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+---- Thread: Extra ITEM for MOG Scene Item Laura (/thread-6637.html)
Extra ITEM for MOG Scene Item Laura - DerVVulfman - 06-29-2017
Extra ITEM
for MOG Scene Item Laura V1.2
by DerVVulfman
For use with the script by Moghunter
(http://www.atelier-rgss.com)
or the Reinvisioned version by DerVVulfman
Introduction
The item script by Moghunter renders three different item categories, separating normal items from both weapons and armors. This patch allows you to create a fourth item group which one can use for special goods like 'Quest' items. Or this can be used as a model for would-be scripters who wish to make or modify the Moghunter Item script.
There are two versions, one for users of the original version and the other for the reinvisioned version I wrote.
Patch for Original Version
Code:
#==============================================================================
# Extra ITEM for MMOG Scene Item Laura V1.2 by Moghunter
# http://www.atelier-rgss.com
#==============================================================================
# Patch by DerVVulfman
#
# NOTE: Requires the end user to rework their "Item_com" graphics to allow
# for a 4th category, the 'Special' item type. The format is:
# Item_com01.png ... To have 4 items, the 1st window "Item" highlighted
# Item_com02.png ... To have 4 items, the 2nd window "Weapon" highlighted
# Item_com03.png ... To have 4 items, the 3rd window "Armor" highlighted
# Item_com04.png ... To have 4 items, the 4th window "Special" highlighted
#
# Special Items are items not visible in the normal Item bag, but are loca-
# ted in the 4th category in the item window. ONLY within the 4th window
# will these items be found.
#
# To define special items, place the IDs of these items within the
# SpecialSelect array inside the MOG module.
#
#
# THANKS: To Noctis who requested a fourth category.
#
#==============================================================================
module MOG
SpecialSelect = [1,2,3] # List if items in the special/4th window
end
#==============================================================================
# ** Window_Item_Ex
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
# A total rewrite, so any other script using Window_Item is NOT compatible.
#==============================================================================
class Window_Item_Ex < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(special=false)
super(250, 50, 295, 350)
@column_max = 1
@special = special
refresh
self.index = 0
return unless $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear Window Contents / Area
if self.contents != nil
self.contents.dispose
self.contents = nil
end
# Erase Data
@data = []
# Sort through Items
for i in 1...$data_items.size
# And add only if party holds
if $game_party.item_number(i) > 0
# If special data, push only special IDs
if @special == true
@data.push($data_items[i]) if MOG::SpecialSelect.include?(i)
# Otherwise, only push IDs that aren't special
else
@data.push($data_items[i]) unless MOG::SpecialSelect.include?(i)
end
end
end
# Clear Contents
@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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
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))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.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, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
end
end
#==============================================================================
# ** Window_Type
#------------------------------------------------------------------------------
# Window handling the number of available selection categories.
#==============================================================================
class Window_Type < Type_Sel
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 0, 0)
@item_max = 4
self.index = 0
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Set the background and overlay images
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK")
@back.z = 100
@item_lay = Sprite.new
@item_lay.bitmap = RPG::Cache.picture("Item_lay")
@item_lay.z = 100
# Set the initial TYPE graphic
@item_com = Sprite.new
@item_com.bitmap = RPG::Cache.picture("Item_com01")
@item_com.z = 100
# Create the invisible TYPE window (used for item type selection)
@type = Window_Type.new
@type.opacity = 0
@type.visible = false
# Set the help window
@help_window = Window_Help.new
@help_window.y = 405
# Item Window
@item_window = Window_Item_Ex.new
@item_window.help_window = @help_window
@item_window.visible = true
@item_window.active = true
# Weapon Window
@weapon_window = Window_Weapon.new
@weapon_window.help_window = @help_window
@weapon_window.visible = false
@weapon_window.active = true
# Armor Window
@armor_window = Window_Armor.new
@armor_window.help_window = @help_window
@armor_window.visible = false
@armor_window.active = true
# Extra Item Window
@item2_window = Window_Item_Ex.new(true)
@item2_window.help_window = @help_window
@item2_window.visible = false
@item2_window.active = true
# Target Window
@target_window = Window_Target_Item.new
@target_window.x = -300
@target_window.active = false
# Help Window
@help_window.opacity = 0
@help_window.x = -200
@help_window.contents_opacity = 0
# Set Window Opacities
@item_window.opacity = 0
