//=============================================================================
// Yanfly Engine Plugins - Item Core
// YEP_ItemCore.js
//=============================================================================

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

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

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

 /*:
 * @plugindesc v1.04 Changes the way Items are handled for your game
 * and the Item Scene, too.
 * @author Yanfly Engine Plugins
 *
 * @param ---General---
 * @default
 *
 * @param Max Items
 * @desc Maximum number of items. If this is set to 0, then there
 * will be no independent items.
 * @default 0
 *
 * @param Max Weapons
 * @desc Maximum number of weapons. If this is set to 0, then there
 * will be no independent weapons.
 * @default 100
 *
 * @param Max Armors
 * @desc Maximum number of armors. If this is set to 0, then there
 * will be no independent armors.
 * @default 100
 *
 * @param Starting ID
 * @desc This will be the starting ID number for independent items
 * so that they don't interfere with default items.
 * @default 3000
 *
 * @param Random Variance
 * @desc Randomize the stats found for non shop items by this value
 * either positive or negative. Set as 0 for no random.
 * @default 5
 *
 * @param Name Format
 * @desc How item names will be ordered and structured.
 * %1 - Prefix, %2 - Base Name, %3 - Suffix, %4 Boost
 * @default %1%2%3%4
 *
 * @param Name Spacing
 * @desc Place a space between name prefixes and suffixes?
 * NO - false     YES - true
 * @default true
 *
 * @param Boost Format
 * @desc This is the text format for a boosted independent item.
 * %1 - Boost Amount
 * @default (+%1)
 *
 * @param ---Item Scene---
 * @default
 *
 * @param Updated Scene Item
 * @desc Enabling this will change Scene Item's visual appearance.
 * NO - false     YES - true (recommended)
 * @default true
 *
 * @param List Equipped Items
 * @desc Show equipped independent items in the item lists?
 * NO - false     YES - true
 * @default true
 *
 * @param Show Icon
 * @desc Show the icon in the status window?
 * NO - false     YES - true
 * @default true
 *
 * @param Icon Size
 * @desc This will be the width and height of the icon to be drawn.
 * This is normally 4x the default Icon Width and Icon Height.
 * @default 128
 *
 * @param Font Size
 * @desc This changes the font size for description items.
 * Default: 28
 * @default 20
 *
 * @param Command Alignment
 * @desc This is the text alignment for the command windows.
 * left     center     right
 * @default center
 *
 * @param Recovery Format
 * @desc This is the text format for HP/MP Recovery.
 * @default %1 Heal
 *
 * @param Add State
 * @desc This is the text for adding states.
 * @default +State
 *
 * @param Add Buff
 * @desc This is the text for adding buffs.
 * @default +Buff
 *
 * @param Remove State
 * @desc This is the text for remove states.
 * @default -State
 *
 * @param Remove Buff
 * @desc This is the text for remove buffs.
 * @default -Buff
 *
 * @param Maximum Icons
 * @desc Maximum number of icons drawn for states and buffs.
 * @default 4
 *
 * @param Use Command
 * @desc Command text for using the selected item.
 * %1 - Item Icon and Name
 * @default Use %1
 *
 * @param Carry Format
 * @desc This is the visual text format for independent item ID.
 * %1 - Item Index     %2 - Maximum
 * @default %1/%2
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * This plugin makes a couple of main changes to your game and the way items
 * are handled to allow a base core for future plugins.
 *
 * 1. Independent Items
 * If you choose to have maximum limit on your items, weapons, and/or armors,
 * those items will become independent and have their own individual stats and
 * whatnot. Independent items are capable of being upgraded, altered, modified,
 * etc. and retain those changed properties independent of other items of the
 * same type. Items without a maximum limit (aka 0), will continue working as
 * they normally did in RPG Maker MV.
 *
 * 2. New Scene_Item
 * The item scene has been revamped to look a little bit different. With the
 * new layout, the item list is no longer two columns, but one. Added are a few
 * more windows, such as the item status window (which displays basic item
 * information), an item information window (which shows information applied to
 * the item via upgrades, etc.), and an item action window, which appears when
 * you select an item and it will ask you if you wish to Use the item or any
 * action added via plugins (such as upgrading the item). If you wish to not
 * use this revamp, you can disable it from the parameters.
 *
 * 3. Random Variance
 * Newly acquired items that aren't from shop can be given randomized stats to
 * a small degree for items that are independent. Items can be above the stock
 * value or below the stock value by the variance value. If you wish for an
 * item to not have a variance value, you can use a notetag to set the variance
 * value to 0. If you wish for all of your items to not have a variance value,
 * you can set the parameter to 0.
 *
 * Note: During battle test, independent items are disabled.
 *
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * If you are using independent items, items that aren't gained through the
 * shop can have a random variance applied to its stats.
 *
 * Item, Weapon, Armor Notetag
 *   <Random Variance: x>
 *   If this item is acquired through non-shop means, it will have random
 *   stats offset by x amount in either a positive or negative value.
 *
 *   <Not Independent item>
 *   Sets an item that is independent by default to become a nonindependent
 *   item, allowing it to stack and making it unable to be affected by
 *   independent item modifiers.
 *
 *   <Priority Name>
 *   This sets the item, weapon, or armor's priority name to its database
 *   entry so that name schemes cannot affect the item.
 *
 * ============================================================================
 * Plugin Commands
 * ============================================================================
 *
 * If you wish to be able to add items to your player's inventory without the
 * random variance being applied to it, you can use the following plugin
 * commands to adjust the settings for that.
 *
 * Plugin Command:
 *   EnableVarianceStock  - Causes all items acquired from this point forward
 *                          to have its variance give stock (nonrandom) values.
 *   DisableVarianceStock - Causes all items acquired from this point forward
 *                          to have its variance give random values.
 *
 * A small note is that if you enabled the variance stock values, if the player
 * restarts the game by either going through the title screen or just turning
 * off the program and starting it back up, the random variance will be in
 * effect again. This plugin command is meant to exist as a short term disable.
 *
 * ============================================================================
 * Eventing Changes
 * ============================================================================
 *
 * A few changes have been made to eventing in order to adjust for independent
 * items. They are as follows:
 *
 * Event Page Conditions and Conditional Branches:
 *   Checking to see if an item exists in the party's inventory will differ if
 * the item can be independent. Instead, the condition can be fulfilled if
 * there is an item, even when upgraded, that has the selected item as the base
 * item. This means your Long Sword (+1) will fulfill the condition of having
 * the target Long Sword item in the event editor.
 *
 * Actor Has X Equip:
 *   Just like the previous condition, this condition will be fulfilled if the
 * actor has a weapon whose base item matches the event editor's target item.
 * The Long Sword (+1) will fulfill the condition of needing the actor to have
 * a Long Sword item equipped.
 *
 * Change Equipment:
 *   If the target equipment is independent, the game will first check to see
 * if the actor has an item equipped with the matching base item. If not, the
 * game will then check to see if the party has a matching base item in the
 * inventory first and use that. If not, then the game will create a new stock
 * version of the item and equip that to the actor.
 *
 * ============================================================================
 * Item Name System
