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[已经过期] 请问为什么这两个战斗脚本以前用不会出错,现在会?

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发表于 2013-7-18 10:26:52 | 显示全部楼层 |阅读模式

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本帖最后由 893299399 于 2013-7-19 10:47 编辑

横版战斗和MOG_Adv_Battle_Hud这两个脚本以前可以一起用,为什么现在一用就出错?
http://pan.baidu.com/share/link? ... 98&uk=923321122   这是工程下载地址,太大传不进附件,下面是那两个脚本

[pre lang="ruby" line="1"]#==============================================================================
# ■ 此脚本来自 www.66rpg.com
#------------------------------------------------------------------------------
#   名称:横版战斗模板
#   作者:后知后觉(hzhj.tnt@163.com)
#   版本:v1.7  2012-02-09
#   使用协议:在保留此脚本相关信息的情况下
#             可任意使用、修改及修改后发布.
#             如是修改后发布.请在作者标注那里加上 某某某改 等信息
#             感谢你来这里谈谈你对这个工程的看法或报告BUG.
#               http://rpg.blue/thread-216673-1-1.html
#   使用说明:
#       请来发布帖查看:
#           http://rpg.blue/thread-216673-1-1.html
#==============================================================================

module Hzhj
  module HorizontalBattleSystem
    # 取得参战角色的最大数.如果要改大.需要在下面的坐标设置里增加对应的条目
    MaxBattleMembers = 4
   
    ActorsBattlePosition = {}
    # 设置角色战斗图形的坐标
    # 等号左边的[]号里面的1 2 3 4 表示角色在队伍里的位置
    # 等号右边的[]号里面的两个数字分别表示 X坐标 Y坐标
    # 每次进入战斗的时候都会以这里设置的信息作为初始化位置.
    # 如果你把上面的 MaxBattleMembers 改大了.比如改成了 5.
    # 那么你需要在下面新增一行代码设置队伍中第5位置的坐标.
    # 就像这样 ActorsBattlePosition[5] = [X坐标, Y坐标]
     ActorsBattlePosition[1] = [450, 220]
     ActorsBattlePosition[2] = [422, 272]
     ActorsBattlePosition[3] = [466, 228]
     ActorsBattlePosition[4] = [510, 272]
   
    # 设置伤害值图形的色相 取值范围 0~360
    DamageBitmapHue = 0
    # 伤害值分段显示的标志SE文件名
    DamageSectionDisplaySEName = "DamageSection"
   
    # 动画 Z 坐标值默认变化量
    DefaultAniAddZ = 768
   
    # 状态动画 Z 坐标值默认变化量
    DefaultLoopAniAddZ = 20
   
    # 战斗中角色的面向
    ActorDirection = 4
   
    # 真位移的帧数
    RealMoveDuration = 20
    # 真位移移动前会计算目标点.会获取攻防双方战斗图大小来进行计算.
    # 下面2个是对战斗图 width height 进行修正.
    # 为正则扩大 为负则缩小.单位 像素.
    # 一般来说不必修改.只有像梦幻群侠传那种战斗图四边有很多透明区域时才修正.
    RealMoveBmpAddW = 0
    RealMoveBmpAddH = 0
   
    # 使用技能、物品的过程默认使用RMVA模式
    # 在该模式下.本脚本提供的很多功能受限无法使用.
    DefaultUseRmvaMode = false
   
    # 默认显示敌人的HP条、MP条、TP条
    DefaultDisplayEnemyBar = true
   
    # 一张战斗图中有几个样式(帧、格)
    DynamicPatternMax = 4
    # 一张战斗图中的一个样式持续多少帧
    OnePatternDuration = 15
   
    # 角色使用战斗死亡图形
    UseActorDeadGraphic = true
    # 敌人使用战斗死亡图形
    UseEnemyDeadGraphic = false
   
    # 使用挨打图形
    UseBeatenGraphic = false
    # 挨打图形维持帧数
    BeatenGraphicDuration = 30
   
    # 是否使用角色防御图 只有同时使用了挨打图.此项才有效.
    UseActorGuardGraphic = true
    # 是否使用敌人防御图 只有同时使用了挨打图.此项才有效.
    UseEnemyGuardGraphic = false
   
    # 角色是否使用挨打SE
    UseActorWBSE = false
    # 敌人是否使用挨打SE
    UseEnemyWBSE = false
    # 角色是否使用防御SE
    UseActorGDSE = false
    # 敌人是否使用防御SE
    UseEnemyGDSE = false
  end
end

class RPG::Actor < RPG::BaseItem
  def battler_name
    return @battler_name unless @battler_name.nil?
    if /@btname\[(.+?)\]/ =~ @note
      return (@battler_name = $1.clone)
    else
      return (@battler_name = "#{@name}_#{@nickname}")
    end
  end
  def battler_hue
    return @battler_hue unless @battler_hue.nil?
    if /@bthue\[([0-9]+?)\]/ =~ @note
      return (@battler_hue = $1.to_i.abs)
    else
      return (@battler_hue = 0)
    end
  end
  attr_writer :battler_name
  attr_writer :battler_hue
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 属性(新增定义)
  #--------------------------------------------------------------------------
  attr_writer   :battler_name             # 战斗图形文件名
  attr_writer   :battler_hue              # 战斗图形色相
  #--------------------------------------------------------------------------
  # ● 设置(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_setup_for_add_actor_battle_graphic setup
  def setup(actor_id)
    hzhj_old_setup_for_add_actor_battle_graphic(actor_id)
    @battler_name = actor.battler_name
    @battler_hue = actor.battler_hue
  end
  #--------------------------------------------------------------------------
  # ● 是否使用活动块(重定义)
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面 X 坐标(新增定义)
  #--------------------------------------------------------------------------
  def screen_x
    return ActorsBattlePosition[index + 1][0]
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面 Y 坐标(新增定义)
  #--------------------------------------------------------------------------
  def screen_y
    return ActorsBattlePosition[index + 1][1]
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面 Z 坐标(新增定义)
  #--------------------------------------------------------------------------
  def screen_z
    return real_screen_y + 100
  end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● 属性(新增定义)
  #--------------------------------------------------------------------------
  attr_writer   :battler_name             # 战斗图形文件名
  attr_writer   :battler_hue              # 战斗图形色相
  #--------------------------------------------------------------------------
  # ● 取得战斗画面 Z 坐标(重定义)
  #--------------------------------------------------------------------------
  def screen_z
    return real_screen_y + 100
  end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
  include Hzhj::HorizontalBattleSystem
  #--------------------------------------------------------------------------
  # ● 取得参战角色的最大数(重定义)
  #--------------------------------------------------------------------------
  def max_battle_members
    return MaxBattleMembers
  end
end

class RPG::Animation
  def wait_subject_duration
    return @wait_subject_duration unless @wait_subject_duration.nil?
    if /@w\[(\-??\d+?)\]/ =~ @name
      @wait_subject_duration = $1.to_i
    else
      @wait_subject_duration = 0
    end
    return @wait_subject_duration
  end
  attr_writer :wait_subject_duration
end
class RPG::UsableItem < RPG::BaseItem
  include Hzhj::HorizontalBattleSystem
  def animation1_id
    return @animation1_id unless @animation1_id.nil?
    if /@a1id\[(\d+?)\]/i =~ @note
      return (@animation1_id = $1.to_i)
    else
      return (@animation1_id = 0)
    end
  end
  def wljn
    return @wljn unless @wljn.nil?
    if /@wljn/i =~ @note
      return (@wljn = true)
    else
      return (@wljn = false)
    end
  end
  def rmva_mode
    return @rmva_mode unless @rmva_mode.nil?
    if /@rmva/i =~ @note
      return (@rmva_mode = !DefaultUseRmvaMode)
    else
      return (@rmva_mode = DefaultUseRmvaMode)
    end
  end
  attr_writer :animation1_id
  attr_writer :wljn
  attr_writer :rmva_mode
end
class RPG::Weapon < RPG::EquipItem
  def animation1_id
    return @animation1_id unless @animation1_id.nil?
    if /@a1id\[(\d+?)\]/ =~ @note
      return (@animation1_id = $1.to_i)
    else
      return (@animation1_id = 0)
    end
  end
  attr_writer :animation1_id
end
class RPG::Enemy < RPG::BaseItem
  def animation1_id
    return @animation1_id unless @animation1_id.nil?
    if /@a1id\[(\d+?)\]/ =~ @note
      return (@animation1_id = $1.to_i)
    else
      return (@animation1_id = 0)
    end
  end
  def animation2_id
    return @animation2_id unless @animation2_id.nil?
    if /@a2id\[(\d+?)\]/ =~ @note
      return (@animation2_id = $1.to_i)
    else
      return (@animation2_id = 0)
    end
  end
  def animation3_id
    return @animation3_id unless @animation3_id.nil?
    if /@a3id\[(\d+?)\]/ =~ @note
      return (@animation3_id = $1.to_i)
    else
      return (@animation3_id = 0)
    end
  end
  attr_writer :animation1_id
  attr_writer :animation2_id
  attr_writer :animation3_id
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 取得普通攻击的行动方动画 ID (新增定义)
  #--------------------------------------------------------------------------
  def animation1_id
    if dual_wield?
      return weapons[0].animation1_id if weapons[0]
      return weapons[1] ? weapons[1].animation1_id : 0
    else
      return weapons[0] ? weapons[0].animation1_id : 0
    end
  end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● 取得普通攻击的行动方动画 ID (新增定义)
  #--------------------------------------------------------------------------
  def animation1_id
    return enemy.animation1_id
  end
  #--------------------------------------------------------------------------
  # ● 取得普通攻击的动画 ID (新增定义)
  #--------------------------------------------------------------------------
  def atk_animation_id1
    return enemy.animation2_id
  end
  #--------------------------------------------------------------------------
  # ● 取得普通攻击的动画 ID (二刀流:武器2)(新增定义)
  #--------------------------------------------------------------------------
  def atk_animation_id2
    return enemy.animation3_id
  end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  include Hzhj::HorizontalBattleSystem
  #--------------------------------------------------------------------------
  # ● 使用技能/物品(重定义)
  #--------------------------------------------------------------------------
  def use_item
    item = @subject.current_action.item
    @log_window.display_use_item(@subject, item)
    @subject.use_item(item)
    refresh_status
    targets = @subject.current_action.make_targets.compact
    show_animation(targets, item.animation_id)
  end
  #--------------------------------------------------------------------------
  # ● 显示动画(重定义)
  #--------------------------------------------------------------------------
  def show_animation(targets, animation_id)
    item = @subject.current_action.item
    if item.rmva_mode
      show_rmva_animation(targets, animation_id, item)
    else
      show_hzhj_animation(targets, animation_id, item)
    end
  end
  #--------------------------------------------------------------------------
  # ● RMVA模式显示动画(新增定义)
  #--------------------------------------------------------------------------
  def show_rmva_animation(targets, animation_id, item)
    @subject.damage_section_displayed = false
    @subject.not_damage_section = true
    targets.each do |target|
      target.damage_section_displayed = false
      target.not_damage_section = true
    end
    if animation_id < 0
      show_attack_animation(targets)
    else
      show_rmva_usable_animation(targets, animation_id, item)
    end
  end
  #--------------------------------------------------------------------------
  # ● HZHJ模式显示动画(新增定义)
  #--------------------------------------------------------------------------
  def show_hzhj_animation(targets, animation_id, item)
    if animation_id < 0
      show_hzhj_attack_animation(targets, item)
    else
      if item.wljn
        show_wljn_skill_animation(targets, animation_id, item)
      else
        show_magic_skill_animation(targets, animation_id, item)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● HZHJ模式显示攻击动画(重定义)
  #--------------------------------------------------------------------------
  def show_hzhj_attack_animation(targets, item)
    ary = []
    need_move = false
    animation1 = $data_animations[@subject.animation1_id]
    need_move = animation1.need_move if animation1
    come_back = true
    targets.each_with_index do |target, i|
      ary[0] = target
      item.repeats.times do
        next if target.dead? && item.damage.type == 1
        next if @subject.dead?
        next if !@subject.current_action
        if need_move && come_back
          come_back = false
          @subject.setup_move_info(target, RealMoveDuration, animation1.move_se)
          wait_for_move
        end
        damage_target = hzhj_apply_item_effects(target, item)
        show_subject_animation(@subject.animation1_id)
        show_normal_animation(ary, @subject.atk_animation_id1, false)
        show_normal_animation(ary, @subject.atk_animation_id2, true)
        @log_window.wait
        wait_for_animation
        hzhj_invoke_item(target, item, damage_target)
      end
      if need_move
        if target != targets[i+1] or target.dead?
          come_back = true
          @subject.come_back_self_position(RealMoveDuration)
          wait_for_move
        else
          come_back = false
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● HZHJ模式显示物理技能类动画(新增定义)
  #--------------------------------------------------------------------------
  def show_wljn_skill_animation(targets, animation_id, item)
    ary = []
    need_move = false
    animation1 = $data_animations[item.animation1_id]
    need_move = animation1.need_move if animation1
    come_back = true
    targets.each_with_index do |target, i|
      ary[0] = target
      item.repeats.times do
        next if target.dead? && item.damage.type == 1
        next if @subject.dead?
        next if !@subject.current_action
        if need_move && come_back
          come_back = false
          @subject.setup_move_info(target, RealMoveDuration, animation1.move_se)
          wait_for_move
        end
        damage_target = hzhj_apply_item_effects(target, item)
        show_subject_animation(item.animation1_id)
        show_normal_animation(ary, animation_id, false)
        @log_window.wait
        wait_for_animation
        hzhj_invoke_item(target, item, damage_target)
      end
      if need_move
        if target != targets[i+1] or target.dead?
          come_back = true
          @subject.come_back_self_position(RealMoveDuration)
          wait_for_move
        else
          come_back = false
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● HZHJ模式显示魔法技能类动画(新增定义)
  #--------------------------------------------------------------------------
  def show_magic_skill_animation(targets, animation_id, item)
    ary = []
    damage_targets = {}
    item.repeats.times do
      next if @subject.dead?
      next if !@subject.current_action
      ary.clear
      damage_targets.clear
      targets.each do |target|
        next if target.dead? && item.damage.type == 1
        ary << target
        damage_targets[target] = hzhj_apply_item_effects(target, item)
      end
      next if ary.empty?
      show_subject_animation(item.animation1_id)
      show_normal_animation(ary, animation_id)
      @log_window.wait
      wait_for_animation
      ary.each do |target|
        hzhj_invoke_item(target, item, damage_targets[target])
      end
      if [9, 10].include?(item.scope)
        ary.each do |target|
          if target.alive?
            target.come_back_self_position(RealMoveDuration)
          end
        end
        wait_for_move
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● RMVA模式显示攻击动画(重定义)
  #--------------------------------------------------------------------------
  def show_attack_animation(targets)
    item = @subject.current_action.item
    show_subject_animation(@subject.animation1_id)
    show_normal_animation(targets, @subject.atk_animation_id1, false)
    show_normal_animation(targets, @subject.atk_animation_id2, true)
    @log_window.wait
    wait_for_animation
    targets.each {|target| item.repeats.times { invoke_item(target, item) } }
  end
  #--------------------------------------------------------------------------
  # ● RMVA模式显示技能、物品动画 (新增定义)
  #--------------------------------------------------------------------------
  def show_rmva_usable_animation(targets, animation_id, item)
    show_subject_animation(item.animation1_id)
    show_normal_animation(targets, animation_id)
    @log_window.wait
    wait_for_animation
    targets.each {|target| item.repeats.times { invoke_item(target, item) } }
    if [9, 10].include?(item.scope)
      targets.each do |target|
        if target.alive?
          target.come_back_self_position(RealMoveDuration)
        end
      end
      wait_for_move
    end
  end
  #--------------------------------------------------------------------------
  # ● 显示行动方动画(新增定义)
  #--------------------------------------------------------------------------
  def show_subject_animation(animation_id, subject = @subject, mirror = false)
    animation = $data_animations[animation_id]
    if animation
      subject.animation_id = animation_id
      subject.animation_mirror = mirror
      if animation.wait_subject_duration < 0
        wait_for_animation
      elsif animation.wait_subject_duration > 0
        animation.wait_subject_duration.times{update_for_wait}
      end
    end
  end
end

