module Kernel
  alias_method :original_puts, :puts

  def puts(*args)
    string = ""
    args.each do |arg|
      string << arg.to_s
    end
    MKXP.puts string
    return nil
  end
  
  module_function :puts
end

module RPG
  module Cache
    @cache = {}
    def self.load_bitmap(folder_name, filename, hue = 0)
      if ModLoader::IS_ENABLED
        if File.exist?("/mod-storage/" + folder_name + filename)
          path = Graphics.adapted_file("/mod-storage/" + folder_name + filename)
        else
          path = Graphics.adapted_file(folder_name + filename)
        end
      else
        path = Graphics.adapted_file(folder_name + filename)
      end
      if not @cache.include?(path) or @cache[path].disposed?
        if filename != ""
          @cache[path] = Bitmap.new(path)
        else
          @cache[path] = Bitmap.new(32, 32)
        end
      end
      if hue == 0
        @cache[path]
      else
        key = [path, hue]
        if not @cache.include?(key) or @cache[key].disposed?
          @cache[key] = @cache[path].clone
          @cache[key].hue_change(hue)
        end
        @cache[key]
      end
    end
    def self.animation(filename, hue)
      self.load_bitmap("Graphics/Animations/", filename, hue)
    end
    def self.autotile(filename)
      self.load_bitmap("Graphics/Autotiles/", filename)
    end
    def self.battleback(filename)
      self.load_bitmap("Graphics/Battlebacks/", filename)
    end
    def self.battler(filename, hue)
      self.load_bitmap("Graphics/Battlers/", filename, hue)
    end
    def self.character(filename, hue)
	  filename = filename.downcase
	  if ($game_switches[160] || Settings[:true_memory_mode]) && filename.start_with?("niko")
	    filename.gsub!(/niko/, "en")
	  end
      self.load_bitmap("Graphics/Characters/", filename, hue)
    end
    def self.face(filename)
      filename = filename.downcase
      if (CTime.month == 4 && CTime.day == 1 && filename.start_with?("niko")) or Settings[:enforce_april_fools]
        filename = "af"
      end	  
      if $game_switches[160] && filename.start_with?("niko")
        filename.gsub!(/niko/, "en")
      end
      self.load_bitmap("Graphics/Faces/", filename)
    end
    def self.menu(filename)
      self.load_bitmap("Graphics/Menus/", filename)
    end
    def self.lightmap(filename)
      self.load_bitmap("Graphics/Lightmaps/", filename)
    end
    def self.light(filename)
      self.load_bitmap("Graphics/Lights/", filename)
    end
    def self.misc(filename)
      self.load_bitmap("Graphics/Misc/", filename)
    end
    def self.fog(filename, hue)
      self.load_bitmap("Graphics/Fogs/", filename, hue)
    end
    def self.gameover(filename)
      self.load_bitmap("Graphics/Gameovers/", filename)
    end
    def self.icon(filename)
      self.load_bitmap("Graphics/Icons/", filename)
    end
    def self.panorama(filename, hue)
      self.load_bitmap("Graphics/Panoramas/", filename, hue)
    end
    def self.picture(filename)
      self.load_bitmap("Graphics/Pictures/", filename)
    end
    def self.tileset(filename)
      self.load_bitmap("Graphics/Tilesets/", filename)
    end
    def self.title(filename)
      self.load_bitmap("Graphics/Titles/", filename)
    end
    def self.windowskin(filename)
      self.load_bitmap("Graphics/Windowskins/", filename)
    end
    def self.tile(filename, tile_id, hue)
      key = [filename, tile_id, hue]
      if not @cache.include?(key) or @cache[key].disposed?
        @cache[key] = Bitmap.new(32, 32)
        x = (tile_id - 384) % 8 * 32
        y = (tile_id - 384) / 8 * 32
        rect = Rect.new(x, y, 32, 32)
        @cache[key].blt(0, 0, self.tileset(filename), rect)
        @cache[key].hue_change(hue)
      end
      @cache[key]
    end
    def self.clear
      @cache = {}
      __send__(:gc) if respond_to?(:gc, true)
    end
  end

