- #============================================================================== 
- # ■ +++ MOG - XAS TOOL HUD (v1.0) +++ 
- #============================================================================== 
- # By Moghunter 
- # http://www.atelier-rgss.com 
- #============================================================================== 
- # 以下是在XAS系统中使用的插件显示器脚本的设置。 
- #  
- #=============================================================================== 
- module XAS_TOOL_HUD 
-    #是否启用2技能槽HUD 
-    SECOND_SKILL_HUD = true 
-    #2技能HUD位置[x,y] 
-    SECOND_HUD_POSITION = [205,365] 
-    #是否启用3技能槽HUD 
-    THIRD_SKILL_HUD = true 
-    #3技能HUD位置[x,y] 
-    THIRD_HUD_POSITION = [237,365] 
-    #是否启用技能HUD 
-    ENABLE_SKILL_HUD = true 
-    #是否启用道具HUD. 
-    ENABLE_ITEM_HUD = true 
-    #是否启用武器HUD. 
-    ENABLE_WEAPON_HUD = true 
-    #是否启用防具HUD. 
-    ENABLE_SHIELD_HUD = true 
-    #是否启用金钱HUD. 
-    ENABLE_GOLD_HUD = false 
-    #道具的位置 
-    ITEM_HUD = [427,365] 
-    #技能的位置 
-    SKILL_HUD = [218,365] 
-    #武器的位置 
-    WEAPON_HUD = [324,365] 
-    #防具的位置 
-    SHIELD_HUD = [352,365] 
-    #金钱窗口的位置 
-    GOLD_HUD = [430,395] 
-    #金钱数字的位置 
-    GOLD_NUMBER = [40,1] 
-    #位置布局 
-    LAYOUT = [50,0] 
-    #道具图标 
-    ICON = [55, 12] 
-    #数字的位置. 
-    NUMBER = [68, 35] 
-    #数字间距. 
-    NUMBER_SPACE = 0 
- end 
-   
- #============================================================================== 
- # ■ Tool Hud 
- #============================================================================== 
- class Tool_Hud 
-   include XAS_TOOL_HUD 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Initialize 
-  #--------------------------------------------------------------------------   
-   def initialize 
-       @actor = $game_party.members[0] 
-       return if @actor == nil 
-       @icon_image = Cache.system("Iconset") 
-       @number_image = Cache.system("XAS_Tool_Number") 
-       @number_cw = @number_image.width / 10 
-       @number_ch = @number_image.height / 3       
-       @number_sc = @number_cw + NUMBER_SPACE 
-       create_skill if ENABLE_SKILL_HUD 
-       create_item if ENABLE_ITEM_HUD 
-       create_weapon if ENABLE_WEAPON_HUD 
-       create_shield if ENABLE_SHIELD_HUD  
-       create_gold if ENABLE_GOLD_HUD 
-       create_second_skill if SECOND_SKILL_HUD 
-       create_third_skill if THIRD_SKILL_HUD 
-   
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Refresh 
-  #--------------------------------------------------------------------------     
-  def refresh 
-      dispose   
-      initialize 
-  end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Gold 
-  #--------------------------------------------------------------------------      
-  def create_gold 
-      @gold = $game_party.gold 
-      @gold_old = @gold 
-      @gold_ref = @gold_old 
-      @gold_refresh = false          
-      # Layout ------------------------------------------------------------------- 
-      @gold_layout_sprite = Sprite.new 
-      @gold_layout_sprite.bitmap = Cache.system("XAS_Tool_Gold") 
-      @gold_layout_sprite.z = 151 
-      @gold_layout_sprite.x = GOLD_HUD[0] 
-      @gold_layout_sprite.y = GOLD_HUD[1] 
-      # Gold --------------------------------------------------------------------- 
-      @gold_number_sprite = Sprite.new 
-      @gold_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-      @gold_number_sprite.z = 152 
-      @gold_number_sprite.x = GOLD_HUD[0] + GOLD_NUMBER[0]  
-      @gold_number_sprite.y = GOLD_HUD[1] + GOLD_NUMBER[1]  
-      gold_number_update      
-  end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Shield 
-  #--------------------------------------------------------------------------     
-  def create_shield 
-       #LAYOUT ------------------------------------------------------------ 
-       @shield_layout_sprite = Sprite.new 
-       @shield_layout_sprite.bitmap = Cache.system("XAS_Tool_Shield") 
-       @shield_layout_sprite.z = 150 
-       @shield_layout_sprite.x = SHIELD_HUD[0] + LAYOUT[0] 
-       @shield_layout_sprite.y = SHIELD_HUD[1] + LAYOUT[1]  
