//============================================================================
// MOG_HPGauge.js
// Translate to Japanese : fungamemake.com
//============================================================================

/*:
 * @plugindesc (v1.4 *) Apresenta um medidor de HP do alvo.
 * @author Moghunter
 *
 * @param Gauge For Actors
 * @desc Apresentar o HP nos aliados .
 * @default true
 *
 * @param Gauge For Enemies
 * @desc Apresentar o HP nos inimigos.
 * @default true
 *
 * @param Show HP On Selection
 * @desc Apresentar o HP na seleção do alvo.
 * @default true
 *
 * @param Fade Duration
 * @desc Definição do tempo para ativar o fade.
 * @default 90
 *
 * @param Slide Animation
 * @desc Ativar animação de deslize.
 * @default true
 *
 * @param Show HP Number Actor
 * @desc Apresentar o número de HP para o ator.
 * @default false
 *
 * @param Show HP Number Enemy
 * @desc Apresentar o número de HP para o inimigo.
 * @default true
 *
 * @param Required to Kill
 * @desc Requer derrotar o inimigo para mostrar o HP.
 * @default false
 *
 * @param Actor Layout X-Axis
 * @desc Posição X-Axis do layout.
 * @default 0
 *
 * @param Actor Layout Y-Axis
 * @desc Posição Y-Axis do layout.
 * @default 0
 *
 * @param Actor Meter X-Axis
 * @desc Posição X-Axis do medidor.
 * @default 0
 *
 * @param Actor Meter Y-Axis
 * @desc Posição Y-Axis do medidor.
 * @default 3
 *
 * @param Actor HP Number X-Axis
 * @desc Posição X-Axis do numero de HP.
 * @default -25
 *
 * @param Actor HP Number Y-Axis
 * @desc Posição Y-Axis do numero de HP.
 * @default -22
 *
 * @param Enemy Layout X-Axis
 * @desc Posição X-Axis do layout.
 * @default 0
 *
 * @param Enemy Layout Y-Axis
 * @desc Posição Y-Axis do layout.
 * @default 0
 *
 * @param Enemy Meter X-Axis
 * @desc Posição X-Axis do medidor.
 * @default 8
 *
 * @param Enemy Meter Y-Axis
 * @desc Posição Y-Axis do medidor.
 * @default 10
 *
 * @param Enemy HP Number X-Axis
 * @desc Posição X-Axis do numero de HP.
 * @default -25
 *
 * @param Enemy HP Number Y-Axis
 * @desc Posição Y-Axis do numero de HP.
 * @default -19
 *
 * @help
 * ===========================================================================
 * +++ MOG - HP Gauge (v1.4) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * ===========================================================================
 * Apresenta um medidor de HP do alvo.
 * Serão necessários os arquivos. (img/system/)
 *
 * HPGaugeActor_A.png
 * HPGaugeActor_B.png
 * HPGaugeActor_C.png
 * HPGaugeEnemy_A.png
 * HPGaugeEnemy_B.png
 * HPGaugeEnemy_C.png
 *
 * ===========================================================================
 * NOTETAGS
 * ===========================================================================
 * Para ocultar o HP do inimigo use a seguinte Tag na caixa de notas
 *
 * Hide HP
 *
 * ---------------------------------------------------------------------------
 * Para ajustar a posição do medidor use a Tag abaixo.
 *
 * Hp Gauge Offset: X:Y
 *
 * Exemplo
 *
 * Hp Gauge Offset: 130:40
 *
 * ===========================================================================
 * - WHAT'S  NEW (version 1.4)
 * ===========================================================================
 * (NEW) - Reformulação dos plugins Parameters para a versão do RPG Maker MV 1.5+
 * (NEW) - Compatibilidade com Frontal Battle Camera plugin.
 *
 */

