code:
//=============================================================================
// Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Pack 3
// YEP_X_ActSeqPack3.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_X_ActSeqPack3 = true;

var Yanfly = Yanfly || {};
Yanfly.ASP3 = Yanfly.ASP3 || {};

//=============================================================================
/*:
 * @plugindesc v1.00 (Requires YEP_BattleEngineCore.js) Camera control is
 * added to the Battle Engine Core's action sequences.
 * @author Yanfly Engine Plugins
 *
 * @param Camera Option
 * @desc Options text used for Camera movement shown in battle.
 * @default Battle Camera
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * The Action Sequence Pack 3 plugin is an extension plugin for Yanfly Engine
 * Plugins' Battle Engine Core. This extension plugin will not work without the
 * main plugin.
 *
 * This extension plugin contains the more basic functions used for customized
 * action sequences on a visual scale. This plugin focuses on camera control
 * and screen zooming.
 *
 * ============================================================================
 * Action Sequences - ala Melody
 * ============================================================================
 *
 * Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
 * where each individual aspect of the skill and item effects can be controlled
 * to a degree. These are called Action Sequences, where each command in the
 * action sequence causes the game to perform a distinct individual action.
 *
 * Each skill and item consists of five different action sequences. They are as
 * follows:
 *
 * 1. Setup Actions
 *   They prepare the active battler before carrying out the bulk of the action
 * and its individual effects. Usually what you see here are things such as the
 * active battler moving forward a bit, unsheathing their weapon, etc. This step
 * will occur before the active battler expends their skill or item costs.
 *
 * 2. Whole Actions
 *   These actions will affect all of the targets simultaneously. Although this
 * section does not need to be used, most actions will use this for displaying
 * animations upon all enemies. This step occurs after skill and item costs.
 *
 * 3. Target Actions
 *   This section will affect all of the targets individually. Used primarily
 * for physical attacks that will deliver more personal forms of damage. Actions
 * that occur here will not affect other targets unless specifically ordered to
 * do so otherwise.
 *
 * 4. Follow Actions
 *   This section will dedicate towards cleanup work after the individual
 * targeting actions. Here, it'll do things such as removing immortal flags,
 * start up common events, and more.
 *
 * 5. Finish Actions
 *   This section will have the active battler close up the action sequence.
 * Usually stuff like running waits and holds at the last minute for skills and
 * items, moving back to place, and others.
 *
 * Now that you know each of the five steps each action sequence goes through,
 * here's the tags you can insert inside of skills and items. Pay attention to
 * each tag name.
 *
 * 1. <setup action>                                5. <finish action>
 *     action list                                      action list
 *     action list                                      action list
 *    </setup action>                                  </finish action>
 *
 * 2. <whole action>       3. <target action>       4. <follow action>
 *     action list             action list              action list
 *     action list             action list              action list
 *    </whole action>         </target action>         </follow action>
 *
 * They will do their own respective action sets. The methods to insert for the
 * action list can be found below in the core of the Help Manual.
 *
 * Furthermore, to prevent overflooding every single one of your database item's
 * noteboxes with action sequence lists, there's a shortcut you can take to copy
 * all of the setup actions, whole actions, target actions, follow actions, and
 * finish actions with just one line.
 *
 * <action copy: x:y>
 *
 * Replace x with "item" or "skill" to set the type for the action list code to
 * directly copy. The integer y is then the ID assigned for that particular
 * object type. For example, to copy 45th skill's action sequences, the code
 * would be <action copy: skill:45> for anything that will accept these action
 * codes. If you do use this notetag, it will take priority over any custom
 * that you've placed in the notebox.
 *
 * ============================================================================
 * Target Typing
 * ============================================================================
 *
 * You may notice that in some of the actions below will say "refer to target
 * typing" which is this section right here. Here's a quick run down on the
 * various targets you may select.
 *
 *   user; This will select the active battler.
 *   target, targets; These will select the active targets in question.
 *   actors, existing actors; These will select all living actors.
 *   all actors; This will select all actors including dead ones.
 *   dead actors: This will select only dead actors.
 *   actors not user; This will select all living actors except for the user.
 *   actor x; This will select the actor in slot x.
 *   enemies, existing enemies; This will select all living enemies.
 *   all enemies; This will select all enemies, even dead.
 *   dead enemies: This will select only dead enemies.
 *   enemies not user; This will select all enemies except for the user.
 *   enemy x; This will select the enemy in slot x.
 *   friends; This will select the battler's alive allies.
 *   all friends; This will select the all of battler's allies, even dead.
 *   dead friends; This will select the battler's dead allies.
 *   friends not user; This will select the battler's allies except itself.
 *   friend x: This will select the battler's ally in slot x.
 *   opponents; This will select the battler's alive opponents.
 *   all opponents; This will select the all of the battler's opponents.
 *   dead opponents; This will select the battler's dead opponents.
 *   opponent x: This will select the battler's opponent in slot x.
