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