMode("message");
  }
  return false;
};

Game_Interpreter.prototype.setupNumInput = function (params) {
  $gameMessage.setNumberInput(params[0], params[1]);
};

// Select Item
Game_Interpreter.prototype.command104 = function () {
  if (!$gameMessage.isBusy()) {
    this.setupItemChoice(this._params);
    this._index++;
    this.setWaitMode("message");
  }
  return false;
};

Game_Interpreter.prototype.setupItemChoice = function (params) {
  $gameMessage.setItemChoice(params[0], params[1] || 2);
};

// Show Scrolling Text
Game_Interpreter.prototype.command105 = function () {
  if (!$gameMessage.isBusy()) {
    $gameMessage.setScroll(this._params[0], this._params[1]);
    while (this.nextEventCode() === 405) {
      this._index++;
      $gameMessage.add(this.currentCommand().parameters[0]);
    }
    this._index++;
    this.setWaitMode("message");
  }
  return false;
};

// Comment
Game_Interpreter.prototype.command108 = function () {
  this._comments = [this._params[0]];
  while (this.nextEventCode() === 408) {
    this._index++;
    this._comments.push(this.currentCommand().parameters[0]);
  }
  return true;
};

// Conditional Branch
Game_Interpreter.prototype.command111 = function () {
  var result = false;
  switch (this._params[0]) {
    case 0: // Switch
      result = $gameSwitches.value(this._params[1]) === (this._params[2] === 0);
      break;
    case 1: // Variable
      var value1 = $gameVariables.value(this._params[1]);
      var value2;
      if (this._params[2] === 0) {
        value2 = this._params[3];
      } else {
        value2 = $gameVariables.value(this._params[3]);
      }
      switch (this._params[4]) {
        case 0: // Equal to
          result = value1 === value2;
          break;
        case 1: // Greater than or Equal to
          result = value1 >= value2;
          break;
        case 2: // Less than or Equal to
          result = value1 <= value2;
          break;
        case 3: // Greater than
          result = value1 > value2;
          break;
        case 4: // Less than
          result = value1 < value2;
          break;
        case 5: // Not Equal to
          result = value1 !== value2;
          break;
      }
      break;
    case 2: // Self Switch
      if (this._eventId > 0) {
        var key = [this._mapId, this._eventId, this._params[1]];
        result = $gameSelfSwitches.value(key) === (this._params[2] === 0);
      }
      break;
    case 3: // Timer
      if ($gameTimer.isWorking()) {
        if (this._params[2] === 0) {
          result = $gameTimer.seconds() >= this._params[1];
        } else {
          result = $gameTimer.seconds() <= this._params[1];
        }
      }
      break;
    case 4: // Actor
      var actor = $gameActors.actor(this._params[1]);
      if (actor) {
        var n = this._params[3];
        switch (this._params[2]) {
          case 0: // In the Party
            result = $gameParty.members().contains(actor);
            break;
          case 1: // Name
            result = actor.name() === n;
            break;
          case 2: // Class
            result = actor.isClass($dataClasses[n]);
            break;
          case 3: // Skill
            result = actor.hasSkill(n);
            break;
          case 4: // Weapon
            result = actor.hasWeapon($dataWeapons[n]);
            break;
          case 5: // Armor
            result = actor.hasArmor($dataArmors[n]);
            break;
          case 6: // State
            result = actor.isStateAffected(n);
            break;
        }
      }
      break;
    case 5: // Enemy
      var enemy = $gameTroop.members()[this._params[1]];
      if (enemy) {
        switch (this._params[2]) {
          case 0: // Appeared
            result = enemy.isAlive();
            break;
          case 1: // State
            result = enemy.isStateAffected(this._params[3]);
            break;
        }
      }
      break;
    case 6: // Character
      var character = this.character(this._params[1]);
      if (character) {
        result = character.direction() === this._params[2];
      }
      break;
    case 7: // Gold
      switch (this._params[2]) {
        case 0: // Greater than or equal to
          result = $gameParty.gold() >= this._params[1];
          break;
        case 1: // Less than or equal to
          result = $gameParty.gold() <= this._params[1];
          break;
        case 2: // Less than
          result = $gameParty.gold() < this._params[1];
          break;
      }
      break;
    case 8: // Item
      result = $gameParty.hasItem($dataItems[this._params[1]]);
      break;
    case 9: // Weapon
      result = $gameParty.hasItem(
        $dataWeapons[this._params[1]],
        this._params[2]
      );
      break;
    case 10: // Armor
      result = $gameParty.hasItem(
        $dataArmors[this._params[1]],
        this._params[2]
      );
      break;
    case 11: // Button
      result = Input.isPressed(this._params[1]);
      break;
    case 12: // Script
      result = !!eval(this._params[1]);
      break;
    case 13: // Vehicle
      result = $gamePlayer.vehicle() === $gameMap.vehicle(this._params[1]);
      break;
  }
  this._branch[this._indent] = result;
  if (this._branch[this._indent] === false) {
    this.skipBranch();
  }
  return true;
};

