//=============================================================================
// rmmz_windows.js v1.7.0
//=============================================================================

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

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

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

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

Window_Base.prototype.destroy = function(options) {
    this.destroyContents();
    if (this._dimmerSprite) {
        this._dimmerSprite.bitmap.destroy();
    }
    Window.prototype.destroy.call(this, options);
};

Window_Base.prototype.checkRectObject = function(rect) {
    if (typeof rect !== "object" || !("x" in rect)) {
        // Probably MV plugin is used
        throw new Error("Argument must be a Rectangle");
    }
};

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

Window_Base.prototype.itemWidth = function() {
    return this.innerWidth;
};

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

Window_Base.prototype.itemPadding = function() {
    return 8;
};

Window_Base.prototype.baseTextRect = function() {
    const rect = new Rectangle(0, 0, this.innerWidth, this.innerHeight);
    rect.pad(-this.itemPadding(), 0);
    return rect;
};

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

Window_Base.prototype.updatePadding = function() {
    this.padding = $gameSystem.windowPadding();
};

Window_Base.prototype.updateBackOpacity = function() {
    this.backOpacity = $gameSystem.windowOpacity();
};

Window_Base.prototype.fittingHeight = function(numLines) {
    return numLines * this.itemHeight() + $gameSystem.windowPadding() * 2;
};

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

Window_Base.prototype.createContents = function() {
    const width = this.contentsWidth();
    const height = this.contentsHeight();
    this.destroyContents();
    this.contents = new Bitmap(width, height);
    this.contentsBack = new Bitmap(width, height);
    this.resetFontSettings();
};

Window_Base.prototype.destroyContents = function() {
    if (this.contents) {
        this.contents.destroy();
    }
    if (this.contentsBack) {
        this.contentsBack.destroy();
    }
};

Window_Base.prototype.contentsWidth = function() {
    return this.innerWidth;
};

Window_Base.prototype.contentsHeight = function() {
    return this.innerHeight;
};

Window_Base.prototype.resetFontSettings = function() {
    this.contents.fontFace = $gameSystem.mainFontFace();
    this.contents.fontSize = $gameSystem.mainFontSize();
    this.resetTextColor();
};

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

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

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

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

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

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

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

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

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

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

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

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

Window_Base.prototype.systemColor = function() {
    return ColorManager.systemColor();
};

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

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

Window_Base.prototype.changeOutlineColor = function(color) {
    this.contents.outlineColor = color;
};

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

Window_Base.prototype.drawRect = function(x, y, width, height) {
    const outlineColor = this.contents.outlineColor;
    const mainColor = this.contents.textColor;
    this.contents.fillRect(x, y, width, height, outlineColor);
    this.contents.fillRect(x + 1, y + 1, width - 2, height - 2, mainColor);
};

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

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

Window_Base.prototype.drawTextEx = function(text, x, y, width) {
    this.resetFontSettings();
    const textState = this.createTextState(text, x, y, width);
    this.processAllText(textState);
    return textState.outputWidth;
};

Window_Base.prototype.textSizeEx = function(text) {
    this.resetFontSettings();
    const textState = this.createTextState(text, 0, 0, 0);
    textState.drawing = false;
    this.processAllText(textState);
    return { width: textState.outputWidth, height: textState.outputHeight };
};

Window_Base.prototype.createTextState = function(text, x, y, width) {
    const rtl = Utils.containsArabic(text);
    const textState = {};
    textState.text = this.convertEscapeCharacters(text);
    textState.index = 0;
    textState.x = rtl ? x + width : x;
    textState.y = y;
    textState.width = width;
    textState.height = this.calcTextHeight(textState);
    textState.startX = textState.x;
    textState.startY = textState.y;
    textState.rtl = rtl;
    textState.buffer = this.createTextBuffer(rtl);
    textState.drawing = true;
    textState.outputWidth = 0;
    textState.outputHeight = 0;
    return textState;
};

Window_Base.prototype.processAllText = function(textState) {
    while (textState.index < textState.text.length) {
        this.processCharacter(textState);
    }
    this.flushTextState(textState);
};

Window_Base.prototype.flushTextState = function(textState) {
    const text = textState.buffer;
    const rtl = textState.rtl;
    const width = this.textWidth(text);
    const height = textState.height;
    const x = rtl ? textState.x - width : textState.x;
    const y = textState.y;
    if (textState.drawing) {
        this.contents.drawText(text, x, y, width, height);
    }
    textState.x += rtl ? -width : width;
    textState.buffer = this.createTextBuffer(rtl);
    const outputWidth = Math.abs(textState.x - textState.startX);
    if (textState.outputWidth < outputWidth) {
        textState.outputWidth = outputWidth;
    }
    textState.outputHeight = y - textState.startY + height;
};

Window_Base.prototype.createTextBuffer = function(rtl) {
    // U+202B: RIGHT-TO-LEFT EMBEDDING
    return rtl ? "\u202B" : "";
};

Window_Base.prototype.convertEscapeCharacters = function(text) {
    /* eslint no-control-regex: 0 */
    text = text.replace(/\\/g, "\x1b");
    text = text.replace(/\x1b\x1b/g, "\\");
    while (text.match(/\x1bV\[(\d+)\]/gi)) {
        text = text.replace(/\x1bV\[(\d+)\]/gi, (_, p1) =>
            $gameVariables.value(parseInt(p1))
        );
    }
    text = text.replace(/\x1bN\[(\d+)\]/gi, (_, p1) =>
        this.actorName(parseInt(p1))
    );
    text = text.replace(/\x1bP\[(\d+)\]/gi, (_, p1) =>
        this.partyMemberName(parseInt(p1))
    );
    text = text.replace(/\x1bG/gi, TextManager.currencyUnit);
    return text;
};

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

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

Window_Base.prototype.processCharacter = function(textState) {
    const c = textState.text[textState.index++];
    if (c.charCodeAt(0) < 0x20) {
        this.flushTextState(textState);
        this.processControlCharacter(textState, c);
    } else {
        textState.buffer += c;
    }
};

Window_Base.prototype.processControlCharacter = function(textState, c) {
    if (c === "\n") {
        this.processNewLine(textState);
    }
    if (c === "\x1b") {
        const code = this.obtainEscapeCode(textState);
        this.processEscapeCharacter(code, textState);
    }
};

Window_Base.prototype.processNewLine = function(textState) {
    textState.x = textState.startX;
    textState.y += textState.height;
    textState.height = this.calcTextHeight(textState);
};

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

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

Window_Base.prototype.processEscapeCharacter = function(code, textState) {
    switch (code) {
        case "C":
            this.processColorChange(this.obtainEscapeParam(textState));
            break;
        case "I":
            this.processDrawIcon(this.obtainEscapeParam(textState), textState);
            break;
        case "PX":
            textState.x = this.obtainEscapeParam(textState);
            break;
        case "PY":
            textState.y = this.obtainEscapeParam(textState);
            break;
        case "FS":
            this.contents.fontSize = this.obtainEscapeParam(textState);
            break;
        case "{":
            this.makeFontBigger();
            break;
        case "}":
            this.makeFontSmaller();
            break;
    }
};

Window_Base.prototype.processColorChange = function(colorIndex) {
    this.changeTextColor(ColorManager.textColor(colorIndex));
};

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

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

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

Window_Base.prototype.calcTextHeight = function(textState) {
    const lineSpacing = this.lineHeight() - $gameSystem.mainFontSize();
    const lastFontSize = this.contents.fontSize;
    const lines = textState.text.slice(textState.index).split("\n");
    const textHeight = this.maxFontSizeInLine(lines[0]) + lineSpacing;
    this.contents.fontSize = lastFontSize;
    return textHeight;
};

Window_Base.prototype.maxFontSizeInLine = function(line) {
    let maxFontSize = this.contents.fontSize;
    const regExp = /\x1b({|}|FS)(\[(\d+)])?/gi;
    for (;;) {
        const array = regExp.exec(line);
        if (!array) {
            break;
        }
        const code = String(array[1]).toUpperCase();
        if (code === "{") {
            this.makeFontBigger();
        } else if (code === "}") {
            this.makeFontSmaller();
        } else if (code === "FS") {
            this.contents.fontSize = parseInt(array[3]);
        }
        if (this.contents.fontSize > maxFontSize) {
            maxFontSize = this.contents.fontSize;
        }
    }
    return maxFontSize;
};

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

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

// prettier-ignore
Window_Base.prototype.drawCharacter = function(
    characterName, characterIndex, x, y
) {
    const bitmap = ImageManager.loadCharacter(characterName);
    const big = ImageManager.isBigCharacter(characterName);
    const pw = bitmap.width / (big ? 3 : 12);
    const ph = bitmap.height / (big ? 4 : 8);
    const n = big ? 0: characterIndex;
    const sx = ((n % 4) * 3 + 1) * pw;
    const sy = Math.floor(n / 4) * 4 * ph;
    this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph);
};

Window_Base.prototype.drawItemName = function(item, x, y, width) {
    if (item) {
        const iconY = y + (this.lineHeight() - ImageManager.iconHeight) / 2;
        const textMargin = ImageManager.iconWidth + 4;
        const itemWidth = Math.max(0, width - textMargin);
        this.resetTextColor();
        this.drawIcon(item.iconIndex, x, iconY);
        this.drawText(item.name, x + textMargin, y, itemWidth);
    }
};

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

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

Window_Base.prototype.showBackgroundDimmer = function() {
    if (!this._dimmerSprite) {
        this.createDimmerSprite();
    }
    const bitmap = this._dimmerSprite.bitmap;
    if (bitmap.width !== this.width || bitmap.height !== this.height) {
        this.refreshDimmerBitmap();
    }
    this._dimmerSprite.visible = true;
    this.updateBackgroundDimmer();
};

Window_Base.prototype.createDimmerSprite = function() {
    this._dimmerSprite = new Sprite();
    this._dimmerSprite.bitmap = new Bitmap(0, 0);
    this._dimmerSprite.x = -4;
    this.addChildToBack(this._dimmerSprite);
};

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

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

Window_Base.prototype.refreshDimmerBitmap = function() {
    if (this._dimmerSprite) {
        const bitmap = this._dimmerSprite.bitmap;
        const w = this.width > 0 ? this.width + 8 : 0;
        const h = this.height;
        const m = this.padding;
        const c1 = ColorManager.dimColor1();
        const c2 = ColorManager.dimColor2();
        bitmap.resize(w, h);
        bitmap.gradientFillRect(0, 0, w, m, c2, c1, true);
        bitmap.fillRect(0, m, w, h - m * 2, c1);
        bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true);
        this._dimmerSprite.setFrame(0, 0, w, h);
    }
};

Window_Base.prototype.playCursorSound = function() {
    SoundManager.playCursor();
};

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

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

//-----------------------------------------------------------------------------
// Window_Scrollable
//
// The window class with scroll functions.

function Window_Scrollable() {
    this.initialize(...arguments);
}

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

Window_Scrollable.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, rect);
    this._scrollX = 0;
    this._scrollY = 0;
    this._scrollBaseX = 0;
    this._scrollBaseY = 0;
    this.clearScrollStatus();
};

Window_Scrollable.prototype.clearScrollStatus = function() {
    this._scrollTargetX = 0;
    this._scrollTargetY = 0;
    this._scrollDuration = 0;
    this._scrollAccelX = 0;
    this._scrollAccelY = 0;
    this._scrollTouching = false;
    this._scrollLastTouchX = 0;
    this._scrollLastTouchY = 0;
    this._scrollLastCursorVisible = false;
};

Window_Scrollable.prototype.scrollX = function() {
    return this._scrollX;
};

Window_Scrollable.prototype.scrollY = function() {
    return this._scrollY;
};

Window_Scrollable.prototype.scrollBaseX = function() {
    return this._scrollBaseX;
};

Window_Scrollable.prototype.scrollBaseY = function() {
    return this._scrollBaseY;
};

Window_Scrollable.prototype.scrollTo = function(x, y) {
    const scrollX = x.clamp(0, this.maxScrollX());
    const scrollY = y.clamp(0, this.maxScrollY());
    if (this._scrollX !== scrollX || this._scrollY !== scrollY) {
        this._scrollX = scrollX;
        this._scrollY = scrollY;
        this.updateOrigin();
    }
};

Window_Scrollable.prototype.scrollBy = function(x, y) {
    this.scrollTo(this._scrollX + x, this._scrollY + y);
};

Window_Scrollable.prototype.smoothScrollTo = function(x, y) {
    this._scrollTargetX = x.clamp(0, this.maxScrollX());
    this._scrollTargetY = y.clamp(0, this.maxScrollY());
    this._scrollDuration = Input.keyRepeatInterval;
};

