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Topics - l0rdph0enix

1
Resource Database / 002-Cloud01 with shadows
August 25, 2011, 04:53:04 pm
I was watching my friend play an old RPG game and when he was on the world map screen I noticed the Clouds had shadows. I liked the idea myself so I edited the default 002-Cloud01 graphic so that when you use it at 64% Opacity, Normal blending, and 400 Zoom it gives a nice illusion that the clouds are casting shadows on the ground. Since the perspective of the game is 3rd person from above it now looks like you're looking through the clouds down at the world below. I personally set the X-scroll to 2 and the Y-scroll to 3 for that added touch of realism.

'Clouds with shadows': ShowHide


2
Resource Database / [XP] Volcano Tileset
August 25, 2011, 04:08:12 pm
So I made this franken tileset awhile back and posted it on a few forums, thought I'd share it here as well.

Edit: Added the more upto date one.
'Tileset': ShowHide




Edit: Added 3 more autotiles.
'Autotiles': ShowHide






Edit: Added Tileset.rxdata
'Tileset.rxdata': ShowHide


I'll post a screen shot (have to remake one for it.)
3
Script Troubleshooting / SDK script reliant removal.
August 25, 2011, 02:57:34 pm
So from what I can tell alot of people aren't favoring the SDK anymore. I personally thought it was a good idea but that's beside the point.
I've not come to the conclusion that I want to remove it from my games script database but keep the scripts I have that relied on it. Could
someone help me achieve this task.

'SDK reliant script 1': ShowHide


'SDK reliant script 2': ShowHide




'SDK reliant script 4: ShowHide


SDK reliant script 5': ShowHide




'SDK reliant script 7': ShowHide


'SDK reliant script 8': ShowHide


'SDK reliant script 9': ShowHide
4
I'm using the Player: Swap Dead Actor script by Kain Nobel and I was curious as to how I could get it so when player 1 is alive again they are automatically shifted back into first position?

Spoiler: ShowHide

#===============================================================================
# ** Player : Swap Dead Actor
#    By : Kain Nobel
#    Date : 12/10/2008
#    Versio : 2.5
#===============================================================================

#-------------------------------------------------------------------------------
# * SDK Log
#-------------------------------------------------------------------------------
SDK.log('Player.SwapDeadActor', 'Kain Nobel  ©', 2.5, '12.10.2008')
#-------------------------------------------------------------------------------
# * SDK Enabled Test : BEGIN
#-------------------------------------------------------------------------------
if SDK.enabled?('Player.SwapDeadActor')

#===============================================================================
# ** Scene_Map
#===============================================================================

class Scene_Map < SDK::Scene_Base
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :swap_dead_leader_scene_map_update, :update
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
     swap_dead_leader_scene_map_update
     unless $game_party.actors.empty?
        if ($game_party.actors[0].hp).zero?
           unless $game_party.all_dead?
             $game_party.actors << $game_party.actors.shift
             $game_player.refresh
          else ; $game_temp.gameover = true
          end
       end        
    end
  end
end
 
#-------------------------------------------------------------------------------
# * SDK Enabled Test : END
#-------------------------------------------------------------------------------
end

5
New Projects / [XP] Pathways I: The Path Less Traveled
August 10, 2011, 03:48:00 pm
Pathways I

The Path Less Traveled






'Storyline': ShowHide

You start off as a being already dead and living in the afterlife. Growing bored and missing out on the experiences of life you spend a few hundred years watching the different worlds and realms below. Finally deciding on Time's world you leave the afterlife landing on Time's tower. She tells you that in order to live in her world you must choose a new, form and class for yourself. Afterward she directs you to her assistant Minute who will open the crystal portal to her world for you. Minute informs you that once you are teleported into you home that there is a book on your bookshelf that holds your forms dreams, memories, desires and goals. This book will be your guide to living in Time's world. Upon entering your home you see a pale skinned creature running from your bookcase and out of your home. Your lifes book has been stolen and you must not track the thief down to get it back. On your travels you meet new people, help out towns and learn new skills that aren't just for fighting.


'Cast': ShowHide










Player

Age: ??
Class: ?? (Is chosen by the player.)
Sex: ?? (Is chosen by the player.)
Race: Human
Kat

Age: 28
Class: Mage
Sex: Female
Race: Human
Wynter

Age: 25
Class: Huntress
Sex: Female
Race: Wood Elf
Sitar

Age: ??
Class: Rogue
Sex: Female
Race: Elf
McNifty

Age: 46
Class: Paladin
Sex: Male
Race: Dwarf
Eliza

Age: 19
Class: Warrior
Sex: Female
Race: Feline
Piet

Age: 27
Class: Warrior
Sex: Male
Race: Human
Van

Age: 17
Class: Rogue
Sex: Male
Race: Wood Elf




'Systems': ShowHide

Sideview Battles
Hunger System (If you don't eat you starve)
Minimap
HUD
Cooking/Cookbook System
First-Aid/First-Aid Book System
Mining, Forging, Blacksmith Systems
Herbalism System
World Maps
Event Based Time System
Event Based Character Creation System
Advanced Weather System (modified to use weather depending on the months from the Time System)
Mailbox System
Advanced Shopping
Quest System
Item Storage and Bank Systems
Advanced Inn System
Party Switching
+ much more.


'Demo': ShowHide

Coming Soon, very soon.



6
[Edited]
Hey I'm trying to switch my battle systems from Rye CBS 0.6 to Enu SBS Tanketai XP battle system only problem is Enu SBS gives me this error


Script 'Sideview 2' line 3071: ArgumentError occurred.
wrong number of arguments(0 for 4)


It's located in the Sideview 2 part of the core scripts at the section.


#==============================================================================
# ■ Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Selectable
 #--------------------------------------------------------------------------
 alias initialize_n01 initialize
 #--------------------------------------------------------------------------
 def initialize
   initialize_n01
   self.z = 2000
 end
end


Here's the Enu SBS Tanketai XP core scripts.

SBS Config
SBS Config - XP
Sidview 1
Sideview 2

I'd really like for this battle system to work. Thank you in advance.
7
I've been using variable based time systems for a bit now in my project and I came across a sprite someone made of the clock tower where it gave the illusion of time changing in both 3 hour increments and 15min increments. That's fine and dandy but I wanted to expand it to every hour in 5min increments. I first remade the clock tower with the hands moving according to the hour and minute. Then I realized "Hey wait! What if I want to put a clock face on buildings or trees or anywhere?" So I removed the tower from around the clock face but kept it lined up so I could shift the clock tower graphic in my tilesets over a few pixels and the face lines up perfectly. Since the shifting of the clock tower is the only change needed for tilesets and simple to do I won't put those here. I am putting the clock faces here and a very simple example of the event used.

'ClockFace': ShowHide

12:00

1:00

2:00

3:00

4:00

5:00

6:00

7:00

8:00

9:00

10:00

11:00



'ClockTower': ShowHide


1:00

2:00

3:00

4:00

5:00

6:00

7:00

8:00

9:00

10:00

11:00



'Event Example': ShowHide


Variables = 2
Conditional Branches = 24


Comment: A.M.
Comment: 12 o'clock
Conditional Branch: Variable [0001: Hours] == 12
  Conditional Branch: Variable [0002: Minutes] >= 0
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 5
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 10
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 15
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 3
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 20
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 25
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 30
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 35
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 3
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 40
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 45
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 50
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 55
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 3
                         : $>Direction Fix ON
  Branch End
Branch End


Continue on with this model for 1-11.


Now in my variable based time system the hours go from 1 - 24. So once the variable hits 13 - 24, 13 = Clockface_01, 14 = Clockface_02, and so on. Some of you might be wondering why the Conditional Branch for Minutes checks to see if the variable is greater than or equal 5, 10, 15, ... . Well that's simple I noticed when I first had it set so that it was equal to 5, 10, 15, ..., that when I went into a building and then came back out of the building or loaded a game the clock face didn't change until the minute variable had hit the next increment of 5. SO as long as the minute is greater then the initial increment of 5 before the next increment the clock adjust itself accordingly nearly seamlessly.
8
Hey I'm using Map Switch! XP by Punk and it works great for what I need it to do. But I was wondering if someone could show me, or tell me how I can make a version of this script so that depending on what map you are on it changes 1 variable. Example: Your on maps [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] so it sets Variable 39 to 1, if you're on maps [11, 12, 13, 14, 15, 16, 17, 18, 19, 20] it sets Variable 39 to 2, and so on.

