code:
//=============================================================================
// Yanfly Engine Plugins - Item Core Extension - Item Upgrade Slots
// YEP_X_ItemUpgradeSlots.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_X_ItemUpgrades = true;

var Yanfly = Yanfly || {};
Yanfly.IUS = Yanfly.IUS || {};

//=============================================================================
/*:
 * @plugindesc v1.06 (Requires YEP_ItemCore.js) Allows independent items to
 * be upgradeable and gain better stats.
 * @author Yanfly Engine Plugins
 *
 * @param Default Slots
 * @desc The default amount of slots items can be upgraded.
 * @default 3
 *
 * @param Slot Variance
 * @desc The default slot variance for items with slots.
 * @default 1
 *
 * @param Upgrade Command
 * @desc Command text for upgrading the selected item. If you don't
 * wish for this to appear, keep this blank.    %1 - Item Name
 * @default Upgrade %1
 *
 * @param Show Only
 * @desc The Upgrade Command will only show if item is upgradeable.
 * NO - false     YES - true
 * @default true
 *
 * @param Slots Available
 * @desc Text used for amount of upgrade slots available. To hide
 * this from the info window, leave this blank.
 * @default Slots Available
 *
 * @param Show Slot Upgrades
 * @desc Shows what upgrades applied to slots in info window.
 * NO - false     YES - true
 * @default true
 *
 * @param Slot Upgrade Format
 * @desc This is the text format used before a shown slot upgrade.
 * %1 - Slot Number    %2 - Item Icon and Name
 * @default \}Slot%1: %2\{
 *
 * @param Default Sound
 * @desc This is the default sound played when using an
 * item upgrade.
 * @default Heal2
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * This plugin requires YEP_ItemCore.
 * Make sure this plugin is located under YEP_ItemCore in the plugin list.
 *
 * This plugin adds Item Upgraders, where you can select the base item and then
 * apply the appropriate Item Upgraders onto it to boost its parameters.
 *
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * The following notetags can be used to modify item upgrades.
 *
 * Weapon, and Armor Notetags
 *   <Upgrade Slots: x>
 *   This sets the number of times an item can be upgraded instead of the
 *   default amount defined in the database.
 *
 *   <Slot Variance: x>
 *   This makes it so that there is a random variance for the number of slots
 *   provided through the item. If this notetag isn't used, it will go by the
 *   setting in the parameters.
 *
 *   <Upgrade Sound: filename>
 *   Changes the upgrade sound played to 'filename'. If this notetag isn't
 *   used, the 'Default Sound' parameter sound will be used instead.
 *
 *   <Upgrade Effect>
 *    effect
 *    effect
 *   </Upgrade Effect>
 *   These are the effects applied (in the order they're listed). Refer to the
 *   'Upgrade Effects List' in the next section to have those effects applied
 *   to the upgraded item.
 *
 *   <Upgrade Item Type: All>
 *   <Upgrade Item Type: Regular>
 *   <Upgrade Item Type: Key>
 *   <Upgrade Item Type: Hidden A>
 *   <Upgrade Item Type: Hidden B>
 *   <Upgrade Item Type: Always>
 *   <Upgrade Item Type: Battle>
 *   <Upgrade Item Type: Menu>
 *   <Upgrade Item Type: Never>
 *   <Upgrade Item Type: string>
 *   This makes it so this item can be used to upgrade the item that matches
 *   either the item type or the item occassion. If none of those work for you,
 *   you can use the following notetag and place an instance for 'string'
 *   inside of the item upgrade types.
 *
 *   <Type: string>
 *   Puts this type into the notebox for items (not weapons nor armors) and it
 *   will add 'string' as its type. You can insert multiple copies of this
 *   notetag to enable the item to have more types. Any types in here that
 *   match the types for the previous notetag will enable the item to be
 *   upgradeable by that upgrade item type.
 *
 *   <Upgrade Weapon Type: x>
 *   <Upgrade Weapon Type: x, x, x>
 *   <Upgrade Weapon Type: x through x>
 *   This makes it so that only weapon types x can use this item for upgrade.
 *   If you use weapon type 0, all weapons can be upgraded using this item.
 *
 *   <Upgrade Armor Type: x>
 *   <Upgrade Armor Type: x, x, x>
 *   <Upgrade Armor Type: x through x>
 *   This makes it so that only armor types x can use this item for upgrade.
 *   If you use armor type 0, all armor can be upgraded using this item.
 *
 * ============================================================================
 * Upgrade Effects List
 * ============================================================================
 *
 * The following is a list of effects you can use for the <Upgrade Effects>
 * notetag to have it apply the desired effects to the upgraded item.
 *
 * Effect Text             Upgrade Effect:
 *   Base Name: x          - Changes item's base name to x. *Note2
 *   Boost Count: +x       - Increases Boost Count by x. *Note2
 *   Boost Count: -x       - Decreases Boost Count by x. *Note2
 *   Eval: x               - Runs x as a piece of code. *Note2
 *   Name: x               - Changes item's name to x. *Note2
 *   Icon: x               - Changes item's icon to x. *Note2
 *   Prefix: x             - Changes item's prefix to x. *Note2
 *   Priority Name: x      - Sets priority name to x. *Note2
 *   Random Stat: x        - Increases or decreases 'Stat' by 0 to x. *Note1
 *   Random Stat: +x       - Increases 'Stat' by 0 to x. *Note1
 *   Random Stat: -x       - Decreases 'Stat' by 0 to x. *Note1
 *   Reset Base Name       - Resets the base name to default.
 *   Reset Boost Count     - Resets the Boost Count to 0.
 *   Reset Icon            - Resets the icon back to the default icon.
 *   Reset Prefix          - Resets name prefix to default.
 *   Reset Stat            - Resets 'Stat' back to base stat values. *Note1
 *   Reset Suffix          - Resets name suffix to default.
 *   Reset Full            - Resets every single aspect about item. *Note3
 *   Slots: x              - Changes the slot consumption cost to x. *Note1
 *   Stat: +x              - Increases 'Stat' by x. *Note1
 *   Stat: +x%             - Increases 'Stat' by x% of base stat. *Note1
 *   Stat: -x              - Decreases 'Stat' by x. *Note1
 *   Stat: -x%             - Decreases 'Stat' by x% of base stat. *Note1
 *   Suffix: x             - Changes item's suffix to x. *Note2
 *   Text Color: x         - Changes item's text color to x.
 *
 * Note1: 'Stat' is to be replaced by 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT',
 * 'MDF', 'AGI', 'LUK', 'SLOTS', 'ALL' or 'CURRENT'. 'ALL' affects all stats.
 * 'CURRENT' affects only non-zero stats. This effect will also increase the
 * boost count (+x) by 1 and update the item's name.
 *
 * Note2: This does not alter boost count nor update the item's name unless
 * it is altered by the effect.
 *
 * Note3: Because this effect resets absolutely everything about an item, it
 * will send the player away from the upgrade menu to reset the standings of
 * the item.
 *
 * ============================================================================
 * Plugin Commands
 * ============================================================================
 *
 * The following are some Plugin Commands you can use for your game regarding
 * the upgrade option in the item menu:
 *
 * Plugin Command:
