RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Refresh, update and dispose?

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 85
Hello!

I am using Blizzards Party Changing Script v2.11b and a HP/MP bar script:

Party Changer:
Spoiler for:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Party Switcher by Blizzard
# Version 2.11b
# Type: Party Changing System
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
# Date v1.5b: 3.11.2006
# Date v1.51b: 29.11.2006
# Date v1.52b: 6.12.2006
# Date v1.7b: 23.2.2007
# Date v1.8b: 30.4.2007
# Date v2.0b: 7.8.2007
# Date v2.1b: 24.8.2007
# Date v2.11b: 24.9.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Special Thanks to:
#
# Zeriab for pointing out a few glitches and shortening the code in an
# earlier version. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the MAX_PARTY to the maximum size of your party. There is
# already a preconfiguration of 4.
#
#
# Compatibility:
#
# 98% compatible with SDK v1.x. 90% compatible with SDK 2.x. Can cause
# incompatibility issued with other Party Change Systems. WILL corrupt your
# old savegames.
#
#
# Features:
#
# - set party members for "not _available" (shown transparent in the reserve)
# - remove party members from the reserve list ("disabled_for_party")
# - set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - set up forced positions for party members
# - set up forced party size
# - option either to wipe the party (for multi-party use) or only remove
# every member (except 1) from the party.
# - easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or
# more)
# - uses facesets optionally
#
# v1.5b:
# - better, shorter and more efficient code (less memory use, less CPU use)
# - fixed potential bugs
#
# v1.7b:
# - improved coding
# - facesets now optional
# - no extra bitmap files needed anymore
# - works now with Tons of Add-ons
#
# v1.8b:
# - added "forced position"
# - added "forced party size"
#
# v2.0b:
# - fixed the bug where you could empty the party... again...
# - fixed the bug that appeared when you pressed SHIFT
# - added option to allow an empty party
# - added "EXP for party members in reserve" option
# - made the forced_size for party work more convenient
# - improved coding
# - slightly decreased lag
#
# v2.1b:
# - fixed a bug
# - improved coding
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
# - now can serve as enhancement for CP Debug System
#
# v2.11b:
# - improved coding and performance
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event.
#
# 1. Syntax: $scene = Scene_PartySwitcher.new
# No extra feature will be applied and you can switch the party as you
# wish.
#
# 2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
# You can replace XXX for 1 to remove all party members except one (either
# one, who must be in the party or a random one), or replace XXX with 2,
# to cause a wipe party. Wiping a party will disable the of the current
# members and a NEW party of the remaining members must be formed. If you
# replace it with 3, the current party configuration will be stored for a
# later fast switch-back. If XXX is 10, all actors will be available for
# party switching no matter if the are "not_available" or
# "disabled_for_party". This feature if used by the CP Debug System. No
# faceset will be used in this case for a more convenient working.
#
# 3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
# You can use the XXX as described above or just set it to 0 to disable
# it. Also the "1" in the syntax will reset any disabled_for_party and is
# made to be used after multi-party use.
#
# 4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
# You can replace ZZZ with 1 to replace the party with a stored one AND
# store the current or replace it with 2 to replace the party with a
# stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
# TO HAVE A STORED PARTY READY! You can simply test if there is a store
# party by putting this code into the conditional branch script:
#
# $game_system.stored_party != nil
#
# This syntax will not open the Party Switcher and it will override the
# commands XXX and YYY, so you can replace these with any number.
#
# Character faces go into the "Characters" folder and they have the same name
# as the character spritesets have with _face added
#
# Example:
#
# sprite - Marlen.png
# face - Marlen_face.png
#
# Other syntaxes:
# $game_actors[ID].not_available = true/false
# $game_actors[ID].disabled_for_party = true/false
# $game_actors[ID].must_be_in_party = true/false
# $game_actors[ID].forced_position = nil/0/1/2/...
# OR
# $game_party.actors[POS].not_available = true/false
# $game_party.actors[POS].disabled_for_party = true/false
# $game_party.actors[POS].must_be_in_party = true/false
# $game_party.actors[POS].forced_position = nil/0/1/2/...
#
# ID - the actor's ID in the database
# POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
# not_available
# - will disable the possibility of an already unlocked character to be in
# the current party
#
# disabled_for_party
# - will cause the character NOT to appear in the party switch screen at all
#
# must_be_in_party
# - will cause the character to be automatically moved into the current party
# and he also cannot be put in the reserve
#
# forced_position
# - will enforce the player to be at a specific position in the party, set
# this value to nil to disable this feature, use it in combination with
# must_be_in_party and $game_party.forced_size or you might experience
# bugs,
#
# $game_party.forced_size = nil/0/1/2/...
#
# Using this syntax will enforce a specific party size. The EPS won't exit
# until this size is filled up or there are no more in the reserve. EPS will
# automatically "correct" this number if there are not enough characters in
# the reserve to fill up a party of forced_size. Set this value to nil to
# disable the size requirement. Note that the actor DO NOT HAVE TO be set in
# normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system. Use "forced_position"
# together with "must_be_in_party" to avoid bugs. Be careful when using
# "forced_position" with "$game_party.forced_size". Add actors at the very
# end to be sure the player can't put others after them if the "forced_size"
# is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# how many party members do you use
MAX_PARTY = 4
# set to true to use facesets instead of spritesets
FACESETS = true
# allows a party with 0 members
ALLOW_EMPTY_PARTY = false
# gives all other characters EXP (specify in %)
EXP_RESERVE = 70
# gives "not available" characters EXP (specify in %)
EXP_NOT_AVAILABLE = 70
# gives "disabled for party" characters EXP (specify in %)
EXP_DISABLED_FOR_PARTY = 0

