class Window_emp < Window_Base
def initialize(actor)
super(0,0,200,100)
self.opacity = 0
refresh(actor)
end
def refresh(actor)
contents.clear
draw_actor_mp(actor, 0, 0)
end
end
class Spriteset_Battle
def create_enemies
@enemy_sprites = $game_troop.members.reverse.collect do |enemy|
Sprite_Battler.new(@viewport1, enemy)
end
end
def update_enemies
@enemy_sprites.each {|sprite| sprite.update }
@enemy_w = $game_troop.members.reverse.collect do |enemy|
@emp = Window_emp.new(enemy)
@emp.x = enemy.screen_x
@emp.y = enemy.screen_y-100
@emp.dispose if enemy.dead?
end
end
def dispose
dispose_battleback1
dispose_battleback2
dispose_enemies
dispose_actors
dispose_pictures
dispose_timer
dispose_viewports
@emp.dispose
end
end
class Window_emp < Window_Base
def initialize(actor)
super(0,0,200,100)
self.opacity = 0
refresh(actor)
end
def refresh(actor)
contents.clear
draw_actor_mp(actor, 0, 0)
end
end
class Spriteset_Battle
def create_enemies
@enemy_sprites = $game_troop.members.reverse.collect do |enemy|
Sprite_Battler.new(@viewport1, enemy)
end
end
def update_enemies
@enemy_sprites.each {|sprite| sprite.update }
@enemy_w = $game_troop.members.reverse.collect do |enemy|
@emp = Window_emp.new(enemy)
@emp.x = enemy.screen_x
@emp.y = enemy.screen_y-100
@emp.dispose if enemy.dead?
end
end
def dispose
dispose_battleback1
dispose_battleback2
dispose_enemies
dispose_actors
dispose_pictures
dispose_timer
dispose_viewports
@emp.dispose
end
end