Spoiler: ShowHide


=begin
╔══════════════════════════════════════════════════════════════════════════════╗
║ MapSwitch! XP                                                                ║
║ By Punk                                                                      ║
║ ------------------------                                                     ║
║ 7/7/2008                                                                     ║
╟──────────────────────────────────────────────────────────────────────────────╢
╟──────────────────────────────────────────────────────────────────────────────╢
║ ■ Author's Notes:                                                            ║
║ └─ While I was working on an event system, I started thinking about making a ║
║    script which would turn on a switch whenever the player is on a certain   ║
║    map.                                                                      ║
║    During the making of this script, I learned something new...              ║
║    Constants! And Aliases!                                                   ║
╟──────────────────────────────────────────────────────────────────────────────╢
╟──────────────────────────────────────────────────────────────────────────────╢
║ ■ Description:                                                               ║
║ └─ The game creator can set what switch would turn on whenever the player is ║
║    in a certain map.                                                         ║
║ ■ Credits:                                                                   ║
║ ├─► Syvkal & Digi: Talking about $game_map.map_id.                           ║
║ ├─► Kurisu & Syvkal: Helping me out with Aliases and setting them up.        ║
║ └─► Trickster: He told me about constants and made my code less messy.       ║
╟──────────────────────────────────────────────────────────────────────────────╢
╟──────────────────────────────────────────────────────────────────────────────╢
║ ■ Things to know about:                                                      ║
║ ├─ PUNK_MAP_IDS: Setting up which Map IDs would turn on PUNK_MAP_SWITCH_ID.  ║
║ └─ PUNK_MAP_SWITCH_ID: This switch would turn on if the player happens to be ║
║                        in a map that is in the PUNK_MAP_IDS array. If the    ║
║                        player is in a map ID that isn't in the PUNK_MAP_IDS  ║
║                        array, the switch would turn off.                     ║
╟──────────────────────────────────────────────────────────────────────────────╢
║ ■ Want to add another PUNK_MAP_IDS and PUNK_MAP_SWITCH_ID set of constants?  ║
║                                                                              ║
║  ╔════════════════════════════════════════════════════════════════════════╗  ║
║  ║ Below line 61, add these two lines. Be sure to append a number at the  ║  ║
║  ║ end of the constants so they can be easy to identify. (Example: _2)    ║  ║
║  ║ Use comment marks if you have to.                                      ║  ║
║  ╚═╤═════╤════════════════════════════════════════════════════════╤═════╤═╝  ║
║    │     │ Add these below line #61. Remember to append! (Ex: _2) │     │    ║
║    │     └────────────────────────────────────────────────────────┘     │    ║
║    │PUNK_MAP_IDS_2 = [7,9] # Map IDs Set 2                              │    ║
║    │PUNK_MAP_SWITCH_ID_2 = 3 # Switch ID Set 2                          │    ║
║  ╔═╧════════════════════════════════════════════════════════════════════╧═╗  ║
║  ║ Below line #77, add the line below this box. It's quite long. So you'll║  ║
║  ║ have to excuse me while I stretch the instruction box below.           ║  ║
║  ║ The constants within the line you'll have to paste must be the same as ║  ║
║  ║ the constants pasted below line #61.                                   ║  ║
║  ╚═╤═════╤════════════════════════════════════════════════════════╤═════╤═╝  ║
║    │     │ Add this below line #77. Remember to append! (Ex: _2)  │     │    ╚═══════╗
║    │     └────────────────────────────────────────────────────────┘     └───────────┐║
║    │$game_switches[PUNK_MAP_SWITCH_ID_2] = PUNK_MAP_IDS_2.include?($game_map.map_id)│║
║    └────────────────────────────────────────────────────────────────────────────────┘║
╚══════════════════════════════════════════════════════════════════════════════════════╝
=end

class Scene_Map
#==[Configuration]

#==<Inside>
  PUNK_MAP_IDS = [4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 18, 19, 22, 23, 24,
                  27, 30, 32, 33, 34, 36, 38, 39, 41, 43, 47, 48, 49, 50, 52,
                  53, 54, 55, 56, 57, 60, 62, 63, 64, 67, 69, 70, 71, 72, 74, 75,
                  76, 77, 79, 81, 83, 85, 86, 87] # Map IDs
  PUNK_MAP_SWITCH_ID = 12 # Switch ID
#==<Cave>
  PUNK_MAP_IDS_2 = [31, 44, 59, 68, 73, 78] # Map IDs Set 2
  PUNK_MAP_SWITCH_ID_2 = 4 # Switch ID Set 2
#==<Outside>
  PUNK_MAP_IDS_3 = [1, 2, 3, 8, 9, 16, 17, 20, 21, 25, 26, 28, 29, 35, 37, 40,
                    42, 45, 46, 51, 58, 61, 65, 66, 80, 82, 83, 84]
  PUNK_MAP_SWITCH_ID_3 = 10
#==[End Configuration]

  alias punk_main main
  def main
    punk_switch_check
    punk_main
  end

  alias punk_transfer_player transfer_player
  def transfer_player
    punk_transfer_player
    punk_switch_check
  end

  def punk_switch_check
    $game_switches[PUNK_MAP_SWITCH_ID] = PUNK_MAP_IDS.include?($game_map.map_id)
    #--<add more>--#
    $game_switches[PUNK_MAP_SWITCH_ID_2] = PUNK_MAP_IDS_2.include?($game_map.map_id)
    $game_switches[PUNK_MAP_SWITCH_ID_3] = PUNK_MAP_IDS_3.include?($game_map.map_id)
  end
end

9
Edited
My game started throwing up this error message


Script 'Part I' line 1809: TypeError occurred.
cannot convert nil into String


Here's the snippet of code that's at that line.

Spoiler: ShowHide
      # draw shade
     draw_text_shaded_later(x+1, y+1, w, h, text, a)

But I now know that it's not Tons of Addons doing it. It's another script I had that's doing it.
A Window Location script I had been using started causing the problem. I have all my maps set so they change and alter the variable required by the script when needed. I can't seem to figure it out.
Spoiler: ShowHide


#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays universe name and map name.
#  Version 1.0
#  Written by Sailerius
#
#  Instructions: Define the constants below.
#  You can make the location window visible/invisible by toggling the visibility switch.
#  It will display the name of the current map.
#  You can define what it says for each universe below.
#==============================================================================
class Window_Location < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   #--------------------------------------------------------------------------
   # * Constants: Edit these values to customize
   #--------------------------------------------------------------------------
   $VISIBILITY_SWITCH = 2 # Enter the ID number of the switch used to determine window visibility
   $WORLD_VAR = 38 # Enter the ID number of the variable used to determine current universe
   #--------------------------------------------------------------------------
   # * Values: Here, enter what you want the location window to display for each
   # variable value.  For example, for WORLD[1], enter what you want the universe
   # section of the window to say when the variable is set to 1.
   # Feel free to add more.
   # NOTE: If you set the variable to a number not defined here, it'll probably crash.
   #--------------------------------------------------------------------------
   $WORLD=[]
   $WORLD[0] = "???"
   $WORLD[1] = "Abstinvidia"
   $WORLD[2] = "Majeep"
   $WORLD[3] = "Ashirka"
   $WORLD[4] = "Icara"
   $WORLD[5] = "Map of"
   $WORLD[6] = "In Transit"
   $WORLD[7] = "Rune Island"
   $WORLD[8] = "Secreat Area"
   $WORLD[9] = "Pleasent Shores"
   $WORLD[10] = "Afterlife"
   $WORLD[17] = "Fithavile"
   $WORLD[18] = "Times Tower"
   $WORLD[28] = "Squrril Woods"
   $WORLD[29] = "Livindia"
   $WORLD[37] = "Lion's Minning Settlement"
   $WORLD[42] = "Mountian Shores"
   $WORLD[58] = "Desert Sands"
   $WORLD[61] = "Millington"
   $WORLD[65] = "Icara Volcano"
   $WORLD[80] = "Ferndale Isle"
   $WORLD[82] = "Lost Sands"
   
