code:
//=============================================================================
// MOG_SceneMenu.js
//=============================================================================

/*:
 * @plugindesc (v1.2) Modifica a cena de menu principal.
 * @author Moghunter
 *
 * @param Actor Hud X-Axis
 * @desc Posição X-Axis da Hud do personagem.
 * @default 0
 *
 * @param Actor Hud Y-Axis
 * @desc Posição Y-Axis da Hud do personagem.
 * @default 0
 *
 * @param Char X-Axis
 * @desc Posição X-Axis da imagem do personagem.
 * @default 20
 *
 * @param Char Y-Axis
 * @desc Posição Y-Axis da image do personagem.
 * @default 0
 *
 * @param HP Meter X-Axis
 * @desc Posição X-Axis do medidor de HP.
 * @default 17
 *
 * @param HP Meter Y-Axis
 * @desc Posição Y-Axis do medidor de HP.
 * @default 93
 *
 * @param MP Meter X-Axis
 * @desc Posição X-Axis do medidor de MP.
 * @default 17
 *
 * @param MP Meter Y-Axis
 * @desc Posição Y-Axis do medidor de MP.
 * @default 144
 *
 * @param HP Number X-Axis
 * @desc Posição X-Axis do número de HP.
 * @default 100
 *
 * @param HP Number Y-Axis
 * @desc Posição Y-Axis do número de HP.
 * @default 73
 *
 * @param HPMax Number X-Axis
 * @desc Posição X-Axis do número de HP maximo.
 * @default 140
 *
 * @param HPMax Number Y-Axis
 * @desc Posição Y-Axis do número de HP maximo.
 * @default 100
 *
 * @param MP Number X-Axis
 * @desc Posição X-Axis do número de MP.
 * @default 100
 *
 * @param MP Number Y-Axis
 * @desc Posição Y-Axis do número de MP.
 * @default 124
 *
 * @param MPMax Number X-Axis
 * @desc Posição X-Axis do número de MP maximo.
 * @default 140
 *
 * @param MPMax Number Y-Axis
 * @desc Posição Y-Axis do número de MP maximo.
 * @default 151
 *
 * @param Commands X-Axis
 * @desc Posição X-Axis dos comandos.
 * @default 180
 *
 * @param Commands Y-Axis
 * @desc Posição Y-Axis dos comandos.
 * @default 50
 *
 * @param Command Active X-Axis
 * @desc Posição X-Axis do comando selecionado.
 * @default 40
 *
 * @param Command Active Y-Axis
 * @desc Posição Y-Axis do comando selecionado.
 * @default 148
 *
 * @param Com Name Visible
 * @desc Apresentar o nome do comando.
 * @default true
 *
 * @param Com Name X-Axis
 * @desc Posição X-Axis do nome do comando.
 * @default 40
 *
 * @param Com Name Y-Axis
 * @desc Posição Y-Axis do nome do comando.
 * @default 96
 *
 * @param Com Name FontSize
 * @desc Definição do tamanho da fonte do nome do comando.
 * @default 22
 *
 * @param Max Visible Faces
 * @desc Definição da quantidade de faces apresentadas.
 * @default 5
 *
 * @param Face Sel X-Axis
 * @desc Posição X-Axis das faces.
 * @default 240
 *
 * @param Face Sel Y-Axis
 * @desc Posição Y-Axis das faces.
 * @default 128
 *
 * @param Gold X-Axis
 * @desc Posição X-Axis do dinheiro.
 * @default 260
 *
 * @param Gold Y-Axis
 * @desc Posição Y-Axis do dinheiro.
 * @default 580
 *
 * @param Time X-Axis
 * @desc Posição X-Axis do tempo.
 * @default 565
 *
 * @param Time Y-Axis
 * @desc Posição Y-Axis do tempo.
 * @default 60
 *
 * @param Time FontSize
 * @desc Definição do tamanho da fonte do tempo.
 * @default 22
 *
 * @param Location X-Axis
 * @desc Posição X-Axis da localização.
 * @default 450
 *
 * @param Location Y-Axis
 * @desc Posição Y-Axis da localização.
 * @default 575
 *
 * @param Time FontSize
 * @desc Definição do tamanho da fonte da localização.
 * @default 26
 *
 * @param Magic Circle Visible
 * @desc Apresentar o circulo mágico.
 * @default true
 *
 * @param Magic Circle X-Axis
 * @desc Posição X-Axis do círculo mágico.
 * @default 700
 *
 * @param Magic Circle Y-Axis
 * @desc Posição Y-Axis do círculo mágico.
 * @default 140
 *
 * @param Magic Circle Rotation
 * @desc Velocidade de rotação do círculo mágico.
 * @default 0.001
 *
 * @help
 * =============================================================================
 * +++ MOG - Scene Menu (v1.2) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Modifica a cena de menu principal.
 *
 * =============================================================================
 * UTILIZAÇÃO
 * =============================================================================
 * As imagens do sistema deverão ser gravados na pasta.
 *
 * /img/menus/main/
 *
 * =============================================================================
 * HISTÓRICO
 * =============================================================================
 * (1.2) - Correção do crash caso não usar o plugin do Menu Cursor.
 * (1.1) - Correção do plugin parameter da posição do nome do comando.
 *
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
　　var Imported = Imported || {};
　　Imported.MMOG_SceneMenu = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_SceneMenu');
	Moghunter.scMenu_layoutStatusX = Number(Moghunter.parameters['Actor Hud X-Axis'] || 0);
	Moghunter.scMenu_layoutStatusY = Number(Moghunter.parameters['Actor Hud Y-Axis'] || 0);
    Moghunter.scMenu_CharX = Number(Moghunter.parameters['Char X-Axis'] || 20);
	Moghunter.scMenu_CharY = Number(Moghunter.parameters['Char Y-Axis'] || 0);
	Moghunter.scMenu_HPMeterX = Number(Moghunter.parameters['HP Meter X-Axis'] || 17);
	Moghunter.scMenu_HPMeterY = Number(Moghunter.parameters['HP Meter Y-Axis'] || 93);
	Moghunter.scMenu_MPMeterX = Number(Moghunter.parameters['MP Meter X-Axis'] || 17);
	Moghunter.scMenu_MPMeterY = Number(Moghunter.parameters['MP Meter Y-Axis'] || 144);
	Moghunter.scMenu_HPNumberX = Number(Moghunter.parameters['HP Number X-Axis'] || 100);
	Moghunter.scMenu_HPNumberY = Number(Moghunter.parameters['HP Number Y-Axis'] || 73);
	Moghunter.scMenu_HPNumber2X = Number(Moghunter.parameters['HPMax Number X-Axis'] || 140);
	Moghunter.scMenu_HPNumber2Y = Number(Moghunter.parameters['HPMax Number Y-Axis'] || 100);
	Moghunter.scMenu_MPNumberX = Number(Moghunter.parameters['MP Number X-Axis'] || 100);
	Moghunter.scMenu_MPNumberY = Number(Moghunter.parameters['MP Number Y-Axis'] || 124);
	Moghunter.scMenu_MPNumber2X = Number(Moghunter.parameters['MPMax Number X-Axis'] || 140);
	Moghunter.scMenu_MPNumber2Y = Number(Moghunter.parameters['MPMax Number Y-Axis'] || 151);
	Moghunter.scMenu_LVNumberX = Number(Moghunter.parameters['LV Number X-Axis'] || 95);
	Moghunter.scMenu_LVNumberY = Number(Moghunter.parameters['LV Number Y-Axis'] || 33);
	Moghunter.scMenu_statesX = Number(Moghunter.parameters['States X-Axis'] || 111);
	Moghunter.scMenu_statesY = Number(Moghunter.parameters['States Y-Axis'] || 30);
	Moghunter.scMenu_NameX = Number(Moghunter.parameters['Name X-Axis'] || 20);
	Moghunter.scMenu_NameY = Number(Moghunter.parameters['Name Y-Axis'] || 0);
	Moghunter.scMenu_NameFontSize = Number(Moghunter.parameters['Name FontSize'] || 20);
	Moghunter.scMenu_ComX = Number(Moghunter.parameters['Commands X-Axis'] || 180);
	Moghunter.scMenu_ComY = Number(Moghunter.parameters['Commands Y-Axis'] || 50);
	Moghunter.scMenu_ComWX = Number(Moghunter.parameters['Command Active X-Axis'] || 40);
	Moghunter.scMenu_ComWY = Number(Moghunter.parameters['Command Active Y-Axis'] || 148);
	Moghunter.scMenu_ComNameVisible = String(Moghunter.parameters['Com Name Visible'] || "true");
	Moghunter.scMenu_ComNameX = Number(Moghunter.parameters['Com Name X-Axis'] || 40);
	Moghunter.scMenu_ComNameY = Number(Moghunter.parameters['Com Name Y-Axis'] || 96);
	Moghunter.scMenu_ComNameFontSize = Number(Moghunter.parameters['Com Name FontSize'] || 22);
	Moghunter.scMenu_maxVisibleFaces = Number(Moghunter.parameters['Max Visible Faces'] || 5);
	Moghunter.scMenu_FaceSelX = Number(Moghunter.parameters['Face Sel X-Axis'] || 240);
	Moghunter.scMenu_FaceSelY = Number(Moghunter.parameters['Face Sel Y-Axis'] || 128);
    Moghunter.scMenu_GoldNumberX = Number(Moghunter.parameters['Gold X-Axis'] || 260);
	Moghunter.scMenu_GoldNumberY = Number(Moghunter.parameters['Gold Y-Axis'] || 580);
    Moghunter.scMenu_playTimeNumberX = Number(Moghunter.parameters['Time X-Axis'] || 565);
	Moghunter.scMenu_playTimeNumberY = Number(Moghunter.parameters['Time Y-Axis'] || 60);
	Moghunter.scMenu_playTimeNumberFontSize = Number(Moghunter.parameters['Time FontSize'] || 24);
    Moghunter.scMenu_locationX = Number(Moghunter.parameters['Location X-Axis'] || 450);
	Moghunter.scMenu_locationY = Number(Moghunter.parameters['Location Y-Axis'] || 575);
	Moghunter.scMenu_locationFontSize = Number(Moghunter.parameters['Location FontSize'] || 26);
	Moghunter.scMenu_MagicCircleV = String(Moghunter.parameters['Magic Circle Visible'] || "true");
    Moghunter.scMenu_MagicCircleX = Number(Moghunter.parameters['Magic Circle X-Axis'] || 700);
	Moghunter.scMenu_MagicCircleY = Number(Moghunter.parameters['Magic Circle Y-Axis'] || 140);
    Moghunter.scMenu_MagicCircleR = Number(Moghunter.parameters['Magic Circle Rotation'] || 0.001);