 *   all alive; Selects all living actors and enemies.
 *   all members; Selects all living and dead actors and enemies.
 *   all dead; Selects all dead actors and enemies.
 *   all not user; This will select all living battlers except user.
 *   focus; Selects the active battler and its targets.
 *   not focus; Selects everything but the active battler and its targets.
 *
 * ============================================================================
 * Action Sequences - Action List
 * ============================================================================
 *
 * The following contains a list of the actions you can use inside the five
 * action sequences. Each action has a unique function and requires certain
 * formats to operate properly.
 *
 *=============================================================================
 * CAMERA CLAMP ON
 * CAMERA CLAMP OFF
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * By default, the camera clamp is on, which forces the camera to never pan
 * outside of the battlefield's boundaries. However, in the event you wish to
 * turn this off, use 'camera clamp off' to shut off the clamp. The clamp,
 * however, will be turned back on at the end of each 'perform finish' action.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: camera clamp on
 *                camera clamp off
 *=============================================================================
 *
 *=============================================================================
 * CAMERA FOCUS: target, (location), (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA FOCUS: target, FRONT BASE, (frames)
 * CAMERA FOCUS: target, BASE, (frames)
 * CAMERA FOCUS: target, BACK BASE, (frames)
 * CAMERA FOCUS: target, FRONT CENTER, (frames)
 * CAMERA FOCUS: target, CENTER, (frames)
 * CAMERA FOCUS: target, BACK CENTER, (frames)
 * CAMERA FOCUS: target, FRONT HEAD, (frames)
 * CAMERA FOCUS: target, HEAD, (frames)
 * CAMERA FOCUS: target, BACK HEAD, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * This will focus on a target(s) (refer to target typing) and a location. If
 * the location is omitted, the camera will focus on the target(s)'s center.
 * Note: The camera will not shift past screen boundaries.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: camera focus: user
 *                camera focus: target, front, 40
 *                camera focus: enemies, center, 30
 *=============================================================================
 *
 *=============================================================================
 * CAMERA OFFSET: DIRECTION, DISTANCE
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA OFFSET: LEFT, distance
 * CAMERA OFFSET: RIGHT, distance
 * CAMERA OFFSET: UP, distance
 * CAMERA OFFSET: DOWN, distance
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Offsets the camera a direction by (distance) amount.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: camera offset: left, 200
 *                camera offset: right, Graphics.boxWidth / 4
 *                camera offset: up, 300
 *                camera offset: down, $gameVariables.value(3);
 *=============================================================================
 *
 *=============================================================================
 * CAMERA PAN
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA PAN: LEFT, distance, (frames)
 * CAMERA PAN: RIGHT, distance, (frames)
 * CAMERA PAN: UP, distance, (frames)
 * CAMERA PAN: DOWN, distance, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Pans the camera a direction a certain distance in pixels. You can use a
 * combination of left/right and up/down to perform a diagonal camera pan.
 * Using 'frames' will allow you to adjust the duration of the camera pan.
 * Omitting 'frames' will set the camera pan duration to 30 frames.
 * Note: The camera will not shift past screen boundaries.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: camera pan: left, 200
 *                camera pan: up, 250
 *                camera pan: right, 500, 60
 *                camera pan: down: 300, 60
 *=============================================================================
 *
 *=============================================================================
 * CAMERA SCREEN
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA SCREEN: TOP LEFT, (frames)
 * CAMERA SCREEN: FAR LEFT, (frames)
 * CAMERA SCREEN: BOTTOM LEFT, (frames)
 * CAMERA SCREEN: TOP CENTER, (frames)
 * CAMERA SCREEN: CENTER, (frames)
 * CAMERA SCREEN: BOTTOM CENTER, (frames)
 * CAMERA SCREEN: TOP RIGHT, (frames)
 * CAMERA SCREEN: FAR RIGHT, (frames)
 * CAMERA SCREEN: BOTTOM RIGHT, (frames)
 * CAMERA SCREEN: POINT, x, y, (frames)
 * CAMERA SCREEN: target, FRONT, (frames)
 * CAMERA SCREEN: target, BASE, (frames)
 * CAMERA SCREEN: target, BACK, (frames)
 * CAMERA SCREEN: target, FRONT CENTER, (frames)
 * CAMERA SCREEN: target, CENTER, (frames)
 * CAMERA SCREEN: target, BACK CENTER, (frames)
 * CAMERA SCREEN: target, FRONT TOP, (frames)
 * CAMERA SCREEN: target, TOP, (frames)
 * CAMERA SCREEN: target, BACK TOP, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Moves the camera to a certain part of the screen. If you choose a target,
 * the camera will lock to that part of the target. Using (frames) will
 * determine the duration of the time the camera will move over to the target
 * location. Omitting (frames) will set the camera pan duration to 30 frames.
 * Note: The camera will not shift past screen boundaries.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: camera screen: top left
 *                camera screen: far right, 30
 *                camera screen: point, 400, 300, 60
 *                camera screen: user, base
 *                camera screen: targets, base, 60
 *=============================================================================
 *
 *=============================================================================
 * RESET CAMERA: (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Resets the camera location back to default location, which is the center of
 * the battlefield. Using (frames) will allow you to adjust the duration in
 * which the camera resets. Omitting 'frames' will set the camera to reset in
 * 30 frames.
