Just move the Cursor of the Item_Scene to the right
#1
Hi. I just need a little help with the MOG Scene_Item by moghunter. As you can see from the picture I posted as a Thumbnail, I want the cursor at the Item menu to be shifted a bit to the right so that the cursor fits in to the item box (the one that is under the cursor) Please can anyone tell me where the code is to change the cursor a bit to the right. I really couldn't find it.


Code:
#_______________________________________________________________________________

# MOG Scene Item Laura V1.2            
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNIT = 20
#Transition Type(Name).
MNITT = "007-Line01"  
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_laura"] = true
###############
# 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 + "_fc") 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_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_Item < Window_Selectable
  def initialize
    super(0, 130, 280, 300)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 14
    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
############
# Type_Sel #
############
class Type_Sel < Window_Base
  attr_reader   :index                    
  attr_reader   :help_window            
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  def index=(index)
    @index = index
  end
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
  def top_row
    return self.oy / 32
  end
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 32
  end
  def page_row_max
    return (self.height - 32) / 32
  end
  def page_item_max
    return page_row_max * @column_max
  end
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::RIGHT)
        if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
           @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::LEFT)
        if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
           @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
    end 
  end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
  def initialize
    super(0, 0, 0, 0)
    @item_max = 3
    self.index = 0
  end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable 
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      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)
    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 = "Tahoma" 
    self.contents.font.size = 14
    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
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable 
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
     if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        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)
    item = @data[index]
    case item
    when RPG::Weapon
      number = $game_party.weapon_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 = "Tahoma" 
    self.contents.font.size = 14
    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
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable 
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        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)
    item = @data[index]
    case item
    when RPG::Armor
      number = $game_party.armor_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 = "Tahoma"   
    self.contents.font.size = 14
    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
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
##############
# Scene_Item #
##############
class Scene_Item
  def main
    @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
    @item_com = Sprite.new
    @item_com.bitmap = RPG::Cache.picture("Item_com01")
    @item_com.z = 100
    @type = Window_Type.new
    @type.opacity = 0
    @type.visible = false    
    @help_window = Window_Help.new
    @help_window.y = 405
    @item_window = Window_Item_Ex.new
    @item_window.help_window = @help_window
    @item_window.visible = true
    @item_window.active = true
    @weapon_window = Window_Weapon.new
    @weapon_window.help_window = @help_window
    @weapon_window.visible = false 
    @weapon_window.active = true
    @armor_window = Window_Armor.new
    @armor_window.help_window = @help_window
    @armor_window.visible = false 
    @armor_window.active = true    
    @target_window = Window_Target_Item.new
    @target_window.x = -300
    @target_window.active = false
    @help_window.opacity = 0
    @help_window.x = -200
    @help_window.contents_opacity = 0    
    @item_window.opacity = 0
    @weapon_window.opacity = 0
    @armor_window.opacity = 0
    @target_window.opacity = 0    
    @weapon_window.x = 640
    @armor_window.x = 640
    @item_window.x = 640   
    @weapon_window.contents_opacity = 0
    @armor_window.contents_opacity = 0
    @item_window.contents_opacity = 0      
    Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..30
    @weapon_window.x += 20
    @armor_window.x += 20
    @item_window.x += 20   
    @weapon_window.contents_opacity -= 15
    @armor_window.contents_opacity -= 15
    @item_window.contents_opacity -= 15     
    @item_lay.zoom_x += 0.2
    @item_lay.opacity -= 15
    @item_com.zoom_y += 0.2
    @item_com.opacity -= 15
    @target_window.x -= 15
    @help_window.contents_opacity -= 15
    @back.ox += 1
    Graphics.update  
    end  
    Graphics.freeze
    @help_window.dispose
    @item_window.dispose
    @weapon_window.dispose
    @armor_window.dispose
    @target_window.dispose
    @item_lay.dispose
    @back.dispose
    @item_com.dispose
    @type.dispose
  end
  def update
    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    
    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
    if @item_window.x > 250
    @weapon_window.x -= 20
    @armor_window.x -= 20
    @item_window.x -= 20   
    @weapon_window.contents_opacity += 15
    @armor_window.contents_opacity += 15
    @item_window.contents_opacity += 15    
    elsif  @item_window.x <= 250
    @weapon_window.x = 250
    @armor_window.x = 250
    @item_window.x = 250   
    @weapon_window.contents_opacity = 250
    @armor_window.contents_opacity = 250
    @item_window.contents_opacity = 250      
    end 
    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       
    @weapon_window.contents_opacity = 0
    @armor_window.contents_opacity = 0
    @item_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
    @help_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("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
    @item_window.visible = true
    @weapon_window.visible = false
    @armor_window.visible = false    
    when 1 
    @item_com.bitmap = RPG::Cache.picture("Item_com02")
    @item_window.active = false
    @weapon_window.active = true
    @armor_window.active = false
    @item_window.visible = false
    @weapon_window.visible = true
    @armor_window.visible = false    
    when 2
    @item_com.bitmap = RPG::Cache.picture("Item_com03")   
    @item_window.active = false
    @weapon_window.active = false
    @armor_window.active = true
    @item_window.visible = false
    @weapon_window.visible = false
    @armor_window.visible = true
    end
    if @item_window.active
      update_item
      return
    end
    if @weapon_window.active
      update_weapon
      return
    end
    if @armor_window.active
      update_armor
      return
    end
  end
  def update_weapon
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
  end
  def update_armor
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
  end
  def update_item
    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 = @item_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
        @item_window.active = false
        @target_window.x = (@item_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)
            @item_window.draw_item(@item_window.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @item_window.refresh
      end
      @item_window.active = true
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @item_window.draw_item(@item_window.index)
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.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


Attached Files
.png   fehler6.png (Size: 101.52 KB / Downloads: 5)
Reply }
#2
It's not that the cursor is off, but your entire window is off. The cursor is drawn around the items and quantity values with a set margin around them. As I can see, you don't quite have your list of items centered in your gray box area and needs to be shifted about... um... 30 more pixels to the right?

