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I need these scripts plz!

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 89
I need scripts for:
1. in-battle summons
2. in-battle party changes
3. party reserve(where you can have more than 4 party members but different ones at a time)

also if anyone knows where i can go to learn ruby(aka rgss) pls let me know........

*******
I am epic, you are not.
Rep:
Level 93
Defender of Justice
hmmm...
they were on rmxp.net, but i can't fnd them
hint: look around at rmxp.net

**
Rep:
Level 89
Yes all three of them are at rmxp.net.

Please search there as they have a variety of scripts.
Would you like to support a new rmxp community? If so then you should join:


***
Rep:
Level 90
You can learn RGSS checking the others' scripts  :lol:

*
Resident Cloud
Rep:
Level 91
listen to slipknot he has a point a learnt HTML,javascript and WML(its used in mobile phones) by looking at other peoples scripts

scripts that have lots of comments sometimes tell you waht the line of code is doing the hardest thing to learn in the syntax. it took me ages with javascript i kept forgetting to add [ and ) and ;

ruby doesnt have that much syntax though.

:)

summons can be done as an event methinks i used summons in rpgmaker2003 but the game i made is dead now :)

***
Rep:
Level 89
Quote from: phoenix92
I need scripts for:
1. in-battle summons
2. in-battle party changes
3. party reserve(where you can have more than 4 party members but different ones at a time)

also if anyone knows where i can go to learn ruby(aka rgss) pls let me know........


2. i dont know how to make you party change in battle, but ill try some common events, and if i get 1 that works, ill send it to you
3. there is a script around here that lets you hav 5 party members.

Later On.... Ive tried it, i cant make it so u can change but pressing buttons, but i can make it say" ??? has decided to join your clan, remove 1 person to let ??? join" then just choises, easy common event making
Badass, and a do'er not a thinker

*****
Rep:
Level 91
Thanks For Coming
You can use events to change party members.

**
Rep: +0/-0Level 90
"Existance cannot uphold peace. Ressurection
   is the first key, war is the second."

***
Rep:
Level 89
well that is the easyiest way, but i think he wants it like button pressing.
Badass, and a do'er not a thinker

**
Rep: +0/-0Level 89
there is party switchin and summoning as one script which is this:

Code: [Select]
#==============================================================================
# Battle Switching & Summoning
#==============================================================================
# SephirothSpawn
# Version 2
# 20.12.05
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Battle Switching & Summoning", "SephirothSpawn", 2, "12.18.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Battle Switching & Summoning") == true
 
  #==============================================================================
  # ** Class Game_Party
  #==============================================================================
  class Game_Party
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :actors
    attr_accessor :reserve_actors
    attr_accessor :summon_actors
    attr_accessor :reserve_summon_actors
    #--------------------------------------------------------------------------
    # * Alias Initialization
    #--------------------------------------------------------------------------
    alias seph_battleswitch_gameparty_initialize initialize
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      seph_battleswitch_gameparty_initialize
      @reserve_actors = []
      @summon_actors = []
      @reserve_summon_actors = []
    end
    #--------------------------------------------------------------------------
    # * Add an Actor
    #     actor_id : actor ID
    #--------------------------------------------------------------------------
    def add_actor(actor_id)
      # Get actor
      actor = $game_actors[actor_id]
      # If the party has less than 4 members and this actor is not in the party
      if @actors.size < 4 and not @actors.include?(actor)
        # Add actor
        @actors.push(actor)
        # Refresh player
        $game_player.refresh
      elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
        # Add actor
        @reserve_actors.push(actor)
        # Refresh player
        $game_player.refresh
      end
    end
    #--------------------------------------------------------------------------
    # * Move To Reserve
    #     actor_id : actor ID
    #--------------------------------------------------------------------------
    def move_to_reserve(actor_id)
      # Get actor
      actor = $game_actors[actor_id]
      if @actors.include?(actor)
        @actors.delete(actor)
        @reserve_actors.push(actor)
      end
      # Refresh player
      $game_player.refresh
    end
    #--------------------------------------------------------------------------
    # * Move To Party
    #     actor_id : actor ID
    #--------------------------------------------------------------------------
    def move_to_party(actor_id, index = -1)
      # Get actor
      actor = $game_actors[actor_id]
      if @reserve_actors.include?(actor)
        @reserve_actors.delete(actor)
        @actors.insert(index, actor)
      end
      # Refresh player
      $game_player.refresh
    end
    #--------------------------------------------------------------------------
    # * Activate Summon
    #     actor_id : actor ID
    #--------------------------------------------------------------------------
    def summon_active(actor_id)
      # Get actor
      actor = $game_actors[actor_id]
      if @reserve_summon_actors.include?(actor)
        @reserve_summon_actors.delete(actor)
        @summon_actors.push(actor)
      end
      # Refresh player
      $game_player.refresh
    end
    #--------------------------------------------------------------------------
    # * Deactivate Summon
    #     actor_id : actor ID
    #--------------------------------------------------------------------------
    def summon_deactive(actor_id)
      # Get actor
      actor = $game_actors[actor_id]
      if @summon_actors.include?(actor)
        @summon_actors.delete(actor)
        @reserve_summon_actors.push(actor)
      end
      # Refresh player
      $game_player.refresh
    end
  end

