If possible I'd like someone to modify the following script so that only the name of selected enemies and not the health bar, whilst still retaining the health bar of every other enemy that isn't listed as one who shouldn't have the health bar.
[rgss]class Window_EnemyHP < Window_Base
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 def initialize
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.opacity = 0
  @old_hp = []
  refresh
 end
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 def refresh
  self.contents.clear
  for i in 0...$game_troop.enemies.size
   @enemy = $game_troop.enemies
   @old_hp = @enemy.hp
   unless @enemy.hp == 0
    self.contents.font.size = 15
    self.contents.font.bold = true
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(1, i * 32 + 36, 100, 32, @enemy.name)
    self.contents.draw_text(-1, i * 32 + 36, 100, 32, @enemy.name)
    self.contents.draw_text(1, i * 32 + 38, 100, 32, @enemy.name)
    self.contents.draw_text(-1, i * 32 + 38, 100, 32, @enemy.name)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, i * 32 + 37, 100, 32, @enemy.name)
    draw_slant_bar(0, i*32 + 60, @enemy.hp, @enemy.maxhp, 50)
   end
  end
 end
 def update
  for i in 0...$game_troop.enemies.size
   enemy = $game_troop.enemies
   if enemy.hp != @old_hp
    refresh
   end
  end
 end
end
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class Scene_Battle
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 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
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  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
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 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
    $game_temp.battle_main_phase = false
    # Refresh status window
    @status_window.refresh
    @enemy_window.refresh
   end
   return
  end
  raz_update_phase5
 end
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def update_phase4_step1
 raz_update_phase4_step1
 @enemy_window.refresh
end
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 def update_phase4_step5
  # Hide help window
  @help_window.visible = false
  # Refresh status window
  @status_window.refresh
  @enemy_window.refresh
  raz_update_phase4_step5
 end
end
[/rgss]
[rgss]class Window_EnemyHP < Window_Base
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 def initialize
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.opacity = 0
  @old_hp = []
  refresh
 end
Â
 def refresh
  self.contents.clear
  for i in 0...$game_troop.enemies.size
   @enemy = $game_troop.enemies
   @old_hp = @enemy.hp
   unless @enemy.hp == 0
    self.contents.font.size = 15
    self.contents.font.bold = true
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(1, i * 32 + 36, 100, 32, @enemy.name)
    self.contents.draw_text(-1, i * 32 + 36, 100, 32, @enemy.name)
    self.contents.draw_text(1, i * 32 + 38, 100, 32, @enemy.name)
    self.contents.draw_text(-1, i * 32 + 38, 100, 32, @enemy.name)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, i * 32 + 37, 100, 32, @enemy.name)
    draw_slant_bar(0, i*32 + 60, @enemy.hp, @enemy.maxhp, 50)
   end
  end
 end
 def update
  for i in 0...$game_troop.enemies.size
   enemy = $game_troop.enemies
   if enemy.hp != @old_hp
    refresh
   end
  end
 end
end
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class Scene_Battle
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 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
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  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
Â
 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
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def update_phase4_step1
 raz_update_phase4_step1
 @enemy_window.refresh
end
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 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
[/rgss]