Code:
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable
  def initialize
    super(250, 50, 295, 350)
This is the area you need to look at, specifically the super statement.

The super statement defines the basic shape of your window (x-position, y-position, width, height). Try setting it to something like
super(280, 50, 295, 350)

Oh... I can see your confusion. Moghunter makes em quite visual. But his coding is hell to decipher and usually not compatible with other scripts (good luck getting other item scripts to work with it).

You MAY want to do a search in the forum for Moghunter scripts.... posted by ME. I did some script cleaning. ^_^ A lot more instructions... more notes... more to configure at your leisure. But read the instructions.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#3
i've edited it to 280, but nothing changed. I even edited it to 380 but nothing changed either. Hm...

I've uplaoded some pictures how the item menu looks after the change. And even the changed line.


Attached Files
.png   iAmSuchAnoob.png (Size: 169.4 KB / Downloads: 5)
.png   3434.png (Size: 81.13 KB / Downloads: 1)
Reply }
#4
Oh, wait. This is the window that slides over when the menu shows, isn't it?

It's actually defined in another class, and re-positioned in Scene_Item.... Change
Code:
@target_window.x = -300
to something like -270 or so.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#5
I did, but still not working.
Reply }
#6
Sorry about that. Been occupied getting work done for the Gazette and was doing this just at glancing at the code. I just opened up my 'revisioned' versions of Moghunter's systems and I found it (though I again recommend my edited version as it is more compliant with other scripts that edit the menus)....

Within my edit, it is merely this code:
Code:
if @item_window.x > 250
      @item_window.x -= 20  
      @item_window.contents_opacity += 15    
    elsif  @item_window.x <= 250
      @item_window.x = 250  
      @item_window.contents_opacity = 250    
    end

And in YOUR version, the code is:
Code:
if @item_window.x > 250
    @weapon_window.x -= 20
    @armor_window.x -= 20
    @item_window.x -= 20  
    @weapon_window.contents_opacity += 15
    @armor_window.contents_opacity += 15
    @item_window.contents_opacity += 15    
    elsif  @item_window.x <= 250
    @weapon_window.x = 250
    @armor_window.x = 250
    @item_window.x = 250  
    @weapon_window.contents_opacity = 250
    @armor_window.contents_opacity = 250
    @item_window.contents_opacity = 250      
    end


It is the '250' value that stops the window as it scrolls over to X-Position 250. Here, you may wish to add 30 more points to make it stop at x-position 280. Obviously, you wouldn't need to alter as many lines in my version ^_^
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#7
Yes, but, sorry, I still dont know what to change exactly. If I change These lines:

@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250


to
@weapon_window.x = 280
@armor_window.x = 280
@item_window.x = 280

the item menu is flickers around. Would it be possible for you to tell me the changed lines?
Reply }
#8
You'd be changing....
Code:
if @item_window.x > 280
And all from the elsif on down.....
Code:
elsif  @item_window.x <= 280
@weapon_window.x = 280
@armor_window.x = 280
@item_window.x = 280  
@weapon_window.contents_opacity = 280
@armor_window.contents_opacity = 280
@item_window.contents_opacity = 280      
end

In my rewritten version, it would have been a whole lot less. Tongue sticking out

But I do recommend looking at Moghunter Menus: Scene Item Laura, a version of this script I reformatted because...
  1. Sloppy scripting (improper formatting, lack of helpful comments, etc.)
  2. He made his own Window_Item2 class, so you cannot use any OTHER item script with this.
  3. Everything he had was hardwired. You have no options you can turn on/off

The revised version (and all other moggy ones in the link's demo) has
  • Formatted scripting (clear header breaks, proper indentation, helpful 'classic' comment style for scripters and users)
  • Does not create new window classes, so it is more compatible with other scripts in use
  • Includes a config section at the top so you can set fonts, identify what graphic files you're using, turn features on/off

And in mine, you'd only need to change:
Code:
if @item_window.x > 280
  @item_window.x -= 20  
  @item_window.contents_opacity += 15    
elsif  @item_window.x <= 280
  @item_window.x = 280  
  @item_window.contents_opacity = 280    
end

EDIT: Oh, and I have a copy of his 'terms of use' in the post. Basically 'give him credit' in your game infofar as your project is concerned. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#9
Thank you very very much that far. I've a last request if you accept it.
In addition to the MOG Item Menu, I'm also using the MOG Menu Status script and the equip script which I both added below.  
There is a addon  script called "Equipment Multi Slots" which basically allows one to  shape the equipment customized. For example it is possible to customize the equipment, so that one only can wear a Weapon, A armor and two accessories But the problem is, the  "Equipment Multi Slots" by ATOA, which is  basically a addon by the author of the script, that the equipment multi slots is not compatible with the MOG Status and Equip script I posted. When I arrange the Equipment other then the original (which is the goal of the script) I get a error on line 284 whenever I try to change my acessory in the equp menu. Is there any chance to make the both scripts  compatible  with the both MOG Scripts I posted?









