code:
//=============================================================================
// Yanfly Engine Plugins - Skill Core
// YEP_SkillCore.js
//=============================================================================

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

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

//=============================================================================
/*:
 * @plugindesc v1.09 Skills are now given more functions and the ability
 * to require different types of costs.
 * @author Yanfly Engine Plugins
 *
 * @param ---General---
 * @default
 *
 * @param Cost Padding
 * @desc If a skill has multiple costs, this is the amount of pixels
 * used as padding in between the costs.
 * @default 4
 *
 * @param Command Alignment
 * @desc Adjusts the text alignment of the skill type window.
 * left     center     right
 * @default center
 *
 * @param Window Columns
 * @desc Choose how many columns to use for the skill window.
 * Default: 2
 * @default 2
 *
 * @param ---HP Costs---
 * @default
 *
 * @param HP Format
 * @desc Adjusts the way HP cost appears in the skill list window.
 * %1 - Cost     %2 - HP
 * @default %1%2
 *
 * @param HP Font Size
 * @desc Adjusts the font size used to display HP.
 * Default: 20
 * @default 20
 *
 * @param HP Text Color
 * @desc Adjusts the text color used from the Window skin for HP.
 * Default: 18
 * @default 18
 *
 * @param HP Icon
 * @desc Choose what icon to use to represent HP costs.
 * Use 0 if you wish to not use an icon.
 * @default 162
 *
 * @param ---MP Costs---
 * @default
 *
 * @param MP Format
 * @desc Adjusts the way MP cost appears in the skill list window.
 * %1 - Cost     %2 - MP
 * @default %1%2
 *
 * @param MP Font Size
 * @desc Adjusts the font size used to display MP.
 * Default: 20
 * @default 20
 *
 * @param MP Text Color
 * @desc Adjusts the text color used from the Window skin for MP.
 * Default: 23
 * @default 23
 *
 * @param MP Icon
 * @desc Choose what icon to use to represent MP costs.
 * Use 0 if you wish to not use an icon.
 * @default 165
 *
 * @param ---TP Costs---
 * @default
 *
 * @param TP Format
 * @desc Adjusts the way TP cost appears in the skill list window.
 * %1 - Cost     %2 - TP
 * @default %1%2
 *
 * @param TP Font Size
 * @desc Adjusts the font size used to display TP.
 * Default: 20
 * @default 20
 *
 * @param TP Text Color
 * @desc Adjusts the text color used from the Window skin for TP.
 * Default: 29
 * @default 29
 *
 * @param TP Icon
 * @desc Choose what icon to use to represent TP costs.
 * Use 0 if you wish to not use an icon.
 * @default 164
 *
 * @help
 * ============================================================================
 * Introduction
 * ============================================================================
 *
 * Skills in RPG's consist of three main components: Costs, Damage, and
 * Effects. Although not all components are required for a skill, they
 * certainly make up a good chunk of it. Damage will be handled by another
 * plugin, but this plugin will provide a core handling for skill costs and
 * skill effects.
 *
 * This plugin also includes the ability for battlers to swap their HP, MP,
 * and/or TP gauges for something different if it would fit the character
 * better (for example, some classes don't use MP and/or TP).
 *
 * ============================================================================
 * Notetags
 * ============================================================================
 *
 * These notetags can adjust either skill costs or special skill effects.
 *
 * Skill Notetags:
 *   <HP Cost: x>
 *   Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks
 *   HP cost functions so this would allow skills to use HP as their cost.
 *
 *   <HP Cost: x%>
 *   Changes the skill to cost a percentage of the character's MaxHP value.
 *
 *   <MP Cost: x>
 *   Changes the skill to have x as its MP cost.
 *   This helps bypass the database's hard limit of 9999.
 *
 *   <MP Cost: x%>
 *   Changes the skill to cost a percentage of the character's MaxMP value.
 *
 *   <TP Cost: x>
 *   Changes the skill to have x as its TP cost.
 *   This helps bypass the database's hard limit of 99.
 *
 *   <TP Cost: x%>
 *   Changes the skill to cost a percentage of the character's MaxTP value.
 *   Although the default MaxTP is 100, this tag will be useful for any
 *   plugins that will alter a character's MaxTP values.
 *
 *   <Hide in Battle>
 *   This will hide and disable the skill during battle.
 *
 *   <Hide in Field>
 *   This will hide and disable the skill outside of battle.
 *
 *   <Hide if Learned Skill: x>
 *   <Hide if Learned Skill: x, x, x>
 *   <Hide if Learned Skill: x to y>
 *   Will hide and disable this skill if skill x has been learned. If multiple
 *   skills are listed, the skill will be hidden and disabled if any one of the
 *   listed skills have been learned.
 *
 * ============================================================================
 * Gauge Swapping
 * ============================================================================
 *
 * This plugin also lets you swap around the HP, MP, and TP Gauges to any order
 * you want assuming that all the plugins you use will keep the same order of
 * HP, MP, and TP and does not override the default gauge drawing process. If
 * you use any plugin extensions, they can be swaped in as well.
 *
 * Note: If you do not have 'Display TP in Battle' checked under the System tab
 * in the database, nothing will be shown for the third slot.
 *
 * Class Notetag:
 *   <Swap Gauge x: y>
 *   This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
 *   'TP' to have it display that gauge type in that gauge slot. If you wish
 *   for that slot to display nothing, insert 'Nothing' or 'Null' in place of
 *   y in the notetag.
 *
 * Weapon, Armor, and State Notetags:
 *   <Swap Gauge x: y>
 *   Actors with equipment or states  that contain these notetags or enemies
 *   with states that contain these notetags will display those swapped gauges
 *   in place of the default settings or settings defined by the Class or
 *   Enemy notetags.
 *
 *   Priority will go in the following order:
 *     Weapons, Armors, States, Class, Enemy
 *
 * ============================================================================
 * Lunatic Mode - Skill Costs
 * ============================================================================
 *
 * For users who want more control over skill costs and skill effects, there
 * exists notetags that allow you to apply code to the costs and/or effects of
 * a skill. For effects, this will also extend towards item control, as well.
 *
 *   <Custom HP Cost>       Example: <Custom HP Cost>
 *    code                            cost += $gameVariables.value(1);
 *    code                           </Custom HP Cost>
 *   </Custom HP Cost>
 *   This allows the skill to have a custom HP cost based off of code. For the
