text: //=============================================================================
  // Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Pack 2
  // YEP_X_ActSeqPack2.js
  //=============================================================================
  
  var Imported = Imported || {};
  Imported.YEP_X_ActSeqPack2 = true;
  
  var Yanfly = Yanfly || {};
  Yanfly.ASP2 = Yanfly.ASP2 || {};
  
  //=============================================================================
   /*:
   * @plugindesc v1.10 (Requires YEP_BattleEngineCore.js) Visual functions
   * are added to the Battle Engine Core's action sequences.
   * @author Yanfly Engine Plugins
   *
   * @help
   * ============================================================================
   * Introduction
   * ============================================================================
   *
   * The Action Sequence Pack 2 plugin is an extension plugin for Yanfly Engine
   * Plugins' Battle Engine Core. This extension plugin will not work without the
   * main plugin.
   *
   * This extension plugin contains the more basic functions used for customized
   * action sequences on a visual scale. This plugin focuses on making battlers
   * perform visual actions.
   *
   * ============================================================================
   * Action Sequences - ala Melody
   * ============================================================================
   *
   * Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
   * where each individual aspect of the skill and item effects can be controlled
   * to a degree. These are called Action Sequences, where each command in the
   * action sequence causes the game to perform a distinct individual action.
   *
   * Each skill and item consists of five different action sequences. They are as
   * follows:
   *
   * 1. Setup Actions
   *   They prepare the active battler before carrying out the bulk of the action
   * and its individual effects. Usually what you see here are things such as the
   * active battler moving forward a bit, unsheathing their weapon, etc. This step
   * will occur before the active battler expends their skill or item costs.
   *
   * 2. Whole Actions
   *   These actions will affect all of the targets simultaneously. Although this
   * section does not need to be used, most actions will use this for displaying
   * animations upon all enemies. This step occurs after skill and item costs.
   *
   * 3. Target Actions
   *   This section will affect all of the targets individually. Used primarily
   * for physical attacks that will deliver more personal forms of damage. Actions
   * that occur here will not affect other targets unless specifically ordered to
   * do so otherwise.
   *
   * 4. Follow Actions
   *   This section will dedicate towards cleanup work after the individual
   * targeting actions. Here, it'll do things such as removing immortal flags,
   * start up common events, and more.
   *
   * 5. Finish Actions
   *   This section will have the active battler close up the action sequence.
   * Usually stuff like running waits and holds at the last minute for skills and
   * items, moving back to place, and others.
   *
   * Now that you know each of the five steps each action sequence goes through,
   * here's the tags you can insert inside of skills and items. Pay attention to
   * each tag name.
   *
   * 1. <setup action>                                5. <finish action>
   *     action list                                      action list
   *     action list                                      action list
   *    </setup action>                                  </finish action>
   *
   * 2. <whole action>       3. <target action>       4. <follow action>
   *     action list             action list              action list
   *     action list             action list              action list
   *    </whole action>         </target action>         </follow action>
   *
   * They will do their own respective action sets. The methods to insert for the
   * action list can be found below in the core of the Help Manual.
   *
   * Furthermore, to prevent overflooding every single one of your database item's
   * noteboxes with action sequence lists, there's a shortcut you can take to copy
   * all of the setup actions, whole actions, target actions, follow actions, and
   * finish actions with just one line.
   *
   * <action copy: x:y>
   *
   * Replace x with "item" or "skill" to set the type for the action list code to
   * directly copy. The integer y is then the ID assigned for that particular
   * object type. For example, to copy 45th skill's action sequences, the code
   * would be <action copy: skill:45> for anything that will accept these action
   * codes. If you do use this notetag, it will take priority over any custom
   * that you've placed in the notebox.
   *
   * ============================================================================
   * Target Typing
   * ============================================================================
   *
   * You may notice that in some of the actions below will say "refer to target
   * typing" which is this section right here. Here's a quick run down on the
   * various targets you may select.
   *
   *   user; This will select the active battler.
   *   target, targets; These will select the active targets in question.
   *   actors, existing actors; These will select all living actors.
   *   all actors; This will select all actors including dead ones.
   *   dead actors: This will select only dead actors.
   *   actors not user; This will select all living actors except for the user.
   *   actor x; This will select the actor in slot x.
   *   character x; This will select the specific character with actor ID x.
   *   enemies, existing enemies; This will select all living enemies.
   *   all enemies; This will select all enemies, even dead.
   *   dead enemies: This will select only dead enemies.
   *   enemies not user; This will select all enemies except for the user.
   *   enemy x; This will select the enemy in slot x.
   *   friends; This will select the battler's alive allies.
   *   all friends; This will select the all of battler's allies, even dead.
   *   dead friends; This will select the battler's dead allies.
   *   friends not user; This will select the battler's allies except itself.
   *   friend x: This will select the battler's ally in slot x.
   *   opponents; This will select the battler's alive opponents.
   *   all opponents; This will select the all of the battler's opponents.
   *   dead opponents; This will select the battler's dead opponents.
   *   opponent x: This will select the battler's opponent in slot x.
   *   all alive; Selects all living actors and enemies.
   *   all members; Selects all living and dead actors and enemies.
   *   all dead; Selects all dead actors and enemies.
   *   all not user; This will select all living battlers except user.
   *   focus; Selects the active battler and its targets.
   *   not focus; Selects everything but the active battler and its targets.
   *
   * ============================================================================
   * Action Sequences - Action List
   * ============================================================================
   *
   * The following contains a list of the actions you can use inside the five
   * action sequences. Each action has a unique function and requires certain
   * formats to operate properly.