Code:
#==============================================================================

# Equipment Multi Slots
# By Atoa
#==============================================================================
# This scripts add an multi equipment slot system, wich allows you to add
# an new variety of equipment.
#
# Add this script above all actor related scripts.
#
# IMPORTANT:
# - If you using the multi slot equip system, the event command for changing 
#   equips will be screwed.
#   So if you need to force any equip change with events, make an Script Call
#   and add this command:
#    $game_actors[Actor ID].equip(Slot Index, Equip ID)
#      Slot Index = remember that indexes starts from 0, so the 1st slot will
#        be index 0, the 2nd will be index 1...
# - This script change a lot of funcitons and may cause incompatiblities
#   with other systems, if that happens you will have to choose wich system use.
#==============================================================================


module Atoa
  # Do not remove or change these lines
  Equip_Lock = {}
  Armor_Lock = {}
  # Do not remove or change these lines
  
  # Equipment Kinds
  # The order of the values here define the order that the equipment will be
  # shown in the menu
  # If you repeat an value, means that the actor can equip more than one
  # equip of that type,
  Equip_Kinds = [0,1,2,3,5,4,4]
  # 0 = Weapons (if you add more than one value equal zero, all these equips
  #     will be considered 'right hand', so they won't remove the shield)
  # 1 = Shields (any equip set as 'Shield' will be exchanged by an weapon if
  #     the actor have the dual wielding)
  # 2 = Helmets
  # 3 = Armors
  # 4 = Accessories
  # Values above 5 are the extra slots, use to creat equipments like Boots, Capes...
  # You must set the IDs of the extra slots equips in 'Extra_Equips_ID'
  #
  # It's recomended that you leave only one 'Weapon' and one 'Shield', once
  # it interfere in the Dual Wielding and 2 Haded Weapons
  
  # You can change this value individually for each actor making an script call
  # and adding this command:
  # $game_actors[actor_id].equip_kind = [x,y,z]
  #   actor_id = actor ID
  #   [x,y,z] = new equip kind configuration
  
  # IDs of the equipments
  # Extra_Equips_ID = {kind => [equips_ids]}
  #  kind = equipment type, set on Equip_Kinds
  #  equips_ids = id of the armors of this equip type
  Extra_Equips_ID = {5 => [38,39]}
  
  # Name of the equips shown in the equip and status window
  Equip_Names = ['Right Hand', 'Left Hand', 'Helmet', 'Armor', 'Boots', 
                 'Accessory', 'Accessory']
  # The order here is the order that the names are shown in the menu, set
  # them according to the values set in 'Equip_Kinds'.
  # if you change the value of the kinds with script calls, remember to change
  # the names.
  
  # You can change this value individually for each actor making an script call
  # and adding this command:
  # $game_actors[actor_id].equip_names = [x,y,z]
  #   actor_id = actor ID
  #   [x,y,z] = new equip names configuration
  
  # Equipment Lock, these lines allows you to 'lock' an determined type of 
  # equipment, don't allow the actor to stay without equipment of this type
  # You can change equips freely, but can't remove.
  # E.g.: You have an Bow user character, and don't want him to stay without bows.

  #  Equip_Lock[equip_kind] = {actor_id =>[equip_type_id]}
  #    equip_kind = kind of the equipment
  #      'Weapon' for weapons, 'Armor' for armors
  #    actor_id = actor id
  #    equip_type_id = id of the equipment
  #      0 = right hand weapon
  #      1 = left hand weapon or shield
  #      2,3,4... = armors
  Equip_Lock['Weapon']= {1 => [0], 2 => [0], 3 => [0], 4 => [0], 
                         5 => [0], 6 => [0], 7 => [0], 8 => [0]}
  
  Equip_Lock['Armor']= {1 => [1], 2 => [1]}
  #=============================================================================
end

#==============================================================================
# ** Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa Multi Slot'] = true

#==============================================================================
# ** RPG::Armor
#------------------------------------------------------------------------------
# Class that manage armors
#==============================================================================

