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	Posts: 3Threads: 1
 Joined: Sep 2009
 
	
	
	
		
	Posts: 54Threads: 13
 Joined: Sep 2009
 
	
	
		hmm im so not sure if this is going to work. Code: #------------------##Dod Change Leader #
 #by:Dodoop #
 #version:1.0 #
 #------------------#
 #
 # Edited by: Night_Runner
 # Date: 15/Sept/09
 #
 # Designed to: Turn on the switch corresponding with the leading player's ID
 # (and turn off the switch from the last leading player). And update the
 # leading player before battle (designed to be compatable with MOG XAS Hud
 # V2.6.
 #
 #-----------------#
 #Muda o lÃder quando uma certa tecla for pressionada no mapa.
 module Dodoop
 #Tecla que devera ser pressiona para mudar o lÃder.
 CHANGE_LEADER_INPUT = Input::R
 end
 class Scene_Map
 alias change_leader update
 def update
 change_leader
 if Input.trigger?(Dodoop::CHANGE_LEADER_INPUT)
 leader_read
 end
 $game_switches[$game_party.actors[0].id] = true # Turns on the switch of
 # the leading hero
 end
 
 def leader_read
 $game_switches[$game_party.actors[0].id] = false # Turns off the switch of
 # the last hero
 @actors = []
 for i in 0...$game_party.actors.size
 @actors[i] = $game_party.actors[i]
 end
 for i in 1...@actors.size
 $game_party.actors[i - 1] = @actors[i]
 end
 $game_party.actors[@actors.size - 1] = @actors[0]
 $game_player.refresh
 $game_party.refresh # Needed to update the party order.
 @sthero.refresh # Only to be used with MOG's XAS, refreshes the HUD.
 @sthero.update if @sthero != nil
 @sthero.refresh if @sthero != nil
 @sthero.update if @sthero != nil
 if @sthero != nil
 @sthero.dispose
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 end
 end
 end
 
 #================================================#
 # Game_Party
 #================================================#
 
 class Game_Party
 
 def remove_actor(actor_id)
 # Delete actor
 @actors.delete($game_actors[actor_id])
 # Refresh player
 $game_player.refresh
 $game_switches[actor_id] = false # If the actor is removed, they cannot
 # be the leading hero.
 end
 end
 
	
	
	
		
	Posts: 3Threads: 1
 Joined: Sep 2009
 
	
	
		Nah mate sorry no change...
	 
	
	
	
		
	Posts: 54Threads: 13
 Joined: Sep 2009
 
	
	
		right this was just a total guess and probably will not work, since i dont hacve the XAS system, i can really do much but guess. Code: #------------------##Dod Change Leader #
 #by:Dodoop #
 #version:1.0 #
 #------------------#
 #
 # Edited by: Night_Runner
 # Date: 15/Sept/09
 #
 # Designed to: Turn on the switch corresponding with the leading player's ID
 # (and turn off the switch from the last leading player). And update the
 # leading player before battle (designed to be compatable with MOG XAS Hud
 # V2.6.
 #
 #-----------------#
 #Muda o lÃder quando uma certa tecla for pressionada no mapa.
 module Dodoop
 #Tecla que devera ser pressiona para mudar o lÃder.
 CHANGE_LEADER_INPUT = Input::R
 end
 class Scene_Map
 alias change_leader update
 def update
 change_leader
 if Input.trigger?(Dodoop::CHANGE_LEADER_INPUT)
 leader_read
 end
 $game_switches[$game_party.actors[0].id] = true # Turns on the switch of
 $game_switches[$data_skills[0].id] = true
 # the leading hero
 end
 
 def leader_read
 $game_switches[$game_party.actors[0].id] = false # Turns off the switch of
 $game_switches[$data_skills[0].id] = false
 # the last hero
 @actors = []
 for i in 0...$game_party.actors.size
 @actors[i] = $game_party.actors[i]
 end
 for i in 1...@actors.size
 $game_party.actors[i - 1] = @actors[i]
 end
 $game_party.actors[@actors.size - 1] = @actors[0]
 $game_player.refresh
 $game_party.refresh # Needed to update the party order.
 @sthero.refresh # Only to be used with MOG's XAS, refreshes the HUD.
 @sthero.update if @sthero != nil
 @sthero.refresh if @sthero != nil
 @sthero.update if @sthero != nil
 if @sthero != nil
 @sthero.dispose
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 end
 end
 end
 