// Else
Game_Interpreter.prototype.command411 = function () {
  if (this._branch[this._indent] !== false) {
    this.skipBranch();
  }
  return true;
};

// Loop
Game_Interpreter.prototype.command112 = function () {
  return true;
};

// Repeat Above
Game_Interpreter.prototype.command413 = function () {
  do {
    this._index--;
  } while (this.currentCommand().indent !== this._indent);
  return true;
};

// Break Loop
Game_Interpreter.prototype.command113 = function () {
  var depth = 0;
  while (this._index < this._list.length - 1) {
    this._index++;
    var command = this.currentCommand();

    if (command.code === 112) depth++;

    if (command.code === 413) {
      if (depth > 0) depth--;
      else break;
    }
  }
  return true;
};

// Exit Event Processing
Game_Interpreter.prototype.command115 = function () {
  this._index = this._list.length;
  return true;
};

// Common Event
Game_Interpreter.prototype.command117 = function () {
  var commonEvent = $dataCommonEvents[this._params[0]];
  if (commonEvent) {
    var eventId = this.isOnCurrentMap() ? this._eventId : 0;
    this.setupChild(commonEvent.list, eventId);
  }
  return true;
};

Game_Interpreter.prototype.setupChild = function (list, eventId) {
  this._childInterpreter = new Game_Interpreter(this._depth + 1);
  this._childInterpreter.setup(list, eventId);
};

// Label
Game_Interpreter.prototype.command118 = function () {
  return true;
};

// Jump to Label
Game_Interpreter.prototype.command119 = function () {
  var labelName = this._params[0];
  for (var i = 0; i < this._list.length; i++) {
    var command = this._list[i];
    if (command.code === 118 && command.parameters[0] === labelName) {
      this.jumpTo(i);
      return;
    }
  }
  return true;
};

Game_Interpreter.prototype.jumpTo = function (index) {
  var lastIndex = this._index;
  var startIndex = Math.min(index, lastIndex);
  var endIndex = Math.max(index, lastIndex);
  var indent = this._indent;
  for (var i = startIndex; i <= endIndex; i++) {
    var newIndent = this._list[i].indent;
    if (newIndent !== indent) {
      this._branch[indent] = null;
      indent = newIndent;
    }
  }
  this._index = index;
};

// Control Switches
Game_Interpreter.prototype.command121 = function () {
  for (var i = this._params[0]; i <= this._params[1]; i++) {
    $gameSwitches.setValue(i, this._params[2] === 0);
  }
  return true;
};

// Control Variables
Game_Interpreter.prototype.command122 = function () {
  var value = 0;
  switch (
    this._params[3] // Operand
  ) {
    case 0: // Constant
      value = this._params[4];
      break;
    case 1: // Variable
      value = $gameVariables.value(this._params[4]);
      break;
    case 2: // Random
      value = this._params[5] - this._params[4] + 1;
      for (var i = this._params[0]; i <= this._params[1]; i++) {
        this.operateVariable(
          i,
          this._params[2],
          this._params[4] + Math.randomInt(value)
        );
      }
      return true;
      break;
    case 3: // Game Data
      value = this.gameDataOperand(
        this._params[4],
        this._params[5],
        this._params[6]
      );
      break;
    case 4: // Script
      value = eval(this._params[4]);
      break;
  }
  for (var i = this._params[0]; i <= this._params[1]; i++) {
    this.operateVariable(i, this._params[2], value);
  }
  return true;
};

Game_Interpreter.prototype.gameDataOperand = function (type, param1, param2) {
  switch (type) {
    case 0: // Item
      return $gameParty.numItems($dataItems[param1]);
    case 1: // Weapon
      return $gameParty.numItems($dataWeapons[param1]);
    case 2: // Armor
      return $gameParty.numItems($dataArmors[param1]);
    case 3: // Actor
      var actor = $gameActors.actor(param1);
      if (actor) {
        switch (param2) {
          case 0: // Level
            return actor.level;
          case 1: // EXP
            return actor.currentExp();
          case 2: // HP
            return actor.hp;
          case 3: // MP
            return actor.mp;
          default: // Parameter
            if (param2 >= 4 && param2 <= 11) {
              return actor.param(param2 - 4);
            }
        }
      }
      break;
    case 4: // Enemy
      var enemy = $gameTroop.members()[param1];
      if (enemy) {
        switch (param2) {
          case 0: // HP
            return enemy.hp;
          case 1: // MP
            return enemy.mp;
          default: // Parameter
            if (param2 >= 2 && param2 <= 9) {
              return enemy.param(param2 - 2);
            }
        }
      }
      break;
    case 5: // Character
      var character = this.character(param1);
      if (character) {
        switch (param2) {
          case 0: // Map X
            return character.x;
          case 1: // Map Y
            return character.y;
          case 2: // Direction
            return character.direction();
          case 3: // Screen X
            return character.screenX();
          case 4: // Screen Y
            return character.screenY();
        }
      }
      break;
    case 6: // Party
      actor = $gameParty.members()[param1];
      return actor ? actor.actorId() : 0;
    case 7: // Other
      switch (param1) {
        case 0: // Map ID
          return $gameMap.mapId();
        case 1: // Party Members
          return $gameParty.size();
        case 2: // Gold
          return $gameParty.gold();
        case 3: // Steps
          return $gameParty.steps();
        case 4: // Play Time
          return $gameSystem.playtime();
        case 5: // Timer
          return $gameTimer.seconds();
        case 6: // Save Count
          return $gameSystem.saveCount();
        case 7: // Battle Count
          return $gameSystem.battleCount();
        case 8: // Win Count
          return $gameSystem.winCount();
        case 9: // Escape Count
          return $gameSystem.escapeCount();
      }
      break;
  }
  return 0;
};