class RPG::Armor
  #--------------------------------------------------------------------------
  # * Type ID setting
  #--------------------------------------------------------------------------
  def type_id
    if Extra_Equips_ID != nil
      for kind in Extra_Equips_ID.dup
        return kind[0] if kind[1].include?(@id)
      end
    end
    return @kind + 1
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :weapon_fix
  attr_accessor :armor_fix
  attr_accessor :equip_kind
  attr_accessor :equip_names
  attr_accessor :equip_id
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  alias setup_multislot setup
  def setup(actor_id)
    setup_multislot(actor_id)
    @equip_id = []
    @equip_kind = equip_kind
    @equip_names = equip_names
    for i in 0...@equip_kind.size
      id = @equip_kind[i]
      if id == 0 and i == 0
        @equip_id[i] = @weapon_id
      elsif id != 0 and (1..4).include?(id)
        @equip_id[i] = eval("@armor#{id}_id")
      else
        @equip_id[i] = 0
      end
    end
    @weapon_fix = [@weapon_fix]
    @weapon_fix[1] = @armor1_fix if $atoa_script['Atoa Two Hands'] and  two_swords_style
    @armor_fix = [false]
    for i in 0...@equip_kind.size
      id = @equip_kind[i]
      if (1..4).include?(id) and not ($atoa_script['Atoa Two Hands'] and id == 1 and
         two_swords_style)
        @armor_fix[i] = eval("@armor#{id}_fix")
      elsif id > 0 and not ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
        @armor_fix[i] = false
      end
    end 
    @armor_fix[1] = @armor1_fix unless $atoa_script['Atoa Two Hands'] and two_swords_style
    @equip_id[1] = 0 if $atoa_script['Atoa Two Hands'] and
      (Two_Hands_Weapons.include?(@weapon_id) or two_swords_style)
    for equip in armors do update_auto_state(nil, equip) end
  end
  #--------------------------------------------------------------------------
  # * Get equip slots name
  #--------------------------------------------------------------------------
  def equip_names
    return @equip_names.nil? ? Equip_Names : @equip_names
  end
  #--------------------------------------------------------------------------
  # * Set new slot names
  #     n : new names
  #--------------------------------------------------------------------------
  def equip_names=(n)
    @equip_names = n
  end
  #--------------------------------------------------------------------------
  # * Get equips kind
  #--------------------------------------------------------------------------
  def equip_kind
    return @equip_kind.nil? ? Equip_Kinds : @equip_kind
  end
  #--------------------------------------------------------------------------
  # * Set new equips kind
  #     n : new kinds
  #--------------------------------------------------------------------------
  def equip_kind=(n)
    for i in 0...@equip_kind.size
      equip(i, 0) if @equip_kind[i] != n[i]
    end
    @equip_kind = n
    set_equip_id
  end
  #--------------------------------------------------------------------------
  # * Set equips ID
  #--------------------------------------------------------------------------
  def set_equip_id
    for i in 0...@equip_kind.size
      @equip_id[i] = 0 if @equip_id[i] == nil
    end
  end
  #--------------------------------------------------------------------------
  # * Get weapons
  #--------------------------------------------------------------------------
  def weapons
    result = []
    for i in 0...@equip_kind.size
      id = @equip_kind[i]
      if id == 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
        @weapon_id = @equip_id[i].nil? ? 0 : @equip_id[i] if id == 0
        result << $data_weapons[@equip_id[i]]
      end
    end
    result.delete_if {|x| x == nil }
    return result
  end
  #--------------------------------------------------------------------------
  # * Get armors
  #--------------------------------------------------------------------------
  def armors
    result = []
    for i in 0...@equip_kind.size
      id = @equip_kind[i]
      if id > 0 and not ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
        eval("@armor#{id}_id = @equip_id[i].nil? ? 0 : @equip_id[i]") if id < 5
        result << $data_armors[@equip_id[i]]
      end
    end
    result.delete_if {|x| x == nil }
    return result
  end
  #--------------------------------------------------------------------------
  # * Equipment lock
  #    type : equip type
  #--------------------------------------------------------------------------
  def lock_equip(type)
    equip = (type == 0 or ($atoa_script['Atoa Two Hands'] and type == 1 and
      two_swords_style)) ? 'Weapon' : 'Armor'
    id = @equip_kind[type]
    if Equip_Lock[equip] != nil
      eqp = Equip_Lock[equip].dup
    else
      return false
    end
    return (eqp.include?(@actor_id) and eqp[@actor_id].include?(id))
  end
  #--------------------------------------------------------------------------
  # * Change Equipment
  #     equip_type : type of equipment
  #     id         : weapon or armor ID (If 0, remove equipment)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    type = @equip_kind[equip_type]
    if type == 0  
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@equip_id[equip_type], 1)
        @equip_id[equip_type] = id
        $game_party.lose_weapon(id, 1)
      end
    elsif type == 1
      if $atoa_script['Atoa Two Hands'] and two_swords_style
        if id == 0 or $game_party.weapon_number(id) > 0
          $game_party.gain_weapon(@equip_id[equip_type], 1)
          @equip_id[equip_type] = id
          $game_party.lose_weapon(id, 1)
        end
      else
        if id == 0 or $game_party.armor_number(id) > 0
          update_auto_state($data_armors[@equip_id[equip_type]], $data_armors[id])
          $game_party.gain_armor(@equip_id[equip_type], 1)
          @equip_id[equip_type] = id
          $game_party.lose_armor(id, 1)
        end
      end
    elsif type > 1
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@equip_id[equip_type]], $data_armors[id])
        $game_party.gain_armor(@equip_id[equip_type], 1)
        @equip_id[equip_type] = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Remove secondary equip
  #--------------------------------------------------------------------------
  def remove_left_equip_actor
    for i in 0...@equip_kind.size
      equip(i, 0) if @equip_kind[i] == 1
    end
  end
  #--------------------------------------------------------------------------
  # * Remove secondary equip by class
  #     class_id : class ID
  #--------------------------------------------------------------------------
  def remove_left_equip_class(class_id)
    if class_id == @class_id
      for i in 0...@equip_kind.size
        equip(i, 0) if @equip_kind[i] == 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Change Class ID
  #     class_id : new class ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    remove_equip_class_change(class_id, @class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      for i in 0...@equip_kind.size
        if @equip_kind[i] == 0 or ($atoa_script['Atoa Two Hands'] and
           @equip_kind[i] == 1 and two_swords_style)
          equip(i, 0) unless equippable?($data_weapons[@equip_id[i]])
        else
          equip(i, 0) unless equippable?($data_armors[@equip_id[i]])
        end
      end
    end
  end
end


