code:
//=============================================================================
// rmmz_sprites.js v1.8.0
//=============================================================================

//-----------------------------------------------------------------------------
// Sprite_Clickable
//
// The sprite class with click handling functions.

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

Sprite_Clickable.prototype = Object.create(Sprite.prototype);
Sprite_Clickable.prototype.constructor = Sprite_Clickable;

Sprite_Clickable.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this._pressed = false;
  this._hovered = false;
};

Sprite_Clickable.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.processTouch();
};

Sprite_Clickable.prototype.processTouch = function () {
  if (this.isClickEnabled()) {
    if (this.isBeingTouched()) {
      if (!this._hovered && TouchInput.isHovered()) {
        this._hovered = true;
        this.onMouseEnter();
      }
      if (TouchInput.isTriggered()) {
        this._pressed = true;
        this.onPress();
      }
    } else {
      if (this._hovered) {
        this.onMouseExit();
      }
      this._pressed = false;
      this._hovered = false;
    }
    if (this._pressed && TouchInput.isReleased()) {
      this._pressed = false;
      this.onClick();
    }
  } else {
    this._pressed = false;
    this._hovered = false;
  }
};

Sprite_Clickable.prototype.isPressed = function () {
  return this._pressed;
};

Sprite_Clickable.prototype.isClickEnabled = function () {
  return this.worldVisible;
};

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

Sprite_Clickable.prototype.hitTest = function (x, y) {
  const rect = new Rectangle(
    -this.anchor.x * this.width,
    -this.anchor.y * this.height,
    this.width,
    this.height
  );
  return rect.contains(x, y);
};

Sprite_Clickable.prototype.onMouseEnter = function () {
  //
};

Sprite_Clickable.prototype.onMouseExit = function () {
  //
};

Sprite_Clickable.prototype.onPress = function () {
  //
};

Sprite_Clickable.prototype.onClick = function () {
  //
};

//-----------------------------------------------------------------------------
// Sprite_Button
//
// The sprite for displaying a button.

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

Sprite_Button.prototype = Object.create(Sprite_Clickable.prototype);
Sprite_Button.prototype.constructor = Sprite_Button;

Sprite_Button.prototype.initialize = function (buttonType) {
  Sprite_Clickable.prototype.initialize.call(this);
  this._buttonType = buttonType;
  this._clickHandler = null;
  this._coldFrame = null;
  this._hotFrame = null;
  this.setupFrames();
};

Sprite_Button.prototype.setupFrames = function () {
  const data = this.buttonData();
  const x = data.x * this.blockWidth();
  const width = data.w * this.blockWidth();
  const height = this.blockHeight();
  this.loadButtonImage();
  this.setColdFrame(x, 0, width, height);
  this.setHotFrame(x, height, width, height);
  this.updateFrame();
  this.updateOpacity();
};

Sprite_Button.prototype.blockWidth = function () {
  return 48;
};

Sprite_Button.prototype.blockHeight = function () {
  return 48;
};

Sprite_Button.prototype.loadButtonImage = function () {
  this.bitmap = ImageManager.loadSystem("ButtonSet");
};

Sprite_Button.prototype.buttonData = function () {
  const buttonTable = {
    option: { x: 0, w: 1 },
    av: { x: 1, w: 1 },
    pageup: { x: 2, w: 1 },
    pagedown: { x: 3, w: 1 },
    down: { x: 4, w: 1 },
    up: { x: 5, w: 1 },
    down2: { x: 6, w: 1 },
    up2: { x: 7, w: 1 },
    ok: { x: 8, w: 2 },
    cancel: { x: 8, w: 2 },
    warp: { x: 10, w: 1 },
    menu: { x: 11, w: 1 },
    kigae: { x: 13, w: 2 },
    face: { x: 15, w: 2 },
    hoppe: { x: 17, w: 1 },
    namida: { x: 18, w: 1 },
  };
  return buttonTable[this._buttonType];
};

Sprite_Button.prototype.update = function () {
  Sprite_Clickable.prototype.update.call(this);
  this.checkBitmap();
  this.updateFrame();
  this.updateOpacity();
  this.processTouch();
};

Sprite_Button.prototype.checkBitmap = function () {
  if (this.bitmap.isReady() && this.bitmap.width < this.blockWidth() * 11) {
    // Probably MV image is used
    throw new Error("ButtonSet image is too small");
  }
};

Sprite_Button.prototype.updateFrame = function () {
  const frame = this.isPressed() ? this._hotFrame : this._coldFrame;
  if (frame) {
    this.setFrame(frame.x, frame.y, frame.width, frame.height);
  }
};

Sprite_Button.prototype.updateOpacity = function () {
  this.opacity = this._pressed ? 255 : 192;
};

Sprite_Button.prototype.setColdFrame = function (x, y, width, height) {
  this._coldFrame = new Rectangle(x, y, width, height);
};

Sprite_Button.prototype.setHotFrame = function (x, y, width, height) {
  this._hotFrame = new Rectangle(x, y, width, height);
};

Sprite_Button.prototype.setClickHandler = function (method) {
  this._clickHandler = method;
};

Sprite_Button.prototype.onClick = function () {
  if (this._clickHandler) {
    this._clickHandler();
  } else {
    Input.virtualClick(this._buttonType);
  }
};

//-----------------------------------------------------------------------------
// Sprite_Character
//
// The sprite for displaying a character.

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

Sprite_Character.prototype = Object.create(Sprite.prototype);
Sprite_Character.prototype.constructor = Sprite_Character;

Sprite_Character.prototype.initialize = function (character) {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.setCharacter(character);
};

Sprite_Character.prototype.initMembers = function () {
  this.anchor.x = 0.5;
  this.anchor.y = 1;
  this._character = null;
  this._balloonDuration = 0;
  this._tilesetId = 0;
  this._upperBody = null;
  this._lowerBody = null;
};

Sprite_Character.prototype.setCharacter = function (character) {
  this._character = character;
};

Sprite_Character.prototype.checkCharacter = function (character) {
  return this._character === character;
};

Sprite_Character.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateBitmap();
  this.updateFrame();
  this.updatePosition();
  this.updateOther();
  this.updateVisibility();
};

Sprite_Character.prototype.updateVisibility = function () {
  Sprite.prototype.updateVisibility.call(this);
  if (this.isEmptyCharacter() || this._character.isTransparent()) {
    this.visible = false;
  }
};

Sprite_Character.prototype.isTile = function () {
  return this._character.isTile();
};

Sprite_Character.prototype.isObjectCharacter = function () {
  return this._character.isObjectCharacter();
};

Sprite_Character.prototype.isEmptyCharacter = function () {
  return this._tileId === 0 && !this._characterName;
};

Sprite_Character.prototype.tilesetBitmap = function (tileId) {
  const tileset = $gameMap.tileset();
  const setNumber = 5 + Math.floor(tileId / 256);
  return ImageManager.loadTileset(tileset.tilesetNames[setNumber]);
};

Sprite_Character.prototype.updateBitmap = function () {
  if (this.isImageChanged()) {
    this._tilesetId = $gameMap.tilesetId();
    this._tileId = this._character.tileId();
    this._characterName = this._character.characterName();
    this._characterIndex = this._character.characterIndex();
    if (this._tileId > 0) {
      this.setTileBitmap();
    } else {
      this.setCharacterBitmap();
    }
  }
};

Sprite_Character.prototype.isImageChanged = function () {
  return (
    this._tilesetId !== $gameMap.tilesetId() ||
    this._tileId !== this._character.tileId() ||
    this._characterName !== this._character.characterName() ||
    this._characterIndex !== this._character.characterIndex()
  );
};

Sprite_Character.prototype.setTileBitmap = function () {
  this.bitmap = this.tilesetBitmap(this._tileId);
};

Sprite_Character.prototype.setCharacterBitmap = function () {
  this.bitmap = ImageManager.loadCharacter(this._characterName);
  this._isBigCharacter = ImageManager.isBigCharacter(this._characterName);
};

Sprite_Character.prototype.updateFrame = function () {
  if (this._tileId > 0) {
    this.updateTileFrame();
  } else {
    this.updateCharacterFrame();
  }
};

Sprite_Character.prototype.updateTileFrame = function () {
  const tileId = this._tileId;
  const pw = this.patternWidth();
  const ph = this.patternHeight();
  const sx = ((Math.floor(tileId / 128) % 2) * 8 + (tileId % 8)) * pw;
  const sy = (Math.floor((tileId % 256) / 8) % 16) * ph;
  this.setFrame(sx, sy, pw, ph);
};

Sprite_Character.prototype.updateCharacterFrame = function () {
  const pw = this.patternWidth();
  const ph = this.patternHeight();
  const sx = (this.characterBlockX() + this.characterPatternX()) * pw;
  const sy = (this.characterBlockY() + this.characterPatternY()) * ph;
  this.updateHalfBodySprites();
  if (this._bushDepth > 0) {
    const d = this._bushDepth;
    this._upperBody.setFrame(sx, sy, pw, ph - d);
    this._lowerBody.setFrame(sx, sy + ph - d, pw, d);
    this.setFrame(sx, sy, 0, ph);
  } else {
    this.setFrame(sx, sy, pw, ph);
  }
};

Sprite_Character.prototype.characterBlockX = function () {
  if (this._isBigCharacter) {
    return 0;
  } else {
    const index = this._character.characterIndex();
    return (index % 4) * 3;
  }
};

Sprite_Character.prototype.characterBlockY = function () {
  if (this._isBigCharacter) {
    return 0;
  } else {
    const index = this._character.characterIndex();
    return Math.floor(index / 4) * 4;
  }
};

Sprite_Character.prototype.characterPatternX = function () {
  return this._character.pattern();
};

Sprite_Character.prototype.characterPatternY = function () {
  return (this._character.direction() - 2) / 2;
};

Sprite_Character.prototype.patternWidth = function () {
  if (this._tileId > 0) {
    return $gameMap.tileWidth();
  } else if (this._isBigCharacter) {
    return this.bitmap.width / 3;
  } else {
    return this.bitmap.width / 12;
  }
};

Sprite_Character.prototype.patternHeight = function () {
  if (this._tileId > 0) {
    return $gameMap.tileHeight();
  } else if (this._isBigCharacter) {
    return this.bitmap.height / 4;
  } else {
    return this.bitmap.height / 8;
  }
};

Sprite_Character.prototype.updateHalfBodySprites = function () {
  if (this._bushDepth > 0) {
    this.createHalfBodySprites();
    this._upperBody.bitmap = this.bitmap;
    this._upperBody.visible = true;
    this._upperBody.y = -this._bushDepth;
    this._lowerBody.bitmap = this.bitmap;
    this._lowerBody.visible = true;
    this._upperBody.setBlendColor(this.getBlendColor());
    this._lowerBody.setBlendColor(this.getBlendColor());
    this._upperBody.setColorTone(this.getColorTone());
    this._lowerBody.setColorTone(this.getColorTone());
    this._upperBody.blendMode = this.blendMode;
    this._lowerBody.blendMode = this.blendMode;
  } else if (this._upperBody) {
    this._upperBody.visible = false;
    this._lowerBody.visible = false;
  }
};

Sprite_Character.prototype.createHalfBodySprites = function () {
  if (!this._upperBody) {
    this._upperBody = new Sprite();
    this._upperBody.anchor.x = 0.5;
    this._upperBody.anchor.y = 1;
    this.addChild(this._upperBody);
  }
  if (!this._lowerBody) {
    this._lowerBody = new Sprite();
    this._lowerBody.anchor.x = 0.5;
    this._lowerBody.anchor.y = 1;
    this._lowerBody.opacity = 128;
    this.addChild(this._lowerBody);
  }
};

Sprite_Character.prototype.updatePosition = function () {
  this.x = this._character.screenX();
  this.y = this._character.screenY();
  this.z = this._character.screenZ();
};

Sprite_Character.prototype.updateOther = function () {
  this.opacity = this._character.opacity();
  this.blendMode = this._character.blendMode();
  this._bushDepth = this._character.bushDepth();
};

//-----------------------------------------------------------------------------
// Sprite_Battler
//
// The superclass of Sprite_Actor and Sprite_Enemy.

