//=============================================================================
// Yanfly Engine Plugins - Debugger
// YEP_Debugger.js
//=============================================================================
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
  var Imported = Imported || {};
  Imported.YEP_Debugger = true;
  var Yanfly = Yanfly || {};
  Yanfly.Debug = Yanfly.Debug || {};
  Yanfly.Debug.version = 2.07;
  //=============================================================================
  /*:
  * @plugindesc v2.07 This is Yanfly's debugger plugin tool given to
  * faithful supporters to help you testplay your game better!
  * @author Yanfly Engine Plugins
  *
  * @param ---Startup---
  * @default
  *
  * @param Auto New Game
  * @parent ---Startup---
  * @type boolean
  * @on Auto-New Game
  * @off Normal
  * @desc Automatically start a new game upon test play.
  * ON - true     OFF - false
  * @default false
  *
  * @param Auto Show FPS
  * @parent ---Startup---
  * @type boolean
  * @on Show FPS
  * @off Hide FPS
  * @desc Automatically show FPS at the start of test play?
  * ON - true     OFF - false
  * @default false
  *
  * @param Auto Full Screen
  * @parent ---Startup---
  * @type boolean
  * @on Auto-Full Screen
  * @off Normal
  * @desc Automatically switch to full screen during test play?
  * ON - true     OFF - false
  * @default false
  *
  * @param Auto Console
  * @parent ---Startup---
  * @type boolean
  * @on Auto-Console
  * @off Normal
  * @desc Launch Console Window whenever an error occurs?
  * ON - true     OFF - false
  * @default false
  *
  * @param ---Visual---
  * @default
  *
  * @param Debug Window Tone
  * @parent ---Visual---
  * @desc This is the tone color used for debug windows.
  * @default 50, 50, 50, 0
  *
  * @param Console Messages
  * @type boolean
  * @on Display Errors
  * @off Don't Dispaly
  * @desc Display messages on the console when you're accessing the
  * debug menu? YES - true     NO - false
  * @default true
  *
  * @param ---Field---
  * @default
  *
  * @param Field Debug
  * @parent ---Field---
  * @type boolean
  * @on Field Debug
  * @off No Debug
  * @desc Enable field debug menu when clicking on events?
  * NO - false     YES - true
  * @default true
  *
  * @param Debug Menu Icon
  * @parent ---Field---
  * @type number
  * @min 0
  * @desc The icon used for the debug menu that will appear in the
  * upper right corner for the map. Use 0 to disable this.
  * @default 225
  *
  * @param ---Battle---
  * @default
  *
  * @param Battle Test TP Start
  * @parent ---Battle---
  * @desc This is the amount of TP to start test battles with.
  * 'value' is the amount of HP.
  * @default value = user.maxTp()
  *
  * @param Damage CTRL Modifier
  * @parent ---Battle---
  * @desc While holding down CTRL, alter damage like such:
  * 'value' is the damage amount. 
  * @default value *= -1
  *
  * @param Damage SHIFT Modifier
  * @parent ---Battle---
  * @desc While holding down SHIFT, alter damage like such:
  * 'value' is the damage amount.
  * @default value *= 10
  *
  * @param EXP CTRL Modifier
  * @parent ---Battle---
  * @desc While holding down CTRL, alter EXP like such:
  * 'rate' is the exp rate. 
  * @default rate *= 100
  *
  * @param EXP SHIFT Modifier
  * @parent ---Battle---
  * @desc While holding down SHIFT, alter EXP like such:
  * 'rate' is the exp rate.
  * @default rate *= 10
  *
  * @param Warning Message
  * @parent ---Battle---
  * @type boolean
  * @on Show Warnings
  * @off Hide Warnings
  * @desc Enable warning messages to be displayed in case Lunatic Mode
  * code goes wrong for HP/MP/TP. YES - true   NO - false
  * @default true
  *
  * @param Disable Variance
  * @parent ---Battle---
  * @type boolean
  * @on Enable Variance
  * @off Disable Variance
  * @desc Disable damage variance by default?
  * YES - true     NO - false
  * @default false
  *
  * @param 100% State Rate
  * @parent ---Battle---
  * @type boolean
  * @on 100% Rates
  * @off Normal Rates
  * @desc Enable 100% status proc rate by default?
  * YES - true     NO - false
  * @default false
  *
  * @param ---Spawn Options---
  * @default
  *
  * @param Spawn at Boat
  * @parent ---Spawn Options---
  * @type boolean
  * @on Add Option
  * @off Hide Option
  * @desc Add an option to the title command window to spawn
  * at the boat location. YES - true   NO - false
  * @default true
  *
  * @param Spawn at Ship
  * @parent ---Spawn Options---
  * @type boolean
  * @on Add Option
  * @off Hide Option
  * @desc Add an option to the title command window to spawn
  * at the ship location. YES - true   NO - false
  * @default true
  *
  * @param Spawn at Airship
  * @parent ---Spawn Options---
  * @type boolean
  * @on Add Option
  * @off Hide Option
  * @desc Add an option to the title command window to spawn
  * at the airship location. YES - true   NO - false
  * @default true
  *
  * @help
  * ============================================================================
  * Introduction
  * ============================================================================
  *
  * This is the revamped version of the YEP Debugger to offer a larger degree of
  * flexibility in helping you testplay your games. Chances are, if you have
  * this plugin, are you most likely contributing to Yanfly's Patreon & helping
  * to support Yanfly's works for RPG Maker MV. Thank you very much as it is
  * highly appreciated for you to provide support!
  *
  * This plugin is made to help you test your game more efficiently by providing
  * extra debugging tools that don't normally come with RPG Maker MV. Note that
  * all of these features added by this plugin are disabled when the game is not
  * being played in Play Test or Battle Test mode.
  * 
  * ============================================================================
  * Features
  * ============================================================================
  *
  * The following is a list of the features that you'll find added to the
  * Debugger that are only available through Testplay.
  *
  * ----------------------------------------------------------------------------
  * F9 - Debug Menu
  * ----------------------------------------------------------------------------
  * 
  * By default, pressing the F9 key while on a map will open up a mini debug
  * menu that lets you alter switches and variables. This plugin extends the F9
  * key to almost all scenes and provides a huge variety of options. You can
  * access quick commands, alter switches and variables in a more efficient
  * manner, teleport to various maps, launch common events, enter battles of
  * your choice, modify actors and enemies, quickly apply states and buffs,
  * reach the main menu, or quickly alter the quantity of items, weapons, and/or
  * armors any time the menu is open.
  *
  * ----------------------------------------------------------------------------
  * Automatic New Game, FPS, Full Screen, and Console
  * ----------------------------------------------------------------------------
  *
  * Want to skip the title screen? You can do so by simply enabling it from the
  * plugin parameters. Every second of test-playing is important and sometimes
  * skipping straight to the map scene will save on that time.
  * 
  * Alternatively, you can save yourself a few keypresses as well by turning on
  * the FPS counter, Full Screen, and Console Window (whenever an error occurs).
  * This way, you can monitor your game closely, quickly, and efficiently.
  *
  * ----------------------------------------------------------------------------
  * Field Debug
  * ----------------------------------------------------------------------------
  *
  * Quick a few debug options have been added to the debugger that function
  * while on the map.
  *
  * If you hold down the 'control' button and left click on the map, your player
  * character will be instantly teleported to that location to save travel time.
  * This will be used mostly to bypass unnecessary areas and save more time for
  * testing your game.
  *
  * The Field Debug menu will appear when you right click on the map. Instead of
  * instantly taking you to the main menu when you right click, depending on
  * where you right click, a different set of options will appear. If you right
  * click on open ground, you are given the option to warp to that spot. If you
  * right click on an event, you are given some options to alter that event.
  *
  * The Debug Menu Icon will appear in the upper right corner of the map if you
  * have it enabled. Clicking it will prompt open a new set of quick options for
  * you to utilize to quickly debug your game and save on testing time.
  *
  * ----------------------------------------------------------------------------
  * Battle Debug
  * ----------------------------------------------------------------------------
  *
  * While in battle, pressing F9 and accessing the 'Quick' menu will allow you
  * to quickly choose whether or not to win a battle, lose a battle, or to
  * recover everything for the party.
  *
  * You can also quickly set the amount of TP to start with for the battle using
  * the plugin parameters in a formulaic manner, too. Starting from 0 TP each
  * battle test can make things rather slow. This will help speed things up.
  *
  * Other new debugging functions involve holding down 'control' or 'shift' as
  * damage calculations are made. You can alter them via a formula any way you
  * wish through the plugin parameters, but by default, holding down shift will
  * inflate the damage dealt by 10x while 'control' will change it to healing.
  * This is to quickly get through battles quickly or to shift things into favor
  * of a certain side quickly. On that note, holding down 'control' or 'shift'
  * while EXP is being gained can also alter the amount of EXP earned, too, to
  * reduce the need for grinding.
  *
  * -------------------
  * Version 2.02 Update
  * -------------------
  * There are now options to enable/disable variance for damage formulas inside
  * the Debug menu's 'Quick' menu while in battle. They will do exactly as they
  * are named. Disabling damage variance will allow you to accurately judge how
  * much damage a skill will actually do without all the
  * random variable interference.
  *
  * There are now options to enable 100% state rates or apply normal state rates
  * in the Debug menu's 'Quick' menu while in battle. Doing so will make all
  * states applied through skills using traits will have a 100% success rate,
  * removing the frustration of having to keep casting the skill over and over
  * again to test the effects of a state.
  *
  * ----------------------------------------------------------------------------
  * Spawn Options
  * ----------------------------------------------------------------------------
  *
  * A large portion of games have their own debug rooms. However, it's a bit of
  * a tedious work each time to set the starting location of the player to the
  * debug room each time and return it back. This plugin adds a new solution to
  * reduce that tedious work.
  *
  * What this plugin does is add to your title screen's command window extra
  * options that appear only in debug menu. These options are linked to where
  * you have placed your vehicles in the editor and will allow you to start a
  * new game in that vehicle's default location. If a vehicle does not have a
  * starting location, the option will not appear in the window to select.
  *
  * The purpose of this feature is to allow you to teleport to your debug room
  * quickly without the need to constantly switch the player's start location.
  * As vehicles see very little use (and when they do, their start location in
  * the game is usually changed by an event), having a vehicle as a secondary
  * anchor point makes for a nice shortcut to your debug room.
  *
  * ============================================================================
  * Special Thanks
  * ============================================================================
  *
  * I just wanted to say, thank you, to soome very special people:
  *
  * Archeia - Thank you for letting me into beta for RPG Maker MV. Always
  * keeping me updated and figuring things out together to make this the best
  * RPG Maker yet. Let's walk together towards success.
  *
  * FlyingDream - Thank you for all you've done to me. You have a very special
  * place in my heart and I'll never be able to get as far as I did without you
  * supporting me from behind like always. When it comes to support, you're
  * second to none. We had a lot of wonderful moments together that I'll never
  * ever forget for the rest of my life. Thank you.
  *
  * Rukaroa - Thank you for always staying a wonderful friend and giving me so
  * many ideas to work with. It's always a blast to work together with you.
  *
  * And to all my supporters - I'm happy you're all faithful users of mine and
  * had it not been for you believing in my work these past years, I probably
  * wouldn't even be here right now.
  *
  * ============================================================================
  * Changelog
  * ============================================================================
  *
  * Version 2.04:
  * v2.00 - First ever v2 release!
  * v2.01 - Updated buff/debuff turns to last 5 turns minimum.
  * v2.02 - Added 'Disable Variance' and '100% State Rate' plugin parameters.
  * v2.03 - Added level changing options to 'Quick', 'Actor', and 'Enemy' menus.
  * v2.04 - Added skill learning options to 'Quick' and 'Actor' menus.
  * v2.05 - Fixed an error with item adding.
  * v2.06 - Updated for MV 1.5.0
  * v2.07 - Updated for MV 1.6.1
  *
  * Version 1.31:
  * - Last v1 release.
  *
  * Version 1.00:
  * - Finished Plugin
  * 
  */
  //=============================================================================
  //=============================================================================
  // Parameter Variables
  //=============================================================================
  Yanfly.SetupParameters = function () {
    Yanfly.Max = Yanfly.Max || {};
    Yanfly.Param = Yanfly.Param || {};
    Yanfly.Icon = Yanfly.Icon || {};
    var params = PluginManager.parameters('YEP_Debugger');
    // General
    Yanfly.Param.DebugAutoNewGame = eval(String(params['Auto New Game']));
    Yanfly.Param.DebugAutoFPS = eval(String(params['Auto Show FPS']));
    Yanfly.Param.DebugAutoFS = eval(String(params['Auto Full Screen']));
    Yanfly.Param.DebugAutoConsole = eval(String(params['Auto Console']));
    // Visual
    Yanfly.Param.DebugWindowTone = String(params['Debug Window Tone']);
    Yanfly.Param.DebugWindowTone = this.Param.DebugWindowTone.split(',');
    var length = Yanfly.Param.DebugWindowTone.length;
    for (var i = 0; i < length; ++i) {
      Yanfly.Param.DebugWindowTone[i] =
        parseInt(Yanfly.Param.DebugWindowTone[i].trim());
    }
    Yanfly.Param.DebugConsoleMsg = eval(String(params['Console Messages']));
    // Field
    Yanfly.Param.DebugFieldDebug = eval(String(params['Field Debug']));
    Yanfly.Param.DebugMapIcon = Number(params['Debug Menu Icon']);
    // Battle
    Yanfly.Param.DebugTestTpStart = String(params['Battle Test TP Start']);
    Yanfly.Param.DebugModCtrl = String(params['Damage CTRL Modifier']);
    Yanfly.Param.DebugModShift = String(params['Damage SHIFT Modifier']);
    Yanfly.Param.DebugExpCtrl = String(params['EXP CTRL Modifier']);
    Yanfly.Param.DebugExpShift = String(params['EXP SHIFT Modifier']);
    Yanfly.Param.DebugWarning = eval(String(params['Warning Message']))
    Yanfly.Param.DebugVariance = eval(String(params['Disable Variance']))
    Yanfly.Param.DebugStateRate = eval(String(params['100% State Rate']))
    // Spawn Options
    Yanfly.Param.DebugSpawnBoat = eval(String(params['Spawn at Boat']));
    Yanfly.Param.DebugSpawnShip = eval(String(params['Spawn at Ship']));
    Yanfly.Param.DebugSpawnAirship = eval(String(params['Spawn at Airship']));
  };
  Yanfly.SetupParameters();
  //=============================================================================
  // DataManager
  //=============================================================================
  Yanfly.Debug.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
  DataManager.isDatabaseLoaded = function () {
    if (!Yanfly.Debug.DataManager_isDatabaseLoaded.call(this)) return false;
