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Need a little help getting my menu to flow properly [Resolved]

Ok i'm almost done with this version- was finishing up with it when I realized that you couldnt back out of the menus I made. I added in the back-up code and everything SEEMED to work. But if you went from one item to another it would freeze up.

I know its an update issue. I've tried re-writing EVERYTHING I can think of

All the codes written... I just need a little help getting the buttons on the DQ Status menu to work properly - I would REALLY appreciate it. Once this is done I just need to do 1-2 tiny things more and this is ready for release...

Thanks in advance :)

grrr think the code is too long...... i'll try putting it into multiple pieces.

Code:
#==============================================================================
# ¦ [RMVX] Dragon-Quest Style Customizable Menu System Version 1.20
#------------------------------------------------------------------------------
# by Ekras
#
# released on 04/07/2008
#
# Credit to Woratana [woratana@hotmail.com] for his LiteMenu which
# this is lightly based on (I started with his script and built this on top)
#
# Thanks to "Woratana", "kmhp", "Trihan", and 
# "modern algebra" (the person) for forum help :)
#
# Updates to version 1.2
# - Script Name changed from "Dragon Quest Style Status Indicator"
#   to "Dragon Quest Style Customizable Menu System"
# - Dragon Quest Style Status Screen coded
# - Main Menu now easily configurable (Change items on the menu!)
# - Refill Command on the Status Screen currently does not function (TBD)
# - Somehow the blank line never made it into 1.1, but it is definatly in 1.2
# - Added functions to the mini-boxes to show Current EXP, EXP to next level
#  and Class
# - New error msgs are more descriptive, and appear in print commands instead of
# - in game. (you'll get a popup)
# - Added easy configuration of the DQ Style Status screen
# - The player able to back out of menu screens in the SQ Style Status Screen
#
#  Coming soon in Version 1.3
#  - Lots of optimization - Script will be faster, smarter, and smaller
#  - The ability to back out of the menu screens in DQ Status Style menu
#  - Sprite display in the mini-boxes (code is done, but still has many bugs)
#  - The ability to use one large "mega" box in place of the mini-boxes
#  - Dragon Quest Style Equip Screen + Equipment Box in DQ Style Status
#  - Additional information displayed under "See All" in the DQ Status screen
#  - More customization in the DQ Status menu (adjust the positions of the
#    text lines!) (This ones a hopefully - cant guarentee it)
#==============================================================================
module DQ_Menu_Setup

  #Configure the Main Menu here
=begin
This part of the script allows you to quickly change the display of the main menu.
You can set the number of rows and colums, as well as what items are displayed
=end
  
  NUM_ROWS = 4 # The number of Rows in the main menu
  NUM_COL = 2  # The number of columns in the main menu
  
  #Configure the items to appear on the main menu here. Types are as follows:
  # 1- Call a Scene. Place the scene name in the STRING box
  # 2- ???
  # 3- Call the DQ Status Screen
  # 4- Call the DQ Equipment Screen (Do not use in this version)
  
  ITEM_1_TYPE = 3        
  ITEM_1_NAME = 'DQ Status'          #What displays on the menu
  ITEM_1_STRING = '' #The window or scene name
  
  ITEM_2_NAME = 'Moo'   
  
  ITEM_3_TYPE = 3
  ITEM_3_NAME = 'I3'
  
  ITEM_4_NAME = 'I4'
  ITEM_5_NAME = 'I5'
  ITEM_6_NAME = 'I6'
  ITEM_7_NAME = 'I7'
  ITEM_8_NAME = 'I8'
  #ITEM_3_STRING
end

module DQ_Status_Setup
  
#This Module defines the Dragonquest Style Status Screen. If you aren't using it
#you can safely ignore this section.

#Configure the "See Stats" section of the status menu here
  
  #Configure the right-side window here
  #Each "line" is a line of text and the stat value 
  # For type use the following: 1 - Attack, 2 - Agility, 3 - Spirit
  # 4- Class, 5 - Defense, 6- HP, 7 - MP, 8 - MaxHP, 9 - MaxMP, 
  # 10 - Experience, 11 - Experience to Level, #12 - Name, #13 - Level
  
  SEP = ':' # The character to seperate the stat and its value
  LINE_1_STRING = '' #Set the text to display for line one  
  LINE_1_ONOFF = false #true to turn the line on, false to turn it off 
  LINE_1_TYPE = 1 #see above for type codes
  LINE_2_STRING = 'Agility' #Set the text to display for line one  
  LINE_2_ONOFF = true #true to turn the line on, false to turn it off
  LINE_2_TYPE = 2 #see above for type codes
  LINE_3_STRING = '' #Set the text to display for line one  
  LINE_3_ONOFF = false #true to turn the line on, false to turn it off
  LINE_3_TYPE = 1 #see above for type codes
  LINE_4_STRING = 'Spirit' #Set the text to display for line one  
  LINE_4_ONOFF = true #true to turn the line on, false to turn it off
  LINE_4_TYPE = 3 #see above for type codes
  LINE_5_STRING = '' #Set the text to display for line one  
  LINE_5_ONOFF = false #true to turn the line on, false to turn it off 
  LINE_5_TYPE = 1 #see above for type codes
  LINE_6_STRING = 'Maximum HP' #Set the text to display for line one  
  LINE_6_ONOFF = true #true to turn the line on, false to turn it off
  LINE_6_TYPE = 8 #see above for type codes
  LINE_7_STRING = 'Maximum MP' #Set the text to display for line one  
  LINE_7_ONOFF = true #true to turn the line on, false to turn it off 
  LINE_7_TYPE = 9 #see above for type codes
  LINE_8_STRING = 'Attack Power' #Set the text to display for line one  
  LINE_8_ONOFF = true #true to turn the line on, false to turn it off
  LINE_8_TYPE = 1 #see above for type codes
  LINE_9_STRING = 'Defense Power' #Set the text to display for line one  
  LINE_9_ONOFF = true #true to turn the line on, false to turn it off 
  LINE_9_TYPE = 5 #see above for type codes
  LINE_10_STRING = 'EXP' #Set the text to display for line one  
  LINE_10_ONOFF = true #true to turn the line on, false to turn it off
  LINE_10_TYPE = 10 #see above for type codes
  
