code:
//=============================================================================
// TriggerOnEquipAndState.js
// ----------------------------------------------------------------------------
// Copyright (c) 2015-2017 Triacontane
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
// ----------------------------------------------------------------------------
// Version
// 1.4.3 2018/01/27 DynamicVariables.jsとの連携機能を追加
// 1.4.2 2017/08/29 HIME_EquipSlotsCore.jsとの競合を解消
// 1.4.1 2017/01/12 メモ欄の値が空で設定された場合にエラーが発生するかもしれない問題を修正
// 1.4.0 2016/07/27 スイッチにも設定値タグを付けられるよう修正
// 1.3.2 2016/07/14 「武器(防具)の増減」によって装備が外れた場合に対応
// 1.3.1 2016/07/14 1.3.0で敵を倒した際にエラーになる現象の修正
// 1.3.0 2016/07/14 対象アクターがパーティから外れた場合にスイッチをOFFにする仕様を追加
// 1.2.1 2016/07/07 1.2.0が初期装備に対応していなかった問題を修正
// 1.2.0 2016/07/06 戦闘メンバーのみ有効になる設定を追加
// 1.1.0 2016/06/08 一つの装備で複数のスイッチ、変数を操作できるよう修正
// 1.0.1 2016/06/03 スクリプトに「>」「<」を使えるように修正
// 1.0.0 2016/04/03 初版
// ----------------------------------------------------------------------------
// [Blog]   : https://triacontane.blogspot.jp/
// [Twitter]: https://twitter.com/triacontane/
// [GitHub] : https://github.com/triacontane/
//=============================================================================

/*:
 * @plugindesc 装備変更時の変数操作プラグイン
 * @author トリアコンタン
 *
 * @param 戦闘メンバーのみ
 * @desc 変数やスイッチが変動する対象となるアクターが戦闘メンバーに限定されます。
 * @default false
 * @type boolean
 *
 * @help 装備またはステートの着脱時に、変数およびスイッチを操作できるようになります。
 * 着脱時に、スイッチの場合はON/OFFが切り替わり、変数の場合は値が増減します。
 * 操作対象および設定値には制御文字およびJavaScript計算式を利用できます。
 *
 * 対象となっているアクターがパーティから外れた場合、スイッチはOFFになります。
 * (ver1.3.0以降の仕様)
 *
 * [アイテム]および[ステート]のメモ欄に以下の通り記述してください。
 *
 * ・操作されるスイッチ番号や変数番号です。
 *  <TOESスイッチ対象:3>        // 3番のスイッチが操作対象
 *  <TOES変数対象:20 + actorId> // 20番 + アクターIDの変数が操作対象
 *
 * 通常の制御文字やJavaScript計算式に加えて「actorId」と記述すると、
 * 装備やステートが変更された対象のアクターIDに変換されます。
 *
 * ・スイッチに設定される値です。（省略時はONになります）
 *  <TOESスイッチ設定値:ON>  // 装備時にスイッチがONになり、解除するとOFFになります。
 *  <TOESスイッチ設定値:OFF> // 装備時にスイッチがOFFになり、解除するとONになります。
 *
 * ・変数に設定される値です。
 *  <TOES変数設定値:3> // 装備時に3加算され、解除すると3減算されます。
 *
 * 一度に二つ以上のスイッチや変数を操作したい場合は項目名の後ろに
 * 　数字を追加してください。(3以降も同様)
 *  <TOESスイッチ対象:3>   // 3番のスイッチが操作対象
 *  <TOESスイッチ対象2:5>  // 5番のスイッチも操作対象
 *
 *  注意！
 *  指定する際は、番号に歯抜けがないようにしてください。
 *  以下はダメです。
 *  <TOESスイッチ対象:3>   // 3番のスイッチが操作対象
 *  <TOESスイッチ対象3:5>  // 動作しない
 *
 * 利用規約：
 *  作者に無断で改変、再配布が可能で、利用形態（商用、18禁利用等）
 *  についても制限はありません。
 *  このプラグインはもうあなたのものです。
 */

(function() {
    'use strict';
    var pluginName    = 'TriggerOnEquipAndState';
    var metaTagPrefix = 'TOES';

    var getParamOther = function(paramNames) {
        if (!Array.isArray(paramNames)) paramNames = [paramNames];
        for (var i = 0; i < paramNames.length; i++) {
            var name = PluginManager.parameters(pluginName)[paramNames[i]];
            if (name) return name;
        }
        return null;
    };

    var getParamBoolean = function(paramNames) {
        var value = getParamOther(paramNames);
        return (value || '').toUpperCase() === 'ON' || (value || '').toUpperCase() === 'TRUE';
    };

    var getMetaValue = function(object, name) {
        var metaTagName = metaTagPrefix + (name ? name : '');
        return object.meta.hasOwnProperty(metaTagName) ? object.meta[metaTagName] : undefined;
    };

    var getMetaValues = function(object, names) {
        if (!Array.isArray(names)) return getMetaValue(object, names);
        for (var i = 0, n = names.length; i < n; i++) {
            var value = getMetaValue(object, names[i]);
            if (value !== undefined) return value;
        }
        return undefined;
    };

    var getArgString = function(arg, upperFlg) {
        arg = convertEscapeCharactersAndEval(arg, false);
        return upperFlg ? arg.toUpperCase() : arg;
    };

    var getArgNumber = function(arg, min, max) {
        if (arguments.length < 2) min = -Infinity;
        if (arguments.length < 3) max = Infinity;
        return (parseInt(convertEscapeCharactersAndEval(arg, true), 10) || 0).clamp(min, max);
    };

    var getArgBoolean = function(arg) {
        return (arg || '').toUpperCase() === 'ON';
    };

    var convertEscapeCharactersAndEval = function(text, evalFlg) {
        if (text == null || text === true) text = '';
        text = text.replace(/>?/gi, '>');
        text = text.replace(/<?/gi, '<');
        text = text.replace(/\\/g, '\x1b');
        text = text.replace(/\x1b\x1b/g, '\\');
        text = text.replace(/\x1bV\[(\d+)\]/gi, function() {
            return $gameVariables.value(parseInt(arguments[1], 10));
        }.bind(this));
        text = text.replace(/\x1bV\[(\d+)\]/gi, function() {
            return $gameVariables.value(parseInt(arguments[1], 10));
        }.bind(this));
        text = text.replace(/\x1bN\[(\d+)\]/gi, function() {
            var actor = parseInt(arguments[1], 10) >= 1 ? $gameActors.actor(parseInt(arguments[1], 10)) : null;
            return actor ? actor.name() : '';
        }.bind(this));
        text = text.replace(/\x1bP\[(\d+)\]/gi, function() {
            var actor = parseInt(arguments[1], 10) >= 1 ? $gameParty.members()[parseInt(arguments[1], 10) - 1] : null;
            return actor ? actor.name() : '';
        }.bind(this));
        text = text.replace(/\x1bG/gi, TextManager.currencyUnit);
        return evalFlg ? eval(text) : text;
    };

    //=============================================================================
    // パラメータの取得と整形
    //=============================================================================
    var paramBattleMemberOnly = getParamBoolean(['BattleMemberOnly', '戦闘メンバーのみ']);

    //=============================================================================
    // Game_Party
    //  変数設定が必要かどうかを返します。
    //=============================================================================
    Game_Party.prototype.isNeedControlVariable = function(actor) {
        return !paramBattleMemberOnly || (this.battleMembers().contains(actor) || this.size() < this.maxBattleMembers());
    };

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

    Game_Party.prototype.getReserveMembers = function() {
        var battleMembers = this.battleMembers();
        return this.members().filter(function(actor) {
            return !battleMembers.contains(actor);
        });
    };

    var _Game_Party_setupStartingMembers      = Game_Party.prototype.setupStartingMembers;
    Game_Party.prototype.setupStartingMembers = function() {
        _Game_Party_setupStartingMembers.apply(this, arguments);
        this.getMembersNeedControl().forEach(function(actor) {
            actor.onChangeMember(true);
        });
    };

    var _Game_Party_addActor      = Game_Party.prototype.addActor;
    Game_Party.prototype.addActor = function(actorId) {
        _Game_Party_addActor.apply(this, arguments);
        var actor = $gameActors.actor(actorId);
        if (this.getMembersNeedControl().contains(actor)) {
            actor.onChangeMember(true);
        }
    };

    var _Game_Party_removeActor      = Game_Party.prototype.removeActor;
    Game_Party.prototype.removeActor = function(actorId) {
        var actor = $gameActors.actor(actorId);
        if (this.getMembersNeedControl().contains(actor)) {
            actor.onChangeMember(false);
        }
        var reserveMembers = this.getReserveMembers();
        _Game_Party_removeActor.apply(this, arguments);
        if (paramBattleMemberOnly) {
            var members = this.battleMembers();
            reserveMembers.forEach(function(actor) {
                if (members.contains(actor)) {
                    actor.onChangeMember(true);
                }
            });
        }
    };

    var _Game_Party_swapOrder      = Game_Party.prototype.swapOrder;
    Game_Party.prototype.swapOrder = function(index1, index2) {
        var prevMembers = this.getMembersNeedControl();
        var actors      = [$gameActors.actor(this._actors[index1]), $gameActors.actor(this._actors[index2])];
        _Game_Party_swapOrder.apply(this, arguments);
        var members = this.getMembersNeedControl();
        actors.forEach(function(actor) {
            if (prevMembers.contains(actor) && !members.contains(actor)) {
                actor.onChangeMember(false);
            }
            if (members.contains(actor) && !prevMembers.contains(actor)) {
                actor.onChangeMember(true);
            }
        });
    };