 *   piece of code, 'cost' is a variable already predefined with the HP Cost
 *   and the HP percentage cost.
 *
 *   <Custom MP Cost>       Example: <Custom MP Cost>
 *    code                            cost += $gameVariables.value(1);
 *    code                           </Custom MP Cost>
 *   </Custom MP Cost>
 *   This allows the skill to have a custom MP cost based off of code. For the
 *   piece of code, 'cost' is a variable already predefined with the MP Cost
 *   and the MP percentage cost.
 *
 *   <Custom TP Cost>       Example: <Custom TP Cost>
 *    code                            cost += $gameVariables.value(1);
 *    code                           </Custom TP Cost>
 *   </Custom TP Cost>
 *   This allows the skill to have a custom TP cost based off of code. For the
 *   piece of code, 'cost' is a variable already predefined with the TP Cost
 *   and the TP percentage cost.
 *
 * ============================================================================
 * Lunatic Mode - Custom Show Requirements
 * ============================================================================
 *
 * For those who would like to show certain skills and disable them under any
 * custom conditions using their JavaScript knowledge, use the following:
 *
 * Skill Notetag:
 *   <Custom Show Eval>
 *   if (user.level > 50) {
 *     visible = true;
 *   } else {
 *     visible = false;
 *   }
 *   </Custom Show Eval>
 *   If the visible is set to true, the skill is shown (not hidden) and enabled
 *   if all other conditions are met. If visible is set to false, the skill is
 *   disabled and hidden from the list.
 *
 * ============================================================================
 * Lunatic Mode - Custom Requirements and Execution
 * ============================================================================
 *
 * For those with a bit of JavaScript experience, you can use the following
 * notetags to restrict a skill and what kind of code to process when executing
 * the said skill.
 *
 * Skill Notetags:
 *
 *   <Custom Requirement>
 *    if ($gameParty.gold() > 1000) {
 *      value = true;
 *    } else {
 *      value = false;
 *    }
 *   </Custom Requirement>
 *   If value is set to true, the skill will be useable provided that all other
 *   requirements have been met. If the value is set to false, the skill won't
 *   be useable.
 *
 *   <Custom Execution>
 *    $gameParty.loseGold(1000);
 *   </Custom Execution>
 *   This runs the code between the notetags upon using the skill.
 *
 * ============================================================================
 * Lunatic Mode - Custom Cost Display
 * ============================================================================
 *
 * For those with a bit of JavaScript experience, you can add new ways to
 * display the skill cost.
 *
 * Skill Notetags:
 *
 *   <Cost Display Eval>
 *    var variableId = 1;
 *    var value = 1000;
 *    $gameVariables.setValue(variableId, value);
 *   </Cost Display Eval>
 *   This notetag runs an eval before displaying the skill's cost. This is so
 *   you can set up variables and whatnot for your skill cost display text.
 *
 *   <Custom Cost Display>
 *    \c[4]\v[1]\c[0] Gold
 *   </Custom Cost Display>
 *   This is the custom text displayed before the rest of the skill costs. You
 *   can use text codes with this notetag.
 *
 * ============================================================================
 * Lunatic Mode - The Skill Phases
 * ============================================================================
 *
 * For this skill, multiple effects are applied and at different phases. The
 * various phases are as follows:
 *
 *    Before Effect Phase (influenced by this plugin)
 *    if skill successfully lands:
 *    - Pre-Damage Effect Phase (influenced by this plugin)
 *    - Damage Phase
 *    - Post-Damage Effect Phase (influenced by this plugin)
 *    - Item Trait Effects Phase
 *    After Effect Phase (influenced by this plugin)
 *
 * There's four phases which can be influenced by this plugin. Two of which do
 * not matter if the effect successfully lands or not, two of which do matter
 * if the skill does land.
 *
 * Skill and Item Notetags:
 *   <Before Eval>    <Pre-Damage Eval>    <Post-Damage Eval>    <After Eval>
 *    code             code                 code                  code
 *    code             code                 code                  code
 *   </Before Eval>   </Pre-Damage Eval>   </Post-Damage Eval>   </After Eval>
 *   If you wish to use custom effects for your skill, you can insert the
 *   respective notetags into the skill (or item) noteboxes and it will run the
 *   code that appears in between the tags. However, using any form of comments
 *   in this tag will block out code that follows.
 *
 *   Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
 *   use of the damage to be dealt and the damage that has been dealt through
 *   the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
 *   the 'value' variable and return it to have damage affected by its code.
 */
/*:ja
* @plugindesc v1.09 スキルシステムにより多くの機能を実装し、
* コストの設定などができるようになります。
* @author Yanfly Engine Plugins
*
* @param ---一般---
* @default
*
* @param Cost Padding
* @desc 1つのスキルが複数のコスト表示を持っている場合、
* コスト間のパディングに用いられるピクセル数を指定します。
* @default 4
*
* @param Command Alignment
* @desc スキルタイプウィンドウでの、テキストの揃え方を指定します。
* left(左)     center(中央)     right(右)
* @default center
*
* @param Window Columns
* @desc スキルウィンドウにいくつの列を使うかを設定します。
* Default: 2
* @default 2
*
* @param ---HP消費---
* @default
*
* @param HP Format
* @desc スキルリストウィンドウでHPコストがどのように表示されるか調整します。
* %1 - コスト     %2 - HP
* @default %1%2
*
* @param HP Font Size
* @desc HPを表示する際のフォントサイズを指定します。
* Default: 20
* @default 20
*
* @param HP Text Color
* @desc HPのウィンドウスキンに使われるテキストカラーを指定します。
* Default: 18
* @default 18
*
* @param HP Icon
* @desc HPコストを表すアイコンを指定します。
* アイコン不要な場合は0を入力してください。
* @default 162
*
* @param ---MP消費---
* @default
*
* @param MP Format
* @desc スキルリストウィンドウでMPコストがどのように表示されるか調整します。
* %1 - コスト     %2 - MP
* @default %1%2
*
* @param MP Font Size
* @desc MPを表示する際のフォントサイズを指定します。
* Default: 20
* @default 20
*
* @param MP Text Color
* @desc MPのウィンドウスキンに使われるテキストカラーを指定します。
* Default: 23
* @default 23
*
* @param MP Icon
* @desc HPコストを表すアイコンを指定します。
* アイコン不要な場合は0を入力してください。
* @default 165
*
* @param ---TP Costs---
* @default
*
* @param TP Format
* @desc スキルリストウィンドウでTPコストがどのように表示されるか調整します。
* %1 - コスト     %2 - TP
* @default %1%2
*
* @param TP Font Size
* @desc TPを表示する際のフォントサイズを指定します。
* Default: 20
* @default 20
*
* @param TP Text Color
* @desc TPのウィンドウスキンに使われるテキストカラーを指定します。
* Default: 29
* @default 29
*
* @param TP Icon
* @desc TPコストを表すアイコンを指定します。
* アイコン不要な場合は0を入力してください。
* @default 164
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* RPGにおいてスキルは、コスト・ダメージ・エフェクトの3つで構成されています。
* 全てが必須というわけではありませんが、
* これらの要素はスキルを構成する上で、大きな役割を占めています。
* このプラグインでは上記3つのうち、コストとエフェクトのハンドリングを行います。
*
* またこのプラグインでは、HPやMP, TPゲージの表示を入れ替えて、