 * Note: The camera will not shift past screen boundaries.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: reset camera
 *                reset camera: 30
 *=============================================================================
 *
 *=============================================================================
 * RESET ZOOM: (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Resets the camera zoom back to default zoom, which is 100%. Using (frames)
 * will allow you to adjust the duration in which the zoom resets. Omitting
 * 'frames' will set the zoom to reset in 30 frames.
 * Note: The camera will not shift past screen boundaries.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: reset zoom
 *                reset zoom: 30
 *=============================================================================
 *
 *=============================================================================
 * WAIT FOR CAMERA
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Waits for the camera to finish panning before going on to the next action in
 * the action sequence.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: wait for camera
 *=============================================================================
 *
 *=============================================================================
 * WAIT FOR ZOOM
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Waits for the zoom to finish changing before going on to the next action in
 * the action sequence.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: wait for zoom
 *=============================================================================
 *
 *=============================================================================
 * ZOOM: x%, (frames)
 * ZOOM: x.y, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Zooms to x% or x.y rate. Using (frames) will allow you to adjust the
 * duration in which the zooming occurs. Omitting 'frames' will set the zoom
 * duration to 30 frames.
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * Usage Example: zoom: 200%
 *                zoom: 1.5, 45
 *=============================================================================
 */
/*:ja
 * @plugindesc Battle Engine Coreのアクションシーケンスに、カメラ制御
 * の機能を追加します。(YEP_BattleEngineCore.jsが必要です)
 * @author Yanfly Engine Plugins
 *
 * @param Camera Option
 * @desc バトル内で表示される、カメラオプションのテキストを指定します。
 * @default Battle Camera
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * この「Action Sequence Pack 3」は、Yanfly Engine Plugins' Battle Engine Core
 * の拡張プラグインです。メインのプラグインが無ければ動きませんので、ご注意くだ
 * さい。
 *
 * この拡張プラグインは、カスタムアクションシーケンスのための、よりベーシックで
 * かつ視覚的に特化した機能を提供します。特にカメラの制御やズーミングという面に
 * 特化しています。
 *
 * ============================================================================
 * Action Sequences - ala Melody
 * ============================================================================
 *
 * Battle Engine Coreには "Melody's Battle Engine"が含まれており、
 * スキルとアイテムエフェクトの色々な側面を制御します。
 * これらはアクションシーケンスと呼ばれ、ゲームに独特のアクションを提供します。
 *
 * 各スキルとアイテムは、5つの異なるアクションシーケンスから構成されます。
 *
 * 1. セットアップアクション
 *   一連のアクションとエフェクトが実行される前に、アクティブバトラーは、
 * 一歩前進したり、武器を抜くなどの準備アクションを行います。
 * このステップは、バトラーがアイテムやスキルを使う前に起こります。
 *
 * 2. 全体アクション
 *   これらのアクションは、ターゲット全体に対して同時に働きます。
 * このセクションを必ず使う必要はありませんが、
 * 敵の頭上にアニメーションを表示するために、大抵のアクションで
 * 使われています。 このステップは、スキル/アイテム使用後に起こります。
 *
 * 3. ターゲットアクション
 *   このセクションは、全ターゲットに対して個々に働きます。
 * 主に、個別のダメージを与えるようなフィジカルアタックに対して使われます。
 * ここで起こるアクションは、そのような設定をしない限りは
 * 他のターゲットに影響することはありません。
 *
 * 4. 追随アクション
 *   このセクションは、個別ターゲットアクション後の
 * クリーンアップとして用いられます。
 * これは永続フラグの消去や、コモンイベントの開始などを行います。
 *
 * 5. 完了アクション
 *   このセクションは、アクティブバトラーの一連のアクションの締めに用いられます。
 * 例えば元の位置に戻ったりなどのアクションが挙げられます。
 *
 * 上記がアクションシーケンスにおける5ステップです。下記のタグは、スキルと
 * アイテム内に挿入して使えるタグです。それぞれのタグ名に注意してください。
 *
 * 1. <setup action>                                5. <finish action>
 *     action list                                      action list
 *     action list                                      action list
 *    </setup action>                                  </finish action>
 *
 * 2. <whole action>       3. <target action>       4. <follow action>
 *     action list             action list              action list
 *     action list             action list              action list
 *    </whole action>         </target action>         </follow action>
 *
 * これらのタグは、それぞれのアクションを実行します。アクションリストを挿入する
 * 方法については、ヘルプマニュアルの中に記載されています。
 *
 * 更に、アクションシーケンスごとにデータベース内の全てのアイテムのノート
 * ボックスを呼び出すことのないように、前述の5ステップをコピーする
 * ショートカットがあります。
 *
 * <action copy: x:y>
 *
 *  x を"item"か"skill"と置き換えて、アクションリストのコードを直接コピーして
 * ください。整数の y は各オブジェクトタイプごとにアサインされたIDとなります。
 * 例えば、45番目のスキルアクションシーケンスをコピーしたい場合は、次のコード
 * になります。 <action copy: skill:45>
 * このNotetagを使う場合、Notebox内では最も優先されるものとなります。
 *
 * ============================================================================
 * Target Typing
 * ============================================================================
 *
 * 今後紹介するアクション内では、"ターゲットを参照"という表記が出てきます。
 * 以下に、ターゲットの一覧を記載します。
 *
 *   user; アクティブバトラーを選択します
 *   target, targets; アクティブターゲットを選択します
 *   actors, existing actors; 生存している全てのアクターを選択します
 *   all actors; 死亡アクターも含めて、全てのアクターを選択します
 *   dead actors: 死亡アクターのみを選択します
 *   actors not user; ユーザー以外の全ての生存アクターを選択します
 *   actor x; スロット x のアクターを選択します
 *   enemies, existing enemies; 生存している全ての敵を選択します
 *   all enemies; 死亡した敵も含めて、全ての敵を選択します
 *   dead enemies: 死亡した敵のみを選択します
 *   enemies not user; ユーザー以外の全ての敵を選択します
 *   enemy x; スロット x の敵を選択します
 *   friends; 生存しているバトラーの仲間を全て選択します
 *   all friends; 生死に関わらず、バトラーの仲間を全て選択します
 *   dead friends; 死亡しているバトラーの仲間を全て選択します
 *   friends not user; 本人を除き、バトラーの仲間を選択します
 *   friend x: スロット x 内の、バトラーの仲間を選択します
 *   opponents; 生存している、バトラーの相手を選択します
 *   all opponents; バトラーの全ての相手を選択します
 *   dead opponents; 死亡している、バトラーの相手を選択します
 *   opponent x: スロット x 内のバトラーの相手を選択します
 *   all alive; 全ての生存アクターと敵を選択します
 *   all members; 全ての生存/死亡アクターと敵を選択します
 *   all dead; 全ての死亡アクターと敵を選択します
 *   all not user; ユーザーを除き、全ての生存バトラーを選択します
 *   focus; アクティブバトラーおよびそのターゲットを選択します
 *   not focus; アクティブバトラーおよびそのターゲット以外を全て選択します
 *
 * ============================================================================
 * Action Sequences - Action List
 * ============================================================================
 *
 * 下記のリストは、5段階のアクションシーケンス内で使えるアクション一覧です。
 * 各アクションは独自の機能を持ち、正常に動作するために正しいフォーマットが
 * 必須となっています。
 *
 *=============================================================================
