show variables on screen rpg maker xp
#11
Again, it works for me. Do you have any other Scene_Battle scripts?
Reply }
#12
oh your right my bad I was using the one player battle script but now I have another problem the ammo counter is not updating but the health is

also where is the information for changing the opacity of this top window in the scriptbank I can't seem to find it I want to make the fight/escape window non transparent
[Image: hudqestion.png]
oh and sorry to be a pest if I wanted to change the location of the main characters stats there normal HP and PSI were would I find that because I was thinking of moving them off screen so the player only has the top bar to look at
Reply }
#13
You can still use the one player battle script if you want, you just have to add YourHud to it instead of the default Scene_Battle. So why don't you do that, and then we can work work out editing the battle layout how you want.
Reply }
#14
sorry for my delay in response been super busy with work well I imported my HUD into the one player battle script just like with the normal battle script the hp and mp worked fine but the ammo counter does not update after a turn here is the script
Code:
#==============================================================================#
# Script by: Tigurus Fay                                                       #
#==============================================================================#
# Script: One-Man Duel Battlesystem                                            #
# Version: v1.03                                                               #
# Install: Press F11 and place the Script directly above [Main].               #
# Description: This script allows for a timed-based battlesytem which works    #
#              only correctly with 1 party member. For a very nice experience  #
#              make the Battler with an over-the-shoulder perspective.         #
#==============================================================================#


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    # Return after calculating x-coordinate by order of members in party
    if self.index != nil
      return self.index * 160 + 320
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Y-Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return 480
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Z-Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    # Return after calculating z-coordinate by order of members in party
    if self.index != nil
      return 4 - self.index
    else
      return 0
    end
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :actors                   # actors
  attr_reader   :gold                     # amount of gold
  attr_reader   :steps                    # number of steps
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Create actor array
    @actors = []
    # Initialize amount of gold and steps
    @gold = 0
    @steps = 0
    # Create amount in possession hash for items, weapons, and armor
    @items = {}
    @weapons = {}
    @armors = {}
  end
  #--------------------------------------------------------------------------
  # * Initial Party Setup
  #--------------------------------------------------------------------------
  def setup_starting_members
    @actors = []
    for i in $data_system.party_members
      @actors.push($game_actors[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Test Party Setup
  #--------------------------------------------------------------------------
  def setup_battle_test_members
    @actors = []
    for battler in $data_system.test_battlers
      actor = $game_actors[battler.actor_id]
      actor.level = battler.level
      gain_weapon(battler.weapon_id, 1)
      gain_armor(battler.armor1_id, 1)
      gain_armor(battler.armor2_id, 1)
      gain_armor(battler.armor3_id, 1)
      gain_armor(battler.armor4_id, 1)
      actor.equip(0, battler.weapon_id)
      actor.equip(1, battler.armor1_id)
      actor.equip(2, battler.armor2_id)
      actor.equip(3, battler.armor3_id)
      actor.equip(4, battler.armor4_id)
      actor.recover_all
      @actors.push(actor)
    end
    @items = {}
    for i in 1...$data_items.size
      if $data_items[i].name != ""
        occasion = $data_items[i].occasion
        if occasion == 0 or occasion == 1
          @items[i] = 99
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Party Members
  #--------------------------------------------------------------------------
  def refresh
    # Actor objects split from $game_actors right after loading game data
    # Avoid this problem by resetting the actors each time data is loaded.
    new_actors = []
    for i in 0...@actors.size
      if $data_actors[@actors[i].id] != nil
        new_actors.push($game_actors[@actors[i].id])
      end
    end
    @actors = new_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 < 1 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
end


#==============================================================================
# ** Window_Filler
#------------------------------------------------------------------------------
#  This window is used to select whether to fight or escape on the battle
#  screen.
#==============================================================================

class Window_Filler < Window_Base
  def initialize
    super(160, 320, 320, 160)
   self.back_opacity = 160
    refresh
  end
  def refresh
  end
end

#==============================================================================
# ** Window_PartyCommand
#------------------------------------------------------------------------------
#  This window is used to select whether to fight or escape on the battle
#  screen.
#==============================================================================

class Window_PartyCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @commands = ["Fight", "Escape"]
    @item_max = 2
    @column_max = 2
    draw_item(0, normal_color)
    draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
    self.active = false
    self.visible = false
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text character color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(160 + index * 160 + 4, 0, 128 - 10, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    self.cursor_rect.set(160 + index * 160, 0, 128, 32)
  end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(480, 320, 160, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 120
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Slightly lower opacity level during main phase
    if $game_temp.battle_main_phase
      self.contents_opacity -= 4 if self.contents_opacity > 255
    else
      self.contents_opacity += 4 if self.contents_opacity < 255
    end
  end
end
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.y = 320
    @actor_command_window.back_opacity = 120
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity > 255
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @window_filler = Window_Filler.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @yourhud = Window_YourHUD.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @window_filler.dispose
    @help_window.dispose
    @status_window.dispose
    @yourhud.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
  
  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 - 320
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  #--------------------------------------------------------------------------
  # * Determine Battle Win/Loss Results
  #--------------------------------------------------------------------------
  def judge
    # If all dead determinant is true, or number of members in party is 0
    if $game_party.all_dead? or $game_party.actors.size == 0
      # If possible to lose
      if $game_temp.battle_can_lose
        # Return to BGM before battle starts
        $game_system.bgm_play($game_temp.map_bgm)
        # Battle ends
        battle_end(2)
        # Return true
        return true
      end
      # Set game over flag
      $game_temp.gameover = true
      # Return true
      return true
    end
    # Return false if even 1 enemy exists
    for enemy in $game_troop.enemies
      if enemy.exist?
        return false
      end
    end
    # Start after battle phase (win)
    start_phase5
    # Return true
    return true
  end
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Clear in battle flag
    $game_temp.in_battle = false
    # Clear entire party actions flag
    $game_party.clear_actions
    # Remove battle states
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    # Clear enemies
    $game_troop.enemies.clear
    # Call battle callback
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Battle Event Setup
  #--------------------------------------------------------------------------
  def setup_battle_event
    # If battle event is running
    if $game_system.battle_interpreter.running?
      return
    end
    # Search for all battle event pages
    for index in 0...$data_troops[@troop_id].pages.size
      # Get event pages
      page = $data_troops[@troop_id].pages[index]
      # Make event conditions possible for reference with c
      c = page.condition
      # Go to next page if no conditions are appointed
      unless c.turn_valid or c.enemy_valid or
             c.actor_valid or c.switch_valid
        next
      end
      # Go to next page if action has been completed
      if $game_temp.battle_event_flags[index]
        next
      end
      # Confirm turn conditions
      if c.turn_valid
        n = $game_temp.battle_turn
        a = c.turn_a
        b = c.turn_b
        if (b == 0 and n != a) or
           (b > 0 and (n < 1 or n < a or n % b != a % b))
          next
        end
      end
      # Confirm enemy conditions
      if c.enemy_valid
        enemy = $game_troop.enemies[c.enemy_index]
        if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
          next
        end
      end
      # Confirm actor conditions
      if c.actor_valid
        actor = $game_actors[c.actor_id]
        if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
          next
        end
      end
      # Confirm switch conditions
      if c.switch_valid
        if $game_switches[c.switch_id] == false
          next
        end
      end
      # Set up event
      $game_system.battle_interpreter.setup(page.list, 0)
      # If this page span is [battle] or [turn]
      if page.span <= 1
        # Set action completed flag
        $game_temp.battle_event_flags[index] = true
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
          @yourhud.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end
end