Game_Interpreter.prototype.operateVariable = function (
  variableId,
  operationType,
  value
) {
  try {
    var oldValue = $gameVariables.value(variableId);
    switch (operationType) {
      case 0: // Set
        $gameVariables.setValue(variableId, (oldValue = value));
        break;
      case 1: // Add
        $gameVariables.setValue(variableId, oldValue + value);
        break;
      case 2: // Sub
        $gameVariables.setValue(variableId, oldValue - value);
        break;
      case 3: // Mul
        $gameVariables.setValue(variableId, oldValue * value);
        break;
      case 4: // Div
        $gameVariables.setValue(variableId, oldValue / value);
        break;
      case 5: // Mod
        $gameVariables.setValue(variableId, oldValue % value);
        break;
    }
  } catch (e) {
    $gameVariables.setValue(variableId, 0);
  }
};

// Control Self Switch
Game_Interpreter.prototype.command123 = function () {
  if (this._eventId > 0) {
    var key = [this._mapId, this._eventId, this._params[0]];
    $gameSelfSwitches.setValue(key, this._params[1] === 0);
  }
  return true;
};

// Control Timer
Game_Interpreter.prototype.command124 = function () {
  if (this._params[0] === 0) {
    // Start
    $gameTimer.start(this._params[1] * 60);
  } else {
    // Stop
    $gameTimer.stop();
  }
  return true;
};

// Change Gold
Game_Interpreter.prototype.command125 = function () {
  var value = this.operateValue(
    this._params[0],
    this._params[1],
    this._params[2]
  );
  $gameParty.gainGold(value);
  return true;
};

// Change Items
Game_Interpreter.prototype.command126 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  $gameParty.gainItem($dataItems[this._params[0]], value);
  return true;
};

// Change Weapons
Game_Interpreter.prototype.command127 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  $gameParty.gainItem($dataWeapons[this._params[0]], value, this._params[4]);
  return true;
};

// Change Armors
Game_Interpreter.prototype.command128 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  $gameParty.gainItem($dataArmors[this._params[0]], value, this._params[4]);
  return true;
};

// Change Party Member
Game_Interpreter.prototype.command129 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    if (this._params[1] === 0) {
      // Add
      if (this._params[2]) {
        // Initialize
        $gameActors.actor(this._params[0]).setup(this._params[0]);
      }
      $gameParty.addActor(this._params[0]);
    } else {
      // Remove
      $gameParty.removeActor(this._params[0]);
    }
  }
  return true;
};

// Change Battle BGM
Game_Interpreter.prototype.command132 = function () {
  $gameSystem.setBattleBgm(this._params[0]);
  return true;
};

// Change Victory ME
Game_Interpreter.prototype.command133 = function () {
  $gameSystem.setVictoryMe(this._params[0]);
  return true;
};

// Change Save Access
Game_Interpreter.prototype.command134 = function () {
  if (this._params[0] === 0) {
    $gameSystem.disableSave();
  } else {
    $gameSystem.enableSave();
  }
  return true;
};

// Change Menu Access
Game_Interpreter.prototype.command135 = function () {
  if (this._params[0] === 0) {
    $gameSystem.disableMenu();
  } else {
    $gameSystem.enableMenu();
  }
  return true;
};

// Change Encounter Disable
Game_Interpreter.prototype.command136 = function () {
  if (this._params[0] === 0) {
    $gameSystem.disableEncounter();
  } else {
    $gameSystem.enableEncounter();
  }
  $gamePlayer.makeEncounterCount();
  return true;
};

// Change Formation Access
Game_Interpreter.prototype.command137 = function () {
  if (this._params[0] === 0) {
    $gameSystem.disableFormation();
  } else {
    $gameSystem.enableFormation();
  }
  return true;
};

// Change Window Color
Game_Interpreter.prototype.command138 = function () {
  $gameSystem.setWindowTone(this._params[0]);
  return true;
};

// Change Defeat ME
Game_Interpreter.prototype.command139 = function () {
  $gameSystem.setDefeatMe(this._params[0]);
  return true;
};

// Change Vehicle BGM
Game_Interpreter.prototype.command140 = function () {
  var vehicle = $gameMap.vehicle(this._params[0]);
  if (vehicle) {
    vehicle.setBgm(this._params[1]);
  }
  return true;
};