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

Sprite_Battler.prototype = Object.create(Sprite_Clickable.prototype);
Sprite_Battler.prototype.constructor = Sprite_Battler;

Sprite_Battler.prototype.initialize = function (battler) {
  Sprite_Clickable.prototype.initialize.call(this);
  this.initMembers();
  this.setBattler(battler);
};

Sprite_Battler.prototype.initMembers = function () {
  this.anchor.x = 0.5;
  this.anchor.y = 1;
  this._battler = null;
  this._damages = [];
  this._homeX = 0;
  this._homeY = 0;
  this._offsetX = 0;
  this._offsetY = 0;
  this._targetOffsetX = NaN;
  this._targetOffsetY = NaN;
  this._movementDuration = 0;
  this._selectionEffectCount = 0;
};

Sprite_Battler.prototype.setBattler = function (battler) {
  this._battler = battler;
};

Sprite_Battler.prototype.checkBattler = function (battler) {
  return this._battler === battler;
};

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

Sprite_Battler.prototype.setHome = function (x, y) {
  this._homeX = x;
  this._homeY = y;
  this.updatePosition();
};

Sprite_Battler.prototype.update = function () {
  Sprite_Clickable.prototype.update.call(this);
  if (this._battler) {
    this.updateMain();
    this.updateDamagePopup();
    this.updateSelectionEffect();
    this.updateVisibility();
  } else {
    this.bitmap = null;
  }
};

Sprite_Battler.prototype.updateVisibility = function () {
  Sprite_Clickable.prototype.updateVisibility.call(this);
  if (!this._battler || !this._battler.isSpriteVisible()) {
    this.visible = false;
  }
};

Sprite_Battler.prototype.updateMain = function () {
  if (this._battler.isSpriteVisible()) {
    this.updateBitmap();
    this.updateFrame();
  }
  this.updateMove();
  this.updatePosition();
};

Sprite_Battler.prototype.updateBitmap = function () {
  //
};

Sprite_Battler.prototype.updateFrame = function () {
  //
};

Sprite_Battler.prototype.updateMove = function () {
  if (this._movementDuration > 0) {
    const d = this._movementDuration;
    this._offsetX = (this._offsetX * (d - 1) + this._targetOffsetX) / d;
    this._offsetY = (this._offsetY * (d - 1) + this._targetOffsetY) / d;
    this._movementDuration--;
    if (this._movementDuration === 0) {
      this.onMoveEnd();
    }
  }
};

Sprite_Battler.prototype.updatePosition = function () {
  this.x = this._homeX + this._offsetX;
  this.y = this._homeY + this._offsetY;
};

Sprite_Battler.prototype.updateDamagePopup = function () {
  this.setupDamagePopup();
  if (this._damages.length > 0) {
    for (const damage of this._damages) {
      damage.update();
    }
    if (!this._damages[0].isPlaying()) {
      this.destroyDamageSprite(this._damages[0]);
    }
  }
};

Sprite_Battler.prototype.updateSelectionEffect = function () {
  const target = this.mainSprite();
  if (this._battler.isSelected()) {
    this._selectionEffectCount++;
    if (this._selectionEffectCount % 30 < 15) {
      target.setBlendColor([255, 255, 255, 64]);
    } else {
      target.setBlendColor([0, 0, 0, 0]);
    }
  } else if (this._selectionEffectCount > 0) {
    this._selectionEffectCount = 0;
    target.setBlendColor([0, 0, 0, 0]);
  }
};

Sprite_Battler.prototype.setupDamagePopup = function () {
  if (this._battler.isDamagePopupRequested()) {
    if (this._battler.isSpriteVisible()) {
      this.createDamageSprite();
    }
    this._battler.clearDamagePopup();
    this._battler.clearResult();
  }
};

Sprite_Battler.prototype.createDamageSprite = function () {
  const last = this._damages[this._damages.length - 1];
  const sprite = new Sprite_Damage();
  if (last) {
    sprite.x = last.x + 8;
    sprite.y = last.y - 16;
  } else {
    sprite.x = this.x + this.damageOffsetX();
    sprite.y = this.y + this.damageOffsetY();
  }
  sprite.setup(this._battler);
  this._damages.push(sprite);
  this.parent.addChild(sprite);
};

Sprite_Battler.prototype.destroyDamageSprite = function (sprite) {
  this.parent.removeChild(sprite);
  this._damages.remove(sprite);
  sprite.destroy();
};

Sprite_Battler.prototype.damageOffsetX = function () {
  return 0;
};

Sprite_Battler.prototype.damageOffsetY = function () {
  return 0;
};

Sprite_Battler.prototype.startMove = function (x, y, duration) {
  if (this._targetOffsetX !== x || this._targetOffsetY !== y) {
    this._targetOffsetX = x;
    this._targetOffsetY = y;
    this._movementDuration = duration;
    if (duration === 0) {
      this._offsetX = x;
      this._offsetY = y;
    }
  }
};

Sprite_Battler.prototype.onMoveEnd = function () {
  //
};

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

Sprite_Battler.prototype.isMoving = function () {
  return this._movementDuration > 0;
};

Sprite_Battler.prototype.inHomePosition = function () {
  return this._offsetX === 0 && this._offsetY === 0;
};

Sprite_Battler.prototype.onMouseEnter = function () {
  $gameTemp.setTouchState(this._battler, "select");
};

Sprite_Battler.prototype.onPress = function () {
  $gameTemp.setTouchState(this._battler, "select");
};

Sprite_Battler.prototype.onClick = function () {
  $gameTemp.setTouchState(this._battler, "click");
};

//-----------------------------------------------------------------------------
// Sprite_Actor
//
// The sprite for displaying an actor.

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

Sprite_Actor.prototype = Object.create(Sprite_Battler.prototype);
Sprite_Actor.prototype.constructor = Sprite_Actor;

Sprite_Actor.MOTIONS = {
  walk: { index: 0, loop: true },
  wait: { index: 1, loop: true },
  chant: { index: 2, loop: true },
  guard: { index: 3, loop: true },
  damage: { index: 4, loop: false },
  evade: { index: 5, loop: false },
  thrust: { index: 6, loop: false },
  swing: { index: 7, loop: false },
  missile: { index: 8, loop: false },
  skill: { index: 9, loop: false },
  spell: { index: 10, loop: false },
  item: { index: 11, loop: false },
  escape: { index: 12, loop: true },
  victory: { index: 13, loop: true },
  dying: { index: 14, loop: true },
  abnormal: { index: 15, loop: true },
  sleep: { index: 16, loop: true },
  dead: { index: 17, loop: true },
};

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

Sprite_Actor.prototype.initMembers = function () {
  Sprite_Battler.prototype.initMembers.call(this);
  this._battlerName = "";
  this._motion = null;
  this._motionCount = 0;
  this._pattern = 0;
  this.createShadowSprite();
  this.createWeaponSprite();
  this.createMainSprite();
  this.createStateSprite();
};

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

Sprite_Actor.prototype.createMainSprite = function () {
  this._mainSprite = new Sprite();
  this._mainSprite.anchor.x = 0.5;
  this._mainSprite.anchor.y = 1;
  this.addChild(this._mainSprite);
};

Sprite_Actor.prototype.createShadowSprite = function () {
  this._shadowSprite = new Sprite();
  this._shadowSprite.bitmap = ImageManager.loadSystem("Shadow2");
  this._shadowSprite.anchor.x = 0.5;
  this._shadowSprite.anchor.y = 0.5;
  this._shadowSprite.y = -2;
  this.addChild(this._shadowSprite);
};

Sprite_Actor.prototype.createWeaponSprite = function () {
  this._weaponSprite = new Sprite_Weapon();
  this.addChild(this._weaponSprite);
};

Sprite_Actor.prototype.createStateSprite = function () {
  this._stateSprite = new Sprite_StateOverlay();
  this.addChild(this._stateSprite);
};

Sprite_Actor.prototype.setBattler = function (battler) {
  Sprite_Battler.prototype.setBattler.call(this, battler);
  if (battler !== this._actor) {
    this._actor = battler;
    if (battler) {
      this.setActorHome(battler.index());
    } else {
      this._mainSprite.bitmap = null;
      this._battlerName = "";
    }
    this.startEntryMotion();
    this._stateSprite.setup(battler);
  }
};

Sprite_Actor.prototype.moveToStartPosition = function () {
  this.startMove(300, 0, 0);
};

Sprite_Actor.prototype.setActorHome = function (index) {
  this.setHome(600 + index * 32, 280 + index * 48);
};

Sprite_Actor.prototype.update = function () {
  Sprite_Battler.prototype.update.call(this);
  this.updateShadow();
  if (this._actor) {
    this.updateMotion();
  }
};

Sprite_Actor.prototype.updateShadow = function () {
  this._shadowSprite.visible = !!this._actor;
};

Sprite_Actor.prototype.updateMain = function () {
  Sprite_Battler.prototype.updateMain.call(this);
  if (this._actor.isSpriteVisible() && !this.isMoving()) {
    this.updateTargetPosition();
  }
};

Sprite_Actor.prototype.setupMotion = function () {
  if (this._actor.isMotionRequested()) {
    this.startMotion(this._actor.motionType());
    this._actor.clearMotion();
  }
};

Sprite_Actor.prototype.setupWeaponAnimation = function () {
  if (this._actor.isWeaponAnimationRequested()) {
    this._weaponSprite.setup(this._actor.weaponImageId());
    this._actor.clearWeaponAnimation();
  }
};

Sprite_Actor.prototype.startMotion = function (motionType) {
  const newMotion = Sprite_Actor.MOTIONS[motionType];
  if (this._motion !== newMotion) {
    this._motion = newMotion;
    this._motionCount = 0;
    this._pattern = 0;
  }
};

Sprite_Actor.prototype.updateTargetPosition = function () {
  if (this._actor.canMove() && BattleManager.isEscaped()) {
    this.retreat();
  } else if (this.shouldStepForward()) {
    this.stepForward();
  } else if (!this.inHomePosition()) {
    this.stepBack();
  }
};

Sprite_Actor.prototype.shouldStepForward = function () {
  return this._actor.isInputting() || this._actor.isActing();
};

Sprite_Actor.prototype.updateBitmap = function () {
  Sprite_Battler.prototype.updateBitmap.call(this);
  const name = this._actor.battlerName();
  if (this._battlerName !== name) {
    this._battlerName = name;
    this._mainSprite.bitmap = ImageManager.loadSvActor(name);
  }
};

Sprite_Actor.prototype.updateFrame = function () {
  Sprite_Battler.prototype.updateFrame.call(this);
  const bitmap = this._mainSprite.bitmap;
  if (bitmap) {
    const motionIndex = this._motion ? this._motion.index : 0;
    const pattern = this._pattern < 3 ? this._pattern : 1;
    const cw = bitmap.width / 9;
    const ch = bitmap.height / 6;
    const cx = Math.floor(motionIndex / 6) * 3 + pattern;
    const cy = motionIndex % 6;
    this._mainSprite.setFrame(cx * cw, cy * ch, cw, ch);
    this.setFrame(0, 0, cw, ch);
  }
};

Sprite_Actor.prototype.updateMove = function () {
  const bitmap = this._mainSprite.bitmap;
  if (!bitmap || bitmap.isReady()) {
    Sprite_Battler.prototype.updateMove.call(this);
  }
};

Sprite_Actor.prototype.updateMotion = function () {
  this.setupMotion();
  this.setupWeaponAnimation();
  if (this._actor.isMotionRefreshRequested()) {
    this.refreshMotion();
    this._actor.clearMotion();
  }
  this.updateMotionCount();
};

Sprite_Actor.prototype.updateMotionCount = function () {
  if (this._motion && ++this._motionCount >= this.motionSpeed()) {
    if (this._motion.loop) {
      this._pattern = (this._pattern + 1) % 4;
    } else if (this._pattern < 2) {
      this._pattern++;
    } else {
      this.refreshMotion();
    }
    this._motionCount = 0;
  }
};

Sprite_Actor.prototype.motionSpeed = function () {
  return 12;
};

Sprite_Actor.prototype.refreshMotion = function () {
  const actor = this._actor;
  if (actor) {
    const stateMotion = actor.stateMotionIndex();
    if (actor.isInputting() || actor.isActing()) {
      this.startMotion("walk");
    } else if (stateMotion === 3) {
      this.startMotion("dead");
    } else if (stateMotion === 2) {
      this.startMotion("sleep");
    } else if (actor.isChanting()) {
      this.startMotion("chant");
    } else if (actor.isGuard() || actor.isGuardWaiting()) {
      this.startMotion("guard");
    } else if (stateMotion === 1) {
      this.startMotion("abnormal");
    } else if (actor.isDying()) {
      this.startMotion("dying");
    } else if (actor.isUndecided()) {
      this.startMotion("walk");
    } else {
      this.startMotion("wait");
    }
  }
};

Sprite_Actor.prototype.startEntryMotion = function () {
  if (this._actor && this._actor.canMove()) {
    this.startMotion("walk");
    this.startMove(0, 0, 30);
  } else if (!this.isMoving()) {
    this.refreshMotion();
    this.startMove(0, 0, 0);
  }
};

Sprite_Actor.prototype.stepForward = function () {
  this.startMove(-48, 0, 12);
};

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

Sprite_Actor.prototype.retreat = function () {
  this.startMove(300, 0, 30);
};

Sprite_Actor.prototype.onMoveEnd = function () {
  Sprite_Battler.prototype.onMoveEnd.call(this);
  if (!BattleManager.isBattleEnd()) {
    this.refreshMotion();
  }
};

Sprite_Actor.prototype.damageOffsetX = function () {
  return Sprite_Battler.prototype.damageOffsetX.call(this) - 32;
};

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

//-----------------------------------------------------------------------------
// Sprite_Enemy
//
// The sprite for displaying an enemy.