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# recognition variable for plug-ins
$easy_party_switcher = true

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available
attr_accessor :forced_position

alias setup_eps_later setup
def setup(actor_id)
setup_eps_later(actor_id)
@must_be_in_party = @disabled_for_party = @not_available = false
end

end

#==============================================================================
# Game_System
#==============================================================================

class Game_System

attr_accessor :stored_party

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

attr_accessor :actors
attr_accessor :forced_size

def any_forced_position
return (@actors.any? {|actor | actor != nil && actor.forced_position != nil})
end

end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

alias draw_actor_graphic_eps_later draw_actor_graphic
def draw_actor_graphic(actor, x, y)
if actor != nil && actor.character_name != ''
classes = [Window_Current, Window_Reserve, Window_HelpStatus]
if FACESETS && !$all_available && classes.include?(self.class)
draw_actor_face_eps(actor, x, y)
else
if classes.include?(self.class)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
x += bitmap.width / 8 + 24
y += bitmap.height / 4 + 16
end
draw_actor_graphic_eps_later(actor, x, y)
end
end
end

def draw_actor_face_eps(actor, x, y)
if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
hue = 0
else
hue = actor.character_hue
end
bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
if actor.not_available || actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end

end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult

attr_reader :exp

end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

def initialize
super(0, 0, 240 + 32, (MAX_PARTY > 4 ? 480 : MAX_PARTY * 120))
self.contents = Bitmap.new(width - 32, 448 + (MAX_PARTY-4) * 120)
@item_max = MAX_PARTY
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh
self.active, self.index = false, -1
end

def refresh
self.contents.clear
$game_party.actors.each_index {|i|
if $game_party.actors != nil
draw_actor_graphic($game_party.actors, 4, i*120+4)
draw_actor_name($game_party.actors, 152, i*120-4)
draw_actor_level($game_party.actors, 88, i*120-4)
draw_actor_hp($game_party.actors, 88, i*120+28)
draw_actor_sp($game_party.actors, 88, i*120+60)
end}
end

def setactor(index_1, index_2)
$game_party.actors[index_2], $game_party.actors[index_1] =
$game_party.actors[index_1], $game_party.actors[index_2]
refresh
end

def getactor(index)
return $game_party.actors[index]
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(0, y, self.width - 32, 88)
end

def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = Bitmap.new(self.width-32, 88)
bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
self.contents.blt(0, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 116
end

def top_row=(row)
self.oy = (row % row_max) * 120
end

def page_row_max
return (self.height / 120)
end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable

attr_reader :actors

def initialize
super(0, 0, 368, 320)
setup
@column_max, rows = 3, @item_max / @column_max
self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.active, self.index = false, -1
refresh
end