class RPG::Animation
  include Hzhj::HorizontalBattleSystem
  def ani_z_correction
    return @ani_z_correction unless @ani_z_correction.nil?
    if /@az\[(\-??\d+?)\]/ =~ @name
      return (@ani_z_correction = $1.to_i)
    else
      return (@ani_z_correction = DefaultAniAddZ)
    end
  end
  def loop_z_correction
    return @loop_z_correction unless @loop_z_correction.nil?
    if /@lz\[(\-??\d+?)\]/ =~ @name
      return (@loop_z_correction = $1.to_i)
    else
      return (@loop_z_correction = DefaultLoopAniAddZ)
    end
  end
  attr_writer :ani_z_correction
  attr_writer :loop_z_correction
end
class RPG::State < RPG::BaseItem
  def animation_id
    return @animation_id unless @animation_id.nil?
    if /@aid\[(\d+?)\]/ =~ @note
      return (@animation_id = $1.to_i)
    else
      return (@animation_id = 0)
    end
  end
  attr_writer :animation_id
end
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
  #--------------------------------------------------------------------------
  # ● 实例变量(新增定义)
  #--------------------------------------------------------------------------
  attr_reader   :hzhj_add_state_id
  attr_reader   :hzhj_remove_state_id
  attr_accessor :need_update_state_animation
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_state_ani_game_battler_base initialize
  def initialize
    @hzhj_add_state_id = []
    @hzhj_remove_state_id = []
    @need_update_state_animation = false
    @states = []
    @state_turns = {}
    @state_steps = {}
    hzhj_old_init_for_state_ani_game_battler_base
  end
  #--------------------------------------------------------------------------
  # ● 清除状态信息(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_clear_states_for_state_ani_game_battler_base clear_states
  def clear_states
    old_states = @states.clone
    hzhj_old_clear_states_for_state_ani_game_battler_base
    bingji = old_states | @states
    return if bingji.empty?
    set_add_state_id(bingji & @states)
    set_remove_state_id(bingji & old_states)
  end
  #--------------------------------------------------------------------------
  # ● 消除状态(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_erase_state_for_state_ani_game_battler_base erase_state
  def erase_state(state_id)
    old_states = @states.clone
    hzhj_old_erase_state_for_state_ani_game_battler_base(state_id)
    bingji = old_states | @states
    return if bingji.empty?
    set_add_state_id(bingji & @states)
    set_remove_state_id(bingji & old_states)
  end
  #--------------------------------------------------------------------------
  # ● 设置增加的状态(新增定义)
  #--------------------------------------------------------------------------
  def set_add_state_id(zjdzt)
    for i in zjdzt
      if $data_states.animation_id > 0
        if not @hzhj_add_state_id.include?(i)
          @hzhj_add_state_id.push(i)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 设置解除的状态(新增定义)
  #--------------------------------------------------------------------------
  def set_remove_state_id(jsdzt)
    for i in jsdzt
      if $data_states.animation_id > 0
        if not @hzhj_remove_state_id.include?(i)
          ani_id = $data_states.animation_id
          not_end_loop_animation = false
          for state in self.states
            if state.animation_id == ani_id
              not_end_loop_animation = true
              break
            end
          end
          unless not_end_loop_animation
            @hzhj_remove_state_id.push(i)
          end
        end
      end
    end
  end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # ● 附加新的状态(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_add_new_state_for_state_ani_game_battler add_new_state
  def add_new_state(state_id)
    old_states = @states.clone
    hzhj_old_add_new_state_for_state_ani_game_battler(state_id)
    bingji = old_states | @states
    return if bingji.empty?
    set_add_state_id(bingji & @states)
    set_remove_state_id(bingji & old_states)
  end
end
#==============================================================================
# ■ Sprite_Base
#==============================================================================
class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_state_ani_spr_base initialize
  def initialize(*args)
    hzhj_old_init_for_state_ani_spr_base(*args)
    @hzhj_loop_animations = []
    @hzhj_loop_durations = {}
    @hzhj_loop_sprites = {}
    @hzhj_loop_bitmap1s = {}
    @hzhj_loop_bitmap2s = {}
    @hzhj_loop_ani_oxs = {}
    @hzhj_loop_ani_oys = {}
    @flash_nil_duration = 0
  end
  #--------------------------------------------------------------------------
  # ● 释放(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_dispose_for_state_ani_spr_base dispose
  def dispose
    dispose_loop_animation
    hzhj_old_dispose_for_state_ani_spr_base
  end
  #--------------------------------------------------------------------------
  # ● 设定动画的活动块(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_ani_set_spr_for_state_ani_spr_base animation_set_sprites
  def animation_set_sprites(*args)
    hzhj_old_ani_set_spr_for_state_ani_spr_base(*args)
    @ani_sprites.each{|sprite|sprite.z += @animation.ani_z_correction}
  end
  #--------------------------------------------------------------------------
  # ● 判断是否有循环动画(新增定义)
  #--------------------------------------------------------------------------
  def loop_animation?
    return (not @hzhj_loop_animations.empty?)
  end
  #--------------------------------------------------------------------------
  # ● 开始播放循环动画(新增定义)
  #--------------------------------------------------------------------------
  def start_loop_animation(animation)
    return if @hzhj_loop_animations.include?(animation)
    if animation.nil?
      dispose_loop_animation
      return
    end
    set_animation_rate
    @hzhj_loop_animations.push(animation)
    init_loop_animation_duration(animation)
    load_loop_animation_bitmap(animation)
    make_loop_animation_sprites(animation)
    set_loop_animation_origin(animation)
  end
  #--------------------------------------------------------------------------
  # ● 初始化循环动画播放位置(新增定义)
  #--------------------------------------------------------------------------
  def init_loop_animation_duration(animation)
    @hzhj_loop_durations[animation] = animation.frame_max * @ani_rate + 1
  end
  #--------------------------------------------------------------------------
  # ● 读取循环动画图像(新增定义)
  #--------------------------------------------------------------------------
  def load_loop_animation_bitmap(animation)
    animation1_name = animation.animation1_name
    animation1_hue = animation.animation1_hue
    animation2_name = animation.animation2_name
    animation2_hue = animation.animation2_hue
    bitmap1 = Cache.animation(animation1_name, animation1_hue)
    bitmap2 = Cache.animation(animation2_name, animation2_hue)
    if @@_reference_count.include?(bitmap1)
      @@_reference_count[bitmap1] += 1
    else
      @@_reference_count[bitmap1] = 1
    end
    if @@_reference_count.include?(bitmap2)
      @@_reference_count[bitmap2] += 1
    else
      @@_reference_count[bitmap2] = 1
    end
    @hzhj_loop_bitmap1s[animation] = bitmap1
    @hzhj_loop_bitmap2s[animation] = bitmap2
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ● 生成循环动画活动块(新增定义)
  #--------------------------------------------------------------------------
  def make_loop_animation_sprites(animation)
    sprites = []
    if @use_sprite
      16.times do
        sprite = ::Sprite.new(viewport)
        sprite.visible = false
        sprites.push(sprite)
      end
    end
    @hzhj_loop_sprites[animation] = sprites
  end
  #--------------------------------------------------------------------------
  # ● 设定循环动画的原点(新增定义)
  #--------------------------------------------------------------------------
  def set_loop_animation_origin(animation)
    if animation.position == 3
      if viewport == nil
        ani_ox = Graphics.width / 2
        ani_oy = Graphics.height / 2
      else
        ani_ox = viewport.rect.width / 2
        ani_oy = viewport.rect.height / 2
      end
    else
      ani_ox = x - ox + width / 2
      ani_oy = y - oy + height / 2
      if animation.position == 0
        ani_oy -= height / 2
      elsif animation.position == 2
        ani_oy += height / 2
      end
    end
    @hzhj_loop_ani_oxs[animation] = ani_ox
    @hzhj_loop_ani_oys[animation] = ani_oy
  end
  #--------------------------------------------------------------------------
  # ● 释放所有循环动画(新增定义)
  #--------------------------------------------------------------------------
  def dispose_loop_animation
    return unless loop_animation?
    for animation in @hzhj_loop_animations.clone
      end_loop_animation(animation)
    end
    @hzhj_loop_durations.clear
    @hzhj_loop_sprites.clear
    @hzhj_loop_bitmap1s.clear
    @hzhj_loop_bitmap2s.clear
    @hzhj_loop_ani_oxs.clear
    @hzhj_loop_ani_oys.clear
    @hzhj_loop_animations.clear
  end
  #--------------------------------------------------------------------------
  # ● 结束某个循环动画(新增定义)
  #--------------------------------------------------------------------------
  def end_loop_animation(animation)
    return if not @hzhj_loop_animations.include?(animation)
    bitmap1 = @hzhj_loop_bitmap1s[animation]
    @@_reference_count[bitmap1] -= 1
    if @@_reference_count[bitmap1] == 0
      @@_reference_count.delete(bitmap1)
      bitmap1.dispose
    end
    bitmap2 = @hzhj_loop_bitmap2s[animation]
    @@_reference_count[bitmap2] -= 1
    if @@_reference_count[bitmap2] == 0
      @@_reference_count.delete(bitmap2)
      bitmap2.dispose
    end
    sprites = @hzhj_loop_sprites[animation]
    for sprite in sprites
      sprite.dispose
    end
    @hzhj_loop_durations.delete(animation)
    @hzhj_loop_sprites.delete(animation)
    @hzhj_loop_bitmap1s.delete(animation)
    @hzhj_loop_bitmap2s.delete(animation)
    @hzhj_loop_ani_oxs.delete(animation)
    @hzhj_loop_ani_oys.delete(animation)
    @hzhj_loop_animations.delete(animation)
  end
  #--------------------------------------------------------------------------
  # ● 刷新(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_for_state_ani_spr_base update
  def update
    hzhj_old_update_for_state_ani_spr_base
    update_loop_animation
  end
  #--------------------------------------------------------------------------
  # ● 刷新循环动画(新增定义)
  #--------------------------------------------------------------------------
  def update_loop_animation
    @flash_nil_duration -= 1 if @flash_nil_duration > 0
    return unless loop_animation?
    for animation in @hzhj_loop_animations
      @hzhj_loop_durations[animation] -= 1
      duration = @hzhj_loop_durations[animation]
      if duration % @ani_rate == 0
        if duration > 0
          set_loop_animation_origin(animation)
          frame_index = animation.frame_max
          frame_index -= (duration + @ani_rate - 1) / @ani_rate
          args = []
          args[0] = @hzhj_loop_sprites[animation]
          args[1] = @hzhj_loop_bitmap1s[animation]
          args[2] = @hzhj_loop_bitmap2s[animation]
          args[3] = @hzhj_loop_ani_oxs[animation]
          args[4] = @hzhj_loop_ani_oys[animation]
          args[5] = animation.loop_z_correction
          args[6] = ((not flash_nil? or animation.to_screen?) and visible)
          loop_animation_set_sprites(animation.frames[frame_index], args)
          animation.timings.each do |timing|
            loop_animation_process_timing(timing) if timing.frame == frame_index
          end
        else
          init_loop_animation_duration(animation)
          redo
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 设定循环动画的活动块(新增定义)
  #--------------------------------------------------------------------------
  def loop_animation_set_sprites(frame, args)
    sprites = args[0]
    bitmap1 = args[1]
    bitmap2 = args[2]
    ani_ox = args[3]
    ani_oy = args[4]
    loop_z_correction = args[5]
    state_visible = args[6]
    cell_data = frame.cell_data
    sprites.each_with_index do |sprite, i|
      next unless sprite
      pattern = cell_data[i, 0]
      if !pattern || pattern < 0
        sprite.visible = false
        next
      end
      sprite.bitmap = pattern < 100 ? bitmap1 : bitmap2
      sprite.visible = state_visible
      sprite.src_rect.set(pattern % 5 * 192,
        pattern % 100 / 5 * 192, 192, 192)
      sprite.x = ani_ox + cell_data[i, 1]
      sprite.y = ani_oy + cell_data[i, 2]
      sprite.angle = cell_data[i, 4]
      sprite.mirror = (cell_data[i, 5] == 1)
      if loop_z_correction > 9999
        sprite.z = loop_z_correction % 10000 + i
      elsif loop_z_correction < -9999
        sprite.z = loop_z_correction % -10000 + i
      else
        sprite.z = self.z + loop_z_correction + i
      end
      sprite.ox = 96
      sprite.oy = 96
      sprite.zoom_x = cell_data[i, 3] / 100.0
      sprite.zoom_y = cell_data[i, 3] / 100.0
      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
      sprite.blend_type = cell_data[i, 7]
    end
  end
  #--------------------------------------------------------------------------
  # ● 循环动画SE 和闪烁时机的处理(新增定义)
  #--------------------------------------------------------------------------
  def loop_animation_process_timing(timing)
    timing.se.play
    case timing.flash_scope
    when 1
      self.flash(timing.flash_color, timing.flash_duration * @ani_rate)
    when 2
      if viewport
        viewport.flash(timing.flash_color, timing.flash_duration * @ani_rate)
      end
    when 3
      self.flash(nil, timing.flash_duration * @ani_rate)
    end
  end
  #--------------------------------------------------------------------------
  # ● 设置闪烁(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_flash_for_state_ani_spr_base flash
  def flash(*args)
    if args[0].nil?
      @flash_nil_duration = args[1]
    else
      @flash_nil_duration = 0
    end
    hzhj_old_flash_for_state_ani_spr_base(*args)
  end
  #--------------------------------------------------------------------------
  # ● 判断是否正处于【隐藏目标】(新增定义)
  #--------------------------------------------------------------------------
  def flash_nil?
    return (@flash_nil_duration > 0)
  end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_state_ani_spr_battler initialize
  def initialize(*args)
    hzhj_old_init_for_state_ani_spr_battler(*args)
    init_battler_add_state_id
  end
  #--------------------------------------------------------------------------
  # ● 初始化战斗者要播放状态动画的状态(新增定义)
  #--------------------------------------------------------------------------
  def init_battler_add_state_id
    if @battler.nil?
      dispose_loop_animation
    else
      @battler.hzhj_add_state_id.clear
      @battler.hzhj_remove_state_id.clear
      @battler.need_update_state_animation = true
      for state in @battler.states
        next if state.nil?
        next if $data_animations[state.animation_id].nil?
        @battler.hzhj_add_state_id.push(state.id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗者(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_battlerdy_for_state_ani_spr_battler battler=
  def battler=(value)
    old_battler = @battler
    hzhj_old_battlerdy_for_state_ani_spr_battler(value)
    if old_battler != @battler
      init_battler_add_state_id
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_for_state_ani_spr_battler update
  def update
    hzhj_old_update_for_state_ani_spr_battler
    if @battler
      if @battler.need_update_state_animation
        @battler.need_update_state_animation = false
        if not @battler.hzhj_add_state_id.empty?
          for i in @battler.hzhj_add_state_id
            if @battler.state?(i)
              ani_id = $data_states.animation_id
              animation = $data_animations[ani_id]
              start_loop_animation(animation) if not animation.nil?
            end
          end
          @battler.hzhj_add_state_id.clear
        end
        if not @battler.hzhj_remove_state_id.empty?
          for i in @battler.hzhj_remove_state_id
            if not @battler.state?(i)
              ani_id = $data_states.animation_id
              animation = $data_animations[ani_id]
              end_loop_animation(animation) if not animation.nil?
            end
          end
          @battler.hzhj_remove_state_id.clear
        end
      end
    end
  end
end
#==============================================================================
# ■ Window_BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 显示状态附加/解除(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_status_for_state_ani_wnd_btlog display_changed_states
  def display_changed_states(target)
    target.need_update_state_animation = true
    hzhj_old_display_status_for_state_ani_wnd_btlog(target)
  end
end

