class Window_BattleEnemy
def all_enemies_show_hp(show=true)
$game_troop.alive_members.each {|i| i.hp_meter_active[0] = show}
end
def update
gumao_update_target_anim
if active && MOG_ENEMY_HP::SHOW_ENEMY_HP_SELECTION
if BattleManager.actor.input.item.for_one?
enemy.hp_meter_active[0] = true
else
all_enemies_show_hp
end
end
end
end
class Window_BattleEnemy
def all_enemies_show_hp(show=true)
$game_troop.alive_members.each {|i| i.hp_meter_active[0] = show}
end
def update
gumao_update_target_anim
if active && MOG_ENEMY_HP::SHOW_ENEMY_HP_SELECTION
if BattleManager.actor.input.item.for_one?
enemy.hp_meter_active[0] = true
else
all_enemies_show_hp
end
end
end
end
class Window_BattleEnemy
def all_enemies_show_hp(show=true)
$game_troop.alive_members.each {|i| i.hp_meter_active[0] = show}
end
def update
gumao_update_target_anim
if active && MOG_ENEMY_HP::SHOW_ENEMY_HP_SELECTION
if BattleManager.actor.input.item.for_one?
enemy.hp_meter_active[0] = true
else
all_enemies_show_hp
end
end
end
def process_ok
$enemy_hp.each {|i| i.fade_time = MOG_ENEMY_HP::ENEMY_HP_SELECTION_FADE_TIME}
gumao_battle_process_ok
end
def process_cancel
$enemy_hp.each {|i| i.fade_time = MOG_ENEMY_HP::ENEMY_HP_SELECTION_FADE_TIME}
gumao_battle_process_cancel
end
end
class Window_BattleEnemy
def all_enemies_show_hp(show=true)
$game_troop.alive_members.each {|i| i.hp_meter_active[0] = show}
end
def update
gumao_update_target_anim
if active && MOG_ENEMY_HP::SHOW_ENEMY_HP_SELECTION
if BattleManager.actor.input.item.for_one?
enemy.hp_meter_active[0] = true
else
all_enemies_show_hp
end
end
end
def process_ok
$enemy_hp.each {|i| i.fade_time = MOG_ENEMY_HP::ENEMY_HP_SELECTION_FADE_TIME}
gumao_battle_process_ok
end
def process_cancel
$enemy_hp.each {|i| i.fade_time = MOG_ENEMY_HP::ENEMY_HP_SELECTION_FADE_TIME}
gumao_battle_process_cancel
end
end