 * CAMERA CLAMP ON
 * CAMERA CLAMP OFF
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * デフォルトでカメラは固定されており、カメラは戦闘範囲外にパンすることはありま
 * せん。この設定をオフにしたいイベントがある場合は、この 'camera clamp off' を
 * 使ってください。この設定は、毎回アクションシーケンス終了時には元に戻ってしま
 * うことにご注意ください。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: camera clamp on
 *         camera clamp off
 *=============================================================================
 *
 *=============================================================================
 * CAMERA FOCUS: target, (location), (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA FOCUS: target, FRONT BASE, (frames)
 * CAMERA FOCUS: target, BASE, (frames)
 * CAMERA FOCUS: target, BACK BASE, (frames)
 * CAMERA FOCUS: target, FRONT CENTER, (frames)
 * CAMERA FOCUS: target, CENTER, (frames)
 * CAMERA FOCUS: target, BACK CENTER, (frames)
 * CAMERA FOCUS: target, FRONT HEAD, (frames)
 * CAMERA FOCUS: target, HEAD, (frames)
 * CAMERA FOCUS: target, BACK HEAD, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * ターゲットや特定の場所にフォーカスします。位置情報を空欄にしておくと、カメラ
 * はターゲットの中心にフォーカスをあてます。
 * 注意：カメラがスクリーンの境界線を越えることはありません。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: camera focus: user
 *         camera focus: target, front, 40
 *         camera focus: enemies, center, 30
 *=============================================================================
 *
 *=============================================================================
 * CAMERA OFFSET: DIRECTION, DISTANCE
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA OFFSET: LEFT, distance
 * CAMERA OFFSET: RIGHT, distance
 * CAMERA OFFSET: UP, distance
 * CAMERA OFFSET: DOWN, distance
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * カメラを指定の距離だけずらします。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: camera offset: left, 200
 *         camera offset: right, Graphics.boxWidth / 4
 *         camera offset: up, 300
 *         camera offset: down, $gameVariables.value(3);
 *=============================================================================
 *
 *=============================================================================
 * CAMERA PAN
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA PAN: LEFT, distance, (frames)
 * CAMERA PAN: RIGHT, distance, (frames)
 * CAMERA PAN: UP, distance, (frames)
 * CAMERA PAN: DOWN, distance, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * カメラをピクセル単位で任意の向きに振ることができます。左右と上下を組みあわせ
 * ることで、斜めの向きも指定できます。(frames)を指定することで、パンの持続時間
 * を設定します。ここを空欄にすると、30フレームが適用されます。
 * 注意：カメラがスクリーンの境界線を越えることはありません。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: camera pan: left, 200
 *         camera pan: up, 250
 *         camera pan: right, 500, 60
 *         camera pan: down: 300, 60
 *=============================================================================
 *
 *=============================================================================
 * CAMERA SCREEN
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * CAMERA SCREEN: TOP LEFT, (frames)
 * CAMERA SCREEN: FAR LEFT, (frames)
 * CAMERA SCREEN: BOTTOM LEFT, (frames)
 * CAMERA SCREEN: TOP CENTER, (frames)
 * CAMERA SCREEN: CENTER, (frames)
 * CAMERA SCREEN: BOTTOM CENTER, (frames)
 * CAMERA SCREEN: TOP RIGHT, (frames)
 * CAMERA SCREEN: FAR RIGHT, (frames)
 * CAMERA SCREEN: BOTTOM RIGHT, (frames)
 * CAMERA SCREEN: POINT, x, y, (frames)
 * CAMERA SCREEN: target, FRONT, (frames)
 * CAMERA SCREEN: target, BASE, (frames)
 * CAMERA SCREEN: target, BACK, (frames)
 * CAMERA SCREEN: target, FRONT CENTER, (frames)
 * CAMERA SCREEN: target, CENTER, (frames)
 * CAMERA SCREEN: target, BACK CENTER, (frames)
 * CAMERA SCREEN: target, FRONT TOP, (frames)
 * CAMERA SCREEN: target, TOP, (frames)
 * CAMERA SCREEN: target, BACK TOP, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * カメラをスクリーンの任意の位置に移動させます。ターゲットを選択すると、カメラ
 * はそこにロックされます。 (frames) を使うと、カメラがターゲットの位置に移動
 * するまでの時間を指定することができます。空欄にすると、30フレームとなります。
 * 注意：カメラがスクリーンの境界線を越えることはありません。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: camera screen: top left
 *         camera screen: far right, 30
 *         camera screen: point, 400, 300, 60
 *         camera screen: user, base
 *         camera screen: targets, base, 60
 *=============================================================================
 *
 *=============================================================================
 * RESET CAMERA: (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * カメラの位置を、戦闘フィールドの中心＝デフォルトの位置にリセットさせます。
 * (frames)を指定すると、カメラリセットの時間を指定することができます。
 * ここを空欄にすると、30フレームでリセットされるという設定になります。
 * 注意：カメラがスクリーンの境界線を越えることはありません。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: reset camera
 *         reset camera: 30
 *=============================================================================
 *
 *=============================================================================
 * RESET ZOOM: (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * カメラのズームを、100%＝デフォルトの値にリセットさせます。
 * (frames)を指定すると、ズームリセットの時間を指定することができます。
 * ここを空欄にすると、30フレームでリセットされるという設定になります。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: reset zoom
 *         reset zoom: 30
 *=============================================================================
 *
 *=============================================================================
 * WAIT FOR CAMERA
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 次のアクションに進む前に、一旦カメラのパンが終了するまで待機します。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: wait for camera
 *=============================================================================
 *
 *=============================================================================
 * WAIT FOR ZOOM
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 次のアクションに進む前に、一旦カメラのズームが終了するまで待機します。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: wait for zoom
 *=============================================================================
 *
 *=============================================================================
 * ZOOM: x%, (frames)
 * ZOOM: x.y, (frames)
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * x% もしくは x.y 倍率でズームを行います。(frames) を使うと、ズームが起こる際
 * の時間を指定できます。空欄にすると、30フレームが適用されます。
 *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 * 使用例: zoom: 200%
 *         zoom: 1.5, 45
 *=============================================================================
 */