 #================================================#
 # Game_Party
 #================================================#
 
 class Game_Party
 
 def remove_actor(actor_id)
 # Delete actor
 @actors.delete($game_actors[actor_id])
 # Refresh player
 $game_player.refresh
 $game_switches[actor_id] = false # If the actor is removed, they cannot
 # be the leading hero.
 end
 end
 
	
	
	
		
	Posts: 3Threads: 1
 Joined: Sep 2009
 
	
	
		I edited my post for you to include the HUD to give you more of an idea.
	 
	
	
	
		
	Posts: 54Threads: 13
 Joined: Sep 2009
 
	
	
		right, try this Code: #------------------##Dod Change Leader #
 #by:Dodoop #
 #version:1.0 #
 #------------------#
 #
 # Edited by: Night_Runner
 # Date: 15/Sept/09
 #
 # Designed to: Turn on the switch corresponding with the leading player's ID
 # (and turn off the switch from the last leading player). And update the
 # leading player before battle (designed to be compatable with MOG XAS Hud
 # V2.6.
 #
 #-----------------#
 #Muda o lÃder quando uma certa tecla for pressionada no mapa.
 module Dodoop
 #Tecla que devera ser pressiona para mudar o lÃder.
 CHANGE_LEADER_INPUT = Input::R
 end
 class Scene_Map
 alias change_leader update
 def update
 change_leader
 if Input.trigger?(Dodoop::CHANGE_LEADER_INPUT)
 leader_read
 @sthero.update
 end
 $game_switches[$game_party.actors[0].id] = true # Turns on the switch of
 # the leading hero
 end
 
 def leader_read
 $game_switches[$game_party.actors[0].id] = false # Turns off the switch of
 # the last hero
 @actors = []
 for i in 0...$game_party.actors.size
 @actors[i] = $game_party.actors[i]
 end
 for i in 1...@actors.size
 $game_party.actors[i - 1] = @actors[i]
 end
 $game_party.actors[@actors.size - 1] = @actors[0]
 $game_player.refresh
 $game_party.refresh # Needed to update the party order.
 @sthero.refresh # Only to be used with MOG's XAS, refreshes the HUD.
 @sthero.update if @sthero != nil
 @sthero.refresh if @sthero != nil
 @sthero.update if @sthero != nil
 if @sthero != nil
 @sthero.dispose
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 end
 end
 end
 
 #================================================#
 # Game_Party
 #================================================#
 
 class Game_Party
 
 def remove_actor(actor_id)
 # Delete actor
 @actors.delete($game_actors[actor_id])
 # Refresh player
 $game_player.refresh
 $game_switches[actor_id] = false # If the actor is removed, they cannot
 # be the leading hero.
 end
 end
 