    if (!Yanfly._loaded_YEP_Debugger) {
      Yanfly.Max = Yanfly.Max || {};
      Yanfly.Max.Actors = $dataActors.length;
      Yanfly.Max.Items = $dataItems.length;
      Yanfly.Max.Weapons = $dataWeapons.length;
      Yanfly.Max.Armors = $dataArmors.length;
      Yanfly._loaded_YEP_Debugger = true;
    }
    return true;
  };
  DataManager.loadTeleportMapData = function (mapId) {
    if (mapId > 0) {
      var filename = 'Map%1.json'.format(mapId.padZero(3));
      this.loadDataFile('$dataTeleportMap', filename);
    } else {
      this.makeEmptyMap();
    }
  };
  DataManager.debugStart = function (vehicle) {
    DataManager._debugStart = true;
    this.createGameObjects();
    this.selectSavefileForNewGame();
    $gameParty.setupStartingMembers();
    $gamePlayer.reserveTransfer(vehicle.startMapId,
      vehicle.startX, vehicle.startY);
    Graphics.frameCount = 0;
  };
  //=============================================================================
  // SceneManager
  //=============================================================================
  Yanfly.Debug.SceneManager_onSceneCreate = SceneManager.onSceneCreate;
  SceneManager.onSceneCreate = function () {
    Yanfly.Debug.SceneManager_onSceneCreate.call(this);
    if ($gameSystem) this._scene.createDebugWindows();
  };
  if (Yanfly.Param.DebugAutoConsole) {
    Yanfly.Debug.Graphics_printError = Graphics.printError;
    Graphics.printError = function (name, message) {
      var _debugWindow = require('nw.gui').window.showDevTools();
      _debugWindow.moveTo(0, 0);
      window.focus();
      Yanfly.Debug.Graphics_printError.call(this, name, message);
    };
  }; // Yanfly.Param.DebugAutoConsole
  var log = function (v) {
    var _debugWindow = require('nw.gui').window.showDevTools();
    _debugWindow.moveTo(0, 0);
    console.log(v);
  };
  Yanfly.Debug.SceneManager_onKeyDown = SceneManager.onKeyDown;
  SceneManager.onKeyDown = function (event) {
    if (!event.ctrlKey && !event.altKey && event.keyCode === 116) {
      if (Utils.isNwjs() && Utils.isOptionValid('test')) {
        var win = require('nw.gui').window;
        win.closeDevTools();
      }
    }
    Yanfly.Debug.SceneManager_onKeyDown.call(this, event);
  };
  //=============================================================================
  // BattleManager
  //=============================================================================
  BattleManager.closeWindowsForDebugAction = function () {
    var scene = SceneManager._scene;
    var length = scene.children.length;
    for (var i = 0; i < length; ++i) {
      var child = scene.children[i];
      if (child && child.windowskin) {
        child.deactivate();
        child.close();
      }
    }
    var length = scene._windowLayer.children.length;
    for (var i = 0; i < length; ++i) {
      var child = scene._windowLayer.children[i];
      if (child && child.windowskin) {
        child.deactivate();
        child.close();
      }
    }
    this.startTurn();
    this.update();
  };
  //=============================================================================
  // Game_Temp
  //=============================================================================
  Game_Temp.prototype.isDisableDamageVariance = function () {
    if (this._debugDisableDamageVariance === undefined) {
      this._debugDisableDamageVariance = Yanfly.Param.DebugVariance;
    }
    return this._debugDisableDamageVariance;
  };
  Game_Temp.prototype.setDisableDamageVariance = function (value) {
    this._debugDisableDamageVariance = value;
  };
  Game_Temp.prototype.isPerfectStateRate = function () {
    if (this._debugPerfectStateRate === undefined) {
      this._debugPerfectStateRate = Yanfly.Param.DebugStateRate;
    }
    return this._debugPerfectStateRate;
  };
  Game_Temp.prototype.setPerfectStateRate = function (value) {
    this._debugPerfectStateRate = value;
  };
  Game_Temp.prototype.addAllSkills = function () {
    var group = $gameParty.members();
    var length = group.length;
    var skillLength = $dataSkills.length;
    while (length--) {
      var member = group.shift();
      if (member) {
        for (var i = 1; i < skillLength; ++i) {
          var skill = $dataSkills[i];
          if (skill) member.learnSkill(i);
        }
      }
    }
  };
  Game_Temp.prototype.addAllNamedSkills = function () {
    var group = $gameParty.members();
    var length = group.length;
    var skillLength = $dataSkills.length;
    while (length--) {
      var member = group.shift();
      if (member) {
        for (var i = 1; i < skillLength; ++i) {
          var skill = $dataSkills[i];
          if (!skill) continue;
          if (skill.name === '') continue;
          if (skill.stypeId < 1) continue;
          member.learnSkill(i);
        }
      }
    }
  };
  Game_Temp.prototype.removeAllSkills = function () {
    var group = $gameParty.members();
    var length = group.length;
    while (length--) {
      var member = group.shift();
      if (member) {
        member._skills = [];
      }
    }
  };
  //=============================================================================
  // Game_Enemy
  //=============================================================================
  if (Imported.YEP_EnemyLevels) {
    Game_Enemy.prototype.maxLevel = function () {
      return this.enemy().maxLevel;
    };
  } // Imported.YEP_EnemyLevels
  //=============================================================================
  // Game_Action
  //=============================================================================
  Yanfly.Debug.Game_Action_makeDamageValue =
    Game_Action.prototype.makeDamageValue;
  Game_Action.prototype.makeDamageValue = function (target, cri) {
    value = Yanfly.Debug.Game_Action_makeDamageValue.call(this, target, cri);
    if (Input.isPressed('shift')) eval(Yanfly.Param.DebugModShift);
    if (Input.isPressed('control')) eval(Yanfly.Param.DebugModCtrl);
    return value;
  };
  Yanfly.Debug.Game_Action_applyVariance = Game_Action.prototype.applyVariance;
  Game_Action.prototype.applyVariance = function (damage, variance) {
    if ($gameTemp.isDisableDamageVariance()) variance = 0;
    return Yanfly.Debug.Game_Action_applyVariance.call(this, damage, variance);
  };
  Yanfly.Debug.Game_Action_itemEffectAddState =
    Game_Action.prototype.itemEffectAddState;
  Game_Action.prototype.itemEffectAddState = function (target, effect) {
    if ($gameTemp.isPerfectStateRate() && effect) {
      if (effect.dataId === 0) {
        this.perfectEffectAddAttackState(target, effect);
      } else {
        this.perfectAddNormalState(target, effect);
      }
    } else {
      Yanfly.Debug.Game_Action_itemEffectAddState.call(this, target, effect);
    }
  };
  Game_Action.prototype.perfectEffectAddAttackState = function (target, effect) {
    this.subject().attackStates().forEach(function (stateId) {
      target.addState(stateId);
      this.makeSuccess(target);
    }.bind(this), target);
  };
  Game_Action.prototype.perfectAddNormalState = function (target, effect) {
    target.addState(effect.dataId);
    this.makeSuccess(target);
  };
  //=============================================================================
  // Game_BattlerBase
  //=============================================================================
  if (Yanfly.Param.DebugWarning) {
    Game_BattlerBase.prototype.issueWarningNaN = function (value, type) {
      if (Yanfly.Param.DebugAutoConsole) {
        var _debugWindow = require('nw.gui').window.showDevTools();
        _debugWindow.moveTo(0, 0);
      }
      console.log('---WARNING---')
      console.log('You just tried to change ' + type + ' into an illegal value: '
        + value);
      SoundManager.playBuzzer();
    };
    Yanfly.Debug.Game_BattlerBase_setHp = Game_BattlerBase.prototype.setHp;
    Game_BattlerBase.prototype.setHp = function (hp) {
      if (isNaN(Number(hp))) return this.issueWarningNaN(hp, 'HP');
      Yanfly.Debug.Game_BattlerBase_setHp.call(this, hp);
    };
    Yanfly.Debug.Game_BattlerBase_setMp = Game_BattlerBase.prototype.setMp;
    Game_BattlerBase.prototype.setMp = function (mp) {
      if (isNaN(Number(mp))) return this.issueWarningNaN(mp, 'MP');
      Yanfly.Debug.Game_BattlerBase_setMp.call(this, mp);
    };
    Yanfly.Debug.Game_BattlerBase_setTp = Game_BattlerBase.prototype.setTp;
    Game_BattlerBase.prototype.setTp = function (tp) {
      if (isNaN(Number(tp))) return this.issueWarningNaN(tp, 'TP');
      Yanfly.Debug.Game_BattlerBase_setTp.call(this, tp);
    };
  }; // Yanfly.Param.DebugWarning
  //=============================================================================
  // Game_Battler
  //=============================================================================
  Yanfly.Debug.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
  Game_Battler.prototype.onBattleStart = function () {
    Yanfly.Debug.Game_Battler_onBattleStart.call(this);
    if (!BattleManager.isBattleTest()) return;
    var value = 0;
    var user = this;
    var target = this;
    var a = this;
    var b = this;
    var subject = this;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    eval(Yanfly.Param.DebugTestTpStart);
    this.gainTp(value);
  };
  //=============================================================================
  // Game_Actor
  //=============================================================================
  Yanfly.Debug.Game_Actor_finalExpRate = Game_Actor.prototype.finalExpRate;
  Game_Actor.prototype.finalExpRate = function () {
    var rate = Yanfly.Debug.Game_Actor_finalExpRate.call(this);
    if (Input.isPressed('shift')) eval(Yanfly.Param.DebugExpCtrl);
    if (Input.isPressed('control')) eval(Yanfly.Param.DebugExpShift);
    return rate;
  };
  //=============================================================================
  // Game_Unit
  //=============================================================================
  Yanfly.Debug.Game_Unit_onBattleStart = Game_Unit.prototype.onBattleStart;
  Game_Unit.prototype.onBattleStart = function () {
    if ($gameTemp._debugBattle) return;
    Yanfly.Debug.Game_Unit_onBattleStart.call(this);
  };
  Yanfly.Debug.Game_Unit_onBattleEnd = Game_Unit.prototype.onBattleEnd;
  Game_Unit.prototype.onBattleEnd = function () {
    if ($gameTemp._debugBattle) return;
    Yanfly.Debug.Game_Unit_onBattleEnd.call(this);
  };
  //=============================================================================
  // Game_Vehicle
  //=============================================================================
  Yanfly.Debug.Game_Vehicle_loadSystemSettings =
    Game_Vehicle.prototype.loadSystemSettings;
  Game_Vehicle.prototype.loadSystemSettings = function () {
    if (DataManager._debugStart) {
      var vehicle = this.vehicle();
      this._mapId = 0;
      this.setPosition(0, 0);
      this.setImage(vehicle.characterName, vehicle.characterIndex);
    } else {
      Yanfly.Debug.Game_Vehicle_loadSystemSettings.call(this);
    }
  };
  //=============================================================================
  // Scene_Base
  //=============================================================================
  Yanfly.Debug.Scene_Base_initialize = Scene_Base.prototype.initialize;
  Scene_Base.prototype.initialize = function () {
    Yanfly.Debug.Scene_Base_initialize.call(this);
    this._debugActive = false;
    this._debugChildren = [];
  };
  Scene_Base.prototype.addDebugWindow = function (window) {
    this._debugChildren.push(window);
    this.addChild(window);
  };
  Scene_Base.prototype.createDebugWindows = function () {
    this._debugWindowHelp = new Window_Help();
    this._debugWindowHelp.setDebug();
    this.addDebugWindow(this._debugWindowHelp);
    this._debugWindowMenu = new Window_DebugMenu(this._debugWindowHelp);
    this.addDebugWindow(this._debugWindowMenu);
    this._debugWindowMenu.setHandler('cancel', this.debugClose.bind(this));
    this._debugWindowAction = new Window_DebugAction(this._debugWindowHelp);
    this.addDebugWindow(this._debugWindowAction);
    this._debugWindowMenu.setActionWindow(this._debugWindowAction);
    this._debugWindowAction.setHandler('cancel', this.debugActClose.bind(this));
  };
  Yanfly.Debug.Scene_Base_update = Scene_Base.prototype.update;
  Scene_Base.prototype.update = function () {
    Yanfly.Debug.Scene_Base_update.call(this);
    if (this.isDebugCalled()) this.callDebug();
  };
  Scene_Base.prototype.updateDebugChildren = function () {
    this._debugChildren.forEach(function (child) {
      if (child.update) child.update();
    });
  };
  Yanfly.Debug.Scene_Base_updateChildren = Scene_Base.prototype.updateChildren;
  Scene_Base.prototype.updateChildren = function () {
    if (this._debugActive) {
      this.updateDebugChildren();
    } else {
      Yanfly.Debug.Scene_Base_updateChildren.call(this);
    }
  };
  Scene_Base.prototype.isDebugCalled = function () {
    return Input.isTriggered('debug') && $gameTemp.isPlaytest() && $gameSystem;
  };
  Scene_Base.prototype.debugStop = function () {
    this._active = false;
    this._debugActive = true;
  };
  Scene_Base.prototype.debugResume = function () {
    this._active = true;
    this._debugActive = false;
  };
  Scene_Base.prototype.callDebug = function () {
    if (this._debugWindowHelp.isOpen()) {
      this.debugClose();
    } else {
      this.debugOpen();
    }
  };
  Scene_Base.prototype.debugOpen = function () {
    this.debugStop();
    this._debugWindowHelp.open();
    this._debugWindowMenu.open();
    this._debugWindowMenu.activate();
    this.onDebugOpen();
  };
  Scene_Base.prototype.debugMain = function () {
    this._debugWindowMenu.open();
    this._debugWindowMenu.activate();
    this._debugWindowAction.close();
    this._debugWindowAction.deactivate();
  };
  Scene_Base.prototype.onDebugOpen = function () {
    if (Yanfly.Param.DebugConsoleMsg) {
      console.log('--------------------------------------');
      console.log('Opening Yanfly Engine Plugins Debugger');
      console.log('--------------------------------------');
    }
    Input.keyMapper['prevEnd'] = Input.keyMapper[35];
    Input.keyMapper['prevHome'] = Input.keyMapper[36];
    Input.keyMapper[35] = 'end';
    Input.keyMapper[36] = 'home';
    if (Imported.YEP_ItemCore) $gameTemp.enableVarianceStock();
  };
  Scene_Base.prototype.debugClose = function () {
    this._debugWindowHelp.close();
    this._debugWindowMenu.close();
    this._debugWindowMenu.deactivate();
    this._debugWindowAction.close();
    this._debugWindowAction.deactivate();
    this.debugRefreshAllWindows();
    this.onDebugClose();
    this.debugResume();
  };
  Scene_Base.prototype.onDebugClose = function () {
    if (Yanfly.Param.DebugConsoleMsg) {
      console.log('--------------------------------------');
      console.log('Closing Yanfly Engine Plugins Debugger');
      console.log('--------------------------------------');
    }
    Input.keyMapper[35] = Input.keyMapper['prevEnd'];
    Input.keyMapper[36] = Input.keyMapper['prevHome'];
    Input.keyMapper['prevEnd'] = undefined;
    Input.keyMapper['prevHome'] = undefined;
    if (Imported.YEP_ItemCore) $gameTemp.disableVarianceStock();
  };
  Scene_Base.prototype.debugRefreshAllWindows = function () {
    var length = this.children.length;
    for (var i = 0; i < length; ++i) {
      var child = this.children[i];
      if (this.isChildValid(child)) child.refresh();
    }
    var length = this._windowLayer.children.length;
    for (var i = 0; i < length; ++i) {
      var child = this._windowLayer.children[i];
      if (this.isChildValid(child)) child.refresh();
    }
  };
  Scene_Base.prototype.isChildValid = function (child) {
    if (!child) return false;
    if (!child.windowskin) return false;
    if (typeof child.refresh !== 'function') return false;
    if (Imported.YEP_MessageCore) {
      if (child instanceof Window_NameBox) return false;
    }
    if (Imported.YEP_ItemSynthesis) {
      if (child instanceof Window_SynthesisIngredients) return false;
    }
    if (Imported.YEP_VictoryAftermath) {
      if (child instanceof Window_VictoryTitle) return false;
    }
    if (Imported.YEP_GabWindow) {
      if (child instanceof Window_Gab) return false;
    }
    return true;
  };
  Scene_Base.prototype.debugActClose = function () {
    if (this._debugWindowAction._battler) {
      this._debugWindowAction.removeBattler();
    } else {
      this.debugMain();
    }
  };