#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias update_windowselectable_multislot update
  def update
    if self.is_a?(Window_EquipRight)
      super
      if self.active and @item_max > 0 and @index >= 0
        if Input.repeat?(Input::DOWN)
          if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
             @index < @item_max - @column_max
            $game_system.se_play($data_system.cursor_se)
            @index = (@index + @column_max) % @item_max
          end
        end
        if Input.repeat?(Input::UP)
          if (@column_max == 1 and Input.trigger?(Input::UP)) or
             @index >= @column_max
            $game_system.se_play($data_system.cursor_se)
            @index = (@index - @column_max + @item_max) % @item_max
          end
        end
        if Input.repeat?(Input::RIGHT)
          if @column_max >= 2 and @index < @item_max - 1
            $game_system.se_play($data_system.cursor_se)
            @index += 1
          end
        end
        if Input.repeat?(Input::LEFT)
          if @column_max >= 2 and @index > 0
            $game_system.se_play($data_system.cursor_se)
            @index -= 1
          end
        end
        if Input.repeat?(Input::R)
          @index == @item_max if @index < @item_max
        end
        if Input.repeat?(Input::L)
          @index == @item_max if @index < @item_max
        end
      end
      if self.active and @help_window != nil
        update_help
      end
      update_cursor_rect
    else
      update_windowselectable_multislot
    end
  end
end

#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 112, 172)
    draw_actor_sp(@actor, 96, 144, 172)
    status_size = Object.const_defined?(:Extra_Status) ? Extra_Status.size : 0
    for i in 0..2
      draw_actor_parameter(@actor, 96, 164 + [(236/(status_size + 6)), 20].max * i, i)
    end
    for i in 3..6
      draw_actor_parameter(@actor, 96, 168 + [(236/(status_size + 6)), 20].max * i, i)
    end
    for i in 7..(status_size + 6)
      draw_actor_parameter(@actor, 96, 172 + [(236/(status_size + 6)), 20].max * i,
        Extra_Status[i - 7]) if Extra_Status[i - 7] != nil
    end
    self.contents.font.color = system_color
    self.contents.draw_text(320, 48, 80, 32, 'EXP')
    self.contents.draw_text(320, 80, 80, 32, 'Próximo')
    self.contents.draw_text(400, 128, 128, 32, 'Equipamentos')
    self.contents.font.color = normal_color
    self.contents.draw_text(400, 48, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(400, 80, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color    
    data = []
    for i in 0...@actor.equip_kind.size
      id = @actor.equip_kind[i]
      if id == 0
        data.push($data_weapons[@actor.equip_id[i]])
      elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
        data.push($data_weapons[@actor.equip_id[i]])
      elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
        data.push($data_armors[@actor.equip_id[i]])
      end
    end
    self.contents.font.color = system_color
    return if data.size == 0
    for i in 0...@actor.equip_names.size
      name = @actor.equip_names[i]
      self.contents.draw_text(320, 160 + [(280/data.size), 24].max * i, 92, 32, name)
    end
    for i in 0...data.size
      draw_item_name(data[i], 412, 160 + [(280/data.size), 24].max * i)
    end
  end
end

#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :data
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, actor.equip_kind.size * 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for i in 0...@actor.equip_kind.size
      id = @actor.equip_kind[i]
      if id == 0
        @data.push($data_weapons[@actor.equip_id[i]])
      elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
        @data.push($data_weapons[@actor.equip_id[i]])
      elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
        @data.push($data_armors[@actor.equip_id[i]])
      end
    end
    @item_max = @data.size
    self.contents.font.color = system_color
    for i in 0...@actor.equip_names.size
      name = @actor.equip_names[i]
      self.contents.draw_text(4, 32 * i, 92, 32, name)
    end
    for i in 0...@data.size
      draw_item_name(@data[i], 92, 32 * i)
    end
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? '' : self.item.description)
  end
end

#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :data
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0 or ($atoa_script['Atoa Two Hands'] and 
       @equip_type == 1 and @actor.two_swords_style)
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        next if $atoa_script['Atoa Two Hands'] and Two_Hands_Weapons.include?(i) and @equip_type == 1
        next if $atoa_script['Atoa Two Hands'] and Right_Hand_Weapons.include?(i) and @equip_type == 1
        next if $atoa_script['Atoa Two Hands'] and Left_Hand_Weapons.include?(i) and @equip_type == 0
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type > 0 and not ($atoa_script['Atoa Two Hands'] and @equip_type == 1 and @actor.two_swords_style)
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].type_id == @equip_type
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil) unless @actor.lock_equip(@equip_type)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, [row_max, 1].max * 32)
    self.opacity = Equip_Window_Opacity if $atoa_script['Atoa New Status']
    for i in 0...(@actor.lock_equip(@equip_type) ? @item_max : @item_max - 1)
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    if $atoa_script['Atoa New Status']
      case Equip_Menu_Syle
      when 0,1,2
        x = 4 + index % 2 * (288 + 32)
        y = index / 2 * 32
      when 3,4
        x = 4
        y = index * 32
      end
    else
      x = 4 + index % 2 * (288 + 32)
      y = index / 2 * 32
    end
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ':', 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

#==============================================================================
# ** Window_ShopStatus
#------------------------------------------------------------------------------
#  This window displays number of items in possession and the actor's equipment
#  on the shop screen.
#==============================================================================

