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XAS Tool HUD (MOD)

Nov 10th, 2016
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  1. #==============================================================================
  2. # ■ +++ MOG - XAS TOOL HUD (v1.0) +++
  3. #==============================================================================
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #==============================================================================
  7. # Displays huds used by the tools used in XAS, most of the hud
  8. # amount of gold.
  9. #===============================================================================
  10. module XAS_TOOL_HUD
  11.    #Enable HUD skills.
  12.    ENABLE_SKILL_HUD = true
  13.    #Enable item skin.
  14.    ENABLE_ITEM_HUD = false
  15.    #Enable Hud Weapon.
  16.    ENABLE_WEAPON_HUD = true
  17.    #Enable HUD shield.
  18.    ENABLE_SHIELD_HUD = true
  19.    #Enable Hud Money (Gold).
  20.    ENABLE_GOLD_HUD = true
  21.    #General position of HUD item.
  22.    ITEM_HUD = [352,365]
  23.    #General position of HUD skills
  24.    SKILL_HUD = [4,142]
  25.    #General position of weapon HUD.
  26.    WEAPON_HUD = [999,999]
  27.    #General position of shield HUD.
  28.    SHIELD_HUD = [777,365]
  29.    #General position of HUD money (Gold).
  30.    GOLD_HUD = [999,999]
  31.    #Posição do numero de dinheiro(Gold).
  32.    GOLD_NUMBER = [43,1]
  33.    #Posição do Layout.
  34.    LAYOUT = [0,0]
  35.    #Icon Position.
  36.    ICON = [10, 10]
  37.    #Posição do numero.
  38.    NUMBER = [999, 935]
  39.    #Adjustment of the spacing between the numbers.
  40.    NUMBER_SPACE = 0
  41. end
  42. #==============================================================================
  43. # ■ Tool Hud
  44. #==============================================================================
  45. class Tool_Hud
  46.   include XAS_TOOL_HUD
  47.      
  48.  #--------------------------------------------------------------------------
  49.  # ● Initialize
  50.  #--------------------------------------------------------------------------  
  51.   def initialize
  52.       @actor = $game_party.members[0]
  53.       return if @actor == nil
  54.       @icon_image = Cache.system("Iconset")
  55.       @number_image = Cache.system("XAS_Tool_Number")
  56.       @number_cw = @number_image.width / 10
  57.       @number_ch = @number_image.height / 3      
  58.       @number_sc = @number_cw + NUMBER_SPACE
  59.       create_skill if ENABLE_SKILL_HUD
  60.       create_item if ENABLE_ITEM_HUD
  61.       create_weapon if ENABLE_WEAPON_HUD
  62.       create_shield if ENABLE_SHIELD_HUD
  63.       create_gold if ENABLE_GOLD_HUD
  64.   end  
  65.  #--------------------------------------------------------------------------
  66.  # ● Refresh
  67.  #--------------------------------------------------------------------------    
  68.  def refresh
  69.      dispose  
  70.      initialize
  71.  end  
  72.  
  73.  #--------------------------------------------------------------------------
  74.  # ● Create Gold
  75.  #--------------------------------------------------------------------------    
  76.  def create_gold
  77.      @gold = $game_party.gold
  78.      @gold_old = @gold
  79.      @gold_ref = @gold_old
  80.      @gold_refresh = false        
  81.      # Layout -------------------------------------------------------------------
  82.      @gold_layout_sprite = Sprite.new
  83.      @gold_layout_sprite.bitmap = Cache.system("XAS_Tool_Gold")
  84.      @gold_layout_sprite.z = 151
  85.      @gold_layout_sprite.x = GOLD_HUD[0]
  86.      @gold_layout_sprite.y = GOLD_HUD[1]
  87.      # Gold ---------------------------------------------------------------------
  88.      @gold_number_sprite = Sprite.new
  89.      @gold_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
  90.      @gold_number_sprite.z = 152
  91.      @gold_number_sprite.x = GOLD_HUD[0] + GOLD_NUMBER[0]
  92.      @gold_number_sprite.y = GOLD_HUD[1] + GOLD_NUMBER[1]
  93.      gold_number_update    
  94.  end
  95.  
