Mog Menu script: help me stop the crazy picture movement during transitions
#1
Question 
Hello helpful people! I'm so happy to have found a community that is still active with RMXP!

So, I've been using Mog Menu with a project, and all is going well, with one exception: when I exit out of my shop or item menus the script does some crazy stretching and moving with my menu pictures in addition to the standard transition I have assigned. I've experimented as much as I know how to try and eliminate the effect, but I've had no luck.

Here are the relevant scripts.

Scene Item:
Code:
#_______________________________________________________________________________
# MOG Scene Item Laura V1.2            
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNIT = 20
#Transition Type(Name).
MNITT = "Aztec"  
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 : color.new(80, 220, 60, 255)
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) #third was 280
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "OCR A Extended"
   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 = 0 #was 4
     y = i * 65
     actor = $game_party.actors[i]
     drw_face(actor,x - 5,y + 55) # was only x
     if $mogscript["TP_System"] == true
     draw_actor_tp(actor, x + 160, y + 27 ,4)
     else  
     draw_mexp_it(actor, x + 102, y + 25 )
     end
     draw_actor_state_it(actor, x + 156, y - 2 ) #was x + 165
     draw_maphp3(actor, x + 12, y + 0) # 12s were 20s
     draw_mapsp3(actor, x + 12, y + 32)
   end
 end
 def update_cursor_rect
   if @index <= -2
     self.cursor_rect.set(-8, (@index + 12) * 65, self.width - 32, 60) #-10 was 0
   elsif @index == -1
     self.cursor_rect.set(-8, 2, self.width - 32, @item_max * 64 )
   else
     self.cursor_rect.set(-8, @index * 65 + 2, 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, 400, 350)#first was 250 third was 295
   @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 = menu_color
   else
     self.contents.font.color = disabled_color
   end
   x = 46 + index % 1 * (288 + 32) #first num was 4
   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 = "OCR A Extended"    
   bitmap = RPG::Cache.icon(item.icon_name)
   opacity = self.contents.font.color == menu_color ? 255 : 128    
   self.contents.blt(x, y + 4, bitmap, Rect.new(46, 0, 24, 24), opacity) #first was 0
   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, 400, 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 = color.new(80, 220, 60, 255)
   else
     self.contents.font.color = disabled_color
   end
   x = 46 + 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 = "OCR A Extended"    
   bitmap = RPG::Cache.icon(item.icon_name)
   opacity = self.contents.font.color == menu_color ? 255 : 128    
   self.contents.blt(x, y + 4, bitmap, Rect.new(46, 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, 400, 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 = color.new(80, 220, 60, 255)
   else
     self.contents.font.color = disabled_color
   end
   x = 46 + 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 = "OCR A Extended"    
   bitmap = RPG::Cache.icon(item.icon_name)
   opacity = self.contents.font.color == menu_color ? 255 : 128    
   self.contents.blt(x, y + 4, bitmap, Rect.new(46, 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_FILE")
   @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 ###was -300
   @target_window.active = false
   @help_window.opacity = 0 ###was 0
   @help_window.x = -200 ###was -200
   @help_window.contents_opacity = 0    
   @item_window.opacity = 0 ###was 0
   @weapon_window.opacity = 0 ###was 0
   @armor_window.opacity = 0 ###was 0
   @target_window.opacity = 0 ###was 0  
   @weapon_window.x = 640
   @armor_window.x = 640
   @item_window.x = 640  
   @weapon_window.contents_opacity = 0 ###was 0
   @armor_window.contents_opacity = 0 ###was 0
   @item_window.contents_opacity = 0 ###was 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 ###was += 20
   @armor_window.x = 20 ###was += 20
   @item_window.x = 20  ###was += 20
   @weapon_window.contents_opacity -= 0 ###was 15
   @armor_window.contents_opacity -= 0 ###was 15
   @item_window.contents_opacity -= 0  ###was 15  
   @item_lay.zoom_x += 0.2
   @item_lay.opacity -= 15
   @item_com.zoom_y += 0.2
   @item_com.opacity -= 0 ###was 15
   @target_window.x = 15 ###was -= 15
   @help_window.contents_opacity -= 0 ###was 15
   @back.opacity -= 255 #new line
   @back.oy -= 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 < 20 ###was 0
      @target_window.x = 20 ###was += 20
   elsif @target_window.x >= 20 ###was 0
      @target_window.x = 20      
   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 ###was += 10
   @help_window.contents_opacity += 0 ###was 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 ###was -= 20
   @armor_window.x = 20 ###was -= 20
   @item_window.x = 20 ###was -= 20  
   @weapon_window.contents_opacity += 0 ###was 15
   @armor_window.contents_opacity += 0
   @item_window.contents_opacity += 0    
   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 = -0 ###was -200
   @help_window.contents_opacity = 0
   end  
   end
   @back.oy -= 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 = -0 ###was -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