   *
   *=============================================================================
   * ATTACK ANIMATION: target, (mirror)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Displays the active battler's attack animation on the target(s). This will
   * be the animation determined by the actor's weapon(s). If it's an enemy, it
   * will be determined by the enemy's attack animation. If 'mirror' is used,
   * the animation will be flipped.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: attack animation: target
   *=============================================================================
   *
   *=============================================================================
   * ENEMY EFFECT: target, effect-type
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * This affects enemies only. Makes the target display either a 'whiten' effect
   * or a 'blink' effect.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: enemy effect: targets, whiten
   *                enemy effect: targets, blink
   *=============================================================================
   *
   *=============================================================================
   * FACE target: args
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * FACE target1: FORWARD
   * FACE target1: BACKWARD
   * FACE target1: HOME
   * FACE target1: AWAY FROM HOME
   * FACE target1: POINT, x coordinate, y coordinate
   * FACE target1: AWAY FROM POINT, x coordinate, y coordinate
   * FACE target1: target2
   * FACE target1: AWAY FROM target2
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * This will cause the battler to face a certain direction. Arguments can be
   * used in the above formats. This action sequence command will cause target1
   * to face any of those directions. If target2 is used, then target1 will face
   * directions relative to target2.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: face user: forward
   *                face target: backward
   *                face enemies: home
   *                face allies: away from home
   *                face target: point, 20, 40
   *                face target: away from point, 500, 600
   *                face user: target
   *                face target: away from user
   *=============================================================================
   *
   *=============================================================================
   * FADE OUT: (frames)
   * FADE IN: (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Fades the screen out and fades the screen in respectively. You can set the
   * amount of frames for the fading process. If you omit frames, 60 frames will
   * be used by default.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: fade out
   *                fade in: 10
   *=============================================================================
   *
   *=============================================================================
   * FLASH SCREEN: args
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * FLASH SCREEN: WHITE, (frames)
   * FLASH SCREEN: RED, (frames)
   * FLASH SCREEN: ORANGE, (frames)
   * FLASH SCREEN: YELLOW, (frames)
   * FLASH SCREEN: GREEN, (frames)
   * FLASH SCREEN: BLUE, (frames)
   * FLASH SCREEN: PURPLE, (frames)
   * FLASH SCREEN: MAGENTA, (frames)
   * FLASH SCREEN: BLACK, (frames)
   * FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Causes the game screen to flash a set color. If for the arguments, you use a
   * color name, it will use a premade flash setting. If you choose to use your
   * own settings, use the red, green, blue, intensity format to determine what
   * color flash you would like. Red, green, blue, and intensity settings range
   * from 0 to 255. If frames are used, that will be the duration of the screen
   * flash. If omitted, the default frame count will be 60 frames.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: flash screen: white
   *                flash screen: red, 45
   *                flash screen: 128, 170, 214, 170
   *                flash screen: 68, 68, 68, 170, 45
   *=============================================================================
   *
   *=============================================================================
   * FLOAT target: (height), (frames)
   * FLOAT target: (height%), (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Causes the target to float into the air above the ground by height%. The
   * height is relative to the floating target. Using 100% means the target will
   * float above the ground 100% higher than its height. If no '%' sign is used,
   * the target will float that many pixels rather than a percentage of the
   * target's height. The frames determine how many frames it will take for the
   * target to reach that height. Using 0% for the height will bring the target
   * back to the ground.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: float user: 200%
   *                float enemies: 500, 30
   *                float target: 0%, 30
   *=============================================================================
   *
   *=============================================================================
   * HIDE BATTLE HUD
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Hides the battle hud to not obstruct any animations being played. You
   * can reveal the battle hud again using 'show battle hud'.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: hide battle hud
   *=============================================================================
   *
   *=============================================================================
   * JUMP target: (height), (frames)
   * JUMP target: (height%), (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Causes the target to jump a height relative to the target itself. If the
   * target jumps a height of 200%, the height will be 200% of the target's
   * height. If no '%' sign is used, the target will jump that many pixels rather
   * than a percentage of the target's height. The frame count is how long the
   * target will be in the air. You can use this with the 'Move' action sequence
   * to make the target appear like it is jumping a distance.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: jump user: 150%
   *                jump target: 300, 60
   *=============================================================================
   *
   *=============================================================================
   * MOTION type: target, (no weapon)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * MOTION WALK: target
   * MOTION STANDBY: target
   * MOTION CHANT: target
   * MOTION GUARD: target
   * MOTION DAMAGE: target
   * MOTION EVADE: target
   * MOTION ATTACK: target
   * MOTION THRUST: target
   * MOTION SWING: target
   * MOTION MISSILE: target
   * MOTION SKILL: target
   * MOTION SPELL: target
   * MOTION ITEM: target
   * MOTION ESCAPE: target
   * MOTION VICTORY: target
   * MOTION DYING: target
   * MOTION ABNORMAL: target
   * MOTION SLEEP: target
   * MOTION DEAD: target
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Forces the target to perform the specific type of action in sideview. If you
   * issue an action sequence command for the target to perform 'attack', the
   * target will automatically determine based on the weapon it has equipped to
   * use either a thrust, swing, or missile motion. Attack, thrust, swing, and
   * missile will also display the target's weapon if the target has one.