//=============================================================================
// ** ImageManager
//=============================================================================

//==============================
// * Main
//==============================
ImageManager.loadMenusMain = function(filename) {
    return this.loadBitmap('img/menus/main/', filename, 0, true);
};

//==============================
// * Main Faces1
//==============================
ImageManager.loadMenusFaces1 = function(filename) {
    return this.loadBitmap('img/menus/faces/faces1/', filename, 0, true);
};

//==============================
// * Main Faces2
//==============================
ImageManager.loadMenusFaces2 = function(filename) {
    return this.loadBitmap('img/menus/faces/faces2/', filename, 0, true);
};

//==============================
// * Main Faces3
//==============================
ImageManager.loadMenusFaces3 = function(filename) {
    return this.loadBitmap('img/menus/faces/faces3/', filename, 0, true);
};

//==============================
// * Main Faces4
//==============================
ImageManager.loadMenusFaces4 = function(filename) {
    return this.loadBitmap('img/menus/faces/faces4/', filename, 0, true);
};

//==============================
// * Main Commands
//==============================
ImageManager.loadMenusMainCommands = function(filename) {
    return this.loadBitmap('img/menus/main/commands/', filename, 0, true);
};

//=============================================================================
// ** Scene Menu
//=============================================================================
var _mog_scmenu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
	_mog_scmenu_create.call(this);
	this.loadBitmapsMain();
	this.createField();
	this.createMonogatari();
};

//==============================
// * loadBitmapsMain
//==============================
Scene_Menu.prototype.loadBitmapsMain = function() {
	this._facesBitmaps = []
	for (var i = 0; i < $gameParty.members().length; i++) {
		 this._facesBitmaps[i] = ImageManager.loadMenusFaces2("Actor_" + $gameParty.members()[i]._actorId);
	};
	this._comBitmaps = []
	this._comList = this._commandWindow._list;
    for (var i = 0; i < this._comList.length; i++) {
		 this._comBitmaps[i] = ImageManager.loadMenusMainCommands(this._comList[i].name);
    };
	this._arrowImg = ImageManager.loadMenusMain("FaceArrow");
	this._goldImg = ImageManager.loadMenusMain("GoldNumber");
};

//==============================
// * Create Field
//==============================
Scene_Menu.prototype.createField = function() {
     this._field = new Sprite();
	 this.addChild(this._field);
};

//==============================
// * Create Monogatari
//==============================
Scene_Menu.prototype.createMonogatari = function() {
	 if (String(Moghunter.scMenu_MagicCircleV) === "true") {this.createMagicCircle()};
	 this.createCharacters();
	 this.createLayout();
     this.createCharStatus();
	 this.createCommands();
	 this.createCommandName();
	 this.createPlayTime();
	 this.createLocation();
};
//==============================
// * Create After
//==============================
Scene_Menu.prototype.createAfter = function() {
	 this.createSelection();
	 this.createFaceArrow();
	 this.createGold();
};

//==============================
// * create HP Number
//==============================
Scene_Menu.prototype.createGold = function() {
    this._gold_number = [];
	this._GoldData = [this._goldImg.width / 10,this._goldImg.height]
	var x = Moghunter.scMenu_GoldNumberX;
	var y = Moghunter.scMenu_GoldNumberY;
	for (var i = 0; i < 9; i++) {
		 this._gold_number[i] = new Sprite(this._goldImg);
		 this._gold_number[i].visible = false;
		 this._gold_number[i].opacity = 255;
		 this._gold_number[i].x = x ;
		 this._gold_number[i].y = y ;
		 this._field.addChild(this._gold_number[i]);
	};
	this.refresh_number(this._gold_number,$gameParty.gold(),this._GoldData,x)
};

//==============================
// * create Magic Circle
//==============================
Scene_Menu.prototype.createMagicCircle = function() {
     this._magicCircle = new Sprite(ImageManager.loadMenusMain("MagicCircle"));
	 this._magicCircle.anchor.x = 0.5;
	 this._magicCircle.anchor.y = 0.5;
	 this._magicCircle.x = Moghunter.scMenu_MagicCircleX;
	 this._magicCircle.y = Moghunter.scMenu_MagicCircleY;
	 this._field.addChild(this._magicCircle);
};