Scene Shop:
Code:
#_______________________________________________________________________________
# MOG Scene Shop Felicia V1.4            
#_______________________________________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNSHPT= 30
#Transition Type (Name)
MNSHPTT= "Aztec"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_shop"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_item_name_ex(item, x, y)
if item == nil
return
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, 150, 32, item.name)
end
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) #was no -3 to begin  
end    
end
################
# Win_Shop_Sel #
################
class Win_Shop_Sel < Window_Base
 attr_reader   :index                  
 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
   update_cursor_rect
 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_cursor_rect
   if @index < 0
     self.cursor_rect.empty
     return
   end
   row = @index / @column_max
   if row < self.top_row
     self.top_row = row
   end
   if row > self.top_row + (self.page_row_max - 1)
     self.top_row = row - (self.page_row_max - 1)
   end
   cursor_width = self.width / @column_max - 32
   x = @index % @column_max * 80
   y = @index / @column_max * 32 - self.oy
   self.cursor_rect.set(x, y, 32, 32)
 end
 def update
   super
   if self.active and @item_max > 0 and @index >= 0
     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      
   end
   update_cursor_rect
 end
end
######################
# Window_ShopCommand #
######################
class Window_ShopCommand < Win_Shop_Sel
 def initialize
   super(58, 68, 230, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   @item_max = 3
   @column_max = 3
   @commands = ["", "", ""]
   self.index = 0
 end
end
##################
# Window_ShopBuy #
##################
class Window_ShopBuy < Window_Selectable
 def initialize(shop_goods)
   super(-10, 180, 310, 225)
   @shop_goods = shop_goods
   refresh
   self.index = 0
 end
 def item
   return @data[self.index]
 end
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for goods_item in @shop_goods
     case goods_item[0]
     when 0
       item = $data_items[goods_item[1]]
     when 1
       item = $data_weapons[goods_item[1]]
     when 2
       item = $data_armors[goods_item[1]]
     end
     if item != nil
       @data.push(item)
     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)
   self.contents.font.name = "OCR A Extended"  
   self.contents.font.bold = false
   self.contents.font.size = 16
   item = @data[index]
   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
   x = 4
   y = index * 32    
   if item.price <= $game_party.gold and number < 99
     self.contents.font.color = normal_color
   else
     self.contents.font.color = disabled_color
   end    
   rect = Rect.new(x, y, self.width - 32, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   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, 150, 32, item.name, 0)
   self.contents.font.color = Color.new(50,250,150,255)
   self.contents.draw_text(x + 120, y, 88, 32, "", 1)      
   if item.price <= $game_party.gold
   if number < 99
   self.contents.font.color = Color.new(200,200,50,255)
   else
   self.contents.font.color = disabled_color
   end  
   else
   self.contents.font.color = Color.new(250,100,50,255)
   end        
   self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
 end
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
###################
# Window_ShopSell #
###################
class Window_ShopSell < Window_Selectable
 def initialize
   super(-10, 180, 305, 225)
   @column_max = 1
   refresh
   self.index = 0
 end
 def item
   return @data[self.index]
 end
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 1...$data_items.size
     if $game_party.item_number(i) > 0
       @data.push($data_items[i])
     end
   end
   for i in 1...$data_weapons.size
     if $game_party.weapon_number(i) > 0
       @data.push($data_weapons[i])
     end
   end
   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::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
   if item.price > 0
     self.contents.font.color = normal_color
   else
     self.contents.font.color = disabled_color
   end
   self.contents.font.name = "OCR A Extended"
   self.contents.font.size = 16 ################################
   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))
   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, 150, 32, item.name, 0)
   