   *
   * If 'no weapon' is used after the target, no weapons will be displayed. This
   * effect will only work with the Thrust, Swing, and Missile motions.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: motion walk: user
   *                motion thrust: user, no weapon
   *=============================================================================
   *
   *=============================================================================
   * MOVE target: args
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * MOVE target1: HOME, (frames)
   * MOVE target1: RETURN, (frames)
   * MOVE target1: FORWARD, (distance), (frames)
   * MOVE target1: BACKWARD, (distance), (frames)
   * MOVE target1: POINT, x coordinate, y coordinate, (frames)
   * MOVE target1: target2, BASE, (frames)
   * MOVE target1: target2, CENTER, (frames)
   * MOVE target1: target2, HEAD, (frames)
   * MOVE target1: target2, FRONT BASE, (frames)
   * MOVE target1: target2, FRONT CENTER, (frames)
   * MOVE target1: target2, FRONT HEAD, (frames)
   * MOVE target1: target2, BACK BASE, (frames)
   * MOVE target1: target2, BACK CENTER, (frames)
   * MOVE target1: target2, BACK HEAD, (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * This is a move command. Arguments can be used in the above formats. This
   * action sequence command will move target1 to any of those locations listed
   * in the arguments. If it's towards target2, you must include what location
   * relative to target2 for target1 to travel to.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: move user: home, 20
   *                move target: forward, 48, 12
   *                move enemy 1: point, 400, 300
   *                move actor 2: front base, 20
   *=============================================================================
   *
   *=============================================================================
   * OPACITY target: x, (frames)
   * OPACITY target: x%, (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you
   * use 'frames', that will be the frame duration for the change in opacity for
   * the target.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: opacity user: 50%, 30
   *                opacity not focus: 0
   *=============================================================================
   *
   *=============================================================================
   * SHOW BATTLE HUD
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * If the battle hud was hidden using 'hide battle hud', use this to show the
   * battle hud back within the player's screen.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: show battle hud
   *=============================================================================
   *
   *=============================================================================
   * SHAKE SCREEN: (power), (speed), (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9,
   * and the frames to alter the duration of the screen shaking. If those values
   * are omitted, they will default to 5 power, 5 speed, and 60 frames.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: shake screen
   *                shake screen: 9
   *                shake screen: 3, 9, 30
   *=============================================================================
   *
   *=============================================================================
   * TINT SCREEN: args
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * TINT SCREEN: NORMAL, (frames)
   * TINT SCREEN: DARK, (frames)
   * TINT SCREEN: SEPIA, (frames)
   * TINT SCREEN: SUNSET, (frames)
   * TINT SCREEN: NIGHT, (frames)
   * TINT SCREEN: (red), (green), (blue), (gray), (frames)
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia',
   * 'sunset', or 'night' the screen will be be given a premade tint. If not,
   * then the arguments for red, green, blue, and gray values must be inputted
   * for the tint. Red, green, and blue can range from -255 to 255 while gray
   * will range from 0 to 255. If frames are used, that will be the duration for
   * which the screen will change to the tint. If omitted, the default amount of
   * frames used will be 60 frames.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: tint screen: normal
   *                tint screen: sepia, 30
   *                tint screen: 68, -34, -34, 0
   *                tint screen: 68, -68, 0, 68, 45
   *=============================================================================
   *
   *=============================================================================
   * WAIT FOR FLOAT
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Waits for all battler float changes to finish before going on to the next
   * action in the action sequence.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: wait for float
   *=============================================================================
   *
   *=============================================================================
   * WAIT FOR JUMP
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Waits for all battler jumps to finish before going on to the next action
   * in the action sequence.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: wait for jump
   *=============================================================================
   *
   *=============================================================================
   * WAIT FOR OPACITY
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Waits for all battlers to finish changing opacity before going on to the
   * next action in the action sequence.
   *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   * Usage Example: wait for opacity
   *=============================================================================
   *
   * ============================================================================
   * Changelog
   * ============================================================================
   *
   * Version 1.10:
   * - Fixed a bug that caused scaled enemies to have their state icons and
   * overlays appear in odd places.
   *
   * Version 1.09:
   * - Animations played on a floating or jumping battlers 'Feet' location will
   * now be played at the base of the battler regardless of how high the battler
   * is floating. This is to provide a more consistent animation image.
   *
   * Version 1.08a:
   * - State Icon and State Overlays will now synch together for floating and
   * jumping battlers.
   *
   * Version 1.07c:
   * - Synchronized battle animations to floating and jumping battlers.
   * 
   * Version 1.06:
   * - Updated weapon motions for YEP_X_AnimatedSVEnemies to work with sideview
   * enemies.
   *
   * Version 1.05:
   * - Creating compatibility for a future plugin.
   *
   * Version 1.04a:
   * - Rewrote and updated movement formulas.
   *
   * Version 1.03:
   * - Made a change to Motion action sequence. 'Wait' is now substituted for
   * 'Standby' as to not confuse it with the actual Motion Wait action sequence.
   * - Added a 'no weapon' option to Motion action sequences. This new tag will
   * only affect the 'Thrust', 'Swing', and 'Missile' motions.
   *
   * Version 1.02:
   * - Added a check for motion attack to differentiate between actor and enemy.
   *
   * Version 1.01:
   * - Updated help file to include Character X for target typing.
   *
   * Version 1.00:
   * - Finished plugin!
   */
  //=============================================================================
  