def setup
@actors = []
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors) ||
$game_actors.disabled_for_party && !$all_available
@actors.push($game_actors)
end}
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end

def refresh
self.contents.clear
@actors.each_index {|i| draw_actor_graphic(@actors, i%3*112+16, i/3*96+8)}
end

def getactor(index)
return @actors[index]
end

def get_number
return (@actors.find_all {|actor| actor != nil}).size if $all_available
return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
end

def setactor(index_1, index_2)
@actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
refresh
end

def setparty(index_1, index_2)
@actors[index_1], $game_party.actors[index_2] =
$game_party.actors[index_2], @actors[index_1]
refresh
end

def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end

def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = Bitmap.new(96, 96)
bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
self.contents.blt(x, y, bitmap, src_rect, 192)
end

def top_row
return self.oy / 96
end

def top_row=(row)
row = row % row_max
self.oy = row * 96
end

def page_row_max
return (self.height - 32) / 96
end

end

#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

def initialize(gotactor)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh(gotactor)
self.active = false
end

def refresh(actor)
self.contents.clear
if actor != nil
self.contents.font.color = normal_color
if actor.not_available && !$all_available
self.contents.draw_text(8, 0, 160, 32, 'Not Available', 0)
end
draw_actor_graphic(actor, 0, 40)
draw_actor_name(actor, 160, 32)
draw_actor_level(actor, 96, 32)
draw_actor_hp(actor, 96, 64)
draw_actor_sp(actor, 96, 96)
end
end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

def initialize(mode, members)
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
self.contents.font.color = normal_color
if mode
self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
num = [$game_party.forced_size, members + $game_party.actors.nitems].min
self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
else
self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
end
end

end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher

def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party, @store, @reset = store, reset, wipe_party
@current_window_temp = @reserve_window_temp = 0
@scene_flag, @temp_window = false, ''
end

def main
if @store != 0
swap_parties
$scene = Scene_Map.new
$game_player.refresh
return
end
case @wipe_party
when 1 then setup_forced_party
when 2 then wipe_party
when 3
$game_system.stored_party = $game_party.actors
wipe_party
when 10 then $all_available = true
end
if @reset == 1
(1...$data_actors.size).each {|i| $game_actors.not_available = false}
end
@current_window = Window_Current.new
@current_window.index, @current_window.active = 0, true
@reserve_window = Window_Reserve.new
@reserve_window.x, @reserve_window.y = 272, 160
@help_window = Window_HelpStatus.new(@reserve_window.getactor(0))
@help_window.x = 240 + 32
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
[@current_window, @reserve_window, @help_window].each {|win| win.dispose}
$game_party.actors.compact!
$game_player.refresh
$all_available = nil
end

def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
end
current_update if @current_window.active
if Input.trigger?(Input::B)
if @scene_flag
$game_system.se_play($data_system.cancel_se)
@scene_flag, @temp_window = false, ''
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
[@current_window, @reserve_window].each {|win| win.refresh}
return
end
if $game_party.forced_size != nil &&
($game_party.forced_size < $game_party.actors.nitems ||
($game_party.forced_size > $game_party.actors.nitems &&
@reserve_window.get_number != 0))
$game_system.se_play($data_system.buzzer_se)
warning(true)
return
end
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
elsif Input.trigger?(Input::A)
if $game_party.any_forced_position
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
$game_party.actors.compact!
@current_window.refresh
end
end
end

def current_update
@current_window.update
if Input.trigger?(Input::C)
actor = @current_window.getactor(@current_window.index)
if actor != nil && actor.forced_position != nil
$game_system.se_play($data_system.buzzer_se)
else
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Current'
@temp_actor_index = @current_window.index
@current_window.clone_cursor
end
end
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
@help_window.refresh(actor) unless @scene_flag
end
end

def reserve_update
if Input.trigger?(Input::C)
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Reserve'
@temp_actor_index = @reserve_window.index
@reserve_window.clone_cursor
end
elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
end

def switch_members
if @temp_window == 'Reserve' && @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == 'Current' && @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == 'Reserve' && @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning?(@current_window.index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning
end
end
if @temp_window == 'Current' && @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning?(@temp_actor_index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning
end
end
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = false, ''
end