  96.  #--------------------------------------------------------------------------
  97.  # ● Create Shield
  98.  #--------------------------------------------------------------------------    
  99.  def create_shield
  100.       #LAYOUT ------------------------------------------------------------
  101.       @shield_layout_sprite = Sprite.new
  102.       @shield_layout_sprite.bitmap = Cache.system("XAS_Tool_Shield")
  103.       @shield_layout_sprite.z = 150
  104.       @shield_layout_sprite.x = SHIELD_HUD[0] + LAYOUT[0]
  105.       @shield_layout_sprite.y = SHIELD_HUD[1] + LAYOUT[1]
  106.       @shield = @actor.equips[1]
  107.       @old_shield = @shield
  108.       if @shield != nil
  109.          icon_index = @shield.icon_index
  110.       else
  111.          icon_index = 0
  112.       end  
  113.       @shield_icon_sprite = Sprite.new
  114.       @shield_icon_sprite.bitmap = Bitmap.new(24,24)
  115.       bitmap_shield_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  116.       @shield_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_shield_rect)
  117.       @shield_icon_sprite.z = 151
  118.       @shield_icon_sprite.x = SHIELD_HUD[0] + ICON[0]
  119.       @shield_icon_sprite.y = SHIELD_HUD[1] + ICON[1]          
  120.       #NUMBER ------------------------------------------------------------
  121.       @shield_number_sprite = Sprite.new
  122.       @shield_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
  123.       @shield_number_sprite.z = 152
  124.       refresh_shield_number
  125.  end
  126.  
  127.  #--------------------------------------------------------------------------
  128.  # ● Refresh Shield Number
  129.  #--------------------------------------------------------------------------    
  130.  def refresh_shield_number
  131.      @shield_number = 0
  132.      @s_item = 0
  133.      @shield_number_sprite.bitmap.clear
  134.      return if @shield == nil
  135.      if @shield.note =~ /<Action ID = (\d+)>/
  136.          action_id =  $1.to_i    
  137.          skill = $data_skills[action_id]
  138.          if skill != nil
  139.             if skill.note =~ /<Item Cost = (\d+)>/
  140.                item_id = $1.to_i
  141.                if item_id != nil
  142.                   @s_item = $data_items[item_id]
  143.                   @shield_number = $game_party.item_number(@s_item)              
  144.                end
  145.              end
  146.          end    
  147.      end  
  148.      return if @s_item == 0
  149.      cost_split = @shield_number.to_s.split(//)
  150.      for r in 0..cost_split.size - 1
  151.          number_abs = cost_split[r].to_i
  152.          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
  153.          @shield_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
  154.      end        
  155.      xf = ((cost_split.size * @number_sc) / 2)
  156.      @shield_number_sprite.x = SHIELD_HUD[0] + NUMBER[0] - xf
  157.      @shield_number_sprite.y = SHIELD_HUD[1] + NUMBER[1]  
  158.  end  
  159.  