/*:ja
 * @plugindesc (v1.4 *) 対象のHPメーターを表示します。
 * @author Moghunter
 *
 * @param Gauge For Actors
 * @text 仲間HPの表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default true
 *
 * @param Gauge For Enemies
 * @text 敵HPの表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default true
 *
 * @param Show HP On Selection
 * @text 選択対象HPの表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default true
 *
 * @param Fade Duration
 * @text フェード時間
 * @type number
 * @max 9007
 * @default 90
 *
 * @param Slide Animation
 * @text スライドアニメの有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default true
 *
 * @param Show HP Number Actor
 * @text アクターHP値の表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default false
 *
 * @param Show HP Number Enemy
 * @text 敵HP値の表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default true
 *
 * @param Required to Kill
 * @text 倒した敵限定でHP表示有効化
 * @type boolean
 * @on 有効
 * @off 無効
 * @default false
 *
 * @param Actor Layout X-Axis
 * @text アクターのレイアウトX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default 0
 *
 * @param Actor Layout Y-Axis
 * @text アクターのレイアウトY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default 0
 *
 * @param Actor Meter X-Axis
 * @text アクターのメーターX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default 0
 *
 * @param Actor Meter Y-Axis
 * @text アクターのメーターY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default 3
 *
 * @param Actor HP Number X-Axis
 * @text アクターHPのX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default -25
 *
 * @param Actor HP Number Y-Axis
 * @text アクターHPのY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default -22
 *
 * @param Enemy Layout X-Axis
 * @text 敵のレイアウトX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default 0
 *
 * @param Enemy Layout Y-Axis
 * @text 敵のレイアウトY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default 0
 *
 * @param Enemy Meter X-Axis
 * @text 敵のメーターX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default 8
 *
 * @param Enemy Meter Y-Axis
 * @text 敵のメーターY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default 10
 *
 * @param Enemy HP Number X-Axis
 * @text 敵HPのX軸位置
 * @desc 正:右 / 負:左
 * @type number
 * @min -9007
 * @max 9007
 * @default -25
 *
 * @param Enemy HP Number Y-Axis
 * @text 敵HPのY軸位置
 * @desc 正:下 / 負:上
 * @type number
 * @min -9007
 * @max 9007
 * @default -19
 *
 * @help
 * 翻訳:ムノクラ
 * https://fungamemake.com/
 * https://twitter.com/munokura/
 *
 * ===========================================================================
 * +++ MOG - HP Gauge (v1.4) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * ===========================================================================
 * 対象にHPメーターを表示します。
 * ファイルが必要になります。 (img/system/)
 *
 * HPGaugeActor_A.png
 * HPGaugeActor_B.png
 * HPGaugeActor_C.png
 * HPGaugeEnemy_A.png
 * HPGaugeEnemy_B.png
 * HPGaugeEnemy_C.png
 *
 * ===========================================================================
 * メモタグ
 * ===========================================================================
 * 敵のHPを非表示にするには、メモ欄に以下のタグを使用します。
 *
 * Hide HP
 *
 * ---------------------------------------------------------------------------
 * メーターの位置を調整するには、以下のタグを使用してください。
 *
 * Hp Gauge Offset: X:Y
 *
 * 例
 *
 * Hp Gauge Offset: 130:40
 *
 * ===========================================================================
 * - WHAT'S  NEW (version 1.4)
 * ===========================================================================
 * (NEW) - RPG MakerバージョンMV 1.5用のパラメーター・プラグインの調整
 * (NEW) - Frontal Battle Camera プラグインとの互換性
 *
 */

//============================================================================
// ** PLUGIN PARAMETERS
//============================================================================
    var Imported = Imported || {};
    Imported.MOG_HPGauge = true;
    var Moghunter = Moghunter || {};

    Moghunter.parameters = PluginManager.parameters('MOG_HPGauge');
    Moghunter.hpgauge_actors = String(Moghunter.parameters['Gauge For Actors'] || "true");
	Moghunter.hpgauge_enemies = String(Moghunter.parameters['Gauge For Enemies'] || "true");
	Moghunter.hpgauge_selection = String(Moghunter.parameters['Show HP On Selection'] || "true");
	Moghunter.hpgauge_slide = String(Moghunter.parameters['Slide Animation'] || "true");
	Moghunter.hpgauge_showNumberActor = String(Moghunter.parameters['Show HP Number Actor'] || "false");
	Moghunter.hpgauge_showNumberEnemy = String(Moghunter.parameters['Show HP Number Enemy'] || "true");
	Moghunter.hpgauge_NumberAfter = String(Moghunter.parameters['Required to Kill'] || "false");
    Moghunter.hpgauge_a_x = Number(Moghunter.parameters['Enemy Layout X-Axis'] || 0);
    Moghunter.hpgauge_a_y = Number(Moghunter.parameters['Enemy Layout Y-Axis'] || 0);
    Moghunter.hpgauge_b_x = Number(Moghunter.parameters['Enemy Meter X-Axis'] || 8);
    Moghunter.hpgauge_b_y = Number(Moghunter.parameters['Enemy Meter Y-Axis'] || 10);
    Moghunter.hpgauge_c_x = Number(Moghunter.parameters['Enemy HP Number X-Axis'] || -30);
    Moghunter.hpgauge_c_y = Number(Moghunter.parameters['Enemy HP Number Y-Axis'] || -19);
    Moghunter.hpgauge_a_xa = Number(Moghunter.parameters['Actor Layout X-Axis'] || 0);
    Moghunter.hpgauge_a_ya = Number(Moghunter.parameters['Actor Layout Y-Axis'] || 0);
    Moghunter.hpgauge_b_xa = Number(Moghunter.parameters['Actor Meter X-Axis'] || 0);
    Moghunter.hpgauge_b_ya = Number(Moghunter.parameters['Actor Meter Y-Axis'] || 3);
    Moghunter.hpgauge_c_xa = Number(Moghunter.parameters['Actor HP Number X-Axis'] || -25);
    Moghunter.hpgauge_c_ya = Number(Moghunter.parameters['Actor HP Number Y-Axis'] || -19);
	Moghunter.hpgauge_duration = Number(Moghunter.parameters['Fade Duration'] || 90);

