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

//-----------------------------------------------------------------------------
// Window_Base
//
// The superclass of all windows within the game.

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

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

Window_Base.prototype.initialize = function (x, y, width, height) {
  Window.prototype.initialize.call(this);
  this.loadWindowskin();
  this.move(x, y, width, height);
  this.updatePadding();
  this.updateBackOpacity();
  this.updateTone();
  this.createContents();
  this._opening = false;
  this._closing = false;
  this._dimmerSprite = null;
};

Window_Base._iconWidth = 32;
Window_Base._iconHeight = 32;
Window_Base._faceWidth = 144;
Window_Base._faceHeight = 144;

Window_Base.prototype.lineHeight = function () {
  return 36;
};

Window_Base.prototype.standardFontFace = function () {
  if ($gameSystem.isChinese()) {
    return "SimHei, Heiti TC, sans-serif";
  } else if ($gameSystem.isKorean()) {
    return "Dotum, AppleGothic, sans-serif";
  } else {
    return "GameFont";
  }
};

Window_Base.prototype.standardFontSize = function () {
  return 28;
};

Window_Base.prototype.standardPadding = function () {
  return 18;
};

Window_Base.prototype.textPadding = function () {
  return 6;
};

Window_Base.prototype.standardBackOpacity = function () {
  return 192;
};

Window_Base.prototype.loadWindowskin = function () {
  this.windowskin = ImageManager.loadSystem("Window");
};

Window_Base.prototype.updatePadding = function () {
  this.padding = this.standardPadding();
};

Window_Base.prototype.updateBackOpacity = function () {
  this.backOpacity = this.standardBackOpacity();
};

Window_Base.prototype.contentsWidth = function () {
  return this.width - this.standardPadding() * 2;
};

Window_Base.prototype.contentsHeight = function () {
  return this.height - this.standardPadding() * 2;
};

Window_Base.prototype.fittingHeight = function (numLines) {
  return numLines * this.lineHeight() + this.standardPadding() * 2;
};

Window_Base.prototype.updateTone = function () {
  var tone = $gameSystem.windowTone();
  this.setTone(tone[0], tone[1], tone[2]);
};

Window_Base.prototype.createContents = function () {
  this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight());
  this.resetFontSettings();
};

Window_Base.prototype.resetFontSettings = function () {
  this.contents.fontFace = this.standardFontFace();
  this.contents.fontSize = this.standardFontSize();
  this.resetTextColor();
};

Window_Base.prototype.resetTextColor = function () {
  this.changeTextColor(this.normalColor());
};

Window_Base.prototype.update = function () {
  Window.prototype.update.call(this);
  this.updateTone();
  this.updateOpen();
  this.updateClose();
  this.updateBackgroundDimmer();
};

Window_Base.prototype.updateOpen = function () {
  if (this._opening) {
    this.openness += 32;
    if (this.isOpen()) {
      this._opening = false;
    }
  }
};

Window_Base.prototype.updateClose = function () {
  if (this._closing) {
    this.openness -= 32;
    if (this.isClosed()) {
      this._closing = false;
    }
  }
};

Window_Base.prototype.open = function () {
  if (!this.isOpen()) {
    this._opening = true;
  }
  this._closing = false;
};

Window_Base.prototype.close = function () {
  if (!this.isClosed()) {
    this._closing = true;
  }
  this._opening = false;
};

Window_Base.prototype.isOpening = function () {
  return this._opening;
};

Window_Base.prototype.isClosing = function () {
  return this._closing;
};

Window_Base.prototype.show = function () {
  this.visible = true;
};

Window_Base.prototype.hide = function () {
  this.visible = false;
};

Window_Base.prototype.activate = function () {
  this.active = true;
};

Window_Base.prototype.deactivate = function () {
  this.active = false;
};

Window_Base.prototype.textColor = function (n) {
  var px = 96 + (n % 8) * 12 + 6;
  var py = 144 + Math.floor(n / 8) * 12 + 6;
  return this.windowskin.getPixel(px, py);
};

Window_Base.prototype.normalColor = function () {
  return this.textColor(0);
};

Window_Base.prototype.systemColor = function () {
  return this.textColor(16);
};

Window_Base.prototype.crisisColor = function () {
  return this.textColor(17);
};

Window_Base.prototype.deathColor = function () {
  return this.textColor(18);
};

Window_Base.prototype.gaugeBackColor = function () {
  return this.textColor(19);
};

Window_Base.prototype.hpGaugeColor1 = function () {
  return this.textColor(20);
};

Window_Base.prototype.hpGaugeColor2 = function () {
  return this.textColor(21);
};

Window_Base.prototype.mpGaugeColor1 = function () {
  return this.textColor(22);
};

Window_Base.prototype.mpGaugeColor2 = function () {
  return this.textColor(23);
};

Window_Base.prototype.mpCostColor = function () {
  return this.textColor(23);
};

Window_Base.prototype.powerUpColor = function () {
  return this.textColor(24);
};

Window_Base.prototype.powerDownColor = function () {
  return this.textColor(25);
};

Window_Base.prototype.tpGaugeColor1 = function () {
  return this.textColor(28);
};

Window_Base.prototype.tpGaugeColor2 = function () {
  return this.textColor(29);
};

Window_Base.prototype.tpCostColor = function () {
  return this.textColor(29);
};

Window_Base.prototype.pendingColor = function () {
  return this.windowskin.getPixel(120, 120);
};

Window_Base.prototype.translucentOpacity = function () {
  return 160;
};

Window_Base.prototype.changeTextColor = function (color) {
  this.contents.textColor = color;
};

Window_Base.prototype.changePaintOpacity = function (enabled) {
  this.contents.paintOpacity = enabled ? 255 : this.translucentOpacity();
};

Window_Base.prototype.drawText = function (text, x, y, maxWidth, align) {
  this.contents.drawText(text, x, y, maxWidth, this.lineHeight(), align);
};

Window_Base.prototype.textWidth = function (text) {
  return this.contents.measureTextWidth(text);
};

Window_Base.prototype.drawTextEx = function (text, x, y) {
  if (text) {
    var textState = { index: 0, x: x, y: y, left: x };
    textState.text = this.convertEscapeCharacters(text);
    textState.height = this.calcTextHeight(textState, false);
    this.resetFontSettings();
    while (textState.index < textState.text.length) {
      this.processCharacter(textState);
    }
    return textState.x - x;
  } else {
    return 0;
  }
};

Window_Base.prototype.convertEscapeCharacters = function (text) {
  text = text.replace(/\\/g, "\x1b");
  text = text.replace(/\x1b\x1b/g, "\\");
  text = text.replace(
    /\x1bV\[(\d+)\]/gi,
    function () {
      return $gameVariables.value(parseInt(arguments[1]));
    }.bind(this)
  );
  text = text.replace(
    /\x1bV\[(\d+)\]/gi,
    function () {
      return $gameVariables.value(parseInt(arguments[1]));
    }.bind(this)
  );
  text = text.replace(
    /\x1bN\[(\d+)\]/gi,
    function () {
      return this.actorName(parseInt(arguments[1]));
    }.bind(this)
  );
  text = text.replace(
    /\x1bP\[(\d+)\]/gi,
    function () {
      return this.partyMemberName(parseInt(arguments[1]));
    }.bind(this)
  );
  text = text.replace(/\x1bG/gi, TextManager.currencyUnit);
  return text;
};

Window_Base.prototype.actorName = function (n) {
  var actor = n >= 1 ? $gameActors.actor(n) : null;
  return actor ? actor.name() : "";
};

Window_Base.prototype.partyMemberName = function (n) {
  var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
  return actor ? actor.name() : "";
};

Window_Base.prototype.processCharacter = function (textState) {
  switch (textState.text[textState.index]) {
    case "\n":
      this.processNewLine(textState);
      break;
    case "\f":
      this.processNewPage(textState);
      break;
    case "\x1b":
      this.processEscapeCharacter(this.obtainEscapeCode(textState), textState);
      break;
    default:
      this.processNormalCharacter(textState);
      break;
  }
};

Window_Base.prototype.processNormalCharacter = function (textState) {
  var c = textState.text[textState.index++];
  var w = this.textWidth(c);
  this.contents.drawText(c, textState.x, textState.y, w * 2, textState.height);
  textState.x += w;
};

Window_Base.prototype.processNewLine = function (textState) {
  textState.x = textState.left;
  textState.y += textState.height;
  textState.height = this.calcTextHeight(textState, false);
  textState.index++;
};

Window_Base.prototype.processNewPage = function (textState) {
  textState.index++;
};

Window_Base.prototype.obtainEscapeCode = function (textState) {
  textState.index++;
  var regExp = /^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i;
  var arr = regExp.exec(textState.text.slice(textState.index));
  if (arr) {
    textState.index += arr[0].length;
    return arr[0].toUpperCase();
  } else {
    return "";
  }
};

Window_Base.prototype.obtainEscapeParam = function (textState) {
  var arr = /^\[\d+\]/.exec(textState.text.slice(textState.index));
  if (arr) {
    textState.index += arr[0].length;
    return parseInt(arr[0].slice(1));
  } else {
    return "";
  }
};

Window_Base.prototype.processEscapeCharacter = function (code, textState) {
  switch (code) {
    case "C":
      this.changeTextColor(this.textColor(this.obtainEscapeParam(textState)));
      break;
    case "I":
      this.processDrawIcon(this.obtainEscapeParam(textState), textState);
      break;
    case "{":
      this.makeFontBigger();
      break;
    case "}":
      this.makeFontSmaller();
      break;
  }
};

Window_Base.prototype.processDrawIcon = function (iconIndex, textState) {
  this.drawIcon(iconIndex, textState.x + 2, textState.y + 2);
  textState.x += Window_Base._iconWidth + 4;
};

Window_Base.prototype.makeFontBigger = function () {
  if (this.contents.fontSize <= 96) {
    this.contents.fontSize += 12;
  }
};

Window_Base.prototype.makeFontSmaller = function () {
  if (this.contents.fontSize >= 24) {
    this.contents.fontSize -= 12;
  }
};

Window_Base.prototype.calcTextHeight = function (textState, all) {
  var lastFontSize = this.contents.fontSize;
  var textHeight = 0;
  var lines = textState.text.slice(textState.index).split("\n");
  var maxLines = all ? lines.length : 1;

  for (var i = 0; i < maxLines; i++) {
    var maxFontSize = this.contents.fontSize;
    var regExp = /\x1b[\{\}]/g;
    for (;;) {
      var array = regExp.exec(lines[i]);
      if (array) {
        if (array[0] === "\x1b{") {
          this.makeFontBigger();
        }
        if (array[0] === "\x1b}") {
          this.makeFontSmaller();
        }
        if (maxFontSize < this.contents.fontSize) {
          maxFontSize = this.contents.fontSize;
        }
      } else {
        break;
      }
    }
    textHeight += maxFontSize + 8;
  }

  this.contents.fontSize = lastFontSize;
  return textHeight;
};

Window_Base.prototype.drawIcon = function (iconIndex, x, y) {
  var bitmap = ImageManager.loadSystem("IconSet");
  var pw = Window_Base._iconWidth;
  var ph = Window_Base._iconHeight;
  var sx = (iconIndex % 16) * pw;
  var sy = Math.floor(iconIndex / 16) * ph;
  this.contents.blt(bitmap, sx, sy, pw, ph, x, y);
};

Window_Base.prototype.drawFace = function (
  faceName,
  faceIndex,
  x,
  y,
  width,
  height
) {
  width = width || Window_Base._faceWidth;
  height = height || Window_Base._faceHeight;
  var bitmap = ImageManager.loadFace(faceName);
  var pw = Window_Base._faceWidth;
  var ph = Window_Base._faceHeight;
  var sw = Math.min(width, pw);
  var sh = Math.min(height, ph);
  var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
  var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
  var sx = (faceIndex % 4) * pw + (pw - sw) / 2;
  var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2;
  this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy);
};

Window_Base.prototype.drawCharacter = function (
  characterName,
  characterIndex,
  x,
  y
) {
  var bitmap = ImageManager.loadCharacter(characterName);
  var big = ImageManager.isBigCharacter(characterName);
  var pw = bitmap.width / (big ? 3 : 12);
  var ph = bitmap.height / (big ? 4 : 8);
  var n = characterIndex;
  var sx = ((n % 4) * 3 + 1) * pw;
  var sy = Math.floor(n / 4) * 4 * ph;
  this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph);
};

Window_Base.prototype.drawGauge = function (x, y, width, rate, color1, color2) {
  var fillW = Math.floor(width * rate);
  var gaugeY = y + this.lineHeight() - 8;
  this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor());
  this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2);
};

Window_Base.prototype.hpColor = function (actor) {
  if (actor.isDead()) {
    return this.deathColor();
  } else if (actor.isDying()) {
    return this.crisisColor();
  } else {
    return this.normalColor();
  }
};

Window_Base.prototype.mpColor = function (actor) {
  return this.normalColor();
};

Window_Base.prototype.tpColor = function (actor) {
  return this.normalColor();
};

Window_Base.prototype.drawActorCharacter = function (actor, x, y) {
  this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y);
};

Window_Base.prototype.drawActorFace = function (actor, x, y, width, height) {
  this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height);
};

Window_Base.prototype.drawActorName = function (actor, x, y, width) {
  width = width || 168;
  this.changeTextColor(this.hpColor(actor));
  this.drawText(actor.name(), x, y, width);
};

Window_Base.prototype.drawActorClass = function (actor, x, y, width) {
  width = width || 168;
  this.resetTextColor();
  this.drawText(actor.currentClass().name, x, y, width);
};

Window_Base.prototype.drawActorNickname = function (actor, x, y, width) {
  width = width || 270;
  this.resetTextColor();
  this.drawText(actor.nickname(), x, y, width);
};

Window_Base.prototype.drawActorLevel = function (actor, x, y) {
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.levelA, x, y, 48);
  this.resetTextColor();
  this.drawText(actor.level, x + 84, y, 36, "right");
};

Window_Base.prototype.drawActorIcons = function (actor, x, y, width) {
  width = width || 144;
  var icons = actor
    .allIcons()
    .slice(0, Math.floor(width / Window_Base._iconWidth));
  for (var i = 0; i < icons.length; i++) {
    this.drawIcon(icons[i], x + Window_Base._iconWidth * i, y + 2);
  }
};

Window_Base.prototype.drawCurrentAndMax = function (
  current,
  max,
  x,
  y,
  width,
  color1,
  color2
) {
  var labelWidth = this.textWidth("HP");
  var valueWidth = this.textWidth("0000");
  var slashWidth = this.textWidth("/");
  var x1 = x + width - valueWidth;
  var x2 = x1 - slashWidth;
  var x3 = x2 - valueWidth;
  if (x3 >= x + labelWidth) {
    this.changeTextColor(color1);
    this.drawText(current, x3, y, valueWidth, "right");
    this.changeTextColor(color2);
    this.drawText("/", x2, y, slashWidth, "right");
    this.drawText(max, x1, y, valueWidth, "right");
  } else {
    this.changeTextColor(color1);
    this.drawText(current, x1, y, valueWidth, "right");
  }
};

Window_Base.prototype.drawActorHp = function (actor, x, y, width) {
  width = width || 186;
  var color1 = this.hpGaugeColor1();
  var color2 = this.hpGaugeColor2();
  this.drawGauge(x, y, width, actor.hpRate(), color1, color2);
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.hpA, x, y, 44);
  this.drawCurrentAndMax(
    actor.hp,
    actor.mhp,
    x,
    y,
    width,
    this.hpColor(actor),
    this.normalColor()
  );
};

Window_Base.prototype.drawActorMp = function (actor, x, y, width) {
  width = width || 186;
  var color1 = this.mpGaugeColor1();
  var color2 = this.mpGaugeColor2();
  this.drawGauge(x, y, width, actor.mpRate(), color1, color2);
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.mpA, x, y, 44);
  this.drawCurrentAndMax(
    actor.mp,
    actor.mmp,
    x,
    y,
    width,
    this.mpColor(actor),
    this.normalColor()
  );
};

Window_Base.prototype.drawActorTp = function (actor, x, y, width) {
  width = width || 96;
  var color1 = this.tpGaugeColor1();
  var color2 = this.tpGaugeColor2();
  this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.tpA, x, y, 44);
  this.changeTextColor(this.tpColor(actor));
  this.drawText(actor.tp, x + width - 64, y, 64, "right");
};

Window_Base.prototype.drawActorSimpleStatus = function (actor, x, y, width) {
  var lineHeight = this.lineHeight();
  var x2 = x + 180;
  var width2 = Math.min(200, width - 180 - this.textPadding());
  this.drawActorName(actor, x, y);
  this.drawActorLevel(actor, x, y + lineHeight * 1);
  this.drawActorIcons(actor, x, y + lineHeight * 2);
  this.drawActorClass(actor, x2, y);
  this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
  this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
};

Window_Base.prototype.drawItemName = function (item, x, y, width) {
  width = width || 312;
  if (item) {
    var iconBoxWidth = Window_Base._iconWidth + 4;
    this.resetTextColor();
    this.drawIcon(item.iconIndex, x + 2, y + 2);
    this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
  }
};

Window_Base.prototype.drawCurrencyValue = function (value, unit, x, y, width) {
  var unitWidth = Math.min(80, this.textWidth(unit));
  this.resetTextColor();
  this.drawText(value, x, y, width - unitWidth - 6, "right");
  this.changeTextColor(this.systemColor());
  this.drawText(unit, x + width - unitWidth, y, unitWidth, "right");
};

Window_Base.prototype.paramchangeTextColor = function (change) {
  if (change > 0) {
    return this.powerUpColor();
  } else if (change < 0) {
    return this.powerDownColor();
  } else {
    return this.normalColor();
  }
};

Window_Base.prototype.setBackgroundType = function (type) {
  if (type === 0) {
    this.opacity = 255;
  } else {
    this.opacity = 0;
  }
  if (type === 1) {
    this.showBackgroundDimmer();
  } else {
    this.hideBackgroundDimmer();
  }
};

Window_Base.prototype.showBackgroundDimmer = function () {
  if (!this._dimmerSprite) {
    this._dimmerSprite = new Sprite();
    this._dimmerSprite.bitmap = new Bitmap(0, 0);
    this.addChildToBack(this._dimmerSprite);
  }
  var bitmap = this._dimmerSprite.bitmap;
  if (bitmap.width !== this.width || bitmap.height !== this.height) {
    this.refreshDimmerBitmap();
  }
  this._dimmerSprite.visible = true;
  this.updateBackgroundDimmer();
};

Window_Base.prototype.hideBackgroundDimmer = function () {
  if (this._dimmerSprite) {
    this._dimmerSprite.visible = false;
  }
};

Window_Base.prototype.updateBackgroundDimmer = function () {
  if (this._dimmerSprite) {
    this._dimmerSprite.opacity = this.openness;
  }
};

Window_Base.prototype.refreshDimmerBitmap = function () {
  if (this._dimmerSprite) {
    var bitmap = this._dimmerSprite.bitmap;
    var w = this.width;
    var h = this.height;
    var m = this.padding;
    var c1 = this.dimColor1();
    var c2 = this.dimColor2();
    bitmap.resize(w, h);
    bitmap.gradientFillRect(0, 0, w, m, c2, c1, true);
    bitmap.fillRect(0, m, w, h - m * 2, c1);
    bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true);
    this._dimmerSprite.setFrame(0, 0, w, h);
  }
};

Window_Base.prototype.dimColor1 = function () {
  return "rgba(0, 0, 0, 0.6)";
};

Window_Base.prototype.dimColor2 = function () {
  return "rgba(0, 0, 0, 0)";
};

Window_Base.prototype.canvasToLocalX = function (x) {
  var node = this;
  while (node) {
    x -= node.x;
    node = node.parent;
  }
  return x;
};

Window_Base.prototype.canvasToLocalY = function (y) {
  var node = this;
  while (node) {
    y -= node.y;
    node = node.parent;
  }
  return y;
};

Window_Base.prototype.reserveFaceImages = function () {
  $gameParty.members().forEach(function (actor) {
    ImageManager.reserveFace(actor.faceName());
  }, this);
};

//-----------------------------------------------------------------------------
// Window_Selectable
//
// The window class with cursor movement and scroll functions.

