//=============================================================================
// Yanfly Engine Plugins - Battle Engine Core
// YEP_BattleEngineCore.js
//=============================================================================

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

var Yanfly = Yanfly || {};
Yanfly.BEC = Yanfly.BEC || {};
Yanfly.BEC.version = 1.45;

//=============================================================================
 /*:
 * @plugindesc v1.45 Have more control over the flow of the battle system
 * with this plugin and alter various aspects to your liking.
 * @author Yanfly Engine Plugins
 *
 * @param ---General---
 * @default
 *
 * @param Action Speed
 * @parent ---General---
 * @desc This is the formula used for an action's base speed.
 * Default: agi + Math.randomInt(Math.floor(5 + agi / 4))
 * @default agi
 *
 * @param Default System
 * @parent ---General---
 * @type select
 * @option Default Turn Battle
 * @value dtb
 * @option Active Turn Battle (plugin required)
 * @value atb
 * @option Charge Turn Battle (plugin required)
 * @value ctb
 * @option Standard Turn Battle (plugin required)
 * @value stb
 * @desc This is the default battle system your game uses.
 * Default: dtb
 * @default dtb
 *
 * @param ---Escape---
 * @default
 *
 * @param Escape Ratio
 * @parent ---Escape---
 * @desc This is the formula used to determine escape success.
 * Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
 * @default 0.5 * $gameParty.agility() / $gameTroop.agility()
 *
 * @param Fail Escape Boost
 * @parent ---Escape---
 * @type number
 * @decimals 2
 * @desc Each time the player fails escape, increase the success
 * rate by this much. Default: 0.10
 * @default 0.10
 *
 * @param ---Animation---
 * @default
 *
 * @param Animation Base Delay
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc This sets the base delay in between animations.
 * Default: 8
 * @default 0
 *
 * @param Animation Next Delay
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc This sets the sequential delay in between animations.
 * Default: 12
 * @default 0
 *
 * @param Certain Hit Animation
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc Default animation to play for certain hit skills.
 * Use 0 if you wish for no animation.
 * @default 0
 *
 * @param Physical Animation
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc Default animation to play for physical skills.
 * Use 0 if you wish for no animation.
 * @default 52
 *
 * @param Magical Animation
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc Default animation to play for magical skills.
 * Use 0 if you wish for no animation.
 * @default 51
 *
 * @param Enemy Attack Animation
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc This is the default attack animation played by enemies.
 * Default: 0
 * @default 39
 *
 * @param Reflect Animation
 * @parent ---Animation---
 * @type number
 * @min 0
 * @desc The animation used when magic attacks are reflected.
 * @default 42
 *
 * @param Motion Waiting
 * @parent ---Animation---
 * @type boolean
 * @on After
 * @off During
 * @desc Play animations after performing an action or during?
 * During - false     After - true     Default: false
 * @default false
 *
 * @param ---Frontview---
 * @default
 *
 * @param Front Position X
 * @parent ---Frontview---
 * @desc This formula determines the actor's home X position.
 * Default: 0
 * @default Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index
 *
 * @param Front Position Y
 * @parent ---Frontview---
 * @desc This formula determines the actor's home Y position.
 * Default: 0
 * @default Graphics.boxHeight - 180
 *
 * @param Front Actor Sprite
 * @parent ---Frontview---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Show the actor battle sprite in frontview?
 * NO - false     YES - true     Default - false
 * @default false
 *
 * @param Front Sprite Priority
 * @parent ---Frontview---
 * @type select
 * @option Normal
 * @value 0
 * @option Actors on Top
 * @value 1
 * @option Enemies on Top
 * @value 2
 * @desc Give actor sprites the priority of always being on top?
 * 0 - Normal   1 - Actors on Top   2 - Enemies on Top
 * @default 1
 *
 * @param ---Sideview---
 * @default
 *
 * @param Home Position X
 * @parent ---Sideview---
 * @desc This formula determines the actor's home X position.
 * Default: 600 + index * 32
 * @default screenWidth - 16 - (maxSize + 2) * 32 + index * 32
 *
 * @param Home Position Y
 * @parent ---Sideview---
 * @desc This formula determines the actor's home Y position.
 * Default: 280 + index * 48
 * @default screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32
 *
 * @param Side Sprite Priority
 * @parent ---Sideview---
 * @type select
 * @option Normal
 * @value 0
 * @option Actors on Top
 * @value 1
 * @option Enemies on Top
 * @value 2
 * @desc Give actor sprites the priority of always being on top?
 * 0 - Normal   1 - Actors on Top   2 - Enemies on Top
 * @default 1
 *
 * @param ---Sprites---
 * @default
 *
 * @param Default X Anchor
 * @parent ---Sprites---
 * @type number
 * @decimals 2
 * @desc Default value used for your sprites's X Anchor.
 * Default: 0.50
 * @default 0.50
 *
 * @param Default Y Anchor
 * @parent ---Sprites---
 * @type number
 * @decimals 2
 * @desc Default value used for your sprites's Y Anchor.
 * Default: 1.00
 * @default 1.00
 *
 * @param Step Distance
 * @parent ---Sprites---
 * @type number
 * @desc This is the distance a unit steps forward for actions.
 * Default: 48
 * @default 48
 *
 * @param Flinch Distance
 * @parent ---Sprites---
 * @type number
 * @desc In sideview, when a unit takes damage or dodges, it will
 * flinch a certain distance in pixels.
 * @default 12
 *
 * @param Show Shadows
 * @parent ---Sprites---
 * @type boolean
 * @on Show Shadows
 * @off Hide Shadows
 * @desc Do you wish to have shadows appear under actors?
 * NO - false     YES - true
 * @default true
 *
 * @param ---Damage Popups---
 * @default
 *
 * @param Popup Duration
 * @parent ---Damage Popups---
 * @type number
 * @min 1
 * @desc Adjusts how many frames a popup will stay visible for.
 * Default: 90
 * @default 128
 *
 * @param Newest Popup Bottom
 * @parent ---Damage Popups---
 * @type boolean
 * @on Newest at bottom
 * @off Newest at top
 * @desc Places the newest popup at the bottom of a group.
 * NO - false     YES - true
 * @default true
 *
 * @param Popup Overlap Rate
 * @parent ---Damage Popups---
 * @type number
 * @decimals 1
 * @desc When multiple damage popups appear, they cover each other.
 * Use this to change the buffer rate amount for each sprite.
 * @default 0.9
 *
 * @param Critical Popup
 * @parent ---Damage Popups---
 * @desc Adjusts the popup's flashing color for critical hits.
 * Default: 255, 0, 0, 160
 * @default 255, 0, 0, 160
 *
 * @param Critical Duration
 * @parent ---Damage Popups---
 * @type number
 * @min 1
 * @desc How many frames the flashing will remain for a critical.
 * Default: 60
 * @default 60
 *
 * @param ---Tick-Settings---
 * @default
 *
 * @param Timed States
 * @parent ---Tick-Settings---
 * @type boolean
 * @on Time-Based States
 * @off Turn-Based States
 * @desc If the battle system is Tick-based, use time instead of
 * turns for states? NO - false   YES - true
 * @default false
 *
 * @param Timed Buffs
 * @parent ---Tick-Settings---
 * @type boolean
 * @on Time-Based Buffs
 * @off Turn-Based Buffs
 * @desc If the battle system is Tick-based, use time instead of
 * turns for buffs? NO - false   YES - true
 * @default false
 *
 * @param Turn Time
 * @parent ---Tick-Settings---
 * @type number
 * @min 1
 * @desc How many ticks must past to equal 1 turn?
 * @default 100
 * 
 * @param AI Self Turns
 * @parent ---Tick-Settings---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Set AI to be based on their own individual turns?
 * NO - false     YES - true
 * @default true
 *
 * @param ---Window Settings---
 * @default
 *
 * @param Lower Windows
 * @parent ---Window Settings---
 * @type boolean
 * @on Bottom Layout
 * @off Default Layout
 * @desc Places the skill and item windows at the screen's bottom.
 * OFF - false     ON - true
 * @default true
 *
 * @param Window Rows
 * @parent ---Window Settings---
 * @number
 * @min 1
 * @desc For lower windows, how many rows of items do you wish for
 * the windows to display?
 * @default 4
 *
 * @param Command Window Rows
 * @parent ---Window Settings---
 * @type number
 * @min 1
 * @desc Sets the number of rows for each command window to display.
 * Default: 4
 * @default 4
 *
 * @param Command Alignment
 * @parent ---Window Settings---
 * @type combo
 * @option left
 * @option center
 * @option right
 * @desc Sets the text alignment for the Party/Actor Commands.
 * Default: left
 * @default center
 *
 * @param Start Actor Command
 * @parent ---Window Settings---
 * @type boolean
 * @on Actor Command Window
 * @off Party Command Window
 * @desc Starts turn with the Actor Command Window instead of Party.
 * OFF - false     ON - true
 * @default true
 *
 * @param Current Max
 * @parent ---Window Settings---
 * @type boolean
 * @on Current / Max
 * @off Just Current
 * @desc Display the entire current / max value of HP/MP?
 * NO - false     YES - true     Default: true
 * @default false
 *
 * @param ---Selection Help---
 * @default
 *
 * @param Mouse Over
 * @parent ---Selection Help---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Allows you to mouse over the enemies to auto-select them.
 * OFF - false     ON - true
 * @default true
 *
 * @param Select Help Window
 * @parent ---Selection Help---
 * @type boolean
 * @on YES
 * @off NO
 * @desc When selecting actors and enemies, show the help window?
 * NO - false     YES - true
 * @default true
 *
 * @param User Help Text
 * @parent ---Selection Help---
 * @desc The singular form of 'User' used in a help window.
 * @default User
 *
 * @param Ally Help Text
 * @parent ---Selection Help---
 * @desc The singular form of 'Ally' used in a help window.
 * @default Ally
 *
 * @param Allies Help Text
 * @parent ---Selection Help---
 * @desc The plural form of 'Allies' used in a help window.
 * @default Allies
 *
 * @param Enemy Help Text
 * @parent ---Selection Help---
 * @desc The singular form of 'Enemy' used in a help window.
 * @default Enemy
 *
 * @param Enemies Help Text
 * @parent ---Selection Help---
 * @desc The plural form of 'Enemy' used in a help window.
 * @default Enemies
 *
 * @param All Help Text
 * @parent ---Selection Help---
 * @desc When selecting a entire group of targets.
 * %1 - Target Group (Allies or Enemies)
 * @default All %1
 *
 * @param Random Help Text
 * @parent ---Selection Help---
 * @desc When selecting a random selection of targets.
 * %1 - Target Group (Allies or Enemies)     %2 - Number
 * @default %2 Random %1
 *
 * @param ---Enemy Select---
 * @default
 *
 * @param Visual Enemy Select
 * @parent ---Enemy Select---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Replaces the enemy selection screen with a more visual one.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Enemy Name
 * @parent ---Enemy Select---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Show enemy names with Visual Enemy Select.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Select Box
 * @parent ---Enemy Select---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Show a selection box when selecting enemies.
 * OFF - false     ON - true
 * @default false
 *
 * @param Enemy Font Size
 * @parent ---Enemy Select---
 * @type number
 * @min 1
 * @desc Changes the font size used to display enemy names.
 * Default: 28
 * @default 20
 *
 * @param Enemy Auto Select
 * @parent ---Enemy Select---
 * @desc Changes what enemy is automatically selected at first.
 * LEFT - 0     RIGHT - this.furthestRight()
 * @default this.furthestRight()
 *
 * @param ---Actor Select---
 * @default
 *
 * @param Visual Actor Select
 * @parent ---Actor Select---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Allows you to click the actor on screen to select it.
 * OFF - false     ON - true
 * @default true
 *
 * @param ---Battle Log---
 * @default
 *
 * @param Show Emerge Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows the battle start text for enemies appearing.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Pre-Emptive Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows the text for getting a pre-emptive attack.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Surprise Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows the text for getting a surprise attack.
 * OFF - false     ON - true
 * @default true
 *
 * @param Optimize Speed
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Cuts log base line process to optimize the battle speed.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Action Text
 * @parent ---Battle Log---
 * @type boolean
 * @on Full
 * @off Simple
 * @desc Displays full action text or a simplified version of it.
 * SIMPLE - false     FULL - true
 * @default false
 *
 * @param Show State Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows all text regarding states.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Buff Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows all text regarding buffs.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Counter Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding counter attacks.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Reflect Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding reflected spells.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Substitute Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding substituted damage.
 * OFF - false     ON - true
 * @default true
 *
 * @param Show Fail Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding failed attacks.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Critical Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding critical hits.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Miss Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding missed attacks.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show Evasion Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding evaded attacks.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show HP Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding HP damage or heals.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show MP Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding MP damage or heals.
 * OFF - false     ON - true
 * @default false
 *
 * @param Show TP Text
 * @parent ---Battle Log---
 * @type boolean
 * @on YES
 * @off NO
 * @desc Shows text regarding TP damage or heals.
 * OFF - false     ON - true
 * @default false
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * This plugin alters the various aspects of the default battle system,
 * allowing it to be more streamlined like most modern RPG's and less clunky
 * like older RPG's. This ranges from choosing what text will appear in the
 * battle log window at the top and how it will be displayed.
 *
 * ============================================================================
 * Battle Messages
 * ============================================================================
 *
 * When changing "Terms" and the "Messages" that appear in battle, inserting
 * the following tag anywhere in the message will cause the message to center
 * itself in the battle log.
 *
 *   <CENTER>
 *   This tag must be all caps in order for the battle log window to recognize
 *   it as an instruction to center the displayed battle text message.
 *
 * There are a couple of notetags you can use to change the way certain skills
 * and items will show up incase you don't want a name like 'Harold's Attack'
 * to appear in the name.
 *
 * Skill and Item Notetags:
 *
 *   <Display Text: x>
 *   This will change the text displayed to x.
 *
 *   <Display Icon: x>
 *   This will change the icon displayed to x.
 *
 * ============================================================================
 * Battle Windows
 * ============================================================================
 *
 * There's various options to adjust the window settings found in the battle
 * system to make navigating the battle system more intuitive. Such options
 * include starting the turns with the Actor Command Window instead of the
 * Party Command Window (the Fight/Escape Window). The Party Command Window is
 * still accessible but only by pressing cancel on the first actor's window.
 *
 * ============================================================================
 * Battle Order
 * ============================================================================
 *
 * The battle turn order is also fixed, too. This way, any battlers that Have
 * their AGI value changed over the course of battle will reflect those changes
 * during the current turn rather than the following turn. The action speed
 * calculation can also be adjusted and finetuned to have the random factor of
 * its speed calculation formula removed, too, making AGI actually worthwhile
 * as a tactical parameter.
 *
 * Skill and Item Notetag:
 *   <speed: +x>
 *   <speed: -x>
 *   This lets you break past the editor's limit of -2000 and 2000 allowing you
 *   to set the speed of your actions with more control.
 *
 * ============================================================================
 * Multiple Hits
 * ============================================================================
 *
 * Multi-hit action will no longer end prematurely if the target dies midway
 * through the action. This is done through toggling immortal states. To make
 * use of feature, make sure your database has an Immortal State somewhere. If
 * you do not wish to use this feature, set the Parameter for Immortal State ID
 * to 0 instead.
 *
 * ============================================================================
 * Popup Revamp
 * ============================================================================
 *
 * Although the damage popups may still look the same as the default ones from
 * MV, the process in which they're created is now different to streamline the
 * damage popup process. Before, popups would only appear one a time with a
 * frame's different at minimum in order for them to show. Now, any actions
 * that occur at the same frame will now all show popups at the same frame,
 * making for smoother and less clunky damage popups.
 *
 * ============================================================================
 * Common Events
 * ============================================================================
 *
 * Common Events will now occur at the end of each action regardless of whether
 * or not the enemy party is still alive. With proper placing of the action
 * sequence tags, you can make the skill's common event occur in the middle of
 * an action, too. However, keep in mind if you force an action in the middle
 * of another action, the remainder of the former action's sequence list will
 * become null and void in favor of the new forced action.
 *
 * ============================================================================
 * Casting Animations
 * ============================================================================
 *
 * Casting Animations help provide visual hints for players either by letting
 * them know which battler is going to perform an action or what type of skill
 * that action will be. This plugin enables skills to have casting animations
 * that can be modified universally or customized for each individual skill.
 *
 * Skill Notetag:
 *   <Cast Animation: x>
 *   Sets the skill's cast animation to animation ID x. Setting x to zero will
 *   cause the skill to not have any animaton at all.
 *
 * ============================================================================
 * Changing Battle Systems
 * ============================================================================
 *
 * While the player is not in battle, you can change the battle system using a
 * Plugin Command. With only this plugin, there is only one battle system
 * included: the default battle system.
 *
 * Plugin Command:
 *   setBattleSys DTB      Sets battle system to Default Turn Battle.
 *
 * Other future plugins may include other battle systems that may utilize the
 * Battle Engine Core.
 *
 * ============================================================================
 * Sideview Actions
 * ============================================================================
 *
 * In RPG Maker MV's default battle system, both the sideview and the frontview
 * settings do not display counterattacks, reflected magic attacks, nor any
 * case of substituting for battle members. The Battle Engine Core provides
 * games that are using the sideview settings small amounts of animations to
 * relay information to the player in a more visual sense.
 *
 * Magic Reflection will also display a reflection animation to indicate the
 * battler has reflection properties. This animation can be changed in the
 * parameters, but certain actors, classes, enemies, weapons, armors, and
 * states can display a unique kind of animation for reflection if desired.
 *
 * Actor, Class, Enemy, Weapon, Armor, and State Notetag:
 *   <Reflect Animation ID: x>
 *   Changes the user's reflect animation to x. This will take priority in the
 *   following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
 *
 * Sometimes, you don't want your enemies to be able to move. Or you don't want
 * certain actors to be able to move. They're just stationary for whatever
 * reason. To accomplish that, you can use this notetag to forbid the battler
 * from moving.
 *
 * Actor, Class, Enemy, Weapon, Armor, and State Notetag:
 *   <Sprite Cannot Move>
 *   Prevents the battler's sprite from moving. This will take priority in the
 *   following order: Actor, Class, Enemy, Weapon, Armor, and State. If an
 *   enemy is unable to move when it performs an action, it will flash white as
 *   if it normally does in front view.
 *
 * ============================================================================
 * Custom Sideview Battler Anchor
 * ============================================================================
 *
 * Sideview battlers are generally centered horizontally, and grounded at their
 * feet. However, not all sideview battler spritesheets work this way. In the
 * event you have a sideview battler that doesn't conform to those standards,
 * you can 'anchor' them a different way.
 *
 * Actor, Class, Weapon, Armor, State Notetags:
 *   <Anchor X: y.z>
 *   <Anchor Y: y.z>
 *   This sets the anchor location for the actor's sideview battler at y.z.
 *   By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want
 *   the X anchor to be a bit more to the left, make it less than 0.5. Make it
 *   more than 0.5 to make the X anchor more towards the right. To raise the
 *   Y anchor, set the number value to less than 1.0. Keep adjusting until you
 *   find that perfect anchor setting.
 *
 * If an anchor has multiple traits that yield different anchors, it will be
 * used in a priority list akin to this order:
 *
 *   States
 *   Weapons
 *   Armors
 *   Class
 *   Actor
 *   Default
 *
 * The higher it is on the priority list, the higher its priority.
 *
 * ============================================================================
 * Enemy Attack Animation
 * ============================================================================
 *
 * To give your enemies unique attack animations, you can use this notetag:
 *
 * Enemy Notetag:
 *   <Attack Animation: x>
 *   Replace x with the ID of the battle animation you wish to set as the
 *   enemy's default attack animation.
 *
 * ============================================================================
 * Automatic State Removal Conditions
 * ============================================================================
 *
 * By default, RPG Maker MV's battle system has automatic state removal under
 * three different conditions: none, action end, turn end.
 *
 * None and Turn End are working as intended. However, Action End, however, had
 * the states removed at the start of the battler's action rather than the end.
 * This is changed and updated to occur only at the end of a battler's action.
 *
 * Two more automatic conditions are now added: Action Start and Turn Start.
 * These can be added and implemented using the following notetags:
 *
 * State Notetags:
 *   <Action Start: x>
 *   <Action Start: x to y>
 *   This will cause this state to update its turns remaining at the start of
 *   an action. x is the number of turns it will last. If you use x to y, upon
 *   applying the state, the state will be removed a random number of turns
 *   from x to y.
 *
 *   <Turn Start: x>
 *   <Turn Start: x to y>
 *   This will cause the state to update its turns remaining at the start of a
 *   battle turn. x is the number of turns it will last. If you use x to y,
 *   upon applying the state, the state will be removed a random number of
 *   turns from x to y.
 *
 * States with Action End have a unique trait to them where if the caster of
 * the state is the current active battler (subject) and if the state is then
 * applied on the user itself, they will gain a 'free turn'. The 'free turn' is
 * to mitigate the user from losing 1 duration of the turn since with an Action
 * End timing, they would lose the benefit of being under the state for that
 * turn's timing.
 *
 * ============================================================================
 * Action Sequences
 * ============================================================================
 *
 * The Yanfly Engine Plugins - Battle Engine Core includes the capability of
 * using custom action sequences. Action sequences are basic instructions for
 * the game to creating a customized skill both visually and mechanically.
 * The Battle Engine Core, however, will only include the most basic of action
 * sequences so the instructions on how to create a custom action sequence will
 * be included in the Help file on future extension plugins for this plugin.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.45:
 * - Updated for RPG Maker MV version 1.5.0.
 *
 * Version 1.44:
 * - Fixed a bug where the enemy name windows disappear if you change scenes
 * mid-way through battle and return to it.
 *
 * Version 1.43b:
 * - Bug fixed to prevent crash if non-existent actions are used.
 * - Optimization update.
 *
 * Version 1.42:
 * - Optimization update.
 *
 * Version 1.41:
 * - Fixed a bug that allowed certain sprites to remain in the active pool
 * while party members were removed midway through battle.
 *
 * Version 1.40:
 * - Updated for RPG Maker MV version 1.3.2.
 *
 * Version 1.39c:
 * - Fixed a bug that caused dead actors to not be a part of action sequence
 * targeting for "Not Focus".
 * - Optimization update.
 * - Updated "queueForceAction" to utilize both numbers and actual targets.
 *
 * Version 1.38a:
 * - Optimization update.
 * - Compatibility update for Selection Control v1.08.
 * - Bug fixed for mirrored animations on enemies.
 *
 * Version 1.37:
 * - Fixed a bug where if the enemy's size is too small, the enemy's name
 * during selection will be cut off.
 *
 * Version 1.36d:
 * - Made an update for the battle background image snaps when there is no
 * battleback being used. This will prevent the player party and enemy troop
 * from appearing in the background snapshot when entering menus mid-battle.
 * - 'Death Break' action sequence now only triggers upon dead status and not
 * an 'or 0 HP' condition.
 * - Updated Forced Action sequencing for more efficiency.
 * - 'Action Times+' traits now work properly for DTB again.
 * - Optimized message displaying for battle log.
 * - Optimized z sorting algorithm for sprites.
 *
 * Verison 1.35d:
 * - Scopes that target a dead ally will automatically target the first dead
 * ally now. Scopes that target all dead allies will lock onto the first dead
 * ally. This will hopefully provide less confusion amongst playing.
 * - Added anti-crash measure for sprite bitmaps.
 * - Added anti-crash measure for faux actions.
 * - Added anti-crash measure to prevent non-existant animations from playing.
 * - Added a check that prevents hidden battlers from appearing when using
 * certain action sequences.
 *
 * Version 1.34a:
 * - Fixed a bug where 'NOT FOCUS' targets were not including dead members.
 * - Fixed a bug where using NOT FOCUS would cause dead targets to be visible.
 *
 * Version 1.33:
 * - Updated for RPG Maker MV version 1.1.0.
 *
 * Version 1.32d:
 * - Fixed a bug that caused a crash when an actor died.
 * - Added a motion engine to be used for future plugins.
 * - Preparation for a future plugin.
 * - <Anchor X: y.z> and <Anchor Y: y.z> notetags for actors are now extended
 * to actors, classes, weapons, armors, and states.
 * - Added <Display Text: x> and <Display Icon: x> notetags for skills and
 * items. These notetags will alter the display name shown and icon shown
 * respectively while performing a skill.
 * - Switched Magic Reflect checking order with Counterattack checking order.
 * This is to give priority to reflected actions over countered actions.
 *
 * Version 1.31b:
 * - States with Action End now have a unique trait to them where if the caster
 * of the state is the current active battler (subject) and if the state is
 * then applied on the user itself, they will gain a 'free turn'. The 'free
 * turn' is to mitigate the user from losing 1 duration of the turn since with
 * an Action End timing, they would lose the benefit of being under the state
 * for that turn's timing.
 * - Added failsafes for Free Turns in case other plugins have overwritten the
 * on battle start functions.
 * - Added a compatibility update to Animated SV Enemies for dead motion.
 *
 * Version 1.30:
 * - Optimization update.
 * - Fixed a bug that prevented added state effects be unable to apply if they
 * are an added Death state.
 * - Battlelog lines are now able to display text codes.
 *
 * Version 1.29:
 * - Fixed a bug with the 'else if' action sequences not working in the right
 * order of sequence conditions.
 *
 * Version 1.28d:
 * - Fixed a bug if instant casting a skill that would make an opponent battler
 * to force an action to end incorrectly. Thanks to DoubleX for the fix.
 * - Fixed a bug with mouse over not working properly.
 * - Fixed a bug regarding forced actions that will cause the battle to freeze
 * if the forced action causes the main active subject to leave the battle.
 * - Fixed a bug with timed states not updating their turns properly.
 * - Changed priority of IF action sequences to higher to no longer interfere
 * other action sequences.
 *
 * Version 1.27:
 * - Mechanic change. This will only affect those using turn-based state timing
 * mechanics. Turn End state updates are now shifted from Turn End to occur at
 * Regeneration timing to have a more synchronized aspect. The timings are very
 * close so there's next to no notice in difference. Buff turn updates are also
 * moved to the regeneration timing, too.
 *
 * Version 1.26:
 * - Added 'Mouse Over' parameter to Selection Help. This parameter enables
 * mouse users to simply hover over the enemy to select them rather than having
 * to click an enemy twice to select them.
 *
 * Version 1.25f:
 * - Added failsafes for Forced Action queues.
 * - Added 'Show Select Box' parameter when selecting enemies.
 * - Fixed a bug that caused End Turn events to not function properly.
 * - Battle animations, by default, are positioned relative to the base bitmap
 * for its target sprite. However, actor sprites do not have a base bitmap and
 * therefore, battle animations, regardless of position, will always target the
 * actor sprite's feet. This update now gives actor sprites a base bitmap.
 * - Readjusted sprite width and sprite height calculations.
 * - Added a failsafe for when no sideview actor graphics are used.
 *
 * Version 1.24:
 * - Implemented a Forced Action queue list. This means if a Forced Action
 * takes place in the middle of an action, the action will resume after the
 * forced action finishes rather than cancels it out like MV does.
 * 
 * Version 1.23:
 * - Fixed a bug that didn't regenerate HP/MP/TP properly for tick-based.
 *
 * Version 1.22:
 * - Fixed a bug within MV that caused Forced Actions at Turn End to prompt and
 * trigger all turn-end related activities (such as regeneration and state turn
 * updating).
 * - Made a mechanic change so that Action Start and Action End state turns do
 * not update their turns through forced actions.
 *
 * Version 1.21:
 * - Fixed a bug where states Action End weren't going down properly with DTB.
 *
 * Version 1.20:
 * - Fixed a bug where revived actors using instant cast aren't properly set to
 * use actions immediately.
 *
 * Version 1.19:
 * - Added <Attack Animation: x> notetag for enemies.
 * - Added 'AI Self Turns' for Tick-Based Battles. Enemies can now have their
 * A.I. revolve around their own individual turns rather than the battle's.
 * - Mechanic change for states. Following suit with the change to Action End
 * removal, there are now two more conditions added: Action Start, Turn Start.
 * - Added <Action Start: x>, <Action Start: x to y>, <Turn Start: x>, and
 * <Turn Start: x to y> notetags for automatic state removal.
 *
 * Version 1.18:
 * - Fixed a bug with irregular targeting scopes.
 * - Fixed an MV-related bug with Recover All event not refreshing battlers.
 * 
 * Version 1.17b:
 * - Fixed a bug with action end states to remove multiple at once.
 * - Fixed a visual error with flinching sprites.
 * - Added 'Current Max' parameter to change HP current/max display in battle.
 * - Mechanic change for states that update on Action End to end at the end of
 * a battler's turn instead of at the start.
 * - Began preparations for another battle system.
 *
 * Version 1.16:
 * - Fixed an issue with mirrored enemies having mirrored state icons.
 *
 * Version 1.15a:
 * - Fixed a bug revolving the status window not updating.
 * - Updated default home position formula to better fit other party sizes.
 * New Home Position X:
 *   screenWidth - 16 - (maxSize + 2) * 32 + index * 32
 * New Home Position Y:
 *   screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 16
 *
 * Version 1.14:
 * - Fixed a bug with Forced Actions locking out the battle.
 * - New mechanic: For tick-based battle systems, states with action-end will
 * go down in turns based on how many actions took place for the actor instead.
 * Previously, they were indistinguishable from states with Turn End removal.
 * - New mechanic: Using Instant Skills/Items from YEP_InstantCast.js will also
 * cause states with action-end to go down in turns upon using actions.
 *
 * Version 1.13a:
 * - Fixed a bug that made battlebacks disappear.
 * - Reworked visual enemy selection.
 * - Victory phase doesn't immediately display level up changes in battle
 * status window.
 * - Fixed a bug with the visual enemy select showing dead enemy names.
 *
 * Version 1.12b:
 * - If the Battle HUD has been hidden for whatever reason during the victory
 * sequence, it will be returned.
 * - Added <speed: +x> and <speed: -x> notetags to break past editor limits.
 * - Added new conditions where the battle won't end until all action sequences
 * have been fulfilled.
 *
 * Version 1.11:
 * - Fixed a bug that didn't show HP/MP Regeneration.
 *
 * Version 1.10:
 * - Removed immortal state dependancy. Immortality is now its own setting.
 * - Added more abbreviated variables for action speed calculation.
 * - Fixed a bug where all-scope attacks would reveal Appear-Halfway enemies.
 * - Fixed a bug where the battle wouldn't end if the final enemy was killed
 * by state damage.
 *
 * Version 1.09:
 * - Fixed a undefined actor bug for refreshing the status window.
 * - Added 'Show Shadows' parameter to the plugin settings.
 * - Reworked the default action sequences so that forced actions do not appear
 * on top of each other and party-heal animations occur simultaneously.
 *
 * Version 1.08:
 * - Fixed a bug where battlers gaining HP/MP in the damage formula for
 * themselves wouldn't trigger popups.
 * - Fixed a bug where if the party failed to escape from battle, states that
 * would be removed by battle still get removed. *Fixed by Emjenoeg*
 * - Fixed a bug where instant death skills didn't work.
 * - Changed Sprite Priority settings to decide whether actors, enemies, or
 * neither would always be on top.
 *
 * Version 1.07:
 * - Optimized status window to refresh at a minimum.
 * - Set up frame work for future plugins:
 * - Added 'Escape Ratio' and 'Fail Escape Boost' to parameters to allow users
 * to set the escape ratio they want.
 * - Added 'Front Sprite Priority' and 'Side Sprite Priority' to parameters to
 * dictate if actor sprites are always on top.
 * - Added 'Tick-Settings' category for tick-based battle systems.
 *
 * Version 1.06:
 * - Fixed a bug that causes dead actors at the start of battle to not spawn.
 * - Fixed a bug where the help window on an empty slot would show the
 * previous skill's message.
 *
 * Version 1.05:
 * - Added new target typing: Character X, which allows you to select
 * specifically the actor with an actor ID of X if he/she/it is in the party.
 * - Fixed a bug that prevented Miss and Evade popups from showing.
 *
 * Version 1.04:
 * - Fixed a bug where popups didn't show under certain animation types.
 * - Fixed certain battler motions from not refreshing correctly.
 * - Actions with no scope will not trigger the confirmation selection window.
 *
 * Version 1.03:
 * - Added 'Wait for Effect' action sequence.
 * - Actions now wait for effects (such as collapsing) to be done before
 * continuing on with battle or to end battle.
 *
 * Version 1.02:
 * - Fixed a bug where the help window would retain descriptions on no skills.
 * - Synched up weapons with actor sprites so they would occur simultaneously.
 * - Fixed an issue where requesting certain motions from enemies that don't
 * exist would cause them to crash.
 *
 * Version 1.01:
 * - Skills and items that affect both HP and MP will now show popups for both.
 *
 * Version 1.00:
 * - Finished plugin!
 */
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_BattleEngineCore');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.BECSystem = String(Yanfly.Parameters['Default System']);
Yanfly.Param.BECEscRatio = String(Yanfly.Parameters['Escape Ratio']);
Yanfly.Param.BECEscFail = String(Yanfly.Parameters['Fail Escape Boost']);
Yanfly.Param.CastCertHit = Number(Yanfly.Parameters['Certain Hit Animation']);
Yanfly.Param.CastPhysical = Number(Yanfly.Parameters['Physical Animation']);
Yanfly.Param.CastMagical = Number(Yanfly.Parameters['Magical Animation']);
Yanfly.Param.EnemyAtkAni = Number(Yanfly.Parameters['Enemy Attack Animation']);
Yanfly.Param.BECOptSpeed = String(Yanfly.Parameters['Optimize Speed']);
Yanfly.Param.BECOptSpeed = eval(Yanfly.Param.BECOptSpeed);
Yanfly.Param.BECEmergeText = String(Yanfly.Parameters['Show Emerge Text']);
Yanfly.Param.BECEmergeText = eval(Yanfly.Param.BECEmergeText);
Yanfly.Param.BECPreEmpText = String(Yanfly.Parameters['Show Pre-Emptive Text']);
Yanfly.Param.BECPreEmpText = eval(Yanfly.Param.BECPreEmpText);
Yanfly.Param.BECSurpText = String(Yanfly.Parameters['Show Surprise Text']);
Yanfly.Param.BECSurpText = eval(Yanfly.Param.BECSurpText);
Yanfly.Param.BECPopupOverlap = String(Yanfly.Parameters['Popup Overlap Rate']);
Yanfly.Param.BECPopupOverlap = eval(Yanfly.Param.BECPopupOverlap);
Yanfly.Param.BECNewPopBottom = String(Yanfly.Parameters['Newest Popup Bottom']);
Yanfly.Param.BECNewPopBottom = eval(Yanfly.Param.BECNewPopBottom);
Yanfly.Param.BECStartActCmd = String(Yanfly.Parameters['Start Actor Command']);
Yanfly.Param.BECStartActCmd = eval(Yanfly.Param.BECStartActCmd);
Yanfly.Param.BECCurMax = eval(String(Yanfly.Parameters['Current Max']));
Yanfly.Param.BECSelectHelp = String(Yanfly.Parameters['Select Help Window']);
Yanfly.Param.BECSelectHelp = eval(Yanfly.Param.BECSelectHelp);
Yanfly.Param.BECHelpUserTx = String(Yanfly.Parameters['User Help Text']);
Yanfly.Param.BECHelpAllyTx = String(Yanfly.Parameters['Ally Help Text']);
Yanfly.Param.BECHelpAlliesTx = String(Yanfly.Parameters['Allies Help Text']);
Yanfly.Param.BECHelpEnemyTx = String(Yanfly.Parameters['Enemy Help Text']);
Yanfly.Param.BECHelpEnemiesTx = String(Yanfly.Parameters['Enemies Help Text']);
Yanfly.Param.BECHelpAllTx = String(Yanfly.Parameters['All Help Text']);
Yanfly.Param.BECHelpRandTx = String(Yanfly.Parameters['Random Help Text']);
Yanfly.Param.BECFrontPosX = String(Yanfly.Parameters['Front Position X']);
Yanfly.Param.BECFrontPosY = String(Yanfly.Parameters['Front Position Y']);
Yanfly.Param.BECFrontSprite = String(Yanfly.Parameters['Front Actor Sprite']);
Yanfly.Param.BECFrontSprite = eval(Yanfly.Param.BECFrontSprite);
Yanfly.Param.BECFrSpPrio = String(Yanfly.Parameters['Front Sprite Priority']);
Yanfly.Param.BECHomePosX = String(Yanfly.Parameters['Home Position X']);
Yanfly.Param.BECHomePosY = String(Yanfly.Parameters['Home Position Y']);
Yanfly.Param.BECSideSpPrio = String(Yanfly.Parameters['Side Sprite Priority']);
Yanfly.Param.BECSideSpPrio = eval(Yanfly.Param.BECSideSpPrio);
Yanfly.Param.BECAnchorX = Number(Yanfly.Parameters['Default X Anchor']);
Yanfly.Param.BECAnchorY = Number(Yanfly.Parameters['Default Y Anchor']);
Yanfly.Param.BECStepDist = Number(Yanfly.Parameters['Step Distance']);
Yanfly.Param.BECFlinchDist = Number(Yanfly.Parameters['Flinch Distance']);
Yanfly.Param.BECShowShadows = String(Yanfly.Parameters['Show Shadows']);
Yanfly.Param.BECShowShadows = eval(Yanfly.Param.BECShowShadows);
Yanfly.Param.BECPopupDur = Number(Yanfly.Parameters['Popup Duration']);
Yanfly.Param.BECCritPopup = String(Yanfly.Parameters['Critical Popup']);
Yanfly.Param.BECCritDur = Number(Yanfly.Parameters['Critical Duration']);
Yanfly.Param.BECActionSpeed = String(Yanfly.Parameters['Action Speed']);
Yanfly.Param.BECReflectAni = Number(Yanfly.Parameters['Reflect Animation']);
Yanfly.Param.BECMotionWait = String(Yanfly.Parameters['Motion Waiting']);
Yanfly.Param.BECMotionWait = eval(Yanfly.Param.BECMotionWait);
Yanfly.Param.BECTimeStates = String(Yanfly.Parameters['Timed States']);
Yanfly.Param.BECTimeStates = eval(Yanfly.Param.BECTimeStates);
Yanfly.Param.BECTimeBuffs = String(Yanfly.Parameters['Timed Buffs']);
Yanfly.Param.BECTimeBuffs = eval(Yanfly.Param.BECTimeBuffs);
Yanfly.Param.BECTurnTime = Number(Yanfly.Parameters['Turn Time']);
Yanfly.Param.BECAISelfTurn = eval(String(Yanfly.Parameters['AI Self Turns']));
Yanfly.Param.BECLowerWindows = String(Yanfly.Parameters['Lower Windows']);
Yanfly.Param.BECLowerWindows = eval(Yanfly.Param.BECLowerWindows);
Yanfly.Param.BECSelectMouseOver = eval(String(Yanfly.Parameters['Mouse Over']));
Yanfly.Param.BECEnemySelect = String(Yanfly.Parameters['Visual Enemy Select']);
Yanfly.Param.BECEnemySelect = eval(Yanfly.Param.BECEnemySelect);
Yanfly.Param.BECActorSelect = String(Yanfly.Parameters['Visual Actor Select']);
Yanfly.Param.BECActorSelect = eval(Yanfly.Param.BECActorSelect);
Yanfly.Param.BECWindowRows = Number(Yanfly.Parameters['Window Rows']);
Yanfly.Param.BECEnemyFontSize = Number(Yanfly.Parameters['Enemy Font Size']);
Yanfly.Param.BECShowEnemyName = String(Yanfly.Parameters['Show Enemy Name']);
Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName);
Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters['Show Select Box']);
Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox);
Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters['Enemy Auto Select']);
Yanfly.Param.BECCommandAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.BECCommandRows = Number(Yanfly.Parameters['Command Window Rows']);
Yanfly.Param.BECAniBaseDel = Number(Yanfly.Parameters['Animation Base Delay']);
Yanfly.Param.BECAniNextDel = Number(Yanfly.Parameters['Animation Next Delay']);

