=begin
@hp = []
for j in 0...$game_party.actors.size
@hp[j] = $game_party.actors[j].hp
end
@refresh_flag = true
refresh
=end
end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
def draw_battler_graphic(actor, x, y)
battler=RPG::Cache.battler(actor.battler_name, actor.battler_hue)
w = battler.width
h = battler.height
self.contents.blt(x-w/2, y-h+58, battler, Rect.new(0, 0, w,h),255)
self.z = 20
end
#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
# CPメーターの更新のみ の場合
if @update_cp_only
xrxs_bp7_refresh
return
end
# 変更するものがない場合、飛ばす
@item_max = $game_party.actors.size
bool = false
for i in 0...@item_max
actor = $game_party.actors
if (@previous_hp != actor.hp) or (@previous_sp != actor.sp)
bool = true
end
end
return if bool == false
# 描写を開始
self.contents.clear
for i in 0...@item_max
actor = $game_party.actors
actor_x = i * 160 + 21
# 歩行キャラグラフィックの描写
draw_battler_graphic(actor, actor_x + 43, 200)
# HP/SPメーターの描写