#==============================================================================
# ■ Sprite_Damage (新增类)
#==============================================================================
class Sprite_Damage < Sprite
  include Hzhj::HorizontalBattleSystem
  #--------------------------------------------------------------------------
  # ● 获取/生成伤害值源图
  #--------------------------------------------------------------------------
  @@obmp = nil
  def self.obmp
    if @@obmp.nil? or @@obmp.disposed?
      @@obmp = Bitmap.new(180, 256)
      @@obmp.font.bold = true
      @@obmp.font.shadow = false
      @@obmp.font.outline = true
      @@obmp.font.out_color = Color.new(255, 255, 255, 255)
      @@obmp.font.size = 32
      colors = []
      colors.push(Color.new(255,   0,   0, 255))
      colors.push(Color.new(255, 128, 128, 255))
      colors.push(Color.new(  0,   0, 255, 255))
      colors.push(Color.new(128, 128, 255, 255))
      colors.push(Color.new(  0, 255,   0, 255))
      colors.push(Color.new(128, 255, 128, 255))
      colors.each_with_index do |color, hi|
        @@obmp.font.color = color
        for wi in 0..9
          @@obmp.draw_text(wi * 18, hi * 32, 18, 32, "#{wi}", 1)
        end
      end
      @@obmp.font.size = 20
      @@obmp.font.italic = true
      @@obmp.font.out_color = Color.new(0, 0, 0, 255)
      @@obmp.font.color = Color.new(255, 255, 255, 255)
      @@obmp.draw_text( 0, 192, 90, 32, "Critical", 1)
      @@obmp.draw_text(90, 192, 90, 32, "Miss", 1)
      @@obmp.draw_text( 0, 224, 90, 32, "Evasion", 1)
      @@obmp.hue_change(DamageBitmapHue)
    end
    return @@obmp
  end
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize(viewport, args)
    super(viewport)
    @type = args[0]
    @value = args[1]
    @critical = args[2]
    self.x = args[4]
    self.y = args[5]
    self.z = args[6] + Graphics.height * 5
    make_move(args[3])
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 生成移动数据
  #--------------------------------------------------------------------------
  def make_move(battler_obj_class)
    @move = []
    case battler_obj_class
    when :actor
      make_move_actor
    when :enemy
      make_move_enemy
    else
      make_move_default
    end
  end
  #--------------------------------------------------------------------------
  # ● 生成移动数据 默认
  #--------------------------------------------------------------------------
  def make_move_default
    45.times do |n|
      if n % 3 == 0
        ady = n < 21 ? -6 : -1
        opa = n < 21 ? 255 : 255-(n-21)*6
        @move.push([0, ady, opa])
      else
        @move.push([0, 0, -1])
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 生成移动数据 角色
  #--------------------------------------------------------------------------
  def make_move_actor
    make_move_default
  end
  #--------------------------------------------------------------------------
  # ● 生成移动数据 敌人
  #--------------------------------------------------------------------------
  def make_move_enemy
    make_move_default
  end
  #--------------------------------------------------------------------------
  # ● 描绘
  #--------------------------------------------------------------------------
  def refresh
    if not self.bitmap.nil?
      self.bitmap.dispose
      self.bitmap = nil
    end
    begin
      @obmp = Cache.animation("damage", DamageBitmapHue)
    rescue Errno::ENOENT
      @obmp = Sprite_Damage.obmp
    end
    @numw = @obmp.width / 10
    @numh = @obmp.height / 8
    @strw = @obmp.width / 2
    case @value
    when Numeric
      blt_obmp_numeric
    when Symbol
      blt_obmp_text
    end
  end
  #--------------------------------------------------------------------------
  # ● 通过源图描绘数字
  #--------------------------------------------------------------------------
  def blt_obmp_numeric
    nums = @value.to_i.abs.to_s.split("")
    nbmpw = nums.size * @numw
    bmph = @numh
    cbmpw = 0
    crect = nil
    dy = 0
    if @critical
      cbmpw = @strw
      bmph *= 2
      crect = Rect.new(0, @numh * 6, @strw, @numh)
      dy = @numh
    end
    self.bitmap = Bitmap.new([nbmpw, cbmpw, 32].max, [bmph, 32].max)
    self.ox = bitmap.width / 2
    self.oy = bmph /2
    bitmap.blt((bitmap.width - cbmpw) / 2, 0, @obmp, crect) if crect
    dx = (bitmap.width - nbmpw) / 2
    ry = 0
    case @type
    when :hp
      ry = @value >= 0 ? 0 : @numh
    when :mp
      ry = @value >= 0 ? @numh * 2 : @numh * 3
    when :tp
      ry = @value >= 0 ? @numh * 4 : @numh * 5
    else
      return
    end
    rect = Rect.new(0, ry, @numw, @numh)
    nums.each_with_index do |str, i|
      rect.x = str.to_i * @numw
      bitmap.blt(dx, dy, @obmp, rect)
      dx += @numw
    end
  end
  #--------------------------------------------------------------------------
  # ● 通过源图描绘文字
  #--------------------------------------------------------------------------
  def blt_obmp_text
    self.bitmap = Bitmap.new([@strw, 32].max, [@numh, 32].max)
    self.ox = @strw / 2
    self.oy = @numh / 2
    rx = ry = 0
    case @type
    when :miss
      rx = @strw
      ry = @numh * 6
    when :eva
      ry = @numh * 7
    else
      return
    end
    rect = Rect.new(rx, ry, @strw, @numh)
    bitmap.blt(0, 0, @obmp, rect)
  end
  #--------------------------------------------------------------------------
  # ● 释放
  #--------------------------------------------------------------------------
  def dispose
    bitmap.dispose if bitmap
    super
  end
  #--------------------------------------------------------------------------
  # ● 移动中判定
  #--------------------------------------------------------------------------
  def moving?
    return (not @move.empty?)
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def update
    super
    if moving?
      ary = @move.shift
      self.x += ary[0]
      self.y += ary[1]
      self.opacity = ary[2] if ary[2] >= 0
    end
  end
end
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
  #--------------------------------------------------------------------------
  # ● 实例变量(新增定义)
  #--------------------------------------------------------------------------
  attr_accessor :hzhj_damage
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_display_damage_game_battler_base initialize
  def initialize
    @hzhj_damage = []
    hzhj_old_init_for_display_damage_game_battler_base
  end
end
#==============================================================================
# ■ Sprite_Base
#==============================================================================
class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_display_damage_spr_base initialize
  def initialize(*args)
    hzhj_old_init_for_display_damage_spr_base(*args)
    @hzhj_damage_sprites = []
  end
  #--------------------------------------------------------------------------
  # ● 释放(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_dispose_for_display_damage_spr_base dispose
  def dispose
    hzhj_old_dispose_for_display_damage_spr_base
    dispose_damage
  end
  #--------------------------------------------------------------------------
  # ● 判断是否有伤害在显示(新增定义)
  #--------------------------------------------------------------------------
  def damage?
    return (not @hzhj_damage_sprites.empty?)
  end
  #--------------------------------------------------------------------------
  # ● 开始显示伤害(新增定义)
  #--------------------------------------------------------------------------
  def start_damage(args)
    args[4] = x - ox + width / 2
    args[5] = y - oy + height / 2
    args[6] = z
    @hzhj_damage_sprites.push(Sprite_Damage.new(viewport, args))
  end
  #--------------------------------------------------------------------------
  # ● 释放所有伤害显示(新增定义)
  #--------------------------------------------------------------------------
  def dispose_damage
    return unless damage?
    @hzhj_damage_sprites.each{|sprite|sprite.dispose}
    @hzhj_damage_sprites.clear
  end
  #--------------------------------------------------------------------------
  # ● 刷新(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_for_display_damage_spr_base update
  def update
    hzhj_old_update_for_display_damage_spr_base
    update_damage
  end
  #--------------------------------------------------------------------------
  # ● 刷新显示伤害(新增定义)
  #--------------------------------------------------------------------------
  def update_damage
    return unless damage?
    @hzhj_damage_sprites.each_with_index do |sprite, i|
      if sprite.moving?
        sprite.update
      else
        sprite.dispose
        @hzhj_damage_sprites = nil
      end
    end
    @hzhj_damage_sprites.delete(nil)
  end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 刷新(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_for_display_damage_spr_battler update
  def update
    hzhj_old_update_for_display_damage_spr_battler
    if @battler
      if not @battler.hzhj_damage.empty?
        unless @battler.damage_section_displayed
          args = @battler.hzhj_damage.clone
          args[3] = @battler.actor? ? :actor : (@battler.enemy? ? :enemy : nil)
          start_damage(args)
        end
        @battler.hzhj_damage.clear
      end
    end
  end
end
#==============================================================================
# ■ Window_BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 显示 MISS (追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_miss_for_display_damage_wnd_btlog display_miss
  def display_miss(target, item)
    target.hzhj_damage = [:miss, :miss, false]
    hzhj_old_display_miss_for_display_damage_wnd_btlog(target, item)
  end
  #--------------------------------------------------------------------------
  # ● 显示回避 (追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_evasion_for_display_damage_wnd_btlog display_evasion
  def display_evasion(target, item)
    target.hzhj_damage = [:eva, :evasion, false]
    hzhj_old_display_evasion_for_display_damage_wnd_btlog(target, item)
  end
  #--------------------------------------------------------------------------
  # ● 显示 HP 伤害 (追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_hp_damage_for_display_damage_wnd_btlog display_hp_damage
  def display_hp_damage(target, item)
    return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
    value = target.result.hp_damage
    critical = target.result.critical
    target.hzhj_damage = [:hp, value, critical]
    hzhj_old_display_hp_damage_for_display_damage_wnd_btlog(target, item)
  end
  #--------------------------------------------------------------------------
  # ● 显示 MP 伤害 (追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_mp_damage_for_display_damage_wnd_btlog display_mp_damage
  def display_mp_damage(target, item)
    return if target.dead? || target.result.mp_damage == 0
    value = target.result.mp_damage
    critical = target.result.critical
    target.hzhj_damage = [:mp, value, critical]
    hzhj_old_display_mp_damage_for_display_damage_wnd_btlog(target, item)
  end
  #--------------------------------------------------------------------------
  # ● 显示 TP 伤害 (追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_display_tp_damage_for_display_damage_wnd_btlog display_tp_damage
  def display_tp_damage(target, item)
    return if target.dead? || target.result.tp_damage == 0
    value = target.result.tp_damage
    critical = target.result.critical
    target.hzhj_damage = [:tp, value, critical]
    hzhj_old_display_tp_damage_for_display_damage_wnd_btlog(target, item)
  end
end