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

Sprite_Enemy.prototype = Object.create(Sprite_Battler.prototype);
Sprite_Enemy.prototype.constructor = Sprite_Enemy;

Sprite_Enemy.prototype.initialize = function (battler) {
  Sprite_Battler.prototype.initialize.call(this, battler);
};

Sprite_Enemy.prototype.initMembers = function () {
  Sprite_Battler.prototype.initMembers.call(this);
  this._enemy = null;
  this._appeared = false;
  this._battlerName = null;
  this._battlerHue = 0;
  this._effectType = null;
  this._effectDuration = 0;
  this._shake = 0;
  this.createStateIconSprite();
};

Sprite_Enemy.prototype.createStateIconSprite = function () {
  this._stateIconSprite = new Sprite_StateIcon();
  this.addChild(this._stateIconSprite);
};

Sprite_Enemy.prototype.setBattler = function (battler) {
  Sprite_Battler.prototype.setBattler.call(this, battler);
  this._enemy = battler;
  this.setHome(battler.screenX(), battler.screenY());
  this._stateIconSprite.setup(battler);
};

Sprite_Enemy.prototype.update = function () {
  Sprite_Battler.prototype.update.call(this);
  if (this._enemy) {
    this.updateEffect();
    this.updateStateSprite();
  }
};

Sprite_Enemy.prototype.updateBitmap = function () {
  Sprite_Battler.prototype.updateBitmap.call(this);
  const name = this._enemy.battlerName();
  const hue = this._enemy.battlerHue();
  if (this._battlerName !== name || this._battlerHue !== hue) {
    this._battlerName = name;
    this._battlerHue = hue;
    this.loadBitmap(name);
    this.setHue(hue);
    this.initVisibility();
  }
};

Sprite_Enemy.prototype.loadBitmap = function (name) {
  if ($gameSystem.isSideView()) {
    this.bitmap = ImageManager.loadSvEnemy(name);
  } else {
    this.bitmap = ImageManager.loadEnemy(name);
  }
};

Sprite_Enemy.prototype.setHue = function (hue) {
  Sprite_Battler.prototype.setHue.call(this, hue);
  for (const child of this.children) {
    if (child.setHue) {
      child.setHue(-hue);
    }
  }
};

Sprite_Enemy.prototype.updateFrame = function () {
  Sprite_Battler.prototype.updateFrame.call(this);
  if (this._effectType === "bossCollapse") {
    this.setFrame(0, 0, this.bitmap.width, this._effectDuration);
  } else {
    this.setFrame(0, 0, this.bitmap.width, this.bitmap.height);
  }
};

Sprite_Enemy.prototype.updatePosition = function () {
  Sprite_Battler.prototype.updatePosition.call(this);
  this.x += this._shake;
};

Sprite_Enemy.prototype.updateStateSprite = function () {
  this._stateIconSprite.y = -Math.round((this.bitmap.height + 40) * 0.9);
  if (this._stateIconSprite.y < 20 - this.y) {
    this._stateIconSprite.y = 20 - this.y;
  }
};

Sprite_Enemy.prototype.initVisibility = function () {
  this._appeared = this._enemy.isAlive();
  if (!this._appeared) {
    this.opacity = 0;
  }
};

Sprite_Enemy.prototype.setupEffect = function () {
  if (this._appeared && this._enemy.isEffectRequested()) {
    this.startEffect(this._enemy.effectType());
    this._enemy.clearEffect();
  }
  if (!this._appeared && this._enemy.isAlive()) {
    this.startEffect("appear");
  } else if (this._appeared && this._enemy.isHidden()) {
    this.startEffect("disappear");
  }
};

Sprite_Enemy.prototype.startEffect = function (effectType) {
  this._effectType = effectType;
  switch (this._effectType) {
    case "appear":
      this.startAppear();
      break;
    case "disappear":
      this.startDisappear();
      break;
    case "whiten":
      this.startWhiten();
      break;
    case "blink":
      this.startBlink();
      break;
    case "collapse":
      this.startCollapse();
      break;
    case "bossCollapse":
      this.startBossCollapse();
      break;
    case "instantCollapse":
      this.startInstantCollapse();
      break;
  }
  this.revertToNormal();
};

Sprite_Enemy.prototype.startAppear = function () {
  this._effectDuration = 16;
  this._appeared = true;
};

Sprite_Enemy.prototype.startDisappear = function () {
  this._effectDuration = 32;
  this._appeared = false;
};

Sprite_Enemy.prototype.startWhiten = function () {
  this._effectDuration = 16;
};

Sprite_Enemy.prototype.startBlink = function () {
  this._effectDuration = 20;
};

Sprite_Enemy.prototype.startCollapse = function () {
  this._effectDuration = 32;
  this._appeared = false;
};

Sprite_Enemy.prototype.startBossCollapse = function () {
  this._effectDuration = this.bitmap.height;
  this._appeared = false;
};

Sprite_Enemy.prototype.startInstantCollapse = function () {
  this._effectDuration = 16;
  this._appeared = false;
};

Sprite_Enemy.prototype.updateEffect = function () {
  this.setupEffect();
  if (this._effectDuration > 0) {
    this._effectDuration--;
    switch (this._effectType) {
      case "whiten":
        this.updateWhiten();
        break;
      case "blink":
        this.updateBlink();
        break;
      case "appear":
        this.updateAppear();
        break;
      case "disappear":
        this.updateDisappear();
        break;
      case "collapse":
        this.updateCollapse();
        break;
      case "bossCollapse":
        this.updateBossCollapse();
        break;
      case "instantCollapse":
        this.updateInstantCollapse();
        break;
    }
    if (this._effectDuration === 0) {
      this._effectType = null;
    }
  }
};

Sprite_Enemy.prototype.isEffecting = function () {
  return this._effectType !== null;
};

Sprite_Enemy.prototype.revertToNormal = function () {
  this._shake = 0;
  this.blendMode = 0;
  this.opacity = 255;
  this.setBlendColor([0, 0, 0, 0]);
};

Sprite_Enemy.prototype.updateWhiten = function () {
  const alpha = 128 - (16 - this._effectDuration) * 8;
  this.setBlendColor([255, 255, 255, alpha]);
};

Sprite_Enemy.prototype.updateBlink = function () {
  this.opacity = this._effectDuration % 10 < 5 ? 255 : 0;
};

Sprite_Enemy.prototype.updateAppear = function () {
  this.opacity = (16 - this._effectDuration) * 16;
};

Sprite_Enemy.prototype.updateDisappear = function () {
  this.opacity = 256 - (32 - this._effectDuration) * 10;
};

Sprite_Enemy.prototype.updateCollapse = function () {
  this.blendMode = 1;
  this.setBlendColor([255, 128, 128, 128]);
  this.opacity *= this._effectDuration / (this._effectDuration + 1);
};

Sprite_Enemy.prototype.updateBossCollapse = function () {
  this._shake = (this._effectDuration % 2) * 4 - 2;
  this.blendMode = 1;
  this.opacity *= this._effectDuration / (this._effectDuration + 1);
  this.setBlendColor([255, 255, 255, 255 - this.opacity]);
  if (this._effectDuration % 20 === 19) {
    SoundManager.playBossCollapse2();
  }
};

Sprite_Enemy.prototype.updateInstantCollapse = function () {
  this.opacity = 0;
};

Sprite_Enemy.prototype.damageOffsetX = function () {
  return Sprite_Battler.prototype.damageOffsetX.call(this);
};

Sprite_Enemy.prototype.damageOffsetY = function () {
  return Sprite_Battler.prototype.damageOffsetY.call(this) - 8;
};

//-----------------------------------------------------------------------------
// Sprite_Animation
//
// The sprite for displaying an animation.

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

Sprite_Animation.prototype = Object.create(Sprite.prototype);
Sprite_Animation.prototype.constructor = Sprite_Animation;

Sprite_Animation.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
};

Sprite_Animation.prototype.initMembers = function () {
  this._targets = [];
  this._animation = null;
  this._mirror = false;
  this._delay = 0;
  this._previous = null;
  this._effect = null;
  this._handle = null;
  this._playing = false;
  this._started = false;
  this._frameIndex = 0;
  this._maxTimingFrames = 0;
  this._flashColor = [0, 0, 0, 0];
  this._flashDuration = 0;
  this._viewportSize = 4096;
  this.z = 8;
};

Sprite_Animation.prototype.destroy = function (options) {
  Sprite.prototype.destroy.call(this, options);
  this._targets = [];
  if (this._handle) {
    this._handle.stop();
  }
  this._effect = null;
  this._handle = null;
  this._playing = false;
  this._started = false;
};

// prettier-ignore
Sprite_Animation.prototype.setup = function(
    targets, animation, mirror, delay, previous
) {
    this._targets = targets;
    this._animation = animation;
    this._mirror = mirror;
    this._delay = delay;
    this._previous = previous;
    this._effect = EffectManager.load(animation.effectName);
    this._playing = true;
    const timings = animation.soundTimings.concat(animation.flashTimings);
    for (const timing of timings) {
        if (timing.frame > this._maxTimingFrames) {
            this._maxTimingFrames = timing.frame;
        }
    }
};

Sprite_Animation.prototype.update = function () {
  Sprite.prototype.update.call(this);
  if (this._delay > 0) {
    this._delay--;
  } else if (this._playing) {
    if (!this._started && this.canStart()) {
      if (this._effect) {
        if (this._effect.isLoaded) {
          this._handle = Graphics.effekseer.play(this._effect);
          this._started = true;
        } else {
          EffectManager.checkErrors();
        }
      } else {
        this._started = true;
      }
    }
    if (this._started) {
      this.updateEffectGeometry();
      this.updateMain();
      this.updateFlash();
    }
  }
};

Sprite_Animation.prototype.canStart = function () {
  if (this._previous && this.shouldWaitForPrevious()) {
    return !this._previous.isPlaying();
  } else {
    return true;
  }
};

Sprite_Animation.prototype.shouldWaitForPrevious = function () {
  // [Note] Older versions of Effekseer were very heavy on some mobile
  //   devices. We don't need this anymore.
  return false;
};

Sprite_Animation.prototype.updateEffectGeometry = function () {
  const scale = this._animation.scale / 100;
  const r = Math.PI / 180;
  const rx = this._animation.rotation.x * r;
  const ry = this._animation.rotation.y * r;
  const rz = this._animation.rotation.z * r;
  if (this._handle) {
    this._handle.setLocation(0, 0, 0);
    this._handle.setRotation(rx, ry, rz);
    this._handle.setScale(scale, scale, scale);
    this._handle.setSpeed(this._animation.speed / 100);
  }
};

Sprite_Animation.prototype.updateMain = function () {
  this.processSoundTimings();
  this.processFlashTimings();
  this._frameIndex++;
  this.checkEnd();
};

Sprite_Animation.prototype.processSoundTimings = function () {
  for (const timing of this._animation.soundTimings) {
    if (timing.frame === this._frameIndex) {
      AudioManager.playSe(timing.se);
    }
  }
};

Sprite_Animation.prototype.processFlashTimings = function () {
  for (const timing of this._animation.flashTimings) {
    if (timing.frame === this._frameIndex) {
      this._flashColor = timing.color.clone();
      this._flashDuration = timing.duration;
    }
  }
};

Sprite_Animation.prototype.checkEnd = function () {
  if (
    this._frameIndex > this._maxTimingFrames &&
    this._flashDuration === 0 &&
    !(this._handle && this._handle.exists)
  ) {
    this._playing = false;
  }
};

Sprite_Animation.prototype.updateFlash = function () {
  if (this._flashDuration > 0) {
    const d = this._flashDuration--;
    this._flashColor[3] *= (d - 1) / d;
    for (const target of this._targets) {
      target.setBlendColor(this._flashColor);
    }
  }
};

Sprite_Animation.prototype.isPlaying = function () {
  return this._playing;
};

Sprite_Animation.prototype.setRotation = function (x, y, z) {
  if (this._handle) {
    this._handle.setRotation(x, y, z);
  }
};

Sprite_Animation.prototype._render = function (renderer) {
  if (this._targets.length > 0 && this._handle && this._handle.exists) {
    this.onBeforeRender(renderer);
    this.setProjectionMatrix(renderer);
    this.setCameraMatrix(renderer);
    try {
      this.setViewport(renderer);
    } catch (e) {
      console.error(e);
      return;
    }
    Graphics.effekseer.beginDraw();
    Graphics.effekseer.drawHandle(this._handle);
    Graphics.effekseer.endDraw();
    this.resetViewport(renderer);
    this.onAfterRender(renderer);
  }
};

Sprite_Animation.prototype.setProjectionMatrix = function (renderer) {
  const x = this._mirror ? -1 : 1;
  const y = -1;
  const p = -(this._viewportSize / renderer.view.height);
  // prettier-ignore
  Graphics.effekseer.setProjectionMatrix([
        x, 0, 0, 0,
        0, y, 0, 0,
        0, 0, 1, p,
        0, 0, 0, 1,
    ]);
};

