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Item ART COLOR HELP

Can anyone please help in combining this script:

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

# Item Art Color

# Version: 1.01

# Author : LiTTleDRAgo

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

 

 

module LiTTleDRAgo

#------------------------------------------------------------------------------      

# Config Item Color

#         when (ID Item) then return (Type)

# or

#         when (ID Item) then return (Color)

#------------------------------------------------------------------------------      

  def self.ItemColor(i)

      case i

      when 2,4,5,9  then return Type('common')

      when 3,6  then return Type('epic')

      when 7,8  then return Color.new(120, 20 , 0, 255)

      end

      return Color.normal_color

    end

#------------------------------------------------------------------------------      

# CONFIG END

#------------------------------------------------------------------------------      

 

#------------------------------------------------------------------------------     

# Config Weapon Color

#       when (ID Weapon) then return (Name Type)

# or

#       when (ID Weapon) then return (Color)

#------------------------------------------------------------------------------      

  def self.WeaponColor(i)

      case i

      when 2 then return Type('common')

      when 4 then return Type('rare')

      end

      return Color.normal_color

  end

#------------------------------------------------------------------------------      

# CONFIG END

#------------------------------------------------------------------------------      

 

#------------------------------------------------------------------------------      

# Config Armor Color

#       when (ID Armor) then return (Name Type)

# or

#       when (ID Armor) then return (Color)

#------------------------------------------------------------------------------      

  def self.ArmorColor(i)

      case i

      when 1 then return Type('fire')

      when 2 then return Type('common')

      when 3 then return Type('wind')

      when 6,7 then return Type('epic')

      end

      return Color.normal_color

  end

#------------------------------------------------------------------------------      

# CONFIG END

#------------------------------------------------------------------------------      

 

#------------------------------------------------------------------------------      

# Config Type Color

# when (Name Type) then return (Color)

#------------------------------------------------------------------------------      

  def self.Type(x)

    case x

    when 'common'  then return Color.new(255, 255, 0  , 255)

    when 'rare'    then return Color.new(120, 20 , 0  , 255)

    when 'epic'    then return Color.new(119, 255, 0  , 255)

    when 'awesome' then return Color.new(80 , 80 , 240, 255)

#------------------------------------------------------------------------------      

    when 'fire'    then return Color.red

    when 'ice'     then return Color.cyan

    when 'thunder' then return Color.purple

    when 'wind'    then return Color.green

    when 'earth'   then return Color.magenta

    when 'light'   then return Color.light_gray

    when 'dark'    then return Color.dark_gray

#------------------------------------------------------------------------------      

    end

    return Color.normal_color

  end

  

end

 

#------------------------------------------------------------------------------      

# CONFIG END, DON'T EDIT BELOW UNLESS YOU KNOW WHAT YOU DO

#------------------------------------------------------------------------------      

 

#------------------------------------------------------------------------------

# SDK Check (This script will work with/without SDK)

#------------------------------------------------------------------------------

if Object.const_defined?('SDK')

 SDK.log('Item Art Color', 'LiTTleDRAgo', 1, '01.02.11')

 @drago_artcolors_disabled = true if !SDK.enabled?('Item Art Color')

end

 

if !@drago_artcolors_disabled

#------------------------------------------------------------------------------      

# THE SCRIPT START HERE

#------------------------------------------------------------------------------      

class Window_Base

 alias_method :drago_drawitemname, :draw_item_name

 def drago_item_colors(item,type = 0)

  return normal_color if item == nil

  @item_colored = true

  case item

  when RPG::Item   then return LiTTleDRAgo.ItemColor  (item.id)

  when RPG::Weapon then return LiTTleDRAgo.WeaponColor(item.id)

  when RPG::Armor  then return LiTTleDRAgo.ArmorColor (item.id)

  end 

  @item_colored = nil

  return disabled_color

 end

 

 def draw_item_name(item, x, y)

  drago_drawitemname(item, x, y)

  return if item == nil

  self.contents.font.color = drago_item_colors(item)

  self.contents.draw_text(x + 28, y, 212, 32, item.name) if @item_colored

 end

end

 

class Window_EquipItem < Window_Selectable

 alias_method :drago_itemcolors_drawitem, :draw_item

 def draw_item(index)

   drago_itemcolors_drawitem(index)

   self.contents.font.color = drago_item_colors(@data[index])

   if @item_colored

     x = 4 + index % 2 * (288 + 32)

     y = index / 2 * 32

     self.contents.draw_text(x + 28, y, 212, 32, @data[index].name)

   end

 end

end  

 

class Window_Item < Window_Selectable

 alias_method :drago_itemcolors_drawitem, :draw_item

 def draw_item(index)

   drago_itemcolors_drawitem(index)

   self.contents.font.color = drago_item_colors(@data[index])

   if @item_colored 

     x = 4 + index % 2 * (288 + 32)

     y = index / 2 * 32

     self.contents.draw_text(x + 28, y, 212, 32, @data[index].name)

   end

 end

end

 

class Color

  def Color.normal_color

    return Color.new(255, 255, 255, 255)

  end

  def Color.white(a = 255)

    return Color.new(255, 255, 255, a)

  end

  def Color.black(a = 255)

    return Color.new(0, 0, 0, a)

  end

  def Color.red(a = 255)

    return Color.new(255, 0, 0, a)

  end

  def Color.green(a = 255)

    return Color.new(0, 255, 0, a)

  end

  def Color.blue(a = 255)

    return Color.new(0, 0, 255, a)

  end

  def Color.purple(a = 255)

    return Color.new(255, 0, 255, a)

  end

  def Color.yellow(a = 255)

    return Color.new(255, 255, 0, a)

  end

  def Color.cyan(a = 255)

    return Color.new(0, 255, 255, a)

  end

  def Color.magenta(a = 255)

    return Color.new(255, 255, 0, a)

  end

  def Color.light_gray(a = 255)

    return Color.new(192, 192, 192, a)

  end

  def Color.gray(a = 255)

    return Color.new(128, 128, 128, a)

  end

  def Color.dark_gray(a = 255)

    return Color.new(64, 64, 64, a)

  end

  def Color.pink(a = 255)

    return Color.new(255, 175, 175, a)

  end

  def Color.orange(a = 255)

    return Color.new(255, 200, 0, a)

  end

end

end

with this script:
Code:
#_______________________________________________________________________________

# MOG Scene Item Laura V1.2            

#_______________________________________________________________________________

# By Moghunter  

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_______________________________________________________________________________

module MOG

#Transition Time.

MNIT = 20

#Transition Type(Name).

MNITT = "004-Blind04"  

end

$mogscript = {} if $mogscript == nil

$mogscript["menu_laura"] = true

###############

# Window_Base #

###############

class Window_Base < Window

def nada

face = RPG::Cache.picture("")

end    

def drw_face(actor,x,y)

face = RPG::Cache.picture(actor.name + "_fc") rescue nada

cw = face.width 

ch = face.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch, face, src_rect)    

end   

def draw_maphp3(actor, x, y)

back = RPG::Cache.picture("BAR0")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("HP_Bar")    

cw = meter.width  * actor.hp / actor.maxhp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("HP_Tx")    

cw = text.width  

ch = text.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 35, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)    

end  

def draw_mapsp3(actor, x, y)

back = RPG::Cache.picture("BAR0")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("SP_Bar")    

cw = meter.width  * actor.sp / actor.maxsp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("SP_Tx")    

cw = text.width  

ch = text.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 35, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)    

end  

def draw_mexp_it(actor, x, y)

lv_tx = RPG::Cache.picture("LV_tx")

cw = lv_tx.width 

ch = lv_tx.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)

end

def draw_actor_state_it(actor, x, y, width = 80)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

