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RMXP HALP! <Problems with Menú Breath Of Fire Menu v2>

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**
Rep:
Level 57
Destroy all the monsters...
Heigh ho', need all your help plz!

i have this menu and when i try to implement in my game...
but--- something doesn't work.

when i try to select the individual chara--- to status, equipement or ability, don't do right.

Spoiler for:


and the worst is this.  ;9 if i have only one member in the party, the menu you can let you select a empty space.

if you tap enter in the empty slot, show us a error.

who can i force the selection, in order to only can select the character space in party.

The code:
Code: [Select]
class Scene_Menu
  #--------------------------------------------------------------------------
  # - Object initialization
  #    menu_index : Cursor initial position of command
  #--------------------------------------------------------------------------
 
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    # Drawing up the command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Estado"
    s5 = "Guardar"
    s6 = "Salir"
 
  #--------------------------- edit-------------------------------
  # Command menu
  # Size = Screen height - border sizes -
  #  GameStatus menu - Spacing from GameStatus
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, "Aprendizajes", s5, s6])
  @command_window.x = - 20 - @command_window.width # 180 default
  @command_window.y = 210
  @command_window.z = 630 # 110 at at default
  @command_window.index = @menu_index
  @command_window.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    # When party number of people 0 is
    if $game_party.actors.size == 0
      # Nullifying the item, skill, equipment and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # In case of saving prohibition
    if $game_system.save_disabled
      # Saving is made invalid
      @command_window.disable_item(4)
    end

    # Drawing up the play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 890
    @playtime_window.y = 394
    @playtime_window.z = 640
    @playtime_window.opacity = 0
    @playtime_window.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    # Drawing up the Gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 890
    @gold_window.y = 280
    @gold_window.z = 640
    @gold_window.height =  199
    @gold_window.opacity = 0
    @gold_window.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    #drawing up the map_name Window
    @map = Window_Mapname.new
    @map.x = 890
    @map.y = 180 # 180 deafault
    @map.z = 640 # decides wether window is on top of others or below
    @map.height = 50
  #@map.width = 550
    @map.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    #Drawing up the Contents for the Party XP Window
    @party_exp_window = Window_party_exp.new
    @party_exp_window.x = 890
    @party_exp_window.y = 262
    @party_exp_window.z = 640
    @party_exp_window.opacity = 255
    @party_exp_window.height = 214 # must be over 221 to look right!
    @party_exp_window.windowskin = RPG::Cache.windowskin("Dragon skin")
 
#-------------------------------------------------------------------------------
#- Help Windows Show Begin - Begin Customization Here
#-------------------------------------------------------------------------------
# - Before editing this section I wud advise you to create a bakup of the script so you can repast it in to correct any errors you make

#Drawing up the "location" Text Window 1
    @Window_location_text = Window_location_text.new
    @Window_location_text.x = 890 # 532 default
    @Window_location_text.y = 148 #152 # must be 28 below map location
    @Window_location_text.z = 640
    @Window_location_text.height = 46
    @Window_location_text.windowskin = RPG::Cache.windowskin("Dragon skin")   

    #Drawing up the Data_text Window
    @Window_data_text = Window_data_text.new
    @Window_data_text.x = 900 # 890 a sec
    @Window_data_text.y = 248 #248 must be 38 above
    @Window_data_text.z = 640
  # @Window_data_text.width = 70
    @Window_data_text.height = 44
    @Window_data_text.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    #Drawing up the Command_Text Window
    @Window_command_text = Window_command_text.new
    @Window_command_text.x = -120 # 86 default
    @Window_command_text.y = 182 #182
    @Window_command_text.z = 640
    @Window_command_text.windowskin = RPG::Cache.windowskin("Dragon skin")
 
    #Drawing up the Background Window
    @Background_window = Background_window.new
    @Background_window.x = 0
    @Background_window.y = 0
    @Background_window.z = 0
    @Background_window.opacity = 255
    @Background_window.windowskin = RPG::Cache.windowskin("BackgroundSkin")
 
    #Drawing up the actor Windows !!!Be careful when editing this section!!!!
    @Window_exp_box = Window_exp_box.new
    @Window_exp_box.x = - 10
    @Window_exp_box.y = - 200
    @Window_exp_box.z = 640
    @Window_exp_box.opacity = 0
 
    #Drawing up the Exp And Ap bars
    @Window_party_box = Window_party_box.new
    @Window_party_box.x = - 10
    @Window_party_box.y = - 200
    @Window_party_box.z = 650
    @Window_party_box.opacity = 0
 
#-------------------------------------------------------------------------------
#- Help Windows  Show End - End Of Customization
#-------------------------------------------------------------------------------
 
