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发表于 2015-11-25 11:01:09
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- #==============================================================================
 
 - # ■ +++ MOG - XAS TOOL HUD (v1.0) +++
 
 - #==============================================================================
 
 - # By Moghunter
 
 - # http://www.atelier-rgss.com
 
 - #==============================================================================
 
 - # 以下是在XAS系统中使用的插件显示器脚本的设置。
 
 - # 
 
 - #===============================================================================
 
 - module XAS_TOOL_HUD
 
 -    #是否启用技能HUD
 
 -    ENABLE_SKILL_HUD = true
 
 -    #是否启用道具HUD.
 
 -    ENABLE_ITEM_HUD = true
 
 -    #是否启用武器HUD.
 
 -    ENABLE_WEAPON_HUD = true
 
 -    #是否启用防具HUD.
 
 -    ENABLE_SHIELD_HUD = true
 
 -    #是否启用金钱HUD.
 
 -    ENABLE_GOLD_HUD = true
 
 -    #道具的位置
 
 -    ITEM_HUD = [220,365]
 
 -    #技能的位置
 
 -    SKILL_HUD = [264,365]
 
 -    #武器的位置
 
 -    WEAPON_HUD = [308,365]
 
 -    #防具的位置
 
 -    SHIELD_HUD = [352,365]
 
 -    #金钱窗口的位置
 
 -    GOLD_HUD = [430,345] #原430,395
 
 -    #金钱数字的位置
 
 -    GOLD_NUMBER = [40,1]
 
 -    #位置布局
 
 -    LAYOUT = [0,0]
 
 -    #道具图标
 
 -    ICON = [5, 12]
 
 -    #数字的位置.
 
 -    NUMBER = [18, 35]
 
 -    #数字间距.
 
 -    NUMBER_SPACE = 0
 
 - end
 
  
- #==============================================================================
 
 - # ■ Tool Hud
 
 - #==============================================================================
 
 - class Tool_Hud
 
 -   include XAS_TOOL_HUD
 
 -    
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Initialize
 
 -  #--------------------------------------------------------------------------  
 
 -   def initialize
 
 -       @actor = $game_party.members[0]
 
 -       return if @actor == nil
 
 -       @icon_image = Cache.system("Iconset")
 
 -       @number_image = Cache.system("XAS_Tool_Number")
 
 -       @number_cw = @number_image.width / 10
 
 -       @number_ch = @number_image.height / 3      
 
 -       @number_sc = @number_cw + NUMBER_SPACE
 
 -       create_skill if ENABLE_SKILL_HUD
 
 -       create_item if ENABLE_ITEM_HUD
 
 -       create_weapon if ENABLE_WEAPON_HUD
 
 -       create_shield if ENABLE_SHIELD_HUD
 
 -       create_gold if ENABLE_GOLD_HUD
 
 -   end  
 
  
-  #--------------------------------------------------------------------------
 
 -  # ● Refresh
 
 -  #--------------------------------------------------------------------------    
 
 -  def refresh
 
 -      dispose  
 
 -      initialize
 
 -  end  
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Gold
 
 -  #--------------------------------------------------------------------------     
 
 -  def create_gold
 
 -      @gold = $game_party.gold
 
 -      @gold_old = @gold
 
 -      @gold_ref = @gold_old
 
 -      @gold_refresh = false         
 
 -      # Layout -------------------------------------------------------------------
 
 -      @gold_layout_sprite = Sprite.new
 
 -      @gold_layout_sprite.bitmap = Cache.system("XAS_Tool_Gold")
 
 -      @gold_layout_sprite.z = 151
 
 -      @gold_layout_sprite.x = GOLD_HUD[0]
 
 -      @gold_layout_sprite.y = GOLD_HUD[1]
 
 -      # Gold ---------------------------------------------------------------------
 
 -      @gold_number_sprite = Sprite.new
 
 -      @gold_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
 
 -      @gold_number_sprite.z = 152
 
 -      @gold_number_sprite.x = GOLD_HUD[0] + GOLD_NUMBER[0] 
 
 -      @gold_number_sprite.y = GOLD_HUD[1] + GOLD_NUMBER[1] 
 
