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:
Scene Shop:
I've taken some screenshots demonstrating the crazy transition to give you an idea:
Item screen normally
![[Image: Item.jpg]](https://preview.ibb.co/hRDGJF/Item.jpg)
Item screen mid-transition
![[Image: Item_Smeared.jpg]](https://preview.ibb.co/bOoiyF/Item_Smeared.jpg)
Shop screen normally
![[Image: Shop.jpg]](https://preview.ibb.co/cK7Mkv/Shop.jpg)
Shop screen mid-transition
	
	
	
	
	
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
endScene 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
endI've taken some screenshots demonstrating the crazy transition to give you an idea:
Item screen normally
![[Image: Item.jpg]](https://preview.ibb.co/hRDGJF/Item.jpg)
Item screen mid-transition
![[Image: Item_Smeared.jpg]](https://preview.ibb.co/bOoiyF/Item_Smeared.jpg)
Shop screen normally
![[Image: Shop.jpg]](https://preview.ibb.co/cK7Mkv/Shop.jpg)
Shop screen mid-transition
	