Window_Scrollable.prototype.smoothScrollBy = function(x, y) {
    if (this._scrollDuration === 0) {
        this._scrollTargetX = this.scrollX();
        this._scrollTargetY = this.scrollY();
    }
    this.smoothScrollTo(this._scrollTargetX + x, this._scrollTargetY + y);
};

Window_Scrollable.prototype.setScrollAccel = function(x, y) {
    this._scrollAccelX = x;
    this._scrollAccelY = y;
};

Window_Scrollable.prototype.overallWidth = function() {
    return this.innerWidth;
};

Window_Scrollable.prototype.overallHeight = function() {
    return this.innerHeight;
};

Window_Scrollable.prototype.maxScrollX = function() {
    return Math.max(0, this.overallWidth() - this.innerWidth);
};

Window_Scrollable.prototype.maxScrollY = function() {
    return Math.max(0, this.overallHeight() - this.innerHeight);
};

Window_Scrollable.prototype.scrollBlockWidth = function() {
    return this.itemWidth();
};

Window_Scrollable.prototype.scrollBlockHeight = function() {
    return this.itemHeight();
};

Window_Scrollable.prototype.smoothScrollDown = function(n) {
    this.smoothScrollBy(0, this.itemHeight() * n);
};

Window_Scrollable.prototype.smoothScrollUp = function(n) {
    this.smoothScrollBy(0, -this.itemHeight() * n);
};

Window_Scrollable.prototype.update = function() {
    Window_Base.prototype.update.call(this);
    this.processWheelScroll();
    this.processTouchScroll();
    this.updateSmoothScroll();
    this.updateScrollAccel();
    this.updateArrows();
    this.updateOrigin();
};

Window_Scrollable.prototype.processWheelScroll = function() {
    if (this.isWheelScrollEnabled() && this.isTouchedInsideFrame()) {
        const threshold = 20;
        if (TouchInput.wheelY >= threshold) {
            this.smoothScrollDown(1);
        }
        if (TouchInput.wheelY <= -threshold) {
            this.smoothScrollUp(1);
        }
    }
};

Window_Scrollable.prototype.processTouchScroll = function() {
    if (this.isTouchScrollEnabled()) {
        if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
            this.onTouchScrollStart();
        }
        if (this._scrollTouching) {
            if (TouchInput.isReleased()) {
                this.onTouchScrollEnd();
            } else if (TouchInput.isMoved()) {
                this.onTouchScroll();
            }
        }
    }
};

Window_Scrollable.prototype.isWheelScrollEnabled = function() {
    return this.isScrollEnabled();
};

Window_Scrollable.prototype.isTouchScrollEnabled = function() {
    return this.isScrollEnabled();
};

Window_Scrollable.prototype.isScrollEnabled = function() {
    return true;
};

Window_Scrollable.prototype.isTouchedInsideFrame = function() {
    const touchPos = new Point(TouchInput.x, TouchInput.y);
    const localPos = this.worldTransform.applyInverse(touchPos);
    return this.innerRect.contains(localPos.x, localPos.y);
};

Window_Scrollable.prototype.onTouchScrollStart = function() {
    this._scrollTouching = true;
    this._scrollLastTouchX = TouchInput.x;
    this._scrollLastTouchY = TouchInput.y;
    this._scrollLastCursorVisible = this.cursorVisible;
    this.setScrollAccel(0, 0);
};

Window_Scrollable.prototype.onTouchScroll = function() {
    const accelX = this._scrollLastTouchX - TouchInput.x;
    const accelY = this._scrollLastTouchY - TouchInput.y;
    this.setScrollAccel(accelX, accelY);
    this._scrollLastTouchX = TouchInput.x;
    this._scrollLastTouchY = TouchInput.y;
    this.cursorVisible = false;
};

Window_Scrollable.prototype.onTouchScrollEnd = function() {
    this._scrollTouching = false;
    this.cursorVisible = this._scrollLastCursorVisible;
};

Window_Scrollable.prototype.updateSmoothScroll = function() {
    if (this._scrollDuration > 0) {
        const d = this._scrollDuration;
        const deltaX = (this._scrollTargetX - this._scrollX) / d;
        const deltaY = (this._scrollTargetY - this._scrollY) / d;
        this.scrollBy(deltaX, deltaY);
        this._scrollDuration--;
    }
};

Window_Scrollable.prototype.updateScrollAccel = function() {
    if (this._scrollAccelX !== 0 || this._scrollAccelY !== 0) {
        this.scrollBy(this._scrollAccelX, this._scrollAccelY);
        this._scrollAccelX *= 0.92;
        this._scrollAccelY *= 0.92;
        if (Math.abs(this._scrollAccelX) < 1) {
            this._scrollAccelX = 0;
        }
        if (Math.abs(this._scrollAccelY) < 1) {
            this._scrollAccelY = 0;
        }
    }
};

Window_Scrollable.prototype.updateArrows = function() {
    this.downArrowVisible = this._scrollY < this.maxScrollY();
    this.upArrowVisible = this._scrollY > 0;
};

Window_Scrollable.prototype.updateOrigin = function() {
    const blockWidth = this.scrollBlockWidth() || 1;
    const blockHeight = this.scrollBlockHeight() || 1;
    const baseX = this._scrollX - (this._scrollX % blockWidth);
    const baseY = this._scrollY - (this._scrollY % blockHeight);
    if (baseX !== this._scrollBaseX || baseY !== this._scrollBaseY) {
        this.updateScrollBase(baseX, baseY);
        this.paint();
    }
    this.origin.x = this._scrollX % blockWidth;
    this.origin.y = this._scrollY % blockHeight;
};

Window_Scrollable.prototype.updateScrollBase = function(baseX, baseY) {
    const deltaX = baseX - this._scrollBaseX;
    const deltaY = baseY - this._scrollBaseY;
    this._scrollBaseX = baseX;
    this._scrollBaseY = baseY;
    this.moveCursorBy(-deltaX, -deltaY);
    this.moveInnerChildrenBy(-deltaX, -deltaY);
};

Window_Scrollable.prototype.paint = function() {
    // to be overridden
};

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

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

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

Window_Selectable.prototype.initialize = function(rect) {
    Window_Scrollable.prototype.initialize.call(this, rect);
    this._index = -1;
    this._cursorFixed = false;
    this._cursorAll = false;
    this._helpWindow = null;
    this._handlers = {};
    this._doubleTouch = false;
    this._canRepeat = true;
    this.deactivate();
};

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

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

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

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

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

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

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

Window_Selectable.prototype.colSpacing = function() {
    return 8;
};

Window_Selectable.prototype.rowSpacing = function() {
    return 4;
};

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

Window_Selectable.prototype.itemHeight = function() {
    return Window_Scrollable.prototype.itemHeight.call(this) + 8;
};

Window_Selectable.prototype.contentsHeight = function() {
    return this.innerHeight + this.itemHeight();
};

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

Window_Selectable.prototype.overallHeight = function() {
    return this.maxRows() * this.itemHeight();
};

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

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

Window_Selectable.prototype.select = function(index) {
    this._index = index;
    this.refreshCursor();
    this.callUpdateHelp();
};

Window_Selectable.prototype.forceSelect = function(index) {
    this.select(index);
    this.ensureCursorVisible(false);
};

Window_Selectable.prototype.smoothSelect = function(index) {
    this.select(index);
    this.ensureCursorVisible(true);
};

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

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

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

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

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

Window_Selectable.prototype.setTopRow = function(row) {
    this.scrollTo(this.scrollX(), row * this.itemHeight());
};

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

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

Window_Selectable.prototype.maxVisibleItems = function() {
    const visibleRows = Math.ceil(this.contentsHeight() / this.itemHeight());
    return visibleRows * this.maxCols();
};

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

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

Window_Selectable.prototype.itemRect = function(index) {
    const maxCols = this.maxCols();
    const itemWidth = this.itemWidth();
    const itemHeight = this.itemHeight();
    const colSpacing = this.colSpacing();
    const rowSpacing = this.rowSpacing();
    const col = index % maxCols;
    const row = Math.floor(index / maxCols);
    const x = col * itemWidth + colSpacing / 2 - this.scrollBaseX();
    const y = row * itemHeight + rowSpacing / 2 - this.scrollBaseY();
    const width = itemWidth - colSpacing;
    const height = itemHeight - rowSpacing;
    return new Rectangle(x, y, width, height);
};

Window_Selectable.prototype.itemRectWithPadding = function(index) {
    const rect = this.itemRect(index);
    const padding = this.itemPadding();
    rect.x += padding;
    rect.width -= padding * 2;
    return rect;
};

Window_Selectable.prototype.itemLineRect = function(index) {
    const rect = this.itemRectWithPadding(index);
    const padding = (rect.height - this.lineHeight()) / 2;
    rect.y += padding;
    rect.height -= padding * 2;
    return rect;
};

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

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

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

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

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

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

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

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

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

Window_Selectable.prototype.cursorUp = function(wrap) {
    const index = Math.max(0, this.index());
    const maxItems = this.maxItems();
    const maxCols = this.maxCols();
    if (index >= maxCols || (wrap && maxCols === 1)) {
        this.smoothSelect((index - maxCols + maxItems) % maxItems);
    }
};

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

Window_Selectable.prototype.cursorLeft = function(wrap) {
    const index = Math.max(0, this.index());
    const maxItems = this.maxItems();
    const maxCols = this.maxCols();
    const horizontal = this.isHorizontal();
    if (maxCols >= 2 && (index > 0 || (wrap && horizontal))) {
        this.smoothSelect((index - 1 + maxItems) % maxItems);
    }
};

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

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

Window_Selectable.prototype.isScrollEnabled = function() {
    return this.active || this.index() < 0;
};

Window_Selectable.prototype.update = function() {
    this.processCursorMove();
    this.processHandling();
    this.processTouch();
    Window_Scrollable.prototype.update.call(this);
};

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

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

Window_Selectable.prototype.processTouch = function() {
    if (this.isOpenAndActive()) {
        if (this.isHoverEnabled() && TouchInput.isHovered()) {
            this.onTouchSelect(false);
        } else if (TouchInput.isTriggered()) {
            this.onTouchSelect(true);
        }
        if (TouchInput.isClicked()) {
            this.onTouchOk();
        } else if (TouchInput.isCancelled()) {
            this.onTouchCancel();
        }
    }
};

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

Window_Selectable.prototype.onTouchSelect = function(trigger) {
    this._doubleTouch = false;
    if (this.isCursorMovable()) {
        const lastIndex = this.index();
        const hitIndex = this.hitIndex();
        if (hitIndex >= 0) {
            if (hitIndex === this.index()) {
                this._doubleTouch = true;
            }
            this.select(hitIndex);
        }
        if (trigger && this.index() !== lastIndex) {
            this.playCursorSound();
        }
    }
};

Window_Selectable.prototype.onTouchOk = function() {
    if (this.isTouchOkEnabled()) {
        const hitIndex = this.hitIndex();
        if (this._cursorFixed) {
            if (hitIndex === this.index()) {
                this.processOk();
            }
        } else if (hitIndex >= 0) {
            this.processOk();
        }
    }
};

Window_Selectable.prototype.onTouchCancel = function() {
    if (this.isCancelEnabled()) {
        this.processCancel();
    }
};

Window_Selectable.prototype.hitIndex = function() {
    const touchPos = new Point(TouchInput.x, TouchInput.y);
    const localPos = this.worldTransform.applyInverse(touchPos);
    return this.hitTest(localPos.x, localPos.y);
};

Window_Selectable.prototype.hitTest = function(x, y) {
    if (this.innerRect.contains(x, y)) {
        const cx = this.origin.x + x - this.padding;
        const cy = this.origin.y + y - this.padding;
        const topIndex = this.topIndex();
        for (let i = 0; i < this.maxVisibleItems(); i++) {
            const index = topIndex + i;
            if (index < this.maxItems()) {
                const rect = this.itemRect(index);
                if (rect.contains(cx, cy)) {
                    return index;
                }
            }
        }
    }
    return -1;
};

Window_Selectable.prototype.isTouchOkEnabled = function() {
    return (
        this.isOkEnabled() &&
        (this._cursorFixed || this._cursorAll || this._doubleTouch)
    );
};

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

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

Window_Selectable.prototype.isOkTriggered = function() {
    return this._canRepeat ? Input.isRepeated("ok") : Input.isTriggered("ok");
};

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

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

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

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

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

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

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

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

Window_Selectable.prototype.ensureCursorVisible = function(smooth) {
    if (this._cursorAll) {
        this.scrollTo(0, 0);
    } else if (this.innerHeight > 0 && this.row() >= 0) {
        const scrollY = this.scrollY();
        const itemTop = this.row() * this.itemHeight();
        const itemBottom = itemTop + this.itemHeight();
        const scrollMin = itemBottom - this.innerHeight;
        if (scrollY > itemTop) {
            if (smooth) {
                this.smoothScrollTo(0, itemTop);
            } else {
                this.scrollTo(0, itemTop);
            }
        } else if (scrollY < scrollMin) {
            if (smooth) {
                this.smoothScrollTo(0, scrollMin);
            } else {
                this.scrollTo(0, scrollMin);
            }
        }
    }
};