  #==============================================================================
  # ** Window_Command
  #==============================================================================
  class Window_Command < Window_Selectable
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :commands
    #--------------------------------------------------------------------------
    # * Refresh Contents
    #--------------------------------------------------------------------------
    def refresh_contents
      self.contents.dispose
      @item_max = @commands.size
      self.contents = Bitmap.new(width - 32, @item_max * 32)
      refresh
    end
  end
 
  #==============================================================================
  # ** Window_BattleSwitching
  #==============================================================================
 
  class Window_BattleSwitching < Window_Selectable
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     width    : window width
    #     commands : command text string array
    #--------------------------------------------------------------------------
    def initialize(actors)
      # Compute window height from command quantity
      super(0, 0, 480, [actors.size * 32, 32].max + 32)
      @item_max = actors.size
      @actors = actors.dup
      self.contents = Bitmap.new(width - 32, [@item_max * 32, 32].max)
      refresh
      self.index = 0
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      for i in 0...@item_max
        draw_item(i)
      end
    end
    #--------------------------------------------------------------------------
    # * Draw Item
    #     index : item number
    #--------------------------------------------------------------------------
    def draw_item(index)
      actor = @actors[index]
      # Draws Name
      contents.font.size = 22
      contents.font.color = normal_color
      contents.draw_text(4, index * 32, contents.width, 32, actor.name)
      # Draws HP
      contents.font.size = 16
      color = actor.hp == 0 ? knockout_color : actor.hp < actor.maxhp / 2 ? crisis_color : normal_color
      contents.font.color = color
      contents.draw_text(140, index * 32, 140, 18, "#{actor.hp} / #{actor.maxhp}", 1)
      draw_slant_bar(140, index * 32 + 22, actor.hp, actor.maxhp.to_f, 140)
      # Draws SP
      contents.font.size = 16
      color = actor.sp == 0 ? knockout_color : actor.sp < actor.maxsp / 2 ? crisis_color : normal_color
      contents.font.color = color
      contents.draw_text(290, index * 32, 140, 18, "#{actor.sp} / #{actor.maxsp}", 1)
      draw_slant_bar(290, index * 32 + 22, actor.sp, actor.maxsp.to_f, 140)
    end
    #--------------------------------------------------------------------------
    # Draw Slant Bar
    #--------------------------------------------------------------------------
    def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255))
      # Draw Border
      for i in 0..height
        self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
      end
      # Draw Background
      for i in 1..(height - 1)
        r = 100 * (height - i) / height + 0 * i / height
        g = 100 * (height - i) / height + 0 * i / height
        b = 100 * (height - i) / height + 0 * i / height
        a = 255 * (height - i) / height + 255 * i / height
        self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
      end
      # Color Values
      if min == max
        bar_color = Color.new(200, 0, 0, 255)
      end
      # Draws Bar
      for i in 1..( (min / max) * width - 1)
        for j in 1..(height - 1)
          r = bar_color.red * (width - i) / width + 255 * i / width
          g = bar_color.green * (width - i) / width + 255 * i / width
          b = bar_color.blue * (width - i) / width + 60 * i / width
          a = bar_color.alpha * (width - i) / width + 255 * i / width
          self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
        end
      end
    end
  end