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    return if @item.nil?
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, 'Você tem')
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    return if @item.is_a?(RPG::Item)
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.equippable?(@item)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
      for n in 0...actor.equip_kind.size
        id = actor.equip_kind[n]
        if @item.is_a?(RPG::Weapon) 
          item1 = $data_weapons[actor.equip_id[n]] if id == 0
        else
          if $data_armors[actor.equip_id[n]].type == @item.type_id and not
             (@item.type_id == 1 and actor.two_swords_style)
            item1 = $data_armors[actor.equip_id[n]]
          end
        end
      end
      if actor.equippable?(@item)
        change = 0
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
          change = atk2 - atk1
        elsif @item.is_a?(RPG::Armor) and @item.kind <= 2
          pdef1 = item1 != nil ? item1.pdef : 0
          mdef1 = item1 != nil ? item1.mdef : 0
          pdef2 = @item != nil ? @item.pdef : 0
          mdef2 = @item != nil ? @item.mdef : 0
          change = pdef2 - pdef1 + mdef2 - mdef1
        elsif @item.is_a?(RPG::Armor) and  @item.kind > 2
          change = 0
          item1 = nil
        end
        if change > 0 and actor.equippable?(@item)
          self.contents.font.color = text_color(3)
        elsif change < 0 and actor.equippable?(@item)
          self.contents.font.color = text_color(2)
        end
        self.contents.draw_text(64, 64 + 64 * i, 128, 32,sprintf('%+d', change), 2)
        self.contents.font.color = normal_color
      end
      if item1 != nil
        x = 4
        y = 64 + 64 * i + 32
        bitmap = RPG::Cache.icon(item1.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, 212, 32, item1.name)
      end
    end
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Include Settings Module
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @right_window.index = @equip_index
    item_window_update
    @right_window.help_window = @help_window
    for i in 0...@actor.equip_kind.size
      eval("@item_window#{i + 1}.help_window = @help_window")
    end
    refresh
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    item_window_dispose  
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @help_window.opacity = Equip_Window_Opacity if $atoa_script['Atoa New Status']
    if @right_window.index > @right_window.data.size - 1
      @right_window.index = @right_window.data.size - 1
    end
    for i in 0...@actor.equip_kind.size
      eval("@item_window#{i + 1}.visible = (@right_window.index == #{i})")
    end
    item1 = @right_window.item
    eval("@item_window = @item_window#{@right_window.index + 1}")
    @left_window.set_new_parameters(nil, nil, nil) if @right_window.active
    if @item_window.active
      @item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, @item2 == nil ? 0 : @item2.id)
      re_equip = []
      if $atoa_script['Atoa Two Hands'] and @item2 != nil and @item2.type_id == 0 and Two_Hands_Weapons.include?(@item2.id)
        for i in 0...@actor.equip_kind.size
          id = @actor.equip_kind[i]
          if id == 1
            re_equip << [i, @actor.equip_id[i]]
            @actor.equip(i, 0)
          end
        end
      elsif @item2 != nil and (@item2.type_id == 1 or ($atoa_script['Atoa Two Hands'] and
         @item2.type_id == 0 and @actor.two_swords_style))
        for i in 0...@actor.equip_kind.size
          id = @actor.equip_kind[i]
          if $atoa_script['Atoa Two Hands'] and @right_window.index != i and id == 0 and 
             Two_Hands_Weapons.include?(@actor.equip_id[id])
            re_equip << [i, @actor.equip_id[i]]
            @actor.equip(i, 0)
          end
        end
      end
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      if $atoa_script['Atoa New Status']
        new_str = @actor.str
        new_dex = @actor.dex
        new_agi = @actor.agi
        new_int = @actor.int
        new_eva = @actor.eva
        new_hit = @actor.hit
        new_crt = @actor.crt 
        new_dmg = @actor.dmg
        new_rcrt = @actor.rcrt
        new_rdmg = @actor.rdmg
      end
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      for equip in re_equip
        @actor.equip(equip[0], equip[1])
      end
      @actor.hp = last_hp
      @actor.sp = last_sp
      if $atoa_script['Atoa New Status']
        @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, 
          new_agi, new_int, new_eva, new_hit, new_crt, new_dmg, new_rcrt, new_rdmg)
      else
        @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
      end
    end
  end
  #-------------------------------------------------------------------------- 
  # * Update item window
  #-------------------------------------------------------------------------- 
  def item_window_update
    for i in 0...@actor.equip_kind.size
      type = @actor.equip_kind[i]
      eval("@item_window#{i+1} = Window_EquipItem.new(@actor, type)")
    end
    for i in 0...@actor.equip_kind.size
      eval("@item_window#{i + 1}.help_window = @help_window")
    end
    refresh
  end
  #-------------------------------------------------------------------------- 
  # * Dispose item window
  #-------------------------------------------------------------------------- 
  def item_window_dispose
    for i in 0...@actor.equip_kind.size
      eval("@item_window#{i+1}.dispose if @item_window#{i+1} != nil")
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  alias update_item_multislot update_item
  def update_item
    if Input.trigger?(Input::C)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      update_hands(item) if $atoa_script['Atoa Two Hands']
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      $game_system.se_play($data_system.equip_se)
      return
    end
    update_item_multislot
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @item_window.index = -1
      @item_window.refresh
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index) or (@item_window.data.size == 0 and 
          @actor.lock_equip(@right_window.index))
        return $game_system.se_play($data_system.buzzer_se)
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size + 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
end
[/quote]