* バトラーそれぞれの特徴により適した表示を行うことができます。
* (MPやTPゲージを元々持たないクラスが居るため)
*
* ============================================================================
* Notetags
* ============================================================================
*
* 下記のNotetagはスキルコスト・特殊スキルエフェクトどちらにも適用できます。
*
* Skill Notetags:
*   <HP Cost: x>
*   スキル使用時に x だけHPを消費させます。
*
*   <HP Cost: x%>
*   スキル使用時に、キャラクターの最大HPに対して x % を消費させます。
*
*   <MP Cost: x>
*   スキル使用時に x だけMPを消費させます。
*   この際、データベースの制限値である9999を無視することができます。
*
*   <MP Cost: x%>
*   スキル使用時に、キャラクターの最大MPに対して x % を消費させます。
*
*   <TP Cost: x>
*   スキル使用時に x だけTPを消費させます。
*   この際、データベースの制限値である99を無視することができます。
*
*   <TP Cost: x%>
*   スキル使用時に、キャラクターの最大TPに対して x % を消費させます。
*   デフォルトの最大TPは100ですが、この最大値を変更させる
*   プラグインに対してもこのタグは有効です。
*
*   <Hide in Battle>
*   スキルを無効にし、バトル時に隠すようにします。
*
*   <Hide in Field>
*   スキルを無効にし、バトルをしていない時に隠すようにします。
*
*   <Hide if Learned Skill: x>
*   <Hide if Learned Skill: x, x, x>
*   <Hide if Learned Skill: x to y>
*   x スキルを覚えたらそのスキルを隠し、無効にします。複数のスキルが書かれた
*   場合、書かれたスキルのうち、一つでも覚えたらスキルを隠し、無効にします。
*
* ============================================================================
* Gauge Swapping
* ============================================================================
*
* 全てのプラグインがHP/MP/TPを同様の法則で持っており、かつ
* デフォルトのゲージ描画処理を上書きしないという前提のもとであれば、
* HP/MP/TPゲージを好きな順番に入れ替えることができます。
* 拡張プラグインを使っている場合でも、同様に入れ替えを行うことができます。
*
* 注＊データベースのシステムタブで「バトル画面で TP を表示」を
* 有効にしていない場合、3つ目のスロットには何も表示されません。
*
* クラスのNotetag:
*   <Swap Gauge x: y>
*   ゲージ x (1,2,3)を y に変更します。 y の部分を'HP' 'MP' 'TP'
*   に変更することで、ゲージスロットにゲージの種類を表示できます。
*   スロットに何も表示させたくない場合は、y の部分に
*   'Nothing' か 'Null' と入力してください。
*
* 武器、防具、ステートのNotetags:
*   <Swap Gauge x: y>
*   これらのNotetagを含む装備やステートを持っているアクターや敵については、
*   デフォルトセッティングや、クラス/敵のNotetagで設定されたゲージの代わりに、
*   カスタムされたゲージを表示できます。
*
*   下記の順序で優先順位付けが行われます:
*     武器＞防具＞ステート＞クラス＞敵
*
* ============================================================================
* Lunatic Mode - Skill Costs
* ============================================================================
*
* スキルコストとエフェクトについて、より高度な操作を行いたいユーザー向けに、
* それらに適用できるNotetagを以下に記します。
* エフェクトについては、アイテムコントロール向けに拡張することもできます。
*
*   <Custom HP Cost>           例: <Custom HP Cost>
*    code                            cost += $gameVariables.value(1);
*    code                           </Custom HP Cost>
*   </Custom HP Cost>
*   スキルに、コードに基づいたカスタムHPコストを持たせることができます。
*   'cost'はHPコストとHPコスト%によって定義済みの変数です。
*
*   <Custom MP Cost>           例: <Custom MP Cost>
*    code                            cost += $gameVariables.value(1);
*    code                           </Custom MP Cost>
*   </Custom MP Cost>
*   スキルに、コードに基づいたカスタムMPコストを持たせることができます。
*   'cost'はMPコストとMPコスト%によって定義済みの変数です。
*
*   <Custom TP Cost>            例: <Custom TP Cost>
*    code                            cost += $gameVariables.value(1);
*    code                           </Custom TP Cost>
*   </Custom TP Cost>
*   スキルに、コードに基づいたカスタムTPコストを持たせることができます。
*   'cost'はTPコストとTPコスト%によって定義済みの変数です。
*
* ============================================================================
* Lunatic Mode - Custom Show Requirements
* ============================================================================
*
* ジャバスクリプトを使って特定のスキルを、決められた条件で無効にしたい方は
* 以下を使用してください。
*
* スキルのノートタグ:
*   <Custom Show Eval>
*   if (user.level > 50) {
*     visible = true;
*   } else {
*     visible = false;
*   }
*   </Custom Show Eval>
*   「visible」を「true」に設定している時、他の条件を満たしていればスキルは
*   有効にされ、表示されます。
*   「visible」を「false」に設定している時、スキルは無効にされ、
*   リストには表示されません。
*
* ============================================================================
* Lunatic Mode - Custom Requirements and Execution
* ============================================================================
*
* ジャバスクリプトが書ける方は以下のノートタグを使ってスキルを制限し、
* 発動時にどのようなコードを実行したいかということを、入れる事が出来ます。
*
* スキルのノートタグ:
*
*   <Custom Requirement>
*    if ($gameParty.gold() > 1000) {
*      value = true;
*    } else {
*      value = false;
*    }
*   </Custom Requirement>
*   「value」を「true」に設定している時、他の条件を満たしてればスキルは
*   有効にされます。
*   「value」を「false」に設定している時、スキルは無効にされます。
*
*   <Custom Execution>
*    $gameParty.loseGold(1000);
*   </Custom Execution>
*   スキルを発動した時にノートタグの間に入っているコードを実行します。
*
* ============================================================================
* Lunatic Mode - Custom Cost Display
* ============================================================================
*
* ジャバスクリプトが書ける方は、スキルのコストの表示の仕方を変える事が
* できます。実行したいかどうかも、指定する事が出来ます。
*
* スキルのノートタグ:
*
*   <Cost Display Eval>
*    var variableId = 1;
*    var value = 1000;
*    $gameVariables.setValue(variableId, value);
*   </Cost Display Eval>
*   このノートタグはスキルを実行する前にEvalを実行します。これを使うと
*   スキルコストに表示するテキストの変数をよりカスタマイズ出来ます。
*
*   <Custom Cost Display>
*    \c[4]\v[1]\c[0] Gold
*   </Custom Cost Display>
*   ここのテキストはスキルのコストの他の部分より前に表示されます。この
*   ノートタグにより、テキストの中にテキストコードを書くことが可能です。
*
* ============================================================================
*
* ============================================================================
* Lunatic Mode - The Skill Phases
* ============================================================================
*
* スキルに対して、複数のエフェクトがいくつかの段階で適用されます。
* 各段階について以下に記します。
*
*    Before Effect Phase (このプラグインにより作用)
*    スキルがヒットした場合:
*    - Pre-Damage Effect Phase (このプラグインにより作用)
*    - Damage Phase
*    - Post-Damage Effect Phase (このプラグインにより作用)
*    - Item Trait Effects Phase
*    After Effect Phase (このプラグインにより作用)
*
* 上記のうち4段階がこのプラグインの影響を受けます。
* そのうち2つは、スキルがヒットするか否かには左右されません。
*
* スキルとアイテムのNotetags:
*   <Before Eval>    <Pre-Damage Eval>    <Post-Damage Eval>    <After Eval>
*    code             code                 code                  code
*    code             code                 code                  code
*   </Before Eval>   </Pre-Damage Eval>   </Post-Damage Eval>   </After Eval>
*   スキルに対してカスタムエフェクトを利用したい場合は、それぞれのNotetagを
*   スキル(もしくはアイテム)のNoteboxに挿入し、タグ間のコードを実行できます。
*   このタグ内に、どのような形式であれコメントを挿入してしまうと、
*   後に続くコードは遮断されてしまいます。
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.09:
* - The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
* 'value' variable refers to and returns the damage affected by the action.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Fixed a bug that prevented immortal actors at 0 HP from using skills.
*
* Version 1.06a:
* - Added <Hide in Battle> and <Hide in Field> notetags.
* - Added a failsafe to check for undefined skills.
*
* Version 1.05:
* - Added <Hide if Learned Skill: x> notetags.
* - Added <Custom Show Eval> Lunatic Mode notetag.
*
* Version 1.04:
* - Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
* Cost Display Eval, Custom Cost Display.
*
* Version 1.03:
* - Fixed a bug with the Lunatic Mode notetags not working.
*
* Version 1.02:
* - Added 'Window Columns' parameter to let users adjust the number of columns
* used for the skill window.
*
* Version 1.01:
* - Fixed a mathematical error for skill cost padding.
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================