  if (Imported.YEP_BattleEngineCore) {
  
  //=============================================================================
  // Parameters
  //=============================================================================
  
  Yanfly.Parameters = PluginManager.parameters('YEP_X_ActSeqPack2');
  Yanfly.Param = Yanfly.Param || {};
  
  //=============================================================================
  // BattleManager
  //=============================================================================
  
  Yanfly.ASP2.BattleManager_processActionSequence =
    BattleManager.processActionSequence;
  BattleManager.processActionSequence = function(actionName, actionArgs) {
    // ATTACK ANIMATION
    if (actionName === 'ATTACK ANIMATION') {
      return this.actionAttackAnimation(actionArgs);
    }
    // ENEMY EFFECT
    if (actionName === 'ENEMY EFFECT') {
      return this.actionEnemyEffect(actionArgs);
    }
    // FACE TARGET
    if (actionName.match(/FACE[ ](.*)/i)) {
      var string = String(RegExp.$1);
      if (this.makeActionTargets(string).length > 0) {
        return this.actionFace(string, actionArgs);
      }
    }
    // FADE IN, FADE OUT
    if (['FADE IN', 'FADE OUT'].contains(actionName)) {
      return this.actionFadeScreen(actionName, actionArgs);
    }
    // FLASH SCREEN
    if (actionName === 'FLASH SCREEN') {
      return this.actionFlashScreen(actionArgs);
    }
    // FLOAT TARGET
    if (actionName.match(/FLOAT[ ](.*)/i)) {
      var string = String(RegExp.$1);
      if (this.makeActionTargets(string).length > 0) {
        return this.actionFloat(string, actionArgs);
      }
    }
    // HIDE BATTLE HUD, SHOW BATTLE HUD
    if (['HIDE BATTLE HUD', 'SHOW BATTLE HUD'].contains(actionName)) {
      return this.actionBattleHud(actionName);
    }
    // JUMP TARGET
    if (actionName.match(/JUMP[ ](.*)/i)) {
      var string = String(RegExp.$1);
      if (this.makeActionTargets(string).length > 0) {
        return this.actionJump(string, actionArgs);
      }
    }
    // MOTION TYPE
    if (actionName.match(/MOTION[ ](.*)/i)) {
      return this.actionMotionTarget(String(RegExp.$1), actionArgs);
    }
    // MOVE TARGET
    if (actionName.match(/MOVE[ ](.*)/i)) {
      var string = String(RegExp.$1);
      if (this.makeActionTargets(string).length > 0) {
        return this.actionMove(string, actionArgs);
      }
    }
    // OPACITY TARGET
    if (actionName.match(/OPACITY[ ](.*)/i)) {
      var string = String(RegExp.$1);
      if (this.makeActionTargets(string).length > 0) {
        return this.actionOpacity(string, actionArgs);
      }
    }
    // SHAKE SCREEN
    if (actionName === 'SHAKE SCREEN') {
      return this.actionShakeScreen(actionArgs);
    }
    // TINT SCREEN
    if (actionName === 'TINT SCREEN') {
      return this.actionTintScreen(actionArgs);
    }
    // WAIT FOR FLOAT
    if (actionName === 'WAIT FOR FLOAT') {
      return this.actionWaitForFloat();
    }
    // WAIT FOR JUMP
    if (actionName === 'WAIT FOR JUMP') {
      return this.actionWaitForJump();
    }
    // WAIT FOR OPACITY
    if (actionName === 'WAIT FOR OPACITY') {
      return this.actionWaitForOpacity();
    }
    return Yanfly.ASP2.BattleManager_processActionSequence.call(this,
      actionName, actionArgs);
  };
  
  BattleManager.actionAttackAnimation = function(actionArgs) {
    var targets = this.makeActionTargets(actionArgs[0]);
    var mirror = false;
    if (actionArgs[1] && actionArgs[1].toUpperCase() === 'MIRROR') mirror = true;
    if (mirror && this._subject.isActor()) {
      this._logWindow.showActorAtkAniMirror(this._subject,
        targets.filter(Yanfly.Util.onlyUnique));
    } else {
      this._logWindow.showAttackAnimation(this._subject,
        targets.filter(Yanfly.Util.onlyUnique));
    }
    return true;
  };
  
  BattleManager.actionBattleHud = function(actionName) {
    if (actionName === 'HIDE BATTLE HUD') {
      this._windowLayer.x = Graphics.boxWidth * 495;
    } else if (actionName === 'SHOW BATTLE HUD') {
      this._windowLayer.x = 0;
    }
    return false;
  }
  
  BattleManager.actionEnemyEffect = function(actionArgs) {
      var targets = this.makeActionTargets(actionArgs[0]);
      if (targets.length < 1) return true;
      if (actionArgs[1].toUpperCase() === 'WHITEN') {
        targets.forEach(function(target) {
          if (target.isEnemy()) target.requestEffect('whiten');
        });
      } else if (actionArgs[1].toUpperCase() === 'BLINK') {
        targets.forEach(function(target) {
          if (target.isEnemy()) target.requestEffect('blink');
        });
      }
      return true;
  };
  
  BattleManager.actionFace = function(name, actionArgs) {
      var movers = this.makeActionTargets(name);
      if (movers.length < 1) return true;
      var cmd = actionArgs[0].toUpperCase();
      if (['FORWARD', 'NORMAL'].contains(cmd)) {
        movers.forEach(function(mover) {
          mover.spriteFaceForward();
        });
      } else if (['BACKWARD', 'MIRROR'].contains(cmd)) {
        movers.forEach(function(mover) {
          mover.spriteFaceBackward();
        });
      } else if (['HOME', 'ORIGIN'].contains(cmd)) {
        movers.forEach(function(mover) {
          mover.spriteFaceHome();
        });
      } else if (['AWAY FROM HOME', 'AWAY FROM ORIGIN'].contains(cmd)) {
        movers.forEach(function(mover) {
          mover.spriteFaceAwayHome();
        });
      } else if (['POINT', 'POSITION', 'COORDINATE', 'SCREEN', 'SCREEN POS',
      'COORDINATES'].contains(cmd)) {
        var destX = eval(actionArgs[1]) || 0;
        var destY = eval(actionArgs[2]) || 0;
        movers.forEach(function(mover) {
          mover.spriteFacePoint(destX, destY);
        });
      } else if (['AWAY FROM POINT', 'AWAY FROM POSITION', 'AWAY FROM COORDINATE',
      'AWAY FROM SCREEN', 'AWAY FROM SCREEN POS',
      'AWAY FROM COORDINATES'].contains(cmd)) {
        var destX = eval(actionArgs[1]) || 0;
        var destY = eval(actionArgs[2]) || 0;
        movers.forEach(function(mover) {
          mover.spriteFaceAwayPoint(destX, destY);
        });
      } else if (cmd.match(/AWAY[ ]FROM[ ](.*)/i)) {
        var targets = this.makeActionTargets(String(RegExp.$1));
        if (targets.length < 1) return false;
        var destX = 0;
        var destY = 0;
        targets.forEach(function(target) {
          destX += target.spritePosX();
          destY += target.spritePosY();
        }, this);
        destX /= targets.length;
        destY /= targets.length;
        movers.forEach(function(mover) {
          mover.spriteFaceAwayPoint(destX, destY);
        }, this);
      } else {
        var targets = this.makeActionTargets(actionArgs[0]);
        if (targets.length < 1) return false;
        var destX = 0;
        var destY = 0;
        targets.forEach(function(target) {
          destX += target.spritePosX();
          destY += target.spritePosY();
        }, this);
        destX /= targets.length;
        destY /= targets.length;
        movers.forEach(function(mover) {
          mover.spriteFacePoint(destX, destY);
        }, this);
      }
      return false;
  };
  
  BattleManager.actionFadeScreen = function(actionName, actionArgs) {
    var frames = actionArgs[0] || 60;
    if (actionName === 'FADE IN') {
      $gameScreen.startFadeIn(frames);
    } else if (actionName === 'FADE OUT') {
      $gameScreen.startFadeOut(frames);
    }
    return false;
  };
  