   self.contents.draw_text(x + 230, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2)
 end
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
#####################
# Window_ShopNumber #
#####################
class Window_ShopNumber < Window_Base
 def initialize
   super(-10, 180, 310, 225)
   self.contents = Bitmap.new(width - 32, height - 32)
   @item = nil
   @max = 1
   @price = 0
   @number = 1
 end
 def set(item, max, price)
   @item = item
   @max = max
   @price = price
   @number = 1
   refresh
 end
 def number
   return @number
 end
 def refresh
   self.contents.clear
   self.contents.font.name = "OCR A Extended"
   self.contents.font.bold = true
   self.contents.font.size = 16 ################################
   draw_item_name_ex(@item, 4, 66)
   self.contents.font.color = Color.new(80,220,60,255)    
   self.contents.draw_text(185, 66, 32, 32, "x")
   self.contents.font.color = normal_color    
   self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2)
   self.cursor_rect.set(304, 66, 32, 32)
   total_price = @price * @number
   cx = contents.text_size("Coin").width    
   self.contents.font.color = Color.new(80,220,60,255)
   self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2)
   self.contents.font.color = Color.new(80,220,60,255)
   self.contents.draw_text(86, 160, 88, 32, "Coin", 1)      
 end
 def update
   super
   if self.active
     if Input.repeat?(Input::RIGHT) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number += 1
       refresh
     end
     if Input.repeat?(Input::LEFT) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number -= 1
       refresh
     end
     if Input.repeat?(Input::UP) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number = [@number + 10, @max].min
       refresh
     end
     if Input.repeat?(Input::DOWN) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number = [@number - 10, 1].max
       refresh
     end
   end
 end
end
#####################
# Window_ShopStatus #
#####################
class Window_ShopStatus < Window_Base
 def initialize
   super(290, 80, 640, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   @item = nil
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.name = "OCR A Extended"
   self.contents.font.size = 16
   if @item == nil
     return
   end
   if $mogscript["Item_Limit"] == true
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
item_max = MOG::ITEM_LIMIT[@item.id]
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
item_max = MOG::WEAPON_LIMIT[@item.id]  
when RPG::Armor
number = $game_party.armor_number(@item.id)
item_max = MOG::ARMOR_LIMIT[@item.id]
end
self.contents.font.color = system_color
self.contents.draw_text(206, 0, 200, 32, "Stock")
self.contents.font.color = system_color
if item_max != nil
self.contents.draw_text(300, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)
else
max_limit = MOG::DEFAULT_LIMIT
self.contents.draw_text(300, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)
end    
   else
   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 = $game_party.armor_number(@item.id)