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

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

Yanfly.Param.SCCCostPadding = Number(Yanfly.Parameters['Cost Padding']);
Yanfly.Param.SCCTextAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.SCCWindowCol = Number(Yanfly.Parameters['Window Columns']);
Yanfly.Param.SCCTpFormat = String(Yanfly.Parameters['TP Format']);
Yanfly.Param.SCCTpFontSize = Number(Yanfly.Parameters['TP Font Size']);
Yanfly.Param.SCCTpTextColor = Number(Yanfly.Parameters['TP Text Color']);
Yanfly.Icon.Tp = Number(Yanfly.Parameters['TP Icon']);
Yanfly.Param.SCCMpFormat = String(Yanfly.Parameters['MP Format']);
Yanfly.Param.SCCMpFontSize = Number(Yanfly.Parameters['MP Font Size']);
Yanfly.Param.SCCMpTextColor = Number(Yanfly.Parameters['MP Text Color']);
Yanfly.Icon.Mp = Number(Yanfly.Parameters['MP Icon']);
Yanfly.Param.SCCHpFormat = String(Yanfly.Parameters['HP Format']);
Yanfly.Param.SCCHpFontSize = Number(Yanfly.Parameters['HP Font Size']);
Yanfly.Param.SCCHpTextColor = Number(Yanfly.Parameters['HP Text Color']);
Yanfly.Icon.Hp = Number(Yanfly.Parameters['HP Icon']);

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

Yanfly.Skill.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
  if (!Yanfly.Skill.DataManager_isDatabaseLoaded.call(this)) return false;
  if (!Yanfly._loaded_YEP_SkillCore) {
    this.processSkillNotetags($dataSkills);
    this.processObjectNotetags($dataSkills);
    this.processObjectNotetags($dataItems);
    this.processGSCNotetags1($dataClasses);
    this.processGSCNotetags1($dataEnemies);
    this.processGSCNotetags2($dataWeapons);
    this.processGSCNotetags2($dataArmors);
    this.processGSCNotetags2($dataStates);
    Yanfly._loaded_YEP_SkillCore = true;
  }
  return true;
};

DataManager.processSkillNotetags = function (group) {
  var note1 = /<(?:MP COST):[ ](\d+)>/i;
  var note2 = /<(?:MP COST):[ ](\d+)([%％])>/i;
  var note3 = /<(?:TP COST):[ ](\d+)>/i;
  var note4 = /<(?:TP COST):[ ](\d+)([%％])>/i;
  var note5 = /<(?:HP COST):[ ](\d+)>/i;
  var note6 = /<(?:HP COST):[ ](\d+)([%％])>/i;
  var note7a = /<(?:HIDE IF LEARNED SKILL):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
  var note7b = /<(?:HIDE IF LEARNED SKILL):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
  var note8a = /<(?:HIDE IN BATTLE|hide during battle)>/i;
  var note8b = /<(?:HIDE IN FIELD|hide during field)>/i;
  var noteMpEval1 = /<(?:MP COST EVAL|custom mp cost)>/i;
  var noteMpEval2 = /<\/(?:MP COST EVAL|custom mp cost)>/i;
  var noteTpEval1 = /<(?:TP COST EVAL|custom tp cost)>/i;
  var noteTpEval2 = /<\/(?:TP COST EVAL|custom tp cost)>/i;
  var noteHpEval1 = /<(?:HP COST EVAL|custom hp cost)>/i;
  var noteHpEval2 = /<\/(?:HP COST EVAL|custom hp cost)>/i;
  var noteEvalReq1 = /<(?:EVAL REQUIREMENT|custom requirement)>/i;
  var noteEvalReq2 = /<\/(?:EVAL REQUIREMENT|custom requirement)>/i;
  var noteEvalExe1 = /<(?:EVAL EXECUTION|custom execution)>/i;
  var noteEvalExe2 = /<\/(?:EVAL EXECUTION|custom execution)>/i;
  var noteCostEval1 = /<(?:COST DISPLAY EVAL|display cost eval)>/i;
  var noteCostEval2 = /<\/(?:COST DISPLAY EVAL|display cost eval)>/i;
  var noteCostText1 = /<(?:CUSTOM COST DISPLAY|custom display cost)>/i;
  var noteCostText2 = /<\/(?:CUSTOM COST DISPLAY|custom display cost)>/i;
  var noteShowEval1 = /<(?:CUSTOM SHOW EVAL)>/i;
  var noteShowEval2 = /<\/(?:CUSTOM SHOW EVAL)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.hpCost = 0;
    obj.hpCostPer = 0.0;
    obj.mpCostPer = 0.0;
    obj.tpCostPer = 0.0;
    obj.hideInBattle = false;
    obj.hideInField = false;
    obj.hideIfLearnedSkill = [];
    var evalMode = 'none';
    obj.hpCostEval = '';
    obj.mpCostEval = '';
    obj.tpCostEval = '';
    obj.requireEval = '';
    obj.executeEval = '';
    obj.costdisplayEval = '';
    obj.costShowEval = '';
    obj.customCostText = '';