    //=============================================================================
    // Game_Actor
    //  ステートが変更された際のスイッチ、変数制御を追加定義します。
    //=============================================================================
    var _Game_BattlerBase_addNewState      = Game_BattlerBase.prototype.addNewState;
    Game_BattlerBase.prototype.addNewState = function(stateId) {
        if (this instanceof Game_Actor && !this._states.contains(stateId)) {
            this.onChangeEquipAndState($dataStates[stateId], true);
        }
        _Game_BattlerBase_addNewState.apply(this, arguments);
    };

    var _Game_BattlerBase_eraseState      = Game_BattlerBase.prototype.eraseState;
    Game_BattlerBase.prototype.eraseState = function(stateId) {
        if (this instanceof Game_Actor && this._states.contains(stateId)) {
            this.onChangeEquipAndState($dataStates[stateId], false);
        }
        _Game_BattlerBase_eraseState.apply(this, arguments);
    };

    var _Game_BattlerBase_clearStates      = Game_BattlerBase.prototype.clearStates;
    Game_BattlerBase.prototype.clearStates = function() {
        if (this instanceof Game_Actor && this._states) {
            this._states.forEach(function(stateId) {
                this.onChangeEquipAndState($dataStates[stateId], false);
            }.bind(this));
        }
        _Game_BattlerBase_clearStates.apply(this, arguments);
    };

    //=============================================================================
    // Game_Actor
    //  装備が変更された際のスイッチ、変数制御を追加定義します。
    //=============================================================================
    var _Game_Actor_changeEquip      = Game_Actor.prototype.changeEquip;
    Game_Actor.prototype.changeEquip = function(slotId, item) {
        var prevItem = new Game_Item(this._equips[slotId].object());
        _Game_Actor_changeEquip.apply(this, arguments);
        var newItem = this._equips[slotId];
        if (prevItem.itemId() !== 0 && prevItem.itemId() !== newItem.itemId()) {
            this.onChangeEquipAndState(prevItem.object(), false);
        }
        if (newItem.itemId() !== 0 && newItem.itemId() !== prevItem.itemId()) {
            this.onChangeEquipAndState(newItem.object(), true);
        }
    };

    var _Game_Actor_discardEquip = Game_Actor.prototype.discardEquip;
    Game_Actor.prototype.discardEquip = function(item) {
        var slotId = this.equips().indexOf(item);
        if (slotId >= 0) {
            this.onChangeEquipAndState(item, false);
        }
        _Game_Actor_discardEquip.apply(this, arguments);
    };

    Game_Actor.prototype.onChangeMember = function(addedSign) {
        this.equips().forEach(function(equip) {
            if (equip && equip.id !== 0) {
                this.onChangeEquipAndState(equip, addedSign, true);
            }
        }.bind(this));
        this._states.forEach(function(stateId) {
            this.onChangeEquipAndState($dataStates[stateId], addedSign, true);
        }.bind(this));
    };

    Game_Actor.prototype.onChangeEquipAndState = function(item, addedSign, force) {
        if (!$gameParty.isNeedControlVariable(this) && !force) return;
        var index = 1;
        while (index) {
            if (this.controlVariable(item, addedSign, index === 1 ? '' : String(index))) {
                index++;
            } else {
                index = 0;
            }
        }
    };

    Game_Actor.prototype.controlVariable = function(item, addedSign, indexString) {
        var switchTarget = getMetaValues(item, ['スイッチ対象' + indexString, 'SwitchTarget' + indexString]);
        var result       = false;
        if (switchTarget) {
            var switchId = this.getVariableIdForToes(switchTarget, $dataSystem.switches.length - 1);
            var switchValue = getMetaValues(item, ['スイッチ設定値' + indexString, 'SwitchValue' + indexString]);
            $gameSwitches.setValue(switchId, switchValue ? !(getArgBoolean(switchValue) ^ addedSign) : addedSign);
            result = true;
        }
        var variableTarget = getMetaValues(item, ['変数対象' + indexString, 'VariableTarget' + indexString]);
        if (variableTarget) {
            var variableId    = this.getVariableIdForToes(variableTarget, $dataSystem.variables.length - 1);
            var variableValue = getMetaValues(item, ['変数設定値' + indexString, 'VariableValue' + indexString]);
            var originalValue = $gameVariables.getOriginalValue ? $gameVariables.getOriginalValue(variableId) : $gameVariables.value(variableId);
            var resultValue   = (variableValue ? getArgNumber(variableValue) : 1) * (addedSign ? 1 : -1);
            $gameVariables.setValue(variableId, originalValue + resultValue);
            result = true;
        }
        return result;
    };

    Game_Actor.prototype.getVariableIdForToes = function(target, max) {
        var actorId = this._actorId; // used in eval
        var result  = 0;
        try {
            result = eval(getArgString(target)).clamp(1, max);
        } catch (e) {
            console.error(e.toString());
            console.log(e.stack);
        }
        return result;
    };

    //=============================================================================
    // Game_EquipSlot
    //  for HIME_EquipSlotsCore.js
    //=============================================================================
    if (typeof Game_EquipSlot !== 'undefined') {
        Game_EquipSlot.prototype.itemId = function() {
            return this._item.itemId();
        };
    }
})();


code:
//=============================================================================
// UTA_CommonSave.js
//=============================================================================
// Version    : 1.20
// LastUpdate : 2016.05.11
// Author     : T.Akatsuki
// Website    : http://utakata-no-yume.net/
// License    : MIT License(http://opensource.org/licenses/mit-license.php)
//=============================================================================

//=============================================================================
/*:
 * @plugindesc Create a share save data. Share state of game switch and variables between each save data.
 * @author T.Akatsuki
 *
 * @param Target Switches
 * @desc Set target switch index number.
 * If you want to set multiple, put comma between indexes.
 * Using "-", the range can be specified.
 * (ex) 1-3,11,12,13,20,21
 * @default
 *
 * @param Target Variables
 * @desc Set target variable index number.
 * If you want to set multiple, put comma between indexes.
 * Using "-", the range can be specified.
 * (ex) 1-5,11,12,13,23,24
 * @default
 *
 * @param Is Auto
 * @desc Automatically to set save / load common save data on save / load timing.
 * true  : Automatically common save data is saved/loaded on save / load timing.
 * false : Save and load of common save data you do manually.
 * @default true
 *
 * @param Auto on Gameover
 * @desc If auto saving common save data is enabled , it automatically saves common save data on gameover.
 * true  : It save common save data on game over.
 * false : It do nothing on game over.
 * @default false
 *
 * @param Show Trace
 * @desc Set state traces display.
 * true  : Show trace., false : Don't show trace.
 * @default false
 *
 * @help # Overview
 * Create a share save data. Share state of game switch and variables between each save data.
 * If you use plugin command, you can operate common save data at any time.
 *
 * Common save data will be saved with a name "common.rpgsave" below save directory.
 *
 * # Parameters
 *   Target Switches [Switch No, ...]
 *     Set target switch index number.
 *     If you want to set multiple, put comma between indexes.
 *     Using "-", the range can be specified.
 *     (Ex) 1-3,11,12,13,20,21
 *            => number 1,2,3,11,12,13,20,21 switches are target.
 *
 *   Target Variables [Valiable No, ...]
 *     Set target variable index number.
 *     If you want to set multiple, put comma between indexes.
 *     Using "-", the range can be specified.
 *     (Ex) 1-3,11,12,13,14,15
 *            => number 1,2,3,11,12,13,14,15 variables are target.
 *
 *   Is Auto [true|false]
 *     Automatically to set save / load common save data on save / load timing.
 *
 *   Auto on Gameover [true|false]
 *     If auto saving common save data is enabled , it automatically saves common save data on gameover.
 *
 *   Show Trace [true|false]
 *     Set whether the issue a trace for debugging.
 *
 * # Plugin Command
 *   CommonSave load                  # Read GameSwitches and GameVariables from common save data and apply game data.
 *                                    # This command is used when you want to load common save data at any time.
 *   CommonSave save                  # Save target GameSwitches and GameVariables common save data.
 *                                    # This command is used when you want to save in common save data at any time.
 *   CommonSave remove                # Remove common save data file.
 *
 *   CommonSave setTrace [true|false] # Setting to enabled trace on console.
 *
 *   CommonSave check                 # Show sharing target switches and variables to console.
 *
 * # Change Log
 *   ver 1.20 (2016.05.11)
 *     Using "-", the range can be specified.
 *     Add setTrace plugin command.
 *     Add check plugin command.
 *
 *   ver 1.10 (Fed 17, 2016)
 *     Rename to UTA_CommonSave.js.
 *     To be able to set trace in the parameter.
 *
 *   ver1.01 (Jan 14, 2016)
 *     Fixed bug where could not share variables.
 *
 *   ver1.00 (Dec 31, 2015)
 *     To ver1.00 according to the Japanese version of RPG Maker MV.
 *
 *   ver0.01 (Nov 05, 2015)
 *     Initial release.
 */