  #==============================================================================
  # ** Scene Title
  #==============================================================================
  class Scene_Title
    #--------------------------------------------------------------------------
    # * Alias' New Game Method
    #--------------------------------------------------------------------------
    alias seph_battleswitch_scenetitle_commandnewgame command_new_game
    #--------------------------------------------------------------------------
    # * Adds Base Stats For Enemies
    #--------------------------------------------------------------------------
    def command_new_game
      # SDK Command: Command New Game
      seph_battleswitch_scenetitle_commandnewgame
      # Sets Summon Actors Requirements
      for actor in $data_actors
        unless actor == nil
          $game_party.reserve_summon_actors.push($game_actors[actor.id]) if actor.name.delete!('*')
        end
      end
    end
  end
 
  #==============================================================================
  # ** Scene_Battle
  #==============================================================================
  class Scene_Battle
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    alias seph_battleswitch_scenebattle_commandsinit commands_init
    alias seph_battleswitch_scenebattle_updatesceneexit update_scene_exit
    alias seph_battleswitch_scenebattle_updatephase3 update_phase3
    alias seph_battleswitch_scenebattle_checkcommands check_commands
    #--------------------------------------------------------------------------
    # * Set Commands
    #--------------------------------------------------------------------------
    def commands_init
      # SDK Commands Initialization
      seph_battleswitch_scenebattle_commandsinit
      # Adds Commands
      @commands.push('Switch', 'Summon')
    end
    #--------------------------------------------------------------------------
    # * Scene Exit Update
    #--------------------------------------------------------------------------
    def update_scene_exit
      # SDK Scene Exit
      seph_battleswitch_scenebattle_updatesceneexit
      unless $scene == self
        # Replace Active Members
        unless @temp_actors == nil
          unless @temp_actors.empty?
            $game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Frame Update (actor command phase)
    #--------------------------------------------------------------------------
    def update_phase3
      seph_battleswitch_scenebattle_updatephase3
      # If Party Switch is enabled
      if @party_switch_window != nil
        update_phase3_party_switch_select
      end
      # If Summon Switch skill is enabled
      if @summon_switch_window != nil
        update_phase3_summon_switch_select
      end
    end
    #--------------------------------------------------------------------------
    # * Check Commands
    #--------------------------------------------------------------------------
    def check_commands
      seph_battleswitch_scenebattle_checkcommands
      # Loads Current Command
      command = @commands[@actor_command_window.index]
      # Party Switch
      if command == 'Switch'
        update_phase3_command_switch
      end
      # Summon Switch
      if command == 'Summon'
        update_phase3_command_summon
      end
      # Unsummon Switch
      if command == 'Unsummon'
        update_phase3_command_unsummon
      end
    end
    #--------------------------------------------------------------------------
    # * Start Command: Switch
    #--------------------------------------------------------------------------
    def update_phase3_command_switch
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Party Switch Window
      @party_switch_window = Window_BattleSwitching.new($game_party.reserve_actors)
        @party_switch_window.height = 160 if @party_switch_window.height > 160
        @party_switch_window.x = 320 - @party_switch_window.width / 2
        @party_switch_window.y = 192 - @party_switch_window.height / 2
        @party_switch_window.back_opacity = 225
      # Actives Switch Window
      @party_switch_window.active = true
      # Disable actor command window
      @actor_command_window.active = false
      @actor_command_window.visible = false
    end
    #--------------------------------------------------------------------------
    # * Start Command: Summon
    #--------------------------------------------------------------------------
    def update_phase3_command_summon
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Summon Switch Window
      @summon_switch_window = Window_BattleSwitching.new($game_party.summon_actors)
        @summon_switch_window.height = 160 if @summon_switch_window.height > 160
        @summon_switch_window.x = 320 - @summon_switch_window.width / 2
        @summon_switch_window.y = 192 - @summon_switch_window.height / 2
        @summon_switch_window.back_opacity = 225
      # Actives Switch Window
      @summon_switch_window.active = true
      # Disable actor command window
      @actor_command_window.active = false
      @actor_command_window.visible = false
    end
    #--------------------------------------------------------------------------
    # * Start Command: Unsummon
    #--------------------------------------------------------------------------
    def update_phase3_command_unsummon
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Replace Active Members & Delete Summon
      $game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
      # Refreshes
      $game_party.refresh
      # Clears Temp Actors
      @temp_actors.clear