 *   ShowItemUpgrade    - Shows the upgrade option in the item menu.
 *   HideItemUpgrade    - Hides the upgrade option in the item menu.
 *   DisableItemUpgrade - Disables the upgrade option in the item menu.
 *   EnableItemUpgrade  - Enables the upgrade option in the item menu.
 *
 * You can use those Plugin Commands at any time to adjust the upgrade option.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.06:
 * - Fixed a bug that caused an error with the way items upgraded.
 *
 * Version 1.05:
 * - Updated for RPG Maker MV version 1.1.0.
 *
 * Version 1.04:
 * - Added 'Text Color: x' upgrade effect to allow you to change the text color
 * of independent items.
 *
 * Version 1.03:
 * - Fixed a bug that caused slot variance to not calculate correctly.
 * - Added 'stat +x%' and 'stat -x%' to upgrade effects.
 *
 * Version 1.02:
 * - Fixed a bug that prevented upgrading if the only effect is boosting.
 *
 * Version 1.01:
 * - Added 'Show Only' parameter. This will cause the upgrade command to only
 * appear if the item can be upgraded.
 *
 * Version 1.00:
 * - Finished plugin!
 */
/*:ja
 * @plugindesc v1.06 個別アイテムを強化出来るようになります。
 * (使用するにはYEP_ItemCore.jsが必要です)
 * @author Yanfly Engine Plugins
 *
 * @param Default Slots
 * @desc デフォルトのスロットアイテム数をアップグレードすることができます。
 * @default 3
 *
 * @param Slot Variance
 * @desc デフォルトのアイテムのスロット変数を変更します。
 * @default 1
 *
 * @param Upgrade Command
 * @desc 選択されたアイテムを強化する際のコマンドテキストを指定します。空白にすることで非表示になります。   %1 - アイテム名
 * @default Upgrade %1
 *
 * @param Show Only
 * @desc アップグレード可能のアイテムのみを表示します。
 * いいえ - false     はい - true
 * @default true
 *
 * @param Slots Available
 * @desc 使用可能なアップグレードスロットを表示する際のテキストを指定します。空白にすることで非表示になります。
 * @default Slots Available
 *
 * @param Show Slot Upgrades
 * @desc インフォメーションウィンドウで、スロットにどのアップグレードが適用されたか表示します。　非表示 - false     表示 - true
 * @default true
 *
 * @param Slot Upgrade Format
 * @desc スロットがアップグレードされる際に表示されるテキストフォーマットです。 %1 - スロット番号    %2 - アイテムアイコンと名前
 * @default \}Slot%1: %2\{
 *
 * @param Default Sound
 * @desc アイテムアップグレードを使った際に流れるデフォルト音源を指定します。
 * @default Heal2
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * このプラグインを利用するには、YEP_ItemCoreが必要です。プラグインリスト内では
 * YEP_ItemCoreの下にこのプラグインが来るようにしてください。
 *
 * このプラグインではアイテムアップデートが利用できるようになります。
 * 任意のアイテムにこのプラグインを適用することで、そのアイテムのパラメータを
 * 増大させることができます。
 *
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * アイテムアップグレードを調整するには、下記のNotetagを使ってください。
 *
 * 武器、防具のNotetag
 *   <Upgrade Slots: x>
 *   データベースに基づくデフォルトの数値の代わりに、アイテムのアップグレード
 *   回数を指定できます。
 *
 *   <Slot Variance: x>
 *   アイテムのスロット数を、ランダムな変数で指定することができます。このNotetag
 *   が使用されない場合は、パラメータセッティングの通りになります。
 *
 *   <Upgrade Sound: filename>
 *   アップグレード音を'filename'に変更します。このNotetagが使用されない場合は、. If this notetag isn't
 *   'Default Sound' が代わりに使われます。
 *
 *   <Upgrade Effect>
 *    effect
 *    effect
 *   </Upgrade Effect>
 *   適用されるエフェクトを指定できます。次のセクションの'Upgrade Effects List'
 *   を参考に、アップグレードアイテムにこれらのエフェクトを付与してください。
 *
 *   <Upgrade Item Type: All>
 *   <Upgrade Item Type: Regular>
 *   <Upgrade Item Type: Key>
 *   <Upgrade Item Type: Hidden A>
 *   <Upgrade Item Type: Hidden B>
 *   <Upgrade Item Type: Always>
 *   <Upgrade Item Type: Battle>
 *   <Upgrade Item Type: Menu>
 *   <Upgrade Item Type: Never>
 *   <Upgrade Item Type: string>
 *   タイプ・使用可能時がマッチしているアイテムに対して、このアイテムを使って
 *   アップデートを行うことができるようになります。もしこれらがどれも使えない
 *   場合、下記のNotetagを用いて、例えば'string'をアイテムアップグレード
 *   のタイプ内に挿入してください。
 *
 *   <Type: string>
 *   アイテムのNotetag内にこのタイプを挿入してください。(武器や防具には不可)
 *   アイテムは'string'をタイプとして認識します。このNotetagの複数コピーを
 *   挿入すれば、アイテムに更に多くのタイプを持たせることができます。前述の
 *   Notetagのタイプにこれらがマッチしていれば、そのアイテムタイプを用いて
 *   アイテムを強化できるようになります。
 *
 *   <Upgrade Weapon Type: x>
 *   <Upgrade Weapon Type: x, x, x>
 *   <Upgrade Weapon Type: x through x>
 *   タイプ x の武器だけが、このアイテムによって強化されるように
 *   なります。'type 0'を利用すると、全ての武器タイプに対して有効になります。
 *
 *   <Upgrade Armor Type: x>
 *   <Upgrade Armor Type: x, x, x>
 *   <Upgrade Armor Type: x through x>
 *   タイプ x の防具だけが、このアイテムによって強化されるように
 *   なります。'type 0'を利用すると、全ての防具タイプに対して有効になります。
 *
 * ============================================================================
 * Upgrade Effects List
 * ============================================================================
 *
 * 下記のエフェクを<Upgrade Effects>のNotetagに用いることで、アップグレード
 * アイテムにエフェクトを適用することができます。
 *
 * Effect Text             Upgrade Effect:
 *   Base Name: x          - アイテムのベース名を x に変更します。（注2）
 *   Boost Count: +x       - ブーストカウントを x 増加させます。（注2）
 *   Boost Count: -x       - ブーストカウントを x 減少させます。（注2）
 *   Eval: x               - x をコードの一部として実行させます。（注2）
 *   Name: x               - アイテム名を x に変更します。（注2）
 *   Icon: x               - アイテムのアイコンを x に変更します。（注2）
 *   Prefix: x             - アイテムの接頭辞を x に変更します。（注2）
 *   Priority Name: x      - プライオリティネームを x に変更します。（注2）
 *   Random Stat: x        - ステータスを0からx の範囲で増減させます。（注1）
 *   Random Stat: +x       - ステータスを0からx の範囲で増加させます。（注1）
 *   Random Stat: -x       - ステータスを0からx の範囲で減少させます。（注1）
 *   Reset Base Name       - ベースネームをデフォルトに戻します。
 *   Reset Boost Count     - ブースとカウントを0に戻します。
 *   Reset Icon            - アイコンをデフォルトアイコンに戻します。
 *   Reset Prefix          - 接頭辞をデフォルトに戻します。
 *   Reset Stat            - ステータスの値をデフォルトに戻します。（注1）
 *   Reset Suffix          - 接頭辞をデフォルトに戻します
 *   Reset Full            - アイテムの全ての要素をリセットします。（注3）
 *   Slots: x              - スロットの消費コストを x に変更します。（注1）
 *   Stat: +x              - ステータスを x 増加させます。（注1）
 *   Stat: +x%             - ベースステータスのステータスを　x% 増加させます。（注1）
 *   Stat: -x              - ステータスを x 減少させます。（注1）
 *   Stat: -x%             - ベースステータスのステータスを　x% 減少させます。（注1）
 *   Suffix: x             - アイテムの接尾辞を x に変更します。（注2）
 *   Text Color: x         - アイテムのテキスト色を x に変更します。
 *
 * 注1 : 'Stat' を 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
 * 'LUK', 'SLOTS', 'ALL', 'CURRENT'にもできます。'ALL'にすれば、全ステータスに
 * 影響します。'CURRENT' は0ではないステータスに影響します。このエフェクトは
 * ブーストカウントを1増加させ、アイテム名をアップデートします。
 *
 * 注2 : エフェクトによって変更されない限り、これはブーストカウントを変更したり
 * アイテム名をアップデートすることはません。
 *
 * 注3 : このエフェクトはアイテムに関するすべてをリセットするため、プレイヤーは
 * アップグレードメニューから閉め出されてしまいます。
 *
 * ============================================================================
 * Plugin Commands
 * ============================================================================
 *
 * 下記のプラグインコマンドは、アイテムメニューのアップグレードオプションに
 * 用いることができます。
 *
 * プラグインコマンド一覧:
 *   ShowItemUpgrade    - Shows the upgrade option in the item menu.
 *   HideItemUpgrade    - Hides the upgrade option in the item menu.
 *   DisableItemUpgrade - Disables the upgrade option in the item menu.
 *   EnableItemUpgrade  - Enables the upgrade option in the item menu.
 *
 * これらを用いていつでもアップグレードオプションを調整できます。
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.06:
 * - Fixed a bug that caused an error with the way items upgraded.
 *
 * Version 1.05:
 * - Updated for RPG Maker MV version 1.1.0.
 *
 * Version 1.04:
 * - Added 'Text Color: x' upgrade effect to allow you to change the text color
 * of independent items.
 *
 * Version 1.03:
 * - Fixed a bug that caused slot variance to not calculate correctly.
 * - Added 'stat +x%' and 'stat -x%' to upgrade effects.
 *
 * Version 1.02:
 * - Fixed a bug that prevented upgrading if the only effect is boosting.
 *
 * Version 1.01:
 * - Added 'Show Only' parameter. This will cause the upgrade command to only
 * appear if the item can be upgraded.
 *
 * Version 1.00:
 * - Finished plugin!
 */
//=============================================================================