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

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

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

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

Window_Selectable.prototype.drawAllItems = function() {
    const topIndex = this.topIndex();
    for (let i = 0; i < this.maxVisibleItems(); i++) {
        const index = topIndex + i;
        if (index < this.maxItems()) {
            this.drawItemBackground(index);
            this.drawItem(index);
        }
    }
};

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

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

Window_Selectable.prototype.drawItemBackground = function(index) {
    const rect = this.itemRect(index);
    this.drawBackgroundRect(rect);
};

Window_Selectable.prototype.drawBackgroundRect = function(rect) {
    const c1 = ColorManager.itemBackColor1();
    const c2 = ColorManager.itemBackColor2();
    const x = rect.x;
    const y = rect.y;
    const w = rect.width;
    const h = rect.height;
    this.contentsBack.gradientFillRect(x, y, w, h, c1, c2, true);
    this.contentsBack.strokeRect(x, y, w, h, c1);
};

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

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

Window_Selectable.prototype.refresh = function() {
    this.paint();
};

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

Window_Selectable.prototype.refreshCursor = function() {
    if (this._cursorAll) {
        this.refreshCursorForAll();
    } else if (this.index() >= 0) {
        const rect = this.itemRect(this.index());
        this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
    } else {
        this.setCursorRect(0, 0, 0, 0);
    }
};

Window_Selectable.prototype.refreshCursorForAll = function() {
    const maxItems = this.maxItems();
    if (maxItems > 0) {
        const rect = this.itemRect(0);
        rect.enlarge(this.itemRect(maxItems - 1));
        this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
    } else {
        this.setCursorRect(0, 0, 0, 0);
    }
};

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

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

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

Window_Command.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this.refresh();
    this.select(0);
    this.activate();
};

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

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

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

// prettier-ignore
Window_Command.prototype.addCommand = function(
    name, symbol, enabled = true, ext = null
) {
    this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext });
};

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

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

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

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

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

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

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

Window_Command.prototype.findSymbol = function(symbol) {
    return this._list.findIndex(item => item.symbol === symbol);
};

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

Window_Command.prototype.findExt = function(ext) {
    return this._list.findIndex(item => item.ext === ext);
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_Help.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, rect);
    this._text = "";
};

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

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

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

Window_Help.prototype.refresh = function() {
    const rect = this.baseTextRect();
    this.contents.clear();
    this.drawTextEx(this._text, rect.x, rect.y, rect.width);
};

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

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

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

Window_Gold.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this.refresh();
};

Window_Gold.prototype.colSpacing = function() {
    return 0;
};

Window_Gold.prototype.refresh = function() {
    const rect = this.itemLineRect(0);
    const x = rect.x;
    const y = rect.y;
    const width = rect.width;
    this.contents.clear();
    this.drawCurrencyValue(this.value(), this.currencyUnit(), x, y, width);
};

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

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

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

//-----------------------------------------------------------------------------
// Window_StatusBase
//
// The superclass of windows for displaying actor status.

function Window_StatusBase() {
    this.initialize(...arguments);
}

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

Window_StatusBase.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this._additionalSprites = {};
    this.loadFaceImages();
};

Window_StatusBase.prototype.loadFaceImages = function() {
    for (const actor of $gameParty.members()) {
        ImageManager.loadFace(actor.faceName());
    }
};

Window_StatusBase.prototype.refresh = function() {
    this.hideAdditionalSprites();
    Window_Selectable.prototype.refresh.call(this);
};

Window_StatusBase.prototype.hideAdditionalSprites = function() {
    for (const sprite of Object.values(this._additionalSprites)) {
        sprite.hide();
    }
};

Window_StatusBase.prototype.placeActorName = function(actor, x, y) {
    const key = "actor%1-name".format(actor.actorId());
    const sprite = this.createInnerSprite(key, Sprite_Name);
    sprite.setup(actor);
    sprite.move(x, y);
    sprite.show();
};

Window_StatusBase.prototype.placeStateIcon = function(actor, x, y) {
    const key = "actor%1-stateIcon".format(actor.actorId());
    const sprite = this.createInnerSprite(key, Sprite_StateIcon);
    sprite.setup(actor);
    sprite.move(x, y);
    sprite.show();
};

Window_StatusBase.prototype.placeGauge = function(actor, type, x, y) {
    const key = "actor%1-gauge-%2".format(actor.actorId(), type);
    const sprite = this.createInnerSprite(key, Sprite_Gauge);
    sprite.setup(actor, type);
    sprite.move(x, y);
    sprite.show();
};

Window_StatusBase.prototype.createInnerSprite = function(key, spriteClass) {
    const dict = this._additionalSprites;
    if (dict[key]) {
        return dict[key];
    } else {
        const sprite = new spriteClass();
        dict[key] = sprite;
        this.addInnerChild(sprite);
        return sprite;
    }
};

Window_StatusBase.prototype.placeTimeGauge = function(actor, x, y) {
    if (BattleManager.isTpb()) {
        this.placeGauge(actor, "time", x, y);
    }
};

Window_StatusBase.prototype.placeBasicGauges = function(actor, x, y) {
    this.placeGauge(actor, "hp", x, y);
    this.placeGauge(actor, "mp", x, y + this.gaugeLineHeight());
    if ($dataSystem.optDisplayTp) {
        this.placeGauge(actor, "tp", x, y + this.gaugeLineHeight() * 2);
    }
};

Window_StatusBase.prototype.gaugeLineHeight = function() {
    return 24;
};

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

// prettier-ignore
Window_StatusBase.prototype.drawActorFace = function(
    actor, x, y, width, height
) {
    this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height);
};

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

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

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

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

Window_StatusBase.prototype.drawActorIcons = function(actor, x, y, width) {
    width = width || 144;
    const iconWidth = ImageManager.iconWidth;
    const icons = actor.allIcons().slice(0, Math.floor(width / iconWidth));
    let iconX = x;
    for (const icon of icons) {
        this.drawIcon(icon, iconX, y + 2);
        iconX += iconWidth;
    }
};

Window_StatusBase.prototype.drawActorSimpleStatus = function(actor, x, y) {
    const lineHeight = this.lineHeight();
    const x2 = x + 180;
    this.drawActorName(actor, x, y);
    this.drawActorLevel(actor, x, y + lineHeight * 1);
    this.drawActorIcons(actor, x, y + lineHeight * 2);
    this.drawActorClass(actor, x2, y);
    this.placeBasicGauges(actor, x2, y + lineHeight);
};

Window_StatusBase.prototype.actorSlotName = function(actor, index) {
    const slots = actor.equipSlots();
    return $dataSystem.equipTypes[slots[index]];
};

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

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

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

Window_MenuCommand.prototype.initialize = function(rect) {
    Window_Command.prototype.initialize.call(this, rect);
    this.selectLast();
    this._canRepeat = false;
};

Window_MenuCommand._lastCommandSymbol = null;

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

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

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

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

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

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

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

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

Window_MenuCommand.prototype.needsCommand = function(name) {
    const table = ["item", "skill", "equip", "status", "formation", "save"];
    const index = table.indexOf(name);
    if (index >= 0) {
        return $dataSystem.menuCommands[index];
    }
    return true;
};

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

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

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

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

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

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

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

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

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

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

Window_MenuStatus.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._formationMode = false;
    this._pendingIndex = -1;
    this.refresh();
};

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

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

Window_MenuStatus.prototype.itemHeight = function() {
    return Math.floor(this.innerHeight / this.numVisibleRows());
};

Window_MenuStatus.prototype.actor = function(index) {
    return $gameParty.members()[index];
};

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

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

Window_MenuStatus.prototype.drawItemImage = function(index) {
    const actor = this.actor(index);
    const rect = this.itemRect(index);
    const width = ImageManager.faceWidth;
    const height = rect.height - 2;
    this.changePaintOpacity(actor.isBattleMember());
    this.drawActorFace(actor, rect.x + 1, rect.y + 1, width, height);
    this.changePaintOpacity(true);
};

Window_MenuStatus.prototype.drawItemStatus = function(index) {
    const actor = this.actor(index);
    const rect = this.itemRect(index);
    const x = rect.x + 180;
    const y = rect.y + Math.floor(rect.height / 2 - this.lineHeight() * 1.5);
    this.drawActorSimpleStatus(actor, x, y);
};

Window_MenuStatus.prototype.processOk = function() {
    Window_StatusBase.prototype.processOk.call(this);
    const actor = this.actor(this.index());
    $gameParty.setMenuActor(actor);
};

Window_MenuStatus.prototype.isCurrentItemEnabled = function() {
    if (this._formationMode) {
        const actor = this.actor(this.index());
        return actor && actor.isFormationChangeOk();
    } else {
        return true;
    }
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_ItemCategory.prototype.needsCommand = function(name) {
    const table = ["item", "weapon", "armor", "keyItem"];
    const index = table.indexOf(name);
    if (index >= 0) {
        return $dataSystem.itemCategories[index];
    }
    return true;
};

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

Window_ItemCategory.prototype.needsSelection = function() {
    return this.maxItems() >= 2;
};

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

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

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

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

Window_ItemList.prototype.setCategory = function(category) {
    if (this._category !== category) {
        this._category = category;
        this.refresh();
        this.scrollTo(0, 0);
    }
};

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

Window_ItemList.prototype.colSpacing = function() {
    return 16;
};

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

Window_ItemList.prototype.item = function() {
    return this.itemAt(this.index());
};

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

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

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

Window_ItemList.prototype.needsNumber = function() {
    if (this._category === "keyItem") {
        return $dataSystem.optKeyItemsNumber;
    } else {
        return true;
    }
};

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

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

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

Window_ItemList.prototype.drawItem = function(index) {
    const item = this.itemAt(index);
    if (item) {
        const numberWidth = this.numberWidth();
        const rect = this.itemLineRect(index);
        this.changePaintOpacity(this.isEnabled(item));
        this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
        this.drawItemNumber(item, rect.x, rect.y, rect.width);
        this.changePaintOpacity(1);
    }
};

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

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

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

Window_ItemList.prototype.refresh = function() {
    this.makeItemList();
    Window_Selectable.prototype.refresh.call(this);
};

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

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

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

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

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

Window_SkillType.prototype.makeCommandList = function() {
    if (this._actor) {
        const skillTypes = this._actor.skillTypes();
        for (const stypeId of skillTypes) {
            const name = $dataSystem.skillTypes[stypeId];
            this.addCommand(name, "skill", true, stypeId);
        }
    }
};

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

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

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

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

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

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

Window_SkillStatus.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
};

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

Window_SkillStatus.prototype.refresh = function() {
    Window_StatusBase.prototype.refresh.call(this);
    if (this._actor) {
        const x = this.colSpacing() / 2;
        const h = this.innerHeight;
        const y = h / 2 - this.lineHeight() * 1.5;
        this.drawActorFace(this._actor, x + 1, 0, 144, h);
        this.drawActorSimpleStatus(this._actor, x + 180, y);
    }
};

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

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

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

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

Window_SkillList.prototype.setActor = function(actor) {
    if (this._actor !== actor) {
        this._actor = actor;
        this.refresh();
        this.scrollTo(0, 0);
    }
};

Window_SkillList.prototype.setStypeId = function(stypeId) {
    if (this._stypeId !== stypeId) {
        this._stypeId = stypeId;
        this.refresh();
        this.scrollTo(0, 0);
    }
};

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

Window_SkillList.prototype.colSpacing = function() {
    return 16;
};

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

Window_SkillList.prototype.item = function() {
    return this.itemAt(this.index());
};

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

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

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

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

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

Window_SkillList.prototype.selectLast = function() {
    const index = this._data.indexOf(this._actor.lastSkill());
    this.forceSelect(index >= 0 ? index : 0);
};

Window_SkillList.prototype.drawItem = function(index) {
    const skill = this.itemAt(index);
    if (skill) {
        const costWidth = this.costWidth();
        const rect = this.itemLineRect(index);
        this.changePaintOpacity(this.isEnabled(skill));
        this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth);
        this.drawSkillCost(skill, rect.x, rect.y, rect.width);
        this.changePaintOpacity(1);
    }
};

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

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

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

Window_SkillList.prototype.refresh = function() {
    this.makeItemList();
    Window_Selectable.prototype.refresh.call(this);
};

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

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

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

Window_EquipStatus.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
    this._tempActor = null;
    this.refresh();
};

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

Window_EquipStatus.prototype.colSpacing = function() {
    return 0;
};