// Transfer Player
Game_Interpreter.prototype.command201 = function () {
  if (!$gameParty.inBattle() && !$gameMessage.isBusy()) {
    var mapId, x, y;
    if (this._params[0] === 0) {
      // Direct designation
      mapId = this._params[1];
      x = this._params[2];
      y = this._params[3];
    } else {
      // Designation with variables
      mapId = $gameVariables.value(this._params[1]);
      x = $gameVariables.value(this._params[2]);
      y = $gameVariables.value(this._params[3]);
    }
    $gamePlayer.reserveTransfer(mapId, x, y, this._params[4], this._params[5]);
    this.setWaitMode("transfer");
    this._index++;
  }
  return false;
};

// Set Vehicle Location
Game_Interpreter.prototype.command202 = function () {
  var mapId, x, y;
  if (this._params[1] === 0) {
    // Direct designation
    mapId = this._params[2];
    x = this._params[3];
    y = this._params[4];
  } else {
    // Designation with variables
    mapId = $gameVariables.value(this._params[2]);
    x = $gameVariables.value(this._params[3]);
    y = $gameVariables.value(this._params[4]);
  }
  var vehicle = $gameMap.vehicle(this._params[0]);
  if (vehicle) {
    vehicle.setLocation(mapId, x, y);
  }
  return true;
};

// Set Event Location
Game_Interpreter.prototype.command203 = function () {
  var character = this.character(this._params[0]);
  if (character) {
    if (this._params[1] === 0) {
      // Direct designation
      character.locate(this._params[2], this._params[3]);
    } else if (this._params[1] === 1) {
      // Designation with variables
      var x = $gameVariables.value(this._params[2]);
      var y = $gameVariables.value(this._params[3]);
      character.locate(x, y);
    } else {
      // Exchange with another event
      var character2 = this.character(this._params[2]);
      if (character2) {
        character.swap(character2);
      }
    }
    if (this._params[4] > 0) {
      character.setDirection(this._params[4]);
    }
  }
  return true;
};

// Scroll Map
Game_Interpreter.prototype.command204 = function () {
  if (!$gameParty.inBattle()) {
    if ($gameMap.isScrolling()) {
      this.setWaitMode("scroll");
      return false;
    }
    $gameMap.startScroll(this._params[0], this._params[1], this._params[2]);
  }
  return true;
};

// Set Movement Route
Game_Interpreter.prototype.command205 = function () {
  $gameMap.refreshIfNeeded();
  this._character = this.character(this._params[0]);
  if (this._character) {
    this._character.forceMoveRoute(this._params[1]);
    if (this._params[1].wait) {
      this.setWaitMode("route");
    }
  }
  return true;
};

// Getting On and Off Vehicles
Game_Interpreter.prototype.command206 = function () {
  $gamePlayer.getOnOffVehicle();
  return true;
};

// Change Transparency
Game_Interpreter.prototype.command211 = function () {
  $gamePlayer.setTransparent(this._params[0] === 0);
  return true;
};

// Show Animation
Game_Interpreter.prototype.command212 = function () {
  this._character = this.character(this._params[0]);
  if (this._character) {
    this._character.requestAnimation(this._params[1]);
    if (this._params[2]) {
      this.setWaitMode("animation");
    }
  }
  return true;
};

// Show Balloon Icon
Game_Interpreter.prototype.command213 = function () {
  this._character = this.character(this._params[0]);
  if (this._character) {
    this._character.requestBalloon(this._params[1]);
    if (this._params[2]) {
      this.setWaitMode("balloon");
    }
  }
  return true;
};

// Erase Event
Game_Interpreter.prototype.command214 = function () {
  if (this.isOnCurrentMap() && this._eventId > 0) {
    $gameMap.eraseEvent(this._eventId);
  }
  return true;
};

// Change Player Followers
Game_Interpreter.prototype.command216 = function () {
  if (this._params[0] === 0) {
    $gamePlayer.showFollowers();
  } else {
    $gamePlayer.hideFollowers();
  }
  $gamePlayer.refresh();
  return true;
};

// Gather Followers
Game_Interpreter.prototype.command217 = function () {
  if (!$gameParty.inBattle()) {
    $gamePlayer.gatherFollowers();
    this.setWaitMode("gather");
  }
  return true;
};

// Fadeout Screen
Game_Interpreter.prototype.command221 = function () {
  if (!$gameMessage.isBusy()) {
    $gameScreen.startFadeOut(this.fadeSpeed());
    this.wait(this.fadeSpeed());
    this._index++;
  }
  return false;
};

// Fadein Screen
Game_Interpreter.prototype.command222 = function () {
  if (!$gameMessage.isBusy()) {
    $gameScreen.startFadeIn(this.fadeSpeed());
    this.wait(this.fadeSpeed());
    this._index++;
  }
  return false;
};

