Schon in Ordnung, es ging auch mit dem Starter-Kit

Also mit dem hier werden die Rubine im Besitz sowie die Herzcontainer angezeigt. Wenn du die Variablen so wie im Starter-Kit belassen hast, sollte es funktionieren.

Code:
#==============================================================================
# ¦ New/Load Game Enhanced
#------------------------------------------------------------------------------
#  Additions by stardust
#==============================================================================

SAVES_MAX = 3
SAVE_PICTURE = "choose_save"
STARTING_HEARTS = 3

class Game_Temp
  attr_accessor :name_fileproc
  alias new_initialize initialize
  def initialize
    new_initialize
    @name_fileproc = ""
  end
end

class Game_System
  attr_accessor :newgame_switch
  attr_accessor :played_bgm
  attr_accessor :played_bgs
  attr_accessor :save_slot
  alias new_initialize initialize
  def initialize
    new_initialize
    @newgame_switch = false
    @played_bgm = ""
    played_bgs = ""
    @save_slot = ""
  end
end

#==============================================================================
# ¦ Window_NameEdit
#------------------------------------------------------------------------------
#  ???????????????????????
#==============================================================================

class Window_NameEdit < Window_Base
  def refresh
    self.contents.clear
    @charset_index = 0 if @charset_index == nil
    # ?????
    name_array = @name.split(//)
    for i in 0...@max_char
      c = name_array[i]
      if c == nil
        c = "_"
      end
      x = 840 - @max_char * 14 + i * 28
      self.contents.draw_text_outline(x, 32, 28, 32, c, 1)
    end
    # ?????????
    bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
    cw = bitmap.rect.width / 9.3
    ch = bitmap.rect.height / 4
    src_rect = Rect.new(@charset_index*120, 0, cw, ch)
    self.contents.blt(840 - @max_char * 14 - 40 - (cw/2), 68 - ch, bitmap, src_rect)
  end
  
  def charset_index(index)
    @charset_index = index
    refresh
  end
end

#==============================================================================
# ¦ Scene_Name
#------------------------------------------------------------------------------
#  ??????????????????
#==============================================================================

class Scene_Name
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def main
    #-------------------------------
    # Animated Background Setup
    #-------------------------------
    
    @back = Sprite.new
    #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @backgroundList = ["Titlescreen1"]
    @backgroundGameFrameCount = 0
    # Number of game frames per background frame.
    @backgroundG_BFrameCount = 3.4
    @back.bitmap = RPG::Cache.title(@backgroundList[0])
    
    
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # ???????
    @actor = $game_actors[$game_temp.name_actor_id]
    # ????????
    @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
    @input_window = Window_NameInput.new
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    # ????????
    @sprite.dispose
    @back.dispose
    @edit_window.dispose
    @input_window.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    # ????????
    @edit_window.update
    @input_window.update
    @backgroundGameFrameCount = @backgroundGameFrameCount + 1
    if @backgroundGameFrameCount >= @backgroundG_BFrameCount
        @backgroundGameFrameCount = 0
        # Add current background frame to the end
        @backgroundList = @backgroundList << @backgroundList[0]
        # and drop it from the first position
        @backgroundList.delete_at(0)
        @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
      end
    # B ??????????
    if Input.repeat?(Input::B)
      # ??????? 0 ???
      if @edit_window.index == 0
        return
      end
      # ????? SE ???
      $game_system.se_play($data_system.cancel_se)
      # ?????
      @edit_window.back
      return
    end
    # C ??????????
    if Input.trigger?(Input::C)
      # ??????? [??] ???
      if @input_window.character == nil
        # ???????
        if @edit_window.name == ""
          # ???????????
          @edit_window.restore_default
          # ???????
          if @edit_window.name == ""
            # ??? SE ???
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # ?? SE ???
          $game_system.se_play($data_system.decision_se)
          return
        end
        # ??????????
        @actor.name = @edit_window.name
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ??????????
        #--------------------------------------------------------
        # Things After this has been edited to fit the new system
        #--------------------------------------------------------
      
        $game_party.setup_starting_members
        $game_map.setup($data_system.start_map_id)
        $game_player.moveto($data_system.start_x, $data_system.start_y)
        $game_player.refresh
        $game_map.autoplay
        $game_map.update
        