self.contents.draw_text(x, y, width, 32, text,1)

end

end

######################

# Window_Target_Item #

######################

class Window_Target_Item < Window_Selectable

  def initialize

    super(0, 130, 280, 300)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.contents.font.name = "BlackChancery"

    self.z += 10

    @item_max = $game_party.actors.size

    refresh

  end

  def refresh

    self.contents.clear

    for i in 0...$game_party.actors.size

      x = 4

      y = i * 65

      actor = $game_party.actors[i]

      drw_face(actor,x,y + 55)

      if $mogscript["TP_System"] == true

      draw_actor_tp(actor, x + 168, y + 27 ,4)

      else  

      draw_mexp_it(actor, x + 110, y + 25 )

      end

      draw_actor_state_it(actor, x + 165, y )

      draw_maphp3(actor, x + 20, y + 0)

      draw_mapsp3(actor, x + 20, y + 32)

    end

  end

  def update_cursor_rect

    if @index <= -2

      self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)

    elsif @index == -1

      self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )

    else

      self.cursor_rect.set(0, @index * 65, self.width - 32, 60)

    end

  end

end

############

# Type_Sel #

############

class Type_Sel < Window_Base

  attr_reader   :index                    

  attr_reader   :help_window            

  def initialize(x, y, width, height)

    super(x, y, width, height)

    @item_max = 1

    @column_max = 1

    @index = -1

  end

  def index=(index)

    @index = index

  end

  def row_max

    return (@item_max + @column_max - 1) / @column_max

  end

  def top_row

    return self.oy / 32

  end

  def top_row=(row)

    if row < 0

      row = 0

    end

    if row > row_max - 1

      row = row_max - 1

    end

    self.oy = row * 32

  end

  def page_row_max

    return (self.height - 32) / 32

  end

  def page_item_max

    return page_row_max * @column_max

  end

  def update

    super

    if self.active and @item_max > 0 and @index >= 0

      if Input.repeat?(Input::RIGHT)

        if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or

           @index < @item_max - @column_max

          $game_system.se_play($data_system.cursor_se)

          @index = (@index + @column_max) % @item_max

        end

      end

      if Input.repeat?(Input::LEFT)

        if (@column_max == 1 and Input.trigger?(Input::LEFT)) or

           @index >= @column_max

          $game_system.se_play($data_system.cursor_se)

          @index = (@index - @column_max + @item_max) % @item_max

        end

      end

    end 

  end

end

###############

# Window_Type #

###############

class Window_Type < Type_Sel

  def initialize

    super(0, 0, 0, 0)

    @item_max = 3

    self.index = 0

  end

end

##################

# Window_Item_Ex #

##################

class Window_Item_Ex < Window_Selectable 

  def initialize

    super(250, 50, 295, 350)

    @column_max = 1

    refresh

    self.index = 0

    if $game_temp.in_battle

      self.y = 64

      self.height = 256

      self.back_opacity = 160

    end

  end

  def item

    return @data[self.index]

  end

  def refresh

    if self.contents != nil

      self.contents.dispose

      self.contents = nil

    end

    @data = []

    for i in 1...$data_items.size

      if $game_party.item_number(i) > 0

        @data.push($data_items[i])

      end

    end

    @item_max = @data.size

    if @item_max > 0

      self.contents = Bitmap.new(width - 32, row_max * 32)

      for i in 0...@item_max

        draw_item(i)

      end

    end

  end

  def draw_item(index)

    item = @data[index]

    case item

    when RPG::Item

      number = $game_party.item_number(item.id)

    end

    if item.is_a?(RPG::Item) and

       $game_party.item_can_use?(item.id)

      self.contents.font.color = normal_color

    else

      self.contents.font.color = disabled_color

    end

    x = 4 + index % 1 * (288 + 32)

    y = index / 1 * 32

    rect = Rect.new(x, y, self.width / @column_max - 32, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.font.name = "BlackChancery"    

    bitmap = RPG::Cache.icon(item.icon_name)

    opacity = self.contents.font.color == normal_color ? 255 : 128    

    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)

    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)

    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)

    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)

  end

  def update_help

    @help_window.set_text(self.item == nil ? "" : self.item.description)

  end

end

#################

# Window_Weapon #

#################

class Window_Weapon < Window_Selectable 

  def initialize

    super(250, 50, 295, 350)

    @column_max = 1

    refresh

    self.index = 0

     if $game_temp.in_battle

      self.y = 64

      self.height = 256

      self.back_opacity = 160

    end

  end

  def item

    return @data[self.index]

  end

  def refresh

    if self.contents != nil

      self.contents.dispose

      self.contents = nil

    end

    @data = []

      for i in 1...$data_weapons.size

        if $game_party.weapon_number(i) > 0

          @data.push($data_weapons[i])

        end

      end

    @item_max = @data.size

    if @item_max > 0

      self.contents = Bitmap.new(width - 32, row_max * 32)

      for i in 0...@item_max

        draw_item(i)

      end

    end

  end

  def draw_item(index)

    item = @data[index]

    case item

    when RPG::Weapon

      number = $game_party.weapon_number(item.id)

    end

    if item.is_a?(RPG::Item) and

       $game_party.item_can_use?(item.id)

      self.contents.font.color = normal_color

    else

      self.contents.font.color = disabled_color

    end

    x = 4 + index % 1 * (288 + 32)

    y = index / 1 * 32

    rect = Rect.new(x, y, self.width / @column_max - 32, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.font.name = "BlackChancery"    

    bitmap = RPG::Cache.icon(item.icon_name)

    opacity = self.contents.font.color == normal_color ? 255 : 128    

    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)

    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)

    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)

    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)

  end

  def update_help

    @help_window.set_text(self.item == nil ? "" : self.item.description)

  end

end

################

# Window_Armor #

################

class Window_Armor < Window_Selectable 

  def initialize

    super(250, 50, 295, 350)

    @column_max = 1

    refresh

    self.index = 0

    if $game_temp.in_battle

      self.y = 64

      self.height = 256

      self.back_opacity = 160

    end

  end

  def item

    return @data[self.index]

  end

  def refresh

    if self.contents != nil

      self.contents.dispose

      self.contents = nil

    end

    @data = []

      for i in 1...$data_armors.size

        if $game_party.armor_number(i) > 0

          @data.push($data_armors[i])

        end

      end

    @item_max = @data.size

    if @item_max > 0

      self.contents = Bitmap.new(width - 32, row_max * 32)

      for i in 0...@item_max

        draw_item(i)

      end

    end

  end

  def draw_item(index)

    item = @data[index]

    case item

    when RPG::Armor

      number = $game_party.armor_number(item.id)

    end

    if item.is_a?(RPG::Item) and

       $game_party.item_can_use?(item.id)

      self.contents.font.color = normal_color

    else

      self.contents.font.color = disabled_color

    end

    x = 4 + index % 1 * (288 + 32)

    y = index / 1 * 32

    rect = Rect.new(x, y, self.width / @column_max - 32, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.font.name = "BlackChancery"    

    bitmap = RPG::Cache.icon(item.icon_name)

    opacity = self.contents.font.color == normal_color ? 255 : 128    

    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)

    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)

    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)

    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)

  end

  def update_help

    @help_window.set_text(self.item == nil ? "" : self.item.description)

  end

end

##############

# Scene_Item #

##############

class Scene_Item

  def main

    @back = Plane.new

    @back.bitmap = RPG::Cache.picture("MN_BK")

    @back.z = 100

    @item_lay = Sprite.new

    @item_lay.bitmap = RPG::Cache.picture("Item_lay")

    @item_lay.z = 100

    @item_com = Sprite.new

    @item_com.bitmap = RPG::Cache.picture("Item_com01")