   #--------------------------------------------------------------------------
   # Don't edit anything below here.
   #--------------------------------------------------------------------------
   super(0, 0, 160, 64) #96
   self.z = 8000
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.size = 16
   self.contents.font.bold = false
   self.visible = $game_switches[$VISIBILITY_SWITCH]
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(5, -10, 120, 32, $WORLD[$game_variables[$WORLD_VAR]])
   self.contents.font.color = normal_color
   self.contents.draw_text(-13, 7, 120, 32, $game_map.name, 1)
 end
end
 #==========================================================================
 # * Game_Map
 #==========================================================================
class Game_Map
 def name
   $map_infos[@map_id]
 end
end
 #==========================================================================
 # * Scene_Title
 #==========================================================================
class Scene_Title
 # Enables ability to show map name on screen
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
end
 #==========================================================================
 # * Scene_Map
 #==========================================================================
class Scene_Map
 attr_accessor:location_window
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make sprite set
   @spriteset = Spriteset_Map.new
   # Make message window
   @message_window = Window_Message.new
   # Make location window
   @location_window = Window_Location.new
   @location_window.x = 327
   @location_window.y = 0
   # Transition run
   Graphics.transition
   # 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
   # Prepare for transition
   Graphics.freeze
   # Dispose of sprite set
   @spriteset.dispose
   # Dispose of message window
   @message_window.dispose
   # Dispose of location window
   @location_window.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
 end
 #--------------------------------------------------------------------------
 # * Player Place Move
 #--------------------------------------------------------------------------
 def transfer_player
   # Clear player place move call flag
   $game_temp.player_transferring = false
   # If move destination is different than current map
   if $game_map.map_id != $game_temp.player_new_map_id
     # Set up a new map
     $game_map.setup($game_temp.player_new_map_id)
     @location_window.refresh
   end
   # Set up player position
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   # Set player direction
   case $game_temp.player_new_direction
   when 2  # down
     $game_player.turn_down
   when 4  # left
     $game_player.turn_left
   when 6  # right
     $game_player.turn_right
   when 8  # up
     $game_player.turn_up
   end
   # Straighten player position
   $game_player.straighten
   # Update map (run parallel process event)
   $game_map.update
   # Remake sprite set
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   # If processing transition
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     Graphics.transition(20)
   end
   # Run automatic change for BGM and BGS set on the map
   $game_map.autoplay
   # Frame reset
   Graphics.frame_reset
   # Update input information
   Input.update
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Loop
   loop do
     # Update map, interpreter, and player order
     # (this update order is important for when conditions are fulfilled
     # to run any event, and the player isn't provided the opportunity to
     # move in an instant)
     $game_map.update
     $game_system.map_interpreter.update
     $game_player.update
     # Update system (timer), screen
     $game_system.update
     $game_screen.update
     # Abort loop if player isn't place moving
     unless $game_temp.player_transferring
       break
     end
     # Run place move
     transfer_player
     # Abort loop if transition processing
     if $game_temp.transition_processing
       break
     end
   end
   # Update sprite set
   @spriteset.update
   # Update message window
   @message_window.update
   # Update location window
   @location_window.update
   # 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
     # Change to title screen
     $scene = Scene_Title.new
     return
   end
   # If transition 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 showing message window
   if $game_temp.message_window_showing
     return
   end
   # If encounter list isn't empty, and encounter count is 0
   if $game_player.encounter_count == 0 and $game_map.encounter_list != []
     # If event is running or encounter is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
       # Confirm troop
       n = rand($game_map.encounter_list.size)
       troop_id = $game_map.encounter_list[n]
       # If troop is valid
       if $data_troops[troop_id] != nil
         # Set battle calling flag
         $game_temp.battle_calling = true
         $game_temp.battle_troop_id = troop_id
         $game_temp.battle_can_escape = true
         $game_temp.battle_can_lose = false
         $game_temp.battle_proc = nil
       end
     end
   end
   # If B button was pressed
   if Input.trigger?(Input::B)
     # If event is running, or menu is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
       # Set menu calling flag or beep flag
       $game_temp.menu_calling = true
       $game_temp.menu_beep = true
     end
   end
   # If debug mode is ON and F9 key was pressed
   if $DEBUG and Input.press?(Input::F9)
     # Set debug calling flag
     $game_temp.debug_calling = true
   end
   # If player is not moving
   unless $game_player.moving?
     # Run calling of each screen
     if $game_temp.battle_calling
       call_battle
     elsif $game_temp.shop_calling
       call_shop
     elsif $game_temp.name_calling
       call_name
     elsif $game_temp.menu_calling
       call_menu
     elsif $game_temp.save_calling
       call_save
     elsif $game_temp.debug_calling
       call_debug
     end
   end
 end
end


Also on a side note this script doesn't play well with Tons of Addons. It has to be place before ToA inorder to work. If it's placed after ToA then the HUD in ToA won't show. If at all posible I'd like for Window_Location and ToA to be 'friends'.
10
I'm using the Rice Field CBS and I was wondering how I can get it so both actor and enemy will have the 'walking' animation while they wait their turn so nobody is just standing there.

Spoiler: ShowHide
 
module Side_view
 #--------------------------------------------------------------------------
 # œ Using together RTAB@™Automatic recognition
 #--------------------------------------------------------------------------
 if Scene_Battle.method_defined?("synthe?")
   RTAB = true
 else
   RTAB = false
 end
 #--------------------------------------------------------------------------
 # œ Using together RTAB cam ™Automatic recognition
 #--------------------------------------------------------------------------
 def camera_correctness
   return false if !RTAB
   begin
     return $scene.drive
   rescue
     return false
   end
 end
 #--------------------------------------------------------------------------
 # œ The maximum number of parties
 #--------------------------------------------------------------------------
 Party_max = 4
 #--------------------------------------------------------------------------
 # œ Expansion rate of Battler graphic(actor exclusive use)
 #--------------------------------------------------------------------------
 CHAR_ZOOM = 1.0
 #--------------------------------------------------------------------------
 # œ Arrow cursor position correction
 #--------------------------------------------------------------------------
 ARROW_OX = 0
 ARROW_OY = 64
 #--------------------------------------------------------------------------
 # œ State name treated as flight (Array)
 #--------------------------------------------------------------------------
 FLY_STATES = ["Flying"]
 #--------------------------------------------------------------------------
 # œ Positional correction of combat screen party
 #--------------------------------------------------------------------------
 PARTY_X = 480     # X position of party
 PARTY_Y = 200     # Y position of party
 FORMATION_X = 32  # actor's interval X
 FORMATION_Y = 38  # actor's interval Y
 #--------------------------------------------------------------------------
 # œ ƒJƒXƒ^ƒ}ƒCƒY'è"
 #--------------------------------------------------------------------------
 NORMAL   = "NORMAL"
 WALK_R   = "WALK_R"
 WALK_L   = "WALK_L"
 ATTACK   = "ATTACK"
 ATTACK_R = "ATTACK_R"
 ATTACK_L = "ATTACK_L"
 MAGIC    = "MAGIC"
 ITEM     = "ITEM"
 # ƒAƒjƒ,̐Ý'è
 ANIME = {
   # [id,Loop?,speed,weapon visible,pattern freeze,Weapon Right or Left(using RTAB)]
   NORMAL            => [1,true , 0,false, true ,""    ], # Standby usually
   WALK_R            => [2,true , 6,false, false,""    ], # move Right
   WALK_L            => [1,true , 6,false, false,""    ], # move Left
   ATTACK_R          => [1,false, 6,true , false,"Right"],# attack by Right hand
   ATTACK_L          => [1,false, 6,true , false,"Left"], # attack by Left hand
   MAGIC             => [1,false, 6,false, false,""    ], # spell Magic
   ITEM              => [1,false, 6,false, false,""    ], # using Item
   }
   
 # default (Do not change it)  
 ANIME.default = [1,false,12,false,"",""]
 
 # ƒAƒNƒVƒ‡ƒ"Ý'è,ÌŠÖ˜A•t,¯
 ACTION_LIB = {
   "Hero Move"            => "moving_setup",
   "Hero Graphic Change"  => "change",
   "Throw Animation"      => "flying",
   "main phase step 3"    => "animation1",
   "main phase step 4"    => "animation2",
   "Waiting"              => "wait",
   "Graphic Reverse"      => "reverse",
   "Afterimage ON"        => "shadow_on",
   "Afterimage OFF"       => "shadow_off",
   "Freeze ON"            => "freeze",
   "Freeze OFF"           => "freeze_lifting",
   "Display Animation"    => "animation_start",
   "Play Sound Effect"    => "play_se",
 }
 ACTION_LIB.default = "finish"