  BattleManager.actionFlashScreen = function(actionArgs) {
      if (actionArgs[0].toUpperCase() === 'WHITE') {
        var flash = [255, 255, 255, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'RED') {
        var flash = [255, 0, 0, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'ORANGE') {
        var flash = [255, 128, 0, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'YELLOW') {
        var flash = [255, 255, 0, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'GREEN') {
        var flash = [0, 255, 0, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'BLUE') {
        var flash = [0, 128, 255, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'PURPLE') {
        var flash = [128, 64, 255, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'MAGENTA') {
        var flash = [255, 0, 255, 255];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'BLACK') {
        var flash = [0, 0, 0, 255];
        var frames = actionArgs[1] || 60;
      } else {
        var red = actionArgs[0] || 0;
        var green = actionArgs[1] || 0;
        var blue = actionArgs[2] || 0;
        var intensity = actionArgs[3] || 0;
        var frames = actionArgs[4] || 60;
        var flash = [parseInt(red), parseInt(green),
            parseInt(blue), parseInt(intensity)];
      }
      $gameScreen.startFlash(flash, frames);
      return false;
  };
  
  BattleManager.actionFloat = function(name, actionArgs) {
      var movers = this.makeActionTargets(name);
      if (movers.length < 1) return true;
      var cmd = actionArgs[0];
      var frames = actionArgs[1] || 12;
      var pixels = 0;
      if (cmd.match(/(\d+)([%％])/i)) {
        var floatPeak = parseFloat(RegExp.$1 * 0.01);
      } else if (cmd.match(/(\d+)/i)) {
        pixels = parseInt(RegExp.$1);
        var floatPeak = 0.0;
      } else {
        var floatPeak = 1.0;
      }
      movers.forEach(function(mover) {
        var floatRate = floatPeak + (pixels / mover.spriteHeight());
        mover.spriteFloat(floatRate, frames);
      });
      return false;
  };
  
  BattleManager.actionJump = function(name, actionArgs) {
      var movers = this.makeActionTargets(name);
      if (movers.length < 1) return true;
      var cmd = actionArgs[0];
      var frames = actionArgs[1] || 12;
      var pixels = 0;
      if (cmd.match(/(\d+)([%％])/i)) {
        var jumpPeak = parseFloat(RegExp.$1 * 0.01);
      } else if (cmd.match(/(\d+)/i)) {
        pixels = parseInt(RegExp.$1);
        var jumpPeak = 0.0;
      } else {
        var jumpPeak = 1.0;
      }
      movers.forEach(function(mover) {
        var jumpRate = jumpPeak + (pixels / mover.spriteHeight());
        mover.spriteJump(jumpRate, frames);
      });
      return true;
  };
  
  BattleManager.actionMotionTarget = function(name, actionArgs) {
      if (name.toUpperCase() === 'WAIT') return this.actionMotionWait(actionArgs);
      if (name.toUpperCase() === 'STANDBY') name = 'WAIT';
      var movers = this.makeActionTargets(actionArgs[0]);
      if (movers.length < 1) return true;
      var cmd = name.toLowerCase();
      var motion = 'wait';
      if (actionArgs[1] && actionArgs[1].toUpperCase() === 'NO WEAPON') {
        var showWeapon = false;
      } else {
        var showWeapon = true;
      }
      if (['wait', 'chant', 'guard', 'evade', 'skill', 'spell', 'item', 'escape',
      'victory', 'dying', 'abnormal', 'sleep', 'dead'].contains(cmd)) {
        motion = cmd;
      } else if (['walk', 'move'].contains(cmd)) {
        motion = 'walk';
      } else if (['damage', 'hit'].contains(cmd)) {
        motion = 'damage';
      } else if (['attack'].contains(cmd)) {
        movers.forEach(function(mover) {
          mover.performAttack();
        });
        return false;
      } else if (['thrust', 'swing', 'missile'].contains(cmd)) {
        motion = cmd;
        movers.forEach(function(mover) {
          mover.forceMotion(motion);
          if (mover.isActor() && showWeapon) {
            var weapons = mover.weapons();
            var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
            var attackMotion = $dataSystem.attackMotions[wtypeId];
            if (attackMotion && [0, 1, 2].contains(attackMotion.type)) {
              mover.startWeaponAnimation(attackMotion.weaponImageId);
            }
          }
          if (Imported.YEP_X_AnimatedSVEnemies) {
            if (mover.isEnemy() && mover.hasSVBattler() && showWeapon) {
              var attackMotion = $dataSystem.attackMotions[wtypeId];
              mover.startWeaponAnimation(mover.weaponImageId());
            }
          }
        });
        return false;
      }
      movers.forEach(function(mover) {
        mover.forceMotion(motion);
      });
      return false;
  };
  
