Posts: 3 
	Threads: 1 
	Joined: Sep 2009
	
	 
 
 
	
	
	
		
	Posts: 54 
	Threads: 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: 3 
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		Nah mate sorry no change...
	 
	
	
	
	
 
 
	
	
	
		
	Posts: 54 
	Threads: 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: 3 
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		I edited my post for you to include the HUD to give you more of an idea.
	 
	
	
	
	
 
 
	
	
	
		
	Posts: 54 
	Threads: 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: 54 
	Threads: 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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