| 
 Hero Stuff - G@MeF@Ce -  03-10-2021
 
 
 Hero StuffVersion 1.o
 
 
 
 Introduction 
 When you're in the game to save the world...  save time by not having to switch to other menus,  save buttons by assigning two buttons to make things work,  heck save the leader with low health by trading places and give the heroes in your party a chance to prove their worth! 
 How can one do this? (you faintly hear inside your mind) Well if you got RMXP ... then you can do it with HERO STUFF!These are just a few of my old scripts that got a make over (and boy did I find many lines of useless code)
 May the RMXP torch stay brightly lit! ~ enjoy ^,^
 
 Features
 1 demo, 3 scripts. all scripts can be disabled by game switch Swap Leader - once made for XAS now just for RMXP Double Tap to Dash and Blur... - it will live up to it's name Hero Mini Hud - it's a hud, that's mini, and appears right above the hero 
 Demo 
 Hero Mini Hud v3 
Code: ################################################################################# [RMXP] Hero Mini HUD v3.0 by gameface101 3/26/2011 - 3/8/21
 #
 # www.gameface101.com remembering and giving thanks to:
 # Hackel, mr_wiggles, albertfish and LiTTleDRAgo for RGSS support in the past
 # and inspiration for script into the future
 #===============================================================================
 # RMXP Instructions:
 # Open Script Database (F11) Copy and Paste this Script above Main
 #
 # setup options in the module
 ################################################################################
 
 module G101_hmh
 #[control options]==============================================================
 HMH_OFF = 101 #disabled when this switch is true/on
 PRESS_HOLD = Input::L #hold to enable
 TRIGGER_HUD = Input::R #press to activate
 HMH_VISI = false #set true to begin visible
 #[display options]==============================================================
 HMH_O = 255 #content opacity
 HMH_SKIN_O = 0 #skin opacity
 HMH_X = 0 #horizontal position
 HMH_Y = 110 #vertical position
 HMH_W = 80
 HMH_H = 80
 #[name settings]================================================================
 HERO_NAME = true
 NAME_SIZE = 18
 N_X = 0
 N_Y = 0
 N_Z = 3000
 #[hp bar settings]==============================================================
 HP_ON = true
 HP_X = 20
 HP_Y = 16
 HP_WID = 36
 HP_HET = 4
 #[special bar settings]=========================================================
 SP_ON = true
 SP_X = 2
 SP_Y = 22
 SP_WID = 36
 SP_HET = 4
 #[experience bar settings]======================================================
 EXP_ON = true
 EXP_X = 2
 EXP_Y = 28
 EXP_WID = 36
 EXP_HET = 4
 
 end
 ################################################################################
 
 #===============================================================================
 # ■ Window_Base
 #===============================================================================
 class HMini_Hud < Window_Base
 include G101_hmh
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
 super($game_player.screen_x,$game_player.screen_y,160,80)
 self.visible = (HMH_VISI)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Impact"
 self.contents.font.size = 32
 self.z = 3000
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 @old_name = ''
 @old_hp = @old_sp = @old_exp = @hr = 0
 @name_sprite = Sprite.new
 @name_sprite.bitmap = Bitmap.new(132, 132)
 @name_sprite.z = 5000
 @name_sprite.bitmap.font.name = self.contents.font.name
 @name_sprite.bitmap.font.size = self.contents.font.size
 @name_sprite.visible = self.visible
 refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
 actor = $game_party.actors[0]
 return if @old_hp == actor.hp
 self.contents.clear
 