Sprite_Animation.prototype.setCameraMatrix = function (/*renderer*/) {
  // prettier-ignore
  Graphics.effekseer.setCameraMatrix([
        1, 0, 0, 0,
        0, 1, 0, 0,
        0, 0, 1, 0,
        0, 0, -10, 1
    ]);
};

Sprite_Animation.prototype.setViewport = function (renderer) {
  const vw = this._viewportSize;
  const vh = this._viewportSize;
  const vx = this._animation.offsetX - vw / 2;
  const vy = this._animation.offsetY - vh / 2;
  const pos = this.targetPosition(renderer);
  renderer.gl.viewport(vx + pos.x, vy + pos.y, vw, vh);
};

Sprite_Animation.prototype.targetPosition = function (renderer) {
  const pos = new Point();
  if (this._animation.displayType === 2) {
    pos.x = renderer.view.width / 2;
    pos.y = renderer.view.height / 2;
  } else {
    for (const target of this._targets) {
      const tpos = this.targetSpritePosition(target);
      pos.x += tpos.x;
      pos.y += tpos.y;
    }
    pos.x /= this._targets.length;
    pos.y /= this._targets.length;
  }
  return pos;
};

Sprite_Animation.prototype.targetSpritePosition = function (sprite) {
  const point = new Point(0, -sprite.height / 2);
  if (this._animation.alignBottom) {
    point.y = 0;
  }
  sprite.updateTransform();
  return sprite.worldTransform.apply(point);
};

Sprite_Animation.prototype.resetViewport = function (renderer) {
  renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height);
};

Sprite_Animation.prototype.onBeforeRender = function (renderer) {
  renderer.batch.flush();
  renderer.geometry.reset();
};

Sprite_Animation.prototype.onAfterRender = function (renderer) {
  renderer.texture.reset();
  renderer.geometry.reset();
  renderer.state.reset();
  renderer.shader.reset();
  renderer.framebuffer.reset();
};

//-----------------------------------------------------------------------------
// Sprite_AnimationMV
//
// The sprite for displaying an old format animation.

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

Sprite_AnimationMV.prototype = Object.create(Sprite.prototype);
Sprite_AnimationMV.prototype.constructor = Sprite_AnimationMV;

Sprite_AnimationMV.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
};

Sprite_AnimationMV.prototype.initMembers = function () {
  this._targets = [];
  this._animation = null;
  this._mirror = false;
  this._delay = 0;
  this._rate = 4;
  this._duration = 0;
  this._flashColor = [0, 0, 0, 0];
  this._flashDuration = 0;
  this._screenFlashDuration = 0;
  this._hidingDuration = 0;
  this._hue1 = 0;
  this._hue2 = 0;
  this._bitmap1 = null;
  this._bitmap2 = null;
  this._cellSprites = [];
  this._screenFlashSprite = null;
  this.z = 8;
};

// prettier-ignore
Sprite_AnimationMV.prototype.setup = function(
    targets, animation, mirror, delay
) {
    this._targets = targets;
    this._animation = animation;
    this._mirror = mirror;
    this._delay = delay;
    if (this._animation) {
        this.setupRate();
        this.setupDuration();
        this.loadBitmaps();
        this.createCellSprites();
        this.createScreenFlashSprite();
    }
};

Sprite_AnimationMV.prototype.setupRate = function () {
  this._rate = 4;
};

Sprite_AnimationMV.prototype.setupDuration = function () {
  this._duration = this._animation.frames.length * this._rate + 1;
};

Sprite_AnimationMV.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateMain();
  this.updateFlash();
  this.updateScreenFlash();
  this.updateHiding();
};

Sprite_AnimationMV.prototype.updateFlash = function () {
  if (this._flashDuration > 0) {
    const d = this._flashDuration--;
    this._flashColor[3] *= (d - 1) / d;
    for (const target of this._targets) {
      target.setBlendColor(this._flashColor);
    }
  }
};

Sprite_AnimationMV.prototype.updateScreenFlash = function () {
  if (this._screenFlashDuration > 0) {
    const d = this._screenFlashDuration--;
    if (this._screenFlashSprite) {
      this._screenFlashSprite.x = -this.absoluteX();
      this._screenFlashSprite.y = -this.absoluteY();
      this._screenFlashSprite.opacity *= (d - 1) / d;
      this._screenFlashSprite.visible = this._screenFlashDuration > 0;
    }
  }
};

Sprite_AnimationMV.prototype.absoluteX = function () {
  let x = 0;
  let object = this;
  while (object) {
    x += object.x;
    object = object.parent;
  }
  return x;
};

Sprite_AnimationMV.prototype.absoluteY = function () {
  let y = 0;
  let object = this;
  while (object) {
    y += object.y;
    object = object.parent;
  }
  return y;
};

Sprite_AnimationMV.prototype.updateHiding = function () {
  if (this._hidingDuration > 0) {
    this._hidingDuration--;
    if (this._hidingDuration === 0) {
      for (const target of this._targets) {
        target.show();
      }
    }
  }
};

Sprite_AnimationMV.prototype.isPlaying = function () {
  return this._duration > 0;
};

Sprite_AnimationMV.prototype.loadBitmaps = function () {
  const name1 = this._animation.animation1Name;
  const name2 = this._animation.animation2Name;
  this._hue1 = this._animation.animation1Hue;
  this._hue2 = this._animation.animation2Hue;
  this._bitmap1 = ImageManager.loadAnimation(name1);
  this._bitmap2 = ImageManager.loadAnimation(name2);
};

Sprite_AnimationMV.prototype.isReady = function () {
  return (
    this._bitmap1 &&
    this._bitmap1.isReady() &&
    this._bitmap2 &&
    this._bitmap2.isReady()
  );
};

Sprite_AnimationMV.prototype.createCellSprites = function () {
  this._cellSprites = [];
  for (let i = 0; i < 16; i++) {
    const sprite = new Sprite();
    sprite.anchor.x = 0.5;
    sprite.anchor.y = 0.5;
    this._cellSprites.push(sprite);
    this.addChild(sprite);
  }
};

Sprite_AnimationMV.prototype.createScreenFlashSprite = function () {
  this._screenFlashSprite = new ScreenSprite();
  this.addChild(this._screenFlashSprite);
};

Sprite_AnimationMV.prototype.updateMain = function () {
  if (this.isPlaying() && this.isReady()) {
    if (this._delay > 0) {
      this._delay--;
    } else {
      this._duration--;
      this.updatePosition();
      if (this._duration % this._rate === 0) {
        this.updateFrame();
      }
      if (this._duration <= 0) {
        this.onEnd();
      }
    }
  }
};

Sprite_AnimationMV.prototype.updatePosition = function () {
  if (this._animation.position === 3) {
    this.x = this.parent.width / 2;
    this.y = this.parent.height / 2;
  } else if (this._targets.length > 0) {
    const target = this._targets[0];
    const parent = target.parent;
    const grandparent = parent ? parent.parent : null;
    this.x = target.x;
    this.y = target.y;
    if (this.parent === grandparent) {
      this.x += parent.x;
      this.y += parent.y;
    }
    if (this._animation.position === 0) {
      this.y -= target.height;
    } else if (this._animation.position === 1) {
      this.y -= target.height / 2;
    }
  }
};

Sprite_AnimationMV.prototype.updateFrame = function () {
  if (this._duration > 0) {
    const frameIndex = this.currentFrameIndex();
    this.updateAllCellSprites(this._animation.frames[frameIndex]);
    for (const timing of this._animation.timings) {
      if (timing.frame === frameIndex) {
        this.processTimingData(timing);
      }
    }
  }
};

Sprite_AnimationMV.prototype.currentFrameIndex = function () {
  return (
    this._animation.frames.length -
    Math.floor((this._duration + this._rate - 1) / this._rate)
  );
};

Sprite_AnimationMV.prototype.updateAllCellSprites = function (frame) {
  if (this._targets.length > 0) {
    for (let i = 0; i < this._cellSprites.length; i++) {
      const sprite = this._cellSprites[i];
      if (i < frame.length) {
        this.updateCellSprite(sprite, frame[i]);
      } else {
        sprite.visible = false;
      }
    }
  }
};

Sprite_AnimationMV.prototype.updateCellSprite = function (sprite, cell) {
  const pattern = cell[0];
  if (pattern >= 0) {
    const sx = (pattern % 5) * 192;
    const sy = Math.floor((pattern % 100) / 5) * 192;
    const mirror = this._mirror;
    sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2;
    sprite.setHue(pattern < 100 ? this._hue1 : this._hue2);
    sprite.setFrame(sx, sy, 192, 192);
    sprite.x = cell[1];
    sprite.y = cell[2];
    sprite.rotation = (cell[4] * Math.PI) / 180;
    sprite.scale.x = cell[3] / 100;

    if (cell[5]) {
      sprite.scale.x *= -1;
    }
    if (mirror) {
      sprite.x *= -1;
      sprite.rotation *= -1;
      sprite.scale.x *= -1;
    }

    sprite.scale.y = cell[3] / 100;
    sprite.opacity = cell[6];
    sprite.blendMode = cell[7];
    sprite.visible = true;
  } else {
    sprite.visible = false;
  }
};

Sprite_AnimationMV.prototype.processTimingData = function (timing) {
  const duration = timing.flashDuration * this._rate;
  switch (timing.flashScope) {
    case 1:
      this.startFlash(timing.flashColor, duration);
      break;
    case 2:
      this.startScreenFlash(timing.flashColor, duration);
      break;
    case 3:
      this.startHiding(duration);
      break;
  }
  if (timing.se) {
    AudioManager.playSe(timing.se);
  }
};

Sprite_AnimationMV.prototype.startFlash = function (color, duration) {
  this._flashColor = color.clone();
  this._flashDuration = duration;
};

Sprite_AnimationMV.prototype.startScreenFlash = function (color, duration) {
  this._screenFlashDuration = duration;
  if (this._screenFlashSprite) {
    this._screenFlashSprite.setColor(color[0], color[1], color[2]);
    this._screenFlashSprite.opacity = color[3];
  }
};

Sprite_AnimationMV.prototype.startHiding = function (duration) {
  this._hidingDuration = duration;
  for (const target of this._targets) {
    target.hide();
  }
};

Sprite_AnimationMV.prototype.onEnd = function () {
  this._flashDuration = 0;
  this._screenFlashDuration = 0;
  this._hidingDuration = 0;
  for (const target of this._targets) {
    target.setBlendColor([0, 0, 0, 0]);
    target.show();
  }
};

//-----------------------------------------------------------------------------
// Sprite_Battleback
//
// The sprite for displaying a background image in battle.

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

Sprite_Battleback.prototype = Object.create(TilingSprite.prototype);
Sprite_Battleback.prototype.constructor = Sprite_Battleback;

Sprite_Battleback.prototype.initialize = function (type) {
  TilingSprite.prototype.initialize.call(this);
  if (type === 0) {
    this.bitmap = this.battleback1Bitmap();
  } else {
    this.bitmap = this.battleback2Bitmap();
  }
};

Sprite_Battleback.prototype.adjustPosition = function () {
  this.width = Math.floor((1000 * Graphics.width) / 816);
  this.height = Math.floor((740 * Graphics.height) / 624);
  this.x = (Graphics.width - this.width) / 2;
  if ($gameSystem.isSideView()) {
    this.y = Graphics.height - this.height;
  } else {
    this.y = 0;
  }
  const ratioX = this.width / this.bitmap.width;
  const ratioY = this.height / this.bitmap.height;
  const scale = Math.max(ratioX, ratioY, 1.0);
  this.scale.x = scale;
  this.scale.y = scale;
};

Sprite_Battleback.prototype.battleback1Bitmap = function () {
  return ImageManager.loadBattleback1(this.battleback1Name());
};

Sprite_Battleback.prototype.battleback2Bitmap = function () {
  return ImageManager.loadBattleback2(this.battleback2Name());
};

Sprite_Battleback.prototype.battleback1Name = function () {
  if (BattleManager.isBattleTest()) {
    return $dataSystem.battleback1Name;
  } else if ($gameMap.battleback1Name() !== null) {
    return $gameMap.battleback1Name();
  } else if ($gameMap.isOverworld()) {
    return this.overworldBattleback1Name();
  } else {
    return "";
  }
};

Sprite_Battleback.prototype.battleback2Name = function () {
  if (BattleManager.isBattleTest()) {
    return $dataSystem.battleback2Name;
  } else if ($gameMap.battleback2Name() !== null) {
    return $gameMap.battleback2Name();
  } else if ($gameMap.isOverworld()) {
    return this.overworldBattleback2Name();
  } else {
    return "";
  }
};

Sprite_Battleback.prototype.overworldBattleback1Name = function () {
  if ($gamePlayer.isInVehicle()) {
    return this.shipBattleback1Name();
  } else {
    return this.normalBattleback1Name();
  }
};

