@Jimmyly
Yes, I could reproduce the problem on transformations, the management of sprites is one of the trickiest things in the system, I will work on it.
EDIT: it seems to me that the problem can be fixed by adding the line "appear if @battler_visible" after "self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)" in Sprite_Battler, around line 49. Still investigating.
EDIT2: "MNK_FADE_IN = false" seems to work too.
The problem on the animation seems a little weird to me though. You say that the status is there, but non the animation? I suppose that the common event has been regularly executed then...
I tried the same thing: a skill calls a common event, that activates a switch, that triggers a battle event. And I can see the animation. Double check yor setup.
@Yin
I made a typo at the lines 52-53 of CTB by Charlie - Windows
They should be
Code:
@indicators[i].x=TURNS_WINDOW_H_X+i*@turn_width+16
@indicators[i].y=TURNS_WINDOW_H_Y-4
instead of
Code:
@indicators[i].x=TURNS_WINDOW_X+i*@turn_width+16
@indicators[i].y=TURNS_WINDOW_Y-4
Anyway, if you don't want them you can just put @indicators[i].y=800 and they won't be visible because out of the screen.