// Tint Screen
Game_Interpreter.prototype.command223 = function () {
  $gameScreen.startTint(this._params[0], this._params[1]);
  if (this._params[2]) {
    this.wait(this._params[1]);
  }
  return true;
};

// Flash Screen
Game_Interpreter.prototype.command224 = function () {
  $gameScreen.startFlash(this._params[0], this._params[1]);
  if (this._params[2]) {
    this.wait(this._params[1]);
  }
  return true;
};

// Shake Screen
Game_Interpreter.prototype.command225 = function () {
  $gameScreen.startShake(this._params[0], this._params[1], this._params[2]);
  if (this._params[3]) {
    this.wait(this._params[2]);
  }
  return true;
};

// Wait
Game_Interpreter.prototype.command230 = function () {
  this.wait(this._params[0]);
  return true;
};

// Show Picture
Game_Interpreter.prototype.command231 = function () {
  var x, y;
  if (this._params[3] === 0) {
    // Direct designation
    x = this._params[4];
    y = this._params[5];
  } else {
    // Designation with variables
    x = $gameVariables.value(this._params[4]);
    y = $gameVariables.value(this._params[5]);
  }
  $gameScreen.showPicture(
    this._params[0],
    this._params[1],
    this._params[2],
    x,
    y,
    this._params[6],
    this._params[7],
    this._params[8],
    this._params[9]
  );
  return true;
};

// Move Picture
Game_Interpreter.prototype.command232 = function () {
  var x, y;
  if (this._params[3] === 0) {
    // Direct designation
    x = this._params[4];
    y = this._params[5];
  } else {
    // Designation with variables
    x = $gameVariables.value(this._params[4]);
    y = $gameVariables.value(this._params[5]);
  }
  $gameScreen.movePicture(
    this._params[0],
    this._params[2],
    x,
    y,
    this._params[6],
    this._params[7],
    this._params[8],
    this._params[9],
    this._params[10]
  );
  if (this._params[11]) {
    this.wait(this._params[10]);
  }
  return true;
};

// Rotate Picture
Game_Interpreter.prototype.command233 = function () {
  $gameScreen.rotatePicture(this._params[0], this._params[1]);
  return true;
};

// Tint Picture
Game_Interpreter.prototype.command234 = function () {
  $gameScreen.tintPicture(this._params[0], this._params[1], this._params[2]);
  if (this._params[3]) {
    this.wait(this._params[2]);
  }
  return true;
};

// Erase Picture
Game_Interpreter.prototype.command235 = function () {
  $gameScreen.erasePicture(this._params[0]);
  return true;
};

// Set Weather Effect
Game_Interpreter.prototype.command236 = function () {
  if (!$gameParty.inBattle()) {
    $gameScreen.changeWeather(
      this._params[0],
      this._params[1],
      this._params[2]
    );
    if (this._params[3]) {
      this.wait(this._params[2]);
    }
  }
  return true;
};

// Play BGM
Game_Interpreter.prototype.command241 = function () {
  AudioManager.playBgm(this._params[0]);
  return true;
};

// Fadeout BGM
Game_Interpreter.prototype.command242 = function () {
  AudioManager.fadeOutBgm(this._params[0]);
  return true;
};

// Save BGM
Game_Interpreter.prototype.command243 = function () {
  $gameSystem.saveBgm();
  return true;
};

// Resume BGM
Game_Interpreter.prototype.command244 = function () {
  $gameSystem.replayBgm();
  return true;
};

// Play BGS
Game_Interpreter.prototype.command245 = function () {
  AudioManager.playBgs(this._params[0]);
  return true;
};

// Fadeout BGS
Game_Interpreter.prototype.command246 = function () {
  AudioManager.fadeOutBgs(this._params[0]);
  return true;
};

// Play ME
Game_Interpreter.prototype.command249 = function () {
  AudioManager.playMe(this._params[0]);
  return true;
};

// Play SE
Game_Interpreter.prototype.command250 = function () {
  AudioManager.playSe(this._params[0]);
  return true;
};

// Stop SE
Game_Interpreter.prototype.command251 = function () {
  AudioManager.stopSe();
  return true;
};

// Play Movie
Game_Interpreter.prototype.command261 = function () {
  if (!$gameMessage.isBusy()) {
    var name = this._params[0];
    if (name.length > 0) {
      var ext = this.videoFileExt();
      Graphics.playVideo("movies/" + name + ext);
      this.setWaitMode("video");
    }
    this._index++;
  }
  return false;
};

Game_Interpreter.prototype.videoFileExt = function () {
  if (Graphics.canPlayVideoType("video/webm") && !Utils.isMobileDevice()) {
    return ".webm";
  } else {
    return ".mp4";
  }
};

// Change Map Name Display
Game_Interpreter.prototype.command281 = function () {
  if (this._params[0] === 0) {
    $gameMap.enableNameDisplay();
  } else {
    $gameMap.disableNameDisplay();
  }
  return true;
};

