07-13-2013, 10:37 PM 
	
	
	
		I have looked at your 'Brenda's Visual Battlers' script and it is awesome (no surprise). However I am using an 11-pose actor graphics for my battlers, so creating extra graphics with no weapon and other weapons would be more tedious than I would like. Thanks for the suggestion.
So, I added the extra lines into the script and I got the following error from Charlie Fleeds Bitmap, Draw Face 1.7:
 Capture.PNG (Size: 18.54 KB / Downloads: 173)
  Capture.PNG (Size: 18.54 KB / Downloads: 173)
I am not sure exactly the issue with the script, but I have pasted Charlies Bitmap script below. Thanks for looking into it.
	
	
	
So, I added the extra lines into the script and I got the following error from Charlie Fleeds Bitmap, Draw Face 1.7:
 Capture.PNG (Size: 18.54 KB / Downloads: 173)
  Capture.PNG (Size: 18.54 KB / Downloads: 173)
I am not sure exactly the issue with the script, but I have pasted Charlies Bitmap script below. Thanks for looking into it.
Code:
#==============================================================================
# ** Bitmap, Draw Face   ver. 1.7
# ** Author: Charlie Fleed
#==============================================================================
#==============================================================================
# ■ BITMAP
#==============================================================================
class Bitmap
  attr_accessor :bg_color
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------  
  unless @charlie_fleed_bitmap_initialize
    @charlie_fleed_bitmap_initialize = true
    alias_method :cl_initialize, :initialize
    def initialize(a, b = nil)
      if b != nil
        cl_initialize(a, b)
      else
        cl_initialize(a)
      end
      @bg_color = Color.new(61,52,109)
    end  
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Bordered
  # actually a draw_text_shadowed method
  #--------------------------------------------------------------------------
  def draw_text_bordered(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color.set(0, 0, 0)
    draw_text(x + 1, y + 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Bordered 2
  #--------------------------------------------------------------------------
  def draw_text_bordered_2(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color = @bg_color
    draw_text(x + 1, y + 1, width, height, text, align)
    draw_text(x + 1, y - 1, width, height, text, align)
    draw_text(x - 1, y + 1, width, height, text, align)
    draw_text(x - 1, y - 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Shadowed
  #--------------------------------------------------------------------------
  alias draw_text_shadowed draw_text_bordered
  
  #--------------------------------------------------------------------------
  # ● Draw Text Shadowed 2 (double shadow)
  #--------------------------------------------------------------------------
  def draw_text_shadowed_2(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color.set(0, 0, 0)
    draw_text(x + 2, y + 1, width, height, text, align)
    draw_text(x + 1, y + 2, width, height, text, align)
    draw_text(x + 1, y + 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
end
#==============================================================================
# ■ RPG Cache 
#==============================================================================
module RPG
  module Cache
    #--------------------------------------------------------------------------
    # ● Face
    #--------------------------------------------------------------------------
    def self.face(filename, hue)
      begin
          self.load_bitmap("Graphics/Faces/", filename, hue)
      rescue 
          self.load_bitmap("Graphics/Faces/", "", hue)
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● State
    #--------------------------------------------------------------------------
    def self.state(filename, hue)
      begin
          self.load_bitmap("Graphics/States/", filename, hue)
      rescue 
          self.load_bitmap("Graphics/States/", "", hue)
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● Turn
    #--------------------------------------------------------------------------
    def self.turn(filename)
      begin
          self.load_bitmap("Graphics/Pictures/turns/", filename)
      rescue 
          self.load_bitmap("Graphics/Pictures/turns/", "")
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● Style 3 Face
    #--------------------------------------------------------------------------
    def self.face_s3(filename, hue)
      begin
          self.load_bitmap("Graphics/Faces/", filename+"-s3", hue)
      rescue 
          self.load_bitmap("Graphics/Faces/", "", hue)
      end    
    end
  end
end
#==============================================================================
# ■ WINDOW BASE
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # ● Draw Actor Face
  #--------------------------------------------------------------------------
  def draw_actor_face_CF(actor, x, y, size = 0)
    bitmap = RPG::Cache.face(actor.name, actor.character_hue)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    if size > 0
      dst_cw = size
      dst_ch = size
    else
      dst_cw = bitmap.width
      dst_ch = bitmap.height
    end
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect) 
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Actor Battle Status Face
  #--------------------------------------------------------------------------
  def draw_actor_battle_status_face(actor, x, y)
    bitmap = RPG::Cache.face(actor.name + "-battlestatus", actor.character_hue)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    dst_cw = bitmap.width
    dst_ch = bitmap.height
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect) 
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Actor Face Small
  #--------------------------------------------------------------------------
  def draw_actor_face_small(actor, x, y, size = 0)
    bitmap = RPG::Cache.face(actor.name + "-small", actor.character_hue)
    # Fallback
    if bitmap == RPG::Cache.face("", actor.character_hue)
      bitmap = RPG::Cache.face(actor.name, actor.character_hue)
    end
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    if size > 0
      dst_cw = size
      dst_ch = size
    else
      dst_cw = bitmap.width
      dst_ch = bitmap.height
    end
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect) 
  end
  #--------------------------------------------------------------------------
  # ● Draw State Icon
  #--------------------------------------------------------------------------
  def draw_state_icon(state_id, x, y, size = 24)
    return if state_id == 0
    bitmap = RPG::Cache.state($data_states[state_id].name, 0)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    dst_cw = size
    dst_ch = size
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect) 
  end
end
Habs11
	
	

 
 
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