ok here, replace the XAS HUD with this one
 Code: #_______________________________________________________________________________?# MOG XAS Hud V2.6
 #_______________________________________________________________________________?
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________?
 # Apresenta o status do herói no mapa.
 # (HP,SP,Condição,Exp,level) em imagens.
 #_______________________________________________________________________________?
 # Imagens necessarias.
 #
 # Nome_do_Personagem + _Face.png
 # HP_Meter.png
 # SP_Meter.png
 # HP_Tx.png
 # SP_Tx.png
 # LV_Tx.png
 # Bar_Meter.png
 # Exp_Back.png
 # Exp_Meter.png
 #
 #_______________________________________________________________________________?
 module XAS_HUD
 #Posição das janelas
 XASHUD_X = 0
 XASHUD_Y = 370
 #ID da switch que desativa a janela do Status.
 DISABLE_STATUS_HUD_SWITCH = 5
 #Mostrar Ãcones dos status
 ICON_STATES = true
 #Deixar o HUD opaco caso o herói estiver em cima do HUD.
 FADE = true
 end
 $mog_rgss_xas_hud = true
 ###############
 # Window_Base #
 ###############
 class Window_Base < Window
 def draw_maphp2(actor, x, y)
 actor = $game_party.actors[0]
 self.contents.font.size = 18
 back = RPG::Cache.picture("BAR_Meter")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, back, src_rect)
 meter = RPG::Cache.picture("HP_Meter")
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, meter, src_rect)
 text = RPG::Cache.picture("HP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 76, y - 1, 48, 32, actor.hp.to_s, 2)
 lowhp = actor.maxhp * 20 / 100
 avhp = actor.maxhp * 50 / 100
 if actor.hp <= lowhp
 self.contents.font.color = Color.new(255,55,55,255)
 elsif actor.hp <= avhp
 self.contents.font.color = Color.new(255,255,55,255)
 else
 self.contents.font.color = Color.new(255,255,255,255)
 end
 self.contents.draw_text(x + 75, y - 2, 48, 32, actor.hp.to_s, 2)
 end
 def draw_mapsp2(actor, x, y)
 actor = $game_party.actors[0]
 self.contents.font.size = 18
 back = RPG::Cache.picture("BAR_Meter")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, back, src_rect)
 meter = RPG::Cache.picture("SP_Meter")
 cw = meter.width  * actor.sp / actor.maxsp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, meter, src_rect)
 text = RPG::Cache.picture("SP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 76, y - 1, 48, 32, actor.sp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 75, y - 2, 48, 32, actor.sp.to_s, 2)
 end
 
 
 
 
 def nada
 face = RPG::Cache.picture("")
 end
 def draw_heroface(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_face") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect)
 end
 def draw_actor_statemap(actor, x, y, width = 100)
 if XAS_HUD::ICON_STATES == false
 self.contents.font.size = 16
 text = make_battler_state_text(actor, width, true)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 1, y + 1, width, 32, text)
 self.contents.font.color = Color.new(250,255,255,255)
 self.contents.draw_text(x, y, width, 32, text)
 else
 sta = []
 for i in actor.states
 sta.push($data_states[i].name)
 for s in 0...sta.size
 if s < 4
 bitmap = RPG::Cache.icon(sta[s])
 self.contents.blt(x + (25 * s), y + 4, bitmap, Rect.new(0, 0, 32, 32))
 end
 end
 end
 end
 
 
 
 
 
 #
 end
 def draw_actor_levelmap(actor, x, y)
 bitmap2 = RPG::Cache.picture("Exp_Back")
 cw = bitmap2.width
 ch = bitmap2.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 10 , y - ch + 30, bitmap2, src_rect)
 