    # Drawing up the status window
    @status_window = Window_MenuStatus.new
    @status_window.x = - 10 #160 default
    @status_window.y = - 200 #  - 120
    @status_window.z = 600
    #@status_window.width = 450
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # ??????
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @party_exp_window.dispose
    @map.dispose
    @Window_command_text.dispose
    @Window_data_text.dispose
    @Window_location_text.dispose
    @Window_exp_box.dispose
    @Window_party_box.dispose
    @Background_window.dispose
  end
#--------------------------------------------------------------------------
#Defining the delay
#--------------------------------------------------------------------------
def delay(seconds)
 for i in 0...(seconds * 1)
  sleep 0.01
  Graphics.update
 end
end
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Renewing the window
    @command_window.update
    @status_window.update
    @playtime_window.update
    @gold_window.update
    @party_exp_window.update
    @map.update
    @Window_exp_box.update
    @Window_party_box.update
 
#Moving Windows inplace (only when open Menu not when Exit)
 
  #Moving Status Window
 if @status_window.y < 0 # 60 before ok
    @status_window.y += 16 # 25
  end
  #Moving the Window_exp_box
  if @Window_exp_box.y < 0 # 50
    @Window_exp_box.y +=16
  end
  #Moving the Ap, Hp bars
  if @Window_party_box.y < 0 # 50
    @Window_party_box.y +=16
  end
 #Moving command Window
  if @command_window.x < - 9
    @command_window.x += 34 #= 60
end
#Moving Party Exp Window
  if @party_exp_window.x > 460
    @party_exp_window.x -= 20
  end
#Moving Gold Window
 if @gold_window.x > 460
    @gold_window.x -= 20
  end
#Moving Playtime Window
 if @playtime_window.x > 460
    @playtime_window.x -= 20
  end
  #Moving the "location" window
  if @Window_location_text.x > 520
    @Window_location_text.x -= 20
  end
#Moving Map Window
 if @map.x > 320
    @map.x -= 20
  end
#Moving the Data_Help Window
  if @Window_data_text.x > 500 # 560
    @Window_data_text.x -= 20
  end
#Moving the Command Help Window
  if @Window_command_text.x < - 14
    @Window_command_text.x += 208
  end
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the status window is active,: Update_status is called
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to map picture
      $scene = Scene_Map.new
      return
    end
# When C button is pushed
    if Input.trigger?(Input::C)
# When party number of people with 0,its command other than saving and game end
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Performing buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # It diverges at cursor position of the command window
      case @command_window.index
  when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # learning status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 5  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # The command window is made active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # It diverges at cursor position of the command window
      case @command_window.index
      when 1  # Skill
        # When conduct restriction of this actor is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Performing buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to skill picture
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # Equipment
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to equipment picture
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # Status
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to status picture
        $scene = Scene_Status.new(@status_window.index)
          when 4  # learning status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Learning_Status.new(@status_window.index)
      end
      return
    end
  end
end

#-------------------------------------------------------------------------------
# - This is the Class that Handles the Creation of character Faces

#Create a new folder in the Characters folder, and call it Faces
#Adding faces: add a 80x80 picture with the same name as the characterset it
#corrosponds with in the Faces folder
#- ie: Arshes is 001-Fighter01 ect.
#If you do not want Faces, go to line 102
#and change delete the # of draw_actor_graphic
#and put a # infront of draw_actor_face


class Window_Base < Window

 def draw_actor_face(actor, x, y)
 face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
 fw = face.width
 fh = face.height
 src_rect = Rect.new(0, 0, fw, fh) #0, 0
 self.contents.blt(x - fw / 133, y - fh, face, src_rect) # 23
end
end

def draw_actor_battler_graphic(actor, x, y)
  bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)# 2
 end


#-------------------------------------------------------------------------------
# - This is the class that creates and calculates the Total party Exp
#-------------------------------------------------------------------------------


class Window_party_exp < Window_Base # Begins
 
#--------------------------------------------------------------------------
# - Object initialization
#--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 200) #0, 0, 160, 200
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 21
    self.contents.font.name = "Georgia"
    refresh
  end
 
#--------------------------------------------------------------------------
# - Refreshment
#--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(- 0, 56, 120, 32, "Exp. del Equipo:", 2) # 62
    self.contents.font.color = system_color
    $game_variables[12] = $game_actors[1].exp + $game_actors[2].exp + $game_actors[3].exp
    self.contents.draw_text(8, 98, 120, 32,$game_variables[12].to_s, 2)
  end
end    # End of Window_party_exp

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map # needed to create Location bar in menu
#========================================
class Game_Map

def name
 $map_infos[@map_id]
end
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
end
end

 
#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
 super(0, 0, 320, 50) # 360, 60
 self.contents = Bitmap.new(width - 52, height - 32)
 self.contents.font.name = "Georgia"
 self.contents.font.size = 21
 refresh
end

