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Need Piece of script changed

Can someone find in this script where it controls the character's picture's position on the screen? its way too low and i cant find where to change it

Code:
#_______________________________________________________________________________
# MOG Scene Status Eva V1.2            
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.  
MST_TT = 10
#Transition Type(Name).  
MST_TTT = "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_eva"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window   
def nada2(actor)
face = RPG::Cache.picture(actor.faces_name, actor.faces_hue)
end    
def draw_heroface4(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 45 , y - ch - 150, face, src_rect)    
else  
self.contents.blt(x , y - ch, face, src_rect)    
end
end   
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)  
meter = RPG::Cache.picture("STBAR.png")    
case type
when 0
parameter_value = actor.atk
cw = meter.width  * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width  * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width  * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width  * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width  * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width  * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width  * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) 
end
def draw_maphp5(actor, x, y)
back = RPG::Cache.picture("BAR")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")    
cw = meter.width  * actor.hp / actor.maxhp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
self.contents.font.color = Color.new(250,255,255,255) 
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
end  
def draw_mapsp5(actor, x, y)
back = RPG::Cache.picture("BAR")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")    
cw = meter.width  * actor.sp / actor.maxsp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
self.contents.font.color = Color.new(250,255,255,255) 
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
end
def draw_mexp5(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width 
ch = bitmap2.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate 
else
cw = bitmap.width
end   
ch = bitmap.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)    
self.contents.font.color = Color.new(55,255,55,255)
self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)    
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)
self.contents.font.color = Color.new(55,255,155,255)    
self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)    
self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)    
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 660, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) 
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
###############
# Window_Face #
###############
class Window_Face < Window_Base
def initialize(actor)
super(0, -20, 300, 520)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_heroface4(@actor,10,485)        
end
end
################
# Scene_Status #
################
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_face = Window_Face.new(@actor)
@status_face.z = 20
@status_face.x = -300
@status_face.contents_opacity = 0
@mst_lay = Sprite.new
@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
@mst_lay.z = 100
@mst_back1 = Plane.new
@mst_back1.bitmap = RPG::Cache.picture("MN_BK")
@mst_back1.z = 10
Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_face.x -= 20  
@status_face.contents_opacity -= 15
Graphics.update
end  
Graphics.freeze
@mst_lay.dispose
@mst_back1.dispose
@status_face.dispose
@status_window.dispose
end
def update
@mst_back1.ox += 1
@mst_back1.oy += 1
if @status_face.x < 0
@status_face.x += 20
@status_face.contents_opacity += 15
elsif @status_face.x >= 0   
@status_face.x = 0   
@status_face.contents_opacity = 255
end   
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
end
end


Also, This one doesnt even display my character picture, er , atleast i cant see it on the screen anywhere, where is it?

Code:
#_______________________________________________________________________________
# MOG Scene Skill Nami V2.0            
#_______________________________________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MSK_TT = 20
#Transition Type(Name).
MSK_TTT = "004-Blind04"  
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_nami"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end    
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)    
end     
def draw_lay(x,y)
lay = RPG::Cache.picture("MSK_Status")
cw = lay.width 
ch = lay.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)    
end  
def nada
face = RPG::Cache.picture("") 
end  
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)    
end 
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")    
cw = meter.width  * actor.hp / actor.maxhp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")    
cw = text.width  
ch = text.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)    
end  
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")    
cw = meter.width  * actor.sp / actor.maxsp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")    
cw = text.width  
ch = text.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)    
end  
def draw_maphp4(actor, x, y)
back = RPG::Cache.picture("BAR")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")    
cw = meter.width  * actor.hp / actor.maxhp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
self.contents.font.color = Color.new(250,255,255,255) 
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
end  
def draw_mapsp4(actor, x, y)
back = RPG::Cache.picture("BAR")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")    
cw = meter.width  * actor.sp / actor.maxsp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
self.contents.font.color = Color.new(250,255,255,255) 
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
end
def draw_mexp4(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width 
ch = bitmap2.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate 
else
cw = bitmap.width
end   
ch = bitmap.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " +  actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)    
self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1)    
end
def draw_mexp_it(actor, x, y)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width 
ch = lv_tx.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state_it(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
end
######################
# Window_Target_Item #
######################
class Window_Target_face < Window_Selectable
def initialize
super(0, 130, 280, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Georgia"
self.z += 10
@item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 65
actor = $game_party.actors[i]
drw_face(actor,x,y + 55)
if $mogscript["TP_System"] == true
draw_actor_tp(actor, x + 168, y + 27 ,4)
else
draw_mexp_it(actor, x + 110, y + 25 )
end
draw_actor_state_it(actor, x + 165, y )
draw_maphp3(actor, x + 20, y + 0)
draw_mapsp3(actor, x + 20, y + 32)
end
end
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
else
self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
end
end
end
#######################
# Window_SkillStatus2 #
#######################
class Window_SkillStatus2 < Window_Base
def initialize(actor)
super(350, 75, 290, 340)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
self.contents.font.name = "Georgia"
refresh
end