class RPG::Animation
  def need_move
    return @need_move unless @need_move.nil?
    if /@[Rr][Mm]/ =~ @name
      return (@need_move = true)
    else
      return (@need_move = false)
    end
  end
  def move_se
    return @move_se unless @move_se.nil?
    @move_se = RPG::SE.new
    if /@[Ss][Ee]\[(.+?)\]/ =~ @name
      @move_se.name = $1.clone
    end
    return @move_se
  end
  attr_writer :need_move
  attr_writer :move_se
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  include Hzhj::HorizontalBattleSystem
  #--------------------------------------------------------------------------
  # ● 属性
  #--------------------------------------------------------------------------
  attr_accessor :add_x                    # X 坐标变化量
  attr_accessor :add_y                    # Y 坐标变化量
  attr_accessor :move_speed_x             # 战斗图 X 移动速度
  attr_accessor :move_speed_y             # 战斗图 Y 移动速度
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_real_move_game_battler initialize
  def initialize
    @add_x = 0
    @add_y = 0
    @move_speed_x = 0
    @move_speed_y = 0
    hzhj_old_init_for_real_move_game_battler
  end
  #--------------------------------------------------------------------------
  # ● 真实 X 坐标(新增定义)
  #--------------------------------------------------------------------------
  def real_screen_x
    return screen_x + add_x
  end
  #--------------------------------------------------------------------------
  # ● 真实 Y 坐标(新增定义)
  #--------------------------------------------------------------------------
  def real_screen_y
    return screen_y + add_y
  end
  #--------------------------------------------------------------------------
  # ● 返回自己的战斗位置(新增定义)
  #--------------------------------------------------------------------------
  def come_back_self_position(duration)
    return if dead?
    tx = screen_x
    ty = screen_y
    addx = tx - real_screen_x
    addy = ty - real_screen_y
    return if addx == 0 && addy == 0
    @add_x = 0
    @add_y = 0
    @move_speed_x = [(addx.abs / duration.to_f).ceil, 1].max
    @move_speed_y = [(addy.abs / duration.to_f).ceil, 1].max
  end
  #--------------------------------------------------------------------------
  # ● 设置移动信息(新增定义)
  #--------------------------------------------------------------------------
  def setup_move_info(target_battler, duration, move_se)
    return if dead?
    tbmp = Cache.battler(target_battler.battler_name, target_battler.battler_hue)
    sbmp = Cache.battler(@battler_name, @battler_hue)
    tbw = tbmp.width / DynamicPatternMax + RealMoveBmpAddW
    sbw = sbmp.width / DynamicPatternMax + RealMoveBmpAddW
    tbh = tbmp.height + RealMoveBmpAddH
    sbh = sbmp.height + RealMoveBmpAddH
    d = actor? ? ActorDirection : 10 - ActorDirection
    tx = target_battler.real_screen_x
    ty = target_battler.real_screen_y
    case d
    when 1
      tx = tx + tbw / 2 + sbw / 2
      ty = ty - sbh / 2
    when 2
      ty = ty - sbh / 2
    when 3
      tx = tx - tbw / 2 - sbw / 2
      ty = ty - sbh / 2
    when 4
      tx = tx + tbw / 2 + sbw / 2
    when 6
      tx = tx - tbw / 2 - sbw / 2
    when 7
      tx = tx + tbw / 2 + sbw / 2
      ty = ty + sbh / 2
    when 8
      ty = ty + sbh / 2
    when 9
      tx = tx - tbw / 2 - sbw / 2
      ty = ty + sbh / 2
    end
    addx = tx - real_screen_x
    addy = ty - real_screen_y
    return if addx == 0 && addy == 0
    @add_x = tx - screen_x if addx != 0
    @add_y = ty - screen_y if addy != 0
    @move_speed_x = [(addx.abs / duration.to_f).ceil, 1].max
    @move_speed_y = [(addy.abs / duration.to_f).ceil, 1].max
    move_se.play
  end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_real_move_spr_battler initialize
  def initialize(viewport, battler = nil)
    hzhj_old_init_for_real_move_spr_battler(viewport, battler)
    init_position(@battler) if @battler
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗者(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_set_battler_for_real_move_spr_battler battler=
  def battler=(value)
    if @battler != value && value
      init_position(value)
    end
    hzhj_old_set_battler_for_real_move_spr_battler(value)
  end
  #--------------------------------------------------------------------------
  # ● 初始化位置(新增定义)
  #--------------------------------------------------------------------------
  def init_position(battler)
    battler.add_x = 0
    battler.add_y = 0
    self.x = battler.real_screen_x
    self.y = battler.real_screen_y
    self.z = battler.screen_z
  end
  #--------------------------------------------------------------------------
  # ● 移动中判定(新增定义)
  #--------------------------------------------------------------------------
  def moving?
    return false unless @battler
    (x != @battler.real_screen_x or y != @battler.real_screen_y) && @battler
  end
  #--------------------------------------------------------------------------
  # ● 位置的更新(重定义)
  #--------------------------------------------------------------------------
  def update_position
    if !@battler.dead?
      if x < @battler.real_screen_x
        self.x = [x + @battler.move_speed_x, @battler.real_screen_x].min
      elsif x > @battler.real_screen_x
        self.x = [x - @battler.move_speed_x, @battler.real_screen_x].max
      end
      if y < @battler.real_screen_y
        self.y = [y + @battler.move_speed_y, @battler.real_screen_y].min
      elsif y > @battler.real_screen_y
        self.y = [y - @battler.move_speed_y, @battler.real_screen_y].max
      end
      self.z = y + 100
    end
  end
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● 判定是否移动中(新增定义)
  #--------------------------------------------------------------------------
  def moving?
    battler_sprites.any? {|sprite| sprite.moving? }
  end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 等待战斗图移动的结束(新增定义)
  #--------------------------------------------------------------------------
  def wait_for_move
    update_for_wait
    update_for_wait while @spriteset.moving?
  end
end

class RPG::Troop
  include Hzhj::HorizontalBattleSystem
  def display_enemy_bar
    return @display_enemy_bar unless @display_enemy_bar.nil?
    if /@ebar/i =~ @name
      return (@display_enemy_bar = !DefaultDisplayEnemyBar)
    else
      return (@display_enemy_bar = DefaultDisplayEnemyBar)
    end
  end
  attr_writer :display_enemy_bar
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
  attr_accessor :display_enemy_bar      # 是否显示敌人HP条、MP条、TP条
  #--------------------------------------------------------------------------
  # ● 设置
  #--------------------------------------------------------------------------
  alias hzhj_old_setup_for_display_enemy_bar_game_troop setup
  def setup(troop_id)
    hzhj_old_setup_for_display_enemy_bar_game_troop(troop_id)
    @display_enemy_bar = troop.display_enemy_bar
  end
end
#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 取得列数
  #--------------------------------------------------------------------------
  def col_max
    if $game_troop.display_enemy_bar
      return 1
    else
      return 2
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    super
  end
  #--------------------------------------------------------------------------
  # ● 描画项目
  #--------------------------------------------------------------------------
  def draw_item(index)
    if $game_troop.display_enemy_bar
      enemy = $game_troop.alive_members[index]
      draw_basic_area(basic_area_rect(index), enemy)
      draw_gauge_area(gauge_area_rect(index), enemy)
    else
      change_color(normal_color)
      name = $game_troop.alive_members[index].name
      draw_text(item_rect_for_text(index), name)
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得基本区域的矩形
  #--------------------------------------------------------------------------
  def basic_area_rect(index)
    rect = item_rect_for_text(index)
    rect.width -= gauge_area_width + 10
    rect
  end
  #--------------------------------------------------------------------------
  # ● 取得值槽区域的矩形
  #--------------------------------------------------------------------------
  def gauge_area_rect(index)
    rect = item_rect_for_text(index)
    rect.x += rect.width - gauge_area_width
    rect.width = gauge_area_width
    rect
  end
  #--------------------------------------------------------------------------
  # ● 取得值槽区域的宽度
  #--------------------------------------------------------------------------
  def gauge_area_width
    return 220
  end
  #--------------------------------------------------------------------------
  # ● 描画基本区域
  #--------------------------------------------------------------------------
  def draw_basic_area(rect, actor)
    draw_actor_name(actor, rect.x + 0, rect.y, 100)
    draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
  end
  #--------------------------------------------------------------------------
  # ● 描画值槽区域
  #--------------------------------------------------------------------------
  def draw_gauge_area(rect, actor)
    if $data_system.opt_display_tp
      draw_gauge_area_with_tp(rect, actor)
    else
      draw_gauge_area_without_tp(rect, actor)
    end
  end
  #--------------------------------------------------------------------------
  # ● 描画值槽区域(包括 TP 值)
  #--------------------------------------------------------------------------
  def draw_gauge_area_with_tp(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y, 72)
    draw_actor_mp(actor, rect.x + 82, rect.y, 64)
    draw_actor_tp(actor, rect.x + 156, rect.y, 64)
  end
  #--------------------------------------------------------------------------
  # ● 描画值槽区域(不包括 TP 值)
  #--------------------------------------------------------------------------
  def draw_gauge_area_without_tp(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y, 134)
    draw_actor_mp(actor, rect.x + 144,  rect.y, 76)
  end
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  include Hzhj::HorizontalBattleSystem
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_dynamic_spr_battler initialize
  def initialize(viewport, battler = nil)
    hzhj_old_init_for_dynamic_spr_battler(viewport, battler)
    @dynamic_duration = 0
    @dynamic_duration_max = DynamicPatternMax * OnePatternDuration
  end
  #--------------------------------------------------------------------------
  # ● 源位图(Source Bitmap)的更新(重定义)
  #--------------------------------------------------------------------------
  def update_bitmap
    new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue)
    if bitmap != new_bitmap
      self.bitmap = new_bitmap
      init_visibility
      @dynamic_duration = 0
      @sx = 0
      @sw = bitmap.width / DynamicPatternMax
      @sh = bitmap.height
      self.ox = @sw / 2
      self.oy = @sh
      src_rect.set(@sx, 0, @sw, @sh)
    end
  end
  #--------------------------------------------------------------------------
  # ● 原点的更新(重定义)
  #--------------------------------------------------------------------------
  def update_origin
    if bitmap
      @dynamic_duration += 1
      @dynamic_duration %= @dynamic_duration_max
      @sx = @dynamic_duration / OnePatternDuration * @sw
      src_rect.set(@sx, 0, @sw, @sh)
    end
  end
  #--------------------------------------------------------------------------
  # ● 返回普通设定(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_revert_to_normal_for_dynamic_spr_battler revert_to_normal
  def revert_to_normal
    hzhj_old_revert_to_normal_for_dynamic_spr_battler
    self.ox = @sw / 2 if bitmap
  end
  #--------------------------------------------------------------------------
  # ● BOSS 战败(崩坏)效果的更新(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_boss_col_for_dynamic_spr_battler update_boss_collapse
  def update_boss_collapse
    hzhj_old_update_boss_col_for_dynamic_spr_battler
    self.ox = @sw / 2 + @effect_duration % 2 * 4 - 2
  end
end