  BattleManager.actionMove = function(name, actionArgs) {
      if (!$gameSystem.isSideView()) return true;
      var movers = this.makeActionTargets(name);
      if (movers.length < 1) return true;
      var cmd = actionArgs[0].toUpperCase();
      if (['HOME', 'ORIGIN'].contains(cmd)) {
        var frames = actionArgs[1] || 12;
        movers.forEach(function(mover) {
          mover.battler().startMove(0, 0, frames);
          mover.requestMotion('walk');
          mover.spriteFaceHome();
        });
      } else if (['RETURN'].contains(cmd)) {
        var frames = actionArgs[1] || 12;
        movers.forEach(function(mover) {
          mover.battler().startMove(0, 0, frames);
          mover.requestMotion('evade');
          mover.spriteFaceForward();
        });
      } else if (['FORWARD', 'FORWARDS', 'BACKWARD',
      'BACKWARDS'].contains(cmd)) {
        var distance = actionArgs[1] || Yanfly.Param.BECStepDist;
        if (['BACKWARD', 'BACKWARDS'].contains(cmd)) distance *= -1;
        var frames = actionArgs[2] || 12;
        movers.forEach(function(mover) {
          mover.battler().moveForward(distance, frames);
          mover.requestMotion('walk');
          if (['FORWARD', 'FORWARDS'].contains(cmd)) {
            mover.spriteFaceForward();
          } else {
            mover.spriteFaceBackward();
          }
        });
      } else if (['POINT', 'POSITION', 'COORDINATE', 'SCREEN', 'SCREEN POS',
      'COORDINATES'].contains(cmd)) {
        var destX = eval(actionArgs[1]) || 0;
        var destY = eval(actionArgs[2]) || 0;
        var frames = actionArgs[3] || 12;
        movers.forEach(function(mover) {
          mover.battler().moveToPoint(destX, destY, frames);
          mover.requestMotion('walk');
          mover.spriteFacePoint(destX, destY);
        });
      } else {
        var targets = this.makeActionTargets(actionArgs[0]);
        var frames = actionArgs[2] || 12;
        var type = actionArgs[1].toUpperCase();
        if (targets.length < 1) return false;
        for (var i = 0; i < movers.length; ++i) {
        	var mover = movers[i];
        	if (!mover) continue;
        	if (['BASE', 'FOOT', 'FEET'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'center');
  	        var destY = this.actionMoveY(mover, targets, 'foot');
  	      } else if (['CENTER', 'MIDDLE'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'center');
  	        var destY = this.actionMoveY(mover, targets, 'center');
  	      } else if (['HEAD', 'TOP'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'center');
  	        var destY = this.actionMoveY(mover, targets, 'head');
  	      } else if (['FRONT BASE', 'FRONT FOOT', 'FRONT FEET',
  	      'FRONT'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'front');
  	        var destY = this.actionMoveY(mover, targets, 'foot');
  	      } else if (['BACK BASE', 'BACK FOOT', 'BACK FEET',
  	      'BACK'].contains(type)) {
  	      	var destX = this.actionMoveX(mover, targets, 'back');
  	        var destY = this.actionMoveY(mover, targets, 'foot');
  	      } else if (['FRONT CENTER', 'FRONT MIDDLE'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'front');
  	        var destY = this.actionMoveY(mover, targets, 'center');
  	      } else if (['BACK CENTER', 'BACK MIDDLE',].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'back');
  	        var destY = this.actionMoveY(mover, targets, 'center');
  	      } else if (['FRONT HEAD', 'FRONT TOP'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'front');
  	        var destY = this.actionMoveY(mover, targets, 'head');
  	      } else if (['BACK HEAD', 'BACK TOP'].contains(type)) {
  	        var destX = this.actionMoveX(mover, targets, 'back');
  	        var destY = this.actionMoveY(mover, targets, 'head');
  	      }
  	      mover.battler().moveToPoint(destX, destY, frames);
          mover.spriteFacePoint(destX, destY);
        }
      }
      return true;
  };
  
  BattleManager.actionMoveX = function(mover, targets, value) {
  		value = this.actionMoveXLocation(mover, targets, value);
  		var max = targets.length;
  		var moverWidth = mover.spriteWidth();
  		if (value === 'center') {
  			var destX = null;
  		} else {
  			var destX = (value === 'left') ? Graphics.boxWidth : 0;
  		}
  		for (var i = 0; i < max; ++i) {
  			var target = targets[i];
  			if (!target) continue;
  			var targetWidth = target.spriteWidth();
  			var point = target.spritePosX();
  			if (value === 'center') {
  				destX = (destX === null) ? 0 : destX;
  				destX += point;
  			} else if (value === 'left') {
  				point -= targetWidth / 2;
  				point -= (mover.isActor() ? 1 : 1) * moverWidth / 2;
  				destX = Math.min(point, destX);
  			} else {
  				point += targetWidth / 2;
  				point += (mover.isActor() ? 1 : 1) * moverWidth / 2;
  				destX = Math.max(point, destX);
  			}
  		}
  		if (value === 'center') destX /= max;
  		return destX;
  };
  
  BattleManager.actionMoveXLocation = function(mover, targets, value) {
  		if (value === 'center') return 'center';
  		var actors = 0;
  		var enemies = 0;
  		var max = targets.length;
  		for (var i = 0; i < max; ++i) {
  			var target = targets[i];
  			if (!target) continue;
  			if (target.isActor()) actors += 1;
  			if (target.isEnemy()) enemies += 1;
  		}
  		if (actors > 0 && enemies === 0) {
  			return (value === 'front') ? 'left' : 'right';
  		} else if (actors === 0 && enemies > 0) {
  			return (value === 'front') ? 'right' : 'left';
  		} else {
  			if (mover.isActor()) {
  				return (value === 'front') ? 'right' : 'left';
  			} else { // enemy
  				return (value === 'front') ? 'left' : 'right';
  			}
  		}
  		return 'center';
  };
  
  BattleManager.actionMoveY = function(mover, targets, value) {
  		var max = targets.length;
  		var destY = 0;
  		var point = (value === 'head') ? Graphics.boxHeight : 0;
  		for (var i = 0; i < max; ++i) {
  			var target = targets[i];
  			if (!target) continue;
  			if (value === 'head') {
  				point = Math.min(target.spritePosY() - target.spriteHeight(), point);
  			} else if (value === 'center') {
  				point += target.spritePosY() - target.spriteHeight() / 2;
  			} else { // foot
  				point = Math.max(target.spritePosY(), point);
  			}
  		}
  		destY = (value === 'center') ? point / max : point;
  		return destY;
  };
  
  BattleManager.actionOpacity = function(name, actionArgs) {
      var targets = this.makeActionTargets(name);
      if (targets.length < 1) return true;
      var cmd = actionArgs[0];
      var frames = actionArgs[1] || 12;
      if (cmd.match(/(\d+)([%％])/i)) {
        var opacity = parseInt(RegExp.$1 * 0.01 * 255).clamp(0, 255);
      } else if (cmd.match(/(\d+)/i)) {
        var opacity = parseInt(RegExp.$1);
      } else {
        return false;
      }
      targets.forEach(function(target) {
        target.spriteOpacity(opacity, frames);
      });
      return false;
  };
  