#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 # Map Name
 #map = $game_map.name
 self.contents.font.color = system_color
 self.contents.draw_text(0, - 8, 350, 32, $game_map.name) #120, 0, 170, 32
end
end

#--------------------------------------------------------------------------
# This creates the description windows delete if unwanted
# - ? -  Window "Location" text Begins
#--------------------------------------------------------------------------
# Makes the Extra Window holding the text "location"
 class Window_location_text < Window_Base
 
 def initialize
 super(0, 0, 120, 42) #92 & 42
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial Rounded MT Bold"
    self.contents.font.color = system_color
 self.contents.font.size = 16
 self.contents.draw_text(0, - 11, 200, 32, "Ubicación")
end
end

#--------------------------------------------------------------------------
# # - ? -  Window_data_text Begins
#--------------------------------------------------------------------------
# Makes the Extra Window holding the text "Data"
 class Window_data_text < Window_Base
 
 def initialize
 super(0, 0, 120, 42) # 360, 60
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial Rounded MT Bold"
    self.contents.font.color = system_color
 self.contents.font.size = 16
 self.contents.draw_text(0, - 11, 160, 32, "Información")
end
end

#--------------------------------------------------------------------------
# # - ? -  Window_command_text Begins
#--------------------------------------------------------------------------
# Makes the Extra Window holding the text "Command"
 class Window_command_text < Window_Base
 
 def initialize
 super(0, 0, 98, 42)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial Rounded MT Bold"
    self.contents.font.color = system_color
 self.contents.font.size = 16
 self.contents.draw_text(0, - 11, 160, 32, "Menú")
end
end

#-------------------------------------------------------------------------------
# - ?-  Window_help_text Ends !.!All the Help Text Windows End Here!.!
#-------------------------------------------------------------------------------

#-------------------------------------------------------------------------------
# - This creates the Party Exp boxes - IMPORTANT DONT DELETE!
#-------------------------------------------------------------------------------

 class Window_party_box < Window_Base

  def initialize
  super (0, 0, 650, 650)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Arial"
    self.contents.font.color = system_color
  self.contents.font.size = 16
      @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    x = 0
    x =  i * 160
      actor = $game_party.actors[i]
      draw_actor_hp(actor, x +  38, y + 6)
      draw_actor_sp(actor, x + 38, y + 36)
    # draw_actor_name(actor, x + 20, - 14)
    end
  end
end

#-------------------------------------------------------------------------------
# -  Refreshing the window - IMPORTANT DONT DELETE!
#-------------------------------------------------------------------------------
  def refresh
    self.contents.clear
      @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    x = 0
    x =  i * 160
      actor = $game_party.actors[i]
      draw_actor_hp(actor, x +  38, y + 6)
      draw_actor_sp(actor, x + 38, y + 36)
      self.contents.font.size = 20
    end
  end

#-------------------------------------------------------------------------------
# - This creates the actor Graphic !IMPORTANT DONT DELETE!
#-------------------------------------------------------------------------------
 class Window_exp_box < Window_Base

  def initialize
  super (0, 0, 880, 680)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Arial"
    self.contents.font.color = system_color
  self.contents.font.size = 16
      @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    x = 10
    x =  i * 160
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x + 21, y + 56)
    end
  end
end

#-------------------------------------------------------------------------------
# -  Refreshing the window !IMPORTANT DONT DELETE!
#-------------------------------------------------------------------------------
  def refresh
    self.contents.clear
      @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
    x = 10
    x =  i * 160
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x + 12, y + 56)
    end
  end

#-------------------------------------------------------------------------------
# - Background_Window - This creates the background window
#-------------------------------------------------------------------------------

#This creates the Background Window (You can chose your own Windowskin for this)
 class Background_window < Window_Base
 
  def initialize
    super(0, 0, 640, 680)
    #@windowname.windowskin = RPG::Cache.windowskin(@"001-Blue01")
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial Rounded MT Bold"
    self.contents.font.color = system_color
    self.contents.font.size = 16
  end
end


#==============================================================================
# ¡ Window_Base
#------------------------------------------------------------------------------
# I think this adds a new function to the Window_Base Class
#==============================================================================