  class Sprite < ::Sprite
    @@_animations = []
    @@_reference_count = {}
    def initialize(viewport = nil)
      super(viewport)
      @_whiten_duration = 0
      @_appear_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
      @_damage_duration = 0
      @_animation_duration = 0
      @_blink = false
    end
    def dispose
      dispose_damage
      dispose_animation
      dispose_loop_animation
      super
    end
    def whiten
      self.blend_type = 0
      self.color.set(255, 255, 255, 128)
      self.opacity = 255
      @_whiten_duration = 16
      @_appear_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
    end
    def appear
      self.blend_type = 0
      self.color.set(0, 0, 0, 0)
      self.opacity = 0
      @_appear_duration = 16
      @_whiten_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
    end
    def escape
      self.blend_type = 0
      self.color.set(0, 0, 0, 0)
      self.opacity = 255
      @_escape_duration = 32
      @_whiten_duration = 0
      @_appear_duration = 0
      @_collapse_duration = 0
    end
    def collapse
      self.blend_type = 1
      self.color.set(255, 64, 64, 255)
      self.opacity = 255
      @_collapse_duration = 48
      @_whiten_duration = 0
      @_appear_duration = 0
      @_escape_duration = 0
    end
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new(self.viewport)
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80
      @_damage_sprite.oy = 20
      @_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for _ in 0..15
          sprite = ::Sprite.new(self.viewport)
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for _ in 0..15
        sprite = ::Sprite.new(self.viewport)
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    def dispose_damage
      if @_damage_sprite != nil
        @_damage_sprite.bitmap.dispose
        @_damage_sprite.dispose
        @_damage_sprite = nil
        @_damage_duration = 0
      end
    end
    def dispose_animation
      if @_animation_sprites != nil
        sprite = @_animation_sprites[0]
        if sprite != nil
          @@_reference_count[sprite.bitmap] -= 1
          if @@_reference_count[sprite.bitmap] == 0
            sprite.bitmap.dispose
          end
        end
        for sprite in @_animation_sprites
          sprite.dispose
        end
        @_animation_sprites = nil
        @_animation = nil
      end
    end
    def dispose_loop_animation
      if @_loop_animation_sprites != nil
        sprite = @_loop_animation_sprites[0]
        if sprite != nil
          @@_reference_count[sprite.bitmap] -= 1
          if @@_reference_count[sprite.bitmap] == 0
            sprite.bitmap.dispose
          end
        end
        for sprite in @_loop_animation_sprites
          sprite.dispose
        end
        @_loop_animation_sprites = nil
        @_loop_animation = nil
      end
    end
    def blink_on
      unless @_blink
        @_blink = true
        @_blink_count = 0
      end
    end
    def blink_off
      if @_blink
        @_blink = false
        self.color.set(0, 0, 0, 0)
      end
    end
    def blink?
      @_blink
    end
    def effect?
      @_whiten_duration > 0 or
      @_appear_duration > 0 or
      @_escape_duration > 0 or
      @_collapse_duration > 0 or
      @_damage_duration > 0 or
      @_animation_duration > 0
    end
    def update
      super
      if @_whiten_duration > 0
        @_whiten_duration -= 1
        self.color.alpha = 128 - (16 - @_whiten_duration) * 10
      end
      if @_appear_duration > 0
        @_appear_duration -= 1
        self.opacity = (16 - @_appear_duration) * 16
      end
      if @_escape_duration > 0
        @_escape_duration -= 1
        self.opacity = 256 - (32 - @_escape_duration) * 10
      end
      if @_collapse_duration > 0
        @_collapse_duration -= 1
        self.opacity = 256 - (48 - @_collapse_duration) * 6
      end
      if @_damage_duration > 0
        @_damage_duration -= 1
        case @_damage_duration
        when 38..39
          @_damage_sprite.y -= 4
        when 36..37
          @_damage_sprite.y -= 2
        when 34..35
          @_damage_sprite.y += 2
        when 28..33
          @_damage_sprite.y += 4
        end
        @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
        if @_damage_duration == 0
          dispose_damage
        end
      end
      if @_animation != nil and (Graphics.frame_count % 2 == 0)
        @_animation_duration -= 1
        update_animation
      end
      if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
        update_loop_animation
        @_loop_animation_index += 1
        @_loop_animation_index %= @_loop_animation.frame_max
      end
      if @_blink
        @_blink_count = (@_blink_count + 1) % 32
        if @_blink_count < 16
          alpha = (16 - @_blink_count) * 6
        else
          alpha = (@_blink_count - 16) * 6
        end
        self.color.set(255, 255, 255, alpha)
      end
      @@_animations.clear
    end
    def update_animation
      if @_animation_duration > 0
        frame_index = @_animation.frame_max - @_animation_duration
        cell_data = @_animation.frames[frame_index].cell_data
        position = @_animation.position
        animation_set_sprites(@_animation_sprites, cell_data, position)
        for timing in @_animation.timings
          if timing.frame == frame_index
            animation_process_timing(timing, @_animation_hit)
          end
        end
      else
        dispose_animation
      end
    end
    def update_loop_animation
      frame_index = @_loop_animation_index
      cell_data = @_loop_animation.frames[frame_index].cell_data
      position = @_loop_animation.position
      animation_set_sprites(@_loop_animation_sprites, cell_data, position)
      for timing in @_loop_animation.timings
        if timing.frame == frame_index
          animation_process_timing(timing, true)
        end
      end
    end
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x - self.ox + self.src_rect.width / 2
          sprite.y = self.y - self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror_x = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
    def animation_process_timing(timing, hit)
      if (timing.condition == 0) or
         (timing.condition == 1 and hit == true) or
         (timing.condition == 2 and hit == false)
        if timing.se.name != ""
          se = timing.se
          Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
        end
        case timing.flash_scope
        when 1
          self.flash(timing.flash_color, timing.flash_duration * 2)
        when 2
          if self.viewport != nil
            self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
          end
        when 3
          self.flash(nil, timing.flash_duration * 2)
        end
      end
    end
    def x=(x)
      sx = x - self.x
      if sx != 0
        if @_animation_sprites != nil
          for i in 0..15
            @_animation_sprites[i].x += sx
          end
        end
        if @_loop_animation_sprites != nil
          for i in 0..15
            @_loop_animation_sprites[i].x += sx
          end
        end
      end
      super
    end
    def y=(y)
      sy = y - self.y
      if sy != 0
        if @_animation_sprites != nil
          for i in 0..15
            @_animation_sprites[i].y += sy
          end
        end
        if @_loop_animation_sprites != nil
          for i in 0..15
            @_loop_animation_sprites[i].y += sy
          end
        end
      end
      super
    end
  end