#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  def set_normal_battler_name
    @battler_name = @battler_name.split(/★/)[0]
  end
  def set_beaten_battler_name
    if guard?
      if (UseActorGuardGraphic && actor?) or
         (UseEnemyGuardGraphic && enemy?)
        set_guard_battler_name
        return
      end
    end
    @battler_name = @battler_name.split(/★/)[0] + "★1"
    if UseActorWBSE && actor?
      Audio.se_play("Audio/SE/AWBSE_#{id}", 100, 100)
    elsif UseEnemyWBSE && enemy?
      Audio.se_play("Audio/SE/EWBSE_#{enemy_id}", 100, 100)
    end
  end
  def set_dead_battler_name
    @battler_name = @battler_name.split(/★/)[0] + "★2"
  end
  def set_guard_battler_name
    @battler_name = @battler_name.split(/★/)[0] + "★3"
    if UseActorGDSE && actor?
      Audio.se_play("Audio/SE/AGDSE_#{id}", 100, 100)
    elsif UseEnemyGDSE && enemy?
      Audio.se_play("Audio/SE/EGDSE_#{enemy_id}", 100, 100)
    end
  end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● 初始化(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_init_for_dead_spr_battler initialize
  def initialize(viewport, battler = nil)
    hzhj_old_init_for_dead_spr_battler(viewport, battler)
    @dead_graphic_used = false
    if @battler
      @battler.set_normal_battler_name
      if @battler.dead?
        if (UseActorDeadGraphic && @battler.actor?) or
           (UseEnemyDeadGraphic && @battler.enemy?)
          @battler.set_dead_battler_name
          @dead_graphic_used = true
        end
      end
    end
    @beaten_duration = -1
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗者(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_set_battler_for_dead_spr_battler battler=
  def battler=(value)
    if @battler != value
      @dead_graphic_used = false
      if value
        value.set_normal_battler_name
        if value.dead?
          if (UseActorDeadGraphic && value.actor?) or
             (UseEnemyDeadGraphic && value.enemy?)
            value.set_dead_battler_name
            @dead_graphic_used = true
          end
        end
      end
      @beaten_duration = -1
    end
    hzhj_old_set_battler_for_dead_spr_battler(value)
  end
  #--------------------------------------------------------------------------
  # ● 源位图(Source Bitmap)的更新(重定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_update_bitmap_for_was_beaten_spr_battler update_bitmap
  def update_bitmap
    if @beaten_duration > 0
      @beaten_duration -= 1
    elsif @beaten_duration == 0
      @beaten_duration = -1
      set_bitmap(:normal)
    end
    hzhj_old_update_bitmap_for_was_beaten_spr_battler
  end
  #--------------------------------------------------------------------------
  # ● 初始化可视状态(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_visibility_for_dead_spr_battler init_visibility
  def init_visibility
    hzhj_old_visibility_for_dead_spr_battler
    if @battler.dead?
      if (UseActorDeadGraphic && @battler.actor?) or
         (UseEnemyDeadGraphic && @battler.enemy?)
        self.opacity = 255
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 效果开始(追加定义)
  #--------------------------------------------------------------------------
  alias hzhj_old_start_effect_for_dead_spr_battler start_effect
  def start_effect(effect_type)
    if effect_type == :appear
      if @dead_graphic_used
        set_bitmap(:normal)
        @effect_type = nil
        @effect_duration = 0
        @dead_graphic_used = false
        @battler_visible = true
        return
      end
    elsif effect_type == :collapse or
          effect_type == :boss_collapse or
          effect_type == :instant_collapse
      if @beaten_duration >= 0
        @beaten_duration = -1
        set_bitmap(:normal)
      end
      if (UseActorDeadGraphic && @battler.actor?) or
         (UseEnemyDeadGraphic && @battler.enemy?)
        set_bitmap(:dead)
        @effect_type = nil
        @effect_duration = 0
        @dead_graphic_used = true
        @battler_visible = false
        return
      end
    end
    hzhj_old_start_effect_for_dead_spr_battler(effect_type)
  end
  #--------------------------------------------------------------------------
  # ● 设置新的位图(新增定义)
  #--------------------------------------------------------------------------
  def set_bitmap(sym)
    case sym
    when :normal
      @battler.set_normal_battler_name
    when :was_beaten
      @battler.set_beaten_battler_name
    when :dead
      @battler.set_dead_battler_name
    else
      return
    end
    new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue)
    if bitmap != new_bitmap
      self.bitmap = new_bitmap
      @dynamic_duration = 0
      @sx = 0
      @sw = bitmap.width / DynamicPatternMax
      @sh = bitmap.height
      self.ox = @sw / 2
      self.oy = @sh
      src_rect.set(@sx, 0, @sw, @sh)
    end
    update_origin
    update_position
  end
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 发动技能/物品(新增定义)
  #--------------------------------------------------------------------------
  def hzhj_invoke_item(target, item, damage_target)
    refresh_status
    @log_window.display_action_results(damage_target, item)
    @subject.damage_section_displayed = false
    @subject.last_target_index = target.index
    return if target.dead?
    if rand < target.item_cnt(@subject, item)
      hzhj_invoke_counter_attack(target, item)
    elsif rand < target.item_mrf(@subject, item)
      hzhj_invoke_magic_reflection(target, item)
    end
  end
  #--------------------------------------------------------------------------
  # ● 发动物理反击(新增定义)
  #--------------------------------------------------------------------------
  def hzhj_invoke_counter_attack(target, item)
    @log_window.display_counter(target, item)
    attack_skill = $data_skills[target.attack_skill_id]
    @subject.item_apply(target, attack_skill)
    need_move = false
    animation1 = $data_animations[target.animation1_id]
    need_move = animation1.need_move if animation1
    ary = [@subject]
    if need_move
      target.setup_move_info(@subject, RealMoveDuration, animation1.move_se)
      wait_for_move
    end
    @subject.damage_section_displayed = false
    @subject.not_damage_section = false
    show_subject_animation(target.animation1_id, target)
    show_normal_animation(ary, target.atk_animation_id1, false)
    show_normal_animation(ary, target.atk_animation_id2, true)
    @log_window.wait
    wait_for_animation
    if need_move && target.alive?
      target.come_back_self_position(RealMoveDuration)
      wait_for_move
    end
    refresh_status
    @log_window.display_action_results(@subject, attack_skill)
  end
  #--------------------------------------------------------------------------
  # ● 发动魔法反射(新增定义)
  #--------------------------------------------------------------------------
  def hzhj_invoke_magic_reflection(target, item)
    @subject.damage_section_displayed = false
    @subject.not_damage_section = false
    @log_window.display_reflection(target, item)
    @subject.item_apply(@subject, item)
    refresh_status
    @log_window.display_action_results(@subject, item)
  end
end

#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  attr_accessor :damage_section_displayed
  attr_accessor :not_damage_section
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 执行伤害效果
  #--------------------------------------------------------------------------
  alias hzhj_old_per_damage_for_damage_section_game_actor perform_damage_effect
  def perform_damage_effect
    unless damage_section_displayed
      hzhj_old_per_damage_for_damage_section_game_actor
    end
  end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● 执行伤害效果
  #--------------------------------------------------------------------------
  alias hzhj_old_per_damage_for_damage_section_game_enemy perform_damage_effect
  def perform_damage_effect
    unless damage_section_displayed
      hzhj_old_per_damage_for_damage_section_game_enemy
    end
  end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● SE 和闪烁时机的处理
  #--------------------------------------------------------------------------
  def animation_process_timing(timing)
    if timing.se.name == DamageSectionDisplaySEName
      hp_value = @battler.result.hp_damage
      mp_value = @battler.result.mp_damage
      tp_value = @battler.result.tp_damage
      value = args = nil
      was_beaten = false
      if hp_value != 0 && !@battler.not_damage_section
        was_beaten = true if hp_value > 0
        value = hp_value * timing.flash_color.red.to_i / 100
        critical = @battler.result.critical
        args = [:hp, value, critical]
      elsif mp_value != 0 && !@battler.not_damage_section
        was_beaten = true if mp_value > 0
        value = mp_value * timing.flash_color.red.to_i / 100
        critical = @battler.result.critical
        args = [:mp, value, critical]
      elsif tp_value != 0 && !@battler.not_damage_section
        was_beaten = true if tp_value > 0
        value = tp_value * timing.flash_color.red.to_i / 100
        critical = @battler.result.critical
        args = [:tp, value, critical]
      end
      if value && args
        args[3] = @battler.actor? ? :actor : (@battler.enemy? ? :enemy : nil)
        @battler.damage_section_displayed = true
        start_damage(args)
        if UseBeatenGraphic && was_beaten
          set_bitmap(:was_beaten)
          @beaten_duration = BeatenGraphicDuration
        end
      end
      return
    end
    super(timing)
  end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 应用技能/物品效果(新增定义)
  #--------------------------------------------------------------------------
  def hzhj_apply_item_effects(target, item)
    target.damage_section_displayed = false
    target.not_damage_section = false
    target = apply_substitute(target, item)
    target.damage_section_displayed = false
    target.not_damage_section = false
    target.item_apply(@subject, item)
    return target
  end
end
#==============================================================================
# ■ 此脚本来自 www.66rpg.com
#==============================================================================
[/pre]

[pre lang="ruby" line="1"]#==============================================================================
# +++ MOG - ADVANCED BATTLE HUD  (v1.6) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Sistema de hud avançado de batalha.
#==============================================================================

#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.6 - Corrigido o erro quando o MP ou TP maximo é iguál a zero.
# v 1.5 - Corrigido a animação da face quando uma skill tem a função charge.
# v 1.4 - Corrigido o erro de crash randômico. (relativo a dispose de imagem.)
# v 1.3 - Script 100% independente do sistema de AT System.
#       - Correção da posição inicial da janela de Fuga.
#       - Correção da posição do cursor nos aliados quando a face está
#         desabilitada.
# v 1.2 - Corrigido a prioridade das condições.
# v 1.1 - Corrigido o glitch inicial da prioridade da face.
# v 1.0 - Primeiro lançamento.
#==============================================================================

#==============================================================================
# ■ - FACE ANIMADAS DOS PERSONAGENS - (Opcional)
#==============================================================================
# 1 - Grave as imagens das faces dos personagens na pasta.
#
# GRAPHICS/BATTLERS/
#
# 2 - Nomeie a imagem com o mesmo nome do personagem. (EG - Hertor.png)
# 3 - A largura da imagem deverá ser dividido por 5. (A escolha do tamanho
#     da face é livre desde que a lagura dividido pela altura seja igual a 5 )
#
#==============================================================================

#==============================================================================
# ■ BATTLE HUD SETTING
#==============================================================================
module MOG_BATTLE_HUD
  # Ativar Battlers dos personagens em faces, deixe desativado em caso de haver
  # outros scripts que usam battlers dos personagens em seu projeto.
  BATTLER_FACE_ENABLE = true
  #Definição geral da posição da HUD.
  HUD_POSITION = [5,315]
  #Definição da posição da face
  FACE_POSITION = [60,30]
  #Definição da posição do numero de HP.
  HP_NUMBER_POSITION = [85,28]
  #Definição da posição do medidor de HP.
  HP_METER_POSITION = [27,37]
  #Definição da posição do numero de MP.
  MP_NUMBER_POSITION = [101,46]
  #Definição da posição do medidor de MP.
  MP_METER_POSITION = [43,55]  
  #Definição da posição do numero de TP.
  TP_NUMBER_POSITION = [85,64]
  #Definição da posição do medidor de TP.
  TP_METER_POSITION = [27,73]   
  #Definição da posição das condições
  STATES_POSITION = [5,1]
  #Definição da posição do comando de batalha.
  COMMAND_POSITION = [0,-145]  
  #Definição da posição do espaço da HUD entre os membros do grupo.
  MEMBERS_SPACE = [136,0]
  #Definição da prioridade da HUD.
  BATTLE_HUD_Z = 50
  #Definição da velocidade de animação dos medidores.
  METER_FLOW_SPEED = 2
  #Ativa o layout mais limpo nas janelas de item e skill.
  ITEM_SKILL_WINDOWS_CLEAN_STYLE = true
  #Definição da opacidade das janelas.
  ITEM_SKILL_WINDOW_OPACITY = 0
end

#==============================================================================
# ■ CURSOR SETTING
#==============================================================================
module MOG_BATTLE_CURSOR
  #Definição da posição do cursor em relação ao alvo.
  CURSOR_POSITION = [-45, -16]
  #Definição da posição do nome do alvo.
  CURSOR_NAME_POSITION = [-10, 35]
  #Ativar efeito deslizar.
  CURSOR_SLIDE_EFFECT = true
  #Ativar animação de levitação.
  CURSOR_FLOAT_EFFECT = true  
end  


if MOG_BATTLE_HUD::BATTLER_FACE_ENABLE #BATTLER_FACE SYSTEM START
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  
  attr_accessor :battler_face
  attr_accessor :screen_x
  attr_accessor :screen_y   
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_battle_hud_initialize setup
  def setup(actor_id)
      mog_battle_hud_initialize(actor_id)
      battler_sprite_setup   
  end  
  
  #--------------------------------------------------------------------------
  # ● Battler Sprite Setup
  #--------------------------------------------------------------------------  
  def battler_sprite_setup
      @battler_face = [0,0,0]
      @battler_name = @name
      @screen_x = 0
      @screen_y = 0
  end
  
  #--------------------------------------------------------------------------
  # ● Use Sprite?
  #--------------------------------------------------------------------------
  def use_sprite?
      return true
  end
  
  #--------------------------------------------------------------------------
  # ● Screen Z
  #--------------------------------------------------------------------------
  def screen_z
      return MOG_BATTLE_HUD::BATTLE_HUD_Z + 4
  end  

  #------------------------------------------------------------------------
  # ● Screen X
  #------------------------------------------------------------------------        
  def screen_x
      return FACE_POSITION[0] + HUD_POSITION[0] + (MEMBERS_SPACE[0] * index)
  end  
      
  #------------------------------------------------------------------------
  # ● Screen Y
  #------------------------------------------------------------------------      
  def screen_y
      return FACE_POSITION[1] + HUD_POSITION[1] + (MEMBERS_SPACE[1] * index)
  end     
  
end

#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  include MOG_BATTLE_HUD
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------  
   alias mog_battle_hud_initialize initialize
   def initialize(viewport, battler = nil)
       battle_hud_setup
       mog_battle_hud_initialize(viewport, battler)
   end

  #--------------------------------------------------------------------------
  # ● Battle Hud Setup
  #--------------------------------------------------------------------------     
   def battle_hud_setup
       @old_face_index = 0
   end

  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------        
   alias mog_battle_hud_dispose dispose
   def dispose
       mog_battle_hud_dispose
       if @f_im != nil
          @f_im.dispose
       end
   end
   
  #--------------------------------------------------------------------------
  # ● Update Bitmap
  #--------------------------------------------------------------------------        
   alias mog_battle_hud_update_bitmap update_bitmap
   def update_bitmap
       if @battler.is_a?(Game_Actor)
          create_actor_battler
          update_actor_battler
          return
       end
       mog_battle_hud_update_bitmap
   end  
   
  #--------------------------------------------------------------------------
  # ● Create Actor Battler
  #--------------------------------------------------------------------------               
   def create_actor_battler  
       return if self.bitmap != nil
       @f_im = Cache.battler(@battler.battler_name, 0)
       @f_cw = @f_im.width / 5
       @f_ch = @f_im.height
       self.bitmap = Bitmap.new(@f_cw,@f_ch)
       x = FACE_POSITION[0] + HUD_POSITION[0] + (MEMBERS_SPACE[0] * @battler.index)
       y = FACE_POSITION[1] + HUD_POSITION[1] + (MEMBERS_SPACE[1] * @battler.index)
       @org_pos = [x,y]
       @battler.battler_face = [0,0,0]
       @battler_visible = true
       @low_hp = @battler.mhp * 30 / 100
       self.z = @battler.screen_z + 100
       make_face(true)
   end
   
  #--------------------------------------------------------------------------
  # ● Face Base Setting
  #--------------------------------------------------------------------------                 
  def face_base_setting
      self.x = @org_pos[0]
      self.y = @org_pos[1]
      self.z = @battler.screen_z
      self.zoom_x = 1
      self.zoom_y = 1
      self.mirror = false   
  end
  
  #--------------------------------------------------------------------------
  # ● Check Base Face
  #--------------------------------------------------------------------------              
   def check_base_face(reset)
       face_base_setting
       return if @battler.battler_face[2] > 0
       @battler.battler_face = [0,0,0] if reset and @battler.battler_face[1] != 2  
       @battler.battler_face[0] = 3 if @battler.hp < @low_hp
       @battler.battler_face[0] = 4 if @battler.hp == 0
   end  
   