-       @shield = @actor.equips[1] 
-       @old_shield = @shield 
-       if @shield != nil 
-          icon_index = @shield.icon_index 
-       else  
-          icon_index = 0 
-       end    
-       @shield_icon_sprite = Sprite.new 
-       @shield_icon_sprite.bitmap = Bitmap.new(24,24) 
-       bitmap_shield_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-       @shield_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_shield_rect) 
-       @shield_icon_sprite.z = 151 
-       @shield_icon_sprite.x = SHIELD_HUD[0] + ICON[0] 
-       @shield_icon_sprite.y = SHIELD_HUD[1] + ICON[1]            
-       #NUMBER ------------------------------------------------------------ 
-       @shield_number_sprite = Sprite.new 
-       @shield_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @shield_number_sprite.z = 152 
-       refresh_shield_number 
-  end  
-   
-  #-------------------------------------------------------------------------- 
-  # ● Refresh Shield Number 
-  #--------------------------------------------------------------------------      
-  def refresh_shield_number 
-      @shield_number = 0 
-      @s_item = 0 
-      @shield_number_sprite.bitmap.clear 
-      return if @shield == nil 
-      if @shield.note =~ /<Action ID = (\d+)>/ 
-          action_id =  $1.to_i     
-          skill = $data_skills[action_id] 
-          if skill != nil 
-             if skill.note =~ /<Item Cost = (\d+)>/ 
-                item_id = $1.to_i  
-                if item_id != nil 
-                   @s_item = $data_items[item_id] 
-                   @shield_number = $game_party.item_number(@s_item)               
-                end 
-              end 
-          end     
-      end   
-      return if @s_item == 0 
-      cost_split = @shield_number.to_s.split(//) 
-      for r in 0..cost_split.size - 1  
-          number_abs = cost_split[r].to_i  
-          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch) 
-          @shield_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-      end          
-      xf = ((cost_split.size * @number_sc) / 2) 
-      @shield_number_sprite.x = SHIELD_HUD[0] + NUMBER[0] - xf 
-      @shield_number_sprite.y = SHIELD_HUD[1] + NUMBER[1]   
-  end    
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Weapon 
-  #--------------------------------------------------------------------------     
-  def create_weapon 
-       #LAYOUT ------------------------------------------------------------ 
-       @weapon_layout_sprite = Sprite.new 
-       @weapon_layout_sprite.bitmap = Cache.system("XAS_Tool_Weapon") 
-       @weapon_layout_sprite.z = 150 
-       @weapon_layout_sprite.x = WEAPON_HUD[0] + LAYOUT[0] 
-       @weapon_layout_sprite.y = WEAPON_HUD[1] + LAYOUT[1]  
-       #ICON 
-       @weapon = @actor.equips[0] 
-       @old_weapon = @weapon 
-       if @weapon != nil 
-          icon_index = @weapon.icon_index 
-       else  
-          icon_index = 0 
-       end    
-       @weapon_icon_sprite = Sprite.new 
-       @weapon_icon_sprite.bitmap = Bitmap.new(24,24) 
-       bitmap_weapon_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-       @weapon_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_weapon_rect) 
-       @weapon_icon_sprite.z = 151 
-       @weapon_icon_sprite.x = WEAPON_HUD[0] + ICON[0] 
-       @weapon_icon_sprite.y = WEAPON_HUD[1] + ICON[1]            
-       #NUMBER ------------------------------------------------------------ 
-       @weapon_number_sprite = Sprite.new 
-       @weapon_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @weapon_number_sprite.z = 152 
-       refresh_weapon_number 
-  end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Refresh Weapon Number 
-  #--------------------------------------------------------------------------      
-  def refresh_weapon_number 
-      @weapon_number = 0 
-      @w_item = 0 
-      @weapon_number_sprite.bitmap.clear 
-      return if @weapon == nil 
-      if @weapon.note =~ /<Action ID = (\d+)>/ 
-          action_id =  $1.to_i     
-          skill = $data_skills[action_id] 
-          if skill != nil 