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        obj.mpCost = parseInt(RegExp.$1);
      } else if (line.match(note2)) {
        obj.mpCostPer = parseFloat(RegExp.$1 * 0.01);
      } else if (line.match(note3)) {
        obj.tpCost = parseInt(RegExp.$1);
      } else if (line.match(note4)) {
        obj.tpCostPer = parseFloat(RegExp.$1 * 0.01);
      } else if (line.match(note5)) {
        obj.hpCost = parseInt(RegExp.$1);
      } else if (line.match(note6)) {
        obj.hpCostPer = parseFloat(RegExp.$1 * 0.01);
      } else if (line.match(note7a)) {
        var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
        obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(array);
      } else if (line.match(note7b)) {
        var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
        var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
          parseInt(RegExp.$2));
        obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(range);
      } else if (line.match(note8a)) {
        obj.hideInBattle = true;
      } else if (line.match(note8b)) {
        obj.hideInField = true;
      } else if (line.match(noteMpEval1)) {
        evalMode = 'mp';
      } else if (line.match(noteMpEval2)) {
        evalMode = 'none';
      } else if (line.match(noteTpEval1)) {
        evalMode = 'tp';
      } else if (line.match(noteTpEval2)) {
        evalMode = 'none';
      } else if (line.match(noteHpEval1)) {
        evalMode = 'hp';
      } else if (line.match(noteHpEval2)) {
        evalMode = 'none';
      } else if (line.match(noteEvalReq1)) {
        evalMode = 'custom requirement';
      } else if (line.match(noteEvalReq2)) {
        evalMode = 'none';
      } else if (line.match(noteEvalExe1)) {
        evalMode = 'custom execute';
      } else if (line.match(noteEvalExe2)) {
        evalMode = 'none';
      } else if (line.match(noteCostEval1)) {
        evalMode = 'display cost eval';
      } else if (line.match(noteCostEval2)) {
        evalMode = 'none';
      } else if (line.match(noteCostText1)) {
        evalMode = 'custom display cost';
      } else if (line.match(noteCostText2)) {
        evalMode = 'none';
      } else if (line.match(noteShowEval1)) {
        evalMode = 'custom show eval';
      } else if (line.match(noteShowEval2)) {
        evalMode = 'none';
      } else if (evalMode === 'mp') {
        obj.mpCostEval = obj.mpCostEval + line + '\n';
      } else if (evalMode === 'tp') {
        obj.tpCostEval = obj.tpCostEval + line + '\n';
      } else if (evalMode === 'hp') {
        obj.hpCostEval = obj.hpCostEval + line + '\n';
      } else if (evalMode === 'custom requirement') {
        obj.requireEval = obj.requireEval + line + '\n';
      } else if (evalMode === 'custom execute') {
        obj.executeEval = obj.executeEval + line + '\n';
      } else if (evalMode === 'display cost eval') {
        obj.costdisplayEval = obj.costdisplayEval + line + '\n';
      } else if (evalMode === 'custom display cost') {
        obj.customCostText = obj.customCostText + line;
      } else if (evalMode === 'custom show eval') {
        obj.costShowEval = obj.costShowEval + line + '\n';
      }
    }
  }
};

DataManager.processObjectNotetags = function (group) {
  var note1 = /<(?:BEFORE EVAL)>/i;
  var note2 = /<\/(?:BEFORE EVAL)>/i;
  var note3 = /<(?:PRE-DAMAGE EVAL)>/i;
  var note4 = /<\/(?:PRE-DAMAGE EVAL)>/i;
  var note5 = /<(?:POST-DAMAGE EVAL)>/i;
  var note6 = /<\/(?:POST-DAMAGE EVAL)>/i;
  var note7 = /<(?:AFTER EVAL)>/i;
  var note8 = /<\/(?:AFTER EVAL)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    var customMode = 'none';
    obj.customBeforeEval = '';
    obj.customPreDamageEval = '';
    obj.customPostDamageEval = '';
    obj.customAfterEval = '';

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(note1)) {
        customMode = 'before';
      } else if (line.match(note2)) {
        customMode = 'none';
      } else if (line.match(note3)) {
        customMode = 'pre-damage';
      } else if (line.match(note4)) {
        customMode = 'none';
      } else if (line.match(note5)) {
        customMode = 'post-damage';
      } else if (line.match(note6)) {
        customMode = 'none';
      } else if (line.match(note7)) {
        customMode = 'after';
      } else if (line.match(note8)) {
        customMode = 'none';
      } else if (customMode === 'before') {
        obj.customBeforeEval = obj.customBeforeEval + line + '\n';
      } else if (customMode === 'pre-damage') {
        obj.customPreDamageEval = obj.customPreDamageEval + line + '\n';
      } else if (customMode === 'post-damage') {
        obj.customPostDamageEval = obj.customPostDamageEval + line + '\n';
      } else if (customMode === 'after') {
        obj.customAfterEval = obj.customAfterEval + line + '\n';
      }
    }
  }
};

DataManager.processGSCNotetags1 = function (group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.gauge1 = 'HP';
    obj.gauge2 = 'MP';
    obj.gauge3 = 'TP';

    obj.gaugeIcon1 = 0;
    obj.gaugeIcon2 = 0;
    obj.gaugeIcon3 = 0;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
        var gauge = parseInt(RegExp.$1);
        var text = String(RegExp.$2).toUpperCase();
        if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
          if (gauge === 1) obj.gauge1 = text;
          if (gauge === 2) obj.gauge2 = text;
          if (gauge === 3) obj.gauge3 = text;
        }
      }
    }
  }
};