/*:ja
 * @plugindesc 共有のセーブデータを作成し、指定したスイッチ・変数の状態をセーブデータ間で共有します。
 * @author 赤月 智平
 *
 * @param Target Switches
 * @desc 対象となるスイッチの番号を指定します。
 * カンマ区切りで複数指定、ハイフンで範囲指定が可能です。
 * (例) 1-3,11,12,13,20,21
 * @default
 *
 * @param Target Variables
 * @desc 対象となる変数の番号を指定します。
 * カンマ区切りで複数指定、ハイフンで範囲指定が可能です。
 * (例) 1-5,11,12,13,23,24
 * @default
 *
 * @param Is Auto
 * @desc セーブ・ロード時に自動的に共通セーブデータのセーブ・ロードを行うかを設定します。
 *       true  : セーブ・ロード時に自動的に共有セーブデータにデータのセーブ・ロードを行う。
 *       false : 共通セーブデータのセーブ・ロードは手動で行う。
 * @default true
 *
 * @param Auto on Gameover
 * @desc 自動セーブ設定がONの時にゲームオーバー時に共有セーブデータの自動セーブを行うかを設定します。
 *       true  : ゲームオーバー時に自動共有セーブを行う。
 *       false : ゲームオーバー時は自動共有セーブを行わない。
 * @default false
 *
 * @param Show Trace
 * @desc デバッグ用のトレースを出すかを設定します。
 * true: トレースを表示, false: トレースを表示しない
 * @default false
 *
 * @help ■概要
 * CommonSaveプラグインは共有セーブデータを作成し、指定したスイッチ・変数の状態をセーブデータ間で共有する事ができます。
 * 基本的にはセーブ・ロード時に設定に応じて自動的に処理してくれます。
 * プラグインコマンドを利用すると、任意のタイミングで共有セーブデータの操作を行う事ができます。
 *
 * 共有セーブデータはsaveディレクトリ以下に「common.rpgsave」という名前で保存されます。
 *
 * ■パラメータの説明
 *   Target Switches [スイッチ番号, ...]
 *     共有したいスイッチの番号を指定します。「,」で区切り複数の値を指定する事ができます。
 *     「-」で数値の範囲を指定する事も可能です。
 *     (例) 1-3,11,12,13,20,21
 *            => 1,2,3,11,12,13,20,21番のスイッチが対象になる。
 *
 *   Target Variables [変数番号, ...]
 *     共有したい変数の番号を指定します。「,」で区切り複数の値を指定する事ができます。
 *     「-」で数値の範囲を指定する事も可能です。
 *     (例) 1-3,11,12,13,14,15
 *            => 1,2,3,11,12,13,14,15番の変数が対象になる。
 *
 *   Is Auto [true|false]
 *     セーブ・ロード時に自動的に共通セーブデータのセーブ・ロードを行うかを設定します。
 *     デフォルトではtrue(セーブ・ロード時に自動的に共有セーブ・ロードを行う)になっています。
 *
 *   Auto on Gameover [true|false]
 *     自動セーブ設定がONの時にゲームオーバー時に共有セーブデータの自動セーブを行うかを設定します。
 *     デフォルトではfalse(ゲームオーバー時に自動共有セーブを行わない)になっています。
 *
 *   Show Trace [true|false]
 *     デバッグ用のトレースを出すかを設定します。
 *
 * ■プラグインコマンド
 *   CommonSave load                  # 共有セーブデータからスイッチ・変数を読み込み反映させます。
 *                                    # 任意のタイミングで共有セーブデータのロードを行いたい場合に使用します。
 *   CommonSave save                  # 共有セーブデータにスイッチ・変数の状態を記録します。
 *                                    # 任意のタイミングで共有セーブデータのセーブを行いたい場合に使用します。
 *   CommonSave remove                # 共有セーブデータを削除します。
 *                                    # 共有セーブデータをリセットしたい場合に使用します。
 *   CommonSave setTrace [true|false] # コンソールにトレースを出力するかを設定します。
 *                                    # ゲーム実行中にトレース状態を切り替えたい場合に使用します。
 *   CommonSave check                 # 共有状態になっているスイッチ・変数番号をコンソールに表示し確認します。
 *
 * ■更新履歴
 *   ver 1.20 (2016.05.11)
 *     スイッチ・変数の指定の際に「-」を使う事で範囲指定を可能に。
 *     トレース状態を動的に変えられるように setTrace プラグインコマンドを追加。
 *     共有対象になっているスイッチ・変数を確認できる check プラグインコマンドを追加。
 *
 *   ver 1.10 (2016.02.17)
 *     ファイル名をUTA_CommonSave.jsに変更。
 *     トレース出力の有無をパラメータで設定できるように。
 *
 *   ver 1.01 (2016.01.14)
 *     変数の共有が上手くできていないバグの修正。
 *
 *   ver 1.00 (2015.12.31)
 *     日本語版RPGツクールMVの発売に合わせver1.00に。
 *
 *   ver 0.01 (2015.11.05)
 *     初版。
 */
//=============================================================================

//name space
var utakata = utakata || (utakata = {});

//-----------------------------------------------------------------------------
// class CommonSaveManager
//-----------------------------------------------------------------------------
(function(utakata){
    var CommonSaveManager = (function(){
        //constructor
        function CommonSaveManager(){
            //member variables
            this._targetSwitchList = [];
            this._targetVariableList = [];

            this._showTrace = false;
            this._tr = null;

            this.initialize();
        }

        //private methods
        CommonSaveManager.prototype.initialize = function(){
            this.parameters = PluginManager.parameters('UTA_CommonSave');

            this._showTrace = (String(this.parameters['Show Trace']) === "true");

            this._tr = function(s){
                        if(!this._showTrace){ return; }
                        var str = "CommonSaveManager: " + s; console.log(str);
            };

            var targetSwitchStr = String(this.parameters['Target Switches']);
            var targetVariableStr = String(this.parameters['Target Variables']);

            this._targetSwitchList = this._parseTargetNumber(targetSwitchStr);
            this._targetVariableList = this._parseTargetNumber(targetVariableStr);
        };

        CommonSaveManager.prototype._parseTargetNumber = function(str){
            if(typeof str === "undefined" || str === "undefined"){ return []; }

            str = str.replace(/\s+/g, "");

            var split_str = ',';
            var rgn_split_str = '-';

            var indexes = str.split(split_str, -1);
            var ret = [];

            var parseTargetNumbersFromRegion = function(rgn_target){
                var ret = [];
                var target_number = rgn_target.split(rgn_split_str, -1);
                if(typeof target_number[0] === "undefined" || typeof target_number[1] === "undefined"){ return []; }

                var s_number = parseInt(target_number[0]);
                if(s_number !== s_number){
                    this._tr("_parseTargetNumber getTargetNumbersFromRegion: Setting parameter is invalid.");
                    return [];
                }

                var e_number = parseInt(target_number[1]);
                if(e_number !== e_number){
                    this._tr("_parseTargetNumber getTargetNumbersFromRegion: Setting parameter is invalid.");
                    return [];
                }

                for(var i = s_number; i <= e_number; i++){
                    ret.push(i);
                }

                return ret;
            };

            for(var i = 0; i < indexes.length; i++){
                var rgn_target = indexes[i].match(/\d+-\d+/g);
                if(!!rgn_target){
                    var parseIndexes = parseTargetNumbersFromRegion(rgn_target[0]);
                    if(parseIndexes.length <= 0){ continue; }

                    ret = ret.concat(parseIndexes);
                }else{
                    var parseIndex = parseInt(indexes[i]);
                    if(parseIndex !== parseIndex){
                        this._tr("_parseTargetNumber: Setting parameter is invalid.");
                        continue;
                    }
                    ret.push(parseIndex);
                }
            }
            return ret;
        };

        CommonSaveManager.prototype._getTargetSwitchJson = function(){
            var json = { };

            for(var i = 0; i < this._targetSwitchList.length; i++){
                var idx = this._targetSwitchList[i].toString();
                var value = $gameSwitches.value(idx);
                json[idx] = value;
            }

            return json;
        };

        CommonSaveManager.prototype._getTargetVariableJson = function(){
            var json = { };

            for(var i = 0; i < this._targetVariableList.length; i++){
                var idx = this._targetVariableList[i].toString();
                var value = $gameVariables.value(idx);
                json[idx] = value;
            }

            return json;
        };

        CommonSaveManager.prototype.setLoadSwitches = function(switches){
            for(var key in switches){
                var idx = parseInt(key);
                var value = switches[key];
                $gameSwitches.setValue(idx, value);
            }
        };

        CommonSaveManager.prototype.setLoadVariables = function(variables){
            for(var key in variables){
                var idx = parseInt(key);
                var value = variables[key];
                $gameVariables.setValue(idx, value);
            }
        };

        //public methods
        CommonSaveManager.prototype.load = function(){
            this._tr("load common save data.");

            if(!this.exists()){ return false; }

            var loadData = DataManager.loadCommonSave();

            if("gameSwitches" in loadData){
                this.setLoadSwitches(loadData["gameSwitches"]);
            }
            if("gameVariables" in loadData){
                this.setLoadVariables(loadData["gameVariables"]);
            }
        };

        CommonSaveManager.prototype.save = function(){
            this._tr("save common save data.");

            var switchesJson = this._getTargetSwitchJson();
            var variablesJson = this._getTargetVariableJson();

            var json = { "gameSwitches": switchesJson,
                         "gameVariables": variablesJson };

            DataManager.saveCommonSave(json);
        };

        CommonSaveManager.prototype.exists = function(){
            this._tr("check exists common save data.");
            return StorageManager.existsCommonSave();
        };

        CommonSaveManager.prototype.remove = function(){
            this._tr("remove common save data.");
            StorageManager.removeCommonSave();
        };

        CommonSaveManager.prototype.setShowTrace = function(args){
            if(!args){ return; }
            var enabled = String(args[1]) === "true" ? true : false;
            this._tr("setShowTrace: " + this._showTrace);
            this._showTrace = enabled;
        };

        CommonSaveManager.prototype.check = function(){
            var str = "CommonSaveManager: \n";
            str += " # Share switch targets : \n";
            str += JSON.stringify(this._targetSwitchList);

            str += "\n # Share variable targets : \n";
            str += JSON.stringify(this._targetVariableList);

            console.log(str);
        };

        CommonSaveManager.prototype.isAuto = function(){
            return String(this.parameters['Is Auto']) === "true";
        };

        CommonSaveManager.prototype.isAutoOnGameOver = function(){
            return String(this.parameters['Auto on Gameover']) === "true";
        };

        return CommonSaveManager;
    })();
    utakata.CommonSaveManager = new CommonSaveManager();

})(utakata || (utakata = {}));