 * ============================================================================
 *
 * For independent items, they have a unique name handling system. Independent
 * items consist of four parts:
 *
 *      Prefix     Base Name     Suffix     Boost Count
 *
 * The prefix, base name, suffix, and boost count are adjusted by plugins.
 * Depending on the effects applied, they can be altered or changed. Using the
 * name system, an item with a prefix of 'Fiery', base name of 'Sword', suffix
 * being 'of Might', and a boost count of 5 will end up looking like:
 *
 *      Fiery Sword of Might (+5)
 *
 * This item would appear that way only if its various name parts have been
 * altered some way or another. However, there is a fifth name convention, and
 * that is the priority name. If an item has a priority name, it will completely
 * overwrite the current name scheme with just the priority name itself. So even
 * if the item's name is 'Fiery Sword of Might (+5)', if the item's priority
 * name is 'Legendary Blade', then 'Legendary Blade' will take priority.
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.04:
 * - Added 'List Equipped Items' parameter to allow for equipment restricted
 * actors to be able to alt their equipment.
 *
 * Version 1.03:
 * - Fixed a bug where using events to remove independent items weren't working
 * properly and instead added more items.
 * - Fixed a bug where a Random Variance of 0 still gave random stats.
 *
 * Version 1.02:
 * - Fixed a bug where initializing equipment slots didn't work properly and/or
 * added incorrect equips from the wrong actors into the inventory.
 *
 * Version 1.01:
 * - Fixed bug where if you are using no independent pieces of equipment,
 * actors would fail to start with initial equipment.
 *
 * Version 1.00:
 * - Finished plugin!
 */
 /*:ja
 * @plugindesc ゲーム内やアイテムシーン内でのアイテムの処理を変更します
 * @author Yanfly Engine Plugins
 *
 * @param ---一般---
 * @default
 *
 * @param Max Items
 * @desc アイテムの最大値を指定します。0にすると個別アイテムが無効になります。
 * @default 0
 *
 * @param Max Weapons
 * @desc 武器の最大値を指定します。0にすると個別武器が無効になります。
 * @default 100
 *
 * @param Max Armors
 * @desc 防具の最大値を指定します。0にすると個別防具が無効になります。
 * @default 100
 *
 * @param Starting ID
 * @desc 個別アイテムの適用を始めるIDを指定します。デフォルトアイテムとの干渉を防ぎます。
 * @default 3000
 *
 * @param Random Variance
 * @desc ショップ以外で手に入れたアイテムに対して、この値の範囲内でランダム値を付与します(増減)。0にすると無効になります。
 * @default 5
 *
 * @param Name Format
 * @desc アイテム名がどのように構成されるかを指定します。
 * %1 - 接頭辞, %2 - ベース名, %3 - 接尾辞, %4 増減値
 * @default %1%2%3%4
 *
 * @param Name Spacing
 * @desc 接頭辞と接尾辞の間にスペースを挿入します。
 * NO - false     YES - true
 * @default true
 *
 * @param Boost Format
 * @desc 個別アイテムの増減値の表し方を指定します
 * %1 - 増減値
 * @default (+%1)
 *
 * @param ---アイテムシーン---
 * @default
 *
 * @param Updated Scene Item
 * @desc アイテムシーンでの見た目を変更します。
 * NO - false     YES - true (おすすめ)
 * @default true
 *
 * @param List Equipped Items
 * @desc 装備された個別アイテムをアイテムリスト表示するか選択します。
 * NO - false     YES - true
 * @default true
 *
 * @param Show Icon
 * @desc ステータスウィンドウ内にアイコンを表示します。
 * NO - false     YES - true
 * @default true
 *
 * @param Icon Size
 * @desc アイコンの縦横のサイズを変更します。通常は、デフォルトサイズの4倍です
 * @default 128
 *
 * @param Font Size
 * @desc 詳細のフォントサイズを変更します
 * Default: 28
 * @default 28
 *
 * @param Command Alignment
 * @desc コマンドウィンドウでのテキストの揃え方を指定します。
 * left(左)     center(中央)     right(右)
 * @default center
 *
 * @param Recovery Format
 * @desc HP/MP回復のテキスト形式を指定します。
 * @default %1 回復
 *
 * @param Add State
 * @desc ステータス追加時のテキスト形式を指定します。
 * @default +State
 *
 * @param Add Buff
 * @desc バフ追加時のテキスト形式を指定します。
 * @default +Buff
 *
 * @param Remove State
 * @desc ステータス減少時のテキスト形式を指定します。
 * @default -State
 *
 * @param Remove Buff
 * @desc バフ解除時のテキスト形式を指定します。
 * @default -Buff
 *
 * @param Maximum Icons
 * @desc ステータスとバフに描写されるアイコンの最大数を決定します。
 * @default 4
 *
 * @param Use Command
 * @desc 選択したアイテムを使う際のコマンドテキストを指定します。
 * %1 - アイテムアイコンと名前
 * @default %1 を使う
 *
 * @param Carry Format
 * @desc 個別アイテムのIDに対するテキスト形式を指定します。
 * %1 - アイテムインデックス     %2 - 最大値
 * @default %1/%2
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * このプラグインは、ゲームそのもの、そして
 * ゲーム内でのアイテムの扱われ方にいくつかの変更を行います。
 *
 * 
 * １．個別アイテム
 * アイテム・武器・防具などに上限値を設定した場合、各アイテムは独立した
 * アイテムとして扱われ、個別にステータスを持たせて管理することができます。
 * このステータスはアップグレードしたり、変更、修正などを行うことも可能で、
 * 変更後も元の特性を保持し、別個のアイテムとして管理することができます。
 * 上限設定のないアイテム(0指定)は、デフォルトアイテムと同様の扱いとなります
 * 
 * ２．新しいアイテム画面
 * アイテム画面の表示方法についても、変更されています。
 * 新しいレイアウトでは、アイテムのリストは2列ではなく1列で構成されています。
 * 「アイテムステータスウィンドウ」(アイテムの基本性能表示)や、
 * 「アイテムインフォメーションウィンドウ」(アップグレードの反映情報などを表示)
 * が追加されています。
 * また、アイテムを選択した際にどんなアクションを取りたいか
 * (使用する、アップグレードするなど。その他プラグインから追加も可能)を尋ねる、
 * 「アイテムアクションウィンドウ」も追加されています。
 *
 * ３．ランダムな値の付与
 * ショップからの購入アイテムを除き、新たに取得したアイテムには、
 * ランダムな値を付与することができます。
 * アイテムのパラメータを、ランダムに標準値から増減させることができます。
 * 不要な場合は、notetagの"Varience value"を0にすることで、無効化できます。
 * もしすべてのアイテムでこの設定を無効化したい場合は、
 * パラメータを0にすることで設定することもできます。
 * 
 * 注＊バトルテスト時には、上記の個別アイテム機能は無効になります。
 * 
 * 
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * 個別アイテムのパラメータにはランダムな値が付与されます。
 * (ショップ購入アイテムを除く)
 *
 * アイテム、武器、防具のNotetag
 *   <Random Variance: x>
 *   そのアイテムがショップ購入アイテムでない場合、
 *   正負 x の範囲内で、性能値がランダムに増減します。
 *
 *   <Not Independent item>
 *   デフォルトの個別アイテムを、非個別アイテムに変換します。
 *   これにより、個別アイテムに対する処理の影響を受けなくなります。
 *
 *   <Priority Name>
 *    アイテム、武器や防具のプライオリティネーム(優先度の高い名称)を、
 *    データベース上での見出し名に設定します。
 *    これにより、ネームスキームがアイテムに影響することがなくなります。
 *
 * ============================================================================
 * Plugin Commands
 * ============================================================================
 *
 * 上記のランダム値の適用無しで、アイテムをインベントリに追加させたい場合は、
 * 下記のプラグインコマンドを用いてください。
 *
 * <プラグインコマンド>
 *   EnableVarianceStock  - これより先のポイントで得られた全てのアイテムには
 *                          標準の値を付与します。
 *   DisableVarianceStock - これより先のポイントで得られた全てのアイテムには
 *                          ランダムな値を付与します。
 *
 * 標準値を有効にしても、プレイヤーがタイトル画面からゲームをリスタートしたり
 * プログラムを再起動したりすると、再びランダム値が適用されるようになります。
 * このプラグインコマンドは、一時的なコマンドであることに注意してください。
 *
 * ============================================================================
 * Eventing Changes
 * ============================================================================
 *
 * 個別アイテムのシステムを最適化させるために、
 * イベント生成においてもいくつかの変更が成されています。
 *
 *・イベントページの条件と条件分岐
 *   システムは、アイテムがパーティインベントリ内に存在するか確認することで
 * そのアイテムが個別アイテムとして扱えるか否かを判断します。
 * もしそのアイテムがアップグレード済だったとしても、
 * アップグレード前のベースアイテム名と照合して、条件分岐を行います。
 * 例）アップグレード済の"長剣(+1)"を持っていても、
 *     イベントエディタのターゲットである"長剣"と照合し、
 *    「"長剣"を持っている」という条件を満たしているとみなします。
 * 
 *・アクターの装備の条件
 *   前述の条件分岐と同様に、アクターの所持装備がアップグレード済であっても、
 * 「装備 x を所持している」という条件を満たしているものとみなされます。
 * 例）アクターがアップグレード済の"長剣(+1)"を持っていても、
 *    「アクターが"長剣"を持っている」という条件を満たしているとみなします。
 *
 * ・装備変更
 *   ターゲットとなる装備が個別装備だった場合、ゲームは最初に、
 * 「合致するベースアイテムをアクターが持っているかどうか」を確認します。
 * 持っていない場合、今度は「合致するベースアイテムをパーティが持っているか」
 * を確認し、持っていた場合はそれを使用します。
 * そこでも持っていなかった場合は、ゲームは新規で標準値のアイテムを作成し
 * それをアクターに装備させます。
 *
 * ============================================================================
 * Item Name System
 * ============================================================================
 *
 * 個別アイテムの名前は以下の4つのパートで構成されています。
 *
 *  Prefix(接頭辞)  Base Name(ベース名)  Suffix(接尾辞)  Boost Count(増加値)
 * 
 * 上記の4つはプラグインによって調整されます。
 * 適用されるエフェクトによって、それぞれを入れ替えたり変更することも可能です。
 * 例）'Fiery'という接頭辞 + 'Sword'というベースネーム + 'of Might'という接尾辞
 *      + '5' の増加値で構成されたアイテムは、以下のように表示されます。
 *
 *      Fiery Sword of Might (+5)
 *
 * このアイテムは、その名称の各パーツが何らかの形で変更された場合のみ現れます。
 * 
 * また、他にも第5の命名規則(プライオリティネーム)があり、
 * 名称としてはそちらが優先されることに気を付けてください。
 * このプライオリティネームは、現在のネームスキームを完全に上書きしてしまいます。
 * 上記のように、アイテム名を 'Fiery Sword of Might (+5)'としたとしても、
 * そのプライオリティネームが別の名前だった場合は、そちらが優先されてしまいます。
 *
 * ============================================================================
 * Changelog
 * ============================================================================
 *
 * Version 1.04:
 * - Added 'List Equipped Items' parameter to allow for equipment restricted
 * actors to be able to alt their equipment.
 *
 * Version 1.03:
 * - Fixed a bug where using events to remove independent items weren't working
 * properly and instead added more items.
 * - Fixed a bug where a Random Variance of 0 still gave random stats.
 *
 * Version 1.02:
 * - Fixed a bug where initializing equipment slots didn't work properly and/or
 * added incorrect equips from the wrong actors into the inventory.
 *
 * Version 1.01:
 * - Fixed bug where if you are using no independent pieces of equipment,
 * actors would fail to start with initial equipment.
 *
 * Version 1.00:
 * - Finished plugin!
 */