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

class Window_Base < Window

 #--------------------------------------------------------------------------
 # EXP Bar setup (I didnt actually use this but I thought others might want to
 #--------------------------------------------------------------------------
 # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•ÏX
 alias :draw_actor_exp_original :draw_actor_exp
 def draw_actor_exp(actor, x, y, width = 204)
  # •Ï”rate‚É Œ»Ý‚Ìexp/nextexp‚ð‘ã“ü
  if actor.next_exp != 0
    rate = actor.now_exp.to_f / actor.next_exp
  else
    rate = 1
  end
  # plus_x:XÀ•W‚̈ʒu•â³ rate_x:XÀ•W‚̈ʒu•â³(%) plus_y:YÀ•W‚̈ʒu•â³
  # plus_width:•‚̕␳ rate_width:•‚̕␳(%) height:c•
  # align1:•`‰æƒ^ƒCƒv1 0:¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß
  # align2:•`‰æƒ^ƒCƒv2 0:ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß
  # align3:ƒQ[ƒWƒ^ƒCƒv 0:¶‹l‚ß 1:‰E‹l‚ß
  plus_x = 0
  rate_x = 0
  plus_y = 25
  plus_width = 0 # edit to suite your needs
  rate_width = 50 # edit to suite your needs
  height = 7 #larger numbers make the box bigger
  align1 = 0
  align2 = 1
  align3 = 0
  # ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW
  # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:c‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒd)j
  grade1 = 1
  grade2 = 0
  # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g
  # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
  # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[
  color1 = Color.new(0, 0, 0, 192)
  color2 = Color.new(255, 255, 192, 192)
  color3 = Color.new(0, 0, 0, 192)
  color4 = Color.new(64, 0, 0, 192)
  color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
  color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
  # •Ï”exp‚É•`‰æ‚·‚éƒQ[ƒW‚Ì•‚ð‘ã“ü
  if actor.next_exp != 0
    exp = (width + plus_width) * actor.now_exp * rate_width /
                                                        100 / actor.next_exp
  else
    exp = (width + plus_width) * rate_width / 100
  end
  # ƒQ[ƒW‚Ì•`‰æ
  gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
              width, plus_width + width * rate_width / 100,
              height, exp, align1, align2, align3,
              color1, color2, color3, color4, color5, color6, grade1, grade2)
  # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æˆ—‚ðŒÄ‚яo‚µ
  draw_actor_exp_original(actor, x, y)
 end
 #--------------------------------------------------------------------------
 # œ ƒQ[ƒW‚Ì•`‰æ
 #--------------------------------------------------------------------------
 def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
              color1, color2, color3, color4, color5, color6, grade1, grade2)
  case align1
  when 1
    x += (rect_width - width) / 2
  when 2
    x += rect_width - width
  end
  case align2
  when 1
    y -= height / 2
  when 2
    y -= height
  end
  # ˜g•`‰æ
  self.contents.fill_rect(x, y, width, height, color1)
  self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
  if align3 == 0
    if grade1 == 2
      grade1 = 3
    end
    if grade2 == 2
      grade2 = 3
    end
  end
  if (align3 == 1 and grade1 == 0) or grade1 > 0
    color = color3
    color3 = color4
    color4 = color
  end
  if (align3 == 1 and grade2 == 0) or grade2 > 0
    color = color5
    color5 = color6
    color6 = color
  end
  # ‹óƒQ[ƒW‚Ì•`‰æ
  self.contents.gradation_rect(x + 2, y + 2, width - 5, height - 5,
                                color3, color4, grade1)
  if align3 == 1
    x += width - gauge
  end
  # ŽÀƒQ[ƒW‚Ì•`‰æ
  self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                color5, color6, grade2)
 end
end

#------------------------------------------------------------------------------
# @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‹ im not really sure on this as the description wasn't english
#------------------------------------------------------------------------------
# I think it the setup for the different colors for different stats (js a guess)
#==============================================================================

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[i]
      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

#--------------------------------------------------------------------------------
# * Window_MenuStatus
#------------------------------------------------------------------------------
#It is the window which indicates the stats of the party member in menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 680, 480) # 640, 480
    self.contents = Bitmap.new(width - 32, height - 32) #  - 32, - 32
    self.contents.font.size = 21
    self.contents.font.name = "Georgia"
    self.contents.font.color = system_color
    self.opacity = 0
    @column_max = 4
    @item_max = 4
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # - All party members (FIX) !You all asked for it here it is!
  #--------------------------------------------------------------------------
 
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
    x = 0
    x =  i * 160 #x + 50
      actor = $game_party.actors[i]
      draw_actor_face(actor, x + 2, y + 80)
      self.opacity = 0 # musy be changed to 255 when checking to make block curser
    self.contents.font.color = system_color
  end
 end
end




#--------------------------------------------------------------------------
# - Rectangle renewal of cursor
#--------------------------------------------------------------------------
  def update_cursor_rect
    self.cursor_rect.set(160 + index * 260, 190, 428, 432)
  end

  class Window_Base
  def draw_actor_hp(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x - 20, y, 48, 32, actor.hp.to_s, 2)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 28, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 40, y, 48, 32, actor.maxhp.to_s)
    end
  end
  def draw_actor_sp(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x - 20, y, 48, 32, actor.sp.to_s, 2)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 28, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 40, y, 48, 32, actor.maxsp.to_s)
    end
  end
end

Demo:

Thx for your time.  ;8

See ya' later  8)




[/code]
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