        $game_variables[8] = STARTING_HEARTS*2
        $game_variables[41] = STARTING_HEARTS
        $game_variables[42] = 0
        $game_variables[50] = 0
        
        file = $game_temp.name_fileproc
        characters = []
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          characters.push([actor.character_name, actor.character_hue])
        end
        Marshal.dump(Time.new, file)
        Marshal.dump(characters, file)
        Marshal.dump(Graphics.frame_count, file)
        $game_system.magic_number = $data_system.magic_number
        Marshal.dump($game_system, file)
        Marshal.dump($game_switches, file)
        Marshal.dump($game_variables, file)
        Marshal.dump($game_party, file)
        Marshal.dump($game_self_switches, file)
        Marshal.dump($game_screen, file)
        Marshal.dump($game_actors, file)
        Marshal.dump($game_troop, file)
        Marshal.dump($game_map, file)
        Marshal.dump($game_player, file)
        file.close
        $game_party.remove_actor(1)
        $scene = Scene_Map.new
        $game_temp.name_calling = false
        #--------------------------------------------------------
        # Edits ends here
        #--------------------------------------------------------
        return
      end
      # ????????????
      if @edit_window.index == $game_temp.name_max_char
        # ??? SE ???
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???????
      if @input_window.character == ""
        # ??? SE ???
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        # ?? SE ???
        $game_system.se_play($data_system.decision_se)
        # ?????
        @edit_window.add(@input_window.character)
        return
      end
    @wait = 3 if @wait == nil or @wait == 0
    @charset_index = 0 if @charset_index == nil or @charset_index == 6
    @wait -= 1
    return if @wait > 0
    @charset_index += 1
    @edit_window.charset_index(@charset_index)
  end
end




#==============================================================================
# ¦ Window_SaveFile
#------------------------------------------------------------------------------
#  ???????????????????????????????????
#==============================================================================

class Window_NewLoadFile < Window_Base
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :filename                 # ?????
  attr_reader   :selected                 # ????
  #--------------------------------------------------------------------------
  # ? ?????????
  #     file_index : ?????????????? (0~3)
  #     filename   : ?????
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(50, 64 + file_index % 4 * 104 + (12*file_index) + 12, 540, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype  # "File" (File #) window font
    self.contents.font.size = $defaultfontsize
    @charset_index = 0
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.sav"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    @yp = 12
    if @file_exist
      File.delete(@filename) if File.stat(@filename).size == 0
      @file_exist = FileTest.exist?(@filename)
      if @file_exist
        file = File.open(@filename, "rb")
        @time_stamp = Marshal.load(file)
        @characters = Marshal.load(file)
        @frame_count = Marshal.load(file)
        @game_system = Marshal.load(file)
        @game_switches = Marshal.load(file)
        @game_variables = Marshal.load(file)
        @game_party = Marshal.load(file)
        @total_sec = @frame_count / Graphics.frame_rate
        file.close
      end
    end
    refresh
    @selected = false
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # ?????????
    self.contents.font.color = normal_color
    if @file_index == SAVES_MAX
      @exit = RPG::Cache.picture("exit")
      self.z = 0
      self.y = 390
      src_rect = Rect.new(0, 0, @exit.rect.width, @exit.rect.height)
      self.contents.blt(self.x + 8, 64 - @exit.rect.height, @exit, src_rect)
      self.opacity = 0 
    end
    name = ""
    name = @game_party.actors[0].name if @file_exist
    self.contents.draw_text_outline(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # ??????????????
    if @file_exist
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 9.3
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(@charset_index*120, 0, cw, ch)
        x = 105 - @characters.size * 120 + i * 64 - cw / 2
        self.contents.blt(x+35, 63 - ch, bitmap, src_rect)
        heart_display(x+78, 83-ch)
      end
      # Rubine
      self.contents.draw_text_outline(80, 16, 600, 32, sprintf("000",$game_variables[53].to_s))
      # Zeit
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text_outline(4, 8, 600, 32, time_string, 2)
      # Datum
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y / %m/ %d  %H:%M")
      self.contents.draw_text_outline(self.width-self.contents.text_size(time_string).width-32, 40, self.contents.text_size(time_string).width, 32, time_string, 0)
    else
      @name_width = contents.text_size("New Game").width
      self.contents.draw_text_outline(4, 0, 600, 32, "New Game") if self.opacity != 0
    end
  end
  def heart_display(x, y)
    @x = x
    @y = y
    