      # Creates New Commands
      @commands = @temp_commands
      # Recreates Command Window
      @actor_command_window.commands = @commands
      # Refresh Window Contents
      @actor_command_window.refresh_contents
      # Refreshes Status Window
      @status_window.refresh
      # Deletes Spriteset
      @spriteset.dispose
      # Recreates Spriteset
      @spriteset = Spriteset_Battle.new
      for actor in $game_party.actors
        @active_battler = actor
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        @active_battler.blink = false
      end
      # Go to Battle Processing
      start_phase4
    end
    #--------------------------------------------------------------------------
    # * Command: Switch
    #--------------------------------------------------------------------------
    def update_phase3_party_switch_select
      # Make Party Switch window visible
      @party_switch_window.visible = true
      # Update window
      @party_switch_window.update
      # If B button was pressed
      if Input.trigger?(Input::B)
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # End skill selection
        end_party_switch_select
        return
      end
      # If A button was pressed
      if Input.trigger?(Input::A)
        if $game_party.reserve_actors[@party_switch_window.index] == nil
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        else
          # Play decision SE
          $game_system.se_play($data_system.decision_se)
          # Store Index of Current Battler
          index = $game_party.actors.index(@active_battler)
          # Move Active Battler to Reserve
          $game_party.move_to_reserve(@active_battler.id)
          # Set Active Battler
          @active_battler = $game_party.reserve_actors[@party_switch_window.index]
          # Move Reserve Actor to Active Party
          $game_party.move_to_party(@active_battler.id, index)
          # Refreshes
          $game_party.refresh
          # Refresh Status Window
          @status_window.refresh
          # Set actor as unselectable
          @actor_index -= 1
          @active_battler = nil
          # End skill selection
          end_party_switch_select
          # Go to command input for next actor
          phase3_next_actor
          return
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Command: Summon
    #--------------------------------------------------------------------------
    def update_phase3_summon_switch_select
      # Make summon window visible
      @summon_switch_window.visible = true
      # Update summon window
      @summon_switch_window.update
      # If B button was pressed
      if Input.trigger?(Input::B)
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # End skill selection
        end_summon_switch_select
        return
      end
      # If A button was pressed
      if Input.trigger?(Input::A)
        if $game_party.summon_actors[@summon_switch_window.index] == nil
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        else
          # Play decision SE
          $game_system.se_play($data_system.decision_se)
          # Stores Current Actors
          @temp_actors = $game_party.actors.dup
          # Store Current Commands
          @temp_commands = @commands.dup
          # Make New Commands
          @actor_command_window.commands = [$data_system.words.attack,
              $data_system.words.skill, $data_system.words.guard, $data_system.words.item]
          # Adds Limit Break if Limit Break Enabled
          if SDK.state("Advanced Limit Break") == true
            index = @actor_command_window.commands.index($data_system.words.skill) + 1
            @actor_command_window.commands.insert(index, 'Limit Break')
          end
          # Adds Unsummon Command
          @actor_command_window.commands.push('Unsummon')
          # Creates New Commands
          @commands = @actor_command_window.commands.dup
          # Refresh Window Contents
          @actor_command_window.refresh_contents
          # Clear Game Party
          $game_party.actors.clear
          # Gets Active Battler
          @active_battler = $game_party.summon_actors[@summon_switch_window.index]
          # Add Summon to Party
          $game_party.actors = [@active_battler]
          # Refresh Status Window
          @status_window.refresh
          # Set action
          @active_battler.current_action.kind = 0
          @active_battler.current_action.basic = 1
          @active_battler.blink = false
          # End skill selection
          end_summon_switch_select
          # Go to Battle Processing
          start_phase4
          return
        end
      end
    end
    #--------------------------------------------------------------------------
    # * End Party Switch Selection
    #--------------------------------------------------------------------------
    def end_party_switch_select
      # Delete Party Switch Window
      @party_switch_window.dispose
      @party_switch_window = nil
      # Hide help window
      @help_window.visible = false
      # Enable actor command window
      @actor_command_window.active = true
      @actor_command_window.visible = true
    end
    #--------------------------------------------------------------------------
    # * End Summon Switch Selection
    #--------------------------------------------------------------------------
    def end_summon_switch_select
      # Delete Summon Switch Window
      @summon_switch_window.dispose
      @summon_switch_window = nil
      # Hide help window
      @help_window.visible = false
      # Enable actor command window
      @actor_command_window.active = true
      @actor_command_window.visible = true
    end
  end
 