Window_EquipStatus.prototype.refresh = function() {
    this.contents.clear();
    if (this._actor) {
        const nameRect = this.itemLineRect(0);
        this.drawActorName(this._actor, nameRect.x, 0, nameRect.width);
        this.drawActorFace(this._actor, nameRect.x, nameRect.height);
        this.drawAllParams();
    }
};

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

Window_EquipStatus.prototype.drawAllParams = function() {
    for (let i = 0; i < 6; i++) {
        const x = this.itemPadding();
        const y = this.paramY(i);
        this.drawItem(x, y, 2 + i);
    }
};

Window_EquipStatus.prototype.drawItem = function(x, y, paramId) {
    const paramX = this.paramX();
    const paramWidth = this.paramWidth();
    const rightArrowWidth = this.rightArrowWidth();
    this.drawParamName(x, y, paramId);
    if (this._actor) {
        this.drawCurrentParam(paramX, y, paramId);
    }
    this.drawRightArrow(paramX + paramWidth, y);
    if (this._tempActor) {
        this.drawNewParam(paramX + paramWidth + rightArrowWidth, y, paramId);
    }
};

Window_EquipStatus.prototype.drawParamName = function(x, y, paramId) {
    const width = this.paramX() - this.itemPadding() * 2;
    this.changeTextColor(ColorManager.systemColor());
    this.drawText(TextManager.param(paramId), x, y, width);
};

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

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

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

Window_EquipStatus.prototype.rightArrowWidth = function() {
    return 32;
};

Window_EquipStatus.prototype.paramWidth = function() {
    return 48;
};

Window_EquipStatus.prototype.paramX = function() {
    const itemPadding = this.itemPadding();
    const rightArrowWidth = this.rightArrowWidth();
    const paramWidth = this.paramWidth();
    return this.innerWidth - itemPadding - paramWidth * 2 - rightArrowWidth;
};

Window_EquipStatus.prototype.paramY = function(index) {
    const faceHeight = ImageManager.faceHeight;
    return faceHeight + Math.floor(this.lineHeight() * (index + 1.5));
};

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

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

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

Window_EquipCommand.prototype.initialize = function(rect) {
    Window_HorzCommand.prototype.initialize.call(this, rect);
};

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

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

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

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

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

Window_EquipSlot.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
    this.refresh();
};

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

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

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

Window_EquipSlot.prototype.item = function() {
    return this.itemAt(this.index());
};

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

Window_EquipSlot.prototype.drawItem = function(index) {
    if (this._actor) {
        const slotName = this.actorSlotName(this._actor, index);
        const item = this.itemAt(index);
        const slotNameWidth = this.slotNameWidth();
        const rect = this.itemLineRect(index);
        const itemWidth = rect.width - slotNameWidth;
        this.changeTextColor(ColorManager.systemColor());
        this.changePaintOpacity(this.isEnabled(index));
        this.drawText(slotName, rect.x, rect.y, slotNameWidth, rect.height);
        this.drawItemName(item, rect.x + slotNameWidth, rect.y, itemWidth);
        this.changePaintOpacity(true);
    }
};

Window_EquipSlot.prototype.slotNameWidth = function() {
    return 138;
};

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

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

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

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

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

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

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

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

Window_EquipItem.prototype.initialize = function(rect) {
    Window_ItemList.prototype.initialize.call(this, rect);
    this._actor = null;
    this._slotId = 0;
};

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

Window_EquipItem.prototype.colSpacing = function() {
    return 8;
};

Window_EquipItem.prototype.setActor = function(actor) {
    if (this._actor !== actor) {
        this._actor = actor;
        this.refresh();
        this.scrollTo(0, 0);
    }
};

Window_EquipItem.prototype.setSlotId = function(slotId) {
    if (this._slotId !== slotId) {
        this._slotId = slotId;
        this.refresh();
        this.scrollTo(0, 0);
    }
};

Window_EquipItem.prototype.includes = function(item) {
    if (item === null) {
        return true;
    }
    return (
        this._actor &&
        this._actor.canEquip(item) &&
        item.etypeId === this.etypeId()
    );
};

Window_EquipItem.prototype.etypeId = function() {
    if (this._actor && this._slotId >= 0) {
        return this._actor.equipSlots()[this._slotId];
    } else {
        return 0;
    }
};

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

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

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

Window_EquipItem.prototype.updateHelp = function() {
    Window_ItemList.prototype.updateHelp.call(this);
    if (this._actor && this._statusWindow && this._slotId >= 0) {
        const actor = JsonEx.makeDeepCopy(this._actor);
        actor.forceChangeEquip(this._slotId, this.item());
        this._statusWindow.setTempActor(actor);
    }
};

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

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

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

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

Window_Status.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
    this.refresh();
    this.activate();
};

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

Window_Status.prototype.refresh = function() {
    Window_StatusBase.prototype.refresh.call(this);
    if (this._actor) {
        this.drawBlock1();
        this.drawBlock2();
    }
};

Window_Status.prototype.drawBlock1 = function() {
    const y = this.block1Y();
    this.drawActorName(this._actor, 6, y, 168);
    this.drawActorClass(this._actor, 192, y, 168);
    this.drawActorNickname(this._actor, 432, y, 270);
};

Window_Status.prototype.block1Y = function() {
    return 0;
};

Window_Status.prototype.drawBlock2 = function() {
    const y = this.block2Y();
    this.drawActorFace(this._actor, 12, y);
    this.drawBasicInfo(204, y);
    this.drawExpInfo(456, y);
};

Window_Status.prototype.block2Y = function() {
    const lineHeight = this.lineHeight();
    const min = lineHeight;
    const max = this.innerHeight - lineHeight * 4;
    return Math.floor((lineHeight * 1.4).clamp(min, max));
};

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

Window_Status.prototype.drawExpInfo = function(x, y) {
    const lineHeight = this.lineHeight();
    const expTotal = TextManager.expTotal.format(TextManager.exp);
    const expNext = TextManager.expNext.format(TextManager.level);
    this.changeTextColor(ColorManager.systemColor());
    this.drawText(expTotal, x, y + lineHeight * 0, 270);
    this.drawText(expNext, x, y + lineHeight * 2, 270);
    this.resetTextColor();
    this.drawText(this.expTotalValue(), x, y + lineHeight * 1, 270, "right");
    this.drawText(this.expNextValue(), x, y + lineHeight * 3, 270, "right");
};

Window_Status.prototype.expTotalValue = function() {
    if (this._actor.isMaxLevel()) {
        return "-------";
    } else {
        return this._actor.currentExp();
    }
};

Window_Status.prototype.expNextValue = function() {
    if (this._actor.isMaxLevel()) {
        return "-------";
    } else {
        return this._actor.nextRequiredExp();
    }
};

//-----------------------------------------------------------------------------
// Window_StatusParams
//
// The window for displaying parameters on the status screen.

function Window_StatusParams() {
    this.initialize(...arguments);
}

Window_StatusParams.prototype = Object.create(Window_StatusBase.prototype);
Window_StatusParams.prototype.constructor = Window_StatusParams;

Window_StatusParams.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
};

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

Window_StatusParams.prototype.maxItems = function() {
    return 6;
};

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

Window_StatusParams.prototype.drawItem = function(index) {
    const rect = this.itemLineRect(index);
    const paramId = index + 2;
    const name = TextManager.param(paramId);
    const value = this._actor.param(paramId);
    this.changeTextColor(ColorManager.systemColor());
    this.drawText(name, rect.x, rect.y, 160);
    this.resetTextColor();
    this.drawText(value, rect.x + 160, rect.y, 60, "right");
};

Window_StatusParams.prototype.drawItemBackground = function(/*index*/) {
    //
};

//-----------------------------------------------------------------------------
// Window_StatusEquip
//
// The window for displaying equipment items on the status screen.

function Window_StatusEquip() {
    this.initialize(...arguments);
}

Window_StatusEquip.prototype = Object.create(Window_StatusBase.prototype);
Window_StatusEquip.prototype.constructor = Window_StatusEquip;

Window_StatusEquip.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
};

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

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

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

Window_StatusEquip.prototype.drawItem = function(index) {
    const rect = this.itemLineRect(index);
    const equips = this._actor.equips();
    const item = equips[index];
    const slotName = this.actorSlotName(this._actor, index);
    const sw = 138;
    this.changeTextColor(ColorManager.systemColor());
    this.drawText(slotName, rect.x, rect.y, sw, rect.height);
    this.drawItemName(item, rect.x + sw, rect.y, rect.width - sw);
};

Window_StatusEquip.prototype.drawItemBackground = function(/*index*/) {
    //
};

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_Options.prototype.processOk = function() {
    const index = this.index();
    const symbol = this.commandSymbol(index);
    if (this.isVolumeSymbol(symbol)) {
        this.changeVolume(symbol, true, true);
    } else {
        this.changeValue(symbol, !this.getConfigValue(symbol));
    }
};

Window_Options.prototype.cursorRight = function() {
    const index = this.index();
    const symbol = this.commandSymbol(index);
    if (this.isVolumeSymbol(symbol)) {
        this.changeVolume(symbol, true, false);
    } else {
        this.changeValue(symbol, true);
    }
};

Window_Options.prototype.cursorLeft = function() {
    const index = this.index();
    const symbol = this.commandSymbol(index);
    if (this.isVolumeSymbol(symbol)) {
        this.changeVolume(symbol, false, false);
    } else {
        this.changeValue(symbol, false);
    }
};

Window_Options.prototype.changeVolume = function(symbol, forward, wrap) {
    const lastValue = this.getConfigValue(symbol);
    const offset = this.volumeOffset();
    const value = lastValue + (forward ? offset : -offset);
    if (value > 100 && wrap) {
        this.changeValue(symbol, 0);
    } else {
        this.changeValue(symbol, value.clamp(0, 100));
    }
};

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

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

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

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

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

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

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

Window_SavefileList.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this.activate();
    this._mode = null;
    this._autosave = false;
};

Window_SavefileList.prototype.setMode = function(mode, autosave) {
    this._mode = mode;
    this._autosave = autosave;
    this.refresh();
};

Window_SavefileList.prototype.maxItems = function() {
    return DataManager.maxSavefiles() - (this._autosave ? 0 : 1);
};

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

Window_SavefileList.prototype.itemHeight = function() {
    return Math.floor(this.innerHeight / this.numVisibleRows());
};

Window_SavefileList.prototype.drawItem = function(index) {
    const savefileId = this.indexToSavefileId(index);
    const info = DataManager.savefileInfo(savefileId);
    const rect = this.itemRectWithPadding(index);
    this.resetTextColor();
    this.changePaintOpacity(this.isEnabled(savefileId));
    this.drawTitle(savefileId, rect.x, rect.y + 4);
    if (info) {
        this.drawContents(info, rect);
    }
};

Window_SavefileList.prototype.indexToSavefileId = function(index) {
    return index + (this._autosave ? 0 : 1);
};

Window_SavefileList.prototype.savefileIdToIndex = function(savefileId) {
    return savefileId - (this._autosave ? 0 : 1);
};

Window_SavefileList.prototype.isEnabled = function(savefileId) {
    if (this._mode === "save") {
        return savefileId > 0;
    } else {
        return !!DataManager.savefileInfo(savefileId);
    }
};

Window_SavefileList.prototype.savefileId = function() {
    return this.indexToSavefileId(this.index());
};

Window_SavefileList.prototype.selectSavefile = function(savefileId) {
    const index = Math.max(0, this.savefileIdToIndex(savefileId));
    this.select(index);
    this.setTopRow(index - 2);
};

Window_SavefileList.prototype.drawTitle = function(savefileId, x, y) {
    if (savefileId === 0) {
        this.drawText(TextManager.autosave, x, y, 180);
    } else {
        this.drawText(TextManager.file + " " + savefileId, x, y, 180);
    }
};

Window_SavefileList.prototype.drawContents = function(info, rect) {
    const bottom = rect.y + rect.height;
    if (rect.width >= 420) {
        this.drawPartyCharacters(info, rect.x + 220, bottom - 8);
    }
    const lineHeight = this.lineHeight();
    const y2 = bottom - lineHeight - 4;
    if (y2 >= lineHeight) {
        this.drawPlaytime(info, rect.x, y2, rect.width);
    }
};

Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) {
    if (info.characters) {
        let characterX = x;
        for (const data of info.characters) {
            this.drawCharacter(data[0], data[1], characterX, y);
            characterX += 48;
        }
    }
};

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

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

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

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

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

Window_ShopCommand.prototype.initialize = function(rect) {
    Window_HorzCommand.prototype.initialize.call(this, rect);
};

Window_ShopCommand.prototype.setPurchaseOnly = function(purchaseOnly) {
    this._purchaseOnly = purchaseOnly;
    this.refresh();
};