#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Pre-Battle Phase
  #--------------------------------------------------------------------------
  def start_phase1
    # Shift to phase 1
    @phase = 1
    # Clear all party member actions
    $game_party.clear_actions
    # Set up battle event
    setup_battle_event
  end
  #--------------------------------------------------------------------------
  # * Frame Update (pre-battle phase)
  #--------------------------------------------------------------------------
  def update_phase1
    # Determine win/loss situation
    if judge
      # If won or lost: end method
      return
    end
    # Start party command phase
    start_phase2
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Phase
  #--------------------------------------------------------------------------
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = true
    @party_command_window.visible = true
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase)
  #--------------------------------------------------------------------------
  def update_phase2
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by party command window cursor position
      case @party_command_window.index
      when 0  # fight
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Start actor command phase
        start_phase3
      when 1  # escape
        # If it's not possible to escape
        if $game_temp.battle_can_escape == false
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Escape processing
        update_phase2_escape
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase: escape)
  #--------------------------------------------------------------------------
  def update_phase2_escape
    # Calculate enemy agility average
    enemies_agi = 0
    enemies_number = 0
    for enemy in $game_troop.enemies
      if enemy.exist?
        enemies_agi += enemy.agi
        enemies_number += 1
      end
    end
    if enemies_number > 0
      enemies_agi /= enemies_number
    end
    # Calculate actor agility average
    actors_agi = 0
    actors_number = 0
    for actor in $game_party.actors
      if actor.exist?
        actors_agi += actor.agi
        actors_number += 1
      end
    end
    if actors_number > 0
      actors_agi /= actors_number
    end
    # Determine if escape is successful
    success = rand(100) < 50 * actors_agi / enemies_agi
    # If escape is successful
    if success
      # Play escape SE
      $game_system.se_play($data_system.escape_se)
      # Return to BGM before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
    # If escape is failure
    else
      # Clear all party member actions
      $game_party.clear_actions
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        # Add EXP and amount of gold obtained
        exp += enemy.exp
        gold += enemy.gold
        # Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Make battle result window
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    # Set wait count
    @phase5_wait_count = 100
  end
  #--------------------------------------------------------------------------
  # * Frame Update (after battle phase)
  #--------------------------------------------------------------------------
  def update_phase5
    # If wait count is larger than 0
    if @phase5_wait_count > 0
      # Decrease wait count
      @phase5_wait_count -= 1
      # If wait count reaches 0
      if @phase5_wait_count == 0
        # Show result window
        @result_window.visible = true
        # Clear main phase flag
        $game_temp.battle_main_phase = false
        # Refresh status window
        @status_window.refresh
        @yourhud.refresh
      end
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Battle ends
      battle_end(0)
    end
  end
end

#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Actor Command Phase
  #--------------------------------------------------------------------------
  def start_phase3
    # Shift to phase 3
    @phase = 3
    @actor_command_window.contents_opacity = 255
    # Set actor as unselectable
    @actor_index = -1
    @active_battler = nil
    # Go to command input for next actor
    phase3_next_actor
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input for Next Actor
  #--------------------------------------------------------------------------
  def phase3_next_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If last actor
      if @actor_index == $game_party.actors.size-1
        # Start main phase
        start_phase4
        return
      end
      # Advance actor index
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
    end until @active_battler.inputable?
    # Set up actor command window
    phase3_setup_command_window
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  def phase3_prior_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If first actor
      if @actor_index == 0
        # Start party command phase
        start_phase2
        return
      end
      # Return to actor index
      @actor_index -= 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
    end until @active_battler.inputable?
    # Set up actor command window
    phase3_setup_command_window
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    # Disable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    @actor_command_window.x = @actor_index * 160
    # Set index to 0
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase)
  #--------------------------------------------------------------------------
  def update_phase3
    # If enemy arrow is enabled
    if @enemy_arrow != nil
      update_phase3_enemy_select
    # If actor arrow is enabled
    elsif @actor_arrow != nil
      update_phase3_actor_select
    # If skill window is enabled
    elsif @skill_window != nil
      update_phase3_skill_select
    # If item window is enabled
    elsif @item_window != nil
      update_phase3_item_select
    # If actor command window is enabled
    elsif @actor_command_window.active
      update_phase3_basic_command
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Make skill window visible
    @skill_window.visible = true
    # Update skill window
    @skill_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_skill_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If it can't be used
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.skill_id = @skill.id
      # Make skill window invisible
      @skill_window.visible = false
      # If effect scope is single enemy
      if @skill.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @skill.scope == 3 or @skill.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End skill selection
        end_skill_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : item selection)
  #--------------------------------------------------------------------------
  def update_phase3_item_select
    # Make item window visible
    @item_window.visible = true
    # Update item window
    @item_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End item selection
      end_item_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.item_id = @item.id
      # Make item window invisible
      @item_window.visible = false
      # If effect scope is single enemy
      if @item.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @item.scope == 3 or @item.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End item selection
        end_item_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Updat (actor command phase : enemy selection)
  #--------------------------------------------------------------------------
  def update_phase3_enemy_select
    # Update enemy arrow
    @enemy_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End enemy selection
      end_enemy_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @enemy_arrow.index
      # End enemy selection
      end_enemy_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : actor selection)
  #--------------------------------------------------------------------------
  def update_phase3_actor_select
    # Update actor arrow
    @actor_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End actor selection
      end_actor_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @actor_arrow.index
      # End actor selection
      end_actor_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Enemy Selection
  #--------------------------------------------------------------------------
  def start_enemy_select
    # Make enemy arrow
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
    # Associate help window
    @enemy_arrow.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Enemy Selection
  #--------------------------------------------------------------------------
  def end_enemy_select
    # Dispose of enemy arrow
    @enemy_arrow.dispose
    @enemy_arrow = nil
    # If command is [fight]
    if @actor_command_window.index == 0
      # Enable actor command window
      @actor_command_window.active = true
      @actor_command_window.visible = true
      @actor_command_window.contents_opacity = 255
      # Hide help window
      @help_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_select
    # Make actor arrow
    @actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
    @actor_arrow.index = @actor_index
    # Associate help window
    @actor_arrow.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_select
    # Dispose of actor arrow
    @actor_arrow.dispose
    @actor_arrow = nil
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_select
    # Make skill window
    @skill_window = Window_Skill.new(@active_battler)
    # Associate help window
    @skill_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Skill Selection
  #--------------------------------------------------------------------------
  def end_skill_select
    # Dispose of skill window
    @skill_window.dispose
    @skill_window = nil
    # Hide help window
    @help_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 255
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_select
    # Make item window
    @item_window = Window_Item.new
    # Associate help window
    @item_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Item Selection
  #--------------------------------------------------------------------------
  def end_item_select
    # Dispose of item window
    @item_window.dispose
    @item_window = nil
    # Hide help window
    @help_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 255
  end
end

