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marlosgama

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Apr 7th, 2020
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  1.   def in_area?
  2.     Mouse.x >= self.x - width / 2 && Mouse.x <= self.x + width / 2 && Mouse.y >= self.y - height && Mouse.y <= self.y
  3.   end
  4.  
  5.   def select_player_target
  6.     return unless Mouse.click?(:L)
  7.     return if @character.is_a?(Game_Player)
  8.     return if @character.character_name.empty?
  9.     return unless in_area?
  10.     return unless @character.actor?
  11.     return if $game_player.over_window?
  12.     if $game_player.target == self
  13.       $game_player.clear_target
  14.     else
  15.       target_type = @character.is_a?(Game_NetPlayer) ? Constants::TARGET_PLAYER : Constants::TARGET_ENEMY
  16.       $network.send_target(@character.id, target_type)
  17.     end
  18.   end
  19.  
  20.   def update_sprites
  21.     return if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower)
  22.     select_player_target
  23.     update_paperdolls unless @character.is_a?(Game_Event)
  24.     if @character.actor? && @character.actor.result.hp_damage
  25.       refresh_damage(@character.actor.result.hp_damage, @character.actor.result.mp_damage, @character.actor.result.critical)
  26.       @character.actor.result.hp_damage = nil
  27.       @character.actor.result.mp_damage = 0
  28.       @character.actor.result.critical = false
  29.     end
  30.     # Se é um inimigo, jogador ou evento não apagado (erased)
  31.     if @character.actor? || @character.event.name.start_with?('$') && !@character.character_name.empty?
  32.       refresh_name if name_changed?
  33.       @name_sprite.x = x
  34.       # Atualiza de acordo com a altura do character
  35.       #que pode ter sido alterada
  36.       @name_sprite.y = y - height
  37.     else
  38.       dispose_name
  39.     end
  40.     if !@character.is_a?(Game_Event) && !@character.actor.guild.empty?
  41.       refresh_guild_name if guild_changed?
  42.       @guild_sprite.x = x
  43.       @guild_sprite.y = y - height
  44.     else
  45.       dispose_guild_name
  46.     end
  47.     if @character.is_a?(Game_Event) && @character.quest_not_started?
  48.       create_quest_icon unless @quest_sprite
  49.       @quest_sprite.x = x
  50.       @quest_sprite.y = y - height
  51.     else
  52.       dispose_quest_icon
  53.     end
  54.     if @character.boss?
  55.       refresh_boss_hp_bar if hp_changed?
  56.       # Possibilita que a barra possa ser arrastada
  57.       @hp_sprite.update
  58.     elsif @character.actor? && @character.actor.hp < @character.actor.mhp
  59.       refresh_hp_bar if hp_changed?
  60.       @hp_sprite.x = x
  61.       @hp_sprite.y = y
  62.     else
  63.       dispose_hp_bar
  64.     end
  65.     unless @character.message.empty?
  66.       create_message(@character.message)
  67.       @character.message.clear
  68.     end
  69.     if @damage_duration > 0
  70.       @damage_sprite.x = x
  71.       @damage_sprite.y = y - height + @damage_duration
  72.       @damage_duration -= 1
  73.     else
  74.       dispose_damage
  75.     end
  76.     if @message_duration > 0
  77.       @message_sprite.x = x
  78.       @message_sprite.y = y
  79.       @message_duration -= 1
  80.     else
  81.       dispose_message
  82.     end
  83.   end
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