Sprite_Battleback.prototype.overworldBattleback2Name = function () {
  if ($gamePlayer.isInVehicle()) {
    return this.shipBattleback2Name();
  } else {
    return this.normalBattleback2Name();
  }
};

Sprite_Battleback.prototype.normalBattleback1Name = function () {
  return (
    this.terrainBattleback1Name(this.autotileType(1)) ||
    this.terrainBattleback1Name(this.autotileType(0)) ||
    this.defaultBattleback1Name()
  );
};

Sprite_Battleback.prototype.normalBattleback2Name = function () {
  return (
    this.terrainBattleback2Name(this.autotileType(1)) ||
    this.terrainBattleback2Name(this.autotileType(0)) ||
    this.defaultBattleback2Name()
  );
};

Sprite_Battleback.prototype.terrainBattleback1Name = function (type) {
  switch (type) {
    case 24:
    case 25:
      return "Wasteland";
    case 26:
    case 27:
      return "DirtField";
    case 32:
    case 33:
      return "Desert";
    case 34:
      return "Lava1";
    case 35:
      return "Lava2";
    case 40:
    case 41:
      return "Snowfield";
    case 42:
      return "Clouds";
    case 4:
    case 5:
      return "PoisonSwamp";
    default:
      return null;
  }
};

Sprite_Battleback.prototype.terrainBattleback2Name = function (type) {
  switch (type) {
    case 20:
    case 21:
      return "Forest";
    case 22:
    case 30:
    case 38:
      return "Cliff";
    case 24:
    case 25:
    case 26:
    case 27:
      return "Wasteland";
    case 32:
    case 33:
      return "Desert";
    case 34:
    case 35:
      return "Lava";
    case 40:
    case 41:
      return "Snowfield";
    case 42:
      return "Clouds";
    case 4:
    case 5:
      return "PoisonSwamp";
  }
};

Sprite_Battleback.prototype.defaultBattleback1Name = function () {
  return "Grassland";
};

Sprite_Battleback.prototype.defaultBattleback2Name = function () {
  return "Grassland";
};

Sprite_Battleback.prototype.shipBattleback1Name = function () {
  return "Ship";
};

Sprite_Battleback.prototype.shipBattleback2Name = function () {
  return "Ship";
};

Sprite_Battleback.prototype.autotileType = function (z) {
  return $gameMap.autotileType($gamePlayer.x, $gamePlayer.y, z);
};

//-----------------------------------------------------------------------------
// Sprite_Damage
//
// The sprite for displaying a popup damage.

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

Sprite_Damage.prototype = Object.create(Sprite.prototype);
Sprite_Damage.prototype.constructor = Sprite_Damage;

Sprite_Damage.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this._duration = 90;
  this._flashColor = [0, 0, 0, 0];
  this._flashDuration = 0;
  this._colorType = 0;
};

Sprite_Damage.prototype.destroy = function (options) {
  for (const child of this.children) {
    if (child.bitmap) {
      child.bitmap.destroy();
    }
  }
  Sprite.prototype.destroy.call(this, options);
};

Sprite_Damage.prototype.setup = function (target) {
  const result = target.result();
  if (result.missed || result.evaded) {
    this._colorType = 0;
    this.createMiss();
  } else if (result.hpAffected) {
    this._colorType = result.hpDamage >= 0 ? 0 : 1;
    this.createDigits(result.hpDamage);
  } else if (target.isAlive() && result.mpDamage !== 0) {
    this._colorType = result.mpDamage >= 0 ? 2 : 3;
    this.createDigits(result.mpDamage);
  }
  if (result.critical) {
    this.setupCriticalEffect();
  }
};

Sprite_Damage.prototype.setupCriticalEffect = function () {
  this._flashColor = [255, 0, 0, 160];
  this._flashDuration = 60;
};

Sprite_Damage.prototype.fontFace = function () {
  return $gameSystem.numberFontFace();
};

Sprite_Damage.prototype.fontSize = function () {
  return $gameSystem.mainFontSize() + 4;
};

Sprite_Damage.prototype.damageColor = function () {
  return ColorManager.damageColor(this._colorType);
};

Sprite_Damage.prototype.outlineColor = function () {
  return "rgba(0, 0, 0, 0.7)";
};

Sprite_Damage.prototype.outlineWidth = function () {
  return 4;
};

Sprite_Damage.prototype.createMiss = function () {
  const h = this.fontSize();
  const w = Math.floor(h * 3.0);
  const sprite = this.createChildSprite(w, h);
  sprite.bitmap.drawText("Miss", 0, 0, w, h, "center");
  sprite.dy = 0;
};

Sprite_Damage.prototype.createDigits = function (value) {
  const string = Math.abs(value).toString();
  const h = this.fontSize();
  const w = Math.floor(h * 0.75);
  for (let i = 0; i < string.length; i++) {
    const sprite = this.createChildSprite(w, h);
    sprite.bitmap.drawText(string[i], 0, 0, w, h, "center");
    sprite.x = (i - (string.length - 1) / 2) * w;
    sprite.dy = -i;
  }
};

Sprite_Damage.prototype.createChildSprite = function (width, height) {
  const sprite = new Sprite();
  sprite.bitmap = this.createBitmap(width, height);
  sprite.anchor.x = 0.5;
  sprite.anchor.y = 1;
  sprite.y = -40;
  sprite.ry = sprite.y;
  this.addChild(sprite);
  return sprite;
};

Sprite_Damage.prototype.createBitmap = function (width, height) {
  const bitmap = new Bitmap(width, height);
  bitmap.fontFace = this.fontFace();
  bitmap.fontSize = this.fontSize();
  bitmap.textColor = this.damageColor();
  bitmap.outlineColor = this.outlineColor();
  bitmap.outlineWidth = this.outlineWidth();
  return bitmap;
};

Sprite_Damage.prototype.update = function () {
  Sprite.prototype.update.call(this);
  if (this._duration > 0) {
    this._duration--;
    for (const child of this.children) {
      this.updateChild(child);
    }
  }
  this.updateFlash();
  this.updateOpacity();
};

Sprite_Damage.prototype.updateChild = function (sprite) {
  sprite.dy += 0.5;
  sprite.ry += sprite.dy;
  if (sprite.ry >= 0) {
    sprite.ry = 0;
    sprite.dy *= -0.6;
  }
  sprite.y = Math.round(sprite.ry);
  sprite.setBlendColor(this._flashColor);
};

Sprite_Damage.prototype.updateFlash = function () {
  if (this._flashDuration > 0) {
    const d = this._flashDuration--;
    this._flashColor[3] *= (d - 1) / d;
  }
};

Sprite_Damage.prototype.updateOpacity = function () {
  if (this._duration < 10) {
    this.opacity = (255 * this._duration) / 10;
  }
};

Sprite_Damage.prototype.isPlaying = function () {
  return this._duration > 0;
};

//-----------------------------------------------------------------------------
// Sprite_Gauge
//
// The sprite for displaying a status gauge.

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

Sprite_Gauge.prototype = Object.create(Sprite.prototype);
Sprite_Gauge.prototype.constructor = Sprite_Gauge;

Sprite_Gauge.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.createBitmap();
};

Sprite_Gauge.prototype.initMembers = function () {
  this._battler = null;
  this._statusType = "";
  this._value = NaN;
  this._maxValue = NaN;
  this._targetValue = NaN;
  this._targetMaxValue = NaN;
  this._duration = 0;
  this._flashingCount = 0;
};

Sprite_Gauge.prototype.destroy = function (options) {
  this.bitmap.destroy();
  Sprite.prototype.destroy.call(this, options);
};

Sprite_Gauge.prototype.createBitmap = function () {
  const width = this.bitmapWidth();
  const height = this.bitmapHeight();
  this.bitmap = new Bitmap(width, height);
};

Sprite_Gauge.prototype.bitmapWidth = function () {
  return 128;
};

Sprite_Gauge.prototype.bitmapHeight = function () {
  return 32;
};

Sprite_Gauge.prototype.textHeight = function () {
  return 24;
};

Sprite_Gauge.prototype.gaugeHeight = function () {
  return 12;
};

Sprite_Gauge.prototype.gaugeX = function () {
  if (this._statusType === "time") {
    return 0;
  } else {
    return this.measureLabelWidth() + 6;
  }
};

Sprite_Gauge.prototype.labelY = function () {
  return 3;
};

Sprite_Gauge.prototype.labelFontFace = function () {
  return $gameSystem.mainFontFace();
};

Sprite_Gauge.prototype.labelFontSize = function () {
  return $gameSystem.mainFontSize() - 2;
};

Sprite_Gauge.prototype.valueFontFace = function () {
  return $gameSystem.numberFontFace();
};

Sprite_Gauge.prototype.valueFontSize = function () {
  return $gameSystem.mainFontSize() - 6;
};

Sprite_Gauge.prototype.setup = function (battler, statusType) {
  this._battler = battler;
  this._statusType = statusType;
  this._value = this.currentValue();
  this._maxValue = this.currentMaxValue();
  this.updateBitmap();
};

Sprite_Gauge.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateBitmap();
};

Sprite_Gauge.prototype.updateBitmap = function () {
  const value = this.currentValue();
  const maxValue = this.currentMaxValue();
  if (value !== this._targetValue || maxValue !== this._targetMaxValue) {
    this.updateTargetValue(value, maxValue);
  }
  this.updateGaugeAnimation();
  this.updateFlashing();
};

Sprite_Gauge.prototype.updateTargetValue = function (value, maxValue) {
  this._targetValue = value;
  this._targetMaxValue = maxValue;
  if (isNaN(this._value)) {
    this._value = value;
    this._maxValue = maxValue;
    this.redraw();
  } else {
    this._duration = this.smoothness();
  }
};

Sprite_Gauge.prototype.smoothness = function () {
  return this._statusType === "time" ? 5 : 20;
};

Sprite_Gauge.prototype.updateGaugeAnimation = function () {
  if (this._duration > 0) {
    const d = this._duration;
    this._value = (this._value * (d - 1) + this._targetValue) / d;
    this._maxValue = (this._maxValue * (d - 1) + this._targetMaxValue) / d;
    this._duration--;
    this.redraw();
  }
};

Sprite_Gauge.prototype.updateFlashing = function () {
  if (this._statusType === "time") {
    this._flashingCount++;
    if (this._battler.isInputting()) {
      if (this._flashingCount % 30 < 15) {
        this.setBlendColor(this.flashingColor1());
      } else {
        this.setBlendColor(this.flashingColor2());
      }
    } else {
      this.setBlendColor([0, 0, 0, 0]);
    }
  }
};

Sprite_Gauge.prototype.flashingColor1 = function () {
  return [255, 255, 255, 64];
};

Sprite_Gauge.prototype.flashingColor2 = function () {
  return [0, 0, 255, 48];
};

Sprite_Gauge.prototype.isValid = function () {
  if (this._battler) {
    if (this._statusType === "tp" && !this._battler.isPreserveTp()) {
      return $gameParty.inBattle();
    } else {
      return true;
    }
  }
  return false;
};

Sprite_Gauge.prototype.currentValue = function () {
  if (this._battler) {
    switch (this._statusType) {
      case "hp":
        return this._battler.hp;
      case "mp":
        return this._battler.mp;
      case "tp":
        return this._battler.tp;
      case "time":
        return this._battler.tpbChargeTime();
    }
  }
  return NaN;
};

Sprite_Gauge.prototype.currentMaxValue = function () {
  if (this._battler) {
    switch (this._statusType) {
      case "hp":
        return this._battler.mhp;
      case "mp":
        return this._battler.mmp;
      case "tp":
        return this._battler.maxTp();
      case "time":
        return 1;
    }
  }
  return NaN;
};

Sprite_Gauge.prototype.label = function () {
  switch (this._statusType) {
    case "hp":
      return TextManager.hpA;
    case "mp":
      return TextManager.mpA;
    case "tp":
      return TextManager.tpA;
    default:
      return "";
  }
};

Sprite_Gauge.prototype.gaugeBackColor = function () {
  return ColorManager.gaugeBackColor();
};

Sprite_Gauge.prototype.gaugeColor1 = function () {
  switch (this._statusType) {
    case "hp":
      return ColorManager.hpGaugeColor1();
    case "mp":
      return ColorManager.mpGaugeColor1();
    case "tp":
      return ColorManager.tpGaugeColor1();
    case "time":
      return ColorManager.ctGaugeColor1();
    default:
      return ColorManager.normalColor();
  }
};

Sprite_Gauge.prototype.gaugeColor2 = function () {
  switch (this._statusType) {
    case "hp":
      return ColorManager.hpGaugeColor2();
    case "mp":
      return ColorManager.mpGaugeColor2();
    case "tp":
      return ColorManager.tpGaugeColor2();
    case "time":
      return ColorManager.ctGaugeColor2();
    default:
      return ColorManager.normalColor();
  }
};

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

Sprite_Gauge.prototype.labelOutlineColor = function () {
  return ColorManager.outlineColor();
};