    @link_heart = @game_variables[8]
    @link_maxheart = @game_variables[41]
    
    if @link_heart == 1
      insert_halfheart
    elsif @link_heart >= 2
      insert_fullheart
    end
    if @link_heart <= 2
      insert_emptyheart
    elsif @link_heart == 3
      insert_halfheart
    elsif @link_heart >= 4
      insert_fullheart
    end
    if @link_maxheart >= 3
      if @link_heart <= 4
        insert_emptyheart
      elsif @link_heart == 5
        insert_halfheart
      elsif @link_heart >= 6
        insert_fullheart
      end
    end
    if @link_maxheart >= 4
      if @link_heart <= 6
        insert_emptyheart
      elsif @link_heart == 7
        insert_halfheart
      elsif @link_heart >= 8
        insert_fullheart
      end
    end
    if @link_maxheart >= 5
      if @link_heart <= 8
        insert_emptyheart
      elsif @link_heart == 9
        insert_halfheart
      elsif @link_heart >= 10
        insert_fullheart
      end
    end
    if @link_maxheart >= 6
      if @link_heart <= 10
        insert_emptyheart
      elsif @link_heart == 11
        insert_halfheart
      elsif @link_heart >= 12
        insert_fullheart
      end
    end
    if @link_maxheart >= 7
      if @link_heart <= 12
        insert_emptyheart
      elsif @link_heart == 13
        insert_halfheart
      elsif @link_heart >= 14
        insert_fullheart
      end
    end
    if @link_maxheart >= 8
      if @link_heart <= 14
        insert_emptyheart
      elsif @link_heart == 15
        insert_halfheart
      elsif @link_heart >= 16
        insert_fullheart
      end
    end
    if @link_maxheart >= 9
      if @link_heart <= 16
        insert_emptyheart
      elsif @link_heart == 17
        insert_halfheart
      elsif @link_heart >= 18
        insert_fullheart
      end
    end
    if @link_maxheart >= 10
      if @link_heart <= 18
        insert_emptyheart
      elsif @link_heart == 19
        insert_halfheart
      elsif @link_heart >= 20
        insert_fullheart
      end
    end
    if @link_maxheart >= 11
      @y += 16
      @x = x
      if @link_heart <= 20
        insert_emptyheart
      elsif @link_heart == 21
        insert_halfheart
      elsif @link_heart >= 22
        insert_fullheart
      end
    end
    if @link_maxheart >= 12
      if @link_heart <= 22
        insert_emptyheart
      elsif @link_heart == 23
        insert_halfheart
      elsif @link_heart >= 24
        insert_fullheart
      end
    end
    if @link_maxheart >= 13
      if @link_heart <= 24
        insert_emptyheart
      elsif @link_heart == 25
        insert_halfheart
      elsif @link_heart >= 26
        insert_fullheart
      end
    end
    if @link_maxheart >= 14
      if @link_heart <= 26
        insert_emptyheart
      elsif @link_heart == 27
        insert_halfheart
      elsif @link_heart >= 28
        insert_fullheart
      end
    end
    if @link_maxheart >= 15
      if @link_heart <= 28
        insert_emptyheart
      elsif @link_heart == 29
        insert_halfheart
      elsif @link_heart >= 30
        insert_fullheart
      end
    end
    if @link_maxheart >= 16
      if @link_heart <= 30
        insert_emptyheart
      elsif @link_heart == 31
        insert_halfheart
      elsif @link_heart >= 32
        insert_fullheart
      end
    end
    if @link_maxheart >= 17
      if @link_heart <= 32
        insert_emptyheart
      elsif @link_heart == 33
        insert_halfheart
      elsif @link_heart >= 34
        insert_fullheart
      end
    end
    if @link_maxheart >= 18
      if @link_heart <= 34
        insert_emptyheart
      elsif @link_heart == 35
        insert_halfheart
      elsif @link_heart >= 36
        insert_fullheart
      end
    end
    if @link_maxheart >= 19
      if @link_heart <= 36
        insert_emptyheart
      elsif @link_heart == 37
        insert_halfheart
      elsif @link_heart >= 38
        insert_fullheart
      end
    end
    if @link_maxheart >= 20
      if @link_heart <= 38
        insert_emptyheart
      elsif @link_heart == 39
        insert_halfheart
      elsif @link_heart >= 40
        insert_fullheart
      end
    end  end
  def insert_fullheart
    bitmap = RPG::Cache.picture("FullHeart")
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt((@x - cw / 2) + 68, 38, bitmap, src_rect)
    @x += cw
  end
  