//==============================
// * create Magic Circle
//==============================
Scene_Menu.prototype.updateMagicCircle = function() {
     this._magicCircle.rotation +=Moghunter.scMenu_MagicCircleR;
};

//==============================
// * play Time Sec
//==============================
Scene_Menu.prototype.playTimeSec = function() {
    return $gameSystem.playtime()  % 60;
};

//==============================
// * create Play Time
//==============================
Scene_Menu.prototype.createPlayTime = function() {
    this._playTime = new Sprite(new Bitmap(200,32));
	this._playTime.x = Moghunter.scMenu_playTimeNumberX;
	this._playTime.y = Moghunter.scMenu_playTimeNumberY;
	this._playTime.bitmap.fontSize = Moghunter.scMenu_playTimeNumberFontSize;
	this._field.addChild(this._playTime);
	this._playTimeSec = this.playTimeSec();
	this.refreshTime();
};

//==============================
// * refresh Time
//==============================
Scene_Menu.prototype.refreshTime = function() {
	this._playTime.bitmap.clear();
	this._playTimeSec = this.playTimeSec();
	this._playTime.bitmap.drawText($gameSystem.playtimeText(),0,0,200,32,"right");
};

//==============================
// * update Time
//==============================
Scene_Menu.prototype.updateTime = function() {
	if (this._playTimeSec != this.playTimeSec()) {this.refreshTime()};
};

//==============================
// * create Location
//==============================
Scene_Menu.prototype.createLocation = function() {
    this._location = new Sprite(new Bitmap(260,32));
	this._location.x = Moghunter.scMenu_locationX;
	this._location.y = Moghunter.scMenu_locationY;
	this._location.bitmap.fontSize = Moghunter.scMenu_locationFontSize;
	var mapName = $gameMap.displayName();
	this._location.bitmap.drawText(mapName,0,0,260,32,"center");
	this._field.addChild(this._location);
};

//==============================
// * Refresh Number
//==============================
Scene_Menu.prototype.refresh_number = function(sprites,value,img_data,x) {
    numbers = Math.abs(value).toString().split("");
   	for (var i = 0; i < sprites.length ; i++) {
	   sprites[i].visible = false;
	   if (i < numbers.length) {
		   var n = Number(numbers[i]);
		   sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
		   var nx = -(img_data[0] * i) + (img_data[0] *  numbers.length);
		   sprites[i].x = x - nx;
		   sprites[i].visible = true;
	   } else {
		  var n = 0;
		  sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
		  var nx = -(img_data[0] * i) + (img_data[0] *  (sprites.length + numbers.length));
		  sprites[i].x = x - nx;
	   };
    };
};
//==============================
// * maxMembers
//==============================
Scene_Menu.prototype.maxMembers = function() {
     return Math.min(Math.max($gameParty.members().length,0),$gameParty.maxBattleMembers());
};

//==============================
// * Create Characters
//==============================
Scene_Menu.prototype.createCharacters = function() {
	 this._characters = [];
	 for (var i = 0; i < this.maxMembers(); i++) {
           this._characters[i] = new MBustMenu(i,$gameParty.members()[i],this.maxMembers());
		   this._field.addChild(this._characters[i]);
	 };
};

//==============================
// * Create Char Status
//==============================
Scene_Menu.prototype.createCharStatus = function() {
	 this._charStatus = [];
	 for (var i = 0; i < this.maxMembers(); i++) {
           this._charStatus[i] = new MCharStatus(i,$gameParty.members()[i],this.maxMembers());
		   this._field.addChild(this._charStatus[i]);
	 };
};

//==============================
// * Update
//==============================
var _mog_smenu_update = Scene_Menu.prototype.createGoldWindow;
Scene_Menu.prototype.createGoldWindow = function() {
	_mog_smenu_update.call(this);
    if (this._goldWindow) {this._goldWindow.visible = false};
};

//==============================
// * create Layout
//==============================
Scene_Menu.prototype.createLayout = function() {
     this._layout = new Sprite(ImageManager.loadMenusMain("Layout"));
	 this._field.addChild(this._layout);
};

//==============================
// * create Commands
//==============================
Scene_Menu.prototype.createCommands = function() {
     this._commands = [];
	 this._compos = [];
	 this._comzoom = [];
	 var h = 0
	 this._comField = new Sprite();
	 this._field.addChild(this._comField);
	 for (var i = 0; i < this._comList.length; i++) {
		 this._commands[i] = new Sprite(this._comBitmaps[i]);
		 this._commands[i].anchor.x = 0.5;
		 this._commands[i].anchor.y = 0.5;
		 this._commands[i].y = -64;
		 this._commands[i].opacity = 255;
		 this._compos[i] = [Moghunter.scMenu_ComX + (48 * i),Moghunter.scMenu_ComY + (48 * h)];
		 this._comzoom[i] = 0;
	     this._comField.addChild(this._commands[i]);
		 h = h === 0 ? 1 : 0;
	};
};

//==============================
// * update Commands
//==============================
Scene_Menu.prototype.updateCommands = function() {
	// this.updateComField();
     for (var i = 0; i < this._commands.length; i++) {
		  if (this.isComEnabled(i)) {
		       var nx = this._statusWindow.active ? Moghunter.scMenu_ComWX : this._compos[i][0];
			   var ny = this._statusWindow.active ? Moghunter.scMenu_ComWY : this._compos[i][1];
			   if (this._commandWindow.isCurrentItemEnabled()) {this._commands[i].opacity += 20};
			   if (this._comzoom[i] === 0 && !this._statusWindow.active) {
				   this._commands[i].scale.x += 0.01;
				   if (this._commands[i].scale.x >= 1.30) {
					   this._commands[i].scale.x = 1.30;
				       this._comzoom[i] = 1;
				   };
			   } else {
				   this._commands[i].scale.x -= 0.01;
				   if (this._commands[i].scale.x <= 1.00) {
					   this._commands[i].scale.x = 1.00;
				       this._comzoom[i] = 0;
				   };
		       };
		  } else {
		       var nx = this._compos[i][0];
			   var ny = this._compos[i][1];
  			   if (this._commands[i].opacity > 180 || this._statusWindow.active) {
				   this._commands[i].opacity -= 10
				   if (this._commands[i].opacity < 180 && !this._statusWindow.active) {this._commands[i].opacity = 180}
			    };
			   if (!this._statusWindow.active && this._commands[i].opacity < 180) {
				   this._commands[i].opacity += 10;
				   if (this._commands[i].opacity > 180) {this._commands[i].opacity = 180}
			   };
			   if (this._commands[i].scale.x > 1.00) {this._commands[i].scale.x -= 0.01};
			   this._comzoom[i] = 0;
		  };
		  this._commands[i].x = this.commandMoveTo(this._commands[i].x,nx);
		  this._commands[i].y = this.commandMoveTo(this._commands[i].y,ny);
		  this._commands[i].scale.y = this._commands[i].scale.x;
	 };
};