    @item_com.z = 100

    @type = Window_Type.new

    @type.opacity = 0

    @type.visible = false    

    @help_window = Window_Help.new

    @help_window.y = 405

    @item_window = Window_Item_Ex.new

    @item_window.help_window = @help_window

    @item_window.visible = true

    @item_window.active = true

    @weapon_window = Window_Weapon.new

    @weapon_window.help_window = @help_window

    @weapon_window.visible = false 

    @weapon_window.active = true

    @armor_window = Window_Armor.new

    @armor_window.help_window = @help_window

    @armor_window.visible = false 

    @armor_window.active = true    

    @target_window = Window_Target_Item.new

    @target_window.x = -300

    @target_window.active = false

    @help_window.opacity = 0

    @help_window.x = -200

    @help_window.contents_opacity = 0    

    @item_window.opacity = 0

    @weapon_window.opacity = 0

    @armor_window.opacity = 0

    @target_window.opacity = 0    

    @weapon_window.x = 640

    @armor_window.x = 640

    @item_window.x = 640   

    @weapon_window.contents_opacity = 0

    @armor_window.contents_opacity = 0

    @item_window.contents_opacity = 0      

    Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)

    loop do

      Graphics.update

      Input.update

      update

      if $scene != self

        break

      end

    end

    for i in 0..30

    @weapon_window.x += 20

    @armor_window.x += 20

    @item_window.x += 20   

    @weapon_window.contents_opacity -= 15

    @armor_window.contents_opacity -= 15

    @item_window.contents_opacity -= 15     

    @item_lay.zoom_x += 0.2

    @item_lay.opacity -= 15

    @item_com.zoom_y += 0.2

    @item_com.opacity -= 15

    @target_window.x -= 15

    @help_window.contents_opacity -= 15

    @back.ox += 1

    Graphics.update  

    end  

    Graphics.freeze

    @help_window.dispose

    @item_window.dispose

    @weapon_window.dispose

    @armor_window.dispose

    @target_window.dispose

    @item_lay.dispose

    @back.dispose

    @item_com.dispose

    @type.dispose

  end

  def update

    if @target_window.active == true

       @target_window.visible = true

    if @target_window.x < 0

       @target_window.x += 20

    elsif @target_window.x >= 0

       @target_window.x = 0      

    end  

    else

    if @target_window.x > -300

       @target_window.x -= 20

    elsif @target_window.x >= -300

       @target_window.x = -300

       @target_window.visible = false

    end 

    end    

    if @help_window.x < 0

    @help_window.x += 10

    @help_window.contents_opacity += 15    

    elsif @help_window.x >= 0

    @help_window.x = 0

    @help_window.contents_opacity = 255    

    end

    if @item_window.x > 250

    @weapon_window.x -= 20

    @armor_window.x -= 20

    @item_window.x -= 20   

    @weapon_window.contents_opacity += 15

    @armor_window.contents_opacity += 15

    @item_window.contents_opacity += 15    

    elsif  @item_window.x <= 250

    @weapon_window.x = 250

    @armor_window.x = 250

    @item_window.x = 250   

    @weapon_window.contents_opacity = 250

    @armor_window.contents_opacity = 250

    @item_window.contents_opacity = 250      

    end 

    if @target_window.active == false

    if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or

       Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)

    @weapon_window.x = 640

    @armor_window.x = 640

    @item_window.x = 640       

    @weapon_window.contents_opacity = 0

    @armor_window.contents_opacity = 0

    @item_window.contents_opacity = 0       

    end

    if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or

       Input.trigger?(Input::L) or Input.trigger?(Input::R)      

    @help_window.x = -200

    @help_window.contents_opacity = 0

    end  

    end

    @back.ox += 1

    @help_window.update

    @item_window.update

    @weapon_window.update

    @armor_window.update

    @target_window.update

    @type.update

    case @type.index

    when 0

    @item_com.bitmap = RPG::Cache.picture("Item_com01")

    if @target_window.active == true

      update_target

      @item_window.active = false  

      @type.active = false

      return

    else   

      @item_window.active = true

      @type.active = true

    end    

    @weapon_window.active = false

    @armor_window.active = false

    @item_window.visible = true

    @weapon_window.visible = false

    @armor_window.visible = false    

    when 1 

    @item_com.bitmap = RPG::Cache.picture("Item_com02")

    @item_window.active = false

    @weapon_window.active = true

    @armor_window.active = false

    @item_window.visible = false

    @weapon_window.visible = true

    @armor_window.visible = false    

    when 2

    @item_com.bitmap = RPG::Cache.picture("Item_com03")   

    @item_window.active = false

    @weapon_window.active = false

    @armor_window.active = true

    @item_window.visible = false

    @weapon_window.visible = false

    @armor_window.visible = true

    end

    if @item_window.active

      update_item

      return

    end

    if @weapon_window.active

      update_weapon

      return

    end

    if @armor_window.active

      update_armor

      return

    end

  end

  def update_weapon

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      $scene = Scene_Menu.new(0)

      return

    end

  end

  def update_armor

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      $scene = Scene_Menu.new(0)

      return

    end

  end

  def update_item

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      $scene = Scene_Menu.new(0)

      return

    end

    if Input.trigger?(Input::C)

      @item = @item_window.item

      unless @item.is_a?(RPG::Item)

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      unless $game_party.item_can_use?(@item.id)

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      $game_system.se_play($data_system.decision_se)

      if @item.scope >= 3

        @item_window.active = false

        @target_window.x = (@item_window.index + 1) % 1 * 304

        @target_window.active = true

        @target_window.x = -350              

        if @item.scope == 4 || @item.scope == 6

          @target_window.index = -1

        else

          @target_window.index = 0

        end

      else

        if @item.common_event_id > 0

          $game_temp.common_event_id = @item.common_event_id

          $game_system.se_play(@item.menu_se)

          if @item.consumable

            $game_party.lose_item(@item.id, 1)

            @item_window.draw_item(@item_window.index)

          end

          $scene = Scene_Map.new

          return

        end

      end

      return

    end

  end

  def update_target

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      unless $game_party.item_can_use?(@item.id)

        @item_window.refresh

      end

      @item_window.active = true

      @target_window.active = false

      return

    end

    if Input.trigger?(Input::C)

      if $game_party.item_number(@item.id) == 0

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      if @target_window.index == -1

        used = false

        for i in $game_party.actors

          used |= i.item_effect(@item)

        end

      end

      if @target_window.index >= 0

        target = $game_party.actors[@target_window.index]

        used = target.item_effect(@item)

      end

      if used

        $game_system.se_play(@item.menu_se)

        if @item.consumable

          $game_party.lose_item(@item.id, 1)

          @item_window.draw_item(@item_window.index)

        end

        @target_window.refresh

        if $game_party.all_dead?

          $scene = Scene_Gameover.new

          return

        end

        if @item.common_event_id > 0

          $game_temp.common_event_id = @item.common_event_id

          $scene = Scene_Map.new

          return

        end

      end

      unless used

        $game_system.se_play($data_system.buzzer_se)

      end

      return

    end

  end

end

its basically, putting colored text items such as armor and weps into the mog scene window... i got the item color script from chaos project forum created by LiTTleDRAgo... I tried registering the website but it wouldnt let me register cuz i cant pass the anti-bot verification code :
Anti-Bot Verification:
Type the sum of the first and last number only. 96 + 500 + 27 =

the anti-bot verification is pretty tough... i couldnt answer the darn thing :down:

but anyway, i was hoping if someone can get the art color item script into the mog item script. I would greatly appreciate it! :angel:
 
96 + 27 = 123 :scruff: or were you being 'tongue-in-cheek' and saying you didn't really want to register?

I took a quick look. Even though both programmers used alias, they also created custom methods with new names, so neither script is truly 'plug-in'.