(function(){
    //parse and dispatch plugin command
    var _Game_Interpreter_pluginCommand =
            Game_Interpreter.prototype.pluginCommand;
    Game_Interpreter.prototype.pluginCommand = function(command, args){
        _Game_Interpreter_pluginCommand.call(this, command, args);
        if(command === 'CommonSave'){
            switch(args[0]){
                case 'load':
                    utakata.CommonSaveManager.load();
                    break;
                case 'save':
                    utakata.CommonSaveManager.save();
                    break;
                case 'exists':
                    utakata.CommonSaveManager.exists();
                    break;
                case 'remove':
                    utakata.CommonSaveManager.remove();
                    break;
                case 'setTrace':
                    utakata.CommonSaveManager.setShowTrace(args);
                    break;
                case 'check':
                    utakata.CommonSaveManager.check();
                    break;
                default:
                    break;
            }
        }
    };

    //-----------------------------------------------------------------------------
    // DataManager
    //-----------------------------------------------------------------------------
    // # extension
    var _Data_Manager_loadGame = DataManager.loadGame;
    DataManager.loadGame = function(savefileId){
        var ret = _Data_Manager_loadGame.call(this, savefileId);

        if(utakata.CommonSaveManager.isAuto()){ utakata.CommonSaveManager.load(); }
        return ret;
    };

    var _Data_Manager_saveGame = DataManager.saveGame;
    DataManager.saveGame = function(savefileId){
        var ret = _Data_Manager_saveGame.call(this, savefileId);

        if(utakata.CommonSaveManager.isAuto()){ utakata.CommonSaveManager.save(); }
        return ret;
    };

    var _Data_Manager_setupNewGame = DataManager.setupNewGame;
    DataManager.setupNewGame = function(){
        _Data_Manager_setupNewGame.call(this);
        if(utakata.CommonSaveManager.isAuto()){ utakata.CommonSaveManager.load(); }
    };

    // # add methods
    DataManager.loadCommonSave = function(){
        var json;
        try{
            json = StorageManager.loadCommonSave();
        }catch(e){
            console.error(e);
            return [];
        }
        if(json){
            var commonInfo = JSON.parse(json);
            return commonInfo;
        }else{
            return [];
        }
    };

    DataManager.saveCommonSave = function(json){
        var jsonStr = JsonEx.stringify(json);
        if(jsonStr.length >= 200000){
            console.warn('Common Save too big!');
        }
        StorageManager.saveCommonSave(jsonStr);
        return true;
    };

    //-----------------------------------------------------------------------------
    // StorageManager
    //-----------------------------------------------------------------------------
    //load methods ----------------------------------------------------------------
    StorageManager.loadCommonSave = function(){
        if(this.isLocalMode()){
            return this.loadFromLocalFileCommonSave();
        }else{
            return this.loadFromWebStorageCommonSave();
        }
    };

    StorageManager.loadFromLocalFileCommonSave = function(){
        var data = null;
        var fs = require('fs');
        var filePath = this.localFilePathCommonSave();
        if (fs.existsSync(filePath)) {
            data = fs.readFileSync(filePath, { encoding: 'utf8' });
        }
        return LZString.decompressFromBase64(data);
    };

    StorageManager.loadFromWebStorageCommonSave = function(){
        var key = this.webStorageKeyCommonSave();
        var data = localStorage.getItem(key);
        return LZString.decompressFromBase64(data);
    };

    // save methods ---------------------------------------------------------------
    StorageManager.saveCommonSave = function(json){
        if(this.isLocalMode()){
            this.saveToLocalFileCommonSave(json);
        }else{
            this.saveToWebStorageCommonSave(json);
        }
    };

    StorageManager.saveToLocalFileCommonSave = function(json){
        var data = LZString.compressToBase64(json);
        var fs = require('fs');
        var dirPath = this.localFileDirectoryPath();
        var filePath = this.localFilePathCommonSave();
        if (!fs.existsSync(dirPath)) {
            fs.mkdirSync(dirPath);
        }
        fs.writeFileSync(filePath, data);
    };

    StorageManager.saveToWebStorageCommonSave = function(json){
        var key = this.webStorageKeyCommonSave();
        var data = LZString.compressToBase64(json);
        localStorage.setItem(key, data);
    };

    //check exists ----------------------------------------------------------------
    StorageManager.existsCommonSave = function(){
        if(this.isLocalMode()){
            return this.localFileExistsCommonSave();
        }else{
            return this.webStorageExistsCommonSave();
        }
    };

    StorageManager.localFileExistsCommonSave = function(){
        var fs = require('fs');
        return fs.existsSync(this.localFilePathCommonSave());
    };

    StorageManager.webStorageExistsCommonSave = function(){
        var key = this.webStorageKeyCommonSave();
        return !!localStorage.getItem(key);
    };

    //remove ----------------------------------------------------------------------
    StorageManager.removeCommonSave = function(){
        if(this.isLocalMode()){
            this.removeLocalFileCommonSave();
        }else{
            this.removeWebStorageCommonSave();
        }
    };

    StorageManager.removeLocalFileCommonSave = function(){
        var fs = require('fs');
        var filePath = this.localFilePathCommonSave();
        if(fs.existsSync(filePath)){
            fs.unlinkSync(filePath);
        }
    };

    StorageManager.removeWebStorageCommonSave = function(){
        var key = this.webStorageKeyCommonSave();
        localStorage.removeItem(key);
    };

    StorageManager.localFilePathCommonSave = function(){ return this.localFileDirectoryPath() + 'common.rpgsave'; };
    StorageManager.webStorageKeyCommonSave = function(){ return 'RPG Common'; };

    //-----------------------------------------------------------------------------
    // Scene_Gameover
    //-----------------------------------------------------------------------------
    var _Scene_Gameover_Start = Scene_Gameover.prototype.start;
    Scene_Gameover.prototype.start = function(){
        if(utakata.CommonSaveManager.isAutoOnGameOver()){
            utakata.CommonSaveManager.save();
        }
        _Scene_Gameover_Start.call(this);
    };

})();

repo_name: onms/sister

license: unknown


code:
//=============================================================================
// UsableCarriageReturn.js
// ----------------------------------------------------------------------------
// Copyright (c) 2015 Triacontane
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
// ----------------------------------------------------------------------------
// Version
// 1.0.0 2016/05/09 初版
// ----------------------------------------------------------------------------
// [Blog]   : http://triacontane.blogspot.jp/
// [Twitter]: https://twitter.com/triacontane/
// [GitHub] : https://github.com/triacontane/
//=============================================================================

/*:
 * @plugindesc 改行コード使用可能プラグイン
 * @author トリアコンタン
 *
 * @help ウィンドウ中の任意の箇所で改行コードが使用可能になります。
 * データベースやメッセージウィンドウで改行したい箇所に「\n」と入力してください。
 * 主にデータベースの説明やプロフィール欄に3行目を入力したい
 * 場合に使用します。
 * すべてのウィンドウで有効です。
 *
 * このプラグインにはプラグインコマンドはありません。
 *
 * 利用規約：
 *  作者に無断で改変、再配布が可能で、利用形態（商用、18禁利用等）
 *  についても制限はありません。
 *  このプラグインはもうあなたのものです。
 */

(function () {
    'use strict';

    var _Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter;
    Window_Base.prototype.processEscapeCharacter = function(code, textState) {
        _Window_Base_processEscapeCharacter.apply(this, arguments);
        switch (code) {
            case 'N':
                this.processNewLine(textState);
                textState.index--;
                break;
        }
    };
})();


code:
/*
 * ==============================================================================
 * ** Victor Engine MV - Basic Module
 * ------------------------------------------------------------------------------
 *  VE_BasicModule.js
 * ==============================================================================
 */

var Imported = Imported || {};
Imported['VE - Basic Module'] = '1.23';

var VictorEngine = VictorEngine || {};
VictorEngine.BasicModule = VictorEngine.BasicModule || {};

(function() {

    VictorEngine.BasicModule.loadDatabase = DataManager.loadDatabase;
    DataManager.loadDatabase = function() {
        VictorEngine.BasicModule.loadDatabase.call(this);
        PluginManager.requiredPlugin.call(PluginManager, 'VE - Basic Module');
    };

    PluginManager.requiredPlugin = function(name, required, version) {
        VictorEngine.BasicModule.checkPlugins(name, required, version);
    };

})();