def refresh
self.contents.clear
draw_lay(0,300)
draw_heroface3(@actor,50,140)
draw_actor_name(@actor, 15, 10)
draw_actor_state(@actor, 120, 140)
draw_mexp4(@actor, -30, 135)
draw_maphp4(@actor, 5, 195)
draw_mapsp4(@actor, 5, 240)
if $mogscript["TP_System"] == true
draw_actor_tp(@actor, 40, 265,1)
end
end
end
#################
# Window_Skill2 #
#################
class Window_Skill2 < Window_Selectable
def initialize(actor)
super(0, 95, 335, 290)
@actor = actor
@column_max = 1
refresh
self.index = 0
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.font.name = "Georgia"
x = index % 1 * (288)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
if $mogscript["TP_System"] == true
tp_cost = MOG::TP_COST[skill.id] 
if tp_cost != nil   
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 170, y, 48, 32, MOG::TP_NAME, 2)    
else
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)      
end
else
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)    
end
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
###############
# Scene_Skill #
###############
class Scene_Skill
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@msk_lay = Sprite.new
@msk_lay.bitmap = RPG::Cache.picture("MSK_Lay")
@msk_lay.z = 100
@msk_back1 = Plane.new
@msk_back1.bitmap = RPG::Cache.picture("MN_BK")
@msk_back1.z = 10
@help_window = Window_Help.new
@help_window.y = 500
@status_window = Window_SkillStatus2.new(@actor)
@status_window.z = 110
@status_window.x = 640
@skill_window = Window_Skill2.new(@actor)
@skill_window.help_window = @help_window
@skill_window.help_window.y = 500
@target_window = Window_Target_face.new
@target_window.x = 640
@target_window.y = 100
@target_window.opacity = 0
@target_window.visible = false
@target_window.active = false
@skill_window.opacity = 0
@help_window.opacity = 0
@slide = true
Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" + MOG::MSK_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_window.x += 25
@target_window.x += 25
Graphics.update  
end  
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@msk_lay.dispose
@msk_back1.dispose
end
def update
if @target_window.active == true
@target_window.visible = true
if @target_window.x > 340
@target_window.x -= 15
elsif @target_window.x <= 340
@target_window.x = 340
end
else    
if @target_window.x < 640
@target_window.x += 15
elsif @target_window.x >= 640
@target_window.x = 640 
@target_window.visible = false
end
end  
if @slide == true
@status_window.visible = true
if @status_window.x > 350
@status_window.x -= 15
elsif @status_window.x <= 350
@status_window.x = 350
end      
else
if @status_window.x < 640
@status_window.x += 15
elsif @status_window.x >= 640
@status_window.x = 640 
@status_window.visible = false
end  
end
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
@msk_back1.ox += 1
@msk_back1.oy += 1
if @skill_window.help_window.y > 425
@skill_window.help_window.y -= 5
elsif @skill_window.help_window.y <= 425  
@skill_window.help_window.y = 425
end   
if @skill_window.active
update_skill
return
end
if @target_window.active  
update_target
return
end
end
def update_skill
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) 
@help_window.y = 500  
end  
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @skill.scope >= 3
@skill_window.active = false
@target_window.active = true
@slide = false
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.active = false
@slide = true
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end

khmp: Code in #code tags please. You can delete this line when you see it.
 

khmp

Sponsor

In the first one search for:
Code:
@status_face = Window_Face.new(@actor)

Add the following line below it:
Code:
@status_face.y = n # Where n is the y coordinate on screen where you want the window to be.

For the second part. Make sure you are naming the faces "[actor_name]_fc2" or you won't see anything. These go directly in the "Graphics/Pictures/". So let's say you wanted Aluxes to have a face picture. His face picture name would be:
Code:
aluxes_fc2
After fighting all the aggrivating missing resource errors of fun it worked as it should.

Good luck with it Wildcard! :thumb:
 

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