   end
   self.contents.font.color = system_color
   self.contents.draw_text(231, 0, 200, 32, "In Stock")
   self.contents.font.color = system_color
   self.contents.draw_text(192, 0, 32, 32, number.to_s, 2)
   end
   if @item.is_a?(RPG::Item)
     return
   end
   for i in 0...$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(145, y - 30, 100, 32, "", 2) #was "Equipped"        
     drw_face(actor,0 ,80 + 64 * i)
     if @item.is_a?(RPG::Weapon)
       item1 = $data_weapons[actor.weapon_id]
     elsif @item.kind == 0
       item1 = $data_armors[actor.armor1_id]
     elsif @item.kind == 1
       item1 = $data_armors[actor.armor2_id]
     elsif @item.kind == 2
       item1 = $data_armors[actor.armor3_id]
     else
       item1 = $data_armors[actor.armor4_id]
     end
     if actor.equippable?(@item)
       if @item.is_a?(RPG::Weapon)
         atk1 = item1 != nil ? item1.atk : 0
         atk2 = @item != nil ? @item.atk : 0
         pdef1 = item1 != nil ? item1.pdef : 0
         mdef1 = item1 != nil ? item1.mdef : 0
         pdef2 = @item != nil ? @item.pdef : 0
         mdef2 = @item != nil ? @item.mdef : 0          
       self.contents.draw_text(-10, 59 + 64 * i, 112, 32,"Attack", 2)    
       self.contents.draw_text(85, 59 + 64 * i, 112, 32,"Defense", 2)  
       self.contents.draw_text(182, 59 + 64 * i, 112, 32,"MagDef", 2)          
       change = atk2 - atk1
       change2 = pdef2 - pdef1
       change3 = mdef2 - mdef1
     if atk2 > atk1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif atk2 == atk1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end        
     self.contents.draw_text(21, 59 + 64 * i, 112, 32,sprintf("%d", change), 2)    
     if pdef2 > pdef1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif pdef2 == pdef1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end            
     self.contents.draw_text(119, 59 + 64 * i, 112, 32,sprintf("%d", change2), 2)    
     if mdef2 > mdef1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif mdef2 == mdef1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end            
     self.contents.draw_text(214, 59 + 64 * i, 112, 32,sprintf("%d", change3), 2)    
     end
     if @item.is_a?(RPG::Armor)
         pdef1 = item1 != nil ? item1.pdef : 0
         mdef1 = item1 != nil ? item1.mdef : 0
         eva1 = item1 != nil ? item1.eva : 0          
         pdef2 = @item != nil ? @item.pdef : 0
         mdef2 = @item != nil ? @item.mdef : 0
         eva2 = @item != nil ? @item.eva : 0          
         change = pdef2 - pdef1
         change2 = mdef2 - mdef1
         change3 = eva2 - eva1        
       self.contents.draw_text(0, 59 + 64 * i, 112, 32,"Defense", 2)    
       self.contents.draw_text(96, 59 + 64 * i, 112, 32,"MagDef", 2)  
       self.contents.draw_text(181, 59 + 64 * i, 112, 32,"Dodge", 2)  
     if pdef2 > pdef1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif pdef2 == pdef1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end    
     self.contents.draw_text(33, 59 + 64 * i, 112, 32,sprintf("%d", change), 2)    
     