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

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

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

Yanfly.Param.ItemMaxItems = Number(Yanfly.Parameters['Max Items']);
Yanfly.Param.ItemMaxWeapons = Number(Yanfly.Parameters['Max Weapons']);
Yanfly.Param.ItemMaxArmors = Number(Yanfly.Parameters['Max Armors']);
Yanfly.Param.ItemStartingId = Number(Yanfly.Parameters['Starting ID']);
Yanfly.Param.ItemRandomVariance = Number(Yanfly.Parameters['Random Variance']);
Yanfly.Param.ItemNameFmt = String(Yanfly.Parameters['Name Format']);
Yanfly.Param.ItemNameSpacing = String(Yanfly.Parameters['Name Spacing']);
Yanfly.Param.ItemBoostFmt = String(Yanfly.Parameters['Boost Format']);
Yanfly.Param.ItemSceneItem = String(Yanfly.Parameters['Updated Scene Item']);
Yanfly.Param.ItemShEquipped = String(Yanfly.Parameters['List Equipped Items']);
Yanfly.Param.ItemShowIcon = String(Yanfly.Parameters['Show Icon']);
Yanfly.Param.ItemIconSize = Number(Yanfly.Parameters['Icon Size']);
Yanfly.Param.ItemFontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.ItemCmdAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.ItemRecoverFmt = String(Yanfly.Parameters['Recovery Format']);
Yanfly.Param.ItemAddState = String(Yanfly.Parameters['Add State']);
Yanfly.Param.ItemAddBuff = String(Yanfly.Parameters['Add Buff']);
Yanfly.Param.ItemRemoveState = String(Yanfly.Parameters['Remove State']);
Yanfly.Param.ItemRemoveBuff = String(Yanfly.Parameters['Remove Buff']);
Yanfly.Param.ItemMaxIcons = Number(Yanfly.Parameters['Maximum Icons']);
Yanfly.Param.ItemUseCmd = String(Yanfly.Parameters['Use Command']);
Yanfly.Param.ItemCarryFmt = String(Yanfly.Parameters['Carry Format']);

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

Yanfly.Item.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
    if (!Yanfly.Item.DataManager_isDatabaseLoaded.call(this)) return false;
   this.setDatabaseLengths();
    this.processItemCoreNotetags($dataItems);
    this.processItemCoreNotetags($dataWeapons);
    this.processItemCoreNotetags($dataArmors);
   return true;
};

DataManager.processItemCoreNotetags = function(group) {
 var note1 = /<(?:RANDOM VARIANCE):[ ](\d+)>/i;
  var note2 = /<(?:NONINDEPENDENT ITEM|not independent item)>/i;
  var note3 = /<(?:PRIORITY NAME)>/i;
 for (var n = 1; n < group.length; n++) {
   var obj = group[n];
   var notedata = obj.note.split(/[\r\n]+/);

    obj.randomVariance = Yanfly.Param.ItemRandomVariance;
    obj.nonIndepdent = false;
    obj.setPriorityName = false;

   for (var i = 0; i < notedata.length; i++) {
     var line = notedata[i];
     if (line.match(note1)) {
       obj.randomVariance = parseInt(RegExp.$1);
      } else if (line.match(note2)) {
        obj.nonIndepdent = true;
      } else if (line.match(note3)) {
        obj.setPriorityName = true;
      }
   }
 }
};

DataManager.setDatabaseLengths = function() {
    this._baseItemsLength   = $dataItems.length
    this._baseWeaponsLength = $dataWeapons.length
    this._baseArmorsLength  = $dataArmors.length
};

Yanfly.Item.DataManager_createGameObjects =
    DataManager.createGameObjects;
DataManager.createGameObjects = function() {
    Yanfly.Item.DataManager_createGameObjects.call(this);
    this.createIndependentObjects();
};

DataManager.createIndependentObjects = function() {
    DataManager.createIndependentGroups();
    this.loadIndependentItems();
};

DataManager.loadIndependentItems = function() {
    if (Yanfly.Param.ItemMaxItems > 0) {
      var difItems = $dataItems.length - DataManager._baseItemsLength;
      $dataItems.splice(DataManager._baseItemsLength, difItems);
      this.setIndependentLength($dataItems);
      $dataItems = $dataItems.concat(this._independentItems);
    }
    if (Yanfly.Param.ItemMaxWeapons > 0) {
      var difWeapons = $dataWeapons.length - DataManager._baseWeaponsLength;
      $dataWeapons.splice(DataManager._baseWeaponsLength, difWeapons);
      this.setIndependentLength($dataWeapons);
      $dataWeapons = $dataWeapons.concat(this._independentWeapons);
    }
    if (Yanfly.Param.ItemMaxArmors > 0) {
      var difArmors = $dataArmors.length - DataManager._baseArmorsLength;
      $dataArmors.splice(DataManager._baseArmorsLength, difArmors);
      this.setIndependentLength($dataArmors);
      $dataArmors = $dataArmors.concat(this._independentArmors);
    }
};

DataManager.setIndependentLength = function(group) {
    for (;;) {
      if (group.length > Yanfly.Param.ItemStartingId) break;
      group.push(null);
    }
};

DataManager.saveGameWithoutRescue = function(savefileId) {
    var json = JsonEx.stringify(this.makeSaveContents());
    StorageManager.save(savefileId, json);
    this._lastAccessedId = savefileId;
    var globalInfo = this.loadGlobalInfo() || [];
    globalInfo[savefileId] = this.makeSavefileInfo();
    this.saveGlobalInfo(globalInfo);
    return true;
};

Yanfly.Item.DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function() {
    var contents = Yanfly.Item.DataManager_makeSaveContents.call(this);
    contents.items = this._independentItems;
    contents.weapons = this._independentWeapons;
    contents.armors = this._independentArmors;
    return contents;
};

Yanfly.Item.DataManager_extractSaveContents =
    DataManager.extractSaveContents;
DataManager.extractSaveContents = function(contents) {
    Yanfly.Item.DataManager_extractSaveContents.call(this, contents);
    this._independentItems = contents.items || [];
    this._independentWeapons = contents.weapons || [];
    this._independentArmors = contents.armors || [];
    this.loadIndependentItems();
};