  class Weather
    def initialize(viewport = nil)
      @type = 0
      @max = 0
      @ox = 0
      @oy = 0
      color1 = Color.new(255, 255, 255, 255)
      color2 = Color.new(255, 255, 255, 128)
      @rain_bitmap = Bitmap.new(7, 56)
      for i in 0..6
        @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
      end
      @storm_bitmap = Bitmap.new(34, 64)
      for i in 0..31
        @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
        @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
        @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
      end
      @snow_bitmap = Bitmap.new(6, 6)
      @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
      @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
      @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
      @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
      @sprites = []
      for i in 1..40
        sprite = Sprite.new(viewport)
        sprite.z = 1000
        sprite.visible = false
        sprite.opacity = 0
        @sprites.push(sprite)
      end
    end
    def dispose
      for sprite in @sprites
        sprite.dispose
      end
      @rain_bitmap.dispose
      @storm_bitmap.dispose
      @snow_bitmap.dispose
    end
    def type=(type)
      return if @type == type
      @type = type
      case @type
      when 1
        bitmap = @rain_bitmap
      when 2
        bitmap = @storm_bitmap
      when 3
        bitmap = @snow_bitmap
      else
        bitmap = nil
      end
      for i in 1..40
        sprite = @sprites[i]
        if sprite != nil
          sprite.visible = (i <= @max)
          sprite.bitmap = bitmap
        end
      end
    end
    def ox=(ox)
      return if @ox == ox;
      @ox = ox
      for sprite in @sprites
        sprite.ox = @ox
      end
    end
    def oy=(oy)
      return if @oy == oy;
      @oy = oy
      for sprite in @sprites
        sprite.oy = @oy
      end
    end
    def max=(max)
      return if @max == max;
      @max = [[max, 0].max, 40].min
      for i in 1..40
        sprite = @sprites[i]
        if sprite != nil
          sprite.visible = (i <= @max)
        end
      end
    end
    def update
      return if @type == 0
      for i in 1..@max
        sprite = @sprites[i]
        if sprite == nil
          break
        end
        if @type == 1
          sprite.x -= 2
          sprite.y += 16
          sprite.opacity -= 8
        end
        if @type == 2
          sprite.x -= 8
          sprite.y += 16
          sprite.opacity -= 12
        end
        if @type == 3
          sprite.x -= 2
          sprite.y += 8
          sprite.opacity -= 8
        end
        x = sprite.x - @ox
        y = sprite.y - @oy
        if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
          sprite.x = rand(800) - 50 + @ox
          sprite.y = rand(800) - 200 + @oy
          sprite.opacity = 255
        end
      end
    end
    attr_reader :type
    attr_reader :max
    attr_reader :ox
    attr_reader :oy
  end