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

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

Window_Selectable.prototype.initialize = function (x, y, width, height) {
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this._index = -1;
  this._cursorFixed = false;
  this._cursorAll = false;
  this._stayCount = 0;
  this._helpWindow = null;
  this._handlers = {};
  this._touching = false;
  this._scrollX = 0;
  this._scrollY = 0;
  this.deactivate();
};

Window_Selectable.prototype.index = function () {
  return this._index;
};

Window_Selectable.prototype.cursorFixed = function () {
  return this._cursorFixed;
};

Window_Selectable.prototype.setCursorFixed = function (cursorFixed) {
  this._cursorFixed = cursorFixed;
};

Window_Selectable.prototype.cursorAll = function () {
  return this._cursorAll;
};

Window_Selectable.prototype.setCursorAll = function (cursorAll) {
  this._cursorAll = cursorAll;
};

Window_Selectable.prototype.maxCols = function () {
  return 1;
};

Window_Selectable.prototype.maxItems = function () {
  return 0;
};

Window_Selectable.prototype.spacing = function () {
  return 12;
};

Window_Selectable.prototype.itemWidth = function () {
  return Math.floor(
    (this.width - this.padding * 2 + this.spacing()) / this.maxCols() -
      this.spacing()
  );
};

Window_Selectable.prototype.itemHeight = function () {
  return this.lineHeight();
};

Window_Selectable.prototype.maxRows = function () {
  return Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1);
};

Window_Selectable.prototype.activate = function () {
  Window_Base.prototype.activate.call(this);
  this.reselect();
};

Window_Selectable.prototype.deactivate = function () {
  Window_Base.prototype.deactivate.call(this);
  this.reselect();
};

Window_Selectable.prototype.select = function (index) {
  this._index = index;
  this._stayCount = 0;
  this.ensureCursorVisible();
  this.updateCursor();
  this.callUpdateHelp();
};

Window_Selectable.prototype.deselect = function () {
  this.select(-1);
};

Window_Selectable.prototype.reselect = function () {
  this.select(this._index);
};

Window_Selectable.prototype.row = function () {
  return Math.floor(this.index() / this.maxCols());
};

Window_Selectable.prototype.topRow = function () {
  return Math.floor(this._scrollY / this.itemHeight());
};

Window_Selectable.prototype.maxTopRow = function () {
  return Math.max(0, this.maxRows() - this.maxPageRows());
};

Window_Selectable.prototype.setTopRow = function (row) {
  var scrollY = row.clamp(0, this.maxTopRow()) * this.itemHeight();
  if (this._scrollY !== scrollY) {
    this._scrollY = scrollY;
    this.refresh();
    this.updateCursor();
  }
};

Window_Selectable.prototype.resetScroll = function () {
  this.setTopRow(0);
};

Window_Selectable.prototype.maxPageRows = function () {
  var pageHeight = this.height - this.padding * 2;
  return Math.floor(pageHeight / this.itemHeight());
};

Window_Selectable.prototype.maxPageItems = function () {
  return this.maxPageRows() * this.maxCols();
};

Window_Selectable.prototype.isHorizontal = function () {
  return this.maxPageRows() === 1;
};

Window_Selectable.prototype.bottomRow = function () {
  return Math.max(0, this.topRow() + this.maxPageRows() - 1);
};

Window_Selectable.prototype.setBottomRow = function (row) {
  this.setTopRow(row - (this.maxPageRows() - 1));
};

Window_Selectable.prototype.topIndex = function () {
  return this.topRow() * this.maxCols();
};

Window_Selectable.prototype.itemRect = function (index) {
  var rect = new Rectangle();
  var maxCols = this.maxCols();
  rect.width = this.itemWidth();
  rect.height = this.itemHeight();
  rect.x = (index % maxCols) * (rect.width + this.spacing()) - this._scrollX;
  rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY;
  return rect;
};

Window_Selectable.prototype.itemRectForText = function (index) {
  var rect = this.itemRect(index);
  rect.x += this.textPadding();
  rect.width -= this.textPadding() * 2;
  return rect;
};

Window_Selectable.prototype.setHelpWindow = function (helpWindow) {
  this._helpWindow = helpWindow;
  this.callUpdateHelp();
};

Window_Selectable.prototype.showHelpWindow = function () {
  if (this._helpWindow) {
    this._helpWindow.show();
  }
};

Window_Selectable.prototype.hideHelpWindow = function () {
  if (this._helpWindow) {
    this._helpWindow.hide();
  }
};

Window_Selectable.prototype.setHandler = function (symbol, method) {
  this._handlers[symbol] = method;
};

Window_Selectable.prototype.isHandled = function (symbol) {
  return !!this._handlers[symbol];
};

Window_Selectable.prototype.callHandler = function (symbol) {
  if (this.isHandled(symbol)) {
    this._handlers[symbol]();
  }
};

Window_Selectable.prototype.isOpenAndActive = function () {
  return this.isOpen() && this.active;
};

Window_Selectable.prototype.isCursorMovable = function () {
  return (
    this.isOpenAndActive() &&
    !this._cursorFixed &&
    !this._cursorAll &&
    this.maxItems() > 0
  );
};

Window_Selectable.prototype.cursorDown = function (wrap) {
  var index = this.index();
  var maxItems = this.maxItems();
  var maxCols = this.maxCols();
  if (index < maxItems - maxCols || (wrap && maxCols === 1)) {
    this.select((index + maxCols) % maxItems);
  }
};

Window_Selectable.prototype.cursorUp = function (wrap) {
  var index = this.index();
  var maxItems = this.maxItems();
  var maxCols = this.maxCols();
  if (index >= maxCols || (wrap && maxCols === 1)) {
    this.select((index - maxCols + maxItems) % maxItems);
  }
};

Window_Selectable.prototype.cursorRight = function (wrap) {
  var index = this.index();
  var maxItems = this.maxItems();
  var maxCols = this.maxCols();
  if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) {
    this.select((index + 1) % maxItems);
  }
};

Window_Selectable.prototype.cursorLeft = function (wrap) {
  var index = this.index();
  var maxItems = this.maxItems();
  var maxCols = this.maxCols();
  if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) {
    this.select((index - 1 + maxItems) % maxItems);
  }
};

Window_Selectable.prototype.cursorPagedown = function () {
  var index = this.index();
  var maxItems = this.maxItems();
  if (this.topRow() + this.maxPageRows() < this.maxRows()) {
    this.setTopRow(this.topRow() + this.maxPageRows());
    this.select(Math.min(index + this.maxPageItems(), maxItems - 1));
  }
};

Window_Selectable.prototype.cursorPageup = function () {
  var index = this.index();
  if (this.topRow() > 0) {
    this.setTopRow(this.topRow() - this.maxPageRows());
    this.select(Math.max(index - this.maxPageItems(), 0));
  }
};

Window_Selectable.prototype.scrollDown = function () {
  if (this.topRow() + 1 < this.maxRows()) {
    this.setTopRow(this.topRow() + 1);
  }
};

Window_Selectable.prototype.scrollUp = function () {
  if (this.topRow() > 0) {
    this.setTopRow(this.topRow() - 1);
  }
};

Window_Selectable.prototype.update = function () {
  Window_Base.prototype.update.call(this);
  this.updateArrows();
  this.processCursorMove();
  this.processHandling();
  this.processWheel();
  this.processTouch();
  this._stayCount++;
};

Window_Selectable.prototype.updateArrows = function () {
  var topRow = this.topRow();
  var maxTopRow = this.maxTopRow();
  this.downArrowVisible = maxTopRow > 0 && topRow < maxTopRow;
  this.upArrowVisible = topRow > 0;
};

Window_Selectable.prototype.processCursorMove = function () {
  if (this.isCursorMovable()) {
    var lastIndex = this.index();
    if (Input.isRepeated("down")) {
      this.cursorDown(Input.isTriggered("down"));
    }
    if (Input.isRepeated("up")) {
      this.cursorUp(Input.isTriggered("up"));
    }
    if (Input.isRepeated("right")) {
      this.cursorRight(Input.isTriggered("right"));
    }
    if (Input.isRepeated("left")) {
      this.cursorLeft(Input.isTriggered("left"));
    }
    if (!this.isHandled("pagedown") && Input.isTriggered("pagedown")) {
      this.cursorPagedown();
    }
    if (!this.isHandled("pageup") && Input.isTriggered("pageup")) {
      this.cursorPageup();
    }
    if (this.index() !== lastIndex) {
      SoundManager.playCursor();
    }
  }
};

Window_Selectable.prototype.processHandling = function () {
  if (this.isOpenAndActive()) {
    if (this.isOkEnabled() && this.isOkTriggered()) {
      this.processOk();
    } else if (this.isCancelEnabled() && this.isCancelTriggered()) {
      this.processCancel();
    } else if (this.isHandled("pagedown") && Input.isTriggered("pagedown")) {
      this.processPagedown();
    } else if (this.isHandled("pageup") && Input.isTriggered("pageup")) {
      this.processPageup();
    }
  }
};

Window_Selectable.prototype.processWheel = function () {
  if (this.isOpenAndActive()) {
    var threshold = 20;
    if (TouchInput.wheelY >= threshold) {
      this.scrollDown();
    }
    if (TouchInput.wheelY <= -threshold) {
      this.scrollUp();
    }
  }
};

Window_Selectable.prototype.processTouch = function () {
  if (this.isOpenAndActive()) {
    if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
      this._touching = true;
      this.onTouch(true);
    } else if (TouchInput.isCancelled()) {
      if (this.isCancelEnabled()) {
        this.processCancel();
      }
    }
    if (this._touching) {
      if (TouchInput.isPressed()) {
        this.onTouch(false);
      } else {
        this._touching = false;
      }
    }
  } else {
    this._touching = false;
  }
};

Window_Selectable.prototype.isTouchedInsideFrame = function () {
  var x = this.canvasToLocalX(TouchInput.x);
  var y = this.canvasToLocalY(TouchInput.y);
  return x >= 0 && y >= 0 && x < this.width && y < this.height;
};

Window_Selectable.prototype.onTouch = function (triggered) {
  var lastIndex = this.index();
  var x = this.canvasToLocalX(TouchInput.x);
  var y = this.canvasToLocalY(TouchInput.y);
  var hitIndex = this.hitTest(x, y);
  if (hitIndex >= 0) {
    if (hitIndex === this.index()) {
      if (triggered && this.isTouchOkEnabled()) {
        this.processOk();
      }
    } else if (this.isCursorMovable()) {
      this.select(hitIndex);
    }
  } else if (this._stayCount >= 10) {
    if (y < this.padding) {
      this.cursorUp();
    } else if (y >= this.height - this.padding) {
      this.cursorDown();
    }
  }
  if (this.index() !== lastIndex) {
    SoundManager.playCursor();
  }
};

Window_Selectable.prototype.hitTest = function (x, y) {
  if (this.isContentsArea(x, y)) {
    var cx = x - this.padding;
    var cy = y - this.padding;
    var topIndex = this.topIndex();
    for (var i = 0; i < this.maxPageItems(); i++) {
      var index = topIndex + i;
      if (index < this.maxItems()) {
        var rect = this.itemRect(index);
        var right = rect.x + rect.width;
        var bottom = rect.y + rect.height;
        if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) {
          return index;
        }
      }
    }
  }
  return -1;
};

Window_Selectable.prototype.isContentsArea = function (x, y) {
  var left = this.padding;
  var top = this.padding;
  var right = this.width - this.padding;
  var bottom = this.height - this.padding;
  return x >= left && y >= top && x < right && y < bottom;
};

Window_Selectable.prototype.isTouchOkEnabled = function () {
  return this.isOkEnabled();
};

Window_Selectable.prototype.isOkEnabled = function () {
  return this.isHandled("ok");
};

Window_Selectable.prototype.isCancelEnabled = function () {
  return this.isHandled("cancel");
};

Window_Selectable.prototype.isOkTriggered = function () {
  return Input.isRepeated("ok");
};

Window_Selectable.prototype.isCancelTriggered = function () {
  return Input.isRepeated("cancel");
};

Window_Selectable.prototype.processOk = function () {
  if (this.isCurrentItemEnabled()) {
    this.playOkSound();
    this.updateInputData();
    this.deactivate();
    this.callOkHandler();
  } else {
    this.playBuzzerSound();
  }
};

Window_Selectable.prototype.playOkSound = function () {
  SoundManager.playOk();
};

Window_Selectable.prototype.playBuzzerSound = function () {
  SoundManager.playBuzzer();
};

Window_Selectable.prototype.callOkHandler = function () {
  this.callHandler("ok");
};

Window_Selectable.prototype.processCancel = function () {
  SoundManager.playCancel();
  this.updateInputData();
  this.deactivate();
  this.callCancelHandler();
};

Window_Selectable.prototype.callCancelHandler = function () {
  this.callHandler("cancel");
};

Window_Selectable.prototype.processPageup = function () {
  SoundManager.playCursor();
  this.updateInputData();
  this.deactivate();
  this.callHandler("pageup");
};

Window_Selectable.prototype.processPagedown = function () {
  SoundManager.playCursor();
  this.updateInputData();
  this.deactivate();
  this.callHandler("pagedown");
};

Window_Selectable.prototype.updateInputData = function () {
  Input.update();
  TouchInput.update();
};

Window_Selectable.prototype.updateCursor = function () {
  if (this._cursorAll) {
    var allRowsHeight = this.maxRows() * this.itemHeight();
    this.setCursorRect(0, 0, this.contents.width, allRowsHeight);
    this.setTopRow(0);
  } else if (this.isCursorVisible()) {
    var rect = this.itemRect(this.index());
    this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
  } else {
    this.setCursorRect(0, 0, 0, 0);
  }
};

Window_Selectable.prototype.isCursorVisible = function () {
  var row = this.row();
  return row >= this.topRow() && row <= this.bottomRow();
};

Window_Selectable.prototype.ensureCursorVisible = function () {
  var row = this.row();
  if (row < this.topRow()) {
    this.setTopRow(row);
  } else if (row > this.bottomRow()) {
    this.setBottomRow(row);
  }
};

Window_Selectable.prototype.callUpdateHelp = function () {
  if (this.active && this._helpWindow) {
    this.updateHelp();
  }
};

Window_Selectable.prototype.updateHelp = function () {
  this._helpWindow.clear();
};

Window_Selectable.prototype.setHelpWindowItem = function (item) {
  if (this._helpWindow) {
    this._helpWindow.setItem(item);
  }
};

Window_Selectable.prototype.isCurrentItemEnabled = function () {
  return true;
};

Window_Selectable.prototype.drawAllItems = function () {
  var topIndex = this.topIndex();
  for (var i = 0; i < this.maxPageItems(); i++) {
    var index = topIndex + i;
    if (index < this.maxItems()) {
      this.drawItem(index);
    }
  }
};

Window_Selectable.prototype.drawItem = function (index) {};

Window_Selectable.prototype.clearItem = function (index) {
  var rect = this.itemRect(index);
  this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
};

Window_Selectable.prototype.redrawItem = function (index) {
  if (index >= 0) {
    this.clearItem(index);
    this.drawItem(index);
  }
};

Window_Selectable.prototype.redrawCurrentItem = function () {
  this.redrawItem(this.index());
};

Window_Selectable.prototype.refresh = function () {
  if (this.contents) {
    this.contents.clear();
    this.drawAllItems();
  }
};

//-----------------------------------------------------------------------------
// Window_Command
//
// The superclass of windows for selecting a command.

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

Window_Command.prototype = Object.create(Window_Selectable.prototype);
Window_Command.prototype.constructor = Window_Command;

Window_Command.prototype.initialize = function (x, y) {
  this.clearCommandList();
  this.makeCommandList();
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this.refresh();
  this.select(0);
  this.activate();
};

Window_Command.prototype.windowWidth = function () {
  return 240;
};

Window_Command.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_Command.prototype.numVisibleRows = function () {
  return Math.ceil(this.maxItems() / this.maxCols());
};

Window_Command.prototype.maxItems = function () {
  return this._list.length;
};

Window_Command.prototype.clearCommandList = function () {
  this._list = [];
};

Window_Command.prototype.makeCommandList = function () {};

Window_Command.prototype.addCommand = function (name, symbol, enabled, ext) {
  if (enabled === undefined) {
    enabled = true;
  }
  if (ext === undefined) {
    ext = null;
  }
  this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext });
};

Window_Command.prototype.commandName = function (index) {
  return this._list[index].name;
};

Window_Command.prototype.commandSymbol = function (index) {
  return this._list[index].symbol;
};

Window_Command.prototype.isCommandEnabled = function (index) {
  return this._list[index].enabled;
};

Window_Command.prototype.currentData = function () {
  return this.index() >= 0 ? this._list[this.index()] : null;
};

Window_Command.prototype.isCurrentItemEnabled = function () {
  return this.currentData() ? this.currentData().enabled : false;
};

Window_Command.prototype.currentSymbol = function () {
  return this.currentData() ? this.currentData().symbol : null;
};

Window_Command.prototype.currentExt = function () {
  return this.currentData() ? this.currentData().ext : null;
};

Window_Command.prototype.findSymbol = function (symbol) {
  for (var i = 0; i < this._list.length; i++) {
    if (this._list[i].symbol === symbol) {
      return i;
    }
  }
  return -1;
};

Window_Command.prototype.selectSymbol = function (symbol) {
  var index = this.findSymbol(symbol);
  if (index >= 0) {
    this.select(index);
  } else {
    this.select(0);
  }
};

Window_Command.prototype.findExt = function (ext) {
  for (var i = 0; i < this._list.length; i++) {
    if (this._list[i].ext === ext) {
      return i;
    }
  }
  return -1;
};

Window_Command.prototype.selectExt = function (ext) {
  var index = this.findExt(ext);
  if (index >= 0) {
    this.select(index);
  } else {
    this.select(0);
  }
};

Window_Command.prototype.drawItem = function (index) {
  var rect = this.itemRectForText(index);
  var align = this.itemTextAlign();
  this.resetTextColor();
  this.changePaintOpacity(this.isCommandEnabled(index));
  this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align);
};

Window_Command.prototype.itemTextAlign = function () {
  return "left";
};

Window_Command.prototype.isOkEnabled = function () {
  return true;
};

Window_Command.prototype.callOkHandler = function () {
  var symbol = this.currentSymbol();
  if (this.isHandled(symbol)) {
    this.callHandler(symbol);
  } else if (this.isHandled("ok")) {
    Window_Selectable.prototype.callOkHandler.call(this);
  } else {
    this.activate();
  }
};

Window_Command.prototype.refresh = function () {
  this.clearCommandList();
  this.makeCommandList();
  this.createContents();
  Window_Selectable.prototype.refresh.call(this);
};

//-----------------------------------------------------------------------------
// Window_HorzCommand
//
// The command window for the horizontal selection format.

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

Window_HorzCommand.prototype = Object.create(Window_Command.prototype);
Window_HorzCommand.prototype.constructor = Window_HorzCommand;

Window_HorzCommand.prototype.initialize = function (x, y) {
  Window_Command.prototype.initialize.call(this, x, y);
};

Window_HorzCommand.prototype.numVisibleRows = function () {
  return 1;
};

Window_HorzCommand.prototype.maxCols = function () {
  return 4;
};

Window_HorzCommand.prototype.itemTextAlign = function () {
  return "center";
};

//-----------------------------------------------------------------------------
// Window_Help
//
// The window for displaying the description of the selected item.

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

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

Window_Help.prototype.initialize = function (numLines) {
  var width = Graphics.boxWidth;
  var height = this.fittingHeight(numLines || 2);
  Window_Base.prototype.initialize.call(this, 0, 0, width, height);
  this._text = "";
};

Window_Help.prototype.setText = function (text) {
  if (this._text !== text) {
    this._text = text;
    this.refresh();
  }
};

Window_Help.prototype.clear = function () {
  this.setText("");
};

Window_Help.prototype.setItem = function (item) {
  this.setText(item ? item.description : "");
};

Window_Help.prototype.refresh = function () {
  this.contents.clear();
  this.drawTextEx(this._text, this.textPadding(), 0);
};

//-----------------------------------------------------------------------------
// Window_Gold
//
// The window for displaying the party's gold.

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

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

Window_Gold.prototype.initialize = function (x, y) {
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this.refresh();
};

Window_Gold.prototype.windowWidth = function () {
  return 240;
};

Window_Gold.prototype.windowHeight = function () {
  return this.fittingHeight(1);
};

Window_Gold.prototype.refresh = function () {
  var x = this.textPadding();
  var width = this.contents.width - this.textPadding() * 2;
  this.contents.clear();
  this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width);
};

Window_Gold.prototype.value = function () {
  return $gameParty.gold();
};

Window_Gold.prototype.currencyUnit = function () {
  return TextManager.currencyUnit;
};

Window_Gold.prototype.open = function () {
  this.refresh();
  Window_Base.prototype.open.call(this);
};

//-----------------------------------------------------------------------------
// Window_MenuCommand
//
// The window for selecting a command on the menu screen.