  160.  #--------------------------------------------------------------------------
  161.  # ● Create Weapon
  162.  #--------------------------------------------------------------------------    
  163.  def create_weapon
  164.       #LAYOUT ------------------------------------------------------------
  165.       @weapon_layout_sprite = Sprite.new
  166.       @weapon_layout_sprite.bitmap = Cache.system("XAS_Tool_Weapon")
  167.       @weapon_layout_sprite.z = 150
  168.       @weapon_layout_sprite.x = WEAPON_HUD[0] + LAYOUT[0]
  169.       @weapon_layout_sprite.y = WEAPON_HUD[1] + LAYOUT[1]
  170.       #ICON
  171.       @weapon = @actor.equips[0]
  172.       @old_weapon = @weapon
  173.       if @weapon != nil
  174.          icon_index = @weapon.icon_index
  175.       else
  176.          icon_index = 0
  177.       end  
  178.       @weapon_icon_sprite = Sprite.new
  179.       @weapon_icon_sprite.bitmap = Bitmap.new(24,24)
  180.       bitmap_weapon_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  181.       @weapon_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_weapon_rect)
  182.       @weapon_icon_sprite.z = 151
  183.       @weapon_icon_sprite.x = WEAPON_HUD[0] + ICON[0]
  184.       @weapon_icon_sprite.y = WEAPON_HUD[1] + ICON[1]          
  185.       #NUMBER ------------------------------------------------------------
  186.       @weapon_number_sprite = Sprite.new
  187.       @weapon_number_sprite.bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
  188.       @weapon_number_sprite.z = 152
  189.       refresh_weapon_number
  190.  end
  191.  #--------------------------------------------------------------------------
  192.  # ● Refresh Weapon Number
  193.  #--------------------------------------------------------------------------    
  194.  def refresh_weapon_number
  195.      @weapon_number = 0
  196.      @w_item = 0
  197.      @weapon_number_sprite.bitmap.clear
  198.      return if @weapon == nil
  199.      if @weapon.note =~ /<Action ID = (\d+)>/
  200.          action_id =  $1.to_i    
  201.          skill = $data_skills[action_id]
  202.          if skill != nil
  203.             if skill.note =~ /<Item Cost = (\d+)>/
  204.                item_id = $1.to_i
  205.                if item_id != nil
  206.                   @w_item = $data_items[item_id]
  207.                   @weapon_number = $game_party.item_number(@w_item)              
  208.                end
  209.              end
  210.          end    
  211.      end  
  212.      return if @w_item == 0
  213.      cost_split = @weapon_number.to_s.split(//)
  214.      for r in 0..cost_split.size - 1
  215.          number_abs = cost_split[r].to_i
  216.          src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
  217.          @weapon_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
  218.      end        
  219.      xf = ((cost_split.size * @number_sc) / 2)
  220.      @weapon_number_sprite.x = WEAPON_HUD[0] + NUMBER[0] - xf
  221.      @weapon_number_sprite.y = WEAPON_HUD[1] + NUMBER[1]  
  222.  end  
  223.  
  224.  #--------------------------------------------------------------------------
  225.  # ● Create Skill
  226.  #--------------------------------------------------------------------------  
  227.   def create_skill
  228.       #LAYOUT ------------------------------------------------------------
  229.       @skill_layout_sprite = Sprite.new
  230.       @skill_layout_sprite.bitmap = Cache.system("XAS_Tool_Skill")
  231.       @skill_layout_sprite.z = 150
  232.       @skill_layout_sprite.x = SKILL_HUD[0] + LAYOUT[0]
  233.       @skill_layout_sprite.y = SKILL_HUD[1] + LAYOUT[1]
  234.       #ICON ------------------------------------------------------------
  235.       @old_skill = @actor.skill_id
  236.       @skill = $data_skills[@actor.skill_id]
  237.       if @skill != nil
  238.          icon_index = @skill.icon_index
  239.          @skill_mp_cost = @skill.mp_cost
  240.       else  
  241.          icon_index = 0
  242.          @skill_mp_cost = 0
  243.       end  
  244.       @skill_icon_sprite = Sprite.new
  245.       @skill_icon_sprite.bitmap = Bitmap.new(24,24)
  246.       bitmap_skill_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  247.       @skill_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_skill_rect)
  248.       @skill_icon_sprite.z = 151
  249.       @skill_icon_sprite.x = SKILL_HUD[0] + ICON[0]
  250.       @skill_icon_sprite.y = SKILL_HUD[1] + ICON[1]    
  251.       #NUMBER ------------------------------------------------------------
  252.       skill_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
  253.       @skill_number_sprite = Sprite.new
  254.       @skill_number_sprite.bitmap = skill_number_bitmap
  255.       cost_split = @skill_mp_cost.to_s.split(//)
  256.       for r in 0..cost_split.size - 1
  257.           number_abs = cost_split[r].to_i
  258.           src_rect = Rect.new(@number_cw * number_abs, @number_ch, @number_cw, @number_ch)
  259.           skill_number_bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
  260.       end        
  261.       @skill_number_sprite.z = 152
  262.       xf = ((cost_split.size * @number_sc) / 2)
  263.       @skill_number_sprite.x = SKILL_HUD[0] + NUMBER[0] - xf
  264.       @skill_number_sprite.y = SKILL_HUD[1] + NUMBER[1]          
  265.   end
  266.  