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end



and for reserve and class change (i know u didn't ask)
[code]#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (11.27.05)
#   Last Updated: 11.28.05
#==============================================================================

#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias' New Game Method
  #--------------------------------------------------------------------------
  alias new_game command_new_game
  #--------------------------------------------------------------------------
  # * Adds Base Stats For Enemies
  #--------------------------------------------------------------------------
  def command_new_game
    # Sets Class Requirements
    for i in 1...$data_classes.size
      $data_classes[i].set_reqirements
    end
    # Sets Characters Sex
    for i in 1...$data_actors.size
      $data_actors[i].set_sex
    end
    new_game
  end
end

#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
  #===========================================================================
  # ** Class Actor
  #===========================================================================
  class Actor
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :sex
    #--------------------------------------------------------------------------
    # * Set Sex
    #--------------------------------------------------------------------------
    def set_sex
      if @name.include?('(')
        @sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
      else
        @sex = 1
      end
    end
  end
  #===========================================================================
  # ** Class Class
  #===========================================================================
  class Class
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :level_requirements
    attr_accessor :sex_requirements
    #--------------------------------------------------------------------------
    # * Set Requirements
    #--------------------------------------------------------------------------
    def set_reqirements
      # Sets Level Requirements
      @level_requirements = @name.include?('{') ?
        eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
      # Sets Sex Requirements
      if @name.include?('(')
        sex = @name.slice!(@name.index('(')..@name.index(')'))
        @sex_requirements = sex == '(M)' ? 1 : 2
      else
        @sex_requirements = 0
      end
    end
  end
end

#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Draw Item Name
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #     width : draw text width
  #     align  : text align
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
    if item == nil
      case type
      when 0  # Weapon
        bitmap = RPG::Cache.icon("001-Weapon01")
      when 1  # Shield
        bitmap = RPG::Cache.icon("009-Shield01")
      when 2  # Helmet
        bitmap = RPG::Cache.icon("010-Head01")
      when 3  # Armor
        bitmap = RPG::Cache.icon("014-Body02")
      when 4  # Accessory
        bitmap = RPG::Cache.icon("016-Accessory01")
      end
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
      self.contents.font.color = disabled_color
      self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
  end
  #--------------------------------------------------------------------------
  # * Draw Sprite
  #--------------------------------------------------------------------------
  def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
    bitmap = RPG::Cache.character(name, hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    # Facing Direction
    case pose
      when 0 ;a = 0 # Down
      when 1 ;a = ch # Left
      when 2 ;a = ch * 3 # Up
      when 3 ;a = ch * 2 # Right
    end
    # Current Animation Slide
    case frame
      when 0 ;b = 0
      when 1 ;b = cw
      when 2 ;b = cw * 2
      when 3 ;b = cw * 3
    end
    # Bitmap Rectange
    src_rect = Rect.new(b, a, cw, ch)
    # Draws Bitmap
    if actor_contents
      @sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
    else
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
  end
  #--------------------------------------------------------------------------
  # Draw Bar
  #   Credit Near Fantastica for Orginal Script
  #--------------------------------------------------------------------------
  def draw_bar(x, y, min, max, width = 152, height = 20)
    self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
    bar_color = Color.new(0, 0, 200, 255)
    for i in 0..(width * min / max)
      r = bar_color.red * (width - i) / width + 0 * i / width
      g = bar_color.green * (width - i) / width + 0 * i / width
      b = bar_color.blue * (width - i) / width + 0 * i / width
      a = bar_color.alpha * (width - i) / width + 255 * i / width
      self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Update
  #--------------------------------------------------------------------------
  alias sprite_update update
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    sprite_update
    unless @sprite_contents == nil
      @sprite_contents.x = self.x + self.ox + 16
      @sprite_contents.y = self.y + self.oy + 16
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Dispose
  #--------------------------------------------------------------------------
  alias sprite_dispose dispose
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    sprite_dispose
    unless @sprite_contents == nil
      @sprite_contents.dispose
      @sprite_contents.dispose
    end
  end
end