-             if skill.note =~ /<Item Cost = (\d+)>/ 
-                item_id = $1.to_i  
-                if item_id != nil 
-                   @w_item = $data_items[item_id] 
-                   @weapon_number = $game_party.item_number(@w_item)               
-                end 
-              end 
-          end     
-      end   
-      return if @w_item == 0 
-      cost_split = @weapon_number.to_s.split(//) 
-      for r in 0..cost_split.size - 1  
-          number_abs = cost_split[r].to_i  
-          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch) 
-          @weapon_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-      end          
-      xf = ((cost_split.size * @number_sc) / 2) 
-      @weapon_number_sprite.x = WEAPON_HUD[0] + NUMBER[0] - xf 
-      @weapon_number_sprite.y = WEAPON_HUD[1] + NUMBER[1]   
-  end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Skill 
-  #--------------------------------------------------------------------------    
-   def create_skill 
-       #LAYOUT ------------------------------------------------------------ 
-       @skill_layout_sprite = Sprite.new 
-       @skill_layout_sprite.bitmap = Cache.system("XAS_Tool_Skill") 
-       @skill_layout_sprite.z = 150 
-       @skill_layout_sprite.x = SKILL_HUD[0] + LAYOUT[0] 
-       @skill_layout_sprite.y = SKILL_HUD[1] + LAYOUT[1] 
-       #ICON ------------------------------------------------------------ 
-       @old_skill = @actor.skill_id 
-       @skill = $data_skills[@actor.skill_id] 
-       if @skill != nil 
-          icon_index = @skill.icon_index 
-          @skill_mp_cost = @skill.mp_cost 
-       else   
-          icon_index = 0 
-          @skill_mp_cost = 0 
-       end   
-       @skill_icon_sprite = Sprite.new 
-       @skill_icon_sprite.bitmap = Bitmap.new(24,24) 
-       bitmap_skill_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-       @skill_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_skill_rect) 
-       @skill_icon_sprite.z = 151 
-       @skill_icon_sprite.x = SKILL_HUD[0] + ICON[0] 
-       @skill_icon_sprite.y = SKILL_HUD[1] + ICON[1]     
-       #NUMBER ------------------------------------------------------------ 
-       skill_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @skill_number_sprite = Sprite.new 
-       @skill_number_sprite.bitmap = skill_number_bitmap 
-       cost_split = @skill_mp_cost.to_s.split(//) 
-       for r in 0..cost_split.size - 1  
-           number_abs = cost_split[r].to_i  
-           src_rect = Rect.new(@number_cw * number_abs, @number_ch, @number_cw, @number_ch) 
-           skill_number_bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-       end          
-       @skill_number_sprite.z = 152 
-       xf = ((cost_split.size * @number_sc) / 2) 
-       @skill_number_sprite.x = SKILL_HUD[0] + NUMBER[0] - xf 
-       @skill_number_sprite.y = SKILL_HUD[1] + NUMBER[1]           
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Item 
-  #--------------------------------------------------------------------------      
-   def create_item 
-       #LAYOUT ------------------------------------------------------------ 
-       @item_layout_sprite = Sprite.new 
-       @item_layout_sprite.bitmap = Cache.system("XAS_Tool_Item") 
-       @item_layout_sprite.z = 150 
-       @item_layout_sprite.x = ITEM_HUD[0] + LAYOUT[0] 
-       @item_layout_sprite.y = ITEM_HUD[1] + LAYOUT[1] 
-       #ICON ------------------------------------------------------------ 
-       @old_item = @actor.item_id 
-       @item = $data_items[@actor.item_id] 
-       if @item != nil 
-          icon_index = @item.icon_index 
-          @item_number = $game_party.item_number(@item) 
-       else   
-          icon_index = 0 
-          @item_number = 0 
-       end   
-       @item_icon_sprite = Sprite.new 
-       @item_icon_sprite.bitmap = Bitmap.new(24,24) 
-       bitmap_item_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-       @item_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_item_rect) 
-       @item_icon_sprite.z = 160 