  #Configure the Upper Left window here - i'd suggest 8 characters max in the string
  UL_SEP = ':' #Set the character to seperate strings from values here (HP-33 if '-')
  UL_NAME_ONOFF = true #make false to have the characters name not appear
  UL_NAME_DIV = true #Add or remove the divider between the name and the other info.
                      # The divider will not appear if name is disabled
                      
  UL_LINE_1_ONOFF = true #Turn line one on or off
  UL_LINE_1_STRING = 'Class'
  UL_LINE_1_TYPE = 4 #Same types as before
  UL_LINE_2_ONOFF = false #Turn line one on or off
  UL_LINE_2_STRING = ''
  UL_LINE_2_TYPE = 1 #Same types as before
  UL_LINE_3_ONOFF = true #Turn line one on or off
  UL_LINE_3_STRING = 'Level'
  UL_LINE_3_TYPE = 13 #Same types as before
  UL_LINE_4_ONOFF = true #Turn line one on or off
  UL_LINE_4_STRING = 'HP'
  UL_LINE_4_TYPE = 6 #Same types as before
  UL_LINE_5_ONOFF = true #Turn line one on or off
  UL_LINE_5_STRING = 'MP'
  UL_LINE_5_TYPE = 7 #Same types as before
  
end


module Wor_Litemenu

  #Litemenu Setup
  MENU_WINDOW_Y = 20
  CHARA_WINDOW_Y = 80
  CHARA_WINDOW_WIDTH = 175
  SHOW_LV = false
  GOLD_TEXT_X = 84
  VOCAB_GOLD = "GP:"
  SHOW_LOCATION_WINDOW = false
  VOCAB_LOCATION = "Location:"
  LOCATION_WINDOW_Y = 135
  LOCATION_TEXT_X = 150
  GOLD_TEXT_X = 84
end

class Scene_Menu < Scene_Base

  def initialize(menu_index = 0)
    @menu_index = menu_index
    @LASTX = 0
    @TEMPX = 0
    @TEMPY = 0
    @dqwhotype = 'null'
    @actorarray = []
    
#MINI-BOX SETUP HERE  

#These boxes are kinda tricky - messing with one effects the others sometimes
#You can move it anywhere, it may just take a little while to find the right
#combination of numbers. 

#   Main Setup
    @BOX_ONOFF = true #true to turn the miniboxes on, false to turn them off
    @NS_LOCATION = -70 #Move the mini-boxes to the left or right
    @NS_GAP = 225 #Adjust this to make the mini-boxes closer or further apart
    @BOX_W = 115 # Adjust the width of the mini-boxes
    @BOX_H = 115 #Adjust the height of the mini-boxes
    @BOX_Y = 280 #Adjust the Y coordinates of the mini-boxes
    @BOX_LEFT_RIGHT = 2 # set to 1 for the boxes to fold out right to left
                        # set to 2 for the boxes to fold out left to right    
    
#   NAME SETUP
    @NAME_ONOFF = true #True is on, false is off
    @N_X = 0 # Set the X coordinates for the characters name
    @N_Y = 0 # Set the Y coordinates for the characters name
    
 # Setup Each line of text in the boxes. By default it supports a name line and
 # up to 3 other lines of text. (With a 4th coded but disabled)
 # Adjusting these changes the boxes for all characters.
 # I included instructions below on how to add more as well as how to 
 # add new stats to the list.
#   LINE 1 SETUP
    @LINEONE_ONOFF = true #true to turn the box on, false to turn it off
    @L1_Y = 20 # Set the y coordinates of the text
    @L1_X = 0 # Set x coordinates of the stat header
    @L1_X2 = 30 # set the distance of the stat from the header
    @L1_HEADER = 'HP:' #Sets the text header of the stat
    @L1_STAT = 1 # See Stat Guide Below
  
#   LINE 2 SETUP
    @LINETWO_ONOFF = true #true to turn the box on, false to turn it off
    @L2_Y = 40 # Set the y coordinates of the text
    @L2_X = 0 # Set x coordinates of the stat header
    @L2_X2 = 30 # set the distance of the stat from the header
    @L2_HEADER = 'MP:' #Sets the text header of the stat
    @L2_STAT = 2 # See Stat Guide Below 

#   LINE 3 SETUP
    @LINETHREE_ONOFF = true #true to turn the box on, false to turn it off
    @L3_Y = 60 # Set the y coordinates of the text
    @L3_X = 0 # Set x coordinates of the stat header
    @L3_X2 = 30 # set the distance of the stat from the header
    @L3_HEADER = 'LV:' #Sets the text header of the stat
    @L3_STAT = 3 # See Stat Guide Below
#   LINE 4 SETUP
    @LINEFOUR_ONOFF = false #true to turn the box on, false to turn it off
    @L4_Y = 80 # Set the y coordinates of the text
    @L4_X = 0 # Set x coordinates of the stat header
    @L4_X2 = 30 # set the distance of the stat from the header
    @L4_HEADER = 'GP:' #Sets the text header of the stat
    @L4_STAT = 4 # See Stat Guide Below
    
    #STAT GUIDE
    
# This is the list of currently implemented stats to show in the mini-boxes
# To use input their item number in the STAT line of the line you want it to
# show up on. If you want it to show anything else it shouldn't take you 
# long to get it to display it

# 
# 1 : Hitpoints
# 2 : Magic-Points
# 3 : Level
# 4 : Gold - Only appears in Player 1s box!
# 5 : EXP
# 6 : EXP to Next Level
# 7 : Class
#

#   ADVANCED SETUP
#      -ADDING NEW LINES
# So you want to add new stats to the boxes huh? Heres how to do it. First off
# change the total number of lines to how many lines are going to be displayed.