 //==============================
// * update Com Field
//==============================
Scene_Menu.prototype.updateComField = function() {
   if (!this._statusWindow.active) {
        this._comField.opacity += 15
	    if (this._comField.y < 0) {
		    this._comField.y += 3;
			if (this._comField.y > 0 ) {this._comField.y = 0}
	    }
   } else {
	   this._comField.opacity -= 15
	   if (this._comField.y > -50) {
		    this._comField.y -= 3;
			if (this._comField.y < -50 ) {this._comField.y = -50}
	   };
   };
};

//==============================
// * is Com Enabled
//==============================
Scene_Menu.prototype.isComEnabled = function(index) {
	  if (index != this._commandWindow._index) {return false};
	  return true;
};

//==============================
// * Command Move To
//==============================
Scene_Menu.prototype.commandMoveTo = function(value,real_value) {
	if (value == real_value) {return value};
	var dnspeed = 3 + (Math.abs(value - real_value) / 20);
	if (value > real_value) {value -= dnspeed;
	    if (value < real_value) {value = real_value};}
    else if (value < real_value) {value  += dnspeed;
    	if (value  > real_value) {value  = real_value};
    };
	return Math.floor(value);
};

//==============================
// * create Command Name
//==============================
Scene_Menu.prototype.createCommandName = function() {
	this._commandName = new Sprite(new Bitmap(100,32));
	this._commandName.bitmap.fontSize = Moghunter.scMenu_ComNameFontSize;
	this._commandNameIndex = -2;
	this._commandNameIndex2 = -2;
	this._field.addChild(this._commandName);
	this._commandName.visible = String(Moghunter.scMenu_ComNameVisible) === "true" ? true : false;
};

//==============================
// * update Command Name
//==============================
Scene_Menu.prototype.updateCommandName = function() {
	if (this._statusWindow.active) {
		if (this._commandNameIndex2 != this._statusWindow._index) {this.refreshActorName()};
	} else {
        if (this._commandNameIndex != this._commandWindow._index) {this.refreshCommandName()};
	};
	this._commandName.x = this.commandMoveTo(this._commandName.x,Moghunter.scMenu_ComNameX);
	this._commandName.y = this.commandMoveTo(this._commandName.y,Moghunter.scMenu_ComNameY);
	this._commandName.opacity += 10;
};

//==============================
// * refresh Command Name
//==============================
Scene_Menu.prototype.refreshCommandName = function() {
	this._commandNameIndex = this._commandWindow._index;
	this._commandNameIndex2 = -2;
	this._commandName.bitmap.clear();
	this._commandName.bitmap.drawText(this._comList[this._commandNameIndex].name,0,0,100,32,"center")
	this._commandName.x = Moghunter.scMenu_ComNameX - 100;
	this._commandName.y = Moghunter.scMenu_ComNameY;
	this._commandName.opacity = 0;
};

//==============================
// * refresh Actor Name
//==============================
Scene_Menu.prototype.refreshActorName = function() {
	this._commandNameIndex = -2;
	this._commandNameIndex2 = this._statusWindow._index;
	this._commandName.bitmap.clear();
	var actor = $gameParty.members()[this._statusWindow._index]
	if (!actor) {return}
	this._commandName.bitmap.drawText(actor.name(),0,0,100,32,"center")
	this._commandName.x = Moghunter.scMenu_ComNameX - 100;
	this._commandName.y = Moghunter.scMenu_ComNameY;
	this._commandName.opacity = 0;
};

//==============================
// * create Selection
//==============================
Scene_Menu.prototype.createSelection = function() {
    this._selection = [];
	this._selectionPos = [];
	this._selzoom = [];
	this._selMax = Math.min(Math.max(Moghunter.scMenu_maxVisibleFaces,2),999);
	this._selField = new Sprite();
	this._field.addChild(this._selField);
	this._selField.opacity = 0;
	this._selField.x = 50;
	for (var i = 0; i < $gameParty.members().length; i++) {
		 this._selection[i] = new Sprite(this._facesBitmaps[i]);
		 this._selectionPos[i] = [Moghunter.scMenu_FaceSelX + ((4 + this._facesBitmaps[i].width) * i),Moghunter.scMenu_FaceSelY];
		 this._selection[i].anchor.x = 0.5;
		 this._selection[i].anchor.y = 0.5;
		 this._selection[i].opacity = 160;
		 this._selection[i].vsb = false;
		 this._selection[i].x = this._selectionPos[i][0];
		 this._selection[i].y = this._selectionPos[i][1];
		 this._selField .addChild(this._selection[i]);
	};
};

//==============================
// * update Selection
//==============================
Scene_Menu.prototype.updateSelection = function() {
	if (this._statusWindow.active) {
		this._selField.opacity += 15;
		if (this._selField.x > 0) {this._selField.x -= 4
		    if (this._selField.x < 0) {this._selField.x = 0};
		};
	} else {
		if (this._selField.x < 50) {this._selField.x += 4
		    if (this._selField.x > 50) {this._selField.x = 50};
		};
		this._selField.opacity -= 15;
	}
	for (var i = 0; i < this._selection.length; i++) {
		 if (this._statusWindow._index < this._selMax) {
		     var nindex = 0
			 if (i > this._selMax) {
				 this._selection[i].vsb = false;
			 } else {
				 this._selection[i].vsb = true;
			 };
		 } else {
			 var ni = this._statusWindow._index - this._selMax
			 var nindex = ((4 + this._facesBitmaps[i].width) * (ni));
			 if (i < ni || i > ni + this._selMax) {
				 this._selection[i].vsb = false;
			 } else {this._selection[i].vsb = true;
			 }
		 };
		 if (i === this._statusWindow._index) {
			 this._selection[i].opacity += 15;
			 if (this._selzoom[i] === 0) {
				 this._selection[i].scale.x += 0.015;
				 if (this._selection[i].scale.x > 1.30) {
					 this._selection[i].scale.x = 1.30;
				     this._selzoom[i] = 1;
				 };
			 } else {
				 this._selection[i].scale.x -= 0.015;
				 if (this._selection[i].scale.x < 1.00) {
					 this._selection[i].scale.x = 1.00;
				     this._selzoom[i] = 0;
				 };
			 };
		 } else {
			if (!this._selection[i].vsb) {
			   this._selection[i].opacity -= 15;
			} else if (this._selection[i].vsb) {
			   if (this._selection[i].opacity < 160) {this._selection[i].opacity += 15;
			       if (this._selection[i].opacity > 160) {this._selection[i].opacity = 160};
			   };
			   if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 15;
			       if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
			   };
		    } else {
				if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 10
				if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
				};
		    };
			this._selzoom[i] = 0;
			this._selection[i].scale.x -= 0.01;
			if (this._selection[i].scale.x < 1.00) {this._selection[i].scale.x = 1.00}
		 }
         var nx = this._selectionPos[i][0] - nindex;
         var ny = this._selectionPos[i][1];
		 this._selection[i].x = this.commandMoveTo(this._selection[i].x,nx);
		 this._selection[i].y = this.commandMoveTo(this._selection[i].y,ny);
		 this._selection[i].scale.y = this._selection[i].scale.x;
	};
	this.updateArrow();
};