 # (Do not change it)
 DUAL_WEAPONS_ANIME = [ATTACK]
 
 # Arms display X coordinates
 BLZ_X = {
 0=>[0,0,0,0],   # NO MOTION
 1=>[2,2,2,2],   # Shake lowering
 2=>[15,10,0,0], # Piercing
 3=>[2,2,2,2],   # Raising
 4=>[0,0,3,3],   # Bow and gun
 5=>[0,0,0,0],   # For addition
 6=>[0,0,0,0],   # For addition
 7=>[0,0,0,0],   # For addition
 8=>[0,0,0,0],   # For addition
 }
 # Arms display Y coordinates
 BLZ_Y = {
 0=>[0,0,0,0], # NO MOTION
 1=>[6,6,6,6], # Shake lowering
 2=>[6,6,6,6], # Piercing
 3=>[6,6,6,6], # Raising
 4=>[8,8,8,8], # Bow and gun
 5=>[0,0,0,0], # For addition
 6=>[0,0,0,0], # For addition
 7=>[0,0,0,0], # For addition
 8=>[0,0,0,0], # For addition
 }
 # Arms display Angle
 BLZ_ANGLE = {
 0=>[0,0,0,0],                            # NO MOTION
 1=>[75-45*3,75-45*2,75-45*1,75-45*1],    # Shake lowering
 2=>[45,45,45,45],                        # Piercing
 3=>[100-45*1,100-45*2,100-45*3,00-45*4], # Raising
 4=>[45,45,45,45],                        # Bow and gun
 5=>[0,0,0,0],                            # For addition
 6=>[0,0,0,0],                            # For addition
 7=>[0,0,0,0],                            # For addition
 8=>[0,0,0,0],                            # For addition
 }
 
 #--------------------------------------------------------------------------
 # œ SHAKE
 #--------------------------------------------------------------------------
 SHAKE_FILE = "SHAKE"  # filename
 SHAKE_POWER = 5       # POWER
 SHAKE_SPEED = 5       # SPEED
 SHAKE_DURATION = 5    # DURATION
 #--------------------------------------------------------------------------
 # œ UPSIDE_DOWN
 #--------------------------------------------------------------------------
 UPSIDE_DOWN_FILE = "UPSIDE_DOWN" # filename
 #--------------------------------------------------------------------------
 # œ REVERSE
 #--------------------------------------------------------------------------
 REVERSE_FILE = "REVERSE" # filename
 #--------------------------------------------------------------------------
 # œ ‰ñ"],̐Ý'è
 #--------------------------------------------------------------------------
 TURNING_FILE = "ROTATION" # filename
 TURNING_DIRECTION = 1     # Directioni1.Anti-clockwise, -1.clockwise)
 TURNING_SPEED = 32        # Speed
 TURNING_DURATION = 1      # Rotation frequency
 #--------------------------------------------------------------------------
 # œ ˆÚ"®,̐Ý'è
 #--------------------------------------------------------------------------
 MOVE_FILE = "MOVE"             # filename
 MOVE_RETURN = 1                # Do you return to former position?
 MOVE_SPEED = 32                # Speed
 MOVE_COORDINATES = [0, -640]   # Relative coordinates from former position
 #--------------------------------------------------------------------------
 # œ Add Animation (using RTAB)
 #--------------------------------------------------------------------------
 ADD_ANIME_FILE = "Add_ANIME"   # filename
 ADD_ANIME_ID = 0               # Animation ID
 #--------------------------------------------------------------------------
 # œ using RTAB (Do not change it)
 #--------------------------------------------------------------------------
 def convert_battler
   return RTAB ? @active_actor : @active_battler
 end
 #--------------------------------------------------------------------------
 # œ using RTAB (Do not change it)
 #--------------------------------------------------------------------------
 def convert_battler2(*arg)
   return RTAB ? arg[0] : @active_battler
 end
end

#--------------------------------------------------------------------------
# œ action performer
#--------------------------------------------------------------------------
module BattleActions
 
 # Because the one below is one example to the last
 # Please make it originally.

 Actions = {

 "Normal Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#target,32,0,64,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Play Sound Effect#016-Jump02,80,100",
 "Hero Move#self,0,0,18,0",
 "end"
 ],
 

 "One step advancement Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,12,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Play Sound Effect#016-Jump02,80,100",
 "Hero Move#self,0,0,12,0",
 "end"
 ],
 

 "Enemy Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-36,0,12,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,12,0",
 "end"
 ],
 
 
 "Spell Magic" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,4,0",
 "Hero Graphic Change#MAGIC",
 "Waiting#15",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,4,2",
 "end"
 ],

 "Using Item" => [
 
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,4,0",
 "main phase step 3",
 "Hero Graphic Change#ITEM",
 "Waiting#15",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,4,2",
 "end"
 ],
 
 "Using Skill" => [
 
 "Hero Graphic Change#WALK_L",
 "Hero Move#target_near,50,0,48,6",  
 "Graphic Reverse",
 "Freeze ON#ATTACK#3",
 "main phase step 3",
 "Play Sound Effect#135-Light01,100,100",
 "Display Animation#self,42",
 "Waiting#15",
 "Graphic Reverse",
 "Afterimage ON",
 "Hero Move#target_far,-50,0,48,0",
 "main phase step 4",
 "Waiting#5",
 "Afterimage OFF",
 "Freeze OFF",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,48,1,0",
 "end"
 ],
 }

end
 
module RPG

 # Because the one below is one example to the last
 # Please make it originally.

 class Weapon
   #--------------------------------------------------------------------------
   # Weapon sctions. Set what weapons are a stand still weapon.
   #--------------------------------------------------------------------------
   def battle_actions
     case @id
     when 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 106, 107,
          108, 109, 110, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 123,
            124, 125, 126, 127, 128, 129, 130, 131, 132, 191, 192, 193, 194, 195,
            196, 197, 198, 199, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
          211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224,
            225 # ID of Ranged Weapon
       return BattleActions::Actions["One step advancement Attack"]
     end
     return BattleActions::Actions["Normal Attack"] # default
   end
 end
 class Skill
   #--------------------------------------------------------------------------
   # œ action performer
   #--------------------------------------------------------------------------
      def battle_actions
     case @id
     when 73,74,75,76,77,78,79,80  # Ranged Skill
       return BattleActions::Actions["One step advancement Attack"]
     when 82                       # Mellee Skill
       return BattleActions::Actions["Using Skill"]
     when 83                       # Magic Skill
       return BattleActions::Actions["Spell Magic"]  
     end
     else
     if self.magic?
       return BattleActions::Actions["Spell Magic"]
     else
       return BattleActions::Actions["Using Skill"]
     end
   end
 end
 class Item
   #--------------------------------------------------------------------------
   # œ action performer
   #--------------------------------------------------------------------------
   def battle_actions
     return BattleActions::Actions["Using Item"] # default
   end
 end
end
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # œ action performer
 #--------------------------------------------------------------------------
 def battle_actions
   return BattleActions::Actions["Enemy Attack"] # default
 end
end
module RPG
=begin
 
 œ Setting of arms type
   
   The attribute of the name "WeaponType" is made, and it is applied to arms.
   The figure is written behind "WeaponType".
@@
   Example.@WeaponType1@
   
=end
 class Weapon
   #--------------------------------------------------------------------------
   # œ WeaponType
   #--------------------------------------------------------------------------
   def anime
     # Elemental
     element_name = "WeaponType"
     for i in @element_set
       if $data_system.elements[i] =~ /#{element_name}([+-]?[0-9]+)?(%)?/
         return $1.to_i
       end
     end
     # Weapon ID

 # Because the one below is one example to the last
 # Please make it originally.

     case @id
     when 1,2,3,4
       return 1 # (WeaponType) Refer from the 115th line to the 150th line.
     when 5,6,7,8
       return 2 # (WeaponType) Refer from the 115th line to the 150th line.
     end
     return 1 # defaut
   end
 end
end
=begin
#--------------------------------------------------------------------------
# œ Include Animation
#--------------------------------------------------------------------------
 
@  Animation is included from performer to target.
   Please make animation from the data base.