DataManager.createIndependentGroups = function() {
    this._independentItems = [];
    this._independentWeapons = [];
    this._independentArmors = [];
};

DataManager.isIndependent = function(item) {
    if (!item) return false;
    if (DataManager.isBattleTest()) return false;
    if (item.nonIndepdent) return false;
    if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems > 0;
    if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons > 0;
    if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors > 0;
    return false;
};

DataManager.registerNewItem = function(item) {
    if (!this.isNewItemValid(item)) return item;
    var newItem = JsonEx.makeDeepCopy(item);
    this.addNewIndependentItem(item, newItem);
    return newItem;
};

DataManager.isNewItemValid = function(item) {
    if (!item) return false;
    if (item.baseItemId) return false;
    return item.id === this.getDatabase(item).indexOf(item);
};

DataManager.addNewIndependentItem = function(baseItem, newItem) {
    newItem.id = this.getDatabase(baseItem).length;
    ItemManager.setNewIndependentItem(baseItem, newItem);
    ItemManager.customizeNewIndependentItem(baseItem, newItem);
    this.getDatabase(baseItem).push(newItem);
    this.getContainer(baseItem).push(newItem);
};

DataManager.removeIndependentItem = function(item) {
    if (!item) return;
    if (this.independentItemIsUsed(item)) return;
    var container = this.getContainer(item);
    var database = this.getDatabase(item);
    var index = container.indexOf(item);
    container[index] = null;
    var index = database.indexOf(item);
    database[index] = null;
};

DataManager.independentItemIsUsed = function(item) {
    if ($gameParty.numItems(item) > 0) return false;
    for (var i = 0; i < $dataActors.length; ++i) {
      var actor = $gameActors.actor(i);
      if (!actor) continue;
      if (actor.equips().contains(item)) return true;
    }
    return false;
};

DataManager.getDatabase = function(item) {
    if (!item) return [];
    if (DataManager.isItem(item)) return $dataItems;
    if (DataManager.isWeapon(item)) return $dataWeapons;
    if (DataManager.isArmor(item)) return $dataArmors;
    return [];
};

DataManager.getContainer = function(item) {
    if (!item) return [];
    if (DataManager.isItem(item)) return this._independentItems;
    if (DataManager.isWeapon(item)) return this._independentWeapons;
    if (DataManager.isArmor(item)) return this._independentArmors;
    return [];
};

DataManager.getBaseItem = function(item) {
    if (!this.isIndependent(item)) return item;
    if (!item.baseItemId) return item;
    var baseItemId = item.baseItemId;
    var baseItem = this.getDatabase(item)[baseItemId];
    return baseItem;
};

//=============================================================================
// ItemManager
//=============================================================================

function ItemManager() {
    throw new Error('This is a static class');
};

ItemManager.setNewIndependentItem = function(baseItem, newItem) {
    newItem.baseItemId = baseItem.id;
    newItem.baseItemName = baseItem.name;
    newItem.baseItemPrice = baseItem.price;
    newItem.baseItemIconIndex = baseItem.iconIndex;
    newItem.namePrefix = '';
    newItem.nameSuffix = '';
    if (baseItem.setPriorityName) {
      newItem.priorityName = baseItem.name;
    } else {
      newItem.priorityName = '';
    }
    newItem.boostCount = 0;
    newItem.note = '';
};

ItemManager.customizeNewIndependentItem = function(baseItem, newItem) {
    this.randomizeInitialItem(baseItem, newItem);
    this.updateItemName(newItem);
};

ItemManager.randomizeInitialItem = function(baseItem, newItem) {
    if ($gameTemp.varianceStock()) return;
    if (DataManager.isItem(baseItem)) {
      this.randomizeInitialEffects(baseItem, newItem);
    } else {
      this.randomizeInitialStats(baseItem, newItem);
    }
};

ItemManager.randomizeInitialEffects = function(baseItem, newItem) {
    if (baseItem.randomVariance <= 0) return;
    var randomValue = (baseItem.randomVariance + 1) * 2;
    var offset = baseItem.randomVariance;
    newItem.effects.forEach(function(effect) {
      if (effect.code === Game_Action.EFFECT_RECOVER_HP) {
        if (effect.value1 !== 0) {
          var boost = Math.floor(Math.random() * randomValue - offset);
          effect.value1 += boost * 0.01;
          effect.value1 = effect.value1.toFixed(2);
          effect.value1 = Math.max(0.00, Math.min(1.00, effect.value1));
        }
        if (effect.value2 !== 0) {
          effect.value2 += Math.floor(Math.random() * randomValue - offset);
        }
      }
      if (effect.code === Game_Action.EFFECT_RECOVER_MP) {
        if (effect.value1 !== 0) {
          var boost = Math.floor(Math.random() * randomValue - offset);
          effect.value1 += boost * 0.01;
          effect.value1 = effect.value1.toFixed(2);
          effect.value1 = Math.max(0.00, Math.min(1.00, effect.value1));
        }
        if (effect.value2 !== 0) {
          effect.value2 += Math.floor(Math.random() * randomValue - offset);
        }
      }
    }, this);
};

ItemManager.randomizeInitialStats = function(baseItem, newItem) {
    if (baseItem.randomVariance <= 0) return;
    var randomValue = (baseItem.randomVariance + 1) * 2;
    var offset = baseItem.randomVariance;
    for (var i = 0; i < 8; ++i) {
      if (newItem.params[i] === 0) continue;
      newItem.params[i] += Math.floor(Math.random() * randomValue - offset);
    }
};

ItemManager.setBaseName = function(item, value) {
    item.baseItemName = value;
};

ItemManager.setNamePrefix = function(item, value) {
    item.namePrefix = value;
    if (eval(Yanfly.Param.ItemNameSpacing) && item.namePrefix.length > 0) {
      item.namePrefix = item.namePrefix + ' ';
    }
};

ItemManager.setNameSuffix = function(item, value) {
    item.nameSuffix = value;
    if (eval(Yanfly.Param.ItemNameSpacing) && item.nameSuffix.length > 0) {
      item.nameSuffix = ' ' + item.nameSuffix;
    }
};

ItemManager.setPriorityName = function(item, value) {
    item.priorityName = value;
};

ItemManager.updateItemName = function(item) {
    if (item.priorityName && item.priorityName.length > 0) {
      item.name = item.priorityName;
      return;
    }
    var prefix = item.namePrefix || '';
    var baseName = item.baseItemName || '';
    var suffix = item.nameSuffix || '';
    var boostCount = item.boostCount || 0;
    var fmt = Yanfly.Param.ItemBoostFmt;
    var boostText = fmt.format(Yanfly.Util.toGroup(boostCount))
    if (boostText === fmt.format(0)) {
      boostText = '';
    } else if (eval(Yanfly.Param.ItemNameSpacing)) {
      boostText = ' ' + boostText;
    }
    fmt = Yanfly.Param.ItemNameFmt;
    item.name = fmt.format(prefix, baseName, suffix, boostText);
};

ItemManager.increaseItemBoostCount = function(item, value) {
    value = value || 1;
    if (!item.boostCount) item.boostCount = 0;
    item.boostCount += value;
    this.updateItemName(item);
};

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

Game_Temp.prototype.enableVarianceStock = function() {
    this._independentStock = true;
};

Game_Temp.prototype.disableVarianceStock = function() {
    this._independentStock = false;
};

Game_Temp.prototype.varianceStock = function() {
    return this._independentStock;
};

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

Game_Actor.prototype.initIndependentEquips = function(equips) {
    var slots = this.equipSlots();
    var maxSlots = slots.length;
    this._equips = [];
    for (var i = 0; i < maxSlots; i++) {
      this._equips[i] = new Game_Item();
    }
    for (var j = 0; j < equips.length; j++) {
      var etypeId = slots[j];
      if (j < maxSlots) {
        var itemId = equips[j];
        if (itemId === 0) {
          this.changeEquip(j, null);
          continue;
        }
        if (slots[j] === 1) {
          var item = $dataWeapons[itemId];
        } else {
          var item = $dataArmors[itemId];
        }
        if (item && item.etypeId !== etypeId) continue;
        if (DataManager.isIndependent(item)) {
          if (this.canEquip(item)) {
            var array = $gameParty.gainItem(item, 1);
            if (array instanceof Array) {
              newItem = array[0];
              this.changeEquip(j, newItem);
            }
          }
        } else {
          this._equips[j].setEquip(slots[j] === 1, itemId);
        }
      }
    }
    this.releaseUnequippableItems(true);
    this.recoverAll();
    this.refresh();
};