Yanfly.Param.BECFullActText = String(Yanfly.Parameters['Show Action Text']);
Yanfly.Param.BECFullActText = eval(Yanfly.Param.BECFullActText);
Yanfly.Param.BECShowCntText = String(Yanfly.Parameters['Show Counter Text']);
Yanfly.Param.BECShowCntText = eval(Yanfly.Param.BECShowCntText);
Yanfly.Param.BECShowRflText = String(Yanfly.Parameters['Show Reflect Text']);
Yanfly.Param.BECShowRflText = eval(Yanfly.Param.BECShowRflText);
Yanfly.Param.BECShowSubText = String(Yanfly.Parameters['Show Substitute Text']);
Yanfly.Param.BECShowSubText = eval(Yanfly.Param.BECShowSubText);
Yanfly.Param.BECShowFailText = String(Yanfly.Parameters['Show Fail Text']);
Yanfly.Param.BECShowFailText = eval(Yanfly.Param.BECShowFailText);
Yanfly.Param.BECShowCritText = String(Yanfly.Parameters['Show Critical Text']);
Yanfly.Param.BECShowCritText = eval(Yanfly.Param.BECShowCritText);
Yanfly.Param.BECShowMissText = String(Yanfly.Parameters['Show Miss Text']);
Yanfly.Param.BECShowMissText = eval(Yanfly.Param.BECShowMissText);
Yanfly.Param.BECShowEvaText = String(Yanfly.Parameters['Show Evasion Text']);
Yanfly.Param.BECShowEvaText = eval(Yanfly.Param.BECShowEvaText);
Yanfly.Param.BECShowHpText = String(Yanfly.Parameters['Show HP Text']);
Yanfly.Param.BECShowHpText = eval(Yanfly.Param.BECShowHpText);
Yanfly.Param.BECShowMpText = String(Yanfly.Parameters['Show MP Text']);
Yanfly.Param.BECShowMpText = eval(Yanfly.Param.BECShowMpText);
Yanfly.Param.BECShowTpText = String(Yanfly.Parameters['Show TP Text']);
Yanfly.Param.BECShowTpText = eval(Yanfly.Param.BECShowTpText);
Yanfly.Param.BECShowStateText = String(Yanfly.Parameters['Show State Text']);
Yanfly.Param.BECShowStateText = eval(Yanfly.Param.BECShowStateText);
Yanfly.Param.BECShowBuffText = String(Yanfly.Parameters['Show Buff Text']);
Yanfly.Param.BECShowBuffText = eval(Yanfly.Param.BECShowBuffText);

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

Yanfly.BEC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
  if (!Yanfly.BEC.DataManager_isDatabaseLoaded.call(this)) return false;
  if (!Yanfly._loaded_YEP_BattleEngineCore) {
    this.processMELODYNotetags($dataSkills);
    this.processMELODYNotetags($dataItems);
    this.processBECNotetags1($dataSkills);
    this.processBECNotetags2($dataSkills);
    this.processBECNotetags2($dataItems);
    this.processBECNotetags3($dataEnemies);
    this.processBECNotetags4($dataActors);
    this.processBECNotetags4($dataClasses);
    this.processBECNotetags4($dataWeapons);
    this.processBECNotetags4($dataArmors);
    this.processBECNotetags4($dataEnemies);
    this.processBECNotetags4($dataStates);
    this.processBECNotetags5($dataActors, true);
    this.processBECNotetags5($dataClasses, false);
    this.processBECNotetags5($dataWeapons, false);
    this.processBECNotetags5($dataArmors, false);
    this.processBECNotetags5($dataStates, false);
    this.processBECNotetags6($dataStates);
    Yanfly._loaded_YEP_BattleEngineCore = true;
  }
  return true;
};

DataManager.processMELODYNotetags = function(group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    if (obj.actionsMade) continue;
    obj.actionsMade = true;
    var notedata = obj.note.split(/[\r\n]+/);

    var actionType = 0;
    this.setDefaultActions(obj);