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

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

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

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

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

Window_ShopBuy.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this._money = 0;
};

Window_ShopBuy.prototype.setupGoods = function(shopGoods) {
    this._shopGoods = shopGoods;
    this.refresh();
    this.select(0);
};

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

Window_ShopBuy.prototype.item = function() {
    return this.itemAt(this.index());
};

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

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

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

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

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

Window_ShopBuy.prototype.refresh = function() {
    this.makeItemList();
    Window_Selectable.prototype.refresh.call(this);
};

Window_ShopBuy.prototype.makeItemList = function() {
    this._data = [];
    this._price = [];
    for (const goods of this._shopGoods) {
        const item = this.goodsToItem(goods);
        if (item) {
            this._data.push(item);
            this._price.push(goods[2] === 0 ? item.price : goods[3]);
        }
    }
};

Window_ShopBuy.prototype.goodsToItem = function(goods) {
    switch (goods[0]) {
        case 0:
            return $dataItems[goods[1]];
        case 1:
            return $dataWeapons[goods[1]];
        case 2:
            return $dataArmors[goods[1]];
        default:
            return null;
    }
};

Window_ShopBuy.prototype.drawItem = function(index) {
    const item = this.itemAt(index);
    const price = this.price(item);
    const rect = this.itemLineRect(index);
    const priceWidth = this.priceWidth();
    const priceX = rect.x + rect.width - priceWidth;
    const nameWidth = rect.width - priceWidth;
    this.changePaintOpacity(this.isEnabled(item));
    this.drawItemName(item, rect.x, rect.y, nameWidth);
    this.drawText(price, priceX, rect.y, priceWidth, "right");
    this.changePaintOpacity(true);
};

Window_ShopBuy.prototype.priceWidth = function() {
    return 96;
};

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

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

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

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

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

Window_ShopSell.prototype.initialize = function(rect) {
    Window_ItemList.prototype.initialize.call(this, rect);
};

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

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

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

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

Window_ShopNumber.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this._item = null;
    this._max = 1;
    this._price = 0;
    this._number = 1;
    this._currencyUnit = TextManager.currencyUnit;
    this.createButtons();
    this.select(0);
    this._canRepeat = false;
};

Window_ShopNumber.prototype.isScrollEnabled = function() {
    return false;
};

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

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

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

Window_ShopNumber.prototype.createButtons = function() {
    this._buttons = [];
    if (ConfigManager.touchUI) {
        for (const type of ["down2", "down", "up", "up2", "ok"]) {
            const button = new Sprite_Button(type);
            this._buttons.push(button);
            this.addInnerChild(button);
        }
        this._buttons[0].setClickHandler(this.onButtonDown2.bind(this));
        this._buttons[1].setClickHandler(this.onButtonDown.bind(this));
        this._buttons[2].setClickHandler(this.onButtonUp.bind(this));
        this._buttons[3].setClickHandler(this.onButtonUp2.bind(this));
        this._buttons[4].setClickHandler(this.onButtonOk.bind(this));
    }
};

Window_ShopNumber.prototype.placeButtons = function() {
    const sp = this.buttonSpacing();
    const totalWidth = this.totalButtonWidth();
    let x = (this.innerWidth - totalWidth) / 2;
    for (const button of this._buttons) {
        button.x = x;
        button.y = this.buttonY();
        x += button.width + sp;
    }
};

Window_ShopNumber.prototype.totalButtonWidth = function() {
    const sp = this.buttonSpacing();
    return this._buttons.reduce((r, button) => r + button.width + sp, -sp);
};

Window_ShopNumber.prototype.buttonSpacing = function() {
    return 8;
};

Window_ShopNumber.prototype.refresh = function() {
    Window_Selectable.prototype.refresh.call(this);
    this.drawItemBackground(0);
    this.drawCurrentItemName();
    this.drawMultiplicationSign();
    this.drawNumber();
    this.drawHorzLine();
    this.drawTotalPrice();
};

Window_ShopNumber.prototype.drawCurrentItemName = function() {
    const padding = this.itemPadding();
    const x = padding * 2;
    const y = this.itemNameY();
    const width = this.multiplicationSignX() - padding * 3;
    this.drawItemName(this._item, x, y, width);
};

Window_ShopNumber.prototype.drawMultiplicationSign = function() {
    const sign = this.multiplicationSign();
    const width = this.textWidth(sign);
    const x = this.multiplicationSignX();
    const y = this.itemNameY();
    this.resetTextColor();
    this.drawText(sign, x, y, width);
};

Window_ShopNumber.prototype.multiplicationSign = function() {
    return "\u00d7";
};

Window_ShopNumber.prototype.multiplicationSignX = function() {
    const sign = this.multiplicationSign();
    const width = this.textWidth(sign);
    return this.cursorX() - width * 2;
};

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

Window_ShopNumber.prototype.drawHorzLine = function() {
    const padding = this.itemPadding();
    const lineHeight = this.lineHeight();
    const itemY = this.itemNameY();
    const totalY = this.totalPriceY();
    const x = padding;
    const y = Math.floor((itemY + totalY + lineHeight) / 2);
    const width = this.innerWidth - padding * 2;
    this.drawRect(x, y, width, 5);
};

Window_ShopNumber.prototype.drawTotalPrice = function() {
    const padding = this.itemPadding();
    const total = this._price * this._number;
    const width = this.innerWidth - padding * 2;
    const y = this.totalPriceY();
    this.drawCurrencyValue(total, this._currencyUnit, 0, y, width);
};

Window_ShopNumber.prototype.itemNameY = function() {
    return Math.floor(this.innerHeight / 2 - this.lineHeight() * 1.5);
};

Window_ShopNumber.prototype.totalPriceY = function() {
    return Math.floor(this.itemNameY() + this.lineHeight() * 2);
};

Window_ShopNumber.prototype.buttonY = function() {
    return Math.floor(this.totalPriceY() + this.lineHeight() * 2);
};

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

Window_ShopNumber.prototype.cursorX = function() {
    const padding = this.itemPadding();
    return this.innerWidth - this.cursorWidth() - padding * 2;
};

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

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

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

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

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

Window_ShopNumber.prototype.itemRect = function() {
    const rect = new Rectangle();
    rect.x = this.cursorX();
    rect.y = this.itemNameY();
    rect.width = this.cursorWidth();
    rect.height = this.lineHeight();
    return rect;
};

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

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

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

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

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

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

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

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

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

Window_ShopStatus.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._item = null;
    this._pageIndex = 0;
    this.refresh();
};

Window_ShopStatus.prototype.refresh = function() {
    this.contents.clear();
    if (this._item) {
        const x = this.itemPadding();
        this.drawPossession(x, 0);
        if (this.isEquipItem()) {
            const y = Math.floor(this.lineHeight() * 1.5);
            this.drawEquipInfo(x, y);
        }
    }
};

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

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

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

Window_ShopStatus.prototype.drawEquipInfo = function(x, y) {
    const members = this.statusMembers();
    for (let i = 0; i < members.length; i++) {
        const actorY = y + Math.floor(this.lineHeight() * i * 2.2);
        this.drawActorEquipInfo(x, actorY, members[i]);
    }
};

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

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

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

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

// prettier-ignore
Window_ShopStatus.prototype.drawActorParamChange = function(
    x, y, actor, item1
) {
    const width = this.innerWidth - this.itemPadding() - x;
    const paramId = this.paramId();
    const change =
        this._item.params[paramId] - (item1 ? item1.params[paramId] : 0);
    this.changeTextColor(ColorManager.paramchangeTextColor(change));
    this.drawText((change > 0 ? "+" : "") + change, x, y, width, "right");
};

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

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

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

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

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

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

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

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

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

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

Window_NameEdit.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this._actor = null;
    this._maxLength = 0;
    this._name = "";
    this._index = 0;
    this._defaultName = 0;
    this.deactivate();
};

Window_NameEdit.prototype.setup = function(actor, maxLength) {
    this._actor = actor;
    this._maxLength = maxLength;
    this._name = actor.name().slice(0, this._maxLength);
    this._index = this._name.length;
    this._defaultName = this._name;
    ImageManager.loadFace(actor.faceName());
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_NameInput.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this._editWindow = null;
    this._page = 0;
    this._index = 0;
};

Window_NameInput.prototype.setEditWindow = function(editWindow) {
    this._editWindow = editWindow;
    this.refresh();
    this.updateCursor();
    this.activate();
};

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

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

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

Window_NameInput.prototype.itemWidth = function() {
    return Math.floor((this.innerWidth - this.groupSpacing()) / 10);
};

Window_NameInput.prototype.groupSpacing = function() {
    return 24;
};

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

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

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

Window_NameInput.prototype.itemRect = function(index) {
    const itemWidth = this.itemWidth();
    const itemHeight = this.itemHeight();
    const colSpacing = this.colSpacing();
    const rowSpacing = this.rowSpacing();
    const groupSpacing = this.groupSpacing();
    const col = index % 10;
    const group = Math.floor(col / 5);
    const x = col * itemWidth + group * groupSpacing + colSpacing / 2;
    const y = Math.floor(index / 10) * itemHeight + rowSpacing / 2;
    const width = itemWidth - colSpacing;
    const height = itemHeight - rowSpacing;
    return new Rectangle(x, y, width, height);
};

Window_NameInput.prototype.drawItem = function(index) {
    const table = this.table();
    const character = table[this._page][index];
    const rect = this.itemLineRect(index);
    this.drawText(character, rect.x, rect.y, rect.width, "center");
};

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

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

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

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

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

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

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

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

Window_NameInput.prototype.processCursorMove = function() {
    const lastPage = this._page;
    Window_Selectable.prototype.processCursorMove.call(this);
    this.updateCursor();
    if (this._page !== lastPage) {
        this.playCursorSound();
    }
};

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

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

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

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

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

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

Window_NameInput.prototype.onNameAdd = function() {
    if (this._editWindow.add(this.character())) {
        this.playOkSound();
    } else {
        this.playBuzzerSound();
    }
};

Window_NameInput.prototype.onNameOk = function() {
    if (this._editWindow.name() === "") {
        if (this._editWindow.restoreDefault()) {
            this.playOkSound();
        } else {
            this.playBuzzerSound();
        }
    } else {
        this.playOkSound();
        this.callOkHandler();
    }
};

//-----------------------------------------------------------------------------
// Window_NameBox
//
// The window for displaying a speaker name above the message window.

function Window_NameBox() {
    this.initialize(...arguments);
}

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

Window_NameBox.prototype.initialize = function() {
    Window_Base.prototype.initialize.call(this, new Rectangle());
    this.openness = 0;
    this._name = "";
};

Window_NameBox.prototype.setMessageWindow = function(messageWindow) {
    this._messageWindow = messageWindow;
};

Window_NameBox.prototype.setName = function(name) {
    if (this._name !== name) {
        this._name = name;
        this.refresh();
    }
};

Window_NameBox.prototype.clear = function() {
    this.setName("");
};

Window_NameBox.prototype.start = function() {
    this.updatePlacement();
    this.updateBackground();
    this.createContents();
    this.refresh();
};

Window_NameBox.prototype.updatePlacement = function() {
    this.width = this.windowWidth();
    this.height = this.windowHeight();
    const messageWindow = this._messageWindow;
    if ($gameMessage.isRTL()) {
        this.x = messageWindow.x + messageWindow.width - this.width;
    } else {
        this.x = messageWindow.x;
    }
    if (messageWindow.y > 0) {
        this.y = messageWindow.y - this.height;
    } else {
        this.y = messageWindow.y + messageWindow.height;
    }
};

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

Window_NameBox.prototype.windowWidth = function() {
    if (this._name) {
        const textWidth = this.textSizeEx(this._name).width;
        const padding = this.padding + this.itemPadding();
        const width = Math.ceil(textWidth) + padding * 2;
        return Math.min(width, Graphics.boxWidth);
    } else {
        return 0;
    }
};

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

Window_NameBox.prototype.refresh = function() {
    const rect = this.baseTextRect();
    this.contents.clear();
    this.drawTextEx(this._name, rect.x, rect.y, rect.width);
};

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

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

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

Window_ChoiceList.prototype.initialize = function() {
    Window_Command.prototype.initialize.call(this, new Rectangle());
    this.createCancelButton();
    this.openness = 0;
    this.deactivate();
    this._background = 0;
    this._canRepeat = false;
};

Window_ChoiceList.prototype.setMessageWindow = function(messageWindow) {
    this._messageWindow = messageWindow;
};

Window_ChoiceList.prototype.createCancelButton = function() {
    if (ConfigManager.touchUI) {
        this._cancelButton = new Sprite_Button("cancel");
        this._cancelButton.visible = false;
        this.addChild(this._cancelButton);
    }
};