  class Map
    def initialize(width, height)
      @tileset_id = 1
      @width = width
      @height = height
      @autoplay_bgm = false
      @bgm = RPG::AudioFile.new
      @autoplay_bgs = false
      @bgs = RPG::AudioFile.new("", 80)
      @encounter_list = []
      @encounter_step = 30
      @data = Table.new(width, height, 3)
      @events = {}
    end
    attr_accessor :tileset_id
    attr_accessor :width
    attr_accessor :height
    attr_accessor :autoplay_bgm
    attr_accessor :bgm
    attr_accessor :autoplay_bgs
    attr_accessor :bgs
    attr_accessor :encounter_list
    attr_accessor :encounter_step
    attr_accessor :data
    attr_accessor :events
  end

  class MapInfo
    def initialize
      @name = ""
      @parent_id = 0
      @order = 0
      @expanded = false
      @scroll_x = 0
      @scroll_y = 0
    end
    attr_accessor :name
    attr_accessor :parent_id
    attr_accessor :order
    attr_accessor :expanded
    attr_accessor :scroll_x
    attr_accessor :scroll_y
  end

  class Event
    class Page
      class Condition
        def initialize
          @switch1_valid = false
          @switch2_valid = false
          @variable_valid = false
          @self_switch_valid = false
          @switch1_id = 1
          @switch2_id = 1
          @variable_id = 1
          @variable_value = 0
          @self_switch_ch = "A"
        end
        attr_accessor :switch1_valid
        attr_accessor :switch2_valid
        attr_accessor :variable_valid
        attr_accessor :self_switch_valid
        attr_accessor :switch1_id
        attr_accessor :switch2_id
        attr_accessor :variable_id
        attr_accessor :variable_value
        attr_accessor :self_switch_ch
      end

      class Graphic
        def initialize
          @tile_id = 0
          @character_name = ""
          @character_hue = 0
          @direction = 2
          @pattern = 0
          @opacity = 255
          @blend_type = 0
        end
        attr_accessor :tile_id
        attr_accessor :character_name
        attr_accessor :character_hue
        attr_accessor :direction
        attr_accessor :pattern
        attr_accessor :opacity
        attr_accessor :blend_type
      end

      def initialize
        @condition = RPG::Event::Page::Condition.new
        @graphic = RPG::Event::Page::Graphic.new
        @move_type = 0
        @move_speed = 3
        @move_frequency = 3
        @move_route = RPG::MoveRoute.new
        @walk_anime = true
        @step_anime = false
        @direction_fix = false
        @through = false
        @always_on_top = false
        @trigger = 0
        @list = [RPG::EventCommand.new]
      end
      attr_accessor :condition
      attr_accessor :graphic
      attr_accessor :move_type
      attr_accessor :move_speed
      attr_accessor :move_frequency
      attr_accessor :move_route
      attr_accessor :walk_anime
      attr_accessor :step_anime
      attr_accessor :direction_fix
      attr_accessor :through
      attr_accessor :always_on_top
      attr_accessor :trigger
      attr_accessor :list
    end

    def initialize(x, y)
      @id = 0
      @name = ""
      @x = x
      @y = y
      @pages = [RPG::Event::Page.new]
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :x
    attr_accessor :y
    attr_accessor :pages
  end

  class EventCommand
    def initialize(code = 0, indent = 0, parameters = [])
      @code = code
      @indent = indent
      @parameters = parameters
    end
    attr_accessor :code
    attr_accessor :indent
    attr_accessor :parameters
  end

  class MoveRoute
    def initialize
      @repeat = true
      @skippable = false
      @list = [RPG::MoveCommand.new]
    end
    attr_accessor :repeat
    attr_accessor :skippable
    attr_accessor :list
  end

  class MoveCommand
    def initialize(code = 0, parameters = [])
      @code = code
      @parameters = parameters
    end
    attr_accessor :code
    attr_accessor :parameters
  end