     if mdef2 > mdef1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif mdef2 == mdef1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end            
     self.contents.draw_text(130, 59 + 64 * i, 112, 32,sprintf("%d", change2), 2)          
     if eva2 > eva1
     self.contents.font.color = Color.new(50,250,150,255)  
     elsif eva2 == eva1
     self.contents.font.color = disabled_color
     else
     self.contents.font.color = Color.new(250,100,50,255)    
     end            
     self.contents.draw_text(214, 59 + 64 * i, 112, 32,sprintf("%d", change3), 2)    
     end
     end
     if item1 != nil
     if actor.equippable?(@item)
       self.contents.font.color = normal_color
     else
       self.contents.font.color = disabled_color
     end
       x = 4
       y = 64 + 64 * i
       bitmap = RPG::Cache.icon(item1.icon_name)
       opacity = self.contents.font.color == normal_color ? 255 : 128
       self.contents.blt(x + 50, y - 25, bitmap, Rect.new(0, 0, 24, 24), opacity)
       self.contents.draw_text(x + 75, y - 30, 212, 32, item1.name)
     end
   end
 end
 def item=(item)
   if @item != item
     @item = item
     refresh
   end
 end
end
##############
# Scene_Shop #
##############
class Scene_Shop
 def main
   @mshop_back = Plane.new
   @mshop_back.bitmap = RPG::Cache.picture("MN_BK_BLUE")
   @mshop_back.z = 10
   @mshop_lay = Sprite.new
   @mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay")
   @mshop_lay.z = 15
   @mshop_com = Sprite.new
   @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
   @mshop_com.z = 20
   @help_window = Window_Help.new
   @help_window.contents.font.name = "OCR A Extended"
   @help_window.contents.font.size = 20 ################################
   @help_window.y = 413
   @command_window = Window_ShopCommand.new
   @command_window.visible = false
   @gold_window = Window_Gold.new
   @gold_window.x = 460
   @gold_window.y = +1
   @dummy_window = Window_Base.new(0, 128, 640, 352)
   @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
   @buy_window.active = false
   @buy_window.visible = false
   @buy_window.help_window = @help_window
   @sell_window = Window_ShopSell.new
   @sell_window.active = false
   @sell_window.visible = false
   @sell_window.help_window = @help_window
   @number_window = Window_ShopNumber.new
   @number_window.active = false
   @number_window.visible = false
   @status_window = Window_ShopStatus.new
   @status_window.visible = false
   @help_window.opacity = 0
   @status_window.opacity = 0
   @sell_window.opacity = 0
   @buy_window.opacity = 0
   @gold_window.opacity = 0
   @command_window.opacity = 0
   @number_window.opacity = 0
   @dummy_window.opacity = 0
   Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT)
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..30
   @mshop_back.oy -= 1
   @mshop_back.opacity -= 255
   @help_window.x -= 15      
   @gold_window.x += 15
   @mshop_lay.zoom_x += 0.1
   @mshop_lay.opacity -= 10
   @command_window.x -= 15
   @mshop_com.x -= 15
   @buy_window.x -= 20
   @sell_window.x -= 20
   Graphics.update  
   end  
   Graphics.freeze
   @help_window.dispose
   @command_window.dispose
   @gold_window.dispose
   @dummy_window.dispose
   @buy_window.dispose
   @sell_window.dispose
   @number_window.dispose
   @status_window.dispose
   @mshop_back.dispose  
   @mshop_lay.dispose
   @mshop_com.dispose
 end
 def update
   @mshop_back.oy -= 1
   if @help_window.x < 0
      @help_window.x += 10
      @help_window.contents_opacity += 10
   elsif @help_window.x >= 0  
     @help_window.x = 0
     @help_window.contents_opacity = 255    
   end  
   if @sell_window.active == true
      @sell_window.visible = true
   if @sell_window.x < -10
      @sell_window.x += 15
      @sell_window.contents_opacity += 10
   elsif @sell_window.x >= -10  
      @sell_window.x = -10
      @sell_window.contents_opacity = 255      
   end  
   else
   if @sell_window.x > -0 ####### was -300
      @sell_window.x -= 0 ####### was 15
      @sell_window.contents_opacity -= 10
   elsif @sell_window.x <= -0  ####### was -300
      @sell_window.x = -0 ####### was -300
      @sell_window.contents_opacity = 0
      @sell_window.visible = false
   end    
   end  
   if @buy_window.active == true
      @buy_window.visible = true
   if @buy_window.x < -10
      @buy_window.x += 15
      @buy_window.contents_opacity += 10
   elsif @buy_window.x >= -10  
      @buy_window.x = -10
      @buy_window.contents_opacity = 255      
   end  
   else
   if @buy_window.x > -0 ####### was -300
      @buy_window.x -= 0 ####### was 15
      @buy_window.contents_opacity -= 10
   elsif @buy_window.x <= -0  ####### was -300
      @buy_window.x = -0 ####### was -300
      @buy_window.contents_opacity = 0
      @buy_window.visible = false
   end    
   end  
   if @number_window.active == true
      @number_window.visible = true
   if @number_window.x < -10
      @number_window.x += 15