Window_ChoiceList.prototype.start = function() {
    this.updatePlacement();
    this.updateBackground();
    this.placeCancelButton();
    this.createContents();
    this.refresh();
    this.scrollTo(0, 0);
    this.selectDefault();
    this.open();
    this.activate();
};

Window_ChoiceList.prototype.update = function() {
    Window_Selectable.prototype.update.call(this);
    this.updateCancelButton();
};

Window_ChoiceList.prototype.updateCancelButton = function() {
    if (this._cancelButton) {
        this._cancelButton.visible = this.needsCancelButton() && this.isOpen();
    }
};

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

Window_ChoiceList.prototype.updatePlacement = function() {
    this.x = this.windowX();
    this.y = this.windowY();
    this.width = this.windowWidth();
    this.height = this.windowHeight();
};

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

Window_ChoiceList.prototype.placeCancelButton = function() {
    if (this._cancelButton) {
        const spacing = 8;
        const button = this._cancelButton;
        const right = this.x + this.width;
        if (right < Graphics.boxWidth - button.width + spacing) {
            button.x = this.width + spacing;
        } else {
            button.x = -button.width - spacing;
        }
        button.y = this.height / 2 - button.height / 2;
    }
};

Window_ChoiceList.prototype.windowX = function() {
    const positionType = $gameMessage.choicePositionType();
    if (positionType === 1) {
        return (Graphics.boxWidth - this.windowWidth()) / 2;
    } else if (positionType === 2) {
        return Graphics.boxWidth - this.windowWidth();
    } else {
        return 0;
    }
};

Window_ChoiceList.prototype.windowY = function() {
    const messageY = this._messageWindow.y;
    if (messageY >= Graphics.boxHeight / 2) {
        return messageY - this.windowHeight();
    } else {
        return messageY + this._messageWindow.height;
    }
};

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

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

Window_ChoiceList.prototype.numVisibleRows = function() {
    const choices = $gameMessage.choices();
    return Math.min(choices.length, this.maxLines());
};

Window_ChoiceList.prototype.maxLines = function() {
    const messageWindow = this._messageWindow;
    const messageY = messageWindow ? messageWindow.y : 0;
    const messageHeight = messageWindow ? messageWindow.height : 0;
    const centerY = Graphics.boxHeight / 2;
    if (messageY < centerY && messageY + messageHeight > centerY) {
        return 4;
    } else {
        return 8;
    }
};

Window_ChoiceList.prototype.maxChoiceWidth = function() {
    let maxWidth = 96;
    const choices = $gameMessage.choices();
    for (const choice of choices) {
        const textWidth = this.textSizeEx(choice).width;
        const choiceWidth = Math.ceil(textWidth) + this.itemPadding() * 2;
        if (maxWidth < choiceWidth) {
            maxWidth = choiceWidth;
        }
    }
    return maxWidth;
};

Window_ChoiceList.prototype.makeCommandList = function() {
    const choices = $gameMessage.choices();
    for (const choice of choices) {
        this.addCommand(choice, "choice");
    }
};

Window_ChoiceList.prototype.drawItem = function(index) {
    const rect = this.itemLineRect(index);
    this.drawTextEx(this.commandName(index), rect.x, rect.y, rect.width);
};

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

Window_ChoiceList.prototype.needsCancelButton = function() {
    return $gameMessage.choiceCancelType() === -2;
};

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

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

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

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

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

Window_NumberInput.prototype.initialize = function() {
    Window_Selectable.prototype.initialize.call(this, new Rectangle());
    this._number = 0;
    this._maxDigits = 1;
    this.openness = 0;
    this.createButtons();
    this.deactivate();
    this._canRepeat = false;
};

Window_NumberInput.prototype.setMessageWindow = function(messageWindow) {
    this._messageWindow = messageWindow;
};

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

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

Window_NumberInput.prototype.windowWidth = function() {
    const totalItemWidth = this.maxCols() * this.itemWidth();
    const totalButtonWidth = this.totalButtonWidth();
    return Math.max(totalItemWidth, totalButtonWidth) + this.padding * 2;
};

Window_NumberInput.prototype.windowHeight = function() {
    if (ConfigManager.touchUI) {
        return this.fittingHeight(1) + this.buttonSpacing() + 48;
    } else {
        return this.fittingHeight(1);
    }
};

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

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

Window_NumberInput.prototype.itemWidth = function() {
    return 48;
};

Window_NumberInput.prototype.itemRect = function(index) {
    const rect = Window_Selectable.prototype.itemRect.call(this, index);
    const innerMargin = this.innerWidth - this.maxCols() * this.itemWidth();
    rect.x += innerMargin / 2;
    return rect;
};

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

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

Window_NumberInput.prototype.createButtons = function() {
    this._buttons = [];
    if (ConfigManager.touchUI) {
        for (const type of ["down", "up", "ok"]) {
            const button = new Sprite_Button(type);
            this._buttons.push(button);
            this.addInnerChild(button);
        }
        this._buttons[0].setClickHandler(this.onButtonDown.bind(this));
        this._buttons[1].setClickHandler(this.onButtonUp.bind(this));
        this._buttons[2].setClickHandler(this.onButtonOk.bind(this));
    }
};

Window_NumberInput.prototype.placeButtons = function() {
    const sp = this.buttonSpacing();
    const totalWidth = this.totalButtonWidth();
    let x = (this.innerWidth - totalWidth) / 2;
    for (const button of this._buttons) {
        button.x = x;
        button.y = this.buttonY();
        x += button.width + sp;
    }
};

Window_NumberInput.prototype.totalButtonWidth = function() {
    const sp = this.buttonSpacing();
    return this._buttons.reduce((r, button) => r + button.width + sp, -sp);
};

Window_NumberInput.prototype.buttonSpacing = function() {
    return 8;
};

Window_NumberInput.prototype.buttonY = function() {
    return this.itemHeight() + this.buttonSpacing();
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_EventItem.prototype.initialize = function(rect) {
    Window_ItemList.prototype.initialize.call(this, rect);
    this.createCancelButton();
    this.openness = 0;
    this.deactivate();
    this.setHandler("ok", this.onOk.bind(this));
    this.setHandler("cancel", this.onCancel.bind(this));
};

Window_EventItem.prototype.setMessageWindow = function(messageWindow) {
    this._messageWindow = messageWindow;
};

Window_EventItem.prototype.createCancelButton = function() {
    if (ConfigManager.touchUI) {
        this._cancelButton = new Sprite_Button("cancel");
        this._cancelButton.visible = false;
        this.addChild(this._cancelButton);
    }
};

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

Window_EventItem.prototype.update = function() {
    Window_Selectable.prototype.update.call(this);
    this.updateCancelButton();
};

Window_EventItem.prototype.updateCancelButton = function() {
    if (this._cancelButton) {
        this._cancelButton.visible = this.isOpen();
    }
};

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

Window_EventItem.prototype.placeCancelButton = function() {
    if (this._cancelButton) {
        const spacing = 8;
        const button = this._cancelButton;
        if (this.y === 0) {
            button.y = this.height + spacing;
        } else if (this._messageWindow.y >= Graphics.boxHeight / 4) {
            const distance = this.y - this._messageWindow.y;
            button.y = -button.height - spacing - distance;
        } else {
            button.y = -button.height - spacing;
        }
        button.x = this.width - button.width - spacing;
    }
};

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

Window_EventItem.prototype.needsNumber = function() {
    const itypeId = $gameMessage.itemChoiceItypeId();
    if (itypeId === 2) {
        // Key Item
        return $dataSystem.optKeyItemsNumber;
    } else if (itypeId >= 3) {
        // Hidden Item
        return false;
    } else {
        // Normal Item
        return true;
    }
};

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

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

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

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

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

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

Window_Message.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, rect);
    this.openness = 0;
    this.initMembers();
};

Window_Message.prototype.initMembers = function() {
    this._background = 0;
    this._positionType = 2;
    this._waitCount = 0;
    this._faceBitmap = null;
    this._textState = null;
    this._goldWindow = null;
    this._nameBoxWindow = null;
    this._choiceListWindow = null;
    this._numberInputWindow = null;
    this._eventItemWindow = null;
    this.clearFlags();
};

Window_Message.prototype.setGoldWindow = function(goldWindow) {
    this._goldWindow = goldWindow;
};

Window_Message.prototype.setNameBoxWindow = function(nameBoxWindow) {
    this._nameBoxWindow = nameBoxWindow;
};

Window_Message.prototype.setChoiceListWindow = function(choiceListWindow) {
    this._choiceListWindow = choiceListWindow;
};

Window_Message.prototype.setNumberInputWindow = function(numberInputWindow) {
    this._numberInputWindow = numberInputWindow;
};

Window_Message.prototype.setEventItemWindow = function(eventItemWindow) {
    this._eventItemWindow = eventItemWindow;
};

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

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

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

Window_Message.prototype.synchronizeNameBox = function() {
    this._nameBoxWindow.openness = this.openness;
};

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

Window_Message.prototype.startMessage = function() {
    const text = $gameMessage.allText();
    const textState = this.createTextState(text, 0, 0, 0);
    textState.x = this.newLineX(textState);
    textState.startX = textState.x;
    this._textState = textState;
    this.newPage(this._textState);
    this.updatePlacement();
    this.updateBackground();
    this.open();
    this._nameBoxWindow.start();
};

Window_Message.prototype.newLineX = function(textState) {
    const faceExists = $gameMessage.faceName() !== "";
    const faceWidth = ImageManager.faceWidth;
    const spacing = 20;
    const margin = faceExists ? faceWidth + spacing : 4;
    return textState.rtl ? this.innerWidth - margin : margin;
};

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

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

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

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

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

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

Window_Message.prototype.isAnySubWindowActive = function() {
    return (
        this._choiceListWindow.active ||
        this._numberInputWindow.active ||
        this._eventItemWindow.active
    );
};

Window_Message.prototype.updateMessage = function() {
    const textState = this._textState;
    if (textState) {
        while (!this.isEndOfText(textState)) {
            if (this.needsNewPage(textState)) {
                this.newPage(textState);
            }
            this.updateShowFast();
            this.processCharacter(textState);
            if (this.shouldBreakHere(textState)) {
                break;
            }
        }
        this.flushTextState(textState);
        if (this.isEndOfText(textState) && !this.isWaiting()) {
            this.onEndOfText();
        }
        return true;
    } else {
        return false;
    }
};

Window_Message.prototype.shouldBreakHere = function(textState) {
    if (this.canBreakHere(textState)) {
        if (!this._showFast && !this._lineShowFast) {
            return true;
        }
        if (this.isWaiting()) {
            return true;
        }
    }
    return false;
};

Window_Message.prototype.canBreakHere = function(textState) {
    if (!this.isEndOfText(textState)) {
        const c = textState.text[textState.index];
        if (c.charCodeAt(0) >= 0xdc00 && c.charCodeAt(0) <= 0xdfff) {
            // surrogate pair
            return false;
        }
        if (textState.rtl && c.charCodeAt(0) > 0x20) {
            return false;
        }
    }
    return true;
};

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

Window_Message.prototype.startInput = function() {
    if ($gameMessage.isChoice()) {
        this._choiceListWindow.start();
        return true;
    } else if ($gameMessage.isNumberInput()) {
        this._numberInputWindow.start();
        return true;
    } else if ($gameMessage.isItemChoice()) {
        this._eventItemWindow.start();
        return true;
    } else {
        return false;
    }
};

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

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

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

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

Window_Message.prototype.newPage = function(textState) {
    this.contents.clear();
    this.resetFontSettings();
    this.clearFlags();
    this.updateSpeakerName();
    this.loadMessageFace();
    textState.x = textState.startX;
    textState.y = 0;
    textState.height = this.calcTextHeight(textState);
};

Window_Message.prototype.updateSpeakerName = function() {
    this._nameBoxWindow.setName($gameMessage.speakerName());
};

Window_Message.prototype.loadMessageFace = function() {
    this._faceBitmap = ImageManager.loadFace($gameMessage.faceName());
};

Window_Message.prototype.drawMessageFace = function() {
    const faceName = $gameMessage.faceName();
    const faceIndex = $gameMessage.faceIndex();
    const rtl = $gameMessage.isRTL();
    const width = ImageManager.faceWidth;
    const height = this.innerHeight;
    const x = rtl ? this.innerWidth - width - 4 : 4;
    this.drawFace(faceName, faceIndex, x, 0, width, height);
};

Window_Message.prototype.processControlCharacter = function(textState, c) {
    Window_Base.prototype.processControlCharacter.call(this, textState, c);
    if (c === "\f") {
        this.processNewPage(textState);
    }
};

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

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

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

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

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

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

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

Window_Message.prototype.isWaiting = function() {
    return this.pause || this._waitCount > 0;
};