Sprite_Gauge.prototype.labelOutlineWidth = function () {
  return 3;
};

Sprite_Gauge.prototype.valueColor = function () {
  switch (this._statusType) {
    case "hp":
      return ColorManager.hpColor(this._battler);
    case "mp":
      return ColorManager.mpColor(this._battler);
    case "tp":
      return ColorManager.tpColor(this._battler);
    default:
      return ColorManager.normalColor();
  }
};

Sprite_Gauge.prototype.valueOutlineColor = function () {
  return "rgba(0, 0, 0, 1)";
};

Sprite_Gauge.prototype.valueOutlineWidth = function () {
  return 2;
};

Sprite_Gauge.prototype.redraw = function () {
  this.bitmap.clear();
  const currentValue = this.currentValue();
  if (!isNaN(currentValue)) {
    this.drawGauge();
    if (this._statusType !== "time") {
      this.drawLabel();
      if (this.isValid()) {
        this.drawValue();
      }
    }
  }
};

Sprite_Gauge.prototype.drawGauge = function () {
  const gaugeX = this.gaugeX();
  const gaugeY = this.textHeight() - this.gaugeHeight();
  const gaugewidth = this.bitmapWidth() - gaugeX;
  const gaugeHeight = this.gaugeHeight();
  this.drawGaugeRect(gaugeX, gaugeY, gaugewidth, gaugeHeight);
};

Sprite_Gauge.prototype.drawGaugeRect = function (x, y, width, height) {
  const rate = this.gaugeRate();
  const fillW = Math.floor((width - 2) * rate);
  const fillH = height - 2;
  const color0 = this.gaugeBackColor();
  const color1 = this.gaugeColor1();
  const color2 = this.gaugeColor2();
  this.bitmap.fillRect(x, y, width, height, color0);
  this.bitmap.gradientFillRect(x + 1, y + 1, fillW, fillH, color1, color2);
};

Sprite_Gauge.prototype.gaugeRate = function () {
  if (this.isValid()) {
    const value = this._value;
    const maxValue = this._maxValue;
    return maxValue > 0 ? value / maxValue : 0;
  } else {
    return 0;
  }
};

Sprite_Gauge.prototype.drawLabel = function () {
  const label = this.label();
  const x = this.labelOutlineWidth() / 2;
  const y = this.labelY();
  const width = this.bitmapWidth();
  const height = this.textHeight();
  this.setupLabelFont();
  this.bitmap.paintOpacity = this.labelOpacity();
  this.bitmap.drawText(label, x, y, width, height, "left");
  this.bitmap.paintOpacity = 255;
};

Sprite_Gauge.prototype.setupLabelFont = function () {
  this.bitmap.fontFace = this.labelFontFace();
  this.bitmap.fontSize = this.labelFontSize();
  this.bitmap.textColor = this.labelColor();
  this.bitmap.outlineColor = this.labelOutlineColor();
  this.bitmap.outlineWidth = this.labelOutlineWidth();
};

Sprite_Gauge.prototype.measureLabelWidth = function () {
  this.setupLabelFont();
  const labels = [TextManager.hpA, TextManager.mpA, TextManager.tpA];
  const widths = labels.map((str) => this.bitmap.measureTextWidth(str));
  return Math.ceil(Math.max(...widths));
};

Sprite_Gauge.prototype.labelOpacity = function () {
  return this.isValid() ? 255 : 160;
};

Sprite_Gauge.prototype.drawValue = function () {
  const currentValue = this.currentValue();
  const width = this.bitmapWidth();
  const height = this.textHeight();
  this.setupValueFont();
  this.bitmap.drawText(currentValue, 0, 0, width, height, "right");
};

Sprite_Gauge.prototype.setupValueFont = function () {
  this.bitmap.fontFace = this.valueFontFace();
  this.bitmap.fontSize = this.valueFontSize();
  this.bitmap.textColor = this.valueColor();
  this.bitmap.outlineColor = this.valueOutlineColor();
  this.bitmap.outlineWidth = this.valueOutlineWidth();
};

//-----------------------------------------------------------------------------
// Sprite_Name
//
// The sprite for displaying a status gauge.

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

Sprite_Name.prototype = Object.create(Sprite.prototype);
Sprite_Name.prototype.constructor = Sprite_Name;

Sprite_Name.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.createBitmap();
};

Sprite_Name.prototype.initMembers = function () {
  this._battler = null;
  this._name = "";
  this._textColor = "";
};

Sprite_Name.prototype.destroy = function (options) {
  this.bitmap.destroy();
  Sprite.prototype.destroy.call(this, options);
};

Sprite_Name.prototype.createBitmap = function () {
  const width = this.bitmapWidth();
  const height = this.bitmapHeight();
  this.bitmap = new Bitmap(width, height);
};

Sprite_Name.prototype.bitmapWidth = function () {
  return 128;
};

Sprite_Name.prototype.bitmapHeight = function () {
  return 24;
};

Sprite_Name.prototype.fontFace = function () {
  return $gameSystem.mainFontFace();
};

Sprite_Name.prototype.fontSize = function () {
  return $gameSystem.mainFontSize();
};

Sprite_Name.prototype.setup = function (battler) {
  this._battler = battler;
  this.updateBitmap();
};

Sprite_Name.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateBitmap();
};

Sprite_Name.prototype.updateBitmap = function () {
  const name = this.name();
  const color = this.textColor();
  if (name !== this._name || color !== this._textColor) {
    this._name = name;
    this._textColor = color;
    this.redraw();
  }
};

Sprite_Name.prototype.name = function () {
  return this._battler ? this._battler.name() : "";
};

Sprite_Name.prototype.textColor = function () {
  return ColorManager.hpColor(this._battler);
};

Sprite_Name.prototype.outlineColor = function () {
  return ColorManager.outlineColor();
};

Sprite_Name.prototype.outlineWidth = function () {
  return 3;
};

Sprite_Name.prototype.redraw = function () {
  const name = this.name();
  const width = this.bitmapWidth();
  const height = this.bitmapHeight();
  this.setupFont();
  this.bitmap.clear();
  this.bitmap.drawText(name, 0, 0, width, height, "left");
};

Sprite_Name.prototype.setupFont = function () {
  this.bitmap.fontFace = this.fontFace();
  this.bitmap.fontSize = this.fontSize();
  this.bitmap.textColor = this.textColor();
  this.bitmap.outlineColor = this.outlineColor();
  this.bitmap.outlineWidth = this.outlineWidth();
};

//-----------------------------------------------------------------------------
// Sprite_StateIcon
//
// The sprite for displaying state icons.

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

Sprite_StateIcon.prototype = Object.create(Sprite.prototype);
Sprite_StateIcon.prototype.constructor = Sprite_StateIcon;

Sprite_StateIcon.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.loadBitmap();
};

Sprite_StateIcon.prototype.initMembers = function () {
  this._battler = null;
  this._iconIndex = 0;
  this._animationCount = 0;
  this._animationIndex = 0;
  this.anchor.x = 0.5;
  this.anchor.y = 0.5;
};

Sprite_StateIcon.prototype.loadBitmap = function () {
  this.bitmap = ImageManager.loadSystem("IconSet");
  this.setFrame(0, 0, 0, 0);
};

Sprite_StateIcon.prototype.setup = function (battler) {
  if (this._battler !== battler) {
    this._battler = battler;
    this._animationCount = this.animationWait();
  }
};

Sprite_StateIcon.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this._animationCount++;
  if (this._animationCount >= this.animationWait()) {
    this.updateIcon();
    this.updateFrame();
    this._animationCount = 0;
  }
};

Sprite_StateIcon.prototype.animationWait = function () {
  return 40;
};

Sprite_StateIcon.prototype.updateIcon = function () {
  const icons = [];
  if (this.shouldDisplay()) {
    icons.push(...this._battler.allIcons());
  }
  if (icons.length > 0) {
    this._animationIndex++;
    if (this._animationIndex >= icons.length) {
      this._animationIndex = 0;
    }
    this._iconIndex = icons[this._animationIndex];
  } else {
    this._animationIndex = 0;
    this._iconIndex = 0;
  }
};

Sprite_StateIcon.prototype.shouldDisplay = function () {
  const battler = this._battler;
  return battler && (battler.isActor() || battler.isAlive());
};

Sprite_StateIcon.prototype.updateFrame = function () {
  const pw = ImageManager.iconWidth;
  const ph = ImageManager.iconHeight;
  const sx = (this._iconIndex % 16) * pw;
  const sy = Math.floor(this._iconIndex / 16) * ph;
  this.setFrame(sx, sy, pw, ph);
};

//-----------------------------------------------------------------------------
// Sprite_StateOverlay
//
// The sprite for displaying an overlay image for a state.

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

Sprite_StateOverlay.prototype = Object.create(Sprite.prototype);
Sprite_StateOverlay.prototype.constructor = Sprite_StateOverlay;

Sprite_StateOverlay.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.loadBitmap();
};

Sprite_StateOverlay.prototype.initMembers = function () {
  this._battler = null;
  this._overlayIndex = 0;
  this._animationCount = 0;
  this._pattern = 0;
  this.anchor.x = 0.5;
  this.anchor.y = 1;
};

Sprite_StateOverlay.prototype.loadBitmap = function () {
  this.bitmap = ImageManager.loadSystem("States");
  this.setFrame(0, 0, 0, 0);
};

Sprite_StateOverlay.prototype.setup = function (battler) {
  this._battler = battler;
};

Sprite_StateOverlay.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this._animationCount++;
  if (this._animationCount >= this.animationWait()) {
    this.updatePattern();
    this.updateFrame();
    this._animationCount = 0;
  }
};

Sprite_StateOverlay.prototype.animationWait = function () {
  return 8;
};

Sprite_StateOverlay.prototype.updatePattern = function () {
  this._pattern++;
  this._pattern %= 8;
  if (this._battler) {
    this._overlayIndex = this._battler.stateOverlayIndex();
  } else {
    this._overlayIndex = 0;
  }
};

Sprite_StateOverlay.prototype.updateFrame = function () {
  if (this._overlayIndex > 0) {
    const w = 96;
    const h = 96;
    const sx = this._pattern * w;
    const sy = (this._overlayIndex - 1) * h;
    this.setFrame(sx, sy, w, h);
  } else {
    this.setFrame(0, 0, 0, 0);
  }
};

//-----------------------------------------------------------------------------
// Sprite_Weapon
//
// The sprite for displaying a weapon image for attacking.

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

Sprite_Weapon.prototype = Object.create(Sprite.prototype);
Sprite_Weapon.prototype.constructor = Sprite_Weapon;

Sprite_Weapon.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
};

Sprite_Weapon.prototype.initMembers = function () {
  this._weaponImageId = 0;
  this._animationCount = 0;
  this._pattern = 0;
  this.anchor.x = 0.5;
  this.anchor.y = 1;
  this.x = -16;
};

Sprite_Weapon.prototype.setup = function (weaponImageId) {
  this._weaponImageId = weaponImageId;
  this._animationCount = 0;
  this._pattern = 0;
  this.loadBitmap();
  this.updateFrame();
};

Sprite_Weapon.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this._animationCount++;
  if (this._animationCount >= this.animationWait()) {
    this.updatePattern();
    this.updateFrame();
    this._animationCount = 0;
  }
};

Sprite_Weapon.prototype.animationWait = function () {
  return 12;
};

Sprite_Weapon.prototype.updatePattern = function () {
  this._pattern++;
  if (this._pattern >= 3) {
    this._weaponImageId = 0;
  }
};

Sprite_Weapon.prototype.loadBitmap = function () {
  const pageId = Math.floor((this._weaponImageId - 1) / 12) + 1;
  if (pageId >= 1) {
    this.bitmap = ImageManager.loadSystem("Weapons" + pageId);
  } else {
    this.bitmap = ImageManager.loadSystem("");
  }
};

Sprite_Weapon.prototype.updateFrame = function () {
  if (this._weaponImageId > 0) {
    const index = (this._weaponImageId - 1) % 12;
    const w = 96;
    const h = 64;
    const sx = (Math.floor(index / 6) * 3 + this._pattern) * w;
    const sy = Math.floor(index % 6) * h;
    this.setFrame(sx, sy, w, h);
  } else {
    this.setFrame(0, 0, 0, 0);
  }
};

Sprite_Weapon.prototype.isPlaying = function () {
  return this._weaponImageId > 0;
};

//-----------------------------------------------------------------------------
// Sprite_Balloon
//
// The sprite for displaying a balloon icon.