def wipe_party
$game_party.actors.each {|actor| actor.not_available = true if actor != nil}
setup_forced_party(true)
if $game_party.actors == []
(1...$data_actors.size).each {|i|
unless $game_actors.not_available ||
$game_actors.disabled_for_party
$game_party.actors.push($game_actors)
return
end}
end
end

def setup_forced_party(flag = false)
$game_party.actors, party = [], []
(1...$data_actors.size).each {|i|
if $game_actors != nil && $game_actors.must_be_in_party &&
(!$game_actors.disabled_for_party || flag) &&
!$game_actors.not_available
party.push($game_actors)
end}
party.clone.each {|actor|
if actor.forced_position != nil
$game_party.actors[actor.forced_position] = actor
party.delete(actor)
end}
$game_party.actors.each_index {|i|
$game_party.actors = party.shift if $game_party.actors == nil}
$game_party.actors += party.compact
end

def swap_parties
$game_party.actors.compact!
temp_actors = $game_party.actors
temp_actors.each {|actor| actor.not_available = true}
$game_system.stored_party.compact!
$game_system.stored_party.each {|actor| actor.not_available = false}
$game_party.actors = $game_system.stored_party
$game_system.stored_party = (@store == 1 ? temp_actors : nil)
end

def call_warning?(index, actor2)
return (ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
actor2 != nil || $game_party.actors.nitems > 1)
end

def warning(flag = false)
$game_system.se_play($data_system.buzzer_se)
@warning_window = Window_Warning.new(flag, @reserve_window.get_number)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) if flag
[@current_window, @reserve_window].each {|win| win.refresh}
@warning_window.dispose
@warning_window = nil
break
end
end
end

end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle

alias start_phase5_eps_later start_phase5
def start_phase5
start_phase5_eps_later
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors)
if $game_actors.not_available
$game_actors.exp += @resultreceive_window.exp * EXP_NOT_AVAILABLE/100
elsif $game_actors.disabled_for_party
$game_actors.exp += @resultreceive_window.exp * EXP_DISABLED_FOR_PARTY/100
else
$game_actors.exp += @resultreceive_window.exp * EXP_RESERVE/100
end
end}
end

end

NOTE: hp/mp script in next post (Exceeded length)

All this works fine together.
But....
When a character is switched or moved, the text and picture moves, but the gauges stay :(

The gauges stay after the character has been moved. For example:


Also, When in the reserve box, when you move away from a character, the gauge also stays in the Information box:


This is what else happens. This image is how I would expect it to look (It's normal when you first start this scene):


But uh oh! When a character has been put into reserve, and then hover back over a different character, the guage doesn't change:


I'm guessing that the code isn't telling the gauges to refresh or whatever, since the hp/mp script wasn't made specifically to work with the party changing script.

So, I just need help into finding what I need to put into the party switching script and where so that when a character moves, the empty space that they were in gets rid of the gauges too. Also, the gauges need to update to the character that the cursor is over on the reserve window to show the correct gauge levels.

Thanks for your supports :)

**
Rep: +0/-0Level 85
HP/MP gauges:
Spoiler for:
# HP/SP/ƒQ[ƒWƒAƒjƒ[ƒVƒ‡ƒ“•\Ž¦ƒXƒNƒŠƒvƒg Ver 1.04
# ”z•zŒ³EƒTƒ|[ƒgURL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ¡ Game_Actor
#------------------------------------------------------------------------------
# @ƒAƒNƒ^[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚ÅŽg—p‚³‚êAGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚àŽQÆ‚³‚ê‚Ü‚·B
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return (@exp_list[@level+1] > 0 ?
      @exp_list[@level+1] - @exp_list[@level] : 0)
  end
end