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Main Phase
  #--------------------------------------------------------------------------
  def start_phase4
    # Shift to phase 4
    @phase = 4
    # Turn count
    $game_temp.battle_turn += 1
    # Search all battle event pages
    for index in 0...$data_troops[@troop_id].pages.size
      # Get event page
      page = $data_troops[@troop_id].pages[index]
      # If this page span is [turn]
      if page.span == 1
        # Clear action completed flags
        $game_temp.battle_event_flags[index] = false
      end
    end
    # Set actor as unselectable
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
    # Set main phase flag
    $game_temp.battle_main_phase = true
    # Make enemy action
    for enemy in $game_troop.enemies
      enemy.make_action
    end
    # Make action orders
    make_action_orders
    # Shift to step 1
    @phase4_step = 1
  end
  #--------------------------------------------------------------------------
  # * Make Action Orders
  #--------------------------------------------------------------------------
  def make_action_orders
    # Initialize @action_battlers array
    @action_battlers = []
    # Add enemy to @action_battlers array
    for enemy in $game_troop.enemies
      @action_battlers.push(enemy)
    end
    # Add actor to @action_battlers array
    for actor in $game_party.actors
      @action_battlers.push(actor)
    end
    # Decide action speed for all
    for battler in @action_battlers
      battler.make_action_speed
    end
    # Line up action speed in order from greatest to least
    @action_battlers.sort! {|a,b|
      b.current_action.speed - a.current_action.speed }
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase)
  #--------------------------------------------------------------------------
  def update_phase4
    case @phase4_step
    when 1
      update_phase4_step1
    when 2
      update_phase4_step2
    when 3
      update_phase4_step3
    when 4
      update_phase4_step4
    when 5
      update_phase4_step5
    when 6
      update_phase4_step6
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  def update_phase4_step1
    # Hide help window
    @help_window.visible = false
    # Determine win/loss
    if judge
      # If won, or if lost : end method
      return
    end
    # If an action forcing battler doesn't exist
    if $game_temp.forcing_battler == nil
      # Set up battle event
      setup_battle_event
      # If battle event is running
      if $game_system.battle_interpreter.running?
        return
      end
    end
    # If an action forcing battler exists
    if $game_temp.forcing_battler != nil
      # Add to head, or move
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    # If no actionless battlers exist (all have performed an action)
    if @action_battlers.size == 0
      # Start party command phase
      start_phase2
      return
    end
    # Initialize animation ID and common event ID
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    # Shift from head of actionless battlers
    @active_battler = @action_battlers.shift
    # If already removed from battle
    if @active_battler.index == nil
      return
    end
    # Slip damage
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end
    # Natural removal of states
    @active_battler.remove_states_auto
    # Refresh status window
    @status_window.refresh
    @yourhud.refresh
    # Shift to step 2
    @phase4_step = 2
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  def update_phase4_step2
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # If restriction is [normal attack enemy] or [normal attack ally]
      if @active_battler.restriction == 2 or @active_battler.restriction == 3
        # Set attack as an action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
      end
      # If restriction is [cannot perform action]
      if @active_battler.restriction == 4
        # Clear battler being forced into action
        $game_temp.forcing_battler = nil
        # Shift to step 1
        @phase4_step = 1
        return
      end
    end
    # Clear target battlers
    @target_battlers = []
    # Branch according to each action
    case @active_battler.current_action.kind
    when 0  # basic
      make_basic_action_result
    when 1  # skill
      make_skill_action_result
    when 2  # item
      make_item_action_result
    end
    # Shift to step 3
    if @phase4_step == 2
      @phase4_step = 3
    end
  end
  #--------------------------------------------------------------------------
  # * Make Basic Action Results
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # If attack
    if @active_battler.current_action.basic == 0
      # Set anaimation ID
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      # If action battler is actor
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # Set array of targeted battlers
      @target_battlers = [target]
      # Apply normal attack results
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    # If guard
    if @active_battler.current_action.basic == 1
      # Display "Guard" in help window
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    # If escape
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      # Display "Escape" in help window
      @help_window.set_text("Escape", 1)
      # Escape
      @active_battler.escape
      return
    end
    # If doing nothing
    if @active_battler.current_action.basic == 3
      # Clear battler being forced into action
      $game_temp.forcing_battler = nil
      # Shift to step 1
      @phase4_step = 1
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Set Targeted Battler for Skill or Item
  #     scope : effect scope for skill or item
  #--------------------------------------------------------------------------
  def set_target_battlers(scope)
    # If battler performing action is enemy
    if @active_battler.is_a?(Game_Enemy)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 2  # all enemies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 4  # all allies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        enemy = $game_troop.enemies[index]
        if enemy != nil and enemy.hp0?
          @target_battlers.push(enemy)
        end
      when 6  # all allies (HP 0)
        for enemy in $game_troop.enemies
          if enemy != nil and enemy.hp0?
            @target_battlers.push(enemy)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
    # If battler performing action is actor
    if @active_battler.is_a?(Game_Actor)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 2  # all enemies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 4  # all allies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
      when 6  # all allies (HP 0)
        for actor in $game_party.actors
          if actor != nil and actor.hp0?
            @target_battlers.push(actor)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Make Skill Action Results
  #--------------------------------------------------------------------------
  def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # If unable to use due to SP running out
      unless @active_battler.skill_can_use?(@skill.id)
        # Clear battler being forced into action
        $game_temp.forcing_battler = nil
        # Shift to step 1
        @phase4_step = 1
        return
      end
    end
    # Use up SP
    @active_battler.sp -= @skill.sp_cost
    # Refresh status window
    @status_window.refresh
    @yourhud.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
  #--------------------------------------------------------------------------
  # * Make Item Action Results
  #--------------------------------------------------------------------------
  def make_item_action_result
    # Get item
    @item = $data_items[@active_battler.current_action.item_id]
    # If unable to use due to items running out
    unless $game_party.item_can_use?(@item.id)
      # Shift to step 1
      @phase4_step = 1
      return
    end
    # If consumable
    if @item.consumable
      # Decrease used item by 1
      $game_party.lose_item(@item.id, 1)
    end
    # Display item name on help window
    @help_window.set_text(@item.name, 1)
    # Set animation ID
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    # Set common event ID
    @common_event_id = @item.common_event_id
    # Decide on target
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    # Set targeted battlers
    set_target_battlers(@item.scope)
    # Apply item effect
    for target in @target_battlers
      target.item_effect(@item)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #--------------------------------------------------------------------------
  def update_phase4_step3
    # Animation for action performer (if ID is 0, then white flash)
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    # Shift to step 4
    @phase4_step = 4
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    # Animation for target
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 5 : damage display)
  #--------------------------------------------------------------------------
  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    # Display damage
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # Shift to step 6
    @phase4_step = 6
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 6 : refresh)
  #--------------------------------------------------------------------------
  def update_phase4_step6
    # Clear battler being forced into action
    $game_temp.forcing_battler = nil
    # If common event ID is valid
    if @common_event_id > 0
      # Set up event
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    # Shift to step 1
    @phase4_step = 1
  end
end
[Image: oneplayerbattle.png]
also I suppose it's kinda weird to have 2 hp counters maybe we could move the hp mp stats of to outside the screen so only the ones on the top of the screen show or maybe have the attack skill defend and item command on the right side then I could have the current weapon I have equipped showing on the left side you see I have a picture of the weapon the player has equipped showing all the time in exploration mode see
[Image: weaponhud.png]
and when it goes into combat the gun image overlays the action menu well if we move the hp meter off screen and place the attack commands to where the hp meter was i think I would look really cool but I totally understand if you don't want to do all that I am just thinking of what my ideal hud would be but if you could help with the fact the ammo counter isn't updating that would be wonderful
Reply }
#15
You are a game designer you should very well get to make your ideal HUD! To make it easier to help you could you also post your edited yourHUD, with the ammo counter in it? I need to see if you've done something wrong.
Reply }
#16
certainly