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(/<(?:SETUP ACTION|setup)>/i)) {
        actionType = 1;
        obj.setupActions = [];
      } else if (line.match(/<\/(?:SETUP ACTION|setup)>/i)) {
        var actionType = 0;
      } else if (line.match(/<(?:WHOLE ACTION|whole)>/i)) {
        actionType = 2;
        obj.wholeActions = [];
      } else if (line.match(/<\/(?:WHOLE ACTION|whole)>/i)) {
        var actionType = 0;
      } else if (line.match(/<(?:TARGET ACTION|target)>/i)) {
        actionType = 3;
        obj.targetActions = [];
      } else if (line.match(/<\/(?:TARGET ACTION|target)>/i)) {
        var actionType = 0;
      } else if (line.match(/<(?:FOLLOW ACTION|follow)>/i)) {
        actionType = 4;
        obj.followActions = [];
      } else if (line.match(/<\/(?:FOLLOW ACTION|follow)>/i)) {
        var actionType = 0;
      } else if (line.match(/<(?:FINISH ACTION|finish)>/i)) {
        actionType = 5;
        obj.finishActions = [];
      } else if (line.match(/<\/(?:FINISH ACTION|finish)>/i)) {
        var actionType = 0;
      } else {
        this.convertSequenceLine(obj, line, actionType);
      }
    }
  }
};

Yanfly.BEC.DefaultActionSetup = [
    ['CLEAR BATTLE LOG'],
    ['DISPLAY ACTION'],
    ['IMMORTAL', ['TARGETS', 'TRUE']],
    ['PERFORM START'],
    ['WAIT FOR MOVEMENT'],
    ['CAST ANIMATION'],
    ['WAIT FOR ANIMATION']
];
Yanfly.BEC.DefaultActionWhole = [
    ['PERFORM ACTION'],
];
Yanfly.BEC.DefaultActionTarget = [
    ['PERFORM ACTION'],
];
if (Yanfly.Param.BECMotionWait) {
  Yanfly.BEC.DefaultActionWhole.push(['MOTION WAIT', ['USER']]);
  Yanfly.BEC.DefaultActionTarget.push(['MOTION WAIT', ['USER']]);
} else {
  Yanfly.BEC.DefaultActionWhole.push(['WAIT', [0]]);
  Yanfly.BEC.DefaultActionTarget.push(['WAIT', [0]]);
};
Yanfly.BEC.DefaultActionWhole.push(['ACTION ANIMATION']);
Yanfly.BEC.DefaultActionWhole.push(['WAIT FOR ANIMATION']);
Yanfly.BEC.DefaultActionTarget.push(['ACTION ANIMATION']);
Yanfly.BEC.DefaultActionTarget.push(['WAIT FOR ANIMATION']);
Yanfly.BEC.DefaultActionFollow = [
];
Yanfly.BEC.DefaultActionFinish = [
    ['IMMORTAL', ['TARGETS', 'FALSE']],
    ['WAIT FOR NEW LINE'],
    ['CLEAR BATTLE LOG'],
    ['PERFORM FINISH'],
    ['WAIT FOR MOVEMENT'],
    ['WAIT FOR EFFECT'],
    ['ACTION COMMON EVENT'],
];
DataManager.setDefaultActions = function(obj) {
    obj.setupActions = Yanfly.BEC.DefaultActionSetup.slice();
    if (this.isWholeAction(obj)) {
      obj.wholeActions = Yanfly.BEC.DefaultActionWhole.slice();
      this.addActionEffects(obj, obj.wholeActions);
      obj.targetActions = [];
    } else {
      obj.wholeActions = [];
      obj.targetActions = Yanfly.BEC.DefaultActionTarget.slice();
      this.addActionEffects(obj, obj.targetActions);
    }
    obj.followActions = Yanfly.BEC.DefaultActionFollow.slice();
    obj.finishActions = Yanfly.BEC.DefaultActionFinish.slice();
};

DataManager.isWholeAction = function(obj) {
  if (obj.animationId > 0 && $dataAnimations[obj.animationId]) {
    var animation = $dataAnimations[obj.animationId];
    if (animation.position === 3) return true;
    if (animation.position !== 3 && [2, 8, 10].contains(obj.scope)) return true;
  }
  return false;
};

DataManager.addActionEffects = function(obj, array) {
    for (;;) {
      array[array.length] = ['ACTION EFFECT'];
      array[array.length] = ['DEATH BREAK'];
      obj.repeats -= 1;
      if (obj.repeats <= 0) break;
      array[array.length] = ['WAIT', [8]];
    }
    obj.repeats = 1;
};

Yanfly.BEC.SeqType6 =
  /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
Yanfly.BEC.SeqType5 =
  /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
Yanfly.BEC.SeqType4 =
  /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
Yanfly.BEC.SeqType3 =
  /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*)/i;
Yanfly.BEC.SeqType2 =
  /[ ]*(.*):[ ](.*),[ ](.*)/i;
Yanfly.BEC.SeqType1 =
  /[ ]*(.*):[ ](.*)/i;
Yanfly.BEC.SeqType0 =
  /[ ]*(.*)/i;
DataManager.convertSequenceLine = function(obj, line, actionType) {
  if (actionType <= 0 || actionType > 5) return;
  Yanfly.BEC.SeqType;
  var seqArgs;
  if (line.match(Yanfly.BEC.SeqType6)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs =
      [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6, RegExp.$7];
  } else if (line.match(Yanfly.BEC.SeqType5)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6];
  } else if (line.match(Yanfly.BEC.SeqType4)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5];
  } else if (line.match(Yanfly.BEC.SeqType3)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4];
  } else if (line.match(Yanfly.BEC.SeqType2)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [RegExp.$2, RegExp.$3];
  } else if (line.match(Yanfly.BEC.SeqType1)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [RegExp.$2];
  } else if (line.match(Yanfly.BEC.SeqType0)) {
    Yanfly.BEC.SeqType = RegExp.$1;
    seqArgs = [];
  } else {
    return;
  }
  var array = [Yanfly.BEC.SeqType, seqArgs];
  if (actionType === 1) obj.setupActions[obj.setupActions.length] = array;
  if (actionType === 2) obj.wholeActions[obj.wholeActions.length] = array;
  if (actionType === 3) obj.targetActions[obj.targetActions.length] = array;
  if (actionType === 4) obj.followActions[obj.followActions.length] = array;
  if (actionType === 5) obj.finishActions[obj.finishActions.length] = array;
};

DataManager.processBECNotetags1 = function(group) {
  var note1 = /<(?:CAST ANIMATION|cast ani):[ ](\d+)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.castAnimation = 0;
    if (obj.hitType === 0) obj.castAnimation = Yanfly.Param.CastCertHit;
    if (obj.hitType === 1) obj.castAnimation = Yanfly.Param.CastPhysical;
    if (obj.hitType === 2) obj.castAnimation = Yanfly.Param.CastMagical;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        obj.castAnimation = parseInt(RegExp.$1);
      }
    }
  }
};

DataManager.processBECNotetags2 = function(group) {
  var note1 = /<(?:ACTION COPY):[ ](.*):[ ]*(\d+)>/i;
  var note2 = /<(?:SPEED):[ ]([\+\-]\d+)>/i;
  var note3 = /<(?:DISPLAY NAME|DISPLAY TEXT):[ ](.*)>/i;
  var note4 = /<(?:DISPLAY ICON):[ ](\d+)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.battleDisplayText = obj.name;
    obj.battleDisplayIcon = obj.iconIndex;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        var text = String(RegExp.$1).toUpperCase();
        var target;
        if (['I', 'ITEM'].contains(text)) {
          target = $dataItems[parseInt(RegExp.$2)];
        } else if (['S', 'SKILL'].contains(text)) {
          target = $dataSkills[parseInt(RegExp.$2)];
        }
        if (target) {
          obj.setupActions = target.setupActions.slice();
          obj.wholeActions = target.wholeActions.slice();
          obj.targetActions = target.targetActions.slice();
          obj.followActions = target.followActions.slice();
          obj.finishActions = target.finishActions.slice();
        }
      } else if (line.match(note2)) {
        obj.speed = parseInt(RegExp.$1);
      } else if (line.match(note3)) {
        obj.battleDisplayText = String(RegExp.$1);
      } else if (line.match(note4)) {
        obj.battleDisplayIcon = parseInt(RegExp.$1);
      }
    }
  }
};

DataManager.processBECNotetags3 = function(group) {
  var note1 = /<(?:ATTACK ANIMATION|attack ani):[ ](\d+)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.attackAnimationId = Yanfly.Param.EnemyAtkAni;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        obj.attackAnimationId = parseInt(RegExp.$1);
      }
    }
  }
};

DataManager.processBECNotetags4 = function(group) {
  var note1 = /<(?:REFLECT ANIMATION|reflect ani):[ ](\d+)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.reflectAnimationId = 0;
    obj.spriteCannotMove = false;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        obj.reflectAnimationId = parseInt(RegExp.$1);
      } else if (line.match(/<(?:SPRITE CANNOT MOVE)>/i)) {
        obj.spriteCannotMove = true;
      }
    }
  }
};

DataManager.processBECNotetags5 = function(group, isActor) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    if (isActor) {
      obj.anchorX = Yanfly.Param.BECAnchorX;
      obj.anchorY = Yanfly.Param.BECAnchorY;
    }

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(/<(?:ANCHOR X):[ ](\d+)[.](\d+)>/i)) {
        obj.anchorX = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
      } else if (line.match(/<(?:ANCHOR Y):[ ](\d+)[.](\d+)>/i)) {
        obj.anchorY = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
      }
    }
  }
};

DataManager.processBECNotetags6 = function(group) {
  var note1a = /<(?:ACTION START):[ ](\d+)>/i;
  var note1b = /<(?:ACTION START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
  var note2a = /<(?:TURN START):[ ](\d+)>/i;
  var note2b = /<(?:TURN START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1a)) {
        var turns = parseInt(RegExp.$1);
        obj.autoRemovalTiming = 3;
        obj.maxTurns = turns;
        obj.minTurns = turns;
      } else if (line.match(note1b)) {
        var turns1 = parseInt(RegExp.$1);
        var turns2 = parseInt(RegExp.$2);
        obj.autoRemovalTiming = 3;
        obj.maxTurns = turns1;
        obj.minTurns = turns2;
      } else if (line.match(note2a)) {
        var turns = parseInt(RegExp.$1);
        obj.autoRemovalTiming = 4;
        obj.maxTurns = turns;
        obj.minTurns = turns;
      } else if (line.match(note2b)) {
        var turns1 = parseInt(RegExp.$1);
        var turns2 = parseInt(RegExp.$2);
        obj.autoRemovalTiming = 4;
        obj.maxTurns = turns1;
        obj.minTurns = turns2;
      }
    }
  }
};

//=============================================================================
// TouchInput
//=============================================================================

Yanfly.BEC.TouchInput_onMouseMove = TouchInput._onMouseMove;
TouchInput._onMouseMove = function(event) {
    Yanfly.BEC.TouchInput_onMouseMove.call(this, event);
    this._mouseOverX = Graphics.pageToCanvasX(event.pageX);
    this._mouseOverY = Graphics.pageToCanvasY(event.pageY);
};

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

Yanfly.BEC.BattleManager_initMembers = BattleManager.initMembers;
BattleManager.initMembers = function() {
    Yanfly.BEC.BattleManager_initMembers.call(this);
    this._forceSelection = false;
    this._allSelection = false;
    this._victoryPhase = false;
    this._forceActionQueue = [];
};

BattleManager.isBattleSystem = function(value) {
    return value.toLowerCase() === $gameSystem.getBattleSystem();
};

BattleManager.isDTB = function() {
    return this.isBattleSystem('dtb');
};

BattleManager.isTurnBased = function() {
    if (this.isDTB()) return true;
    return false;
};

BattleManager.isTickBased = function() {
    return !this.isTurnBased();
};

BattleManager.tickRate = function() {
    return 1;
};

BattleManager.forceSelection = function() {
    this._forceSelection = true;
};

BattleManager.isForceSelection = function() {
    return this._forceSelection;
};

BattleManager.resetSelection = function() {
    this._forceSelection = false;
};

BattleManager.startAllSelection = function() {
    this._allSelection = true;
};

BattleManager.isAllSelection = function() {
     return this._allSelection && BattleManager.isInputting();
};

BattleManager.stopAllSelection = function() {
    this._allSelection = false;
};

Yanfly.BEC.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
BattleManager.makeEscapeRatio = function() {
    if (this.isDTB()) {
      var code = Yanfly.Param.BECEscRatio;
      try {
        this._escapeRatio = eval(code);
      } catch (e) {
        this._escapeRatio = 0;
        Yanfly.Util.displayError(e, code, 'ESCAPE RATIO FORMULA ERROR');
      }
      var code = Yanfly.Param.BECEscFail;
      try {
        this._escapeFailBoost = eval(code);
      } catch (e) {
        this._escapeFailBoost = 0;
        Yanfly.Util.displayError(e, code, 'ESCAPE FAIL BOOST FORMULA ERROR');
      }
    } else {
      this._escapeFailBoost = 0.1;
      Yanfly.BEC.BattleManager_makeEscapeRatio.call(this);
    }
};

BattleManager.timeBasedStates = function() {
    if (!$gameParty.inBattle()) return false;
    if (this.isTurnBased()) return false;
    if (this._timeBasedStates !== undefined) return this._timeBasedStates;
    this._timeBasedStates = Yanfly.Param.BECTimeStates;
    return this._timeBasedStates;
};

BattleManager.timeBasedBuffs = function() {
    if (!$gameParty.inBattle()) return false;
    if (this.isTurnBased()) return false;
    if (this._timeBasedBuffs !== undefined) return this._timeBasedBuffs;
    this._timeBasedBuffs = Yanfly.Param.BECTimeBuffs;
    return this._timeBasedBuffs;
};

BattleManager.displayStartMessages = function() {
    if (Yanfly.Param.BECEmergeText) {
      $gameTroop.enemyNames().forEach(function(name) {
          $gameMessage.add(TextManager.emerge.format(name));
      });
    }
    if (this._preemptive && Yanfly.Param.BECPreEmpText) {
        $gameMessage.add(TextManager.preemptive.format($gameParty.name()));
    } else if (this._surprise && Yanfly.Param.BECSurpText) {
        $gameMessage.add(TextManager.surprise.format($gameParty.name()));
    }
};

BattleManager.registerSprite = function(battler, sprite) {
  if (!this._registeredSprites) this._registeredSprites = {};
  if (battler.isActor()) var id = 100000 + battler.actorId();
  if (battler.isEnemy()) var id = 200000 + battler.index();
  this._registeredSprites[id] = sprite;
};

BattleManager.getSprite = function(battler) {
  if (!this._registeredSprites) this._registeredSprites = {};
  if (battler.isActor()) var id = 100000 + battler.actorId();
  if (battler.isEnemy()) var id = 200000 + battler.index();
  return this._registeredSprites[id];
};

BattleManager.setSpritePriority = function() {
    if ($gameSystem.isSideView()) {
      this._spritePriority = Yanfly.Param.BECSideSpPrio;
    } else {
      this._spritePriority = Yanfly.Param.BECFrontSprite;
    }
    if (this._spritePriority === false) this._spritePriority = 0;
    if (this._spritePriority === true) this._spritePriority = 1;
};

BattleManager.getSpritePriority = function() {
    if (!this._spritePriority) this.setSpritePriority();
    return this._spritePriority;
};

BattleManager.changeActor = function(newActorIndex, lastActorActionState) {
    var lastActor = this.actor();
    this._actorIndex = newActorIndex;
    var newActor = this.actor();
    if (lastActor) {
        lastActor.setActionState(lastActorActionState);
        lastActor.spriteReturnHome();
    }
    if (newActor) {
        newActor.setActionState('inputting');
        newActor.spriteStepForward();
    }
};

BattleManager.createActions = function() {
    $gameParty.createActions();
    $gameTroop.createActions();
};

BattleManager.clearInputtingAction = function() {
    if (this.inputtingAction()) this.inputtingAction().clear();
};

Yanfly.BEC.BattleManager_checkBattleEnd = BattleManager.checkBattleEnd;
BattleManager.checkBattleEnd = function() {
    if (this._phase === 'actionList') return false;
    if (this._phase === 'actionTargetList') return false;
    if (this._phase === 'action') return false;
    if (this._phase === 'phaseChange') return false;
    if ($gameTroop.isEventRunning()) return false;
    return Yanfly.BEC.BattleManager_checkBattleEnd.call(this);
};

Yanfly.BEC.BattleManager_processTurn = BattleManager.processTurn;
BattleManager.processTurn = function() {
    this._processTurn = true;
    Yanfly.BEC.BattleManager_processTurn.call(this);
    this._processTurn = false;
};

Yanfly.BEC.BattleManager_processVictory = BattleManager.processVictory;
BattleManager.processVictory = function() {
    this._logWindow.clear();
    this._victoryPhase = true;
    if (this._windowLayer) this._windowLayer.x = 0;
    Yanfly.BEC.BattleManager_processVictory.call(this);
};

BattleManager.processEscape = function() {
    $gameParty.performEscape();
    SoundManager.playEscape();
    var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
    if ($gamePlayer.isDebugThrough()) success = true;
    if (success) {
        $gameParty.performEscapeSuccess();
        // this.displayEscapeSuccessMessage();
        this._escaped = true;
        this.processAbort();
        this.actionWaitForMovement();
    } else {
        this.displayEscapeFailureMessage();
        this._escapeRatio += this._escapeFailBoost;
        $gameParty.clearActions();
        this.startTurn();
    }
    return success;
};

Yanfly.BEC.BattleManager_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function() {
    $gameParty.removeBattleStates();
    Yanfly.BEC.BattleManager_processAbort.call(this);
};

BattleManager.refreshAllMembers = function() {
  $gameParty.refreshMembers();
  $gameTroop.refreshMembers();
};

BattleManager.startTurn = function() {
    this._enteredEndPhase = false;
    this._phase = 'turn';
    this.clearActor();
    $gameTroop.increaseTurn();
    $gameParty.onTurnStart();
    $gameTroop.onTurnStart();
    this._performedBattlers = [];
    this.makeActionOrders();
    $gameParty.requestMotionRefresh();
    this._logWindow.startTurn();
    this._subject = this.getNextSubject();
};

Yanfly.BEC.BattleManager_endTurn = BattleManager.endTurn;
BattleManager.endTurn = function() {
    if (this.isTurnBased() && this._spriteset.isPopupPlaying()) return;
    if (this.isTurnBased() && this._enteredEndPhase) {
      this._phase = 'turnEnd';
      this._preemptive = false;
      this._surprise = false;
      return;
    }
    this._enteredEndPhase = true;
    Yanfly.BEC.BattleManager_endTurn.call(this);
    BattleManager.refreshAllMembers();
};

BattleManager.getNextSubject = function() {
    if ($gameTroop.turnCount() <= 0) return;
    this._performedBattlers = this._performedBattlers || [];
    this.makeActionOrders();
    for (;;) {
        var battlerArray = [];
        for (var i = 0; i < this._actionBattlers.length; ++i) {
          var obj = this._actionBattlers[i];
          if (!this._performedBattlers.contains(obj)) battlerArray.push(obj);
        }
        this._actionBattlers = battlerArray;
        var battler = this._actionBattlers.shift();
        if (!battler) return null;
        if (battler.isBattleMember() && battler.isAlive()) {
            this.pushPerformedBattler(battler);
            return battler;
        }
    }
};

BattleManager.pushPerformedBattler = function(battler) {
  this._performedBattlers.push(battler);
};

BattleManager.update = function() {
    if (!this.isBusy() && !this.updateEvent()) {
        switch (this._phase) {
        case 'start':
            this.startInput();
            break;
        case 'turn':
            this.updateTurn();
            break;
        case 'action':
            this.updateAction();
            break;
        case 'phaseChange':
            this.updatePhase();
            break;
        case 'actionList':
            this.updateActionList()
            break;
        case 'actionTargetList':
            this.updateActionTargetList()
            break;
        case 'turnEnd':
            this.updateTurnEnd();
            break;
        case 'battleEnd':
            this.updateBattleEnd();
            break;
        }
    }
};

BattleManager.updateEvent = function() {
    if (this._processingForcedAction) return false;
    switch (this._phase) {
    case 'start':
    case 'turn':
    case 'turnEnd':
    case 'actionList':
    case 'actionTargetList':
      if (this.isActionForced()) {
        this.processForcedAction();
        return true;
      } else {
        return this.updateEventMain();
      }
    }
    return this.checkAbort();
};

BattleManager.queueForceAction = function(user, skillId, target) {
    if (target === undefined) {
      var targetIndex = 0;
    } else if (typeof target === 'number') {
      var targetIndex = target;
    } else {
      var targetIndex = target.index();
    }
    var param = [
      user.isEnemy() ? 0 : 1,
      user.isActor() ? user.actorId() : user.index(),
      skillId,
      targetIndex
    ];
    var command = {
      code: 339,
      indent: 0,
      parameters: param
    }
    $gameTemp.forceActionQueue(command);
    this.clearResults();
    if (this.isTickBased()) this._phase = 'action';
};

BattleManager.addText = function(text, wait) {
  if (!SceneManager._scene._logWindow) return;
  wait = wait || 0;
  SceneManager._scene._logWindow.addText(text);
  if (wait <= 0) return;
  var last = this._actionList[this._actionList.length - 1];
  if (last && last[0] === 'WAIT') return;
  this._actionList.push(['WAIT', [wait]]);
};

BattleManager.clearResults = function() {
  var group = this.allBattleMembers();
  var length = group.length;
  for (var i = 0; i < length; ++i) {
    var member = group[i];
    if (member) member.clearResult();
  }
  this._allTargets = [];
  this._targets = [];
  this._target = undefined;
};

Yanfly.BEC.BattleManager_forceAction = BattleManager.forceAction;
BattleManager.forceAction = function(battler) {
    if (this._subject) this._subject.clearResult();
    this.createForceActionFailSafes();
    this.savePreForceActionSettings();
    Yanfly.BEC.BattleManager_forceAction.call(this, battler);
};