// Change Tileset
Game_Interpreter.prototype.command282 = function () {
  var tileset = $dataTilesets[this._params[0]];
  if (!this._imageReservationId) {
    this._imageReservationId = Utils.generateRuntimeId();
  }

  var allReady = tileset.tilesetNames
    .map(function (tilesetName) {
      return ImageManager.reserveTileset(
        tilesetName,
        0,
        this._imageReservationId
      );
    }, this)
    .every(function (bitmap) {
      return bitmap.isReady();
    });

  if (allReady) {
    $gameMap.changeTileset(this._params[0]);
    ImageManager.releaseReservation(this._imageReservationId);
    this._imageReservationId = null;

    return true;
  } else {
    return false;
  }
};

// Change Battle Back
Game_Interpreter.prototype.command283 = function () {
  $gameMap.changeBattleback(this._params[0], this._params[1]);
  return true;
};

// Change Parallax
Game_Interpreter.prototype.command284 = function () {
  $gameMap.changeParallax(
    this._params[0],
    this._params[1],
    this._params[2],
    this._params[3],
    this._params[4]
  );
  return true;
};

// Get Location Info
Game_Interpreter.prototype.command285 = function () {
  var x, y, value;
  if (this._params[2] === 0) {
    // Direct designation
    x = this._params[3];
    y = this._params[4];
  } else {
    // Designation with variables
    x = $gameVariables.value(this._params[3]);
    y = $gameVariables.value(this._params[4]);
  }
  switch (this._params[1]) {
    case 0: // Terrain Tag
      value = $gameMap.terrainTag(x, y);
      break;
    case 1: // Event ID
      value = $gameMap.eventIdXy(x, y);
      break;
    case 2: // Tile ID (Layer 1)
    case 3: // Tile ID (Layer 2)
    case 4: // Tile ID (Layer 3)
    case 5: // Tile ID (Layer 4)
      value = $gameMap.tileId(x, y, this._params[1] - 2);
      break;
    default: // Region ID
      value = $gameMap.regionId(x, y);
      break;
  }
  $gameVariables.setValue(this._params[0], value);
  return true;
};

// Battle Processing
Game_Interpreter.prototype.command301 = function () {
  if (!$gameParty.inBattle()) {
    var troopId;
    if (this._params[0] === 0) {
      // Direct designation
      troopId = this._params[1];
    } else if (this._params[0] === 1) {
      // Designation with a variable
      troopId = $gameVariables.value(this._params[1]);
    } else {
      // Same as Random Encounter
      troopId = $gamePlayer.makeEncounterTroopId();
    }
    if ($dataTroops[troopId]) {
      BattleManager.setup(troopId, this._params[2], this._params[3]);
      BattleManager.setEventCallback(
        function (n) {
          this._branch[this._indent] = n;
        }.bind(this)
      );
      $gamePlayer.makeEncounterCount();
      SceneManager.push(Scene_Battle);
    }
  }
  return true;
};

// If Win
Game_Interpreter.prototype.command601 = function () {
  if (this._branch[this._indent] !== 0) {
    this.skipBranch();
  }
  return true;
};

// If Escape
Game_Interpreter.prototype.command602 = function () {
  if (this._branch[this._indent] !== 1) {
    this.skipBranch();
  }
  return true;
};

// If Lose
Game_Interpreter.prototype.command603 = function () {
  if (this._branch[this._indent] !== 2) {
    this.skipBranch();
  }
  return true;
};

// Shop Processing
Game_Interpreter.prototype.command302 = function () {
  if (!$gameParty.inBattle()) {
    var goods = [this._params];
    while (this.nextEventCode() === 605) {
      this._index++;
      goods.push(this.currentCommand().parameters);
    }
    SceneManager.push(Scene_Shop);
    SceneManager.prepareNextScene(goods, this._params[4]);
  }
  return true;
};

// Name Input Processing
Game_Interpreter.prototype.command303 = function () {
  if (!$gameParty.inBattle()) {
    if ($dataActors[this._params[0]]) {
      SceneManager.push(Scene_Name);
      SceneManager.prepareNextScene(this._params[0], this._params[1]);
    }
  }
  return true;
};

// Change HP
Game_Interpreter.prototype.command311 = function () {
  var value = this.operateValue(
    this._params[2],
    this._params[3],
    this._params[4]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      this.changeHp(actor, value, this._params[5]);
    }.bind(this)
  );
  return true;
};

// Change MP
Game_Interpreter.prototype.command312 = function () {
  var value = this.operateValue(
    this._params[2],
    this._params[3],
    this._params[4]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.gainMp(value);
    }.bind(this)
  );
  return true;
};

// Change TP
Game_Interpreter.prototype.command326 = function () {
  var value = this.operateValue(
    this._params[2],
    this._params[3],
    this._params[4]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.gainTp(value);
    }.bind(this)
  );
  return true;
};

// Change State
Game_Interpreter.prototype.command313 = function () {
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      var alreadyDead = actor.isDead();
      if (this._params[2] === 0) {
        actor.addState(this._params[3]);
      } else {
        actor.removeState(this._params[3]);
      }
      if (actor.isDead() && !alreadyDead) {
        actor.performCollapse();
      }
      actor.clearResult();
    }.bind(this)
  );
  return true;
};