Yanfly.Item.Game_Actor_hasWeapon = Game_Actor.prototype.hasWeapon;
Game_Actor.prototype.hasWeapon = function(weapon) {
    if (this.hasBaseItem(weapon)) return true;
    return Yanfly.Item.Game_Actor_hasWeapon.call(this, weapon);
};

Yanfly.Item.Game_Actor_hasArmor = Game_Actor.prototype.hasArmor;
Game_Actor.prototype.hasArmor = function(armor) {
    if (this.hasBaseItem(armor)) return true;
    return Yanfly.Item.Game_Actor_hasArmor.call(this, armor);
};

Game_Actor.prototype.hasBaseItem = function(baseItem) {
    if (!DataManager.isIndependent(baseItem)) return false;
    var type = (DataManager.isWeapon(baseItem)) ? 'weapon' : 'armor';
    for (var i = 0; i < this.equips().length; ++i) {
      var equip = this.equips()[i];
      if (!equip) continue;
      if (!equip.baseItemId) continue;
      if (DataManager.isWeapon(equip) && type === 'weapon') {
        if (equip.baseItemId === baseItem.id) return true;
      } else if (DataManager.isArmor(equip) && type === 'armor') {
        if (equip.baseItemId === baseItem.id) return true;
      }
    }
    return false;
};

Yanfly.Item.Game_Actor_changeEquipById = Game_Actor.prototype.changeEquipById;
Game_Actor.prototype.changeEquipById = function(etypeId, itemId) {
    if (itemId > 0) {
      var slotId = etypeId - 1;
      if (this.equipSlots()[slotId] === 1) {
        var baseItem = $dataWeapons[itemId];
      } else {
        var baseItem = $dataWeapons[itemId];
      }
      if (DataManager.isIndependent(baseItem)) {
        if (this.hasBaseItem(baseItem)) return;
        var item = $gameParty.getMatchingBaseItem(baseItem, false);
        if (item === null) {
          $gameTemp.enableVarianceStock();
          $gameParty.gainItem(baseItem, 1);
          $gameTemp.disableVarianceStock();
          item = $gameParty.getMatchingBaseItem(baseItem, false);
        }
        this.changeEquip(slotId, item);
        return;
      }
    }
    Yanfly.Item.Game_Actor_changeEquipById.call(this, etypeId, itemId)
};

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

Yanfly.Item.Game_Party_setupStartingMembers =
    Game_Party.prototype.setupStartingMembers;
Game_Party.prototype.setupStartingMembers = function() {
    Yanfly.Item.Game_Party_setupStartingMembers.call(this);
    $gameTemp.enableVarianceStock();
    this.initActorEquips();
    $gameTemp.disableVarianceStock();
};

Game_Party.prototype.initActorEquips = function() {
    for (var i = 0; i < $dataActors.length; ++i) {
      var actor = $gameActors.actor(i);
      if (actor) {
        var baseActor = $dataActors[i];
        actor.initIndependentEquips(baseActor.equips);
      }
    }
};

Yanfly.Item.Game_Party_gainItem = Game_Party.prototype.gainItem;
Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
    if (DataManager.isIndependent(item)) {
      return this.gainIndependentItem(item, amount, includeEquip);
    } else {
      Yanfly.Item.Game_Party_gainItem.call(this, item, amount, includeEquip);
    }
};

Game_Party.prototype.gainIndependentItem = function(item, amount, includeEquip) {
    var arr = [];
    if (amount > 0) {
      for (var i = 0; i < amount; ++i) {
        var newItem = DataManager.registerNewItem(item);
        this.registerNewItem(item, newItem);
        arr.push(newItem);
      }
    } else if (amount < 0) {
      amount = Math.abs(amount);
      for (var i = 0; i < amount; ++i) {
        if (item.baseItemId) {
          this.removeIndependentItem(item);
        } else if (DataManager.isIndependent(item)) {
          var target = $gameParty.getMatchingBaseItem(item, includeEquip);
          if (target !== null) this.removeIndependentItem(target);
        } else {
          this.removeBaseItem(item, includeEquip);
        }
      }
    }
    return arr;
};

Game_Party.prototype.getIndependentItemTypeMax = function(item) {
    if (!item) return 0;
    if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems;
    if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons;
    if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors;
};

Game_Party.prototype.getIndependentItemTypeCur = function(item) {
    if (!item) return 0;
    if (DataManager.isItem(item)) return this.items().length;
    if (DataManager.isWeapon(item)) return this.weapons().length;
    if (DataManager.isArmor(item)) return this.armors().length;
};

Game_Party.prototype.registerNewItem = function(baseItem, newItem) {
    var container = this.itemContainer(baseItem);
    if (container) {
      var lastNumber = this.numItems(newItem);
      container[newItem.id] = 1;
    }
};

Game_Party.prototype.removeIndependentItem = function(item) {
    var container = this.itemContainer(item);
    container[item.id] = 0;
    if (container[item.id] <= 0) delete container[item.id];
};

Game_Party.prototype.removeBaseItem = function(item, includeEquip) {
    var container = this.itemContainer(item);
    container[item.id]--;
    if (container[item.id] <= 0) delete container[item.id];
    if (includeEquip) this.discardMembersEquip(item, -1);
};

Game_Party.prototype.getMatchingBaseItem = function(baseItem, equipped) {
    if (!baseItem) return null;
    if (DataManager.isItem(baseItem)) var group = this.items();
    if (DataManager.isWeapon(baseItem)) var group = this.weapons();
    if (DataManager.isArmor(baseItem)) var group = this.armors();
    var baseItemId = baseItem.id;
    for (var i = 0; i < group.length; ++i) {
      var item = group[i];
      if (!item) continue;
      if (!item.baseItemId) continue;
      if (item.baseItemId !== baseItemId) continue;
      if (equipped) return item;
      if (this.checkItemIsEquipped(item)) continue;
      return item;
    }
    return null;
};

Game_Party.prototype.checkItemIsEquipped = function(item) {
    for (var i = 1; i < $gameActors._data.length; ++i) {
      var actor = $gameActors.actor(i);
      if (!actor) continue;
      if (actor.equips().contains(item)) return true;
    }
    return false;
};

Yanfly.Item.Game_Party_items = Game_Party.prototype.items;
Game_Party.prototype.items = function() {
    var results = Yanfly.Item.Game_Party_items.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Yanfly.Item.Game_Party_weapons = Game_Party.prototype.weapons;
Game_Party.prototype.weapons = function() {
    var results = Yanfly.Item.Game_Party_weapons.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Yanfly.Item.Game_Party_armors = Game_Party.prototype.armors;
Game_Party.prototype.armors = function() {
    var results = Yanfly.Item.Game_Party_armors.call(this);
    results.sort(this.independentItemSort);
    return results;
};

Game_Party.prototype.independentItemSort = function(a, b) {
    var aa = (a.baseItemId) ? a.baseItemId : a.id;
    var bb = (b.baseItemId) ? b.baseItemId : b.id;
    if (aa < bb) return -1;
    if (aa > bb) return 1;
    return 0;
};

Yanfly.Item.Game_Party_maxItems = Game_Party.prototype.maxItems;
Game_Party.prototype.maxItems = function(item) {
    if (DataManager.isIndependent(item)) return 1;
    return Yanfly.Item.Game_Party_maxItems.call(this, item);
};

Yanfly.Item.Game_Party_hasItem = Game_Party.prototype.hasItem;
Game_Party.prototype.hasItem = function(item, includeEquip) {
    if (DataManager.isIndependent(item)) {
      var result = this.getMatchingBaseItem(item, true);
      if (result !== null) return true;
    }
    return Yanfly.Item.Game_Party_hasItem.call(this, item, includeEquip);
};

Yanfly.Item.Game_Party_isAnyMemberEquipped =
    Game_Party.prototype.isAnyMemberEquipped;
Game_Party.prototype.isAnyMemberEquipped = function(item) {
    if (DataManager.isIndependent(item)) {
      for (var i = 0; i < this.members().length; ++i) {
        var actor = this.members()[i];
        if (!actor) continue;
        if (actor.hasBaseItem(item)) return true;
      }
    }
    return Yanfly.Item.Game_Party_isAnyMemberEquipped.call(this, item);
};