  def insert_halfheart
    bitmap = RPG::Cache.picture("HalfHeart")
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt((@x - cw / 2) + 68, 38, bitmap, src_rect)
    @x += cw
  end
  
  def insert_emptyheart
    bitmap = RPG::Cache.picture("EmptyHeart")
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt((@x - cw / 2) + 68, 38, bitmap, src_rect)
    @x += cw
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #     selected : ??????? (true=?? false=???)
  #--------------------------------------------------------------------------
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  def charset_index(index)
    @charset_index = index
    refresh
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @selected
      if @file_index == SAVES_MAX
        self.cursor_rect.set(self.x + 7, 63 - @exit.rect.height, @exit.rect.width+2, @exit.rect.height+2)
      else
        self.cursor_rect.set(0, 0, @name_width + 8, 32)
      end
    else
      self.cursor_rect.empty
    end
  end
end





#==============================================================================
# ¦ Scene_File
#------------------------------------------------------------------------------
#  ????????????????????????
#==============================================================================

class Scene_NewLoadFile
  #--------------------------------------------------------------------------
  # ? ?????????
  #     help_text : ????????????????
  #--------------------------------------------------------------------------
  def initialize(help_text)
    @help_text = help_text
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def main
    
    $game_party.setup_starting_members
    
    #-------------------------------
    # Animated Background Setup
    #-------------------------------
    
    @back = Sprite.new
    #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @backgroundList = ["SaveScreen1","SaveScreen1","SaveScreen1",
    "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
    "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
    "SaveScreen2","SaveScreen3","SaveScreen4","SaveScreen5","SaveScreen6",
    "SaveScreen6","SaveScreen5","SaveScreen4","SaveScreen3","SaveScreen2",
    "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
    "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",]
    @backgroundGameFrameCount = 0
    # Number of game frames per background frame.
    @backgroundG_BFrameCount = 3.4
    @back.bitmap = RPG::Cache.title(@backgroundList[0])
        
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # ???????????
    @save_sprite = Sprite.new
    @save_sprite.bitmap = RPG::Cache.title(SAVE_PICTURE)
    @save_sprite.x = 0
    @save_sprite.y = 0
    # ???????????????
    @savefile_windows = []
    for i in 0..SAVES_MAX
      @savefile_windows.push(Window_NewLoadFile.new(i, make_filename(i)))
    end
    # ??????????????
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    # ????????
    @sprite.dispose
    @back.dispose
    @save_sprite.dispose
    for i in @savefile_windows
      i.dispose
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    @backgroundGameFrameCount = @backgroundGameFrameCount + 1
    if @backgroundGameFrameCount >= @backgroundG_BFrameCount
        @backgroundGameFrameCount = 0
        # Add current background frame to the end
        @backgroundList = @backgroundList << @backgroundList[0]
        # and drop it from the first position
        @backgroundList.delete_at(0)
        @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
      end
    for i in @savefile_windows
      i.update
    end
    # ????????
    @save_sprite.update
    # C ??????????
    if Input.trigger?(Input::C)
      if @file_index == SAVES_MAX
        $scene = nil
      else
        $game_system.se_play($data_system.decision_se)
        if FileTest.exist?(make_filename(@file_index))
          on_decision(make_filename(@file_index))
          $game_temp.last_file_index = @file_index
        else
          $game_system.save_slot = make_filename(@file_index)
          file = File.new(make_filename(@file_index), "wb")
          on_new(file)
          $game_temp.last_file_index = @file_index
        end
      end
    end
    # B ??????????
    if Input.trigger?(Input::B)
      # ???? on_cancel (??????) ???
      on_cancel
      return
    end
    # ??????????????
    if Input.repeat?(Input::DOWN)
      # ????????????????????????
      # ?????????? 3 ??????
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # ???? SE ???
        $game_system.se_play($data_system.cursor_se)
        # ?????????
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # ??????????????
    if Input.repeat?(Input::UP)
      # ????????????????????????
      # ?????????? 0 ???????
      if Input.trigger?(Input::UP) or @file_index > 0
        # ???? SE ???
        $game_system.se_play($data_system.cursor_se)
        # ?????????
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    @wait = 3 if @wait == nil or @wait == 0
    @charset_index = 0 if @charset_index == nil or @charset_index == 6
    @wait -= 1
    return if @wait > 0
    @charset_index += 1
    for i in 0..@savefile_windows.size-1
      @savefile_windows[i].charset_index(@charset_index)
      next
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #     file_index : ?????????????? (0~3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return "Save#{file_index + 1}.sav"
  end
end