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

Sprite_Balloon.prototype = Object.create(Sprite.prototype);
Sprite_Balloon.prototype.constructor = Sprite_Balloon;

Sprite_Balloon.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.initMembers();
  this.loadBitmap();
};

Sprite_Balloon.prototype.initMembers = function () {
  this._target = null;
  this._balloonId = 0;
  this._duration = 0;
  this.anchor.x = 0.5;
  this.anchor.y = 1;
  this.z = 7;
};

Sprite_Balloon.prototype.loadBitmap = function () {
  this.bitmap = ImageManager.loadSystem("Balloon");
  this.setFrame(0, 0, 0, 0);
};

Sprite_Balloon.prototype.setup = function (targetSprite, balloonId) {
  this._target = targetSprite;
  this._balloonId = balloonId;
  this._duration = 8 * this.speed() + this.waitTime();
};

Sprite_Balloon.prototype.update = function () {
  Sprite.prototype.update.call(this);
  if (this._duration > 0) {
    this._duration--;
    if (this._duration > 0) {
      this.updatePosition();
      this.updateFrame();
    }
  }
};

Sprite_Balloon.prototype.updatePosition = function () {
  this.x = this._target.x;
  this.y = this._target.y - this._target.height;
};

Sprite_Balloon.prototype.updateFrame = function () {
  const w = 48;
  const h = 48;
  const sx = this.frameIndex() * w;
  const sy = (this._balloonId - 1) * h;
  this.setFrame(sx, sy, w, h);
};

Sprite_Balloon.prototype.speed = function () {
  return 8;
};

Sprite_Balloon.prototype.waitTime = function () {
  return 12;
};

Sprite_Balloon.prototype.frameIndex = function () {
  const index = (this._duration - this.waitTime()) / this.speed();
  return 7 - Math.max(Math.floor(index), 0);
};

Sprite_Balloon.prototype.isPlaying = function () {
  return this._duration > 0;
};

//-----------------------------------------------------------------------------
// Sprite_Picture
//
// The sprite for displaying a picture.

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

Sprite_Picture.prototype = Object.create(Sprite_Clickable.prototype);
Sprite_Picture.prototype.constructor = Sprite_Picture;

Sprite_Picture.prototype.initialize = function (pictureId) {
  Sprite_Clickable.prototype.initialize.call(this);
  this._pictureId = pictureId;
  this._pictureName = "";
  this.update();
};

Sprite_Picture.prototype.picture = function () {
  return $gameScreen.picture(this._pictureId);
};

Sprite_Picture.prototype.update = function () {
  Sprite_Clickable.prototype.update.call(this);
  this.updateBitmap();
  if (this.visible) {
    this.updateOrigin();
    this.updatePosition();
    this.updateScale();
    this.updateTone();
    this.updateOther();
  }
};

Sprite_Picture.prototype.updateBitmap = function () {
  const picture = this.picture();
  if (picture) {
    const pictureName = picture.name();
    if (this._pictureName !== pictureName) {
      this._pictureName = pictureName;
      this.loadBitmap();
    }
    this.visible = true;
  } else {
    this._pictureName = "";
    this.bitmap = null;
    this.visible = false;
  }
};

Sprite_Picture.prototype.updateOrigin = function () {
  const picture = this.picture();
  if (picture.origin() === 0) {
    this.anchor.x = 0;
    this.anchor.y = 0;
  } else {
    this.anchor.x = 0.5;
    this.anchor.y = 0.5;
  }
};

Sprite_Picture.prototype.updatePosition = function () {
  const picture = this.picture();
  this.x = Math.round(picture.x());
  this.y = Math.round(picture.y());
};

Sprite_Picture.prototype.updateScale = function () {
  const picture = this.picture();
  this.scale.x = picture.scaleX() / 100;
  this.scale.y = picture.scaleY() / 100;
};

Sprite_Picture.prototype.updateTone = function () {
  const picture = this.picture();
  if (picture.tone()) {
    this.setColorTone(picture.tone());
  } else {
    this.setColorTone([0, 0, 0, 0]);
  }
};

Sprite_Picture.prototype.updateOther = function () {
  const picture = this.picture();
  this.opacity = picture.opacity();
  this.blendMode = picture.blendMode();
  this.rotation = (picture.angle() * Math.PI) / 180;
};

Sprite_Picture.prototype.loadBitmap = function () {
  this.bitmap = ImageManager.loadPicture(this._pictureName);
};

//-----------------------------------------------------------------------------
// Sprite_Timer
//
// The sprite for displaying the timer.

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

Sprite_Timer.prototype = Object.create(Sprite.prototype);
Sprite_Timer.prototype.constructor = Sprite_Timer;

Sprite_Timer.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this._seconds = 0;
  this.createBitmap();
  this.update();
};

Sprite_Timer.prototype.destroy = function (options) {
  this.bitmap.destroy();
  Sprite.prototype.destroy.call(this, options);
};

Sprite_Timer.prototype.createBitmap = function () {
  this.bitmap = new Bitmap(96, 48);
  this.bitmap.fontFace = this.fontFace();
  this.bitmap.fontSize = this.fontSize();
  this.bitmap.outlineColor = ColorManager.outlineColor();
};

Sprite_Timer.prototype.fontFace = function () {
  return $gameSystem.numberFontFace();
};

Sprite_Timer.prototype.fontSize = function () {
  return $gameSystem.mainFontSize() + 8;
};

Sprite_Timer.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateBitmap();
  this.updatePosition();
  this.updateVisibility();
};

Sprite_Timer.prototype.updateBitmap = function () {
  if (this._seconds !== $gameTimer.seconds()) {
    this._seconds = $gameTimer.seconds();
    this.redraw();
  }
};

Sprite_Timer.prototype.redraw = function () {
  const text = this.timerText();
  const width = this.bitmap.width;
  const height = this.bitmap.height;
  this.bitmap.clear();
  this.bitmap.drawText(text, 0, 0, width, height, "center");
};

Sprite_Timer.prototype.timerText = function () {
  const min = Math.floor(this._seconds / 60) % 60;
  const sec = this._seconds % 60;
  return min.padZero(2) + ":" + sec.padZero(2);
};

Sprite_Timer.prototype.updatePosition = function () {
  this.x = (Graphics.width - this.bitmap.width) / 2;
  this.y = 0;
};

Sprite_Timer.prototype.updateVisibility = function () {
  this.visible = $gameTimer.isWorking();
};

//-----------------------------------------------------------------------------
// Sprite_Destination
//
// The sprite for displaying the destination place of the touch input.

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

Sprite_Destination.prototype = Object.create(Sprite.prototype);
Sprite_Destination.prototype.constructor = Sprite_Destination;

Sprite_Destination.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.createBitmap();
  this._frameCount = 0;
};

Sprite_Destination.prototype.destroy = function (options) {
  if (this.bitmap) {
    this.bitmap.destroy();
  }
  Sprite.prototype.destroy.call(this, options);
};

Sprite_Destination.prototype.update = function () {
  Sprite.prototype.update.call(this);
  if ($gameTemp.isDestinationValid()) {
    this.updatePosition();
    this.updateAnimation();
    this.visible = true;
  } else {
    this._frameCount = 0;
    this.visible = false;
  }
};

Sprite_Destination.prototype.createBitmap = function () {
  const tileWidth = $gameMap.tileWidth();
  const tileHeight = $gameMap.tileHeight();
  this.bitmap = new Bitmap(tileWidth, tileHeight);
  this.bitmap.fillAll("white");
  this.anchor.x = 0.5;
  this.anchor.y = 0.5;
  this.blendMode = 1;
};

Sprite_Destination.prototype.updatePosition = function () {
  const tileWidth = $gameMap.tileWidth();
  const tileHeight = $gameMap.tileHeight();
  const x = $gameTemp.destinationX();
  const y = $gameTemp.destinationY();
  this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth;
  this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight;
};

Sprite_Destination.prototype.updateAnimation = function () {
  this._frameCount++;
  this._frameCount %= 20;
  this.opacity = (20 - this._frameCount) * 6;
  this.scale.x = 1 + this._frameCount / 20;
  this.scale.y = this.scale.x;
};

//-----------------------------------------------------------------------------
// Spriteset_Base
//
// The superclass of Spriteset_Map and Spriteset_Battle.

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

Spriteset_Base.prototype = Object.create(Sprite.prototype);
Spriteset_Base.prototype.constructor = Spriteset_Base;

Spriteset_Base.prototype.initialize = function () {
  Sprite.prototype.initialize.call(this);
  this.setFrame(0, 0, Graphics.width, Graphics.height);
  this.loadSystemImages();
  this.createLowerLayer();
  this.createUpperLayer();
  this._animationSprites = [];
};

Spriteset_Base.prototype.destroy = function (options) {
  this.removeAllAnimations();
  Sprite.prototype.destroy.call(this, options);
};

Spriteset_Base.prototype.loadSystemImages = function () {
  //
};

Spriteset_Base.prototype.createLowerLayer = function () {
  this.createBaseSprite();
  this.createBaseFilters();
};

Spriteset_Base.prototype.createUpperLayer = function () {
  this.createPictures();
  this.createTimer();
  this.createOverallFilters();
};

Spriteset_Base.prototype.update = function () {
  Sprite.prototype.update.call(this);
  this.updateBaseFilters();
  this.updateOverallFilters();
  this.updatePosition();
  this.updateAnimations();
};

Spriteset_Base.prototype.createBaseSprite = function () {
  this._baseSprite = new Sprite();
  this._blackScreen = new ScreenSprite();
  this._blackScreen.opacity = 255;
  this.addChild(this._baseSprite);
  this._baseSprite.addChild(this._blackScreen);
};

Spriteset_Base.prototype.createBaseFilters = function () {
  this._baseSprite.filters = [];
  this._baseColorFilter = new ColorFilter();
  this._baseSprite.filters.push(this._baseColorFilter);
};

Spriteset_Base.prototype.createPictures = function () {
  const rect = this.pictureContainerRect();
  this._pictureContainer = new Sprite();
  this._pictureContainer.setFrame(rect.x, rect.y, rect.width, rect.height);
  for (let i = 1; i <= $gameScreen.maxPictures(); i++) {
    this._pictureContainer.addChild(new Sprite_Picture(i));
  }
  this.addChild(this._pictureContainer);
};

Spriteset_Base.prototype.pictureContainerRect = function () {
  return new Rectangle(0, 0, Graphics.width, Graphics.height);
};

Spriteset_Base.prototype.createTimer = function () {
  this._timerSprite = new Sprite_Timer();
  this.addChild(this._timerSprite);
};

Spriteset_Base.prototype.createOverallFilters = function () {
  this.filters = [];
  this._overallColorFilter = new ColorFilter();
  this.filters.push(this._overallColorFilter);
};

Spriteset_Base.prototype.updateBaseFilters = function () {
  const filter = this._baseColorFilter;
  filter.setColorTone($gameScreen.tone());
};

Spriteset_Base.prototype.updateOverallFilters = function () {
  const filter = this._overallColorFilter;
  filter.setBlendColor($gameScreen.flashColor());
  filter.setBrightness($gameScreen.brightness());
};

Spriteset_Base.prototype.updatePosition = function () {
  const screen = $gameScreen;
  const scale = screen.zoomScale();
  this.scale.x = scale;
  this.scale.y = scale;
  this.x = Math.round(-screen.zoomX() * (scale - 1));
  this.y = Math.round(-screen.zoomY() * (scale - 1));
  this.x += Math.round(screen.shake());
};

Spriteset_Base.prototype.findTargetSprite = function (/*target*/) {
  return null;
};

Spriteset_Base.prototype.updateAnimations = function () {
  for (const sprite of this._animationSprites) {
    if (!sprite.isPlaying()) {
      this.removeAnimation(sprite);
    }
  }
  this.processAnimationRequests();
};

Spriteset_Base.prototype.processAnimationRequests = function () {
  for (;;) {
    const request = $gameTemp.retrieveAnimation();
    if (request) {
      this.createAnimation(request);
    } else {
      break;
    }
  }
};

Spriteset_Base.prototype.createAnimation = function (request) {
  const animation = $dataAnimations[request.animationId];
  const targets = request.targets;
  const mirror = request.mirror;
  let delay = this.animationBaseDelay();
  const nextDelay = this.animationNextDelay();
  if (this.isAnimationForEach(animation)) {
    for (const target of targets) {
      this.createAnimationSprite([target], animation, mirror, delay);
      delay += nextDelay;
    }
  } else {
    this.createAnimationSprite(targets, animation, mirror, delay);
  }
};

// prettier-ignore
Spriteset_Base.prototype.createAnimationSprite = function(
    targets, animation, mirror, delay
) {
    const mv = this.isMVAnimation(animation);
    const sprite = new (mv ? Sprite_AnimationMV : Sprite_Animation)();
    const targetSprites = this.makeTargetSprites(targets);
    const baseDelay = this.animationBaseDelay();
    const previous = delay > baseDelay ? this.lastAnimationSprite() : null;
    if (this.animationShouldMirror(targets[0])) {
        mirror = !mirror;
    }
    sprite.targetObjects = targets;
    sprite.setup(targetSprites, animation, mirror, delay, previous);
    if (this._effectsContainer) {
        this._effectsContainer.addChild(sprite);
    }
    this._animationSprites.push(sprite);
};

Spriteset_Base.prototype.isMVAnimation = function (animation) {
  return !!animation.frames;
};

Spriteset_Base.prototype.makeTargetSprites = function (targets) {
  const targetSprites = [];
  for (const target of targets) {
    const targetSprite = this.findTargetSprite(target);
    if (targetSprite) {
      targetSprites.push(targetSprite);
    }
  }
  return targetSprites;
};

Spriteset_Base.prototype.lastAnimationSprite = function () {
  return this._animationSprites[this._animationSprites.length - 1];
};

Spriteset_Base.prototype.isAnimationForEach = function (animation) {
  const mv = this.isMVAnimation(animation);
  return mv ? animation.position !== 3 : animation.displayType === 0;
};

Spriteset_Base.prototype.animationBaseDelay = function () {
  return 8;
};

Spriteset_Base.prototype.animationNextDelay = function () {
  return 12;
};

Spriteset_Base.prototype.animationShouldMirror = function (target) {
  return target && target.isActor && target.isActor();
};

Spriteset_Base.prototype.removeAnimation = function (sprite) {
  this._animationSprites.remove(sprite);
  this._effectsContainer.removeChild(sprite);
  for (const target of sprite.targetObjects) {
    if (target.endAnimation) {
      target.endAnimation();
    }
  }
  sprite.destroy();
};

Spriteset_Base.prototype.removeAllAnimations = function () {
  for (const sprite of this._animationSprites.clone()) {
    this.removeAnimation(sprite);
  }
};

Spriteset_Base.prototype.isAnimationPlaying = function () {
  return this._animationSprites.length > 0;
};

//-----------------------------------------------------------------------------
// Spriteset_Map
//
// The set of sprites on the map screen.