/*:
 * ==============================================================================
 * @plugindesc v1.23 - Plugin with base code required for all Victor Engine plugins.
 * @author Victor Sant
 *
 * @param == Trait Names ==
 *
 * @param Hit Rate Name
 * @desc 'Hit Rate' Ex-Parameter name shown on windows.
 * @default Hit
 *
 * @param Evasion Rate Name
 * @desc 'Evasion Rate' Ex-Parameter name shown on windows.
 * @default Evasion
 *
 * @param Critical Rate Name
 * @desc 'Critical Rate' Ex-Parameter name shown on windows.
 * @default Critical
 *
 * @param Critical Evasion Name
 * @desc 'Critical Evasion' Ex-Parameter name shown on windows.
 * @default C. Evasion
 *
 * @param Magic Evasion Name
 * @desc 'Magic Evasion' Ex-Parameter name shown on windows.
 * @default M. Evasion
 *
 * @param Magic Reflection Name
 * @desc 'Magic Reflection' Ex-Parameter name shown on windows.
 * @default M. Reflection
 *
 * @param Counter Attack Name
 * @desc 'Counter Attack' Ex-Parameter name shown on windows.
 * @default Counter
 *
 * @param HP Regeneration Name
 * @desc 'HP Regeneration' Ex-Parameter name shown on windows.
 * @default HP Regen
 *
 * @param MP Regeneration Name
 * @desc 'MP Regeneration' Ex-Parameter name shown on windows.
 * @default MP Regen
 *
 * @param TP Regeneration Name
 * @desc 'TP Regeneration' Ex-Parameter name shown on windows.
 * @default TP Regen
 *
 * @param Target Rate Name
 * @desc 'Target Rate' Sp-Parameter name shown on windows.
 * @default Target Rate
 *
 * @param Guard Rate Name
 * @desc 'Guard Rate' Sp-Parameter name shown on windows.
 * @default Guard Rate
 *
 * @param Recovery Effect Name
 * @desc 'Recovery Effect' Sp-Parameter name shown on windows.
 * @default Recovery
 *
 * @param Pharmacology Name
 * @desc 'Pharmacology' Sp-Parameter name shown on windows.
 * @default Pharmacology
 *
 * @param MP Cost Rate Name
 * @desc 'MP Cost Rate' Sp-Parameter name shown on windows.
 * @default MP Cost
 *
 * @param TP Charge Rate Name
 * @desc 'TP Charge Rate' Sp-Parameter name shown on windows.
 * @default TP Charge
 *
 * @param Physical Damage Name
 * @desc 'Physical Damage' Sp-Parameter name shown on windows.
 * @default Physical Damage
 *
 * @param Magical Damage Name
 * @desc 'Magical Damage' Sp-Parameter name shown on windows.
 * @default Magical Damage
 *
 * @param Floor Damage Name
 * @desc 'Floor Damage' Sp-Parameter name shown on windows.
 * @default Floor Damage
 *
 * @param Experience Rate Name
 * @desc 'Experience Rate' Sp-Parameter name shown on windows.
 * @default Exp. Rate
 *
 * ==============================================================================
 * @help
 * ==============================================================================
 * Install this plugin above any other Victor Engine plugin.
 * ==============================================================================
 *
 * ==============================================================================
 *  Version History:
 * ------------------------------------------------------------------------------
 *  v 1.00 - 2015.11.26 > First release.
 *  v 1.01 - 2015.11.29 > Added function to get database objects.
 *  v 1.02 - 2015.12.07 > Added function to get multiples elements.
 *                      > Added check for plugin correct order.
 *  v 1.03 - 2015.12.13 > Added function to get page comments.
 *  v 1.04 - 2015.12.21 > Added function to check only relevant objects.
 *  v 1.05 - 2015.12.25 > Added check to wait bitmap loading.
 *  v 1.06 - 2015.12.31 > Added rgb to hex and hex to rgb functions.
 *                      > Added function to get plugins parameters.
 *  v 1.07 - 2016.01.07 > Fixed issue with plugin order checks.
 *  v 1.08 - 2016.01.17 > Added function to get BattleLog method index.
 *                      > Added function to insert methods on BattleLog.
 *  v 1.09 - 2016.01.24 > Added function to set wait for animations.
 *  v 1.10 - 2016.02.05 > Added function to get values from regex.
 *  v 1.11 - 2016.02.10 > Added function to capitalize texts.
 *                      > Added Plugin Parameter to set trait display names.
 *  v 1.12 - 2016.02.18 > Added function to get parameter names.
 *  v 1.13 - 2016.02.26 > Added functions to setup battler direction.
 *  v 1.14 - 2016.03.15 > Added functions to check opponents.
 *  v 1.15 - 2016.03.18 > Added function for compatibility with YEP.
 *  v 1.16 - 2016.03.23 > Added function to replace mathods.
 *                        Added functions for dynamic motions.
 *  v 1.17 - 2016.04.01 > Fixed issue with battler sprite check.
 *  v 1.18 - 2016.04.21 > Fixed issue with damage popup on action user.
 *  v 1.19 - 2016.04.30 > Added function to get evaluated font color.
 *  v 1.20 - 2016.05.12 > Added function to get width of text with escape codes.
 *  v 1.21 - 2016.05.31 > Improved method stack for dynamic motions.
 *                      > Added functions for compatibility with Battle Motions.
 *  v 1.22 - 2016.06.26 > Added functions for escape command.
 *  v 1.23 - 2017.05.25 > Added functions for damage formula.
 * ===============================================================================
 */

(function() {

    //=============================================================================
    // Parameters
    //=============================================================================

    VictorEngine.getPluginParameters = function() {
        var script = document.currentScript || (function() {
            var scripts = document.getElementsByTagName('script');
            return scripts[scripts.length - 1];
        })();
        var start = script.src.lastIndexOf('/') + 1;
        var end = script.src.indexOf('.js');
        return PluginManager.parameters(script.src.substring(start, end));
    }

    var parameters = VictorEngine.getPluginParameters();
    VictorEngine.Parameters = VictorEngine.Parameters || {};
    VictorEngine.Parameters.BasicModule = {};
    VictorEngine.Parameters.BasicModule.hit = String(parameters["Hit Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.eva = String(parameters["Evasion Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.cri = String(parameters["Critical Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.cev = String(parameters["Critical Evasion Name"]).trim();
    VictorEngine.Parameters.BasicModule.hev = String(parameters["Magic Evasion Name"]).trim();
    VictorEngine.Parameters.BasicModule.mrf = String(parameters["Magic Reflection Name"]).trim();
    VictorEngine.Parameters.BasicModule.cnt = String(parameters["Counter Attack Name"]).trim();
    VictorEngine.Parameters.BasicModule.hrg = String(parameters["HP Regeneration Name"]).trim();
    VictorEngine.Parameters.BasicModule.mrg = String(parameters["MP Regeneration Name"]).trim();
    VictorEngine.Parameters.BasicModule.trg = String(parameters["TP Regeneration Name"]).trim();
    VictorEngine.Parameters.BasicModule.tgr = String(parameters["Target Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.grd = String(parameters["Guard Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.rec = String(parameters["Recovery Effect Name"]).trim();
    VictorEngine.Parameters.BasicModule.pha = String(parameters["Pharmacology Name"]).trim();
    VictorEngine.Parameters.BasicModule.mcr = String(parameters["MP Cost Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.tcr = String(parameters["TP Charge Rate Name"]).trim();
    VictorEngine.Parameters.BasicModule.pdr = String(parameters["Physical Damage Name"]).trim();
    VictorEngine.Parameters.BasicModule.mdr = String(parameters["Magical Damage Name"]).trim();
    VictorEngine.Parameters.BasicModule.fdr = String(parameters["Floor Damage"]).trim();
    VictorEngine.Parameters.BasicModule.ext = String(parameters["Experience"]).trim();

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

    VictorEngine.BasicModule.isDatabaseLoaded = DataManager.isDatabaseLoaded;
    DataManager.isDatabaseLoaded = function() {
        if (!VictorEngine.BasicModule.isDatabaseLoaded.call(this)) return false;
        VictorEngine.loadParameters();
        VictorEngine.loadNotetags();
        return ImageManager.isReady();
    };

    //=============================================================================
    // VictorEngine
    //=============================================================================

    VictorEngine.BasicModule.checkPlugins = function(name, req, ver) {
        var msg = '';
        this.loadedPlugins = this.loadedPlugins || {};
        if (ver && req && (!Imported[req] || Number(Imported[req]) < Number(ver))) {
            msg += 'The plugin ' + name + ' requires the plugin ' + req;
            msg += ' v' + ver + ' or higher installed to work properly'
            if (Number(Imported[req]) < Number(ver)) {
                msg += '. Your current version is v' + Imported[req];
            }
            msg += '. Go to http://victorenginescripts.wordpress.com/'
            msg += ' to download the updated plugin.';
            throw msg;
        } else if (!ver && req && this.loadedPlugins[req] === true) {
            msg += 'The plugin ' + name + ' requires the plugin ' + req;
            msg += ' to be placed bellow it. Open the Plugin Manager and place';
            msg += ' the plugins in the correct order.';
            throw msg;
        } else if (req && Imported['VE - Basic Module'] && !this.loadedPlugins['VE - Basic Module']) {
            msg += 'The plugin ' + name + ' must be placed bellow the plugin ' + req;
            msg += '. Open the Plugin Manager and place';
            msg += ' the plugins in the correct order.';
            throw msg;
        } else {
            this.loadedPlugins[name] = true
        }
    };

    VictorEngine.loadNotetags = function() {
        if (VictorEngine.BasicModule.loaded) return;
        VictorEngine.BasicModule.loaded = true;
        var list = [$dataActors, $dataClasses, $dataSkills, $dataItems, $dataWeapons,
            $dataArmors, $dataEnemies, $dataStates
        ];
        list.forEach(function(objects, index) {
            this.processNotetags(objects, index)
        }, this);
    };

    VictorEngine.processNotetags = function(objects, index) {
        objects.forEach(function(data) {
            if (data) {
                this.loadNotetagsValues(data, index);
            }
        }, this);
    };

    VictorEngine.objectSelection = function(index, list) {
        var objects = ['actor', 'class', 'skill', 'item', 'weapon', 'armor', 'enemy', 'state'];
        return list.contains(objects[index]);
    };

    VictorEngine.loadNotetagsValues = function(data, index) {};

    VictorEngine.loadParameters = function() {};

    VictorEngine.getNotesValues = function(value1, value2) {
        value2 = value2 || value1;
        return new RegExp('<' + value1 + '>([\\s\\S]*?)<\\/' + value2 + '>', 'gi');
    };

    VictorEngine.getPageNotes = function(event) {
        var result = (event instanceof Game_CommonEvent) || event.page();
        if (!result || !event.list()) {
            return "";
        }
        return event.list().reduce(function(r, cmd) {
            var valid = (cmd.code === 108 || cmd.code === 408);
            var comment = valid ? cmd.parameters[0] + "\r\n" : "";
            return r + comment;
        }, "");
    };

    VictorEngine.getAllElements = function(subject, action) {
        if (action.item().damage.elementId < 0) {
            return subject.attackElements();
        } else {
            return [action.item().damage.elementId];
        }
    };

    VictorEngine.getAllStates = function(subject, item) {
        var result;
        return item.effects.reduce(function(r, effect) {
            if (effect.code === 21) {
                if (effect.dataId === 0) {
                    result = subject.attackStates();
                } else {
                    result = [effect.dataId];
                };
            } else {
                result = [];
            };
            return r.concat(result);
        }, []);
    };

    VictorEngine.getDamageFormula = function(action) {
		return action.item().damage.formula;
    };