BattleManager.createForceActionFailSafes = function() {
    this._actionList = this._actionList || [];
    this._targets = this._targets || [];
    this._allTargets = this._allTargets || [];
    this._individualTargets = this._individualTargets || [];
    this._phaseSteps = this._phaseSteps || [];
    this._conditionFlags = this._conditionFlags || [];
    this._trueFlags = this._trueFlags || [];
};

BattleManager.savePreForceActionSettings = function() {
    var settings = this.setPreForceActionSettings();
    this._forceActionQueue.push(settings);
};

BattleManager.setPreForceActionSettings = function() {
    return {
      subject: this._subject,
      action: JsonEx.makeDeepCopy(this._action),
      actionList: JsonEx.makeDeepCopy(this._actionList),
      targets: this._targets.slice(),
      allTargets: this._allTargets.slice(),
      indTargets: this._individualTargets.slice(),
      phaseSteps: JsonEx.makeDeepCopy(this._phaseSteps),
      returnPhase: this._returnPhase,
      phase: this._phase,
      conditionFlags: JsonEx.makeDeepCopy(this._conditionFlags),
      trueFlags: JsonEx.makeDeepCopy(this._trueFlags)
    }
};

BattleManager.loadPreForceActionSettings = function() {
    var settings = this._forceActionQueue[0];
    if (settings) {
      this._forceActionQueue.shift();
      this.resetPreForceActionSettings(settings);
      return this._subject && this._subject.isAppeared();
    } else {
      return false;
    }    
};

BattleManager.resetPreForceActionSettings = function(settings) {
    this._subject = settings['subject'];
    this._action = settings['action'];
    this._actionList = settings['actionList'];
    this._targets = settings['targets'];
    this._allTargets = settings['allTargets'];
    this._individualTargets = settings['indTargets'];
    this._phaseSteps = settings['phaseSteps'];
    this._returnPhase = settings['returnPhase'];
    this._conditionFlags = settings['conditionFlags'];
    this._trueFlags = settings['trueFlags'];
    this._phase = settings['phase'];   
};

Yanfly.BEC.BattleManager_processForcedAction =
    BattleManager.processForcedAction;
BattleManager.processForcedAction = function() {
    if (this._actionForcedBattler) {
      this._preForcePhase = this._phase;
      this._processingForcedAction = true;
    }
    Yanfly.BEC.BattleManager_processForcedAction.call(this);
};

BattleManager.setTargets = function(array) {
    this._targets = [];
    var max = array.length;
    for (var i = 0; i < max; ++i) {
      var target = array[i];
      if (target) this._targets.push(target);
    }
};

BattleManager.updateAction = function() {
    var target = this._targets.shift();
    if (target) {
        this.invokeAction(this._subject, target);
    } else {
        if (this._returnPhase === 'target') {
          this.setTargets([this._individualTargets[0]]);
          this._phase = 'actionTargetList';
        } else {
          this.setTargets(this._allTargets.slice());
          this._phase = 'actionList';
        }
    }
};

BattleManager.invokeAction = function(subject, target) {
  if (!Yanfly.Param.BECOptSpeed)  this._logWindow.push('pushBaseLine');
  var normal = true;
  if (Math.random() < this._action.itemMrf(target)) {
    this.invokeMagicReflection(subject, target);
  } else if (Math.random() < this._action.itemCnt(target)) {
    this.invokeCounterAttack(subject, target);
  } else {
    this.invokeNormalAction(subject, target);
  }
  if (subject) subject.setLastTarget(target);
  if (!Yanfly.Param.BECOptSpeed) this._logWindow.push('popBaseLine');
};

BattleManager.invokeCounterAttack = function(subject, target) {
    var action = new Game_Action(target);
    this._logWindow.displayCounter(target);
    action.setAttack();
    action.apply(subject);
    this._logWindow.displayActionResults(target, subject);
    if (subject.isDead()) subject.performCollapse();
};

Yanfly.BEC.BattleManager_invokeMagicReflection =
    BattleManager.invokeMagicReflection;
BattleManager.invokeMagicReflection = function(subject, target) {
    Yanfly.BEC.BattleManager_invokeMagicReflection.call(this, subject, target);
    if (subject.isDead()) subject.performCollapse();
};

BattleManager.updatePhase = function() {
    var phase = this._phaseSteps.shift();
    if (phase) this.createPhaseChanges();
    switch (phase) {
    case 'setup':
      this.createSetupActions();
      break;
    case 'whole':
      this.createWholeActions();
      break;
    case 'target':
      this.createTargetActions();
      break;
    case 'follow':
      this.createFollowActions();
      break;
    case 'finish':
      this.createFinishActions();
      break;
    default:
      this.endAction();
      break;
    }
};

BattleManager.createPhaseChanges = function() {
    this._phase = 'actionList';
    this.setTargets(this._allTargets.slice());
    this._conditionFlags = [];
    this._trueFlags = [];
};

BattleManager.createSetupActions = function() {
    $gameTemp.clearActionSequenceSettings();
    this._returnPhase = 'setup';
    this._actionList = this._action.item().setupActions.slice();
};

BattleManager.createWholeActions = function() {
    this._returnPhase = 'whole';
    this._actionList = this._action.item().wholeActions.slice();
};

BattleManager.createTargetActions = function() {
    this._returnPhase = 'target';
    this._phase = 'actionTargetList';
    this.setTargets([this._individualTargets[0]]);
    this._actionList = this._action.item().targetActions.slice();
};

BattleManager.createFollowActions = function() {
    this._returnPhase = 'follow';
    this._actionList = this._action.item().followActions.slice();
};

BattleManager.createFinishActions = function() {
    this._returnPhase = 'finish';
    this._actionList = this._action.item().finishActions.slice();
};

Yanfly.BEC.BattleManager_endAction = BattleManager.endAction;
BattleManager.endAction = function() {
    if (this._subject) {
      this._subject.onAllActionsEnd();
    }
    if (this._processingForcedAction) {
      this._subject.removeCurrentAction();
      this._phase = this._preForcePhase;
    }
    this._processingForcedAction = false;
    if (this.loadPreForceActionSettings()) return;
    Yanfly.BEC.BattleManager_endAction.call(this);
};

BattleManager.updateActionList = function() {
    for (;;) {
      this._actSeq = this._actionList.shift();
      if (this._actSeq) {
        if (!this.actionConditionsMet(this._actSeq)) continue;
        var seqName = this._actSeq[0].toUpperCase();
        if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
          break;
        }
      } else {
        this._phase = 'phaseChange';
        break;
      }
    }
};

BattleManager.updateActionTargetList = function() {
    for (;;) {
      this._actSeq = this._actionList.shift();
      if (this._actSeq) {
        if (!this.actionConditionsMet(this._actSeq)) continue;
        var seqName = this._actSeq[0].toUpperCase();
        if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
          break;
        }
      } else if (this._individualTargets.length > 0) {
        this._individualTargets.shift();
        if (this._individualTargets.length > 0) {
          this.setTargets([this._individualTargets[0]]);
          this._actionList = this._action.item().targetActions.slice();
        } else {
          this._phase = 'phaseChange';
          break;
        }
      } else {
        this._phase = 'phaseChange';
        break;
      }
    }
};

BattleManager.updateActionTargetList = function() {
    for (;;) {
      this._actSeq = this._actionList.shift();
      if (this._actSeq) {
        if (!this.actionConditionsMet(this._actSeq)) continue;
        var seqName = this._actSeq[0].toUpperCase();
        if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
          break;
        }
      } else if (this._individualTargets.length > 0) {
        this._individualTargets.shift();
        if (this._individualTargets.length > 0) {
          this.setTargets([this._individualTargets[0]]);
          this._actionList = this._action.item().targetActions.slice();
        } else {
          this._phase = 'phaseChange';
          break;
        }
      } else {
        this._phase = 'phaseChange';
        break;
      }
    }
};

BattleManager.startAction = function() {
    var subject = this._subject;
    if (!subject) return this.endAction();
    var action = subject.currentAction();
    this._action = action;
    if (!this._action) return this.endAction();
    if (!this._action.item()) return this.endAction();
    var targets = action.makeTargets();
    this.setTargets(targets);
    this._allTargets = targets.slice();
    this._individualTargets = targets.slice();
    this._phase = 'phaseChange';
    this._phaseSteps = ['setup', 'whole', 'target', 'follow', 'finish'];
    this._returnPhase = '';
    this._actionList = [];
    subject.useItem(this._action.item());
    this._action.applyGlobal();
    this._logWindow.startAction(this._subject, this._action, this._targets);
};

BattleManager.processActionSequenceCheck = function(actionName, actionArgs) {
    // IF condition
    if (actionName.match(/IF[ ](.*)/i)) {
      return this.actionIfConditions(actionName, actionArgs);
    }
    return this.processActionSequence(actionName, actionArgs)
};

BattleManager.processActionSequence = function(actionName, actionArgs) {
    // NO ACTION
    if (actionName === '') {
      return true;
    }
    // ACTION ANIMATION
    if (actionName === 'ACTION ANIMATION') {
      return this.actionActionAnimation(actionArgs);
    }
    // ACTION EFFECT
    if (actionName === 'ACTION COMMON EVENT') {
      return this.actionActionCommonEvent();
    }
    // ACTION EFFECT
    if (actionName === 'ACTION EFFECT') {
      return this.actionActionEffect(actionArgs);
    }
    // ANI WAIT: frames
    if (['ANI WAIT', 'ANIWAIT', 'ANIMATION WAIT'].contains(actionName)) {
      return this.actionAniWait(actionArgs[0]);
    }
    // CAST ANIMATION
    if (actionName === 'CAST ANIMATION') {
      return this.actionCastAnimation();
    }
    // CLEAR BATTLE LOG
    if (actionName === 'CLEAR BATTLE LOG') {
      return this.actionClearBattleLog();
    }
    // DEATH BREAK
    if (actionName === 'DEATH BREAK') {
      return this.actionDeathBreak();
    }
    // DISPLAY ACTION
    if (actionName === 'DISPLAY ACTION') {
      return this.actionDisplayAction();
    }
    // IMMORTAL: targets, true/false
    if (actionName === 'IMMORTAL') {
      return this.actionImmortal(actionArgs);
    }
    // MOTION WAIT
    if (actionName === 'MOTION WAIT') {
      return this.actionMotionWait(actionArgs);
    }
    // PERFORM ACTION
    if (actionName === 'PERFORM ACTION') {
      return this.actionPerformAction();
    }
    // PERFORM FINISH
    if (actionName === 'PERFORM FINISH') {
      return this.actionPerformFinish();
    }
    // PERFORM START
    if (actionName === 'PERFORM START') {
      return this.actionPerformStart();
    }
    // WAIT: frames
    if (actionName === 'WAIT') {
      return this.actionWait(actionArgs[0]);
    }
    // WAIT FOR ANIMATION
    if (actionName === 'WAIT FOR ANIMATION') {
      return this.actionWaitForAnimation();
    }
    // WAIT FOR EFFECT
    if (actionName === 'WAIT FOR EFFECT') {
      return this.actionWaitForEffect();
    }
    // WAIT FOR MOVEMENT
    if (actionName === 'WAIT FOR MOVEMENT') {
      return this.actionWaitForMovement();
    }
    // WAIT FOR NEW LINE
    if (actionName === 'WAIT FOR NEW LINE') {
      return this.actionWaitForNewLine();
    }
    // WAIT FOR POPUPS
    if (actionName === 'WAIT FOR POPUPS') {
      return this.actionWaitForPopups();
    }
    return false;
};

BattleManager.makeActionTargets = function(string) {
    var targets = []
    string = string.toUpperCase()
    if (['SUBJECT', 'USER'].contains(string)) {
      return [this._subject];
    }
    if (['TARGET', 'TARGETS'].contains(string)) {
      var group = this._targets;
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ACTORS', 'EXISTING ACTORS', 'ALIVE ACTORS'].contains(string)) {
      var group = $gameParty.aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ACTORS ALL', 'ALL ACTORS', 'PARTY'].contains(string)) {
      var group = $gameParty.battleMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['DEAD ACTORS', 'DEAD ACTOR'].contains(string)) {
      var group = $gameParty.deadMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target) targets.push(target);
      }
      return targets;
    }
    if (['ACTORS NOT USER', 'ACTORS NOT SUBJECT'].contains(string)) {
      var group = $gameParty.aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target !== this._subject && target.isAppeared()) {
          targets.push(target);
        }
      }
      return targets;
    }
    if (['ENEMIES', 'EXISTING ENEMIES', 'ALIVE ENEMIES', 'TROOP',
    'TROOPS'].contains(string)) {
      var group = $gameTroop.aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ENEMIES ALL', 'ALL ENEMIES'].contains(string)) {
      var group = $gameTroop.members();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['DEAD ENEMIES', 'DEAD ENEMY'].contains(string)) {
      var group = $gameTroop.deadMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target) targets.push(target);
      }
      return targets;
    }
    if (['ENEMIES NOT USER', 'ENEMIES NOT SUBJECT', 'TROOP NOT USER',
    'TROOP NOT SUBJECT'].contains(string)) {
      var group = $gameTroop.aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target !== this._subject && target.isAppeared()) {
          targets.push(target);
        }
      }
      return targets;
    }
    if (string.match(/ACTOR[ ](\d+)/i)) {
      var target = $gameParty.battleMembers()[parseInt(RegExp.$1)];
      if (target && target.isAppeared()) return [target];
    }
    if (string.match(/ENEMY[ ](\d+)/i)) {
      var target = $gameTroop.members()[parseInt(RegExp.$1)];
      if (target && target.isAppeared()) return [target];
    }
    if (['FRIEND', 'FRIENDS', 'ALLIES'].contains(string)) {
      var group = this._action.friendsUnit().aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ALL FRIENDS', 'ALL ALLIES'].contains(string)) {
      var group = this._action.friendsUnit().members();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['DEAD FRIEND', 'DEAD FRIENDS', 'DEAD ALLIES'].contains(string)) {
      var group = this._action.friendsUnit().deadMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['OPPONENT', 'OPPONENTS', 'RIVALS', 'FOES'].contains(string)) {
      var group = this._action.opponentsUnit().aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ALL OPPONENTS', 'ALL RIVALS', 'ALL FOES'].contains(string)) {
      var group = this._action.opponentsUnit().members();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['DEAD OPPONENT', 'DEAD OPPONENTS', 'DEAD RIVALS',
    'DEAD FOES'].contains(string)) {
      var group = this._action.opponentsUnit().deadMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target) targets.push(target);
      }
      return targets;
    }
    if (['FRIENDS NOT USER', 'ALLIES NOT USER'].contains(string)) {
      var group = this._action.friendsUnit().aliveMembers();
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target !== this._subject && target.isAppeared()) {
          targets.push(target);
        }
      }
      return targets;
    }
    if (string.match(/(?:FRIEND|ALLY)[ ](\d+)/i)) {
      var target = this._action.friendsUnit().members()[parseInt(RegExp.$1)];
      if (target && target.isAppeared()) return [target];
    }
    if (string.match(/(?:OPPONENT|FOE|RIVAL)[ ](\d+)/i)) {
      var target = this._action.opponentsUnit().members()[parseInt(RegExp.$1)]
      if (target && target.isAppeared()) return [target];
    }
    if (['ALL ALIVE'].contains(string)) {
      var group = this._action.friendsUnit().aliveMembers();
      group = group.concat(this._action.opponentsUnit().aliveMembers());
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ALL MEMBERS'].contains(string)) {
      var group = this._action.friendsUnit().members();
      group = group.concat(this._action.opponentsUnit().members());
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      return targets;
    }
    if (['ALL DEAD'].contains(string)) {
      var group = this._action.friendsUnit().deadMembers();
      group = group.concat(this._action.opponentsUnit().deadMembers());
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target) targets.push(target);
      }
      return targets;
    }
    if (['ALL NOT USER'].contains(string)) {
      var group = this._action.friendsUnit().aliveMembers();
      group = group.concat(this._action.opponentsUnit().aliveMembers());
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target !== this._subject && target.isAppeared()) {
          targets.push(target);
        }
      }
      return targets;
    }
    if (['FOCUS', 'PARTICIPANTS'].contains(string)) {
      var group = this._targets;
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target && target.isAppeared()) targets.push(target);
      }
      if (!targets.contains(this._subject)) targets.push(this._subject);
      return targets;
    }
    if (['NOT FOCUS', 'NONPARTICIPANTS'].contains(string)) {
      var group = this._action.friendsUnit().members();
      group = group.concat(this._action.opponentsUnit().members());
      for (var i = 0; i < group.length; ++i) {
        var target = group[i];
        if (target) {
          if (target === this._subject) continue;
          if (target.isHidden()) continue;
          if (this._targets.contains(target)) continue;

          if (target.isDead()) {
            if (Imported.YEP_X_AnimatedSVEnemies && target.isEnemy()) {
              if (target.hasSVBattler() && !target.sideviewCollapse()) {
                // Ignore
              } else {
                continue;
              }
            } else if (target.isActor()) {
              // Ignore
            } else {
              continue;
            }
          }

          targets.push(target);
        }
      }
      return targets;
    }
    if (string.match(/(?:CHAR|CHARA|CHARACTER)[ ](\d+)/i)) {
      var actorId = parseInt(RegExp.$1);
      var actor = $gameActors.actor(actorId);
      if (actor && $gameParty.battleMembers().contains(actor)) {
        return [actor];
      }
    }
    if ('FIRST' === string.toUpperCase()) {
      return [this._targets[0]];
    }
    return targets;
};

BattleManager.actionConditionsMet = function(actSeq) {
  var ci = this._conditionFlags.length - 1;
  var actionName = actSeq[0];
  var actionArgs = actSeq[1];
  var subject = this._subject;
  var user = this._subject;
  var target = this._targets[0];
  var targets = this._targets;
  var action = this._action;
  var item = this._action.item();
  if (actionName.match(/ELSE[ ]IF[ ](.*)/i)) {
    if (this._conditionFlags.length <= 0) return false;
    if (this._conditionFlags[ci]) {
      this._conditionFlags[ci] = false;
      this._trueFlags[ci] = true;
    } else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
      var text = String(RegExp.$1);
      try {
        this._conditionFlags[ci] = eval(text);
        this._trueFlags[ci] = eval(text);
      } catch (e) {
        Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
        this._conditionFlags[ci] = false;
        this._trueFlags[ci] = false;
      }
    }
    return false;
  } else if (actionName.match(/ELSE[ ]*(.*)/i)) {
    if (this._conditionFlags.length <= 0) return false;
    if (this._conditionFlags[ci]) {
      this._conditionFlags[ci] = false;
      this._trueFlags[ci] = true;
    } else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
      this._conditionFlags[ci] = true;
      this._trueFlags[ci] = true;
    }
    return false;
  } else if (actionName.toUpperCase() === 'END') {
    if (this._conditionFlags.length <= 0) return false;
    this._conditionFlags.pop();
    this._trueFlags.pop();
    return false;
  }
  if (this._conditionFlags.length > 0) return this._conditionFlags[ci];
  return true
};

BattleManager.actionActionAnimation = function(actionArgs) {
    if (actionArgs && actionArgs[0]) {
      var targets = this.makeActionTargets(actionArgs[0]);
    } else {
      var targets = this._targets;
    }
    var mirror = false;
    if (actionArgs && actionArgs[1]) {
      if (actionArgs[1].toUpperCase() === 'MIRROR') mirror = true;
    }
    var subject = this._subject;
    var group = targets.filter(Yanfly.Util.onlyUnique);
    var aniId = this._action.item().animationId;
    if (aniId < 0) {
      if (mirror) {
        this._logWindow.showActorAtkAniMirror(subject, group);
      } else {
        this._logWindow.showAttackAnimation(subject, group);
      }
    } else {
      this._logWindow.showNormalAnimation(group, aniId, mirror);
    }
    return true;
};

BattleManager.actionActionCommonEvent = function() {
    this._action.item().effects.forEach(function(effect) {
        if (effect.code === Game_Action.EFFECT_COMMON_EVENT) {
            $gameTemp.reserveCommonEvent(effect.dataId);
        }
    }, this);
    return false;
};

BattleManager.actionActionEffect = function(actionArgs) {
    if (actionArgs && actionArgs[0]) {
      var targets = this.makeActionTargets(actionArgs[0]);
    } else {
      var targets = this._targets;
    }
    targets.forEach(function(target) {
      if (target !== undefined) {
        var alreadyDead = target.isDead();
        this.invokeAction(this._subject, target);
        if (target.isDead() && !alreadyDead) {
            target.performCollapse();
        }
      }
    }, this);
    return true;
};

BattleManager.actionAniWait = function(frames) {
    frames *= Yanfly.Param.AnimationRate || 4;
    this._logWindow._waitCount = parseInt(frames);
    return false;
};

BattleManager.actionCastAnimation = function() {
  if (!$gameSystem.isSideView() && this._subject.isActor()) return true;
  if (!this._action.isAttack() && !this._action.isGuard() &&
  this._action.isSkill()) {
    if (this._action.item().castAnimation > 0) {
      var ani = $dataAnimations[this._action.item().castAnimation]
      this._logWindow.showAnimation(this._subject, [this._subject],
        this._action.item().castAnimation);
    }
  }
  return true;
};


BattleManager.actionClearBattleLog = function() {
    this._logWindow.clear();
    return false;
};

BattleManager.actionDeathBreak = function() {
    if (this._subject.isDead()) {
      this._targets = [];
      this._actionList = [];
      this._individualTargets = [];
      this._phase = 'phaseChange';
      return false;
    }
    return true;
};

BattleManager.actionDisplayAction = function() {
    this._logWindow.displayAction(this._subject, this._action.item());
    return false;
};