  //=============================================================================
  // Scene_Boot
  //=============================================================================
  if (Yanfly.Param.DebugAutoNewGame) {
    Scene_Boot.prototype.start = function () {
      Scene_Base.prototype.start.call(this);
      SoundManager.preloadImportantSounds();
      if (DataManager.isBattleTest()) {
        DataManager.setupBattleTest();
        SceneManager.goto(Scene_Battle);
      } else if (DataManager.isEventTest()) {
        DataManager.setupEventTest();
        SceneManager.goto(Scene_Map);
      } else {
        this.newGame();
      }
      this.updateDocumentTitle();
    };
    Scene_Boot.prototype.newGame = function () {
      this.checkPlayerLocation();
      DataManager.setupNewGame();
      SceneManager.goto(Scene_Map);
    };
  }; // Yanfly.Param.DebugAutoNewGame
  Yanfly.Debug.Scene_Boot_start = Scene_Boot.prototype.start;
  Scene_Boot.prototype.start = function () {
    Yanfly.Debug.Scene_Boot_start.call(this);
    if (Yanfly.Param.DebugAutoFPS) Graphics._switchFPSMeter();
    if (Yanfly.Param.DebugAutoFS) Graphics._requestFullScreen();
  };
  //=============================================================================
  // Scene_Title
  //=============================================================================
  Yanfly.Debug.Scene_Title_createCommandWindow =
    Scene_Title.prototype.createCommandWindow;
  Scene_Title.prototype.createCommandWindow = function () {
    Yanfly.Debug.Scene_Title_createCommandWindow.call(this);
    DataManager._debugStart = false;
    this._commandWindow.setHandler('startBoat', this.debugBoat.bind(this));
    this._commandWindow.setHandler('startShip', this.debugShip.bind(this));
    this._commandWindow.setHandler('startAirship', this.debugAirship.bind(this));
  };
  Scene_Title.prototype.debugBoat = function () {
    DataManager.debugStart($dataSystem.boat);
    SceneManager.goto(Scene_Map);
  };
  Scene_Title.prototype.debugShip = function () {
    DataManager.debugStart($dataSystem.ship);
    SceneManager.goto(Scene_Map);
  };
  Scene_Title.prototype.debugAirship = function () {
    DataManager.debugStart($dataSystem.airship);
    SceneManager.goto(Scene_Map);
  };
  //=============================================================================
  // Scene_Menu
  //=============================================================================
  Scene_Menu.prototype.commandDebug = function () {
    this.callDebug();
    this._commandWindow.activate();
  };
  //=============================================================================
  // Scene_Map
  //=============================================================================
  Scene_Base.prototype.isMap = function () {
    return false;
  };
  Scene_Map.prototype.isMap = function () {
    return true;
  };
  Yanfly.Debug.Scene_Map_createDisplayObjects =
    Scene_Map.prototype.createDisplayObjects;
  Scene_Map.prototype.createDisplayObjects = function () {
    Yanfly.Debug.Scene_Map_createDisplayObjects.call(this);
    Scene_Base.prototype.createDebugWindows.call(this);
  };
  Yanfly.Debug.Scene_Map_updateMain = Scene_Map.prototype.updateMain;
  Scene_Map.prototype.updateMain = function () {
    if (this._debugActive) {
      $gameScreen.update();
    } else {
      Yanfly.Debug.Scene_Map_updateMain.call(this);
    }
  };
  Scene_Map.prototype.updateCallDebug = function () {
  };
  Scene_Map.prototype.debugOpen = function () {
    Scene_Base.prototype.debugOpen.call(this);
  };
  //=============================================================================
  // Game_Map // From Debugger v1
  //=============================================================================
  Game_Map.prototype.getEventAtPos = function (x, y) {
    for (var i = 0; i < this.events().length; ++i) {
      var ev = this.events()[i];
      if (!ev) continue;
      if (ev.x === x && ev.y === y) return ev;
    }
    return null;
  };
  //=============================================================================
  // Scene_Map // From Debugger v1
  //=============================================================================
  Yanfly.Debug.Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows;
  Scene_Map.prototype.createAllWindows = function () {
    Yanfly.Debug.Scene_Map_createAllWindows.call(this);
    this.createFieldDebugWindow();
    this.createDebugMapIconWindow();
  };
  Yanfly.Debug.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;
  Scene_Map.prototype.processMapTouch = function () {
    if (Yanfly.Param.DebugMapIcon && TouchInput.isTriggered()) {
      if (this._debugMapIconWindow &&
        this._debugMapIconWindow.isTouchedInsideFrame()) {
        $gameTemp._forcePlayerDebug = true;
        this.processFieldDebug();
        $gameTemp._forcePlayerDebug = undefined;
        return;
      }
    }
    if (Yanfly.Param.DebugFieldDebug) {
      if (this.isProcessFieldDebug()) return this.processFieldDebug();
    }
    if (this._fieldDebugWindow.isOpen()) return;
    Yanfly.Debug.Scene_Map_processMapTouch.call(this);
    if (TouchInput.isTriggered() && Input.isPressed('control')) {
      $gamePlayer.locate($gameTemp.destinationX(), $gameTemp.destinationY());
    }
  };
  Scene_Map.prototype.isProcessFieldDebug = function () {
    if (TouchInput.isCancelled()) return true;
    return false;
  };
  Scene_Map.prototype.processFieldDebug = function () {
    this._fieldDebugWindow.openness = 0;
    this._fieldDebugWindow.setup();
  };
  Scene_Map.prototype.closeFieldDebug = function () {
    this._fieldDebugWindow.close();
    this._fieldDebugWindow.deactivate();
  };
  Yanfly.Debug.Scene_Map_isMenuCalled = Scene_Map.prototype.isMenuCalled;
  Scene_Map.prototype.isMenuCalled = function () {
    if (Yanfly.Param.DebugFieldDebug && TouchInput.isCancelled()) return false;
    return Yanfly.Debug.Scene_Map_isMenuCalled.call(this);
  };
  Scene_Map.prototype.createFieldDebugWindow = function () {
    this._fieldDebugWindow = new Window_FieldDebugCommand();
    this.addChild(this._fieldDebugWindow);
    var win = this._fieldDebugWindow
    win.setHandler('warp', this.debugWarp.bind(this));
    win.setHandler('main menu', this.debugMainMenu.bind(this));
    win.setHandler('call event', this.debugCallEvent.bind(this));
    win.setHandler('self switch', this.debugSelfSwitch.bind(this));
    win.setHandler('erase event', this.debugEraseEvent.bind(this));
    win.setHandler('menuToggle', this.debugToggleMenu.bind(this));
    win.setHandler('randomEncounter', this.debugRandomEncounter.bind(this));
    win.setHandler('encounterToggle', this.debugToggleEncounter.bind(this));
    win.setHandler('quickSave', this.debugQuickSave.bind(this));
    win.setHandler('quickLoad', this.debugQuickLoad.bind(this));
    win.setHandler('saveToggle', this.debugToggleSave.bind(this));
    win.setHandler('recoverAll', this.debugRecoverAll.bind(this));
    win.setHandler('fillTp', this.debugFillTp.bind(this));
    win.setHandler('hideDebugIcon', this.debugHideDebugIcon.bind(this));
    win.setHandler('showDebugIcon', this.debugShowDebugIcon.bind(this));
  };
  Scene_Map.prototype.createDebugMapIconWindow = function () {
    this._debugMapIconWindow = new Window_DebugMapIcon();
    this.addChild(this._debugMapIconWindow);
  };
  Scene_Map.prototype.debugWarp = function () {
    var x = $gameMap.canvasToMapX(this._fieldDebugWindow._clickedX);
    var y = $gameMap.canvasToMapY(this._fieldDebugWindow._clickedY);
    $gameTemp.setDestination(x, y);
    $gamePlayer.locate($gameTemp.destinationX(), $gameTemp.destinationY());
  };
  Scene_Map.prototype.debugMainMenu = function () {
    this._fieldDebugWindow.hide();
    this.callMenu();
  };
  Scene_Map.prototype.debugCallEvent = function () {
    var ev = this._fieldDebugWindow.getEventData();
    if (ev) ev.start();
  };
  Scene_Map.prototype.debugSelfSwitch = function () {
    var ev = this._fieldDebugWindow._clickedEvent;
    if (!ev) return;
    var key = [ev._mapId, ev._eventId, this._fieldDebugWindow.currentExt()];
    $gameSelfSwitches.setValue(key, !$gameSelfSwitches.value(key));
    this._fieldDebugWindow.open();
    this._fieldDebugWindow.activate();
    this._fieldDebugWindow.refresh();
  };
  Scene_Map.prototype.debugEraseEvent = function () {
    var ev = this._fieldDebugWindow._clickedEvent;
    if (!ev) return;
    $gameMap.eraseEvent(ev._eventId);
  };
  Scene_Map.prototype.debugToggleMenu = function () {
    if ($gameSystem.isMenuEnabled()) {
      $gameSystem.disableMenu();
    } else {
      $gameSystem.enableMenu();
    }
  };
  Scene_Map.prototype.debugRandomEncounter = function () {
    $gamePlayer._encounterCount = 0;
    this.updateEncounter();
  };
  Scene_Map.prototype.debugToggleEncounter = function () {
    if ($gameSystem.isEncounterEnabled()) {
      $gameSystem.disableEncounter();
    } else {
      $gameSystem.enableEncounter();
    }
  };
  Scene_Map.prototype.debugQuickSave = function () {
    SceneManager.push(Scene_Save);
  };
  Scene_Map.prototype.debugQuickLoad = function () {
    SceneManager.push(Scene_Load);
  };
  Scene_Map.prototype.debugToggleSave = function () {
    if ($gameSystem.isSaveEnabled()) {
      $gameSystem.disableSave();
    } else {
      $gameSystem.enableSave();
    }
  };
  Scene_Map.prototype.debugRecoverAll = function () {
    SoundManager.playRecovery();
    var length = $gameParty.members().length;
    for (var i = 0; i < length; ++i) {
      var member = $gameParty.members()[i];
      if (member) member.recoverAll();
    }
  };
  Scene_Map.prototype.debugFillTp = function () {
    SoundManager.playRecovery();
    var length = $gameParty.members().length;
    for (var i = 0; i < length; ++i) {
      var member = $gameParty.members()[i];
      if (member) member.gainTp(member.maxTp());
    }
  };
  Scene_Map.prototype.debugHideDebugIcon = function () {
    $gameTemp._debugHideIcon = true;
  };
  Scene_Map.prototype.debugShowDebugIcon = function () {
    $gameTemp._debugHideIcon = false;
  };
  //=============================================================================
  // Window_FieldDebugCommand // From Debugger v1
  //=============================================================================
  function Window_FieldDebugCommand() {
    this.initialize.apply(this, arguments);
  }
  Window_FieldDebugCommand.prototype = Object.create(Window_Command.prototype);
  Window_FieldDebugCommand.prototype.constructor = Window_FieldDebugCommand;
  Window_FieldDebugCommand.prototype.initialize = function () {
    Window_Command.prototype.initialize.call(this, 0, 0);
    this.openness = 0;
    this.deactivate();
  };
  Window_FieldDebugCommand.prototype.windowWidth = function () {
    return this._maxWidth || 240;
  };
  Window_FieldDebugCommand.prototype.numVisibleRows = function () {
    return this.maxItems();
  };
  Window_FieldDebugCommand.prototype.itemTextAlign = function () {
    return 'center';
  };
  Window_FieldDebugCommand.prototype.makeCommandList = function () {
    this._maxWidth = 0;
    this.addWarpTo();
    this.addCommand('Main Menu', 'main menu');
    this.makeEventCommands();
    this.makePlayerCommands();
    if ($gameTemp._debugHideIcon) {
      var text = 'Show Debug Icon';
      this.addCommand(text, 'showDebugIcon');
    }
    this._maxWidth += this.standardPadding() * 4;
  };
  Window_FieldDebugCommand.prototype.makeEventCommands = function () {
    if (!this._clickedEvent) return;
    if ($gameTemp._forcePlayerDebug) return;
    this.addCommand(this._clickedEvent.event().name, 'call event');
    var key = [this._clickedEvent._mapId, this._clickedEvent._eventId, 'A'];
    var text = $gameSelfSwitches.value(key) ? ' ON' : 'OFF';
    this.addCommand('Self Switch A: ' + text, 'self switch', true, 'A');
    var key = [this._clickedEvent._mapId, this._clickedEvent._eventId, 'B'];
    var text = $gameSelfSwitches.value(key) ? ' ON' : 'OFF';
    this.addCommand('Self Switch B: ' + text, 'self switch', true, 'B');
    var key = [this._clickedEvent._mapId, this._clickedEvent._eventId, 'C'];
    var text = $gameSelfSwitches.value(key) ? ' ON' : 'OFF';
    this.addCommand('Self Switch C: ' + text, 'self switch', true, 'C');
    var key = [this._clickedEvent._mapId, this._clickedEvent._eventId, 'D'];
    var text = $gameSelfSwitches.value(key) ? ' ON' : 'OFF';
    this.addCommand('Self Switch D: ' + text, 'self switch', true, 'D');
    this.addCommand('Erase Event', 'erase event');
  };
  Window_FieldDebugCommand.prototype.makePlayerCommands = function () {
    var x = $gameMap.canvasToMapX(this._clickedX);
    var y = $gameMap.canvasToMapY(this._clickedY);
    if (!$gameTemp._forcePlayerDebug) {
      if (x !== $gamePlayer.x) return;
      if (y !== $gamePlayer.y) return;
    }
    // Menu Toggle
    if ($gameSystem.isMenuEnabled()) {
      var text = 'Disable Menu';
    } else {
      var text = 'Enable Menu';
    }
    this.addCommand(text, 'menuToggle');
    // Recover All
    this.addCommand('Recover All', 'recoverAll');
    this.addCommand('Fill TP', 'fillTp');
    // Random Encounter
    var text = 'Random Encounter';
    var enabled = $gamePlayer.makeEncounterTroopId();
    this.addCommand(text, 'randomEncounter', enabled);
    // Encounter Toggle
    if ($gameSystem.isEncounterEnabled()) {
      var text = 'Disable Encounters';
    } else {
      var text = 'Enable Encounters';
    }
    this.addCommand(text, 'encounterToggle');
    // Save Menu
    var text = 'Access Save Menu';
    this.addCommand(text, 'quickSave');
    // Load Menu
    var text = 'Access Load Menu';
    this.addCommand(text, 'quickLoad');
    // Save Toggle
    if ($gameSystem.isSaveEnabled()) {
      var text = 'Disable Save';
    } else {
      var text = 'Enable Save';
    }
    this.addCommand(text, 'saveToggle');
    // Corner Debug Menu
    if ($gameTemp._forcePlayerDebug) {
      var text = 'Hide Debug Icon';
      this.addCommand(text, 'hideDebugIcon');
    }
  };
  Window_FieldDebugCommand.prototype.addWarpTo = function () {
    if ($gameTemp._forcePlayerDebug) return;
    var x = $gameMap.canvasToMapX(this._clickedX);
    var y = $gameMap.canvasToMapY(this._clickedY);
    var text = 'Warp (X:' + x + ', Y:' + y + ')';
    this.addCommand(text, 'warp');
  };
  Window_FieldDebugCommand.prototype.addCommand = function (name, symbol, enabled,
    ext) {
    Window_Command.prototype.addCommand.call(this, name, symbol, enabled, ext);
    if (!this._widthCalcEnabled) return;
    this._maxWidth = Math.max(this._maxWidth, this.textWidth(name));
    this._maxWidth = this._maxWidth.clamp(0, Graphics.boxWidth);
  };
  Window_FieldDebugCommand.prototype.setup = function () {
    SoundManager.playCursor();
    this._widthCalcEnabled = true;
    this._clickedX = TouchInput.x;
    this._clickedY = TouchInput.y;
    this.makeEventData();
    this.clearCommandList();
    this.makeCommandList();
    this.width = this.windowWidth();
    this.height = this.windowHeight();
    this.createContents();
    this.refresh();
    this.select(0);
    this.activate();
    this.open();
    this.show();
    this.updatePosition();
  };
  Window_FieldDebugCommand.prototype.makeEventData = function () {
    var x = $gameMap.canvasToMapX(this._clickedX);
    var y = $gameMap.canvasToMapY(this._clickedY);
    this._clickedEvent = $gameMap.getEventAtPos(x, y);
    if (this._clickedEvent) this._clickedEvent._balloonId = 1;
  };
  Window_FieldDebugCommand.prototype.getEventData = function () {
    return this._clickedEvent;
  };
  Window_FieldDebugCommand.prototype.updatePosition = function () {
    var x = TouchInput.x;
    var y = TouchInput.y;
    if ($gameTemp._forcePlayerDebug) {
      x = Graphics.boxWidth;
      y = 0;
    }
    this.x = x.clamp(0, Graphics.boxWidth - this.width);
    this.y = y.clamp(0, Graphics.boxHeight - this.height);
  };
  Window_FieldDebugCommand.prototype.processOk = function () {
    if (this.isCurrentItemEnabled()) this.processClose();
    Window_Selectable.prototype.processOk.call(this);
  };
  Window_FieldDebugCommand.prototype.processClose = function () {
    this.close();
    this.deactivate();
  };
  Window_FieldDebugCommand.prototype.processTouch = function () {
    if (!this.isOpenAndActive()) return;
    if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
      this.processClose();
    } else {
      Window_Selectable.prototype.processTouch.call(this);
    }
  };
  //=============================================================================