  267.  #--------------------------------------------------------------------------
  268.  # ● Create Item
  269.  #--------------------------------------------------------------------------    
  270.   def create_item
  271.       #LAYOUT ------------------------------------------------------------
  272.       @item_layout_sprite = Sprite.new
  273.       @item_layout_sprite.bitmap = Cache.system("XAS_Tool_Item")
  274.       @item_layout_sprite.z = 150
  275.       @item_layout_sprite.x = ITEM_HUD[0] + LAYOUT[0]
  276.       @item_layout_sprite.y = ITEM_HUD[1] + LAYOUT[1]
  277.       #ICON ------------------------------------------------------------
  278.       @old_item = @actor.item_id
  279.       @item = $data_items[@actor.item_id]
  280.       if @item != nil
  281.          icon_index = @item.icon_index
  282.          @item_number = $game_party.item_number(@item)
  283.       else  
  284.          icon_index = 0
  285.          @item_number = 0
  286.       end  
  287.       @item_icon_sprite = Sprite.new
  288.       @item_icon_sprite.bitmap = Bitmap.new(24,24)
  289.       bitmap_item_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  290.       @item_icon_sprite.bitmap.blt(0, 0, @icon_image, bitmap_item_rect)
  291.       @item_icon_sprite.z = 160
  292.       @item_icon_sprite.x = ITEM_HUD[0] + ICON[0]
  293.       @item_icon_sprite.y = ITEM_HUD[1] + ICON[1]      
  294.       #NUMBER ------------------------------------------------------------
  295.       item_number_bitmap = Bitmap.new(@number_image.width, @number_image.height / 3)
  296.       @item_number_sprite = Sprite.new
  297.       @item_number_sprite.bitmap = item_number_bitmap
  298.       cost_split = @item_number.to_s.split(//)
  299.       for r in 0..cost_split.size - 1
  300.           number_abs = cost_split[r].to_i
  301.           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
  302.           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
  303.       end        
  304.       @item_number_sprite.z = 152
  305.       xf = ((cost_split.size * @number_sc) / 2)
  306.       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf
  307.       @item_number_sprite.y = ITEM_HUD[1] + NUMBER[1]    
  308.   end
  309.  
  310.  #--------------------------------------------------------------------------
  311.  # ● Dispose
  312.  #--------------------------------------------------------------------------    
  313.   def dispose
  314.       return if @actor == nil
  315.       dispose_skill if ENABLE_SKILL_HUD
  316.       dispose_item if ENABLE_ITEM_HUD
  317.       dispose_weapon if ENABLE_WEAPON_HUD
  318.       dispose_shield if ENABLE_SHIELD_HUD
  319.       dispose_gold if ENABLE_GOLD_HUD
  320.       @icon_image.dispose
  321.       @number_image.dispose      
  322.   end
  323.  
  324.  #--------------------------------------------------------------------------
  325.  # ● Dispose Skill
  326.  #--------------------------------------------------------------------------      
  327.   def dispose_skill
  328.       @skill_layout_sprite.bitmap.dispose
  329.       @skill_layout_sprite.dispose
  330.       @skill_icon_sprite.bitmap.dispose
  331.       @skill_icon_sprite.dispose
  332.       @skill_number_sprite.bitmap.dispose
  333.       @skill_number_sprite.dispose
  334.   end
  335.    
