if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle
alias update_phase4_step5_eclair2 :update_phase4_step5
def update_phase4_step5
for i in 1..$data_states.size - 1
if $data_states[i].name == $探查状态名
$探查状态ID = i
break
end
end
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)