I'll have to do a bunch of re-write on DRAgo's script to make it compatible with MOG's.

Does DRAgo's script do EXACTLY what you want?
It might be easier to just write a new script based on MOG's (that's fully compatible) using your specific requirements for item coloring.
 
Thank you for trying to help me out on this post brewmeister :cheers:

Although, i have already tried adding the first number and the last to get the equal of sum to register the chaos project forum. It still says it was an error answer LoL so im assuming thats not it?
but anyhow, Dragos script is basically just adding the different colors on text for every different items. thats just what i exactly want but plugged into mogs menu screen when equipping or browsing items in the menu so it would show the different categories of rare weapons in menu... i was trying to plug in dragos scripts by copying and pasting it to certain places in mogs item script but i gave up after attempting for 5 hours now LoL, i aint no scripter but was using common sense to get around and apparently, that it gonna work :eek:uch: thank you for check it out for me :blush:

heres the rest of the mog menu scripts if that would help any:

Code:
#_________________________________________________

# MOG_Menu Status Eva V1.0            

#_________________________________________________

# By Moghunter          

#_________________________________________________

# Menu Status em pictures.

# É preciso ter as pictures imagens no pasta

# Graphics/Pictures

# A nomeção das imagens da faces devem ser feitas

# da seguinte forma:

# Coloque o nome do personagem mais o sufixo FC2

# EXP->           Aluxes_FC2.png

#_________________________________________________

module MOG

#Tempo de transição.  

MST_TT = 10

#Tipo de transição.

MST_TTT = "004-Blind04"

#Valor final maximo definido dos parâmetros de status no banco de dados.

MST_ST = 999

#Valor final maximo definido dos parâmetros de equipamento.

MST_STE = 999

end

##############

# Game_Actor #

##############

class Game_Actor < Game_Battler

def now_exp

return @exp - @exp_list[@level]

end

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

###############

# Window_Base #

###############

class Window_Base < Window   

def draw_heroface2(actor,x,y)

face = RPG::Cache.picture(actor.name + "_fc2")

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_actor_parameter2(actor, x, y, type)

back = RPG::Cache.picture("STBAR_Back")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 50 , y - ch + 20, back, src_rect)  

meter = RPG::Cache.picture("STBAR.png")    

case type

when 0

parameter_value = actor.atk

cw = meter.width  * actor.atk / MOG::MST_STE

when 1

parameter_value = actor.pdef

cw = meter.width  * actor.pdef / MOG::MST_STE

when 2

parameter_value = actor.mdef

cw = meter.width  * actor.mdef / MOG::MST_STE

when 3

parameter_value = actor.str

cw = meter.width  * actor.str / MOG::MST_ST

when 4

parameter_value = actor.dex

cw = meter.width  * actor.dex / MOG::MST_ST

when 5

parameter_value = actor.agi

cw = meter.width  * actor.agi / MOG::MST_ST

when 6

parameter_value = actor.int

cw = meter.width  * actor.int / MOG::MST_ST

end

self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) 

end

def draw_maphp3(actor, x, y)

back = RPG::Cache.picture("BAR")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("HP_Bar2")    

cw = meter.width  * actor.hp / actor.maxhp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  

self.contents.font.color = Color.new(250,255,255,255) 

self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  

end  

def draw_mapsp3(actor, x, y)

back = RPG::Cache.picture("BAR")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65 , y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("SP_Bar2")    

cw = meter.width  * actor.sp / actor.maxsp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  

self.contents.font.color = Color.new(250,255,255,255) 

self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  

end

def draw_mexp(actor, x, y)

actor = $game_party.actors[0]

bitmap2 = RPG::Cache.picture("Exp_Back")

cw = bitmap2.width 

ch = bitmap2.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)

rate = actor.now_exp.to_f / actor.next_exp

bitmap = RPG::Cache.picture("Exp_Meter")

if actor.level < 99

cw = bitmap.width * rate 

else

cw = bitmap.width

end   

ch = bitmap.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 20, y + 5, 30, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)    

self.contents.draw_text(x + 21, y + 6, 30, 32, actor.level.to_s, 1)    

end

end

##################

# Window_Status2 #

##################

class Window_Status2 < Window_Base

def initialize(actor)

super(0, 0, 660, 480)

self.contents = Bitmap.new(width - 32, height - 32)

@actor = actor

self.opacity = 0

refresh

end

def refresh

self.contents.clear

self.contents.font.name = "BlackChancery"

draw_actor_name(@actor, 4, 0)

draw_actor_class(@actor, 510, -5 )

draw_mexp(@actor,310,130)

draw_actor_state(@actor, 450, 20)

draw_maphp3(@actor, 275, 165)

draw_mapsp3(@actor, 430, 165)

draw_actor_parameter2(@actor, 280, 108, 0)

draw_actor_parameter2(@actor, 460, 137, 1)

draw_actor_parameter2(@actor, 460, 108, 2)

draw_actor_parameter2(@actor, 280, 53, 3)

draw_actor_parameter2(@actor, 460, 53, 4)

draw_actor_parameter2(@actor, 280, 80, 5)

draw_actor_parameter2(@actor, 460, 80, 6)

self.contents.font.color = system_color

draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)

draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)

draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)

draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)

draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)    

end

def dummy

self.contents.font.color = system_color

self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)

self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)

self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)

self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)

self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)

draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)

draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) 

draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)

draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)

draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)

end

end

###############

# Window_Face #

###############

class Window_Face < Window_Base

def initialize(actor)

super(0, -20, 300, 520)

self.contents = Bitmap.new(width - 32, height - 32)

@actor = actor

self.opacity = 0

refresh

end

def refresh

self.contents.clear

draw_heroface2(@actor,10,485)        

end

end

################

# Scene_Status #

################

class Scene_Status

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

end

def main

@actor = $game_party.actors[@actor_index]

@status_window = Window_Status2.new(@actor)

@status_face = Window_Face.new(@actor)

@status_face.z = 20

@status_face.x = -300

@status_face.contents_opacity = 0

@mst_lay = Sprite.new

@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")

@mst_lay.z = 100

@mst_back1 = Plane.new

@mst_back1.bitmap = RPG::Cache.picture("MN_BK")

@mst_back1.z = 10

Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

for i in 0..30

@status_face.x -= 20  

@status_face.contents_opacity -= 15

Graphics.update

end  

Graphics.freeze

@mst_lay.dispose

@mst_back1.dispose

@status_face.dispose

@status_window.dispose

end

def update

@mst_back1.ox += 1

@mst_back1.oy += 1

if @status_face.x < 0

@status_face.x += 20

@status_face.contents_opacity += 15

elsif @status_face.x >= 0   

@status_face.x = 0   

@status_face.contents_opacity = 255

end   

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Menu.new(3)

return

end

if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)

$game_system.se_play($data_system.cursor_se)

@actor_index += 1

@actor_index %= $game_party.actors.size

$scene = Scene_Status.new(@actor_index)

return

end

if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)

$game_system.se_play($data_system.cursor_se)

@actor_index += $game_party.actors.size - 1

@actor_index %= $game_party.actors.size

$scene = Scene_Status.new(@actor_index)

return

end

end

end

Code:
#_________________________________________________

# MOG_Scene Equip Asuka V1.0           

#_________________________________________________

# By Moghunter          

#_________________________________________________

module MOG

#Transition Time.  

MSEQPT= 20

#Transition Type.