//=============================================================================

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

  Yanfly.Parameters = PluginManager.parameters("YEP_X_ActSeqPack3");
  Yanfly.Param = Yanfly.Param || {};

  Yanfly.Param.ASP3CameraOption = String(Yanfly.Parameters["Camera Option"]);

  //=============================================================================
  // BattleManager
  //=============================================================================

  Yanfly.ASP3.BattleManager_processActionSequence =
    BattleManager.processActionSequence;
  BattleManager.processActionSequence = function (actionName, actionArgs) {
    // CAMERA CLAMP
    if (["CAMERA CLAMP ON", "CAMERA CLAMP OFF"].contains(actionName)) {
      return this.actionCameraClamp(actionName);
    }
    // CAMERA FOCUS
    if (["CAMERA FOCUS", "FOCUS CAMERA"].contains(actionName)) {
      return this.actionCameraFocus(actionArgs);
    }
    // CAMERA OFFSET
    if (["CAMERA OFFSET", "OFFSET CAMERA"].contains(actionName)) {
      return this.actionCameraOffset(actionArgs);
    }
    // CAMERA PAN
    if (["CAMERA PAN", "PAN CAMERA"].contains(actionName)) {
      return this.actionCameraPan(actionArgs);
    }
    // CAMERA SCREEN
    if (actionName === "CAMERA SCREEN") {
      return this.actionCameraScreen(actionArgs);
    }
    // RESET CAMERA
    if (actionName === "RESET CAMERA") {
      return this.actionResetCamera(actionArgs);
    }
    // RESET ZOOM
    if (actionName === "RESET ZOOM") {
      return this.actionResetZoom(actionArgs);
    }
    // WAIT FOR CAMERA
    if (actionName === "WAIT FOR CAMERA") {
      return this.actionWaitForCamera();
    }
    // WAIT FOR ZOOM
    if (actionName === "WAIT FOR ZOOM") {
      return this.actionWaitForZoom();
    }
    // ZOOM
    if (actionName === "ZOOM") {
      return this.actionZoom(actionArgs);
    }
    return Yanfly.ASP3.BattleManager_processActionSequence.call(
      this,
      actionName,
      actionArgs
    );
  };

  Yanfly.ASP3.BattleManager_actionPerformFinish =
    BattleManager.actionPerformFinish;
  BattleManager.actionPerformFinish = function () {
    this.actionResetZoom([30]);
    this.resetCamera([30]);
    return Yanfly.ASP3.BattleManager_actionPerformFinish.call(this);
  };

  BattleManager.actionCameraClamp = function (actionName) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    if (actionName === "CAMERA CLAMP ON") {
      this._cameraClamp = true;
    } else if (actionName === "CAMERA CLAMP OFF") {
      this._cameraClamp = false;
    }
    return true;
  };

  BattleManager.actionCameraFocus = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    this._cameraFocusGroup = this.makeActionTargets(actionArgs[0]);
    if (this._cameraFocusGroup.length < 1) return false;
    var type = actionArgs[1] ? actionArgs[1].toUpperCase() : "CENTER";
    var frames = actionArgs[2] || 30;
    if (["FRONT BASE", "FRONT FOOT", "FRONT FEET"].contains(type)) {
      this._cameraFocusPosX = "FRONT";
      this._cameraFocusPosY = "BASE";
    } else if (["BASE", "FOOT", "FEET"].contains(type)) {
      this._cameraFocusPosX = "MIDDLE";
      this._cameraFocusPosY = "BASE";
    } else if (["BACK BASE", "BACK FOOT", "BACK FEET"].contains(type)) {
      this._cameraFocusPosX = "BACK";
      this._cameraFocusPosY = "BASE";
    } else if (["FRONT CENTER", "FRONT MIDDLE", "FRONT"].contains(type)) {
      this._cameraFocusPosX = "FRONT";
      this._cameraFocusPosY = "MIDDLE";
    } else if (["CENTER", "MIDDLE"].contains(type)) {
      this._cameraFocusPosX = "MIDDLE";
      this._cameraFocusPosY = "MIDDLE";
    } else if (["BACK CENTER", "BACK MIDDLE", "BACK"].contains(type)) {
      this._cameraFocusPosX = "BACK";
      this._cameraFocusPosY = "MIDDLE";
    } else if (["FRONT HEAD", "FRONT TOP"].contains(type)) {
      this._cameraFocusPosX = "FRONT";
      this._cameraFocusPosY = "TOP";
    } else if (["HEAD", "TOP"].contains(type)) {
      this._cameraFocusPosX = "MIDDLE";
      this._cameraFocusPosY = "TOP";
    } else if (["BACK HEAD", "BACK TOP"].contains(type)) {
      this._cameraFocusPosX = "BACK";
      this._cameraFocusPosY = "TOP";
    } else {
      this._cameraFocusPosX = "MIDDLE";
      this._cameraFocusPosY = "MIDDLE";
    }
    $gameScreen.setCameraDuration(frames);
    return true;
  };