-       @item_icon_sprite.x = ITEM_HUD[0] + ICON[0] 
-       @item_icon_sprite.y = ITEM_HUD[1] + ICON[1]        
-       #NUMBER ------------------------------------------------------------ 
-       item_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @item_number_sprite = Sprite.new 
-       @item_number_sprite.bitmap = item_number_bitmap 
-       cost_split = @item_number.to_s.split(//) 
-       for r in 0..cost_split.size - 1  
-           number_abs = cost_split[r].to_i  
-           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch) 
-           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-       end          
-       @item_number_sprite.z = 152 
-       xf = ((cost_split.size * @number_sc) / 2) 
-       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf 
-       @item_number_sprite.y = ITEM_HUD[1] + NUMBER[1]     
-   end 
-    def create_second_skill 
-     #创建技能槽----------------------------------------------------------------- 
-     @second_skill = Sprite.new 
-     @second_skill.bitmap = Cache.system("XAS_Tool_Skill") 
-     @second_skill.x= SECOND_HUD_POSITION[0] 
-     @second_skill.y= SECOND_HUD_POSITION[1] 
-     #槽中图标------------------------------------------------------------------- 
-     @old_second_skill = @actor.skill_id2 
-     @bskill = $data_skills[@actor.skill_id2] 
-     if @bskill != nil 
-       icon_index = @bskill.icon_index 
-       @second_skill_number = @bskill.mp_cost 
-   else 
-       icon_index = 0 
-        @second_skill_number = 0 
-     end 
-     @second_skill_icon = Sprite.new 
-     @second_skill_icon.bitmap = Bitmap.new(24,24) 
-     bitmap_bskill_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-     @second_skill_icon.bitmap.blt(0, 0, @icon_image, bitmap_bskill_rect) 
-     @second_skill_icon.x = SECOND_HUD_POSITION[0]+5 
-     @second_skill_icon.y = SECOND_HUD_POSITION[1]+12 
-     #槽下数字------------------------------------------------------------------- 
-      skill_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @second_skill_number_sprite = Sprite.new 
-       @second_skill_number_sprite.bitmap = skill_number_bitmap 
-       cost_split = @second_skill_number.to_s.split(//) 
-       for r in 0..cost_split.size - 1  
-           number_abs = cost_split[r].to_i  
-           src_rect = Rect.new(@number_cw * number_abs, @number_ch, @number_cw, @number_ch) 
-            skill_number_bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-       end          
-       xf = ((cost_split.size * @number_sc) / 2) 
-       @second_skill_number_sprite.x = SECOND_HUD_POSITION[0] +12 
-       @second_skill_number_sprite.y = SECOND_HUD_POSITION[1] +35 
- end 
-    def create_third_skill 
-     #创建技能槽----------------------------------------------------------------- 
-     @third_skill = Sprite.new 
-     @third_skill.bitmap = Cache.system("XAS_Tool_Skill") 
-     @third_skill.x= THIRD_HUD_POSITION[0] 
-     @third_skill.y= THIRD_HUD_POSITION[1] 
-     #槽中图标------------------------------------------------------------------- 
-     @old_third_skill = @actor.skill_id3 
-     @cskill = $data_skills[@actor.skill_id3] 
-     if @cskill != nil 
-       icon_index =  @cskill.icon_index 
-       @third_skill_number = @cskill.mp_cost 
-   else 
-       icon_index = 0 
-        @third_skill_number = 0 
-     end 
-     @third_skill_icon = Sprite.new 
-     @third_skill_icon.bitmap = Bitmap.new(24,24) 
-     bitmap_bskill_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-     @third_skill_icon.bitmap.blt(0, 0, @icon_image, bitmap_bskill_rect) 
-     @third_skill_icon.x = THIRD_HUD_POSITION[0]+5 
-     @third_skill_icon.y = THIRD_HUD_POSITION[1]+12 
-     #槽下数字------------------------------------------------------------------- 
-      skill_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3) 
-       @third_skill_number_sprite = Sprite.new 
-       @third_skill_number_sprite.bitmap = skill_number_bitmap 
-       cost_split = @second_skill_number.to_s.split(//) 
-       for r in 0..cost_split.size - 1  
-           number_abs = cost_split[r].to_i  
-           src_rect = Rect.new(@number_cw * number_abs, @number_ch, @number_cw, @number_ch) 