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

Window_MenuCommand.prototype = Object.create(Window_Command.prototype);
Window_MenuCommand.prototype.constructor = Window_MenuCommand;

Window_MenuCommand.prototype.initialize = function (x, y) {
  Window_Command.prototype.initialize.call(this, x, y);
  this.selectLast();
};

Window_MenuCommand._lastCommandSymbol = null;

Window_MenuCommand.initCommandPosition = function () {
  this._lastCommandSymbol = null;
};

Window_MenuCommand.prototype.windowWidth = function () {
  return 240;
};

Window_MenuCommand.prototype.numVisibleRows = function () {
  return this.maxItems();
};

Window_MenuCommand.prototype.makeCommandList = function () {
  this.addMainCommands();
  this.addFormationCommand();
  this.addOriginalCommands();
  this.addOptionsCommand();
  this.addSaveCommand();
  this.addGameEndCommand();
};

Window_MenuCommand.prototype.addMainCommands = function () {
  var enabled = this.areMainCommandsEnabled();
  if (this.needsCommand("item")) {
    this.addCommand(TextManager.item, "item", enabled);
  }
  if (this.needsCommand("skill")) {
    this.addCommand(TextManager.skill, "skill", enabled);
  }
  if (this.needsCommand("equip")) {
    this.addCommand(TextManager.equip, "equip", enabled);
  }
  if (this.needsCommand("status")) {
    this.addCommand(TextManager.status, "status", enabled);
  }
};

Window_MenuCommand.prototype.addFormationCommand = function () {
  if (this.needsCommand("formation")) {
    var enabled = this.isFormationEnabled();
    this.addCommand(TextManager.formation, "formation", enabled);
  }
};

Window_MenuCommand.prototype.addOriginalCommands = function () {};

Window_MenuCommand.prototype.addOptionsCommand = function () {
  if (this.needsCommand("options")) {
    var enabled = this.isOptionsEnabled();
    this.addCommand(TextManager.options, "options", enabled);
  }
};

Window_MenuCommand.prototype.addSaveCommand = function () {
  if (this.needsCommand("save")) {
    var enabled = this.isSaveEnabled();
    this.addCommand(TextManager.save, "save", enabled);
  }
};

Window_MenuCommand.prototype.addGameEndCommand = function () {
  var enabled = this.isGameEndEnabled();
  this.addCommand(TextManager.gameEnd, "gameEnd", enabled);
};

Window_MenuCommand.prototype.needsCommand = function (name) {
  var flags = $dataSystem.menuCommands;
  if (flags) {
    switch (name) {
      case "item":
        return flags[0];
      case "skill":
        return flags[1];
      case "equip":
        return flags[2];
      case "status":
        return flags[3];
      case "formation":
        return flags[4];
      case "save":
        return flags[5];
    }
  }
  return true;
};

Window_MenuCommand.prototype.areMainCommandsEnabled = function () {
  return $gameParty.exists();
};

Window_MenuCommand.prototype.isFormationEnabled = function () {
  return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled();
};

Window_MenuCommand.prototype.isOptionsEnabled = function () {
  return true;
};

Window_MenuCommand.prototype.isSaveEnabled = function () {
  return !DataManager.isEventTest() && $gameSystem.isSaveEnabled();
};

Window_MenuCommand.prototype.isGameEndEnabled = function () {
  return true;
};

Window_MenuCommand.prototype.processOk = function () {
  Window_MenuCommand._lastCommandSymbol = this.currentSymbol();
  Window_Command.prototype.processOk.call(this);
};

Window_MenuCommand.prototype.selectLast = function () {
  this.selectSymbol(Window_MenuCommand._lastCommandSymbol);
};

//-----------------------------------------------------------------------------
// Window_MenuStatus
//
// The window for displaying party member status on the menu screen.

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

Window_MenuStatus.prototype = Object.create(Window_Selectable.prototype);
Window_MenuStatus.prototype.constructor = Window_MenuStatus;

Window_MenuStatus.prototype.initialize = function (x, y) {
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._formationMode = false;
  this._pendingIndex = -1;
  this.refresh();
};

Window_MenuStatus.prototype.windowWidth = function () {
  return Graphics.boxWidth - 240;
};

Window_MenuStatus.prototype.windowHeight = function () {
  return Graphics.boxHeight;
};

Window_MenuStatus.prototype.maxItems = function () {
  return $gameParty.size();
};

Window_MenuStatus.prototype.itemHeight = function () {
  var clientHeight = this.height - this.padding * 2;
  return Math.floor(clientHeight / this.numVisibleRows());
};

Window_MenuStatus.prototype.numVisibleRows = function () {
  return 4;
};

Window_MenuStatus.prototype.loadImages = function () {
  $gameParty.members().forEach(function (actor) {
    ImageManager.reserveFace(actor.faceName());
  }, this);
};

Window_MenuStatus.prototype.drawItem = function (index) {
  this.drawItemBackground(index);
  this.drawItemImage(index);
  this.drawItemStatus(index);
};

Window_MenuStatus.prototype.drawItemBackground = function (index) {
  if (index === this._pendingIndex) {
    var rect = this.itemRect(index);
    var color = this.pendingColor();
    this.changePaintOpacity(false);
    this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
    this.changePaintOpacity(true);
  }
};

Window_MenuStatus.prototype.drawItemImage = function (index) {
  var actor = $gameParty.members()[index];
  var rect = this.itemRect(index);
  this.changePaintOpacity(actor.isBattleMember());
  this.drawActorFace(
    actor,
    rect.x + 1,
    rect.y + 1,
    Window_Base._faceWidth,
    Window_Base._faceHeight
  );
  this.changePaintOpacity(true);
};

Window_MenuStatus.prototype.drawItemStatus = function (index) {
  var actor = $gameParty.members()[index];
  var rect = this.itemRect(index);
  var x = rect.x + 162;
  var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
  var width = rect.width - x - this.textPadding();
  this.drawActorSimpleStatus(actor, x, y, width);
};

Window_MenuStatus.prototype.processOk = function () {
  Window_Selectable.prototype.processOk.call(this);
  $gameParty.setMenuActor($gameParty.members()[this.index()]);
};

Window_MenuStatus.prototype.isCurrentItemEnabled = function () {
  if (this._formationMode) {
    var actor = $gameParty.members()[this.index()];
    return actor && actor.isFormationChangeOk();
  } else {
    return true;
  }
};

Window_MenuStatus.prototype.selectLast = function () {
  this.select($gameParty.menuActor().index() || 0);
};

Window_MenuStatus.prototype.formationMode = function () {
  return this._formationMode;
};

Window_MenuStatus.prototype.setFormationMode = function (formationMode) {
  this._formationMode = formationMode;
};

Window_MenuStatus.prototype.pendingIndex = function () {
  return this._pendingIndex;
};

Window_MenuStatus.prototype.setPendingIndex = function (index) {
  var lastPendingIndex = this._pendingIndex;
  this._pendingIndex = index;
  this.redrawItem(this._pendingIndex);
  this.redrawItem(lastPendingIndex);
};

//-----------------------------------------------------------------------------
// Window_MenuActor
//
// The window for selecting a target actor on the item and skill screens.

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

Window_MenuActor.prototype = Object.create(Window_MenuStatus.prototype);
Window_MenuActor.prototype.constructor = Window_MenuActor;

Window_MenuActor.prototype.initialize = function () {
  Window_MenuStatus.prototype.initialize.call(this, 0, 0);
  this.hide();
};

Window_MenuActor.prototype.processOk = function () {
  if (!this.cursorAll()) {
    $gameParty.setTargetActor($gameParty.members()[this.index()]);
  }
  this.callOkHandler();
};

Window_MenuActor.prototype.selectLast = function () {
  this.select($gameParty.targetActor().index() || 0);
};

Window_MenuActor.prototype.selectForItem = function (item) {
  var actor = $gameParty.menuActor();
  var action = new Game_Action(actor);
  action.setItemObject(item);
  this.setCursorFixed(false);
  this.setCursorAll(false);
  if (action.isForUser()) {
    if (DataManager.isSkill(item)) {
      this.setCursorFixed(true);
      this.select(actor.index());
    } else {
      this.selectLast();
    }
  } else if (action.isForAll()) {
    this.setCursorAll(true);
    this.select(0);
  } else {
    this.selectLast();
  }
};

//-----------------------------------------------------------------------------
// Window_ItemCategory
//
// The window for selecting a category of items on the item and shop screens.

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

Window_ItemCategory.prototype = Object.create(Window_HorzCommand.prototype);
Window_ItemCategory.prototype.constructor = Window_ItemCategory;

Window_ItemCategory.prototype.initialize = function () {
  Window_HorzCommand.prototype.initialize.call(this, 0, 0);
};

Window_ItemCategory.prototype.windowWidth = function () {
  return Graphics.boxWidth;
};

Window_ItemCategory.prototype.maxCols = function () {
  return 4;
};

Window_ItemCategory.prototype.update = function () {
  Window_HorzCommand.prototype.update.call(this);
  if (this._itemWindow) {
    this._itemWindow.setCategory(this.currentSymbol());
  }
};

Window_ItemCategory.prototype.makeCommandList = function () {
  this.addCommand(TextManager.item, "item");
  this.addCommand(TextManager.weapon, "weapon");
  this.addCommand(TextManager.armor, "armor");
  this.addCommand(TextManager.keyItem, "keyItem");
};

Window_ItemCategory.prototype.setItemWindow = function (itemWindow) {
  this._itemWindow = itemWindow;
};

//-----------------------------------------------------------------------------
// Window_ItemList
//
// The window for selecting an item on the item screen.

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

Window_ItemList.prototype = Object.create(Window_Selectable.prototype);
Window_ItemList.prototype.constructor = Window_ItemList;

Window_ItemList.prototype.initialize = function (x, y, width, height) {
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._category = "none";
  this._data = [];
};

Window_ItemList.prototype.setCategory = function (category) {
  if (this._category !== category) {
    this._category = category;
    this.refresh();
    this.resetScroll();
  }
};

Window_ItemList.prototype.maxCols = function () {
  return 2;
};

Window_ItemList.prototype.spacing = function () {
  return 48;
};

Window_ItemList.prototype.maxItems = function () {
  return this._data ? this._data.length : 1;
};

Window_ItemList.prototype.item = function () {
  var index = this.index();
  return this._data && index >= 0 ? this._data[index] : null;
};

Window_ItemList.prototype.isCurrentItemEnabled = function () {
  return this.isEnabled(this.item());
};

Window_ItemList.prototype.includes = function (item) {
  switch (this._category) {
    case "item":
      return DataManager.isItem(item) && item.itypeId === 1;
    case "weapon":
      return DataManager.isWeapon(item);
    case "armor":
      return DataManager.isArmor(item);
    case "keyItem":
      return DataManager.isItem(item) && item.itypeId === 2;
    default:
      return false;
  }
};

Window_ItemList.prototype.needsNumber = function () {
  return true;
};

Window_ItemList.prototype.isEnabled = function (item) {
  return $gameParty.canUse(item);
};

Window_ItemList.prototype.makeItemList = function () {
  this._data = $gameParty.allItems().filter(function (item) {
    return this.includes(item);
  }, this);
  if (this.includes(null)) {
    this._data.push(null);
  }
};

Window_ItemList.prototype.selectLast = function () {
  var index = this._data.indexOf($gameParty.lastItem());
  this.select(index >= 0 ? index : 0);
};

Window_ItemList.prototype.drawItem = function (index) {
  var item = this._data[index];
  if (item) {
    var numberWidth = this.numberWidth();
    var rect = this.itemRect(index);
    rect.width -= this.textPadding();
    this.changePaintOpacity(this.isEnabled(item));
    this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
    this.drawItemNumber(item, rect.x, rect.y, rect.width);
    this.changePaintOpacity(1);
  }
};

Window_ItemList.prototype.numberWidth = function () {
  return this.textWidth("000");
};

Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) {
  if (this.needsNumber()) {
    this.drawText(":", x, y, width - this.textWidth("00"), "right");
    this.drawText($gameParty.numItems(item), x, y, width, "right");
  }
};

Window_ItemList.prototype.updateHelp = function () {
  this.setHelpWindowItem(this.item());
};

Window_ItemList.prototype.refresh = function () {
  this.makeItemList();
  this.createContents();
  this.drawAllItems();
};

//-----------------------------------------------------------------------------
// Window_SkillType
//
// The window for selecting a skill type on the skill screen.

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

Window_SkillType.prototype = Object.create(Window_Command.prototype);
Window_SkillType.prototype.constructor = Window_SkillType;

Window_SkillType.prototype.initialize = function (x, y) {
  Window_Command.prototype.initialize.call(this, x, y);
  this._actor = null;
};

Window_SkillType.prototype.windowWidth = function () {
  return 240;
};

Window_SkillType.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
    this.selectLast();
  }
};

Window_SkillType.prototype.numVisibleRows = function () {
  return 4;
};

Window_SkillType.prototype.makeCommandList = function () {
  if (this._actor) {
    var skillTypes = this._actor.addedSkillTypes();
    skillTypes.sort(function (a, b) {
      return a - b;
    });
    skillTypes.forEach(function (stypeId) {
      var name = $dataSystem.skillTypes[stypeId];
      this.addCommand(name, "skill", true, stypeId);
    }, this);
  }
};

Window_SkillType.prototype.update = function () {
  Window_Command.prototype.update.call(this);
  if (this._skillWindow) {
    this._skillWindow.setStypeId(this.currentExt());
  }
};

Window_SkillType.prototype.setSkillWindow = function (skillWindow) {
  this._skillWindow = skillWindow;
};

Window_SkillType.prototype.selectLast = function () {
  var skill = this._actor.lastMenuSkill();
  if (skill) {
    this.selectExt(skill.stypeId);
  } else {
    this.select(0);
  }
};

//-----------------------------------------------------------------------------
// Window_SkillStatus
//
// The window for displaying the skill user's status on the skill screen.

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

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

Window_SkillStatus.prototype.initialize = function (x, y, width, height) {
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this._actor = null;
};

Window_SkillStatus.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
  }
};

Window_SkillStatus.prototype.refresh = function () {
  this.contents.clear();
  if (this._actor) {
    var w = this.width - this.padding * 2;
    var h = this.height - this.padding * 2;
    var y = h / 2 - this.lineHeight() * 1.5;
    var width = w - 162 - this.textPadding();
    this.drawActorFace(this._actor, 0, 0, 144, h);
    this.drawActorSimpleStatus(this._actor, 162, y, width);
  }
};

//-----------------------------------------------------------------------------
// Window_SkillList
//
// The window for selecting a skill on the skill screen.

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

Window_SkillList.prototype = Object.create(Window_Selectable.prototype);
Window_SkillList.prototype.constructor = Window_SkillList;

Window_SkillList.prototype.initialize = function (x, y, width, height) {
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._actor = null;
  this._stypeId = 0;
  this._data = [];
};

Window_SkillList.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
    this.resetScroll();
  }
};

Window_SkillList.prototype.setStypeId = function (stypeId) {
  if (this._stypeId !== stypeId) {
    this._stypeId = stypeId;
    this.refresh();
    this.resetScroll();
  }
};

Window_SkillList.prototype.maxCols = function () {
  return 2;
};

Window_SkillList.prototype.spacing = function () {
  return 48;
};

Window_SkillList.prototype.maxItems = function () {
  return this._data ? this._data.length : 1;
};

Window_SkillList.prototype.item = function () {
  return this._data && this.index() >= 0 ? this._data[this.index()] : null;
};

Window_SkillList.prototype.isCurrentItemEnabled = function () {
  return this.isEnabled(this._data[this.index()]);
};

Window_SkillList.prototype.includes = function (item) {
  return item && item.stypeId === this._stypeId;
};

Window_SkillList.prototype.isEnabled = function (item) {
  return this._actor && this._actor.canUse(item);
};

Window_SkillList.prototype.makeItemList = function () {
  if (this._actor) {
    this._data = this._actor.skills().filter(function (item) {
      return this.includes(item);
    }, this);
  } else {
    this._data = [];
  }
};

Window_SkillList.prototype.selectLast = function () {
  var skill;
  if ($gameParty.inBattle()) {
    skill = this._actor.lastBattleSkill();
  } else {
    skill = this._actor.lastMenuSkill();
  }
  var index = this._data.indexOf(skill);
  this.select(index >= 0 ? index : 0);
};

Window_SkillList.prototype.drawItem = function (index) {
  var skill = this._data[index];
  if (skill) {
    var costWidth = this.costWidth();
    var rect = this.itemRect(index);
    rect.width -= this.textPadding();
    this.changePaintOpacity(this.isEnabled(skill));
    this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth);
    this.drawSkillCost(skill, rect.x, rect.y, rect.width);
    this.changePaintOpacity(1);
  }
};

Window_SkillList.prototype.costWidth = function () {
  return this.textWidth("000");
};

Window_SkillList.prototype.drawSkillCost = function (skill, x, y, width) {
  if (this._actor.skillTpCost(skill) > 0) {
    this.changeTextColor(this.tpCostColor());
    this.drawText(this._actor.skillTpCost(skill), x, y, width, "right");
  } else if (this._actor.skillMpCost(skill) > 0) {
    this.changeTextColor(this.mpCostColor());
    this.drawText(this._actor.skillMpCost(skill), x, y, width, "right");
  }
};

Window_SkillList.prototype.updateHelp = function () {
  this.setHelpWindowItem(this.item());
};

Window_SkillList.prototype.refresh = function () {
  this.makeItemList();
  this.createContents();
  this.drawAllItems();
};

//-----------------------------------------------------------------------------
// Window_EquipStatus
//
// The window for displaying parameter changes on the equipment screen.

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

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

Window_EquipStatus.prototype.initialize = function (x, y) {
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this._actor = null;
  this._tempActor = null;
  this.refresh();
};

Window_EquipStatus.prototype.windowWidth = function () {
  return 312;
};

Window_EquipStatus.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_EquipStatus.prototype.numVisibleRows = function () {
  return 7;
};

Window_EquipStatus.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
  }
};

Window_EquipStatus.prototype.refresh = function () {
  this.contents.clear();
  if (this._actor) {
    this.drawActorName(this._actor, this.textPadding(), 0);
    for (var i = 0; i < 6; i++) {
      this.drawItem(0, this.lineHeight() * (1 + i), 2 + i);
    }
  }
};

Window_EquipStatus.prototype.setTempActor = function (tempActor) {
  if (this._tempActor !== tempActor) {
    this._tempActor = tempActor;
    this.refresh();
  }
};

Window_EquipStatus.prototype.drawItem = function (x, y, paramId) {
  this.drawParamName(x + this.textPadding(), y, paramId);
  if (this._actor) {
    this.drawCurrentParam(x + 140, y, paramId);
  }
  this.drawRightArrow(x + 188, y);
  if (this._tempActor) {
    this.drawNewParam(x + 222, y, paramId);
  }
};

Window_EquipStatus.prototype.drawParamName = function (x, y, paramId) {
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.param(paramId), x, y, 120);
};

Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) {
  this.resetTextColor();
  this.drawText(this._actor.param(paramId), x, y, 48, "right");
};

Window_EquipStatus.prototype.drawRightArrow = function (x, y) {
  this.changeTextColor(this.systemColor());
  this.drawText("\u2192", x, y, 32, "center");
};

Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) {
  var newValue = this._tempActor.param(paramId);
  var diffvalue = newValue - this._actor.param(paramId);
  this.changeTextColor(this.paramchangeTextColor(diffvalue));
  this.drawText(newValue, x, y, 48, "right");
};

//-----------------------------------------------------------------------------
// Window_EquipCommand
//
// The window for selecting a command on the equipment screen.

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

Window_EquipCommand.prototype = Object.create(Window_HorzCommand.prototype);
Window_EquipCommand.prototype.constructor = Window_EquipCommand;

Window_EquipCommand.prototype.initialize = function (x, y, width) {
  this._windowWidth = width;
  Window_HorzCommand.prototype.initialize.call(this, x, y);
};

Window_EquipCommand.prototype.windowWidth = function () {
  return this._windowWidth;
};

Window_EquipCommand.prototype.maxCols = function () {
  return 3;
};

Window_EquipCommand.prototype.makeCommandList = function () {
  this.addCommand(TextManager.equip2, "equip");
  this.addCommand(TextManager.optimize, "optimize");
  this.addCommand(TextManager.clear, "clear");
};

//-----------------------------------------------------------------------------
// Window_EquipSlot
//
// The window for selecting an equipment slot on the equipment screen.

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

Window_EquipSlot.prototype = Object.create(Window_Selectable.prototype);
Window_EquipSlot.prototype.constructor = Window_EquipSlot;

Window_EquipSlot.prototype.initialize = function (x, y, width, height) {
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._actor = null;
  this.refresh();
};

Window_EquipSlot.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
  }
};

Window_EquipSlot.prototype.update = function () {
  Window_Selectable.prototype.update.call(this);
  if (this._itemWindow) {
    this._itemWindow.setSlotId(this.index());
  }
};

Window_EquipSlot.prototype.maxItems = function () {
  return this._actor ? this._actor.equipSlots().length : 0;
};

Window_EquipSlot.prototype.item = function () {
  return this._actor ? this._actor.equips()[this.index()] : null;
};

Window_EquipSlot.prototype.drawItem = function (index) {
  if (this._actor) {
    var rect = this.itemRectForText(index);
    this.changeTextColor(this.systemColor());
    this.changePaintOpacity(this.isEnabled(index));
    this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight());
    this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y);
    this.changePaintOpacity(true);
  }
};

Window_EquipSlot.prototype.slotName = function (index) {
  var slots = this._actor.equipSlots();
  return this._actor ? $dataSystem.equipTypes[slots[index]] : "";
};

Window_EquipSlot.prototype.isEnabled = function (index) {
  return this._actor ? this._actor.isEquipChangeOk(index) : false;
};

Window_EquipSlot.prototype.isCurrentItemEnabled = function () {
  return this.isEnabled(this.index());
};

Window_EquipSlot.prototype.setStatusWindow = function (statusWindow) {
  this._statusWindow = statusWindow;
  this.callUpdateHelp();
};

Window_EquipSlot.prototype.setItemWindow = function (itemWindow) {
  this._itemWindow = itemWindow;
};

Window_EquipSlot.prototype.updateHelp = function () {
  Window_Selectable.prototype.updateHelp.call(this);
  this.setHelpWindowItem(this.item());
  if (this._statusWindow) {
    this._statusWindow.setTempActor(null);
  }
};

//-----------------------------------------------------------------------------
// Window_EquipItem
//
// The window for selecting an equipment item on the equipment screen.