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

Yanfly.Item.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
    Yanfly.Item.Game_Interpreter_pluginCommand.call(this, command, args)
    if (command === 'EnableVarianceStock') $gameTemp.enableVarianceStock();
    if (command === 'DisableVarianceStock') $gameTemp.disableVarianceStock();
};

//=============================================================================
// Window_ItemList
//=============================================================================

Yanfly.Item.Window_ItemList_makeItemList =
    Window_ItemList.prototype.makeItemList;
Window_ItemList.prototype.makeItemList = function() {
    Yanfly.Item.Window_ItemList_makeItemList.call(this);
    if (SceneManager._scene instanceof Scene_Item) this.listEquippedItems();
};

Window_ItemList.prototype.listEquippedItems = function() {
    if (!eval(Yanfly.Param.ItemShEquipped)) return;
    var results = [];
    for (var a = 0; a < $gameParty.members().length; ++a) {
      var actor = $gameParty.members()[a];
      if (!actor) continue;
      for (var i = 0; i < actor.equips().length; ++i) {
        var equip = actor.equips()[i];
        if (!equip) continue;
        if (!equip.baseItemId) continue;
        if (this.includes(equip)) results.push(equip);
      }
    }
    this._data = results.concat(this._data);
};

Yanfly.Item.Window_ItemList_drawItemNumber =
    Window_ItemList.prototype.drawItemNumber;
Window_ItemList.prototype.drawItemNumber = function(item, dx, dy, dw) {
    if (DataManager.isIndependent(item)) {
      this.drawItemCarryNumber(item, dx, dy, dw);
      return;
    }
    Yanfly.Item.Window_ItemList_drawItemNumber.call(this, item, dx, dy, dw);
};

Window_ItemList.prototype.drawItemCarryNumber = function(item, dx, dy, dw) {
    if (DataManager.isItem(item)) {
      var index = $gameParty.items().indexOf(item);
    } else if (DataManager.isWeapon(item)) {
      var index = $gameParty.weapons().indexOf(item);
    } else if (DataManager.isArmor(item)) {
      var index = $gameParty.armors().indexOf(item);
    }
    if (index < 0) return this.drawEquippedActor(item, dx, dy, dw);
    index += 1;
    var max = $gameParty.getIndependentItemTypeMax(item);
    var fmt = Yanfly.Param.ItemCarryFmt;
    var text = fmt.format(Yanfly.Util.toGroup(index), Yanfly.Util.toGroup(max));
    if (Yanfly.Param.ItemQuantitySize) {
      this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
    }
    if (index > max) {
      this.changeTextColor(this.powerDownColor());
    } else if (index === max) {
      this.changeTextColor(this.crisisColor());
    } else {
      this.changeTextColor(this.normalColor());
    }
    this.drawText(text, dx, dy, dw, 'right');
    this.resetFontSettings();
};

Window_ItemList.prototype.drawEquippedActor = function(item, dx, dy, dw) {
    var carrier = null;
    for (var a = 0; a < $gameParty.members().length; ++a) {
      var actor = $gameParty.members()[a];
      if (!actor) continue;
      if (actor.equips().contains(item)) carrier = actor;
    };
    if (Yanfly.Param.ItemQuantitySize) {
      this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
    }
    var text = carrier.name();
    this.drawText(text, dx, dy, dw, 'right');
    this.resetFontSettings();
};

//=============================================================================
// Window_EquipItem
//=============================================================================

Yanfly.Item.Window_EquipItem_includes = Window_EquipItem.prototype.includes;
Window_EquipItem.prototype.includes = function(item) {
    if (this._actor && item !== null) {
      if (!item) return false;
    }
    return Yanfly.Item.Window_EquipItem_includes.call(this, item);
};

//=============================================================================
// Window_ShopBuy
//=============================================================================

Yanfly.Item.Window_ShopBuy_isEnabled = Window_ShopBuy.prototype.isEnabled;
Window_ShopBuy.prototype.isEnabled = function(item) {
    if (DataManager.isIndependent(item)) {
      var typeMax = $gameParty.getIndependentItemTypeMax(item);
      var typeCur = $gameParty.getIndependentItemTypeCur(item);
      if (typeCur >= typeMax) return false;
    }
    return Yanfly.Item.Window_ShopBuy_isEnabled.call(this, item);
};

//=============================================================================
// Scene_Equip
//=============================================================================

Yanfly.Item.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor;
Scene_Equip.prototype.refreshActor = function() {
    this.actor().releaseUnequippableItems();
    Yanfly.Item.Scene_Equip_refreshActor.call(this);
};

//=============================================================================
// Scene_Shop
//=============================================================================

Yanfly.Item.Scene_Shop_doBuy = Scene_Shop.prototype.doBuy;
Scene_Shop.prototype.doBuy = function(number) {
    $gameTemp.enableVarianceStock();
    Yanfly.Item.Scene_Shop_doBuy.call(this, number);
    $gameTemp.disableVarianceStock();
};

Yanfly.Item.Scene_Shop_doSell = Scene_Shop.prototype.doSell;
Scene_Shop.prototype.doSell = function(number) {
    Yanfly.Item.Scene_Shop_doSell.call(this, number);
    if (!DataManager.isIndependent(this._item)) return;
    DataManager.removeIndependentItem(this._item);
};

//=============================================================================
// Scene_Item Update
//=============================================================================

if (eval(Yanfly.Param.ItemSceneItem)) {

//=============================================================================
// Window_ItemCategory
//=============================================================================

Yanfly.Item.Window_ItemCategory_windowWidth =
    Window_ItemCategory.prototype.windowWidth;
Window_ItemCategory.prototype.windowWidth = function() {
    if (SceneManager._scene instanceof Scene_Item) return 240;
    return Yanfly.Item.Window_ItemCategory_windowWidth.call(this);
};

Yanfly.Item.Window_ItemCategory_numVisibleRows =
    Window_ItemCategory.prototype.numVisibleRows;
Window_ItemCategory.prototype.numVisibleRows = function() {
    if (SceneManager._scene instanceof Scene_Item) return 4;
    return Yanfly.Item.Window_ItemCategory_numVisibleRows.call(this);
};

Yanfly.Item.Window_ItemCategory_maxCols = Window_ItemCategory.prototype.maxCols;
Window_ItemCategory.prototype.maxCols = function() {
    if (SceneManager._scene instanceof Scene_Item) return 1;
    return Yanfly.Item.Window_ItemCategory_maxCols.call(this);
};

Yanfly.Item.Window_ItemCategory_itemTextAlign =
    Window_ItemCategory.prototype.itemTextAlign;
Window_ItemCategory.prototype.itemTextAlign = function() {
    if (SceneManager._scene instanceof Scene_Item) {
      return Yanfly.Param.ItemCmdAlign;
    }
    return Yanfly.Item.Window_ItemCategory_itemTextAlign.call(this);
};

//=============================================================================
// Window_ItemList
//=============================================================================

Yanfly.Item.Window_ItemList_initialize = Window_ItemList.prototype.initialize;
Window_ItemList.prototype.initialize = function(x, y, width, height) {
    if (SceneManager._scene instanceof Scene_Item) {
      width = Graphics.boxWidth / 2;
    }
    Yanfly.Item.Window_ItemList_initialize.call(this, x, y, width, height);
};

Yanfly.Item.Window_ItemList_maxCols = Window_ItemList.prototype.maxCols;
Window_ItemList.prototype.maxCols = function() {
    if (SceneManager._scene instanceof Scene_Item) return 1;
    return Yanfly.Item.Window_ItemList_maxCols.call(this);
};

Yanfly.Item.Window_ItemList_isEnabled = Window_ItemList.prototype.isEnabled;
Window_ItemList.prototype.isEnabled = function(item) {
    if (!item) return false;
    if (SceneManager._scene instanceof Scene_Item) return true;
    return Yanfly.Item.Window_ItemList_isEnabled.call(this, item);
};

Window_ItemList.prototype.setStatusWindow = function(statusWindow) {
    this._statusWindow = statusWindow;
    this.update();
};

Window_ItemList.prototype.setInfoWindow = function(infoWindow) {
    this._infoWindow = infoWindow;
    this.update();
};