#==============================================================================
# ¡ Window_Base
#------------------------------------------------------------------------------
# @ƒQ[ƒ€’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X[ƒp[ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #     x      : ƒEƒBƒ“ƒhƒE‚Ì X À•W
  #     y      : ƒEƒBƒ“ƒhƒE‚Ì Y À•W
  #     width  : ƒEƒBƒ“ƒhƒE‚Ì•
  #     height : ƒEƒBƒ“ƒhƒE‚̍‚‚³
  #--------------------------------------------------------------------------
  alias :initialize_gauge :initialize
  def initialize(x, y, width, height)
    initialize_gauge(x, y, width, height)
    # HP, SP ƒQ[ƒW‚̏‰Šú‰»
    @hp_gauge = {}
    @sp_gauge = {}
  end
  #--------------------------------------------------------------------------
  # œ ‰ð•ú
  #--------------------------------------------------------------------------
  alias :dispose_gauge :dispose
  def dispose
    # ƒQ[ƒW‚̍폜
    gauge_delete
    # ƒIƒŠƒWƒiƒ‹‚̉ð•úˆ—
    dispose_gauge
  end
  #--------------------------------------------------------------------------
  # œ ƒQ[ƒW‚̏‰Šú‰»
  #--------------------------------------------------------------------------
  def gauge_delete
    # HP ƒQ[ƒW‚̏Á‹Ž
    for gauge in @hp_gauge.values
      gauge[0].bitmap.dispose
      gauge[0].dispose
    end
    # SP ƒQ[ƒW‚̍XV
    for gauge in @sp_gauge.values
      gauge[0].bitmap.dispose
      gauge[0].dispose
    end
    @hp_gauge = {}
    @sp_gauge = {}
  end
  #--------------------------------------------------------------------------
  # œ ƒtƒŒ[ƒ€XV
  #--------------------------------------------------------------------------
  alias :update_gauge :update
  def update
    update_gauge
    # HP ƒQ[ƒW‚̍XV
    for gauge in @hp_gauge.values
      gauge_refresh(gauge, 0)
    end
    # SP ƒQ[ƒW‚̍XV
    for gauge in @sp_gauge.values
      gauge_refresh(gauge, 1)
    end
  end
  #--------------------------------------------------------------------------
  # œ HP ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_hpsp ‚Æ–¼‘O•ÏX
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # ‰•`‰æ‚̏ꍇ
    if @hp_gauge[actor] == nil
      # ƒQ[ƒW‚
      height = 10
      # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
      # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
      color1 = Color.new(0, 0, 0, 192)
      color2 = Color.new(255, 255, 192, 192)
      color3 = Color.new(64, 0, 0, 192)
      color4 = Color.new(0, 0, 0, 192)
      # ‹óƒQ[ƒW‚Ì•`‰æ
      @hp_frame = gauge_rect(width, height, color1, color2, color3, color4)
      sprite = Sprite.new(self.viewport)
      sprite.bitmap = Bitmap.new(width, height)
      sprite.x = self.x + x + 16
      sprite.y = self.y + y + 42 - height
      sprite.z = self.z + 1
      count = rand(400)
      # •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
      if actor.maxhp != 0
        rate = ((width - 4) * actor.hp.to_f / actor.maxhp).ceil
      else
        rate = width - 4
      end
      # ˆÊ’u“™î•ñ‚Ì‹L‰¯
      @hp_gauge[actor] = [sprite, actor, rate, count, x, y - height]
      # ƒQ[ƒW•`‰æ
      gauge_refresh(@hp_gauge[actor], 0)
      # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚̏ꍇA‰Šúó‘Ô‚Í”ñ•\Ž¦
      @hp_gauge[actor][0].visible = false if self.is_a?(Window_Target)
    end
    # •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
    if actor.maxhp != 0
      rate = ((width - 4) * actor.hp.to_f / actor.maxhp).ceil
    else
      rate = width - 4
    end
    @hp_gauge[actor][2] = rate
    # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚яo‚µ
    draw_actor_hp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # œ SP ƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_hpsp ‚Æ–¼‘O•ÏX
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # ‰•`‰æ‚̏ꍇ
    if @sp_gauge[actor] == nil
      # ƒQ[ƒW‚
      height = 10
      # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
      # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
      color1 = Color.new(0, 0, 0, 192)
      color2 = Color.new(255, 255, 192, 192)
      color3 = Color.new(0, 64, 64, 192)
      color4 = Color.new(0, 0, 0, 192)
      # ‹óƒQ[ƒW‚Ì•`‰æ
      @sp_frame = gauge_rect(width, height, color1, color2, color3, color4)
      sprite = Sprite.new(self.viewport)