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

Window_EquipItem.prototype = Object.create(Window_ItemList.prototype);
Window_EquipItem.prototype.constructor = Window_EquipItem;

Window_EquipItem.prototype.initialize = function (x, y, width, height) {
  Window_ItemList.prototype.initialize.call(this, x, y, width, height);
  this._actor = null;
  this._slotId = 0;
};

Window_EquipItem.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
    this.resetScroll();
  }
};

Window_EquipItem.prototype.setSlotId = function (slotId) {
  if (this._slotId !== slotId) {
    this._slotId = slotId;
    this.refresh();
    this.resetScroll();
  }
};

Window_EquipItem.prototype.includes = function (item) {
  if (item === null) {
    return true;
  }
  if (
    this._slotId < 0 ||
    item.etypeId !== this._actor.equipSlots()[this._slotId]
  ) {
    return false;
  }
  return this._actor.canEquip(item);
};

Window_EquipItem.prototype.isEnabled = function (item) {
  return true;
};

Window_EquipItem.prototype.selectLast = function () {};

Window_EquipItem.prototype.setStatusWindow = function (statusWindow) {
  this._statusWindow = statusWindow;
  this.callUpdateHelp();
};

Window_EquipItem.prototype.updateHelp = function () {
  Window_ItemList.prototype.updateHelp.call(this);
  if (this._actor && this._statusWindow) {
    var actor = JsonEx.makeDeepCopy(this._actor);
    actor.forceChangeEquip(this._slotId, this.item());
    this._statusWindow.setTempActor(actor);
  }
};

Window_EquipItem.prototype.playOkSound = function () {};

//-----------------------------------------------------------------------------
// Window_Status
//
// The window for displaying full status on the status screen.

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

Window_Status.prototype = Object.create(Window_Selectable.prototype);
Window_Status.prototype.constructor = Window_Status;

Window_Status.prototype.initialize = function () {
  var width = Graphics.boxWidth;
  var height = Graphics.boxHeight;
  Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
  this._actor = null;
  this.refresh();
  this.activate();
};

Window_Status.prototype.setActor = function (actor) {
  if (this._actor !== actor) {
    this._actor = actor;
    this.refresh();
  }
};

Window_Status.prototype.refresh = function () {
  this.contents.clear();
  if (this._actor) {
    var lineHeight = this.lineHeight();
    this.drawBlock1(lineHeight * 0);
    this.drawHorzLine(lineHeight * 1);
    this.drawBlock2(lineHeight * 2);
    this.drawHorzLine(lineHeight * 6);
    this.drawBlock3(lineHeight * 7);
    this.drawHorzLine(lineHeight * 13);
    this.drawBlock4(lineHeight * 14);
  }
};

Window_Status.prototype.drawBlock1 = function (y) {
  this.drawActorName(this._actor, 6, y);
  this.drawActorClass(this._actor, 192, y);
  this.drawActorNickname(this._actor, 432, y);
};

Window_Status.prototype.drawBlock2 = function (y) {
  this.drawActorFace(this._actor, 12, y);
  this.drawBasicInfo(204, y);
  this.drawExpInfo(456, y);
};

Window_Status.prototype.drawBlock3 = function (y) {
  this.drawParameters(48, y);
  this.drawEquipments(432, y);
};

Window_Status.prototype.drawBlock4 = function (y) {
  this.drawProfile(6, y);
};

Window_Status.prototype.drawHorzLine = function (y) {
  var lineY = y + this.lineHeight() / 2 - 1;
  this.contents.paintOpacity = 48;
  this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.lineColor());
  this.contents.paintOpacity = 255;
};

Window_Status.prototype.lineColor = function () {
  return this.normalColor();
};

Window_Status.prototype.drawBasicInfo = function (x, y) {
  var lineHeight = this.lineHeight();
  this.drawActorLevel(this._actor, x, y + lineHeight * 0);
  this.drawActorIcons(this._actor, x, y + lineHeight * 1);
  this.drawActorHp(this._actor, x, y + lineHeight * 2);
  this.drawActorMp(this._actor, x, y + lineHeight * 3);
};

Window_Status.prototype.drawParameters = function (x, y) {
  var lineHeight = this.lineHeight();
  for (var i = 0; i < 6; i++) {
    var paramId = i + 2;
    var y2 = y + lineHeight * i;
    this.changeTextColor(this.systemColor());
    this.drawText(TextManager.param(paramId), x, y2, 160);
    this.resetTextColor();
    this.drawText(this._actor.param(paramId), x + 160, y2, 60, "right");
  }
};

Window_Status.prototype.drawExpInfo = function (x, y) {
  var lineHeight = this.lineHeight();
  var expTotal = TextManager.expTotal.format(TextManager.exp);
  var expNext = TextManager.expNext.format(TextManager.level);
  var value1 = this._actor.currentExp();
  var value2 = this._actor.nextRequiredExp();
  if (this._actor.isMaxLevel()) {
    value1 = "-------";
    value2 = "-------";
  }
  this.changeTextColor(this.systemColor());
  this.drawText(expTotal, x, y + lineHeight * 0, 270);
  this.drawText(expNext, x, y + lineHeight * 2, 270);
  this.resetTextColor();
  this.drawText(value1, x, y + lineHeight * 1, 270, "right");
  this.drawText(value2, x, y + lineHeight * 3, 270, "right");
};

Window_Status.prototype.drawEquipments = function (x, y) {
  var equips = this._actor.equips();
  var count = Math.min(equips.length, this.maxEquipmentLines());
  for (var i = 0; i < count; i++) {
    this.drawItemName(equips[i], x, y + this.lineHeight() * i);
  }
};

Window_Status.prototype.drawProfile = function (x, y) {
  this.drawTextEx(this._actor.profile(), x, y);
};

Window_Status.prototype.maxEquipmentLines = function () {
  return 6;
};

//-----------------------------------------------------------------------------
// Window_Options
//
// The window for changing various settings on the options screen.

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

Window_Options.prototype = Object.create(Window_Command.prototype);
Window_Options.prototype.constructor = Window_Options;

Window_Options.prototype.initialize = function () {
  Window_Command.prototype.initialize.call(this, 0, 0);
  this.updatePlacement();
};

Window_Options.prototype.windowWidth = function () {
  return 400;
};

Window_Options.prototype.windowHeight = function () {
  return this.fittingHeight(Math.min(this.numVisibleRows(), 12));
};

Window_Options.prototype.updatePlacement = function () {
  this.x = (Graphics.boxWidth - this.width) / 2;
  this.y = (Graphics.boxHeight - this.height) / 2;
};

Window_Options.prototype.makeCommandList = function () {
  this.addGeneralOptions();
  this.addVolumeOptions();
};

Window_Options.prototype.addGeneralOptions = function () {
  this.addCommand(TextManager.alwaysDash, "alwaysDash");
  this.addCommand(TextManager.commandRemember, "commandRemember");
};

Window_Options.prototype.addVolumeOptions = function () {
  this.addCommand(TextManager.bgmVolume, "bgmVolume");
  this.addCommand(TextManager.bgsVolume, "bgsVolume");
  this.addCommand(TextManager.meVolume, "meVolume");
  this.addCommand(TextManager.seVolume, "seVolume");
};

Window_Options.prototype.drawItem = function (index) {
  var rect = this.itemRectForText(index);
  var statusWidth = this.statusWidth();
  var titleWidth = rect.width - statusWidth;
  this.resetTextColor();
  this.changePaintOpacity(this.isCommandEnabled(index));
  this.drawText(this.commandName(index), rect.x, rect.y, titleWidth, "left");
  this.drawText(
    this.statusText(index),
    titleWidth,
    rect.y,
    statusWidth,
    "right"
  );
};

Window_Options.prototype.statusWidth = function () {
  return 120;
};

Window_Options.prototype.statusText = function (index) {
  var symbol = this.commandSymbol(index);
  var value = this.getConfigValue(symbol);
  if (this.isVolumeSymbol(symbol)) {
    return this.volumeStatusText(value);
  } else {
    return this.booleanStatusText(value);
  }
};

Window_Options.prototype.isVolumeSymbol = function (symbol) {
  return symbol.contains("Volume");
};

Window_Options.prototype.booleanStatusText = function (value) {
  return value ? "ON" : "OFF";
};

Window_Options.prototype.volumeStatusText = function (value) {
  return value + "%";
};

Window_Options.prototype.processOk = function () {
  var index = this.index();
  var symbol = this.commandSymbol(index);
  var value = this.getConfigValue(symbol);
  if (this.isVolumeSymbol(symbol)) {
    value += this.volumeOffset();
    if (value > 100) {
      value = 0;
    }
    value = value.clamp(0, 100);
    this.changeValue(symbol, value);
  } else {
    this.changeValue(symbol, !value);
  }
};

Window_Options.prototype.cursorRight = function (wrap) {
  var index = this.index();
  var symbol = this.commandSymbol(index);
  var value = this.getConfigValue(symbol);
  if (this.isVolumeSymbol(symbol)) {
    value += this.volumeOffset();
    value = value.clamp(0, 100);
    this.changeValue(symbol, value);
  } else {
    this.changeValue(symbol, true);
  }
};

Window_Options.prototype.cursorLeft = function (wrap) {
  var index = this.index();
  var symbol = this.commandSymbol(index);
  var value = this.getConfigValue(symbol);
  if (this.isVolumeSymbol(symbol)) {
    value -= this.volumeOffset();
    value = value.clamp(0, 100);
    this.changeValue(symbol, value);
  } else {
    this.changeValue(symbol, false);
  }
};

Window_Options.prototype.volumeOffset = function () {
  return 20;
};

Window_Options.prototype.changeValue = function (symbol, value) {
  var lastValue = this.getConfigValue(symbol);
  if (lastValue !== value) {
    this.setConfigValue(symbol, value);
    this.redrawItem(this.findSymbol(symbol));
    SoundManager.playCursor();
  }
};

Window_Options.prototype.getConfigValue = function (symbol) {
  return ConfigManager[symbol];
};

Window_Options.prototype.setConfigValue = function (symbol, volume) {
  ConfigManager[symbol] = volume;
};

//-----------------------------------------------------------------------------
// Window_SavefileList
//
// The window for selecting a save file on the save and load screens.

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

Window_SavefileList.prototype = Object.create(Window_Selectable.prototype);
Window_SavefileList.prototype.constructor = Window_SavefileList;

Window_SavefileList.prototype.initialize = function (x, y, width, height) {
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this.activate();
  this._mode = null;
};

Window_SavefileList.prototype.setMode = function (mode) {
  this._mode = mode;
};

Window_SavefileList.prototype.maxItems = function () {
  return DataManager.maxSavefiles();
};

Window_SavefileList.prototype.maxVisibleItems = function () {
  return 5;
};

Window_SavefileList.prototype.itemHeight = function () {
  var innerHeight = this.height - this.padding * 2;
  return Math.floor(innerHeight / this.maxVisibleItems());
};

Window_SavefileList.prototype.drawItem = function (index) {
  var id = index + 1;
  var valid = DataManager.isThisGameFile(id);
  var info = DataManager.loadSavefileInfo(id);
  var rect = this.itemRectForText(index);
  this.resetTextColor();
  if (this._mode === "load") {
    this.changePaintOpacity(valid);
  }
  this.drawFileId(id, rect.x, rect.y);
  if (info) {
    this.changePaintOpacity(valid);
    this.drawContents(info, rect, valid);
    this.changePaintOpacity(true);
  }
};

Window_SavefileList.prototype.drawFileId = function (id, x, y) {
  this.drawText(TextManager.file + " " + id, x, y, 180);
};

Window_SavefileList.prototype.drawContents = function (info, rect, valid) {
  var bottom = rect.y + rect.height;
  if (rect.width >= 420) {
    this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192);
    if (valid) {
      this.drawPartyCharacters(info, rect.x + 220, bottom - 4);
    }
  }
  var lineHeight = this.lineHeight();
  var y2 = bottom - lineHeight;
  if (y2 >= lineHeight) {
    this.drawPlaytime(info, rect.x, y2, rect.width);
  }
};

Window_SavefileList.prototype.drawGameTitle = function (info, x, y, width) {
  if (info.title) {
    this.drawText(info.title, x, y, width);
  }
};

Window_SavefileList.prototype.drawPartyCharacters = function (info, x, y) {
  if (info.characters) {
    for (var i = 0; i < info.characters.length; i++) {
      var data = info.characters[i];
      this.drawCharacter(data[0], data[1], x + i * 48, y);
    }
  }
};

Window_SavefileList.prototype.drawPlaytime = function (info, x, y, width) {
  if (info.playtime) {
    this.drawText(info.playtime, x, y, width, "right");
  }
};

Window_SavefileList.prototype.playOkSound = function () {};

//-----------------------------------------------------------------------------
// Window_ShopCommand
//
// The window for selecting buy/sell on the shop screen.

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

Window_ShopCommand.prototype = Object.create(Window_HorzCommand.prototype);
Window_ShopCommand.prototype.constructor = Window_ShopCommand;

Window_ShopCommand.prototype.initialize = function (width, purchaseOnly) {
  this._windowWidth = width;
  this._purchaseOnly = purchaseOnly;
  Window_HorzCommand.prototype.initialize.call(this, 0, 0);
};

Window_ShopCommand.prototype.windowWidth = function () {
  return this._windowWidth;
};

Window_ShopCommand.prototype.maxCols = function () {
  return 3;
};

Window_ShopCommand.prototype.makeCommandList = function () {
  this.addCommand(TextManager.buy, "buy");
  this.addCommand(TextManager.sell, "sell", !this._purchaseOnly);
  this.addCommand(TextManager.cancel, "cancel");
};

//-----------------------------------------------------------------------------
// Window_ShopBuy
//
// The window for selecting an item to buy on the shop screen.

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

Window_ShopBuy.prototype = Object.create(Window_Selectable.prototype);
Window_ShopBuy.prototype.constructor = Window_ShopBuy;

Window_ShopBuy.prototype.initialize = function (x, y, height, shopGoods) {
  var width = this.windowWidth();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._shopGoods = shopGoods;
  this._money = 0;
  this.refresh();
  this.select(0);
};

Window_ShopBuy.prototype.windowWidth = function () {
  return 456;
};

Window_ShopBuy.prototype.maxItems = function () {
  return this._data ? this._data.length : 1;
};

Window_ShopBuy.prototype.item = function () {
  return this._data[this.index()];
};

Window_ShopBuy.prototype.setMoney = function (money) {
  this._money = money;
  this.refresh();
};

Window_ShopBuy.prototype.isCurrentItemEnabled = function () {
  return this.isEnabled(this._data[this.index()]);
};

Window_ShopBuy.prototype.price = function (item) {
  return this._price[this._data.indexOf(item)] || 0;
};

Window_ShopBuy.prototype.isEnabled = function (item) {
  return (
    item && this.price(item) <= this._money && !$gameParty.hasMaxItems(item)
  );
};

Window_ShopBuy.prototype.refresh = function () {
  this.makeItemList();
  this.createContents();
  this.drawAllItems();
};

Window_ShopBuy.prototype.makeItemList = function () {
  this._data = [];
  this._price = [];
  this._shopGoods.forEach(function (goods) {
    var item = null;
    switch (goods[0]) {
      case 0:
        item = $dataItems[goods[1]];
        break;
      case 1:
        item = $dataWeapons[goods[1]];
        break;
      case 2:
        item = $dataArmors[goods[1]];
        break;
    }
    if (item) {
      this._data.push(item);
      this._price.push(goods[2] === 0 ? item.price : goods[3]);
    }
  }, this);
};

Window_ShopBuy.prototype.drawItem = function (index) {
  var item = this._data[index];
  var rect = this.itemRect(index);
  var priceWidth = 96;
  rect.width -= this.textPadding();
  this.changePaintOpacity(this.isEnabled(item));
  this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth);
  this.drawText(
    this.price(item),
    rect.x + rect.width - priceWidth,
    rect.y,
    priceWidth,
    "right"
  );
  this.changePaintOpacity(true);
};

Window_ShopBuy.prototype.setStatusWindow = function (statusWindow) {
  this._statusWindow = statusWindow;
  this.callUpdateHelp();
};

Window_ShopBuy.prototype.updateHelp = function () {
  this.setHelpWindowItem(this.item());
  if (this._statusWindow) {
    this._statusWindow.setItem(this.item());
  }
};

//-----------------------------------------------------------------------------
// Window_ShopSell
//
// The window for selecting an item to sell on the shop screen.

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

Window_ShopSell.prototype = Object.create(Window_ItemList.prototype);
Window_ShopSell.prototype.constructor = Window_ShopSell;

Window_ShopSell.prototype.initialize = function (x, y, width, height) {
  Window_ItemList.prototype.initialize.call(this, x, y, width, height);
};

Window_ShopSell.prototype.isEnabled = function (item) {
  return item && item.price > 0;
};

//-----------------------------------------------------------------------------
// Window_ShopNumber
//
// The window for inputting quantity of items to buy or sell on the shop
// screen.

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

Window_ShopNumber.prototype = Object.create(Window_Selectable.prototype);
Window_ShopNumber.prototype.constructor = Window_ShopNumber;

Window_ShopNumber.prototype.initialize = function (x, y, height) {
  var width = this.windowWidth();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._item = null;
  this._max = 1;
  this._price = 0;
  this._number = 1;
  this._currencyUnit = TextManager.currencyUnit;
  this.createButtons();
};

Window_ShopNumber.prototype.windowWidth = function () {
  return 456;
};

Window_ShopNumber.prototype.number = function () {
  return this._number;
};

Window_ShopNumber.prototype.setup = function (item, max, price) {
  this._item = item;
  this._max = Math.floor(max);
  this._price = price;
  this._number = 1;
  this.placeButtons();
  this.updateButtonsVisiblity();
  this.refresh();
};

Window_ShopNumber.prototype.setCurrencyUnit = function (currencyUnit) {
  this._currencyUnit = currencyUnit;
  this.refresh();
};

Window_ShopNumber.prototype.createButtons = function () {
  var bitmap = ImageManager.loadSystem("ButtonSet");
  var buttonWidth = 48;
  var buttonHeight = 48;
  this._buttons = [];
  for (var i = 0; i < 5; i++) {
    var button = new Sprite_Button();
    var x = buttonWidth * i;
    var w = buttonWidth * (i === 4 ? 2 : 1);
    button.bitmap = bitmap;
    button.setColdFrame(x, 0, w, buttonHeight);
    button.setHotFrame(x, buttonHeight, w, buttonHeight);
    button.visible = false;
    this._buttons.push(button);
    this.addChild(button);
  }
  this._buttons[0].setClickHandler(this.onButtonDown2.bind(this));
  this._buttons[1].setClickHandler(this.onButtonDown.bind(this));
  this._buttons[2].setClickHandler(this.onButtonUp.bind(this));
  this._buttons[3].setClickHandler(this.onButtonUp2.bind(this));
  this._buttons[4].setClickHandler(this.onButtonOk.bind(this));
};

Window_ShopNumber.prototype.placeButtons = function () {
  var numButtons = this._buttons.length;
  var spacing = 16;
  var totalWidth = -spacing;
  for (var i = 0; i < numButtons; i++) {
    totalWidth += this._buttons[i].width + spacing;
  }
  var x = (this.width - totalWidth) / 2;
  for (var j = 0; j < numButtons; j++) {
    var button = this._buttons[j];
    button.x = x;
    button.y = this.buttonY();
    x += button.width + spacing;
  }
};

Window_ShopNumber.prototype.updateButtonsVisiblity = function () {
  if (TouchInput.date > Input.date) {
    this.showButtons();
  } else {
    this.hideButtons();
  }
};

Window_ShopNumber.prototype.showButtons = function () {
  for (var i = 0; i < this._buttons.length; i++) {
    this._buttons[i].visible = true;
  }
};

Window_ShopNumber.prototype.hideButtons = function () {
  for (var i = 0; i < this._buttons.length; i++) {
    this._buttons[i].visible = false;
  }
};

Window_ShopNumber.prototype.refresh = function () {
  this.contents.clear();
  this.drawItemName(this._item, 0, this.itemY());
  this.drawMultiplicationSign();
  this.drawNumber();
  this.drawTotalPrice();
};