    @LCOUNT = 7 #Set the number of items here
#Now to add a new line go to EACH window box, and copy/pasting an existing line
# and modify it to display your new stat. Shouldn't be too hard. 
# Dont forget to change the error code to reflect the new line number
# once you are done, go above and copy/paste a setup from a line, and change the
# varibles on the new one to reflect the new line.
#
#     -ADDING NEW STATS TO BE DISPLAYED
# To add a new stat to the menus first add it to the STAT Guide Above
# Once you have a number go down into EACH Menu box below and copy/paste a stat item
# Change if @L1_STAT == X to the number of the new stat
# Now add to each box an event to get the info of the stat
# Finally edit the stat section of the new item in the list, 
#
#
# Sending new STATS to the author
#
# If you feel the next release of this script should have other stats in it
# email me at strager at comcast dot net with a subject line of "MINI-BOX STAT".
# email without this subject line will not be read (my email only accepts
# pre-approved subject lines
#
# In the email change the STAT number to #
# Send only one status box's code- I'm smart enough to replicate it in the other
# boxes :)
# Please don't email other requests (use the forums to make script requests)
end

def start
blah = 0;    
    super
    psize = ($game_party.members.size)
    create_menu_background
    create_command_window
    create_dqs_window
    @dqs_window.visible = false
    create_dqwho_window
    create_DQStatus_ATTACK_window
    create_DQStatus_HPMP_window
    for actor in $game_party.members
    @actorarray[blah] = actor
     blah = blah + 1;
    end
  
    lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true
    lite_create_actor_window

if @BOX_ONOFF == true 
   
  if @BOX_LEFT_RIGHT == 1  
    for actor in $game_party.members
      
      
      if psize == 4
        @LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
        create_newstat_windowfour (psize)
      elsif psize == 3
        @LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
        create_newstat_windowthree (psize)
      elsif psize == 2
        @LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
        create_newstat_windowtwo (psize)
      elsif psize == 1
        @LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
        create_newstat_window (psize)
      end
      psize = (psize - 1)
    end
  end
  
if @BOX_LEFT_RIGHT == 2  
  for actor in $game_party.members
      if psize == 4
        @LASTX = ((@NS_GAP * 4) - @NS_LOCATION)
        create_newstat_windowfour (psize)
      elsif psize == 3
        @LASTX = ((@NS_GAP * 3) - @NS_LOCATION)
        create_newstat_windowthree (psize)
      elsif psize == 2
        @LASTX = ((@NS_GAP * 2) - @NS_LOCATION)
        create_newstat_windowtwo (psize)
      elsif psize == 1
        @LASTX = ((@NS_GAP * 1) - @NS_LOCATION)
        create_newstat_window (psize)
      end
      psize = (psize - 1)
    end
  end
  end
end

#Create Actor (from Litemenu)

def lite_create_actor_window
	member = []
	@item_max = $game_party.members.size
	for actor in $game_party.members
	 member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
	 member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
	end
	@status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
	@status_window.index = @menu_index
	@status_window.x = (554 /2) - (@status_window.width/2)
	@status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
	@status_window.visible = false
end

#Reimplemented litemenu map-name script

def lite_get_map_name
    mapdata = load_data("Data/MapInfos.rvdata")
    map_id = $game_map.map_id
    @map_name = mapdata[map_id].name
  end

#Reimplemented litemenu gold

  def lite_draw_currency_value(value, x, y, width)
    cx = @location_window.contents.text_size(Vocab::gold).width
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0)
  end 

#reimplemented location window  
def lite_create_location_window
    width = 300
    height = 90
    x = (554 /2) - (width/2)
    y = Wor_Litemenu::LOCATION_WINDOW_Y
    @location_window = Window_Base.new(x, y, width, height)
    @location_window.create_contents
    lite_get_map_name
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD)
    @location_window.contents.font.color = @location_window.normal_color
    lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION)
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name)
  end  
#--------------------------------------------------------------------------
# * Actor Selection
#--------------------------------------------------------------------------  
  def start_actor_selection
    @command_window.active = false
    @status_window.visible = true
    @status_window.active = true
    @status_window.index = 0
  end

  def end_actor_selection
    @command_window.active = true
    @status_window.visible = false
    @status_window.active = false
    @status_window.index = -1  
  end  
  
  
# Party member 1's Box
def create_newstat_window (ac)
    
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    cclass = []
    cexp = []
    cexptolev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    cclass.push (actor.class.name)
    cexp.push (actor.exp)
    cexptolev.push (actor.next_rest_exp_s)
    end  
  
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_window = Window_Base.new(x, y, width, height)

    
    @newstat_window.create_contents
#Name Line
    if @NAME_ONOFF == true
    @newstat_window.contents.font.color = @newstat_window.system_color  
    @newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
    
    #Line One
    
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
    
    if @LINEONE_ONOFF == true
      @newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT == 4
       @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,$game_party.gold)
     end
      if @L1_STAT == 5
       @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexp[(ac-1)])
     end
      if @L1_STAT == 6
       @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cexptolev[(ac-1)])
     end
      if @L1_STAT == 7
       @newstat_window.contents.draw_text( (@L1_X+ @L2_X2), @L1_Y, 300, 20,cclass[(ac-1)])
     end
     
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end
        
#Line Two
    
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
    
    if @LINETWO_ONOFF == true
      @newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 1. Please set to a valid value.'
      end 
      case @L2_STAT
      when 1
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      when 2
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      when 3
        @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      when 4
       @newstat_window.contents.draw_text( (@L2_X + @L2_X2), @L2_Y, 300, 20,$game_party.gold)
      end
      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end