  class Actor
    def initialize
      @id = 0
      @name = ""
      @class_id = 1
      @initial_level = 1
      @final_level = 99
      @exp_basis = 30
      @exp_inflation = 30
      @character_name = ""
      @character_hue = 0
      @battler_name = ""
      @battler_hue = 0
      @parameters = Table.new(6,100)
      for i in 1..99
        @parameters[0,i] = 500+i*50
        @parameters[1,i] = 500+i*50
        @parameters[2,i] = 50+i*5
        @parameters[3,i] = 50+i*5
        @parameters[4,i] = 50+i*5
        @parameters[5,i] = 50+i*5
      end
      @weapon_id = 0
      @armor1_id = 0
      @armor2_id = 0
      @armor3_id = 0
      @armor4_id = 0
      @weapon_fix = false
      @armor1_fix = false
      @armor2_fix = false
      @armor3_fix = false
      @armor4_fix = false
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :class_id
    attr_accessor :initial_level
    attr_accessor :final_level
    attr_accessor :exp_basis
    attr_accessor :exp_inflation
    attr_accessor :character_name
    attr_accessor :character_hue
    attr_accessor :battler_name
    attr_accessor :battler_hue
    attr_accessor :parameters
    attr_accessor :weapon_id
    attr_accessor :armor1_id
    attr_accessor :armor2_id
    attr_accessor :armor3_id
    attr_accessor :armor4_id
    attr_accessor :weapon_fix
    attr_accessor :armor1_fix
    attr_accessor :armor2_fix
    attr_accessor :armor3_fix
    attr_accessor :armor4_fix
  end

  class Class
    class Learning
      def initialize
        @level = 1
        @skill_id = 1
      end
      attr_accessor :level
      attr_accessor :skill_id
    end

    def initialize
      @id = 0
      @name = ""
      @position = 0
      @weapon_set = []
      @armor_set = []
      @element_ranks = Table.new(1)
      @state_ranks = Table.new(1)
      @learnings = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :position
    attr_accessor :weapon_set
    attr_accessor :armor_set
    attr_accessor :element_ranks
    attr_accessor :state_ranks
    attr_accessor :learnings
  end

  class Skill
    def initialize
      @id = 0
      @name = ""
      @icon_name = ""
      @description = ""
      @scope = 0
      @occasion = 1
      @animation1_id = 0
      @animation2_id = 0
      @menu_se = RPG::AudioFile.new("", 80)
      @common_event_id = 0
      @sp_cost = 0
      @power = 0
      @atk_f = 0
      @eva_f = 0
      @str_f = 0
      @dex_f = 0
      @agi_f = 0
      @int_f = 100
      @hit = 100
      @pdef_f = 0
      @mdef_f = 100
      @variance = 15
      @element_set = []
      @plus_state_set = []
      @minus_state_set = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :icon_name
    attr_accessor :description
    attr_accessor :scope
    attr_accessor :occasion
    attr_accessor :animation1_id
    attr_accessor :animation2_id
    attr_accessor :menu_se
    attr_accessor :common_event_id
    attr_accessor :sp_cost
    attr_accessor :power
    attr_accessor :atk_f
    attr_accessor :eva_f
    attr_accessor :str_f
    attr_accessor :dex_f
    attr_accessor :agi_f
    attr_accessor :int_f
    attr_accessor :hit
    attr_accessor :pdef_f
    attr_accessor :mdef_f
    attr_accessor :variance
    attr_accessor :element_set
    attr_accessor :plus_state_set
    attr_accessor :minus_state_set
  end

  class Item
    def initialize
      @id = 0
      @name = ""
      @icon_name = ""
      @description = ""
      @scope = 0
      @occasion = 0
      @animation1_id = 0
      @animation2_id = 0
      @menu_se = RPG::AudioFile.new("", 80)
      @common_event_id = 0
      @price = 0
      @consumable = true
      @parameter_type = 0
      @parameter_points = 0
      @recover_hp_rate = 0
      @recover_hp = 0
      @recover_sp_rate = 0
      @recover_sp = 0
      @hit = 100
      @pdef_f = 0
      @mdef_f = 0
      @variance = 0
      @element_set = []
      @plus_state_set = []
      @minus_state_set = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :icon_name
    attr_accessor :description
    attr_accessor :scope
    attr_accessor :occasion
    attr_accessor :animation1_id
    attr_accessor :animation2_id
    attr_accessor :menu_se
    attr_accessor :common_event_id
    attr_accessor :price
    attr_accessor :consumable
    attr_accessor :parameter_type
    attr_accessor :parameter_points
    attr_accessor :recover_hp_rate
    attr_accessor :recover_hp
    attr_accessor :recover_sp_rate
    attr_accessor :recover_sp
    attr_accessor :hit
    attr_accessor :pdef_f
    attr_accessor :mdef_f
    attr_accessor :variance
    attr_accessor :element_set
    attr_accessor :plus_state_set
    attr_accessor :minus_state_set
  end