Code:
#==============================================================================
# ** Window_YourHUD
#------------------------------------------------------------------------------
# This Window displays relavent values to the player during gameplay.
# by emeraldcyndaquil
#==============================================================================
class Window_YourHUD < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 64)
    self.opacity = 0
    self.contents = Bitmap.new(640 - 32, 64 - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # *  Draw Variable
  #--------------------------------------------------------------------------
  def draw_variable(x, y)
    self.contents.draw_text(x, y-16, self.width, self.height,
                            $game_variables[1].to_s)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    reset_variables
    return if !@actor
    draw_actor_hp(@actor, 0, 0)
    draw_actor_sp(@actor, 250, 0)
    draw_actor_exp(@actor, 400, 0)
    draw_variable(200, 0)
  end
  #--------------------------------------------------------------------------
  # * Reset Stored Variables
  #--------------------------------------------------------------------------
  def reset_variables
    @actor = $game_party.actors[0]
    @old_hp = @actor ? @actor.hp : 0
    @old_maxhp = @actor ? @actor.maxhp : 0
    @old_sp = @actor ? @actor.sp : 0
    @old_maxsp = @actor ? @actor.maxsp : 0
    @old_ammo = $game_variables[1]
  end
  #---------------------------------------------------------------------------
  # * Update (called once a frame)
  #---------------------------------------------------------------------------
  def update
    super
    refresh if (@actor != $game_party.actors[0] or
                @old_hp != @actor ? @actor.hp : 0 or
                @old_maxhp != @actor ? @actor.maxhp : 0 or
                @old_sp != @actor ? @actor.sp : 0 or
                @old_ammo != $game_variables[1] or
                @old_maxsp != @actor ? @actor.maxsp : 0)
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  We've edited this to add a HUD
#==============================================================================
class Scene_Map
  #---------------------------------------------------------------------------
  # * Alias Listings (fixes F12 bug)
  #---------------------------------------------------------------------------
  unless method_defined?(:yourhud_main)
    alias_method(:yourhud_main, :main)
    alias_method(:yourhud_update, :update)
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @yourhud = Window_YourHUD.new
    yourhud_main
    @yourhud.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @yourhud.update
    yourhud_update
  end
end


and thanks again with your help were going to make something amazing I know it Grinning
Reply }
#17
Well, I am proud of you for trying! But I just went ahead and changed the stuff you want. But hopefully you can learn what I did! For example, i changed @actor_command_window.x to equal 480, so when the game asks where the window should be, it gets the right of the screen as an answer!

I also removed the Experience number from the HUD. Because it is a better place to put the ammo, and not really info you need to know right away, like HP or MP is.
The problem was you missed a couple of spots where you were supposed to put a @yourHUD.update

I hope you continue your scripting lessons so you can make great stuff on your own!

Code:
#==============================================================================#​
# Script by: Tigurus Fay                                                       #
#==============================================================================#​
# Script: One-Man Duel Battlesystem                                            #
# Version: v1.03                                                               #
# Install: Press F11 and place the Script directly above [Main].               #
# Description: This script allows for a timed-based battlesytem which works    #
#              only correctly with 1 party member. For a very nice experience  #
#              make the Battler with an over-the-shoulder perspective.         #
#==============================================================================#​