  [ Animation ID, Speed, Do you shuttle?, Straight line (false) or curve(true)]        
=end
module RPG
 class Weapon
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 20 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
 class Skill
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 20 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
 class Item
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 35 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
end

class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # œ Throw Animation
 #--------------------------------------------------------------------------
 def flying_anime
   return [0,0,false,false]
 end
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 include Side_view
 #--------------------------------------------------------------------------
 # œ 'ljÁEŒöŠJƒCƒ"ƒXƒ^ƒ"ƒX•Ï"
 #--------------------------------------------------------------------------
 attr_accessor :height                  # ‰æ'œ,̍,,³
 attr_accessor :real_x                  # XÀ•W•â³
 attr_accessor :real_y                  # YÀ•W•â³
 attr_accessor :real_zoom               # Šg'å--¦
 attr_accessor :wait_count              # ƒAƒjƒ[ƒVƒ‡ƒ" 'Ò,¿ŽžŠÔ
 attr_accessor :wait_count2             # ƒAƒjƒ[ƒVƒ‡ƒ" 'Ò,¿ŽžŠÔ2
 attr_accessor :pattern                 # ƒAƒjƒ[ƒVƒ‡ƒ" ƒJƒEƒ"ƒgiƒLƒƒƒ‰)
 attr_accessor :shake                   # ƒVƒFƒCƒNŠJŽnƒtƒ‰ƒbƒO
 attr_accessor :reverse                 # ¶‰E"½"]ƒtƒ‰ƒbƒO
 attr_accessor :shadow                  # Žc'œƒtƒ‰ƒbƒO
 attr_accessor :flash_flag              # 'M,«ƒtƒ‰ƒbƒO
 attr_reader   :ox                      # XÀ•W•â³
 attr_reader   :oy                      # YÀ•W•â³
 attr_reader   :flying_x                # ‰"‹----£ƒAƒjƒXÀ•W
 attr_reader   :flying_y                # ‰"‹----£ƒAƒjƒYÀ•W
 attr_reader   :flying_anime            # ‰"‹----£ƒAƒjƒ
 attr_reader   :animation1_on           # s"®ƒAƒjƒŠJŽnƒtƒ‰ƒbƒO
 attr_reader   :animation2_on           # 'ΏۃAƒjƒŠJŽnƒtƒ‰ƒbƒO
 #--------------------------------------------------------------------------
 # œ ƒfƒtƒHƒ‹ƒg,̃Aƒjƒ[ƒVƒ‡ƒ"'Ò,¿ŽžŠÔ,ðŽæ"¾
 #--------------------------------------------------------------------------
 def animation_duration=(animation_duration)
   @_animation_duration = animation_duration
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹ŠJŽnŽž,̃ZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 def start_battle
   @height = 0
   @real_x = 0
   @real_y = 0
   @real_zoom = 1.0
   @battler_condition = ""
   @action = nil
   @battle_actions = []
   @battler_action = false
   @step = 0
   @anime_on = false
   @wait_count = 0
   @wait_count2 = 0
   @ox = 0
   @oy = 0
   @pattern = 0
   @pattern_log = true
   @pattern_freeze = false
   @condition_freeze = false
   @active = false
   @move_distance = nil
   @move_wait = 0
   @move_coordinates = [0,0,0,0]
   @flying_distance = nil
   @flying_wait = 0
   @flying_x = 0
   @flying_y = 0
   @flash_flag = {}
   self.flying_clear
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®'†"»'è
 #--------------------------------------------------------------------------
 def moving?
   # XÀ•W•â³,Ü,½,́AYÀ•W•â³,ª0,Å,È,¯,ê,΁AˆÚ"®'†
   return (@ox != 0 or @oy != 0)
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®I--¹"»'è
 #--------------------------------------------------------------------------
 def move_end?
   return (@ox == @move_coordinates[0] and @oy == @move_coordinates[1])
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ"ŠJŽnÝ'è
 #--------------------------------------------------------------------------
 def action(flag = true)
   @battler_action = flag
   @animation1_on = false
   @animation2_on = false
   @step = "setup"
 end    
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ"'†"»'è
 #--------------------------------------------------------------------------
 def action?
   return @battler_action
 end
 #--------------------------------------------------------------------------
 # œ 'M,«"»'è
 #--------------------------------------------------------------------------
 def flash?
   return @flash_flg
 end
 #--------------------------------------------------------------------------
 # œ í"¬•s"\"»'è
 #--------------------------------------------------------------------------
 def anime_dead?
   if $game_temp.in_battle and !RTAB
     if [2,3,4,5].include?($scene.phase4_step)
       return @last_dead
     end
   end
   return @last_dead = self.dead?
 end
 #--------------------------------------------------------------------------
 # œ ƒsƒ"ƒ`ó'Ô"»'è
 #--------------------------------------------------------------------------
 def crisis?
   if $game_temp.in_battle and !RTAB
     if [2,3,4,5].include?($scene.phase4_step)
       return @last_crisis
     end
   end
   return @last_crisis = (self.hp <= self.maxhp / 4 or badstate?)
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒbƒhƒXƒe[ƒg"»'è
 #--------------------------------------------------------------------------
 def badstate?
   for i in @states
     unless $data_states[i].nonresistance
       return true
     end
   end
   return false
 end
 #--------------------------------------------------------------------------
 # œ "òs
 #--------------------------------------------------------------------------
 def fly
   if @fly != nil
     return @fly
   end
   for id in @states
     if FLY_STATES.include?($data_states[id].name)
       return 60
     end
   end
   return 0
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ-Ú•WÀ•W,ÌŒvŽZ
 #--------------------------------------------------------------------------
 def flying_setup
   # "ñ"x-Ú,ÍŽÀs,µ,È,¢
   return if @flying_distance != nil && !camera_correctness
   if RTAB
     targets = @target
   else
     targets = $scene.target_battlers
   end
   # -Ú"IÀ•W,ðŒvŽZ
   @f_target_x = 0
   @f_target_y = 0
   for t in targets
     @f_target_x += t.screen_x
     @f_target_y += t.screen_y
   end
   if targets != []
     @f_target_x /= targets.size
     @f_target_y /= targets.size
   else
     @flying_distance = 0
     return
   end
   # ‹----£,ÌŒvŽZ
   @flying_distance = (self.screen_x - @f_target_x).abs + (self.screen_y - @f_target_y).abs
   @flying_end = false
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ
 #--------------------------------------------------------------------------
 def flying_animation
   # -ß,é
   if @step != "flying" or @flying_distance.nil?
     return [false,true]
   end
   # , ,ç,©,¶,ߌvŽZ
   self_x = self.screen_x
   self_y = self.screen_y
   @flying_distance = @flying_distance == 0 ? 1 : @flying_distance
   n1 = @flying_wait / @flying_distance.to_f
   if @flying_distance - @flying_wait > @flying_distance / 2
     n2 = 1.0 + 10.0 * @flying_wait / @flying_distance.to_f
   else
     n2 = 1.0 + 10.0 * (@flying_distance - @flying_wait) / @flying_distance.to_f
   end
   if !@flying_anime[4]
     # '¼üˆÚ"®
     x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
     y = (self_y + 1.0 * (@f_target_y - self_y) * n1).to_i
   else
     # ‹ÈüˆÚ"®
     if !@flying_proceed_end
       x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
       y = (self_y + 1.0 * (@f_target_y - self_y) * n1 - n2**2).to_i
     else
       x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
       y = (self_y + 1.0 * (@f_target_y - self_y) * n1 + n2**2).to_i
     end
   end
   # À•W'ã"ü
   @flying_x = x
   @flying_y = y
   # ƒEƒGƒCƒg
   if !@flying_proceed_end
     # ŠJŽn
     @flying_proceed_start = @flying_wait == 0
     @flying_wait += @flying_anime[1]
     @flying_wait = [@flying_wait,@flying_distance].min
     @flying_proceed_end = @flying_wait == @flying_distance
   else
     # ŠJŽn
     @flying_return_start = @flying_wait == @flying_distance
     @flying_wait -= @flying_anime[1]
     @flying_wait = [@flying_wait,0].max
     @flying_return_end = @flying_wait == 0
   end
   if @flying_anime[1] == 0
     @flying_end = true
   elsif !@flying_anime[2]
     @flying_end = @flying_proceed_end
   else
     @flying_end = @flying_return_end
   end
   # 'l,ð•Ô,·iƒAƒjƒŠJŽn,ƒAƒjƒI--¹)
   return [@flying_proceed_start,@flying_end]