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

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

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

Window_ScrollText.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, new Rectangle());
    this.opacity = 0;
    this.hide();
    this._reservedRect = rect;
    this._text = "";
    this._maxBitmapHeight = 2048;
    this._allTextHeight = 0;
    this._blockHeight = 0;
    this._blockIndex = 0;
    this._scrollY = 0;
};

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

Window_ScrollText.prototype.startMessage = function() {
    this._text = $gameMessage.allText();
    if (this._text) {
        this.updatePlacement();
        this._allTextHeight = this.textSizeEx(this._text).height;
        this._blockHeight = this._maxBitmapHeight - this.height;
        this._blockIndex = 0;
        this.origin.y = this._scrollY = -this.height;
        this.createContents();
        this.refresh();
        this.show();
    } else {
        $gameMessage.clear();
    }
};

Window_ScrollText.prototype.refresh = function() {
    const rect = this.baseTextRect();
    const y = rect.y - this._scrollY + (this._scrollY % this._blockHeight);
    this.contents.clear();
    this.drawTextEx(this._text, rect.x, y, rect.width);
};

Window_ScrollText.prototype.updatePlacement = function() {
    const rect = this._reservedRect;
    this.move(rect.x, rect.y, rect.width, rect.height);
};

Window_ScrollText.prototype.contentsHeight = function() {
    if (this._allTextHeight > 0) {
        return Math.min(this._allTextHeight, this._maxBitmapHeight);
    } else {
        return 0;
    }
};

Window_ScrollText.prototype.updateMessage = function() {
    this._scrollY += this.scrollSpeed();
    if (this._scrollY >= this._allTextHeight) {
        this.terminateMessage();
    } else {
        const blockIndex = Math.floor(this._scrollY / this._blockHeight);
        if (blockIndex > this._blockIndex) {
            this._blockIndex = blockIndex;
            this.refresh();
        }
        this.origin.y = this._scrollY % this._blockHeight;
    }
};

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

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

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

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

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

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

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

Window_MapName.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, rect);
    this.opacity = 0;
    this.contentsOpacity = 0;
    this._showCount = 0;
    this.refresh();
};

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

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

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

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

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

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

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

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

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

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

Window_BattleLog.prototype.initialize = function(rect) {
    Window_Base.prototype.initialize.call(this, rect);
    this.opacity = 0;
    this._lines = [];
    this._methods = [];
    this._waitCount = 0;
    this._waitMode = "";
    this._baseLineStack = [];
    this._spriteset = null;
    this.refresh();
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

// prettier-ignore
Window_BattleLog.prototype.showEnemyAttackAnimation = function(
    /* subject, targets */
) {
    SoundManager.playEnemyAttack();
};

// prettier-ignore
Window_BattleLog.prototype.showNormalAnimation = function(
    targets, animationId, mirror
) {
    const animation = $dataAnimations[animationId];
    if (animation) {
        $gameTemp.requestAnimation(targets, animationId, mirror);
    }
};

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

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

Window_BattleLog.prototype.backRect = function() {
    const height = this.numLines() * this.itemHeight();
    return new Rectangle(0, 0, this.innerWidth, height);
};

Window_BattleLog.prototype.lineRect = function(index) {
    const itemHeight = this.itemHeight();
    const padding = this.itemPadding();
    const x = padding;
    const y = index * itemHeight;
    const width = this.innerWidth - padding * 2;
    const height = itemHeight;
    return new Rectangle(x, y, width, height);
};

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

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

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

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

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

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

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

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

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

Window_BattleLog.prototype.displayItemMessage = function(fmt, subject, item) {
    if (fmt) {
        this.push("addText", fmt.format(subject.name(), item.name));
    }
};

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Window_BattleLog.prototype.displayAddedStates = function(target) {
    const result = target.result();
    const states = result.addedStateObjects();
    for (const state of states) {
        const stateText = target.isActor() ? state.message1 : state.message2;
        if (state.id === target.deathStateId()) {
            this.push("performCollapse", target);
        }
        if (stateText) {
            this.push("popBaseLine");
            this.push("pushBaseLine");
            this.push("addText", stateText.format(target.name()));
            this.push("waitForEffect");
        }
    }
};

Window_BattleLog.prototype.displayRemovedStates = function(target) {
    const result = target.result();
    const states = result.removedStateObjects();
    for (const state of states) {
        if (state.message4) {
            this.push("popBaseLine");
            this.push("pushBaseLine");
            this.push("addText", state.message4.format(target.name()));
        }
    }
};

Window_BattleLog.prototype.displayChangedBuffs = function(target) {
    const result = target.result();
    this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd);
    this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd);
    this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove);
};

Window_BattleLog.prototype.displayBuffs = function(target, buffs, fmt) {
    for (const paramId of buffs) {
        const text = fmt.format(target.name(), TextManager.param(paramId));
        this.push("popBaseLine");
        this.push("pushBaseLine");
        this.push("addText", text);
    }
};

Window_BattleLog.prototype.makeHpDamageText = function(target) {
    const result = target.result();
    const damage = result.hpDamage;
    const isActor = target.isActor();
    let fmt;
    if (damage > 0 && result.drain) {
        fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
        return fmt.format(target.name(), TextManager.hp, damage);
    } else if (damage > 0) {
        fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage;
        return fmt.format(target.name(), damage);
    } else if (damage < 0) {
        fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
        return fmt.format(target.name(), TextManager.hp, -damage);
    } else {
        fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage;
        return fmt.format(target.name());
    }
};

Window_BattleLog.prototype.makeMpDamageText = function(target) {
    const result = target.result();
    const damage = result.mpDamage;
    const isActor = target.isActor();
    let fmt;
    if (damage > 0 && result.drain) {
        fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
        return fmt.format(target.name(), TextManager.mp, damage);
    } else if (damage > 0) {
        fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
        return fmt.format(target.name(), TextManager.mp, damage);
    } else if (damage < 0) {
        fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
        return fmt.format(target.name(), TextManager.mp, -damage);
    } else {
        return "";
    }
};

Window_BattleLog.prototype.makeTpDamageText = function(target) {
    const result = target.result();
    const damage = result.tpDamage;
    const isActor = target.isActor();
    let fmt;
    if (damage > 0) {
        fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
        return fmt.format(target.name(), TextManager.tp, damage);
    } else if (damage < 0) {
        fmt = isActor ? TextManager.actorGain : TextManager.enemyGain;
        return fmt.format(target.name(), TextManager.tp, -damage);
    } else {
        return "";
    }
};

//-----------------------------------------------------------------------------
// Window_PartyCommand
//
// The window for selecting whether to fight or escape on the battle screen.

function Window_PartyCommand() {
    this.initialize(...arguments);
}

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

Window_PartyCommand.prototype.initialize = function(rect) {
    Window_Command.prototype.initialize.call(this, rect);
    this.openness = 0;
    this.deactivate();
};

Window_PartyCommand.prototype.makeCommandList = function() {
    this.addCommand(TextManager.fight, "fight");
    this.addCommand(TextManager.escape, "escape", BattleManager.canEscape());
};

Window_PartyCommand.prototype.setup = function() {
    this.refresh();
    this.forceSelect(0);
    this.activate();
    this.open();
};

//-----------------------------------------------------------------------------
// Window_ActorCommand
//
// The window for selecting an actor's action on the battle screen.

function Window_ActorCommand() {
    this.initialize(...arguments);
}

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

Window_ActorCommand.prototype.initialize = function(rect) {
    Window_Command.prototype.initialize.call(this, rect);
    this.openness = 0;
    this.deactivate();
    this._actor = null;
};

Window_ActorCommand.prototype.makeCommandList = function() {
    if (this._actor) {
        this.addAttackCommand();
        this.addSkillCommands();
        this.addGuardCommand();
        this.addItemCommand();
    }
};

Window_ActorCommand.prototype.addAttackCommand = function() {
    this.addCommand(TextManager.attack, "attack", this._actor.canAttack());
};

Window_ActorCommand.prototype.addSkillCommands = function() {
    const skillTypes = this._actor.skillTypes();
    for (const stypeId of skillTypes) {
        const name = $dataSystem.skillTypes[stypeId];
        this.addCommand(name, "skill", true, stypeId);
    }
};

Window_ActorCommand.prototype.addGuardCommand = function() {
    this.addCommand(TextManager.guard, "guard", this._actor.canGuard());
};

Window_ActorCommand.prototype.addItemCommand = function() {
    this.addCommand(TextManager.item, "item");
};

Window_ActorCommand.prototype.setup = function(actor) {
    this._actor = actor;
    this.refresh();
    this.selectLast();
    this.activate();
    this.open();
};

Window_ActorCommand.prototype.actor = function() {
    return this._actor;
};

Window_ActorCommand.prototype.processOk = function() {
    if (this._actor) {
        if (ConfigManager.commandRemember) {
            this._actor.setLastCommandSymbol(this.currentSymbol());
        } else {
            this._actor.setLastCommandSymbol("");
        }
    }
    Window_Command.prototype.processOk.call(this);
};

Window_ActorCommand.prototype.selectLast = function() {
    this.forceSelect(0);
    if (this._actor && ConfigManager.commandRemember) {
        const symbol = this._actor.lastCommandSymbol();
        this.selectSymbol(symbol);
        if (symbol === "skill") {
            const skill = this._actor.lastBattleSkill();
            if (skill) {
                this.selectExt(skill.stypeId);
            }
        }
    }
};

//-----------------------------------------------------------------------------
// Window_BattleStatus
//
// The window for displaying the status of party members on the battle screen.

function Window_BattleStatus() {
    this.initialize(...arguments);
}

Window_BattleStatus.prototype = Object.create(Window_StatusBase.prototype);
Window_BattleStatus.prototype.constructor = Window_BattleStatus;

Window_BattleStatus.prototype.initialize = function(rect) {
    Window_StatusBase.prototype.initialize.call(this, rect);
    this.frameVisible = false;
    this.openness = 0;
    this._bitmapsReady = 0;
    this.preparePartyRefresh();
};

Window_BattleStatus.prototype.extraHeight = function() {
    return 10;
};

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

Window_BattleStatus.prototype.itemHeight = function() {
    return this.innerHeight;
};

Window_BattleStatus.prototype.maxItems = function() {
    return $gameParty.battleMembers().length;
};

Window_BattleStatus.prototype.rowSpacing = function() {
    return 0;
};

Window_BattleStatus.prototype.updatePadding = function() {
    this.padding = 8;
};

Window_BattleStatus.prototype.actor = function(index) {
    return $gameParty.battleMembers()[index];
};

Window_BattleStatus.prototype.selectActor = function(actor) {
    const members = $gameParty.battleMembers();
    this.select(members.indexOf(actor));
};

Window_BattleStatus.prototype.update = function() {
    Window_StatusBase.prototype.update.call(this);
    if ($gameTemp.isBattleRefreshRequested()) {
        this.preparePartyRefresh();
    }
};

Window_BattleStatus.prototype.preparePartyRefresh = function() {
    $gameTemp.clearBattleRefreshRequest();
    this._bitmapsReady = 0;
    for (const actor of $gameParty.members()) {
        const bitmap = ImageManager.loadFace(actor.faceName());
        bitmap.addLoadListener(this.performPartyRefresh.bind(this));
    }
};

Window_BattleStatus.prototype.performPartyRefresh = function() {
    this._bitmapsReady++;
    if (this._bitmapsReady >= $gameParty.members().length) {
        this.refresh();
    }
};

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

Window_BattleStatus.prototype.drawItemImage = function(index) {
    const actor = this.actor(index);
    const rect = this.faceRect(index);
    this.drawActorFace(actor, rect.x, rect.y, rect.width, rect.height);
};

Window_BattleStatus.prototype.drawItemStatus = function(index) {
    const actor = this.actor(index);
    const rect = this.itemRectWithPadding(index);
    const nameX = this.nameX(rect);
    const nameY = this.nameY(rect);
    const stateIconX = this.stateIconX(rect);
    const stateIconY = this.stateIconY(rect);
    const basicGaugesX = this.basicGaugesX(rect);
    const basicGaugesY = this.basicGaugesY(rect);
    this.placeTimeGauge(actor, nameX, nameY);
    this.placeActorName(actor, nameX, nameY);
    this.placeStateIcon(actor, stateIconX, stateIconY);
    this.placeBasicGauges(actor, basicGaugesX, basicGaugesY);
};

Window_BattleStatus.prototype.faceRect = function(index) {
    const rect = this.itemRect(index);
    rect.pad(-1);
    rect.height = this.nameY(rect) + this.gaugeLineHeight() / 2 - rect.y;
    return rect;
};

Window_BattleStatus.prototype.nameX = function(rect) {
    return rect.x;
};

Window_BattleStatus.prototype.nameY = function(rect) {
    return this.basicGaugesY(rect) - this.gaugeLineHeight();
};