#Line Three
    
    #Set Color
    @newstat_window.contents.font.color = @newstat_window.normal_color
    
  if @LINETHREE_ONOFF == true
      @newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT)
      if @L3_STAT < 0
       p 'ERROR: @L3_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
       if @L3_STAT == 3
        @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT == 4
       @newstat_window.contents.draw_text( (@L3_X + @L3_X2), @L3_Y, 300, 20,$game_party.gold)
      end
      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end

    end
#Line Four (Off by default)    
 if @LINEFOUR_ONOFF == true
      @newstat_window.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT) 
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 1. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
       if @L4_STAT == 3
        @newstat_window.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
       @newstat_window.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
      end
    @LASTX = (@LASTX + @NS_LOCATION)
    end  
# Party Member 2's Box
    def create_newstat_windowtwo (ac)
    
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end  
  
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowtwo = Window_Base.new(x, y, width, height)
    
    @newstat_windowtwo.create_contents
   
    
    #Name Line
    if @NAME_ONOFF == true
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.system_color  
    @newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
    
    #Line One
    
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
    
    if @LINEONE_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
         p 'L1_STAT > LCOUNT for (Player 1) - Please check your LCOUNT #.'
      end
    end
        
#Line Two
    
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
    
    if @LINETWO_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 2. Please set to a valid value.'
      end
           case @L2_STAT
      when 1
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      when 2
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      when 3
        @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end

      if @L2_STAT > @LCOUNT
         p 'L2_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
    end

#Line Three
    
    #Set Color
    @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color
    
    if @LINETHREE_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end

      if @L3_STAT > @LCOUNT
         p 'L3_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
    end  
    
 #Line Four (Off by default)    
 if @LINEFOUR_ONOFF == true
      @newstat_windowtwo.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
     
      
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 2. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
       if @L4_STAT == 3
        @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
       @newstat_windowtwo.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
         p 'L4_STAT > LCOUNT for (Player 2) - Please check your LCOUNT #.'
      end
      end 
  
    @LASTX = (@LASTX + @NS_LOCATION)
    end
    

 # Party member 3's Box 
    def create_newstat_windowthree (ac)
    
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end  
  
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowthree = Window_Base.new(x, y, width, height)

    
    @newstat_windowthree.create_contents
  
    #Name Line
    if @NAME_ONOFF == true
    @newstat_windowthree.contents.font.color = @newstat_windowthree.system_color  
    @newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
    
#Line One
    
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
    
    if @LINEONE_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
         p 'L1_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end
        
#Line Two
    
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
    
    if @LINETWO_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L2_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L2_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L2_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end
      if @L2_STAT > @LCOUNT
         p 'L2_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end

#Line Three
    
    #Set Color
    @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color
    
    if @LINETHREE_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT > @LCOUNT
         p 'L3_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
    end  
    #Line Four (Off by default)    
 if @LINEFOUR_ONOFF == true
      @newstat_windowthree.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
     
      
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 3. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
       if @L4_STAT == 3
        @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
       @newstat_windowthree.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
         p 'L4_STAT > LCOUNT for (Player 3) - Please check your LCOUNT #.'
      end
      end

    @LASTX = (@LASTX + @NS_LOCATION)
    end
 #Party Member 4's box 
    def create_newstat_windowfour (ac)
    
    member = []
    hitpoints = []
    magpoints = []
    lev = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    hitpoints.push (actor.hp)
    magpoints.push (actor.mp)
    lev.push (actor.level.to_s)
    end  
  
    width = @BOX_W
    height = @BOX_H
    x = ((@LASTX) /2) - (width/2)
    y = (@BOX_Y + 10)
    @newstat_windowfour = Window_Base.new(x, y, width, height)

    
    @newstat_windowfour.create_contents
    
        #Name Line
    if @NAME_ONOFF == true
    @newstat_windowfour.contents.font.color = @newstat_windowfour.system_color  
    @newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)])
    end
    
#Line One
    
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
    
    if @LINEONE_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if (@L1_STAT <= @LCOUNT) and (@L1_STAT != 4)
      if @L1_STAT < 0
        p 'ERROR: @L1_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L1_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L1_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L1_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)])
      end
      if @L1_STAT > @LCOUNT
        p 'L1_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end
        
#Line Two
    
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
    
    if @LINETWO_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if (@L2_STAT <= @LCOUNT) and (@L2_STAT != 4)
      if @L2_STAT < 0
        p 'ERROR: @L2_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L2_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L2_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L2_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)])
      end
      if @L2_STAT > @LCOUNT
        p 'L2_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end

#Line Three
    
    #Set Color
    @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color
    
    if @LINETHREE_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if (@L3_STAT <= @LCOUNT) and (@L3_STAT != 4)
      if @L3_STAT < 0
        p 'ERROR: @L3_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L3_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L3_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)])
      end
      if @L3_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)])
      end
      if @L3_STAT > @LCOUNT
        p 'L3_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
    end
  #Line Four (Off by default)    
 if @LINEFOUR_ONOFF == true
      @newstat_windowfour.contents.draw_text( @L4_X, @L4_Y, 300, 20,@L4_HEADER) if (@L4_STAT <= @LCOUNT)
     
      
      if @L4_STAT < 0
        p 'ERROR: @L4_STAT < 0 for player 4. Please set to a valid value.'
      end
      if @L4_STAT == 1
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,hitpoints[(ac - 1)])
      end
      if @L4_STAT == 2
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,magpoints[(ac - 1)])
      end
       if @L4_STAT == 3
        @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2) , @L4_Y, 300, 20,lev[(ac - 1)])
      end
      if @L4_STAT == 4
       @newstat_windowfour.contents.draw_text( (@L4_X + @L4_X2), @L4_Y, 300, 20,$game_party.gold)
      end

      if @L4_STAT > @LCOUNT
        p 'L4_STAT > LCOUNT for (Player 4) - Please check your LCOUNT #.'
      end
      end       
    @LASTX = (@LASTX + @NS_LOCATION)
    end