      @number_window.contents_opacity += 10
   elsif @number_window.x >= -10  
      @number_window.x = -10
      @number_window.contents_opacity = 255      
   end  
   else
   if @number_window.x > -0 ####### was -300
      @number_window.x -= 0 ####### was 15
      @number_window.contents_opacity -= 10
   elsif @number_window.x <= -0  ####### was -300
      @number_window.x = -0 ####### was -300
      @number_window.contents_opacity = 0
      @number_window.visible = false
   end    
   end  
   if @number_window.active == false
   if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or
      Input.trigger?(Input::L) or Input.trigger?(Input::R)      
   @help_window.x = -0 ##### was -200
   @help_window.contents_opacity = 0
   end
   end
   @help_window.update
   @command_window.update
   @gold_window.update
   @dummy_window.update
   @buy_window.update
   @sell_window.update
   @number_window.update
   @status_window.update
   case @command_window.index
   when 0
   @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
   when 1
   @mshop_com.bitmap = RPG::Cache.picture("Shop_Com02")
   when 2
   @mshop_com.bitmap = RPG::Cache.picture("Shop_Com03")
   end
   if @command_window.active
     update_command
     return
   end
   if @buy_window.active
     update_buy
     return
   end
   if @sell_window.active
     update_sell
     return
   end
   if @number_window.active
     update_number
     return
   end
 end
 def update_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 0  
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @dummy_window.visible = false
       @buy_window.active = true
       @buy_window.refresh
       @status_window.visible = true
     when 1
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @dummy_window.visible = false
       @sell_window.active = true
       @sell_window.refresh
     when 2  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new
     end
     return
   end
 end
 def update_buy
   @status_window.item = @buy_window.item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @dummy_window.visible = true
     @buy_window.active = false
     @status_window.visible = false
     @status_window.item = nil
     @help_window.set_text("")
     return
   end
   if Input.trigger?(Input::C)
     @item = @buy_window.item
     if @item == nil or @item.price > $game_party.gold
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     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
     if number == 99
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     max = @item.price == 0 ? 99 : $game_party.gold / @item.price
     max = [max, 99 - number].min
     @buy_window.active = false
     @number_window.set(@item, max, @item.price)
     @number_window.active = true
   end
 end
 def update_sell
   @status_window.item = @sell_window.item
    @status_window.visible = true
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @dummy_window.visible = true
     @sell_window.active = false
     @status_window.item = nil
     @help_window.set_text("")
     return
   end
   if Input.trigger?(Input::C)
     @item = @sell_window.item
     @status_window.item = @item
     if @item == nil or @item.price == 0
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     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
     max = number
     @sell_window.active = false
     @number_window.set(@item, max, @item.price / 2)
     @number_window.active = true
     @status_window.visible = true
   end
 end
 def update_number
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @number_window.active = false
     case @command_window.index
     when 0  
       @buy_window.active = true
     when 1
       @sell_window.active = true
       @status_window.visible = false
     end
     return
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.shop_se)
     @number_window.active = false
     case @command_window.index
     when 0
       $game_party.lose_gold(@number_window.number * @item.price)
       case @item
       when RPG::Item
         $game_party.gain_item(@item.id, @number_window.number)
       when RPG::Weapon
         $game_party.gain_weapon(@item.id, @number_window.number)
       when RPG::Armor
         $game_party.gain_armor(@item.id, @number_window.number)
       end
       @gold_window.refresh
       @buy_window.refresh
       @status_window.refresh
       @buy_window.active = true
     when 1
       $game_party.gain_gold(@number_window.number * (@item.price / 2))
       case @item
       when RPG::Item
         $game_party.lose_item(@item.id, @number_window.number)
       when RPG::Weapon
         $game_party.lose_weapon(@item.id, @number_window.number)
       when RPG::Armor
         $game_party.lose_armor(@item.id, @number_window.number)
       end
       @gold_window.refresh
       @sell_window.refresh
       @status_window.refresh
       @sell_window.active = true
       @status_window.visible = false
     end
     return
   end
 end
end