BattleManager.actionIfConditions = function(actionName, actionArgs) {
  var subject = this._subject;
  var user = this._subject;
  var target = this._targets[0];
  var critical = false;
  if (target && target.result()) critical = target.result().critical;
  var targets = this._targets;
  var action = this._action;
  var item = this._action.item();
  var actionName = this._actSeq[0];
  if (actionName.match(/IF[ ](.*)/i)) {
    var text = String(RegExp.$1);
    try {
      this._conditionFlags.push(eval(text));
    } catch (e) {
      this._conditionFlags.push(false);
      Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
    }
    this._trueFlags.push(false);
    var ci = this._conditionFlags.length;
  }
  return true;
};

BattleManager.actionImmortal = function(actionArgs) {
    var targets =
      this.makeActionTargets(actionArgs[0]).filter(Yanfly.Util.onlyUnique);
    try {
      var value = eval(String(actionArgs[1]).toLowerCase());
    } catch (e) {
      var value = false;
    }
    targets.forEach(function (target) {
      if (value) {
        target.addImmortal();
      } else {
        var alreadyDead = target.isDead();
        target.removeImmortal();
      }
    }, this);
    return true;
};

BattleManager.actionMotionWait = function(actionArgs) {
    var targets = this.makeActionTargets(actionArgs[0]);
    if (targets[0].isActor() && targets[0].isSpriteVisible()) {
      this._logWindow._waitCount += 12;
      return false;
    }
    return true;
};

BattleManager.actionPerformAction = function() {
    this._logWindow.performAction(this._subject, this._action);
    if (this._subject.isActor() && this._subject.isSpriteVisible) {
      this._logWindow._waitCount += 20;
      return false;
    }
    return true;
};

BattleManager.actionPerformFinish = function() {
    this._logWindow.performActionEnd(this._subject);
    $gameParty.aliveMembers().forEach(function(member) {
      member.spriteReturnHome();
    });
    $gameTroop.aliveMembers().forEach(function(member) {
      member.spriteReturnHome();
    });
    return true;
};

BattleManager.actionPerformStart = function() {
    this._logWindow.performActionStart(this._subject, this._action);
    return true;
};

BattleManager.actionWait = function(frames) {
    this._logWindow._waitCount = parseInt(frames);
    return false;
};

BattleManager.actionWaitForAnimation = function() {
    this._logWindow.waitForAnimation();
    return false;
};

BattleManager.actionWaitForEffect = function() {
    this._logWindow.waitForEffect();
    return false;
};

BattleManager.actionWaitForMovement = function() {
    this._logWindow.waitForMovement();
    return false;
};

BattleManager.actionWaitForNewLine = function() {
    this._logWindow.waitForNewLine();
    return false;
};

BattleManager.actionWaitForPopups = function() {
    this._logWindow.waitForPopups();
    return false;
};

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

Yanfly.BEC.SceneManager_snapForBackground = SceneManager.snapForBackground;
SceneManager.snapForBackground = function() {
    if ($gameParty.inBattle()) {
      var spriteset = this._scene._spriteset;
      if (spriteset.battleback1Name() === '' && 
      spriteset.battleback2Name() === '') {
        return;
      }
    }
    Yanfly.BEC.SceneManager_snapForBackground.call(this);
};

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

Yanfly.BEC.Sprite_Battler_initialize = Sprite_Battler.prototype.initialize;
Sprite_Battler.prototype.initialize = function(battler) {
    this.preSpriteInitialize(battler);
    Yanfly.BEC.Sprite_Battler_initialize.call(this, battler);
};

Sprite_Battler.prototype.preSpriteInitialize = function(battler) {
};

Yanfly.BEC.Sprite_Battler_update = Sprite_Battler.prototype.update;
Sprite_Battler.prototype.update = function() {
    Yanfly.BEC.Sprite_Battler_update.call(this);
    if (this._postSpriteInitialized) return;
    this.postSpriteInitialize();
};

Sprite_Battler.prototype.postSpriteInitialize = function() {
    this._postSpriteInitialized = true;
};

Yanfly.BEC.Sprite_Battler_initMembers = Sprite_Battler.prototype.initMembers;
Sprite_Battler.prototype.initMembers = function() {
    Yanfly.BEC.Sprite_Battler_initMembers.call(this);
    this.adjustAnchor();
    this.setZ();
};

Sprite_Battler.prototype.adjustAnchor = function() {
    this.anchor.x = 0.5;
    this.anchor.y = 1.0;
};

Sprite_Battler.prototype.setZ = function() {
    this.z = 1;
};

Sprite_Battler.prototype.setupDamagePopup = function() {
    if (this._battler.isDamagePopupRequested()) {
      if (this._battler.isSpriteVisible()) {
        var sprite = new Sprite_Damage();
        sprite.x = this.x + this.damageOffsetX();
        sprite.y = this.y + this.damageOffsetY();
        sprite.setup(this._battler);
        this.pushDamageSprite(sprite);
        BattleManager._spriteset.addChild(sprite);
        this._battler.clearResult();
      }
    } else {
      this._battler.clearDamagePopup();
    }
};

Sprite_Battler.prototype.pushDamageSprite = function(sprite) {
    var heightBuffer = Yanfly.Param.BECPopupOverlap;
    if (Yanfly.Param.BECNewPopBottom) {
      this._damages.push(sprite);
      this._damages.forEach(function(spr) {
        for (var i = 0; i < spr.children.length; i++) {
          childSprite = spr.children[i];
          childSprite.anchor.y += heightBuffer;
        }
      }, this);
    } else {
      this._damages.push(sprite);
      heightBuffer *= this._damages.length
      for (var i = 0; i < sprite.children.length; i++) {
        childSprite = sprite.children[i];
        childSprite.anchor.y += heightBuffer;
      }
    }
};

Yanfly.BEC.Sprite_Battler_setBattler = Sprite_Battler.prototype.setBattler;
Sprite_Battler.prototype.setBattler = function(battler) {
    Yanfly.BEC.Sprite_Battler_setBattler.call(this, battler);
    if (battler) battler.setBattler(this);
};

Yanfly.BEC.Sprite_Battler_startMove = Sprite_Battler.prototype.startMove;
Sprite_Battler.prototype.startMove = function(x, y, duration) {
    if (this._battler && !this._battler.spriteCanMove()) return;
    Yanfly.BEC.Sprite_Battler_startMove.call(this, x, y, duration);
};

Sprite_Battler.prototype.stepForward = function() {
    this.startMove(Yanfly.Param.BECStepDist, 0, 12);
};

Sprite_Battler.prototype.stepBack = function() {
    this.startMove(0, 0, 12);
};

Sprite_Battler.prototype.stepFlinch = function() {
    var flinchX = this.x - this._homeX - Yanfly.Param.BECFlinchDist;
    var flinchY = this.y - this._homeY;
    this.startMove(flinchX, flinchY, 6);
};

Sprite_Battler.prototype.stepSubBack = function() {
    var backX = -1 * this.width / 2;
    this.startMove(backX, 0, 6);
};

Sprite_Battler.prototype.stepToSubstitute = function(focus) {
    var target = focus.battler();
    var targetX = (this.x - this._homeX) + (target._homeX - this._homeX);
    var targetY = (this.y - this._homeY) + (target._homeY - this._homeY);;
    if (focus.isActor()) targetX -= this._mainSprite.width / 2;
    if (focus.isEnemy()) targetX += this.width / 2;
    this.startMove(targetX, targetY, 1);
};

Sprite_Battler.prototype.startMotion = function(motionType) {
};

Sprite_Battler.prototype.forceMotion = function(motionType) {
};

Sprite_Battler.prototype.refreshMotion = function() {
};

Sprite_Battler.prototype.startActionMotion = function() {
};

Sprite_Battler.prototype.moveForward = function(distance, frames) {
    distance = parseInt(distance);
    frames = parseInt(frames);
    if (this._battler.isActor()) distance *= -1;
    var moveX = this.x - this._homeX + distance;
    var moveY = this.y - this._homeY;
    this.startMove(moveX, moveY, frames);
};

Sprite_Battler.prototype.moveToPoint = function(pointX, pointY, frames) {
    pointX = parseInt(pointX);
    pointY = parseInt(pointY);
    var targetX = pointX - this._homeX;
    var targetY = pointY - this._homeY;
    this.startMove(targetX, targetY, frames);
};

Sprite_Battler.prototype.setMirror = function(value) {
    if (this.scale.x > 0 && value) this.scale.x *= -1;
    if (this.scale.x < 0 && !value) this.scale.x *= -1;
};

Sprite_Battler.prototype.isPopupPlaying = function() {
    if (this._damages.length > 0) {
      for (var i = 0; i < this._damages.length; ++i) {
        return this._damages[i].isPlaying();
      }
    }
    return false;
};

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

Sprite_Actor.prototype.preSpriteInitialize = function(battler) {
    Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
};

Sprite_Actor.prototype.postSpriteInitialize = function() {
    Sprite_Battler.prototype.postSpriteInitialize.call(this);
};

Yanfly.BEC.Sprite_Actor_updateShadow = Sprite_Actor.prototype.updateShadow;
Sprite_Actor.prototype.updateShadow = function() {
    if (this._hideShadows === undefined) {
      this._hideShadows = Yanfly.Param.BECShowShadows;
    }
    if (!this._hideShadows) return this._shadowSprite.visible = false;
    Yanfly.BEC.Sprite_Actor_updateShadow.call(this);
};

Sprite_Actor.prototype.setActorHome = function(index) {
    var screenWidth = Graphics.boxWidth;
    var screenHeight = Graphics.boxHeight;
    var maxSize = $gameParty.maxBattleMembers();
    var partySize = $gameParty.battleMembers().length;
    var statusHeight = eval(Yanfly.Param.BECCommandRows);
    statusHeight *= Window_Base.prototype.lineHeight.call(this);
    statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
    if ($gameSystem.isSideView()) {
      var code = Yanfly.Param.BECHomePosX;
      try {
        var homeX = eval(code);
      } catch (e) {
        var homeX = 0;
        Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME X FORMULA ERROR');
      }
      var code = Yanfly.Param.BECHomePosY;
      try {
        var homeY = eval(code);
      } catch (e) {
        var homeY = 0;
        Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME Y FORMULA ERROR');
      }
    } else {
      var code = Yanfly.Param.BECFrontPosX;
      try {
        var homeX = eval(code);
      } catch (e) {
        var homeX = 0;
        Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME X FORMULA ERROR');
      }
      var code = Yanfly.Param.BECFrontPosY;
      try {
        var homeY = eval(code);
      } catch (e) {
        var homeY = 0;
        Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME Y FORMULA ERROR');
      }
    }
    this._checkAliveStatus = false;
    if ($gameParty.battleMembers()[index]) {
      var actor = $gameParty.battleMembers()[index];
      if (actor.isAlive()) this._checkAliveStatus = true;
    }
    this.setHome(homeX, homeY);
    this.moveToStartPosition();
};

Sprite_Actor.prototype.moveToStartPosition = function() {
    if (BattleManager._bypassMoveToStartLocation) return;
    if ($gameSystem.isSideView() && this._checkAliveStatus) {
      this.startMove(300, 0, 0);
    }
};

Sprite_Actor.prototype.setupMotion = function() {
};

Sprite_Actor.prototype.forceMotion = function(motionType) {
    var newMotion = Sprite_Actor.MOTIONS[motionType];
    this._motion = newMotion;
    this._motionCount = 0;
    this._pattern = 0;
};

Sprite_Actor.prototype.updateTargetPosition = function() {
};

Sprite_Actor.prototype.updateMotion = function() {
    this.updateMotionCount();
};

Sprite_Actor.prototype.onMoveEnd = function() {
    Sprite_Battler.prototype.onMoveEnd.call(this);
};

Sprite_Actor.prototype.stepForward = function() {
    this.startMove(-Yanfly.Param.BECStepDist, 0, 12);
};

Sprite_Actor.prototype.stepFlinch = function() {
    var flinchX = this.x - this._homeX + Yanfly.Param.BECFlinchDist;
    var flinchY = this.y - this._homeY;
    this.startMove(flinchX, flinchY, 6);
};

Sprite_Actor.prototype.stepSubBack = function() {
    var backX = this._mainSprite.width / 2;
    this.startMove(backX, 0, 6);
};

Yanfly.BEC.Sprite_Actor_updateBitmap = Sprite_Actor.prototype.updateBitmap;
Sprite_Actor.prototype.updateBitmap = function() {
    var name = this._actor.battlerName();
    var needUpdate = false;
    if (this._battlerName !== name) needUpdate = true;
    Yanfly.BEC.Sprite_Actor_updateBitmap.call(this);
    if (needUpdate) this.adjustAnchor();
};

Sprite_Actor.prototype.adjustAnchor = function() {
    if (!this._mainSprite) return;
    this._mainSprite.anchor.x = this._actor.anchorX();
    this._mainSprite.anchor.y = this._actor.anchorY();
};

Yanfly.BEC.Sprite_Actor_updateFrame = Sprite_Actor.prototype.updateFrame;
Sprite_Actor.prototype.updateFrame = function() {
    Yanfly.BEC.Sprite_Actor_updateFrame.call(this);
    if (!this._mainSprite) return;
    if (!this._mainSprite.bitmap) return;
    if (this._mainSprite.bitmap.width > 0 && !this.bitmap) {
      var sw = this._mainSprite.bitmap.width / 9;
      var sh = this._mainSprite.bitmap.height / 6;
      this.bitmap = new Bitmap(sw, sh);
    }
};

Yanfly.BEC.Sprite_Actor_refreshMotion = Sprite_Actor.prototype.refreshMotion;
Sprite_Actor.prototype.refreshMotion = function() {
    var actor = this._actor;
    if (!actor) return;
    var motionGuard = Sprite_Actor.MOTIONS['guard'];
    if (this._motion === motionGuard && !BattleManager.isInputting()) return;
    var stateMotion = actor.stateMotionIndex();
    if (actor.isInputting() || actor.isActing()) {
      this.startMotion(actor.idleMotion());
    } else if (stateMotion === 3) {
      this.startMotion(actor.deadMotion());
    } else if (stateMotion === 2) {
      this.startMotion(actor.sleepMotion());
    } else if (actor.isChanting()) {
      this.startMotion(actor.chantMotion());
    } else if (actor.isGuard() || actor.isGuardWaiting()) {
      this.startMotion(actor.guardMotion());
    } else if (stateMotion === 1) {
      this.startMotion(actor.abnormalMotion());
    } else if (actor.isDying()) {
      this.startMotion(actor.dyingMotion());
    } else if (actor.isUndecided()) {
      this.startMotion(actor.idleMotion());
    } else {
      this.startMotion(actor.waitMotion());
    }
};

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

Sprite_Enemy.prototype.preSpriteInitialize = function(battler) {
    Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
    this._visualSelect = Yanfly.Param.BECEnemySelect;
    if (this._visualSelect) this.createVisualSelectWindow();
};

Yanfly.BEC.Sprite_Enemy_update = Sprite_Enemy.prototype.update;
Sprite_Enemy.prototype.update = function() {
    Yanfly.BEC.Sprite_Enemy_update.call(this);
    this.addVisualSelectWindow();
    this.checkExistInSceneChildren()
};

Sprite_Enemy.prototype.addVisualSelectWindow = function() {
    if (!this._visualSelect) return;
    if (this._addedVisualSelect) return;
    if (!SceneManager._scene) return;
    var scene = SceneManager._scene;
    if (!scene._windowLayer) return;
    this._addedVisualSelect = true;
    scene.addChild(this._visualSelectWindow);
};

Sprite_Enemy.prototype.createVisualSelectWindow = function() {
    this._visualSelectWindow = new Window_EnemyVisualSelect();
};

Yanfly.BEC.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
Sprite_Enemy.prototype.setBattler = function(battler) {
    Yanfly.BEC.Sprite_Enemy_setBattler.call(this, battler);
    if (this._visualSelectWindow) this._visualSelectWindow.setBattler(battler);
};

Sprite_Enemy.prototype.checkExistInSceneChildren = function() {
    if (!this._visualSelect) return;
    if (!SceneManager._scene) return;
    var scene = SceneManager._scene;
    if (!scene._windowLayer) return;
    if (!scene.children.contains(this._visualSelectWindow)) {
      this._addedVisualSelect = true;
      scene.addChild(this._visualSelectWindow);
    }
};

//=============================================================================
// Sprite_Weapon
//=============================================================================

Yanfly.BEC.Sprite_Weapon_setup = Sprite_Weapon.prototype.setup;
Sprite_Weapon.prototype.setup = function(weaponImageId) {
    Yanfly.BEC.Sprite_Weapon_setup.call(this, weaponImageId);
    this._animationCount -= 1; // Synch with sprite
};

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

Yanfly.BEC.Sprite_Damage_initialize = Sprite_Damage.prototype.initialize;
Sprite_Damage.prototype.initialize = function() {
    Yanfly.BEC.Sprite_Damage_initialize.call(this);
    this._duration = Yanfly.Param.BECPopupDur;
};

Sprite_Damage.prototype.setup = function(target) {
    this._result = target.shiftDamagePopup();
    var result = this._result;
    if (result.missed || result.evaded) {
      this.createMiss();
    } else if (result.hpAffected) {
      this.createDigits(0, result.hpDamage);
    } else if (target.isAlive() && result.mpDamage !== 0) {
      this.createDigits(2, result.mpDamage);
    }
    if (result.critical) {
      this.setupCriticalEffect();
    }
};

Sprite_Damage.prototype.setupCriticalEffect = function() {
    this._flashColor = eval('[' + Yanfly.Param.BECCritPopup + ']');
    this._flashDuration = Yanfly.Param.BECCritDur;
};

//=============================================================================
// Sprite_StateIcon
//=============================================================================

Yanfly.BEC.Sprite_StateIcon_update = Sprite_StateIcon.prototype.update;
Sprite_StateIcon.prototype.update = function() {
    Yanfly.BEC.Sprite_StateIcon_update.call(this);
    this.updateMirror();
};

Sprite_StateIcon.prototype.updateMirror = function() {
    if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
    if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
};

//=============================================================================
// Sprite_StateOverlay
//=============================================================================

Yanfly.BEC.Sprite_StateOverlay_update = Sprite_StateOverlay.prototype.update;
Sprite_StateOverlay.prototype.update = function() {
    Yanfly.BEC.Sprite_StateOverlay_update.call(this);
    this.updateMirror();
};

Sprite_StateOverlay.prototype.updateMirror = function() {
    if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
    if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
};

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

Spriteset_Battle.prototype.isBusy = function() {
    return false;
};

Yanfly.BEC.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function() {
    Yanfly.BEC.Spriteset_Battle_update.call(this);
    this.updateZCoordinates();
};

Spriteset_Battle.prototype.updateZCoordinates = function() {
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupRemove();
  } else {
    this._battleField.removeChild(this._back1Sprite);
    this._battleField.removeChild(this._back2Sprite);
  }
  this._battleField.children.sort(this.battleFieldDepthCompare);
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupAdd();
  } else {
    this._battleField.addChildAt(this._back2Sprite, 0);
    this._battleField.addChildAt(this._back1Sprite, 0);
  }
};

Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
    var priority = BattleManager.getSpritePriority();
    if (a._battler && b._battler && priority !== 0) {
      if (priority === 1) {
        if (a._battler.isActor() && b._battler.isEnemy()) return 1;
        if (a._battler.isEnemy() && b._battler.isActor()) return -1;
      } else if (priority === 2) {
        if (a._battler.isActor() && b._battler.isEnemy()) return -1;
        if (a._battler.isEnemy() && b._battler.isActor()) return 1;
      }
    }
    if (a.z < b.z) return -1;
    if (a.z > b.z) return 1;
    if (a.y < b.y) return -1;
    if (a.y > b.y) return 1;
    return 0;
};

Spriteset_Battle.prototype.isPopupPlaying = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isPopupPlaying();
    });
};

Yanfly.BEC.Spriteset_Battle_battlerSprites =
  Spriteset_Battle.prototype.battlerSprites;
Spriteset_Battle.prototype.battlerSprites = function() {
  var sprites = Yanfly.BEC.Spriteset_Battle_battlerSprites.call(this);
  var length = sprites.length;
  var result = [];
  for (var i = 0; i < length; ++i) {
    var sprite = sprites[i];
    if (!sprite) continue;
    if (!sprite._battler) continue;
    result.push(sprite);
  }
  return result;
};

//=============================================================================
// Game_Temp
//=============================================================================

Game_Temp.prototype.clearActionSequenceSettings = function() {
};

Game_Temp.prototype.forceActionQueue = function(command) {
  if (!this._forceActionQueue) {
    this._forceActionQueue = JsonEx.makeDeepCopy($dataCommonEvents[1]);
    this._forceActionQueue.list = [];
  }
  this._forceActionQueue.list.push(command);
};

Yanfly.BEC.Game_Temp_clearCommonEvent = Game_Temp.prototype.clearCommonEvent;
Game_Temp.prototype.clearCommonEvent = function() {
    this._forceActionQueue = undefined;
    Yanfly.BEC.Game_Temp_clearCommonEvent.call(this);
};

Yanfly.BEC.Game_Temp_isCommonEventReserved =
  Game_Temp.prototype.isCommonEventReserved;
Game_Temp.prototype.isCommonEventReserved = function() {
  if (this._forceActionQueue) return true;
  return Yanfly.BEC.Game_Temp_isCommonEventReserved.call(this);
};

Yanfly.BEC.Game_Temp_reservedCommonEvent =
  Game_Temp.prototype.reservedCommonEvent;
Game_Temp.prototype.reservedCommonEvent = function() {
  if (this._forceActionQueue) {
    return this._forceActionQueue;
  }
  return Yanfly.BEC.Game_Temp_reservedCommonEvent.call(this);
};

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

Yanfly.BEC.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
    Yanfly.BEC.Game_System_initialize.call(this);
    this.initBattleSystem();
};

Game_System.prototype.initBattleSystem = function() {
    this._battleSystem = Yanfly.Param.BECSystem.toLowerCase();
};

Game_System.prototype.getBattleSystem = function() {
    if (this._battleSystem === undefined) this.initBattleSystem();
    return this._battleSystem;
};

Game_System.prototype.setBattleSystem = function(type) {
    this._battleSystem = type.toLowerCase();
};