 -      gold_number_update     
 
 -  end
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Shield
 
 -  #--------------------------------------------------------------------------    
 
 -  def create_shield
 
 -       #LAYOUT ------------------------------------------------------------
 
 -       @shield_layout_sprite = Sprite.new
 
 -       @shield_layout_sprite.bitmap = Cache.system("XAS_Tool_Shield")
 
 -       @shield_layout_sprite.z = 150
 
 -       @shield_layout_sprite.x = SHIELD_HUD[0] + LAYOUT[0]
 
 -       @shield_layout_sprite.y = SHIELD_HUD[1] + LAYOUT[1] 
 
 -       @shield = @actor.equips[1]
 
 -       @old_shield = @shield
 
 -       if @shield != nil
 
 -          icon_index = @shield.icon_index
 
 -       else 
 
 -          icon_index = 0
 
 -       end   
 
 -       @shield_icon_sprite = Sprite.new
 
 -       @shield_icon_sprite.bitmap = Bitmap.new(24,24)
 
 -       bitmap_shield_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       @shield_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_shield_rect)
 
 -       @shield_icon_sprite.z = 151
 
 -       @shield_icon_sprite.x = SHIELD_HUD[0] + ICON[0]
 
 -       @shield_icon_sprite.y = SHIELD_HUD[1] + ICON[1]           
 
 -       #NUMBER ------------------------------------------------------------
 
 -       @shield_number_sprite = Sprite.new
 
 -       @shield_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
 
 -       @shield_number_sprite.z = 152
 
 -       refresh_shield_number
 
 -  end 
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Refresh Shield Number
 
 -  #--------------------------------------------------------------------------     
 
 -  def refresh_shield_number
 
 -      @shield_number = 0
 
 -      @s_item = 0
 
 -      @shield_number_sprite.bitmap.clear
 
 -      return if @shield == nil
 
 -      if @shield.note =~ /<Action ID = (\d+)>/
 
 -          action_id =  $1.to_i    
 
 -          skill = $data_skills[action_id]
 
 -          if skill != nil
 
 -             if skill.note =~ /<Item Cost = (\d+)>/
 
 -                item_id = $1.to_i 
 
 -                if item_id != nil
 
 -                   @s_item = $data_items[item_id]
 
 -                   @shield_number = $game_party.item_number(@s_item)              
 
 -                end
 
 -              end
 
 -          end    
 
 -      end  
 
 -      return if @s_item == 0
 
 -      cost_split = @shield_number.to_s.split(//)
 
 -      for r in 0..cost_split.size - 1 
 
 -          number_abs = cost_split[r].to_i 
 
 -          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
 
 -          @shield_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
 
 -      end         
 
 -      xf = ((cost_split.size * @number_sc) / 2)
 
 -      @shield_number_sprite.x = SHIELD_HUD[0] + NUMBER[0] - xf
 
 -      @shield_number_sprite.y = SHIELD_HUD[1] + NUMBER[1]  
 
 -  end   
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Weapon
 
 -  #--------------------------------------------------------------------------    
 
 -  def create_weapon
 
 -       #LAYOUT ------------------------------------------------------------
 
 -       @weapon_layout_sprite = Sprite.new
 
 -       @weapon_layout_sprite.bitmap = Cache.system("XAS_Tool_Weapon")
 
 -       @weapon_layout_sprite.z = 150
 
 -       @weapon_layout_sprite.x = WEAPON_HUD[0] + LAYOUT[0]
 
 -       @weapon_layout_sprite.y = WEAPON_HUD[1] + LAYOUT[1] 
 
 -       #ICON
 
 -       @weapon = @actor.equips[0]
 
 -       @old_weapon = @weapon
 
 -       if @weapon != nil
 
 -          icon_index = @weapon.icon_index
 
 -       else 
 
 -          icon_index = 0
 
 -       end   
 
 -       @weapon_icon_sprite = Sprite.new
 
 -       @weapon_icon_sprite.bitmap = Bitmap.new(24,24)
 
 -       bitmap_weapon_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       @weapon_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_weapon_rect)
 
 -       @weapon_icon_sprite.z = 151
 
 -       @weapon_icon_sprite.x = WEAPON_HUD[0] + ICON[0]
 
 -       @weapon_icon_sprite.y = WEAPON_HUD[1] + ICON[1]           
 