Yanfly.Item.Window_ItemList_updateHelp = Window_ItemList.prototype.updateHelp;
Window_ItemList.prototype.updateHelp = function() {
    Yanfly.Item.Window_ItemList_updateHelp.call(this);
    if (SceneManager._scene instanceof Scene_Item && this._statusWindow) {
      this._statusWindow.setItem(this.item());
    }
    if (SceneManager._scene instanceof Scene_Item && this._infoWindow) {
      this._infoWindow.setItem(this.item());
    }
};

//=============================================================================
// Window_ItemStatus
//=============================================================================

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

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

Window_ItemStatus.prototype.initialize = function(x, y, width, height) {
    Window_Base.prototype.initialize.call(this, x, y, width, height);
    this._item = null;
    this.deactivate();
    this.refresh();
};

Window_ItemStatus.prototype.setItem = function(item) {
    if (this._item === item) return;
    this._item = item;
    this.refresh();
};

Window_ItemStatus.prototype.refresh = function() {
    this.contents.clear();
    this.drawDarkRectEntries();
    if (!this._item) return;
    this.contents.fontSize = Yanfly.Param.ItemFontSize;
    this.drawItemEntry();
};

Window_ItemStatus.prototype.drawDarkRectEntries = function() {
    var rect = new Rectangle();
    if (eval(Yanfly.Param.ItemShowIcon)) {
      rect.width = Window_Base._faceWidth;
      rect.height = Window_Base._faceHeight;
      this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
      rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
    } else {
      rect.width = this.contents.width / 2;
    }
    rect.height = this.lineHeight();
    for (var i = 0; i < 8; ++i) {
      rect = this.getRectPosition(rect, i);
      this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
    }
};

Window_ItemStatus.prototype.drawDarkRect = function(dx, dy, dw, dh) {
    var color = this.gaugeBackColor();
    this.changePaintOpacity(false);
    this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
    this.changePaintOpacity(true);
};

Window_ItemStatus.prototype.getRectPosition = function(rect, i) {
    if (i % 2 === 0) {
      if (eval(Yanfly.Param.ItemShowIcon)) {
        rect.x = Window_Base._faceWidth;
      } else {
        rect.x = 0;
      }
      rect.y = i / 2 * this.lineHeight();
    } else {
      if (eval(Yanfly.Param.ItemShowIcon)) {
        rect.x = Window_Base._faceWidth + rect.width;
      } else {
        rect.x = rect.width;
      }
    }
    return rect;
};

Window_ItemStatus.prototype.drawItemEntry = function() {
    var item = this._item;
    if (eval(Yanfly.Param.ItemShowIcon)) this.drawItemIcon(item);
    if (DataManager.isItem(item)) this.drawItemInfo(item);
    if (DataManager.isWeapon(item)) this.drawEquipInfo(item);
    if (DataManager.isArmor(item)) this.drawEquipInfo(item);
};

Window_ItemStatus.prototype.drawItemIcon = function() {
    this.drawLargeIcon();
};

Window_ItemStatus.prototype.drawLargeIcon = function() {
    var iconIndex = this._item.iconIndex;
    var bitmap = ImageManager.loadSystem('IconSet');
    var pw = Window_Base._iconWidth;
    var ph = Window_Base._iconHeight;
    var sx = iconIndex % 16 * pw;
    var sy = Math.floor(iconIndex / 16) * ph;
    var dw = Yanfly.Param.ItemIconSize;
    var dh = Yanfly.Param.ItemIconSize;
    var dx = (Window_Base._faceWidth - dw) / 2;
    var dy = (Window_Base._faceHeight - dh) / 2;
    this.contents._context.imageSmoothingEnabled = false;
    this.contents.blt(bitmap, sx, sy, pw, ph, dx, dy, dw, dh);
    this.contents._context.imageSmoothingEnabled = true;
};

Window_ItemStatus.prototype.drawEquipInfo = function(item) {
    var rect = new Rectangle();
    if (eval(Yanfly.Param.ItemShowIcon)) {
      rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
    } else {
      rect.width = this.contents.width / 2;
    }
    for (var i = 0; i < 8; ++i) {
      rect = this.getRectPosition(rect, i);
      var dx = rect.x + this.textPadding();
      var dw = rect.width - this.textPadding() * 2;
      this.changeTextColor(this.systemColor());
      this.drawText(TextManager.param(i), dx, rect.y, dw);
      this.changeTextColor(this.paramchangeTextColor(item.params[i]));
      var text = Yanfly.Util.toGroup(item.params[i]);
      if (item.params[i] >= 0) text = '+' + text;
      if (text === '+0') this.changePaintOpacity(false);
      this.drawText(text, dx, rect.y, dw, 'right');
      this.changePaintOpacity(true);
    }
};

Window_ItemStatus.prototype.drawItemInfo = function(item) {
    var rect = new Rectangle();
    if (eval(Yanfly.Param.ItemShowIcon)) {
      rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
    } else {
      rect.width = this.contents.width / 2;
    }
    for (var i = 0; i < 8; ++i) {
      rect = this.getRectPosition(rect, i);
      var dx = rect.x + this.textPadding();
      var dw = rect.width - this.textPadding() * 2;
      this.changeTextColor(this.systemColor());
      var text = this.getItemInfoCategory(i);
      this.drawText(text, dx, rect.y, dw);
      this.drawItemData(i, dx, rect.y, dw);
    }
};

Window_ItemStatus.prototype.getItemInfoCategory = function(i) {
    var fmt = Yanfly.Param.ItemRecoverFmt;
    if (i === 0) return fmt.format(TextManager.param(0));
    if (i === 1) return fmt.format(TextManager.hp);
    if (i === 2) return fmt.format(TextManager.param(1));
    if (i === 3) return fmt.format(TextManager.mp);
    if (i === 4) return Yanfly.Param.ItemAddState;
    if (i === 5) return Yanfly.Param.ItemRemoveState;
    if (i === 6) return Yanfly.Param.ItemAddBuff;
    if (i === 7) return Yanfly.Param.ItemRemoveBuff;
    return '';
};

Window_ItemStatus.prototype.drawItemData = function(i, dx, dy, dw) {
    if (!this._item) return;
    var effect;
    var value = '---';
    var pre = '';
    var text = '';
    var icons = [];
    if (i === 0) {
      effect = this.getEffect(Game_Action.EFFECT_RECOVER_HP);
      value = (effect) ? effect.value1 : '---';
      if (value === 0) value = '---';
      if (value !== '---' && value !== 0) value *= 100;
    }
    if (i === 1) {
      effect = this.getEffect(Game_Action.EFFECT_RECOVER_HP);
      value = (effect) ? effect.value2 : '---';
      if (value === 0) value = '---';
    }
    if (i === 2) {
      effect = this.getEffect(Game_Action.EFFECT_RECOVER_MP);
      value = (effect) ? effect.value1 : '---';
      if (value === 0) value = '---';
      if (value !== '---' && value !== 0) value *= 100;
    }
    if (i === 3) {
      effect = this.getEffect(Game_Action.EFFECT_RECOVER_MP);
      value = (effect) ? effect.value2 : '---';
    }
    if (i >= 4) {
      icons = this.getItemIcons(i, icons);
    }
    this.changeTextColor(this.normalColor());
    if (value === '---') {
      this.changePaintOpacity(false);
    } else if (i < 4) {
      if (value > 0) pre = '+';
      value = Yanfly.Util.toGroup(parseInt(value));
      if ([0, 2].contains(i)) text = '%';
    }
    if (icons.length > 0) {
      this.changePaintOpacity(true);
      dx = dx + dw - icons.length * Window_Base._iconWidth;
      dx += this.textPadding() - 2;
      for (var j = 0; j < icons.length; ++j) {
        var icon = icons[j];
        this.drawIcon(icon, dx, dy + 2);
        dx += Window_Base._iconWidth;
      }
    } else {
      text = pre + value + text;
      this.drawText(text, dx, dy, dw, 'right');
      this.changePaintOpacity(true);
    }
};

Window_ItemStatus.prototype.getEffect = function(code) {
    var targetEffect;
    this._item.effects.forEach(function(effect) {
      if (effect.code === code) targetEffect = effect;
    }, this);
    return targetEffect;
};