//============================================================================
// ** Game_Temp
//============================================================================

//==============================
// * Initialize
//==============================
var _mog_hpgauge_temp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function() {
	_mog_hpgauge_temp_initialize.call(this);
    this._hpGauge = [true,false];
};

//============================================================================
// ** Game_System
//============================================================================

//==============================
// * Initialize
//==============================
var _mog_hpgauge_sys_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
	_mog_hpgauge_sys_initialize.call(this);
    this._hpGaugeEDef = [];
};

//============================================================================
// ** BattleManager
//============================================================================

//==============================
// * processVictory
//==============================
var _mog_hpGauge_processVictory = BattleManager.processVictory;
BattleManager.processVictory = function() {
	 $gameTemp._hpGauge[0] = false;
	 _mog_hpGauge_processVictory.call(this);
};

//==============================
// * processAbort
//==============================
var _mog_hpGauge_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function() {
	 $gameTemp._hpGauge[0] = false;
	 _mog_hpGauge_processAbort.call(this);
};

//==============================
// * processDefeat
//==============================
var _mog_hpGauge_processDefeat = BattleManager.processDefeat;
BattleManager.processDefeat = function() {
	 $gameTemp._hpGauge[0] = false;
	 _mog_hpGauge_processDefeat.call(this);
};

//============================================================================
// ** Game Battler
//============================================================================

//==============================
// * init Members
//==============================
var _mog_hpgauge_gbat_initMembers = Game_Battler.prototype.initMembers;
Game_Battler.prototype.initMembers = function() {
    _mog_hpgauge_gbat_initMembers.call(this);
    this._ehpgauge = [false,0,0,false,false];
};

//==============================
// * check HP Gauge Notes
//==============================
Game_Battler.prototype.checkHPGaugeNotes = function() {
	this.notetags().forEach(function(note) {
		if (note == "Hide HP") {this._ehpgauge[0] = false};
         var note_data = note.split(': ')
		 if (note_data[0].toLowerCase() == "hp gauge offset"){
			 var par = note_data[1].split(':');
		     this._ehpgauge[1] = Number(par[0]);
			 this._ehpgauge[2] = Number(par[1]);
		 };
	},this);
};

//==============================
// * Notetags
//==============================
Game_Battler.prototype.notetags = function() {
	if (this.isEnemy()) {return this.enemy().note.split(/[\r\n]+/)};
	if (this.isActor()) {return this.actor().note.split(/[\r\n]+/)};
};

//============================================================================
// ** Game_Actor
//============================================================================

//==============================
// * Setup
//==============================
var _mog_hp_gauge_gactor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
	_mog_hp_gauge_gactor_setup.call(this,actorId);
	if (String(Moghunter.hpgauge_actors) === "true") {this._ehpgauge[0] = true};
	this.checkHPGaugeNotes();
};

//============================================================================
// ** Game_Enemy
//============================================================================

//==============================
// * Setup
//==============================
var _mog_hpgauge_genemy_setup = Game_Enemy.prototype.setup;
Game_Enemy.prototype.setup = function(enemyId, x, y) {
	_mog_hpgauge_genemy_setup.call(this,enemyId, x, y);
	if (String(Moghunter.hpgauge_enemies) === "true") {this._ehpgauge[0] = true};
	this.checkHPGaugeNotes();
};