DataManager.processGSCNotetags2 = function (group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.gauge1 = 'UNDEFINED';
    obj.gauge2 = 'UNDEFINED';
    obj.gauge3 = 'UNDEFINED';

    obj.gaugeIcon1 = 'UNDEFINED';
    obj.gaugeIcon2 = 'UNDEFINED';
    obj.gaugeIcon3 = 'UNDEFINED';

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
        var gauge = parseInt(RegExp.$1);
        var text = String(RegExp.$2).toUpperCase();
        if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
          if (gauge === 1) obj.gauge1 = text;
          if (gauge === 2) obj.gauge2 = text;
          if (gauge === 3) obj.gauge3 = text;
        }
      }
    }
  }
};

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

Yanfly.Skill.Game_BattlerBase_mSC =
  Game_BattlerBase.prototype.meetsSkillConditions;
Game_BattlerBase.prototype.meetsSkillConditions = function (skill) {
  if (!Yanfly.Skill.Game_BattlerBase_mSC.call(this, skill)) return false;
  if (!skill) return false;
  if (!this.noHiddenSkillConditionsMet(skill)) return false;
  return this.meetsSkillConditionsEval(skill);
};

Game_BattlerBase.prototype.noHiddenSkillConditionsMet = function (skill) {
  if (!skill) return false;
  if (this.isEnemy()) return true;
  if (skill.hideIfLearnedSkill) {
    for (var i = 0; i < skill.hideIfLearnedSkill.length; ++i) {
      var skillId = skill.hideIfLearnedSkill[i];
      if (this.isLearnedSkill(skillId)) return false;
    }
  }
  if (skill.hideInBattle && $gameParty.inBattle()) return false;
  if (skill.hideInField && !$gameParty.inBattle()) return false;
  if (!this.meetsCustomShowEval(skill)) return false;
  return true;
};

Game_BattlerBase.prototype.meetsCustomShowEval = function (skill) {
  if (skill.costShowEval === '') return true;
  var visible = true;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(skill.costShowEval);
  return visible;
};

Game_BattlerBase.prototype.meetsSkillConditionsEval = function (skill) {
  if (skill.requireEval === '') return true;
  var value = true;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(skill.requireEval);
  return value;
};

Game_BattlerBase.prototype.skillHpCost = function (skill) {
  var cost = skill.hpCost;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  cost += this.mhp * skill.hpCostPer;
  eval(skill.hpCostEval);
  return Math.max(0, Math.floor(cost));
};

Game_BattlerBase.prototype.skillMpCost = function (skill) {
  var cost = skill.mpCost;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  cost += this.mmp * skill.mpCostPer;
  eval(skill.mpCostEval);
  return Math.max(0, Math.floor(cost * this.mcr));
};

Game_BattlerBase.prototype.skillTpCost = function (skill) {
  var cost = skill.tpCost;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  cost += this.maxTp() * skill.tpCostPer;
  eval(skill.tpCostEval);
  return Math.max(0, Math.floor(cost));
};

Yanfly.Skill.Game_BattlerBase_canPaySkillCost =
  Game_BattlerBase.prototype.canPaySkillCost;
Game_BattlerBase.prototype.canPaySkillCost = function (skill) {
  if (!this.canPaySkillHpCost(skill)) return false;
  return Yanfly.Skill.Game_BattlerBase_canPaySkillCost.call(this, skill);
};

Game_BattlerBase.prototype.canPaySkillHpCost = function (skill) {
  var cost = this.skillHpCost(skill);
  if (cost <= 0) return true;
  return this._hp > cost;
};

Yanfly.Skill.Game_BattlerBase_paySkillCost =
  Game_BattlerBase.prototype.paySkillCost
Game_BattlerBase.prototype.paySkillCost = function (skill) {
  Yanfly.Skill.Game_BattlerBase_paySkillCost.call(this, skill);
  this.paySkillHpCost(skill);
  this.paySkillEvalCost(skill);
};

Game_BattlerBase.prototype.paySkillHpCost = function (skill) {
  this._hp -= this.skillHpCost(skill);
};

Game_BattlerBase.prototype.paySkillEvalCost = function (skill) {
  if (skill.executeEval === '') return;
  var item = skill;
  var a = this;
  var user = this;
  var subject = this;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(skill.executeEval);
};

Game_BattlerBase.prototype.gauge1 = function () {
  return 'HP';
};

Game_BattlerBase.prototype.gauge2 = function () {
  return 'MP';
};

Game_BattlerBase.prototype.gauge3 = function () {
  return 'TP';
};

Game_BattlerBase.prototype.gaugeIcon1 = function () {
  return 0;
};

Game_BattlerBase.prototype.gaugeIcon2 = function () {
  return 0;
};

Game_BattlerBase.prototype.gaugeIcon3 = function () {
  return 0;
};

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

Game_Actor.prototype.gauge1 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gauge1 === 'UNDEFINED') continue;
    return equip.gauge1;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge1 === 'UNDEFINED') continue;
    return state.gauge1;
  }
  return this.currentClass().gauge1;
};

Game_Actor.prototype.gauge2 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gauge2 === 'UNDEFINED') continue;
    return equip.gauge2;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge2 === 'UNDEFINED') continue;
    return state.gauge2;
  }
  return this.currentClass().gauge2;
};

Game_Actor.prototype.gauge3 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gauge3 === 'UNDEFINED') continue;
    return equip.gauge3;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge3 === 'UNDEFINED') continue;
    return state.gauge3;
  }
  return this.currentClass().gauge3;
};

Game_Actor.prototype.gaugeIcon1 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gaugeIcon1 === 'UNDEFINED') continue;
    return equip.gaugeIcon1;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon1 === 'UNDEFINED') continue;
    return state.gaugeIcon1;
  }
  return this.currentClass().gaugeIcon1;
};

Game_Actor.prototype.gaugeIcon2 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gaugeIcon2 === 'UNDEFINED') continue;
    return equip.gaugeIcon2;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon2 === 'UNDEFINED') continue;
    return state.gaugeIcon2;
  }
  return this.currentClass().gaugeIcon2;
};

Game_Actor.prototype.gaugeIcon3 = function () {
  for (var i = 0; i < this.equips().length; ++i) {
    var equip = this.equips()[i];
    if (!equip) continue;
    if (equip.gaugeIcon3 === 'UNDEFINED') continue;
    return equip.gaugeIcon3;
  }
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon3 === 'UNDEFINED') continue;
    return state.gaugeIcon3;
  }
  return this.currentClass().gaugeIcon3;
};

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

Game_Enemy.prototype.gauge1 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge1 === 'UNDEFINED') continue;
    return state.gauge1;
  }
  return this.enemy().gauge1;
};

Game_Enemy.prototype.gauge2 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge2 === 'UNDEFINED') continue;
    return state.gauge2;
  }
  return this.enemy().gauge2;
};