Window_ShopNumber.prototype.drawMultiplicationSign = function () {
  var sign = "\u00d7";
  var width = this.textWidth(sign);
  var x = this.cursorX() - width * 2;
  var y = this.itemY();
  this.resetTextColor();
  this.drawText(sign, x, y, width);
};

Window_ShopNumber.prototype.drawNumber = function () {
  var x = this.cursorX();
  var y = this.itemY();
  var width = this.cursorWidth() - this.textPadding();
  this.resetTextColor();
  this.drawText(this._number, x, y, width, "right");
};

Window_ShopNumber.prototype.drawTotalPrice = function () {
  var total = this._price * this._number;
  var width = this.contentsWidth() - this.textPadding();
  this.drawCurrencyValue(total, this._currencyUnit, 0, this.priceY(), width);
};

Window_ShopNumber.prototype.itemY = function () {
  return Math.round(this.contentsHeight() / 2 - this.lineHeight() * 1.5);
};

Window_ShopNumber.prototype.priceY = function () {
  return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2);
};

Window_ShopNumber.prototype.buttonY = function () {
  return Math.round(this.priceY() + this.lineHeight() * 2.5);
};

Window_ShopNumber.prototype.cursorWidth = function () {
  var digitWidth = this.textWidth("0");
  return this.maxDigits() * digitWidth + this.textPadding() * 2;
};

Window_ShopNumber.prototype.cursorX = function () {
  return this.contentsWidth() - this.cursorWidth() - this.textPadding();
};

Window_ShopNumber.prototype.maxDigits = function () {
  return 2;
};

Window_ShopNumber.prototype.update = function () {
  Window_Selectable.prototype.update.call(this);
  this.processNumberChange();
};

Window_ShopNumber.prototype.isOkTriggered = function () {
  return Input.isTriggered("ok");
};

Window_ShopNumber.prototype.playOkSound = function () {};

Window_ShopNumber.prototype.processNumberChange = function () {
  if (this.isOpenAndActive()) {
    if (Input.isRepeated("right")) {
      this.changeNumber(1);
    }
    if (Input.isRepeated("left")) {
      this.changeNumber(-1);
    }
    if (Input.isRepeated("up")) {
      this.changeNumber(10);
    }
    if (Input.isRepeated("down")) {
      this.changeNumber(-10);
    }
  }
};

Window_ShopNumber.prototype.changeNumber = function (amount) {
  var lastNumber = this._number;
  this._number = (this._number + amount).clamp(1, this._max);
  if (this._number !== lastNumber) {
    SoundManager.playCursor();
    this.refresh();
  }
};

Window_ShopNumber.prototype.updateCursor = function () {
  this.setCursorRect(
    this.cursorX(),
    this.itemY(),
    this.cursorWidth(),
    this.lineHeight()
  );
};

Window_ShopNumber.prototype.onButtonUp = function () {
  this.changeNumber(1);
};

Window_ShopNumber.prototype.onButtonUp2 = function () {
  this.changeNumber(10);
};

Window_ShopNumber.prototype.onButtonDown = function () {
  this.changeNumber(-1);
};

Window_ShopNumber.prototype.onButtonDown2 = function () {
  this.changeNumber(-10);
};

Window_ShopNumber.prototype.onButtonOk = function () {
  this.processOk();
};

//-----------------------------------------------------------------------------
// Window_ShopStatus
//
// The window for displaying number of items in possession and the actor's
// equipment on the shop screen.

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

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

Window_ShopStatus.prototype.initialize = function (x, y, width, height) {
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this._item = null;
  this._pageIndex = 0;
  this.refresh();
};

Window_ShopStatus.prototype.refresh = function () {
  this.contents.clear();
  if (this._item) {
    var x = this.textPadding();
    this.drawPossession(x, 0);
    if (this.isEquipItem()) {
      this.drawEquipInfo(x, this.lineHeight() * 2);
    }
  }
};

Window_ShopStatus.prototype.setItem = function (item) {
  this._item = item;
  this.refresh();
};

Window_ShopStatus.prototype.isEquipItem = function () {
  return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item);
};

Window_ShopStatus.prototype.drawPossession = function (x, y) {
  var width = this.contents.width - this.textPadding() - x;
  var possessionWidth = this.textWidth("0000");
  this.changeTextColor(this.systemColor());
  this.drawText(TextManager.possession, x, y, width - possessionWidth);
  this.resetTextColor();
  this.drawText($gameParty.numItems(this._item), x, y, width, "right");
};

Window_ShopStatus.prototype.drawEquipInfo = function (x, y) {
  var members = this.statusMembers();
  for (var i = 0; i < members.length; i++) {
    this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]);
  }
};

Window_ShopStatus.prototype.statusMembers = function () {
  var start = this._pageIndex * this.pageSize();
  var end = start + this.pageSize();
  return $gameParty.members().slice(start, end);
};

Window_ShopStatus.prototype.pageSize = function () {
  return 4;
};

Window_ShopStatus.prototype.maxPages = function () {
  return Math.floor(
    ($gameParty.size() + this.pageSize() - 1) / this.pageSize()
  );
};

Window_ShopStatus.prototype.drawActorEquipInfo = function (x, y, actor) {
  var enabled = actor.canEquip(this._item);
  this.changePaintOpacity(enabled);
  this.resetTextColor();
  this.drawText(actor.name(), x, y, 168);
  var item1 = this.currentEquippedItem(actor, this._item.etypeId);
  if (enabled) {
    this.drawActorParamChange(x, y, actor, item1);
  }
  this.drawItemName(item1, x, y + this.lineHeight());
  this.changePaintOpacity(true);
};

Window_ShopStatus.prototype.drawActorParamChange = function (
  x,
  y,
  actor,
  item1
) {
  var width = this.contents.width - this.textPadding() - x;
  var paramId = this.paramId();
  var change = this._item.params[paramId] - (item1 ? item1.params[paramId] : 0);
  this.changeTextColor(this.paramchangeTextColor(change));
  this.drawText((change > 0 ? "+" : "") + change, x, y, width, "right");
};

Window_ShopStatus.prototype.paramId = function () {
  return DataManager.isWeapon(this._item) ? 2 : 3;
};

Window_ShopStatus.prototype.currentEquippedItem = function (actor, etypeId) {
  var list = [];
  var equips = actor.equips();
  var slots = actor.equipSlots();
  for (var i = 0; i < slots.length; i++) {
    if (slots[i] === etypeId) {
      list.push(equips[i]);
    }
  }
  var paramId = this.paramId();
  var worstParam = Number.MAX_VALUE;
  var worstItem = null;
  for (var j = 0; j < list.length; j++) {
    if (list[j] && list[j].params[paramId] < worstParam) {
      worstParam = list[j].params[paramId];
      worstItem = list[j];
    }
  }
  return worstItem;
};

Window_ShopStatus.prototype.update = function () {
  Window_Base.prototype.update.call(this);
  this.updatePage();
};

Window_ShopStatus.prototype.updatePage = function () {
  if (this.isPageChangeEnabled() && this.isPageChangeRequested()) {
    this.changePage();
  }
};

Window_ShopStatus.prototype.isPageChangeEnabled = function () {
  return this.visible && this.maxPages() >= 2;
};

Window_ShopStatus.prototype.isPageChangeRequested = function () {
  if (Input.isTriggered("shift")) {
    return true;
  }
  if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
    return true;
  }
  return false;
};

Window_ShopStatus.prototype.isTouchedInsideFrame = function () {
  var x = this.canvasToLocalX(TouchInput.x);
  var y = this.canvasToLocalY(TouchInput.y);
  return x >= 0 && y >= 0 && x < this.width && y < this.height;
};

Window_ShopStatus.prototype.changePage = function () {
  this._pageIndex = (this._pageIndex + 1) % this.maxPages();
  this.refresh();
  SoundManager.playCursor();
};

//-----------------------------------------------------------------------------
// Window_NameEdit
//
// The window for editing an actor's name on the name input screen.

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

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

Window_NameEdit.prototype.initialize = function (actor, maxLength) {
  var width = this.windowWidth();
  var height = this.windowHeight();
  var x = (Graphics.boxWidth - width) / 2;
  var y = (Graphics.boxHeight - (height + this.fittingHeight(9) + 8)) / 2;
  Window_Base.prototype.initialize.call(this, x, y, width, height);
  this._actor = actor;
  this._name = actor.name().slice(0, this._maxLength);
  this._index = this._name.length;
  this._maxLength = maxLength;
  this._defaultName = this._name;
  this.deactivate();
  this.refresh();
  ImageManager.reserveFace(actor.faceName());
};

Window_NameEdit.prototype.windowWidth = function () {
  return 480;
};

Window_NameEdit.prototype.windowHeight = function () {
  return this.fittingHeight(4);
};

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

Window_NameEdit.prototype.restoreDefault = function () {
  this._name = this._defaultName;
  this._index = this._name.length;
  this.refresh();
  return this._name.length > 0;
};

Window_NameEdit.prototype.add = function (ch) {
  if (this._index < this._maxLength) {
    this._name += ch;
    this._index++;
    this.refresh();
    return true;
  } else {
    return false;
  }
};

Window_NameEdit.prototype.back = function () {
  if (this._index > 0) {
    this._index--;
    this._name = this._name.slice(0, this._index);
    this.refresh();
    return true;
  } else {
    return false;
  }
};

Window_NameEdit.prototype.faceWidth = function () {
  return 144;
};

Window_NameEdit.prototype.charWidth = function () {
  var text = $gameSystem.isJapanese() ? "\uff21" : "A";
  return this.textWidth(text);
};

Window_NameEdit.prototype.left = function () {
  var nameCenter = (this.contentsWidth() + this.faceWidth()) / 2;
  var nameWidth = (this._maxLength + 1) * this.charWidth();
  return Math.min(nameCenter - nameWidth / 2, this.contentsWidth() - nameWidth);
};

Window_NameEdit.prototype.itemRect = function (index) {
  return {
    x: this.left() + index * this.charWidth(),
    y: 54,
    width: this.charWidth(),
    height: this.lineHeight(),
  };
};

Window_NameEdit.prototype.underlineRect = function (index) {
  var rect = this.itemRect(index);
  rect.x++;
  rect.y += rect.height - 4;
  rect.width -= 2;
  rect.height = 2;
  return rect;
};

Window_NameEdit.prototype.underlineColor = function () {
  return this.normalColor();
};

Window_NameEdit.prototype.drawUnderline = function (index) {
  var rect = this.underlineRect(index);
  var color = this.underlineColor();
  this.contents.paintOpacity = 48;
  this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
  this.contents.paintOpacity = 255;
};

Window_NameEdit.prototype.drawChar = function (index) {
  var rect = this.itemRect(index);
  this.resetTextColor();
  this.drawText(this._name[index] || "", rect.x, rect.y);
};

Window_NameEdit.prototype.refresh = function () {
  this.contents.clear();
  this.drawActorFace(this._actor, 0, 0);
  for (var i = 0; i < this._maxLength; i++) {
    this.drawUnderline(i);
  }
  for (var j = 0; j < this._name.length; j++) {
    this.drawChar(j);
  }
  var rect = this.itemRect(this._index);
  this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
};

//-----------------------------------------------------------------------------
// Window_NameInput
//
// The window for selecting text characters on the name input screen.

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

Window_NameInput.prototype = Object.create(Window_Selectable.prototype);
Window_NameInput.prototype.constructor = Window_NameInput;
Window_NameInput.LATIN1 = [
  "A",
  "B",
  "C",
  "D",
  "E",
  "a",
  "b",
  "c",
  "d",
  "e",
  "F",
  "G",
  "H",
  "I",
  "J",
  "f",
  "g",
  "h",
  "i",
  "j",
  "K",
  "L",
  "M",
  "N",
  "O",
  "k",
  "l",
  "m",
  "n",
  "o",
  "P",
  "Q",
  "R",
  "S",
  "T",
  "p",
  "q",
  "r",
  "s",
  "t",
  "U",
  "V",
  "W",
  "X",
  "Y",
  "u",
  "v",
  "w",
  "x",
  "y",
  "Z",
  "[",
  "]",
  "^",
  "_",
  "z",
  "{",
  "}",
  "|",
  "~",
  "0",
  "1",
  "2",
  "3",
  "4",
  "!",
  "#",
  "$",
  "%",
  "&",
  "5",
  "6",
  "7",
  "8",
  "9",
  "(",
  ")",
  "*",
  "+",
  "-",
  "/",
  "=",
  "@",
  "<",
  ">",
  ":",
  ";",
  " ",
  "Page",
  "OK",
];
Window_NameInput.LATIN2 = [
  "Á",
  "É",
  "Í",
  "Ó",
  "Ú",
  "á",
  "é",
  "í",
  "ó",
  "ú",
  "À",
  "È",
  "Ì",
  "Ò",
  "Ù",
  "à",
  "è",
  "ì",
  "ò",
  "ù",
  "Â",
  "Ê",
  "Î",
  "Ô",
  "Û",
  "â",
  "ê",
  "î",
  "ô",
  "û",
  "Ä",
  "Ë",
  "Ï",
  "Ö",
  "Ü",
  "ä",
  "ë",
  "ï",
  "ö",
  "ü",
  "Ā",
  "Ē",
  "Ī",
  "Ō",
  "Ū",
  "ā",
  "ē",
  "ī",
  "ō",
  "ū",
  "Ã",
  "Å",
  "Æ",
  "Ç",
  "Ð",
  "ã",
  "å",
  "æ",
  "ç",
  "ð",
  "Ñ",
  "Õ",
  "Ø",
  "Š",
  "Ŵ",
  "ñ",
  "õ",
  "ø",
  "š",
  "ŵ",
  "Ý",
  "Ŷ",
  "Ÿ",
  "Ž",
  "Þ",
  "ý",
  "ÿ",
  "ŷ",
  "ž",
  "þ",
  "Ĳ",
  "Œ",
  "ĳ",
  "œ",
  "ß",
  "«",
  "»",
  " ",
  "Page",
  "OK",
];
Window_NameInput.RUSSIA = [
  "А",
  "Б",
  "В",
  "Г",
  "Д",
  "а",
  "б",
  "в",
  "г",
  "д",
  "Е",
  "Ё",
  "Ж",
  "З",
  "И",
  "е",
  "ё",
  "ж",
  "з",
  "и",
  "Й",
  "К",
  "Л",
  "М",
  "Н",
  "й",
  "к",
  "л",
  "м",
  "н",
  "О",
  "П",
  "Р",
  "С",
  "Т",
  "о",
  "п",
  "р",
  "с",
  "т",
  "У",
  "Ф",
  "Х",
  "Ц",
  "Ч",
  "у",
  "ф",
  "х",
  "ц",
  "ч",
  "Ш",
  "Щ",
  "Ъ",
  "Ы",
  "Ь",
  "ш",
  "щ",
  "ъ",
  "ы",
  "ь",
  "Э",
  "Ю",
  "Я",
  "^",
  "_",
  "э",
  "ю",
  "я",
  "%",
  "&",
  "0",
  "1",
  "2",
  "3",
  "4",
  "(",
  ")",
  "*",
  "+",
  "-",
  "5",
  "6",
  "7",
  "8",
  "9",
  ":",
  ";",
  " ",
  "",
  "OK",
];
Window_NameInput.JAPAN1 = [
  "あ",
  "い",
  "う",
  "え",
  "お",
  "が",
  "ぎ",
  "ぐ",
  "げ",
  "ご",
  "か",
  "き",
  "く",
  "け",
  "こ",
  "ざ",
  "じ",
  "ず",
  "ぜ",
  "ぞ",
  "さ",
  "し",
  "す",
  "せ",
  "そ",
  "だ",
  "ぢ",
  "づ",
  "で",
  "ど",
  "た",
  "ち",
  "つ",
  "て",
  "と",
  "ば",
  "び",
  "ぶ",
  "べ",
  "ぼ",
  "な",
  "に",
  "ぬ",
  "ね",
  "の",
  "ぱ",
  "ぴ",
  "ぷ",
  "ぺ",
  "ぽ",
  "は",
  "ひ",
  "ふ",
  "へ",
  "ほ",
  "ぁ",
  "ぃ",
  "ぅ",
  "ぇ",
  "ぉ",
  "ま",
  "み",
  "む",
  "め",
  "も",
  "っ",
  "ゃ",
  "ゅ",
  "ょ",
  "ゎ",
  "や",
  "ゆ",
  "よ",
  "わ",
  "ん",
  "ー",
  "～",
  "・",
  "＝",
  "☆",
  "ら",
  "り",
  "る",
  "れ",
  "ろ",
  "ゔ",
  "を",
  "　",
  "カナ",
  "決定",
];
Window_NameInput.JAPAN2 = [
  "ア",
  "イ",
  "ウ",
  "エ",
  "オ",
  "ガ",
  "ギ",
  "グ",
  "ゲ",
  "ゴ",
  "カ",
  "キ",
  "ク",
  "ケ",
  "コ",
  "ザ",
  "ジ",
  "ズ",
  "ゼ",
  "ゾ",
  "サ",
  "シ",
  "ス",
  "セ",
  "ソ",
  "ダ",
  "ヂ",
  "ヅ",
  "デ",
  "ド",
  "タ",
  "チ",
  "ツ",
  "テ",
  "ト",
  "バ",
  "ビ",
  "ブ",
  "ベ",
  "ボ",
  "ナ",
  "ニ",
  "ヌ",
  "ネ",
  "ノ",
  "パ",
  "ピ",
  "プ",
  "ペ",
  "ポ",
  "ハ",
  "ヒ",
  "フ",
  "ヘ",
  "ホ",
  "ァ",
  "ィ",
  "ゥ",
  "ェ",
  "ォ",
  "マ",
  "ミ",
  "ム",
  "メ",
  "モ",
  "ッ",
  "ャ",
  "ュ",
  "ョ",
  "ヮ",
  "ヤ",
  "ユ",
  "ヨ",
  "ワ",
  "ン",
  "ー",
  "～",
  "・",
  "＝",
  "☆",
  "ラ",
  "リ",
  "ル",
  "レ",
  "ロ",
  "ヴ",
  "ヲ",
  "　",
  "英数",
  "決定",
];
Window_NameInput.JAPAN3 = [
  "Ａ",
  "Ｂ",
  "Ｃ",
  "Ｄ",
  "Ｅ",
  "ａ",
  "ｂ",
  "ｃ",
  "ｄ",
  "ｅ",
  "Ｆ",
  "Ｇ",
  "Ｈ",
  "Ｉ",
  "Ｊ",
  "ｆ",
  "ｇ",
  "ｈ",
  "ｉ",
  "ｊ",
  "Ｋ",
  "Ｌ",
  "Ｍ",
  "Ｎ",
  "Ｏ",
  "ｋ",
  "ｌ",
  "ｍ",
  "ｎ",
  "ｏ",
  "Ｐ",
  "Ｑ",
  "Ｒ",
  "Ｓ",
  "Ｔ",
  "ｐ",
  "ｑ",
  "ｒ",
  "ｓ",
  "ｔ",
  "Ｕ",
  "Ｖ",
  "Ｗ",
  "Ｘ",
  "Ｙ",
  "ｕ",
  "ｖ",
  "ｗ",
  "ｘ",
  "ｙ",
  "Ｚ",
  "［",
  "］",
  "＾",
  "＿",
  "ｚ",
  "｛",
  "｝",
  "｜",
  "～",
  "０",
  "１",
  "２",
  "３",
  "４",
  "！",
  "＃",
  "＄",
  "％",
  "＆",
  "５",
  "６",
  "７",
  "８",
  "９",
  "（",
  "）",
  "＊",
  "＋",
  "－",
  "／",
  "＝",
  "＠",
  "＜",
  "＞",
  "：",
  "；",
  "　",
  "かな",
  "決定",
];

Window_NameInput.prototype.initialize = function (editWindow) {
  var x = editWindow.x;
  var y = editWindow.y + editWindow.height + 8;
  var width = editWindow.width;
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._editWindow = editWindow;
  this._page = 0;
  this._index = 0;
  this.refresh();
  this.updateCursor();
  this.activate();
};

Window_NameInput.prototype.windowHeight = function () {
  return this.fittingHeight(9);
};

Window_NameInput.prototype.table = function () {
  if ($gameSystem.isJapanese()) {
    return [
      Window_NameInput.JAPAN1,
      Window_NameInput.JAPAN2,
      Window_NameInput.JAPAN3,
    ];
  } else if ($gameSystem.isRussian()) {
    return [Window_NameInput.RUSSIA];
  } else {
    return [Window_NameInput.LATIN1, Window_NameInput.LATIN2];
  }
};

Window_NameInput.prototype.maxCols = function () {
  return 10;
};

Window_NameInput.prototype.maxItems = function () {
  return 90;
};

Window_NameInput.prototype.character = function () {
  return this._index < 88 ? this.table()[this._page][this._index] : "";
};

Window_NameInput.prototype.isPageChange = function () {
  return this._index === 88;
};