-            skill_number_bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-       end          
-       xf = ((cost_split.size * @number_sc) / 2) 
-       @third_skill_number_sprite.x = THIRD_HUD_POSITION[0] +12 
-       @third_skill_number_sprite.y = THIRD_HUD_POSITION[1] +35 
- end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose 
-  #--------------------------------------------------------------------------     
-   def dispose 
-       return if @actor == nil  
-       dispose_skill if ENABLE_SKILL_HUD 
-       dispose_item if ENABLE_ITEM_HUD 
-       dispose_weapon if ENABLE_WEAPON_HUD 
-       dispose_shield if ENABLE_SHIELD_HUD 
-       dispose_gold if ENABLE_GOLD_HUD 
-       @icon_image.dispose 
-       @number_image.dispose    
-       dispose_second_skill if SECOND_SKILL_HUD 
-       dispose_third_skill if THIRD_SKILL_HUD 
-     end 
-  #-------------------------------------------------------------------------- 
-  # ● 处置二技能 
-  #--------------------------------------------------------------------------       
-   def dispose_second_skill 
-     @second_skill.bitmap.dispose 
-     @second_skill.dispose 
-     @second_skill_icon.bitmap.dispose 
-     @second_skill_icon.dispose 
-     @second_skill_number_sprite.bitmap.dispose 
-     @second_skill_number_sprite.dispose 
-   end 
-  #-------------------------------------------------------------------------- 
-  # ● 处置3技能 
-  #--------------------------------------------------------------------------       
-   def dispose_third_skill 
-     @third_skill.bitmap.dispose 
-     @third_skill.dispose 
-     @third_skill_icon.bitmap.dispose 
-     @third_skill_icon.dispose 
-     @third_skill_number_sprite.bitmap.dispose 
-     @third_skill_number_sprite.dispose 
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose Skill 
-  #--------------------------------------------------------------------------       
-   def dispose_skill 
-       @skill_layout_sprite.bitmap.dispose 
-       @skill_layout_sprite.dispose 
-       @skill_icon_sprite.bitmap.dispose 
-       @skill_icon_sprite.dispose 
-       @skill_number_sprite.bitmap.dispose 
-       @skill_number_sprite.dispose 
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose Gold 
-  #--------------------------------------------------------------------------         
-   def dispose_gold 
-       @gold_layout_sprite.bitmap.dispose 
-       @gold_layout_sprite.dispose 
-       @gold_number_sprite.bitmap.dispose 
-       @gold_number_sprite.dispose 
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose Item 
-  #--------------------------------------------------------------------------         
-   def dispose_item 
-       @item_layout_sprite.bitmap.dispose 
-       @item_layout_sprite.dispose       
-       @item_icon_sprite.bitmap.dispose 
-       @item_icon_sprite.dispose       
-       @item_number_sprite.bitmap.dispose 
-       @item_number_sprite.dispose    
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose Weapon 
-  #--------------------------------------------------------------------------           
-   def dispose_weapon 
-       @weapon_layout_sprite.bitmap.dispose 
-       @weapon_layout_sprite.dispose 
-       @weapon_icon_sprite.bitmap.dispose 
-       @weapon_icon_sprite.dispose 
-       @weapon_number_sprite.bitmap.dispose 
-       @weapon_number_sprite.dispose      
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Dispose shield 
-  #--------------------------------------------------------------------------             
-   def dispose_shield 
-       @shield_layout_sprite.bitmap.dispose 
-       @shield_layout_sprite.dispose 
-       @shield_icon_sprite.bitmap.dispose 
-       @shield_icon_sprite.dispose 
-       @shield_number_sprite.bitmap.dispose 
-       @shield_number_sprite.dispose     
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Update 
-  #--------------------------------------------------------------------------     
-   def update 
-       return if @actor == nil  
-       update_visible 
-       refresh if can_refresh_hud? 