 if HERO_NAME && @old_name != actor.name
 @old_name = actor.name
 @name_sprite.bitmap.clear
 @name_sprite.bitmap.font.size = NAME_SIZE
 @name_sprite.bitmap.font.color.set(0, 0, 0)#hemming
 @name_sprite.bitmap.draw_text(N_X - 1, N_Y - 1, 160, 32, actor.name, 0)
 @name_sprite.bitmap.draw_text(N_X - 1, N_Y + 1, 160, 32, actor.name, 0)
 @name_sprite.bitmap.draw_text(N_X + 1, N_Y - 1, 160, 32, actor.name, 0)
 @name_sprite.bitmap.draw_text(N_X + 1, N_Y + 1, 160, 32, actor.name, 0)
 @name_sprite.bitmap.font.color = normal_color #white
 @name_sprite.bitmap.draw_text(N_X, N_Y, 160, 32, actor.name, 0)
 end
 
 end
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
 super
 @name_sprite.x = $game_player.screen_x - self.width / 8 + 2
 @name_sprite.y = $game_player.screen_y - self.width / 2 - 26
 end
 
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------
 def dispose
 super
 @name_sprite.dispose
 end
 
 #--------------------------------------------------------------------------
 # ● Toggle visibility
 #--------------------------------------------------------------------------
 def vis=(val)
 self.visible = val
 @name_sprite.visible = self.visible
 end
 
 end #end Window_Base class
 
 #===============================================================================
 # ■ Scene_Map
 #===============================================================================
 class Scene_Map
 include G101_hmh
 
 alias hmini_hud_main main
 alias hmini_hud_update update
 
 #--------------------------------------------------------------------------
 # ● Main
 #--------------------------------------------------------------------------
 def main
 layout
 hmini_hud_main
 [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud,@STMini_Hud,
 @CHMini_Hud].each {|i| i.dispose if i != nil && !i.disposed?}
 end
 
 #--------------------------------------------------------------------------
 # ● Layout
 #--------------------------------------------------------------------------
 def layout
 @HMini_hud  = HMini_Hud.new
 @HPMini_hud  = HPMini_Hud.new
 @SMini_Hud  = SMini_Hud.new
 @XPMini_Hud = XPMini_Hud.new
 end
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
 @HMini_hud.update
 unless $game_switches[HMH_OFF] == true
 if @HMini_hud.visible and
 Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
 @HMini_hud.vis = @HMini_hud.visible  = false
 $game_system.se_play(RPG::AudioFile.new("", 100, 100))
 elsif !@HMini_hud.visible and
 Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
 @HMini_hud.vis = @HMini_hud.visible  = true
 $game_system.se_play(RPG::AudioFile.new("", 100, 100))
 end
 end
 
 
 [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.visible = @HMini_hud.visible}
 hmini_hud_update
 #center window according to hero position
 @HMini_hud.x = $game_player.screen_x - @HMini_hud.width / 2
 #place window above actor
 @HMini_hud.y = $game_player.screen_y - HMH_Y
 [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.x = @HMini_hud.x}
 [@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.y = @HMini_hud.y}
 
 if @HMini_hud.visible == true
 [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.update}
 [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.refresh}
 end
 end
 
 end #end Scene_Map class
 
 #===============================================================================
 # ■ Window_Base
 #===============================================================================
 class Window_Base < Window
 
 #--------------------------------------------------------------------------
 # ● Draw bars
 #--------------------------------------------------------------------------
 def draw_hmini_hud_bar(x, y, min, max, width = 152, height = 6,
 bar_color = Color.new(150, 0, 0, 255),
 end_color = Color.new(255, 255, 60, 255))
 #-------------------------------------------------------------------------------
 for i in 0..height
 self.contents.fill_rect(x, y + height - i, width +1, 1,
 Color.new(50, 50, 50, 255))
 end
 #-------------------------------------------------------------------------------
 for i in 1..(height - 1)
 r = 100 * (height - i) / height + 0 * i / height
 g = 100 * (height - i) / height + 0 * i / height
 b = 100 * (height - i) / height + 0 * i / height
 a = 255 * (height - i) / height + 255 * i / height
 self.contents.fill_rect(x, y + height, width, 1, Color.new(r, b, g, a))
 end
 #-------------------------------------------------------------------------------
 for i in 1..( (min / max.to_f) * width - 1)
 for j in 1..(height -1)
 r = bar_color.red * (width - i) / width + end_color.red * i / width
 g = bar_color.green * (width - i) / width + end_color.green * i / width
 b = bar_color.blue * (width - i) / width + end_color.blue * i / width
 a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
 self.contents.fill_rect(x + i, y + height - j, 1, 1, Color.new(r, g, b, a))
 end
 end
 end
 end
 