Window_NameInput.prototype.isOk = function () {
  return this._index === 89;
};

Window_NameInput.prototype.itemRect = function (index) {
  return {
    x: (index % 10) * 42 + Math.floor((index % 10) / 5) * 24,
    y: Math.floor(index / 10) * this.lineHeight(),
    width: 42,
    height: this.lineHeight(),
  };
};

Window_NameInput.prototype.refresh = function () {
  var table = this.table();
  this.contents.clear();
  this.resetTextColor();
  for (var i = 0; i < 90; i++) {
    var rect = this.itemRect(i);
    rect.x += 3;
    rect.width -= 6;
    this.drawText(table[this._page][i], rect.x, rect.y, rect.width, "center");
  }
};

Window_NameInput.prototype.updateCursor = function () {
  var rect = this.itemRect(this._index);
  this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
};

Window_NameInput.prototype.isCursorMovable = function () {
  return this.active;
};

Window_NameInput.prototype.cursorDown = function (wrap) {
  if (this._index < 80 || wrap) {
    this._index = (this._index + 10) % 90;
  }
};

Window_NameInput.prototype.cursorUp = function (wrap) {
  if (this._index >= 10 || wrap) {
    this._index = (this._index + 80) % 90;
  }
};

Window_NameInput.prototype.cursorRight = function (wrap) {
  if (this._index % 10 < 9) {
    this._index++;
  } else if (wrap) {
    this._index -= 9;
  }
};

Window_NameInput.prototype.cursorLeft = function (wrap) {
  if (this._index % 10 > 0) {
    this._index--;
  } else if (wrap) {
    this._index += 9;
  }
};

Window_NameInput.prototype.cursorPagedown = function () {
  this._page = (this._page + 1) % this.table().length;
  this.refresh();
};

Window_NameInput.prototype.cursorPageup = function () {
  this._page = (this._page + this.table().length - 1) % this.table().length;
  this.refresh();
};

Window_NameInput.prototype.processCursorMove = function () {
  var lastPage = this._page;
  Window_Selectable.prototype.processCursorMove.call(this);
  this.updateCursor();
  if (this._page !== lastPage) {
    SoundManager.playCursor();
  }
};

Window_NameInput.prototype.processHandling = function () {
  if (this.isOpen() && this.active) {
    if (Input.isTriggered("shift")) {
      this.processJump();
    }
    if (Input.isRepeated("cancel")) {
      this.processBack();
    }
    if (Input.isRepeated("ok")) {
      this.processOk();
    }
  }
};

Window_NameInput.prototype.isCancelEnabled = function () {
  return true;
};

Window_NameInput.prototype.processCancel = function () {
  this.processBack();
};

Window_NameInput.prototype.processJump = function () {
  if (this._index !== 89) {
    this._index = 89;
    SoundManager.playCursor();
  }
};

Window_NameInput.prototype.processBack = function () {
  if (this._editWindow.back()) {
    SoundManager.playCancel();
  }
};

Window_NameInput.prototype.processOk = function () {
  if (this.character()) {
    this.onNameAdd();
  } else if (this.isPageChange()) {
    SoundManager.playOk();
    this.cursorPagedown();
  } else if (this.isOk()) {
    this.onNameOk();
  }
};

Window_NameInput.prototype.onNameAdd = function () {
  if (this._editWindow.add(this.character())) {
    SoundManager.playOk();
  } else {
    SoundManager.playBuzzer();
  }
};

Window_NameInput.prototype.onNameOk = function () {
  if (this._editWindow.name() === "") {
    if (this._editWindow.restoreDefault()) {
      SoundManager.playOk();
    } else {
      SoundManager.playBuzzer();
    }
  } else {
    SoundManager.playOk();
    this.callOkHandler();
  }
};

//-----------------------------------------------------------------------------
// Window_ChoiceList
//
// The window used for the event command [Show Choices].

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

Window_ChoiceList.prototype = Object.create(Window_Command.prototype);
Window_ChoiceList.prototype.constructor = Window_ChoiceList;

Window_ChoiceList.prototype.initialize = function (messageWindow) {
  this._messageWindow = messageWindow;
  Window_Command.prototype.initialize.call(this, 0, 0);
  this.openness = 0;
  this.deactivate();
  this._background = 0;
};

Window_ChoiceList.prototype.start = function () {
  this.updatePlacement();
  this.updateBackground();
  this.refresh();
  this.selectDefault();
  this.open();
  this.activate();
};

Window_ChoiceList.prototype.selectDefault = function () {
  this.select($gameMessage.choiceDefaultType());
};

Window_ChoiceList.prototype.updatePlacement = function () {
  var positionType = $gameMessage.choicePositionType();
  var messageY = this._messageWindow.y;
  this.width = this.windowWidth();
  this.height = this.windowHeight();
  switch (positionType) {
    case 0:
      this.x = 0;
      break;
    case 1:
      this.x = (Graphics.boxWidth - this.width) / 2;
      break;
    case 2:
      this.x = Graphics.boxWidth - this.width;
      break;
  }
  if (messageY >= Graphics.boxHeight / 2) {
    this.y = messageY - this.height;
  } else {
    this.y = messageY + this._messageWindow.height;
  }
};

Window_ChoiceList.prototype.updateBackground = function () {
  this._background = $gameMessage.choiceBackground();
  this.setBackgroundType(this._background);
};

Window_ChoiceList.prototype.windowWidth = function () {
  var width = this.maxChoiceWidth() + this.padding * 2;
  return Math.min(width, Graphics.boxWidth);
};

Window_ChoiceList.prototype.numVisibleRows = function () {
  var messageY = this._messageWindow.y;
  var messageHeight = this._messageWindow.height;
  var centerY = Graphics.boxHeight / 2;
  var choices = $gameMessage.choices();
  var numLines = choices.length;
  var maxLines = 8;
  if (messageY < centerY && messageY + messageHeight > centerY) {
    maxLines = 4;
  }
  if (numLines > maxLines) {
    numLines = maxLines;
  }
  return numLines;
};

Window_ChoiceList.prototype.maxChoiceWidth = function () {
  var maxWidth = 96;
  var choices = $gameMessage.choices();
  for (var i = 0; i < choices.length; i++) {
    var choiceWidth = this.textWidthEx(choices[i]) + this.textPadding() * 2;
    if (maxWidth < choiceWidth) {
      maxWidth = choiceWidth;
    }
  }
  return maxWidth;
};

Window_ChoiceList.prototype.textWidthEx = function (text) {
  return this.drawTextEx(text, 0, this.contents.height);
};

Window_ChoiceList.prototype.contentsHeight = function () {
  return this.maxItems() * this.itemHeight();
};

Window_ChoiceList.prototype.makeCommandList = function () {
  var choices = $gameMessage.choices();
  for (var i = 0; i < choices.length; i++) {
    this.addCommand(choices[i], "choice");
  }
};

Window_ChoiceList.prototype.drawItem = function (index) {
  var rect = this.itemRectForText(index);
  this.drawTextEx(this.commandName(index), rect.x, rect.y);
};

Window_ChoiceList.prototype.isCancelEnabled = function () {
  return $gameMessage.choiceCancelType() !== -1;
};

Window_ChoiceList.prototype.isOkTriggered = function () {
  return Input.isTriggered("ok");
};

Window_ChoiceList.prototype.callOkHandler = function () {
  $gameMessage.onChoice(this.index());
  this._messageWindow.terminateMessage();
  this.close();
};

Window_ChoiceList.prototype.callCancelHandler = function () {
  $gameMessage.onChoice($gameMessage.choiceCancelType());
  this._messageWindow.terminateMessage();
  this.close();
};

//-----------------------------------------------------------------------------
// Window_NumberInput
//
// The window used for the event command [Input Number].

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

Window_NumberInput.prototype = Object.create(Window_Selectable.prototype);
Window_NumberInput.prototype.constructor = Window_NumberInput;

Window_NumberInput.prototype.initialize = function (messageWindow) {
  this._messageWindow = messageWindow;
  Window_Selectable.prototype.initialize.call(this, 0, 0, 0, 0);
  this._number = 0;
  this._maxDigits = 1;
  this.openness = 0;
  this.createButtons();
  this.deactivate();
};

Window_NumberInput.prototype.start = function () {
  this._maxDigits = $gameMessage.numInputMaxDigits();
  this._number = $gameVariables.value($gameMessage.numInputVariableId());
  this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1);
  this.updatePlacement();
  this.placeButtons();
  this.updateButtonsVisiblity();
  this.createContents();
  this.refresh();
  this.open();
  this.activate();
  this.select(0);
};

Window_NumberInput.prototype.updatePlacement = function () {
  var messageY = this._messageWindow.y;
  var spacing = 8;
  this.width = this.windowWidth();
  this.height = this.windowHeight();
  this.x = (Graphics.boxWidth - this.width) / 2;
  if (messageY >= Graphics.boxHeight / 2) {
    this.y = messageY - this.height - spacing;
  } else {
    this.y = messageY + this._messageWindow.height + spacing;
  }
};

Window_NumberInput.prototype.windowWidth = function () {
  return this.maxCols() * this.itemWidth() + this.padding * 2;
};

Window_NumberInput.prototype.windowHeight = function () {
  return this.fittingHeight(1);
};

Window_NumberInput.prototype.maxCols = function () {
  return this._maxDigits;
};

Window_NumberInput.prototype.maxItems = function () {
  return this._maxDigits;
};

Window_NumberInput.prototype.spacing = function () {
  return 0;
};

Window_NumberInput.prototype.itemWidth = function () {
  return 32;
};

Window_NumberInput.prototype.createButtons = function () {
  var bitmap = ImageManager.loadSystem("ButtonSet");
  var buttonWidth = 48;
  var buttonHeight = 48;
  this._buttons = [];
  for (var i = 0; i < 3; i++) {
    var button = new Sprite_Button();
    var x = buttonWidth * [1, 2, 4][i];
    var w = buttonWidth * (i === 2 ? 2 : 1);
    button.bitmap = bitmap;
    button.setColdFrame(x, 0, w, buttonHeight);
    button.setHotFrame(x, buttonHeight, w, buttonHeight);
    button.visible = false;
    this._buttons.push(button);
    this.addChild(button);
  }
  this._buttons[0].setClickHandler(this.onButtonDown.bind(this));
  this._buttons[1].setClickHandler(this.onButtonUp.bind(this));
  this._buttons[2].setClickHandler(this.onButtonOk.bind(this));
};

Window_NumberInput.prototype.placeButtons = function () {
  var numButtons = this._buttons.length;
  var spacing = 16;
  var totalWidth = -spacing;
  for (var i = 0; i < numButtons; i++) {
    totalWidth += this._buttons[i].width + spacing;
  }
  var x = (this.width - totalWidth) / 2;
  for (var j = 0; j < numButtons; j++) {
    var button = this._buttons[j];
    button.x = x;
    button.y = this.buttonY();
    x += button.width + spacing;
  }
};

Window_NumberInput.prototype.updateButtonsVisiblity = function () {
  if (TouchInput.date > Input.date) {
    this.showButtons();
  } else {
    this.hideButtons();
  }
};

Window_NumberInput.prototype.showButtons = function () {
  for (var i = 0; i < this._buttons.length; i++) {
    this._buttons[i].visible = true;
  }
};

Window_NumberInput.prototype.hideButtons = function () {
  for (var i = 0; i < this._buttons.length; i++) {
    this._buttons[i].visible = false;
  }
};

Window_NumberInput.prototype.buttonY = function () {
  var spacing = 8;
  if (this._messageWindow.y >= Graphics.boxHeight / 2) {
    return 0 - this._buttons[0].height - spacing;
  } else {
    return this.height + spacing;
  }
};

Window_NumberInput.prototype.update = function () {
  Window_Selectable.prototype.update.call(this);
  this.processDigitChange();
};

Window_NumberInput.prototype.processDigitChange = function () {
  if (this.isOpenAndActive()) {
    if (Input.isRepeated("up")) {
      this.changeDigit(true);
    } else if (Input.isRepeated("down")) {
      this.changeDigit(false);
    }
  }
};

Window_NumberInput.prototype.changeDigit = function (up) {
  var index = this.index();
  var place = Math.pow(10, this._maxDigits - 1 - index);
  var n = Math.floor(this._number / place) % 10;
  this._number -= n * place;
  if (up) {
    n = (n + 1) % 10;
  } else {
    n = (n + 9) % 10;
  }
  this._number += n * place;
  this.refresh();
  SoundManager.playCursor();
};

Window_NumberInput.prototype.isTouchOkEnabled = function () {
  return false;
};

Window_NumberInput.prototype.isOkEnabled = function () {
  return true;
};

Window_NumberInput.prototype.isCancelEnabled = function () {
  return false;
};

Window_NumberInput.prototype.isOkTriggered = function () {
  return Input.isTriggered("ok");
};

Window_NumberInput.prototype.processOk = function () {
  SoundManager.playOk();
  $gameVariables.setValue($gameMessage.numInputVariableId(), this._number);
  this._messageWindow.terminateMessage();
  this.updateInputData();
  this.deactivate();
  this.close();
};

Window_NumberInput.prototype.drawItem = function (index) {
  var rect = this.itemRect(index);
  var align = "center";
  var s = this._number.padZero(this._maxDigits);
  var c = s.slice(index, index + 1);
  this.resetTextColor();
  this.drawText(c, rect.x, rect.y, rect.width, align);
};

Window_NumberInput.prototype.onButtonUp = function () {
  this.changeDigit(true);
};

Window_NumberInput.prototype.onButtonDown = function () {
  this.changeDigit(false);
};

Window_NumberInput.prototype.onButtonOk = function () {
  this.processOk();
  this.hideButtons();
};

//-----------------------------------------------------------------------------
// Window_EventItem
//
// The window used for the event command [Select Item].

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

Window_EventItem.prototype = Object.create(Window_ItemList.prototype);
Window_EventItem.prototype.constructor = Window_EventItem;

Window_EventItem.prototype.initialize = function (messageWindow) {
  this._messageWindow = messageWindow;
  var width = Graphics.boxWidth;
  var height = this.windowHeight();
  Window_ItemList.prototype.initialize.call(this, 0, 0, width, height);
  this.openness = 0;
  this.deactivate();
  this.setHandler("ok", this.onOk.bind(this));
  this.setHandler("cancel", this.onCancel.bind(this));
};

Window_EventItem.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_EventItem.prototype.numVisibleRows = function () {
  return 4;
};

Window_EventItem.prototype.start = function () {
  this.refresh();
  this.updatePlacement();
  this.select(0);
  this.open();
  this.activate();
};

Window_EventItem.prototype.updatePlacement = function () {
  if (this._messageWindow.y >= Graphics.boxHeight / 2) {
    this.y = 0;
  } else {
    this.y = Graphics.boxHeight - this.height;
  }
};

Window_EventItem.prototype.includes = function (item) {
  var itypeId = $gameMessage.itemChoiceItypeId();
  return DataManager.isItem(item) && item.itypeId === itypeId;
};

Window_EventItem.prototype.isEnabled = function (item) {
  return true;
};

Window_EventItem.prototype.onOk = function () {
  var item = this.item();
  var itemId = item ? item.id : 0;
  $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId);
  this._messageWindow.terminateMessage();
  this.close();
};

Window_EventItem.prototype.onCancel = function () {
  $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0);
  this._messageWindow.terminateMessage();
  this.close();
};

//-----------------------------------------------------------------------------
// Window_Message
//
// The window for displaying text messages.

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

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

Window_Message.prototype.initialize = function () {
  var width = this.windowWidth();
  var height = this.windowHeight();
  var x = (Graphics.boxWidth - width) / 2;
  Window_Base.prototype.initialize.call(this, x, 0, width, height);
  this.openness = 0;
  this.initMembers();
  this.createSubWindows();
  this.updatePlacement();
};

Window_Message.prototype.initMembers = function () {
  this._imageReservationId = Utils.generateRuntimeId();
  this._background = 0;
  this._positionType = 2;
  this._waitCount = 0;
  this._faceBitmap = null;
  this._textState = null;
  this.clearFlags();
};

Window_Message.prototype.subWindows = function () {
  return [
    this._goldWindow,
    this._choiceWindow,
    this._numberWindow,
    this._itemWindow,
  ];
};

Window_Message.prototype.createSubWindows = function () {
  this._goldWindow = new Window_Gold(0, 0);
  this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
  this._goldWindow.openness = 0;
  this._choiceWindow = new Window_ChoiceList(this);
  this._numberWindow = new Window_NumberInput(this);
  this._itemWindow = new Window_EventItem(this);
};

Window_Message.prototype.windowWidth = function () {
  return Graphics.boxWidth - 100;
};

Window_Message.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_Message.prototype.clearFlags = function () {
  this._showFast = false;
  this._lineShowFast = false;
  this._pauseSkip = false;
};

Window_Message.prototype.numVisibleRows = function () {
  return 4;
};

Window_Message.prototype.update = function () {
  this.checkToNotClose();
  Window_Base.prototype.update.call(this);
  while (!this.isOpening() && !this.isClosing()) {
    if (this.updateWait()) {
      return;
    } else if (this.updateLoading()) {
      return;
    } else if (this.updateInput()) {
      return;
    } else if (this.updateMessage()) {
      return;
    } else if (this.canStart()) {
      this.startMessage();
    } else {
      this.startInput();
      return;
    }
  }
};

Window_Message.prototype.checkToNotClose = function () {
  if (this.isClosing() && this.isOpen()) {
    if (this.doesContinue()) {
      this.open();
    }
  }
};

Window_Message.prototype.canStart = function () {
  return $gameMessage.hasText() && !$gameMessage.scrollMode();
};

Window_Message.prototype.startMessage = function () {
  this._textState = {};
  this._textState.index = 0;
  this._textState.text = this.convertEscapeCharacters($gameMessage.allText());
  this.newPage(this._textState);
  this.updatePlacement();
  this.updateBackground();
  this.open();
};

Window_Message.prototype.updatePlacement = function () {
  this._positionType = $gameMessage.positionType();
  this.y = (this._positionType * (Graphics.boxHeight - this.height)) / 2;
  this._goldWindow.y =
    this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height;

  if (this._positionType === 2) this.y = 415;
};

Window_Message.prototype.updateBackground = function () {
  this._background = $gameMessage.background();
  this.setBackgroundType(this._background);
};

Window_Message.prototype.terminateMessage = function () {
  this.close();
  this._goldWindow.close();
  $gameMessage.clear();
};

Window_Message.prototype.updateWait = function () {
  if (this._waitCount > 0) {
    this._waitCount--;
    return true;
  } else {
    return false;
  }
};

Window_Message.prototype.updateLoading = function () {
  if (this._faceBitmap) {
    if (this._faceBitmap.isReady()) {
      this.drawMessageFace();
      this._faceBitmap = null;
      return false;
    } else {
      return true;
    }
  } else {
    return false;
  }
};

Window_Message.prototype.updateInput = function () {
  if (this.isAnySubWindowActive()) {
    return true;
  }
  if (this.pause) {
    if (this.isTriggered()) {
      Input.update();
      this.pause = false;
      if (!this._textState) {
        this.terminateMessage();
      }
    }
    return true;
  }
  return false;
};

Window_Message.prototype.isAnySubWindowActive = function () {
  return (
    this._choiceWindow.active ||
    this._numberWindow.active ||
    this._itemWindow.active
  );
};

Window_Message.prototype.updateMessage = function () {
  if (this._textState) {
    while (!this.isEndOfText(this._textState)) {
      if (this.needsNewPage(this._textState)) {
        this.newPage(this._textState);
      }
      this.updateShowFast();
      this.processCharacter(this._textState);
      if (!this._showFast && !this._lineShowFast) {
        break;
      }
      if (this.pause || this._waitCount > 0) {
        break;
      }
    }
    if (this.isEndOfText(this._textState)) {
      this.onEndOfText();
    }
    return true;
  } else {
    return false;
  }
};

Window_Message.prototype.onEndOfText = function () {
  if (!this.startInput()) {
    if (!this._pauseSkip) {
      this.startPause();
    } else {
      this.terminateMessage();
    }
  }
  this._textState = null;
};

Window_Message.prototype.startInput = function () {
  if ($gameMessage.isChoice()) {
    this._choiceWindow.start();
    return true;
  } else if ($gameMessage.isNumberInput()) {
    this._numberWindow.start();
    return true;
  } else if ($gameMessage.isItemChoice()) {
    this._itemWindow.start();
    return true;
  } else {
    return false;
  }
};

Window_Message.prototype.isTriggered = function () {
  return (
    Input.isRepeated("ok") ||
    Input.isRepeated("cancel") ||
    TouchInput.isRepeated()
  );
};

Window_Message.prototype.doesContinue = function () {
  return (
    $gameMessage.hasText() &&
    !$gameMessage.scrollMode() &&
    !this.areSettingsChanged()
  );
};

Window_Message.prototype.areSettingsChanged = function () {
  return (
    this._background !== $gameMessage.background() ||
    this._positionType !== $gameMessage.positionType()
  );
};

Window_Message.prototype.updateShowFast = function () {
  if (this.isTriggered()) {
    this._showFast = true;
  }
};

Window_Message.prototype.newPage = function (textState) {
  this.contents.clear();
  this.resetFontSettings();
  this.clearFlags();
  this.loadMessageFace();
  textState.x = this.newLineX();
  textState.y = 0;
  textState.left = this.newLineX();
  textState.height = this.calcTextHeight(textState, false);
};

Window_Message.prototype.loadMessageFace = function () {
  this._faceBitmap = ImageManager.reserveFace(
    $gameMessage.faceName(),
    0,
    this._imageReservationId
  );
};

Window_Message.prototype.drawMessageFace = function () {
  this.drawFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0);
  ImageManager.releaseReservation(this._imageReservationId);
};

Window_Message.prototype.newLineX = function () {
  return $gameMessage.faceName() === "" ? 0 : 168;
};

Window_Message.prototype.processNewLine = function (textState) {
  this._lineShowFast = false;
  Window_Base.prototype.processNewLine.call(this, textState);
  if (this.needsNewPage(textState)) {
    this.startPause();
  }
};

Window_Message.prototype.processNewPage = function (textState) {
  Window_Base.prototype.processNewPage.call(this, textState);
  if (textState.text[textState.index] === "\n") {
    textState.index++;
  }
  textState.y = this.contents.height;
  this.startPause();
};

Window_Message.prototype.isEndOfText = function (textState) {
  return textState.index >= textState.text.length;
};

Window_Message.prototype.needsNewPage = function (textState) {
  return (
    !this.isEndOfText(textState) &&
    textState.y + textState.height > this.contents.height
  );
};

Window_Message.prototype.processEscapeCharacter = function (code, textState) {
  switch (code) {
    case "$":
      this._goldWindow.open();
      break;
    case ".":
      this.startWait(15);
      break;
    case "|":
      this.startWait(60);
      break;
    case "!":
      this.startPause();
      break;
    case ">":
      this._lineShowFast = true;
      break;
    case "<":
      this._lineShowFast = false;
      break;
    case "^":
      this._pauseSkip = true;
      break;
    default:
      Window_Base.prototype.processEscapeCharacter.call(this, code, textState);
      break;
  }
};

Window_Message.prototype.startWait = function (count) {
  this._waitCount = count;
};

Window_Message.prototype.startPause = function () {
  this.startWait(10);
  this.pause = true;
};

//-----------------------------------------------------------------------------
// Window_ScrollText
//
// The window for displaying scrolling text. No frame is displayed, but it
// is handled as a window for convenience.