  336.  #--------------------------------------------------------------------------
  337.  # ● Dispose Gold
  338.  #--------------------------------------------------------------------------        
  339.   def dispose_gold
  340.       @gold_layout_sprite.bitmap.dispose
  341.       @gold_layout_sprite.dispose
  342.       @gold_number_sprite.bitmap.dispose
  343.       @gold_number_sprite.dispose
  344.   end
  345.  
  346.  #--------------------------------------------------------------------------
  347.  # ● Dispose Item
  348.  #--------------------------------------------------------------------------        
  349.   def dispose_item
  350.       @item_layout_sprite.bitmap.dispose
  351.       @item_layout_sprite.dispose      
  352.       @item_icon_sprite.bitmap.dispose
  353.       @item_icon_sprite.dispose      
  354.       @item_number_sprite.bitmap.dispose
  355.       @item_number_sprite.dispose  
  356.   end  
  357.  
  358.  #--------------------------------------------------------------------------
  359.  # ● Dispose Weapon
  360.  #--------------------------------------------------------------------------          
  361.   def dispose_weapon
  362.       @weapon_layout_sprite.bitmap.dispose
  363.       @weapon_layout_sprite.dispose
  364.       @weapon_icon_sprite.bitmap.dispose
  365.       @weapon_icon_sprite.dispose
  366.       @weapon_number_sprite.bitmap.dispose
  367.       @weapon_number_sprite.dispose    
  368.   end  
  369.  
  370.  #--------------------------------------------------------------------------
  371.  # ● Dispose shield
  372.  #--------------------------------------------------------------------------            
  373.   def dispose_shield
  374.       @shield_layout_sprite.bitmap.dispose
  375.       @shield_layout_sprite.dispose
  376.       @shield_icon_sprite.bitmap.dispose
  377.       @shield_icon_sprite.dispose
  378.       @shield_number_sprite.bitmap.dispose
  379.       @shield_number_sprite.dispose    
  380.   end  
  381.  
  382.  #--------------------------------------------------------------------------
  383.  # ● Update
  384.  #--------------------------------------------------------------------------    
  385.   def update
  386.       return if @actor == nil
  387.       update_visible
  388.       refresh if can_refresh_hud?
  389.       refresh_item if ENABLE_ITEM_HUD and can_refresh_item_number?
  390.       refresh_weapon_number if ENABLE_WEAPON_HUD and can_refreh_weapon_number?
  391.       refresh_shield_number if ENABLE_SHIELD_HUD and can_refreh_shield_number?
  392.       update_gold if ENABLE_GOLD_HUD
  393.   end
  394.    
  395.  #--------------------------------------------------------------------------
  396.  # ● Update Gold
  397.  #--------------------------------------------------------------------------          
  398.   def update_gold
  399.       gold_number_down if @gold > $game_party.gold
  400.       gold_number_up if @gold < $game_party.gold    
  401.       gold_number_update if @gold_refresh    
  402.   end  
  403.  
  404.  #--------------------------------------------------------------------------
  405.  # ● Can Refresh Weapon Number
  406.  #--------------------------------------------------------------------------        
  407.   def can_refreh_weapon_number?
  408.       return true if @weapon_number != $game_party.item_number(@w_item)  
  409.       return false
  410.   end  
  411.  #--------------------------------------------------------------------------
  412.  # ● Can Refresh Shield Number
  413.  #--------------------------------------------------------------------------        
  414.   def can_refreh_shield_number?
  415.       return true if @shield_number != $game_party.item_number(@s_item)  
  416.       return false
  417.   end    
  418.  