//==============================
// * Die
//==============================
var _mog_hpgauge_genemy_die = Game_Enemy.prototype.die;
Game_Enemy.prototype.die = function() {
	_mog_hpgauge_genemy_die.call(this);
	$gameSystem._hpGaugeEDef[this._enemyId] = true;
};

//============================================================================
// ** Game Action
//============================================================================

//==============================
// * Apply
//==============================
var _mog_hpgauge_gaction_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
	 _mog_hpgauge_gaction_apply.call(this,target);
     if (target) {
		 if (this.isHpRecover()) {
			 target._ehpgauge[4] = true;
		 } else if (this.item() && this.item().damage.type === 5) {
			 target._ehpgauge[4] = true;
			 var subj = this.subject();
			 if (subj) {subj._ehpgauge[4] = true};
		 };
	  };
};

//============================================================================
// ** Spriteset_Battle
//============================================================================

//==============================
// * Create Lower Layer
//==============================
var _mog_hpGauge_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
Spriteset_Battle.prototype.createLowerLayer = function() {
	_mog_hpGauge_createLowerLayer.call(this);
	this.create_HPGauge();
};

//==============================
// * Create HP Gauge
//==============================
Spriteset_Battle.prototype.create_HPGauge = function() {
    this.createHPField();
	this.createHPSprites()
};

//==============================
// * Create EHP Field
//==============================
Spriteset_Battle.prototype.createHPField = function() {
    this._hpField = new Sprite();
	this._hpField.z = 100;
	this.addChild(this._hpField);
};

//==============================
// * Create HP Sprites
//==============================
Spriteset_Battle.prototype.createHPSprites = function() {
	$gameTemp._hpGauge[0] = true;
	this._HPSprites = [];
    this.createHPSpritesActor();
	this.createHPSpritesEnemy();
};

//==============================
// * create H PSprites Actor
//==============================
Spriteset_Battle.prototype.createHPSpritesActor = function() {
	if (String(Moghunter.hpgauge_actors) != "true") {return};
	for (var i = 0; i < this._actorSprites.length; i++) {
		 this._HPSprites[i] = new HPGaugeSprite(this._actorSprites[i],0);
		 this._hpField.addChild(this._HPSprites[i]);
	};
};

//==============================
// * create H PSprites Enemy
//==============================
Spriteset_Battle.prototype.createHPSpritesEnemy = function() {
	if (String(Moghunter.hpgauge_enemies) != "true") {return};
	for (var i = 0; i < this._enemySprites.length; i++) {
		 this._HPSprites[i] = new HPGaugeSprite(this._enemySprites[i],1);
		 this._hpField.addChild(this._HPSprites[i]);
	};
};

//==============================
// * remove HP Sprites
//==============================
Spriteset_Battle.prototype.removeHPSprites = function() {
	if (!this._HPSprites) {return};
	for (var i = 0; i < this._HPSprites.length; i++) {
		 this._hpField.removeChild(this._HPSprites[i]);
	};
};

//==============================
// * Update
//==============================
var _mog_hpGauge_sprBat_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function() {
	_mog_hpGauge_sprBat_update.call(this);
	if (Imported.MOG_BattleCamera && this._hpField) {this.updateHPField()};
};

//==============================
// * Update
//==============================
Spriteset_Battle.prototype.updateHPField = function() {
    this._hpField.x = this._battleField.x
	this._hpField.y = this._battleField.y
};

//============================================================================
// ** HP Gauge Sprite
//============================================================================
function HPGaugeSprite() {
    this.initialize.apply(this, arguments);
};

HPGaugeSprite.prototype = Object.create(Sprite.prototype);
HPGaugeSprite.prototype.constructor = HPGaugeSprite;

//==============================
// * Initialize
//==============================
HPGaugeSprite.prototype.initialize = function(sprite,type) {
    Sprite.prototype.initialize.call(this);
    this._sprite = sprite;
	this._slideX = 0;
	this._duration = 0;
	this.opacity = 0;
	this.type = type;
	this.z = 100;
	this._slideA = String(Moghunter.hpgauge_slide) === "true" ? true : false;
	this._selectionHP = String(Moghunter.hpgauge_selection) === "true" ? true : false;
	if (type === 0) {
    	this._showHPNumber = String(Moghunter.hpgauge_showNumberActor) === "true" ? true : false;
	} else {
	    this._showHPNumber = String(Moghunter.hpgauge_showNumberEnemy) === "true" ? true : false;
	};
	this._IDA = type === 0 ? true : this.enemyIDA();
	if (type === 1 && String(Moghunter.hpgauge_NumberAfter) != "true") {this._IDA = true};
	this._data = [0,0,0,0,0];
	this.loadBitmaps();
};