 -       #NUMBER ------------------------------------------------------------
 
 -       @weapon_number_sprite = Sprite.new
 
 -       @weapon_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
 
 -       @weapon_number_sprite.z = 152
 
 -       refresh_weapon_number
 
 -  end
 
  
-  #--------------------------------------------------------------------------
 
 -  # ● Refresh Weapon Number
 
 -  #--------------------------------------------------------------------------     
 
 -  def refresh_weapon_number
 
 -      @weapon_number = 0
 
 -      @w_item = 0
 
 -      @weapon_number_sprite.bitmap.clear
 
 -      return if @weapon == nil
 
 -      if @weapon.note =~ /<Action ID = (\d+)>/
 
 -          action_id =  $1.to_i    
 
 -          skill = $data_skills[action_id]
 
 -          if skill != nil
 
 -             if skill.note =~ /<Item Cost = (\d+)>/
 
 -                item_id = $1.to_i 
 
 -                if item_id != nil
 
 -                   @w_item = $data_items[item_id]
 
 -                   @weapon_number = $game_party.item_number(@w_item)              
 
 -                end
 
 -              end
 
 -          end    
 
 -      end  
 
 -      return if @w_item == 0
 
 -      cost_split = @weapon_number.to_s.split(//)
 
 -      for r in 0..cost_split.size - 1 
 
 -          number_abs = cost_split[r].to_i 
 
 -          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
 
 -          @weapon_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
 
 -      end         
 
 -      xf = ((cost_split.size * @number_sc) / 2)
 
 -      @weapon_number_sprite.x = WEAPON_HUD[0] + NUMBER[0] - xf
 
 -      @weapon_number_sprite.y = WEAPON_HUD[1] + NUMBER[1]  
 
 -  end  
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Skill
 
 -  #--------------------------------------------------------------------------   
 
 -   def create_skill
 
 -       #LAYOUT ------------------------------------------------------------
 
 -       @skill_layout_sprite = Sprite.new
 
 -       @skill_layout_sprite.bitmap = Cache.system("XAS_Tool_Skill")
 
 -       @skill_layout_sprite.z = 150
 
 -       @skill_layout_sprite.x = SKILL_HUD[0] + LAYOUT[0]
 
 -       @skill_layout_sprite.y = SKILL_HUD[1] + LAYOUT[1]
 
 -       #ICON ------------------------------------------------------------
 
 -       @old_skill = @actor.skill_id
 
 -       @skill = $data_skills[@actor.skill_id]
 
 -       if @skill != nil
 
 -          icon_index = @skill.icon_index
 
 -          @skill_mp_cost = @skill.mp_cost
 
 -       else  
 
 -          icon_index = 0
 
 -          @skill_mp_cost = 0
 
 -       end  
 
 -       @skill_icon_sprite = Sprite.new
 
 -       @skill_icon_sprite.bitmap = Bitmap.new(24,24)
 
 -       bitmap_skill_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       @skill_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_skill_rect)
 
 -       @skill_icon_sprite.z = 151
 
 -       @skill_icon_sprite.x = SKILL_HUD[0] + ICON[0]
 
 -       @skill_icon_sprite.y = SKILL_HUD[1] + ICON[1]    
 
 -       #NUMBER ------------------------------------------------------------
 
 -       skill_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
 
 -       @skill_number_sprite = Sprite.new
 
 -       @skill_number_sprite.bitmap = skill_number_bitmap
 
 -       cost_split = @skill_mp_cost.to_s.split(//)
 
 -       for r in 0..cost_split.size - 1 
 
 -           number_abs = cost_split[r].to_i 
 
 -           src_rect = Rect.new(@number_cw * number_abs, @number_ch, @number_cw, @number_ch)
 
 -           skill_number_bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
 
 -       end         
 
 -       @skill_number_sprite.z = 152
 
 -       xf = ((cost_split.size * @number_sc) / 2)
 
 -       @skill_number_sprite.x = SKILL_HUD[0] + NUMBER[0] - xf
 
 -       @skill_number_sprite.y = SKILL_HUD[1] + NUMBER[1]          
 