// Recover All
Game_Interpreter.prototype.command314 = function () {
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.recoverAll();
    }.bind(this)
  );
  return true;
};

// Change EXP
Game_Interpreter.prototype.command315 = function () {
  var value = this.operateValue(
    this._params[2],
    this._params[3],
    this._params[4]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.changeExp(actor.currentExp() + value, this._params[5]);
    }.bind(this)
  );
  return true;
};

// Change Level
Game_Interpreter.prototype.command316 = function () {
  var value = this.operateValue(
    this._params[2],
    this._params[3],
    this._params[4]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.changeLevel(actor.level + value, this._params[5]);
    }.bind(this)
  );
  return true;
};

// Change Parameter
Game_Interpreter.prototype.command317 = function () {
  var value = this.operateValue(
    this._params[3],
    this._params[4],
    this._params[5]
  );
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      actor.addParam(this._params[2], value);
    }.bind(this)
  );
  return true;
};

// Change Skill
Game_Interpreter.prototype.command318 = function () {
  this.iterateActorEx(
    this._params[0],
    this._params[1],
    function (actor) {
      if (this._params[2] === 0) {
        actor.learnSkill(this._params[3]);
      } else {
        actor.forgetSkill(this._params[3]);
      }
    }.bind(this)
  );
  return true;
};

// Change Equipment
Game_Interpreter.prototype.command319 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    actor.changeEquipById(this._params[1], this._params[2]);
  }
  return true;
};

// Change Name
Game_Interpreter.prototype.command320 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    actor.setName(this._params[1]);
  }
  return true;
};

// Change Class
Game_Interpreter.prototype.command321 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor && $dataClasses[this._params[1]]) {
    actor.changeClass(this._params[1], this._params[2]);
  }
  return true;
};

// Change Actor Images
Game_Interpreter.prototype.command322 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    actor.setCharacterImage(this._params[1], this._params[2]);
    actor.setFaceImage(this._params[3], this._params[4]);
    actor.setBattlerImage(this._params[5]);
  }
  $gamePlayer.refresh();
  return true;
};

// Change Vehicle Image
Game_Interpreter.prototype.command323 = function () {
  var vehicle = $gameMap.vehicle(this._params[0]);
  if (vehicle) {
    vehicle.setImage(this._params[1], this._params[2]);
  }
  return true;
};

// Change Nickname
Game_Interpreter.prototype.command324 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    actor.setNickname(this._params[1]);
  }
  return true;
};

// Change Profile
Game_Interpreter.prototype.command325 = function () {
  var actor = $gameActors.actor(this._params[0]);
  if (actor) {
    actor.setProfile(this._params[1]);
  }
  return true;
};

// Change Enemy HP
Game_Interpreter.prototype.command331 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      this.changeHp(enemy, value, this._params[4]);
    }.bind(this)
  );
  return true;
};

// Change Enemy MP
Game_Interpreter.prototype.command332 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      enemy.gainMp(value);
    }.bind(this)
  );
  return true;
};

// Change Enemy TP
Game_Interpreter.prototype.command342 = function () {
  var value = this.operateValue(
    this._params[1],
    this._params[2],
    this._params[3]
  );
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      enemy.gainTp(value);
    }.bind(this)
  );
  return true;
};

// Change Enemy State
Game_Interpreter.prototype.command333 = function () {
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      var alreadyDead = enemy.isDead();
      if (this._params[1] === 0) {
        enemy.addState(this._params[2]);
      } else {
        enemy.removeState(this._params[2]);
      }
      if (enemy.isDead() && !alreadyDead) {
        enemy.performCollapse();
      }
      enemy.clearResult();
    }.bind(this)
  );
  return true;
};

// Enemy Recover All
Game_Interpreter.prototype.command334 = function () {
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      enemy.recoverAll();
    }.bind(this)
  );
  return true;
};

// Enemy Appear
Game_Interpreter.prototype.command335 = function () {
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      enemy.appear();
      $gameTroop.makeUniqueNames();
    }.bind(this)
  );
  return true;
};

// Enemy Transform
Game_Interpreter.prototype.command336 = function () {
  this.iterateEnemyIndex(
    this._params[0],
    function (enemy) {
      enemy.transform(this._params[1]);
      $gameTroop.makeUniqueNames();
    }.bind(this)
  );
  return true;
};

// Show Battle Animation
Game_Interpreter.prototype.command337 = function () {
  if (this._params[2] == true) {
    this.iterateEnemyIndex(
      -1,
      function (enemy) {
        if (enemy.isAlive()) {
          enemy.startAnimation(this._params[1], false, 0);
        }
      }.bind(this)
    );
  } else {
    this.iterateEnemyIndex(
      this._params[0],
      function (enemy) {
        if (enemy.isAlive()) {
          enemy.startAnimation(this._params[1], false, 0);
        }
      }.bind(this)
    );
  }
  return true;
};