  BattleManager.actionTintScreen = function(actionArgs) {
      if (actionArgs[0].toUpperCase() === 'NORMAL') {
        var tint = [0, 0, 0, 0];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'DARK') {
        var tint = [-68, -68, -68, 0];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'SEPIA') {
        var tint = [34, -34, -68, 170];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'SUNSET') {
        var tint = [68, -34, -34, 0];
        var frames = actionArgs[1] || 60;
      } else if (actionArgs[0].toUpperCase() === 'NIGHT') {
        var tint = [68, -68, 0, 68];
        var frames = actionArgs[1] || 60;
      } else {
        var red = actionArgs[0] || 0;
        var green = actionArgs[1] || 0;
        var blue = actionArgs[2] || 0;
        var gray = actionArgs[3] || 0;
        var frames = actionArgs[4] || 60;
        var tint = [parseInt(red), parseInt(green),
            parseInt(blue), parseInt(gray)];
      }
      $gameScreen.startTint(tint, frames);
      return false;
  };
  
  BattleManager.actionShakeScreen = function(actionArgs) {
      var power = actionArgs[0] || 5;
      var speed = actionArgs[1] || 5;
      var frames = actionArgs[2] || 60;
      $gameScreen.startShake(parseInt(power), parseInt(speed), parseInt(frames));
      return false;
  };
  
  BattleManager.actionWaitForFloat = function() {
      this._logWindow.waitForFloat();
      return false;
  };
  
  BattleManager.actionWaitForJump = function() {
      this._logWindow.waitForJump();
      return false;
  };
  
  BattleManager.actionWaitForOpacity = function() {
      this._logWindow.waitForOpacity();
      return false;
  };
  
  BattleManager.setWindowLayer = function(windowLayer) {
      this._windowLayer = windowLayer;
  };
  
  //=============================================================================
  // Sprite_Battler
  //=============================================================================
  
  Yanfly.ASP2.Sprite_Battler_initMembers = Sprite_Battler.prototype.initMembers;
  Sprite_Battler.prototype.initMembers = function() {
      Yanfly.ASP2.Sprite_Battler_initMembers.call(this);
      this.resetFloat();
      this.setupJump(0, 0);
      this.resetOpacity();
  };
  
  Sprite_Battler.prototype.resetFloat = function() {
      this._floatHeight = 0.0;
      this._floatTarget = 0;
      this._floatDur = 0;
      this._floatRate = 0;
  };
  
  Sprite_Battler.prototype.resetOpacity = function() {
      this._opacityTarget = 255;
      this._opacityDur = 0;
      this._opacityRate = 0;
      this._opacityChanging = false;
  };
  
  Sprite_Battler.prototype.setupFloat = function(floatHeight, floatDuration) {
      floatDuration = Math.max(1, floatDuration);
      this._floatTarget = floatHeight;
      this._floatDur = floatDuration;
      var rate = Math.abs(this._floatHeight - floatHeight) / floatDuration;
      this._floatRate = rate;
  };
  
  Sprite_Battler.prototype.setupJump = function(jumpHeight, jumpDuration) {
      this._jumpHeight = jumpHeight;
      this._jumpDur = jumpDuration;
      this._jumpFull = jumpDuration;
  };
  
  Sprite_Battler.prototype.setupOpacityChange = function(target, duration) {
      duration = Math.max(1, duration);
      this._opacityTarget = target;
      this._opacityDur = duration;
      var rate = Math.abs(this.opacity - target) / duration;
      this._opacityRate = rate;
      this._opacityChanging = true;
  };
  
  Yanfly.ASP2.Sprite_Battler_update = Sprite_Battler.prototype.update;
  Sprite_Battler.prototype.update = function() {
      Yanfly.ASP2.Sprite_Battler_update.call(this);
      if (this._battler) {
        this.updateFloat();
        this.updateStateSprites();
        this.updateWeapon();
        this.updateOpacity();
      }
  };
  
  Sprite_Battler.prototype.updateFloat = function() {
      if (!this._battler) return;
      if (this._floatDur > 0) this._floatDur--;
      if (this._jumpDur > 0) this._jumpDur--;
      var baseY = this._battler.anchorY();
      var floatHeight = this.getFloatHeight();
      var jumpHeight = this.getJumpHeight();
      var height = floatHeight + jumpHeight;
      if (this._mainSprite && this._mainSprite.bitmap) {
        var rate = this._battler.spriteHeight() / this._mainSprite.height;
        this._mainSprite.anchor.y = (baseY + height * rate);
        this._weaponSprite.anchor.y = this._mainSprite.anchor.y;
      } else {
        this.anchor.y = (baseY + height);
      }
  };
  
  Sprite_Battler.prototype.updateStateSprites = function() {
      if (this._stateIconSprite) {
        var height = this._battler.spriteHeight() * -1;
        height -= Sprite_StateIcon._iconHeight;
        height /= this.scale.y;
        this._stateIconSprite.y = height;
      }
      if (this._stateSprite) {
        var height = (this._battler.spriteHeight() - 64 * this.scale.y) * -1;
        this._stateSprite.y = height;
      }
      var heightRate = 0;
      heightRate += this.getFloatHeight();
      heightRate += this.getJumpHeight();
      if (Imported.YEP_X_AnimatedSVEnemies) {
        if (this._enemy && this._enemy.isFloating()) {
          heightRate += this.addFloatingHeight();
        };
      }
      var height = this._battler.spriteHeight();
      if (this._stateIconSprite) {
        this._stateIconSprite.y += Math.ceil(heightRate * -height);
      }
      if (this._stateSprite) {
        this._stateSprite.y += Math.ceil(heightRate * -height);
      }
  };
  
  Sprite_Battler.prototype.updateWeapon = function() {
      if (!this._battler) return;
      if (!this._battler.isActor()) return;
      this._weaponSprite.anchor.y = this._mainSprite.anchor.y;
  };
  