#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :cursor_height
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias custom_int initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    custom_int(x, y, width, height)
    @cursor_height = 32
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of @cursor_height
    return self.oy / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of @cursor_height
    return (self.height - 32) / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * @cursor_height - self.oy
    if self.active == true
      # Update cursor rectangle
      self.cursor_rect.set(x, y, cursor_width, @cursor_height)
    end
  end
end

#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # * Unisable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def undisable_item(index)
    draw_item(index, normal_color)
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :class_levels
  attr_accessor :class_exp
  attr_accessor :class_skills
  attr_accessor :sex
  #--------------------------------------------------------------------------
  # * Alias Setup
  #--------------------------------------------------------------------------
  alias class_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(actor_id)
    class_setup(actor_id)
    @class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
    for i in 0...$data_classes.size
      @class_levels.push(1)
      @class_exp.push(0)
      @class_skills.push([])
    end
    @sex = $data_actors[actor_id].sex
  end
  #--------------------------------------------------------------------------
  # * Switch Class
  #--------------------------------------------------------------------------
  def switch_class(class_id)
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
    # Loads New Class ID
    @class_id = class_id
    # Loads Class Level & Exp Count
    @level = @class_levels[class_id]
    @exp = @class_exp[class_id]
    @skills = @class_skills[class_id]
  end
  #--------------------------------------------------------------------------
  # * Update Levels & Exp
  #--------------------------------------------------------------------------
  def update_classes
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
  end
end

#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :reserve_actors
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias reserve_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    reserve_initialize
    @reserve_actors = []
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # If the party has less than 4 members and this actor is not in the party
    if @actors.size < 4 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
      # Add actor
      @reserve_actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Move To Reserve
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_reserve(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @actors.include?(actor)
      @actors.delete(actor)
      @reserve_actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Move To Party
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_party(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @reserve_actors.include?(actor)
      @reserve_actors.delete(actor)
      @actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
end

#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x = 0, y = 384, width = 160)
    super(x, y, width, 96)
      self.z = 500
    # Creates Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 505
    self.contents.font.size = 10
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Stores Actors
    @actors = actors.dup
    # Adds Blank Actors
    max = @actors == $game_party.actors ? 3 : 14
    @actors.push(nil) until @actors.size > max
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draw Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
      else
        draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draw Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        contents.font.color = disabled_color
        contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
      else
        contents.font.color = normal_color
        contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect(index)
    self.cursor_rect.set(index * 32, 0, 32, 64)
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   draw_sprites
  end
end

#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 288)
    # Sets Cursor Height
    self.cursor_height = 64
    # Sets Index
    self.index = 0
    # Animated Sprite Counters
    @pose, @frame = 0, 0
    # Sets Up Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Sprite Contents
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 500
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Duplicates Actors
    @actors = actors.dup
    # Checks Actors List
    max = @actors == $game_party.actors ? 3 : 0
    @actors.push(nil) until @actors.size > max
    # Sets Up Item Max
    @item_max = @actors.size
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draws Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
      else
        draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draws Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        contents.font.size = 40
        contents.font.color = disabled_color
        contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
      else
        contents.font.size = 22
        # Draws Name
        contents.font.color = normal_color
        contents.draw_text(60, y, 90, 24, actor.name)
        # Draws Class
        contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
        # Draws Level
        contents.font.color = system_color
        contents.draw_text(160, y, 100, 24, "Level")
        contents.font.color = normal_color
        contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
        # Draws State
        state = make_battler_state_text(actor, 112, true)
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(160, y + 24, 100, 24, state)
        # Draws Experience
        contents.font.color = system_color
        contents.draw_text(274, y, 160, 24, "Exp")
        contents.font.color = normal_color
        contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
        # Draws Next Level Bar
        draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
        # Draws Next Level
        contents.font.color = system_color
        contents.draw_text(274, y + 24, 160, 24, "Next Level")
        contents.font.color = normal_color
        contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
        # Draw HP Bar
        draw_bar(446, y + 2, actor.hp, actor.maxhp)
        # Draw MP Bar
        draw_bar(446, y + 26, actor.sp, actor.maxsp)
        # Draws HP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y, 160, 24, $data_system.words.hp)
        contents.font.size = 16
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
        # Draws SP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
        contents.font.size = 16
        contents.font.color = actor.sp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Pose
  #     direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
      @pose == 0 ? @pose = 3 : @pose -= 1
    else
      @pose == 3 ? @pose = 0 : @pose += 1
    end
    draw_sprites
  end
end