  // Window_DebugMapIcon // From Debugger v1
  //=============================================================================
  function Window_DebugMapIcon() {
    this.initialize.apply(this, arguments);
  }
  Window_DebugMapIcon.prototype = Object.create(Window_Base.prototype);
  Window_DebugMapIcon.prototype.constructor = Window_DebugMapIcon;
  Window_DebugMapIcon.prototype.initialize = function () {
    var ww = Window_Base._iconWidth + this.standardPadding() * 2;
    var wh = Window_Base._iconHeight + this.standardPadding() * 2;
    var wx = Graphics.boxWidth - ww + this.standardPadding() / 2;
    var wy = 0 - this.standardPadding() / 2;
    Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
    this.refresh();
    this.opacity = 0;
  };
  Window_DebugMapIcon.prototype.refresh = function () {
    this.contents.clear();
    this.drawIcon(Yanfly.Param.DebugMapIcon, 2, 2);
  };
  Window_DebugMapIcon.prototype.update = function () {
    Window_Base.prototype.update.call(this);
    this.visible = !$gameTemp._debugHideIcon;
  };
  Window_DebugMapIcon.prototype.isTouchedInsideFrame = function () {
    if ($gameTemp._debugHideIcon) return false;
    var x = this.canvasToLocalX(TouchInput.x);
    var y = this.canvasToLocalY(TouchInput.y);
    return x >= 0 && y >= 0 && x < this.width && y < this.height;
  };
  //=============================================================================
  // Scene_MapTeleport
  //=============================================================================
  function Scene_MapTeleport() {
    this.initialize.apply(this, arguments);
  }
  Scene_MapTeleport.prototype = Object.create(Scene_Map.prototype);
  Scene_MapTeleport.prototype.constructor = Scene_MapTeleport;
  Scene_MapTeleport.prototype.createDisplayObjects = function () {
    Scene_Map.prototype.createDisplayObjects.call(this);
    this.relocatePlayerToCenter();
    this.createRegionDisplayWindow();
    this.createCoordinatesWindow();
  };
  Scene_MapTeleport.prototype.createRegionDisplayWindow = function () {
    this._regionDisplayWindow = new Window_DebugRegionDisplay();
    this.addChild(this._regionDisplayWindow);
  };
  Scene_MapTeleport.prototype.createCoordinatesWindow = function () {
    this._coordinatesWindow = new Window_DebugCoordinates();
    this.addChild(this._coordinatesWindow);
  };
  Scene_MapTeleport.prototype.relocatePlayerToCenter = function () {
    var x = Math.floor($dataMap.width / 2);
    var y = Math.floor($dataMap.height / 2);
    $gamePlayer.locate(x, y);
  };
  Scene_MapTeleport.prototype.update = function () {
    Scene_Base.prototype.update.call(this);
    this.updateTouchInputControls();
    this.updateKeyInputControls();
  };
  Scene_MapTeleport.prototype.updateTouchInputControls = function () {
    if (!TouchInput.isTriggered()) return;
    var x = $gameMap.canvasToMapX(TouchInput.x);
    var y = $gameMap.canvasToMapY(TouchInput.y);
    if (x === $gamePlayer.x && y === $gamePlayer.y) {
      this.confirmAcceptLocation()
    } else {
      $gamePlayer.locate(x, y);
    }
  };
  Scene_MapTeleport.prototype.updateKeyInputControls = function () {
    if (Input.isRepeated('down')) this.updateLocation(0, 1);
    if (Input.isRepeated('left')) this.updateLocation(-1, 0);
    if (Input.isRepeated('right')) this.updateLocation(1, 0);
    if (Input.isRepeated('up')) this.updateLocation(0, -1);
    if (Input.isTriggered('ok')) this.confirmAcceptLocation();
    if (Input.isTriggered('cancel')) this.cancelLocation();
  };
  Scene_MapTeleport.prototype.updateLocation = function (x, y) {
    var dx = ($gamePlayer.x + x).clamp(0, $dataMap.width - 1);
    var dy = ($gamePlayer.y + y).clamp(0, $dataMap.height - 1);
    $gamePlayer.locate(dx, dy);
  };
  Scene_MapTeleport.prototype.confirmAcceptLocation = function () {
    SoundManager.playOk();
    SceneManager.push(Scene_Map);
  };
  Scene_MapTeleport.prototype.cancelLocation = function () {
    SoundManager.playCancel();
    var x = $gameTemp._preDebugTeleportX;
    var y = $gameTemp._preDebugTeleportY;
    var mapId = $gameTemp._preDebugTeleportMap;
    $gamePlayer.reserveTransfer(mapId, x, y, 2, 0);
    SceneManager.push(Scene_Map);
  };
  Scene_MapTeleport.prototype.debugOpen = function () {
  };
  Scene_MapTeleport.prototype.isMap = function () {
    return false;
  };
  //=============================================================================
  // Window
  //=============================================================================
  Yanfly.Debug.Window_initialize = Window.prototype.initialize;
  Window.prototype.initialize = function () {
    Yanfly.Debug.Window_initialize.call(this);
    this._isDebugWindow = false;
  };
  Window.prototype.setDebug = function () {
    this._isDebugWindow = true;
    this.opacity = 0;
    this.backOpacity = 0;
    this.contentsOpacity = 0;
    this.openness = 255;
  };
  Window.prototype.isDebug = function () {
    return this._isDebugWindow;
  };
  Yanfly.Debug.Window_isOpen = Window.prototype.isOpen;
  Window.prototype.isOpen = function () {
    if (this.isDebug()) return this.opacity >= 255;
    return Yanfly.Debug.Window_isOpen.call(this);
  };
  Yanfly.Debug.Window_isClosed = Window.prototype.isClosed;
  Window.prototype.isClosed = function () {
    if (this.isDebug()) return this.opacity <= 0;
    return Yanfly.Debug.Window_isClosed.call(this);
  };
  //=============================================================================
  // Window_Base
  //=============================================================================
  Yanfly.Debug.Window_Base_updateOpen = Window_Base.prototype.updateOpen;
  Window_Base.prototype.updateOpen = function () {
    if (this.isDebug() && this._opening) {
      this.opacity += 32;
      this.backOpacity += 24;
      this.contentsOpacity += 32;
      if (this.isOpen()) this._opening = false;
    } else {
      Yanfly.Debug.Window_Base_updateOpen.call(this);
    }
  };
  Yanfly.Debug.Window_Base_updateClose = Window_Base.prototype.updateClose;
  Window_Base.prototype.updateClose = function () {
    if (this.isDebug() && this._closing) {
      this.opacity -= 32;
      this.backOpacity -= 24;
      this.contentsOpacity -= 32;
      if (this.isClosed()) this._closing = false;
    } else {
      Yanfly.Debug.Window_Base_updateClose.call(this);
    }
  };
  Yanfly.Debug.Window_Base_updateTone = Window_Base.prototype.updateTone;
  Window_Base.prototype.updateTone = function () {
    if (this.isDebug()) {
      var tone = Yanfly.Param.DebugWindowTone;
      this.setTone(tone[0], tone[1], tone[2]);
    } else {
      Yanfly.Debug.Window_Base_updateTone.call(this);
    }
  };
  //=============================================================================
  // Window_TitleCommand
  //=============================================================================
  Yanfly.Debug.Window_TitleCommand_makeCommandList =
    Window_TitleCommand.prototype.makeCommandList;
  Window_TitleCommand.prototype.makeCommandList = function () {
    Yanfly.Debug.Window_TitleCommand_makeCommandList.call(this);
    this.addDebugCommands();
  };
  Window_TitleCommand.prototype.addDebugCommands = function () {
    if (Yanfly.Param.DebugSpawnBoat && $dataSystem.boat.startMapId > 0) {
      this.addCommand('Start:Boat', 'startBoat');
    }
    if (Yanfly.Param.DebugSpawnShip && $dataSystem.ship.startMapId > 0) {
      this.addCommand('Start:Ship', 'startShip');
    }
    if (Yanfly.Param.DebugSpawnAirship && $dataSystem.airship.startMapId > 0) {
      this.addCommand('Start:Airship', 'startAirship');
    }
  };
  //=============================================================================
  // Window_DebugCoordinates
  //=============================================================================
  function Window_DebugCoordinates() {
    this.initialize.apply(this, arguments);
  }
  Window_DebugCoordinates.prototype = Object.create(Window_Base.prototype);
  Window_DebugCoordinates.prototype.constructor = Window_DebugCoordinates;
  Window_DebugCoordinates.prototype.initialize = function () {
    var width = Graphics.boxWidth;
    var height = this.fittingHeight(2);
    Window_Base.prototype.initialize.call(this, 0, 0, width, height);
    this._opacityCounter = 60;
    this._x = 0;
    this._y = 0;
  };
  Window_DebugCoordinates.prototype.refresh = function () {
    this.contents.clear();
    this._x = $gamePlayer.x;
    this._y = $gamePlayer.y;
    SoundManager.playCursor();
    this._opacityCounter = 60;
    this.opacity = 255;
    this.contentsOpacity = 255;
    var text = $dataMapInfos[$gameMap.mapId()].name;
    this.drawText(text, 0, 0, this.contents.width, 'center');
    text = this.getCoordinates();
    this.drawText(text, 0, this.lineHeight(), this.contents.width, 'center');
  };
  Window_DebugCoordinates.prototype.getCoordinates = function () {
    var text = 'X: ' + this._x;
    text += ', Y: ' + this._y;
    return text;
  };
  Window_DebugCoordinates.prototype.update = function () {
    Window_Base.prototype.update.call(this);
    this.updateOpacity();
    if (this._x !== $gamePlayer.x) {
      this.refresh();
    } else if (this._y !== $gamePlayer.y) {
      this.refresh();
    }
  };
  Window_DebugCoordinates.prototype.updateOpacity = function () {
    if (--this._opacityCounter < 0) {
      this.opacity -= 2;
      this.contentsOpacity -= 2;
    }
  };
  //=============================================================================
  // Window_DebugRegionDisplay
  //=============================================================================
  function Window_DebugRegionDisplay() {
    this.initialize.apply(this, arguments);
  }
  Window_DebugRegionDisplay.prototype = Object.create(Window_Base.prototype);
  Window_DebugRegionDisplay.prototype.constructor = Window_DebugRegionDisplay;
  Window_DebugRegionDisplay.prototype.initialize = function () {
    var width = $gameMap.width() * $gameMap.tileWidth();
    var height = $gameMap.height() * $gameMap.tileHeight();
    width += this.standardPadding() * 2;
    height += this.standardPadding() * 2;
    var offset = this.standardPadding() * -1;
    Window_Base.prototype.initialize.call(this, -width, -height, width, height);
    this.x = 0;
    this.y = 0;
    this.opacity = 0;
    this.contentsOpacity = 128
    this._opacityCounter = 60;
    this._x = 0;
    this._y = 0;
    this.refresh();
  };
  Window_DebugRegionDisplay.prototype.update = function () {
    Window_Base.prototype.update.call(this);
    this.updateOpacity();
    if (this._x !== $gamePlayer.x) {
      this.updatePosition();
    } else if (this._y !== $gamePlayer.y) {
      this.updatePosition();
    }
  };
  Window_DebugRegionDisplay.prototype.updateOpacity = function () {
    if (--this._opacityCounter < 0) {
      this.contentsOpacity -= 1;
    }
  };
  Window_DebugRegionDisplay.prototype.updatePosition = function () {
    this.contentsOpacity = 128;
    this._opacityCounter = 60;
    this._x = $gamePlayer.x;
    this._y = $gamePlayer.y;
    var offset = this.standardPadding();
    this.x = -1 * ($gameMap.displayX() * $gameMap.tileWidth()) - offset;
    this.y = -1 * ($gameMap.displayY() * $gameMap.tileHeight()) - offset;
  };
  Window_DebugRegionDisplay.prototype.refresh = function () {
    this.contents.clear();
    for (var x = 0; x < $gameMap.width(); ++x) {
      for (var y = 0; y < $gameMap.height(); ++y) {
        if ($gameMap.regionId(x, y) > 0) this.drawRegion(x, y);
      }
    }
  };
  Window_DebugRegionDisplay.prototype.drawRegion = function (x, y) {
    var regionId = $gameMap.regionId(x, y);
    var rect = this.regionRect(x, y);
    this.drawRegionColor(regionId, rect);
    this.contents.drawText(regionId, rect.x, rect.y, rect.width, rect.height,
      'center');
  };
  Window_DebugRegionDisplay.prototype.regionRect = function (dx, dy) {
    return {
      x: dx * $gameMap.tileWidth(),
      y: dy * $gameMap.tileHeight(),
      width: $gameMap.tileWidth(),
      height: $gameMap.tileHeight()
    }
  };
  Window_DebugRegionDisplay.prototype.drawRegionColor = function (id, rect) {
    var color = '#ed145b';
    switch (id % 12) {
      case 0:
        color = '#ed145b';
        break;
      case 1:
        color = '#ed1c24';
        break;
      case 2:
        color = '#f7941d';
        break;
      case 3:
        color = '#fff200';
        break;
      case 4:
        color = '#a3d39c';
        break;
      case 5:
        color = '#00a651';
        break;
      case 6:
        color = '#00a99d';
        break;
      case 7:
        color = '#00bff3';
        break;
      case 8:
        color = '#0072bc';
        break;
      case 9:
        color = '#0054a6';
        break;
      case 10:
        color = '#a864a8';
        break;
      case 11:
        color = '#f06eaa';
        break;
    }
    this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
  };
  //=============================================================================
  // Window_DebugCommand
  //=============================================================================
  function Window_DebugCommand() {
    this.initialize.apply(this, arguments);
  };
  Window_DebugCommand.prototype = Object.create(Window_Command.prototype);
  Window_DebugCommand.prototype.constructor = Window_DebugCommand;
  Window_DebugCommand.prototype.initialize = function (x, y, width, height) {
    this._windowWidth = width;
    this._windowHeight = height;
    Window_Command.prototype.initialize.call(this, x, y);
    this.setDebug();
    this.deactivate();
    this.opacity = 0;
    this.backOpacity = 0;
    this.contentsOpacity = 0;
  };
  Window_DebugCommand.prototype.windowWidth = function () {
    return this._windowWidth;
  };
  Window_DebugCommand.prototype.windowHeight = function () {
    return this._windowHeight;
  };
  Window_DebugCommand.prototype.addEmptyCommand = function () {
    this.addCommand('', 'none', false);
  };
  Window_DebugCommand.prototype.textWidthEx = function (text) {
    return this.drawTextEx(text, 0, this.contents.height + this.lineHeight());
  };
  Window_DebugCommand.prototype.drawItem = function (index) {
    var rect = this.itemRectForText(index);
    var align = this.itemTextAlign();
    this.resetTextColor();
    this.changePaintOpacity(this.isCommandEnabled(index));
    var text = this.commandName(index);
    if (text.match('
')) {
      text = text.replace('', '');
      var tw = this.textWidthEx(text);
      rect.x += (rect.width - tw) / 2;
    }
    this.drawTextEx(text, rect.x, rect.y);
  };
  Window_DebugCommand.prototype.processCursorMove = function () {
    if (this.isCursorMovable()) {
      var lastIndex = this.index();
      if (Input.isRepeated('down')) {
        this.cursorDown(Input.isTriggered('down'));
      }
      if (Input.isRepeated('up')) {
        this.cursorUp(Input.isTriggered('up'));
      }
      if (Input.isRepeated('right')) {
        this.cursorRight(Input.isTriggered('right'));
      }
      if (Input.isRepeated('left')) {
        this.cursorLeft(Input.isTriggered('left'));
      }
      if (!this.isHandled('pagedown') && Input.isRepeated('pagedown')) {
        this.cursorPagedown();
      }
      if (!this.isHandled('end') && Input.isRepeated('end')) {
        this.select(this.maxItems() - 1);
      };
      if (!this.isHandled('pageup') && Input.isRepeated('pageup')) {
        this.cursorPageup();
      }
      if (!this.isHandled('end') && Input.isRepeated('home')) {
        this.select(0);
      };
      if (this.index() !== lastIndex) {
        SoundManager.playCursor();
      }
    }
  };
  Window_DebugCommand.prototype.updateDebugHelp = function (symbol) {
    if (this._helpWindow) {
      var text = '';
      switch (symbol) {
        case 'actors':
          text = 'Modify the actors for your game.';
          break;
        case 'armors':
          text = 'Modify armor quantities.';
          break;
        case 'battle':
          text = 'Enter a battle of your choice.';
          break;
        case 'buffs':
          text = 'Apply buffs to actors and/or enemies.';
          break;
        case 'enemies':
          text = 'Modify the current set of enemies.';
          break;
        case 'events':
          text = 'Play a common event of your choice.';
          break;
        case 'exit':
          text = 'Exit the debug menu.'
          break;
        case 'items':
          text = 'Modify item quantities.';
          break;
        case 'menu':
          text = 'Access the main menu.'
