#==============================================================================
# ■ Draw_next_back_name vol.2.00(デフォルト版)
#------------------------------------------------------------------------------
# ステータス/装備/スキル画面にBACK/NEXT名を適用済みにする
# ※ 『Window_digits_number』(必須)より下に挿入
# ※ 『Key_Icon_Make』(必須)より下に挿入
# 07/09/21
#==============================================================================
module Key_Icon_Make
  #--------------------------------------------------------------------------
  # ■ オブジェクト初期化
  #--------------------------------------------------------------------------
  def next_back_initialize(actor)
    unless $game_temp.in_battle
      # □前のアクターを取得(L=11)
      back_name = back_name?(actor)
      @back_name = make_text_key?(back_name,11,8,-20)
      # □次のアクターを取得(R=12)
      next_name = next_name?(actor)
      @next_name = make_text_key?(next_name,12,552,-20)
      next_back_update(self.active)
    end
  end
  #--------------------------------------------------------------------------
  # ■ フレーム更新
  #--------------------------------------------------------------------------
  def next_back_update(act)
    unless $game_temp.in_battle
      if $game_party.actors.size == 1
        act = false
      end
      @next_name.animation(act,@next_name.speed,@next_name.animas,0,4)
      @back_name.animation(act,@back_name.speed,@back_name.animas,0,4)
    end
  end
  #--------------------------------------------------------------------------
  # ■ 解放
  #--------------------------------------------------------------------------
  def next_back_dispose
    unless $game_temp.in_battle
      @next_name.dispose
      @back_name.dispose
      @next_name = nil
      @back_name = nil
    end
  end
end
#==============================================================================
# ■ Scene_Status
#==============================================================================
class Scene_Status
  if !$@;alias hidesp_next_back_name_update update;end
  def update
    # □元の処理を実行
    hidesp_next_back_name_update
    @status_window.update
  end
end
#==============================================================================
# ■ Window_Status < Window_Base
#==============================================================================
class Window_Status < Window_Base
  include Key_Icon_Make
  #--------------------------------------------------------------------------
  # ■ オブジェクト初期化
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_name_initialize initialize;end
  def initialize(actor)
    # □元の処理を実行
    hidesp_next_back_name_initialize(actor)
    next_back_initialize(actor)
  end
  #--------------------------------------------------------------------------
  # ■ フレーム更新
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_status_update update;end
  def update
    next_back_update(self.active)
    # □元の処理を実行
    hidesp_next_back_status_update
  end
  #--------------------------------------------------------------------------
  # ■ 解放
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_status_dispose dispose;end
  def dispose
    next_back_dispose
    # □元の処理を実行
    hidesp_next_back_status_dispose
  end
end
#==============================================================================
# ■ Window_EquipRight < Window_Selectable
#==============================================================================
class Window_EquipRight < Window_Selectable
  include Key_Icon_Make
  #--------------------------------------------------------------------------
  # ■ オブジェクト初期化
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_equipright_initialize initialize;end
  def initialize(actor)
    # □元の処理を実行
    hidesp_next_back_equipright_initialize(actor)
    next_back_initialize(actor)
  end
  #--------------------------------------------------------------------------
  # ■ フレーム更新
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_equipright_update update;end
  def update
    next_back_update(self.active)
    # □元の処理を実行
    hidesp_next_back_equipright_update
  end
  #--------------------------------------------------------------------------
  # ■ 解放
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_equipright_dispose dispose;end
  def dispose
    next_back_dispose
    # □元の処理を実行
    hidesp_next_back_equipright_dispose
  end
end
#==============================================================================
# ■ Window_Skill < Window_Selectable
#==============================================================================
class Window_Skill < Window_Selectable
  include Key_Icon_Make
  #--------------------------------------------------------------------------
  # ■ オブジェクト初期化
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_skill_initialize initialize;end
  def initialize(actor)
    # □元の処理を実行
    hidesp_next_back_skill_initialize(actor)
    next_back_initialize(actor)
  end
  #--------------------------------------------------------------------------
  # ■ フレーム更新
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_skill_update update;end
  def update
    next_back_update(self.active)
    # □元の処理を実行
    hidesp_next_back_skill_update
  end
  #--------------------------------------------------------------------------
  # ■ 解放
  #--------------------------------------------------------------------------
  if !$@;alias hidesp_next_back_skill_dispose dispose;end
  def dispose
    next_back_dispose
    # □元の処理を実行
    hidesp_next_back_skill_dispose
  end
end