    
# End Character Boxes





def create_command_window
  
	s1 = DQ_Menu_Setup::ITEM_1_NAME
	s2 = DQ_Menu_Setup::ITEM_2_NAME
	s3 = DQ_Menu_Setup::ITEM_3_NAME
	s4 = DQ_Menu_Setup::ITEM_4_NAME
	s5 = DQ_Menu_Setup::ITEM_5_NAME
	s6 = DQ_Menu_Setup::ITEM_6_NAME
  s7 = DQ_Menu_Setup::ITEM_7_NAME
  s8 = DQ_Menu_Setup::ITEM_8_NAME
	@command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7,s8],DQ_Menu_Setup::NUM_COL,DQ_Menu_Setup::NUM_ROWS)
	@command_window.index = @menu_index
	@command_window.x = (230 /2) - (@command_window.width/2) #167
	@command_window.y = Wor_Litemenu::MENU_WINDOW_Y

if $game_party.members.size == 0 
p 'error - 0 party members. Lock the menu here.'
end
	
if $game_system.save_disabled
	  @command_window.draw_item(4, false) 
end

end

# Command Selection Re-Write

def update_command_selection
  
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
      p 'command'
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      
      
      when 0      # Item 1 on the menu
        
        $scene = DQ_Menu_Setup::ITEM_1_STRING if DQ_Menu_Setup::ITEM_1_TYPE == 1
        start_DQStatus_selection if DQ_Menu_Setup::ITEM_1_TYPE == 3
      when 1  
        @dqwhotype = 'equip'
        start_DQWho_selection
        
      when 2  # Skill, equipment, status
        create_dqs_window
      when 4      # Save
        $scene = Scene_File.new(true, true, false)
      when 5      # End Game
        $scene = Scene_End.new
      when 6      # test
         $scene = Scene_Item.new
      end
    end
  end


Just attach the next part to the bottom of this one....
 
Code:
########################BEGIN DQ STYLE STATUS MENU ###################


#Create the Dragon Quest Style Status Window

def create_dqs_window
    s1 = 'HP & MP'
    s2 = 'Attack Power'
    s3 = 'See Stats'
    s4 = 'Refill'
    @dqs_window = Window_Command.new(200, [s1,s2,s3,s4])
    @dqs_window.x = 80
    @dqs_window.y = 60
    @dqs_window.index = 4
    @dqs_window.visible = false

  end

#Custom DQ Style Member Select menu  
def create_dqwho_window
  member = []
  acount = 0;
  for actor in $game_party.members  
    member.push (actor.name)
    acount = acount+1
  end
  
   case acount
   
   when 1
     return
   when 2
     @dqwho_window = Window_Command.new(200, [member[0], member[1]])
   when 3
     @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2]])
   when 4 
     @dqwho_window = Window_Command.new(200, [member[0], member[1], member[2], member[3]])
 end
 
  
    @dqwho_window.x = 80
    @dqwho_window.y = 60
    @dqwho_window.index = 4
    @dqwho_window.visible = false
    
  end
#Create the HP/MP Display under Status  
  
def create_DQStatus_HPMP_window ()

  @W_PERCHAR = 0 
   @spacer = 0
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    @W_PERCHAR = @W_PERCHAR + 113
    end  
  
    width = @W_PERCHAR
    height = 190
    x = (30)
    y = (30)
    
    @DQStatus_HPMP_window = Window_Base.new(x, y, width, height)



     @DQStatus_HPMP_window.create_contents   
 
#Output
 for actor in $game_party.members
    @DQStatus_HPMP_window.contents.font.color = @DQStatus_HPMP_window.normal_color  
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -60, 300, 150, (@spacer + 1).to_s + ':')
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -40, 300, 150, actor.name.to_s)
#HP Display
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, -10, 300, 150, 'HP')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,actor.hp.to_s) if actor.maxhp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,' ' + actor.hp.to_s) if actor.maxhp < 100 and actor.maxhp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), -10, 300, 150,'  ' + actor.hp.to_s) if actor.maxhp < 10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50),  0, 300, 150, '-------')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,actor.maxhp.to_s) if actor.maxhp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,' ' + actor.maxhp.to_s) if actor.maxhp < 100 and actor.maxhp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 10, 300, 150,'  ' + actor.maxhp.to_s) if actor.maxhp < 10
#MP Diaplay    
    @DQStatus_HPMP_window.contents.draw_text(@TEMPX, 40, 300, 150, 'MP')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,actor.mp.to_s) if actor.maxmp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,' ' + actor.mp.to_s) if actor.maxmp < 100 and actor.maxmp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 50, 300, 150,'  ' + actor.mp.to_s) if actor.maxmp < 10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50),  60, 300, 150, '-------')
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,actor.maxmp.to_s) if actor.maxmp >= 100
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,' ' + actor.maxmp.to_s) if actor.maxmp < 100 and actor.maxmp >=10
    @DQStatus_HPMP_window.contents.draw_text((@TEMPX + 50), 70, 300, 150,'  ' + actor.maxmp.to_s) if actor.maxmp < 10   
    @TEMPX = @TEMPX + 100
    end
    
    @spacer = @spacer + 1

  @TEMPX = 0
  @DQStatus_HPMP_window.visible = false
  end  
 
#Create the Attack Power Display under Status  
  
def create_DQStatus_ATTACK_window ()
 
   @spacer = 0
   @H_PERCHAR = 0
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
    member.push (actor.name) 
    @H_PERCHAR = @H_PERCHAR + 25
    end  
  
    width = 300
    height = 73 + @H_PERCHAR
    x = (30)
    y = (70)
    
    @DQStatus_ATTACK_window = Window_Base.new(x, y, width, height)