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

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

Window_ScrollText.prototype.initialize = function () {
  var width = Graphics.boxWidth;
  var height = Graphics.boxHeight;
  Window_Base.prototype.initialize.call(this, 0, 0, width, height);
  this.opacity = 0;
  this.hide();
  this._text = "";
  this._allTextHeight = 0;
};

Window_ScrollText.prototype.update = function () {
  Window_Base.prototype.update.call(this);
  if ($gameMessage.scrollMode()) {
    if (this._text) {
      this.updateMessage();
    }
    if (!this._text && $gameMessage.hasText()) {
      this.startMessage();
    }
  }
};

Window_ScrollText.prototype.startMessage = function () {
  this._text = $gameMessage.allText();
  this.refresh();
  this.show();
};

Window_ScrollText.prototype.refresh = function () {
  var textState = { index: 0 };
  textState.text = this.convertEscapeCharacters(this._text);
  this.resetFontSettings();
  this._allTextHeight = this.calcTextHeight(textState, true);
  this.createContents();
  this.origin.y = -this.height;
  this.drawTextEx(this._text, this.textPadding(), 1);
};

Window_ScrollText.prototype.contentsHeight = function () {
  return Math.max(this._allTextHeight, 1);
};

Window_ScrollText.prototype.updateMessage = function () {
  this.origin.y += this.scrollSpeed();
  if (this.origin.y >= this.contents.height) {
    this.terminateMessage();
  }
};

Window_ScrollText.prototype.scrollSpeed = function () {
  var speed = $gameMessage.scrollSpeed() / 2;
  if (this.isFastForward()) {
    speed *= this.fastForwardRate();
  }
  return speed;
};

Window_ScrollText.prototype.isFastForward = function () {
  if ($gameMessage.scrollNoFast()) {
    return false;
  } else {
    return (
      Input.isPressed("ok") ||
      Input.isPressed("shift") ||
      TouchInput.isPressed()
    );
  }
};

Window_ScrollText.prototype.fastForwardRate = function () {
  return 3;
};

Window_ScrollText.prototype.terminateMessage = function () {
  this._text = null;
  $gameMessage.clear();
  this.hide();
};

//-----------------------------------------------------------------------------
// Window_MapName
//
// The window for displaying the map name on the map screen.

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

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

Window_MapName.prototype.initialize = function () {
  var wight = this.windowWidth();
  var height = this.windowHeight();
  Window_Base.prototype.initialize.call(this, 0, 0, wight, height);
  this.opacity = 0;
  this.contentsOpacity = 0;
  this._showCount = 0;
  this.refresh();
};

Window_MapName.prototype.windowWidth = function () {
  return 360;
};

Window_MapName.prototype.windowHeight = function () {
  return this.fittingHeight(1);
};

Window_MapName.prototype.update = function () {
  Window_Base.prototype.update.call(this);
  if (this._showCount > 0 && $gameMap.isNameDisplayEnabled()) {
    this.updateFadeIn();
    this._showCount--;
  } else {
    this.updateFadeOut();
  }
};

Window_MapName.prototype.updateFadeIn = function () {
  this.contentsOpacity += 16;
};

Window_MapName.prototype.updateFadeOut = function () {
  this.contentsOpacity -= 16;
};

Window_MapName.prototype.open = function () {
  this.refresh();
  this._showCount = 150;
};

Window_MapName.prototype.close = function () {
  this._showCount = 0;
};

Window_MapName.prototype.refresh = function () {
  this.contents.clear();
  if ($gameMap.displayName()) {
    var width = this.contentsWidth();
    this.drawBackground(0, 0, width, this.lineHeight());
    this.drawText($gameMap.displayName(), 0, 0, width, "center");
  }
};

Window_MapName.prototype.drawBackground = function (x, y, width, height) {
  var color1 = this.dimColor1();
  var color2 = this.dimColor2();
  this.contents.gradientFillRect(x, y, width / 2, height, color2, color1);
  this.contents.gradientFillRect(
    x + width / 2,
    y,
    width / 2,
    height,
    color1,
    color2
  );
};

//-----------------------------------------------------------------------------
// Window_BattleLog
//
// The window for displaying battle progress. No frame is displayed, but it is
// handled as a window for convenience.

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

Window_BattleLog.prototype = Object.create(Window_Selectable.prototype);
Window_BattleLog.prototype.constructor = Window_BattleLog;

Window_BattleLog.prototype.initialize = function () {
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
  this.opacity = 0;
  this._lines = [];
  this._methods = [];
  this._waitCount = 0;
  this._waitMode = "";
  this._baseLineStack = [];
  this._spriteset = null;
  this.createBackBitmap();
  this.createBackSprite();
  this.refresh();
};

Window_BattleLog.prototype.setSpriteset = function (spriteset) {
  this._spriteset = spriteset;
};

Window_BattleLog.prototype.windowWidth = function () {
  return Graphics.boxWidth;
};

Window_BattleLog.prototype.windowHeight = function () {
  return this.fittingHeight(this.maxLines());
};

Window_BattleLog.prototype.maxLines = function () {
  return 10;
};

Window_BattleLog.prototype.createBackBitmap = function () {
  this._backBitmap = new Bitmap(this.width, this.height);
};

Window_BattleLog.prototype.createBackSprite = function () {
  this._backSprite = new Sprite();
  this._backSprite.bitmap = this._backBitmap;
  this._backSprite.y = this.y;
  this.addChildToBack(this._backSprite);
};

Window_BattleLog.prototype.numLines = function () {
  return this._lines.length;
};

Window_BattleLog.prototype.messageSpeed = function () {
  return 16;
};

Window_BattleLog.prototype.isBusy = function () {
  return this._waitCount > 0 || this._waitMode || this._methods.length > 0;
};

Window_BattleLog.prototype.update = function () {
  if (!this.updateWait()) {
    this.callNextMethod();
  }
};

Window_BattleLog.prototype.updateWait = function () {
  return this.updateWaitCount() || this.updateWaitMode();
};

Window_BattleLog.prototype.updateWaitCount = function () {
  if (this._waitCount > 0) {
    this._waitCount -= this.isFastForward() ? 3 : 1;
    if (this._waitCount < 0) {
      this._waitCount = 0;
    }
    return true;
  }
  return false;
};

Window_BattleLog.prototype.updateWaitMode = function () {
  var waiting = false;
  switch (this._waitMode) {
    case "effect":
      waiting = this._spriteset.isEffecting();
      break;
    case "movement":
      waiting = this._spriteset.isAnyoneMoving();
      break;
  }
  if (!waiting) {
    this._waitMode = "";
  }
  return waiting;
};

Window_BattleLog.prototype.setWaitMode = function (waitMode) {
  this._waitMode = waitMode;
};

Window_BattleLog.prototype.callNextMethod = function () {
  if (this._methods.length > 0) {
    var method = this._methods.shift();
    if (method.name && this[method.name]) {
      this[method.name].apply(this, method.params);
    } else {
      throw new Error("Method not found: " + method.name);
    }
  }
};

Window_BattleLog.prototype.isFastForward = function () {
  return (
    Input.isLongPressed("ok") ||
    Input.isPressed("shift") ||
    TouchInput.isLongPressed()
  );
};

Window_BattleLog.prototype.push = function (methodName) {
  var methodArgs = Array.prototype.slice.call(arguments, 1);
  this._methods.push({ name: methodName, params: methodArgs });
};

Window_BattleLog.prototype.clear = function () {
  this._lines = [];
  this._baseLineStack = [];
  this.refresh();
};

Window_BattleLog.prototype.wait = function () {
  this._waitCount = this.messageSpeed();
};

Window_BattleLog.prototype.waitForEffect = function () {
  this.setWaitMode("effect");
};

Window_BattleLog.prototype.waitForMovement = function () {
  this.setWaitMode("movement");
};

Window_BattleLog.prototype.addText = function (text) {
  this._lines.push(text);
  this.refresh();
  this.wait();
};

Window_BattleLog.prototype.pushBaseLine = function () {
  this._baseLineStack.push(this._lines.length);
};

Window_BattleLog.prototype.popBaseLine = function () {
  var baseLine = this._baseLineStack.pop();
  while (this._lines.length > baseLine) {
    this._lines.pop();
  }
};

Window_BattleLog.prototype.waitForNewLine = function () {
  var baseLine = 0;
  if (this._baseLineStack.length > 0) {
    baseLine = this._baseLineStack[this._baseLineStack.length - 1];
  }
  if (this._lines.length > baseLine) {
    this.wait();
  }
};

Window_BattleLog.prototype.popupDamage = function (target) {
  target.startDamagePopup();
};

Window_BattleLog.prototype.performActionStart = function (subject, action) {
  subject.performActionStart(action);
};

Window_BattleLog.prototype.performAction = function (subject, action) {
  subject.performAction(action);
};

Window_BattleLog.prototype.performActionEnd = function (subject) {
  subject.performActionEnd();
};

Window_BattleLog.prototype.performDamage = function (target) {
  target.performDamage();
};

Window_BattleLog.prototype.performMiss = function (target) {
  target.performMiss();
};

Window_BattleLog.prototype.performRecovery = function (target) {
  target.performRecovery();
};

Window_BattleLog.prototype.performEvasion = function (target) {
  target.performEvasion();
};

Window_BattleLog.prototype.performMagicEvasion = function (target) {
  target.performMagicEvasion();
};

Window_BattleLog.prototype.performCounter = function (target) {
  target.performCounter();
};

Window_BattleLog.prototype.performReflection = function (target) {
  target.performReflection();
};

Window_BattleLog.prototype.performSubstitute = function (substitute, target) {
  substitute.performSubstitute(target);
};

Window_BattleLog.prototype.performCollapse = function (target) {
  target.performCollapse();
};

Window_BattleLog.prototype.showAnimation = function (
  subject,
  targets,
  animationId
) {
  if (animationId < 0) {
    this.showAttackAnimation(subject, targets);
  } else {
    this.showNormalAnimation(targets, animationId);
  }
};

Window_BattleLog.prototype.showAttackAnimation = function (subject, targets) {
  if (subject.isActor()) {
    this.showActorAttackAnimation(subject, targets);
  } else {
    this.showEnemyAttackAnimation(subject, targets);
  }
};

Window_BattleLog.prototype.showActorAttackAnimation = function (
  subject,
  targets
) {
  this.showNormalAnimation(targets, subject.attackAnimationId1(), false);
  this.showNormalAnimation(targets, subject.attackAnimationId2(), true);
};

Window_BattleLog.prototype.showEnemyAttackAnimation = function (
  subject,
  targets
) {
  SoundManager.playEnemyAttack();
};

Window_BattleLog.prototype.showNormalAnimation = function (
  targets,
  animationId,
  mirror
) {
  var animation = $dataAnimations[animationId];
  if (animation) {
    var delay = this.animationBaseDelay();
    var nextDelay = this.animationNextDelay();
    targets.forEach(function (target) {
      target.startAnimation(animationId, mirror, delay);
      delay += nextDelay;
    });
  }
};

Window_BattleLog.prototype.animationBaseDelay = function () {
  return 8;
};

Window_BattleLog.prototype.animationNextDelay = function () {
  return 12;
};

Window_BattleLog.prototype.refresh = function () {
  this.drawBackground();
  this.contents.clear();
  for (var i = 0; i < this._lines.length; i++) {
    this.drawLineText(i);
  }
};

Window_BattleLog.prototype.drawBackground = function () {
  var rect = this.backRect();
  var color = this.backColor();
  this._backBitmap.clear();
  this._backBitmap.paintOpacity = this.backPaintOpacity();
  this._backBitmap.fillRect(rect.x, rect.y, rect.width, rect.height, color);
  this._backBitmap.paintOpacity = 255;
};

Window_BattleLog.prototype.backRect = function () {
  return {
    x: 0,
    y: this.padding,
    width: this.width,
    height: this.numLines() * this.lineHeight(),
  };
};

Window_BattleLog.prototype.backColor = function () {
  return "#000000";
};

Window_BattleLog.prototype.backPaintOpacity = function () {
  return 64;
};

Window_BattleLog.prototype.drawLineText = function (index) {
  var rect = this.itemRectForText(index);
  this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
  this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width);
};

Window_BattleLog.prototype.startTurn = function () {
  this.push("wait");
};

Window_BattleLog.prototype.startAction = function (subject, action, targets) {
  var item = action.item();
  this.push("performActionStart", subject, action);
  this.push("waitForMovement");
  this.push("performAction", subject, action);
  this.push("showAnimation", subject, targets.clone(), item.animationId);
  this.displayAction(subject, item);
};

Window_BattleLog.prototype.endAction = function (subject) {
  this.push("waitForNewLine");
  this.push("clear");
  this.push("performActionEnd", subject);
};

Window_BattleLog.prototype.displayCurrentState = function (subject) {
  var stateText = subject.mostImportantStateText();
  if (stateText) {
    this.push("addText", subject.name() + stateText);
    this.push("wait");
    this.push("clear");
  }
};

Window_BattleLog.prototype.displayRegeneration = function (subject) {
  this.push("popupDamage", subject);
};

Window_BattleLog.prototype.displayAction = function (subject, item) {
  var numMethods = this._methods.length;
  if (DataManager.isSkill(item)) {
    if (item.message1) {
      this.push("addText", subject.name() + item.message1.format(item.name));
    }
    if (item.message2) {
      this.push("addText", item.message2.format(item.name));
    }
  } else {
    this.push("addText", TextManager.useItem.format(subject.name(), item.name));
  }
  if (this._methods.length === numMethods) {
    this.push("wait");
  }
};

Window_BattleLog.prototype.displayCounter = function (target) {
  this.push("performCounter", target);
  this.push("addText", TextManager.counterAttack.format(target.name()));
};

Window_BattleLog.prototype.displayReflection = function (target) {
  this.push("performReflection", target);
  this.push("addText", TextManager.magicReflection.format(target.name()));
};

Window_BattleLog.prototype.displaySubstitute = function (substitute, target) {
  var substName = substitute.name();
  this.push("performSubstitute", substitute, target);
  this.push("addText", TextManager.substitute.format(substName, target.name()));
};

Window_BattleLog.prototype.displayActionResults = function (subject, target) {
  if (target.result().used) {
    this.push("pushBaseLine");
    this.displayCritical(target);
    this.push("popupDamage", target);
    this.push("popupDamage", subject);
    this.displayDamage(target);
    this.displayAffectedStatus(target);
    this.displayFailure(target);
    this.push("waitForNewLine");
    this.push("popBaseLine");
  }
};

Window_BattleLog.prototype.displayFailure = function (target) {
  if (target.result().isHit() && !target.result().success) {
    this.push("addText", TextManager.actionFailure.format(target.name()));
  }
};

Window_BattleLog.prototype.displayCritical = function (target) {
  if (target.result().critical) {
    if (target.isActor()) {
      this.push("addText", TextManager.criticalToActor);
    } else {
      this.push("addText", TextManager.criticalToEnemy);
    }
  }
};

Window_BattleLog.prototype.displayDamage = function (target) {
  if (target.result().missed) {
    this.displayMiss(target);
  } else if (target.result().evaded) {
    this.displayEvasion(target);
  } else {
    this.displayHpDamage(target);
    this.displayMpDamage(target);
    this.displayTpDamage(target);
  }
};

Window_BattleLog.prototype.displayMiss = function (target) {
  var fmt;
  if (target.result().physical) {
    fmt = target.isActor() ? TextManager.actorNoHit : TextManager.enemyNoHit;
    this.push("performMiss", target);
  } else {
    fmt = TextManager.actionFailure;
  }
  this.push("addText", fmt.format(target.name()));
};

Window_BattleLog.prototype.displayEvasion = function (target) {
  var fmt;
  if (target.result().physical) {
    fmt = TextManager.evasion;
    this.push("performEvasion", target);
  } else {
    fmt = TextManager.magicEvasion;
    this.push("performMagicEvasion", target);
  }
  this.push("addText", fmt.format(target.name()));
};

Window_BattleLog.prototype.displayHpDamage = function (target) {
  if (target.result().hpAffected) {
    if (target.result().hpDamage > 0 && !target.result().drain) {
      this.push("performDamage", target);
    }
    if (target.result().hpDamage < 0) {
      this.push("performRecovery", target);
    }
    this.push("addText", this.makeHpDamageText(target));
  }
};

Window_BattleLog.prototype.displayMpDamage = function (target) {
  if (target.isAlive() && target.result().mpDamage !== 0) {
    if (target.result().mpDamage < 0) {
      this.push("performRecovery", target);
    }
    this.push("addText", this.makeMpDamageText(target));
  }
};

Window_BattleLog.prototype.displayTpDamage = function (target) {
  if (target.isAlive() && target.result().tpDamage !== 0) {
    if (target.result().tpDamage < 0) {
      this.push("performRecovery", target);
    }
    this.push("addText", this.makeTpDamageText(target));
  }
};

Window_BattleLog.prototype.displayAffectedStatus = function (target) {
  if (target.result().isStatusAffected()) {
    this.push("pushBaseLine");
    this.displayChangedStates(target);
    this.displayChangedBuffs(target);
    this.push("waitForNewLine");
    this.push("popBaseLine");
  }
};

Window_BattleLog.prototype.displayAutoAffectedStatus = function (target) {
  if (target.result().isStatusAffected()) {
    this.displayAffectedStatus(target, null);
    this.push("clear");
  }
};

Window_BattleLog.prototype.displayChangedStates = function (target) {
  this.displayAddedStates(target);
  this.displayRemovedStates(target);
};

Window_BattleLog.prototype.displayAddedStates = function (target) {
  target
    .result()
    .addedStateObjects()
    .forEach(function (state) {
      var stateMsg = target.isActor() ? state.message1 : state.message2;
      if (state.id === target.deathStateId()) {
        this.push("performCollapse", target);
      }
      if (stateMsg) {
        this.push("popBaseLine");
        this.push("pushBaseLine");
        this.push("addText", target.name() + stateMsg);
        this.push("waitForEffect");
      }
    }, this);
};

Window_BattleLog.prototype.displayRemovedStates = function (target) {
  target
    .result()
    .removedStateObjects()
    .forEach(function (state) {
      if (state.message4) {
        this.push("popBaseLine");
        this.push("pushBaseLine");
        this.push("addText", target.name() + state.message4);
      }
    }, this);
};

Window_BattleLog.prototype.displayChangedBuffs = function (target) {
  var result = target.result();
  this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd);
  this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd);
  this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove);
};

Window_BattleLog.prototype.displayBuffs = function (target, buffs, fmt) {
  buffs.forEach(function (paramId) {
    this.push("popBaseLine");
    this.push("pushBaseLine");
    this.push("addText", fmt.format(target.name(), TextManager.param(paramId)));
  }, this);
};

Window_BattleLog.prototype.makeHpDamageText = function (target) {
  var result = target.result();
  var damage = result.hpDamage;
  var isActor = target.isActor();
  var fmt;
  if (damage > 0 && result.drain) {
    fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
    return fmt.format(target.name(), TextManager.hp, damage);
  } else if (damage > 0) {
    fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage;
    return fmt.format(target.name(), damage);
  } else if (damage < 0) {
    fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
    return fmt.format(target.name(), TextManager.hp, -damage);
  } else {
    fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage;
    return fmt.format(target.name());
  }
};

Window_BattleLog.prototype.makeMpDamageText = function (target) {
  var result = target.result();
  var damage = result.mpDamage;
  var isActor = target.isActor();
  var fmt;
  if (damage > 0 && result.drain) {
    fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
    return fmt.format(target.name(), TextManager.mp, damage);
  } else if (damage > 0) {
    fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
    return fmt.format(target.name(), TextManager.mp, damage);
  } else if (damage < 0) {
    fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
    return fmt.format(target.name(), TextManager.mp, -damage);
  } else {
    return "";
  }
};

Window_BattleLog.prototype.makeTpDamageText = function (target) {
  var result = target.result();
  var damage = result.tpDamage;
  var isActor = target.isActor();
  var fmt;
  if (damage > 0) {
    fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
    return fmt.format(target.name(), TextManager.tp, damage);
  } else if (damage < 0) {
    fmt = isActor ? TextManager.actorGain : TextManager.enemyGain;
    return fmt.format(target.name(), TextManager.tp, -damage);
  } else {
    return "";
  }
};

//-----------------------------------------------------------------------------
// Window_PartyCommand
//
// The window for selecting whether to fight or escape on the battle screen.