MSEQPTT= "004-Blind04"

# Set Maximum (STR,DEX,AGL,INT)

MST_ST = 999

# Set Maximum (ATK,PDEF,MDEF)

MST_STE = 999

end

###############

# Window_Base #

###############

class Window_Base < Window

def draw_heroface2(actor,x,y)

face = RPG::Cache.picture(actor.name + "_fc2")

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 drw_eqpup(x,y,type)

case type

when 0

est = RPG::Cache.icon("ST_EQU")

when 1

est = RPG::Cache.icon("ST_UP")

when 2

est = RPG::Cache.icon("ST_DOWN")  

end  

cw = est.width 

ch = est.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch, est, src_rect)    

end   

def drw_equist(x,y)

equist = RPG::Cache.picture("Equip_St")

cw = equist.width 

ch = equist.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch, equist, src_rect)    

end  

def draw_actor_parameter2(actor, x, y, type)

back = RPG::Cache.picture("STBAR_Back")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 50 , y - ch + 20, back, src_rect)  

meter = RPG::Cache.picture("STBAR.png")    

case type

when 0

parameter_value = actor.atk

cw = meter.width  * actor.atk / MOG::MST_STE

when 1

parameter_value = actor.pdef

cw = meter.width  * actor.pdef / MOG::MST_STE

when 2

parameter_value = actor.mdef

cw = meter.width  * actor.mdef / MOG::MST_STE

when 3

parameter_value = actor.str

cw = meter.width  * actor.str / MOG::MST_ST

when 4

parameter_value = actor.dex

cw = meter.width  * actor.dex / MOG::MST_ST

when 5

parameter_value = actor.agi

cw = meter.width  * actor.agi / MOG::MST_ST

when 6

parameter_value = actor.int

cw = meter.width  * actor.int / MOG::MST_ST

end

self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) 

end

def nada

face = RPG::Cache.picture("")

end  

def draw_heroface3(actor,x,y)

face = RPG::Cache.picture(actor.name + "_fc3") rescue nada

cw = face.width 

ch = face.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch, face, src_rect)    

end  

end

####################

# Window_EquipLeft #

####################

class Window_EquipLeft < Window_Base

  def initialize(actor)

    super(0, 64, 272, 446)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.contents.font.name = "BlackChancery"    

    @actor = actor

    refresh

  end

  def refresh

    self.contents.clear

    draw_heroface2(@actor, 20, 460)      

    drw_equist(0,390)    

    draw_actor_name(@actor, 4, 0)

    draw_actor_level(@actor, 4, 32)

    draw_actor_parameter2(@actor, 10, 164 , 0)

    draw_actor_parameter2(@actor, 10, 196 , 1)

    draw_actor_parameter2(@actor, 10, 228 , 2)

    draw_actor_parameter2(@actor, 10, 260 , 3)

    draw_actor_parameter2(@actor, 10, 292 , 4)

    draw_actor_parameter2(@actor, 10, 324 , 5)

    draw_actor_parameter2(@actor, 10, 356 , 6)        

    if @new_atk != nil

      self.contents.font.color = system_color

      if @new_atk < @actor.atk

      drw_eqpup(170,190,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_atk > @actor.atk

      drw_eqpup(170,190,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,190,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end      

      self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)

    end

    if @new_pdef != nil

      if @new_pdef < @actor.pdef

      drw_eqpup(170,226,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_pdef > @actor.pdef

      drw_eqpup(170,226,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,226,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end  

      self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)

    end

    if @new_mdef != nil

      if @new_mdef < @actor.mdef

      drw_eqpup(170,258,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_mdef > @actor.mdef

      drw_eqpup(170,258,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,258,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end

      self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)

    end

    if @new_str  != nil

      if @new_str < @actor.str

      drw_eqpup(170,290,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_str > @actor.str

      drw_eqpup(170,290,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,290,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end

      self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)

    end

    if @new_dex  != nil

      if @new_dex < @actor.dex

      drw_eqpup(170,322,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_dex > @actor.dex

      drw_eqpup(170,322,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,322,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end

      self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)

    end

    if @new_agi  != nil

      if @new_agi < @actor.agi

      drw_eqpup(170,354,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_agi > @actor.agi

      drw_eqpup(170,354,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,354,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end

      self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)

    end

    if @new_int  != nil

      if @new_int < @actor.int

      drw_eqpup(170,386,2)  

      self.contents.font.color = Color.new(255,50,50,255)      

      elsif @new_int > @actor.int

      drw_eqpup(170,386,1)  

      self.contents.font.color = Color.new(50,250,150,255)

      else

      drw_eqpup(170,386,0)        

      self.contents.font.color = Color.new(255,255,255,255)      

      end

      self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)

    end

  end

  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,

    new_agi, new_int)

    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or

      @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or

      @new_int != new_int      

      @new_atk = new_atk

      @new_pdef = new_pdef

      @new_mdef = new_mdef

      @new_str = new_str

      @new_dex = new_dex

      @new_agi = new_agi

      @new_int = new_int

      refresh

    end

  end

end

#####################

# Window_EquipRight #

#####################

class Window_EquipRight < Window_Selectable

  def initialize(actor)

    super(272, 64, 368, 192)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    self.contents.font.name = "BlackChancery"        

    @actor = actor

    refresh

    self.index = 0

  end

  def item

    return @data[self.index]

  end

  def refresh

    self.contents.clear

    @data = []

    @data.push($data_weapons[@actor.weapon_id])

    @data.push($data_armors[@actor.armor1_id])

    @data.push($data_armors[@actor.armor2_id])

    @data.push($data_armors[@actor.armor3_id])

    @data.push($data_armors[@actor.armor4_id])

    @item_max = @data.size

    self.contents.font.color = system_color

    draw_item_name(@data[0], 92, 32 * 0)

    draw_item_name(@data[1], 92, 32 * 1)

    draw_item_name(@data[2], 92, 32 * 2)

    draw_item_name(@data[3], 92, 32 * 3)

    draw_item_name(@data[4], 92, 32 * 4)

  end

  def update_help

    @help_window.set_text(self.item == nil ? "" : self.item.description)

  end

end

####################

# Window_EquipItem #

####################

class Window_EquipItem < Window_Selectable

  def initialize(actor, equip_type)

    super(272, 256, 368, 224)

    self.opacity = 0

    @actor = actor

    @equip_type = equip_type

    @column_max = 1

    refresh

    self.active = false

    self.index = -1

  end

  def item

    return @data[self.index]

  end

  def refresh

    if self.contents != nil

      self.contents.dispose

      self.contents = nil

    end

    @data = []

    if @equip_type == 0

      weapon_set = $data_classes[@actor.class_id].weapon_set

      for i in 1...$data_weapons.size

        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)

          @data.push($data_weapons[i])

        end

      end

    end

    if @equip_type != 0

      armor_set = $data_classes[@actor.class_id].armor_set

      for i in 1...$data_armors.size

        if $game_party.armor_number(i) > 0 and armor_set.include?(i)

          if $data_armors[i].kind == @equip_type-1

            @data.push($data_armors[i])

          end

        end

      end

    end

    @data.push(nil)

    @item_max = @data.size

    self.contents = Bitmap.new(width - 32, row_max * 32)

    for i in 0...@item_max-1

      draw_item(i)

    end

  end

  def draw_item(index)

    self.contents.font.name = "BlackChancery"        

    item = @data[index]

    x = 4 + index % 1 * (288 + 32)

    y = index / 1 * 32

    case item

    when RPG::Weapon

      number = $game_party.weapon_number(item.id)

    when RPG::Armor

      number = $game_party.armor_number(item.id)

    end

    bitmap = RPG::Cache.icon(item.icon_name)

    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))

    self.contents.font.color = normal_color

    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)

    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)

    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)

  end

  def update_help

    @help_window.set_text(self.item == nil ? "" : self.item.description)

  end

end

###############

# Scene_Equip #

###############

class Scene_Equip

  def initialize(actor_index = 0, equip_index = 0)