  #--------------------------------------------------------------------------
  # ● Make Face
  #--------------------------------------------------------------------------              
   def make_face(reset = false)
       self.bitmap.clear
       check_base_face(reset)
       src_rect_back = Rect.new(@f_cw * @battler.battler_face[0], 0, @f_cw, @f_ch)
       self.bitmap.blt(0,0, @f_im, src_rect_back)
       @old_face_index = @battler.battler_face[0]   
   end  

  #--------------------------------------------------------------------------
  # ● Update Actor Battler
  #--------------------------------------------------------------------------           
   def update_actor_battler
       return if self.bitmap == nil
       update_face_effect
       update_face_reset_time
       update_face_z
       make_face if @old_face_index != @battler.battler_face[0]              
   end
     
  #--------------------------------------------------------------------------
  # ● Update Face Z
  #--------------------------------------------------------------------------              
  def update_face_z
      self.z = @battler.screen_z + BATTLE_HUD_Z rescue 100
  end  
  
  #--------------------------------------------------------------------------
  # ● Update Face Reset Time
  #--------------------------------------------------------------------------              
   def update_face_reset_time
       return if @battler.battler_face[2] == 0
       @battler.battler_face[2] -= 1
       if @battler.battler_face[2] == 0 or
         (@battler.hp < @low_hp and @battler.battler_face[0] == 0)
          make_face(true)
       end   
   end  
   
  #--------------------------------------------------------------------------
  # ● Update Face Effect
  #--------------------------------------------------------------------------                 
   def update_face_effect
       return if @battler.battler_face[2] == 0
       case @battler.battler_face[1]
          when 0
             face_damage
          when 1..2
             face_heal
          when 3
             face_action
       end
   end  
   
  #--------------------------------------------------------------------------
  # ● Face Damage
  #--------------------------------------------------------------------------                    
   def face_damage
       self.x = (@org_pos[0] - (@battler.battler_face[2] /2)) + rand(@battler.battler_face[2])
   end  
   
  #--------------------------------------------------------------------------
  # ● Face Heal
  #--------------------------------------------------------------------------                    
   def face_heal
       case  @battler.battler_face[2]
         when 20..40
             self.zoom_x += 0.01
             self.zoom_y = self.zoom_x
         when 0..20
             self.zoom_x -= 0.01
             self.zoom_y = self.zoom_x      
       end
   end     
   
  #--------------------------------------------------------------------------
  # ● Face Action
  #--------------------------------------------------------------------------                    
   def face_action
       case  @battler.battler_face[2]
         when 25..50
             self.zoom_x += 0.01
             self.zoom_y = self.zoom_x
             self.mirror = true
         when 0..25
             self.zoom_x -= 0.01
             self.zoom_y = self.zoom_x
             self.mirror = false
       end
       self.zoom_x = self.zoom_x > 1.5 ? self.zoom_x = 1.5 : self.zoom_x < 1 ? 1 : self.zoom_x
       self.zoom_y = self.zoom_y > 1.5 ? self.zoom_y = 1.5 : self.zoom_y < 1 ? 1 : self.zoom_y
   end
   
  #--------------------------------------------------------------------------
  # ● Update Position
  #--------------------------------------------------------------------------                       
   alias mog_battle_hud_update_position update_position
   def update_position
       return if @battle.is_a?(Game_Actor)
       mog_battle_hud_update_position
   end   
   
  #--------------------------------------------------------------------------
  # ● Update Collapse
  #--------------------------------------------------------------------------                          
   alias mog_battle_hud_update_collapse update_collapse
   def update_collapse
       return if @battler.is_a?(Game_Actor)
       mog_battle_hud_update_collapse
   end  
   
  #--------------------------------------------------------------------------
  # ● Update Instant Collapse
  #--------------------------------------------------------------------------                             
   alias mog_battle_hud_update_instant_collapse update_instant_collapse
   def update_instant_collapse
       return if @battler.is_a?(Game_Actor)
       mog_battle_hud_update_instant_collapse
   end  
   
end

#==============================================================================
# ■ Battle Manager
#==============================================================================
class << BattleManager
  
  #--------------------------------------------------------------------------
  # ● Battle End
  #--------------------------------------------------------------------------                    
  alias mog_battle_hud_battle_process_victory process_victory
  def process_victory
      execute_face_effect   
      mog_battle_hud_battle_process_victory
  end
  
  #--------------------------------------------------------------------------
  # ● Prepare
  #--------------------------------------------------------------------------                  
  def execute_face_effect
      for i in $game_party.members
          if i.hp > 0
             i.battler_face = [1,2,40]         
          end  
      end  
  end
  
end

#==============================================================================
# ■ Game Action
#==============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # ● Show Animations
  #--------------------------------------------------------------------------     
  alias mog_battle_hud_show_animation show_animation
  def show_animation(targets, animation_id)
     # execute_battle_cry(2, @subject.current_action.item.id, @subject)
      make_face_action_battle
      mog_battle_hud_show_animation(targets, animation_id)
  end
  
  #--------------------------------------------------------------------------
  # ● Make Face Action
  #--------------------------------------------------------------------------                  
  def make_face_action_battle
      return if !@subject.is_a?(Game_Actor)
      @subject.battler_face = [2,3,50]
  end   
  
end  

#==============================================================================
# ■ Game Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  
  #--------------------------------------------------------------------------
  # ● Item Apply
  #--------------------------------------------------------------------------               
  alias mog_battle_hud_item_apply item_apply
  def item_apply(user, item)
      old_hp = self.hp
      old_mp = self.mp
      mog_battle_hud_item_apply(user, item)
      check_face_effect(old_hp,old_mp) if can_check_face_effect?(old_hp,old_mp)
  end
  
  #--------------------------------------------------------------------------
  # ● Check Face Effect
  #--------------------------------------------------------------------------  
  def check_face_effect(old_hp,old_mp)
      if self.hp > old_hp or self.mp > old_mp
         self.battler_face = [1,1,40]
      elsif self.hp < old_hp
         self.battler_face = [3,0,40]
      end  
  end  
  
  #--------------------------------------------------------------------------
  # ● Added New State
  #--------------------------------------------------------------------------  
  alias mog_battle_hud_add_new_state add_new_state
  def add_new_state(state_id)
      mog_battle_hud_add_new_state(state_id)
      if self.is_a?(Game_Actor)
         self.battler_face = [1,1,40] if $data_states[state_id].note =~ /<Good State>/
         self.battler_face = [3,0,40] if $data_states[state_id].note =~ /<Bad State>/
      end   
  end   
  
  #--------------------------------------------------------------------------
  # ● Regenerate HP
  #--------------------------------------------------------------------------
  alias mog_battle_hud_regenerate_hp regenerate_hp
  def regenerate_hp
      old_hp = self.hp
      old_mp = self.mp   
      mog_battle_hud_regenerate_hp
      check_face_effect(old_hp,old_mp) if can_check_face_effect?(old_hp,old_mp)
  end

  #--------------------------------------------------------------------------
  # ● Regenerate MP
  #--------------------------------------------------------------------------
  alias mog_battle_hud_regenerate_mp regenerate_mp
  def regenerate_mp
      old_hp = self.hp
      old_mp = self.mp   
      mog_battle_hud_regenerate_mp
      check_face_effect(old_hp,old_mp) if can_check_face_effect?(old_hp,old_mp)
  end  

  #--------------------------------------------------------------------------
  # ● Can Check Face Effect
  #--------------------------------------------------------------------------                  
  def can_check_face_effect?(old_hp,old_mp)
      return false if self.is_a?(Game_Enemy)
      return true if old_hp != self.hp
      return true if old_mp != self.mp
      return false
  end   
  
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # ● Invoke Counter Attack
  #--------------------------------------------------------------------------        
  alias mog_battle_hud_invoke_counter_attack invoke_counter_attack
  def invoke_counter_attack(target, item)
      mog_battle_hud_invoke_counter_attack(target, item)
      if target.is_a?(Game_Actor) and target.battler_face[0] != 2        
         target.battler_face = [2,3,50]
      end  
  end  
  
  #--------------------------------------------------------------------------
  # ● Invoke Magic Reflection
  #--------------------------------------------------------------------------        
  alias mog_battle_hud_invoke_magic_reflection invoke_magic_reflection
  def invoke_magic_reflection(target, item)
      mog_battle_hud_invoke_magic_reflection(target, item)
      if target.is_a?(Game_Actor) and target.battler_face[0] != 2        
         target.battler_face = [2,3,50]
      end  
  end   
  
end

end #BATTLER FACE SYSTEM END --------------------------------------------------

#==============================================================================
# ■ Battle_Hud
#==============================================================================
class Battle_Hud
  include MOG_BATTLE_HUD
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------   
  def initialize(actor)
      dispose
      @actor = actor
      @x = HUD_POSITION[0] + (MEMBERS_SPACE[0] * @actor.index)
      @y = HUD_POSITION[1] + (MEMBERS_SPACE[1] * @actor.index)
      pre_cache
      create_layout
      create_hp_number
      create_hp_meter
      create_mp_number
      create_mp_meter
      create_tp_number
      create_tp_meter
      create_states
  end
  
  #--------------------------------------------------------------------------
  # ● Pre Cache
  #--------------------------------------------------------------------------      
  def pre_cache
      @number = Cache.system("Battle_Hud_Number")
      @number_cw = @number.width / 10
      @number_ch = @number.height / 4
      @meter = Cache.system("Battle_Hud_Meter")
      @meter_cw = @meter.width / 3
      @meter_ch = @meter.height / 3
      @icon = Cache.system("Iconset")
  end
  
  #--------------------------------------------------------------------------
  # ● Create Layout
  #--------------------------------------------------------------------------      
  def create_layout
      @layout = Sprite.new
      @layout.bitmap = Cache.system("Battle_Hud_Layout")
      @layout.z = BATTLE_HUD_Z
      @layout.x = @x
      @layout.y = @y
  end
  
  #--------------------------------------------------------------------------
  # ● Create HP Number
  #--------------------------------------------------------------------------        
  def create_hp_number
      @hp = @actor.hp
      @hp_old = @actor.hp
      @hp_ref = @hp_old
      @hp_refresh = false
      @hp_number = Sprite.new
      @hp_number.bitmap = Bitmap.new((@number_cw * 6),@number_ch)
      @hp_number.z = BATTLE_HUD_Z + 2
      @hp_number.x = @x + HP_NUMBER_POSITION[0]
      @hp_number.y = @y + HP_NUMBER_POSITION[1]
      refresh_hp_number
  end
  
  #--------------------------------------------------------------------------
  # ● Create HP Meter
  #--------------------------------------------------------------------------      
  def create_hp_meter
      @hp_meter = Sprite.new
      @hp_meter.bitmap = Bitmap.new(@meter_cw,@meter_ch)
      @hp_meter.z =  BATTLE_HUD_Z + 1
      @hp_meter.x = @x + HP_METER_POSITION[0]
      @hp_meter.y = @y + HP_METER_POSITION[1]
      @hp_flow = rand(@meter_cw * 2)
      @hp_width_old = @meter_cw * @actor.hp / @actor.mhp
      hp_flow_update
  end  
  
  #--------------------------------------------------------------------------
  # ● Hp Flow Update
  #--------------------------------------------------------------------------
  def hp_flow_update
      @hp_meter.bitmap.clear
      hp_width = @meter_cw * @actor.hp / @actor.mhp
      #execute_damage_flow(hp_width)
      hp_src_rect = Rect.new(@hp_flow, 0,hp_width, @meter_ch)
      @hp_meter.bitmap.blt(0,0, @meter, hp_src_rect)
      @hp_flow += METER_FLOW_SPEED
      @hp_flow = 0 if @hp_flow >=  @meter_cw * 2      
  end
   
  #--------------------------------------------------------------------------
  # ● Execute Damage Flow
  #--------------------------------------------------------------------------
  def execute_damage_flow(hp_width)
     n = (@hp_width_old - hp_width).abs * 3 / 100
     damage_flow = [[n, 2].min,0.5].max
     @hp_width_old -= damage_flow         
     @hp_width_old = hp_width if @hp_width_old < hp_width
     src_rect_old = Rect.new(@hp_flow, @meter_ch * 3,@hp_width_old, @meter_ch)
     @hp_meter.bitmap.blt(0,0, @meter, src_rect_old)      
  end  

  #--------------------------------------------------------------------------
  # ● Update HP Number
  #--------------------------------------------------------------------------      
  def update_hp_number
      @hp_refresh = true
      n =  2 * (@actor.hp - @hp_old).abs / 100
      hp_ref = [[n, 100].min,1].max
      if @hp_old < @actor.hp
          @hp += hp_ref     
          if @hp >= @actor.hp
             @hp_old = @actor.hp
             @hp = @actor.hp   
             @hp_ref = 0
          end              
        elsif @hp_old > @actor.hp   
           @hp -= hp_ref               
           if @hp <= @actor.hp
              @hp_old = @actor.hp
              @hp = @actor.hp   
              @hp_ref = 0
           end            
        end      
   
  end  
  
  #--------------------------------------------------------------------------
  # ● Refresh HP Number
  #--------------------------------------------------------------------------      
  def refresh_hp_number
      @hp_number.bitmap.clear
      number_value = @hp.abs.to_s.split(//)
      hp_color = @hp < @actor.mhp * 30 / 100 ? @number_ch : 0
      center_x = 0
      for r in 0..number_value.size - 1         
         number_value_abs = number_value[r].to_i
         src_rect = Rect.new(@number_cw * number_value_abs, hp_color, @number_cw, @number_ch)
         @hp_number.bitmap.blt((@number_cw + 1) *  r, 0, @number, src_rect)
         center_x += 1
      end
      @hp_number.x = @x + HP_NUMBER_POSITION[0] - (center_x * (@number_cw + 1))
      @hp_refresh = false if @hp == @actor.hp      
  end  
  