-       refresh_item if ENABLE_ITEM_HUD and can_refresh_item_number? 
-       refresh_weapon_number if ENABLE_WEAPON_HUD and can_refreh_weapon_number? 
-       refresh_shield_number if ENABLE_SHIELD_HUD and can_refreh_shield_number? 
-       update_gold if ENABLE_GOLD_HUD 
-       refresh if wm_Refresh_method? 
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Update Gold 
-  #--------------------------------------------------------------------------           
-   def update_gold  
-       gold_number_down if @gold > $game_party.gold  
-       gold_number_up if @gold < $game_party.gold      
-       gold_number_update if @gold_refresh     
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Can Refresh Weapon Number 
-  #--------------------------------------------------------------------------         
-   def can_refreh_weapon_number? 
-       return true if @weapon_number != $game_party.item_number(@w_item)   
-       return false 
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Can Refresh Shield Number 
-  #--------------------------------------------------------------------------         
-   def can_refreh_shield_number? 
-       return true if @shield_number != $game_party.item_number(@s_item)   
-       return false 
-   end     
-   
-  #-------------------------------------------------------------------------- 
-  # ● Update Visible 
-  #--------------------------------------------------------------------------       
-   def update_visible 
-       vis = $game_system.enable_hud  
-       if ENABLE_SKILL_HUD 
-          @skill_layout_sprite.visible = vis 
-          @skill_icon_sprite.visible = vis 
-          @skill_number_sprite.visible = vis 
-       end 
-       if ENABLE_ITEM_HUD 
-          @item_layout_sprite.visible = vis 
-          @item_icon_sprite.visible = vis 
-          @item_number_sprite.visible = vis 
-       end 
-       if ENABLE_WEAPON_HUD          
-          @weapon_layout_sprite.visible = vis 
-          @weapon_icon_sprite.visible = vis 
-          @weapon_number_sprite.visible = vis 
-       end 
-       if ENABLE_SHIELD_HUD   
- #~     vis = false unless $game_party.battle_members[0].class_id == 11  
-          @shield_layout_sprite.visible = vis  
-          @shield_icon_sprite.visible = vis 
-          @shield_number_sprite.visible = vis       
-       end  
-       if ENABLE_GOLD_HUD    
-          @gold_layout_sprite.visible = vis 
-          @gold_number_sprite.visible = vis          
-        end   
-        if SECOND_SKILL_HUD  
-        @second_skill.visible = vis 
-        @second_skill_icon.visible = vis 
-        @second_skill_number_sprite.visible = vis 
-      end 
-       if THIRD_SKILL_HUD  
-        @third_skill.visible = vis 
-        @third_skill_icon.visible = vis 
-        @third_skill_number_sprite.visible = vis 
-          end 
-   end 
-   
-  #-------------------------------------------------------------------------- 
-  # ● Can Refresh Hud 
-  #--------------------------------------------------------------------------       
-   def can_refresh_hud?       
-       if @actor != nil 
-          if ENABLE_SKILL_HUD 
-             return true if @old_skill != @actor.skill_id 
-           end 
-          if ENABLE_ITEM_HUD 
-             return true if @old_item != @actor.item_id 
-          end 
-          if ENABLE_WEAPON_HUD 
-             return true if @old_weapon != @actor.equips[0] 
-          end 
-          if ENABLE_SHIELD_HUD 
-             return true if @old_shield != @actor.equips[1] 
-          end       
-        end 
-   
-   
-       return false 
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Can Refresh Item Number 
-  #--------------------------------------------------------------------------         
-   def can_refresh_item_number? 