//==============================
// * Battler
//==============================
HPGaugeSprite.prototype.battler = function() {
    return this._sprite._battler;
};

//==============================
// * Load Bitmaps
//==============================
HPGaugeSprite.prototype.loadBitmaps = function() {
	if (this.type === 0) {
        this._layImg = ImageManager.loadSystem("HPGaugeActor_A");
	    this._meterImg = ImageManager.loadSystem("HPGaugeActor_B");
		this._numberImg = ImageManager.loadSystem("HPGaugeActor_C");
	} else {
        this._layImg = ImageManager.loadSystem("HPGaugeEnemy_A");
	    this._meterImg = ImageManager.loadSystem("HPGaugeEnemy_B");
		this._numberImg = ImageManager.loadSystem("HPGaugeEnemy_C");
	};
};

//==============================
// * createSprites
//==============================
HPGaugeSprite.prototype.createSprites = function() {
	this.createLayout();
	this.createMeter();
	if (this._showHPNumber) {this.createNumber()};
};

//==============================
// * Create Layout
//==============================
HPGaugeSprite.prototype.createLayout = function() {
    this._layout = new Sprite(this._layImg);
	if (this.type === 0) {
	    this._layout.x = Moghunter.hpgauge_a_xa - this._layImg.width / 2;
	    this._layout.y = Moghunter.hpgauge_a_ya - this._layImg.height / 2;
	} else {
	    this._layout.x = Moghunter.hpgauge_a_x - this._layImg.width / 2;
	    this._layout.y = Moghunter.hpgauge_a_y - this._layImg.height / 2;
	};
	this.addChild(this._layout);
};

//==============================
// * Create Gauge
//==============================
HPGaugeSprite.prototype.createMeter = function() {
	this._meter = [];
	for (var i = 0; i < 2; i++) {
		this._meter[i] = new Sprite(this._meterImg);
		this._meter[i].value1 = this.battler().hp;
		this._meter[i].value2 = this.battler().mhp;
		this._meter[i].ds = 0;
		this._meter[i].w = this._meterImg.width;
		this._meter[i].h = this._meterImg.height / 2;
		if (this.type === 0) {
		    this._meter[i].x = Moghunter.hpgauge_a_xa + Moghunter.hpgauge_b_xa - this._meterImg.width / 2;
		    this._meter[i].y = Moghunter.hpgauge_a_ya + Moghunter.hpgauge_b_ya - this._meterImg.height / 2;
		} else {
		    this._meter[i].x = Moghunter.hpgauge_a_x + Moghunter.hpgauge_b_x - this._meterImg.width / 2;
		    this._meter[i].y = Moghunter.hpgauge_a_y + Moghunter.hpgauge_b_y - this._meterImg.height / 2;
	    };
		this.addChild(this._meter[i]);
	};
    this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
	this.refreshMeter(this._meter[1],this.battler().hp,this.battler().mhp,0);
	this.updateMeter();
};

//==============================
// * Need Refresh Blue Meter
//==============================
HPGaugeSprite.prototype.needRefreshBlueMeter = function() {
	if (this.battler()._ehpgauge[4]) {return true};
    if (this._meter[1].value1 != this.battler().hp) {return true};
	if (this._meter[1].value2 != this.battler().mhp) {return true};
	return false
};

//==============================
// * refresh Blue Meter
//==============================
HPGaugeSprite.prototype.refreshBlueMeter = function() {
	 this.battler()._ehpgauge[4] = false;
     this._meter[1].value1 = this.battler().hp;
	 this._meter[1].value2 = this.battler().mhp;
	 if (!$gameTemp._hpGauge[0]) {return};
	 this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
	 this.refreshMeter(this._meter[1],this.battler().hp,this.battler().mhp,0);
	 this.prepareSlide();
};