          break;
        case 'quick':
          text = 'A set of quick debug actions.';
          break;
        case 'states':
          text = 'Apply states to actors and/or enemies.';
          break;
        case 'switch':
          text = 'Lets you manually adjust switches.';
          break;
        case 'teleport':
          text = 'Quickly teleport to a map you like.';
          break;
        case 'variable':
          text = 'Lets you manually adjust variables.';
          break;
        case 'weapons':
          text = 'Modify weapon quantities.';
          break;
      }
      this._helpWindow.setText(text)
    }
  };
  //=============================================================================
  // Window_DebugMenu
  //=============================================================================
  function Window_DebugMenu() {
    this.initialize.apply(this, arguments);
  };
  Window_DebugMenu.prototype = Object.create(Window_DebugCommand.prototype);
  Window_DebugMenu.prototype.constructor = Window_DebugMenu;
  Window_DebugMenu.prototype.initialize = function (helpWindow) {
    var x = 0;
    var y = helpWindow.height;
    var width = Graphics.boxWidth;
    var height = Graphics.boxHeight - helpWindow.height;
    Window_DebugCommand.prototype.initialize.call(this, x, y, width, height);
    this.setHelpWindow(helpWindow);
  };
  Window_DebugMenu.prototype.setActionWindow = function (win) {
    this._actionWindow = win;
  };
  Window_DebugMenu.prototype.maxCols = function () {
    return 3;
  };
  Window_DebugMenu.prototype.spacing = function () {
    return 0;
  };
  Window_DebugMenu.prototype.itemHeight = function () {
    if (this._itemHeight) return this._itemHeight;
    this._itemHeight = Math.floor(this.contents.height / 5)
    return this._itemHeight;
  };
  Window_DebugMenu.prototype.makeCommandList = function () {
    // Row 1
    this.addCommand('Quick', 'quick', this.isEnabled('quick'));
    this.addCommand('Battle', 'battle', this.isEnabled('battle'));
    this.addCommand('Main Menu', 'menu', this.isEnabled('menu'));
    // Row 2
    this.addCommand('Switches', 'switch', this.isEnabled('switch'));
    this.addCommand('Actors', 'actors', this.isEnabled('actors'));
    this.addCommand('Items', 'items', this.isEnabled('items'));
    // Row 3
    this.addCommand('Variables', 'variable', this.isEnabled('variable'));
    this.addCommand('Enemies', 'enemies', this.isEnabled('enemies'));
    this.addCommand('Weapons', 'weapons', this.isEnabled('weapons'));
    // Row 4
    this.addCommand('Teleport', 'teleport', this.isEnabled('teleport'));
    this.addCommand('States', 'states', this.isEnabled('states'));
    this.addCommand('Armors', 'armors', this.isEnabled('armors'));
    // Row 5
    this.addCommand('Common Event', 'events', this.isEnabled('events'));
    this.addCommand('Buffs', 'buffs', this.isEnabled('buffs'));
    this.addCommand('Exit', 'cancel', this.isEnabled('exit'));
  };
  Window_DebugMenu.prototype.isEnabled = function (symbol) {
    if (symbol === 'exit') return true;
    if (SceneManager._scene instanceof Scene_Title) return false;
    if (SceneManager._scene instanceof Scene_File) return false;
    if (SceneManager._scene instanceof Scene_Options) return false;
    if (SceneManager._scene instanceof Scene_GameEnd) return false;
    switch (symbol) {
      case 'battle':
        if (SceneManager._scene instanceof Scene_Battle) return false;
        return true;
        break;
      case 'menu':
        if (SceneManager._scene instanceof Scene_Map) return true;
        break;
      case 'teleport':
        return !DataManager.isBattleTest();
        break;
      case 'enemies':
        return (SceneManager._scene instanceof Scene_Battle);
        break;
      default:
        return true;
    }
    return false;
  };
  Window_DebugMenu.prototype.drawItem = function (index) {
    var rect = this.itemRectForText(index);
    var align = 'center';
    this.resetTextColor();
    this.changePaintOpacity(this.isCommandEnabled(index));
    var y = rect.y + Math.floor((rect.height - this.lineHeight()) / 2);
    this.drawText(this.commandName(index), rect.x, y, rect.width, align);
  };
  Window_DebugMenu.prototype.updateHelp = function () {
    this.updateDebugHelp(this.currentSymbol());
  };
  Window_DebugMenu.prototype.isHandled = function (symbol) {
    return true;
  };
  Window_DebugMenu.prototype.callHandler = function (symbol) {
    switch (symbol) {
      case 'cancel':
        Window_DebugCommand.prototype.callHandler.call(this, symbol);
        break;
      case 'menu':
        SceneManager._scene.debugClose();
        SceneManager.push(Scene_Menu);
        Window_MenuCommand.initCommandPosition();
        break;
      case 'pagedown':
        this.activate();
        this.selectSymbol('cancel');
        break;
      case 'pageup':
        this.activate();
        this.selectSymbol('quick');
        break;
      default:
        this.activateActionWindow(symbol);
        break;
    }
  };
  Window_DebugMenu.prototype.activateActionWindow = function (symbol) {
    this.deactivate();
    this.close();
    this._actionWindow.setSymbol(symbol);
    this._actionWindow.activate();
    this._actionWindow.open();
  };
  Window_DebugMenu.prototype.cursorDown = function (wrap) {
    this._index += this.maxCols();
    if (this._index >= 15) this._index -= 15;
    this.select(this._index);
  };
  Window_DebugMenu.prototype.cursorUp = function (wrap) {
    this._index -= this.maxCols();
    if (this._index < 0) this._index += 15;
    this.select(this._index);
  };
  Window_DebugMenu.prototype.cursorRight = function (wrap) {
    if (this._index % 3 < 2) {
      this._index++;
    } else {
      this._index -= 2;
    }
    this.select(this._index);
  };
  Window_DebugMenu.prototype.cursorLeft = function (wrap) {
    if (this._index % 3 > 0) {
      this._index--;
    } else {
      this._index += 2;
    }
    this.select(this._index);
  };
  //=============================================================================
  // Window_DebugAction
  //=============================================================================
  function Window_DebugAction() {
    this.initialize.apply(this, arguments);
  };
  Window_DebugAction.prototype = Object.create(Window_DebugCommand.prototype);
  Window_DebugAction.prototype.constructor = Window_DebugAction;
  Window_DebugAction.prototype.initialize = function (helpWindow) {
    var x = 0;
    var y = helpWindow.height;
    var width = Graphics.boxWidth;
    var height = Graphics.boxHeight - helpWindow.height;
    this._symbol = 'none';
    Window_DebugCommand.prototype.initialize.call(this, x, y, width, height);
    this.setHelpWindow(helpWindow);
  };
  Window_DebugAction.prototype.maxCols = function () {
    if (this._battler) {
      switch (this._battlerType) {
        case 'main':
          return 1;
          break;
        default:
          return 1;
          break;
      }
    }
    switch (this._symbol) {
      case 'quick':
      case 'switch':
      case 'battle':
        return 3;
        break;
      case 'variable':
      case 'items':
      case 'weapons':
      case 'armors':
        return 7;
        break;
      case 'actors':
      case 'enemies':
      case 'states':
      case 'buffs':
        return 2;
        break;
    };
    return 1;
  };
  Window_DebugAction.prototype.spacing = function () {
    return 0;
  };
  Window_DebugAction.prototype.playOkSound = function () {
  };
  Window_DebugAction.prototype.itemHeight = function () {
    return this.lineHeight();
  };
  Window_DebugAction.prototype.itemRect = function (index) {
    var rect = Window_Selectable.prototype.itemRect.call(this, index);
    if (this._miniWidth === undefined) {
      this._miniWidth = Math.ceil(this.textWidth('+100+'));
    }
    if (this._cwidth === undefined) {
      this._cwidth = this.contents.width;
    }
    var miniWidth = this._miniWidth;
    switch (this._symbol) {
      case 'switch':
      case 'battle':
        if (index % 3 === 0) {
          rect.width = Math.floor(this._cwidth / 2);
        } else if (index % 3 === 1) {
          rect.width = Math.floor(this._cwidth / 4);
          rect.x = Math.floor(this._cwidth * 2 / 4);
        } else if (index % 3 === 2) {
          rect.width = Math.floor(this._cwidth / 4);
          rect.x = Math.floor(this._cwidth * 3 / 4);
        }
        break;
      case 'variable':
      case 'items':
      case 'weapons':
      case 'armors':
        if (index % 7 === 0 || index % 7 === 1 || index % 7 === 2) {
          rect.width = miniWidth;
          rect.x = index % 7 * rect.width;
        } else if (index % 7 === 4 || index % 7 === 5 || index % 7 === 6) {
          rect.width = miniWidth;
          rect.x = this._cwidth - (7 - index % 7) * rect.width;
        } else if (index % 7 === 3) {
          rect.width = this._cwidth - miniWidth * 6;
          rect.x = miniWidth * 3;
        }
        break;
    };
    return rect;
  };
  Window_DebugAction.prototype.setSymbol = function (symbol) {
    this.resetScroll();
    this._symbol = symbol;
    this._cachedKeyConfig = JsonEx.makeDeepCopy(Input.keyMapper);
    this.setupVariableKeyboard();
    switch (symbol) {
      case 'variable':
      case 'items':
      case 'weapons':
      case 'armors':
        this.clearCachedItemList();
        this.select(3);
        break;
      case 'actors':
      case 'enemies':
      case 'states':
      case 'buffs':
        this.select(2);
        break;
      default:
        this.select(0);
        break;
    }
    this.refresh();
  };
  Window_DebugAction.prototype.clearCachedItemList = function () {
    this._cachedItems = undefined;
    this._cachedWeapons = undefined;
    this._cachedArmors = undefined;
  };
  Window_DebugAction.prototype.close = function () {
    Window_DebugCommand.prototype.close.call(this);
    if (this._cachedKeyConfig) {
      Input.keyMapper = this._cachedKeyConfig;
      this._cachedKeyConfig = undefined;
    }
  };
  Window_DebugAction.prototype.setupVariableKeyboard = function () {
    Input.keyMapper[8] = 'backspace';
    Input.keyMapper[46] = 'delete';
    Input.keyMapper[48] = '0'; Input.keyMapper[96] = '0';
    Input.keyMapper[49] = '1'; Input.keyMapper[97] = '1';
    Input.keyMapper[50] = '2'; Input.keyMapper[98] = '2';
    Input.keyMapper[51] = '3'; Input.keyMapper[99] = '3';
    Input.keyMapper[52] = '4'; Input.keyMapper[100] = '4';
    Input.keyMapper[53] = '5'; Input.keyMapper[101] = '5';
    Input.keyMapper[54] = '6'; Input.keyMapper[102] = '6';
    Input.keyMapper[55] = '7'; Input.keyMapper[103] = '7';
    Input.keyMapper[56] = '8'; Input.keyMapper[104] = '8';
    Input.keyMapper[57] = '9'; Input.keyMapper[105] = '9';
    Input.keyMapper[107] = '+'; Input.keyMapper[187] = '+';
    Input.keyMapper[109] = '-'; Input.keyMapper[189] = '-';
    Input.keyMapper[192] = 'tilde';
  };
  Window_DebugAction.prototype.makeCommandList = function () {
    if (this._battler) return this.makeBattlerCommandList();
    switch (this._symbol) {
      case 'quick':
        this.makeQuickList();
        break;
      case 'switch':
        this.makeSwitchList();
        break;
      case 'variable':
        this.makeVariableList();
        break;
      case 'teleport':
        this.makeTeleportList();
        break;
      case 'events':
        this.makeCommonEventList();
        break;
      case 'battle':
        this.makeBattleList();
        break;
      case 'actors':
        this.makeActorList();
        break;
      case 'enemies':
        this.makeEnemyList();
        break;
      case 'states':
      case 'buffs':
        this.makeBattlerList();
        break;
      case 'items':
        this.makeItemList();
        break;
      case 'weapons':
        this.makeWeaponList();
        break;
      case 'armors':
        this.makeArmorList();
        break;
    }
  };
  Window_DebugAction.prototype.makeBattlerCommandList = function () {
    switch (this._battlerType) {
      case 'main':
        this.makeBattlerMainList();
        break;
      case 'states':
        this.makeBattlerStatesList();
        break;
      case 'buffs':
        this.makeBattlerBuffsList();
        break;
    }
  };
  Window_DebugAction.prototype.addFillerCommands = function () {
    while (this._list.length % this.maxCols() !== 0) {
      this.addCommand('', 'nothing');
    }
  };
  Window_DebugAction.prototype.addFillerLineBreak = function () {
    this.addFillerCommands();
    this.addCommand('', 'nothing');
    this.addFillerCommands();
  };
  Window_DebugAction.prototype.makeQuickList = function () {
    var text = '';
    if ($gameParty.inBattle()) {
      // 1st Row
      this.addCommand('\\i[32]Quick Win', 'quickWin');
      this.addCommand('\\i[1]Quick Lose', 'quickLose');
      this.addCommand('\\i[72]Recover All', 'quickRecoverAll');
      this.addCommand('\\i[78]Disable Variance', 'quickDisableVariance');
      this.addCommand('\\i[78]Enable Variance', 'quickEnableVariance');
      this.addCommand('\\i[78]Toggle Variance', 'quickToggleVariance');
      this.addCommand('\\i[18]Normal State Rate', 'quickDisablePerfectStateRate');
      this.addCommand('\\i[18]100% State Rate', 'quickEnablePerfectStateRate');
      this.addCommand('\\i[18]Toggle State Rate', 'quickToggleStateRate');
      this.addFillerLineBreak();
    }
    // Skill Resources
    text = 'Refill ' + TextManager.hp;
    text = '\\i[' + (Yanfly.Icon.Hp || 0) + ']' + text;
    this.addCommand(text, 'quickRefillHp');
    text = 'Refill ' + TextManager.mp;
    text = '\\i[' + (Yanfly.Icon.Mp || 0) + ']' + text;
    this.addCommand(text, 'quickRefillMp');
    text = 'Refill ' + TextManager.tp;
    text = '\\i[' + (Yanfly.Icon.Tp || 0) + ']' + text;
    this.addCommand(text, 'quickRefillTp');
    this.addCommand('\\i[2]Clear States', 'quickClearStates');
    if (Imported.YEP_X_LimitedSkillUses) {
      text = 'Refill Uses';
      text = '\\i[' + (Yanfly.Icon.LimitedUse || 0) + ']' + text;
      this.addCommand(text, 'quickRefillUses');
    }
    if (Imported.YEP_X_SkillCooldowns) {
      text = 'Reset Cooldowns';
      text = '\\i[' + (Yanfly.Icon.Cooldown || 0) + ']' + text;
      this.addCommand(text, 'quickResetCooldowns');
    }
    this.addFillerLineBreak();
    // Gold
    var icon = Yanfly.Icon.Gold || 0;
    text = Yanfly.Util.toGroup($gameParty.gold());
    this.addCommand(text, 'currentGold');
    text = '\\i[' + icon + ']Current ' + TextManager.currencyUnit;
    this.addCommand(text, 'nothing');
    text = '\\i[' + icon + ']Clear ' + TextManager.currencyUnit;
    this.addCommand(text, 'quickClearGold');
    text = '\\i[' + icon + ']' + '-1,000';
    this.addCommand(text, 'quickGold-1000');
    text = '\\i[' + icon + ']' + '=1,000';
    this.addCommand(text, 'quickGold=1000');
    text = '\\i[' + icon + ']' + '+1,000';
    this.addCommand(text, 'quickGold+1000');
    text = '\\i[' + icon + ']' + '-1,000,000';
    this.addCommand(text, 'quickGold-1000000');
    text = '\\i[' + icon + ']' + '=1,000,000';
    this.addCommand(text, 'quickGold=1000000');
    text = '\\i[' + icon + ']' + '+1,000,000';
    this.addCommand(text, 'quickGold+1000000');
    this.addFillerLineBreak();
    // Items
    var icon = $dataItems[1].iconIndex;
    text = '\\i[' + icon + ']All Items +1';
    this.addCommand(text, 'quickItems+1');
    text = '\\i[' + icon + ']All Items +10';
    this.addCommand(text, 'quickItems+10');
    text = '\\i[' + icon + ']All Items +MAX';
    this.addCommand(text, 'quickItems+MAX');
    // Weapons
    var icon = $dataWeapons[1].iconIndex;
    text = '\\i[' + icon + ']All Weapons +1';
    this.addCommand(text, 'quickWeapons+1');
    text = '\\i[' + icon + ']All Weapons +10';
    this.addCommand(text, 'quickWeapons+10');
    text = '\\i[' + icon + ']All Weapons +MAX';
    this.addCommand(text, 'quickWeapons+MAX');
    // Armors
    var icon = $dataArmors[1].iconIndex;
    text = '\\i[' + icon + ']All Armors +1';
    this.addCommand(text, 'quickArmors+1');
    text = '\\i[' + icon + ']All Armors +10';
    this.addCommand(text, 'quickArmors+10');
    text = '\\i[' + icon + ']All Armors +MAX';
    this.addCommand(text, 'quickArmors+MAX');
    // Levels
    this.addFillerLineBreak();
    var icon = 32;
    text = '\\i[' + icon + ']Party Level +1';
    this.addCommand(text, 'quickPartyLevel+1');
    text = '\\i[' + icon + ']Party Level +10';
    this.addCommand(text, 'quickPartyLevel+10');
    text = '\\i[' + icon + ']Party Level +MAX';
    this.addCommand(text, 'quickPartyLevel+MAX');
    var icon = 48;
    text = '\\i[' + icon + ']Party Level -1';
    this.addCommand(text, 'quickPartyLevel-1');
    text = '\\i[' + icon + ']Party Level -10';
    this.addCommand(text, 'quickPartyLevel-10');
    text = '\\i[' + icon + ']Party Level to 1';
    this.addCommand(text, 'quickPartyLevelto1');
    // Skills
    this.addFillerLineBreak();
    var icon = 79;
    text = '\\i[' + icon + ']Add All Skills';
    this.addCommand(text, 'quickAddAllSkills');
    text = '\\i[' + icon + ']Add All Named Skills';
    this.addCommand(text, 'quickAddAllNamedSkills');
    text = '\\i[' + icon + ']Remove All Skills';
    this.addCommand(text, 'quickRemoveAllSkills');
  };
  Window_DebugAction.prototype.makeSwitchList = function () {
    var switches = $dataSystem.switches;
    var length = switches.length;
    for (var i = 1; i < length; ++i) {
      var switchId = i;
      var switchName = $dataSystem.switches[i];
      // Switch Name
      if ($gameSwitches.value(i)) {
        if (switchName.length === 0) {
          switchName = '\\C[18]' + '! ATTENTION !';
        } else {
          switchName = '\\C[17]' + switchName;
        }
      } else {
        if (switchName.length === 0) {
          switchName = '\\C[8]' + '';
        } else {
          switchName = '\\C[8]' + switchName;
        }
      }
      var fmt = '\\c[4]S%1:\\c[0]%2';
      var text = fmt.format(switchId.padZero(4), switchName);
      this.addCommand(text, 'switchToggle', true, switchId);
      // [ON]
      if ($gameSwitches.value(i)) {
        text = '\\C[0]' + '[ON]';
      } else {
        text = '\\C[8]' + '[ON]';
      }
      this.addCommand(text, 'switchOn', true, switchId);
      // [ON]
      if ($gameSwitches.value(i)) {
        text = '\\C[8]' + '[OFF]';
      } else {
        text = '\\C[0]' + '[OFF]';
      }
      this.addCommand(text, 'switchOff', true, switchId);
    }
  };
  Window_DebugAction.prototype.makeVariableList = function () {
    var variables = $dataSystem.variables;
    var length = variables.length;
    for (var i = 1; i < length; ++i) {
      var varId = i;
      var varName = $dataSystem.variables[i];
      var enabled = typeof $gameVariables.value(varId) === 'number';
      this.addCommand('-100', 'var-100', enabled, varId);
      this.addCommand('-10', 'var-10', enabled, varId);
      this.addCommand('-1', 'var-1', enabled, varId);
      // Variable Name
      if ($gameVariables.value(i)) {
        if (varName.length === 0) {
          varName = '\\C[18]' + '! ATTENTION !';
        } else {
          varName = '\\C[17]' + varName;
        }
      } else {
        if (varName.length === 0) {
          varName = '\\C[8]' + '';
        } else {
          varName = '\\C[8]' + varName;
        }
      }
      var fmt = '\\c[4]V%1:\\c[0]%2';
      var text = fmt.format(varId.padZero(4), varName);
      this.addCommand(text, 'variableSet', true, varId);
      this.addCommand('+1', 'var+1', enabled, varId);
      this.addCommand('+10', 'var+10', enabled, varId);
      this.addCommand('+100', 'var+100', enabled, varId);
    }
  };
  Window_DebugAction.prototype.makeTeleportList = function () {
    var length = $dataMapInfos.length;
    for (var i = 1; i < length; ++i) {
      var mapId = i;
      if ($dataMapInfos[mapId] === null) continue;
      var mapName = $dataMapInfos[mapId].name;
      if (mapName.match(//i)) continue;
      var fmt = '\\c[4]M%1:\\c[0]%2';
      var text = fmt.format(mapId.padZero(3), mapName);
      this.addCommand(text, 'teleportMapId', true, mapId);
    }
  };
  Window_DebugAction.prototype.makeCommonEventList = function () {