Code:
#_______________________________________________________________________________
# MOG Scene Equip Asuka V1.5          
#_______________________________________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.  
MSEQPT= 20
#Transition Type.
MSEQPTT= "007-Line01"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_asuka"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end    
def draw_heroface2(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 + 40 , y - ch - 240, face, src_rect)    
else  
self.contents.blt(x , y - ch, face, src_rect)    
end
end    
def drw_eqpup(x,y,type)
case type
when 0
est = RPG::Cache.icon("ST_EQU")
when 1
est = RPG::Cache.icon("ST_UP")
when 2
est = RPG::Cache.icon("ST_DOWN")  
end  
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)    
end  
def drw_equist(x,y)
equist = RPG::Cache.picture("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)    
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 nada
face = RPG::Cache.picture("")
end  
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") 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  
end
####################
# Window_EquipLeft #
####################
class Window_EquipLeft < Window_Base
 def initialize(actor)
   super(0, 64, 272, 446)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 0
   self.contents.font.name = "Tahoma"  
   self.contents.font.size = 12
   @actor = actor
   refresh
 end
 def refresh
   self.contents.clear
   draw_heroface2(@actor, 20, 400)      
   drw_equist(0,390)    
   draw_actor_name(@actor, 130, -10)
   draw_actor_level(@actor, 4, 32)
   draw_actor_parameter2(@actor, 10, 164 , 0)
   draw_actor_parameter2(@actor, 10, 196 , 1)
   draw_actor_parameter2(@actor, 10, 228 , 2)
   draw_actor_parameter2(@actor, 10, 260 , 3)
   draw_actor_parameter2(@actor, 10, 292 , 4)
   draw_actor_parameter2(@actor, 10, 324 , 5)
   draw_actor_parameter2(@actor, 10, 356 , 6)        
   if @new_atk != nil
     self.contents.font.color = system_color
     if @new_atk < @actor.atk
     drw_eqpup(170,190,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_atk > @actor.atk
     drw_eqpup(170,190,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,190,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end      
     self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
   end
   if @new_pdef != nil
     if @new_pdef < @actor.pdef
     drw_eqpup(170,226,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_pdef > @actor.pdef
     drw_eqpup(170,226,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,226,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end  
     self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     if @new_mdef < @actor.mdef
     drw_eqpup(170,258,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_mdef > @actor.mdef
     drw_eqpup(170,258,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,258,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
   end
   if @new_str  != nil
     if @new_str < @actor.str
     drw_eqpup(170,290,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_str > @actor.str
     drw_eqpup(170,290,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,290,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
   end
   if @new_dex  != nil
     if @new_dex < @actor.dex
     drw_eqpup(170,322,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_dex > @actor.dex
     drw_eqpup(170,322,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,322,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
   end
   if @new_agi  != nil
     if @new_agi < @actor.agi
     drw_eqpup(170,354,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_agi > @actor.agi
     drw_eqpup(170,354,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,354,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
   end
   if @new_int  != nil
     if @new_int < @actor.int
     drw_eqpup(170,386,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_int > @actor.int
     drw_eqpup(170,386,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,386,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
   end
 end
 def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
   new_agi, new_int)
   if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
     @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
     @new_int != new_int      
     @new_atk = new_atk
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     @new_str = new_str
     @new_dex = new_dex
     @new_agi = new_agi
     @new_int = new_int
     refresh
   end
 end
end
#####################
# Window_EquipRight #
#####################
class Window_EquipRight < Window_Selectable
 def initialize(actor)
   super(272, 64, 368, 192)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 0
   self.contents.font.name = "Tahoma"  
   self.contents.font.size = 14
   @actor = actor
   refresh
   self.index = 0
 end
 def item
   return @data[self.index]
 end
 def refresh
   self.contents.clear
   @data = []
   @data.push($data_weapons[@actor.weapon_id])
   @data.push($data_armors[@actor.armor1_id])
   @data.push($data_armors[@actor.armor2_id])
   @data.push($data_armors[@actor.armor3_id])
   @data.push($data_armors[@actor.armor4_id])
   @item_max = @data.size
   self.contents.font.color = system_color
   draw_item_name(@data[0], 92, 32 * 0)
   draw_item_name(@data[1], 92, 32 * 1)
   draw_item_name(@data[2], 92, 32 * 2)
   draw_item_name(@data[3], 92, 32 * 3)
   draw_item_name(@data[4], 92, 32 * 4)
 end
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
####################
# Window_EquipItem #
####################
class Window_EquipItem < Window_Selectable
 def initialize(actor, equip_type)
   super(272, 256, 368, 224)
   self.opacity = 0
   @actor = actor
   @equip_type = equip_type
   @column_max = 1
   refresh
   self.active = false
   self.index = -1
 end
 def item
   return @data[self.index]
 end
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   if @equip_type == 0
     weapon_set = $data_classes[@actor.class_id].weapon_set
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
         @data.push($data_weapons[i])
       end
     end
   end
   if @equip_type != 0
     armor_set = $data_classes[@actor.class_id].armor_set
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0 and armor_set.include?(i)
         if $data_armors[i].kind == @equip_type-1
           @data.push($data_armors[i])
         end
       end
     end
   end
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   for i in 0...@item_max-1
     draw_item(i)
   end
 end
 def draw_item(index)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 14
   item = @data[index]
   x = 4 + index % 1 * (288 + 32)
   y = index / 1 * 32
   case item
   when RPG::Weapon
     number = $game_party.weapon_number(item.id)
   when RPG::Armor
     number = $game_party.armor_number(item.id)
   end
   bitmap = RPG::Cache.icon(item.icon_name)
   self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
   self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 end