 #===============================================================================
 # ■ HP window/bar
 #===============================================================================
 class HPMini_Hud < Window_Base
 include G101_hmh
 
 #--------------------------------------------------------------------------
 # ● HP initialize
 #--------------------------------------------------------------------------
 def initialize
 super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
 self.visible = (HMH_VISI)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Impact"
 self.contents.font.size = 24
 self.z = 3000
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 refresh
 end
 #--------------------------------------------------------------------------
 # ● HP refresh
 #--------------------------------------------------------------------------
 def refresh
 actor = $game_party.actors[0]
 return if @old_hp == actor.hp
 self.contents.clear
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 if HP_ON == true
 @old_hp = actor.hp
 hpx = self.width / 4 + 5
 draw_hmini_hud_bar(hpx,HP_Y,actor.hp,
 actor.maxhp,HP_WID,HP_HET,Color.new(250,50,0,255),
 Color.new(255,100,50,255))
 end
 end
 end
 #===============================================================================
 # ■ SP window/bar
 #===============================================================================
 class SMini_Hud < Window_Base
 include G101_hmh
 #--------------------------------------------------------------------------
 # ● SP initialize
 #--------------------------------------------------------------------------
 def initialize
 super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
 self.visible = (HMH_VISI)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Impact"
 self.contents.font.size = 24
 self.z = 3000
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 refresh
 end
 #--------------------------------------------------------------------------
 # ● SP refresh
 #--------------------------------------------------------------------------
 def refresh
 actor = $game_party.actors[0]
 return if @old_sp == actor.sp
 self.contents.clear
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 if SP_ON == true
 @old_sp = actor.sp
 spx = self.width / 4 + 5
 draw_hmini_hud_bar(spx,SP_Y,actor.sp,
 actor.maxsp,SP_WID,SP_HET,Color.new(0,50,250,255),
 Color.new(50,100,255,255))
 end
 end
 end
 #===============================================================================
 # ■ XP window/bar
 #===============================================================================
 class XPMini_Hud < Window_Base
 include G101_hmh
 #--------------------------------------------------------------------------
 # ● XP initialize
 #--------------------------------------------------------------------------
 def initialize
 super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
 self.visible = (HMH_VISI)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Impact"
 self.contents.font.size = 24
 self.z = 3000
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 @old_hp = @old_sp = @old_exp = @hr = 1234567890000
 refresh
 end
 #--------------------------------------------------------------------------
 # ● XP refresh
 #--------------------------------------------------------------------------
 def refresh
 if EXP_ON == true
 actor = $game_party.actors[0]
 return if @old_exp == actor.now_exp
 self.contents.clear
 self.opacity = HMH_SKIN_O
 self.contents_opacity = HMH_O
 @old_exp = actor.now_exp
 xpx = self.width / 4 + 5
 draw_hmini_hud_bar(xpx,EXP_Y,actor.now_exp,
 actor.next_exp,EXP_WID,EXP_HET,Color.new(0,255,0,255),
 Color.new(100,255,100,255))
 end
 end
 end
 
