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- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # * Start processing
- #--------------------------------------------------------------------------
- alias enemy_hp_start start
- def start
- super
- enemy_hp_start
- create_enemy_hp_windows
- end
- def create_enemy_hp_windows
- @window_enemy_hp = []
- for i in 0...$game_troop.members.length
- en = $game_troop.members[i]
- @window_enemy_hp[i] = Window_Enemy_HP.new(en.screen_x-160, en.screen_y-60,160,80, en)
- @window_enemy_hp[i].visible = !en.hidden
- end
- end
- alias enemy_hp_update update_basic
- def update_basic(main = false)
- enemy_hp_update(main)
- for i in 0...$game_troop.members.length
- en = $game_troop.members[i]
- @window_enemy_hp[i].refresh
- @window_enemy_hp[i].visible = !en.hidden
- @window_enemy_hp[i].visible = false if en.hp == 0
- end
- end
- end
- class Window_Enemy_HP < Window_Base
- def initialize(x,y,width,height,enemy)
- super(x,y,width,height)
- self.opacity = 0
- @enemy = enemy
- refresh
- end
- def refresh
- self.contents.clear
- draw_actor_hp(@enemy,0,0)
- end
- end
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