  #--------------------------------------------------------------------------
  # ● Create MP Number
  #--------------------------------------------------------------------------        
  def create_mp_number
      @mp = @actor.mp
      @mp_old = @actor.mp
      @mp_ref = @mp_old
      @mp_refresh = false
      @mp_number = Sprite.new
      @mp_number.bitmap = Bitmap.new((@number_cw * 6),@number_ch)
      @mp_number.z = BATTLE_HUD_Z + 2
      @mp_number.x = @x + MP_NUMBER_POSITION[0]
      @mp_number.y = @y + MP_NUMBER_POSITION[1]
      refresh_mp_number
  end
  
  #--------------------------------------------------------------------------
  # ● Create MP Meter
  #--------------------------------------------------------------------------      
  def create_mp_meter
      @mp_meter = Sprite.new
      @mp_meter.bitmap = Bitmap.new(@meter_cw,@meter_ch)
      @mp_meter.z =  BATTLE_HUD_Z + 1
      @mp_meter.x = @x + MP_METER_POSITION[0]
      @mp_meter.y = @y + MP_METER_POSITION[1]
      @mp_flow = rand(@meter_cw * 2)
      @mp_width_old = @meter_cw * @actor.mp / @actor.mmp rescue 0
      mp_flow_update
  end  
  
  #--------------------------------------------------------------------------
  # ● Mp Flow Update
  #--------------------------------------------------------------------------
  def mp_flow_update
      return if @actor.mmp == 0
      @mp_meter.bitmap.clear
      mp_width = @meter_cw * @actor.mp / @actor.mmp rescue 0
      src_rect = Rect.new(@mp_flow, @meter_ch,mp_width, @meter_ch)
      @mp_meter.bitmap.blt(0,0, @meter, src_rect)
      @mp_flow += METER_FLOW_SPEED
      @mp_flow = 0 if @mp_flow >=  @meter_cw * 2      
    end
   
  #--------------------------------------------------------------------------
  # ● Update MP Number
  #--------------------------------------------------------------------------      
  def update_mp_number
      @mp_refresh = true
      n =  2 * (@actor.mp - @mp_old).abs / 100
      mp_ref = [[n, 100].min,1].max
      if @mp_old < @actor.mp
          @mp += mp_ref     
          if @mp >= @actor.mp
             @mp_old = @actor.mp
             @mp = @actor.mp   
             @mp_ref = 0
          end              
        elsif @mp_old > @actor.mp   
           @mp -= mp_ref               
           if @mp <= @actor.mp
              @mp_old = @actor.mp
              @mp = @actor.mp   
              @mp_ref = 0
           end            
        end         
  end  
  
  #--------------------------------------------------------------------------
  # ● Refresh MP Number
  #--------------------------------------------------------------------------      
  def refresh_mp_number
      @mp_number.bitmap.clear
      number_value = @mp.abs.to_s.split(//)
      center_x = 0
      for r in 0..number_value.size - 1         
         number_value_abs = number_value[r].to_i
         src_rect = Rect.new(@number_cw * number_value_abs, @number_ch * 2, @number_cw, @number_ch)
         @mp_number.bitmap.blt((@number_cw + 1) *  r, 0, @number, src_rect)
         center_x += 1
      end
      @mp_number.x = @x + MP_NUMBER_POSITION[0] - (center_x * (@number_cw + 1))
      @mp_refresh = false if @mp == @actor.mp      
  end  
  
  #--------------------------------------------------------------------------
  # ● Create TP Number
  #--------------------------------------------------------------------------        
  def create_tp_number
      @tp = @actor.tp
      @tp_old = @actor.tp
      @tp_ref = @tp_old
      @tp_refresh = false
      @tp_number = Sprite.new
      @tp_number.bitmap = Bitmap.new((@number_cw * 6),@number_ch)
      @tp_number.z = BATTLE_HUD_Z + 2
      @tp_number.x = @x + TP_NUMBER_POSITION[0]
      @tp_number.y = @y + TP_NUMBER_POSITION[1]
      refresh_tp_number
  end
  
  #--------------------------------------------------------------------------
  # ● Create TP Meter
  #--------------------------------------------------------------------------      
  def create_tp_meter
      @tp_meter = Sprite.new
      @tp_meter.bitmap = Bitmap.new(@meter_cw,@meter_ch)
      @tp_meter.z =  BATTLE_HUD_Z + 1
      @tp_meter.x = @x + TP_METER_POSITION[0]
      @tp_meter.y = @y + TP_METER_POSITION[1]
      @tp_flow = rand(@meter_cw * 2)
      @tp_width_old = @meter_cw * @actor.tp / @actor.max_tp rescue 0
      tp_flow_update
  end  
  
  #--------------------------------------------------------------------------
  # ● TP Flow Update
  #--------------------------------------------------------------------------
  def tp_flow_update
      return if @actor.max_tp == 0
      @tp_meter.bitmap.clear
      tp_width = @meter_cw * @actor.tp / @actor.max_tp rescue 0
      src_rect = Rect.new(@tp_flow, @meter_ch * 2,tp_width, @meter_ch)
      @tp_meter.bitmap.blt(0,0, @meter, src_rect)
      @tp_flow += METER_FLOW_SPEED
      @tp_flow = 0 if @tp_flow >=  @meter_cw * 2      
  end
   
  #--------------------------------------------------------------------------
  # ● Update TP Number
  #--------------------------------------------------------------------------      
  def update_tp_number
      @tp_refresh = true
      n =  2 * (@actor.tp - @tp_old).abs / 100
      tp_ref = [[n, 100].min,1].max
      if @tp_old < @actor.tp
          @tp += tp_ref     
          if @tp >= @actor.tp
             @tp_old = @actor.tp
             @tp = @actor.tp   
             @tp_ref = 0
          end              
        elsif @tp_old > @actor.tp   
           @tp -= tp_ref               
           if @tp <= @actor.tp
              @tp_old = @actor.tp
              @tp = @actor.tp   
              @tp_ref = 0
           end           
         end            
  end      
   
  #--------------------------------------------------------------------------
  # ● Refresh TP Number
  #--------------------------------------------------------------------------      
  def refresh_tp_number
      @tp_number.bitmap.clear
      number_value = @tp.truncate.to_s.split(//)
      center_x = 0
      for r in 0..number_value.size - 1        
         number_value_abs = number_value[r].to_i
         src_rect = Rect.new(@number_cw * number_value_abs, @number_ch * 3, @number_cw, @number_ch)
         @tp_number.bitmap.blt((@number_cw + 1) *  r, 0, @number, src_rect)
         center_x += 1
      end
      @tp_number.x = @x + TP_NUMBER_POSITION[0] - (center_x * (@number_cw + 1))
      @tp_refresh = false if @tp == @actor.tp
  end   
  
  #--------------------------------------------------------------------------
  # ● Create_States
  #--------------------------------------------------------------------------      
  def create_states
      refresh_states
      @status = Sprite.new
      @status.bitmap = Bitmap.new(24,24)
      @status.x = @x + STATES_POSITION[0]
      @status.y = @y + STATES_POSITION[1]      
      @status_flow = -24
      @states_speed = 50
      @status.z = BATTLE_HUD_Z + 2
      @old_states = @actor.states
      flow_states
  end  
  
  #--------------------------------------------------------------------------
  # ● Flow_Status
  #--------------------------------------------------------------------------         
  def flow_states
      return if @actor.states.size == 0 and !@status.visible
      @states_speed = 0
      @status.bitmap.clear
      src_rect = Rect.new(@status_flow,0, 24,24)
      @status.bitmap.blt(0,0, @actor_status, src_rect)
      @status.visible = @actor.states.size == 0 ? false : true
      @status_flow += 1
      @status_flow = -24 if @status_flow >= @states_size - 24
  end   
  
  #--------------------------------------------------------------------------
  # ● Refresh States
  #--------------------------------------------------------------------------        
  def refresh_states
      refresh_icon if @icon == nil or @icon.disposed?
      @old_states = @actor.states
      if @actor_status != nil
         @actor_status.dispose
         @actor_status = nil
      end
      @states_size = @actor.states.size > 0 ? (48 * @actor.states.size) : 24
      @actor_status = Bitmap.new(@states_size,24)
      index = 0
      for i in  @actor.states
         rect = Rect.new(i.icon_index % 16 * 24, i.icon_index / 16 * 24, 24, 24)
         @actor_status.blt(48 * index , 0, @icon, rect)
         index += 1
      end
  end  
  
  #--------------------------------------------------------------------------
  # ● Refresh Icon
  #--------------------------------------------------------------------------      
  def refresh_icon      
      if @icon != nil
         if !@icon.disposed?
             @icon.dispose
         end
         @icon = nil
      end  
      @icon = Cache.system("Iconset")
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------   
  def dispose
      return if @meter == nil
      @meter.dispose
      @meter = nil
      @number.dispose
      if @icon != nil
         if !@icon.disposed?
             @icon.dispose
         end
         @icon = nil
      end     
      @layout.bitmap.dispose
      @layout.dispose
      @hp_number.bitmap.dispose
      @hp_number.dispose
      @hp_meter.bitmap.dispose
      @hp_meter.dispose
      @mp_number.bitmap.dispose
      @mp_number.dispose
      @mp_meter.bitmap.dispose
      @mp_meter.dispose      
      @tp_number.bitmap.dispose
      @tp_number.dispose
      @tp_meter.bitmap.dispose
      @tp_meter.dispose
      @status.bitmap.dispose
      @status.dispose
      if @actor_status != nil
         @actor_status.dispose
         @actor_status = nil
      end        
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------   
  def update
      return if @meter == nil
      update_hp_number if @hp_old != @actor.hp
      refresh_hp_number if @hp_refresh
      update_mp_number if @mp_old != @actor.mp
      refresh_mp_number if @mp_refresh
      update_tp_number if @tp_old != @actor.tp
      refresh_tp_number if @tp_refresh
      refresh_states if @old_states != @actor.states
      hp_flow_update
      tp_flow_update
      mp_flow_update
      flow_states
  end
  
end

#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------  
  alias mog_battle_hud_initialize initialize
  def initialize
      mog_battle_hud_initialize
      create_battle_hud      
  end
  
  #--------------------------------------------------------------------------
  # ● Create Battle Hud
  #--------------------------------------------------------------------------   
  def create_battle_hud
      dispose_battle_hud
      @battle_hud = []      
      for i in $game_party.members
          @battle_hud.push(Battle_Hud.new(i))
      end
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------      
  alias mog_battle_hud_dispose dispose
  def dispose
      mog_battle_hud_dispose
      dispose_battle_hud
  end  
  
  #--------------------------------------------------------------------------
  # ● Dispose Battle Hud
  #--------------------------------------------------------------------------        
  def dispose_battle_hud
      return if @battle_hud == nil
      @battle_hud.each {|sprite| sprite.dispose }
      @battle_hud.clear
      @battle_hud = nil
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------        
  alias mog_battle_hud_update update
  def update
      mog_battle_hud_update
      update_battle_hud
  end
  
  #--------------------------------------------------------------------------
  # ● Update Battle Hud
  #--------------------------------------------------------------------------         
  def update_battle_hud
      return if @battle_hud == nil
      @battle_hud.each {|sprite| sprite.update }
  end
   
end

#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  include MOG_BATTLE_HUD
   
   attr_accessor :hud_x
   attr_accessor :hud_y

  #--------------------------------------------------------------------------
  # ● HUD X
  #--------------------------------------------------------------------------     
  def hud_x
      return HUD_POSITION[0] + (MEMBERS_SPACE[0] * index)
  end
  
  #--------------------------------------------------------------------------
  # ● HUD Y
  #--------------------------------------------------------------------------   
  def hud_y
      return HUD_POSITION[1] + (MEMBERS_SPACE[1] * index)
  end  
  
end  

#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # ● Create Party Command Window
  #--------------------------------------------------------------------------   
  alias mog_battle_hud_create_party_command_window create_party_command_window
  def create_party_command_window
      mog_battle_hud_create_party_command_window
      set_party_window_position
  end  
  
  #--------------------------------------------------------------------------
  # ● Set Party Window Position
  #--------------------------------------------------------------------------      
  def set_party_window_position
      @party_command_window.viewport = nil  
      return if $mog_rgss3_at_system != nil
      a_index = []
      for actor in $game_party.alive_members
          a_index = [actor.hud_x, actor.hud_y]
          break
      end
      return if a_index.empty?
      @party_command_window.x = MOG_BATTLE_HUD::COMMAND_POSITION[0] + a_index[0]
      @party_command_window.y = MOG_BATTLE_HUD::COMMAND_POSITION[1] + a_index[1]      
  end  
  
  #--------------------------------------------------------------------------
  # ● Set Party Window Position
  #--------------------------------------------------------------------------        
  alias mog_battle_hud_start_party_command_selection start_party_command_selection
  def start_party_command_selection
      set_party_window_position
      mog_battle_hud_start_party_command_selection
  end  
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------  
  alias mog_battle_hud_update_basic update_basic
  def update_basic
      mog_battle_hud_update_basic
      update_command_window_visible
  end  
  
  #--------------------------------------------------------------------------
  # ● Update Command Window Visible
  #--------------------------------------------------------------------------   
  def update_command_window_visible
      @status_window.visible = @status_window.active ? true : false
      @actor_command_window.visible = @actor_command_window.active ? true : false
      @skill_window.visible = @skill_window.active ? true : false
      @item_window.visible = @item_window.active ? true : false      
  end
  
  #--------------------------------------------------------------------------
  # ● Start Actor Command Selection
  #--------------------------------------------------------------------------   
  alias mog_battle_hud_start_actor_command_selection start_actor_command_selection
  def start_actor_command_selection
      mog_battle_hud_start_actor_command_selection
      @actor_command_window.viewport = nil
      @actor_command_window.x = MOG_BATTLE_HUD::COMMAND_POSITION[0] + $game_party.members[BattleManager.actor.index].hud_x
      @actor_command_window.y = MOG_BATTLE_HUD::COMMAND_POSITION[1] + $game_party.members[BattleManager.actor.index].hud_y
      @party_command_window.x = @actor_command_window.x
      @party_command_window.y = @actor_command_window.y  
  end  

end


#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
  
  attr_accessor :battle_cursor
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------  
  alias mog_battle_cursor_initialize initialize
  def initialize
      @battle_cursor = [0,0,true,""]
      mog_battle_cursor_initialize
  end  
  
end

#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
  
  include MOG_BATTLE_CURSOR
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------      
  alias mog_battle_cursor_initialize initialize
  def initialize
      mog_battle_cursor_initialize
      create_cursor
  end
  
