hello

um, if you just use the default scene_battle1, then this script should be able to help:
CODE
class Window_Portrait < Window_Base
#-----------------------------------------------------------------------------
# * Initialize
#-----------------------------------------------------------------------------
def initialize
super(530, 0, 110, 96)
self.contents = Bitmap.new(width - 32, height - 32)
@active_actor = nil
refresh
end
#-----------------------------------------------------------------------------
# * Refresh
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
# Don't draw anything if the actor is not an actor.
return if not @active_actor.is_a?(Game_Actor)
# Get the image
bitmap = RPG::Cache.battler(@active_actor.battler_name, @active_actor.battler_hue)
# Flip it
dest_bitmap = Bitmap.new(bitmap.width, bitmap.height)
for i in 0...bitmap.width
src_rect = Rect.new(i, 0, 1, bitmap.height)
dest_bitmap.blt(bitmap.width - 1 - i, 0, bitmap, src_rect)
end
# Draw the bitmap
self.contents.blt(0, 0, dest_bitmap, dest_bitmap.rect)
end
#-----------------------------------------------------------------------------
# * Update
#-----------------------------------------------------------------------------
def update(active_actor)
super()
# If the actor has changed, redraw to reflect this.
if @active_actor != active_actor
@active_actor = active_actor
refresh
end
end
end
class Scene_Battle
#-----------------------------------------------------------------------------
# * Alias
#-----------------------------------------------------------------------------
alias portrait_window_main main
alias portrait_window_update update
#-----------------------------------------------------------------------------
# * Main
#-----------------------------------------------------------------------------
def main
@window_portrait = Window_Portrait.new
portrait_window_main
@window_portrait.dispose
end
#-----------------------------------------------------------------------------
# * Update
#-----------------------------------------------------------------------------
def update
portrait_window_update
# If the actor should be shown
if [3, 4, 5].include?(@phase)
# Look at the active battler, and then check to see if the actor
# might be a target
for character in [@active_battler] + @target_battlers.to_a
if character.is_a?(Game_Actor)
@window_portrait.update(character)
return
end
end
end
# If no actors are present, display nothing
@window_portrait.update(nil)
end
end
I don't have any actor portraits, so it just uses the default battler images, but on line 20
CODE
bitmap = RPG::Cache.battler(@active_actor.battler_name, @active_actor.battler_hue)
You can just change that to look in the pictures folder like you did in the script you posted.
*edit* sorry! I didn't see that you had this solved, sorry..
This post has been edited by Dilettante: May 26 2011, 06:38 PM