    VictorEngine.getNumberValue = function(match, type, base) {
        var regex = new RegExp(type + '[ ]*:[ ]*([+-.\\d]+)', 'gi');
        var value = regex.exec(match);
        return value ? Number(value[1]) : base;
    };

    VictorEngine.getStringValue = function(match, type, base) {
        var regex = new RegExp(type + "[ ]*:[ ]*([\\w ]+)", 'gi');
        var value = regex.exec(match);
        return value ? value[1].trim() : base;
    };

    VictorEngine.getAnyValue = function(match, type, base) {
        var regex = new RegExp(type + "[ ]*:[ ]*('[^\']+'|\"[^\"]+\")", 'gi');
        var value = regex.exec(match);
        return value ? value[1].slice(1, -1) : base;
    };

    VictorEngine.getNumberValues = function(match, type) {
        var regex = new RegExp(type + '[ ]*:[ ]*((?:[+-.\\d]+[ ]*,?[ ]*)+)', 'gi');
        var value = regex.exec(match);
        var result = value ? value[1].match(/\d+/gi) : [];
        return result.map(function(id) {
            return Number(id)
        });
    };

    VictorEngine.getStringValues = function(match, type) {
        var regex = new RegExp(type + '[ ]*:[ ]*((?:[\\w ]+[ ]*,?[ ]*)+)', 'gi');
        var value = regex.exec(match);
        var result = value ? value[1].match(/\d+/gi) : [];
        return result.map(function(id) {
            return value[1].trim()
        });
    };

    VictorEngine.captalizeText = function(text) {
        return text.replace(/(?:^|\s)\S/g, function(a) {
            return a.toUpperCase();
        });
    };

    VictorEngine.replaceZeros = function(text, value) {
        value = value || '';
        return text.replace(/\b(0(?!\b))+/g, function(a) {
            return a.replace(/0/g, value);
        });
    };

    VictorEngine.rgbToHex = function(r, g, b) {
        r = Math.floor(r).toString(16).padZero(2);
        g = Math.floor(g).toString(16).padZero(2);
        b = Math.floor(b).toString(16).padZero(2);
        return '#' + r + g + b;
    }

    VictorEngine.hexToRgb = function(hex) {
        var r = parseInt(hex[1] + hex[2], 16);
        var g = parseInt(hex[3] + hex[4], 16);
        var b = parseInt(hex[5] + hex[6], 16);
        return [r, g, b];
    }

    VictorEngine.methodIndex = function(methods, name) {
        for (var i = 0; i < methods.length; i++) {
            if (methods[i] && methods[i].name === name) {
                return i;
            }
        }
        return null;
    }

    VictorEngine.removeMethod = function(methods, name) {
        var index = this.methodIndex(methods, name);
        if (index || index === 0) {
            methods.splice(index, 1);
        }
    }

    VictorEngine.insertMethod = function(methods, index, name, params) {
        if (index || index === 0) {
            methods.splice(index, 0, {
                name: name,
                params: params
            });
        }
    }

    VictorEngine.replaceMethod = function(methods, index, name, params) {
        if (index || index === 0) {
            methods.splice(index, 1, {
                name: name,
                params: params
            });
        }
    }

    VictorEngine.waitAnimation = function(animationId) {
        var animation = $dataAnimations[animationId];
        return animation ? animation.frames.length * 4 + 1 : 0;
    };

    VictorEngine.params = function() {
        return ['hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk'];
    };

    VictorEngine.xparams = function() {
        return ['hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', 'trg'];
    };

    VictorEngine.sparams = function() {
        return ['tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'prd', 'mrd', 'frd', 'exr'];
    };

    VictorEngine.allParams = function() {
        return this.params().concat(this.xparams(), this.sparams())
    };

    VictorEngine.paramName = function(paramId) {
        return this.params()[paramId];
    };

    VictorEngine.xparamName = function(xparamId) {
        return this.xparams()[xparamId];
    };

    VictorEngine.sparamName = function(sparamId) {
        return this.sparams()[sparamId];
    };

    VictorEngine.paramId = function(paramName) {
        return this.params().indexOf(paramName.toLowerCase());
    };

    VictorEngine.paramText = function(name) {
        switch (name.toLowerCase()) {
            case 'hit':
            case 'eva':
            case 'cri':
            case 'cev':
            case 'mev':
            case 'mrf':
            case 'cnt':
            case 'hrg':
            case 'mrg':
            case 'trg':
            case 'tgr':
            case 'grd':
            case 'rec':
            case 'pha':
            case 'mcr':
            case 'tcr':
            case 'pdr':
            case 'mdr':
            case 'fdr':
            case 'ext':
                return this.Parameters.BasicModule[name.toLowerCase()];
            case 'hp':
            case 'atk':
            case 'def':
            case 'agi':
            case 'mp':
            case 'mat':
            case 'mdf':
            case 'luk':
                var paramId = this.params().indexOf(name.toLowerCase());
                return TextManager.param(paramId)
            default:
                return this.captalizeText(name.toLowerCase());
        }
    };

    VictorEngine.battlerIndex = function(battler) {
        if (battler && battler.isActor() && $gameParty.members().contains(battler)) {
            return 1 + $gameParty.members().indexOf(battler);
        } else if (battler && battler.isEnemy() && $gameTroop.members().contains(battler)) {
            return 1 + $gameParty.maxBattleMembers() + $gameTroop.members().indexOf(battler);
        } else {
            return 0;
        }
    };

    VictorEngine.battleSprites = function(spriteId) {
        return this._battleSprites[spriteId];
    };

    VictorEngine.addBattleSprite = function(spriteId, sprite) {
        this._battleSprites = this._battleSprites || {};
        this._battleSprites[spriteId] = sprite;
    };

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

    BattleManager.updateStackAction = function(index, subject, target) {
        this._logWindow.saveMethodsStack(index);
        this.clearTargets(target);
        this.invokeAction(subject, target);
        this._logWindow.restoreMethodsStack(index);
    };

    BattleManager.clearTargets = function(target) {
        for (var i = 0; i < this._targets.length; i++) {
            if (this._targets[i] === target) {
                this._targets.splice(i, 1);
                i--;
            }
        }
    };

    BattleManager.clearActionTargets = function() {
        this._targets = [];
    };

    BattleManager.prepareAction = function(subject, action, targets, skip) {
        this._phase = 'action';
        this._subject = subject;
        this._action = action;
        this._targets = targets;
        if (skip) {
            subject.useItem(action.item());
        }
        this._action.applyGlobal();
        this.refreshStatus();
    };

    BattleManager.startCounterAction = function(subject, target, targets, action) {
        if (targets.length > 0) {
            this._isCounterAttack = true;
            this._counterSubject = subject;
            this._counterTarget = target;
            this.prepareAction(subject, action, targets);
            this._logWindow.startCounterAction(subject, action, targets);
        }
    };

    BattleManager.averageTargetsPositions = function(targets) {
        var x = targets.reduce(function(r, member) {
            return r + member.screenX();
        }, 0) / targets.length;
        var y = targets.reduce(function(r, member) {
            return r + member.screenX();
        }, 0) / targets.length;
        return {
            x: x,
            y: y
        };
    };

    BattleManager.isSurprise = function() {
        return this._surprise;
    };

    BattleManager.isPreemptive = function() {
        return this._preemptive;
    };

    //=============================================================================
    // SceneManager
    //=============================================================================

    SceneManager.sceneSpriteset = function() {
        return this._scene ? this._scene._spriteset : null;
    };

    //=============================================================================
    // Window_Base
    //=============================================================================

    Window_Base.prototype.getFontColor = function(color) {
        if (color.match(/^\#[abcdef\d]{6}/i)) {
            return '"' + color + '"';
        } else {
            return color;
        }
    };

    //=============================================================================
    // Game_Action
    //=============================================================================

    Game_Action.prototype.setEscape = function() {
        var action = {
            name: TextManager.escape,
            speed: 9999,
            escape: true
        };
        this._escapeAction = action;
    };

    Game_Action.prototype.isEscape = function() {
        return !!this._escapeAction;
    };

    //=============================================================================
    // Game_Unit
    //=============================================================================

    Game_Unit.prototype.averageX = function() {
        return this.aliveMembers().reduce(function(r, member) {
            return r + member.screenX();
        }, 0) / this.aliveMembers().length;
    };

    Game_Unit.prototype.averageY = function() {
        return this.aliveMembers().reduce(function(r, member) {
            return r + member.screenY();
        }, 0) / this.aliveMembers().length;
    };

    //=============================================================================
    // Game_Player
    //=============================================================================

    Game_Player.prototype.follower = function(index) {
        return index === 0 ? this : this.followers().follower(index - 1);
    };

    //=============================================================================
    // Game_BattlerBase
    //=============================================================================

    Game_BattlerBase.prototype.screenX = function() {
        return this.spriteScreenX() || this._screenX || 0;
    };

    Game_BattlerBase.prototype.screenY = function() {
        return this.spriteScreenY() || this._screenY || 0;
    };

    Game_BattlerBase.prototype.homeX = function() {
        return this.battleSprite() ? this.battleSprite().homeX() : 0;
    };

    Game_BattlerBase.prototype.homeY = function() {
        return this.battleSprite() ? this.battleSprite().homeY() : 0;
    };

    Game_BattlerBase.prototype.spriteScreenX = function() {
        return this.battleSprite() ? this.battleSprite().screenX() : 0;
    };

    Game_BattlerBase.prototype.spriteScreenY = function() {
        return this.battleSprite() ? this.battleSprite().screenY() : 0;
    };

    Game_BattlerBase.prototype.mainSprite = function() {
        return this.battleSprite() ? this.battleSprite().mainSprite() : null;
    };

    Game_BattlerBase.prototype.friends = function() {
        return this.isActor() ? $gameParty : $gameTroop;
    };

    Game_BattlerBase.prototype.opponents = function() {
        return this.isEnemy() ? $gameParty : $gameTroop;
    };