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    # Return after calculating x-coordinate by order of members in party
    if self.index != nil
      return  (640/2 - (($game_party.actors.length-1) * 50) +
              self.index*100)#self.index * 160 + 320
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Y-Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return 480
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Z-Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    # Return after calculating z-coordinate by order of members in party
    if self.index != nil
      return 4 - self.index
    else
      return 0
    end
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :actors                   # actors
  attr_reader   :gold                     # amount of gold
  attr_reader   :steps                    # number of steps
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Create actor array
    @actors = []
    # Initialize amount of gold and steps
    @gold = 0
    @steps = 0
    # Create amount in possession hash for items, weapons, and armor
    @items = {}
    @weapons = {}
    @armors = {}
  end
  #--------------------------------------------------------------------------
  # * Initial Party Setup
  #--------------------------------------------------------------------------
  def setup_starting_members
    @actors = []
    for i in $data_system.party_members
      @actors.push($game_actors[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Test Party Setup
  #--------------------------------------------------------------------------
  def setup_battle_test_members
    @actors = []
    for battler in $data_system.test_battlers
      actor = $game_actors[battler.actor_id]
      actor.level = battler.level
      gain_weapon(battler.weapon_id, 1)
      gain_armor(battler.armor1_id, 1)
      gain_armor(battler.armor2_id, 1)
      gain_armor(battler.armor3_id, 1)
      gain_armor(battler.armor4_id, 1)
      actor.equip(0, battler.weapon_id)
      actor.equip(1, battler.armor1_id)
      actor.equip(2, battler.armor2_id)
      actor.equip(3, battler.armor3_id)
      actor.equip(4, battler.armor4_id)
      actor.recover_all
      @actors.push(actor)
    end
    @items = {}
    for i in 1...$data_items.size
      if $data_items[i].name != ""
        occasion = $data_items[i].occasion
        if occasion == 0 or occasion == 1
          @items[i] = 99
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Party Members
  #--------------------------------------------------------------------------
  def refresh
    # Actor objects split from $game_actors right after loading game data
    # Avoid this problem by resetting the actors each time data is loaded.
    new_actors = []
    for i in 0...@actors.size
      if $data_actors[@actors[i].id] != nil
        new_actors.push($game_actors[@actors[i].id])
      end
    end
    @actors = new_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 < 1 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
end


#==============================================================================
# ** Window_Filler
#------------------------------------------------------------------------------
#  This window is used as backdrop to avoid seeing behind the map.
#==============================================================================
class Window_Filler < Window_Base
  def initialize
    super(160, 320, 320, 160)
   self.back_opacity = 160
    refresh
  end
  def refresh
  end
end

#==============================================================================
# ** Window_Weapon
#------------------------------------------------------------------------------
#  This window is used as backdrop to avoid seeing behind the map.
#==============================================================================
class Window_Weapon < Window_Base
  def initialize
    super(0, 320, 160, 160)
   self.back_opacity = 160
    refresh
  end
  def refresh
  end
end

#==============================================================================
# ** Window_PartyCommand
#------------------------------------------------------------------------------
#  This window is used to select whether to fight or escape on the battle
#  screen.
#==============================================================================

class Window_PartyCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(480, 320, 160, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    @commands = ["Fight", "Escape"]
    @item_max = 2
    @column_max = 1
    draw_item(0, normal_color)
    draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
    self.active = false
    self.visible = false
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text character color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(0, 32 + index * 32, 128 - 10, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    self.cursor_rect.set(0, 32 + index * 32, 128, 32)
  end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(480, 320, 160, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 120
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Slightly lower opacity level during main phase
    if $game_temp.battle_main_phase
      self.contents_opacity -= 4 if self.contents_opacity > 255
    else
      self.contents_opacity += 4 if self.contents_opacity < 255
    end
  end
end
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.x = 480
    @actor_command_window.y = 320
    @actor_command_window.back_opacity = 120
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity > 255
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.opacity = 255
    @help_window.z = 999
    @window_filler = Window_Filler.new
    @window_weapon = Window_Weapon.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    #@status_window = Window_BattleStatus.new
    @yourhud = Window_YourHUD.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @window_filler.dispose
    @window_weapon.dispose
    @help_window.dispose
    #@status_window.dispose
    @yourhud.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
  
  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 - 320
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  #--------------------------------------------------------------------------
  # * Determine Battle Win/Loss Results
  #--------------------------------------------------------------------------
  def judge
    # If all dead determinant is true, or number of members in party is 0
    if $game_party.all_dead? or $game_party.actors.size == 0
      # If possible to lose
      if $game_temp.battle_can_lose
        # Return to BGM before battle starts
        $game_system.bgm_play($game_temp.map_bgm)
        # Battle ends
        battle_end(2)
        # Return true
        return true
      end
      # Set game over flag
      $game_temp.gameover = true
      # Return true
      return true
    end
    # Return false if even 1 enemy exists
    for enemy in $game_troop.enemies
      if enemy.exist?
        return false
      end
    end
    # Start after battle phase (win)
    start_phase5
    # Return true
    return true
  end
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Clear in battle flag
    $game_temp.in_battle = false
    # Clear entire party actions flag
    $game_party.clear_actions
    # Remove battle states
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    # Clear enemies
    $game_troop.enemies.clear
    # Call battle callback
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Battle Event Setup
  #--------------------------------------------------------------------------
  def setup_battle_event
    # If battle event is running
    if $game_system.battle_interpreter.running?
      return
    end
    # Search for all battle event pages
    for index in 0...$data_troops[@troop_id].pages.size
      # Get event pages
      page = $data_troops[@troop_id].pages[index]
      # Make event conditions possible for reference with c
      c = page.condition
      # Go to next page if no conditions are appointed
      unless c.turn_valid or c.enemy_valid or
             c.actor_valid or c.switch_valid
        next
      end
      # Go to next page if action has been completed
      if $game_temp.battle_event_flags[index]
        next
      end
      # Confirm turn conditions
      if c.turn_valid
        n = $game_temp.battle_turn
        a = c.turn_a
        b = c.turn_b
        if (b == 0 and n != a) or
           (b > 0 and (n < 1 or n < a or n % b != a % b))
          next
        end
      end
      # Confirm enemy conditions
      if c.enemy_valid
        enemy = $game_troop.enemies[c.enemy_index]
        if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
          next
        end
      end
      # Confirm actor conditions
      if c.actor_valid
        actor = $game_actors[c.actor_id]
        if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
          next
        end
      end
      # Confirm switch conditions
      if c.switch_valid
        if $game_switches[c.switch_id] == false
          next
        end
      end
      # Set up event
      $game_system.battle_interpreter.setup(page.list, 0)
      # If this page span is [battle] or [turn]
      if page.span <= 1
        # Set action completed flag
        $game_temp.battle_event_flags[index] = true
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          #@status_window.refresh
          @yourhud.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @yourhud.update #<<<<<<<<<<<<<<<<<<<<<<<<<<<you forgot this
    #@status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end
end