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

Spriteset_Map.prototype = Object.create(Spriteset_Base.prototype);
Spriteset_Map.prototype.constructor = Spriteset_Map;

Spriteset_Map.prototype.initialize = function () {
  Spriteset_Base.prototype.initialize.call(this);
  this._balloonSprites = [];
};

Spriteset_Map.prototype.destroy = function (options) {
  this.removeAllBalloons();
  Spriteset_Base.prototype.destroy.call(this, options);
};

Spriteset_Map.prototype.loadSystemImages = function () {
  Spriteset_Base.prototype.loadSystemImages.call(this);
  ImageManager.loadSystem("Balloon");
  ImageManager.loadSystem("Shadow1");
};

Spriteset_Map.prototype.createLowerLayer = function () {
  Spriteset_Base.prototype.createLowerLayer.call(this);
  this.createParallax();
  this.createTilemap();
  this.createCharacters();
  this.createShadow();
  this.createDestination();
  this.createWeather();
};

Spriteset_Map.prototype.update = function () {
  Spriteset_Base.prototype.update.call(this);
  this.updateTileset();
  this.updateParallax();
  this.updateTilemap();
  this.updateShadow();
  this.updateWeather();
  this.updateAnimations();
  this.updateBalloons();
};

Spriteset_Map.prototype.hideCharacters = function () {
  for (const sprite of this._characterSprites) {
    if (!sprite.isTile() && !sprite.isObjectCharacter()) {
      sprite.hide();
    }
  }
};

Spriteset_Map.prototype.createParallax = function () {
  this._parallax = new TilingSprite();
  this._parallax.move(0, 0, Graphics.width, Graphics.height);
  this._baseSprite.addChild(this._parallax);
};

Spriteset_Map.prototype.createTilemap = function () {
  const tilemap = new Tilemap();
  tilemap.tileWidth = $gameMap.tileWidth();
  tilemap.tileHeight = $gameMap.tileHeight();
  tilemap.setData($gameMap.width(), $gameMap.height(), $gameMap.data());
  tilemap.horizontalWrap = $gameMap.isLoopHorizontal();
  tilemap.verticalWrap = $gameMap.isLoopVertical();
  this._baseSprite.addChild(tilemap);
  this._effectsContainer = tilemap;
  this._tilemap = tilemap;
  this.loadTileset();
};

Spriteset_Map.prototype.loadTileset = function () {
  this._tileset = $gameMap.tileset();
  if (this._tileset) {
    const bitmaps = [];
    const tilesetNames = this._tileset.tilesetNames;
    for (const name of tilesetNames) {
      bitmaps.push(ImageManager.loadTileset(name));
    }
    this._tilemap.setBitmaps(bitmaps);
    this._tilemap.flags = $gameMap.tilesetFlags();
  }
};

Spriteset_Map.prototype.createCharacters = function () {
  this._characterSprites = [];
  for (const event of $gameMap.events()) {
    this._characterSprites.push(new Sprite_Character(event));
  }
  for (const vehicle of $gameMap.vehicles()) {
    this._characterSprites.push(new Sprite_Character(vehicle));
  }
  for (const follower of $gamePlayer.followers().reverseData()) {
    this._characterSprites.push(new Sprite_Character(follower));
  }
  this._characterSprites.push(new Sprite_Character($gamePlayer));
  for (const sprite of this._characterSprites) {
    this._tilemap.addChild(sprite);
  }
};

Spriteset_Map.prototype.createShadow = function () {
  this._shadowSprite = new Sprite();
  this._shadowSprite.bitmap = ImageManager.loadSystem("Shadow1");
  this._shadowSprite.anchor.x = 0.5;
  this._shadowSprite.anchor.y = 1;
  this._shadowSprite.z = 6;
  this._tilemap.addChild(this._shadowSprite);
};

Spriteset_Map.prototype.createDestination = function () {
  this._destinationSprite = new Sprite_Destination();
  this._destinationSprite.z = 9;
  this._tilemap.addChild(this._destinationSprite);
};

Spriteset_Map.prototype.createWeather = function () {
  this._weather = new Weather();
  this.addChild(this._weather);
};

Spriteset_Map.prototype.updateTileset = function () {
  if (this._tileset !== $gameMap.tileset()) {
    this.loadTileset();
  }
};

Spriteset_Map.prototype.updateParallax = function () {
  if (this._parallaxName !== $gameMap.parallaxName()) {
    this._parallaxName = $gameMap.parallaxName();
    this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
  }
  if (this._parallax.bitmap) {
    const bitmap = this._parallax.bitmap;
    this._parallax.origin.x = $gameMap.parallaxOx() % bitmap.width;
    this._parallax.origin.y = $gameMap.parallaxOy() % bitmap.height;
  }
};

Spriteset_Map.prototype.updateTilemap = function () {
  this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
  this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
};

Spriteset_Map.prototype.updateShadow = function () {
  const airship = $gameMap.airship();
  this._shadowSprite.x = airship.shadowX();
  this._shadowSprite.y = airship.shadowY();
  this._shadowSprite.opacity = airship.shadowOpacity();
};

Spriteset_Map.prototype.updateWeather = function () {
  this._weather.type = $gameScreen.weatherType();
  this._weather.power = $gameScreen.weatherPower();
  this._weather.origin.x = $gameMap.displayX() * $gameMap.tileWidth();
  this._weather.origin.y = $gameMap.displayY() * $gameMap.tileHeight();
};

Spriteset_Map.prototype.updateBalloons = function () {
  for (const sprite of this._balloonSprites) {
    if (!sprite.isPlaying()) {
      this.removeBalloon(sprite);
    }
  }
  this.processBalloonRequests();
};

Spriteset_Map.prototype.processBalloonRequests = function () {
  for (;;) {
    const request = $gameTemp.retrieveBalloon();
    if (request) {
      this.createBalloon(request);
    } else {
      break;
    }
  }
};

Spriteset_Map.prototype.createBalloon = function (request) {
  const targetSprite = this.findTargetSprite(request.target);
  if (targetSprite) {
    const sprite = new Sprite_Balloon();
    sprite.targetObject = request.target;
    sprite.setup(targetSprite, request.balloonId);
    this._effectsContainer.addChild(sprite);
    this._balloonSprites.push(sprite);
  }
};

Spriteset_Map.prototype.removeBalloon = function (sprite) {
  this._balloonSprites.remove(sprite);
  this._effectsContainer.removeChild(sprite);
  if (sprite.targetObject.endBalloon) {
    sprite.targetObject.endBalloon();
  }
  sprite.destroy();
};

Spriteset_Map.prototype.removeAllBalloons = function () {
  for (const sprite of this._balloonSprites.clone()) {
    this.removeBalloon(sprite);
  }
};

Spriteset_Map.prototype.findTargetSprite = function (target) {
  return this._characterSprites.find((sprite) => sprite.checkCharacter(target));
};

Spriteset_Map.prototype.animationBaseDelay = function () {
  return 0;
};

//-----------------------------------------------------------------------------
// Spriteset_Battle
//
// The set of sprites on the battle screen.

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

Spriteset_Battle.prototype = Object.create(Spriteset_Base.prototype);
Spriteset_Battle.prototype.constructor = Spriteset_Battle;

Spriteset_Battle.prototype.initialize = function () {
  Spriteset_Base.prototype.initialize.call(this);
  this._battlebackLocated = false;
};

Spriteset_Battle.prototype.loadSystemImages = function () {
  Spriteset_Base.prototype.loadSystemImages.call(this);
  ImageManager.loadSystem("Shadow2");
  ImageManager.loadSystem("Weapons1");
  ImageManager.loadSystem("Weapons2");
  ImageManager.loadSystem("Weapons3");
};

Spriteset_Battle.prototype.createLowerLayer = function () {
  Spriteset_Base.prototype.createLowerLayer.call(this);
  this.createBackground();
  this.createBattleback();
  this.createBattleField();
  this.createEnemies();
  this.createActors();
};

Spriteset_Battle.prototype.createBackground = function () {
  this._backgroundFilter = new PIXI.filters.BlurFilter();
  this._backgroundSprite = new Sprite();
  this._backgroundSprite.bitmap = SceneManager.backgroundBitmap();
  this._backgroundSprite.filters = [this._backgroundFilter];
  this._baseSprite.addChild(this._backgroundSprite);
};

Spriteset_Battle.prototype.createBattleback = function () {
  this._back1Sprite = new Sprite_Battleback(0);
  this._back2Sprite = new Sprite_Battleback(1);
  this._baseSprite.addChild(this._back1Sprite);
  this._baseSprite.addChild(this._back2Sprite);
};

Spriteset_Battle.prototype.createBattleField = function () {
  const width = Graphics.boxWidth;
  const height = Graphics.boxHeight;
  const x = (Graphics.width - width) / 2;
  const y = (Graphics.height - height) / 2;
  this._battleField = new Sprite();
  this._battleField.setFrame(0, 0, width, height);
  this._battleField.x = x;
  this._battleField.y = y - this.battleFieldOffsetY();
  this._baseSprite.addChild(this._battleField);
  this._effectsContainer = this._battleField;
};

Spriteset_Battle.prototype.battleFieldOffsetY = function () {
  return 24;
};

Spriteset_Battle.prototype.update = function () {
  Spriteset_Base.prototype.update.call(this);
  this.updateActors();
  this.updateBattleback();
  this.updateAnimations();
};

Spriteset_Battle.prototype.updateBattleback = function () {
  if (!this._battlebackLocated) {
    this._back1Sprite.adjustPosition();
    this._back2Sprite.adjustPosition();
    this._battlebackLocated = true;
  }
};

Spriteset_Battle.prototype.createEnemies = function () {
  const enemies = $gameTroop.members();
  const sprites = [];
  for (const enemy of enemies) {
    sprites.push(new Sprite_Enemy(enemy));
  }
  sprites.sort(this.compareEnemySprite.bind(this));
  for (const sprite of sprites) {
    this._battleField.addChild(sprite);
  }
  this._enemySprites = sprites;
};

Spriteset_Battle.prototype.compareEnemySprite = function (a, b) {
  if (a.y !== b.y) {
    return a.y - b.y;
  } else {
    return b.spriteId - a.spriteId;
  }
};

Spriteset_Battle.prototype.createActors = function () {
  this._actorSprites = [];
  if ($gameSystem.isSideView()) {
    for (let i = 0; i < $gameParty.maxBattleMembers(); i++) {
      const sprite = new Sprite_Actor();
      this._actorSprites.push(sprite);
      this._battleField.addChild(sprite);
    }
  }
};

Spriteset_Battle.prototype.updateActors = function () {
  const members = $gameParty.battleMembers();
  for (let i = 0; i < this._actorSprites.length; i++) {
    this._actorSprites[i].setBattler(members[i]);
  }
};

Spriteset_Battle.prototype.findTargetSprite = function (target) {
  return this.battlerSprites().find((sprite) => sprite.checkBattler(target));
};

Spriteset_Battle.prototype.battlerSprites = function () {
  return this._enemySprites.concat(this._actorSprites);
};

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

Spriteset_Battle.prototype.isAnyoneMoving = function () {
  return this.battlerSprites().some((sprite) => sprite.isMoving());
};

Spriteset_Battle.prototype.isBusy = function () {
  return this.isAnimationPlaying() || this.isAnyoneMoving();
};

//-----------------------------------------------------------------------------