  BattleManager.actionCameraOffset = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    var cmd = actionArgs[0].toUpperCase();
    if (["LEFT"].contains(cmd)) {
      this._cameraOffsetX = -1 * eval(actionArgs[1]) || 100;
    } else if (["RIGHT"].contains(cmd)) {
      this._cameraOffsetX = eval(actionArgs[1]) || 100;
    } else if (["UP"].contains(cmd)) {
      this._cameraOffsetY = -1 * eval(actionArgs[1]) || 100;
    } else if (["DOWN"].contains(cmd)) {
      this._cameraOffsetY = eval(actionArgs[1]) || 100;
    }
    return true;
  };

  BattleManager.actionCameraPan = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    var cmd = actionArgs[0].toUpperCase();
    var frames = 30;
    if (["LEFT"].contains(cmd)) {
      this._cameraX -= eval(actionArgs[1]) || 100;
      frames = actionArgs[2] || 30;
    } else if (["RIGHT"].contains(cmd)) {
      this._cameraX += eval(actionArgs[1]) || 100;
      frames = actionArgs[2] || 30;
    } else if (["UP"].contains(cmd)) {
      this._cameraY -= eval(actionArgs[1]) || 100;
      frames = actionArgs[2] || 30;
    } else if (["DOWN"].contains(cmd)) {
      this._cameraY += eval(actionArgs[1]) || 100;
      frames = actionArgs[2] || 30;
    }
    $gameScreen.setCameraDuration(frames);
    return true;
  };

  BattleManager.actionCameraScreen = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    var cmd = actionArgs[0].toUpperCase();
    var frames = 30;
    if (["TOP LEFT", "UPPER LEFT"].contains(cmd)) {
      this._cameraX = 0;
      this._cameraY = 0;
      frames = actionArgs[1] || 30;
    } else if (["FAR LEFT", "ABSOLUTE LEFT"].contains(cmd)) {
      this._cameraX = 0;
      this._cameraY = Graphics.boxHeight / 2;
      frames = actionArgs[1] || 30;
    } else if (["BOTTOM LEFT", "LOWER LEFT"].contains(cmd)) {
      this._cameraX = 0;
      this._cameraY = Graphics.boxHeight;
      frames = actionArgs[1] || 30;
    } else if (["TOP CENTER", "UPPER CENTER"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth / 2;
      this._cameraY = 0;
      frames = actionArgs[1] || 30;
    } else if (["CENTER", "MIDDLE"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth / 2;
      this._cameraY = Graphics.boxHeight / 2;
      frames = actionArgs[1] || 30;
    } else if (["BOTTOM CENTER", "LOWER CENTER"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth / 2;
      this._cameraY = Graphics.boxHeight;
      frames = actionArgs[1] || 30;
    } else if (["TOP RIGHT", "UPPER RIGHT"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth;
      this._cameraY = 0;
      frames = actionArgs[1] || 30;
    } else if (["FAR RIGHT", "ABSOLUTE RIGHT"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth;
      this._cameraY = Graphics.boxHeight / 2;
      frames = actionArgs[1] || 30;
    } else if (["BOTTOM RIGHT", "LOWER RIGHT"].contains(cmd)) {
      this._cameraX = Graphics.boxWidth;
      this._cameraY = Graphics.boxHeight;
      frames = actionArgs[1] || 30;
    } else if (
      [
        "POINT",
        "POSITION",
        "COORDINATE",
        "SCREEN",
        "SCREEN POS",
        "COORDINATES",
      ].contains(cmd)
    ) {
      this._cameraX = eval(actionArgs[1]) || 0;
      this._cameraY = eval(actionArgs[2]) || 0;
      frames = actionArgs[3] || 30;
    } else {
      var targets = this.makeActionTargets(actionArgs[0]);
      if (targets.length < 1) return false;
      var type = actionArgs[1].toUpperCase();
      var frames = actionArgs[2] || 30;
      if (["FRONT BASE", "FRONT FOOT", "FRONT FEET", "FRONT"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "FRONT");
        this._cameraY = this.targetPosY(targets, "BASE");
      } else if (["BASE", "FOOT", "FEET"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "MIDDLE");
        this._cameraY = this.targetPosY(targets, "BASE");
      } else if (
        ["BACK BASE", "BACK FOOT", "BACK FEET", "BACK"].contains(type)
      ) {
        this._cameraX = this.targetPosX(targets, "BACK");
        this._cameraY = this.targetPosY(targets, "BASE");
      } else if (["FRONT CENTER", "FRONT MIDDLE"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "FRONT");
        this._cameraY = this.targetPosY(targets, "MIDDLE");
      } else if (["CENTER", "MIDDLE"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "MIDDLE");
        this._cameraY = this.targetPosY(targets, "MIDDLE");
      } else if (["BACK CENTER", "BACK MIDDLE"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "BACK");
        this._cameraY = this.targetPosY(targets, "MIDDLE");
      } else if (["FRONT HEAD", "FRONT TOP"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "FRONT");
        this._cameraY = this.targetPosY(targets, "TOP");
      } else if (["HEAD", "TOP"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "MIDDLE");
        this._cameraY = this.targetPosY(targets, "TOP");
      } else if (["BACK HEAD", "BACK TOP"].contains(type)) {
        this._cameraX = this.targetPosX(targets, "BACK");
        this._cameraY = this.targetPosY(targets, "TOP");
      } else {
        return true;
      }
    }
    $gameScreen.setCameraDuration(frames);
    return true;
  };