    Game_BattlerBase.prototype.isOpponent = function(battler) {
        return this.isEnemy() === !battler.isEnemy();
    };

    Game_BattlerBase.prototype.idleMotions = function() {
        return ['wait', 'idle', 'dying', 'abnormal', 'guard', 'chant', 'sleep', 'victory', 'dead'];
    };

    Game_BattlerBase.prototype.isIdleMotion = function(motionType) {
        return this.idleMotions().contains(motionType);
    };

    Game_BattlerBase.prototype.isFacingDown = function() {
        return this.battlerDirection() === 'down';
    };

    Game_BattlerBase.prototype.isFacingLeft = function() {
        return this.battlerDirection() === 'left';
    };

    Game_BattlerBase.prototype.isFacingRight = function() {
        return this.battlerDirection() === 'right';
    };

    Game_BattlerBase.prototype.isFacingUp = function() {
        return this.battlerDirection() === 'up';
    };

    Game_BattlerBase.prototype.isFacingHorizontal = function() {
        return this.isFacingLeft() || this.isFacingRight();
    };

    Game_BattlerBase.prototype.isFacingVertical = function() {
        return this.isFacingDown() || this.isFacingUp();
    };

    Game_BattlerBase.prototype.turnDown = function() {
        this._battlerDirection = 'down';
    };

    Game_BattlerBase.prototype.turnLeft = function() {
        this._battlerDirection = 'left';
    };

    Game_BattlerBase.prototype.turnRight = function() {
        this._battlerDirection = 'right';
    };

    Game_BattlerBase.prototype.turnUp = function() {
        this._battlerDirection = 'up';
    };

    Game_BattlerBase.prototype.turnBack = function() {
        if (this.isFacingLeft()) {
            this.turnRight();
        } else if (this.isFacingRight()) {
            this.turnLeft();
        }
    };

    Game_BattlerBase.prototype.turnTowardCenter = function() {
        this.turnTowardPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
    };

    Game_BattlerBase.prototype.turnAwayFromCenter = function() {
        this.turnAwayFromPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
    };

    Game_BattlerBase.prototype.turnTowardOpponents = function() {
        this.turnTowardPosition(this.opponents().averageX(), this.opponents().averageY());
    };

    Game_BattlerBase.prototype.turnAwayFromOpponents = function() {
        this.turnAwayFromPosition(this.opponents().averageX(), this.opponents().averageY);
    };

    Game_BattlerBase.prototype.turnTowardTargets = function(targets) {
        var position = BattleManager.averageTargetsPositions(targets);
        this.turnTowardPosition(position.x, position.y);
    };

    Game_BattlerBase.prototype.turnAwayFromTargets = function(targets) {
        var position = BattleManager.averageTargetsPositions(targets);
        this.turnAwayFromPosition(position.x, position);
    };

    Game_BattlerBase.prototype.turnTowardPosition = function(positionX, positionY) {
        if (this.screenX() < positionX) {
            this.turnRight();
        } else if (this.screenX() > positionX) {
            this.turnLeft();
        }
    };

    Game_BattlerBase.prototype.turnAwayFromPosition = function(positionX, positionY) {
        if (this.screenX() < positionX) {
            this.turnLeft();
        } else if (this.screenX() > positionX) {
            this.turnRight();
        }
    };

    Game_BattlerBase.prototype.isBehind = function(target) {
        return (target.isFacingRight() && this.screenX() < target.screenX()) ||
            (target.isFacingLeft() && this.screenX() > target.screenX());
    };

    Game_BattlerBase.prototype.isSpriteEffecting = function() {
        return this.battleSprite() && this.battleSprite().isEffecting();
    };

    Game_BattlerBase.prototype.isSpriteMoving = function() {
        return this.battleSprite() && this.battleSprite().isMoving();
    };

    Game_BattlerBase.prototype.isSpriteAnimation = function() {
        return this.battleSprite() && this.battleSprite().isAnimationPlaying();
    };

    Game_BattlerBase.prototype.isAnimatedBattler = function() {
        return this.battleSprite() && this.battleSprite().isAnimatedBattler();
    };

    Game_BattlerBase.prototype.isStaticBattler = function() {
        return this.battleSprite() && this.battleSprite().isStaticBattler();
    };

    Game_BattlerBase.prototype.inHomePosition = function() {
        return this.battleSprite() && this.battleSprite().inHomePosition();
    };

    Game_BattlerBase.prototype.notIinHomePosition = function() {
        return !this.inHomePosition();
    };

    Game_BattlerBase.prototype.isCounterAttack = function() {
        return this._counterAttack;
    };

    Game_BattlerBase.prototype.startCounterAttack = function() {
        this._counterAttack = true;
    };

    Game_BattlerBase.prototype.endCounterAttack = function() {
        this._counterAttack = false;
    };

    Game_BattlerBase.prototype.battleSprite = function() {
        return VictorEngine.battleSprites(this.spriteId());
    };

    Game_BattlerBase.prototype.setBattleSprite = function(sprite) {
        VictorEngine.addBattleSprite(this.spriteId(), sprite);
    };

    Game_BattlerBase.prototype.clearBattleSprite = function() {
        VictorEngine.addBattleSprite(this.spriteId(), null);
    };

    Game_BattlerBase.prototype.addNewAction = function(action) {
        this._actions.unshift(action);
    };

    Game_BattlerBase.prototype.startEscapeCommand = function() {
        this._isEscapeCommand = true;
    };
    Game_BattlerBase.prototype.endEscapeCommand = function() {
        this._isEscapeCommand = false;
    };
    Game_BattlerBase.prototype.isEscapeCommand = function() {
        return this._isEscapeCommand;
    };

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

    VictorEngine.BasicModule.onBattleEnd = Game_Battler.prototype.onBattleEnd;
    Game_Battler.prototype.onBattleEnd = function() {
        VictorEngine.BasicModule.onBattleEnd.call(this);
        this.clearBattleSprite();
    };

    //=============================================================================
    // Game_Actor
    //=============================================================================

    Game_Actor.prototype.battlerDirection = function() {
        return this._battlerDirection || 'left';
    };

    Game_Actor.prototype.spriteId = function() {
        return 'actor ' + String(this.actorId());
    };

    //=============================================================================
    // Game_Enemy
    //=============================================================================

    Game_Enemy.prototype.battlerDirection = function() {
        return this._battlerDirection || ($gameSystem.isSideView() ? 'right' : 'left');
    };

    Game_Enemy.prototype.attackAnimationId1 = function() {
        return 0;
    };

    Game_Enemy.prototype.attackAnimationId2 = function() {
        return 0;
    };

    Game_Enemy.prototype.spriteId = function() {
        return 'enemy ' + String(this.index());
    };

    //=============================================================================
    // Sprite_Battler
    //=============================================================================

    Object.defineProperties(Sprite_Battler.prototype, {
        z: {
            get: function() {
                return 3;
            },
            configurable: true
        },
        h: {
            get: function() {
                return this.spriteZ();
            },
            configurable: true
        }
    });

    Sprite_Battler.prototype.isEnemy = function() {
        return this._battler && this._battler.isEnemy();
    };

    Sprite_Battler.prototype.isVisible = function() {
        return this.visible && this.opacity > 0;
    };

    Sprite_Battler.prototype.isDamagePopup = function() {
        return this._damages.length > 0;
    };

    Sprite_Battler.prototype.isDisabledMotion = function() {
        var motion = Sprite_Actor.MOTIONS;
        return this._motion === motion['dead'] || this._motion === motion['sleep'];
    };

    Sprite_Battler.prototype.isAnimatedBattler = function() {
        return false;
    };

    Sprite_Battler.prototype.isStaticBattler = function() {
        return false;
    };

    Sprite_Battler.prototype.spriteZ = function() {
        return this.screenY();
    };

    Sprite_Battler.prototype.screenX = function() {
        return this._homeX + this._offsetX;
    };

    Sprite_Battler.prototype.screenY = function() {
        return this._homeY + this._offsetY;
    };

    Sprite_Battler.prototype.homeX = function() {
        return this._homeX;
    };

    Sprite_Battler.prototype.homeY = function() {
        return this._homeY;
    };

    Sprite_Battler.prototype.mainSprite = function() {
        return this._mainSprite;
    };

    Sprite_Battler.prototype.noEntryMove = function() {
        return this._battler && !this._battler.canMove();
    };

    Sprite_Battler.prototype.center = function() {
        var sprite = this._mainSprite ? this._mainSprite : this;
        var x = sprite._frame.width / 2 || 0;
        var y = sprite._frame.height / 2 || 0;
        return {
            x: x,
            y: y
        };
    };

    //=============================================================================
    // Sprite_Actor
    //=============================================================================

    Sprite_Actor.prototype.updateBattlerDirection = function() {
        if (this._battler && !this.isDisabledMotion()) {
            if ((this._battler.isFacingLeft() && this.scale.x < 0) ||
                (this._battler.isFacingRight() && this.scale.x > 0)) {
                this.scale.x *= -1;
            }
        }
    };

    //=============================================================================
    // Sprite_Enemy
    //=============================================================================

    Sprite_Enemy.prototype.updateBattlerDirection = function() {
        if (this._battler && !this.isDisabledMotion()) {
            if ((this._battler.isFacingLeft() && this.scale.x > 0) ||
                (this._battler.isFacingRight() && this.scale.x < 0)) {
                this.scale.x *= -1;
            }
        }
    };

    Sprite_Enemy.prototype.isStaticBattler = function() {
        return true;
    };

    //=============================================================================
    // Sprite_Damage
    //=============================================================================

    Object.defineProperties(Sprite_Damage.prototype, {
        z: {
            get: function() {
                return 10;
            },
            configurable: true
        }
    });

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

    VictorEngine.BasicModule.setBattler = Sprite_Battler.prototype.setBattler;
    Sprite_Battler.prototype.setBattler = function(battler) {
        VictorEngine.BasicModule.setBattler.call(this, battler);
        if (battler) {
            battler.setBattleSprite(this);
        }
    };