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ‰Šú‰»
 #--------------------------------------------------------------------------
 def flying_clear
   @flying_proceed_start = false
   @flying_proceed_end = false
   @flying_return_start = false
   @flying_return_end = false
   @flying_end = true
   @flying_anime = [0,0,false,false]
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®
 #--------------------------------------------------------------------------
 def move
   # ‹----£,ÌŒvŽZ
   @move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
                    (@move_coordinates[3] - @move_coordinates[1]).abs
   if @move_distance > 0
     return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
     array = @move_coordinates
     # ƒWƒƒƒ"ƒv•â³'l,ÌŒvŽZ
     n = 100.0 * @move_wait / @move_distance
     jump = -@move_action[4] * n * (100 - n) / 100.0
     @ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
     @oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
     # ƒEƒGƒCƒg
     @move_wait -= @move_action[3]
     @move_wait = [@move_wait,0].max
   end
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_move_action
   string = @action.split(/#/)[1]
   string = string.split(/,/)
   @move_action = [string[0],string[1].to_i,string[2].to_i,string[3].to_i,string[4].to_i,string[5].to_i]
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_step
   if @action.nil?
     @step = "finish"
     return
   end
   return ACTION_LIB[@action.split(/#/)[0]]
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ŽŸ,̃AƒNƒVƒ‡ƒ",Ö)
 #--------------------------------------------------------------------------
 def update_next
   @action = @battle_actions.shift
   @step = get_step
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ("®ìŽæ"¾)
 #--------------------------------------------------------------------------
 def update_setup
   # ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
   self.get_actions
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ˆÚ"®Žæ"¾)
 #--------------------------------------------------------------------------
 def update_moving_setup
   # ˆÚ"®ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
   self.get_move_action
   # ˆÚ"®-Ú•W,̐Ý'è
   self.move_setup
   @step = "moving"
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ˆÚ"®)
 #--------------------------------------------------------------------------
 def update_moving
   # ˆÚ"®
   self.move
   self.condition = @battler_condition
   # ˆÚ"®Š®--¹,µ,½,玟,̃Xƒeƒbƒv,Ö
   if move_end?
     update_next
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒŽÀs)
 #--------------------------------------------------------------------------
 def update_action
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ÏX
   self.condition = con
   # ƒ‹[ƒv,©"Û,©
   if !ANIME[@battler_condition][1]
     self.anime_on
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (‰"‹----£ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_flying
   # -Ú•W,̐Ý'è
   self.flying_setup
   # ‰"‹----£ƒAƒjƒI--¹
   if @flying_end or @flying_anime == [0,0,false,false]
     self.flying_clear
     update_next
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒ•ÏX)
 #--------------------------------------------------------------------------
 def update_change
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ÏX
   self.condition = con
   # ƒ‹[ƒv,©"Û,©
   if !ANIME[@battler_condition][1]
     self.anime_on
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (s"®ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_animation1
   @animation1_on = true
   # s"®ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if $scene.phase4_step == 3
     id = RTAB ? @anime1 : $scene.animation1_id
     animation = $data_animations[id]
     frame_max = animation != nil ? animation.frame_max : 0
     @wait_count2 = frame_max * 2
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ('ΏۃAƒjƒ)
 #--------------------------------------------------------------------------
 def update_animation2
   @animation2_on = true
   # s"®ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if $scene.phase4_step == 4
     id = RTAB ? @anime2 : $scene.animation2_id
     animation = $data_animations[id]
     frame_max = animation != nil ? animation.frame_max : 0
     @wait_count2 = frame_max * 2
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒEƒGƒCƒg)
 #--------------------------------------------------------------------------
 def update_wait
   @wait_count2 = @action.split(/#/)[1].to_i
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (Žc'œ•\Ž¦)
 #--------------------------------------------------------------------------
 def update_shadow_on
   @shadow = true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (Žc'œÁ‹Ž)
 #--------------------------------------------------------------------------
 def update_shadow_off
   @shadow = false
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (¶‰E"½"])
 #--------------------------------------------------------------------------
 def update_reverse
   @reverse = @reverse ? false : true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ('M,«ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_flash
   # 'M,«ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if @flash_flag["normal"]
     @wait_count = $scene.flash_duration
     @flash_flag["normal"] = false
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (SE,̉‰'t)
 #--------------------------------------------------------------------------
 def update_play_se
   data = @action.split(/#/)[1]
   data = data.split(/,/)
   # SE ,ð‰‰'t
   Audio.se_play("Audio/SE/" + data[0], data[1].to_i, data[2].to_i)
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒAƒjƒŒÅ'è)
 #--------------------------------------------------------------------------
 def update_freeze
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ÏX
   self.condition = con
   @pattern = @action.split(/#/)[2].to_i
   @pattern_freeze = true
   @condition_freeze = true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒAƒjƒŒÅ'è‰ðœ)
 #--------------------------------------------------------------------------
 def update_freeze_lifting
   @pattern_freeze = false
   @condition_freeze = false
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒ[ƒVƒ‡ƒ",Ì•\Ž¦)
 #--------------------------------------------------------------------------
 def update_animation_start
   data = @action.split(/#/)[1]
   data = data.split(/,/)
   target = data[0]
   animation_id = data[1].to_i
   if RTAB
     case target
     when "self"
       @animation.push([animation_id,true])
     when "target"
       for tar in @target
         tar.animation.push([animation_id, true])
       end
     end
   else
     case target
     when "self"
       @animation_id = animation_id
       @animation_hit = true
     when "target"
       for tar in $scene.target_battlers
         tar.animation_id = animation_id
         tar.animation_hit = true
       end
     end
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ("®ìI--¹)
 #--------------------------------------------------------------------------
 def update_finish
   # "®ìI--¹
   @battler_action = false
   @step = "setup"
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‰[,̏ó'ԁiƒoƒgƒ‰[ƒOƒ‰ƒtƒBƒbƒN,̃^ƒCƒv)
 #--------------------------------------------------------------------------
 def condition
   return @battler_condition
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‰[,̏ó'Ô •ÏXiƒoƒgƒ‰[ƒOƒ‰ƒtƒBƒbƒN,̃^ƒCƒv)
 #--------------------------------------------------------------------------
 def condition=(condition)
   return if @condition_freeze
   if @battler_condition != condition
     @wait_count = ANIME[condition][2]
     @pattern = 0
   end
   @battler_condition = condition
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV
 #--------------------------------------------------------------------------
 def update
   # ƒEƒFƒCƒg'†,̏ꍇ
   if @wait_count == 0
     # ƒpƒ^[ƒ"XV
     self.char_animation
     @wait_count = ANIME[@battler_condition][2]
   end
   # ƒpƒ^[ƒ"XV
   self.char_animation
   # ƒEƒFƒCƒg'†,̏ꍇ
   if @wait_count2 > 0
     return
   end
   