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

Yanfly.BEC.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
    Yanfly.BEC.Game_Interpreter_pluginCommand.call(this, command, args);
    if (command === 'setBattleSys' && !$gameParty.inBattle()) {
      this.setBattleSystem(args[0]);
    }
};

Game_Interpreter.prototype.setBattleSystem = function(value) {
    $gameSystem.setBattleSystem(value);
};

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

Game_Action.prototype.speed = function() {
    var user = this.subject(); var a = user;
    var maxhp = user.mhp; var mhp = user.mhp; var hp = user.hp;
    var maxmp = user.mmp; var mmp = user.mmp; var mp = user.mp;
    var maxtp = user.maxTp(); var mtp = user.maxTp(); var tp = user.tp;
    var atk = user.atk; var def = user.def; var mat = user.mat;
    var int = user.mat; var mdf = user.mdf; var res = user.res;
    var agi = user.agi; var luk = user.luk;
    var code = Yanfly.Param.BECActionSpeed;
    try {
      var speed = eval(code);
    } catch (e) {
      var speed = 0;
      Yanfly.Util.displayError(e, code, 'ACTION SPEED FORMULA ERROR');
    }
    if (this.item()) speed += this.item().speed;
    if (this.isAttack()) speed += this.subject().attackSpeed();
    return speed;
};

Yanfly.BEC.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
    target._result = null;
    target._result = new Game_ActionResult();
    this.subject()._result = null;
    this.subject()._result = new Game_ActionResult();
    Yanfly.BEC.Game_Action_apply.call(this, target);
    if ($gameParty.inBattle()) {
      target.startDamagePopup();
      target.performResultEffects();
      if (target !== this.subject()) this.subject().startDamagePopup();
    }
};

Game_Action.prototype.itemEffectAddAttackState = function(target, effect) {
    this.subject().attackStates().forEach(function(stateId) {
        var chance = effect.value1;
        chance *= target.stateRate(stateId);
        chance *= this.subject().attackStatesRate(stateId);
        chance *= this.lukEffectRate(target);
        if (Math.random() < chance) {
            if (stateId === target.deathStateId()) {
              if (target.isImmortal()) target.removeImmortal();
            }
            target.addState(stateId);
            this.makeSuccess(target);
        }
    }.bind(this), target);
};

Game_Action.prototype.itemEffectAddNormalState = function(target, effect) {
    var stateId = effect.dataId;
    var chance = effect.value1;
    if (!this.isCertainHit()) {
      chance *= target.stateRate(stateId);
      chance *= this.lukEffectRate(target);
    }
    if (Math.random() < chance) {
      if (stateId === target.deathStateId()) {
        if (target.isImmortal()) target.removeImmortal();
      }
      target.addState(stateId);
      this.makeSuccess(target);
    }
};

Yanfly.BEC.Game_Action_applyGlobal = Game_Action.prototype.applyGlobal;
Game_Action.prototype.applyGlobal = function() {
    if ($gameParty.inBattle()) return;
    Yanfly.BEC.Game_Action_applyGlobal.call(this);
};

Yanfly.BEC.Game_Action_needsSelection = Game_Action.prototype.needsSelection;
Game_Action.prototype.needsSelection = function() {
    if ($gameParty.inBattle() && this.item().scope === 0) return false;
    if ($gameParty.inBattle() && BattleManager.isForceSelection()) return true;
    return Yanfly.BEC.Game_Action_needsSelection.call(this);
};

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

Yanfly.BEC.Game_BattlerBase_recoverAll = Game_BattlerBase.prototype.recoverAll;
Game_BattlerBase.prototype.recoverAll = function() {
    Yanfly.BEC.Game_BattlerBase_recoverAll.call(this);
    this.refresh();
    if ($gameParty.inBattle()) this.forceMotionRefresh();
};

Game_BattlerBase.prototype.requestStatusRefresh = function() {
    this._statusRefreshRequested = true;
};

Game_BattlerBase.prototype.isStatusRefreshRequested = function() {
    return this._statusRefreshRequested;
};

Game_BattlerBase.prototype.completetStatusRefreshRequest = function() {
    this._statusRefreshRequested = false;
};

Game_BattlerBase.prototype.updateStateTicks = function() {
    var needRefresh = false;
    for (var i = 0; i < this._states.length; ++i) {
      var stateId = this._states[i];
      var state = $dataStates[stateId];
      if (!state) continue;
      if (state.autoRemovalTiming !== 2) continue;
      if (!this._stateTurns[stateId]) continue;
      var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
      var shown1 = Math.ceil(this._stateTurns[stateId]);
      this._stateTurns[stateId] -= value;
      var shown2 = Math.ceil(this._stateTurns[stateId]);
      if (shown1 !== shown2) needRefresh = true;
      if (this._stateTurns[stateId] <= 0) this.removeState(stateId);
    }
    if (needRefresh) this.refresh();
};

Game_BattlerBase.prototype.isBypassUpdateTurns = function() {
    if ($gameTroop.isEventRunning()) return true;
    return false;
};

Game_BattlerBase.prototype.updateStateTurns = function() {
    this.updateStateTurnEnd();
};

Game_BattlerBase.prototype.updateStateTurnTiming = function(timing) {
    if (this.isBypassUpdateTurns()) return;
    var statesRemoved = [];
    this._freeStateTurn = this._freeStateTurn || [];
    for (var i = 0; i < this._states.length; ++i) {
      var stateId = this._states[i];
      var state = $dataStates[stateId];
      if (!state) continue;
      if (state.autoRemovalTiming !== timing) continue;
      if (!this._stateTurns[stateId]) continue;
      if (this._freeStateTurn.contains(stateId)) {
        var index = this._freeStateTurn.indexOf(stateId);
        this._freeStateTurn.splice(index, 1);
      } else {
        this._stateTurns[stateId] -= 1;
      }
      if (this._stateTurns[stateId] <= 0) statesRemoved.push(stateId);
    }
    for (var i = 0; i < statesRemoved.length; ++i) {
      var stateId = statesRemoved[i];
      this.removeState(stateId);
    }
};

Game_BattlerBase.prototype.updateStateActionStart = function() {
    this.updateStateTurnTiming(3);
};

Game_BattlerBase.prototype.updateStateActionEnd = function() {
    this.updateStateTurnTiming(1);
};

Game_BattlerBase.prototype.updateStateTurnStart = function() {
    this.updateStateTurnTiming(4);
};

Game_BattlerBase.prototype.updateStateTurnEnd = function() {
    this.updateStateTurnTiming(2);
};

Game_BattlerBase.prototype.updateBuffTicks = function() {
    var needRefresh = false;
    for (var i = 0; i < this._buffTurns.length; i++) {
      if (this._buffTurns[i] <= 0) continue;
      var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
      var shown1 = Math.ceil(this._buffTurns[i]);
      this._buffTurns[i] -= value;
      var shown2 = Math.ceil(this._buffTurns[i]);
      if (shown1 !== shown2) needRefresh = true;
      if (this._buffTurns[i] <= 0) this.removeBuff(i);
    }
    if (needRefresh) this.refresh();
};

Game_BattlerBase.prototype.timedTick = function() {
    return 1 * BattleManager.tickRate();
};

Yanfly.BEC.Game_BattlerBase_isStateResist =
    Game_BattlerBase.prototype.isStateResist;
Game_BattlerBase.prototype.isStateResist = function(stateId) {
    if (stateId === this.deathStateId() && this.isImmortal()) return true;
    return Yanfly.BEC.Game_BattlerBase_isStateResist.call(this, stateId);
};

Game_BattlerBase.prototype.isImmortal = function() {
    return this._immortalState;
};

Yanfly.BEC.Game_BattlerBase_paySkillCost =
    Game_BattlerBase.prototype.paySkillCost;
Game_BattlerBase.prototype.paySkillCost = function(skill) {
    this.requestStatusRefresh();
    Yanfly.BEC.Game_BattlerBase_paySkillCost.call(this, skill);
};

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

Yanfly.BEC.Game_Battler_useItem = Game_Battler.prototype.useItem;
Game_Battler.prototype.useItem = function(item) {
    Yanfly.BEC.Game_Battler_useItem.call(this, item);
    this.refresh();
    if (!$gameParty.inBattle()) return;
    this.increaseSelfTurnCount();
    this.updateStateActionStart();
};

Yanfly.BEC.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
Game_Battler.prototype.onBattleStart = function() {
    Yanfly.BEC.Game_Battler_onBattleStart.call(this);
    this._freeStateTurn = [];
    this._immortalState = false;
    this._selfTurnCount = 0;
};

Yanfly.BEC.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function() {
    Yanfly.BEC.Game_Battler_onBattleEnd.call(this);
    this._freeStateTurn = [];
    this._immortalState = false;
};

Yanfly.BEC.Game_Battler_isSelected = Game_Battler.prototype.isSelected;
Game_Battler.prototype.isSelected = function() {
    if ($gameParty.inBattle() && BattleManager.isAllSelection()) {
      if (!this.isAppeared()) return false;
      var action = BattleManager.inputtingAction();
      if (action && action.item()) {
        if (this.isDead() && this.isEnemy()) return false;
        if (this.isDead() && this.isActor()) return action.isForDeadFriend();
        if (action.isForFriend() && this.isActor()) return true;
        if (action.isForOpponent() && this.isEnemy()) return true;
      }
    }
    return Yanfly.BEC.Game_Battler_isSelected.call(this);
};

Yanfly.BEC.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
Game_Battler.prototype.regenerateAll = function() {
    this.clearResult();
    var lifeState = this.isAlive();
    Yanfly.BEC.Game_Battler_regenerateAll.call(this);
    if (!BattleManager.timeBasedStates()) this.updateStateTurns();
    if (!BattleManager.timeBasedBuffs()) {
      this.updateBuffTurns();
      this.removeBuffsAuto();
    }
    if (this.isDead() && lifeState === true) {
      this.performCollapse();
    }
    if ($gameParty.inBattle()) this.startDamagePopup();
};

Game_Battler.prototype.addImmortal = function() {
    this._immortalState = true;
};

Game_Battler.prototype.removeImmortal = function() {
    var alreadyDead = this.isDead();
    this._immortalState = false;
    this.refresh();
    if (this.isDead() && !alreadyDead) this.performCollapse();
};

Yanfly.BEC.Game_Battler_removeState = Game_Battler.prototype.removeState;
Game_Battler.prototype.removeState = function(stateId) {
    Yanfly.BEC.Game_Battler_removeState.call(this, stateId);
};

Game_Battler.prototype.clearDamagePopup = function() {
    this._damagePopup = [];
};

Game_Battler.prototype.isDamagePopupRequested = function() {
    if (!this._damagePopup) this.clearDamagePopup();
    return this._damagePopup.length > 0;
};

Game_Battler.prototype.startDamagePopup = function() {
    var result = this.result();
    if (result.missed || result.evaded) {
      var copyResult = JsonEx.makeDeepCopy(result);
      copyResult.hpAffected = false;
      copyResult.mpDamage = 0;
      this._damagePopup.push(copyResult);
    }
    if (result.hpAffected) {
      var copyResult = JsonEx.makeDeepCopy(result);
      copyResult.mpDamage = 0;
      this._damagePopup.push(copyResult);
    }
    if (result.mpDamage !== 0) {
      var copyResult = JsonEx.makeDeepCopy(result);
      copyResult.hpAffected = false;
      this._damagePopup.push(copyResult);
    }
};

Game_Battler.prototype.shiftDamagePopup = function() {
    if (!this._damagePopup) this.clearDamagePopup();
    return this._damagePopup.shift();
};

Yanfly.BEC.Game_Battler_performCollapse =
    Game_Battler.prototype.performCollapse;
Game_Battler.prototype.performCollapse = function() {
    Yanfly.BEC.Game_Battler_performCollapse.call(this);
    if ($gameParty.inBattle()) this.forceMotion(this.deadMotion());
};

Game_Battler.prototype.performResultEffects = function() {
    var result = this.result();
    if (result.missed && result.physical) this.performMiss();
    if (result.evaded) {
      if (result.physical) {
        this.performEvasion();
      } else {
        this.performMagicEvasion();
      }
    }
    if (result.hpAffected || result.barrierAffected) {
      if (result.hpDamage + result.barrierDamage > 0 && !result.drain) {
        this.performDamage();
      }
      if (result.hpDamage < 0) {
        this.performRecovery();
      }
    }
    if (this.isAlive() && result.mpDamage !== 0 && result.mpDamage < 0) {
      this.performRecovery();
    }
    if (this.isAlive() && result.tpDamage !== 0 && result.tpDamage < 0) {
      this.performRecovery();
    }
};

Yanfly.BEC.Game_Battler_performDamage =
  Game_Battler.prototype.performDamage;
Game_Battler.prototype.performDamage = function() {
    Yanfly.BEC.Game_Battler_performDamage.call(this);
    this.performFlinch();
};

Yanfly.BEC.Game_Battler_performMiss = Game_Battler.prototype.performMiss;
Game_Battler.prototype.performMiss = function() {
    Yanfly.BEC.Game_Battler_performMiss.call(this);
    this.performFlinch();
};

Yanfly.BEC.Game_Battler_performEvasion =
    Game_Battler.prototype.performEvasion;
Game_Battler.prototype.performEvasion = function() {
    Yanfly.BEC.Game_Battler_performEvasion.call(this);
    this.performFlinch();
};

Yanfly.BEC.Game_Battler_performMagicEvasion =
    Game_Battler.prototype.performMagicEvasion;
Game_Battler.prototype.performMagicEvasion = function() {
    Yanfly.BEC.Game_Battler_performMagicEvasion.call(this);
    this.performFlinch();
};

Game_Battler.prototype.performFlinch = function() {
    if (this._flinched || !$gameSystem.isSideView()) return;
    this._flinched = true;
    this.spriteStepFlinch();
};

Yanfly.BEC.Game_Battler_performReflection =
    Game_Battler.prototype.performReflection;
Game_Battler.prototype.performReflection = function() {
    Yanfly.BEC.Game_Battler_performReflection.call(this);
    if (!$gameSystem.isSideView() && this.isActor()) return;
    var animationId = this.reflectAnimationId();
    var mirror = this.isActor();
    this.startAnimation(animationId, mirror, 0);
};

Yanfly.BEC.Game_Battler_performSubstitute =
    Game_Battler.prototype.performSubstitute;
Game_Battler.prototype.performSubstitute = function(target) {
    Yanfly.BEC.Game_Battler_performSubstitute.call(this, target);
    if (!$gameSystem.isSideView()) return;
    this._flinched = true;
    if (BattleManager._action.isForAll()) {
      this.spriteStepForward();
      target.spriteStepSubBack();
    } else {
      this.spriteStepToSubstitute(target);
      target.spriteStepSubBack();
    }
};

Game_Battler.prototype.setBattler = function(sprite) {
    BattleManager.registerSprite(this, sprite);
};

Game_Battler.prototype.battler = function() {
    return BattleManager.getSprite(this);
};

Game_Battler.prototype.requestMotion = function(motionType) {
    this._motionType = motionType;
    if (this.battler()) {
      this.battler().startMotion(motionType);
    }
};

Game_Battler.prototype.forceMotion = function(motionType) {
    this._motionType = motionType;
    if (this.battler()) {
      this.battler().forceMotion(motionType);
    }
};

Game_Battler.prototype.startWeaponAnimation = function(weaponImageId) {
    this._weaponImageId = weaponImageId;
    if (this.battler()) {
      this.battler().setupWeaponAnimation();
    }
};

Game_Battler.prototype.performActionStart = function(action) {
    if (!action.isGuard()) {
        this.setActionState('acting');
        this.spriteStepForward();
    }
};

Yanfly.BEC.Game_Battler_performActionEnd =
    Game_Battler.prototype.performActionEnd;
Game_Battler.prototype.performActionEnd = function() {
    Yanfly.BEC.Game_Battler_performActionEnd.call(this);
    this.spriteReturnHome();
};

Game_Battler.prototype.spriteStepForward = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      this.battler().stepForward();
    }
};

Game_Battler.prototype.spriteStepBack = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      this.battler().stepBack();
    }
};

Game_Battler.prototype.spriteStepSubBack = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      this.battler().stepSubBack();
    }
};

Game_Battler.prototype.spriteStepToSubstitute = function(target) {
    if ($gameSystem.isSideView() && this.battler()) {
      this.battler().stepToSubstitute(target);
    }
};

Game_Battler.prototype.spriteStepFlinch = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      this.battler().stepFlinch();
    }
};

Game_Battler.prototype.spriteReturnHome = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      this._flinched = false;
      this.spriteFaceForward();
      this.battler().stepBack();
      if (this.numActions() <= 0) {
        this.setActionState('undecided');
      }
      this.battler().refreshMotion();
    }
};

Game_Battler.prototype.reflectAnimationId = function() {
    for (var i = 0; i < this.states().length; ++i) {
      var state = this.states()[i];
      if (state.reflectAnimationId > 0) return state.reflectAnimationId;
    }
    return Yanfly.Param.BECReflectAni;
};

Game_Battler.prototype.spriteCanMove = function() {
    if (!$gameSystem.isSideView()) return false;
    for (var i = 0; i < this.states().length; ++i) {
      var state = this.states()[i];
      if (state.spriteCannotMove) return false;
    }
    return this.canMove();
};

Game_Battler.prototype.spritePosX = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler().x;
    } else if (this.battler()) {
      return this.battler().x;
    } else {
      return 0;
    }
};

Game_Battler.prototype.spritePosY = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler().y;
    } else if (this.battler()) {
      return this.battler().y;
    } else {
      return 0;
    }
};

Game_Battler.prototype.spriteWidth = function() {
    if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
      return this.battler().bitmap.width;
    } else if (this.battler() && this.battler().bitmap) {
      return this.battler().bitmap.width;
    } else {
      return 1;
    }
};

Game_Battler.prototype.spriteHeight = function() {
    if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
      return this.battler().bitmap.height;
    } else if (this.battler() && this.battler().bitmap) {
      return this.battler().bitmap.height;
    } else {
      return 1;
    }
};

Game_Battler.prototype.anchorX = function() {
    return Yanfly.Param.BECAnchorX;
};

Game_Battler.prototype.anchorY = function() {
    return Yanfly.Param.BECAnchorY;
};

Game_Battler.prototype.spriteHomeX = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler()._homeX;
    } else {
      return 0;
    }
};

Game_Battler.prototype.spriteHomeY = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler()._homeY;
    } else {
      return 0;
    }
};

Game_Battler.prototype.setMirror = function(value) {
    if ($gameSystem.isSideView() && this.battler() && this.spriteCanMove()) {
      this.battler().setMirror(value);
    }
};

Game_Battler.prototype.spriteFaceForward = function() {
    this.setMirror(false);
};

Game_Battler.prototype.spriteFaceBackward = function() {
    this.setMirror(true);
};

Game_Battler.prototype.spriteFacePoint = function(pointX, pointY) {
    if (this.spritePosX() > pointX) {
      this.spriteFaceBackward();
    } else {
      this.spriteFaceForward();
    }
};

Game_Battler.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
    if (this.spritePosX() > pointX) {
      this.spriteFaceForward();
    } else {
      this.spriteFaceBackward();
    }
};

Game_Battler.prototype.spriteFaceTarget = function(target) {
    if (!target) return;
    var pointX = target.spritePosX();
    var pointY = target.spritePosY();
    this.spriteFacePoint(pointX, pointY);
};

Game_Battler.prototype.spriteFaceAwayTarget = function(target) {
    if (!target) return;
    var pointX = target.spritePosX();
    var pointY = target.spritePosY();
    this.spriteFaceAwayPoint(pointX, pointY);
};

Game_Battler.prototype.spriteFaceHome = function() {
    var pointX = this.spriteHomeX();
    var pointY = this.spriteHomeY();
    this.spriteFacePoint(pointX, pointY);
};

Game_Battler.prototype.spriteFaceAwayHome = function() {
    var pointX = target.spriteHomeX();
    var pointY = target.spriteHomeY();
    this.spriteFaceAwayPoint(pointX, pointY);
};

Game_Battler.prototype.attackMotion = function() {
    return 'thrust';
};

Game_Battler.prototype.performAttack = function() {
};

Game_Battler.prototype.forceMotionRefresh = function() {
    if (!$gameParty.inBattle()) return;
    if (this.battler()) this.battler().refreshMotion();
};

Game_Battler.prototype.requestMotionRefresh = function() {
    var deadMotion = this.deadMotion();
    if (this.isDead() && this._motionType !== deadMotion) {
      this.requestMotion(deadMotion);
    }
    if (this.isDead() && this._motionType === deadMotion) return;
    if (this._motionType === 'victory') return;
    if (this._motionType === 'escape' && !BattleManager.isInputting()) return;
    if (this._motionType === 'guard' && !BattleManager.isInputting()) return;
    this.clearMotion();
    if (this.battler() && BattleManager.isInputting()) {
      this.battler().refreshMotion();
    }
};

Game_Battler.prototype.onTurnStart = function() {
    this.updateStateTurnStart();
};

Game_Battler.prototype.onTurnEnd = function() {
    this.clearResult();
    if (BattleManager.isTurnBased()) {
      this.regenerateAll();
    } else if (BattleManager.isTickBased() && !BattleManager.isTurnEnd()) {
      this.regenerateAll();
    }
    this.removeStatesAuto(2);
};

Yanfly.BEC.Game_Battler_onAllActionsEnd =
    Game_Battler.prototype.onAllActionsEnd;
Game_Battler.prototype.onAllActionsEnd = function() {
    Yanfly.BEC.Game_Battler_onAllActionsEnd.call(this);
    if (!BattleManager._processTurn) this.updateStateActionEnd();
};

Game_Battler.prototype.updateTick = function() {
    if (BattleManager.timeBasedStates()) this.updateStateTicks();
    if (BattleManager.timeBasedBuffs()) this.updateBuffTicks();
};

Game_Battler.prototype.increaseSelfTurnCount = function() {
    if (this._selfTurnCount === undefined) this._selfTurnCount = 0;
    this._selfTurnCount += 1;
};