@weapon_window.opacity = 0
@armor_window.opacity = 0
@item2_window.opacity = 0
@target_window.opacity = 0
# Sex Window Positions
@item2_window.x = 640
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
# Set Window Contents Opacities
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item2_window.contents_opacity = 0
@item_window.contents_opacity = 0
# Execute transition
Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Cycle through windows and hide
for i in 0..10
# Scroll the windows
@weapon_window.x += 25
@armor_window.x += 25
@item_window.x += 25
@item2_window.x += 25
# Lower window opacities
@weapon_window.contents_opacity -= 25
@armor_window.contents_opacity -= 25
@item_window.contents_opacity -= 25
@item2_window.contents_opacity -= 25
# Change item hud display
@item_lay.zoom_x += 0.2
@item_lay.opacity -= 25
@item_com.zoom_y += 0.2
@item_com.opacity -= 25
@target_window.x -= 25
@help_window.contents_opacity -= 25
@back.ox += 2
# Update game screen
Graphics.update
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@item_window.dispose
@item2_window.dispose
@weapon_window.dispose
@armor_window.dispose
@target_window.dispose
@item_lay.dispose
@back.dispose
@item_com.dispose
@type.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Scroll out the target window
if @target_window.active == true
@target_window.visible = true
if @target_window.x < 0
@target_window.x += 30
elsif @target_window.x >= 0
@target_window.x = 0
end
else
if @target_window.x > -300
@target_window.x -= 30
elsif @target_window.x >= -300
@target_window.x = -300
@target_window.visible = false
end
end
# Scroll the help window
if @help_window.x < 0
@help_window.x += 15
@help_window.contents_opacity += 20
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
# Scroll the window types
if @item_window.x > 250
@weapon_window.x -= 30
@armor_window.x -= 30
@item_window.x -= 30
@item2_window.x -= 30
@weapon_window.contents_opacity += 20
@armor_window.contents_opacity += 20
@item_window.contents_opacity += 20
@item2_window.contents_opacity += 20
elsif @item_window.x <= 250
@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250
@item2_window.x = 250
@weapon_window.contents_opacity = 250
@armor_window.contents_opacity = 250
@item_window.contents_opacity = 250
@item2_window.contents_opacity = 250
end
# If no target window, allow type window control
if @target_window.active == false
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
Input.press?(Input::RIGHT) or Input.press?(Input::LEFT)
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@item2_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
@item2_window.contents_opacity = 0
end
if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
# Perform minor background animation (scroll the background 1px right)
@back.ox += 1
# Update the windows
@help_window.update
@item_window.update
@item2_window.update
@weapon_window.update
@armor_window.update
@target_window.update
@type.update
# Branch on window-type
case @type.index
when 0 # Normal ITEM window
@item_com.bitmap = RPG::Cache.picture("Item_com01")
if @target_window.active == true
update_target
@item_window.active = false
@type.active = false
return
else
@item_window.active = true
@type.active = true
end
@weapon_window.active = false
@armor_window.active = false
@item2_window.active = false
@item_window.visible = true
@weapon_window.visible = false
@armor_window.visible = false
@item2_window.visible = false
when 1 # New Weapon window
@item_com.bitmap = RPG::Cache.picture("Item_com02")
@item_window.active = false
@weapon_window.active = true
@armor_window.active = false
@item2_window.active = false
@item_window.visible = false
@weapon_window.visible = true
@armor_window.visible = false
@item2_window.visible = false
when 2 # New Armor window
@item_com.bitmap = RPG::Cache.picture("Item_com03")
@item_window.active = false
@weapon_window.active = false
@armor_window.active = true
@item2_window.active = false
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = true
@item2_window.visible = false
when 3 # Extra Items window
@item_com.bitmap = RPG::Cache.picture("Item_com04")
if @target_window.active == true
update_target
@item2_window.active = false
@type.active = false
return
else
@item2_window.active = true
@type.active = true
end
@item_window.active = false
@weapon_window.active = false
@armor_window.active = false
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = false
@item2_window.visible = true
end
# Update the appropriate window if active, and exit method
return update_item if @item_window.active
return update_weapon if @weapon_window.active
return update_armor if @armor_window.active
return update_item2 if @item2_window.active
end
#--------------------------------------------------------------------------
# * Frame Update (when special item window is active)
#--------------------------------------------------------------------------
def update_item2
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item2_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item2_window.active = false
@target_window.x = (@item2_window.index + 1) % 1 * 304
@target_window.active = true
@target_window.x = -350
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item2_window.draw_item(@item2_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
end
Patch for Reinvisioned Version
Code:
#==============================================================================
# Extra ITEM for MMOG Scene Item Laura V1.2 by Moghunter *Reenvisioned Edition*
# http://www.atelier-rgss.com
#==============================================================================
# Patch by DerVVulfman
#
# NOTE: Requires the end user to create a new graphic to display the fourth
# item category, the 'Special' item type. The typical format is:
# Item_com01.png ... To have 4 items, the 1st window "Item" highlighted
# Item_com02.png ... To have 4 items, the 2nd window "Weapon" highlighted
# Item_com03.png ... To have 4 items, the 3rd window "Armor" highlighted
# Item_com04.png ... To have 4 items, the 4th window "Special" highlighted
#
# Special Items are items not visible in the normal Item bag, but are loca-
# ted in the 4th category in the item window. ONLY within the 4th window
# will these items be found.
#
# To define special items, place the IDs of these items within the
# SpecialSelect array inside the MOG module.
#
#
# THANKS: To Noctis who requested a fourth category.
#
#==============================================================================
module MOG
# BASIC MENU CONFIGURATION
# Item Menu Graphics Used
ITEM_TYPE_4 = "Item_com04" # Selection graphic (Extra)
# List of Special Items
SpecialSelect = [1,2,3] # Items no longer part of the
# regular 'item' list.
end
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias stupid_init initialize
def initialize(special=false)
@special = special
stupid_init
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear Window Contents / Area
if self.contents != nil
self.contents.dispose
self.contents = nil
end
# Erase Data
@data = []
# Sort through Items
for i in 1...$data_items.size
# And add only if party holds
if $game_party.item_number(i) > 0
# If special data, push only special IDs
if @special == true
@data.push($data_items[i]) if MOG::SpecialSelect.include?(i)
# Otherwise, only push IDs that aren't special
else
@data.push($data_items[i]) unless MOG::SpecialSelect.include?(i)
end
end
end
# Clear Contents
@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
end
#==============================================================================
# ** Window_Type
#------------------------------------------------------------------------------
# Window handling the number of available selection categories.
#==============================================================================
class Window_Type < Type_Sel
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 0, 0)
@item_max = 4
self.index = 0
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Set the spriteset/background and overlay images
unless MOG::ITEM_FX == 2
@back = Plane.new
@back.bitmap = RPG::Cache.picture(MOG::ITEM_BACKGROUND)
@back.z = 100
else
@spriteset = Spriteset_Map.new
end
@item_lay = Sprite.new
@item_lay.bitmap = RPG::Cache.picture(MOG::ITEM_LAYOUT)
@item_lay.z = 100
# Set the initial TYPE graphic
@item_com = Sprite.new
@item_com.bitmap = RPG::Cache.picture(MOG::ITEM_TYPE_1)
@item_com.z = 100
# Create the invisible TYPE window (used for item type selection)
@type = Window_Type.new
@type.opacity = 0
@type.visible = false
# Set the help window
@help_window = Window_Help.new
@help_window.y = 405
# Item Window
@item_window = Window_Item.new
@item_window.help_window = @help_window
@item_window.visible = true
@item_window.active = true
# Weapon Window
@weapon_window = Window_Weapon.new
@weapon_window.help_window = @help_window
@weapon_window.visible = false
@weapon_window.active = true
# Armor Window
@armor_window = Window_Armor.new
@armor_window.help_window = @help_window
@armor_window.visible = false
@armor_window.active = true
# Extra Item Window
@item2_window = Window_Item.new(true)
@item2_window.help_window = @help_window
@item2_window.visible = true
@item2_window.active = true
# Target Window
@target_window = Window_Target_Item.new
@target_window.x = -300
@target_window.active = false
# Help Window
@help_window.opacity = 0
@help_window.x = -200
@help_window.contents_opacity = 0
# Set Window Opacities
@item_window.opacity = 0
@weapon_window.opacity = 0
@armor_window.opacity = 0
@item2_window.opacity = 0
@target_window.opacity = 0
# Sex Window Positions
@item2_window.x = 640
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
# Set Window Contents Opacities
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item2_window.contents_opacity = 0
@item_window.contents_opacity = 0
unless MOG::ITEM_FX == 2
Graphics.transition(MOG::ITEM_TRAN_TIME, "Graphics/Transitions/" +
MOG::ITEM_TRAN_TYPE)
else
Graphics.transition
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
# Cycle to permit slide
for i in 0..30
# Continue Background animation if set
@back.ox += 1 if MOG::ITEM_FX == 0
# Perform slide if activated
if MOG::ITEM_TRAN_SLIDE
# Scroll the windows
@weapon_window.x += 20
@armor_window.x += 20
@item_window.x += 20