     @DQStatus_ATTACK_window.create_contents   

#Output

#HEADER
    @DQStatus_ATTACK_window.contents.draw_text(120, -50, 300, 150, 'LV')
    @DQStatus_ATTACK_window.contents.draw_text(170, -50, 300, 150, 'ATK')
    @DQStatus_ATTACK_window.contents.draw_text(230, -50, 300, 150, 'DEF')
    @DQStatus_ATTACK_window.contents.draw_text(-30, -40, 300, 150, '-----------------------------------------------------------------------------------------------------------------------------------------------------------')
 

for actor in $game_party.members
    @DQStatus_ATTACK_window.contents.font.color = @DQStatus_ATTACK_window.normal_color  

    
#Display Each Member
    @DQStatus_ATTACK_window.contents.draw_text(0, @TEMPY - 20 , 300, 150, actor.name.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(120,@TEMPY - 20, 300, 150, actor.level.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(170, @TEMPY - 20, 300, 150, actor.atk.to_s)
    @DQStatus_ATTACK_window.contents.draw_text(230, @TEMPY - 20, 300, 150, actor.def.to_s)
    
    @TEMPY = @TEMPY + 25

    end
    @TEMPY = 0
    @spacer = @spacer + 1

@DQStatus_ATTACK_window.active = false
@DQStatus_ATTACK_window.visible = false
  end    
  
  

#Create the Full Status window (right screen of Show all) 
  
def create_DQStatus_FullStat_window (actorstat)
@dqs_window.active = false
  create_DQStatus_FullStatChar_window(actorstat) #Calls the character (upper right) window
  
  #This next part determines the longest string size in use (to line up lines)
  xpos = 0
  if DQ_Status_Setup::LINE_1_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_1_STRING.size if DQ_Status_Setup::LINE_1_STRING.size >= xpos
    end
    if DQ_Status_Setup::LINE_2_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_3_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_4_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_5_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_6_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_7_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_8_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_9_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  if DQ_Status_Setup::LINE_10_ONOFF == true 
    xpos = DQ_Status_Setup::LINE_2_STRING.size if DQ_Status_Setup::LINE_2_STRING.size >= xpos
  end  
  
    @dqs_window.active = false
    @dqwho_window.active = false
    @spacer = 10
    width = 300
    height = 260
    x = (230)
    y = (30)
    
    @DQStatus_FullStat_window = Window_Base.new(x, y, width, height)



     @DQStatus_FullStat_window.create_contents   


    @DQStatus_FullStat_window.contents.font.color = @DQStatus_FullStat_window.normal_color
# Line 1 Output
if DQ_Status_Setup::LINE_1_ONOFF == true

    @DQStatus_FullStat_window.contents.draw_text(xpos, -65, 350, 150, DQ_Status_Setup::LINE_1_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_1_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_1_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_1_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -65, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_1_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_1_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_1_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_1_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_1_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_1_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_1_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_1_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_1_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -65, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_1_TYPE == 13
end        
# Line 2 output
if DQ_Status_Setup::LINE_2_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -45, 350, 150, DQ_Status_Setup::LINE_2_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_2_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_2_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_2_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -45, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_2_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_2_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_2_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_2_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_2_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_2_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_2_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_2_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_2_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -45, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_2_TYPE == 13
end       
# Line 3 output        
if DQ_Status_Setup::LINE_3_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -25, 350, 150, DQ_Status_Setup::LINE_3_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_3_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_3_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_3_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -25, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_3_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_3_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_3_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_3_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_3_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_3_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_3_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_3_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_3_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -25, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_3_TYPE == 13
end   
# Line 4 output              
if DQ_Status_Setup::LINE_4_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, -5, 350, 150, DQ_Status_Setup::LINE_4_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_4_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_4_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_4_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, -5, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_4_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_4_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_4_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_4_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_4_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_4_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_4_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_4_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_4_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, -5, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_4_TYPE == 13
end       
# Line 5 output           
if DQ_Status_Setup::LINE_5_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 15, 350, 150, DQ_Status_Setup::LINE_5_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_5_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_5_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_5_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 15, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_5_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_5_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_5_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_5_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_5_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_5_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_5_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_5_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_5_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 15, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_5_TYPE == 13
end   
# Line 6 output     
if DQ_Status_Setup::LINE_6_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 35, 350, 150, DQ_Status_Setup::LINE_6_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_6_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_6_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_6_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 35, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_6_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_6_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_6_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_6_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_6_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_6_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_6_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_6_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_6_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 35, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_6_TYPE == 13
  end   
# Line 7 output     
if DQ_Status_Setup::LINE_7_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 55, 350, 150, DQ_Status_Setup::LINE_7_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_7_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_7_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_7_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 55, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_7_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_7_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_7_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_7_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_7_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_7_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_7_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_7_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_7_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 55, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_7_TYPE == 13
  end   
# Line 8 output     
if DQ_Status_Setup::LINE_8_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 75, 350, 150, DQ_Status_Setup::LINE_8_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_8_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_8_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_8_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 75, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_8_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_8_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_8_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_8_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_8_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_8_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_8_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_8_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_8_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 75, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_8_TYPE == 13
  end   
# Line 9 output     
if DQ_Status_Setup::LINE_9_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 95, 350, 150, DQ_Status_Setup::LINE_9_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_9_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_9_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_9_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 95, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_9_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_9_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_9_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_9_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_9_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_9_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_9_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_9_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_9_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 95, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_9_TYPE == 13
  end   
# Line 10 output     
if DQ_Status_Setup::LINE_10_ONOFF == true
    @DQStatus_FullStat_window.contents.draw_text(xpos, 115, 350, 150, DQ_Status_Setup::LINE_10_STRING + DQ_Status_Setup::SEP) 
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.atk) if DQ_Status_Setup::LINE_10_TYPE == 1
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.agi) if DQ_Status_Setup::LINE_10_TYPE == 2
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.spi) if DQ_Status_Setup::LINE_10_TYPE == 3
    @DQStatus_FullStat_window.contents.draw_text(190, 115, 300, 150, actorstat.class.name) if DQ_Status_Setup::LINE_10_TYPE == 4
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.def) if DQ_Status_Setup::LINE_10_TYPE == 5
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.hp) if DQ_Status_Setup::LINE_10_TYPE == 6
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.mp) if DQ_Status_Setup::LINE_10_TYPE == 7
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxhp) if DQ_Status_Setup::LINE_10_TYPE == 8
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.maxmp) if DQ_Status_Setup::LINE_10_TYPE == 9
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.exp) if DQ_Status_Setup::LINE_10_TYPE == 10
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::LINE_10_TYPE == 11
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.name) if DQ_Status_Setup::LINE_10_TYPE == 12
    @DQStatus_FullStat_window.contents.draw_text(230, 115, 300, 150, actorstat.level) if DQ_Status_Setup::LINE_10_TYPE == 13
end     