//==============================
// * create Face Arrow
//==============================
Scene_Menu.prototype.createFaceArrow = function() {
	  this._arrow = [];
	  this._arrowPos = [];
	  this._arrowAni = [0,0];
	  for (var i = 0; i < 2; i++) {
		   this._arrow[i] = new Sprite(this._arrowImg);
		   if (i === 1) {this._arrow[i].scale.x = -1.00
		       this._arrowPos[i] = [this._selection[0].x + (4 + (this._arrowImg.width * 2)) + ((4 + this._facesBitmaps[0].width) * this._selMax),Moghunter.scMenu_FaceSelY]
		   } else {
			   this._arrowPos[i] = [this._selection[0].x - (4 + (this._arrowImg.width * 2)),Moghunter.scMenu_FaceSelY]
		   };
		   this._arrow[i].anchor.x = 0.5;
		   this._arrow[i].anchor.y = 0.5;
		   this._arrow[i].x = this._arrowPos[i][0];
		   this._arrow[i].y = this._arrowPos[i][1];
		   this._selField.addChild(this._arrow[i]);
	  };
};

//==============================
// * update Arrow
//==============================
Scene_Menu.prototype.updateArrow = function() {
	this.updateArrowAni()
    for (var i = 0; i < this._arrow.length; i++) {
		 if (i === 0) {
		    var nx = this._arrowPos[i][0] - this._arrowAni[1];
			this._arrow[i].visible = this.isArrow1Visible();
		 } else {
			var nx = this._arrowPos[i][0] + this._arrowAni[1];
			this._arrow[i].visible = this.isArrow2Visible();
		 };
		 var ny = this._arrowPos[i][1];
		 this._arrow[i].x = this.commandMoveTo(this._arrow[i].x,nx);
		 this._arrow[i].y = this.commandMoveTo(this._arrow[i].y,ny);
	};
};

//==============================
// * is Arrow1 Visible
//==============================
Scene_Menu.prototype.isArrow1Visible = function() {
	if (this._statusWindow._index <= this._selMax) {return false};
	return true;
};

//==============================
// * is Arrow2 Visible
//==============================
Scene_Menu.prototype.isArrow2Visible = function() {
	if (this._statusWindow._index >= this._selection.length - 1) {return false};
	if ($gameParty.members().length < this._selMax + 2 ) {return false};
	return true;
};

//==============================
// * update Arrow Ani
//==============================
Scene_Menu.prototype.updateArrowAni = function() {
	this._arrowAni[0]++;
	if (this._arrowAni[0] < 20) {
		this._arrowAni[1] ++;
	} else if (this._arrowAni[0] < 40) {
	    this._arrowAni[1] --;
	} else {
		this._arrowAni[1] = 0;
		this._arrowAni[0] = 0;
	};
};

//==============================
// * check Touch On Sprites
//==============================
Scene_Menu.prototype.checkTouchOnSprites = function() {
     if (this._statusWindow.active) {
		 this.checkTouchSelection();
	 } else {
		 this.checkTouchCommand();
	 };
};

//==============================
// * checkTouchSelection
//==============================
Scene_Menu.prototype.checkTouchSelection = function() {
     for (var i = 0; i < this._selection.length; i++) {
		  if (this.isOnSprite(this._selection[i])) {this.setTouchSelection(i)};
	 };
     for (var i = 0; i < this._arrow.length; i++) {
		  if (this.isOnSprite(this._arrow[i])) {this.setTouchArrow(i)};
	 };
};

//==============================
// * set Touch Arrow
//==============================
Scene_Menu.prototype.setTouchArrow = function(index) {
	 SoundManager.playCursor();
     if (index === 0) {
		  this._statusWindow.cursorUp();
	 } else {
		  this._statusWindow.cursorDown();
	 };
};

//==============================
// * set Touch Selection
//==============================
Scene_Menu.prototype.setTouchSelection = function(index) {
    this._statusWindow.select(index);
	this._statusWindow.processOk();
};

//==============================
// * checkTouchCommand
//==============================
Scene_Menu.prototype.checkTouchCommand = function() {
    for (var i = 0; i < this._commands.length; i++) {
		if (this.isOnSprite(this._commands[i])) {this.setTouchCommand(i)};
	};
};

//==============================
// * set Touch Command
//==============================
Scene_Menu.prototype.setTouchCommand = function(index) {
    this._commandWindow.select(index);
	this._commandWindow.processOk();
};

//==============================
// * on Sprite
//==============================
Scene_Menu.prototype.isOnSprite = function(sprite) {
	 var cw = sprite.bitmap.width / 2;
	 var ch = sprite.bitmap.height / 2;
	 if (sprite.visible === false) {return false};
	 if (sprite.opacity === 0) {return false};
	 if (TouchInput.x < sprite.x - cw) {return false};
	 if (TouchInput.x > sprite.x + cw) {return false};
	 if (TouchInput.y < sprite.y - ch) {return false};
	 if (TouchInput.y > sprite.y + ch) {return false};
	 return true;
};

//==============================
// * update Touch Screen
//==============================
Scene_Menu.prototype.updateTouchScreen = function() {
    if (TouchInput.isTriggered()) {this.checkTouchOnSprites()};
};

//==============================
// * update Window Status
//==============================
Scene_Menu.prototype.updateWindowStatus = function() {
     this._statusWindow.visible = false;
	 this._statusWindow.x = - this._statusWindow.width;
	 this._statusWindow.updateScrollRoll();
};

//==============================
// * update
//==============================
var _mog_mono_scmenu_update = Scene_Menu.prototype.update;
Scene_Menu.prototype.update = function() {
    _mog_mono_scmenu_update.call(this)
	if (this._commands) {this.updateCommands()};
	if (this._commandName) {this.updateCommandName()};
	if (!this._selection && this._facesBitmaps && this._facesBitmaps[0].isReady()) {this.createAfter()};
	if (this._selection) {this.updateSelection()};
	if (this._playTime) {this.updateTime()};
	if (this._magicCircle) {this.updateMagicCircle()};
	this.updateWindowStatus();
	this.updateTouchScreen();
};

//=============================================================================
// * MBustMenu
//=============================================================================
function MBustMenu() {
    this.initialize.apply(this, arguments);
};

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

//==============================
// * Initialize
//==============================
MBustMenu.prototype.initialize = function(index,actor,maxmembers) {
    Sprite.prototype.initialize.call(this);
    this._index = index;
	this._actor = actor;
	this._maxMembers = maxmembers
	this.createCharaters();
};

//==============================
// * Pos X
//==============================
MBustMenu.prototype.posX = function() {
	var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers);
    return 16 + (space / 2) + (space * this._index);
};

//==============================
// * create Characters
//==============================
MBustMenu.prototype.createCharaters = function() {
     this._char = new Sprite(ImageManager.loadMenusFaces3("actor_" + this._actor._actorId));
	 this._char.anchor.x = 0.5;
	 this._char.anchor.y = 1.0;
	 this._char.x = this.posX() + Moghunter.scMenu_CharX;
	 this._char.y = Graphics.boxHeight + Moghunter.scMenu_CharY;
	 this._orgX  = this._char.x;
	 this._char.x -= 50;
	 this._wait = 5 + 10 * this._index;
	 this._char.opacity = 0;
	 this.addChild(this._char);
};

//==============================
// * Update
//==============================
MBustMenu.prototype.update = function() {
    Sprite.prototype.update.call(this);
    if (this._wait > 0) {this._wait--; return};
	this._char.opacity += 10;
	if (this._char.x < this._orgX) {
		this._char.x += 2;
		if (this._char.x > this._orgX) {this._char.x = this._orgX};
	};
};

//=============================================================================
// * MCharStatus
//=============================================================================
function MCharStatus() {
    this.initialize.apply(this, arguments);
};