 #===============================================================================
 # ■ SP window/bar
 #===============================================================================
 class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ● now xp
 #--------------------------------------------------------------------------
 def now_exp
 return @exp - @exp_list[@level]
 end
 #--------------------------------------------------------------------------
 # ● next xp
 #--------------------------------------------------------------------------
 def next_exp
 return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
 end
 #end of script ^,^
 Swap Leader 
Code: ################################################################################# [RMXP] Swap Leader v3.0 by G@MeF@Ce 2/5/11 - 3/8/21
 #
 # www.gameface101.com remembering and giving thanks to:
 # mr_wiggles, hackel, kain nobel, modern algebra, dark_seed, and albertfish
 # for all the support in the past and inspiration to make scripts in the future
 #===============================================================================
 # RMXP Instructions:
 # Open Script Database (F11) Copy and Paste this Script above Main
 #
 # setup options in the module
 ################################################################################
 
 module G101_SL
 
 #[CONTROL OPTIONS]==============================================================
 NO_SWAP = 2
 SL_PRESS_HOLD = Input::L
 TRIGGER_SWITCH = Input::X
 #[GRAPHIC OPTIONS]==============================================================
 ANIMATED_SWITCH = true
 ANIMATION_ID = 66
 #[SOUND OPTIONS]================================================================
 SWITCH_SOUND = true
 SOUND_SWITCH = RPG::AudioFile.new("", 100, 100)
 
 end
 
 #===============================================================================
 # ■ Game_Temp
 #===============================================================================
 class Game_Temp
 attr_accessor :remember_skill
 attr_accessor :remember_item
 attr_accessor :collapse_done
 alias swap_initialize initialize
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
 @remember_skill = []
 @remember_item = []
 swap_initialize
 end
 end
 #===============================================================================
 # ■ Scene_Map
 #===============================================================================
 class Scene_Map
 alias swap_leader_update update
 include G101_SL
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
 swap_leader_update
 actor = $game_party.actors[0]
 unless $game_party.actors.empty?
 if actor.hp == 0
 unless $game_party.all_dead?
 $game_party.actors.shift
 $game_player.refresh
 $game_map.refresh
 end
 end
 end
 return false if $game_system.map_interpreter.running?
 if $game_switches[NO_SWAP] == false
 if $game_party.actors.size > 1
 if Input.press?(SL_PRESS_HOLD) and Input.trigger?(TRIGGER_SWITCH)
 if ANIMATED_SWITCH == true
 $game_player.animation_id = ANIMATION_ID
 end
 if SWITCH_SOUND == true
 $game_system.se_play(SOUND_SWITCH)
 end
 g101_swap_leader
 end
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● swap method
 #--------------------------------------------------------------------------
 def g101_swap_leader
 old_lead = $game_party.actors.shift
 $game_party.add_actor (old_lead.id)
 $game_player.refresh
 end
 end
 #end of script ^,^
 
 Double Tap to Dash and Blur... 
Code: ################################################################################# [RMXP] Double Tap Dash Blur by G@MeF@Ce v3.0 1/28/10 - 3/9/21
 #
 # www.gameface101.com remembering and giving thanks to:
 # Gamba for the directional dash in the ABS and Zues81 for the trails script
 #===============================================================================
 # RMXP Instructions:
 # Open Script Database (F11) Copy and Paste this Script above Main
 #
 # setup options in the module
 #
 # to blur event:
 #
 # X = Event ID number
 # $game_map.events[X].blur = true
 #
 # to stop event blur:
 # $game_map.events[X].blur = false
 #
 ################################################################################
 
 module DTDB
 
 #[CONTROL OPTIONS]==============================================================
 DISABLE_SWITCH = 1 #game switch on to disable
 DISABLE_TILE = 7 #terrain ID for dash off
 #[DASH OPTIONS]=================================================================
 NORMAL_SPEED = 4 #set normal speed
 DASH_SPEED = 5.0 #set dash speed
 TIME = 4 #time between double tap
 STOP_DASH = 0#0 = default, 1 = stop dash on turn, 2 or highter dash always on
 DASH_TIME = 100 #time to check dash
 #[GRAPHIC OPTION]===============================================================
 CHARACTER_DASH_GRAPHIC = "_dash" #"NAME_dash" graphic
 #[SOUND OPTIONS]================================================================
 DASH_SOUND = "" #play sound when dashing
 DASH_SOUND_VOL = 100
 #[BLUR OPTIONS]=================================================================
 BLUR_LENGTH = 10 #set number of repeated images to create a blurrr
 BLUR_TYPE = 0#0=Normal 1=Light 2=Dark
 