#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Pre-Battle Phase
  #--------------------------------------------------------------------------
  def start_phase1
    # Shift to phase 1
    @phase = 1
    # Clear all party member actions
    $game_party.clear_actions
    # Set up battle event
    setup_battle_event
  end
  #--------------------------------------------------------------------------
  # * Frame Update (pre-battle phase)
  #--------------------------------------------------------------------------
  def update_phase1
    # Determine win/loss situation
    if judge
      # If won or lost: end method
      return
    end
    # Start party command phase
    start_phase2
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Phase
  #--------------------------------------------------------------------------
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = true
    @party_command_window.visible = true
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase)
  #--------------------------------------------------------------------------
  def update_phase2
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by party command window cursor position
      case @party_command_window.index
      when 0  # fight
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Start actor command phase
        start_phase3
      when 1  # escape
        # If it's not possible to escape
        if $game_temp.battle_can_escape == false
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Escape processing
        update_phase2_escape
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase: escape)
  #--------------------------------------------------------------------------
  def update_phase2_escape
    # Calculate enemy agility average
    enemies_agi = 0
    enemies_number = 0
    for enemy in $game_troop.enemies
      if enemy.exist?
        enemies_agi += enemy.agi
        enemies_number += 1
      end
    end
    if enemies_number > 0
      enemies_agi /= enemies_number
    end
    # Calculate actor agility average
    actors_agi = 0
    actors_number = 0
    for actor in $game_party.actors
      if actor.exist?
        actors_agi += actor.agi
        actors_number += 1
      end
    end
    if actors_number > 0
      actors_agi /= actors_number
    end
    # Determine if escape is successful
    success = rand(100) < 50 * actors_agi / enemies_agi
    # If escape is successful
    if success
      # Play escape SE
      $game_system.se_play($data_system.escape_se)
      # Return to BGM before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
    # If escape is failure
    else
      # Clear all party member actions
      $game_party.clear_actions
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        # Add EXP and amount of gold obtained
        exp += enemy.exp
        gold += enemy.gold
        # Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          #@status_window.level_up(i)
        end
      end
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Make battle result window
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    # Set wait count
    @phase5_wait_count = 100
  end
  #--------------------------------------------------------------------------
  # * Frame Update (after battle phase)
  #--------------------------------------------------------------------------
  def update_phase5
    # If wait count is larger than 0
    if @phase5_wait_count > 0
      # Decrease wait count
      @phase5_wait_count -= 1
      # If wait count reaches 0
      if @phase5_wait_count == 0
        # Show result window
        @result_window.visible = true
        # Clear main phase flag
        $game_temp.battle_main_phase = false
        # Refresh status window
        #@status_window.refresh
        @yourhud.refresh
      end
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Battle ends
      battle_end(0)
    end
  end
end

#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Actor Command Phase
  #--------------------------------------------------------------------------
  def start_phase3
    # Shift to phase 3
    @phase = 3
    @actor_command_window.contents_opacity = 255
    # Set actor as unselectable
    @actor_index = -1
    @active_battler = nil
    # Go to command input for next actor
    phase3_next_actor
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input for Next Actor
  #--------------------------------------------------------------------------
  def phase3_next_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If last actor
      if @actor_index == $game_party.actors.size-1
        # Start main phase
        start_phase4
        return
      end
      # Advance actor index
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
    end until @active_battler.inputable?
    # Set up actor command window
    phase3_setup_command_window
  end
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  def phase3_prior_actor
    # Loop
    begin
      # Actor blink effect OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # If first actor
      if @actor_index == 0
        # Start party command phase
        start_phase2
        return
      end
      # Return to actor index
      @actor_index -= 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # Once more if actor refuses command input
    end until @active_battler.inputable?
    # Set up actor command window
    phase3_setup_command_window
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    # Disable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    @actor_command_window.x = 480#@actor_index * 160
    # Set index to 0
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase)
  #--------------------------------------------------------------------------
  def update_phase3
    # If enemy arrow is enabled
    if @enemy_arrow != nil
      update_phase3_enemy_select
    # If actor arrow is enabled
    elsif @actor_arrow != nil
      update_phase3_actor_select
    # If skill window is enabled
    elsif @skill_window != nil
      update_phase3_skill_select
    # If item window is enabled
    elsif @item_window != nil
      update_phase3_item_select
    # If actor command window is enabled
    elsif @actor_command_window.active
      update_phase3_basic_command
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Make skill window visible
    @skill_window.visible = true
    # Update skill window
    @skill_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_skill_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If it can't be used
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.skill_id = @skill.id
      # Make skill window invisible
      @skill_window.visible = false
      # If effect scope is single enemy
      if @skill.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @skill.scope == 3 or @skill.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End skill selection
        end_skill_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : item selection)
  #--------------------------------------------------------------------------
  def update_phase3_item_select
    # Make item window visible
    @item_window.visible = true
    # Update item window
    @item_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End item selection
      end_item_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.item_id = @item.id
      # Make item window invisible
      @item_window.visible = false
      # If effect scope is single enemy
      if @item.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @item.scope == 3 or @item.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End item selection
        end_item_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Updat (actor command phase : enemy selection)
  #--------------------------------------------------------------------------
  def update_phase3_enemy_select
    # Update enemy arrow
    @enemy_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End enemy selection
      end_enemy_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @enemy_arrow.index
      # End enemy selection
      end_enemy_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : actor selection)
  #--------------------------------------------------------------------------
  def update_phase3_actor_select
    # Update actor arrow
    @actor_arrow.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End actor selection
      end_actor_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.target_index = @actor_arrow.index
      # End actor selection
      end_actor_select
      # If skill window is showing
      if @skill_window != nil
        # End skill selection
        end_skill_select
      end
      # If item window is showing
      if @item_window != nil
        # End item selection
        end_item_select
      end
      # Go to command input for next actor
      phase3_next_actor
    end
  end
  #--------------------------------------------------------------------------
  # * Start Enemy Selection
  #--------------------------------------------------------------------------
  def start_enemy_select
    # Make enemy arrow
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
    # Associate help window
    @enemy_arrow.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Enemy Selection
  #--------------------------------------------------------------------------
  def end_enemy_select
    # Dispose of enemy arrow
    @enemy_arrow.dispose
    @enemy_arrow = nil
    # If command is [fight]
    if @actor_command_window.index == 0
      # Enable actor command window
      @actor_command_window.active = true
      @actor_command_window.visible = true
      @actor_command_window.contents_opacity = 255
      # Hide help window
      @help_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_select
    # Make actor arrow
    @actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
    @actor_arrow.index = @actor_index
    # Associate help window
    @actor_arrow.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_select
    # Dispose of actor arrow
    @actor_arrow.dispose
    @actor_arrow = nil
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_select
    # Make skill window
    @skill_window = Window_Skill.new(@active_battler)
    # Associate help window
    @skill_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Skill Selection
  #--------------------------------------------------------------------------
  def end_skill_select
    # Dispose of skill window
    @skill_window.dispose
    @skill_window = nil
    # Hide help window
    @help_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 255
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_select
    # Make item window
    @item_window = Window_Item.new
    # Associate help window
    @item_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
  end
  #--------------------------------------------------------------------------
  # * End Item Selection
  #--------------------------------------------------------------------------
  def end_item_select
    # Dispose of item window
    @item_window.dispose
    @item_window = nil
    # Hide help window
    @help_window.visible = false
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 255
  end
end