   # s"®ƒAƒjƒ[ƒVƒ‡ƒ"
   if @battler_action
     method("update_" + @step).call
     return
   end
   
   # ƒf[ƒ^‰Šú‰»
   @animation1_on = false
   @animation2_on = false
   @action = nil
   @battle_actions = []
   @move_wait = 0
   @move_distance = nil
   @flying_wait = 0
   @flying_distance = nil
   @flash = false

   # 'ʏíE'Ò‹@
   return self.condition = NORMAL
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_actions
   skill = $data_skills[self.current_action.skill_id]
   item = $data_items[self.current_action.item_id]
   kind = self.current_action.kind
   # "®ìŽæ"¾
   @battle_actions = []
   # ƒXƒLƒ‹
   if skill != nil && kind == 1
     @battle_actions = skill.battle_actions.dup
     @flying_anime = skill.flying_anime
   # ƒAƒCƒeƒ€
   elsif item != nil && kind == 2
     @battle_actions = item.battle_actions.dup
     @flying_anime = item.flying_anime
   # ¶ŽèUŒ,
   elsif !@first_weapon and @second_weapon and self.is_a?(Game_Actor)
     @battle_actions = self.battle_actions2.dup
     @flying_anime = self.flying_anime2
   # ‰EŽèUŒ,
   elsif self.current_action.basic == 0 and
     self.is_a?(Game_Actor) and self.current_action.kind == 0
     @battle_actions = self.battle_actions1.dup
     @flying_anime = self.flying_anime1
   # 'ʏíUŒ,
   elsif self.current_action.basic == 0 and self.current_action.kind == 0
     @battle_actions = self.battle_actions.dup
     @flying_anime = self.flying_anime
   else
     @battle_actions = ["I--¹"]
     @flying_anime = [0,0,false,false]
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒ‹[ƒv,µ,È,¢ƒAƒjƒ,̃Zƒbƒg
 #--------------------------------------------------------------------------
 def anime_on
   @pattern = 0
   @pattern_log = true
   return
 end
 #--------------------------------------------------------------------------
 # œ ƒpƒ^[ƒ"XV
 #--------------------------------------------------------------------------
 def char_animation
   # ƒpƒ^ƒ"ŒÅ'è,̏ꍇ,à,Ç,é
   return if @pattern_freeze
   # ƒ‹[ƒv,µ,È,¢ƒAƒjƒ,̏ꍇ 1234 ,ÅŽ~,Ü,é
   if !ANIME[@battler_condition][1] && @pattern == 3
     return
   end
   # ƒAƒjƒ,³,¹,È,¢ê‡ 1 ,ÅŽ~,Ü,é
   if ANIME[@battler_condition][4]
     @pattern = 0
     return
   end
   @pattern = (@pattern + 1) % 4
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒƒ^ƒCƒv
 #--------------------------------------------------------------------------
 def anime_type
   return ANIME[@battler_condition] != nil ? ANIME[@battler_condition][0] : 0
 end
end
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 include Side_view
 #--------------------------------------------------------------------------
 # œ ƒZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 alias side_view_setup setup
 def setup(actor_id)
   side_view_setup(actor_id)
   start_battle
 end
 #--------------------------------------------------------------------------
 # œ "ñ"•Ší,ÌIDŽæ"¾@¦ƒGƒ‰[‰ñ"ð--p
 #--------------------------------------------------------------------------
 def weapon2_id
   return @weapon2_id != nil ? @weapon2_id : 0
 end
 #--------------------------------------------------------------------------
 # œ X•ûŒü ƒ|ƒWƒVƒ‡ƒ" Žæ"¾
 #--------------------------------------------------------------------------
 def position
   return $data_classes[@class_id].position
 end
 #--------------------------------------------------------------------------
 # œ Y•ûŒü ƒ|ƒWƒVƒ‡ƒ" Žæ"¾
 #--------------------------------------------------------------------------
 def position2
   return self.index
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒƒ^ƒCƒv
 #--------------------------------------------------------------------------
 def weapon_anime_type(type = @battler_condition)
   file_name  = weapon_anime_type0(type)
   visible   = weapon_anime_type1(type)
   z         = weapon_anime_type2(type)
   motion    = weapon_anime_type3(type)
   return [file_name,visible,z,motion]
 end
 # •ŠíƒAƒCƒRƒ"Žæ"¾
 def weapon_anime_type0(type = @battler_condition)
   type = ANIME[type][5]
   return weapon_anime1 if type == "Right"
   return weapon_anime2 if type == "Left"
   return nil
 end
 # •\Ž¦E"ñ•\Ž¦,ÌŽæ"¾
 def weapon_anime_type1(type = @battler_condition)
   return ANIME[type][3]
 end
 # ƒoƒgƒ‰[,æ,èã,É•\Ž¦,·,é,©,Ç,¤,©
 def weapon_anime_type2(type = @battler_condition)
   type = ANIME[type][5]
   return true if type == "Left"
   return false
 end
 # •Ší,Ì"®ìNoDŽæ"¾
 def weapon_anime_type3(type = @battler_condition)
   type = ANIME[type][5]
   return extend_weapon_anime1 if type == "Right"
   return extend_weapon_anime2 if type == "Left"
   return 0
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾(ƒJƒƒ‰•â³-³,µ)
 #--------------------------------------------------------------------------
 def true_x
   return PARTY_X + position * FORMATION_X + @ox
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾(ƒJƒƒ‰•â³-³,µ)
 #--------------------------------------------------------------------------
 def true_y
   # ƒp[ƒeƒB"à,Ì•À,я‡,©,ç Y À•W,ðŒvŽZ,µ,Ä•Ô,·
   if self.index != nil
     y = position2 * FORMATION_Y + PARTY_Y + @oy - @height / 2
     return y
   else
     return 0
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_x(true_x = self.true_x)
   return 320 + (true_x - 320) * @real_zoom + @real_x
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_y(true_y = self.true_y)
   return true_y * @real_zoom + @real_y
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Z À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_z
   return screen_y + 1000
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾(ˆÚ"®,È,Ç,µ,Ä,¢,È,¢ê‡)
 #--------------------------------------------------------------------------
 def base_x
   return 320 + (true_x - @ox - 320) * @real_zoom + @real_x
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def base_y
   return (true_y - @oy) * @real_zoom + @real_y
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Šg'å--¦,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def zoom
   return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
                         (true_x + @fly) / 480 + $scene.zoom_rate[0]
 end
 #--------------------------------------------------------------------------
 # œ UŒ,--pAƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def attack_x(z)
   return (320 - true_x) * z * 0.75
 end
 #--------------------------------------------------------------------------
 # œ UŒ,--pAƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def attack_y(z)
   return (160 - (true_y + fly / 4) * z + @height * zoom * z / 2) * 0.75
 end
 #--------------------------------------------------------------------------
 # œ 'M,«'Ò,¿ŽžŠÔ
 #--------------------------------------------------------------------------
 def flash_duration
   return $scene.flash_duration
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def battle_actions1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.battle_actions : BattleActions::Actions["'ʏíUŒ,"]
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def battle_actions2
   weapon = $data_weapons[@weapon2_id]
   return weapon != nil ? weapon.battle_actions : BattleActions::Actions["'ʏíUŒ,"]
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ" "®,«•û Žæ"¾
 #--------------------------------------------------------------------------
 def extend_weapon_anime1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.anime : 0
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ" "®,«•û Žæ"¾
 #--------------------------------------------------------------------------
 def extend_weapon_anime2
   weapon = $data_weapons[@weapon2_id]
   return weapon != nil ? weapon.anime : 0
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def weapon_anime1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.icon_name : ""
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #-----------------------------------------------
11
I'd like to be able to us this Enemy HP Bar script but I'd like for it to use the bars that are drawn in the Tons of Addons scripts instead of the HP/SP/ATB (Seph Slant) Script.

Enemy Hp Bar code
Spoiler: ShowHide

Code: text
 
class Window_EnemyHP < Window_Base
 
 def initialize
   super(0, 0, 640, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 0
   @old_hp = []
   refresh
 end
 
 def refresh
   self.contents.clear
   for i in 0...$game_troop.enemies.size
     @enemy = $game_troop.enemies[i]
     @old_hp[i] = @enemy.hp
     unless @enemy.hp == 0
       self.contents.font.size = 15
       self.contents.font.bold = true
       self.contents.font.color = Color.new(0,0,0)
       self.contents.draw_text(1, i * 32 + 36, 100, 32, @enemy.name)
       self.contents.draw_text(-1, i * 32 + 36, 100, 32, @enemy.name)
       self.contents.draw_text(1, i * 32 + 38, 100, 32, @enemy.name)
       self.contents.draw_text(-1, i * 32 + 38, 100, 32, @enemy.name)
       self.contents.font.color = normal_color
       self.contents.draw_text(0, i * 32 + 37, 100, 32, @enemy.name)
       draw_slant_bar(0, i*32 + 60, @enemy.hp, @enemy.maxhp, 50)
     end
   end
 end
 def update
   for i in 0...$game_troop.enemies.size
     enemy = $game_troop.enemies[i]
     if enemy.hp != @old_hp[i]
       refresh
     end
   end
 end
end

class Scene_Battle
 
 alias raz_update_phase5 update_phase5
 alias raz_update_phase4_step1 update_phase4_step1
 alias raz_update_phase4_step5 update_phase4_step5
 alias raz_enemy_hp_main main
 
  def main
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id)
   @enemy_window = Window_EnemyHP.new
   @enemy_window.z = 95
   raz_enemy_hp_main
   @enemy_window.dispose
 end
 
 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
       @enemy_window.visible = false
       # Show result window
       @result_window.visible = true
       # Clear main phase flag
       $game_temp.battle_main_phase = false
       # Refresh status window
       @status_window.refresh
       @enemy_window.refresh
     end
     return
   end
  raz_update_phase5
end

def update_phase4_step1
 raz_update_phase4_step1
 @enemy_window.refresh
end

 def update_phase4_step5
   # Hide help window
   @help_window.visible = false
   # Refresh status window
   @status_window.refresh
   @enemy_window.refresh
   raz_update_phase4_step5
 end
end


Original HP/SP/ATB (Seph Slant) Script
Spoiler: ShowHide
Code: text
 
#===========================================================================
# *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB ***
# *** Version 2.1
#---------------------------------------------------------------------------
# by Clive
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.
#---------------------------------------------------------------------------
# ----- GREAT THANKS to DerVVulfman for solving the lag problem
#------This is a plug and play script so it should work without any problem!
#=============================================================================

# If using with Limit Break, must paste BELOW the Limit Break script as it re-
# writes the 'Gauge drawing' system.  Will cause an error if not properly put.