Window_ItemStatus.prototype.getItemIcons = function(i, array) {
    this._item.effects.forEach(function(effect) {
      if (i === 4 && effect.code === Game_Action.EFFECT_ADD_STATE) {
        var state = $dataStates[effect.dataId];
        if (state && state.iconIndex !== 0) array.push(state.iconIndex);
      }
      if (i === 5 && effect.code === Game_Action.EFFECT_REMOVE_STATE) {
        var state = $dataStates[effect.dataId];
        if (state && state.iconIndex !== 0) array.push(state.iconIndex);
      }
      if (i === 6 && effect.code === Game_Action.EFFECT_ADD_BUFF) {
        var icon = Game_BattlerBase.ICON_BUFF_START + effect.dataId;
        array.push(icon);
      }
      if (i === 6 && effect.code === Game_Action.EFFECT_ADD_DEBUFF) {
        var icon = Game_BattlerBase.ICON_DEBUFF_START + effect.dataId;
        array.push(icon);
      }
      if (i === 7 && effect.code === Game_Action.EFFECT_REMOVE_BUFF) {
        var icon = Game_BattlerBase.ICON_BUFF_START + effect.dataId;
        array.push(icon);
      }
      if (i === 7 && effect.code === Game_Action.EFFECT_REMOVE_DEBUFF) {
        var icon = Game_BattlerBase.ICON_DEBUFF_START + effect.dataId;
        array.push(icon);
      }
    }, this);
    array = array.slice(0, Yanfly.Param.ItemMaxIcons);
    return array;
};

//=============================================================================
// Window_ItemInfo
//=============================================================================

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

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

Window_ItemInfo.prototype.initialize = function(x, y, width, height) {
    Window_Base.prototype.initialize.call(this, x, y, width, height);
    this._item = null;
    this.deactivate();
    this.refresh();
};

Window_ItemInfo.prototype.setItem = function(item) {
    if (this._item === item) return;
    this._item = item;
    this.refresh();
};

Window_ItemInfo.prototype.refresh = function() {
    this.contents.clear();
    var dy = 0;
    if (!this._item) return dy;
    dy = this.drawPreItemInfo(dy);
    dy = this.drawItemInfo(dy);
    dy = this.drawItemInfoA(dy);
    dy = this.drawItemInfoB(dy);
    dy = this.drawItemInfoC(dy);
    dy = this.drawItemInfoD(dy);
    dy = this.drawItemInfoE(dy);
    return this.drawItemInfoF(dy);
};

Window_ItemInfo.prototype.drawPreItemInfo = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfo = function(dy) {
    var dx = this.textPadding();
    var dw = this.contents.width - this.textPadding() * 2;
    this.resetFontSettings();
    this.drawItemName(this._item, dx, dy, dw);
    return dy + this.lineHeight();
};

Window_ItemInfo.prototype.drawItemInfoA = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfoB = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfoC = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfoD = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfoE = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawItemInfoF = function(dy) {
    return dy;
};

Window_ItemInfo.prototype.drawDarkRect = function(dx, dy, dw, dh) {
    var color = this.gaugeBackColor();
    this.changePaintOpacity(false);
    this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
    this.changePaintOpacity(true);
};

//=============================================================================
// Window_ItemActionCommand
//=============================================================================

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

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

Window_ItemActionCommand.prototype.initialize = function(x, y) {
    this._windowHeight = Graphics.boxHeight - y;
    Window_Command.prototype.initialize.call(this, x, y);
    this._item = null;
    this.hide();
    this.deactivate();
};

Window_ItemActionCommand.prototype.windowWidth = function() {
    return Graphics.boxWidth / 2;
};

Window_ItemActionCommand.prototype.setItem = function(item) {
    this._item = item;
    this.refresh();
    this.show();
    this.activate();
    this.select(0);
};

Window_ItemActionCommand.prototype.windowHeight = function() {
    return this._windowHeight;
};

Window_ItemActionCommand.prototype.makeCommandList = function() {
    if (!this._item) return;
    this.addUseCommand();
    this.addCustomCommandsA();
    this.addCustomCommandsB();
    this.addCustomCommandsC();
    this.addCustomCommandsD();
    this.addCustomCommandsE();
    this.addCustomCommandsF();
    this.addCancelCommand();
};

Window_ItemActionCommand.prototype.addUseCommand = function() {
    var enabled = this.isEnabled(this._item);
    var fmt = Yanfly.Param.ItemUseCmd;
    text = '\\i[' + this._item.iconIndex + ']' + this._item.name;
    text = fmt.format(text);
    this.addCommand(text, 'use', enabled);
};

Window_ItemActionCommand.prototype.isEnabled = function(item) {
    if (!item) return false;
    return $gameParty.canUse(item);
};

Window_ItemActionCommand.prototype.addCustomCommandsA = function() {
};

Window_ItemActionCommand.prototype.addCustomCommandsB = function() {
};

Window_ItemActionCommand.prototype.addCustomCommandsC = function() {
};

Window_ItemActionCommand.prototype.addCustomCommandsD = function() {
};

Window_ItemActionCommand.prototype.addCustomCommandsE = function() {
};

Window_ItemActionCommand.prototype.addCustomCommandsF = function() {
};

Window_ItemActionCommand.prototype.addCancelCommand = function() {
    this.addCommand(TextManager.cancel, 'cancel');
};

Window_ItemActionCommand.prototype.drawItem = function(index) {
    var rect = this.itemRectForText(index);
    var align = this.itemTextAlign();
    this.resetTextColor();
    this.changePaintOpacity(this.isCommandEnabled(index));
    this.drawTextEx(this.commandName(index), rect.x, rect.y);
};

//=============================================================================
// Scene_Item
//=============================================================================

Yanfly.Item.Scene_Item_createItemWindow = Scene_Item.prototype.createItemWindow;
Scene_Item.prototype.createItemWindow = function() {
    Yanfly.Item.Scene_Item_createItemWindow.call(this);
    this.createStatusWindow();
    this.createInfoWindow();
    this.createActionWindow();
};

Scene_Item.prototype.createStatusWindow = function() {
    var wx = this._categoryWindow.width;
    var wy = this._helpWindow.height;
    var ww = Graphics.boxWidth - wx;
    var wh = this._categoryWindow.height;
    this._statusWindow = new Window_ItemStatus(wx, wy, ww, wh);
    this._itemWindow.setStatusWindow(this._statusWindow);
    this.addWindow(this._statusWindow);
};

Scene_Item.prototype.createInfoWindow = function() {
    var wx = this._itemWindow.width;
    var wy = this._itemWindow.y;
    var ww = Graphics.boxWidth - wx;
    var wh = this._itemWindow.height;
    this._infoWindow = new Window_ItemInfo(wx, wy, ww, wh);
    this._itemWindow.setInfoWindow(this._infoWindow);
    this.addWindow(this._infoWindow);
};

Scene_Item.prototype.createActionWindow = function() {
    var wy = this._itemWindow.y;
    this._itemActionWindow = new Window_ItemActionCommand(0, wy);
    this._itemActionWindow.setHandler('use', this.onActionUse.bind(this));
    this._itemActionWindow.setHandler('cancel', this.onActionCancel.bind(this));
    this.addWindow(this._itemActionWindow);
};

Scene_Item.prototype.isCursorLeft = function() {
    return true;
};

Scene_Item.prototype.onItemOk = function() {
    var item = this.item();
    this._itemActionWindow.setItem(item);
};

Yanfly.Item.Scene_Item_onItemCancel = Scene_Item.prototype.onItemCancel;
Scene_Item.prototype.onItemCancel = function() {
    Yanfly.Item.Scene_Item_onItemCancel.call(this);
    this._statusWindow.setItem(null);
    this._infoWindow.setItem(null);
};

Scene_Item.prototype.onActionUse = function() {
    this._itemActionWindow.hide();
    this._itemActionWindow.deactivate();
    $gameParty.setLastItem(this.item());
    this.determineItem();
};

Scene_Item.prototype.onActionCancel = function() {
    this._itemActionWindow.hide();
    this._itemActionWindow.deactivate();
    this._itemWindow.activate();
};

Yanfly.Item.Scene_Item_applyItem = Scene_Item.prototype.applyItem;
Scene_Item.prototype.applyItem = function() {
    Yanfly.Item.Scene_Item_applyItem.call(this);
    if (DataManager.isIndependent(this.item())) this.onActorCancel();
};

//=============================================================================
// Scene_Item Update
//=============================================================================

}; // End Scene_Item

//=============================================================================
// Utilities
//=============================================================================

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

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

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