if (Imported.YEP_ItemCore) {
  //=============================================================================
  // Parameter Variables
  //=============================================================================

  Yanfly.Parameters = PluginManager.parameters("YEP_X_ItemUpgradeSlots");
  Yanfly.Param = Yanfly.Param || {};

  Yanfly.Param.IUSDefaultSlots = Number(Yanfly.Parameters["Default Slots"]);
  Yanfly.Param.IUSSlotVariance = Number(Yanfly.Parameters["Slot Variance"]);
  Yanfly.Param.IUSUpgradeCmd = String(Yanfly.Parameters["Upgrade Command"]);
  Yanfly.Param.IUSShowOnly = String(Yanfly.Parameters["Show Only"]);
  Yanfly.Param.IUSSlotsText = String(Yanfly.Parameters["Slots Available"]);
  Yanfly.Param.IUSShowSlots = String(Yanfly.Parameters["Show Slot Upgrades"]);
  Yanfly.Param.IUSSlotFmt = String(Yanfly.Parameters["Slot Upgrade Format"]);
  Yanfly.Param.IUSUpgradeSound = String(Yanfly.Parameters["Default Sound"]);

  //=============================================================================
  // DataManager
  //=============================================================================

  Yanfly.IUS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
  DataManager.isDatabaseLoaded = function () {
    if (!Yanfly.IUS.DataManager_isDatabaseLoaded.call(this)) return false;
    if (!Yanfly._loaded_YEP_X_ItemUpgradeSlots) {
      this.processUpgradeNotetags1($dataItems);
      this.processUpgradeNotetags1($dataWeapons);
      this.processUpgradeNotetags1($dataArmors);
      this.processUpgradeNotetags2($dataItems);
      Yanfly._loaded_YEP_X_ItemUpgradeSlots = true;
    }
    return true;
  };