  BattleManager.actionResetCamera = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    var duration = parseInt(actionArgs[0]) || 30;
    this.resetCamera(duration);
    return true;
  };

  BattleManager.actionResetZoom = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    var duration = parseInt(actionArgs[0]) || 30;
    $gameScreen.startZoom(1, duration);
    return true;
  };

  BattleManager.actionWaitForCamera = function () {
    if (!ConfigManager.battleCamera) return true;
    this._logWindow.waitForCamera();
    return false;
  };

  BattleManager.actionWaitForZoom = function () {
    if (!ConfigManager.battleCamera) return true;
    this._logWindow.waitForZoom();
    return false;
  };

  BattleManager.actionZoom = function (actionArgs) {
    if (!$gameSystem.isSideView()) return true;
    if (!ConfigManager.battleCamera) return true;
    if (actionArgs[0].match(/(\d+)([%％])/i)) {
      var scale = parseFloat(RegExp.$1 * 0.01) || 1.0;
    } else {
      var scale = parseFloat(actionArgs[0]) || 1.0;
    }
    var duration = parseInt(actionArgs[1]) || 30;
    $gameScreen.startZoom(scale, duration);
    return true;
  };

  Yanfly.ASP3.BattleManager_setup = BattleManager.setup;
  BattleManager.setup = function (troopId, canEscape, canLose) {
    this.resetCamera();
    this.actionResetZoom([1]);
    Yanfly.ASP3.BattleManager_setup.call(this, troopId, canEscape, canLose);
  };

  BattleManager.resetCamera = function (duration) {
    this._cameraX = Graphics.boxWidth / 2;
    this._cameraY = Graphics.boxHeight / 2;
    this._cameraOffsetX = 0;
    this._cameraOffsetY = 0;
    this._cameraFocusGroup = [];
    this._cameraFocusPosX = "BASE";
    this._cameraFocusPosY = "BASE";
    this._cameraClamp = true;
    $gameScreen.setCameraDuration(duration);
  };

  BattleManager.cameraClamp = function () {
    return this._cameraClamp;
  };

  BattleManager.cameraX = function () {
    if (this._cameraFocusGroup.length > 0) {
      var value = this.cameraFocusX();
    } else {
      var value = this._cameraX;
    }
    value += this._cameraOffsetX;
    return value;
  };

  BattleManager.cameraY = function () {
    if (this._cameraFocusGroup.length > 0) {
      var value = this.cameraFocusY();
    } else {
      var value = this._cameraY;
    }
    value += this._cameraOffsetY;
    return value;
  };

  BattleManager.cameraFocusX = function () {
    var i = this.targetPosX(this._cameraFocusGroup, this._cameraFocusPosX);
    return i;
  };

  BattleManager.cameraFocusY = function () {
    var i = this.targetPosY(this._cameraFocusGroup, this._cameraFocusPosY);
    return i;
  };

  BattleManager.targetPosX = function (group, position) {
    var value = 0;
    if (position === "MIDDLE") {
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        value += battler.cameraPosX();
      }
    } else if (position === "FRONT") {
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        if (battler.isActor()) var offset = (-1 * battler.spriteWidth()) / 2;
        if (battler.isEnemy()) var offset = battler.spriteWidth() / 2;
        value = Math.max(battler.cameraPosX() + offset, value);
      }
      value *= group.length;
    } else if (position === "BACK") {
      value = Graphics.boxWidth;
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        if (battler.isActor()) var offset = battler.spriteWidth() / 2;
        if (battler.isEnemy()) var offset = (-1 * battler.spriteWidth()) / 2;
        value = Math.min(battler.cameraPosX() + offset, value);
      }
      value *= group.length;
    }
    value /= group.length;
    return value;
  };

  BattleManager.targetPosY = function (group, position) {
    var value = 0;
    if (position === "BASE") {
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        value = Math.max(battler.cameraPosY(), value);
      }
      value *= group.length;
    } else if (position === "MIDDLE") {
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        value += battler.cameraPosY() - battler.spriteHeight() / 2;
      }
    } else if (position === "TOP") {
      value = Graphics.boxHeight;
      for (var i = 0; i < group.length; ++i) {
        var battler = group[i];
        if (!battler) continue;
        value = Math.min(battler.cameraPosY() - battler.spriteHeight(), value);
      }
      value *= group.length;
    }
    value /= group.length;
    return value;
  };

  //=============================================================================
  // Spriteset_Battle
  //=============================================================================