    @actor_index = actor_index

    @equip_index = equip_index

  end

  def main

    @mnback = Plane.new

    @mnback.bitmap = RPG::Cache.picture("MN_BK")

    @mnback.z = 1

    @mnlay = Sprite.new

    @mnlay.bitmap = RPG::Cache.picture("Equip_Lay")

    @mnlay.z = 2

    @actor = $game_party.actors[@actor_index]

    @help_window = Window_Help.new

    @help_window.opacity = 0

    @help_window.x = -300

    @help_window.contents_opacity = 0

    @left_window = Window_EquipLeft.new(@actor)

    @left_window.x = -300

    @left_window.contents_opacity = 0

    @right_window = Window_EquipRight.new(@actor)

    @item_window1 = Window_EquipItem.new(@actor, 0)

    @item_window2 = Window_EquipItem.new(@actor, 1)

    @item_window3 = Window_EquipItem.new(@actor, 2)

    @item_window4 = Window_EquipItem.new(@actor, 3)

    @item_window5 = Window_EquipItem.new(@actor, 4)

    @right_window.help_window = @help_window

    @item_window1.help_window = @help_window

    @item_window2.help_window = @help_window

    @item_window3.help_window = @help_window

    @item_window4.help_window = @help_window

    @item_window5.help_window = @help_window

    @right_window.index = @equip_index

    refresh

    Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)

    loop do

      Graphics.update

      Input.update

      update

      if $scene != self

        break

      end

    end

    for i in 0..20

    @left_window.x -= 15

    @left_window.contents_opacity -= 10

    Graphics.update  

    end  

    Graphics.freeze

    @help_window.dispose

    @left_window.dispose

    @right_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @mnback.dispose

    @mnlay.dispose

  end

  def refresh

    @item_window1.visible = (@right_window.index == 0)

    @item_window2.visible = (@right_window.index == 1)

    @item_window3.visible = (@right_window.index == 2)

    @item_window4.visible = (@right_window.index == 3)

    @item_window5.visible = (@right_window.index == 4)

    item1 = @right_window.item

    case @right_window.index

    when 0

      @item_window = @item_window1

    when 1

      @item_window = @item_window2

    when 2

      @item_window = @item_window3

    when 3

      @item_window = @item_window4

    when 4

      @item_window = @item_window5

    end

    if @right_window.active

      @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)

    end

    if @item_window.active

      item2 = @item_window.item

      last_hp = @actor.hp

      last_sp = @actor.sp

      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

      new_atk = @actor.atk

      new_pdef = @actor.pdef

      new_mdef = @actor.mdef

      new_str = @actor.str

      new_dex = @actor.dex

      new_agi = @actor.agi

      new_int = @actor.int     

      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

      @actor.hp = last_hp

      @actor.sp = last_sp

      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,

      new_dex,new_agi,new_int)      

    end

  end

  def update

    if @left_window.x < 0

    @left_window.x += 15

    @left_window.contents_opacity += 10

    elsif @left_window.x >= 0

    @left_window.x = 0

    @left_window.contents_opacity = 255

    end

    if @help_window.x < 0 

    @help_window.x  += 20

    @help_window.contents_opacity += 10

    elsif @help_window.x >= 0

    @help_window.x = 0

    @help_window.contents_opacity = 255

  end    

    @mnback.ox += 1    

    @left_window.update

    @right_window.update

    @item_window.update

    if Input.trigger?(Input::B) or Input.trigger?(Input::C) or

    Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or

    Input.trigger?(Input::R)

    @help_window.x = -300

    @help_window.contents_opacity = 0

    refresh

    end    

    if @right_window.active

      update_right

      return

    end

    if @item_window.active

      update_item

      return

    end

  end

  def update_right

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      $scene = Scene_Menu.new(2)

      return

    end

    if Input.trigger?(Input::C)

      if @actor.equip_fix?(@right_window.index)

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      $game_system.se_play($data_system.decision_se)

      @right_window.active = false

      @item_window.active = true

      @item_window.index = 0

      refresh      

      return

    end

    if Input.trigger?(Input::R)

      $game_system.se_play($data_system.cursor_se)

      @actor_index += 1

      @actor_index %= $game_party.actors.size

      $scene = Scene_Equip.new(@actor_index, @right_window.index)

      return

    end

    if Input.trigger?(Input::L)

      $game_system.se_play($data_system.cursor_se)

      @actor_index += $game_party.actors.size - 1

      @actor_index %= $game_party.actors.size

      $scene = Scene_Equip.new(@actor_index, @right_window.index)

      return

    end

  end

  def update_item

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      @right_window.active = true

      @item_window.active = false

      @item_window.index = -1

      refresh

      return

    end

    if Input.trigger?(Input::C)

      $game_system.se_play($data_system.equip_se)

      item = @item_window.item

      @actor.equip(@right_window.index, item == nil ? 0 : item.id)

      @right_window.active = true

      @item_window.active = false

      @item_window.index = -1

      @right_window.refresh

      @item_window.refresh

      refresh      

      return

    end

  end

end

Code:
#_______________________________________________________________________________

# MOG Scene Menu Itigo V1.5            

#_______________________________________________________________________________

# By Moghunter  

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_______________________________________________________________________________

module MOG

#Tipo de fundo.

# 0 = Imagens em movimento.

# 1 = Mapa de fundo.

MENU_BACKGROUND = 0

#Transition Time. 

MNTT = 20

#Transition Type (Name)

MNTP = "006-Stripe02"

end

$mogscript = {} if $mogscript == nil

$mogscript["menu_itigo"] = true

##############

# Game_Actor #

##############

class Game_Actor < Game_Battler

def now_exp

return @exp - @exp_list[@level]

end

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

############

# Game_Map #

############

class Game_Map

attr_reader   :map_id  

def mpname

$mpname = load_data("Data/MapInfos.rxdata") 

$mpname[@map_id].name

end

end

###############

# 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_mexp2(actor, x, y)

bitmap2 = RPG::Cache.picture("Exp_Back")

cw = bitmap2.width 

ch = bitmap2.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)

if actor.next_exp != 0

rate = actor.now_exp.to_f / actor.next_exp

else

rate = 1

end

bitmap = RPG::Cache.picture("Exp_Meter")

if actor.level < 99

cw = bitmap.width * rate 

else

cw = bitmap.width

end   

ch = bitmap.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)

exp_tx = RPG::Cache.picture("Exp_tx")

cw = exp_tx.width 

ch = exp_tx.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)

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 + 125 , y - ch + 35, lv_tx, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)

end

def draw_actor_state2(actor, x, y, width = 80)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

self.contents.draw_text(x, y, width, 32, text,2)

end  

end

######################

# Window_MenuStatus2 #

######################

class Window_MenuStatus2 < Window_Selectable

def initialize

super(0, 0, 415, 280)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin("")

self.opacity = 0

self.z = 15

refresh

self.active = false

self.index = -1

end

def refresh

self.contents.clear

@item_max = $game_party.actors.size

for i in 0...$game_party.actors.size

x = 20

y = i * 62

actor = $game_party.actors[i]

self.contents.font.name = "BlackChancery"

if $mogscript["TP_System"] == true

draw_actor_tp(actor ,x + 285, y - 5,4)  

draw_actor_state2(actor ,x + 190, y - 5)

else  

draw_actor_state2(actor ,x + 220, y - 5)

end

drw_face(actor,x,y + 50)

draw_maphp3(actor,x + 40, y - 5)

draw_mapsp3(actor,x + 40, y + 20 )

draw_mexp2(actor,x + 140, y + 15 )

end

end

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(5, @index * 62, self.width - 32, 50)

end

end

end

################

# Window_Gold2 #

################

class Window_Gold2 < Window_Base

def initialize

super(0, 0, 160, 64)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin("")

self.opacity = 0

self.z = 15

refresh

end

def refresh

self.contents.clear

cx = contents.text_size($data_system.words.gold).width

self.contents.font.color = normal_color

self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)

self.contents.font.color = system_color

self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)

end

end

####################

# Window_PlayTime2 #

####################

class Window_PlayTime2 < Window_Base

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin("")

self.opacity = 0

self.z = 15

refresh

end

def refresh

self.contents.clear

@total_sec = Graphics.frame_count / Graphics.frame_rate

hour = @total_sec / 60 / 60

min = @total_sec / 60 % 60

sec = @total_sec % 60

text = sprintf("%02d:%02d:%02d", hour, min, sec)