// Force Action
Game_Interpreter.prototype.command339 = function () {
  this.iterateBattler(
    this._params[0],
    this._params[1],
    function (battler) {
      if (!battler.isDeathStateAffected()) {
        battler.forceAction(this._params[2], this._params[3]);
        BattleManager.forceAction(battler);
        this.setWaitMode("action");
      }
    }.bind(this)
  );
  return true;
};

// Abort Battle
Game_Interpreter.prototype.command340 = function () {
  BattleManager.abort();
  return true;
};

// Open Menu Screen
Game_Interpreter.prototype.command351 = function () {
  if (!$gameParty.inBattle()) {
    SceneManager.push(Scene_Menu);
    Window_MenuCommand.initCommandPosition();
  }
  return true;
};

// Open Save Screen
Game_Interpreter.prototype.command352 = function () {
  if (!$gameParty.inBattle()) {
    SceneManager.push(Scene_Save);
  }
  return true;
};

// Game Over
Game_Interpreter.prototype.command353 = function () {
  SceneManager.goto(Scene_Gameover);
  return true;
};

// Return to Title Screen
Game_Interpreter.prototype.command354 = function () {
  SceneManager.goto(Scene_Title);
  return true;
};

// Script
Game_Interpreter.prototype.command355 = function () {
  var script = this.currentCommand().parameters[0] + "\n";
  while (this.nextEventCode() === 655) {
    this._index++;
    script += this.currentCommand().parameters[0] + "\n";
  }
  eval(script);
  return true;
};

// Plugin Command
Game_Interpreter.prototype.command356 = function () {
  var args = this._params[0].split(" ");
  var command = args.shift();
  this.pluginCommand(command, args);
  return true;
};

Game_Interpreter.prototype.pluginCommand = function (command, args) {
  // to be overridden by plugins
};

Game_Interpreter.requestImages = function (list, commonList) {
  if (!list) return;

  list.forEach(function (command) {
    var params = command.parameters;
    switch (command.code) {
      // Show Text
      case 101:
        ImageManager.requestFace(params[0]);
        break;

      // Common Event
      case 117:
        var commonEvent = $dataCommonEvents[params[0]];
        if (commonEvent) {
          if (!commonList) {
            commonList = [];
          }
          if (!commonList.contains(params[0])) {
            commonList.push(params[0]);
            Game_Interpreter.requestImages(commonEvent.list, commonList);
          }
        }
        break;

      // Change Party Member
      case 129:
        var actor = $gameActors.actor(params[0]);
        if (actor && params[1] === 0) {
          var name = actor.characterName();
          ImageManager.requestCharacter(name);
        }
        break;

      // Set Movement Route
      case 205:
        if (params[1]) {
          params[1].list.forEach(function (command) {
            var params = command.parameters;
            if (command.code === Game_Character.ROUTE_CHANGE_IMAGE) {
              ImageManager.requestCharacter(params[0]);
            }
          });
        }
        break;

      // Show Animation, Show Battle Animation
      case 212:
      case 337:
        if (params[1]) {
          var animation = $dataAnimations[params[1]];
          var name1 = animation.animation1Name;
          var name2 = animation.animation2Name;
          var hue1 = animation.animation1Hue;
          var hue2 = animation.animation2Hue;
          ImageManager.requestAnimation(name1, hue1);
          ImageManager.requestAnimation(name2, hue2);
        }
        break;

      // Change Player Followers
      case 216:
        if (params[0] === 0) {
          $gamePlayer.followers().forEach(function (follower) {
            var name = follower.characterName();
            ImageManager.requestCharacter(name);
          });
        }
        break;

      // Show Picture
      case 231:
        ImageManager.requestPicture(params[1]);
        break;

      // Change Tileset
      case 282:
        var tileset = $dataTilesets[params[0]];
        tileset.tilesetNames.forEach(function (tilesetName) {
          ImageManager.requestTileset(tilesetName);
        });
        break;

      // Change Battle Back
      case 283:
        if ($gameParty.inBattle()) {
          ImageManager.requestBattleback1(params[0]);
          ImageManager.requestBattleback2(params[1]);
        }
        break;

      // Change Parallax
      case 284:
        if (!$gameParty.inBattle()) {
          ImageManager.requestParallax(params[0]);
        }
        break;

      // Change Actor Images
      case 322:
        ImageManager.requestCharacter(params[1]);
        ImageManager.requestFace(params[3]);
        ImageManager.requestSvActor(params[5]);
        break;

      // Change Vehicle Image
      case 323:
        var vehicle = $gameMap.vehicle(params[0]);
        if (vehicle) {
          ImageManager.requestCharacter(params[1]);
        }
        break;

      // Enemy Transform
      case 336:
        var enemy = $dataEnemies[params[1]];
        var name = enemy.battlerName;
        var hue = enemy.battlerHue;
        if ($gameSystem.isSideView()) {
          ImageManager.requestSvEnemy(name, hue);
        } else {
          ImageManager.requestEnemy(name, hue);
        }
        break;
    }
  });
};