I've taken some screenshots demonstrating the crazy transition to give you an idea:

Item screen normally
[Image: Item.jpg]

Item screen mid-transition
[Image: Item_Smeared.jpg]

Shop screen normally
[Image: Shop.jpg]

Shop screen mid-transition
[Image: Shop_Smeared.jpg]
}
#2
First.... Moggy's original scripts are so damn messy. Ya should look at my 'revised menus' that I posted. The posts only involve the 'menu' scripts, but each includes a copy of his original scripts as well as my own rewrites. Yep, that includes Laura.

HOWEVER, I did not convert any 'Felicia Shop' Confused Dammit, where did that come from? Gonna have to look at the original and get its graphics for some testin'. Be advised, this may entail a re-envision of his script. Is that a bad thing?



EDIT: Just posted a revised version of Felicia in our Scripts Listings. It has MUCH more available to be altered in my configuration section, including an ability to turn on/off the image sweep feature.
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
}
#3
(05-28-2017, 04:39 PM)DerVVulfman Wrote: First....   Moggy's original scripts are so damn messy.  Ya should look at my 'revised menus' that I posted.  The posts only involve the 'menu' scripts, but each includes a copy of his original scripts as well as my own rewrites.  Yep, that includes Laura.

HOWEVER, I did not convert any 'Felicia Shop'  Confused  Dammit, where did that come from?  Gonna have to look at the original and get its graphics for some testin'.  Be advised, this may entail a re-envision of his script.   Is that a bad thing?




EDIT:  Just posted a revised version of Felicia in our Scripts Listings.  It has MUCH more available to be altered in my configuration section, including an ability to turn on/off the image sweep feature.

Thanks so much for the heads up, DerVVulfman! I'll be certain to check your scripts out.

Although, to avoid a complete redo on my end, is it possible to turn the image sweep off in Mog's scripts? If you think Mog's scripts are messy, you should see them after I'm done hunting and pecking with no Ruby skills whatsoever ;)
}
#4
We learn by doing.

BUT, it's pretty much the block of code that goes for i in 0..30 /// @help_window.x -15 /// Graphics.update /// end Just after the loop do ... end block of code but before Graphics.freeze.

While I hate to suggest it, just delete all within the FOR...END block I mentioned and that should work. Me? I did some tinkering so the config lets you turn the slide effect off.

Laughing But if you look at what I did, you'd see I put in a lot of options so one shouldn't need to hunt n peck so much. Filenames, font colors, etc. All 'should' be editable in the config now.
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
}
#5
(05-29-2017, 01:37 AM)DerVVulfman Wrote: We learn by doing.

BUT, it's pretty much the block of code that goes for i in 0..30  ///  @help_window.x -15  ///  Graphics.update ///  end  Just after the loop do ... end block of code but before Graphics.freeze.

While I hate to suggest it, just delete all within the FOR...END block I mentioned and that should work.  Me?  I did some tinkering so the config lets you turn the slide effect off.

Laughing But if you look at what I did, you'd see I put in a lot of options so one shouldn't need to hunt n peck so much.  Filenames, font colors, etc.  All 'should' be editable in the config now.

You, sir, are an absolute boss.

Thanks a mil for your help and for your significant contributions to Moghunter's original script. You know, I haven't touched this project since around 2008, so the last time I cracked this puppy open Mog Menu was pretty much the latest hotness ;)

This query is solved, so feel free to lock the thread  Very cheery
}


Possibly Related Threads…
Thread Author Replies Views Last Post
   Plugin or Script help with Item menu, SKill menu, and Equip menu JayRay 2 62 Yesterday, 03:09 AM
Last Post: JayRay
   Script compatibility help Lord Vectra 3 4,603 07-25-2021, 11:42 PM
Last Post: DerVVulfman
   Adding face script on Cogwheel's RTAB Battle Status rekkatsu 15 15,840 08-25-2020, 03:09 AM
Last Post: DerVVulfman
   "Wait" in the script Whisper 13 16,160 04-28-2020, 04:06 PM
Last Post: Whisper
   Skill Cooldown script Fenriswolf 11 16,438 12-10-2019, 11:10 AM
Last Post: Fenriswolf
   Need help with my menu - Current issue is item grid layout LilyFrog 41 39,300 09-24-2018, 02:03 AM
Last Post: LilyFrog
   Special Items Separate Menu Diorm 41 42,455 02-10-2018, 06:06 PM
Last Post: Diorm
   Help iwth script (RGSS Player crash) Whisper 3 8,532 06-17-2017, 05:03 PM
Last Post: Whisper
   Help modifying a script Keeroh 7 10,213 06-11-2017, 04:43 PM
Last Post: DerVVulfman
   Actor names in Quest Script jreagan406 5 8,639 03-07-2017, 08:06 AM
Last Post: JayRay



Users browsing this thread: 2 Guest(s)