  Sprite_Battler.prototype.getFloatHeight = function() {
      if (this._floatDur <= 0) {
        this._floatHeight = this._floatTarget;
      } else {
        var target = this._floatTarget;
        var rate = this._floatRate;
        if (this._floatHeight >= target) {
          this._floatHeight = Math.max(target, this._floatHeight - rate);
        } else {
          this._floatHeight = Math.min(target, this._floatHeight + rate);
        }
      }
      return this._floatHeight;
  };
  
  Sprite_Battler.prototype.getJumpHeight = function() {
      if (this._jumpDur <= 0) {
        return 0;
      } else {
        var x = this._jumpFull - this._jumpDur;
        var h = this._jumpFull / 2;
        var k = this._jumpHeight;
        var a = -k / Math.pow(h, 2);
        var height = a * Math.pow((x - h), 2) + k;
      }
      return height;
  };
  
  Sprite_Battler.prototype.updateOpacity = function() {
      if (this.antiOpacityChange()) return;
      this._opacityDur--;
      if (this._opacityDur <= 0) {
        if (this.opacity !== this._opacityTarget) {
          this.opacity = this._opacityTarget;
        }
        this._opacityChanging = false;
      } else {
        var target = this._opacityTarget;
        var rate = this._opacityRate;
        if (this.opacity >= target) {
          this.opacity = Math.max(target, this.opacity - rate);
        } else {
          this.opacity = Math.min(target, this.opacity + rate);
        }
      }
  };
  
  Sprite_Battler.prototype.antiOpacityChange = function() {
      if (!this._opacityChanging) return true;
      return false;
  };
  
  Sprite_Battler.prototype.isFloating = function() {
      return this._floatDur > 0;
  };
  
  Sprite_Battler.prototype.isJumping = function() {
      return this._jumpDur > 0;
  };
  
  Sprite_Battler.prototype.isChangingOpacity = function() {
      return this._opacityDur > 0;
  };
  
  //=============================================================================
  // Sprite_Animation
  //=============================================================================
  
  Yanfly.ASP2.Sprite_Animation_updatePosition =
      Sprite_Animation.prototype.updatePosition;
  Sprite_Animation.prototype.updatePosition = function() {
      Yanfly.ASP2.Sprite_Animation_updatePosition.call(this);
      if ([0, 1].contains(this._animation.position)) {
        if (this.isBattlerRelated()) this.updateBattlerPosition();
      }
  };
  
  Sprite_Animation.prototype.isBattlerRelated = function() {
      if (this._target instanceof Sprite_Battler) return true;
      if (this._target.parent instanceof Sprite_Battler) return true;
      return false;
  };
  
  Sprite_Animation.prototype.updateBattlerPosition = function() {
      if (this._target instanceof Sprite_Battler) {
        var target = this._target;
      } else if (this._target.parent instanceof Sprite_Battler) {
        var target = this._target.parent;
      } else {
        return;
      }
      if (!target.bitmap) return;
      if (target.bitmap.height <= 0) return;
      var heightRate = target.getFloatHeight() + target.getJumpHeight();
      var height = heightRate * target.bitmap.height;
      this.y -= height;
  };
  
  //=============================================================================
  // Spriteset_Battle
  //=============================================================================
  
  Spriteset_Battle.prototype.isAnyoneFloating = function() {
      return this.battlerSprites().some(function(sprite) {
          return sprite.isFloating();
      });
  };
  
  Spriteset_Battle.prototype.isAnyoneJumping = function() {
      return this.battlerSprites().some(function(sprite) {
          return sprite.isJumping();
      });
  };
  
  Spriteset_Battle.prototype.isAnyoneChangingOpacity = function() {
      return this.battlerSprites().some(function(sprite) {
          return sprite.isChangingOpacity();
      });
  };
  
  //=============================================================================
  // Game_Battler
  //=============================================================================
  
  Game_Battler.prototype.spriteFloat = function(floatHeight, floatDuration) {
      if (!this.battler()) return;
      if (!this.spriteCanMove()) return;
      if (!$gameSystem.isSideView()) return;
      this.battler().setupFloat(floatHeight, floatDuration);
  };
  
  Game_Battler.prototype.spriteJump = function(jumpHeight, jumpDuration) {
      if (!this.battler()) return;
      if (!this.spriteCanMove()) return;
      if (!$gameSystem.isSideView()) return;
      this.battler().setupJump(jumpHeight, jumpDuration);
  };
  
  Game_Battler.prototype.spriteOpacity = function(opacity, duration) {
      if (!this.battler()) return;
      this.battler().setupOpacityChange(opacity, duration);
  };
  
  //=============================================================================
  // Scene_Battle
  //=============================================================================
  
  Yanfly.ASP2.Scene_Base_createWindowLayer =
      Scene_Base.prototype.createWindowLayer;
  Scene_Base.prototype.createWindowLayer = function() {
      Yanfly.ASP2.Scene_Base_createWindowLayer.call(this);
      BattleManager.setWindowLayer(this._windowLayer);
  };
  
  //=============================================================================
  // Window_BattleLog
  //=============================================================================
  
  Yanfly.ASP2.Window_BattleLog_updateWaitMode =
      Window_BattleLog.prototype.updateWaitMode;
  Window_BattleLog.prototype.updateWaitMode = function() {
      if (this._waitMode === 'float') {
        if (this._spriteset.isAnyoneFloating()) return true;
      } else if (this._waitMode === 'jump') {
        if (this._spriteset.isAnyoneJumping()) return true;
      } else if (this._waitMode === 'opacity') {
        if (this._spriteset.isAnyoneChangingOpacity()) return true;
      }
      return Yanfly.ASP2.Window_BattleLog_updateWaitMode.call(this);
  };
  
  Window_BattleLog.prototype.waitForFloat = function() {
      this.setWaitMode('float');
  };
  
  Window_BattleLog.prototype.waitForJump = function() {
      this.setWaitMode('jump');
  };
  
  Window_BattleLog.prototype.waitForOpacity = function() {
      this.setWaitMode('opacity');
  };
  
  //=============================================================================
  // End of File
  //=============================================================================
  };
  