    var length = $dataCommonEvents.length;
    for (var i = 1; i < length; ++i) {
      var eventId = i;
      if ($dataCommonEvents[eventId] === null) continue;
      var name = $dataCommonEvents[eventId].name;
      if (name === '') continue;
      var fmt = '\\c[4]C%1:\\c[0]%2';
      var text = fmt.format(eventId.padZero(4), name);
      this.addCommand(text, 'commonEvent', true, eventId);
    }
  };
  Window_DebugAction.prototype.makeBattleList = function () {
    var length = $dataTroops.length;
    for (var i = 1; i < length; ++i) {
      var troopId = i;
      if ($dataTroops[troopId] === null) continue;
      var name = $dataTroops[troopId].name;
      if (name === '') continue;
      var fmt = '\\c[4]B%1:\\c[0]%2';
      var text = fmt.format(troopId.padZero(4), name);
      var enabled = $dataTroops[troopId].members.length > 0;
      this.addCommand(text, 'battleNormal', enabled, troopId);
      var preemptive = '\\c[17]Preemptive';
      this.addCommand(preemptive, 'battleParty', enabled, troopId);
      var surprise = '\\c[18]Surprise';
      this.addCommand(surprise, 'battleTroop', enabled, troopId);
    }
  };
  Window_DebugAction.prototype.makeActorList = function () {
    var column1 = ['\\c[17]Actor List'];
    var column2 = [];
    // Create Column 1
    for (var i = 1; i < Yanfly.Max.Actors; ++i) {
      var actor = $gameActors.actor(i);
      if (actor) column1.push(actor);
    }
    // Create Column 2
    var bmembers = $gameParty.battleMembers();
    if (bmembers.length > 0) {
      column2.push('\\c[17]Battle Members');
      var length = bmembers.length;
      for (var i = 0; i < length; ++i) {
        var actor = bmembers[i];
        if (actor) column2.push(actor);
      }
    }
    var amembers = $gameParty.allMembers();
    if (amembers.length > 0 && amembers.length > bmembers.length) {
      column2.push('\\c[17]Reserve Members');
      var length = amembers.length;
      for (var i = 0; i < length; ++i) {
        var actor = amembers[i];
        if (actor && !bmembers.contains(actor)) column2.push(actor);
      }
    }
    // Add Commands
    var length = Math.max(column1.length, column2.length);
    for (var i = 0; i < length; ++i) {
      var member = column1[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = '\\c[4]A%1:\\c[0]%2';
        var text = fmt.format(member.actorId().padZero(4), name);
        this.addCommand(text, 'battlerMain', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
      var member = column2[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = '\\c[4]A%1:\\c[0]%2';
        var text = fmt.format(member.actorId().padZero(4), name);
        this.addCommand(text, 'battlerMain', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
    }
  };
  Window_DebugAction.prototype.makeEnemyList = function () {
    var column1 = ['\\c[17]Enemy List'];
    var column2 = [];
    // Create Column 1
    var members = $gameTroop.allMembers();
    var length = members.length;
    for (var i = 0; i < length; ++i) {
      var member = members[i];
      if (member) column1.push(member);
    }
    // Create Column 2
    var members = $gameTroop.aliveMembers();
    var length = members.length;
    if (length > 0) {
      column2.push('\\c[17]Alive Enemies');
      for (var i = 0; i < length; ++i) {
        var member = members[i];
        if (member) column2.push(member);
      }
    }
    var members = $gameTroop.deadMembers();
    var length = members.length;
    if (length > 0) {
      column2.push('\\c[17]Dead Enemies');
      for (var i = 0; i < length; ++i) {
        var member = members[i];
        if (member) column2.push(member);
      }
    }
    // Add Commands
    var length = Math.max(column1.length, column2.length);
    for (var i = 0; i < length; ++i) {
      var member = column1[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = '\\c[4]E%1:\\c[0]%2';
        var text = fmt.format(member.enemyId().padZero(4), name);
        this.addCommand(text, 'battlerMain', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
      var member = column2[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = '\\c[4]E%1:\\c[0]%2';
        var text = fmt.format(member.enemyId().padZero(4), name);
        this.addCommand(text, 'battlerMain', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
    }
  };
  Window_DebugAction.prototype.makeBattlerList = function () {
    var column1 = [];
    var column2 = [];
    if ($gameParty.inBattle()) {
      // In Battle
      var members = $gameParty.battleMembers();
      var length = members.length;
      if (length > 0) {
        column1.push('\\c[17]Battle Actors');
        for (var i = 0; i < length; ++i) {
          var member = members[i];
          if (member) column1.push(member);
        }
      }
      var members = $gameParty.allMembers();
      var length = members.length;
      if ((length - $gameParty.battleMembers().length) > 0) {
        column1.push('\\c[17]Reserve Actors');
        for (var i = 0; i < length; ++i) {
          var member = members[i];
          if (member && !column1.contains(member)) column1.push(member);
        }
      }
      var members = $gameTroop.aliveMembers();
      var length = members.length;
      if (length > 0) {
        column2.push('\\c[17]Alive Enemies');
        for (var i = 0; i < length; ++i) {
          var member = members[i];
          if (member) column2.push(member);
        }
      }
      var members = $gameTroop.deadMembers();
      var length = members.length;
      if (length > 0) {
        column2.push('\\c[17]Dead Enemies');
        for (var i = 0; i < length; ++i) {
          var member = members[i];
          if (member) column2.push(member);
        }
      }
    } else {
      // Not In Battle
      column1.push('\\c[17]Actor List');
      for (var i = 1; i < Yanfly.Max.Actors; ++i) {
        var actor = $gameActors.actor(i);
        if (actor) column1.push(actor);
      }
      var bmembers = $gameParty.battleMembers();
      if (bmembers.length > 0) {
        column2.push('\\c[17]Battle Members');
        var length = bmembers.length;
        for (var i = 0; i < length; ++i) {
          var actor = bmembers[i];
          if (actor) column2.push(actor);
        }
      }
      var amembers = $gameParty.allMembers();
      if (amembers.length > 0 && amembers.length > bmembers.length) {
        column2.push('\\c[17]Reserve Members');
        var length = amembers.length;
        for (var i = 0; i < length; ++i) {
          var actor = amembers[i];
          if (actor && !bmembers.contains(actor)) column2.push(actor);
        }
      }
    }
    // Add Commands
    var length = Math.max(column1.length, column2.length);
    for (var i = 0; i < length; ++i) {
      var member = column1[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = member.isActor() ? '\\c[4]A%1:\\c[0]%2' : '\\c[4]E%1:\\c[0]%2';
        var id = member.isActor() ? member.actorId() : member.enemyId();
        var text = fmt.format(id.padZero(4), name);
        this.addCommand(text, 'battlerList', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
      var member = column2[i];
      if (typeof member === 'string') {
        this.addCommand(member, 'none', true);
      } else if (member) {
        var name = member.name();
        var fmt = member.isActor() ? '\\c[4]A%1:\\c[0]%2' : '\\c[4]E%1:\\c[0]%2';
        var id = member.isActor() ? member.actorId() : member.enemyId();
        var text = fmt.format(id.padZero(4), name);
        this.addCommand(text, 'battlerList', true, member);
      } else {
        this.addCommand('', 'none', true);
      }
    }
  };
  Window_DebugAction.prototype.setBattler = function (battler, type) {
    this._battler = battler;
    this._battlerType = type;
    this.select(0);
  };
  Window_DebugAction.prototype.removeBattler = function () {
    var ext = this._battler;
    this._battler = undefined;
    this._battlerType = undefined;
    this.refresh();
    this.selectExt(ext);
    this.activate();
  };
  Window_DebugAction.prototype.makeBattlerMainList = function () {
    this.addCommand('\\c[17]' + this._battler.name(), 'none');
    if (this._battler.isActor() && !$gameParty.inBattle()) {
      var inParty = $gameParty.allMembers().contains(this._battler);
      this.addCommand('Add to Party', 'battlerAddParty', !inParty);
      this.addCommand('Remove from Party', 'battlerRemoveParty', inParty);
    } else if (this._battler.isEnemy()) {
      var hidden = this._battler.isHidden();
      this.addCommand('Show Enemy', 'battlerShowEnemy', hidden);
      this.addCommand('Hide Enemy', 'battlerHideEnemy', !hidden);
    }
    // Parameters
    this.addCommand('\\c[17]Main Parameters', 'none');
    this.addCommand('Recover ' + TextManager.hp, 'battlerRecoverHp');
    this.addCommand('Recover ' + TextManager.mp, 'battlerRecoverMp');
    this.addCommand('Recover ' + TextManager.tp, 'battlerRecoverTp');
    this.addCommand('Clear States', 'battlerClearStates');
    this.addCommand('\\c[17]Base Parameters', 'none');
    if (this.battlerAddLevelOption()) {
      this.addCommand(TextManager.level, 'battlerBaseLevel');
    }
    for (var i = 0; i < 8; ++i) {
      var text = TextManager.param(i);
      this.addCommand(text, 'battlerBaseParam', true, i);
    }
    // Skills
    if (this._battler.isActor() && !$gameParty.inBattle()) {
      this.addCommand('\\c[17]Skills', 'none');
      this.addCommand('Add All Skills', 'battlerAddAllSkills');
      this.addCommand('Add All Named Skills', 'battlerAddAllNamedSkills');
      this.addCommand('Remove All Skills', 'battlerRemoveAllSkills');
    };
  };
  Window_DebugAction.prototype.battlerAddLevelOption = function () {
    if (this._battler.isActor()) return true;
    if (this._battler.isEnemy()) {
      if (Imported.YEP_EnemyLevels) return true;
    }
    return false;
  };
  Window_DebugAction.prototype.makeBattlerStatesList = function () {
    this.addCommand('\\c[17]' + this._battler.name(), 'none');
    this.addCommand('Clear States', 'battlerClearStates');
    this.addCommand('\\c[17]Sort States', 'none');
    this._sortStates = this._sortStates || 'id1';
    this.addCommand('Sort by ID', 'battlerStatesSortID');
    this.addCommand('Sort by Priority', 'battlerStatesSortPriority');
    this.addCommand('Sort by Name', 'battlerStatesSortName');
    this.addCommand('\\c[17]States List', 'none');
    var states = this.getSortDebugStates();
    var battlerStates = this._battler.states();
    var length = states.length;
    for (var i = 0; i < length; ++i) {
      var state = states[i];
      if (!state) continue;
      if (state.name === '') continue;
      var fmt = '\\c[4]T%1:\\i[%2]\\c[%3]%4';
      var id = state.id;
      var icon = state.iconIndex;
      var name = state.name;
      var color = battlerStates.contains($dataStates[state.id]) ? 0 : 8;
      var text = fmt.format(id.padZero(4), icon, color, name);
      this.addCommand(text, 'battlerState', true, state);
    }
  };
  Window_DebugAction.prototype.getSortDebugStates = function () {
    if (this._cachedStates) return this._cachedStates;
    var group = JsonEx.makeDeepCopy($dataStates);
    group.shift();
    if (this._sortStates === 'id1') {
      group.sort(function (a, b) {
        var t1 = a.id;
        var t2 = b.id;
        if (t1 !== t2) return t1 - t2;
        return a.name === b.name ? 0 : +(a.name > b.name) || -1;
      });
    } else if (this._sortStates === 'id2') {
      group.sort(function (a, b) {
        var t1 = a.id;
        var t2 = b.id;
        if (t1 !== t2) return t2 - t1;
        return a.name === b.name ? 0 : +(a.name > b.name) || -1;
      });
    } else if (this._sortStates === 'priority1') {
      group.sort(function (a, b) {
        var t1 = a.priority;
        var t2 = b.priority;
        if (t1 !== t2) return t1 - t2;
        return a.name === b.name ? 0 : +(a.name > b.name) || -1;
      });
    } else if (this._sortStates === 'priority2') {
      group.sort(function (a, b) {
        var t1 = a.priority;
        var t2 = b.priority;
        if (t1 !== t2) return t2 - t1;
        return a.name === b.name ? 0 : +(a.name > b.name) || -1;
      });
    } else if (this._sortStates === 'name1') {
      group.sort(function (a, b) {
        return a.name === b.name ? 0 : +(a.name > b.name) || -1;
      });
    } else if (this._sortStates === 'name2') {
      group.sort(function (a, b) {
        return a.name === b.name ? 0 : +(a.name < b.name) || -1;
      });
    }
    this._cachedStates = group;
    return this._cachedStates;
  };
  Window_DebugAction.prototype.makeBattlerBuffsList = function () {
    this.addCommand('\\c[17]' + this._battler.name(), 'none');
    this.addCommand('Clear Buffs', 'battlerClearBuffs');
    this.addCommand('Clear Debuffs', 'battlerClearDebuffs');
    this.addCommand('Clear Buffs & Debuffs', 'battlerClearBuffsDebuffs');
    this.addCommand('\\c[17]Main Parameters', 'none');
    for (var i = 0; i < 8; ++i) {
      var level = this._battler._buffs[i] || 1;
      var icon = this._battler.buffIconIndex(level, i);
      var name = TextManager.param(i);
      var fmt = '\\i[%1]\\c[4]%2';
      var text = fmt.format(icon, name);
      this.addCommand(text, 'battlerBuff', true, i);
    }
  };
  Window_DebugAction.prototype.addDebugItem = function (item) {
    if (!item) return;
    if (item.name === '') return;
    var enabled = true;
    if (Imported.YEP_ItemCore && item.baseItemId) {
      this.addCommand('', 'none');
      this.addCommand('\\}Delete', 'item-delete', enabled, item);
      this.addCommand('', 'none');
    } else if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
      this.addCommand('', 'none');
      this.addCommand('\\}Clear', 'item-clear', enabled, item);
      this.addCommand('', 'none');
    } else {
      this.addCommand('Zero', 'item-max', enabled, item);
      this.addCommand('-10', 'item-10', enabled, item);
      this.addCommand('-1', 'item-1', enabled, item);
    }
    var fmt = '\\c[%5]%4%1\\i[%2]\\c[0]%3';
    var id = item.id;
    var icon = item.iconIndex;
    var name = item.name;
    if (DataManager.isItem(item)) {
      var type = 'I';
    } else if (DataManager.isWeapon(item)) {
      var type = 'W';
    } else {
      var type = 'A';
    }
    if (Imported.YEP_ItemCore && item.baseItemId) {
      var color = 5;
    } else {
      var color = 4;
    }
    var text = fmt.format(id.padZero(4), icon, name, type, color);
    this.addCommand(text, 'item', enabled, item);
    if (Imported.YEP_ItemCore && item.baseItemId) {
      this.addCommand('', 'none');
      this.addCommand('\\}Add', 'item-dupe', enabled, item);
      this.addCommand('', 'none');
    } else if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
      this.addCommand('', 'none');
      this.addCommand('\\}Make', 'item-make', enabled, item);
      this.addCommand('', 'none');
    } else {
      this.addCommand('+1', 'item+1', enabled, item);
      this.addCommand('+10', 'item+10', enabled, item);
      this.addCommand('+MAX', 'item+max', enabled, item);
    }
  };
  Window_DebugAction.prototype.makeItemList = function () {
    var items = this.getDataItems();
    var length = items.length;
    for (var i = 0; i < length; ++i) {
      var id = items[i].id;
      var item = $dataItems[id];
      this.addDebugItem(item);
    }
  };
  Window_DebugAction.prototype.getDataItems = function () {
    if (this._cachedItems) return this._cachedItems;
    this._cachedItems = [];
    var length = $dataItems.length;
    for (var i = 0; i < length; ++i) {
      var item = $dataItems[i];
      if (item && item.name !== '') this._cachedItems.push(item);
    }
    return this._cachedItems;
  };
  Window_DebugAction.prototype.makeWeaponList = function () {
    var items = this.getDataWeapons();
    var length = items.length;
    for (var i = 0; i < length; ++i) {
      var id = items[i].id;
      var item = $dataWeapons[id];
      this.addDebugItem(item);
    }
  };
  Window_DebugAction.prototype.getDataWeapons = function () {
    if (this._cachedWeapons) return this._cachedWeapons;
    this._cachedWeapons = [];
    var length = $dataWeapons.length;
    for (var i = 0; i < length; ++i) {
      var item = $dataWeapons[i];
      if (item && item.name !== '') this._cachedWeapons.push(item);
    }
    return this._cachedWeapons;
  };
  Window_DebugAction.prototype.makeArmorList = function () {
    var items = this.getDataArmors();
    var length = items.length;
    for (var i = 0; i < length; ++i) {
      var id = items[i].id;
      var item = $dataArmors[id];
      this.addDebugItem(item);
    }
  };
  Window_DebugAction.prototype.getDataArmors = function () {
    if (this._cachedArmors) return this._cachedArmors;
    this._cachedArmors = [];
    var length = $dataArmors.length;
    for (var i = 0; i < length; ++i) {
      var item = $dataArmors[i];
      if (item && item.name !== '') this._cachedArmors.push(item);
    }
    return this._cachedArmors;
  };
  Window_DebugAction.prototype.drawItem = function (index) {
    var symbol = this._list[index].symbol;
    var ext = this._list[index].ext;
    var rect = this.itemRect(index);
    switch (symbol) {
      case 'currentGold':
        rect.width -= this.textPadding();
        this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'right');
        return;
        break;
    };
    Window_DebugCommand.prototype.drawItem.call(this, index);
    switch (symbol) {
      case 'variableSet':
        var value = Yanfly.Util.toGroup($gameVariables.value(ext));
        this.resetFontSettings();
        rect.width -= this.textPadding();
        this.drawText(value, rect.x, rect.y, rect.width, 'right');
        break;
      case 'battlerRecoverHp':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorHp(this._battler, x, y, w);
        break;
      case 'battlerRecoverMp':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorMp(this._battler, x, y, w);
        break;
      case 'battlerRecoverTp':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorTp(this._battler, x, y, w);
        break;
      case 'battlerClearStates':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorIcons(this._battler, x, y, w);
        break;
      case 'battlerBaseLevel':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorLevel(this._battler, x, y, w, ext);
        break;
      case 'battlerBaseParam':
        var x = Math.floor(rect.x + rect.width / 3);
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawActorParam(this._battler, x, y, w, ext);
        break;
      case 'battlerState':
        var states = this._battler.states();
        var state = $dataStates[ext.id];
        var stateId = state.id;
        this.resetFontSettings();
        var x = Math.ceil(rect.width / 2);
        var y = rect.y;
        var w = Math.ceil(rect.width / 4);
        this.changePaintOpacity(states.contains(state));
        var text = states.contains(state) ? 'Affected' : 'Unaffected';
        this.drawText(text, x, y, w, 'center');
        x += w;
        var turns = this._battler._stateTurns[stateId] || 0;
        text = 'Turns: ' + turns;
        this.drawText(text, x, y, w, 'center');
        break;
      case 'battlerStatesSortID':
        if (this._sortStates === 'id2') {
          var text = 'High to Low';
          this.changeTextColor(this.textColor(17));
        } else if (this._sortStates === 'id1') {
          var text = 'Low to High';
          this.changeTextColor(this.textColor(17));
        } else {
          var text = 'Low to High';
          this.changeTextColor(this.textColor(0));
        }
        var x = rect.x;
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawText(text, x, y, w, 'right');
        break;
      case 'battlerStatesSortPriority':
        if (this._sortStates === 'priority2') {
          var text = 'High to Low';
          this.changeTextColor(this.textColor(17));
        } else if (this._sortStates === 'priority1') {
          var text = 'Low to High';
          this.changeTextColor(this.textColor(17));
        } else {
          var text = 'Low to High';
          this.changeTextColor(this.textColor(0));
        }
        var x = rect.x;