Game_Enemy.prototype.gauge3 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gauge1 === 'UNDEFINED') continue;
    return state.gauge1;
  }
  return this.enemy().gauge3;
};

Game_Enemy.prototype.gaugeIcon1 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon1 === 'UNDEFINED') continue;
    return state.gaugeIcon1;
  }
  return this.enemy().gaugeIcon1;
};

Game_Enemy.prototype.gaugeIcon2 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon2 === 'UNDEFINED') continue;
    return state.gaugeIcon2;
  }
  return this.enemy().gaugeIcon2;
};

Game_Enemy.prototype.gaugeIcon3 = function () {
  for (var i = 0; i < this.states().length; ++i) {
    var state = this.states()[i];
    if (!state) continue;
    if (state.gaugeIcon3 === 'UNDEFINED') continue;
    return state.gaugeIcon3;
  }
  return this.enemy().gaugeIcon3;
};

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

Yanfly.Skill.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function (target) {
  this.applyBeforeEffect(target);
  this.applyBeforeEval(target);
  Yanfly.Skill.Game_Action_apply.call(this, target);
  this.applyAfterEffect(target);
  this.applyAfterEval(target);
};

Game_Action.prototype.applyBeforeEffect = function (target) {
};

Game_Action.prototype.applyBeforeEval = function (target) {
  var item = this.item();
  var a = this.subject();
  var b = target;
  var user = this.subject();
  var subject = this.subject();
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(item.customBeforeEval);
};

Game_Action.prototype.applyAfterEffect = function (target) {
};

Game_Action.prototype.applyAfterEval = function (target) {
  var item = this.item();
  var a = this.subject();
  var b = target;
  var user = this.subject();
  var subject = this.subject();
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(item.customAfterEval);
};

Yanfly.Skill.Game_Action_executeDamage = Game_Action.prototype.executeDamage;
Game_Action.prototype.executeDamage = function (target, value) {
  this.applyPreDamageEffect(target, value);
  value = this.applyPreDamageEval(target, value);
  Yanfly.Skill.Game_Action_executeDamage.call(this, target, value);
  this.applyPostDamageEffect(target, value);
  this.applyPostDamageEval(target, value);
};

Game_Action.prototype.applyPreDamageEffect = function (target, value) {
};

Game_Action.prototype.applyPreDamageEval = function (target, value) {
  var item = this.item();
  var a = this.subject();
  var b = target;
  var user = this.subject();
  var subject = this.subject();
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(item.customPreDamageEval);
  return value;
};

Game_Action.prototype.applyPostDamageEffect = function (target, value) {
};

Game_Action.prototype.applyPostDamageEval = function (target, value) {
  var item = this.item();
  var a = this.subject();
  var b = target;
  var user = this.subject();
  var subject = this.subject();
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(item.customPostDamageEval);
};

//=============================================================================
// Window_Base
//=============================================================================

Yanfly.Skill.Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
Window_Base.prototype.drawActorHp = function (actor, x, y, width) {
  if (actor.gauge1() === 'HP') {
    Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
  } else if (actor.gauge1() === 'MP') {
    Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
  } else if (actor.gauge1() === 'TP') {
    Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
  }
};

Yanfly.Skill.Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
Window_Base.prototype.drawActorMp = function (actor, x, y, width) {
  if (actor.gauge2() === 'HP') {
    Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
  } else if (actor.gauge2() === 'MP') {
    Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
  } else if (actor.gauge2() === 'TP') {
    Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
  }
};

Yanfly.Skill.Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
Window_Base.prototype.drawActorTp = function (actor, x, y, width) {
  if (actor.gauge3() === 'HP') {
    Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
  } else if (actor.gauge3() === 'MP') {
    Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
  } else if (actor.gauge3() === 'TP') {
    Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
  }
};

//=============================================================================
// Window_SkillType
//=============================================================================

Window_SkillType.prototype.itemTextAlign = function () {
  return Yanfly.Param.SCCTextAlign;
};

//=============================================================================
// Window_SkillList
//=============================================================================

Window_SkillList.prototype.maxCols = function () {
  return Yanfly.Param.SCCWindowCol;
};

Yanfly.Skill.Window_SkillList_includes =
  Window_SkillList.prototype.includes;
Window_SkillList.prototype.includes = function (item) {
  if (this._actor) {
    if (!this._actor.noHiddenSkillConditionsMet(item)) return false;
  }
  return Yanfly.Skill.Window_SkillList_includes.call(this, item);
};

Window_SkillList.prototype.drawSkillCost = function (skill, wx, wy, width) {
  var dw = width;
  dw = this.drawTpCost(skill, wx, wy, dw);
  dw = this.drawMpCost(skill, wx, wy, dw);
  dw = this.drawHpCost(skill, wx, wy, dw);
  dw = this.drawCustomDisplayCost(skill, wx, wy, dw);
  dw = this.drawOtherCost(skill, wx, wy, dw);
  return dw;
};

Window_SkillList.prototype.drawTpCost = function (skill, wx, wy, dw) {
  if (this._actor.skillTpCost(skill) <= 0) return dw;
  if (Yanfly.Icon.Tp > 0) {
    var iw = wx + dw - Window_Base._iconWidth;
    this.drawIcon(Yanfly.Icon.Tp, iw, wy + 2);
    dw -= Window_Base._iconWidth + 2;
  }
  this.changeTextColor(this.textColor(Yanfly.Param.SCCTpTextColor));
  var fmt = Yanfly.Param.SCCTpFormat;
  var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillTpCost(skill)),
    TextManager.tpA);
  this.contents.fontSize = Yanfly.Param.SCCTpFontSize;
  this.drawText(text, wx, wy, dw, 'right');
  var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
  this.resetFontSettings();
  return returnWidth;
};

Window_SkillList.prototype.drawMpCost = function (skill, wx, wy, dw) {
  if (this._actor.skillMpCost(skill) <= 0) return dw;
  if (Yanfly.Icon.Mp > 0) {
    var iw = wx + dw - Window_Base._iconWidth;
    this.drawIcon(Yanfly.Icon.Mp, iw, wy + 2);
    dw -= Window_Base._iconWidth + 2;
  }
  this.changeTextColor(this.textColor(Yanfly.Param.SCCMpTextColor));
  var fmt = Yanfly.Param.SCCMpFormat;
  var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillMpCost(skill)),
    TextManager.mpA);
  this.contents.fontSize = Yanfly.Param.SCCMpFontSize;
  this.drawText(text, wx, wy, dw, 'right');
  var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
  this.resetFontSettings();
  return returnWidth;
};