  end    

  
#Create the upper right window in the "See All Stats" section under Status  
  
def create_DQStatus_FullStatChar_window (actorstat)
  
    member = []
    for actor in $game_party.members
    member.push (actor.name) 
    end  
  
    width = 170
    height = 180
    x = (40)
    y = (30)
    
    @DQStatus_FullStatChar_window = Window_Base.new(x, y, width, height)



     @DQStatus_FullStatChar_window.create_contents   

#output player name
    @DQStatus_FullStatChar_window.contents.draw_text(0, -60, 300, 150, actorstat.name) if DQ_Status_Setup::UL_NAME_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(-30, -50, 250, 150, '----------------------------------------') if DQ_Status_Setup::UL_NAME_ONOFF == true and DQ_Status_Setup::UL_NAME_DIV == true

# Line 1 output     
if DQ_Status_Setup::UL_LINE_1_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, -30, 350, 150, DQ_Status_Setup::UL_LINE_1_STRING + DQ_Status_Setup::UL_SEP) 
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_1_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_1_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_1_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, -30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_1_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_1_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_1_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_1_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_1_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_1_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_1_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_1_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, -30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_1_TYPE == 13
end     

# Line 2 output     
if DQ_Status_Setup::UL_LINE_2_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, -10, 350, 150, DQ_Status_Setup::UL_LINE_2_STRING + DQ_Status_Setup::UL_SEP) 
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_2_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_2_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_2_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, -10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_2_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_2_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_2_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_2_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_2_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_2_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_2_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_2_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, -10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_2_TYPE == 13
end 

# Line 3 output     
if DQ_Status_Setup::UL_LINE_3_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 10, 350, 150, DQ_Status_Setup::UL_LINE_3_STRING + DQ_Status_Setup::UL_SEP) 
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_3_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_3_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_3_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 10, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_3_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_3_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_3_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_3_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_3_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_3_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_3_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_3_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 10, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_3_TYPE == 13
  end 
  
  # Line 4 output     
if DQ_Status_Setup::UL_LINE_4_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 30, 350, 150, DQ_Status_Setup::UL_LINE_4_STRING + DQ_Status_Setup::UL_SEP) 
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_4_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_4_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_4_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 30, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_4_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_4_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_4_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_4_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_4_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_4_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_4_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_4_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 30, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_4_TYPE == 13
  end 
  
  # Line 5 output     
if DQ_Status_Setup::UL_LINE_5_ONOFF == true
    @DQStatus_FullStatChar_window.contents.draw_text(0, 50, 350, 150, DQ_Status_Setup::UL_LINE_5_STRING + DQ_Status_Setup::UL_SEP) 
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.atk) if DQ_Status_Setup::UL_LINE_5_TYPE == 1
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.agi) if DQ_Status_Setup::UL_LINE_5_TYPE == 2
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.spi) if DQ_Status_Setup::UL_LINE_5_TYPE == 3
    @DQStatus_FullStatChar_window.contents.draw_text(55, 50, 300, 150, actorstat.class.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 4
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.def) if DQ_Status_Setup::UL_LINE_5_TYPE == 5
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.hp) if DQ_Status_Setup::UL_LINE_5_TYPE == 6
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.mp) if DQ_Status_Setup::UL_LINE_5_TYPE == 7
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxhp) if DQ_Status_Setup::UL_LINE_5_TYPE == 8
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.maxmp) if DQ_Status_Setup::UL_LINE_5_TYPE == 9
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.exp) if DQ_Status_Setup::UL_LINE_5_TYPE == 10
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.next_rest_exp_s) if DQ_Status_Setup::UL_LINE_5_TYPE == 11
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.name) if DQ_Status_Setup::UL_LINE_5_TYPE == 12
    @DQStatus_FullStatChar_window.contents.draw_text(100, 50, 300, 150, actorstat.level) if DQ_Status_Setup::UL_LINE_5_TYPE == 13
end 
  end    
  
  



  
# DQ STATUS MENU CONTROLS (Allows you to back up out of menus)

# Fullstat windows

def update_dqfullstat_selection
  
if Input.trigger?(Input::B)
        Sound.play_cancel
        @DQStatus_FullStat_window.visible = false
        @DQStatus_FullStatChar_window.visible = false
        @dqwho_window.active = true
        @dqwho_window.visible = true
        p '5'
      end
    end 
#HPMP window    
def update_dqhpmp_selection
  
if Input.trigger?(Input::B)
        Sound.play_cancel
        @DQStatus_HPMP_window.visible = false
        @dqs_window.active = true
        @dqs_window.visible = true
      end
end 
#Attack window
def update_attack_selection
  
if Input.trigger?(Input::B)
        Sound.play_cancel
        @DQStatus_ATTACK_window.visible = false
        @dqs_window.active = true
        @dqs_window.visible = true
      end
end 