 end
 
 ################################################################################
 
 #===============================================================================
 # ■ Game_Character
 #===============================================================================
 class Game_Character
 attr_accessor :move_speed
 attr_accessor :time_dash
 attr_accessor :character_name
 attr_accessor :blur
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 alias tap_dash_initialize initialize
 def initialize
 @time_dash = 0
 tap_dash_initialize
 @blur = false
 end
 end
 
 #===============================================================================
 # ■ RPG_FileTest
 #===============================================================================
 module RPG_FileTest
 def RPG_FileTest.character_exist?(filename)
 return RPG::Cache.character(filename, 0) rescue return false
 end
 end
 
 #===============================================================================
 # ■ Game_Map
 #===============================================================================
 class Game_Map
 include DTDB
 attr_accessor :time_dash
 attr_accessor :dashing
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 alias tap_dash_setup setup
 def setup(map_id)
 @dash = []
 for i in 2..8
 @dash[i] = 0
 end
 @time_c = 0
 @dashing = false
 @direction = 0
 @direction_old = $game_player.direction
 @time_rec = 0
 $game_player.time_dash = DASH_TIME if @time_dash == nil
 tap_dash_setup(map_id)
 end
 
 #--------------------------------------------------------------------------
 # ● Can Tap Dash?
 #--------------------------------------------------------------------------
 def can_tap_dash?
 return false if $game_system.map_interpreter.running?
 return true
 end
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 alias tap_dash_update update
 def update
 tap_dash_update
 return unless can_tap_dash?
 #disable tile
 if $game_map.terrain_tag($game_player.x , $game_player.y) == DISABLE_TILE
 $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
 end
 #dash graphic
 if $game_switches[DISABLE_SWITCH] == false and $game_map.terrain_tag($game_player.x , $game_player.y) != DISABLE_TILE
 if @dashing == true
 newname = $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC if $game_party.actors[0].hp > 0
 $game_player.character_name = newname if $game_player.character_name != newname and
 RPG_FileTest.character_exist?(newname)
 $game_player.move_speed = DASH_SPEED
 if STOP_DASH == 0
 unless Input.press?(Input::DOWN) or Input.press?(Input::LEFT) or
 Input.press?(Input::RIGHT) or Input.press?(Input::UP)
 @dashing = false
 $game_player.blur = false#
 end
 elsif STOP_DASH == 1
 unless Input.press?(@keyboard) and @direction == $game_player.direction
 @dashing = false
 $game_player.blur = false#
 end
 end
 else
 $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
 #input and speed check
 $game_player.move_speed = NORMAL_SPEED if $game_player.move_speed == DASH_SPEED
 dir = $game_player.direction
 case dir
 when 2
 @keyboard = Input::DOWN
 when 4
 @keyboard = Input::LEFT
 when 6
 @keyboard = Input::RIGHT
 when 8
 @keyboard = Input::UP
 end
 
 if @dash[dir] == 1
 if Input.press?(@keyboard)
 for i in 2..8
 if i != dir
 @dash[i] = 0
 $game_player.blur = false
 end
 end
 else
 @dash[dir] = 2
 for i in 2..8
 if i != dir
 @dash[i] = 0
 $game_player.blur = false
 end
 end
 end
 elsif @dash[dir] == 2
 if @time_c < (TIME)
 if Input.press?(@keyboard)
 @time_c = 0
 @dash[dir] = 0
 @dashing = true
 $game_system.se_play(RPG::AudioFile.new(DASH_SOUND, DASH_SOUND_VOL, 100))
 $game_player.blur = true
 @direction = $game_player.direction
 end
 end
 if @time_c > (TIME)
 @time_c = 0
 @dash[dir] = 0
 $game_player.blur = false
 end
 else
 @time_c = 0
 if Input.trigger?(@keyboard)
 @dash[dir] = 1
 for i in 2..8
 if i != dir
 @dash[i] = 0
 $game_player.blur = false
 end
 end
 end
 end
 end
 end
 end
 end #end character class
 