 self.contents.font.size = 16
 actor = $game_party.actors[0]
 if actor.next_exp != 0
 rate = actor.now_exp.to_f / actor.next_exp
 else
 rate = 1
 end
 bitmap = RPG::Cache.picture("Exp_Meter")
 if actor.level < 99
 cw = bitmap.width * rate
 else
 cw = bitmap.width
 end
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 10 , y - ch + 30, bitmap, src_rect)
 text = RPG::Cache.picture("LV_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 0, y - ch + 30, text, src_rect)
 self.contents.font.size = 18
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 30, y - 4, 24, 32, actor.level.to_s, 1)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 31, y - 5, 24, 32, actor.level.to_s, 1)
 end
 end
 ##############
 # Game_Actor #
 ##############
 class Game_Actor < Game_Battler
 def now_exp
 return @exp - @exp_list[@level]
 end
 def next_exp
 return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
 end
 #####################
 # Window_Status_Map #
 #####################
 class Window_HUD < Window_Base
 def initialize
 super(0, 0, 270, 125)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.windowskin = RPG::Cache.windowskin("")
 self.contents.font.bold = true
 self.contents.font.name = "Georgia"
 self.opacity = 0
 @actor = $game_party.actors[0]
 if @actor != nil
 @old_hp = @actor.hp
 @old_sp = @actor.sp
 @old_level = @actor.level
 @old_state = @actor.states.to_s
 @old_exp = @actor.exp
 refresh
 end
 end
 def refresh
 self.contents.clear
 draw_maphp2(@actor, 5, 35)
 draw_mapsp2(@actor, -35, 55)
 draw_heroface(@actor, 0, 60)
 draw_actor_statemap(@actor, 140, 62, 70)
 draw_actor_levelmap(@actor, 45, 10)
 @old_hp = @actor.hp
 @old_sp = @actor.sp
 @old_level = @actor.level
 @old_state = @actor.states.to_s
 @old_exp = @actor.exp
 $game_player.refresh
 $game_party.refresh
 end
 def update
 if XAS_HUD::FADE == true
 x = ($game_player.real_x - $game_map.display_x) / 4
 y = ($game_player.real_y - $game_map.display_y) / 4
 hud_size_x = 180
 hud_size_y = 100
 $game_player.refresh
 $game_party.refresh
 oc_range_x = hud_size_x + XAS_HUD::XASHUD_X
 oc_range_y = hud_size_y + XAS_HUD::XASHUD_Y
 if x < oc_range_x and x > XAS_HUD::XASHUD_X - 5 and
 y > XAS_HUD::XASHUD_Y and y < oc_range_y
 self.contents_opacity -= 10 if  self.contents_opacity > 120
 else
 self.contents_opacity += 10 if  self.contents_opacity < 255
 end
 end
 if @actor != nil
 if @old_hp != @actor.hp or
 @old_sp != @actor.sp or
 @old_level != @actor.level or
 @old_state != @actor.states.to_s or
 @old_exp != @actor.exp
 refresh
 end
 end
 end
 @sthero.update
 end
 ###############
 # Game_Player #
 ###############
 class Game_Player < Game_Character
 attr_accessor :wref
 end
 #############
 # Scene_Map #
 #############
 class Scene_Map
 alias mog11_main main
 def main
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 mog11_main
 @sthero.dispose
 end
 alias mog11_update update
 def update
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 mog11_update
 end
 end
 
Fingers crossed xD
 Code: #_______________________________________________________________________________?# MOG XAS Hud V2.6
 #_______________________________________________________________________________?
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________?
 # Apresenta o status do herói no mapa.
 # (HP,SP,Condição,Exp,level) em imagens.
 #_______________________________________________________________________________?
 # Imagens necessarias.
 #
 # Nome_do_Personagem + _Face.png
 # HP_Meter.png
 # SP_Meter.png
 # HP_Tx.png
 # SP_Tx.png
 # LV_Tx.png
 # Bar_Meter.png
 # Exp_Back.png
 # Exp_Meter.png
 #
 #_______________________________________________________________________________?
 module XAS_HUD
 #Posição das janelas
 XASHUD_X = 0
 XASHUD_Y = 370
 #ID da switch que desativa a janela do Status.
 DISABLE_STATUS_HUD_SWITCH = 5
 #Mostrar Ãcones dos status
 ICON_STATES = true
 #Deixar o HUD opaco caso o herói estiver em cima do HUD.
 FADE = true
 end
 $mog_rgss_xas_hud = true
 ###############
 # Window_Base #
 ###############
 class Window_Base < Window
 def draw_maphp2(actor, x, y)
 actor = $game_party.actors[0]
 self.contents.font.size = 18
 back = RPG::Cache.picture("BAR_Meter")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, back, src_rect)
 meter = RPG::Cache.picture("HP_Meter")
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, meter, src_rect)
 text = RPG::Cache.picture("HP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 76, y - 1, 48, 32, actor.hp.to_s, 2)
 lowhp = actor.maxhp * 20 / 100
 avhp = actor.maxhp * 50 / 100
 if actor.hp <= lowhp
 self.contents.font.color = Color.new(255,55,55,255)
 elsif actor.hp <= avhp
 self.contents.font.color = Color.new(255,255,55,255)
 else
 self.contents.font.color = Color.new(255,255,255,255)
 end
 self.contents.draw_text(x + 75, y - 2, 48, 32, actor.hp.to_s, 2)
 end
 def draw_mapsp2(actor, x, y)
 actor = $game_party.actors[0]
 self.contents.font.size = 18
 back = RPG::Cache.picture("BAR_Meter")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, back, src_rect)
 meter = RPG::Cache.picture("SP_Meter")
 cw = meter.width  * actor.sp / actor.maxsp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 62, y - ch + 28, meter, src_rect)
 text = RPG::Cache.picture("SP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 76, y - 1, 48, 32, actor.sp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 75, y - 2, 48, 32, actor.sp.to_s, 2)
 end
 