  DataManager.processUpgradeNotetags1 = function (group) {
    for (var n = 1; n < group.length; n++) {
      var obj = group[n];
      ItemManager.initSlotUpgradeNotes(obj);
      this.processUpgradeNotetags(obj);
    }
  };

  DataManager.processUpgradeNotetags2 = function (group) {
    for (var n = 1; n < group.length; n++) {
      var obj = group[n];
      this.processUpgradeNotetags(obj);
    }
  };

  DataManager.processUpgradeNotetags = function (item) {
    var note1 = /<(?:TYPE|TYPES):[ ](.*)>/i;
    var notedata = item.note.split(/[\r\n]+/);

    item.types = item.types || ["ALL"];

    if (item.itypeId === 1) item.types.push("REGULAR");
    if (item.itypeId === 2) item.types.push("KEY");
    if (item.itypeId === 3) item.types.push("HIDDEN A");
    if (item.itypeId === 4) item.types.push("HIDDEN B");
    if (item.occasion === 0) item.types.push("ALWAYS");
    if (item.occasion === 1) item.types.push("BATTLE");
    if (item.occasion === 2) item.types.push("MENU");
    if (item.occasion === 3) item.types.push("NEVER");

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        var str = String(RegExp.$1).toUpperCase();
        if (!item.types.contain(str)) item.types.push(str);
      }
    }
  };

  //=============================================================================
  // ItemManager
  //=============================================================================

  ItemManager.initSlotUpgradeNotes = function (item) {
    var note1 = /<(?:UPGRADE SLOTS|upgrade slot):[ ](\d+)>/i;
    var note2 = /<(?:UPGRADE EFFECT)>/i;
    var note3 = /<\/(?:UPGRADE EFFECT)>/i;
    var note4 = /(?:SLOTS|slot):[ ](\d+)/i;
    var note5 = /(?:BOOST COUNT|boost count):[ ]([\+\-]\d+)/i;
    var note6 = /<(?:UPGRADE SOUND):[ ](.*)>/i;
    var note7 = /<(?:UPGRADE ITEM TYPE):[ ](.*)>/i;
    var note8 = /<(?:UPGRADE WEAPON TYPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
    var note9 = /<(?:UPGRADE ARMOR TYPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
    var note10 = /<(?:UPGRADE WEAPON TYPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
    var note11 = /<(?:UPGRADE ARMOR TYPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
    var note12 = /<(?:SLOTS VARIANCE|slot variance):[ ](\d+)>/i;
    var baseItem = DataManager.getBaseItem(item);
    var notedata = baseItem.note.split(/[\r\n]+/);

    item.upgradeSlots = Yanfly.Param.IUSDefaultSlots;
    item.upgradeSlotsVariance = Yanfly.Param.IUSSlotVariance;
    item.upgradeSound = Yanfly.Param.IUSUpgradeSound;
    item.slotsApplied = [];
    var upgradeEffect = false;
    item.upgradeEffect = [];
    item.boostCountValue = 1;
    item.upgradeSlotCost = 1;
    item.upgradeItemType = [];
    item.upgradeWeaponType = [];
    item.upgradeArmorType = [];

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        item.upgradeSlots = parseInt(RegExp.$1);
      } else if (line.match(note2)) {
        upgradeEffect = true;
        item.upgradeEffect = [];
      } else if (line.match(note3)) {
        upgradeEffect = false;
      } else if (upgradeEffect && line.match(note4)) {
        item.upgradeSlotCost = parseInt(RegExp.$1);
        item.upgradeEffect.push("");
      } else if (upgradeEffect && line.match(note5)) {
        item.boostCountValue = parseInt(RegExp.$1);
        item.upgradeEffect.push("");
      } else if (upgradeEffect) {
        item.upgradeEffect.push(line);
      } else if (line.match(note6)) {
        item.upgradeSound = String(RegExp.$1);
      } else if (line.match(note7)) {
        item.upgradeItemType.push(String(RegExp.$1).toUpperCase());
      } else if (line.match(note8)) {
        var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
        item.upgradeWeaponType = item.upgradeWeaponType.concat(array);
      } else if (line.match(note9)) {
        var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
        item.upgradeArmorType = item.upgradeArmorType.concat(array);
      } else if (line.match(note10)) {
        var range = Yanfly.Util.getRange(
          parseInt(RegExp.$1),
          parseInt(RegExp.$2)
        );
        item.upgradeWeaponType = item.upgradeWeaponType.concat(range);
      } else if (line.match(note11)) {
        var range = Yanfly.Util.getRange(
          parseInt(RegExp.$1),
          parseInt(RegExp.$2)
        );
        item.upgradeArmorType = item.upgradeArmorType.concat(range);
      } else if (line.match(note12)) {
        item.upgradeSlotsVariance = parseInt(RegExp.$1);
      }
    }
    if (!DataManager.isIndependent(item)) item.upgradeSlots = 0;
    if (
      item.upgradeItemType.length === 0 &&
      item.upgradeWeaponType.length === 0 &&
      item.upgradeArmorType.length === 0
    ) {
      item.upgradeWeaponType = [0];
      item.upgradeArmorType = [0];
    }
  };

  Yanfly.IUS.ItemManager_randomizeInitialItem =
    ItemManager.randomizeInitialItem;
  ItemManager.randomizeInitialItem = function (baseItem, newItem) {
    Yanfly.IUS.ItemManager_randomizeInitialItem.call(this, baseItem, newItem);
    if ($gameTemp.varianceStock()) return;
    this.randomizeSlots(baseItem, newItem);
  };

  ItemManager.randomizeSlots = function (baseItem, newItem) {
    if (baseItem.upgradeSlots <= 0) return;
    if (baseItem.upgradeSlotsVariance <= 0) return;
    var randomValue = baseItem.upgradeSlotsVariance * 2 + 1;
    var offset = baseItem.upgradeSlotsVariance;
    newItem.upgradeSlots += Math.floor(Math.random() * randomValue - offset);
    newItem.upgradeSlots = Math.max(newItem.upgradeSlots, 0);
    newItem.originalUpgradeSlots = newItem.upgradeSlots;
  };

  ItemManager.applyIUSEffects = function (mainItem, effectItem) {
    if (!DataManager.isIndependent(mainItem)) return;
    this.payIUSEffects(mainItem, effectItem);
    this.checkIUSEffects(mainItem, effectItem);
  };