 -   end
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Item
 
 -  #--------------------------------------------------------------------------     
 
 -   def create_item
 
 -       #LAYOUT ------------------------------------------------------------
 
 -       @item_layout_sprite = Sprite.new
 
 -       @item_layout_sprite.bitmap = Cache.system("XAS_Tool_Item")
 
 -       @item_layout_sprite.z = 150
 
 -       @item_layout_sprite.x = ITEM_HUD[0] + LAYOUT[0]
 
 -       @item_layout_sprite.y = ITEM_HUD[1] + LAYOUT[1]
 
 -       #ICON ------------------------------------------------------------
 
 -       @old_item = @actor.item_id
 
 -       @item = $data_items[@actor.item_id]
 
 -       if @item != nil
 
 -          icon_index = @item.icon_index
 
 -          @item_number = $game_party.item_number(@item)
 
 -       else  
 
 -          icon_index = 0
 
 -          @item_number = 0
 
 -       end  
 
 -       @item_icon_sprite = Sprite.new
 
 -       @item_icon_sprite.bitmap = Bitmap.new(24,24)
 
 -       bitmap_item_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
 
 -       @item_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_item_rect)
 
 -       @item_icon_sprite.z = 160
 
 -       @item_icon_sprite.x = ITEM_HUD[0] + ICON[0]
 
 -       @item_icon_sprite.y = ITEM_HUD[1] + ICON[1]       
 
 -       #NUMBER ------------------------------------------------------------
 
 -       item_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
 
 -       @item_number_sprite = Sprite.new
 
 -       @item_number_sprite.bitmap = item_number_bitmap
 
 -       cost_split = @item_number.to_s.split(//)
 
 -       for r in 0..cost_split.size - 1 
 
 -           number_abs = cost_split[r].to_i 
 
 -           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
 
 -           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
 
 -       end         
 
 -       @item_number_sprite.z = 152
 
 -       xf = ((cost_split.size * @number_sc) / 2)
 
 -       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf
 
 -       @item_number_sprite.y = ITEM_HUD[1] + NUMBER[1]    
 