  419.  #--------------------------------------------------------------------------
  420.  # ● Update Visible
  421.  #--------------------------------------------------------------------------      
  422.   def update_visible
  423.       vis = $game_system.enable_hud
  424.       if ENABLE_SKILL_HUD
  425.          @skill_layout_sprite.visible = vis
  426.          @skill_icon_sprite.visible = vis
  427.          @skill_number_sprite.visible = vis
  428.       end
  429.       if ENABLE_ITEM_HUD
  430.          @item_layout_sprite.visible = vis
  431.          @item_icon_sprite.visible = vis
  432.          @item_number_sprite.visible = vis
  433.       end
  434.       if ENABLE_WEAPON_HUD        
  435.          @weapon_layout_sprite.visible = vis
  436.          @weapon_icon_sprite.visible = vis
  437.          @weapon_number_sprite.visible = vis
  438.       end
  439.       if ENABLE_SHIELD_HUD  
  440.          @shield_layout_sprite.visible = vis
  441.          @shield_icon_sprite.visible = vis
  442.          @shield_number_sprite.visible = vis      
  443.       end
  444.       if ENABLE_GOLD_HUD  
  445.          @gold_layout_sprite.visible = vis
  446.          @gold_number_sprite.visible = vis        
  447.       end  
  448.   end
  449.  
  450.  #--------------------------------------------------------------------------
  451.  # ● Can Refresh Hud
  452.  #--------------------------------------------------------------------------      
  453.   def can_refresh_hud?      
  454.       if @actor != nil
  455.          if ENABLE_SKILL_HUD
  456.             return true if @old_skill != @actor.skill_id
  457.          end
  458.          if ENABLE_ITEM_HUD
  459.             return true if @old_item != @actor.item_id
  460.          end
  461.          if ENABLE_WEAPON_HUD
  462.             return true if @old_weapon != @actor.equips[0]
  463.          end
  464.          if ENABLE_SHIELD_HUD
  465.             return true if @old_shield != @actor.equips[1]
  466.          end      
  467.       end
  468.       return false
  469.   end  
  470.    
  471.  #--------------------------------------------------------------------------
  472.  # ● Can Refresh Item Number
  473.  #--------------------------------------------------------------------------        
  474.   def can_refresh_item_number?
  475.       return true if @item_number != $game_party.item_number(@item)      
  476.       return false
  477.   end  
  478.  
  479.  #--------------------------------------------------------------------------
  480.  # ● Create Item
  481.  #--------------------------------------------------------------------------    
  482.   def refresh_item
  483.       @item_number = $game_party.item_number(@item)  
  484.       #Item Number ------------------------------------------------------------
  485.       @item_number_sprite.bitmap.clear
  486.       cost_split = @item_number.to_s.split(//)
  487.       for r in 0..cost_split.size - 1
  488.           number_abs = cost_split[r].to_i
  489.           src_rect = Rect.new(@number_cw * number_abs, 0, @number_cw, @number_ch)
  490.           @item_number_sprite.bitmap.blt(@number_sc  *  r, 0, @number_image, src_rect)        
  491.       end        
  492.       xf = ((cost_split.size * @number_sc) / 2)
  493.       @item_number_sprite.x = ITEM_HUD[0] + NUMBER[0] - xf
  494.   end  
  495.   #--------------------------------------------------------------------------
  496.   # ● gold_number_up
  497.   #--------------------------------------------------------------------------
  498.   def gold_number_up
  499.       @gold_refresh = true
  500.       @gold_ref = 20 * (@gold - @gold_old) / 100
  501.       @gold_ref = 1 if @gold_ref < 1
  502.       @gold += @gold_ref    
  503.       if @gold >= $game_party.gold
  504.          @gold_old = $game_party.gold
  505.          @gold = $game_party.gold
  506.          @gold_ref = 0
  507.       end  
  508.   end  
  509.   #--------------------------------------------------------------------------
  510.   # ● gold_number_down
  511.   #--------------------------------------------------------------------------
  512.   def gold_number_down
  513.       @gold_refresh = true
  514.       @gold_ref = 10 * (@gold_old - @gold) / 100
  515.       @gold_ref = 1 if @gold_ref < 1
  516.       @gold -= @gold_ref    
  517.       if @gold <= $game_party.gold
  518.          @gold_old = $game_party.gold
  519.          @gold = $game_party.gold
  520.          @gold_ref = 0
  521.       end    
  522.   end
  523.      