  ItemManager.payIUSEffects = function (mainItem, effectItem) {
    $gameParty.loseItem(effectItem, 1);
    mainItem.upgradeSlots -= effectItem.upgradeSlotCost;
    this.addIUSLine(mainItem, effectItem);
    for (var i = 1; i < effectItem.upgradeSlotCost; ++i) {
      mainItem.slotsApplied.push("---");
    }
    this.increaseItemBoostCount(mainItem, effectItem.boostCountValue);
  };

  ItemManager.addIUSLine = function (mainItem, effectItem) {
    if (!mainItem.slotsApplied) this.initSlotUpgradeNotes(mainItem);
    var line = "\\i[" + effectItem.iconIndex + "]" + effectItem.name;
    mainItem.slotsApplied.push(line);
  };

  ItemManager.checkIUSEffects = function (mainItem, effectItem) {
    for (var i = 0; i < effectItem.upgradeEffect.length; ++i) {
      var line = effectItem.upgradeEffect[i];
      this.processIUSEffect(line, mainItem, effectItem);
      if (this._fullReset) {
        mainItem = this._resetItem;
        this._resetItem = undefined;
      }
    }
  };

  ItemManager.processIUSEffect = function (line, mainItem, effectItem) {
    // BASE NAME: X
    if (line.match(/BASE NAME:[ ](.*)/i)) {
      var value = String(RegExp.$1);
      return this.effectIUSBaseName(mainItem, value);
    }
    // EVAL X
    if (line.match(/EVAL:[ ](.*)/i)) {
      var code = String(RegExp.$1);
      return this.effectIUSEval(mainItem, effectItem, code);
    }
    // ICON: X
    if (line.match(/ICON:[ ](\d+)/i)) {
      var value = parseInt(RegExp.$1);
      return this.effectIUSIcon(mainItem, value);
    }
    // PREFIX: X
    if (line.match(/PREFIX:[ ](.*)/i)) {
      var value = String(RegExp.$1);
      return this.effectIUSPrefix(mainItem, value);
    }
    // PRIORITY NAME: X
    if (line.match(/PRIORITY NAME:[ ](.*)/i)) {
      var value = String(RegExp.$1);
      return this.effectIUSPriorityName(mainItem, value);
    }
    // NAME: X
    if (line.match(/NAME:[ ](.*)/i)) {
      var value = String(RegExp.$1);
      return this.effectIUSName(mainItem, value);
    }
    // RANDOM STAT: X
    if (line.match(/RANDOM[ ](.*):[ ](\d+)/i)) {
      var stat = String(RegExp.$1).toUpperCase();
      var value = parseInt(RegExp.$2);
      return this.effectIUSRandomChange1(mainItem, stat, value);
    }
    // RANDOM STAT: +/-X
    if (line.match(/RANDOM[ ](.*):[ ]([\+\-]\d+)/i)) {
      var stat = String(RegExp.$1).toUpperCase();
      var value = parseInt(RegExp.$2);
      return this.effectIUSRandomChange2(mainItem, stat, value);
    }
    // RESET STAT
    if (line.match(/RESET[ ](.*)/i)) {
      var stat = String(RegExp.$1).toUpperCase();
      return this.effectIUSResetStat(mainItem, stat);
    }
    // TEXT COLOR: X
    if (line.match(/TEXT COLOR:[ ](\d+)/i)) {
      var value = parseInt(RegExp.$1);
      return this.effectIUSTextColor(mainItem, value);
    }
    // STAT: +/-X%
    if (line.match(/(.*):[ ]([\+\-]\d+)([%％])/i)) {
      var stat = String(RegExp.$1).toUpperCase();
      var value = parseInt(RegExp.$2);
      return this.effectIUSParamRateChange(mainItem, stat, value);
    }
    // STAT: +/-X
    if (line.match(/(.*):[ ]([\+\-]\d+)/i)) {
      var stat = String(RegExp.$1).toUpperCase();
      var value = parseInt(RegExp.$2);
      return this.effectIUSParamChange(mainItem, stat, value);
    }
    // SUFFIX: X
    if (line.match(/SUFFIX:[ ](.*)/i)) {
      var value = String(RegExp.$1);
      return this.effectIUSSuffix(mainItem, value);
    }
  };

  ItemManager.adjustItemTrait = function (mainItem, code, dataId, value, add) {
    if (add) {
      this.addTraitToItem(mainItem, code, dataId, value);
    } else {
      this.deleteTraitFromItem(mainItem, code, dataId, value);
    }
  };

  ItemManager.addTraitToItem = function (mainItem, code, dataId, value) {
    var trait = {
      code: code,
      dataId: dataId,
      value: value,
    };
    mainItem.traits.push(trait);
  };

  ItemManager.deleteTraitFromItem = function (mainItem, code, dataId, value) {
    var index = this.getMatchingTraitIndex(mainItem, code, dataId, value);
    if (index >= 0) mainItem.traits.splice(index, 1);
  };

  ItemManager.effectIUSBaseName = function (item, value) {
    this.setBaseName(item, value);
    this.updateItemName(item);
  };

  ItemManager.effectIUSEval = function (mainItem, effectItem, code) {
    var item = mainItem;
    var baseItem = DataManager.getBaseItem(item);
    eval(code);
  };

  ItemManager.effectIUSIcon = function (item, value) {
    item.iconIndex = value;
  };

  ItemManager.effectIUSPrefix = function (item, value) {
    this.setNamePrefix(item, value);
    this.updateItemName(item);
  };

  ItemManager.effectIUSPriorityName = function (item, value) {
    this.setPriorityName(item, value);
    this.updateItemName(item);
  };

  ItemManager.effectIUSName = function (item, value) {
    item.name = value;
  };

  ItemManager.effectIUSRandomChange1 = function (item, stat, value) {
    var randomValue = (value + 1) * 2;
    var offset = value;
    switch (stat) {
      case "HP":
      case "MAXHP":
      case "MAX HP":
        item.params[0] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "MP":
      case "MAXMP":
      case "MAX MP":
      case "SP":
      case "MAXSP":
      case "MAX SP":
        item.params[1] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "ATK":
      case "STR":
        item.params[2] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "DEF":
        item.params[3] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "MAT":
      case "INT":
      case "SPI":
        item.params[4] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "MDF":
      case "RES":
        item.params[5] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "AGI":
      case "SPD":
        item.params[6] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "LUK":
        item.params[7] += Math.floor(Math.random() * randomValue - offset);
        break;
      case "ALL":
        for (var i = 0; i < 8; ++i) {
          item.params[i] += Math.floor(Math.random() * randomValue - offset);
        }
        break;
      case "CURRENT":
        for (var i = 0; i < 8; ++i) {
          if (item.params[i] === 0) continue;
          item.params[i] += Math.floor(Math.random() * randomValue - offset);
        }
        break;
      case "SLOT":
      case "SLOTS":
        item.upgradeSlots += Math.floor(Math.random() * randomValue - offset);
        break;
    }
  };