 -   end
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose
 
 -  #--------------------------------------------------------------------------    
 
 -   def dispose
 
 -       return if @actor == nil 
 
 -       dispose_skill if ENABLE_SKILL_HUD
 
 -       dispose_item if ENABLE_ITEM_HUD
 
 -       dispose_weapon if ENABLE_WEAPON_HUD
 
 -       dispose_shield if ENABLE_SHIELD_HUD
 
 -       dispose_gold if ENABLE_GOLD_HUD
 
 -       @icon_image.dispose
 
 -       @number_image.dispose      
 
 -   end
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose Skill
 
 -  #--------------------------------------------------------------------------      
 
 -   def dispose_skill
 
 -       @skill_layout_sprite.bitmap.dispose
 
 -       @skill_layout_sprite.dispose
 
 -       @skill_icon_sprite.bitmap.dispose
 
 -       @skill_icon_sprite.dispose
 
 -       @skill_number_sprite.bitmap.dispose
 
 -       @skill_number_sprite.dispose
 
 -   end
 
 -     
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose Gold
 
 -  #--------------------------------------------------------------------------        
 
 -   def dispose_gold
 
 -       @gold_layout_sprite.bitmap.dispose
 
 -       @gold_layout_sprite.dispose
 
 -       @gold_number_sprite.bitmap.dispose
 
 -       @gold_number_sprite.dispose
 
 -   end
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose Item
 
 -  #--------------------------------------------------------------------------        
 
 -   def dispose_item
 
 -       @item_layout_sprite.bitmap.dispose
 
 -       @item_layout_sprite.dispose      
 
 -       @item_icon_sprite.bitmap.dispose
 
 -       @item_icon_sprite.dispose      
 
 -       @item_number_sprite.bitmap.dispose
 
 -       @item_number_sprite.dispose   
 
 -   end  
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose Weapon
 
 -  #--------------------------------------------------------------------------          
 
 -   def dispose_weapon
 
 -       @weapon_layout_sprite.bitmap.dispose
 
 -       @weapon_layout_sprite.dispose
 
 -       @weapon_icon_sprite.bitmap.dispose
 
 -       @weapon_icon_sprite.dispose
 
 -       @weapon_number_sprite.bitmap.dispose
 
 -       @weapon_number_sprite.dispose     
 
 -   end  
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Dispose shield
 
 -  #--------------------------------------------------------------------------            
 
 -   def dispose_shield
 
 -       @shield_layout_sprite.bitmap.dispose
 
 -       @shield_layout_sprite.dispose
 
 -       @shield_icon_sprite.bitmap.dispose
 
 -       @shield_icon_sprite.dispose
 
 -       @shield_number_sprite.bitmap.dispose
 
 -       @shield_number_sprite.dispose    
 
 -   end  
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Update
 
 -  #--------------------------------------------------------------------------    
 
 -   def update
 
 -       return if @actor == nil 
 
 -       update_visible
 
 -       refresh if can_refresh_hud?
 
 -       refresh_item if ENABLE_ITEM_HUD and can_refresh_item_number?
 
 -       refresh_weapon_number if ENABLE_WEAPON_HUD and can_refreh_weapon_number?
 
 -       refresh_shield_number if ENABLE_SHIELD_HUD and can_refreh_shield_number?
 
 -       update_gold if ENABLE_GOLD_HUD
 
 -   end
 
 -     
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Update Gold
 
 -  #--------------------------------------------------------------------------          
 
 -   def update_gold 
 
 -       gold_number_down if @gold > $game_party.gold 
 
 -       gold_number_up if @gold < $game_party.gold     
 
 -       gold_number_update if @gold_refresh    
 
 -   end  
 
 -  
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Can Refresh Weapon Number
 
 -  #--------------------------------------------------------------------------        
 
 -   def can_refreh_weapon_number?
 
 -       return true if @weapon_number != $game_party.item_number(@w_item)  
 
 -       return false
 
 -   end  
 
  
-  #--------------------------------------------------------------------------
 
 -  # ● Can Refresh Shield Number
 
 -  #--------------------------------------------------------------------------        
 
 -   def can_refreh_shield_number?
 
 -       return true if @shield_number != $game_party.item_number(@s_item)  
 
 -       return false
 
 -   end    
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Update Visible
 
 -  #--------------------------------------------------------------------------      
 
 -   def update_visible
 
 -       vis = $game_system.enable_hud
 
 -       if ENABLE_SKILL_HUD
 
 -          @skill_layout_sprite.visible = vis
 
 -          @skill_icon_sprite.visible = vis
 
 -          @skill_number_sprite.visible = vis
 
 -       end
 
 -       if ENABLE_ITEM_HUD
 
 -          @item_layout_sprite.visible = vis
 
 -          @item_icon_sprite.visible = vis
 
 -          @item_number_sprite.visible = vis
 
 -       end
 
 -       if ENABLE_WEAPON_HUD         
 
 -          @weapon_layout_sprite.visible = vis
 
 -          @weapon_icon_sprite.visible = vis
 
 -          @weapon_number_sprite.visible = vis
 
 -       end
 
 -       if ENABLE_SHIELD_HUD  
 
 -          @shield_layout_sprite.visible = vis
 
 -          @shield_icon_sprite.visible = vis
 
 -          @shield_number_sprite.visible = vis      
 
 -       end 
 
 -       if ENABLE_GOLD_HUD   
 
 -          @gold_layout_sprite.visible = vis
 
 -          @gold_number_sprite.visible = vis         
 
 -       end  
 
 -   end
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Can Refresh Hud
 
 -  #--------------------------------------------------------------------------      
 
 -   def can_refresh_hud?      
 
 -       if @actor != nil
 
 -          if ENABLE_SKILL_HUD
 
 -             return true if @old_skill != @actor.skill_id
 
 -          end
 
 -          if ENABLE_ITEM_HUD
 
 -             return true if @old_item != @actor.item_id
 
 -          end
 
 -          if ENABLE_WEAPON_HUD
 
 -             return true if @old_weapon != @actor.equips[0]
 
 -          end
 
 -          if ENABLE_SHIELD_HUD
 
 -             return true if @old_shield != @actor.equips[1]
 
 -          end      
 
 -       end
 
 -       return false
 
 -   end  
 
 -    
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Can Refresh Item Number
 
 -  #--------------------------------------------------------------------------        
 
 -   def can_refresh_item_number?
 