  class Weapon
    def initialize
      @id = 0
      @name = ""
      @icon_name = ""
      @description = ""
      @animation1_id = 0
      @animation2_id = 0
      @price = 0
      @atk = 0
      @pdef = 0
      @mdef = 0
      @str_plus = 0
      @dex_plus = 0
      @agi_plus = 0
      @int_plus = 0
      @element_set = []
      @plus_state_set = []
      @minus_state_set = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :icon_name
    attr_accessor :description
    attr_accessor :animation1_id
    attr_accessor :animation2_id
    attr_accessor :price
    attr_accessor :atk
    attr_accessor :pdef
    attr_accessor :mdef
    attr_accessor :str_plus
    attr_accessor :dex_plus
    attr_accessor :agi_plus
    attr_accessor :int_plus
    attr_accessor :element_set
    attr_accessor :plus_state_set
    attr_accessor :minus_state_set
  end

  class Armor
    def initialize
      @id = 0
      @name = ""
      @icon_name = ""
      @description = ""
      @kind = 0
      @auto_state_id = 0
      @price = 0
      @pdef = 0
      @mdef = 0
      @eva = 0
      @str_plus = 0
      @dex_plus = 0
      @agi_plus = 0
      @int_plus = 0
      @guard_element_set = []
      @guard_state_set = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :icon_name
    attr_accessor :description
    attr_accessor :kind
    attr_accessor :auto_state_id
    attr_accessor :price
    attr_accessor :pdef
    attr_accessor :mdef
    attr_accessor :eva
    attr_accessor :str_plus
    attr_accessor :dex_plus
    attr_accessor :agi_plus
    attr_accessor :int_plus
    attr_accessor :guard_element_set
    attr_accessor :guard_state_set
  end

  class Enemy
    class Action
      def initialize
        @kind = 0
        @basic = 0
        @skill_id = 1
        @condition_turn_a = 0
        @condition_turn_b = 1
        @condition_hp = 100
        @condition_level = 1
        @condition_switch_id = 0
        @rating = 5
      end
      attr_accessor :kind
      attr_accessor :basic
      attr_accessor :skill_id
      attr_accessor :condition_turn_a
      attr_accessor :condition_turn_b
      attr_accessor :condition_hp
      attr_accessor :condition_level
      attr_accessor :condition_switch_id
      attr_accessor :rating
    end

    def initialize
      @id = 0
      @name = ""
      @battler_name = ""
      @battler_hue = 0
      @maxhp = 500
      @maxsp = 500
      @str = 50
      @dex = 50
      @agi = 50
      @int = 50
      @atk = 100
      @pdef = 100
      @mdef = 100
      @eva = 0
      @animation1_id = 0
      @animation2_id = 0
      @element_ranks = Table.new(1)
      @state_ranks = Table.new(1)
      @actions = [RPG::Enemy::Action.new]
      @exp = 0
      @gold = 0
      @item_id = 0
      @weapon_id = 0
      @armor_id = 0
      @treasure_prob = 100
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :battler_name
    attr_accessor :battler_hue
    attr_accessor :maxhp
    attr_accessor :maxsp
    attr_accessor :str
    attr_accessor :dex
    attr_accessor :agi
    attr_accessor :int
    attr_accessor :atk
    attr_accessor :pdef
    attr_accessor :mdef
    attr_accessor :eva
    attr_accessor :animation1_id
    attr_accessor :animation2_id
    attr_accessor :element_ranks
    attr_accessor :state_ranks
    attr_accessor :actions
    attr_accessor :exp
    attr_accessor :gold
    attr_accessor :item_id
    attr_accessor :weapon_id
    attr_accessor :armor_id
    attr_accessor :treasure_prob
  end

  class Troop
    class Member
      def initialize
        @enemy_id = 1
        @x = 0
        @y = 0
        @hidden = false
        @immortal = false
      end
      attr_accessor :enemy_id
      attr_accessor :x
      attr_accessor :y
      attr_accessor :hidden
      attr_accessor :immortal
    end

    class Page
      class Condition
        def initialize
          @turn_valid = false
          @enemy_valid = false
          @actor_valid = false
          @switch_valid = false
          @turn_a = 0
          @turn_b = 0
          @enemy_index = 0
          @enemy_hp = 50
          @actor_id = 1
          @actor_hp = 50
          @switch_id = 1
        end
        attr_accessor :turn_valid
        attr_accessor :enemy_valid
        attr_accessor :actor_valid
        attr_accessor :switch_valid
        attr_accessor :turn_a
        attr_accessor :turn_b
        attr_accessor :enemy_index
        attr_accessor :enemy_hp
        attr_accessor :actor_id
        attr_accessor :actor_hp
        attr_accessor :switch_id
      end