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
###############
# Scene_Equip #
###############
class Scene_Equip
 def initialize(actor_index = 0, equip_index = 0)
   @actor_index = actor_index
   @equip_index = equip_index
 end
 def main
   @mnback = Plane.new
   @mnback.bitmap = RPG::Cache.picture("MN_BK")
   @mnback.z = 1
   @mnlay = Sprite.new
   @mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
   @mnlay.z = 2
   @actor = $game_party.actors[@actor_index]
   @help_window = Window_Help.new
   @help_window.opacity = 0
   @help_window.x = -300
   @help_window.contents_opacity = 0
   @left_window = Window_EquipLeft.new(@actor)
   @left_window.x = -300
   @left_window.contents_opacity = 0
   @right_window = Window_EquipRight.new(@actor)
   @item_window1 = Window_EquipItem.new(@actor, 0)
   @item_window2 = Window_EquipItem.new(@actor, 1)
   @item_window3 = Window_EquipItem.new(@actor, 2)
   @item_window4 = Window_EquipItem.new(@actor, 3)
   @item_window5 = Window_EquipItem.new(@actor, 4)
   @item_window1.x = 640
   @item_window2.x = 640
   @item_window3.x = 640
   @item_window4.x = 640
   @item_window5.x = 640    
   @right_window.help_window = @help_window
   @item_window1.help_window = @help_window
   @item_window2.help_window = @help_window
   @item_window3.help_window = @help_window
   @item_window4.help_window = @help_window
   @item_window5.help_window = @help_window
   @right_window.index = @equip_index
   @right_window.x = 640
   refresh
   Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..20
   @left_window.x -= 15
   @left_window.contents_opacity -= 10
   @item_window.x += 20
   @item_window.contents_opacity -= 15
   @right_window.x += 20
   @right_window.contents_opacity -= 15
   Graphics.update  
   end  
   Graphics.freeze
   @help_window.dispose
   @left_window.dispose
   @right_window.dispose
   @item_window1.dispose
   @item_window2.dispose
   @item_window3.dispose
   @item_window4.dispose
   @item_window5.dispose
   @mnback.dispose
   @mnlay.dispose
 end
 def refresh
   @item_window1.visible = (@right_window.index == 0)
   @item_window2.visible = (@right_window.index == 1)
   @item_window3.visible = (@right_window.index == 2)
   @item_window4.visible = (@right_window.index == 3)
   @item_window5.visible = (@right_window.index == 4)
   item1 = @right_window.item
   case @right_window.index
   when 0
     @item_window = @item_window1
   when 1
     @item_window = @item_window2
   when 2
     @item_window = @item_window3
   when 3
     @item_window = @item_window4
   when 4
     @item_window = @item_window5
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
     new_atk = @actor.atk
     new_pdef = @actor.pdef
     new_mdef = @actor.mdef
     new_str = @actor.str
     new_dex = @actor.dex
     new_agi = @actor.agi
     new_int = @actor.int    
     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
     @actor.hp = last_hp
     @actor.sp = last_sp
     @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
     new_dex,new_agi,new_int)      
   end
 end
 def update
   if @right_window.x > 272
      @right_window.x -= 25
   elsif @right_window.x <= 272
      @right_window.x = 272
   end  
   if @item_window.x > 272
      @item_window.x -= 25
   elsif @item_window.x <= 272
       @item_window.x = 272
   end
   if @item_window.active == false  
   if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
   @item_window.x = 640  
   end  
   end
   if @left_window.x < 0
   @left_window.x += 15
   @left_window.contents_opacity += 10
   elsif @left_window.x >= 0
   @left_window.x = 0
   @left_window.contents_opacity = 255
   end
   if @help_window.x < 0
   @help_window.x  += 20
   @help_window.contents_opacity += 10
   elsif @help_window.x >= 0
   @help_window.x = 0
   @help_window.contents_opacity = 255
 end    
   @mnback.ox += 1    
   @left_window.update
   @right_window.update
   @item_window.update
   if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
   Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
   Input.trigger?(Input::R) or Input.press?(Input.dir4)
   @help_window.x = -300
   @help_window.contents_opacity = 0
   refresh
   end    
   if @right_window.active
     update_right
     return
   end
   if @item_window.active
     update_item
     return
   end
 end
 def update_right
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new(2)
     return
   end
   if Input.trigger?(Input::C)
     if @actor.equip_fix?(@right_window.index)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     @right_window.active = false
     @item_window.active = true
     @item_window.index = 0
     refresh      
     return
   end
   if Input.trigger?(Input::R)
     $game_system.se_play($data_system.cursor_se)
     @actor_index += 1
     @actor_index %= $game_party.actors.size
     $scene = Scene_Equip.new(@actor_index, @right_window.index)
     return
   end
   if Input.trigger?(Input::L)
     $game_system.se_play($data_system.cursor_se)
     @actor_index += $game_party.actors.size - 1
     @actor_index %= $game_party.actors.size
     $scene = Scene_Equip.new(@actor_index, @right_window.index)
     return
   end
 end
 def update_item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @right_window.active = true
     @item_window.active = false
     @item_window.index = -1
     refresh
     return
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.equip_se)
     item = @item_window.item
     @actor.equip(@right_window.index, item == nil ? 0 : item.id)
     @right_window.active = true
     @item_window.active = false
     @item_window.index = -1
     @right_window.refresh
     @item_window.refresh
     refresh      
     return
   end
 end
end
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 = "007-Line01"
# 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.battler(actor.battler_name, actor.battler_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_Status2 #
##################
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 = "Tahoma"
self.contents.font.size = 14
draw_actor_name(@actor,100, 55)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 130, 55)
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 = 100    # edit: Eigentlic war 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
Reply }
#10
That is PRECISELY my point about Moghunter's scripts. He rewrites the base code of the Equipment, Status, Items, Skills and all other menus so scripts like this do NOT work. And that is exactly why I mentioned my rewrites as they will work with the add-ons like Atoa's or my Multi-Slot scripts.

Hey, just for a laugh, just try my Moghunter Menus Revisioned demo right Here. You will have the same ARROW issue you had before, but I did describe the sections in the rewrite you would need to adjust (and with fewer lines to edit).

If you try these, you will find them more compliant (well, not 100% guaranteed) to work with more systems. Consider trying it as a birthday present to yourself. Laughing
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Reply }


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