//==============================
// * prepare Slide
//==============================
HPGaugeSprite.prototype.prepareSlide = function() {
	if (this.opacity < 100 || this._slideX > 0) {
	    this._slideX = this._slideA ? -50 : -0.01;
	    this.opacity = 0;
	};
	this._duration = Math.min(Math.max(Moghunter.hpgauge_duration,1),999);
};

//==============================
// * Update Dif
//==============================
HPGaugeSprite.prototype.update_dif = function(value,real_value,speed,type) {
	if (value == real_value) {return value};
	var mr = type === 0 ? 1 : 0.1;
    var dnspeed = mr + (Math.abs(value - real_value) / speed);
	if (value > real_value) {value -= dnspeed;
	    if (value < real_value) {value = real_value};
	} else if (value < real_value) {value  += dnspeed;
    	if (value  > real_value) {value  = real_value};
    };
	if (type === 0) {
	    return Math.floor(value);
	} else {
		return value;
	};
};

//==============================
// * Need Refresh Red Meter
//==============================
HPGaugeSprite.prototype.needRefreshRedMeter = function() {
     if (this._meter[0].value1 != this.battler().hp) {return true};
	 return false;
};

//==============================
// * refresh Red Meter
//==============================
HPGaugeSprite.prototype.refreshRedMeter = function() {
  	 this._meter[0].value1 = this.update_dif(this._meter[0].value1,this.battler().hp, 60,1);
	 this.refreshMeter(this._meter[0],this._meter[0].value1,this.battler().mhp,1);
};

//==============================
// * Update Meter
//==============================
HPGaugeSprite.prototype.updateMeter = function() {
	 if (this.needRefreshRedMeter()) {this.refreshRedMeter()};
	 if (this.needRefreshBlueMeter()) {this.refreshBlueMeter()};
};

//==============================
// * Refresh Meter
//==============================
HPGaugeSprite.prototype.refreshMeter = function(sprite,value1,value2,h) {
     var wd = value1 * sprite.w / value2
	 sprite.setFrame(0,sprite.h * h,wd,sprite.h);
};

//==============================
// * create Number
//==============================
HPGaugeSprite.prototype.createNumber = function() {
	this._hp_number = [];
	this._numberData = [this.battler().hp - 1,this._numberImg.width / 11,this._numberImg.height]
	for (var i = 0; i < 6; i++) {
		 this._hp_number[i] = new Sprite(this._numberImg);
		 this._hp_number[i].visible = false;
		 if (this.type === 0) {
		     this._hp_number[i].x = Moghunter.hpgauge_a_xa + Moghunter.hpgauge_c_xa;
		     this._hp_number[i].y = Moghunter.hpgauge_a_ya + Moghunter.hpgauge_c_ya;
		 } else {
		     this._hp_number[i].x = Moghunter.hpgauge_a_x + Moghunter.hpgauge_c_x;
		     this._hp_number[i].y = Moghunter.hpgauge_a_y + Moghunter.hpgauge_c_y;
		 };
		 this._hp_number[i].org = [this._hp_number[i].x,this._hp_number[i].y];
		 this.addChild(this._hp_number[i]);
	};
};

//==============================
// * update Number
//==============================
HPGaugeSprite.prototype.updateNumber = function() {
	if (this._numberData[0] != this.battler().hp) {this.refreshNumber()};
};

//==============================
// * enemy IDA
//==============================
HPGaugeSprite.prototype.enemyIDA = function() {
	 if (this.battler().isActor()) {return true};
     return $gameSystem._hpGaugeEDef[this.battler()._enemyId];
};

//==============================
// * ID available
//==============================
HPGaugeSprite.prototype.idIsAvailable = function() {
	return this._IDA;
};

//==============================
// * refresh Number
//==============================
HPGaugeSprite.prototype.refreshNumber = function() {
	this._numberData[0] = this.update_dif(this._numberData[0],this.battler().hp, 40,0);
    var w = this._numberData[1];
	var h = this._numberData[2];
	var number = Math.abs(this._numberData[0]).toString().split("");
    for (var i = 0; i < this._hp_number.length; i++) {
	   this._hp_number[i].visible = false;
	   if (this.idIsAvailable()) {
		   if (i <  number.length) {
			   var n = Number(number[i]);
			   this._hp_number[i].setFrame(n * w, 0, w, h);
			   this._hp_number[i].visible = true;
			   this._hp_number[i].x = this._hp_number[i].org[0] + (w * i);
		   };
	   } else {
		   if (i === 0) {
			   this._hp_number[0].setFrame(10 * w, 0, w, h);
			   this._hp_number[0].visible = true;
			   this._hp_number[0].x = this._hp_number[0].org[0] + (w * 2);
		   };
	   };
    };
};