      def initialize
        @condition = RPG::Troop::Page::Condition.new
        @span = 0
        @list = [RPG::EventCommand.new]
      end
      attr_accessor :condition
      attr_accessor :span
      attr_accessor :list
    end

    def initialize
      @id = 0
      @name = ""
      @members = []
      @pages = [RPG::BattleEventPage.new]
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :members
    attr_accessor :pages
  end

  class State
    def initialize
      @id = 0
      @name = ""
      @animation_id = 0
      @restriction = 0
      @nonresistance = false
      @zero_hp = false
      @cant_get_exp = false
      @cant_evade = false
      @slip_damage = false
      @rating = 5
      @hit_rate = 100
      @maxhp_rate = 100
      @maxsp_rate = 100
      @str_rate = 100
      @dex_rate = 100
      @agi_rate = 100
      @int_rate = 100
      @atk_rate = 100
      @pdef_rate = 100
      @mdef_rate = 100
      @eva = 0
      @battle_only = true
      @hold_turn = 0
      @auto_release_prob = 0
      @shock_release_prob = 0
      @guard_element_set = []
      @plus_state_set = []
      @minus_state_set = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :animation_id
    attr_accessor :restriction
    attr_accessor :nonresistance
    attr_accessor :zero_hp
    attr_accessor :cant_get_exp
    attr_accessor :cant_evade
    attr_accessor :slip_damage
    attr_accessor :rating
    attr_accessor :hit_rate
    attr_accessor :maxhp_rate
    attr_accessor :maxsp_rate
    attr_accessor :str_rate
    attr_accessor :dex_rate
    attr_accessor :agi_rate
    attr_accessor :int_rate
    attr_accessor :atk_rate
    attr_accessor :pdef_rate
    attr_accessor :mdef_rate
    attr_accessor :eva
    attr_accessor :battle_only
    attr_accessor :hold_turn
    attr_accessor :auto_release_prob
    attr_accessor :shock_release_prob
    attr_accessor :guard_element_set
    attr_accessor :plus_state_set
    attr_accessor :minus_state_set
  end

  class Animation
    class Frame
      def initialize
        @cell_max = 0
        @cell_data = Table.new(0, 0)
      end
      attr_accessor :cell_max
      attr_accessor :cell_data
    end

    class Timing
      def initialize
        @frame = 0
        @se = RPG::AudioFile.new("", 80)
        @flash_scope = 0
        @flash_color = Color.new(255,255,255,255)
        @flash_duration = 5
        @condition = 0
      end
      attr_accessor :frame
      attr_accessor :se
      attr_accessor :flash_scope
      attr_accessor :flash_color
      attr_accessor :flash_duration
      attr_accessor :condition
    end

    def initialize
      @id = 0
      @name = ""
      @animation_name = ""
      @animation_hue = 0
      @position = 1
      @frame_max = 1
      @frames = [RPG::Animation::Frame.new]
      @timings = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :animation_name
    attr_accessor :animation_hue
    attr_accessor :position
    attr_accessor :frame_max
    attr_accessor :frames
    attr_accessor :timings
  end

  class Mod
	def self.exec_hooks(path, b)
	  return unless ModLoader::IS_ENABLED
	  return unless path.is_a?(String)
	  ModLoader.hooks(path).each do |item|
	  	eval(File.read(item), b)
	  end
	end
  end
  
  class Tileset
    def initialize
      @id = 0
      @name = ""
      @tileset_name = ""
      @autotile_names = [""]*7
      @panorama_name = ""
      @panorama_hue = 0
      @fog_name = ""
      @fog_hue = 0
      @fog_opacity = 64
      @fog_blend_type = 0
      @fog_zoom = 200
      @fog_sx = 0
      @fog_sy = 0
      @battleback_name = ""
      @passages = Table.new(384)
      @priorities = Table.new(384)
      @priorities[0] = 5
      @terrain_tags = Table.new(384)
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :tileset_name
    attr_accessor :autotile_names
    attr_accessor :panorama_name
    attr_accessor :panorama_hue
    attr_accessor :fog_name
    attr_accessor :fog_hue
    attr_accessor :fog_opacity
    attr_accessor :fog_blend_type
    attr_accessor :fog_zoom
    attr_accessor :fog_sx
    attr_accessor :fog_sy
    attr_accessor :battleback_name
    attr_accessor :passages
    attr_accessor :priorities
    attr_accessor :terrain_tags
  end