 
 
 
 def nada
 face = RPG::Cache.picture("")
 end
 def draw_heroface(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_face") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect)
 end
 def draw_actor_statemap(actor, x, y, width = 100)
 if XAS_HUD::ICON_STATES == false
 self.contents.font.size = 16
 text = make_battler_state_text(actor, width, true)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 1, y + 1, width, 32, text)
 self.contents.font.color = Color.new(250,255,255,255)
 self.contents.draw_text(x, y, width, 32, text)
 else
 sta = []
 for i in actor.states
 sta.push($data_states[i].name)
 for s in 0...sta.size
 if s < 4
 bitmap = RPG::Cache.icon(sta[s])
 self.contents.blt(x + (25 * s), y + 4, bitmap, Rect.new(0, 0, 32, 32))
 end
 end
 end
 end
 
 
 
 
 
 #
 end
 def draw_actor_levelmap(actor, x, y)
 bitmap2 = RPG::Cache.picture("Exp_Back")
 cw = bitmap2.width
 ch = bitmap2.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 10 , y - ch + 30, bitmap2, src_rect)
 
 self.contents.font.size = 16
 actor = $game_party.actors[0]
 if actor.next_exp != 0
 rate = actor.now_exp.to_f / actor.next_exp
 else
 rate = 1
 end
 bitmap = RPG::Cache.picture("Exp_Meter")
 if actor.level < 99
 cw = bitmap.width * rate
 else
 cw = bitmap.width
 end
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 10 , y - ch + 30, bitmap, src_rect)
 text = RPG::Cache.picture("LV_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 0, y - ch + 30, text, src_rect)
 self.contents.font.size = 18
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 30, y - 4, 24, 32, actor.level.to_s, 1)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 31, y - 5, 24, 32, actor.level.to_s, 1)
 end
 end
 ##############
 # Game_Actor #
 ##############
 class Game_Actor < Game_Battler
 def now_exp
 return @exp - @exp_list[@level]
 end
 def next_exp
 return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
 end
 #####################
 # Window_Status_Map #
 #####################
 class Window_HUD < Window_Base
 def initialize
 super(0, 0, 270, 125)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.windowskin = RPG::Cache.windowskin("")
 self.contents.font.bold = true
 self.contents.font.name = "Georgia"
 self.opacity = 0
 @actor = $game_party.actors[0]
 if @actor != nil
 @old_hp = @actor.hp
 @old_sp = @actor.sp
 @old_level = @actor.level
 @old_state = @actor.states.to_s
 @old_exp = @actor.exp
 refresh
 end
 end
 def refresh
 self.contents.clear
 draw_maphp2(@actor, 5, 35)
 draw_mapsp2(@actor, -35, 55)
 draw_heroface(@actor, 0, 60)
 draw_actor_statemap(@actor, 140, 62, 70)
 draw_actor_levelmap(@actor, 45, 10)
 @old_hp = @actor.hp
 @old_sp = @actor.sp
 @old_level = @actor.level
 @old_state = @actor.states.to_s
 @old_exp = @actor.exp
 