//==============================
// * Is Visible
//==============================
HPGaugeSprite.prototype.isVisible = function() {
	if (!this.battler()) {return false};
	if (this.battler().isHidden()) {return false};
    if (!this.battler()._ehpgauge[0]) {return false};
	if (this.type === 0 && !$gameSystem.isSideView()) {
		return false;
	};
	return true;
};

//==============================
// * force Visible
//==============================
HPGaugeSprite.prototype.forceVisible = function() {
     if (this.battler()._ehpgauge[3]) {return true};
	 if (this._selectionHP && this.battler().isSelected() && !this.battler().isDead()) {return true};
	 return false;
};

//==============================
// * pos X
//==============================
HPGaugeSprite.prototype.posX = function() {
	if (Imported.MOG_BattleCameraFrontal) {
	   var perc = ((($gameTemp._bcam.scale  / 1.00) * 100) - 100);
	   var x = $gameTemp._bcam.x + this._sprite.x + (this._sprite.x * perc / 100);
	   return x;
	} else {
	  var xs = this.forceVisible() ? 0 : this._slideX;
      return this._sprite.x + xs + this.battler()._ehpgauge[1];
	};
};

//==============================
// * pos Y
//==============================
HPGaugeSprite.prototype.posY = function() {
	if (Imported.MOG_BattleCameraFrontal && this._sprite.bitmap) {
		var scale = $gameTemp._bcam.scale
		if (scale < 0.60) {
			var perc = (((scale  / 1.00) * 100) - 100);
			var perc2 = (scale - this.battler()._camera.scaleX2) * 100;
			var sph = this._sprite.bitmap.height / 1.2
			var y = this._sprite.y + (this._sprite.y * perc / 100)
			var h = sph + (sph * perc / 100)
			var h2 = sph * perc2 / 250;
			var y2 = $gameTemp._bcam.y + y;
		} else {
			var perc = (((scale  / 1.00) * 100) - 100);
			var perc2 = (scale - this.battler()._camera.scaleX2) * 100;
			var sph = this._sprite.bitmap.height / 1.2
			var y = this._sprite.y + (this._sprite.y * perc / 100)
			var h = sph + (sph * perc / 100)
			var h2 = sph * perc2 / 250;
			var y2 = $gameTemp._bcam.y + y - h + h2 - 80;
		};
	    return y2;
	} else {
        return this._sprite.y + this.battler()._ehpgauge[2];
	};
};

//==============================
// * Update Slide
//==============================
HPGaugeSprite.prototype.updateSlide = function() {
	this._slideX += 2;
	this.opacity += 10;
	if (this._slideX >= 0) {
		this._slideX = 0;
		this.opacity = 255;
	};
};

//==============================
// * Update Fade
//==============================
HPGaugeSprite.prototype.updateFade = function() {
	if (this._slideA) {this._slideX += 2};
	this.opacity -= 10;
};

//==============================
// * Update Slide
//==============================
HPGaugeSprite.prototype.updateAnimation = function() {
    if (this._slideX < 0) {this.updateSlide();return};
	if (this._duration > 0) {this._duration--;return};
	if (this.opacity > 0) {this.updateFade()};
};

//==============================
// * Update Force Visible
//==============================
HPGaugeSprite.prototype.updateForceVisible = function() {
    this.opacity = 255;
    this._duration = 0;
    this._slideX = 0;
};

//==============================
// * Update Position
//==============================
HPGaugeSprite.prototype.updatePosition = function() {
   if (this.forceVisible()) {
       this.updateForceVisible();
   } else {
	   this.updateAnimation();
   };
   this.x = this.posX();
   this.y = this.posY();
   if (Imported.MOG_BattlerMotion) {this.x -= Math.abs(this._sprite._battler._bmotion.damage.x)};
};

//==============================
// * Update
//==============================
HPGaugeSprite.prototype.update = function() {
    Sprite.prototype.update.call(this);
	this.visible = this.isVisible();
	if (!this.battler()) {return};
	if (!this._layout && this._meterImg.isReady()) {this.createSprites()};
	if (this._meter) {this.updateMeter()};
	if (this._hp_number) {this.updateNumber()};
    this.updatePosition();
};