#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 160, 320)
    # Sets Cursor Height
    self.cursor_height = 72
    # Sets Index
    self.index = 0
    # Animated Sprite Counters
    @pose, @frame = 0, 0
    # Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refreshes Window Contents
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Clears Contents
    contents.clear
    # Duplicates Actors
    @actors = $game_party.actors.dup
    # Checks Actors List
    @actors.push(nil) until @actors.size > 3
    # Sets Up Item Max
    @item_max = @actors.size
    # Draw Actors Info
    contents.clear
    for i in 0...@item_max
      actor = @actors[i]
      y = i * 72
      # Draws Animated Sprite
      if actor == nil
        draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
        contents.font.color = disabled_color
        contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
        contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
        contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
      else
        draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
        contents.font.color = normal_color
        # Draws Name
        contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
        # Draws Class
        contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
        # Draws Level
        contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
      end
    end
  end
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    refresh
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   refresh
 end
end

#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize
    super(160, 64, 480, 416)
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refreshes Contents
    refresh($game_party.actors[0])
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor)
    # Clears Contents
    contents.clear
    # Stores Actor
    @actor = actor
    if actor == nil
      draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
      # Draws Empty Text
      contents.font.size = 48
      contents.font.color = system_color
      contents.font.color.alpha = disabled_color.alpha
      contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
    else
      draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
      contents.font.size = 22
      contents.font.color = normal_color
      # Draws Name
      contents.draw_text(-8, 4, 96, 24, actor.name, 1)
      # Draws State
      state = make_battler_state_text(actor, 112, true)
      contents.font.color = actor.hp == 0 ? knockout_color : normal_color
      contents.draw_text(96, 8, 96, 24, state, 1)
      # Draws Class
      contents.font.color = system_color
      contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
      # Draws Level
      contents.font.color = system_color
      contents.draw_text(96, 56, 96, 24, "Level :")
      contents.font.color = normal_color
      contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
      # Draws Experience
      contents.font.color = system_color
      contents.draw_text(224, 8, 224, 24, "Experience :")
      contents.font.color = normal_color
      contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
      # Next Level Experience
      contents.font.color = system_color
      contents.draw_text(224, 32, 224, 24, "Next Level :")
      contents.font.color = normal_color
      contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
      # Draws Next Level Bar
      draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
      # Draws HP Bar
      draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
      # Draws HP
      contents.font.color = system_color
      contents.draw_text(40, 126, 224, 24, "HP")
      contents.font.color = normal_color
      contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
      # Draws SP Bar
      draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
      # Draws SP
      contents.font.color = system_color
      contents.draw_text(40, 158, 224, 24, "SP")
      contents.font.color = normal_color
      contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
      # Draws Equiped Items
      draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
      draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
      draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
      draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
      draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
      # Draws Stats
      stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
        $data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
      stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
      for i in 0...stats.size
        contents.font.color = system_color
        contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
        contents.font.color = normal_color
        contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    refresh(@actor)
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   refresh(@actor)
  end
end

#==============================================================================
# ** Window_Class_Status
#=====================

*******
I am epic, you are not.
Rep:
Level 93
Defender of Justice
use the goddamn codeboxes, like the first segment

*
? ? ? ? ? ? ? ? ? The nice kind of alien~
Rep:
Level 92
Martian - Occasionally kind