  class CommonEvent
    def initialize
      @id = 0
      @name = ""
      @trigger = 0
      @switch_id = 1
      @list = [RPG::EventCommand.new]
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :trigger
    attr_accessor :switch_id
    attr_accessor :list
  end

  class System
    class Words
      def initialize
        @gold = ""
        @hp = ""
        @sp = ""
        @str = ""
        @dex = ""
        @agi = ""
        @int = ""
        @atk = ""
        @pdef = ""
        @mdef = ""
        @weapon = ""
        @armor1 = ""
        @armor2 = ""
        @armor3 = ""
        @armor4 = ""
        @attack = ""
        @skill = ""
        @guard = ""
        @item = ""
        @equip = ""
      end
      attr_accessor :gold
      attr_accessor :hp
      attr_accessor :sp
      attr_accessor :str
      attr_accessor :dex
      attr_accessor :agi
      attr_accessor :int
      attr_accessor :atk
      attr_accessor :pdef
      attr_accessor :mdef
      attr_accessor :weapon
      attr_accessor :armor1
      attr_accessor :armor2
      attr_accessor :armor3
      attr_accessor :armor4
      attr_accessor :attack
      attr_accessor :skill
      attr_accessor :guard
      attr_accessor :item
      attr_accessor :equip
    end

    class TestBattler
      def initialize
        @actor_id = 1
        @level = 1
        @weapon_id = 0
        @armor1_id = 0
        @armor2_id = 0
        @armor3_id = 0
        @armor4_id = 0
      end
      attr_accessor :actor_id
      attr_accessor :level
      attr_accessor :weapon_id
      attr_accessor :armor1_id
      attr_accessor :armor2_id
      attr_accessor :armor3_id
      attr_accessor :armor4_id
    end

    def initialize
      @magic_number = 0
      @party_members = [1]
      @elements = [nil, ""]
      @switches = [nil, ""]
      @variables = [nil, ""]
      @windowskin_name = ""
      @title_name = ""
      @gameover_name = ""
      @battle_transition = ""
      @title_bgm = RPG::AudioFile.new
      @battle_bgm = RPG::AudioFile.new
      @battle_end_me = RPG::AudioFile.new
      @gameover_me = RPG::AudioFile.new
      @cursor_se = RPG::AudioFile.new("", 80)
      @decision_se = RPG::AudioFile.new("", 80)
      @cancel_se = RPG::AudioFile.new("", 80)
      @buzzer_se = RPG::AudioFile.new("", 80)
      @equip_se = RPG::AudioFile.new("", 80)
      @save_se = RPG::AudioFile.new("", 80)
      @load_se = RPG::AudioFile.new("", 80)
      @battle_start_se = RPG::AudioFile.new("", 80)
      @escape_se = RPG::AudioFile.new("", 80)
      @actor_collapse_se = RPG::AudioFile.new("", 80)
      @enemy_collapse_se = RPG::AudioFile.new("", 80)
      @words = RPG::System::Words.new
      @test_battlers = []
      @test_troop_id = 1
      @start_map_id = 1
      @start_x = 0
      @start_y = 0
      @battleback_name = ""
      @battler_name = ""
      @battler_hue = 0
    end
    attr_accessor :magic_number
    attr_accessor :party_members
    attr_accessor :elements
    attr_accessor :switches
    attr_accessor :variables
    attr_accessor :windowskin_name
    attr_accessor :title_name
    attr_accessor :gameover_name
    attr_accessor :battle_transition
    attr_accessor :title_bgm
    attr_accessor :battle_bgm
    attr_accessor :battle_end_me
    attr_accessor :gameover_me
    attr_accessor :cursor_se
    attr_accessor :decision_se
    attr_accessor :cancel_se
    attr_accessor :buzzer_se
    attr_accessor :equip_se
    attr_accessor :save_se
    attr_accessor :load_se
    attr_accessor :battle_start_se
    attr_accessor :escape_se
    attr_accessor :actor_collapse_se
    attr_accessor :enemy_collapse_se
    attr_accessor :words
    attr_accessor :test_battlers
    attr_accessor :test_troop_id
    attr_accessor :start_map_id
    attr_accessor :start_x
    attr_accessor :start_y
    attr_accessor :battleback_name
    attr_accessor :battler_name
    attr_accessor :battler_hue
  end

  class AudioFile
    def initialize(name = "", volume = 100, pitch = 100)
      @name = name
      @volume = volume
      @pitch = pitch
    end
    attr_accessor :name
    attr_accessor :volume
    attr_accessor :pitch
  end
end
