def update
super
update_bitmap
self.visible = (not @character.transparent)
update_src_rect
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
update_balloon
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
start_animation(animation)
@character.animation_id = 0
end
if @character.balloon_id != 0
@balloon_id = @character.balloon_id
start_balloon
@character.balloon_id = 0
end
## 名稱可視和跟隨
unless @name_sprite == nil or @name_sprite.disposed?
if @character.is_a?(Game_Event) and @character.erased
@name_sprite.visible = false
return
else
@name_sprite.visible = true
end
if @character.is_a?(Game_Player) and @character.in_vehicle?
@name_sprite.visible = false
return
else
@name_sprite.visible = true
end
set_name_sprite
if @name != @character.name
@name = @character.name
refresh_name_sprite
end
#████████████████████████████████████████████████████████████████████████
#████████████████████████████████████████████████████████████████████████
@name_sprite.x = self.x - 250 #原版
@name_sprite.y = self.y - self.height - NPC::NAME_SIZE+2
#~ @name_sprite.x = (self.x - 250) * 2 - 80 #放大兩倍
#~ @name_sprite.y = (self.y - self.height - NPC::NAME_SIZE+2) * 2 - 250 #放大兩倍
#████████████████████████████████████████████████████████████████████████
#████████████████████████████████████████████████████████████████████████
#~ @name_sprite.z = self.z+1
@name_sprite.z = self.z-60 #優先度++++++
end
end