Game_Battler.prototype.turnCount = function() {
    if (BattleManager.isTurnBased()) return $gameTroop.turnCount();
    if (BattleManager.isTickBased() && Yanfly.Param.BECAISelfTurn) {
      return this._selfTurnCount;
    }
    return $gameTroop.turnCount();
};

Game_Battler.prototype.createActions = function() {
    if (this.currentAction()) return;
    this.makeActions();
};

Yanfly.BEC.Game_Battler_addState = Game_Battler.prototype.addState;
Game_Battler.prototype.addState = function(stateId) {
    Yanfly.BEC.Game_Battler_addState.call(this, stateId);
    if (this.canAddStateFreeTurn(stateId)) this.setStateFreeTurn(stateId);
};

Game_Battler.prototype.canAddStateFreeTurn = function(stateId) {
    if (!$gameParty.inBattle()) return false;
    if (BattleManager._subject !== this) return false;
    if ($dataStates[stateId].autoRemovalTiming !== 1) return false;
    if (Imported.YEP_BuffsStatesCore) {
      if ($dataStates[stateId].reapplyRules === 0) return false;
    }
    return true;
};

Game_Battler.prototype.setStateFreeTurn = function(stateId) {
    this._freeStateTurn = this._freeStateTurn || [];
    this._freeStateTurn.push(stateId);
};

Game_Battler.prototype.idleMotion = function() {
    return 'walk';
};

Game_Battler.prototype.deadMotion = function() {
    return 'dead';
};

Game_Battler.prototype.sleepMotion = function() {
    return 'sleep';
};

Game_Battler.prototype.chantMotion = function() {
    return 'chant';
};

Game_Battler.prototype.guardMotion = function() {
    return 'guard';
};

Game_Battler.prototype.abnormalMotion = function() {
    return 'abnormal';
};

Game_Battler.prototype.dyingMotion = function() {
    return 'dying';
};

Game_Battler.prototype.waitMotion = function() {
    return 'wait';
};

Yanfly.BEC.Game_Battler_startAnimation = Game_Battler.prototype.startAnimation;
Game_Battler.prototype.startAnimation = function(animationId, mirror, delay) {
  if (!$dataAnimations[animationId]) return;
  Yanfly.BEC.Game_Battler_startAnimation.call(this, animationId, mirror, delay);
};

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

Yanfly.BEC.Game_Actor_refresh = Game_Actor.prototype.refresh;
Game_Actor.prototype.refresh = function() {
    this._anchorX = undefined;
    this._anchorY = undefined;
    Yanfly.BEC.Game_Actor_refresh.call(this);
    if ($gameParty.inBattle()) this.requestStatusRefresh();
};

Game_Actor.prototype.isSpriteVisible = function() {
    if ($gameSystem.isSideView()) return true;
    return Yanfly.Param.BECFrontSprite;
};

Game_Actor.prototype.reflectAnimationId = function() {
    if (this.actor().reflectAnimationId > 0) {
      return this.actor().reflectAnimationId;
    }
    if (this.currentClass().reflectAnimationId > 0) {
      return this.currentClass().reflectAnimationId;
    }
    for (var i = 0; i < this.equips().length; ++i) {
      var equip = this.equips()[i];
      if (equip && equip.reflectAnimationId > 0) {
        return equip.reflectAnimationId;
      }
    }
    return Game_Battler.prototype.reflectAnimationId.call(this);
};

Game_Actor.prototype.spriteCanMove = function() {
    if (this.actor().spriteCannotMove) return false;
    if (this.currentClass().spriteCannotMove) return false;
    for (var i = 0; i < this.equips().length; ++i) {
      var equip = this.equips()[i];
      if (equip && equip.spriteCannotMove) return false;
    }
    return Game_Battler.prototype.spriteCanMove.call(this);
};

Game_Actor.prototype.spriteWidth = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler()._mainSprite.width;
    } else {
      return 1;
    }
};

Game_Actor.prototype.spriteHeight = function() {
    if ($gameSystem.isSideView() && this.battler()) {
      return this.battler()._mainSprite.height;
    } else {
      return 1;
    }
};

Game_Actor.prototype.anchorX = function() {
    if (this._anchorX !== undefined) return this._anchorX;
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states()[i];
      if (obj && obj.anchorX !== undefined) {
        this._anchorX = obj.anchorX;
        return this._anchorX;
      }
    }
    length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips()[i];
      if (obj && obj.anchorX !== undefined) {
        this._anchorX = obj.anchorX;
        return this._anchorX;
      }
    }
    if (this.currentClass().anchorX !== undefined) {
      this._anchorX = this.currentClass().anchorX;
      return this._anchorX;
    }
    this._anchorX = this.actor().anchorX;
    return this._anchorX;
};

Game_Actor.prototype.anchorY = function() {
    if (this._anchorY !== undefined) return this._anchorY;
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states()[i];
      if (obj && obj.anchorY !== undefined) {
        this._anchorY = obj.anchorY;
        return this._anchorY;
      }
    }
    length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips()[i];
      if (obj && obj.anchorY !== undefined) {
        this._anchorY = obj.anchorY;
        return this._anchorY;
      }
    }
    if (this.currentClass().anchorY !== undefined) {
      this._anchorY = this.currentClass().anchorY;
      return this._anchorY;
    }
    this._anchorY = this.actor().anchorY;
    return this._anchorY;
};

Game_Actor.prototype.spriteFacePoint = function(pointX, pointY) {
    if (this.spritePosX() > pointX) {
      this.spriteFaceForward();
    } else {
      this.spriteFaceBackward();
    }
};

Game_Actor.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
    if (this.spritePosX() > pointX) {
      this.spriteFaceBackward();
    } else {
      this.spriteFaceForward();
    }
};

Game_Actor.prototype.performAttack = function() {
    var weapons = this.weapons();
    var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
    var attackMotion = $dataSystem.attackMotions[wtypeId];
    if (attackMotion) {
      if (attackMotion.type === 0) {
        this.forceMotion('thrust');
      } else if (attackMotion.type === 1) {
        this.forceMotion('swing');
      } else if (attackMotion.type === 2) {
        this.forceMotion('missile');
      }
      this.startWeaponAnimation(attackMotion.weaponImageId);
    }
};

Game_Actor.prototype.attackMotion = function() {
    var weapons = this.weapons();
    var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
    var attackMotion = $dataSystem.attackMotions[wtypeId];
    if (attackMotion) {
      if (attackMotion.type === 0) {
        return 'thrust';
      } else if (attackMotion.type === 1) {
        return 'swing';
      } else if (attackMotion.type === 2) {
        return 'missile';
      }
    };
    return 'thrust';
};

Game_Actor.prototype.performEscapeSuccess = function() {
    if (this.battler()) {
      this.performEscape();
      this.battler().startMove(300, 0, 60);
    }
};

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

if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function() {
  var skills = []
  for (var i = 0; i < this.enemy().actions.length; ++i) {
    var skill = $dataSkills[this.enemy().actions[i].skillId]
    if (skill) skills.push(skill);
  }
  return skills;
}
}; // (!Game_Enemy.prototype.skills)

Game_Enemy.prototype.performActionStart = function(action) {
    Game_Battler.prototype.performActionStart.call(this, action);
    if (!$gameSystem.isSideView() || !this.spriteCanMove()) {
      this.requestEffect('whiten');
    }
};

Yanfly.BEC.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
Game_Enemy.prototype.performDamage = function() {
    if ($gameSystem.isSideView()) {
      Game_Battler.prototype.performDamage.call(this);
      SoundManager.playEnemyDamage();
    } else {
      Yanfly.BEC.Game_Enemy_performDamage.call(this);
    }
};

Game_Enemy.prototype.attackAnimationId = function() {
    return this.enemy().attackAnimationId;
};

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

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

Game_Enemy.prototype.reflectAnimationId = function() {
    if (this.enemy().reflectAnimationId > 0) {
      return this.enemy().reflectAnimationId;
    }
    return Game_Battler.prototype.reflectAnimationId.call(this);
};

Game_Enemy.prototype.spriteCanMove = function() {
    if (this.enemy().spriteCannotMove) return false;
    return Game_Battler.prototype.spriteCanMove.call(this);
};

Game_Enemy.prototype.meetsTurnCondition = function(param1, param2) {
    var n = this.turnCount();
    if (param2 === 0) {
        return n === param1;
    } else {
        return n > 0 && n >= param1 && n % param2 === param1 % param2;
    }
};

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

Game_Unit.prototype.createActions = function() {
    var max = this.members().length;
    for (var i = 0; i < max; ++i) {
      var member = this.members()[i];
      if (member) member.createActions();
    }
};

Game_Unit.prototype.requestMotionRefresh = function() {
    var max = this.members().length;
    for (var i = 0; i < max; ++i) {
      var member = this.members()[i];
      if (member) member.requestMotionRefresh();
    }
};

Game_Unit.prototype.onTurnStart = function() {
    var max = this.members().length;
    for (var i = 0; i < max; ++i) {
      var member = this.members()[i];
      if (member) {
        member.onTurnStart();
        member.refresh();
      }
    }
};

Game_Unit.prototype.updateTick = function() {
    var max = this.members().length;
    for (var i = 0; i < max; ++i) {
      var member = this.members()[i];
      if (member) member.updateTick();
    }
};

Game_Unit.prototype.refreshMembers = function() {
    var group = this.allMembers();
    var length = group.length;
    for (var i = 0; i < length; ++i) {
      var member = group[i];
      if (member) member.refresh();
    }
};

//=============================================================================
// Game_Party
//=============================================================================

Game_Party.prototype.performEscapeSuccess = function() {
    for (var i = 0; i < this.members().length; ++i) {
      var member = this.members()[i];
      if (member) member.performEscapeSuccess();
    }
};

//=============================================================================
// Game_Troop
//=============================================================================

Game_Troop.prototype.allMembers = function() {
  return this.members();
};

//=============================================================================
// Scene_Battle
//=============================================================================

Yanfly.BEC.Scene_Battle_update = Scene_Battle.prototype.update;
Scene_Battle.prototype.update = function() {
    Yanfly.BEC.Scene_Battle_update.call(this);
    this.updateStatusWindowRequests();
};

Scene_Battle.prototype.updateStatusWindowRequests = function() {
    if (!this._statusWindow) return;
    if (this._statusWindow.isClosed()) return;
    this._statusWindow.updateStatusRequests();
};

Yanfly.BEC.Scene_Battle_createSkillWindow =
    Scene_Battle.prototype.createSkillWindow;
Scene_Battle.prototype.createSkillWindow = function() {
    Yanfly.BEC.Scene_Battle_createSkillWindow.call(this);
    if (Yanfly.Param.BECLowerWindows) {
      this.adjustLowerWindow(this._skillWindow);
    }
};

Yanfly.BEC.Scene_Battle_createItemWindow =
    Scene_Battle.prototype.createItemWindow;
Scene_Battle.prototype.createItemWindow = function() {
    Yanfly.BEC.Scene_Battle_createItemWindow.call(this);
    if (Yanfly.Param.BECLowerWindows) {
      this.adjustLowerWindow(this._itemWindow);
    }
};

Yanfly.BEC.Scene_Battle_createActorWindow =
    Scene_Battle.prototype.createActorWindow;
Scene_Battle.prototype.createActorWindow = function() {
    Yanfly.BEC.Scene_Battle_createActorWindow.call(this);
    this._actorWindow.x = Graphics.boxWidth - this._actorWindow.width;
    if (Yanfly.Param.BECSelectHelp) {
      this._actorWindow.setHelpWindow(this._helpWindow);
    }
};

Yanfly.BEC.Scene_Battle_createEnemyWindow =
    Scene_Battle.prototype.createEnemyWindow;
Scene_Battle.prototype.createEnemyWindow = function() {
    Yanfly.BEC.Scene_Battle_createEnemyWindow.call(this);
    if (Yanfly.Param.BECSelectHelp) {
      this._enemyWindow.setHelpWindow(this._helpWindow);
    }
};

Scene_Battle.prototype.adjustLowerWindow = function(win) {
    win.height = win.fittingHeight(Yanfly.Param.BECWindowRows);
    win.y = Graphics.boxHeight - win.height;
};

Yanfly.BEC.Scene_Battle_startPartyCommandSelection =
    Scene_Battle.prototype.startPartyCommandSelection;
Scene_Battle.prototype.startPartyCommandSelection = function() {
    if (this.isStartActorCommand()) {
      this.selectNextCommand();
    } else {
      Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
    }
};

Scene_Battle.prototype.isStartActorCommand = function() {
    if (this._isStartActorCommand === undefined) {
      this._isStartActorCommand = Yanfly.Param.BECStartActCmd;
    }
    return this._isStartActorCommand;
};

Yanfly.BEC.Scene_Battle_selectPreviousCommand =
    Scene_Battle.prototype.selectPreviousCommand;
Scene_Battle.prototype.selectPreviousCommand = function() {
    if (this.isStartActorCommand()) {
      BattleManager.selectPreviousCommand();
      if (BattleManager.isInputting() && BattleManager.actor()) {
        this.startActorCommandSelection();
      } else {
        Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
      }
    } else {
      Yanfly.BEC.Scene_Battle_selectPreviousCommand.call(this);
    }
};

Yanfly.BEC.Scene_Battle_selectNextCommand =
    Scene_Battle.prototype.selectNextCommand;
Scene_Battle.prototype.selectNextCommand = function() {
    Yanfly.BEC.Scene_Battle_selectNextCommand.call(this);
    this._helpWindow.clear();
    BattleManager.stopAllSelection();
};

Yanfly.BEC.Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
Scene_Battle.prototype.commandSkill = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_commandSkill.call(this);
};

Yanfly.BEC.Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
Scene_Battle.prototype.commandItem = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_commandItem.call(this);
};

Yanfly.BEC.Scene_Battle_startActorCommandSelection =
    Scene_Battle.prototype.startActorCommandSelection;
Scene_Battle.prototype.startActorCommandSelection = function() {
    BattleManager.createActions();
    Yanfly.BEC.Scene_Battle_startActorCommandSelection.call(this);
    this._statusWindow.refresh();
};

Yanfly.BEC.Scene_Battle_selectActorSelection =
    Scene_Battle.prototype.selectActorSelection;
Scene_Battle.prototype.selectActorSelection = function() {
    if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_selectActorSelection.call(this);
    this._actorWindow.autoSelect();
};

Yanfly.BEC.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
Scene_Battle.prototype.onActorCancel = function() {
    if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onActorCancel.call(this);
    BattleManager.stopAllSelection();
    BattleManager.clearInputtingAction();
};

Yanfly.BEC.Scene_Battle_selectEnemySelection =
    Scene_Battle.prototype.selectEnemySelection;
Scene_Battle.prototype.selectEnemySelection = function() {
    if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_selectEnemySelection.call(this);
    this._enemyWindow.autoSelect();
};

Yanfly.BEC.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
Scene_Battle.prototype.onEnemyCancel = function() {
    if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onEnemyCancel.call(this);
    BattleManager.stopAllSelection();
    BattleManager.clearInputtingAction();
};

Yanfly.BEC.Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
Scene_Battle.prototype.onSelectAction = function() {
    if (Yanfly.Param.BECSelectHelp) BattleManager.forceSelection();
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onSelectAction.call(this);
    if (Yanfly.Param.BECSelectHelp) BattleManager.resetSelection();
};

Yanfly.BEC.Scene_Battle_onSkillOk =
    Scene_Battle.prototype.onSkillOk;
Scene_Battle.prototype.onSkillOk = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onSkillOk.call(this);
};

Yanfly.BEC.Scene_Battle_onSkillCancel =
    Scene_Battle.prototype.onSkillCancel;
Scene_Battle.prototype.onSkillCancel = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onSkillCancel.call(this);
    BattleManager.clearInputtingAction();
};

Yanfly.BEC.Scene_Battle_onItemOk =
    Scene_Battle.prototype.onItemOk;
Scene_Battle.prototype.onItemOk = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onItemOk.call(this);
};

Yanfly.BEC.Scene_Battle_onItemCancel =
    Scene_Battle.prototype.onItemCancel;
Scene_Battle.prototype.onItemCancel = function() {
    this._helpWindow.clear();
    Yanfly.BEC.Scene_Battle_onItemCancel.call(this);
    BattleManager.clearInputtingAction();
};

//=============================================================================
// Window_Selectable
//=============================================================================

Yanfly.BEC.Window_Selectable_isCursorMovable =
    Window_Selectable.prototype.isCursorMovable;
Window_Selectable.prototype.isCursorMovable = function() {
    if (this._inputLock) return false;
    return Yanfly.BEC.Window_Selectable_isCursorMovable.call(this);
};

//=============================================================================
// Window_Help
//=============================================================================

Yanfly.BEC.Window_Help_clear = Window_Help.prototype.clear;
Window_Help.prototype.clear = function() {
    Yanfly.BEC.Window_Help_clear.call(this);
    this.contents.clear();
};

Window_Help.prototype.setBattler = function(battler) {
    this.contents.clear();
    this.clear();
    this.resetFontSettings();
    if (!$gameParty.inBattle()) return;
    if (!battler) return;
    var action = BattleManager.inputtingAction();
    if (this.specialSelectionText(action)) {
      this.drawSpecialSelectionText(action);
    } else {
      this.drawBattler(battler);
    }
};

Window_Help.prototype.specialSelectionText = function(action) {
    BattleManager.resetSelection();
    if (!action) return false;
    return !action.needsSelection();
};

Window_Help.prototype.drawBattler = function(battler) {
    var text = battler.name();
    var wx = 0;
    var wy = (this.contents.height - this.lineHeight()) / 2;
    this.drawText(text, wx, wy, this.contents.width, 'center');
};

Window_Help.prototype.drawSpecialSelectionText = function(action) {
    var wx = 0;
    var wy = (this.contents.height - this.lineHeight()) / 2;
    var text = '';
    if (action.isForUser()) {
      text = Yanfly.Param.BECHelpUserTx;
    } else if (action.isForRandom()) {
      BattleManager.startAllSelection();
      var fmt = Yanfly.Param.BECHelpRandTx;
      if (action.isForOpponent() && action.numTargets() !== 1) {
        var target = Yanfly.Param.BECHelpEnemiesTx;
      } else if (action.isForOpponent() && action.numTargets() === 1) {
        var target = Yanfly.Param.BECHelpEnemyTx;
      } else if (action.isForFriend() && action.numTargets() !== 1) {
        var target = Yanfly.Param.BECHelpAlliesTx;
      } else {
        var target = Yanfly.Param.BECHelpAllyTx;
      }
      text = fmt.format(target, Yanfly.Util.toGroup(action.numTargets()));
    } else if (action.isForAll()) {
      BattleManager.startAllSelection();
      var fmt = Yanfly.Param.BECHelpAllTx;
      if (action.isForOpponent()) {
        var target = Yanfly.Param.BECHelpEnemiesTx;
      } else {
        var target = Yanfly.Param.BECHelpAlliesTx;
      }
      text = fmt.format(target);
    }
    this.drawText(text, wx, wy, this.contents.width, 'center');
};

//=============================================================================
// Window_BattleActor
//=============================================================================

Window_BattleActor.prototype.autoSelect = function() {
    var action = BattleManager.inputtingAction();
    if (!action) return;
    this._inputLock = false;
    this._selectDead = false;
    if (action.isForUser()) {
      this.select(BattleManager.actor().index());
      this._inputLock = true;
    } else if (action.isForDeadFriend()) {
      this._selectDead = true;
      this.autoSelectFirstDeadActor();
      if (action.isForAll()) this._inputLock = true;
    }
};

Window_BattleActor.prototype.autoSelectFirstDeadActor = function() {
    var length = $gameParty.members().length;
    for (var i = 0; i < length; ++i) {
      var member = $gameParty.members()[i];
      if (member && member.isDead()) return this.select(i);
    }
};

Window_BattleActor.prototype.isOkEnabled = function() {
    if (this._selectDead) return this.actor().isDead();
    return Window_Selectable.prototype.isOkEnabled.call(this);
};

Window_BattleActor.prototype.updateHelp = function() {
    if (!this._helpWindow) return;
    this._helpWindow.setBattler(this.actor());
};

Yanfly.BEC.Window_BattleActor_processTouch =
    Window_BattleActor.prototype.processTouch;
Window_BattleActor.prototype.processTouch = function() {
    if (Yanfly.Param.BECActorSelect && this.isOpenAndActive()) {
      if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
        if (this.getClickedActor() >= 0) {
          var index = this.getClickedActor();
          if (this.index() === index) {
            return this.processOk();
          } else {
            SoundManager.playCursor();
            return this.select(index);
          }
        }
      }
      if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
        if (this.getClickedActor() >= 0) {
          var index = this.getClickedActor();
          if (this.index() !== index) {
            SoundManager.playCursor();
            return this.select(index);
          }
        }
      }
      if (Yanfly.Param.BECSelectMouseOver) {
        var index = this.getMouseOverActor();
        if (index >= 0 && this.index() !== index) {
          SoundManager.playCursor();
          return this.select(index);
        }
      }
    }
    Yanfly.BEC.Window_BattleActor_processTouch.call(this);
};

Window_BattleActor.prototype.getClickedActor = function() {
    for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
      var actor = $gameParty.battleMembers().reverse()[i];
      if (!actor) continue;
      if (this.isClickedActor(actor)) {
        // if (this._selectDead && !actor.isDead()) continue;
        if (this._inputLock && actor.index() !== this.index()) continue;
        return actor.index();
      }
    }
    return -1;
};

Window_BattleActor.prototype.isClickedActor = function(actor) {
    if (!actor) return false;
    if (!actor.isSpriteVisible()) return false;
    if (!actor.isAppeared()) return false;
    if ($gameTemp._disableMouseOverSelect) return false;
    var x = TouchInput.x;
    var y = TouchInput.y;
    var rect = new Rectangle();
    rect.width = actor.spriteWidth();
    rect.height = actor.spriteHeight();
    rect.x = actor.spritePosX() - rect.width / 2;
    rect.y = actor.spritePosY() - rect.height;
    return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
      y < rect.y + rect.height);
};