class Scene_NewLoad < Scene_NewLoadFile
  def initialize
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "rb")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Load from which file")
  end

  def on_new(file)
    
    $game_map.setup($data_system.start_map_id)
    
    $game_system.newgame_switch = true
    $game_temp.name_fileproc = file
    $game_temp.name_calling = true
    $game_temp.name_actor_id = 1
    $game_temp.name_max_char = 8
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def on_decision(filename)
    unless FileTest.exist?(filename)
      # ??? SE ???
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ??? SE ???
    $game_system.se_play($data_system.load_se)
    # ???????????
    file = File.open(filename, "rb")
    read_save_data(file, $game_system.newgame_switch)
    file.close
    Audio.bgm_stop
    $game_system.bgm_play($game_system.playing_bgm) if !$game_system.newgame_switch
    $game_system.bgs_play($game_system.playing_bgs) if !$game_system.newgame_switch
    $game_map.autoplay
    # ?????? (????????)
    $game_map.update
    $game_party.remove_actor(1) if $game_system.newgame_switch
    # ?????????
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def on_cancel
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ???????????
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #     file : ??????????????? (??????)
  #--------------------------------------------------------------------------
  def read_save_data(file, newgame)
    if !newgame
      Audio.bgm_stop
      # ?????????????????????????
      time = Marshal.load(file)
      characters = Marshal.load(file)
      # ??????????????????????
      Graphics.frame_count = Marshal.load(file)
      # ????????????????
      $game_system        = Marshal.load(file)
      $game_switches      = Marshal.load(file)
      $game_variables     = Marshal.load(file)
      $game_party         = Marshal.load(file)
      $game_self_switches = Marshal.load(file)
      $game_screen        = Marshal.load(file)
      $game_actors        = Marshal.load(file)
      $game_troop         = Marshal.load(file)
      $game_map           = Marshal.load(file)
      $game_player        = Marshal.load(file)
      if $game_system.magic_number != $data_system.magic_number
        $game_map.setup($game_map.map_id)
        $game_player.center($game_player.x, $game_player.y)
        $game_player.refresh
      end
    else
      characters = []
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        characters.push([actor.character_name, actor.character_hue])
      end
      time = Time.new
      # ??????????????????????
      Graphics.frame_count = 0
      # ????????????????
      $game_system        = Game_System.new
      $game_switches      = Game_Switches.new
      $game_variables     = Game_Variables.new
      $game_party         = Game_Party.new
      $game_self_switches = Game_SelfSwitches.new
      $game_screen        = Game_Screen.new
      $game_actors        = Game_Actors.new
      $game_troop         = Game_Troop.new
      $game_map           = Game_Map.new
      $game_player        = Game_Player.new
      #$game_party.setup_starting_members
      $game_map.setup($data_system.start_map_id)
      $game_player.moveto($data_system.start_x, $data_system.start_y)
      $game_player.refresh
    end
    # ???????????????????
    # (?????????????????)
    # ???????????????
    $game_party.refresh
  end
end