 #===============================================================================
 # ■ Spriteset_Map
 #===============================================================================
 class Spriteset_Map
 include DTDB
 $blurr_images = DTDB::BLUR_LENGTH
 $transparence = DTDB::BLUR_TYPE
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 alias spriteset_map_update update
 def update
 if $blurr_images != @last_blurr_images
 @last_blurr_images = $blurr_images
 if @blur_sprites != nil
 for blur_sprite in @blur_sprites.values
 blur_sprite.dispose
 end
 @blur_sprites = nil
 end
 end
 if @blur_sprites == nil
 @blur_sprites = {}
 for i in 0...$blurr_images
 @blur_sprites[i] = Sprite_Blur.new(@viewport1, $game_player)
 @blur_sprites[i].opacity = 156 / $blurr_images * i
 end
 end
 for id in $game_map.events.keys.sort
 event = $game_map.events[id]
 if event.blur == true and @blur_sprites[id * $blurr_images] == nil
 for i in 0...$blurr_images
 @blur_sprites[id * $blurr_images + i] = Sprite_Blur.new(@viewport1, event)
 @blur_sprites[id * $blurr_images + i].opacity = 156 / $blurr_images * i
 end
 end
 end
 for blur_sprite in @blur_sprites.values
 blur_sprite.update
 end
 spriteset_map_update
 end
 
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------
 alias spriteset_map_dispose dispose
 def dispose
 spriteset_map_dispose
 for blur_sprite in @blur_sprites.values
 blur_sprite.dispose
 end
 end
 end
 
 #===============================================================================
 # ■ Sprite_Blur
 #===============================================================================
 class Sprite_Blur < Sprite
 include DTDB
 attr_accessor :real_x
 attr_accessor :real_y
 attr_accessor :character
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize(viewport, character)
 super(viewport)
 self.opacity = 0
 @character = character
 update
 end
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
 if self.opacity == 0
 super
 if @character_name != @character.character_name or @character_hue != @character.character_hue
 @character_name = @character.character_name
 @character_hue = @character.character_hue
 self.bitmap = RPG::Cache.character(@character_name,@character_hue)
 self.blend_type = $transparence
 @cw = bitmap.width / 4
 @ch = bitmap.height / 4
 self.ox = @cw / 2
 self.oy = @ch
 end
 self.visible = (not @character.transparent and @character.blur)
 sx = @character.pattern * @cw
 sy = (@character.direction - 2) / 2 * @ch
 self.src_rect.set(sx, sy, @cw, @ch)
 self.opacity = 156
 self.z = @character.screen_z(@ch) - 1
 @real_x = @character.real_x
 @real_y = @character.real_y
 update
 else
 self.opacity -= 156 / ($blurr_images - 1)
 self.x = (@real_x - $game_map.display_x + 3)/4 + 16
 self.y = (@real_y - $game_map.display_y + 3)/4 + 32
 end
 end
 end
 #end of script ^,^
 Instructions There's a demo, there's instructions in the header of each script as well and a user-friendly modules to tweak it your way.If you still need further assistance, write my number down... just kidding, post here or catch me on the Save-Point discord.
 
 Compatibility Classes are aliased, Game_Map, Game_Player and Scene_Map gets refreshed. Other than that, all should be compatible. 
 Credit and Thanksshout outs in the script headers to those who have supported me in the past and inspired me to make scripts in the future.
 
 Terms and Conditions
 Simply free to use, must give credit to the names in each script. You must also finish what you start so complete your project!
 
 Ok gang, be kind to others and look both ways before crossing the street, you may have to put the cell phone down. 
 
 
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