Window_BattleStatus.prototype.stateIconX = function(rect) {
    return rect.x + rect.width - ImageManager.iconWidth / 2 + 4;
};

Window_BattleStatus.prototype.stateIconY = function(rect) {
    return rect.y + ImageManager.iconHeight / 2 + 4;
};

Window_BattleStatus.prototype.basicGaugesX = function(rect) {
    return rect.x;
};

Window_BattleStatus.prototype.basicGaugesY = function(rect) {
    const bottom = rect.y + rect.height - this.extraHeight();
    const numGauges = $dataSystem.optDisplayTp ? 3 : 2;
    return bottom - this.gaugeLineHeight() * numGauges;
};

//-----------------------------------------------------------------------------
// Window_BattleActor
//
// The window for selecting a target actor on the battle screen.

function Window_BattleActor() {
    this.initialize(...arguments);
}

Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype);
Window_BattleActor.prototype.constructor = Window_BattleActor;

Window_BattleActor.prototype.initialize = function(rect) {
    Window_BattleStatus.prototype.initialize.call(this, rect);
    this.openness = 255;
    this.hide();
};

Window_BattleActor.prototype.show = function() {
    this.forceSelect(0);
    $gameTemp.clearTouchState();
    Window_BattleStatus.prototype.show.call(this);
};

Window_BattleActor.prototype.hide = function() {
    Window_BattleStatus.prototype.hide.call(this);
    $gameParty.select(null);
};

Window_BattleActor.prototype.select = function(index) {
    Window_BattleStatus.prototype.select.call(this, index);
    $gameParty.select(this.actor(index));
};

Window_BattleActor.prototype.processTouch = function() {
    Window_BattleStatus.prototype.processTouch.call(this);
    if (this.isOpenAndActive()) {
        const target = $gameTemp.touchTarget();
        if (target) {
            const members = $gameParty.battleMembers();
            if (members.includes(target)) {
                this.select(members.indexOf(target));
                if ($gameTemp.touchState() === "click") {
                    this.processOk();
                }
            }
            $gameTemp.clearTouchState();
        }
    }
};

//-----------------------------------------------------------------------------
// Window_BattleEnemy
//
// The window for selecting a target enemy on the battle screen.

function Window_BattleEnemy() {
    this.initialize(...arguments);
}

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

Window_BattleEnemy.prototype.initialize = function(rect) {
    this._enemies = [];
    Window_Selectable.prototype.initialize.call(this, rect);
    this.refresh();
    this.hide();
};

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

Window_BattleEnemy.prototype.maxItems = function() {
    return this._enemies.length;
};

Window_BattleEnemy.prototype.enemy = function() {
    return this._enemies[this.index()];
};

Window_BattleEnemy.prototype.enemyIndex = function() {
    const enemy = this.enemy();
    return enemy ? enemy.index() : -1;
};

Window_BattleEnemy.prototype.drawItem = function(index) {
    this.resetTextColor();
    const name = this._enemies[index].name();
    const rect = this.itemLineRect(index);
    this.drawText(name, rect.x, rect.y, rect.width);
};

Window_BattleEnemy.prototype.show = function() {
    this.refresh();
    this.forceSelect(0);
    $gameTemp.clearTouchState();
    Window_Selectable.prototype.show.call(this);
};

Window_BattleEnemy.prototype.hide = function() {
    Window_Selectable.prototype.hide.call(this);
    $gameTroop.select(null);
};

Window_BattleEnemy.prototype.refresh = function() {
    this._enemies = $gameTroop.aliveMembers();
    Window_Selectable.prototype.refresh.call(this);
};

Window_BattleEnemy.prototype.select = function(index) {
    Window_Selectable.prototype.select.call(this, index);
    $gameTroop.select(this.enemy());
};

Window_BattleEnemy.prototype.processTouch = function() {
    Window_Selectable.prototype.processTouch.call(this);
    if (this.isOpenAndActive()) {
        const target = $gameTemp.touchTarget();
        if (target) {
            if (this._enemies.includes(target)) {
                this.select(this._enemies.indexOf(target));
                if ($gameTemp.touchState() === "click") {
                    this.processOk();
                }
            }
            $gameTemp.clearTouchState();
        }
    }
};

//-----------------------------------------------------------------------------
// Window_BattleSkill
//
// The window for selecting a skill to use on the battle screen.

function Window_BattleSkill() {
    this.initialize(...arguments);
}

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

Window_BattleSkill.prototype.initialize = function(rect) {
    Window_SkillList.prototype.initialize.call(this, rect);
    this.hide();
};

Window_BattleSkill.prototype.show = function() {
    this.selectLast();
    this.showHelpWindow();
    Window_SkillList.prototype.show.call(this);
};

Window_BattleSkill.prototype.hide = function() {
    this.hideHelpWindow();
    Window_SkillList.prototype.hide.call(this);
};

//-----------------------------------------------------------------------------
// Window_BattleItem
//
// The window for selecting an item to use on the battle screen.

function Window_BattleItem() {
    this.initialize(...arguments);
}

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

Window_BattleItem.prototype.initialize = function(rect) {
    Window_ItemList.prototype.initialize.call(this, rect);
    this.hide();
};

Window_BattleItem.prototype.includes = function(item) {
    return $gameParty.canUse(item);
};

Window_BattleItem.prototype.show = function() {
    this.selectLast();
    this.showHelpWindow();
    Window_ItemList.prototype.show.call(this);
};

Window_BattleItem.prototype.hide = function() {
    this.hideHelpWindow();
    Window_ItemList.prototype.hide.call(this);
};

//-----------------------------------------------------------------------------
// Window_TitleCommand
//
// The window for selecting New Game/Continue on the title screen.

function Window_TitleCommand() {
    this.initialize(...arguments);
}

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

Window_TitleCommand.prototype.initialize = function(rect) {
    Window_Command.prototype.initialize.call(this, rect);
    this.openness = 0;
    this.selectLast();
};

Window_TitleCommand._lastCommandSymbol = null;

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

Window_TitleCommand.prototype.makeCommandList = function() {
    const continueEnabled = this.isContinueEnabled();
    this.addCommand(TextManager.newGame, "newGame");
    this.addCommand(TextManager.continue_, "continue", continueEnabled);
    this.addCommand(TextManager.options, "options");
};

Window_TitleCommand.prototype.isContinueEnabled = function() {
    return DataManager.isAnySavefileExists();
};

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

Window_TitleCommand.prototype.selectLast = function() {
    if (Window_TitleCommand._lastCommandSymbol) {
        this.selectSymbol(Window_TitleCommand._lastCommandSymbol);
    } else if (this.isContinueEnabled()) {
        this.selectSymbol("continue");
    }
};

//-----------------------------------------------------------------------------
// Window_GameEnd
//
// The window for selecting "Go to Title" on the game end screen.

function Window_GameEnd() {
    this.initialize(...arguments);
}

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

Window_GameEnd.prototype.initialize = function(rect) {
    Window_Command.prototype.initialize.call(this, rect);
    this.openness = 0;
    this.open();
};

Window_GameEnd.prototype.makeCommandList = function() {
    this.addCommand(TextManager.toTitle, "toTitle");
    this.addCommand(TextManager.cancel, "cancel");
};

//-----------------------------------------------------------------------------
// Window_DebugRange
//
// The window for selecting a block of switches/variables on the debug screen.

function Window_DebugRange() {
    this.initialize(...arguments);
}

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

Window_DebugRange.lastTopRow = 0;
Window_DebugRange.lastIndex = 0;

Window_DebugRange.prototype.initialize = function(rect) {
    this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10);
    this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10);
    Window_Selectable.prototype.initialize.call(this, rect);
    this.refresh();
    this.setTopRow(Window_DebugRange.lastTopRow);
    this.select(Window_DebugRange.lastIndex);
    this.activate();
};

Window_DebugRange.prototype.maxItems = function() {
    return this._maxSwitches + this._maxVariables;
};

Window_DebugRange.prototype.update = function() {
    Window_Selectable.prototype.update.call(this);
    if (this._editWindow) {
        const index = this.index();
        this._editWindow.setMode(this.mode(index));
        this._editWindow.setTopId(this.topId(index));
    }
};

Window_DebugRange.prototype.mode = function(index) {
    return this.isSwitchMode(index) ? "switch" : "variable";
};

Window_DebugRange.prototype.topId = function(index) {
    if (this.isSwitchMode(index)) {
        return index * 10 + 1;
    } else {
        return (index - this._maxSwitches) * 10 + 1;
    }
};

Window_DebugRange.prototype.isSwitchMode = function(index) {
    return index < this._maxSwitches;
};

Window_DebugRange.prototype.drawItem = function(index) {
    const rect = this.itemLineRect(index);
    const c = this.isSwitchMode(index) ? "S" : "V";
    const start = this.topId(index);
    const end = start + 9;
    const text = c + " [" + start.padZero(4) + "-" + end.padZero(4) + "]";
    this.drawText(text, rect.x, rect.y, rect.width);
};

Window_DebugRange.prototype.isCancelTriggered = function() {
    return (
        Window_Selectable.prototype.isCancelTriggered() ||
        Input.isTriggered("debug")
    );
};

Window_DebugRange.prototype.processCancel = function() {
    Window_Selectable.prototype.processCancel.call(this);
    Window_DebugRange.lastTopRow = this.topRow();
    Window_DebugRange.lastIndex = this.index();
};

Window_DebugRange.prototype.setEditWindow = function(editWindow) {
    this._editWindow = editWindow;
};

//-----------------------------------------------------------------------------
// Window_DebugEdit
//
// The window for displaying switches and variables on the debug screen.

function Window_DebugEdit() {
    this.initialize(...arguments);
}

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

Window_DebugEdit.prototype.initialize = function(rect) {
    Window_Selectable.prototype.initialize.call(this, rect);
    this._mode = "switch";
    this._topId = 1;
    this.refresh();
};

Window_DebugEdit.prototype.maxItems = function() {
    return 10;
};

Window_DebugEdit.prototype.drawItem = function(index) {
    const dataId = this._topId + index;
    const idText = dataId.padZero(4) + ":";
    const idWidth = this.textWidth(idText);
    const statusWidth = this.textWidth("-00000000");
    const name = this.itemName(dataId);
    const status = this.itemStatus(dataId);
    const rect = this.itemLineRect(index);
    this.resetTextColor();
    this.drawText(idText, rect.x, rect.y, rect.width);
    rect.x += idWidth;
    rect.width -= idWidth + statusWidth;
    this.drawText(name, rect.x, rect.y, rect.width);
    this.drawText(status, rect.x + rect.width, rect.y, statusWidth, "right");
};

Window_DebugEdit.prototype.itemName = function(dataId) {
    if (this._mode === "switch") {
        return $dataSystem.switches[dataId];
    } else {
        return $dataSystem.variables[dataId];
    }
};

Window_DebugEdit.prototype.itemStatus = function(dataId) {
    if (this._mode === "switch") {
        return $gameSwitches.value(dataId) ? "[ON]" : "[OFF]";
    } else {
        return String($gameVariables.value(dataId));
    }
};

Window_DebugEdit.prototype.setMode = function(mode) {
    if (this._mode !== mode) {
        this._mode = mode;
        this.refresh();
    }
};

Window_DebugEdit.prototype.setTopId = function(id) {
    if (this._topId !== id) {
        this._topId = id;
        this.refresh();
    }
};

Window_DebugEdit.prototype.currentId = function() {
    return this._topId + this.index();
};

Window_DebugEdit.prototype.update = function() {
    Window_Selectable.prototype.update.call(this);
    if (this.active) {
        if (this._mode === "switch") {
            this.updateSwitch();
        } else {
            this.updateVariable();
        }
    }
};

Window_DebugEdit.prototype.updateSwitch = function() {
    if (Input.isRepeated("ok")) {
        const switchId = this.currentId();
        this.playCursorSound();
        $gameSwitches.setValue(switchId, !$gameSwitches.value(switchId));
        this.redrawCurrentItem();
    }
};

Window_DebugEdit.prototype.updateVariable = function() {
    const variableId = this.currentId();
    const value = $gameVariables.value(variableId);
    if (typeof value === "number") {
        const newValue = value + this.deltaForVariable();
        if (value !== newValue) {
            $gameVariables.setValue(variableId, newValue);
            this.playCursorSound();
            this.redrawCurrentItem();
        }
    }
};

Window_DebugEdit.prototype.deltaForVariable = function() {
    if (Input.isRepeated("right")) {
        return 1;
    } else if (Input.isRepeated("left")) {
        return -1;
    } else if (Input.isRepeated("pagedown")) {
        return 10;
    } else if (Input.isRepeated("pageup")) {
        return -10;
    }
    return 0;
};

//-----------------------------------------------------------------------------