  524.   #--------------------------------------------------------------------------
  525.   # ● gold_number_update
  526.   #--------------------------------------------------------------------------
  527.   def gold_number_update  
  528.       @gold_number_sprite.bitmap.clear
  529.       @gold_number_text = @gold.abs.to_s.split(//)
  530.       for r in 0..@gold_number_text.size - 1
  531.           @gold_number_abs = @gold_number_text[r].to_i
  532.           gold_src_rect = Rect.new(@number_cw * @gold_number_abs, @number_ch * 2, @number_cw, @number_ch)
  533.           @gold_number_sprite.bitmap.blt(@number_cw  *  r, 0, @number_image, gold_src_rect)        
  534.       end    
  535.       @gold_refresh = false if @gold == $game_party.gold  
  536.   end  
  537.  
  538.   #--------------------------------------------------------------------------
  539.   # * Fade Skill Sprite | Kadafi Edit
  540.   #--------------------------------------------------------------------------
  541.   def fade_skill_sprite(force_hide, force_hide_time, fade_hud)
  542.     sprites = [@skill_layout_sprite, @skill_icon_sprite, @skill_number_sprite]
  543.     if force_hide
  544.       sprites.each do |sprite|
  545.         if !sprite.disposed?
  546.           sprite.opacity = 0 if force_hide_time > 5
  547.         end
  548.       end
  549.     else
  550.       smart_fade_limit = MOG_ULTIMA_HUD ? MOG_ULTIMA_HUD::SMART_FADE_LIMIT : 90
  551.       if fade_hud
  552.         sprites.each do |sprite|
  553.           if !sprite.disposed?
  554.             sprite.opacity -= 15 if sprite.opacity > smart_fade_limit
  555.             sprite.opacity = smart_fade_limit if sprite.opacity < smart_fade_limit
  556.           end
  557.         end
  558.       else
  559.         sprites.each do |sprite|
  560.           if !sprite.disposed?
  561.             sprite.opacity += 15
  562.           end
  563.         end
  564.       end
  565.     end
  566.   end  
  567.    
  568. end
  569. #==============================================================================
  570. # ■ Spriteset_Map
  571. #==============================================================================
  572. class Spriteset_Map
  573.   attr_reader :toolhud
  574.   #--------------------------------------------------------------------------
  575.   # ● initialize  
  576.   #--------------------------------------------------------------------------
  577.   alias mog_tool_hud_initialize initialize
  578.   def initialize  
  579.       @toolhud = Tool_Hud.new
  580.       mog_tool_hud_initialize
  581.   end
  582.  
  583.   #--------------------------------------------------------------------------
  584.   # ● Dispose
  585.   #--------------------------------------------------------------------------
  586.   alias mog_tool_hud_dispose dispose
  587.   def dispose    
  588.       @toolhud.dispose
  589.       mog_tool_hud_dispose
  590.   end
  591.  
  592.   #--------------------------------------------------------------------------
  593.   # ● update  
  594.   #--------------------------------------------------------------------------
  595.   alias mog_tool_hud_update update
  596.   def update  
  597.       @toolhud.update
  598.       mog_tool_hud_update
  599.   end
  600.   #--------------------------------------------------------------------------
  601.   # ● Refresh Hud
  602.   #--------------------------------------------------------------------------  
  603.   alias mog_tool_hud_refresh_hud refresh_hud
  604.   def refresh_hud
  605.       mog_tool_hud_refresh_hud
  606.       @toolhud.refresh
  607.   end    
  608.  
  609. end  
  610.  
  611. #==============================================================================
  612. # ** Scene_Map | Kadafi Edit
  613. #==============================================================================
  614.  
  615. class Scene_Map < Scene_Base
  616.   attr_reader :spriteset
  617.   #--------------------------------------------------------------------------
  618.   # ● XAS Tool HUD
  619.   #--------------------------------------------------------------------------  
  620.   def toolhud
  621.     @spriteset.toolhud
  622.   end
  623. end
  624.  
  625. $mog_rgss3_xas_tool_hud = true
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