Window_BattleActor.prototype.getMouseOverActor = function() {
    for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
      var actor = $gameParty.battleMembers().reverse()[i];
      if (!actor) continue;
      if (TouchInput.isMoved() && this.isMouseOverActor(actor)) {
        // if (this._selectDead && !actor.isDead()) continue;
        if (this._inputLock && actor.index() !== this.index()) continue;
        return actor.index();
      }
    }
    return -1;
};

Window_BattleActor.prototype.isMouseOverActor = function(actor) {
    if (!actor) return false;
    if (!actor.isSpriteVisible()) return false;
    if (!actor.isAppeared()) return false;
    if ($gameTemp._disableMouseOverSelect) return false;
    var x = TouchInput._mouseOverX;
    var y = TouchInput._mouseOverY;
    var rect = new Rectangle();
    rect.width = actor.spriteWidth();
    rect.height = actor.spriteHeight();
    rect.x = actor.spritePosX() - rect.width / 2;
    rect.y = actor.spritePosY() - rect.height;
    return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
      y < rect.y + rect.height);
};

//=============================================================================
// Window_BattleEnemy
//=============================================================================

Yanfly.DisableWebGLMask = false;

Yanfly.BEC.Window_BattleEnemy_initialize =
    Window_BattleEnemy.prototype.initialize;
Window_BattleEnemy.prototype.initialize = function(x, y) {
    if (Yanfly.Param.BECEnemySelect) {
      x -= Graphics.boxWidth * 200;
      y -= Graphics.boxHeight * 200;
    };
    Yanfly.BEC.Window_BattleEnemy_initialize.call(this, x, y);
};

Yanfly.BEC.WindowLayer_webglMaskWindow =
    WindowLayer.prototype._webglMaskWindow;
WindowLayer.prototype._webglMaskWindow = function(renderSession, win) {
    if (win._ignoreMask) return;
    Yanfly.BEC.WindowLayer_webglMaskWindow.call(this, renderSession, win);
};

Yanfly.BEC.Window_BattleEnemy_maxCols =
    Window_BattleEnemy.prototype.maxCols;
Window_BattleEnemy.prototype.maxCols = function() {
    if (Yanfly.Param.BECEnemySelect) return this._enemies.length;
    return Yanfly.BEC.Window_BattleEnemy_maxCols.call(this);
};

Window_BattleEnemy.prototype.allowedTargets = function() {
    var targets = [];
    targets = targets.concat($gameTroop.aliveMembers());
    return targets;
};

Window_BattleEnemy.prototype.refresh = function() {
    this._enemies = this.allowedTargets();
    this.sortTargets();
    Window_Selectable.prototype.refresh.call(this);
};

Window_BattleEnemy.prototype.sortTargets = function() {
    this._enemies.sort(function(a, b) {
        if (a.spritePosX() == b.spritePosX()) {
          return a.spritePosY() - b.spritePosY();
        }
        return a.spritePosX() - b.spritePosX();
    });
};

Window_BattleEnemy.prototype.autoSelect = function() {
    var selectIndex = eval(Yanfly.Param.BECEnemyAutoSel);
    this.select(selectIndex);
};

Window_BattleEnemy.prototype.furthestRight = function() {
    return this.maxItems() - 1;
};

Window_BattleEnemy.prototype.updateHelp = function() {
    if (!this._helpWindow) return;
    this._helpWindow.setBattler(this.enemy());
};

Yanfly.BEC.Window_BattleEnemy_processTouch =
    Window_BattleEnemy.prototype.processTouch;
Window_BattleEnemy.prototype.processTouch = function() {
    if (Yanfly.Param.BECEnemySelect && this.isOpenAndActive()) {
      if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
        if (this.getClickedEnemy() >= 0) {
          var index = this.getClickedEnemy();
          if (this.index() === index) {
            return this.processOk();
          } else {
            SoundManager.playCursor();
            return this.select(index);
          }
        }
      }
      if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
        if (this.getClickedEnemy() >= 0) {
          var index = this.getClickedEnemy();
          if (this.index() !== index) {
            SoundManager.playCursor();
            return this.select(index);
          }
        }
      }
      if (Yanfly.Param.BECSelectMouseOver) {
        var index = this.getMouseOverEnemy();
        if (index >= 0 && this.index() !== index) {
          SoundManager.playCursor();
          return this.select(index);
        }
      }
    };
    Yanfly.BEC.Window_BattleEnemy_processTouch.call(this);
};

Window_BattleEnemy.prototype.getClickedEnemy = function() {
    for (var i = 0; i < this._enemies.length; ++i) {
      var enemy = this._enemies[i];
      if (!enemy) continue;
      if (this.isClickedEnemy(enemy)) {
        if (this._selectDead && !enemy.isDead()) continue;
        var index = this._enemies.indexOf(enemy)
        if (this._inputLock && index !== this.index()) continue;
        return index;
      }
    }
    return -1;
};

Window_BattleEnemy.prototype.isClickedEnemy = function(enemy) {
    if (!enemy) return false;
    if (!enemy.isSpriteVisible()) return false;
    if ($gameTemp._disableMouseOverSelect) return false;
    var x = TouchInput.x;
    var y = TouchInput.y;
    var rect = new Rectangle();
    rect.width = enemy.spriteWidth();
    rect.height = enemy.spriteHeight();
    rect.x = enemy.spritePosX() - rect.width / 2;
    rect.y = enemy.spritePosY() - rect.height;
    return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
      y < rect.y + rect.height);
};

Window_BattleEnemy.prototype.getMouseOverEnemy = function() {
    for (var i = 0; i < this._enemies.length; ++i) {
      var enemy = this._enemies[i];
      if (!enemy) continue;
      if (TouchInput.isMoved() && this.isMouseOverEnemy(enemy)) {
        if (this._selectDead && !enemy.isDead()) continue;
        var index = this._enemies.indexOf(enemy)
        if (this._inputLock && index !== this.index()) continue;
        return index;
      }
    }
    return -1;
};

Window_BattleEnemy.prototype.isMouseOverEnemy = function(enemy) {
    if (!enemy) return false;
    if (!enemy.isSpriteVisible()) return false;
    if ($gameTemp._disableMouseOverSelect) return false;
    var x = TouchInput._mouseOverX;
    var y = TouchInput._mouseOverY;
    var rect = new Rectangle();
    rect.width = enemy.spriteWidth();
    rect.height = enemy.spriteHeight();
    rect.x = enemy.spritePosX() - rect.width / 2;
    rect.y = enemy.spritePosY() - rect.height;
    return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
      y < rect.y + rect.height);
};

//=============================================================================
// Window_EnemyVisualSelect
//=============================================================================

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

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

Window_EnemyVisualSelect.prototype.initialize = function() {
    Window_Base.prototype.initialize.call(this, 0, 0, 1, 1);
    this._battler = null;
    this._battlerName = '';
    this._requestRefresh = false;
    this._showSelectCursor = Yanfly.Param.BECShowSelectBox;
    this._showEnemyName = Yanfly.Param.BECShowEnemyName;
    this.contentsOpacity = 0;
    this.opacity = 0;
};

Window_EnemyVisualSelect.prototype.setBattler = function(battler) {
    if (this._battler === battler) return;
    this._battler = battler;
    this._battlerName = battler.name();
};

Window_EnemyVisualSelect.prototype.update = function() {
    Window_Base.prototype.update.call(this);
    if (!this._battler) return;
    this.updateWindowAspects();
};

Window_EnemyVisualSelect.prototype.updateWindowAspects = function() {
    this.updateBattlerName();
    this.updateWindowSize();
    this.updateWindowPosition();
    this.updateOpacity();
    this.updateRefresh();
    this.updateCursor();
};

Window_EnemyVisualSelect.prototype.updateBattlerName = function() {
    if (this._battlerName !== this._battler.name())
    this._battlerName = this._battler.name();
    this._requestRefresh = true;
    this._nameTextWidth = undefined;
};

Window_EnemyVisualSelect.prototype.updateWindowSize = function() {
    var spriteWidth = this._battler.spriteWidth();
    this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
    if (this._nameTextWidth === undefined) {
      this._nameTextWidth = this.textWidth(this._battler.name());
    }
    var textWidth = this._nameTextWidth;
    textWidth += this.textPadding() * 2;
    var width = Math.max(spriteWidth, textWidth) + this.standardPadding() * 2;
    width = Math.ceil(width);
    var height = this._battler.spriteHeight() + this.standardPadding() * 2;
    height = Math.ceil(height);
    height = Math.max(height, this.lineHeight() + this.standardPadding() * 2);
    if (width === this.width && height === this.height) return;
    this.width = width;
    this.height = height;
    this.createContents();
    this._requestRefresh = true;
    this.makeWindowBoundaries();
};

Window_EnemyVisualSelect.prototype.makeWindowBoundaries = function() {
    if (!this._requestRefresh) return;
    this._minX = -1 * this.standardPadding();
    this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
    this._minY = -1 * this.standardPadding();
    this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
    this._maxY -= SceneManager._scene._statusWindow.height;
};

Window_EnemyVisualSelect.prototype.updateWindowPosition = function() {
    if (!this._battler) return;
    this.x = -1 * this.width / 2;
    this.y = -1 * this.height + this.standardPadding();
    this.x += this._battler.spritePosX();
    this.y += this._battler.spritePosY();
    this.x = this.x.clamp(this._minX, this._maxX);
    this.y = this.y.clamp(this._minY, this._maxY);
};

Window_EnemyVisualSelect.prototype.updateOpacity = function() {
    if (this.isShowWindow()) {
      this.contentsOpacity += 32;
    } else {
      this.contentsOpacity -= 32;
    }
};

Window_EnemyVisualSelect.prototype.isShowWindow = function() {
    var scene = SceneManager._scene;
    if (!scene._enemyWindow) return false;
    var enemyWindow = scene._enemyWindow;
    if (!enemyWindow.active) return false;
    if (!this._battler.isAppeared()) return false;
    if (this._battler.isDead()) {
      return enemyWindow._selectDead;
    }
    return enemyWindow._enemies.contains(this._battler);
};

Window_EnemyVisualSelect.prototype.updateCursor = function() {
    if (this.isShowCursor()) {
      var wy = this.contents.height - this.lineHeight();
      this.setCursorRect(0, wy, this.contents.width, this.lineHeight());
    } else {
      this.setCursorRect(0, 0, 0, 0);
    }
};

Window_EnemyVisualSelect.prototype.isShowCursor = function() {
    if (!this._showSelectCursor) return false;
    var scene = SceneManager._scene;
    if (!scene._enemyWindow) return false;
    var enemyWindow = scene._enemyWindow;
    if (!enemyWindow.active) return false;
    if (!this._battler.isAppeared()) return false;
    return this._battler.isSelected();
};

Window_EnemyVisualSelect.prototype.updateRefresh = function() {
    if (this._requestRefresh) this.refresh();
};

Window_EnemyVisualSelect.prototype.refresh = function() {
    this.contents.clear();
    if (!this._battler) return;
    if (!this._showEnemyName) return;
    if (this._battler.isHidden()) return;
    this._requestRefresh = false;
    this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
    var text = this._battler.name();
    var wy = this.contents.height - this.lineHeight();
    this.drawText(text, 0, wy, this.contents.width, 'center');
};

//=============================================================================
// Window_PartyCommand
//=============================================================================

Window_PartyCommand.prototype.itemTextAlign = function() {
    return Yanfly.Param.BECCommandAlign;
};

Window_PartyCommand.prototype.numVisibleRows = function() {
    return Yanfly.Param.BECCommandRows;
};

//=============================================================================
// Window_ActorCommand
//=============================================================================

Window_ActorCommand.prototype.itemTextAlign = function() {
    return Yanfly.Param.BECCommandAlign;
};

Window_ActorCommand.prototype.numVisibleRows = function() {
    return Yanfly.Param.BECCommandRows;
};

//=============================================================================
// Window_BattleStatus
//=============================================================================

Window_BattleStatus.prototype.numVisibleRows = function() {
    return Yanfly.Param.BECCommandRows;
};

Window_BattleStatus.prototype.updateStatusRequests = function() {
    if (BattleManager._victoryPhase) return;
    for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
      var actor = $gameParty.battleMembers()[i];
      if (!actor) continue;
      if (actor.isStatusRefreshRequested()) this.processStatusRefresh(i);
    }
};

Window_BattleStatus.prototype.processStatusRefresh = function(index) {
    var actor = $gameParty.battleMembers()[index];
    if (!actor) return;
    var rect = this.itemRect(index);
    this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
    this.drawItem(index);
    actor.completetStatusRefreshRequest();
};

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

if (!Yanfly.Param.BECCurMax) {

Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y,
                                                   width, color1, color2) {
    var labelWidth = this.textWidth('HP');
    var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
    var slashWidth = this.textWidth('/');
    var x1 = x + width - valueWidth;
    this.changeTextColor(color1);
    this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, 'right');
};

}; // Yanfly.Param.BECCurMax

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

Yanfly.BEC.Window_BattleLog_isFastForward =
    Window_BattleLog.prototype.isFastForward;
Window_BattleLog.prototype.isFastForward = function() {
    if (Yanfly.Param.BECOptSpeed) return true;
    return Yanfly.BEC.Window_BattleLog_isFastForward.call(this);
};

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

Window_BattleLog.prototype.animationBaseDelay = function() {
    return Yanfly.Param.BECAniBaseDel;
};

Window_BattleLog.prototype.animationNextDelay = function() {
    return Yanfly.Param.BECAniNextDel;
};

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

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

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

Window_BattleLog.prototype.waitForAnimation = function() {
    this.setWaitMode('animation');
};

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

Window_BattleLog.prototype.waitForPopups = function() {
    this.setWaitMode('popups');
};

Yanfly.BEC.Window_BattleLog_displayAction =
    Window_BattleLog.prototype.displayAction;
Window_BattleLog.prototype.displayAction = function(subject, item) {
    if (Yanfly.Param.BECFullActText) {
      Yanfly.BEC.Window_BattleLog_displayAction.call(this, subject, item);
    } else {
      this._actionIcon = this.displayIcon(item);
      var text = this.displayText(item);
      this.push('addText', '<SIMPLE>' + text);
      if (item.message2) {
        this.push('addText', '<CENTER>' + item.message2.format(text));
      }
    }
};

Window_BattleLog.prototype.displayIcon = function(item) {
    if (!item) return 0;
    return item.battleDisplayIcon;
};

Window_BattleLog.prototype.displayText = function(item) {
    if (!item) return '';
    return item.battleDisplayText;
};

Yanfly.BEC.Window_BattleLog_displayActionResults =
    Window_BattleLog.prototype.displayActionResults;
Window_BattleLog.prototype.displayActionResults = function(subject, target) {
    if (Yanfly.Param.BECOptSpeed) {
      if (target.result().used) {
          this.displayCritical(target);
          this.displayDamage(target);
          this.displayAffectedStatus(target);
          this.displayFailure(target);
      }
    } else {
      Yanfly.BEC.Window_BattleLog_displayActionResults.call(this, subject,
          target);
    }
    if (target.isDead()) target.performCollapse();
};

Yanfly.BEC.Window_BattleLog_drawLineText =
    Window_BattleLog.prototype.drawLineText;
Window_BattleLog.prototype.drawLineText = function(index) {
    if (this._lines[index].match('<CENTER>')) {
      this.drawCenterLine(index);
    } else if (this._lines[index].match('<SIMPLE>')) {
      this.drawSimpleActionLine(index);
    } else {
      Yanfly.BEC.Window_BattleLog_drawLineText.call(this, index);
    }
};

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

Window_BattleLog.prototype.drawCenterLine = function(index) {
    var text = this._lines[index].replace('<CENTER>', '');
    var rect = this.itemRectForText(index);
    this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
    var tw = this.textWidthEx(text);
    var wx = rect.x + (rect.width - tw) / 2;
    this.resetFontSettings();
    this.drawTextEx(text, wx, rect.y);
};

Window_BattleLog.prototype.drawSimpleActionLine = function(index) {
    var text = this._lines[index].replace('<SIMPLE>', '');
    var rect = this.itemRectForText(index);
    this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
    if (this._actionIcon) {
      var tw = this.textWidth(text);
      var ix = (rect.width - tw) / 2 - 4;
      this.drawIcon(this._actionIcon, ix, rect.y + 2);
    }
    this.drawText(text, rect.x, rect.y, Graphics.boxWidth, 'center');
};

Window_BattleLog.prototype.displayCounter = function(target) {
    if (Yanfly.Param.BECShowCntText) {
      this.addText(TextManager.counterAttack.format(target.name()));
    }
    target.performCounter();
    this.showAttackAnimation(target, [BattleManager._subject]);
    this.waitForAnimation();
};

Window_BattleLog.prototype.displayReflection = function(target) {
    if (Yanfly.Param.BECShowRflText) {
      this.addText(TextManager.magicReflection.format(target.name()));
    }
    target.performReflection();
    var animationId = BattleManager._action.item().animationId;
    this.showNormalAnimation([BattleManager._subject], animationId);
    this.waitForAnimation();
};

Window_BattleLog.prototype.displaySubstitute = function(substitute, target) {
    if (Yanfly.Param.BECShowSubText) {
      var substName = substitute.name();
      this.addText(TextManager.substitute.format(substName, target.name()));
    }
    substitute.performSubstitute(target);
};

Yanfly.BEC.Window_BattleLog_displayFailure =
    Window_BattleLog.prototype.displayFailure;
Window_BattleLog.prototype.displayFailure = function(target) {
    if (!Yanfly.Param.BECShowFailText) return;
    Yanfly.BEC.Window_BattleLog_displayFailure.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayCritical =
    Window_BattleLog.prototype.displayCritical;
Window_BattleLog.prototype.displayCritical = function(target) {
    if (!Yanfly.Param.BECShowCritText) return;
    Yanfly.BEC.Window_BattleLog_displayCritical.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayMiss =
    Window_BattleLog.prototype.displayMiss;
Window_BattleLog.prototype.displayMiss = function(target) {
    if (!Yanfly.Param.BECShowMissText) return;
    Yanfly.BEC.Window_BattleLog_displayMiss.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayEvasion =
    Window_BattleLog.prototype.displayEvasion;
Window_BattleLog.prototype.displayEvasion = function(target) {
    if (!Yanfly.Param.BECShowEvaText) return;
    Yanfly.BEC.Window_BattleLog_displayEvasion.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayHpDamage =
    Window_BattleLog.prototype.displayHpDamage;
Window_BattleLog.prototype.displayHpDamage = function(target) {
    if (!Yanfly.Param.BECShowHpText) return;
    Yanfly.BEC.Window_BattleLog_displayHpDamage.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayMpDamage =
    Window_BattleLog.prototype.displayMpDamage;
Window_BattleLog.prototype.displayMpDamage = function(target) {
    if (!Yanfly.Param.BECShowMpText) return;
    Yanfly.BEC.Window_BattleLog_displayMpDamage.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayTpDamage =
    Window_BattleLog.prototype.displayTpDamage;
Window_BattleLog.prototype.displayTpDamage = function(target) {
    if (!Yanfly.Param.BECShowTpText) return;
    Yanfly.BEC.Window_BattleLog_displayTpDamage.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayCurrentState =
    Window_BattleLog.prototype.displayCurrentState;
Window_BattleLog.prototype.displayCurrentState = function(subject) {
    if (!Yanfly.Param.BECShowStateText) return;
    Yanfly.BEC.Window_BattleLog_displayCurrentState.call(this, subject);
};

Yanfly.BEC.Window_BattleLog_displayAddedStates =
    Window_BattleLog.prototype.displayAddedStates;
Window_BattleLog.prototype.displayAddedStates = function(target) {
    if (!Yanfly.Param.BECShowStateText) return;
    Yanfly.BEC.Window_BattleLog_displayAddedStates.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayRemovedStates =
    Window_BattleLog.prototype.displayRemovedStates;
Window_BattleLog.prototype.displayRemovedStates = function(target) {
    if (!Yanfly.Param.BECShowStateText) return;
    Yanfly.BEC.Window_BattleLog_displayRemovedStates.call(this, target);
};

Yanfly.BEC.Window_BattleLog_displayChangedBuffs =
    Window_BattleLog.prototype.displayChangedBuffs;
Window_BattleLog.prototype.displayChangedBuffs = function(target) {
    if (!Yanfly.Param.BECShowBuffText) return;
    Yanfly.BEC.Window_BattleLog_displayChangedBuffs.call(this, target);
};

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

Yanfly.BEC.Window_BattleLog_showEnemyAttackAnimation =
    Window_BattleLog.prototype.showEnemyAttackAnimation;
Window_BattleLog.prototype.showEnemyAttackAnimation =
function(subject, targets) {
    if ($gameSystem.isSideView()) {
      this.showNormalAnimation(targets, subject.attackAnimationId(), false);
    } else {
      this.showNormalAnimation(targets, subject.attackAnimationId(), false);
      Yanfly.BEC.Window_BattleLog_showEnemyAttackAnimation.call(this, subject,
          targets);
    }
};

Window_BattleLog.prototype.showActorAtkAniMirror = function(subject, targets) {
  if (subject.isActor()) {
    this.showNormalAnimation(targets, subject.attackAnimationId1(), true);
    this.showNormalAnimation(targets, subject.attackAnimationId2(), false);
  } else {
    this.showNormalAnimation(targets, subject.attackAnimationId1(), true)
  }
};

//=============================================================================
// New Function
//=============================================================================

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

Yanfly.Util.displayError = function(e, code, message) {
  console.log(message);
  console.log(code || 'NON-EXISTENT');
  console.error(e);
  if (Utils.isNwjs() && Utils.isOptionValid('test')) {
    if (!require('nw.gui').Window.get().isDevToolsOpen()) {
      require('nw.gui').Window.get().showDevTools();
    }
  }
};

if (!Yanfly.Util.toGroup) {
    Yanfly.Util.toGroup = function(inVal) {
        return inVal;
    }
};

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

Yanfly.Util.onlyUnique = function(value, index, self) {
    return self.indexOf(value) === index;
};

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