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Main Phase
  #--------------------------------------------------------------------------
  def start_phase4
    # Shift to phase 4
    @phase = 4
    # Turn count
    $game_temp.battle_turn += 1
    # Search all battle event pages
    for index in 0...$data_troops[@troop_id].pages.size
      # Get event page
      page = $data_troops[@troop_id].pages[index]
      # If this page span is [turn]
      if page.span == 1
        # Clear action completed flags
        $game_temp.battle_event_flags[index] = false
      end
    end
    # Set actor as unselectable
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.contents_opacity = 0
    # Set main phase flag
    $game_temp.battle_main_phase = true
    # Make enemy action
    for enemy in $game_troop.enemies
      enemy.make_action
    end
    # Make action orders
    make_action_orders
    # Shift to step 1
    @phase4_step = 1
  end
  #--------------------------------------------------------------------------
  # * Make Action Orders
  #--------------------------------------------------------------------------
  def make_action_orders
    # Initialize @action_battlers array
    @action_battlers = []
    # Add enemy to @action_battlers array
    for enemy in $game_troop.enemies
      @action_battlers.push(enemy)
    end
    # Add actor to @action_battlers array
    for actor in $game_party.actors
      @action_battlers.push(actor)
    end
    # Decide action speed for all
    for battler in @action_battlers
      battler.make_action_speed
    end
    # Line up action speed in order from greatest to least
    @action_battlers.sort! {|a,b|
      b.current_action.speed - a.current_action.speed }
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase)
  #--------------------------------------------------------------------------
  def update_phase4
    case @phase4_step
    when 1
      update_phase4_step1
    when 2
      update_phase4_step2
    when 3
      update_phase4_step3
    when 4
      update_phase4_step4
    when 5
      update_phase4_step5
    when 6
      update_phase4_step6
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  def update_phase4_step1
    # Hide help window
    @help_window.visible = false
    # Determine win/loss
    if judge
      # If won, or if lost : end method
      return
    end
    # If an action forcing battler doesn't exist
    if $game_temp.forcing_battler == nil
      # Set up battle event
      setup_battle_event
      # If battle event is running
      if $game_system.battle_interpreter.running?
        return
      end
    end
    # If an action forcing battler exists
    if $game_temp.forcing_battler != nil
      # Add to head, or move
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    # If no actionless battlers exist (all have performed an action)
    if @action_battlers.size == 0
      # Start party command phase
      start_phase2
      return
    end
    # Initialize animation ID and common event ID
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    # Shift from head of actionless battlers
    @active_battler = @action_battlers.shift
    # If already removed from battle
    if @active_battler.index == nil
      return
    end
    # Slip damage
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end
    # Natural removal of states
    @active_battler.remove_states_auto
    # Refresh status window
    #@status_window.refresh
    @yourhud.refresh
    # Shift to step 2
    @phase4_step = 2
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  def update_phase4_step2
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # If restriction is [normal attack enemy] or [normal attack ally]
      if @active_battler.restriction == 2 or @active_battler.restriction == 3
        # Set attack as an action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
      end
      # If restriction is [cannot perform action]
      if @active_battler.restriction == 4
        # Clear battler being forced into action
        $game_temp.forcing_battler = nil
        # Shift to step 1
        @phase4_step = 1
        return
      end
    end
    # Clear target battlers
    @target_battlers = []
    # Branch according to each action
    case @active_battler.current_action.kind
    when 0  # basic
      make_basic_action_result
    when 1  # skill
      make_skill_action_result
    when 2  # item
      make_item_action_result
    end
    # Shift to step 3
    if @phase4_step == 2
      @phase4_step = 3
    end
  end
  #--------------------------------------------------------------------------
  # * Make Basic Action Results
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # If attack
    if @active_battler.current_action.basic == 0
      # Set anaimation ID
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      # If action battler is actor
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # Set array of targeted battlers
      @target_battlers = [target]
      # Apply normal attack results
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    # If guard
    if @active_battler.current_action.basic == 1
      # Display "Guard" in help window
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    # If escape
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      # Display "Escape" in help window
      @help_window.set_text("Escape", 1)
      # Escape
      @active_battler.escape
      return
    end
    # If doing nothing
    if @active_battler.current_action.basic == 3
      # Clear battler being forced into action
      $game_temp.forcing_battler = nil
      # Shift to step 1
      @phase4_step = 1
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Set Targeted Battler for Skill or Item
  #     scope : effect scope for skill or item
  #--------------------------------------------------------------------------
  def set_target_battlers(scope)
    # If battler performing action is enemy
    if @active_battler.is_a?(Game_Enemy)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 2  # all enemies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 4  # all allies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        enemy = $game_troop.enemies[index]
        if enemy != nil and enemy.hp0?
          @target_battlers.push(enemy)
        end
      when 6  # all allies (HP 0)
        for enemy in $game_troop.enemies
          if enemy != nil and enemy.hp0?
            @target_battlers.push(enemy)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
    # If battler performing action is actor
    if @active_battler.is_a?(Game_Actor)
      # Branch by effect scope
      case scope
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 2  # all enemies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 4  # all allies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 5  # single ally (HP 0)
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
      when 6  # all allies (HP 0)
        for actor in $game_party.actors
          if actor != nil and actor.hp0?
            @target_battlers.push(actor)
          end
        end
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Make Skill Action Results
  #--------------------------------------------------------------------------
  def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # If unable to use due to SP running out
      unless @active_battler.skill_can_use?(@skill.id)
        # Clear battler being forced into action
        $game_temp.forcing_battler = nil
        # Shift to step 1
        @phase4_step = 1
        return
      end
    end
    # Use up SP
    @active_battler.sp -= @skill.sp_cost
    # Refresh status window
    #@status_window.refresh
    @yourhud.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
  #--------------------------------------------------------------------------
  # * Make Item Action Results
  #--------------------------------------------------------------------------
  def make_item_action_result
    # Get item
    @item = $data_items[@active_battler.current_action.item_id]
    # If unable to use due to items running out
    unless $game_party.item_can_use?(@item.id)
      # Shift to step 1
      @phase4_step = 1
      return
    end
    # If consumable
    if @item.consumable
      # Decrease used item by 1
      $game_party.lose_item(@item.id, 1)
    end
    # Display item name on help window
    @help_window.set_text(@item.name, 1)
    # Set animation ID
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    # Set common event ID
    @common_event_id = @item.common_event_id
    # Decide on target
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    # Set targeted battlers
    set_target_battlers(@item.scope)
    # Apply item effect
    for target in @target_battlers
      target.item_effect(@item)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #--------------------------------------------------------------------------
  def update_phase4_step3
    # Animation for action performer (if ID is 0, then white flash)
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    # Shift to step 4
    @phase4_step = 4
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    # Animation for target
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 5 : damage display)
  #--------------------------------------------------------------------------
  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    #@status_window.refresh
    @yourhud.refresh #<<<<<<<<<<<<<<<<<<<<<<you forgot this
    # Display damage
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # Shift to step 6
    @phase4_step = 6
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 6 : refresh)
  #--------------------------------------------------------------------------
  def update_phase4_step6
    # Clear battler being forced into action
    $game_temp.forcing_battler = nil
    # If common event ID is valid
    if @common_event_id > 0
      # Set up event
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    # Shift to step 1
    @phase4_step = 1
  end
end