      sprite.bitmap = Bitmap.new(width, height)
      sprite.x = self.x + x + 16
      sprite.y = self.y + y + 42 - height
      sprite.z = self.z + 1
      count = rand(400)
      # •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
      if actor.maxsp != 0
        rate = ((width - 4) * actor.sp.to_f / actor.maxsp).ceil
      else
        rate = width - 4
      end
      # ˆÊ’u“™î•ñ‚Ì‹L‰¯
      @sp_gauge[actor] = [sprite, actor, rate, count, x, y - height]
      # ƒQ[ƒW•`‰æ
      gauge_refresh(@sp_gauge[actor], 1)
      # ƒ^[ƒQƒbƒgƒEƒBƒ“ƒhƒE‚̏ꍇA‰Šúó‘Ô‚Í”ñ•\Ž¦
      @sp_gauge[actor][0].visible = false if self.is_a?(Window_Target)
    end
    # •Ï”rate‚É Œ»Ý‚ÌHP/MHP‚ð‘ã“ü
    if actor.maxsp != 0
      rate = ((width - 4) * actor.sp.to_f / actor.maxsp).ceil
    else
      rate = width - 4
    end
    @sp_gauge[actor][2] = rate
    # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚яo‚µ
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # œ ‹óƒQ[ƒW‚Ì•`‰æ
  #--------------------------------------------------------------------------
  def gauge_rect(width, height, color1, color2, color3, color4)
    bitmap = Bitmap.new(width, height)
    # ˜g•`‰æ
    bitmap.fill_rect(0, 0, width, height, color1)
    bitmap.fill_rect(1, 1, width - 2, height - 2, color2)
    # ‹óƒQ[ƒW‚Ì•`‰æ
    bitmap.gradation_rect(2, 2, width-4, height-4, color3, color4, 1)
    return bitmap
  end
  #--------------------------------------------------------------------------
  # œ ŽÀƒQ[ƒW‚̍XV
  #--------------------------------------------------------------------------
  def gauge_refresh(gauge, type)
    # ƒ^ƒCƒv‚É‚æ‚蕪Šò
    case type
    when 0 # HPƒQ[ƒW‚̏ꍇ
      graphic = RPG::Cache.system("Gauge_HP")
      rate = gauge[2] * 100 / (gauge[0].bitmap.width - 4)
      point = (rate < 50 ? 8 : 0) + (rate < 25 ? 8 : 0)
      frame = @hp_frame
    when 1 # SPƒQ[ƒW‚̏ꍇ
      graphic = RPG::Cache.system("Gauge_SP")
      rate = gauge[2] * 100 / (gauge[0].bitmap.width - 4)
      point = (rate < 50 ? 8 : 0) + (rate < 25 ? 8 : 0)
      frame = @sp_frame
    end
    # ƒJƒEƒ“ƒg‚̍XV
    gauge[3] = (gauge[3] - 2) % 400
    # ‹óƒQ[ƒW‚Ì‚Ì•`‰æ
    gauge[0].bitmap.fill_rect(0, 0, gauge[0].bitmap.width,
      gauge[0].bitmap.height, Color.new(0, 0, 0, 0))
    gauge[0].bitmap.blt(0, 0, frame, frame.rect)
    # ƒQ[ƒW‚Ì’†g‚ð•`‰æ‰Â”\‚ȏꍇ
    if gauge[2] > 0
      # ŽÀƒQ[ƒW‚Ì•`‰æ
      gauge[0].bitmap.blt(2, 2, graphic,
        Rect.new(gauge[3], point, gauge[2], gauge[0].bitmap.height - 4), 192)
      gauge[0].bitmap.fill_rect(3, 3, gauge[2] - 2,
        gauge[0].bitmap.height - 6,Color.new(0, 0, 0, 0))
      gauge[0].bitmap.blt(3, 3, graphic,
        Rect.new(gauge[3]+1,point+1,gauge[2]-2,gauge[0].bitmap.height- 6), 128)
    end
    # ƒQ[ƒWÀ•W‚̍XV
    gauge[0].x = [self.x - self.ox + gauge[4] + 16, self.x + 16].max
    gauge[0].y = [self.y - self.oy + gauge[5] + 42, self.y + 16].max
    gauge[0].src_rect = Rect.new([self.ox - gauge[4], 0].max,
      [self.oy - gauge[5] - 26, 0].max,
      [self.ox + self.width - gauge[4] - 32, gauge[0].bitmap.width].min,
      [self.oy + self.height - gauge[5] - 32, gauge[0].bitmap.height].min)
    gauge[0].visible = self.visible
  end
  #--------------------------------------------------------------------------
  # œ ƒEƒBƒ“ƒhƒE X À•W‚̍XV
  #--------------------------------------------------------------------------
  def x=(new_x)
    super(new_x)
    if @hp_gauge != nil
      # HP ƒQ[ƒW‚̍XV
      for gauge in @hp_gauge.values + @sp_gauge.values
        gauge[0].x = self.x + gauge[4] + 16
      end
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒEƒBƒ“ƒhƒE Y À•W‚̍XV
  #--------------------------------------------------------------------------
  def y=(new_y)
    super(new_y)
    if @hp_gauge != nil
      # HP ƒQ[ƒW‚̍XV
      for gauge in @hp_gauge.values + @sp_gauge.values
        gauge[0].y = self.y + gauge[5] + 42
      end
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒEƒBƒ“ƒhƒE Z À•W‚̍XV
  #--------------------------------------------------------------------------
  def z=(new_z)
    super(new_z)
    if @hp_gauge != nil
      # HP ƒQ[ƒW‚̍XV
      for gauge in @hp_gauge.values + @sp_gauge.values
        gauge[0].z = self.z + 1
      end
    end
  end
end