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawText(text, x, y, w, 'right');
        break;
      case 'battlerStatesSortName':
        if (this._sortStates === 'name2') {
          var text = 'Z to A';
          this.changeTextColor(this.textColor(17));
        } else if (this._sortStates === 'name1') {
          var text = 'A to Z';
          this.changeTextColor(this.textColor(17));
        } else {
          var text = 'A to Z';
          this.changeTextColor(this.textColor(0));
        }
        var x = rect.x;
        var y = rect.y;
        var w = rect.width - x - this.textPadding();
        this.drawText(text, x, y, w, 'right');
        break;
      case 'battlerBuff':
        var x = rect.x;
        var y = rect.y;
        var w = Math.ceil(rect.width / 2);
        var value = Yanfly.Util.toGroup(this._battler.param(ext));
        var stacks = this._battler._buffs[ext] || 0;
        var text = value;
        if (stacks > 0) {
          this.changeTextColor(this.powerUpColor());
        } else if (stacks < 0) {
          this.changeTextColor(this.powerDownColor());
        } else {
          this.changeTextColor(this.normalColor());
        }
        this.drawText(text, x, y, w - this.textPadding(), 'right');
        x += w + this.textPadding();
        w = Math.ceil(rect.width / 4);
        var rate = Math.floor(this._battler.paramBuffRate(ext) * 100);
        text = '(' + rate + '%)';
        this.drawText(text, x, y, w - this.textPadding(), 'left');
        x += w;
        this.resetFontSettings();
        text = 'Stacks: ' + Yanfly.Util.toGroup(stacks);
        this.drawText(text, x, y, w - this.textPadding(), 'center');
        break;
      case 'item':
        var x = rect.x;
        var y = rect.y;
        var w = rect.width - this.textPadding();
        Window_ItemList.prototype.drawItemNumber.call(this, ext, x, y, w);
        break;
    };
  };
  Window_DebugAction.prototype.needsNumber = function () {
    return true;
  };
  Window_DebugAction.prototype.drawItemCarryNumber = function (item, dx, dy, dw) {
    var text = '';
    if (item.baseItemId) {
      text = 'Independent';
    } else if (DataManager.isIndependent(item)) {
      text = 'Template';
    }
    if (text === '') return;
    this.resetFontSettings();
    this.makeFontSmaller();
    dw -= this.textPadding();
    this.drawText(text, dx, dy, dw, 'right');
  };
  Window_DebugAction.prototype.drawActorLevel = function (battler, x, y, w, id) {
    var rate = battler.level / battler.maxLevel();
    var color1 = this.textColor(30);
    var color2 = this.textColor(31);
    this.drawGauge(x, y, w, rate, color1, color2);
    var text = Yanfly.Util.toGroup(battler.level);
    this.drawText(text, x, y, w, 'right');
  };
  Window_DebugAction.prototype.drawActorParam = function (battler, x, y, w, id) {
    var rate = battler.param(id) / battler.paramMax(id);
    var color1 = this.textColor(30);
    var color2 = this.textColor(31);
    this.drawGauge(x, y, w, rate, color1, color2);
    var text = Yanfly.Util.toGroup(battler.param(id));
    if (battler._paramPlus[id] !== 0) {
      var add = '(';
      add += (battler._paramPlus[id] > 0) ? '+' : '';
      add += Yanfly.Util.toGroup(battler._paramPlus[id]) + ') ';
      text = add + text;
    }
    this.drawText(text, x, y, w, 'right');
  };
  Window_DebugAction.prototype.updateHelp = function () {
    this.updateDebugHelp(this._symbol);
  };
  Window_DebugAction.prototype.update = function () {
    Window_DebugCommand.prototype.update.call(this);
    this.processExtraKeys();
  };
  Window_DebugAction.prototype.processExtraKeys = function () {
    if (!this.isOpenAndActive()) return;
    if (this._battler) return this.processBattlerKeys();
    var symbol = this._symbol;
    switch (symbol) {
      case 'quick':
        this.processQuickKeys();
        break;
      case 'switch':
      case 'battle':
      case 'events':
        this.processQuickSelectKeys();
        break;
      case 'variable':
        this.processVariableKeys();
        break;
    }
  };
  Window_DebugAction.prototype.processVariableKeys = function () {
    if (this.currentSymbol() !== 'variableSet') return;
    var varId = this.currentExt();
    var value = Number($gameVariables.value(varId));
    if (value === NaN) value = 0;
    if (Input.isTriggered('delete')) {
      value = 0;
    } else if (Input.isRepeated('backspace')) {
      value = String(value);
      value = value.substring(0, value.length - 1);
      value = Number(value);
    } else if (Input.isRepeated('0')) {
      value = Number(String(value) + '0');
    } else if (Input.isRepeated('1')) {
      value = Number(String(value) + '1');
    } else if (Input.isRepeated('2')) {
      value = Number(String(value) + '2');
    } else if (Input.isRepeated('3')) {
      value = Number(String(value) + '3');
    } else if (Input.isRepeated('4')) {
      value = Number(String(value) + '4');
    } else if (Input.isRepeated('5')) {
      value = Number(String(value) + '5');
    } else if (Input.isRepeated('6')) {
      value = Number(String(value) + '6');
    } else if (Input.isRepeated('7')) {
      value = Number(String(value) + '7');
    } else if (Input.isRepeated('8')) {
      value = Number(String(value) + '8');
    } else if (Input.isRepeated('9')) {
      value = Number(String(value) + '9');
    } else if (Input.isTriggered('-')) {
      value = -1 * Math.abs(value);
    } else if (Input.isTriggered('+')) {
      value = Math.abs(value);
    } else {
      return;
    }
    SoundManager.playCursor();
    $gameVariables.setValue(varId, value);
    this.refresh();
    if (Yanfly.Param.DebugConsoleMsg) {
      console.log('V' + varId.padZero(4) + ': ' +
        ($dataSystem.variables[varId] || '') +
        ' set to ' + Yanfly.Util.toGroup($gameVariables.value(varId)));
    }
  };
  Window_DebugAction.prototype.processQuickKeys = function () {
    if (this.currentSymbol() !== 'currentGold') return;
    var value = $gameParty.gold();
    if (value === NaN) value = 0;
    if (Input.isTriggered('delete')) {
      value = 0;
    } else if (Input.isRepeated('backspace')) {
      value = String(value);
      value = value.substring(0, value.length - 1);
      value = Number(value);
    } else if (Input.isRepeated('0')) {
      value = Number(String(value) + '0');
    } else if (Input.isRepeated('1')) {
      value = Number(String(value) + '1');
    } else if (Input.isRepeated('2')) {
      value = Number(String(value) + '2');
    } else if (Input.isRepeated('3')) {
      value = Number(String(value) + '3');
    } else if (Input.isRepeated('4')) {
      value = Number(String(value) + '4');
    } else if (Input.isRepeated('5')) {
      value = Number(String(value) + '5');
    } else if (Input.isRepeated('6')) {
      value = Number(String(value) + '6');
    } else if (Input.isRepeated('7')) {
      value = Number(String(value) + '7');
    } else if (Input.isRepeated('8')) {
      value = Number(String(value) + '8');
    } else if (Input.isRepeated('9')) {
      value = Number(String(value) + '9');
    } else {
      return;
    }
    SoundManager.playCursor();
    $gameParty._gold = value.clamp(0, $gameParty.maxGold());
    this.refresh();
    if (Yanfly.Param.DebugConsoleMsg) {
      var text = 'Quick: Set ' + TextManager.currencyUnit;
      text += ' to ' + Yanfly.Util.toGroup($gameParty.gold());
      console.log(text);
    }
  };
  Window_DebugAction.prototype.processQuickSelectKeys = function () {
    if (Input.isTriggered('tilde')) {
      SoundManager.playCursor();
      this.select(0);
    } else if (Input.isTriggered('0')) {
      SoundManager.playCursor();
      this.select(this.maxItems() - 1);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('1')) {
      SoundManager.playCursor();
      this.selectExt(100);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('2')) {
      SoundManager.playCursor();
      this.selectExt(200);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('3')) {
      SoundManager.playCursor();
      this.selectExt(300);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('4')) {
      SoundManager.playCursor();
      this.selectExt(400);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('5')) {
      SoundManager.playCursor();
      this.selectExt(500);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('6')) {
      SoundManager.playCursor();
      this.selectExt(600);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('7')) {
      SoundManager.playCursor();
      this.selectExt(700);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('8')) {
      SoundManager.playCursor();
      this.selectExt(800);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    } else if (Input.isTriggered('9')) {
      SoundManager.playCursor();
      this.selectExt(900);
      this.setTopRow(Math.floor(this.index() / this.maxCols()));
    }
  };
  Window_DebugAction.prototype.processBattlerKeys = function () {
    var value = undefined;
    var ext = this.currentExt();
    switch (this.currentSymbol()) {
      case 'battlerRecoverHp':
        value = this._battler.hp;
        break;
      case 'battlerRecoverMp':
        value = this._battler.mp;
        break;
      case 'battlerRecoverTp':
        value = this._battler.tp;
        break;
      case 'battlerBaseLevel':
        value = this._battler.level;
        break;
      case 'battlerBaseParam':
        value = this._battler._paramPlus[ext];
        break;
      case 'battlerState':
        value = this._battler._stateTurns[ext.id] || 0;
        break;
      case 'battlerBuff':
        value = this._battler._buffs[ext] || 0;
        break;
    }
    if (value === undefined) return;
    if (value === NaN) value = 0;
    if (Input.isTriggered('delete')) {
      value = 0;
    } else if (Input.isRepeated('backspace')) {
      value = String(value);
      value = value.substring(0, value.length - 1);
      if (value === '-') value = 0;
      value = Number(value);
    } else if (Input.isRepeated('0')) {
      value = Number(String(value) + '0');
    } else if (Input.isRepeated('1')) {
      value = Number(String(value) + '1');
    } else if (Input.isRepeated('2')) {
      value = Number(String(value) + '2');
    } else if (Input.isRepeated('3')) {
      value = Number(String(value) + '3');
    } else if (Input.isRepeated('4')) {
      value = Number(String(value) + '4');
    } else if (Input.isRepeated('5')) {
      value = Number(String(value) + '5');
    } else if (Input.isRepeated('6')) {
      value = Number(String(value) + '6');
    } else if (Input.isRepeated('7')) {
      value = Number(String(value) + '7');
    } else if (Input.isRepeated('8')) {
      value = Number(String(value) + '8');
    } else if (Input.isRepeated('9')) {
      value = Number(String(value) + '9');
    } else if (Input.isTriggered('-')) {
      value = -1 * Math.abs(value);
    } else if (Input.isTriggered('+')) {
      value = Math.abs(value);
    } else if (Input.isRepeated('left')) {
      var mod = 1;
      if (Input.isPressed('shift')) mod *= 10;
      if (Input.isPressed('control')) mod *= 100;
      value -= mod;
    } else if (Input.isRepeated('right')) {
      var mod = 1;
      if (Input.isPressed('shift')) mod *= 10;
      if (Input.isPressed('control')) mod *= 100;
      value += mod;
    } else {
      return;
    }
    SoundManager.playCursor();
    if (Yanfly.Param.DebugConsoleMsg) {
      var name = this._battler.name();
      var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
      var id = this._battler.isActor() ?
        this._battler.actorId() : this._battler.enemyId();
      var text = fmt.format(id.padZero(4), name);
    };
    switch (this.currentSymbol()) {
      case 'battlerRecoverHp':
        this._battler.setHp(value);
        text += ' - Changed ' + TextManager.hp + ' to ' + this._battler.hp;
        break;
      case 'battlerRecoverMp':
        this._battler.setMp(value);
        text += ' - Changed ' + TextManager.mp + ' to ' + this._battler.mp;
        break;
      case 'battlerRecoverTp':
        this._battler.setTp(value);
        text += ' - Changed ' + TextManager.tp + ' to ' + this._battler.tp;
        break;
      case 'battlerBaseLevel':
        value = value.clamp(1, this._battler.maxLevel());
        this._battler.changeLevel(value);
        this._battler.refresh();
        break;
      case 'battlerBaseParam':
        value = value.clamp(-999999999999999, 999999999999999);
        this._battler._paramPlus[this.currentExt()] = value;
        this._battler.refresh();
        break;
      case 'battlerState':
        this._battler._stateTurns[ext.id] = Math.max(0, value);
        text += ' - Changed ' + ext.name + ' turns to ' + value;
        var affected = this._battler.states().contains($dataStates[ext.id]);
        if (this._battler._stateTurns[ext.id] > 0 && !affected) {
          this._battler.addState(ext.id);
          this._battler._stateTurns[ext.id] = Math.max(0, value);
        } else if (this._battler._stateTurns[ext.id] <= 0 && affected) {
          this._battler.removeState(ext.id);
        }
        this._battler.clearResult();
        break;
      case 'battlerBuff':
        if (Imported.YEP_BuffsStatesCore) {
          var max = this._battler.maxBuffLimit(ext);
          var min = -1 * this._battler.maxBuffLimit(ext);
        } else {
          var max = 2;
          var min = -2;
        }
        this._battler._buffs[ext] = value.clamp(min, max);
        this._battler._buffTurns[ext] = Math.max(this._battler._buffTurns[ext], 5);
        this._battler.refresh();
        text += ' - ' + TextManager.param(ext) + ' Stacks changed to ';
        text += this._battler._buffs[ext];
        break;
    }
    this._battler.clearResult();
    this.refresh();
    if (Yanfly.Param.DebugConsoleMsg) console.log(text);
  };
  Window_DebugAction.prototype.callOkHandler = function () {
    this.activate();
    var symbol = this.currentSymbol();
    var ext = this.currentExt();
    switch (symbol) {
      case 'quickWin':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Win Battle');
        SceneManager._scene.debugClose();
        $gameTroop.members().forEach(function (enemy) {
          enemy.setHp(0);
          enemy.performCollapse();
        });
        BattleManager.closeWindowsForDebugAction();
        break;
      case 'quickLose':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Lose Battle');
        SceneManager._scene.debugClose();
        $gameParty.battleMembers().forEach(function (actor) {
          actor.setHp(0);
          actor.performCollapse();
          actor.requestMotion('dead');
        });
        BattleManager.closeWindowsForDebugAction();
        break;
      case 'quickRecoverAll':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Recover All');
        $gameParty.battleMembers().forEach(function (actor) {
          actor.recoverAll();
        });
        break;
      case 'quickDisableVariance':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Disable Variance');
        $gameTemp.setDisableDamageVariance(true);
        break;
      case 'quickEnableVariance':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Enable Variance');
        $gameTemp.setDisableDamageVariance(false);
        break;
      case 'quickToggleVariance':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Toggle Variance');
        var value = !$gameTemp.isDisableDamageVariance();
        $gameTemp.setDisableDamageVariance(false);
        break;
      case 'quickDisablePerfectStateRate':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Normal State Rates');
        $gameTemp.setPerfectStateRate(false);
        break;
      case 'quickEnablePerfectStateRate':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: 100% State Rates');
        $gameTemp.setPerfectStateRate(true);
        break;
      case 'quickToggleStateRate':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Toggle State Rates');
        var value = !$gameTemp.isPerfectStateRate();
        $gameTemp.setPerfectStateRate(false);
        break;
      case 'quickRefillHp':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Refill ' + TextManager.hp);
        }
        $gameParty.battleMembers().forEach(function (actor) {
          actor.setHp(actor.mhp);
        });
        break;
      case 'quickRefillMp':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Refill ' + TextManager.mp);
        }
        $gameParty.battleMembers().forEach(function (actor) {
          actor.setMp(actor.mmp);
        });
        break;
      case 'quickRefillTp':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Refill ' + TextManager.tp);
        }
        $gameParty.battleMembers().forEach(function (actor) {
          actor.setTp(actor.maxTp());
        });
        break;
      case 'quickClearStates':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Clear States');
        $gameParty.battleMembers().forEach(function (actor) {
          actor.clearStates();
        });
        break;
      case 'quickRefillUses':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Refill Uses');
        $gameParty.battleMembers().forEach(function (actor) {
          actor.initSkillLimitedUses();
        });
        break;
      case 'quickResetCooldowns':
        if (Yanfly.Param.DebugConsoleMsg) console.log('Quick: Reset Cooldowns');
        $gameParty.battleMembers().forEach(function (actor) {
          actor.clearCooldowns();
          actor.clearWarmups();
        });
        break;
      case 'switchToggle':
        var value = $gameSwitches.value(ext);
        $gameSwitches.setValue(ext, !value);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('S' + ext.padZero(4) + ': ' +
            ($dataSystem.switches[ext] || '') +
            ' set to ' + ($gameSwitches.value(ext) ? 'ON' : 'OFF'));
        }
        break;
      case 'quickClearGold':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Clear All ' + TextManager.currencyUnit);
        }
        $gameParty._gold = 0;
        break;
      case 'quickGold-1000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Lose 1,000 ' + TextManager.currencyUnit);
        }
        $gameParty.loseGold(1000);
        break;
      case 'quickGold=1000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Set 1,000 ' + TextManager.currencyUnit);
        }
        $gameParty._gold = 1000;
        break;
      case 'quickGold+1000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Gain 1,000 ' + TextManager.currencyUnit);
        }
        $gameParty.gainGold(1000);
        break;
      case 'quickGold-1000000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Lose 1,000,000 ' + TextManager.currencyUnit);
        }
        $gameParty.loseGold(1000000);
        break;
      case 'quickGold=1000000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Set 1,000,000 ' + TextManager.currencyUnit);
        }
        $gameParty._gold = 1000000;
        break;
      case 'quickGold+1000000':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Gain 1,000,000 ' + TextManager.currencyUnit);
        }
        $gameParty.gainGold(1000000);
        break;
      case 'quickItems+1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Items +1');
        }
        var length = $dataItems.length;
        length = Math.min(length, Yanfly.Max.Items);
        for (var i = 1; i < length; ++i) {
          var item = $dataItems[i];
          if (item && item.name) $gameParty.gainItem(item, 1);
        }
        break;
      case 'quickItems+10':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Items +10');
        }
        var length = $dataItems.length;
        length = Math.min(length, Yanfly.Max.Items);
        for (var i = 1; i < length; ++i) {
          var item = $dataItems[i];
          if (item && item.name) $gameParty.gainItem(item, 10);
        }
        break;
      case 'quickItems+MAX':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Items +MAX');
        }
        var length = $dataItems.length;
        length = Math.min(length, Yanfly.Max.Items);
        for (var i = 1; i < length; ++i) {
          var item = $dataItems[i];
          if (item && item.name) {