# If used with Trickster's STEAL SCRIPT version 6 R1 (revision 1), then the
# height of RTAB's AT Bar (Draw Actor ATG) may not be smaller than 5 pixels
# due to a float-to-float error.  A height of 6 pixels is the smallest.


#==============================================================================
# ** 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 the current EXP
 #--------------------------------------------------------------------------
 def now_exp
   return @exp - @exp_list[@level]
 end
 #--------------------------------------------------------------------------
 # * Get the next level's EXP
 #--------------------------------------------------------------------------
 def next_exp
   return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window  
 
 #==========================================================================
 # * Draw Slant Bar(by SephirothSpawn)
 #==========================================================================
 def draw_slant_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))
   # Draw Border
   for i in 0..height
     self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
   end
   # Draw Background
   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 + i, y + height - i, width, 1, Color.new(r, b, g, a))
   end
   # Draws Bar
   for i in 1..( (min.to_f / 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 + j, y + height - j, 1, 1, Color.new(r, g, b, a))
     end
   end
 end
 
 #==========================================================================
 # * Draw HP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #==========================================================================
 alias :draw_actor_hp_hpsp :draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)  
   draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, width, 6,
     bar_color = Color.new(150, 0, 0, 255),
     end_color = Color.new(255, 255, 60, 255))
   draw_actor_hp_hpsp(actor, x, y, width)
  end
 #==========================================================================
 # * Draw SP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #==========================================================================
 alias :draw_actor_sp_hpsp :draw_actor_sp
 def draw_actor_sp(actor, x, y, width = 144)
   draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, width, 6,
     bar_color = Color.new(0, 0, 155, 255),
     end_color = Color.new(255, 255, 255, 255))
   draw_actor_sp_hpsp(actor, x, y, width)
 end
 #==========================================================================
 # * Draw EXP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #==========================================================================
 alias raz_bars_base_exp draw_actor_exp  
 def draw_actor_exp(actor, x, y)
   if actor.level == 99
     draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
   else
     draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
   end
   raz_bars_base_exp(actor, x, y)
 end
 #==========================================================================
 # * Draw Parameter
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     type  : parameter type (0-6)
 #==========================================================================
 alias raz_bars_base_parameter draw_actor_parameter  
 def draw_actor_parameter(actor, x, y, type)
   case type
   when 0
     para_color1 = Color.new(100,0,0)
     para_color2 = Color.new(255,0,0)
     para_begin = actor.atk
   when 1
     para_color1 = Color.new(100,100,0)
     para_color2 = Color.new(255,255,0)
     para_begin = actor.pdef
   when 2
     para_color1 = Color.new(100,0,100)
     para_color2 = Color.new(255,0,255)
     para_begin = actor.mdef
   when 3
     para_color1 = Color.new(50,0,100)
     para_color2 = Color.new(50,0,255)
     para_begin = actor.str
   when 4
     para_color1 = Color.new(0,100,0)
     para_color2 = Color.new(0,255,0)
     para_begin = actor.dex
   when 5
     para_color1 = Color.new(50,0,50)
     para_color2 = Color.new(255,0,255)
     para_begin = actor.agi
   when 6
     para_color1 = Color.new(0,100,100)
     para_color2 = Color.new(0,255,255)
     para_begin = actor.int
   end
   draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1,
     end_color = para_color2)
   raz_bars_base_parameter(actor, x, y, type)
 end
 #=========================================================================
 # * Draw Actor ATG
 #     actor : Actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #=========================================================================
 def draw_actor_atg(actor, x, y, width = 144, height = 6)
   if @at_gauge == nil
     # plus_x:     revised x-coordinate
     # rate_x:     revised X-coordinate as (%)
     # plus_y:     revised y-coordinate
     # plus_width: revised width
     # rate_width: revised width as (%)
     # height:     Vertical width
     # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
     # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
     # align3: Gauge type 0:Left justify 1: Right justify
     @plus_x = 0
     @rate_x = 0
     @plus_y = 16
     @plus_width = 0
     @rate_width = 100
     @width = @plus_width + width * @rate_width / 100
     @height = 6
     @align1 = 0
     @align2 = 1
     @align3 = 0
     # Gradation settings:  grade1: Empty gauge   grade2:Actual gauge
     # (0:On side gradation   1:Vertically gradation    2: Slantedly gradation)
     grade1 = 1
     grade2 = 0
     # Color setting. color1: Outermost framework, color2: Medium framework
     # color3: Empty framework dark color, color4: Empty framework light/write color
     color1 = Color.new(0, 0, 0)
     color2 = Color.new(255, 255, 192)
     color3 = Color.new(0, 0, 0, 192)
     color4 = Color.new(0, 0, 64, 192)
     # Color setting of gauge
     # Usually color setting of the time
     color5 = Color.new(0, 64, 80)
     color6 = Color.new(255, 255, 255)#(0, 128, 160)
     # When gauge is MAX, color setting
     color7 = Color.new(80, 0, 0)
     color8 = Color.new(255, 255,255) #(240,0,0)
     # Color setting at time of cooperation skill use
     color9 = Color.new(80, 64, 32)
     color10 = Color.new(255, 255, 255) #(240, 192, 96)
     # Color setting at time of skill permanent residence
     color11 = Color.new(80, 0, 64)
     color12 = Color.new(255,255, 255) #(240, 0, 192)
     # Drawing of gauge
     gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4,
         color5, color6, color7, color8, color9, color10, color11, color12,
         grade1, grade2)
   end
   # Variable at substituting the width of the gauge which is drawn
   if actor.rtp == 0
     at = (width + @plus_width) * actor.atp * @rate_width / 10000
   else
     at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
   end
   # AT Width Check
   if at > width
     at = width
   end
   # Revision such as the left stuffing central posture of gauge
   case @align1
   when 1
     x += (@rect_width - width) / 2
   when 2
     x += @rect_width - width
   end
   case @align2
   when 1
     y -= @height / 2
   when 2
     y -= @height
   end
   # Draw Border
   for i in 0..height
     self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3,
       Color.new(50, 50, 50, 255))
   end
   # Draw Background
   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 + 1.5 + i, y + 12 + height - i, width - 3, 3,
       Color.new(r, b, g, a))
   end
   # Rect_X control
   if @align3 == 0
     rect_x = 0
   else
     x += @width - at - 1
     rect_x = @width - at - 1
   end

   # Color setting of gauge
   if at == width
   #Gauge drawing at the time of MAX
     for i in 0..height
       self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i +
       @plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
     end
   else
     if actor.rtp == 0
       for i in 0..height
         # Usually gauge drawing of the time
         self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i +
           @plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height))
       end
     else
       if actor.spell == true
         for i in 0..height
           #Gauge drawing at time of cooperation skill use
           self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
             @plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
         end
       else
         for i in 0..height              
           # Gauge drawing at time of skill permanent residence
           self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
             @plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
         end
       end
     end
   end
 end
 #=========================================================================
 # * Draw Actor Limit Break Bar
 #     actor : Actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #=========================================================================
 def draw_actor_lb(actor, x, y, width = 144)
   rate = actor.limitbreak.to_f / LB_MAX
   plus_x = 0
   rate_x = 0
   plus_y = 15
   plus_width = 0
   rate_width = 100
   height = 7
   lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX
   # Drawing of gauge
   if actor.limitbreak == LB_MAX
     # Draw Silver Blue Bar
     draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
       width, height, od_color1 = Color.new(0,80,200,192),
       od_color2 = Color.new(255,255,255,192))
   else
     # Draw Green Bar
     draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width,
       width, height, od_color1 = Color.new(31, 128, 0, 128),
       od_color2 = Color.new(255, 255, 191))
   end
 end  
end