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

//==============================
// * Initialize
//==============================
MCharStatus.prototype.initialize = function(index,actor,maxmembers) {
    Sprite.prototype.initialize.call(this);
    this._index = index;
	this._actor = actor;
	this._maxMembers = maxmembers;
	this.x = 50;
	this._wait = 5 + 5 * this._index;
	this.opacity = 0;
	this.loadBitmaps();
};

//==============================
// * loadBitmaps
//==============================
MCharStatus.prototype.loadBitmaps = function() {
   this._layoutImg = ImageManager.loadMenusMain("LayoutStatus");
   this._numberImg = ImageManager.loadMenusMain("HPNumber");
   this._numberImg2 = ImageManager.loadMenusMain("MPNumber");
   this._numberImg3 = ImageManager.loadMenusMain("LVNumber");
   this._HPMeterImg = ImageManager.loadMenusMain("HPMeter");
   this._MPMeterImg = ImageManager.loadMenusMain("MPMeter");
   this._state_img = ImageManager.loadSystem("IconSet");
};

//==============================
// * Pos X
//==============================
MCharStatus.prototype.posX = function() {
	var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers);
    return 16 + (space / 2) + (space * this._index);
};

//==============================
// * create Sprites
//==============================
MCharStatus.prototype.createSprites = function() {
	this.createLayoutStatus();
	this.createHPMeter();
	this.createMPMeter();
	this.createHPNumber();
    this.createHPNumber2();
	this.createMPNumber();
    this.createMPNumber2();
	this.createLVNumber();
	this.createStates();
	this.createName();
};

//==============================
// * Create Name
//==============================
MCharStatus.prototype.createName = function() {
	this._name = new Sprite(new Bitmap(120,32));
	this._name.x = this._layout.x + Moghunter.scMenu_NameX;
	this._name.y = this._layout.y + Moghunter.scMenu_NameY;
	this._name.bitmap.fontSize = Moghunter.scMenu_NameFontSize;
	this._name.bitmap.drawText(this._actor.name(),0,0,120,32,"center");
	this.addChild(this._name);

};

//==============================
// * Create States
//==============================
MCharStatus.prototype.createStates = function() {
	this._states_data = [0,0,0];
	this._state_icon = new Sprite(this._state_img);
	this._state_icon.x = this._layout.x + Moghunter.scMenu_statesX;
	this._state_icon.y = this._layout.y + Moghunter.scMenu_statesY;
	this._state_icon.visible = false;
	this.addChild(this._state_icon);
	this.refresh_states();
};

//==============================
// * Create States
//==============================
MCharStatus.prototype.refresh_states = function() {
	this._states_data[0] = 0;
	this._states_data[2] = 0;
	this._state_icon.visible = false;
	if (this._actor.allIcons().length == 0) {this._states_data[1] = 0;return};
       if (this._actor.allIcons()[this._states_data[1]]) {
		this._states_data[0] = this._actor.allIcons()[this._states_data[1]];
		this._state_icon.visible = true;
		var sx = this._states_data[0] % 16 * 32;
		var sy = Math.floor(this._states_data[0] / 16) * 32;
		this._state_icon.setFrame(sx, sy, 32, 32);
	   };
	this._states_data[1] += 1;
	if (this._states_data[1] >= this._actor.allIcons().length) {
		this._states_data[1] = 0
	};
};

//==============================
// * Update States
//==============================
MCharStatus.prototype.update_states = function() {
	this._states_data[2] += 1;
	if (this.need_refresh_states()) {this.refresh_states();};
};

//==============================
// * Need Refresh States
//==============================
MCharStatus.prototype.need_refresh_states = function() {
	if (this._states_data[2] > 60) {return true};
	return false;
};

//==============================
// * create HP Meter
//==============================
MCharStatus.prototype.createHPMeter = function() {
    this._hpMeter = new Sprite(this._HPMeterImg);
	this._hpMeterData = [this._HPMeterImg.width / 3,this._HPMeterImg.height,0,0];
	this._hpMeterData[2] = this._hpMeterData[0] * 2;
	this._hpMeterData[3] = Math.randomInt(this._hpMeterData[2])
	this._hpMeter.x = this._layout.x + Moghunter.scMenu_HPMeterX;
	this._hpMeter.y = this._layout.y + Moghunter.scMenu_HPMeterY;
	this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp);
	this.addChild(this._hpMeter);
};

//==============================
// * create MP Meter
//==============================
MCharStatus.prototype.createMPMeter = function() {
    this._mpMeter = new Sprite(this._MPMeterImg);
	this._mpMeterData = [this._MPMeterImg.width / 3,this._MPMeterImg.height,0,0];
	this._mpMeterData[2] = this._mpMeterData[0] * 2;
	this._mpMeterData[3] = Math.randomInt(this._mpMeterData[2])
	this._mpMeter.x = this._layout.x + Moghunter.scMenu_MPMeterX;
	this._mpMeter.y = this._layout.y + Moghunter.scMenu_MPMeterY;
	this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp);
	this.addChild(this._mpMeter);
};

//==============================
// * update Meter
//==============================
MCharStatus.prototype.updateMeter = function(sprite,data,v1,v2) {
	 var cw = data[0] * v1 / v2;
     sprite.setFrame(data[3],0,cw,data[1]);
	 data[3] += 4;
	 if (data[3] > data[2]) {data[3] = 0};
};

//==============================
// * create HP Number
//==============================
MCharStatus.prototype.createHPNumber = function() {
    this._hp_number = [];
	this._NumberData = [this._numberImg.width / 10,this._numberImg.height]
	var x = this._layout.x + Moghunter.scMenu_HPNumberX;
	var y = this._layout.y + Moghunter.scMenu_HPNumberY;
	for (var i = 0; i < 5; i++) {
		 this._hp_number[i] = new Sprite(this._numberImg);
		 this._hp_number[i].visible = false;
		 this._hp_number[i].opacity = 255;
		 this._hp_number[i].x = x ;
		 this._hp_number[i].y = y ;
		 this.addChild(this._hp_number[i]);
	};
	this.refresh_number(this._hp_number,this._actor.hp,this._NumberData,x)
};

//==============================
// * create HP Number2
//==============================
MCharStatus.prototype.createHPNumber2 = function() {
    this._hp_number2 = [];
	var x = this._layout.x + Moghunter.scMenu_HPNumber2X;
	var y = this._layout.y + Moghunter.scMenu_HPNumber2Y;
	for (var i = 0; i < 5; i++) {
		 this._hp_number2[i] = new Sprite(this._numberImg);
		 this._hp_number2[i].visible = false;
		 this._hp_number2[i].opacity = 255;
		 this._hp_number2[i].x = x ;
		 this._hp_number2[i].y = y ;
		 this.addChild(this._hp_number2[i]);
	};
	this.refresh_number(this._hp_number2,this._actor.mhp,this._NumberData,x)
};

//==============================
// * create MP Number
//==============================
MCharStatus.prototype.createMPNumber = function() {
    this._mp_number = [];
	this._NumberData2 = [this._numberImg2.width / 10,this._numberImg2.height]
	var x = this._layout.x + Moghunter.scMenu_MPNumberX;
	var y = this._layout.y + Moghunter.scMenu_MPNumberY;
	for (var i = 0; i < 5; i++) {
		 this._mp_number[i] = new Sprite(this._numberImg2);
		 this._mp_number[i].visible = false;
		 this._mp_number[i].opacity = 255;
		 this._mp_number[i].x = x ;
		 this._mp_number[i].y = y ;
		 this.addChild(this._mp_number[i]);
	};
	this.refresh_number(this._mp_number,this._actor.mp,this._NumberData2,x)
};