    Spriteset_Battle.prototype.sortBattleSprites = function() {
        if (this._sortChildrenFrame !== Graphics.frameCount) {
            this._battleField.children.sort(this.compareBattleSprites.bind(this));
            this._sortChildrenFrame = Graphics.frameCount;
        }
    };

    Spriteset_Battle.prototype.compareBattleSprites = function(a, b) {
        if ((a.z || 0) !== (b.z || 0)) {
            return (a.z || 0) - (b.z || 0);
        } else if ((a.h || 0) !== (b.h || 0)) {
            return (a.h || 0) - (b.h || 0);
        } else if ((a.y || 0) !== (b.y || 0)) {
            return (a.y || 0) - (b.y || 0);
        } else {
            return a.spriteId - b.spriteId;
        }
    };

    //=============================================================================
    // Window_Base
    //=============================================================================

    Window_Base.prototype.textWidthEx = function(text) {
        if (text) {
            var state = {
                index: 0,
                x: 0
            };
            state.text = this.convertEscapeCharacters(text);
            while (state.index < state.text.length) {
                this.processCharacter(state)
            };
            return state.x;
        } else {
            return 0;
        }
    };

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

    Window_BattleLog.prototype.waitForBattleAnimation = function(animationId, speed) {
        var speed = Math.max(speed, 1) || 1;
        this.waitForTime(VictorEngine.waitAnimation(animationId) / speed);
    };

    Window_BattleLog.prototype.startCounterAction = function(subject, action, targets) {
        this.push('addText', TextManager.counterAttack.format(subject.name()));
        this.startAction(subject, action, targets);
    };

    Window_BattleLog.prototype.waitForTime = function(time) {
        this._waitCount = time;
    };

    Window_BattleLog.prototype.setupStartAction = function(subject, action, targets) {
        if (this._setupStartActionFrame !== Graphics.frameCount) {
            VictorEngine.removeMethod(this._methods, 'showAnimation');
            VictorEngine.removeMethod(this._methods, 'waitForBattleAnimation');
            this.push('prepareAction', subject, action, targets);
            this._setupStartActionFrame = Graphics.frameCount;
        }
    };

    Window_BattleLog.prototype.initializeMethodsStack = function() {
        this._stackWaitCount = [];
        this._stackWaitMode = [];
        this._methodsStack = [];
        this._stackIndex = 0;
    };

    Window_BattleLog.prototype.prepareAction = function(subject, action, targets) {
        this.uniqueTargets(targets).forEach(function(unique) {
            this._stackIndex = VictorEngine.battlerIndex(unique.target);
            this.prepareUniqueAction(subject, action, unique.target, unique.repeat)
        }, this)
        this._stackIndex = 0;
    };

    Window_BattleLog.prototype.prepareUniqueAction = function(subject, action, target, repeat) {
        this.prepareUniqueActionStep1(subject, action, target, repeat);
        this.prepareUniqueActionStep2(subject, action, target, repeat);
        this.prepareUniqueActionStep3(subject, action, target, repeat);
    };

    Window_BattleLog.prototype.prepareUniqueActionStep1 = function(subject, action, target, repeat) {
        var item = action.item();
        this.push('showAnimation', subject, [target], item.animationId);
    };

    Window_BattleLog.prototype.prepareUniqueActionStep2 = function(subject, action, target, repeat) {
        var item = action.item();
        var animId = this.uniqueActionAnimationId(subject, item)
        this.push('waitForBattleAnimation', animId);
    };

    Window_BattleLog.prototype.prepareUniqueActionStep3 = function(subject, action, target, repeat) {
        for (var i = 0; i < repeat; i++) {
            if (i > 0) {
                this.push('waitForTime', 1);
            }
            this.push('updateStackAction', this._stackIndex, subject, target);
        }
    };

    Window_BattleLog.prototype.uniqueActionAnimationId = function(subject, item) {
        if (item.animationId < 0) {
            return subject.attackAnimationId1();
        } else {
            return item.animationId;
        }
    }

    Window_BattleLog.prototype.uniqueTargets = function(targets) {
        var repeats = [];
        targets.forEach(function(target, i) {
            var index = targets.indexOf(target);
            if (index === i) {
                repeats[index] = {
                    target: target,
                    repeat: 1
                };
            } else {
                repeats[index].repeat++;
            }
        })
        return repeats.filter(function(repeat) {
            return !!repeat
        });
    }

    Window_BattleLog.prototype.updateMethodsStack = function() {
        var methods = this._methodsStack;
        for (var i = 0; i < methods.length; i++) {
            if (methods[i] && methods[i].length > 0) {
                while (methods[i].length > 0 && !this.updateStackWait(i)) {
                    this.callNextStackMethod(i);
                }
            }
        }
        if (this.isStackEmpty()) {
            this._methodsStack = [];
        }
    };

    Window_BattleLog.prototype.isStackEmpty = function() {
        return this._methodsStack.every(function(methods) {
            return !methods || methods.length === 0;
        })
    };

    Window_BattleLog.prototype.stackBattler = function(index) {
        if (index > 0) {
            var max = $gameParty.maxBattleMembers();
            if (index > max) {
                return $gameTroop.members()[index - max - 1];
            } else {
                return $gameParty.members()[index - 1];
            }
        } else {
            return null;
        }
    };

    Window_BattleLog.prototype.callNextStackMethod = function(index) {
        var method = this._methodsStack[index].shift();
        if (method.name && this[method.name]) {
            this[method.name].apply(this, method.params);
        } else {
            throw new Error('Method not found: ' + method.name);
        }
    };

    Window_BattleLog.prototype.saveMethodsStack = function(index) {
        this._saveStackIndex = this._stackIndex;
        this._saveMethodsStack = this._methodsStack[index].clone();
        this._stackIndex = index;
        this._methodsStack[index] = [];
    };

    Window_BattleLog.prototype.restoreMethodsStack = function(index) {
        this._methodsStack[index] = this._methodsStack[index].concat(this._saveMethodsStack);
        this._stackIndex = this._saveStackIndex;
    };

    Window_BattleLog.prototype.methodStackActive = function() {
        return this._methodsStack.length > 0;
    };

    Window_BattleLog.prototype.updateStackAction = function(index, subject, target) {
        BattleManager.updateStackAction(index, subject, target);
    };

    Window_BattleLog.prototype.pushMethodsStack = function(methodName) {
        var index = this._stackIndex || 0;
        var methodArgs = Array.prototype.slice.call(arguments, 1);
        if (methodName === 'wait') {
            methodName = 'stackWait';
            methodArgs.unshift(index);
        } else if (methodName === 'waitForTime') {
            methodName = 'stackWaitForTime';
            methodArgs.unshift(index);
        } else if (methodName === 'waitForBattleAnimation') {
            methodName = 'stackWaitFoAnimation';
            methodArgs.unshift(index);
        } else if (methodName === 'updateWaitMode') {
            methodName = 'updateStackWaitMode';
            methodArgs.unshift(index);
        } else if (methodName === 'setWaitMode') {
            methodName = 'setStackWaitMode';
            methodArgs.unshift(index);
        }
        this._methodsStack[index] = this._methodsStack[index] || [];
        this._methodsStack[index].push({
            name: methodName,
            params: methodArgs
        });
    };

    Window_BattleLog.prototype.updateStackWait = function(index) {
        return this.updateStackWaitCount(index) || this.updateStackWaitMode(index);
    };

    Window_BattleLog.prototype.updateStackWaitCount = function(index) {
        if (this._stackWaitCount[index] && this._stackWaitCount[index] > 0) {
            this._stackWaitCount[index]--;
            return true;
        }
        return false;
    };

    Window_BattleLog.prototype.stackWait = function(index) {
        this.stackWaitForTime(index, this.messageSpeed());
    };

    Window_BattleLog.prototype.stackWaitFoAnimation = function(index, animationId, speed) {
        var speed = Math.max(speed, 1) || 1;
        this.stackWaitForTime(index, VictorEngine.waitAnimation(animationId) / speed);
    };

    Window_BattleLog.prototype.stackWaitForTime = function(index, time) {
        this._stackWaitCount[index] = time;
    };

    Window_BattleLog.prototype.updateStackWaitMode = function(index) {
        var battler = this.stackBattler(index);
        var waitMode = this._stackWaitMode[index] || [];
        if (waitMode.contains('effect')) {
            var waiting = battler ? battler.isSpriteEffecting() : this._spriteset.isEffecting();
            if (waiting) {
                return true;
            } else {
                this.removeWaitMode(index, 'effect');
            }
        }
        if (waitMode.contains('movement')) {
            var waiting = battler ? battler.isSpriteMoving() : this._spriteset.isAnyoneMoving();
            if (waiting) {
                return true;
            } else {
                this.removeWaitMode(index, 'movement');
            }
        }
        this._stackWaitMode[index] = [];
        return false;
    };

    Window_BattleLog.prototype.setStackWaitMode = function(index, waitMode) {
        this._stackWaitMode[index] = this._stackWaitMode[index] || [];
        if (!this._stackWaitMode[index].contains(waitMode)) {
            this._stackWaitMode[index].push(waitMode);
        }
    };

    Window_BattleLog.prototype.removeWaitMode = function(index, waitMode) {
        this._stackWaitMode[index] = this._stackWaitMode[index] || [];
        var waitIndex = this._stackWaitMode[index].indexOf(waitMode);
        this._stackWaitMode[index].splice(waitIndex, 1);
    };

    Window_BattleLog.prototype.startEscape = function(subject, action) {
        subject._isEscapeCommand = true;
    };

    Window_BattleLog.prototype.performEscape = function(subject) {
        $gameParty._skipClear = true;
        BattleManager.processEscape();
        $gameParty._skipClear = false;
    };

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

})();