Window_SkillList.prototype.drawHpCost = function (skill, wx, wy, dw) {
  if (this._actor.skillHpCost(skill) <= 0) return dw;
  if (Yanfly.Icon.Hp > 0) {
    var iw = wx + dw - Window_Base._iconWidth;
    this.drawIcon(Yanfly.Icon.Hp, iw, wy + 2);
    dw -= Window_Base._iconWidth + 2;
  }
  this.changeTextColor(this.textColor(Yanfly.Param.SCCHpTextColor));
  var fmt = Yanfly.Param.SCCHpFormat;
  var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillHpCost(skill)),
    TextManager.hpA);
  this.contents.fontSize = Yanfly.Param.SCCHpFontSize;
  this.drawText(text, wx, wy, dw, 'right');
  var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
  this.resetFontSettings();
  return returnWidth;
};

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

Window_SkillList.prototype.drawCustomDisplayCost = function (skill, wx, wy, dw) {
  this.runDisplayEvalCost(skill);
  if (skill.customCostText === '') return dw;
  var width = this.textWidthEx(skill.customCostText);
  this.drawTextEx(skill.customCostText, wx - width + dw, wy);
  var returnWidth = dw - width - Yanfly.Param.SCCCostPadding;
  this.resetFontSettings();
  return returnWidth;
};

Window_SkillList.prototype.runDisplayEvalCost = function (skill) {
  if (skill.costdisplayEval === '') return;
  var item = skill;
  var a = this._actor;
  var user = this._actor;
  var subject = this._actor;
  var s = $gameSwitches._data;
  var v = $gameVariables._data;
  eval(skill.costdisplayEval);
};

Window_SkillList.prototype.drawOtherCost = function (skill, wx, wy, dw) {
  return dw;
};

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

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

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

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


code:
//=============================================================================
// Yanfly Engine Plugins - Slippery Tiles
// YEP_SlipperyTiles.js
//=============================================================================

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

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

//=============================================================================
/*:
* @plugindesc v1.01 You can create slippery tiles by marking them with
* either a terrain tag or a region number.
* @author Yanfly Engine Plugins
*
* @param Slippery Frame
* @desc This is the frame used while characters are sliding.
* @default 2
*
* @param Slippery Region
* @desc Any tile marked with this region is a slippery tile
* regardless of terrain tag. Use 0 to ignore.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin enables you to set which tiles are slippery tiles through either
* regions or notetags. To use regions, change the parameter setting to which
* region ID you would like to associate with a slippery tile.
*
* ============================================================================
* Notetags
* ============================================================================
*
* You can use these notetags to add slippery tiles to your tilesets.
*
* Tileset Notetag:
*   <Slippery Tile: x>
*   <Slippery Tile: x, x, x>
*   Tiles with terrain ID x will be designated as slippery tiles.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Added failsafe for people who aren't using tilesets
*
* Version 1.00:
* - Finished Plugin!
*/
/*:ja
* @plugindesc v1.01 タイルに地形タグをマークしたりリージョンナンバーを振ることで、滑るタイルを作成することができます。
* @author Yanfly Engine Plugins
*
* @param Slippery Frame
* @desc キャラクターが滑る際に使われるフレームです。
* @default 2
*
* @param Slippery Region
* @desc このリージョンを振られたタイルは、地形タグに関わらず、滑るタイルとなり
* ます。0を入れることで無効になります。
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* このプラグインを使えば、リージョンやノートタグによって、滑るタイルを設定する
* ことができるようになります。リージョンを使う場合は、パラメーターセッティング
* から、どのリージョンIDを紐づけたいか指定してください。
*
* ============================================================================
* Notetags
* ============================================================================
*
* 下記のノートタグを使って、タイルセットに滑るタイルを加えてください。
*
* タイルセットのノートタグ:
*   <Slippery Tile: x>
*   <Slippery Tile: x, x, x>
*   これで地形ID x を持ったタイルが、滑るタイルとして指定されます。
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Added failsafe for people who aren't using tilesets
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================

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

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

Yanfly.Param.SlipRegion = Number(Yanfly.Parameters['Slippery Region']);
Yanfly.Param.SlipFrame = Number(Yanfly.Parameters['Slippery Frame']);

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

Yanfly.Slip.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
  if (!Yanfly.Slip.DataManager_isDatabaseLoaded.call(this)) return false;
  this.processSlipNotetags($dataTilesets);
  return true;
};

DataManager.processSlipNotetags = function (group) {
  var regexp1 = /<(?:SLIPPERY|slippery tile):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.slippery = [];

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata[i];
      if (line.match(regexp1)) {
        var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
        obj.slippery = obj.slippery.concat(array);
      }
    }
  }
};

//=============================================================================
// Game_Map
//=============================================================================

Game_Map.prototype.isSlippery = function (mx, my) {
  if (this.isValid(mx, my) && this.tileset()) {
    if (Yanfly.Param.SlipRegion !== 0 &&
      this.regionId(mx, my) === Yanfly.Param.SlipRegion) return true;
    var tagId = this.terrainTag(mx, my);
    var slipTiles = this.tileset().slippery;
    return slipTiles.contains(tagId);
  }
  return false;
};

//=============================================================================
// Game_CharacterBase
//=============================================================================

Game_CharacterBase.prototype.onSlipperyFloor = function () {
  return $gameMap.isSlippery(this._x, this._y);
};

Game_CharacterBase.prototype.slipperyPose = function () {
  if (!this.onSlipperyFloor()) return false;
  if (this._stepAnime) return false;
  return true;
};

Yanfly.Slip.Game_CharacterBase_pattern = Game_CharacterBase.prototype.pattern;
Game_CharacterBase.prototype.pattern = function () {
  if (this.slipperyPose()) return Yanfly.Param.SlipFrame;
  return Yanfly.Slip.Game_CharacterBase_pattern.call(this);
};

//=============================================================================
// Game_Player
//=============================================================================

Yanfly.Slip.Game_Player_isDashing = Game_Player.prototype.isDashing;
Game_Player.prototype.isDashing = function () {
  if (this.onSlipperyFloor()) return false;
  return Yanfly.Slip.Game_Player_isDashing.call(this);
};

Yanfly.Slip.Game_Player_update = Game_Player.prototype.update;
Game_Player.prototype.update = function (sceneActive) {
  Yanfly.Slip.Game_Player_update.call(this, sceneActive);
  this.updateSlippery();
};

Game_Player.prototype.updateSlippery = function () {
  if ($gameMap.isEventRunning()) return;
  if (this.onSlipperyFloor() && !this.isMoving()) {
    $gameTemp.clearDestination();
    this.moveStraight(this._direction);
  }
};

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

repo_name: dazed/translations

license: unknown