  #--------------------------------------------------------------------------
  # ● Create_Cursor
  #--------------------------------------------------------------------------        
  def create_cursor
      @cursor = Sprite.new
      @cursor.bitmap = Cache.system("Battle_Cursor")
      @cursor.z = 999
      @cursor.visible = false
      @cursor_new_x = -64
      @cursor_new_y = -64
      @cursor_float_y = 0
      @cursor_float_duration = 0
      @c_real_y = 0
      @cursor_name = Sprite.new
      @cursor_name.bitmap = Bitmap.new(120,32)
      @cursor_name.z = @cursor.z + 1
      @cursor_name.bitmap.font.size = 16
      refresh_cursor_name
      update_cursor_name
      $game_temp.battle_cursor = [@cursor_new_x,@cursor_new_y,false]
  end  
  
  #--------------------------------------------------------------------------
  # ● Refresh Cursor Name
  #--------------------------------------------------------------------------              
  def refresh_cursor_name
      return if  !(@cursor.x == $game_temp.battle_cursor[0] and
                   @cursor.y == @c_real_y)
      @cursor_name_enemy = $game_temp.battle_cursor[3]
      @cursor_name.bitmap.clear      
      @cursor_name.bitmap.draw_text(0,0,120,32,@cursor_name_enemy.to_s,1)      
  end
   
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------      
  alias mog_battle_cursor_dispose dispose
  def dispose
      mog_battle_cursor_dispose
      dispose_cursor
  end  
  
  #--------------------------------------------------------------------------
  # ● Dispose Cursor
  #--------------------------------------------------------------------------        
  def dispose_cursor   
      @cursor.bitmap.dispose
      @cursor.dispose
      @cursor_name.bitmap.dispose
      @cursor_name.dispose
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------         
  alias mog_battle_cursor_update update
  def update
      mog_battle_cursor_update
      update_battle_cursor
  end  
  
  #--------------------------------------------------------------------------
  # ● Update Battle Cursor
  #--------------------------------------------------------------------------            
  def update_battle_cursor
      return if @cursor == nil
      @cursor.visible = $game_temp.battle_cursor[2]
      update_cursor_name
      if !@cursor.visible
         @cursor.x = -64
         @cursor.y = -64
         @cursor.opacity = 0
         update_cursor_name
         return
      end        
      @cursor.opacity += 15
      update_cursor_float_effect
      if CURSOR_SLIDE_EFFECT
         update_cursor_slide_effect
      else
         @cursor.x = $game_temp.battle_cursor[0]
         @cursor.y = $game_temp.battle_cursor[1]
      end
  end
  
  #--------------------------------------------------------------------------
  # ● Update Cursor Name
  #--------------------------------------------------------------------------              
  def update_cursor_name
      refresh_cursor_name if @cursor_name_enemy != $game_temp.battle_cursor[3]
      @cursor_name.x = @cursor.x + CURSOR_NAME_POSITION[0]
      @cursor_name.y = @cursor.y + CURSOR_NAME_POSITION[1]
      @cursor_name.opacity = @cursor.opacity
      @cursor_name.visible = @cursor.visible   
  end  
   
  #--------------------------------------------------------------------------
  # ● Update Cursor Slide Effect
  #--------------------------------------------------------------------------               
  def update_cursor_slide_effect
      @cursor_new_x = $game_temp.battle_cursor[0]
      @cursor_new_y = $game_temp.battle_cursor[1]      
      @cs_x = 5 + ((@cursor.x - @cursor_new_x).abs / 5)
      @cs_y = 5 + ((@cursor.y - @cursor_new_y).abs / 5)
      if @cursor.x > @cursor_new_x
         @cursor.x -= @cs_x
         @cursor.x = @cursor_new_x if @cursor.x < @cursor_new_x
      elsif  @cursor.x < @cursor_new_x
         @cursor.x += @cs_x
         @cursor.x = @cursor_new_x if @cursor.x > @cursor_new_x
      end     
      @c_real_y = @cursor_new_y + @cursor_float_y
      if @cursor.y > @cursor_new_y
         @cursor.y -= @cs_y
         @cursor.y = @c_real_y if @cursor.y < @c_real_y
      elsif  @cursor.y < @c_real_y
         @cursor.y += @cs_y
         @cursor.y = @c_real_y if @cursor.y > @c_real_y
      end  
  end
  
  #--------------------------------------------------------------------------
  # ● Update Cursor Float Effect
  #--------------------------------------------------------------------------              
  def update_cursor_float_effect
      return if !CURSOR_FLOAT_EFFECT
      @cursor_float_duration += 1
      case @cursor_float_duration
        when 0..20
          @cursor_float_y += 1
        when 21..40
          @cursor_float_y  -= 1
        else
          @cursor_float_y = 0
          @cursor_float_duration = 0
      end        
  end
   
end

#==============================================================================
# ■ Window BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable

  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_battle_hud_initialize initialize
  def initialize
      mog_battle_hud_initialize
      self.visible = false      
  end
   
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------         
  alias mog_battle_hud_refresh refresh
  def refresh
      return
      mog_battle_hud_refresh      
  end  
  
end

#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # ● Create Enemy Window
  #--------------------------------------------------------------------------              
  def create_enemy_window
      @enemy_window = Window_BattleEnemy_Cursor.new
      @enemy_window.set_handler(:ok,     method(:on_enemy_ok))
      @enemy_window.set_handler(:cancel, method(:on_enemy_cancel))
  end
  
  #--------------------------------------------------------------------------
  # ● Create Actor Window
  #--------------------------------------------------------------------------               
  def create_actor_window
      @actor_window = Window_BattleActor_Cursor.new
      @actor_window.set_handler(:ok,     method(:on_actor_ok))
      @actor_window.set_handler(:cancel, method(:on_actor_cancel))
  end  

end

#==============================================================================
# ■ Window Selectable Battle_Cursor
#==============================================================================
class Window_Selectable_Battle_Cursor < Window_Base
  
  attr_reader   :index
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------
  def initialize(x, y, width, height)
      super
      @index = -1
      @handler = {}
      deactivate
  end

  #--------------------------------------------------------------------------
  # ● Item Max
  #--------------------------------------------------------------------------
  def item_max
    return 0
  end
  
  #--------------------------------------------------------------------------
  # ● Active
  #--------------------------------------------------------------------------
  def active=(active)
      super
  end
  
  #--------------------------------------------------------------------------
  # ● Index
  #--------------------------------------------------------------------------
  def index=(index)
      @index = index
  end

  #--------------------------------------------------------------------------
  # ● Set Handler
  #--------------------------------------------------------------------------
  def set_handler(symbol, method)
      @handler[symbol] = method
  end
  
  #--------------------------------------------------------------------------
  # ● Handle?
  #--------------------------------------------------------------------------
  def handle?(symbol)
      @handler.include?(symbol)
  end
  
  #--------------------------------------------------------------------------
  # ● Call Handler
  #--------------------------------------------------------------------------
  def call_handler(symbol)
      @handler[symbol].call if handle?(symbol)
  end

  #--------------------------------------------------------------------------
  # ● Cursor Movable
  #--------------------------------------------------------------------------
  def cursor_movable?
      active && open? && !@cursor_fix && !@cursor_all && item_max > 0
  end  
  
  #--------------------------------------------------------------------------
  # ● Cursor Down
  #--------------------------------------------------------------------------  
  def cursor_down(wrap = false)
      self.index += 1
      check_index_limit
  end
  
  #--------------------------------------------------------------------------
  # ● Cursor Right
  #--------------------------------------------------------------------------
  def cursor_right(wrap = false)
      self.index += 1
      check_index_limit
  end  
  
  #--------------------------------------------------------------------------
  # ● Cursor UP
  #--------------------------------------------------------------------------
  def cursor_up(wrap = false)
      self.index -= 1
      check_index_limit
  end  
  
  #--------------------------------------------------------------------------
  # ● Cursor Left
  #--------------------------------------------------------------------------
  def cursor_left(wrap = false)
      self.index -= 1
      check_index_limit(self.index)
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------
  def update
      super
      process_cursor_move
      process_handling
  end
  
  #--------------------------------------------------------------------------
  # ● Process Cursor Move
  #--------------------------------------------------------------------------
  def process_cursor_move
      return unless cursor_movable?
      last_index = @index
      cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN)
      cursor_up   (Input.trigger?(:UP))    if Input.repeat?(:UP)
      cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
      cursor_left (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT)
      if @index != last_index
         Sound.play_cursor
         set_cursor_position(@index)
      end   
  end
  
  #--------------------------------------------------------------------------
  # ● Process Handling
  #--------------------------------------------------------------------------
  def process_handling
      return unless open? && active
      return process_ok       if ok_enabled?        && Input.trigger?(:C)
      return process_cancel   if cancel_enabled?    && Input.trigger?(:B)
  end
  
  #--------------------------------------------------------------------------
  # ● OK Enabled
  #--------------------------------------------------------------------------
  def ok_enabled?
      handle?(:ok)
  end
  
  #--------------------------------------------------------------------------
  # ● Cancel Enabled
  #--------------------------------------------------------------------------
  def cancel_enabled?
      handle?(:cancel)
  end

  #--------------------------------------------------------------------------
  # ● Process OK
  #--------------------------------------------------------------------------
  def process_ok
      if current_item_enabled?
         Sound.play_ok
         Input.update
         deactivate
         call_ok_handler
      else
         Sound.play_buzzer
      end
  end
  
  #--------------------------------------------------------------------------
  # ● Call OK Handler
  #--------------------------------------------------------------------------
  def call_ok_handler
      call_handler(:ok)
  end
  
  #--------------------------------------------------------------------------
  # ● Process Cancel
  #--------------------------------------------------------------------------
  def process_cancel
      Sound.play_cancel
      Input.update
      deactivate
      call_cancel_handler
  end

  #--------------------------------------------------------------------------
  # ● Call Cancel Handler
  #--------------------------------------------------------------------------
  def call_cancel_handler
      call_handler(:cancel)
  end

  #--------------------------------------------------------------------------
  # ● Set Cursor Position
  #--------------------------------------------------------------------------   
  def set_cursor_position(index)   
  end  
  
  #--------------------------------------------------------------------------
  # ● Current Item Enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
      return true
  end

  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
      contents.clear
  end
  
  #--------------------------------------------------------------------------
  # ● Show
  #--------------------------------------------------------------------------
  def show
      set_cursor_position(self.index)
      $game_temp.battle_cursor[2] = true
      super
  end
  
  #--------------------------------------------------------------------------
  # ● Hide
  #--------------------------------------------------------------------------
  def hide
      $game_temp.battle_cursor[2] = false
      super
  end  
  
  #--------------------------------------------------------------------------
  # ● Check Index Limit
  #--------------------------------------------------------------------------      
  def check_index_limit(index = self.index)
      self.index = index
      self.index = 0 if self.index >= item_max
      self.index = (item_max - 1) if self.index < 0
  end      
  
end

#==============================================================================
# ■ Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy_Cursor < Window_Selectable_Battle_Cursor
  
  include MOG_BATTLE_CURSOR
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(-32, -32, 32, 32)
      self.index = 0
      self.visible = false
      set_cursor_position(self.index)
  end  
  
  #--------------------------------------------------------------------------
  # ● Item Max
  #--------------------------------------------------------------------------
  def item_max
      $game_troop.alive_members.size
  end
   
  #--------------------------------------------------------------------------
  # ● Enemy
  #--------------------------------------------------------------------------  
  def enemy
      $game_troop.alive_members[self.index]
  end  
  
  #--------------------------------------------------------------------------
  # ● Set Cursor Position
  #--------------------------------------------------------------------------   
  def set_cursor_position(index)
      check_index_limit(index)
      return if $game_troop.alive_members[self.index] == nil
      $game_temp.battle_cursor[0] = $game_troop.alive_members[self.index].screen_x + CURSOR_POSITION[0]
      $game_temp.battle_cursor[1] = $game_troop.alive_members[self.index].screen_y + CURSOR_POSITION[1]
      $game_temp.battle_cursor[3] = $game_troop.alive_members[self.index].name
  end

end

#==============================================================================
# ■ Window_BattleActor Cursor
#==============================================================================
class Window_BattleActor_Cursor < Window_Selectable_Battle_Cursor
  
  include MOG_BATTLE_CURSOR
  include MOG_BATTLE_HUD
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(-32, -32, 32, 32)
      self.index = 0
      self.visible = true
      set_cursor_position(self.index)
  end  
  
  #--------------------------------------------------------------------------
  # ● Item Max
  #--------------------------------------------------------------------------
  def item_max
      $game_party.members.size
  end
  
  #--------------------------------------------------------------------------
  # ● Set Cursor Position
  #--------------------------------------------------------------------------   
  def set_cursor_position(index)
      check_index_limit(index)
      return if $game_party.members[self.index] == nil
      screen_x = $game_party.members[self.index].screen_x rescue nil
      screen_y = $game_party.members[self.index].screen_y rescue nil
      if screen_x == nil or screen_y == nil
         screen_x = $game_party.members[self.index].hud_x + (HP_NUMBER_POSITION[0] / 3) + 32
         screen_y = $game_party.members[self.index].hud_y + (HP_NUMBER_POSITION[1] / 2) + 32
      end  
      $game_temp.battle_cursor[0] = screen_x + CURSOR_POSITION[0]
      $game_temp.battle_cursor[1] = screen_y + CURSOR_POSITION[1]
      $game_temp.battle_cursor[3] = $game_party.members[self.index].name
  end

end

$mog_rgss3_battle_hud = true
[/pre]

Scripts.zip

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脚本数据

梦石
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发表于 2013-7-18 13:45:57 | 显示全部楼层
把两个脚本的顺序换一下

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不行,Spriteset_Battle的212行出错  发表于 2013-7-18 14:04
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 楼主| 发表于 2013-7-19 10:48:51 | 显示全部楼层
脚本补上了,知道怎么回事的来看下
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