# Lower window opacities
@weapon_window.contents_opacity -= 15
@armor_window.contents_opacity -= 15
@item_window.contents_opacity -= 15
# Change item hud display
@item_com.opacity -= 15
@item_lay.opacity -= 15
@help_window.contents_opacity -= 15
@item_lay.zoom_x += 0.2
@item_com.zoom_y += 0.2
@target_window.x -= 15
# Update game screen
Graphics.update
end
end
Graphics.freeze
# Dispose of windows
@help_window.dispose
@item_window.dispose
@item2_window.dispose
@weapon_window.dispose
@armor_window.dispose
@target_window.dispose
@item_lay.dispose
# Dispose background or spriteset
@back.dispose if MOG::ITEM_FX == 0
@back.dispose if MOG::ITEM_FX == 1
@spriteset.dispose if MOG::ITEM_FX == 2
# Dispose of category windows
@item_com.dispose
@type.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Scroll out the target window
if @target_window.active == true
@target_window.visible = true
if @target_window.x < 0
@target_window.x += 20
elsif @target_window.x >= 0
@target_window.x = 0
end
else
if @target_window.x > -300
@target_window.x -= 20
elsif @target_window.x >= -300
@target_window.x = -300
@target_window.visible = false
end
end
# Scroll the help window
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 15
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
# Scroll the window types
if @item_window.x > 250
@weapon_window.x -= 20
@armor_window.x -= 20
@item_window.x -= 20
@item2_window.x -= 20
@weapon_window.contents_opacity += 15
@armor_window.contents_opacity += 15
@item_window.contents_opacity += 15
@item2_window.contents_opacity += 15
elsif @item_window.x <= 250
@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250
@item2_window.x = 250
@weapon_window.contents_opacity = 250
@armor_window.contents_opacity = 250
@item_window.contents_opacity = 250
@item2_window.contents_opacity = 250
end
# If no target window, allow type window control
if @target_window.active == false
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
Input.press?(Input::RIGHT) or Input.press?(Input::LEFT)
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640
@item2_window.x = 640
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0
@item2_window.contents_opacity = 0
end
if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@back.ox += 1 if MOG::ITEM_FX == 0
@help_window.update
@item2_window.update
@item_window.update
@weapon_window.update
@armor_window.update
@target_window.update
@type.update
case @type.index
when 0
@item_com.bitmap = RPG::Cache.picture(MOG::ITEM_TYPE_1)
if @target_window.active == true
update_target
@item_window.active = false
@type.active = false
return
else
@item_window.active = true
@type.active = true
end
@weapon_window.active = false
@armor_window.active = false
@item2_window.active = false
@item_window.visible = true
@weapon_window.visible = false
@armor_window.visible = false
@item2_window.visible = false
when 1
@item_com.bitmap = RPG::Cache.picture(MOG::ITEM_TYPE_2)
@item_window.active = false
@weapon_window.active = true
@armor_window.active = false
@item2_window.active = false
@item_window.visible = false
@weapon_window.visible = true
@armor_window.visible = false
@item2_window.visible = false
when 2
@item_com.bitmap = RPG::Cache.picture(MOG::ITEM_TYPE_3)
@item_window.active = false
@weapon_window.active = false
@armor_window.active = true
@item2_window.active = false
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = true
@item2_window.visible = false
when 3 # Extra Items window
@item_com.bitmap = RPG::Cache.picture(MOG::ITEM_TYPE_4)
if @target_window.active == true
update_target
@item2_window.active = false
@type.active = false
return
else
@item2_window.active = true
@type.active = true
end
@item_window.active = false
@weapon_window.active = false
@armor_window.active = false
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = false
@item2_window.visible = true
end
# Update the appropriate window if active, and exit method
return update_item if @item_window.active
return update_weapon if @weapon_window.active
return update_armor if @armor_window.active
return update_item2 if @item2_window.active
end
#--------------------------------------------------------------------------
# * Frame Update (when special item window is active)
#--------------------------------------------------------------------------
def update_item2
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item2_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item2_window.active = false
@target_window.x = (@item2_window.index + 1) % 1 * 304
@target_window.active = true
@target_window.x = -350
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item2_window.draw_item(@item2_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
end
Brief instructions are in each patch.
Thanks goes to Noctis for requesting this patch within THIS thread. The 'original' version patch may have placement values different from the original as requested by Noctis.