#==============================================================================
# ¡ Window_Help
#------------------------------------------------------------------------------
# @ƒXƒLƒ‹‚âƒAƒCƒeƒ€‚Ìà–¾AƒAƒNƒ^[‚̃Xƒe[ƒ^ƒX‚È‚Ç‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒeƒLƒXƒgÝ’è
  #     text  : ƒEƒBƒ“ƒhƒE‚É•\Ž¦‚·‚镶Žš—ñ
  #     align : ƒAƒ‰ƒCƒ“ƒƒ“ƒg (0..¶‘µ‚¦A1..’†‰›‘µ‚¦A2..‰E‘µ‚¦)
  #--------------------------------------------------------------------------
  alias :gauge_set_text :set_text
  def set_text(text, align = 0)
    # ƒeƒLƒXƒg‚ƃAƒ‰ƒCƒ“ƒƒ“ƒg‚̏­‚È‚­‚Æ‚àˆê•û‚ª‘O‰ñ‚ƈá‚Á‚Ä‚¢‚éê‡
    if text != @text or align != @align
      # ƒQ[ƒW‚̍폜
      gauge_delete
      # ƒIƒŠƒWƒiƒ‹‚̏ˆ—
      gauge_set_text(text, align)
    end
    self.visible = true
  end
  #--------------------------------------------------------------------------
  # œ ƒAƒNƒ^[Ý’è
  #     actor : ƒXƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒAƒNƒ^[
  #--------------------------------------------------------------------------
  alias :gauge_set_actor :set_actor
  def set_actor(actor)
    if actor != @actor
      # ƒQ[ƒW‚̍폜
      gauge_delete
      # ƒIƒŠƒWƒiƒ‹‚̏ˆ—
      gauge_set_actor(actor)
    end
  end
  #--------------------------------------------------------------------------
  # œ ƒGƒlƒ~[Ý’è
  #     enemy : –¼‘O‚ƃXƒe[ƒg‚ð•\Ž¦‚·‚éƒGƒlƒ~[
  #--------------------------------------------------------------------------
  alias :gauge_set_enemy :set_enemy
  def set_enemy(enemy)
    # ƒQ[ƒW‚̍폜
    gauge_delete
    # ƒIƒŠƒWƒiƒ‹‚̏ˆ—
    gauge_set_enemy(enemy)
  end
end