 end
 def update
 if XAS_HUD::FADE == true
 x = ($game_player.real_x - $game_map.display_x) / 4
 y = ($game_player.real_y - $game_map.display_y) / 4
 hud_size_x = 180
 hud_size_y = 100
 oc_range_x = hud_size_x + XAS_HUD::XASHUD_X
 oc_range_y = hud_size_y + XAS_HUD::XASHUD_Y
 if x < oc_range_x and x > XAS_HUD::XASHUD_X - 5 and
 y > XAS_HUD::XASHUD_Y and y < oc_range_y
 self.contents_opacity -= 10 if  self.contents_opacity > 120
 else
 self.contents_opacity += 10 if  self.contents_opacity < 255
 end
 end
 @draw_item.update
 @skill.update
 if @actor != nil
 if @old_hp != @actor.hp or
 @old_sp != @actor.sp or
 @old_level != @actor.level or
 @old_state != @actor.states.to_s or
 @old_exp != @actor.exp
 refresh
 end
 end
 end
 end
 ###############
 # Game_Player #
 ###############
 class Game_Player < Game_Character
 attr_accessor :wref
 end
 #############
 # Scene_Map #
 #############
 class Scene_Map
 alias mog11_main main
 def main
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 mog11_main
 @sthero.dispose
 end
 alias mog11_update update
 def update
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 mog11_update
 end
 end
 
	
	
	
		
	Posts: 54Threads: 13
 Joined: Sep 2009
 
	
	
		Code: #------------------##Dod Change Leader #
 #by:Dodoop #
 #version:1.0 #
 #------------------#
 #
 # Edited by: Night_Runner
 # Date: 15/Sept/09
 #
 # Designed to: Turn on the switch corresponding with the leading player's ID
 # (and turn off the switch from the last leading player). And update the
 # leading player before battle (designed to be compatable with MOG XAS Hud
 # V2.6.
 #
 #-----------------#
 #Muda o lÃder quando uma certa tecla for pressionada no mapa.
 module Dodoop
 #Tecla que devera ser pressiona para mudar o lÃder.
 CHANGE_LEADER_INPUT = Input::L
 end
 class Scene_Map
 alias change_leader update
 def update
 change_leader
 if Input.trigger?(Dodoop::CHANGE_LEADER_INPUT)
 leader_read
 @sthero.update
 end
 $game_switches[$game_party.actors[0].id] = true # Turns on the switch of
 # the leading hero
 end
 
 def leader_read
 $game_switches[$game_party.actors[0].id] = false # Turns off the switch of
 # the last hero
 @actors = []
 for i in 0...$game_party.actors.size
 @actors[i] = $game_party.actors[i]
 end
 for i in 1...@actors.size
 $game_party.actors[i - 1] = @actors[i]
 end
 @Xas_Window_Skill.update
 $game_party.actors[@actors.size - 1] = @actors[0]
 $game_player.refresh
 $game_party.refresh # Needed to update the party order.
 @sthero.refresh # Only to be used with MOG's XAS, refreshes the HUD.
 @sthero.update if @sthero != nil
 @sthero.refresh if @sthero != nil
 @sthero.update if @sthero != nil
 if @sthero != nil
 @sthero.dispose
 @sthero = Window_HUD.new
 @sthero.x = XAS_HUD::XASHUD_X
 @sthero.y = XAS_HUD::XASHUD_Y
 if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
 @sthero.visible = true
 else
 @sthero.visible = false
 end
 @sthero.update
 end
 end
 end
 
 #================================================#
 # Game_Party
 #================================================#
 
 class Game_Party
 
 def remove_actor(actor_id)
 # Delete actor
 @actors.delete($game_actors[actor_id])
 # Refresh player
 $game_player.refresh
 $game_switches[actor_id] = false # If the actor is removed, they cannot
 # be the leading hero.
 end
 end
ok here try this one now
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