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, text, 2)

end

def update

super

if Graphics.frame_count / Graphics.frame_rate != @total_sec

refresh

end

end

end

#################

# Window_Steps2 #

#################

class Window_Steps2 < Window_Base

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin("")

self.opacity = 0

self.z = 15

refresh

end

def refresh

self.contents.clear

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)

end

end

###################

# Window_Map_Name #

###################

class Window_Map_Name < Window_Base

def initialize

super(0, 0, 160, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin("")

self.opacity = 0

self.z = 15

refresh

end

def refresh

self.contents.clear

self.contents.font.color = normal_color

self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)

end

end

##############

# Scene_Menu #

##############

class Scene_Menu

def initialize(menu_index = 0)

@menu_index = menu_index

end

def main

s1 = ""

s2 = ""

s3 = ""

s4 = ""

s5 = ""

s6 = ""

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

@command_window.index = @menu_index

if $game_party.actors.size == 0

@command_window.disable_item(0)

@command_window.disable_item(1)

@command_window.disable_item(2)

@command_window.disable_item(3)

end

@command_window.visible = false

@command_window.x = -640

@mnlay = Sprite.new

@mnlay.bitmap = RPG::Cache.picture("Mn_lay")

@mnlay.z = 10

@mnlay.opacity = 0

@mnlay.x = -100

if MOG::MENU_BACKGROUND == 0

@mnback = Plane.new

@mnback.bitmap = RPG::Cache.picture("Mn_back")

@mnback.blend_type = 0

@mnback.z = 5

@mnback2 = Plane.new

@mnback2.bitmap = RPG::Cache.picture("Mn_back")

@mnback2.blend_type = 0

@mnback2.z = 5

@mnback2.opacity = 60

else

@spriteset = Spriteset_Map.new

end

@mnsel = Sprite.new

@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")

@mnsel.z = 20

@mnsel.x = 0

@mnsel.y = 110

@mnop = 150

if $game_system.save_disabled

@command_window.disable_item(4)

end

@playtime_window = Window_PlayTime2.new

@playtime_window.x = 30

@playtime_window.y = 375

@playtime_window.contents_opacity = 0

@mapname_window = Window_Map_Name.new

@mapname_window.x = 425

@mapname_window.y = 25

@mapname_window.contents_opacity = 0

@steps_window = Window_Steps2.new

@steps_window.x = 230

@steps_window.y = 375

@steps_window.contents_opacity = 0

@gold_window = Window_Gold2.new

@gold_window.x = 455

@gold_window.y = 405

@gold_window.contents_opacity = 0

@status_window = Window_MenuStatus2.new

@status_window.x = 295

@status_window.y = 110

@status_window.contents_opacity = 0

if MOG::MENU_BACKGROUND == 0

Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)

else

Graphics.transition  

end

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

for i in 0..10  

if MOG::MENU_BACKGROUND == 0

@mnback.oy += 1

@mnback.ox += 1

@mnback2.oy += 1

@mnback2.ox -= 1

end

@status_window.x += 20

@status_window.contents_opacity -= 25

@mnsel.opacity -= 25

@mnsel.zoom_x += 0.03

@mnlay.x -= 10

@mnlay.opacity -= 25

@mapname_window.x += 5

@mapname_window.contents_opacity -= 20

@steps_window.contents_opacity -= 25

@gold_window.contents_opacity -= 25

@playtime_window.contents_opacity -= 25

Graphics.update   

end

Graphics.freeze

@command_window.dispose

@playtime_window.dispose

@steps_window.dispose

@gold_window.dispose    

@status_window.dispose

@mnlay.dispose

if MOG::MENU_BACKGROUND == 0

@mnback.dispose

@mnback2.dispose

else

@spriteset.dispose

end

@mnsel.dispose

@mapname_window.dispose

Graphics.update

end

def update

if @mnsel.zoom_x <= 1.6

@mnsel.zoom_x += 0.03

@mnsel.opacity -= 10

elsif @mnsel.zoom_x > 1.6

@mnsel.zoom_x = 1.0

@mnsel.opacity = 255

end     

if @mnlay.x < 0

@mnlay.opacity += 25

@mnlay.x += 10

elsif @mnlay.x >= 0  

@mnlay.opacity = 255

@mnlay.x = 0

end

@command_window.update if @command_window.active

@playtime_window.update 

@status_window.update if @status_window.active

if MOG::MENU_BACKGROUND == 0

@mnback.oy += 1

@mnback.ox += 1

@mnback2.oy += 1

@mnback2.ox -= 1

end

@mnop += 5

@mapname_window.contents_opacity += 15

@playtime_window.contents_opacity += 15

@gold_window.contents_opacity += 15

@playtime_window.contents_opacity += 15

@steps_window.contents_opacity += 15

if @status_window.x > 195

@status_window.x -= 10

@status_window.contents_opacity += 10

elsif @status_window.x <= 195

@status_window.x = 195

@status_window.contents_opacity = 255

end

if @mnop >= 255

@mnop = 120

end   

if @command_window.active

update_command

return

end

if @status_window.active

update_status

return

end

end

def update_command

case @command_window.index 

when 0  

@mnsel.x = 0

@mnsel.y = 110

when 1

@mnsel.x = 25

@mnsel.y = 155

when 2

@mnsel.x = 40

@mnsel.y = 197

when 3

@mnsel.x = 45

@mnsel.y = 242

when 4

@mnsel.x = 25

@mnsel.y = 285

when 5

@mnsel.x = 0

@mnsel.y = 325

end    

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Map.new

return

end

if Input.trigger?(Input::C)

if $game_party.actors.size == 0 and @command_window.index < 4

$game_system.se_play($data_system.buzzer_se)

return

end

case @command_window.index

when 0 

$game_system.se_play($data_system.decision_se)

$scene = Scene_Item.new

when 1 

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 2 

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 3 

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 4 

if $game_system.save_disabled

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

$scene = Scene_Save.new

when 5 

$game_system.se_play($data_system.decision_se)

$scene = Scene_End.new

end

return

end

end

def update_status  

case @status_window.index 

when 0  

@mnsel.x = 180

@mnsel.y = 130

when 1

@mnsel.x = 180

@mnsel.y = 195

when 2

@mnsel.x = 180

@mnsel.y = 255

when 3

@mnsel.x = 180

@mnsel.y = 320

end  

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@command_window.active = true

@status_window.active = false

@status_window.index = -1

return

end

if Input.trigger?(Input::C)

case @command_window.index

when 1 

if $game_party.actors[@status_window.index].restriction >= 2

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

$scene = Scene_Skill.new(@status_window.index)

when 2  

$game_system.se_play($data_system.decision_se)

$scene = Scene_Equip.new(@status_window.index)

when 3  

$game_system.se_play($data_system.decision_se)

$scene = Scene_Status.new(@status_window.index)

end

return

end

end

end

Code:
#_______________________________________________________________________________

# MOG Scene Name Iris V1.0           

#_______________________________________________________________________________

# By Moghunter     

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_______________________________________________________________________________