-       return true if @item_number != $game_party.item_number(@item)       
-       return false 
-   end   
-   
-  #-------------------------------------------------------------------------- 
-  # ● Create Item 
-  #--------------------------------------------------------------------------      
-   def refresh_item 
-       @item_number = $game_party.item_number(@item)    
-       #Item Number ------------------------------------------------------------ 
-       @item_number_sprite.bitmap.clear 
-       cost_split = @item_number.to_s.split(//) 
-       for r in 0..cost_split.size - 1  
-           number_abs = cost_split[r].to_i  
-           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch) 
-           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)         
-       end          
-       xf = ((cost_split.size * @number_sc) / 2) 
-       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf 
-   end   
-   
-   #-------------------------------------------------------------------------- 
-   # ● gold_number_up 
-   #-------------------------------------------------------------------------- 
-   def gold_number_up 
-       @gold_refresh = true 
-       @gold_ref = 20 * (@gold - @gold_old) / 100 
-       @gold_ref = 1 if @gold_ref < 1 
-       @gold += @gold_ref     
-       if @gold >= $game_party.gold 
-          @gold_old = $game_party.gold 
-          @gold = $game_party.gold 
-          @gold_ref = 0 
-       end   
-   end    
-   
-   #-------------------------------------------------------------------------- 
-   # ● gold_number_down 
-   #-------------------------------------------------------------------------- 
-   def gold_number_down 
-       @gold_refresh = true 
-       @gold_ref = 10 * (@gold_old - @gold) / 100 
-       @gold_ref = 1 if @gold_ref < 1 
-       @gold -= @gold_ref      
-       if @gold <= $game_party.gold 
-          @gold_old = $game_party.gold 
-          @gold = $game_party.gold 
-          @gold_ref = 0 
-       end     
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● gold_number_update 
-   #-------------------------------------------------------------------------- 
-   def gold_number_update   
-       @gold_number_sprite.bitmap.clear 
-       @gold_number_text = @gold.abs.to_s.split(//) 
-       for r in 0..@gold_number_text.size - 1 
-           @gold_number_abs = @gold_number_text[r].to_i  
-           gold_src_rect = Rect.new(@number_cw * @gold_number_abs, @number_ch * 2, @number_cw, @number_ch) 
-           @gold_number_sprite.bitmap.blt(@number_cw  *  r, 0, @number_image, gold_src_rect)         
-       end     
-       @gold_refresh = false if @gold == $game_party.gold    
-     end   
-   #-------------------------------------------------------------------------- 
-   # ● 自定义的刷新方法 
-   #-------------------------------------------------------------------------- 
-   
-   def wm_Refresh_method? 
-     if @bskill != nil  
-       if SECOND_SKILL_HUD 
-         return true if @old_second_skill != @actor.skill_id2 
-         end 
-       end 
-       if @cskill !=nil and THIRD_SKILL_HUD 
-         return true if @old_third_skill !=  @actor.skill_id3 
-         end 
-     end 
-   
- end 
-   
- #============================================================================== 
- # ■ Spriteset_Map 
- #============================================================================== 
- class Spriteset_Map 
-   
-   #-------------------------------------------------------------------------- 
-   # ● initialize   
-   #-------------------------------------------------------------------------- 
-   alias mog_tool_hud_initialize initialize  
-   def initialize   
-       @toolhud = Tool_Hud.new 
-       mog_tool_hud_initialize 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● Dispose 
-   #-------------------------------------------------------------------------- 
-   alias mog_tool_hud_dispose dispose 
-   def dispose     
-       @toolhud.dispose 
-       mog_tool_hud_dispose 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● update    
-   #-------------------------------------------------------------------------- 
-   alias mog_tool_hud_update update 
-   def update    
-       @toolhud.update 
-       mog_tool_hud_update 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● Refresh Hud 
-   #--------------------------------------------------------------------------   
-   alias mog_tool_hud_refresh_hud refresh_hud 
-   def refresh_hud 
-       mog_tool_hud_refresh_hud 
-       @toolhud.refresh 
-   end     
-   
- end    
-   
- $mog_rgss3_xas_tool_hud = true