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

Window_PartyCommand.prototype = Object.create(Window_Command.prototype);
Window_PartyCommand.prototype.constructor = Window_PartyCommand;

Window_PartyCommand.prototype.initialize = function () {
  var y = Graphics.boxHeight - this.windowHeight();
  Window_Command.prototype.initialize.call(this, 0, y);
  this.openness = 0;
  this.deactivate();
};

Window_PartyCommand.prototype.windowWidth = function () {
  return 192;
};

Window_PartyCommand.prototype.numVisibleRows = function () {
  return 4;
};

Window_PartyCommand.prototype.makeCommandList = function () {
  this.addCommand(TextManager.fight, "fight");
  this.addCommand(TextManager.escape, "escape", BattleManager.canEscape());
};

Window_PartyCommand.prototype.setup = function () {
  this.clearCommandList();
  this.makeCommandList();
  this.refresh();
  this.select(0);
  this.activate();
  this.open();
};

//-----------------------------------------------------------------------------
// Window_ActorCommand
//
// The window for selecting an actor's action on the battle screen.

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

Window_ActorCommand.prototype = Object.create(Window_Command.prototype);
Window_ActorCommand.prototype.constructor = Window_ActorCommand;

Window_ActorCommand.prototype.initialize = function () {
  var y = Graphics.boxHeight - this.windowHeight();
  Window_Command.prototype.initialize.call(this, 0, y);
  this.openness = 0;
  this.deactivate();
  this._actor = null;
};

Window_ActorCommand.prototype.windowWidth = function () {
  return 192;
};

Window_ActorCommand.prototype.numVisibleRows = function () {
  return 4;
};

Window_ActorCommand.prototype.makeCommandList = function () {
  if (this._actor) {
    this.addAttackCommand();
    this.addSkillCommands();
    this.addGuardCommand();
    this.addItemCommand();
  }
};

Window_ActorCommand.prototype.addAttackCommand = function () {
  this.addCommand(TextManager.attack, "attack", this._actor.canAttack());
};

Window_ActorCommand.prototype.addSkillCommands = function () {
  var skillTypes = this._actor.addedSkillTypes();
  skillTypes.sort(function (a, b) {
    return a - b;
  });
  skillTypes.forEach(function (stypeId) {
    var name = $dataSystem.skillTypes[stypeId];
    this.addCommand(name, "skill", true, stypeId);
  }, this);
};

Window_ActorCommand.prototype.addGuardCommand = function () {
  this.addCommand(TextManager.guard, "guard", this._actor.canGuard());
};

Window_ActorCommand.prototype.addItemCommand = function () {
  this.addCommand(TextManager.item, "item");
};

Window_ActorCommand.prototype.setup = function (actor) {
  this._actor = actor;
  this.clearCommandList();
  this.makeCommandList();
  this.refresh();
  this.selectLast();
  this.activate();
  this.open();
};

Window_ActorCommand.prototype.processOk = function () {
  if (this._actor) {
    if (ConfigManager.commandRemember) {
      this._actor.setLastCommandSymbol(this.currentSymbol());
    } else {
      this._actor.setLastCommandSymbol("");
    }
  }
  Window_Command.prototype.processOk.call(this);
};

Window_ActorCommand.prototype.selectLast = function () {
  this.select(0);
  if (this._actor && ConfigManager.commandRemember) {
    var symbol = this._actor.lastCommandSymbol();
    this.selectSymbol(symbol);
    if (symbol === "skill") {
      var skill = this._actor.lastBattleSkill();
      if (skill) {
        this.selectExt(skill.stypeId);
      }
    }
  }
};

//-----------------------------------------------------------------------------
// Window_BattleStatus
//
// The window for displaying the status of party members on the battle screen.

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

Window_BattleStatus.prototype = Object.create(Window_Selectable.prototype);
Window_BattleStatus.prototype.constructor = Window_BattleStatus;

Window_BattleStatus.prototype.initialize = function () {
  var width = this.windowWidth();
  var height = this.windowHeight();
  var x = Graphics.boxWidth - width;
  var y = Graphics.boxHeight - height;
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this.refresh();
  this.openness = 0;
};

Window_BattleStatus.prototype.windowWidth = function () {
  return Graphics.boxWidth - 192;
};

Window_BattleStatus.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_BattleStatus.prototype.numVisibleRows = function () {
  return 4;
};

Window_BattleStatus.prototype.maxItems = function () {
  return $gameParty.battleMembers().length;
};

Window_BattleStatus.prototype.refresh = function () {
  this.contents.clear();
  this.drawAllItems();
};

Window_BattleStatus.prototype.drawItem = function (index) {
  var actor = $gameParty.battleMembers()[index];
  this.drawBasicArea(this.basicAreaRect(index), actor);
  this.drawGaugeArea(this.gaugeAreaRect(index), actor);
};

Window_BattleStatus.prototype.basicAreaRect = function (index) {
  var rect = this.itemRectForText(index);
  rect.width -= this.gaugeAreaWidth() + 15;
  return rect;
};

Window_BattleStatus.prototype.gaugeAreaRect = function (index) {
  var rect = this.itemRectForText(index);
  rect.x += rect.width - this.gaugeAreaWidth();
  rect.width = this.gaugeAreaWidth();
  return rect;
};

Window_BattleStatus.prototype.gaugeAreaWidth = function () {
  return 330;
};

Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) {
  this.drawActorName(actor, rect.x + 0, rect.y, 150);
  this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156);
};

Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) {
  if ($dataSystem.optDisplayTp) {
    this.drawGaugeAreaWithTp(rect, actor);
  } else {
    this.drawGaugeAreaWithoutTp(rect, actor);
  }
};

Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) {
  this.drawActorHp(actor, rect.x + 0, rect.y, 108);
  this.drawActorMp(actor, rect.x + 123, rect.y, 96);
  this.drawActorTp(actor, rect.x + 234, rect.y, 96);
};

Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) {
  this.drawActorHp(actor, rect.x + 0, rect.y, 201);
  this.drawActorMp(actor, rect.x + 216, rect.y, 114);
};

//-----------------------------------------------------------------------------
// Window_BattleActor
//
// The window for selecting a target actor on the battle screen.

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

Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype);
Window_BattleActor.prototype.constructor = Window_BattleActor;

Window_BattleActor.prototype.initialize = function (x, y) {
  Window_BattleStatus.prototype.initialize.call(this);
  this.x = x;
  this.y = y;
  this.openness = 255;
  this.hide();
};

Window_BattleActor.prototype.show = function () {
  this.select(0);
  Window_BattleStatus.prototype.show.call(this);
};

Window_BattleActor.prototype.hide = function () {
  Window_BattleStatus.prototype.hide.call(this);
  $gameParty.select(null);
};

Window_BattleActor.prototype.select = function (index) {
  Window_BattleStatus.prototype.select.call(this, index);
  $gameParty.select(this.actor());
};

Window_BattleActor.prototype.actor = function () {
  return $gameParty.members()[this.index()];
};

//-----------------------------------------------------------------------------
// Window_BattleEnemy
//
// The window for selecting a target enemy on the battle screen.

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

Window_BattleEnemy.prototype = Object.create(Window_Selectable.prototype);
Window_BattleEnemy.prototype.constructor = Window_BattleEnemy;

Window_BattleEnemy.prototype.initialize = function (x, y) {
  this._enemies = [];
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this.refresh();
  this.hide();
};

Window_BattleEnemy.prototype.windowWidth = function () {
  return Graphics.boxWidth - 192;
};

Window_BattleEnemy.prototype.windowHeight = function () {
  return this.fittingHeight(this.numVisibleRows());
};

Window_BattleEnemy.prototype.numVisibleRows = function () {
  return 4;
};

Window_BattleEnemy.prototype.maxCols = function () {
  return 2;
};

Window_BattleEnemy.prototype.maxItems = function () {
  return this._enemies.length;
};

Window_BattleEnemy.prototype.enemy = function () {
  return this._enemies[this.index()];
};

Window_BattleEnemy.prototype.enemyIndex = function () {
  var enemy = this.enemy();
  return enemy ? enemy.index() : -1;
};

Window_BattleEnemy.prototype.drawItem = function (index) {
  this.resetTextColor();
  var name = this._enemies[index].name();
  var rect = this.itemRectForText(index);
  this.drawText(name, rect.x, rect.y, rect.width);
};

Window_BattleEnemy.prototype.show = function () {
  this.refresh();
  this.select(0);
  Window_Selectable.prototype.show.call(this);
};

Window_BattleEnemy.prototype.hide = function () {
  Window_Selectable.prototype.hide.call(this);
  $gameTroop.select(null);
};

Window_BattleEnemy.prototype.refresh = function () {
  this._enemies = $gameTroop.aliveMembers();
  Window_Selectable.prototype.refresh.call(this);
};

Window_BattleEnemy.prototype.select = function (index) {
  Window_Selectable.prototype.select.call(this, index);
  $gameTroop.select(this.enemy());
};

//-----------------------------------------------------------------------------
// Window_BattleSkill
//
// The window for selecting a skill to use on the battle screen.

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

Window_BattleSkill.prototype = Object.create(Window_SkillList.prototype);
Window_BattleSkill.prototype.constructor = Window_BattleSkill;

Window_BattleSkill.prototype.initialize = function (x, y, width, height) {
  Window_SkillList.prototype.initialize.call(this, x, y, width, height);
  this.hide();
};

Window_BattleSkill.prototype.show = function () {
  this.selectLast();
  this.showHelpWindow();
  Window_SkillList.prototype.show.call(this);
};

Window_BattleSkill.prototype.hide = function () {
  this.hideHelpWindow();
  Window_SkillList.prototype.hide.call(this);
};

//-----------------------------------------------------------------------------
// Window_BattleItem
//
// The window for selecting an item to use on the battle screen.

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

Window_BattleItem.prototype = Object.create(Window_ItemList.prototype);
Window_BattleItem.prototype.constructor = Window_BattleItem;

Window_BattleItem.prototype.initialize = function (x, y, width, height) {
  Window_ItemList.prototype.initialize.call(this, x, y, width, height);
  this.hide();
};

Window_BattleItem.prototype.includes = function (item) {
  return $gameParty.canUse(item);
};

Window_BattleItem.prototype.show = function () {
  this.selectLast();
  this.showHelpWindow();
  Window_ItemList.prototype.show.call(this);
};

Window_BattleItem.prototype.hide = function () {
  this.hideHelpWindow();
  Window_ItemList.prototype.hide.call(this);
};

//-----------------------------------------------------------------------------
// Window_TitleCommand
//
// The window for selecting New Game/Continue on the title screen.

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

Window_TitleCommand.prototype = Object.create(Window_Command.prototype);
Window_TitleCommand.prototype.constructor = Window_TitleCommand;

Window_TitleCommand.prototype.initialize = function () {
  Window_Command.prototype.initialize.call(this, 0, 0);
  this.updatePlacement();
  this.openness = 0;
  this.selectLast();
};

Window_TitleCommand._lastCommandSymbol = null;

Window_TitleCommand.initCommandPosition = function () {
  this._lastCommandSymbol = null;
};

Window_TitleCommand.prototype.windowWidth = function () {
  return 240;
};

Window_TitleCommand.prototype.updatePlacement = function () {
  this.x = (Graphics.boxWidth - this.width) / 2;
  this.y = Graphics.boxHeight - this.height - 96;
};

Window_TitleCommand.prototype.makeCommandList = function () {
  this.addCommand(TextManager.newGame, "newGame");
  this.addCommand(TextManager.continue_, "continue", this.isContinueEnabled());
  this.addCommand(TextManager.options, "options");
};

Window_TitleCommand.prototype.isContinueEnabled = function () {
  return DataManager.isAnySavefileExists();
};

Window_TitleCommand.prototype.processOk = function () {
  Window_TitleCommand._lastCommandSymbol = this.currentSymbol();
  Window_Command.prototype.processOk.call(this);
};

Window_TitleCommand.prototype.selectLast = function () {
  if (Window_TitleCommand._lastCommandSymbol) {
    this.selectSymbol(Window_TitleCommand._lastCommandSymbol);
  } else if (this.isContinueEnabled()) {
    this.selectSymbol("continue");
  }
};

//-----------------------------------------------------------------------------
// Window_GameEnd
//
// The window for selecting "Go to Title" on the game end screen.

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

Window_GameEnd.prototype = Object.create(Window_Command.prototype);
Window_GameEnd.prototype.constructor = Window_GameEnd;

Window_GameEnd.prototype.initialize = function () {
  Window_Command.prototype.initialize.call(this, 0, 0);
  this.updatePlacement();
  this.openness = 0;
  this.open();
};

Window_GameEnd.prototype.windowWidth = function () {
  return 240;
};

Window_GameEnd.prototype.updatePlacement = function () {
  this.x = (Graphics.boxWidth - this.width) / 2;
  this.y = (Graphics.boxHeight - this.height) / 2;
};

Window_GameEnd.prototype.makeCommandList = function () {
  this.addCommand(TextManager.toTitle, "toTitle");
  this.addCommand(TextManager.cancel, "cancel");
};

//-----------------------------------------------------------------------------
// Window_DebugRange
//
// The window for selecting a block of switches/variables on the debug screen.

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

Window_DebugRange.prototype = Object.create(Window_Selectable.prototype);
Window_DebugRange.prototype.constructor = Window_DebugRange;

Window_DebugRange.lastTopRow = 0;
Window_DebugRange.lastIndex = 0;

Window_DebugRange.prototype.initialize = function (x, y) {
  this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10);
  this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10);
  var width = this.windowWidth();
  var height = this.windowHeight();
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this.refresh();
  this.setTopRow(Window_DebugRange.lastTopRow);
  this.select(Window_DebugRange.lastIndex);
  this.activate();
};

Window_DebugRange.prototype.windowWidth = function () {
  return 246;
};

Window_DebugRange.prototype.windowHeight = function () {
  return Graphics.boxHeight;
};

Window_DebugRange.prototype.maxItems = function () {
  return this._maxSwitches + this._maxVariables;
};

Window_DebugRange.prototype.update = function () {
  Window_Selectable.prototype.update.call(this);
  if (this._editWindow) {
    this._editWindow.setMode(this.mode());
    this._editWindow.setTopId(this.topId());
  }
};

Window_DebugRange.prototype.mode = function () {
  return this.index() < this._maxSwitches ? "switch" : "variable";
};

Window_DebugRange.prototype.topId = function () {
  var index = this.index();
  if (index < this._maxSwitches) {
    return index * 10 + 1;
  } else {
    return (index - this._maxSwitches) * 10 + 1;
  }
};

Window_DebugRange.prototype.refresh = function () {
  this.createContents();
  this.drawAllItems();
};

Window_DebugRange.prototype.drawItem = function (index) {
  var rect = this.itemRectForText(index);
  var start;
  var text;
  if (index < this._maxSwitches) {
    start = index * 10 + 1;
    text = "S";
  } else {
    start = (index - this._maxSwitches) * 10 + 1;
    text = "V";
  }
  var end = start + 9;
  text += " [" + start.padZero(4) + "-" + end.padZero(4) + "]";
  this.drawText(text, rect.x, rect.y, rect.width);
};

Window_DebugRange.prototype.isCancelTriggered = function () {
  return (
    Window_Selectable.prototype.isCancelTriggered() ||
    Input.isTriggered("debug")
  );
};

Window_DebugRange.prototype.processCancel = function () {
  Window_Selectable.prototype.processCancel.call(this);
  Window_DebugRange.lastTopRow = this.topRow();
  Window_DebugRange.lastIndex = this.index();
};

Window_DebugRange.prototype.setEditWindow = function (editWindow) {
  this._editWindow = editWindow;
};

//-----------------------------------------------------------------------------
// Window_DebugEdit
//
// The window for displaying switches and variables on the debug screen.

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

Window_DebugEdit.prototype = Object.create(Window_Selectable.prototype);
Window_DebugEdit.prototype.constructor = Window_DebugEdit;

Window_DebugEdit.prototype.initialize = function (x, y, width) {
  var height = this.fittingHeight(10);
  Window_Selectable.prototype.initialize.call(this, x, y, width, height);
  this._mode = "switch";
  this._topId = 1;
  this.refresh();
};

Window_DebugEdit.prototype.maxItems = function () {
  return 10;
};

Window_DebugEdit.prototype.refresh = function () {
  this.contents.clear();
  this.drawAllItems();
};

Window_DebugEdit.prototype.drawItem = function (index) {
  var dataId = this._topId + index;
  var idText = dataId.padZero(4) + ":";
  var idWidth = this.textWidth(idText);
  var statusWidth = this.textWidth("-00000000");
  var name = this.itemName(dataId);
  var status = this.itemStatus(dataId);
  var rect = this.itemRectForText(index);
  this.resetTextColor();
  this.drawText(idText, rect.x, rect.y, rect.width);
  rect.x += idWidth;
  rect.width -= idWidth + statusWidth;
  this.drawText(name, rect.x, rect.y, rect.width);
  this.drawText(status, rect.x + rect.width, rect.y, statusWidth, "right");
};

Window_DebugEdit.prototype.itemName = function (dataId) {
  if (this._mode === "switch") {
    return $dataSystem.switches[dataId];
  } else {
    return $dataSystem.variables[dataId];
  }
};

Window_DebugEdit.prototype.itemStatus = function (dataId) {
  if (this._mode === "switch") {
    return $gameSwitches.value(dataId) ? "[ON]" : "[OFF]";
  } else {
    return String($gameVariables.value(dataId));
  }
};

Window_DebugEdit.prototype.setMode = function (mode) {
  if (this._mode !== mode) {
    this._mode = mode;
    this.refresh();
  }
};

Window_DebugEdit.prototype.setTopId = function (id) {
  if (this._topId !== id) {
    this._topId = id;
    this.refresh();
  }
};

Window_DebugEdit.prototype.currentId = function () {
  return this._topId + this.index();
};

Window_DebugEdit.prototype.update = function () {
  Window_Selectable.prototype.update.call(this);
  if (this.active) {
    if (this._mode === "switch") {
      this.updateSwitch();
    } else {
      this.updateVariable();
    }
  }
};

Window_DebugEdit.prototype.updateSwitch = function () {
  if (Input.isRepeated("ok")) {
    var switchId = this.currentId();
    SoundManager.playCursor();
    $gameSwitches.setValue(switchId, !$gameSwitches.value(switchId));
    this.redrawCurrentItem();
  }
};

Window_DebugEdit.prototype.updateVariable = function () {
  var variableId = this.currentId();
  var value = $gameVariables.value(variableId);
  if (typeof value === "number") {
    if (Input.isRepeated("right")) {
      value++;
    }
    if (Input.isRepeated("left")) {
      value--;
    }
    if (Input.isRepeated("pagedown")) {
      value += 10;
    }
    if (Input.isRepeated("pageup")) {
      value -= 10;
    }
    if ($gameVariables.value(variableId) !== value) {
      $gameVariables.setValue(variableId, value);
      SoundManager.playCursor();
      this.redrawCurrentItem();
    }
  }
};

repo_name: dazed/translations

license: unknown