            var max = $gameParty.maxItems(item);
            $gameParty.gainItem(item, max);
          }
        }
        break;
      case 'quickWeapons+1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Weapons +1');
        }
        var length = $dataWeapons.length;
        length = Math.min(length, Yanfly.Max.Weapons);
        for (var i = 1; i < length; ++i) {
          var item = $dataWeapons[i];
          if (item && item.name) $gameParty.gainItem(item, 1);
        }
        break;
      case 'quickWeapons+10':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Weapons +10');
        }
        var length = $dataWeapons.length;
        length = Math.min(length, Yanfly.Max.Weapons);
        for (var i = 1; i < length; ++i) {
          var item = $dataWeapons[i];
          if (item && item.name) $gameParty.gainItem(item, 10);
        }
        break;
      case 'quickWeapons+MAX':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Weapons +MAX');
        }
        var length = $dataWeapons.length;
        length = Math.min(length, Yanfly.Max.Weapons);
        for (var i = 1; i < length; ++i) {
          var item = $dataWeapons[i];
          if (item && item.name) {
            var max = $gameParty.maxItems(item);
            $gameParty.gainItem(item, max);
          }
        }
        break;
      case 'quickArmors+1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Armors +1');
        }
        var length = $dataArmors.length;
        length = Math.min(length, Yanfly.Max.Armors);
        for (var i = 1; i < length; ++i) {
          var item = $dataArmors[i];
          if (item && item.name) $gameParty.gainItem(item, 1);
        }
        break;
      case 'quickArmors+10':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Armors +10');
        }
        var length = $dataArmors.length;
        length = Math.min(length, Yanfly.Max.Armors);
        for (var i = 1; i < length; ++i) {
          var item = $dataArmors[i];
          if (item && item.name) $gameParty.gainItem(item, 10);
        }
        break;
      case 'quickArmors+MAX':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: All Armors +MAX');
        }
        var length = $dataArmors.length;
        length = Math.min(length, Yanfly.Max.Armors);
        for (var i = 1; i < length; ++i) {
          var item = $dataArmors[i];
          if (item && item.name) {
            var max = $gameParty.maxItems(item);
            $gameParty.gainItem(item, max);
          }
        }
        break;
      case 'quickPartyLevel+1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level +1');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(member.level + 1, false);
        }
        break;
      case 'quickPartyLevel+10':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level +10');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(member.level + 10, false);
        }
        break;
      case 'quickPartyLevel+MAX':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level +MAX');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(member.maxLevel(), false);
        }
        break;
      case 'quickPartyLevel-1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level -1');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(member.level - 1, false);
        }
        break;
      case 'quickPartyLevel-10':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level -10');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(member.level - 10, false);
        }
        break;
      case 'quickPartyLevelto1':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Party Level to 1');
        }
        var group = $gameParty.members();
        var length = group.length;
        for (var i = 0; i < length; ++i) {
          var member = group[i];
          if (member) member.changeLevel(1, false);
        }
        break;
      case 'quickAddAllSkills':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Add All Skills');
        }
        $gameTemp.addAllSkills();
        break;
      case 'quickAddAllNamedSkills':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Add All Named Skills');
        }
        $gameTemp.addAllNamedSkills();
        break;
      case 'quickRemoveAllSkills':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Quick: Removal All Skills');
        }
        $gameTemp.removeAllSkills();
        break;
      case 'switchOn':
        $gameSwitches.setValue(ext, true);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('S' + ext.padZero(4) + ': ' +
            ($dataSystem.switches[ext] || '') +
            ' set to ' + ($gameSwitches.value(ext) ? 'ON' : 'OFF'));
        }
        break;
      case 'switchOff':
        $gameSwitches.setValue(ext, false);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('S' + ext.padZero(4) + ': ' +
            ($dataSystem.switches[ext] || '') +
            ' set to ' + ($gameSwitches.value(ext) ? 'ON' : 'OFF'));
        }
        break;
      case 'var-1':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value - 1);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' - 1 = ' + $gameVariables.value(ext));
        }
        break;
      case 'var-10':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value - 10);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' - 10 = ' + $gameVariables.value(ext));
        }
        break;
      case 'var-100':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value - 100);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' - 100 = ' + $gameVariables.value(ext));
        }
        break;
      case 'var+1':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value + 1);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' + 1 = ' + $gameVariables.value(ext));
        }
        break;
      case 'var+10':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value + 10);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' + 10 = ' + $gameVariables.value(ext));
        }
        break;
      case 'var+100':
        if (typeof $gameVariables.value(ext) !== 'number') return;
        var value = $gameVariables.value(ext);
        $gameVariables.setValue(ext, value + 100);
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('V' + ext.padZero(4) + ': ' +
            ($dataSystem.variables[ext] || '') +
            ' + 100 = ' + $gameVariables.value(ext));
        }
        break;
      case 'teleportMapId':
        var mapId = this.currentExt();
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('Teleporting to Map ' + mapId + '! Loading Teleporter.');
          console.log('...Please be patient as Teleporter loads.');
        };
        $gameTemp._preDebugTeleportX = $gamePlayer.x;
        $gameTemp._preDebugTeleportY = $gamePlayer.y;
        $gameTemp._preDebugTeleportMap = $gameMap.mapId();
        SceneManager._scene.debugClose();
        SceneManager.push(Scene_MapTeleport);
        $gamePlayer.reserveTransfer(mapId, 0, 0, 2, 0);
        break;
      case 'commonEvent':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('C' + ext.padZero(4) + ': ' +
            ($dataCommonEvents[ext].name || '') +
            ' - Reserving Common Event');
          console.log('NOTE: Common Event will launch when possible!')
        };
        if (SceneManager._scene instanceof Scene_Map) {
          $gameTemp.reserveCommonEvent(ext);
        } else if (SceneManager._scene instanceof Scene_Battle) {
          $gameTemp.reserveCommonEvent(ext);
        } else {
          SceneManager.push(Scene_Map);
          $gameTemp.reserveCommonEvent(ext);
        }
        SceneManager._scene.debugClose();
        break;
      case 'battleNormal':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('B' + ext.padZero(4) + ': ' +
            ($dataTroops[ext].name || '') +
            ' - Engaged! Normal Battle!');
        };
        SceneManager._scene.debugClose();
        SoundManager.playBattleStart();
        BattleManager.setup(ext, true, true);
        $gamePlayer.makeEncounterCount();
        SceneManager.push(Scene_Battle);
        break;
      case 'battleParty':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('B' + ext.padZero(4) + ': ' +
            ($dataTroops[ext].name || '') +
            ' - Engaged! Party Advantage!');
        };
        SceneManager._scene.debugClose();
        SoundManager.playBattleStart();
        BattleManager.setup(ext, true, true);
        BattleManager._preemptive = true;
        $gamePlayer.makeEncounterCount();
        SceneManager.push(Scene_Battle);
        break;
      case 'battleTroop':
        if (Yanfly.Param.DebugConsoleMsg) {
          console.log('B' + ext.padZero(4) + ': ' +
            ($dataTroops[ext].name || '') +
            ' - Engaged! Enemy Advantage!');
        };
        SceneManager._scene.debugClose();
        SoundManager.playBattleStart();
        BattleManager.setup(ext, true, true);
        BattleManager._surprise = true;
        $gamePlayer.makeEncounterCount();
        SceneManager.push(Scene_Battle);
        break;
      case 'battlerMain':
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = ext;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          console.log(text + ' - Battler Parameters Modification')
        };
        this.setBattler(member, 'main');
        break;
      case 'battlerAddParty':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = 'A%1: %2';
          var text = fmt.format(this._battler.actorId().padZero(4), name);
          console.log(text + ' - Added to Party');
        };
        $gameParty.addActor(this._battler.actorId());
        break;
      case 'battlerRemoveParty':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = 'A%1: %2';
          var text = fmt.format(this._battler.actorId().padZero(4), name);
          console.log(text + ' - Removed from Party');
        };
        $gameParty.removeActor(this._battler.actorId());
        break;
      case 'battlerRecoverHp':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Recovered Full ' + TextManager.hp);
        };
        this._battler.setHp(this._battler.mhp);
        break;
      case 'battlerRecoverMp':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Recovered Full ' + TextManager.mp);
        };
        this._battler.setMp(this._battler.mmp);
        break;
      case 'battlerRecoverTp':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Recovered Full ' + TextManager.tp);
        };
        this._battler.setTp(this._battler.maxTp());
        break;
      case 'battlerClearStates':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Cleared All Possible States');
        };
        this._battler.clearStates();
        this._battler.clearResult();
        break;
      case 'battlerShowEnemy':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Is now Shown');
        };
        this._battler.appear();
        this._battler.refresh();
        break;
      case 'battlerHideEnemy':
        if (Yanfly.Param.DebugConsoleMsg) {
          var name = this._battler.name();
          var fmt = this._battler.isActor() ? 'A%1: %2' : 'E%1: %2';
          var id = this._battler.isActor() ?
            this._battler.actorId() : this._battler.enemyId();
          var text = fmt.format(id.padZero(4), name);
          console.log(text + ' - Is now Shown');
        };
        this._battler.hide();
        this._battler.refresh();
        break;
      case 'battlerList':
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = ext;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Battler ' + (this._symbol === 'states' ? 'States' : 'Buffs');
          text += ' Modification';
          console.log(text);
        };
        this.setBattler(member, this._symbol);
        break;
      case 'battlerStatesSortID':
        this._sortStates = (this._sortStates === 'id1') ?
          'id2' : 'id1';
        if (Yanfly.Param.DebugConsoleMsg) {
          var text = 'Sort States: ID';
          console.log(text);
        }
        this._cachedStates = undefined;
        break;
      case 'battlerStatesSortPriority':
        this._sortStates = (this._sortStates === 'priority1') ?
          'priority2' : 'priority1';
        if (Yanfly.Param.DebugConsoleMsg) {
          var text = 'Sort States: Priority';
          console.log(text);
        }
        this._cachedStates = undefined;
        break;
      case 'battlerStatesSortName':
        this._sortStates = (this._sortStates === 'name1') ?
          'name2' : 'name1';
        if (Yanfly.Param.DebugConsoleMsg) {
          var text = 'Sort States: Name';
          console.log(text);
        }
        this._cachedStates = undefined;
        break;
      case 'battlerState':
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
        };
        var state = ext;
        var states = member.states();
        var affected = states.contains($dataStates[state.id]);
        if (affected) {
          member.removeState(state.id);
        } else {
          member.addState(state.id);
        }
        member.clearResult();
        if (Yanfly.Param.DebugConsoleMsg) {
          states = member.states();
          if (states.contains($dataStates[state.id])) {
            text += ' - Applied State ' + state.name;
          } else {
            text += ' - Removed State ' + state.name;
          }
          console.log(text);
        };
        break;
      case 'battlerClearBuffs':
        for (var i = 0; i < 8; ++i) {
          var stacks = this._battler._buffs[i] || 0;
          if (stacks > 0) this._battler.removeBuff(i);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Cleared All Buffs';
          console.log(text);
        };
        break;
      case 'battlerClearDebuffs':
        for (var i = 0; i < 8; ++i) {
          var stacks = this._battler._buffs[i] || 0;
          if (stacks < 0) this._battler.removeBuff(i);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Cleared All Debuffs';
          console.log(text);
        };
        break;
      case 'battlerClearBuffsDebuffs':
        for (var i = 0; i < 8; ++i) {
          this._battler.removeBuff(i);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Cleared All Buffs & Debuffs';
          console.log(text);
        };
        break;
      case 'battlerBuff':
        if (this._battler.isBuffOrDebuffAffected(ext)) {
          this._battler.removeBuff(ext);
        } else {
          this._battler.addBuff(ext, 5);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Toggle ' + TextManager.param(ext) + ' Buff!';
          console.log(text);
        };
        break;
      case 'battlerAddAllSkills':
        var skillLength = $dataSkills.length;
        for (var i = 1; i < skillLength; ++i) {
          var skill = $dataSkills[i];
          if (skill) this._battler.learnSkill(i);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Add All Skills';
          console.log(text);
        };
        break;
      case 'battlerAddAllNamedSkills':
        var skillLength = $dataSkills.length;
        for (var i = 1; i < skillLength; ++i) {
          var skill = $dataSkills[i];
          if (!skill) continue;
          if (skill.name === '') continue;
          if (skill.stypeId < 1) continue;
          this._battler.learnSkill(i);
        }
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Add All Skills';
          console.log(text);
        };
        break;
      case 'battlerRemoveAllSkills':
        this._battler._skills = [];
        if (Yanfly.Param.DebugConsoleMsg) {
          var member = this._battler;
          if (!member) return;
          if (member.isActor()) {
            var name = member.name();
            var fmt = 'A%1: %2';
            var text = fmt.format(member.actorId().padZero(4), name);
          } else {
            var name = member.name();
            var fmt = 'E%1: %2';
            var text = fmt.format(member.enemyId().padZero(4), name);
          }
          text += ' - Add All Skills';
          console.log(text);
        };
        break;
      case 'item-max':
        var item = ext;
        if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
          var num = 1;
        } else {
          var num = $gameParty.maxItems(item);
        }
        $gameParty.gainItem(item, -num);
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Set to zero in quantity';
          console.log(text);
        }
        break;
      case 'item-10':
        var item = ext;
        $gameParty.gainItem(item, -10);
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Reduced -10 in quantity';
          console.log(text);
        }
        break;
      case 'item-1':
        var item = ext;
        $gameParty.gainItem(item, -1);
        this.clearCachedItemList();
        var item = ext;
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Reduced -1 in quantity';
          console.log(text);
        }
        break;
      case 'item+1':
        var item = ext;
        $gameParty.gainItem(item, 1);
        this.clearCachedItemList();
        var item = ext;
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Added +1 in quantity';
          console.log(text);
        }
        break;
      case 'item+10':
        var item = ext;
        $gameParty.gainItem(item, 10);
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Added +10 in quantity';
          console.log(text);
        }
        break;
      case 'item+max':
        var item = ext;
        if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
          var num = 1;
        } else {
          var num = $gameParty.maxItems(item);
        }
        $gameParty.gainItem(item, num);
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Set to maximum in quantity';
          console.log(text);
        }
        break;
      case 'item-make':
        var item = ext;
        $gameTemp.enableVarianceStock();
        $gameParty.gainItem(item, 1);
        $gameTemp.disableVarianceStock();
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Made independent ' + name + ' from template';
          console.log(text);
        }
        break;
      case 'item-clear':
        var item = ext;
        $gameParty.clearAllMatchingBaseItems(item, false);
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Cleared all un-equipped copies of ' + name;
          console.log(text);
        }
        break;
      case 'item-dupe':
        var itemId = ext.baseItemId;
        var group = DataManager.getDatabase(ext);
        var item = group[itemId];
        $gameTemp.enableVarianceStock();
        $gameParty.gainItem(item, 1);
        $gameTemp.disableVarianceStock();
        this.clearCachedItemList();
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          text += ' - Made independent ' + name + ' from template';
          console.log(text);
        }
        break;
      case 'item-delete':
        var item = ext;
        if (Yanfly.Param.DebugConsoleMsg) {
          if (DataManager.isItem(item)) {
            var fmt = 'I%1: %2';
          } else if (DataManager.isWeapon(item)) {
            var fmt = 'W%1: %2';
          } else {
            var fmt = 'A%1: %2';
          }
          var id = item.id;
          var name = item.name;
          var text = fmt.format(id.padZero(4), name);
          if ($gameParty.checkItemIsEquipped(item)) {
            text += ' - Is currently equipped and cannot be removed';
          } else {
            text += ' - Removed ' + name;
          }
          console.log(text);
        }
        $gameParty.removeIndependentItem(item, false);
        DataManager.removeIndependentItem(item);
        this.clearCachedItemList();
        break;
      default:
        return;
    };
    SoundManager.playOk();
    this.refresh();
  };
  //=============================================================================
  // Utilities
  //=============================================================================
  Yanfly.Util = Yanfly.Util || {};
  if (!Yanfly.Util.toGroup) {
    Yanfly.Util.toGroup = function (inVal) {
      return inVal;
    }
  };
  //=============================================================================
  // End of File
  //=============================================================================
};