Code:
#==============================================================================
# ** Window_YourHUD
#------------------------------------------------------------------------------
# This Window displays relavent values to the player during gameplay.
# by emeraldcyndaquil
#==============================================================================
class Window_YourHUD < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 64)
    self.opacity = 80
    self.contents = Bitmap.new(640 - 32, 64 - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # *  Draw Variable
  #--------------------------------------------------------------------------
  def draw_variable(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 64, 32, "Ammo")
    # Draw HP
    self.contents.font.color = $game_variables[1] == 0 ? knockout_color :
        $game_variables[1] <= 5 ? crisis_color : normal_color
    self.contents.draw_text(x + 64, y, 80, 32,
                            $game_variables[1].to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    reset_variables
    return if !@actor
    draw_actor_hp(@actor, 0, 0)
    draw_actor_sp(@actor, 250, 0)
    draw_variable(440, 0)
  end
  #--------------------------------------------------------------------------
  # * Reset Stored Variables
  #--------------------------------------------------------------------------
  def reset_variables
    @actor = $game_party.actors[0]
    @old_hp = @actor ? @actor.hp : 0
    @old_maxhp = @actor ? @actor.maxhp : 0
    @old_sp = @actor ? @actor.sp : 0
    @old_maxsp = @actor ? @actor.maxsp : 0
    @old_ammo = $game_variables[1]
  end
  #---------------------------------------------------------------------------
  # * Update (called once a frame)
  #---------------------------------------------------------------------------
  def update
    super
    refresh if (@actor != $game_party.actors[0] or
                @old_hp != @actor ? @actor.hp : 0 or
                @old_maxhp != @actor ? @actor.maxhp : 0 or
                @old_sp != @actor ? @actor.sp : 0 or
                @old_ammo != $game_variables[1] or
                @old_maxsp != @actor ? @actor.maxsp : 0)
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  We've edited this to add a HUD
#==============================================================================
class Scene_Map
  #---------------------------------------------------------------------------
  # * Alias Listings (fixes F12 bug)
  #---------------------------------------------------------------------------
  unless method_defined?(:yourhud_main)
    alias_method(:yourhud_main, :main)
    alias_method(:yourhud_update, :update)
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @yourhud = Window_YourHUD.new
    yourhud_main
    @yourhud.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @yourhud.update
    yourhud_update
  end
end
Reply }
#18
THANK you so much but there is still a BIG problem the ammo counter still does not update after every turn is there anyway to fix that?
Reply }
#19
How are you using it? I made a skill that had a common event that increments Variable 1 and it works fine. What Event Variable are you using for your ammo? The code is set up for $game_variables[1] or Event Variable 1. If your ammo is a different one, you need to change it.

Otherwise, you''ll have to upload your project because it is working for me.

EDIT: here, try replacing your update_phase4_step6 with this. This is the part of the code that does common event things so it should make the Ammo count update exactly when it is changed.
Code:
#--------------------------------------------------------------------------
  # * Frame Update (main phase step 6 : refresh)
  #--------------------------------------------------------------------------
  def update_phase4_step6
    # Clear battler being forced into action
    $game_temp.forcing_battler = nil
    # If common event ID is valid
    if @common_event_id > 0
      # Set up event
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    @yourhud.update
    # Shift to step 1
    @phase4_step = 1
  end
Reply }
#20
I am using variable 1 it should work anyway I have uploaded the game file for you
https://www.sendspace.com/file/yc2r69
(EDIT i just realized I can just attach it to the post)


Attached Files
.zip   system shock rpgmaker 191014.zip (Size: 7.43 MB / Downloads: 1)
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   Scan skill should show states Tumen 5 9,336 05-02-2017, 03:33 AM
Last Post: DerVVulfman
   Display State Ranks in Status Screen Mel 3 7,499 04-02-2017, 12:46 AM
Last Post: marketing small business ideas
   RMXP SKill animations too bright (overlaying the battle screen) Starmage 4 10,302 06-13-2016, 03:41 AM
Last Post: Starmage
   Custom Save/Load screen Raou 2 7,617 04-01-2015, 08:18 PM
Last Post: Raou
   Game Variables List for Copy/Paste JayRay 4 7,105 01-15-2015, 06:18 AM
Last Post: JayRay
   in FPLE touching events after battle causes rpg maker to crash ThePrinceofMars 1 5,562 11-27-2014, 09:11 PM
Last Post: MechanicalPen
   Script Request - Variables Specific Save File JayRay 2 5,183 04-28-2014, 05:15 AM
Last Post: JayRay
   Help with Shop Menu [RPG Maker XP] JackMonty 6 13,151 05-23-2013, 10:14 AM
Last Post: JackMonty
   Analyse show HP Bars Ace 12 17,038 12-28-2010, 04:39 PM
Last Post: Ace
   Showing the evade stat in the status screen corpsegirl 2 6,365 10-25-2010, 11:40 PM
Last Post: corpsegirl



Users browsing this thread: 3 Guest(s)