  ItemManager.effectIUSRandomChange2 = function (item, stat, value) {
    if (value >= 0) {
      var randomValue = value + 1;
    } else {
      var randomValue = value - 1;
    }
    switch (stat) {
      case "HP":
      case "MAXHP":
      case "MAX HP":
        item.params[0] += Math.floor(Math.random() * randomValue);
        break;
      case "MP":
      case "MAXMP":
      case "MAX MP":
      case "SP":
      case "MAXSP":
      case "MAX SP":
        item.params[1] += Math.floor(Math.random() * randomValue);
        break;
      case "ATK":
      case "STR":
        item.params[2] += Math.floor(Math.random() * randomValue);
        break;
      case "DEF":
        item.params[3] += Math.floor(Math.random() * randomValue);
        break;
      case "MAT":
      case "INT":
      case "SPI":
        item.params[4] += Math.floor(Math.random() * randomValue);
        break;
      case "MDF":
      case "RES":
        item.params[5] += Math.floor(Math.random() * randomValue);
        break;
      case "AGI":
      case "SPD":
        item.params[6] += Math.floor(Math.random() * randomValue);
        break;
      case "LUK":
        item.params[7] += Math.floor(Math.random() * randomValue);
        break;
      case "ALL":
        for (var i = 0; i < 8; ++i) {
          item.params[i] += Math.floor(Math.random() * randomValue);
        }
        break;
      case "CURRENT":
        for (var i = 0; i < 8; ++i) {
          if (item.params[i] === 0) continue;
          item.params[i] += Math.floor(Math.random() * randomValue);
        }
        break;
      case "SLOT":
      case "SLOTS":
        item.upgradeSlots += Math.floor(Math.random() * randomValue);
        break;
    }
  };

  ItemManager.effectIUSResetStat = function (item, stat) {
    if (Imported.YEP_X_AttachAugments) {
      var augments = this.removeAllAugments(item);
    }
    var baseItem = DataManager.getBaseItem(item);
    switch (stat) {
      case "HP":
      case "MAXHP":
      case "MAX HP":
        item.params[0] = baseItem.params[0];
        break;
      case "MP":
      case "MAXMP":
      case "MAX MP":
      case "SP":
      case "MAXSP":
      case "MAX SP":
        item.params[1] = baseItem.params[1];
        break;
      case "ATK":
      case "STR":
        item.params[2] = baseItem.params[2];
        break;
      case "DEF":
        item.params[3] = baseItem.params[3];
        break;
      case "MAT":
      case "INT":
      case "SPI":
        item.params[4] = baseItem.params[4];
        break;
      case "MDF":
      case "RES":
        item.params[5] = baseItem.params[5];
        break;
      case "AGI":
      case "SPD":
        item.params[6] = baseItem.params[6];
        break;
      case "LUK":
        item.params[7] = baseItem.params[7];
        break;
      case "ALL":
        for (var i = 0; i < 8; ++i) {
          item.params[i] = baseItem.params[i];
        }
        break;
      case "CURRENT":
        for (var i = 0; i < 8; ++i) {
          if (item.params[i] === 0) continue;
          item.params[i] = baseItem.params[i];
        }
        break;
      case "BOOST":
      case "BOOST COUNT":
        item.boostCount = 0;
        this.updateItemName(item);
        break;
      case "SLOT":
      case "SLOTS":
        if (item.originalUpgradeSlots) {
          item.upgradeSlots = baseItem.originalUpgradeSlots;
        } else {
          item.upgradeSlots = baseItem.upgradeSlots;
        }
        item.slotsApplied = [];
        item.boostCount = 0;
        this.updateItemName(item);
        break;
      case "BASE NAME":
        item.baseItemName = baseItem.name;
        this.updateItemName(item);
        break;
      case "ICON":
        item.iconIndex = baseItem.iconIndex;
        break;
      case "PRIORITY NAME":
        item.priorityName = "";
        this.updateItemName(item);
        break;
      case "PREFIX":
        item.namePrefix = "";
        this.updateItemName(item);
        break;
      case "SUFFIX":
        item.nameSuffix = "";
        this.updateItemName(item);
        break;
      case "FULL":
        var id = item.id;
        var item = JsonEx.makeDeepCopy(baseItem);
        item.id = id;
        if (DataManager.isItem(baseItem)) $dataItems[id] = item;
        if (DataManager.isWeapon(baseItem)) $dataWeapons[id] = item;
        if (DataManager.isArmor(baseItem)) $dataArmors[id] = item;
        ItemManager.setNewIndependentItem(baseItem, item);
        this._fullReset = true;
        this._resetItem = item;
        break;
    }
    if (Imported.YEP_X_AttachAugments) {
      this.installAugments(item, augments);
    }
  };

  ItemManager.effectIUSParamRateChange = function (item, stat, value) {
    var baseItem = DataManager.getBaseItem(item);
    switch (stat) {
      case "HP":
      case "MAXHP":
      case "MAX HP":
        item.params[0] += value * 0.01 * baseItem.params[0];
        break;
      case "MP":
      case "MAXMP":
      case "MAX MP":
      case "SP":
      case "MAXSP":
      case "MAX SP":
        item.params[1] += value * 0.01 * baseItem.params[1];
        break;
      case "ATK":
      case "STR":
        item.params[2] += value * 0.01 * baseItem.params[2];
        break;
      case "DEF":
        item.params[3] += value * 0.01 * baseItem.params[3];
        break;
      case "MAT":
      case "INT":
      case "SPI":
        item.params[4] += value * 0.01 * baseItem.params[4];
        break;
      case "MDF":
      case "RES":
        item.params[5] += value * 0.01 * baseItem.params[5];
        break;
      case "AGI":
      case "SPD":
        item.params[6] += value * 0.01 * baseItem.params[6];
        break;
      case "LUK":
        item.params[7] += value * 0.01 * baseItem.params[7];
        break;
      case "ALL":
        for (var i = 0; i < 8; ++i) {
          item.params[i] += value * 0.01 * baseItem.params[i];
        }
        break;
      case "CURRENT":
        for (var i = 0; i < 8; ++i) {
          if (item.params[i] === 0) continue;
          item.params[i] += value * 0.01 * baseItem.params[i];
        }
        break;
      case "SLOT":
      case "SLOTS":
        item.upgradeSlots += value * 0.01 * baseItem.upgradeSlots;
        break;
    }
  };