#==============================================================================
# ¡ Window_BattleStatus
#------------------------------------------------------------------------------
# @ƒoƒgƒ‹‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  alias :initialize_btgauge :initialize
  def initialize
    initialize_btgauge
    self.z += 10
  end
end

#==============================================================================
# ¡ Spriteset_Battle
#------------------------------------------------------------------------------
# @ƒoƒgƒ‹‰æ–ʂ̃Xƒvƒ‰ƒCƒg‚ð‚Ü‚Æ‚ß‚½ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Scene_Battle ƒNƒ‰
# ƒX‚Ì“à•”‚ÅŽg—p‚³‚ê‚Ü‚·B
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  #--------------------------------------------------------------------------
  def initialize
    # ƒrƒ…[ƒ|[ƒg‚ðì¬
    @viewport1 = Viewport.new(0, 0, 640, 320)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport4 = Viewport.new(0, 0, 640, 480)
    @viewport5 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 120
    @viewport3.z = 200
    @viewport4.z = 5000
    @viewport5.z = 110
    # ƒoƒgƒ‹ƒoƒbƒNƒXƒvƒ‰ƒCƒg‚ðì¬
    @battleback_sprite = Sprite.new(@viewport1)
    # ƒGƒlƒ~[ƒXƒvƒ‰ƒCƒg‚ðì¬
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
    # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ðì¬
    @actor_sprites = []
    @actor_sprites.push(Sprite_Battler.new(@viewport5))
    @actor_sprites.push(Sprite_Battler.new(@viewport5))
    @actor_sprites.push(Sprite_Battler.new(@viewport5))
    @actor_sprites.push(Sprite_Battler.new(@viewport5))
    # “VŒó‚ðì¬
    @weather = RPG::Weather.new(@viewport1)
    # ƒsƒNƒ`ƒƒƒXƒvƒ‰ƒCƒg‚ðì¬
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures))
    end
    # ƒ^ƒCƒ}[ƒXƒvƒ‰ƒCƒg‚ðì¬
    @timer_sprite = Sprite_Timer.new
    # ƒtƒŒ[ƒ€XV
    update
  end
end

#==============================================================================
# ¡ Bitmap
#------------------------------------------------------------------------------
# @BitmapƒNƒ‰ƒX‚ɐV‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚·B
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # œ ‹éŒ`‚ðƒOƒ‰ƒf[ƒVƒ‡ƒ“•\Ž¦
  #     color1 : ƒXƒ^[ƒgƒJƒ‰[
  #     color2 : ƒGƒ“ƒhƒJƒ‰[
  #     align  :  0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
  #               1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“
  #               2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“iŒƒd‚ɂ‚«’ˆÓj
  #--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red   = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
            ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
            ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
            ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
            ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

#==============================================================================
# ¡ Spriteƒ‚ƒWƒ…[ƒ‹
#------------------------------------------------------------------------------
# @ƒAƒjƒ[ƒVƒ‡ƒ“‚ÌŠÇ—‚ðs‚¤ƒ‚ƒWƒ…[ƒ‹‚Å‚·B
#==============================================================================

module RPG
  class Sprite < ::Sprite
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80 + self.viewport.ox
      @_damage_sprite.oy = 20 + self.viewport.oy
      @_damage_sprite.x = self.x + self.viewport.rect.x
      @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x + self.viewport.rect.x -
                      self.ox + self.src_rect.width / 2
          sprite.y = self.y + self.viewport.rect.y -
                      self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
  end
end


#==============================================================================
# ¡ RPG
#------------------------------------------------------------------------------
# @Šî–{ƒ‚ƒWƒ…[ƒ‹‚Å‚·
#==============================================================================

module RPG
  #============================================================================
  # ¡ Cache
  #----------------------------------------------------------------------------
  # @‰æ‘œˆ—‚ðs‚¤ƒ‚ƒWƒ…[ƒ‹‚Å‚·B
  #============================================================================
  module Cache
    def self.system(filename)
      self.load_bitmap("Graphics/Systems/", filename)
    end
  end
end

*****
Ancient Mummy
Rep:
Level 90
holy shit he has my picture ;o

**
Rep: +0/-0Level 85
holy shit he has my picture ;o

Thanks for the support -_-

**
Rep: +0/-0Level 85
Please, I would like this sorted :)