 -       return true if @item_number != $game_party.item_number(@item)      
 
 -       return false
 
 -   end  
 
 -   
 
 -  #--------------------------------------------------------------------------
 
 -  # ● Create Item
 
 -  #--------------------------------------------------------------------------     
 
 -   def refresh_item
 
 -       @item_number = $game_party.item_number(@item)   
 
 -       #Item Number ------------------------------------------------------------
 
 -       @item_number_sprite.bitmap.clear
 
 -       cost_split = @item_number.to_s.split(//)
 
 -       for r in 0..cost_split.size - 1 
 
 -           number_abs = cost_split[r].to_i 
 
 -           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
 
 -           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
 
 -       end         
 
 -       xf = ((cost_split.size * @number_sc) / 2)
 
 -       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf
 
 -   end  
 
  
-   #--------------------------------------------------------------------------
 
 -   # ● gold_number_up
 
 -   #--------------------------------------------------------------------------
 
 -   def gold_number_up
 
 -       @gold_refresh = true
 
 -       @gold_ref = 20 * (@gold - @gold_old) / 100
 
 -       @gold_ref = 1 if @gold_ref < 1
 
 -       @gold += @gold_ref    
 
 -       if @gold >= $game_party.gold
 
 -          @gold_old = $game_party.gold
 
 -          @gold = $game_party.gold
 
 -          @gold_ref = 0
 
 -       end  
 
 -   end   
 
  
-   #--------------------------------------------------------------------------
 
 -   # ● gold_number_down
 
 -   #--------------------------------------------------------------------------
 
 -   def gold_number_down
 
 -       @gold_refresh = true
 
 -       @gold_ref = 10 * (@gold_old - @gold) / 100
 
 -       @gold_ref = 1 if @gold_ref < 1
 
 -       @gold -= @gold_ref     
 
 -       if @gold <= $game_party.gold
 
 -          @gold_old = $game_party.gold
 
 -          @gold = $game_party.gold
 
 -          @gold_ref = 0
 
 -       end    
 
 -   end
 
 -      
 
 -   #--------------------------------------------------------------------------
 
 -   # ● gold_number_update
 
 -   #--------------------------------------------------------------------------
 
 -   def gold_number_update  
 
 -       @gold_number_sprite.bitmap.clear
 
 -       @gold_number_text = @gold.abs.to_s.split(//)
 
 -       for r in 0..@gold_number_text.size - 1
 
 -           @gold_number_abs = @gold_number_text[r].to_i 
 
 -           gold_src_rect = Rect.new(@number_cw * @gold_number_abs, @number_ch * 2, @number_cw, @number_ch)
 
 -           @gold_number_sprite.bitmap.blt(@number_cw  *  r, 0, @number_image, gold_src_rect)        
 
 -       end    
 
 -       @gold_refresh = false if @gold == $game_party.gold   
 
 -   end  
 
 -   
 
 - end
 
  
- #==============================================================================
 
 - # ■ Spriteset_Map
 
 - #==============================================================================
 
 - class Spriteset_Map
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # ● initialize  
 
 -   #--------------------------------------------------------------------------
 
 -   alias mog_tool_hud_initialize initialize 
 
 -   def initialize  
 
 -       @toolhud = Tool_Hud.new
 
 -       mog_tool_hud_initialize
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # ● Dispose
 
 -   #--------------------------------------------------------------------------
 
 -   alias mog_tool_hud_dispose dispose
 
 -   def dispose    
 
 -       @toolhud.dispose
 
 -       mog_tool_hud_dispose
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # ● update   
 
 -   #--------------------------------------------------------------------------
 
 -   alias mog_tool_hud_update update
 
 -   def update   
 
 -       @toolhud.update
 
 -       mog_tool_hud_update
 
 -   end
 
  
-   #--------------------------------------------------------------------------
 
 -   # ● Refresh Hud
 
 -   #--------------------------------------------------------------------------  
 
 -   alias mog_tool_hud_refresh_hud refresh_hud
 
 -   def refresh_hud
 
 -       mog_tool_hud_refresh_hud
 
 -       @toolhud.refresh
 
 -   end    
 
 -   
 
 - end   
 
  
- $mog_rgss3_xas_tool_hud = true
 
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