//==============================
// * create MP Number2
//==============================
MCharStatus.prototype.createMPNumber2 = function() {
    this._mp_number2 = [];
	var x = this._layout.x + Moghunter.scMenu_MPNumber2X;
	var y = this._layout.y + Moghunter.scMenu_MPNumber2Y;
	for (var i = 0; i < 5; i++) {
		 this._mp_number2[i] = new Sprite(this._numberImg2);
		 this._mp_number2[i].visible = false;
		 this._mp_number2[i].opacity = 255;
		 this._mp_number2[i].x = x ;
		 this._mp_number2[i].y = y ;
		 this.addChild(this._mp_number2[i]);
	};
	this.refresh_number(this._mp_number2,this._actor.mmp,this._NumberData2,x)
};

//==============================
// * create LV Number
//==============================
MCharStatus.prototype.createLVNumber = function() {
    this._lv_number = [];
	this._NumberData3 = [this._numberImg3.width / 10,this._numberImg3.height]
	var x = this._layout.x + Moghunter.scMenu_LVNumberX;
	var y = this._layout.y + Moghunter.scMenu_LVNumberY;
	for (var i = 0; i < 3; i++) {
		 this._lv_number[i] = new Sprite(this._numberImg3);
		 this._lv_number[i].visible = false;
		 this._lv_number[i].opacity = 255;
		 this._lv_number[i].x = x ;
		 this._lv_number[i].y = y ;
		 this.addChild(this._lv_number[i]);
	};
	this.refresh_number(this._lv_number,this._actor.level,this._NumberData3,x)
};

//==============================
// * Refresh Number
//==============================
MCharStatus.prototype.refresh_number = function(sprites,value,img_data,x) {
	if (value > 99999) {value = 99999};
    numbers = Math.abs(value).toString().split("");
   	for (var i = 0; i < sprites.length ; i++) {
	   sprites[i].visible = false;
	   if (i < numbers.length) {
		   var n = Number(numbers[i]);
		   sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
		   var nx = -(img_data[0] * i) + (img_data[0] *  numbers.length);
		   sprites[i].x = x - nx;
		   sprites[i].visible = true;
	   } else {
		  var n = 0;
		  sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
		  var nx = -(img_data[0] * i) + (img_data[0] *  (sprites.length + numbers.length));
		  sprites[i].x = x - nx;
	   };
    };
};

//==============================
// * create Layout Status
//==============================
MCharStatus.prototype.createLayoutStatus = function() {
     this._layout = new Sprite(this._layoutImg);
	 this._layout.x = this.posX() - 70 + Moghunter.scMenu_layoutStatusX;
	 this._layout.y = Graphics.boxHeight - 280 + Moghunter.scMenu_layoutStatusY;
	 this.addChild(this._layout);
};

//==============================
// * Update
//==============================
MCharStatus.prototype.update = function() {
    Sprite.prototype.update.call(this);
	if (!this._actor) {return}
    if (!this._hp_number) {
        if (this._numberImg.isReady()) {this.createSprites();
		} else {
		return
		};
	};
	if (this._hpMeter) {this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp)};
	if (this._mpMeter) {this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp)};
	if (this._state_icon) {this.update_states()};
	if (this._wait > 0) {this._wait--;return}
	this.opacity += 10;
	if (this.x > 0) {this.x -= 2;
	   if (this.x < 0) {this.x = 0};
	}
};

//=============================================================================
// ** Window Menu Command
//=============================================================================

//==============================
// * Update
//==============================
var _mog_menu_wMenuCom_update = Window_MenuCommand.prototype.update;
Window_MenuCommand.prototype.update = function() {
	_mog_menu_wMenuCom_update.call(this);
	this.visible = false;
	this.x = -this.width;
	this.updateScrollRoll();
};

//==============================
// * process Cursor Move
//==============================
Window_MenuCommand.prototype.processCursorMove = function() {
    if (this.isCursorMovable()) {
        var lastIndex = this.index();
        if (Input.isRepeated('down') || Input.isRepeated('right')) {
            this.cursorDown();
        };
        if (Input.isRepeated('up') || Input.isRepeated('left')) {
            this.cursorUp();
        };
        if (this.index() !== lastIndex) {
            SoundManager.playCursor();
        };
    };
};

//==============================
// * update SCroll Roll
//==============================
Window_MenuCommand.prototype.updateScrollRoll = function() {
    if (this.isOpenAndActive() && this.maxItems() > 0) {
		var srow = this.maxTopRow() === 0 ? 1 : this.maxCols();
        var threshold = 20;
		var idx = this._index;
        if (TouchInput.wheelY >= threshold) {
            this._index += srow;
			if (this._index > (this.maxItems() - 1)) {this._index = this.maxItems() - 1};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
        if (TouchInput.wheelY <= -threshold) {
            this._index -= srow;
			if (this._index < 0) {this._index = 0};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
    };
};

//=============================================================================
// ** Window MenuStatus
//=============================================================================

//==============================
// * process Cursor Move
//==============================
Window_MenuStatus.prototype.processCursorMove = function() {
    if (this.isCursorMovable()) {
        var lastIndex = this.index();
        if (Input.isRepeated('down') || Input.isRepeated('right')) {
            this.cursorDown();
        };
        if (Input.isRepeated('up') || Input.isRepeated('left')) {
            this.cursorUp();
        };
        if (this.index() !== lastIndex) {
            SoundManager.playCursor();
        };
    };
};

//==============================
// * update SCroll Roll
//==============================
Window_MenuStatus.prototype.updateScrollRoll = function() {
    if (this.isOpenAndActive() && this.maxItems() > 0) {
		var srow = this.maxTopRow() === 0 ? 1 : this.maxCols();
        var threshold = 20;
		var idx = this._index;
        if (TouchInput.wheelY >= threshold) {
            this._index += srow;
			if (this._index > (this.maxItems() - 1)) {this._index = this.maxItems() - 1};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
        if (TouchInput.wheelY <= -threshold) {
            this._index -= srow;
			if (this._index < 0) {this._index = 0};
			this.select(this._index);
			if (idx != this._index) {SoundManager.playCursor()};
        };
    };
};

//=============================================================================
// ** Scene Menu
//=============================================================================

//==============================
// * Command Formation
//==============================
Scene_Menu.prototype.commandFormation = function() {
      SceneManager.push(Scene_Party);
};

//=============================================================================
// ** Scene Party
//=============================================================================

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

Scene_Party.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Party.prototype.constructor = Scene_Party;

//==============================
// * Initialize
//==============================
Scene_Party.prototype.initialize = function() {
    Scene_MenuBase.prototype.initialize.call(this);
};

//==============================
// * Create
//==============================
Scene_Party.prototype.create = function() {
    Scene_MenuBase.prototype.create.call(this);
	this.createLayout();
	this.createStatusWindow();
};

//==============================
// * Create Layout
//==============================
Scene_Party.prototype.createLayout = function() {

};