  ItemManager.effectIUSParamChange = function (item, stat, value) {
    switch (stat) {
      case "HP":
      case "MAXHP":
      case "MAX HP":
        item.params[0] += value;
        break;
      case "MP":
      case "MAXMP":
      case "MAX MP":
      case "SP":
      case "MAXSP":
      case "MAX SP":
        item.params[1] += value;
        break;
      case "ATK":
      case "STR":
        item.params[2] += value;
        break;
      case "DEF":
        item.params[3] += value;
        break;
      case "MAT":
      case "INT":
      case "SPI":
        item.params[4] += value;
        break;
      case "MDF":
      case "RES":
        item.params[5] += value;
        break;
      case "AGI":
      case "SPD":
        item.params[6] += value;
        break;
      case "LUK":
        item.params[7] += value;
        break;
      case "ALL":
        for (var i = 0; i < 8; ++i) {
          item.params[i] += value;
        }
        break;
      case "CURRENT":
        for (var i = 0; i < 8; ++i) {
          if (item.params[i] === 0) continue;
          item.params[i] += value;
        }
        break;
      case "SLOT":
      case "SLOTS":
        item.upgradeSlots += value;
        break;
    }
  };

  ItemManager.effectIUSSuffix = function (item, value) {
    this.setNameSuffix(item, value);
    this.updateItemName(item);
  };

  ItemManager.effectIUSTextColor = function (item, value) {
    item.textColor = value;
  };

  //=============================================================================
  // Game_System
  //=============================================================================

  Yanfly.IUS.Game_System_initialize = Game_System.prototype.initialize;
  Game_System.prototype.initialize = function () {
    Yanfly.IUS.Game_System_initialize.call(this);
    this.initItemUpgradeSlots();
  };

  Game_System.prototype.initItemUpgradeSlots = function () {
    this._itemUpgradeShow = true;
    this._itemUpgradeEnabled = true;
  };

  Game_System.prototype.itemUpgradeShow = function () {
    if (this._itemUpgradeShow === undefined) this.initItemUpgradeSlots();
    return this._itemUpgradeShow;
  };

  Game_System.prototype.itemUpgradeEnabled = function () {
    if (this._itemUpgradeEnabled === undefined) this.initItemUpgradeSlots();
    return this._itemUpgradeEnabled;
  };

  //=============================================================================
  // Game_Interpreter
  //=============================================================================

  Yanfly.IUS.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
  Game_Interpreter.prototype.pluginCommand = function (command, args) {
    Yanfly.IUS.Game_Interpreter_pluginCommand.call(this, command, args);
    if (command === "ShowItemUpgrade") {
      $gameSystem._itemUpgradeShow = true;
    }
    if (command === "HideItemUpgrade") {
      $gameSystem._itemUpgradeShow = false;
    }
    if (command === "DisableItemUpgrade") {
      $gameSystem._itemUpgradeEnabled = false;
    }
    if (command === "EnableItemUpgrade") {
      $gameSystem._itemUpgradeEnabled = true;
    }
  };

  //=============================================================================
  // Window_ItemInfo
  //=============================================================================

  Yanfly.IUS.Window_ItemInfo_drawItemInfoD =
    Window_ItemInfo.prototype.drawItemInfoD;
  Window_ItemInfo.prototype.drawItemInfoD = function (dy) {
    dy = Yanfly.IUS.Window_ItemInfo_drawItemInfoD.call(this, dy);
    dy = this.drawSlotsInfo(dy);
    dy = this.drawSlotUpgradesUsed(dy);
    return dy;
  };

  Window_ItemInfo.prototype.drawSlotsInfo = function (dy) {
    var item = this._item;
    var baseItem = DataManager.getBaseItem(item);
    if (!item.slotsApplied) ItemManager.initSlotUpgradeNotes(item);
    if (!DataManager.isIndependent(item)) return dy;
    if (baseItem.upgradeSlots <= 0) return dy;
    if (Yanfly.Param.IUSSlotsText === "") return dy;
    var dx = this.textPadding();
    var dw = this.contents.width - this.textPadding() * 2;
    this.resetFontSettings();
    this.changeTextColor(this.systemColor());
    var text = Yanfly.Param.IUSSlotsText;
    this.drawText(text, dx, dy, dw);
    if (item.originalUpgradeSlots) {
      text = "/" + Yanfly.Util.toGroup(item.originalUpgradeSlots);
    } else {
      text = "/" + Yanfly.Util.toGroup(baseItem.upgradeSlots);
    }
    this.changeTextColor(this.normalColor());
    this.drawText(text, dx, dy, dw, "right");
    dw -= this.textWidth(text);
    text = Yanfly.Util.toGroup(item.upgradeSlots);
    if (item.upgradeSlots <= 0) this.changeTextColor(this.powerDownColor());
    this.drawText(text, dx, dy, dw, "right");
    return dy + this.lineHeight();
  };

  Window_ItemInfo.prototype.drawSlotUpgradesUsed = function (dy) {
    var item = this._item;
    var baseItem = DataManager.getBaseItem(item);
    if (!item.slotsApplied) ItemManager.initSlotUpgradeNotes(item);
    if (!DataManager.isIndependent(item)) return dy;
    if (baseItem.upgradeSlots <= 0) return dy;
    if (!eval(Yanfly.Param.IUSShowSlots)) return dy;
    if (item.slotsApplied.length <= 0) return dy;
    var dx = this.textPadding();
    var fmt = Yanfly.Param.IUSSlotFmt;
    for (var i = 0; i < item.slotsApplied.length; ++i) {
      var text = fmt.format(i + 1, item.slotsApplied[i]);
      this.drawTextEx(text, dx, dy);
      dy += this.lineHeight();
    }
    this.resetFontSettings();
    return dy;
  };

  //=============================================================================
  // Window_ItemActionCommand
  //=============================================================================

  Yanfly.IUS.Window_ItemActionCommand_addCustomCommandsD =
    Window_ItemActionCommand.prototype.addCustomCommandsD;
  Window_ItemActionCommand.prototype.addCustomCommandsD = function () {
    Yanfly.IUS.Window_ItemActionCommand_addCustomCommandsD.call(this);
    this.addUpgradeCommand();
  };