#Update the Dragon Quest Status Selection  
def update_dqs_selection  
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @dqs_window.active = false
      @dqs_window.visible = false
      @DQStatus_FullStat_window.visible = false if @DQStatus_FullStat_window
      @DQStatus_HPMP_window.visible = false if @DQStatus_HPMP_window
      #@DQStatus_ATTACK_window.visible = false if @DQStatus_ATTACK_window
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @dqs_window.index < 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      
      case @dqs_window.index
      
      
      when 0      # Item 1 on the menu
        
        start_dqhpmp_selection       
      when 1
        start_attack_selection
      when 2
        @dqwhotype = 'status'
        start_DQWho_selection
        
      end
    end
  end
  
  #Update the Dragon Quest Who Selection Screen for Status
def update_dqwho_selection  ()
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true if @dqwhotype == 'equip'
      @dqs_window.active = true if @dqwhotype == 'status'
      @dqs_window.visible = true if @dqwhotype == 'status'
      @dqwho_window.visible = false
      p '1'
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @dqwho_window.index < 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
   
  #When called for the DQ Style Equip Menu    
      if @dqwhotype == 'equip'
        case @dqwho_window.index
        when 0
         
          return
        end
        
  #When called from the DQ Status screen (to show all stats)    
      elsif @dqwhotype == 'status'
      
      case @dqwho_window.index
      
      
      when 0      # Should be Player #1
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[0])
        
        return
     
      when 1
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[1])
        return
        
      when 2
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[2])
        return
        
        when 3
        @dqwho_window.active = false
        create_DQStatus_FullStat_window (@actorarray[3])
        return
      end
      end
          
        p 'ERROR: @dqwho_window.index > 3. You have too big a party.' if @dqwho_window.index > 3
    end
    end

#Start Selection on the DQ Status Menu    

def start_DQStatus_selection
    @command_window.active = false
    @dqs_window.visible = true
    @dqs_window.active = true
    @dqs_window.index = 0
  end

#End Selection on the DQ Status Menu
  
def end_DQStatus_selection
    @command_window.active = true
    @dqs_window.visible = false
    @dqs_window.active = false
    @dqs_window.index = -1
  end

#Start Selection on the HPMP Screen
def start_dqhpmp_selection
    create_DQStatus_HPMP_window()
    @dqwho_window.active = false
    @dqs_window.active = false
    @DQStatus_HPMP_window.visible = true
    @DQStatus_HPMP_window.active = true

  end

def end_dqhpmp_selection
    @dqs_window.active = true
    @DQStatus_HPMP.visible = false
    @DQStatus_HPMP_window.active = false

  end  

  #Start Selection on the ATTACK Screen
def start_attack_selection
    create_DQStatus_ATTACK_window()
    @dqwho_window.active = false
    @dqs_window.active = false
    @DQStatus_HPMP_window.visible = false if @DQStatus_HPMP_window
    @DQStatus_ATTACK_window.visible = true
    @DQStatus_ATTACK_window.active = true

  end

def end_attack_selection
    @dqs_window.active = true
    @DQStatus_ATTACK_window.visible = false
    @DQStatus_ATTACK_window.active = false


  end    
    #Start Selection on the Dragon Quest Who Selection Screen for Status 
def start_DQWho_selection
    @command_window.active = false
    @dqs_window.visible = false 
    @dqwho_window.visible = true
    @dqwho_window.active = true
    @dqwho_window.index = 0
  end

#End Selection on the Dragon Quest Who Selection Screen for Status
  
def end_DQWho_selection
    @command_window.active = true
    @dqwho_window.visible = false
    @dqwho_window.active = false
    @dqwho_window.index = -1
  end 
  
  
########################END DQ STYLE STATUS MENU ###################  
  
  
  
# UPDATE
def update
    super
    
    update_menu_background
    @command_window.update
    if @command_window.active
      update_command_selection
    elsif @dqs_window.active
          @dqs_window.update
          update_dqs_selection
       elsif @dqwho_window.active
       @dqwho_window.update
       update_dqwho_selection
        elsif @DQStatus_ATTACK_window.active
        update_attack_selection if @DQStatus_ATTACK_window.visible
        @DQStatus_ATTACK_window.update      
         elsif @DQStatus_HPMP_window.active
        update_dqhpmp_selection if @DQStatus_HPMP_window.visible
        @DQStatus_HPMP_window.update   
       
       elsif @DQStatus_FullStat_window
         update_dqfullstat_selection if @DQStatus_FullStat_window.active
         @DQStatus_FullStat_window.update if @DQStatus_FullStat_window.active


      elsif @status_window.visible
      @status_window.update
      update_actor_selection
    end

end  
  
#Terminate
def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @status_window.dispose
    @dqs_window.dispose
    @DQStatus_FullStat_window.dispose if @DQStatus_FullStat_window
    @DQStatus_FullStatChar_window.dispose if @DQStatus_FullStatChar_window
    @dqwho_window.dispose if @dqwho_window
    @DQStatus_HPMP_window.dispose  if @DQStatus_HPMP_window 
    @DQStatus_ATTACK_window.dispose  if @DQStatus_ATTACK_window
    @location_window.dispose if @location_window
    
    psize = ($game_party.members.size)
   
 if @BOX_ONOFF == true   
    for actor in $game_party.members
      if psize == 4
       @newstat_windowfour.dispose
      elsif psize == 3
       @newstat_windowthree.dispose
      elsif psize == 2
       @newstat_windowtwo.dispose
      elsif psize == 1
       @newstat_window.dispose
      end
      psize = (psize - 1)
    end     
  end
end  

end

Just as a clarification... i'm not looking for someone to WRITE the code.... the code for all the buttons and stuff is done... it just doesn't work 100% (some odd bugs)

problem 1: If you go Hp and MP than back out, than go to attack status, back out, and again to go hp and mp, it will freeze (it doesn't seem to reach the update for the window) -- I think this happens in reverse as well...

problem 2: the "see all stats" window used to work fine - I changed a few things around trying to fix problem 1, and it doesn't seem to want to work anymore....theres no way to restore a previous version in RPGMaker (as far as I know) so I couldn't undo the changes I made.

It shouldn't take someone very long to figure this out... I attached the entire code, but you may just need to look at the update info and maybe the start....at least I hope so....
 

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