//==============================
// * Create Status Window
//==============================
Scene_Party.prototype.createStatusWindow = function() {
    this._statusWindow = new Window_MenuStatusM(0, 0);
    this._statusWindow.setFormationMode(true);
    this._statusWindow.selectLast();
    this._statusWindow.activate();
    this._statusWindow.setHandler('ok',     this.onFormationOk.bind(this));
    this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this));
    this.addWindow(this._statusWindow);
};

//==============================
// * on Formation OK
//==============================
Scene_Party.prototype.onFormationOk = function() {
    var index = this._statusWindow.index();
    var actor = $gameParty.members()[index];
    var pendingIndex = this._statusWindow.pendingIndex();
    if (pendingIndex >= 0) {
        $gameParty.swapOrder(index, pendingIndex);
        this._statusWindow.setPendingIndex(-1);
        this._statusWindow.redrawItem(index);
    } else {
        this._statusWindow.setPendingIndex(index);
    }
    this._statusWindow.activate();
};

//==============================
// * on Formation Cancel
//==============================
Scene_Party.prototype.onFormationCancel = function() {
    if (this._statusWindow.pendingIndex() >= 0) {
        this._statusWindow.setPendingIndex(-1);
         this._statusWindow.activate();
    } else {
        SceneManager.pop()
    }
};

//==============================
// * update
//==============================
Scene_Party.prototype.update = function() {
     Scene_MenuBase.prototype.update.call(this);
	 this._statusWindow.opacity = 0;
};
//=============================================================================
// ** Window MenuStatusM
//=============================================================================

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

Window_MenuStatusM.prototype = Object.create(Window_Selectable.prototype);
Window_MenuStatusM.prototype.constructor = Window_MenuStatusM;

//==============================
// * Initialize
//==============================
Window_MenuStatusM.prototype.initialize = function(x, y) {
    var width = this.windowWidth();
    var height = this.windowHeight();
    Window_Selectable.prototype.initialize.call(this, x, y, width, height);
    this._formationMode = false;
    this._pendingIndex = -1;
    this.loadImages();
    this.refresh();
	this.select(0);
};

//==============================
// * windowWidth
//==============================
Window_MenuStatusM.prototype.windowWidth = function() {
    return Graphics.boxWidth;
};

//==============================
// * Window Height
//==============================
Window_MenuStatusM.prototype.windowHeight = function() {
    return Graphics.boxHeight;
};

//==============================
// * maxItems
//==============================
Window_MenuStatusM.prototype.maxItems = function() {
    return $gameParty.size();
};

//==============================
// * item Height
//==============================
Window_MenuStatusM.prototype.itemHeight = function() {
    var clientHeight = this.height - this.padding * 2;
    return Math.floor(clientHeight / this.numVisibleRows());
};

//==============================
// * num Visible Rows
//==============================
Window_MenuStatusM.prototype.numVisibleRows = function() {
    return 4;
};

//==============================
// * loadImages
//==============================
Window_MenuStatusM.prototype.loadImages = function() {
    $gameParty.members().forEach(function(actor) {
        ImageManager.loadFace(actor.faceName());
    }, this);
};

//==============================
// * drawItem
//==============================
Window_MenuStatusM.prototype.drawItem = function(index) {
    this.contents.fontSize = 20;
	this.drawItemBackground(index)
    this.drawItemImage(index);
    this.drawItemStatus(index);
};

//==============================
// * drawItemBackground
//==============================
Window_MenuStatusM.prototype.drawItemBackground = function(index) {
    if (index === this._pendingIndex) {
        var rect = this.itemRect(index);
        var color = this.pendingColor();
        this.changePaintOpacity(false);
        this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
        this.changePaintOpacity(true);
    };
};

//==============================
// * drawItemImage
//==============================
Window_MenuStatusM.prototype.drawItemImage = function(index) {
    var actor = $gameParty.members()[index];
    var rect = this.itemRect(index);
    this.changePaintOpacity(actor.isBattleMember());
    this.drawActorFace(actor, rect.x + 1, rect.y + 1, 144, rect.height - 2);
    this.changePaintOpacity(true);
};

//==============================
// * drawItemStatus
//==============================
Window_MenuStatusM.prototype.drawItemStatus = function(index) {
    var actor = $gameParty.members()[index];
    var rect = this.itemRect(index);
    var x = rect.x + 162;
    var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
    var width = rect.width - x - this.textPadding();
	this.changeTextColor(this.systemColor());
	this.drawText("LV",x,y + 32 * 1,64,"left")
	this.drawText("HP",x,y + 32 * 2,64,"left")
	this.drawText("MP",x,y + 32 * 3,80)
	this.drawText("Atk",x + 130,y + 32 * 1,64,"left")
	this.drawText("Def",x + 130,y + 32 * 2,64,"left")
	this.drawText("Mat",x + 130,y + 32 * 3,80)
	this.drawText("Mdf",x + 260,y + 32 * 1,64,"left")
	this.drawText("Agi",x + 260,y + 32 * 2,64,"left")
	this.drawText("Luk",x + 260,y + 32 * 3,80)
	this.changeTextColor(this.normalColor());
	this.drawText(actor.name(),x,y)
	this.drawText(actor.level,x,y + 32 * 1,80,"right")
	this.drawText(actor.mhp,x,y + 32 * 2,80,"right")
	this.drawText(actor.mmp,x,y + 32 * 3,80,"right")
	this.drawText(actor.atk ,x + 130,y + 32 * 1,80,"right")
	this.drawText(actor.def,x+ 130,y + 32 * 2,80,"right")
	this.drawText(actor.mat,x + 130,y + 32 * 3,80,"right")
	this.drawText(actor.mdf ,x + 260,y + 32 * 1,80,"right")
	this.drawText(actor.agi,x+ 260,y + 32 * 2,80,"right")
	this.drawText(actor.luk,x + 260,y + 32 * 3,80,"right")
};

//==============================
// * processOK
//==============================
Window_MenuStatusM.prototype.processOk = function() {
    Window_Selectable.prototype.processOk.call(this);
    $gameParty.setMenuActor($gameParty.members()[this.index()]);
};

//==============================
// * Is Current Item Enabled
//==============================
Window_MenuStatusM.prototype.isCurrentItemEnabled = function() {
    if (this._formationMode) {
        var actor = $gameParty.members()[this.index()];
        return actor && actor.isFormationChangeOk();
    } else {
        return true;
    }
};

//==============================
// * selectLast
//==============================
Window_MenuStatusM.prototype.selectLast = function() {
	this.select(0);
};

//==============================
// * Formation Mode
//==============================
Window_MenuStatusM.prototype.formationMode = function() {
    return this._formationMode;
};

//==============================
// * set Formation Mode
//==============================
Window_MenuStatusM.prototype.setFormationMode = function(formationMode) {
    this._formationMode = formationMode;
};

//==============================
// * pending Index
//==============================
Window_MenuStatusM.prototype.pendingIndex = function() {
    return this._pendingIndex;
};

//==============================
// * set Pending Index
//==============================
Window_MenuStatusM.prototype.setPendingIndex = function(index) {
    var lastPendingIndex = this._pendingIndex;
    this._pendingIndex = index;
    this.redrawItem(this._pendingIndex);
    this.redrawItem(lastPendingIndex);
};

if (Imported.MOG_TimeSystem) {
	//==============================
	// * create Time Status
	//==============================
	Scene_Menu.prototype.createTimeStatus = function() {
	   $gameSystem._refresh_window_time = false;
	};
}

repo_name: dazed/translations

license: unknown