  Window_ItemActionCommand.prototype.addUpgradeCommand = function () {
    if (Yanfly.Param.IUSUpgradeCmd === "") return;
    if (!$gameSystem.itemUpgradeShow()) return;
    var enabled = DataManager.isIndependent(this._item);
    if (eval(Yanfly.Param.IUSShowOnly) && !enabled) return;
    if (!$gameSystem.itemUpgradeEnabled()) enabled = false;
    var fmt = Yanfly.Param.IUSUpgradeCmd;
    text = "\\i[" + this._item.iconIndex + "]";
    if (this._item.textColor !== undefined) {
      text += "\\c[" + this._item.textColor + "]";
    }
    text += this._item.name;
    text = fmt.format(text);
    this.addCommand(text, "upgrade", enabled);
  };

  //=============================================================================
  // Window_UpgradeItemList
  //=============================================================================

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

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

  Window_UpgradeItemList.prototype.initialize = function (x, y, width, height) {
    Window_ItemList.prototype.initialize.call(this, x, y, width, height);
    this._item = null;
    this.hide();
    this.deactivate();
  };

  Window_UpgradeItemList.prototype.setItem = function (item) {
    if (this._item === item) return;
    this._item = item;
    this.refresh();
    this.resetScroll();
    this.select(0);
  };

  Window_UpgradeItemList.prototype.includes = function (item) {
    if (!item) return false;
    if (!this.containsType(item)) return false;
    if (!item.upgradeEffect) ItemManager.initSlotUpgradeNotes(item);
    return item.upgradeEffect.length > 0;
  };

  Window_UpgradeItemList.prototype.containsType = function (item) {
    if (!item.upgradeWeaponType) ItemManager.initSlotUpgradeNotes(item);
    if (DataManager.isItem(this._item)) {
      var array1 = item.upgradeItemType;
      if (array1.contains("ALL")) return true;
      var array2 = this._item.types;
      var array3 = array1.filter(function (n) {
        return array2.indexOf(n) != -1;
      });
      if (array3.length && array3.length > 0) return true;
    }
    if (DataManager.isWeapon(this._item)) {
      if (item.upgradeWeaponType.contains(0)) return true;
      if (item.upgradeWeaponType.contains(this._item.wtypeId)) return true;
    }
    if (DataManager.isArmor(this._item)) {
      if (item.upgradeArmorType.contains(0)) return true;
      if (item.upgradeArmorType.contains(this._item.atypeId)) return true;
    }
    return false;
  };

  Window_UpgradeItemList.prototype.isEnabled = function (item) {
    if (!item) return false;
    return this._item.upgradeSlots >= item.upgradeSlotCost;
  };

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

  Window_UpgradeItemList.prototype.playOkSound = function () {
    if (!this.item()) return;
    var sound = {
      name: this.item().upgradeSound,
      volume: 100,
      pitch: 100,
      pan: 100,
    };
    AudioManager.playSe(sound);
  };

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

  //=============================================================================
  // Scene_Item
  //=============================================================================

  Yanfly.IUS.Scene_Item_createItemWindow =
    Scene_Item.prototype.createItemWindow;
  Scene_Item.prototype.createItemWindow = function () {
    Yanfly.IUS.Scene_Item_createItemWindow.call(this);
    this.createUpgradeListWindow();
  };

  Yanfly.IUS.Scene_Item_createActionWindow =
    Scene_Item.prototype.createActionWindow;
  Scene_Item.prototype.createActionWindow = function () {
    Yanfly.IUS.Scene_Item_createActionWindow.call(this);
    this._itemActionWindow.setHandler(
      "upgrade",
      this.onActionUpgrade.bind(this)
    );
  };

  Scene_Item.prototype.createUpgradeListWindow = function () {
    var wy = this._itemWindow.y;
    var ww = this._itemWindow.width;
    var wh = this._itemWindow.height;
    this._upgradeListWindow = new Window_UpgradeItemList(0, wy, ww, wh);
    this._upgradeListWindow.setHelpWindow(this._helpWindow);
    this._upgradeListWindow.setHandler("ok", this.onUpgradeListOk.bind(this));
    this._upgradeListWindow.setHandler(
      "cancel",
      this.onUpgradeListCancel.bind(this)
    );
    this.addWindow(this._upgradeListWindow);
  };

  Scene_Item.prototype.onActionUpgrade = function () {
    this._itemActionWindow.hide();
    this._itemActionWindow.deactivate();
    this._upgradeListWindow.show();
    this._upgradeListWindow.activate();
    this._upgradeItem = this._itemWindow.item();
    this._upgradeListWindow.setItem(this._upgradeItem);
  };

  Scene_Item.prototype.onUpgradeListOk = function () {
    var effectItem = this._upgradeListWindow.item();
    ItemManager.applyIUSEffects(this._upgradeItem, effectItem);
    if (ItemManager._fullReset) return this.onUpgradeFullReset();
    this._upgradeListWindow.refresh();
    this._upgradeListWindow.activate();
    this._statusWindow.refresh();
    this._infoWindow.refresh();
    this._itemWindow.refresh();
    this._itemActionWindow.refresh();
    var index = this._upgradeListWindow.index();
    if (this._upgradeListWindow.maxItems() <= index) {
      index = this._upgradeListWindow.maxItems() - 1;
      this._upgradeListWindow.select(index);
    }
  };

  Scene_Item.prototype.onUpgradeFullReset = function () {
    ItemManager._fullReset = false;
    this.onUpgradeListCancel();
    this.onActionCancel();
    this._upgradeListWindow.refresh();
    this._infoWindow.refresh();
    this._itemWindow.refresh();
    this._itemWindow.updateHelp();
    this._itemActionWindow.refresh();
  };

  Scene_Item.prototype.onUpgradeListCancel = function () {
    this._upgradeListWindow.hide();
    this._upgradeListWindow.deactivate();
    this._itemActionWindow.show();
    this._itemActionWindow.activate();
    this._helpWindow.setItem(this.item());
  };

  //=============================================================================
  // Utilities
  //=============================================================================

  Yanfly.Util = Yanfly.Util || {};

  Yanfly.Util.getRange = function (n, m) {
    var result = [];
    for (var i = n; i <= m; ++i) result.push(i);
    return result;
  };

  //=============================================================================
  // End of File
  //=============================================================================
}