  Spriteset_Battle.prototype.updatePosition = function () {
    var zoom = $gameScreen.zoomScale();
    var clamp = BattleManager.cameraClamp();
    this.scale.x = zoom;
    this.scale.y = zoom;
    var screenX = -1 * $gameScreen.zoomX() * zoom + Graphics.boxWidth / 2;
    var screenY = -1 * $gameScreen.zoomY() * zoom + Graphics.boxHeight / 2;
    if (clamp && zoom >= 1.0) {
      var clampX1 = -Graphics.boxWidth * zoom + Graphics.boxWidth;
      var clampY2 = -Graphics.boxHeight * zoom + Graphics.boxHeight;
      this.x = Math.round(screenX.clamp(clampX1, 0));
      this.y = Math.round(screenY.clamp(clampY2, 0));
    } else if (clamp && zoom < 1.0) {
      this.x = Math.round((Graphics.boxWidth - Graphics.boxWidth * zoom) / 2);
      this.y = Math.round((Graphics.boxHeight - Graphics.boxHeight * zoom) / 2);
    } else {
      this.x = Math.round(screenX);
      this.y = Math.round(screenY);
    }
    this.x += Math.round($gameScreen.shake());
  };

  //=============================================================================
  // Game_Battler
  //=============================================================================

  Game_Battler.prototype.cameraPosX = function () {
    var value = this.spritePosX();
    return value;
  };

  Game_Battler.prototype.cameraPosY = function () {
    var value = this.spritePosY();
    if (Imported.YEP_X_ActSeqPack2) {
      value -= this.battler().getFloatHeight() * this.spriteHeight();
      value -= this.battler().getJumpHeight() * this.spriteHeight();
    }
    return value;
  };

  //=============================================================================
  // Game_Screen
  //=============================================================================

  Yanfly.ASP3.Game_Screen_clearZoom = Game_Screen.prototype.clearZoom;
  Game_Screen.prototype.clearZoom = function () {
    Yanfly.ASP3.Game_Screen_clearZoom.call(this);
    this._cameraDuration = 0;
  };

  Yanfly.ASP3.Game_Screen_update = Game_Screen.prototype.update;
  Game_Screen.prototype.update = function () {
    Yanfly.ASP3.Game_Screen_update.call(this);
    this.updateBattleCamera();
  };

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

  Game_Screen.prototype.isZooming = function () {
    return this._zoomDuration > 0;
  };

  Game_Screen.prototype.setCameraDuration = function (duration) {
    this._cameraDuration = duration;
  };

  Game_Screen.prototype.updateBattleCamera = function () {
    if (!$gameParty.inBattle()) return;
    if (this._cameraDuration > 0) {
      var d = this._cameraDuration;
      var tx = BattleManager.cameraX();
      var ty = BattleManager.cameraY();
      this._zoomX = (this._zoomX * (d - 1) + tx) / d;
      this._zoomY = (this._zoomY * (d - 1) + ty) / d;
      this._cameraDuration--;
    } else {
      this._zoomX = BattleManager.cameraX();
      this._zoomY = BattleManager.cameraY();
    }
  };

  Game_Screen.prototype.isBattleCameraPanning = function () {
    if ($gameParty.inBattle()) return this._cameraDuration > 0;
    return false;
  };

  //=============================================================================
  // ConfigManager
  //=============================================================================

  ConfigManager.battleCamera = true;

  Yanfly.ASP3.ConfigManager_makeData = ConfigManager.makeData;
  ConfigManager.makeData = function () {
    var config = Yanfly.ASP3.ConfigManager_makeData.call(this);
    config.battleCamera = this.battleCamera;
    return config;
  };

  Yanfly.ASP3.ConfigManager_applyData = ConfigManager.applyData;
  ConfigManager.applyData = function (config) {
    Yanfly.ASP3.ConfigManager_applyData.call(this, config);
    this.battleCamera = this.readConfigBattleCamera(config, "battleCamera");
  };

  ConfigManager.readConfigBattleCamera = function (config, name) {
    var value = config[name];
    if (value !== undefined) {
      return value;
    } else {
      return true;
    }
  };

  //=============================================================================
  // Window_Options
  //=============================================================================

  Yanfly.ASP3.Window_Options_addGeneralOptions =
    Window_Options.prototype.addGeneralOptions;
  Window_Options.prototype.addGeneralOptions = function () {
    Yanfly.ASP3.Window_Options_addGeneralOptions.call(this);
    this.addCommand(Yanfly.Param.ASP3CameraOption, "battleCamera");
  };

  //=============================================================================
  // Window_BattleLog
  //=============================================================================

  Yanfly.ASP3.Window_BattleLog_updateWaitMode =
    Window_BattleLog.prototype.updateWaitMode;
  Window_BattleLog.prototype.updateWaitMode = function () {
    if (this._waitMode === "camera") {
      if ($gameScreen.isBattleCameraPanning()) return true;
    } else if (this._waitMode === "zoom") {
      if ($gameScreen.isZooming()) return true;
    }
    return Yanfly.ASP3.Window_BattleLog_updateWaitMode.call(this);
  };

  Window_BattleLog.prototype.waitForCamera = function () {
    this.setWaitMode("camera");
  };

  Window_BattleLog.prototype.waitForZoom = function () {
    this.setWaitMode("zoom");
  };

  //=============================================================================
  // Scene_Map
  //=============================================================================

  Yanfly.ASP3.Scene_Map_onMapLoaded = Scene_Map.prototype.onMapLoaded;
  Scene_Map.prototype.onMapLoaded = function () {
    Yanfly.ASP3.Scene_Map_onMapLoaded.call(this);
    $gameScreen.clearZoom();
  };

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