# Scene Name com layout e movimento.

# (Crie seu próprio estilo.)

#_______________________________________________________________________________

module MOG

# Tempo de transição.

MSNTT1 = 30

# Definição do tipo de transição.

MSNTT2 = "004-Blind04"

end

$mogscript = {} if $mogscript == nil

$mogscript["Scene_Name_Iris"] = true

###############

# Window_Base #

###############

class Window_Base < Window

def draw_battler(actor,x,y)

battler = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

cw = battler.width 

ch = battler.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y - ch, battler, src_rect)    

end 

def draw_actor_level_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x , y, 24, 32, actor.level.to_s, 1)

end

def draw_actor_class_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 120, 32, actor.class_name,1)

end

def draw_actr_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 120, 32, actor.name,1)

end

end

######################

# Window_Status_Name #

######################

class Window_Status_Name < Window_Base

def initialize(actor)

super(0, 0, 320, 480)

self.contents = Bitmap.new(width - 32, height - 32)

self.contents.font.name = "BlackChancery"

@actor = actor

self.opacity = 0

refresh

end

def refresh

self.contents.clear

draw_actor_graphic(@actor, 50, 110)

draw_actor_class_name(@actor, 55, 395)

draw_actor_level_name(@actor, 20, 120)

draw_battler(@actor, 20, 350)

end

end

####################

# Window_NameEdit2 #

####################

class Window_NameEdit2 < Window_Base

attr_reader   :name                   

attr_reader   :index                  

def initialize(actor, max_char)

super(0, 25, 640, 128)

self.contents = Bitmap.new(width - 32, height - 32)

@actor = actor

@name = actor.name

@max_char = max_char

name_array = @name.split(//)[0...@max_char]

@name = ""

for i in 0...name_array.size

@name += name_array[i]

end

@default_name = @name

@index = name_array.size

refresh

update_cursor_rect

end

def restore_default

@name = @default_name

@index = @name.split(//).size

refresh

update_cursor_rect

end

def add(character)

if @index < @max_char and character != ""

@name += character

@index += 1

refresh

update_cursor_rect

end

end

def back

if @index > 0

name_array = @name.split(//)

@name = ""

for i in 0...name_array.size-1

@name += name_array[i]

end

@index -= 1

refresh

update_cursor_rect

end

end

def refresh

self.contents.clear

name_array = @name.split(//)

for i in 0...@max_char

c = name_array[i]

if c == nil

c = "_"

end

x = 320 - @max_char * 14 + i * 28

self.contents.draw_text(x + 32, 64, 28, 32, c, 1)

end

draw_actr_name(@actor, 295, 20)

end

def update_cursor_rect

x = 320 - @max_char * 14 + @index * 28

self.cursor_rect.set(x + 32, 64, 28, 32)

end

def update

super

update_cursor_rect

end

end

#####################

# Window_NameInput2 #

#####################

class Window_NameInput2 < Window_Base

CHARACTER_TABLE =

[

"A","B","C","D","E",

"F","G","H","I","J",

"K","L","M","N","O",

"P","Q","R","S","T",

"U","V","W","X","Y",

"Z"," "," "," "," ",

"+","-","*","/","!",

"1","2","3","4","5",

"" ,"" ,"" ,"" ,"" ,

"a","b","c","d","e",

"f","g","h","i","j",

"k","l","m","n","o",

"p","q","r","s","t",

"u","v","w","x","y",

"z"," "," "," "," ",

"#","$","%","&","@",

"6","7","8","9","0",

"" ,"" ,"" ,"" ,"" ,

]

def initialize

super(64, 140, 640, 352)

self.contents = Bitmap.new(width - 32, height - 32)

@index = 0

refresh

update_cursor_rect

end

def character

return CHARACTER_TABLE[@index]

end

def refresh

self.contents.clear

for i in 0...90

x = 140 + i / 5 / 9 * 180 + i % 5 * 32

y = i / 5 % 9 * 32

self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)

end

self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1)

end

def update_cursor_rect

if @index >= 90

self.cursor_rect.set(428, 9 * 32, 48, 32)

else

x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32

y = @index / 5 % 9 * 32

self.cursor_rect.set(x, y, 32, 32)

end

end

def update

super

if @index >= 90

if Input.trigger?(Input::DOWN)

$game_system.se_play($data_system.cursor_se)

@index -= 90

end

if Input.repeat?(Input::UP)

$game_system.se_play($data_system.cursor_se)

@index -= 90 - 40

end

else

if Input.repeat?(Input::RIGHT)

if Input.trigger?(Input::RIGHT) or

@index / 45 < 3 or @index % 5 < 4

$game_system.se_play($data_system.cursor_se)

if @index % 5 < 4

@index += 1

else

@index += 45 - 4

end

if @index >= 90

@index -= 90

end

end

end

if Input.repeat?(Input::LEFT)

if Input.trigger?(Input::LEFT) or

@index / 45 > 0 or @index % 5 > 0

$game_system.se_play($data_system.cursor_se)

if @index % 5 > 0

@index -= 1

else

@index -= 45 - 4

end

if @index < 0

@index += 90

end

end

end

if Input.repeat?(Input::DOWN)

$game_system.se_play($data_system.cursor_se)

if @index % 45 < 40

@index += 5

else

@index += 90 - 40

end

end

if Input.repeat?(Input::UP)

if Input.trigger?(Input::UP) or @index % 45 >= 5

$game_system.se_play($data_system.cursor_se)

if @index % 45 >= 5

@index -= 5

else

@index += 90

end

end

end

if Input.repeat?(Input::L) or Input.repeat?(Input::R)

$game_system.se_play($data_system.cursor_se)

if @index < 45

@index += 45

else

@index -= 45

end

end

end

update_cursor_rect

end

end

##############

# Scene_Name #

############## 

class Scene_Name

def main

@actor = $game_actors[$game_temp.name_actor_id]

@edit_window = Window_NameEdit2.new(@actor, $game_temp.name_max_char)

@edit_window.opacity = 0

@input_window = Window_NameInput2.new

@input_window.opacity = 0

@name_back = Plane.new

@name_back.bitmap = RPG::Cache.picture("MN_BK")

@name_back.z = 10

@name_back.opacity = 255

@name_lay = Plane.new

@name_lay.bitmap = RPG::Cache.picture("Name_Lay")

@name_lay.z = 15

@name_lay.opacity = 255

@name_status_window = Window_Status_Name.new(@actor)

@name_status_window.x -= 300

@name_status_window.contents_opacity = 0

Graphics.transition(MOG::MSNTT1, "Graphics/Transitions/" + MOG::MSNTT2)

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@edit_window.dispose

@input_window.dispose

@name_back.dispose

@name_lay.dispose

@name_status_window.dispose

end

def update

@name_back.ox += 1 

if @name_status_window.x < 0

@name_status_window.x += 15

@name_status_window.contents_opacity += 5

elsif @name_status_window.x >= 0

@name_status_window.x = 0

@name_status_window.contents_opacity = 255

end

@edit_window.update

@input_window.update

if Input.repeat?(Input::B)

if @edit_window.index == 0

return

end

$game_system.se_play($data_system.cancel_se)

@edit_window.back

return

end

if Input.trigger?(Input::C)

if @input_window.character == nil

if @edit_window.name == ""

@edit_window.restore_default

if @edit_window.name == ""

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

return

end

@actor.name = @edit_window.name

$game_system.se_play($data_system.decision_se)

$scene = Scene_Map.new

return

end

if @edit_window.index == $game_temp.name_max_char

$game_system.se_play($data_system.buzzer_se)

return

end

if @input_window.character == ""

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@edit_window.add(@input_window.character)

return

end

end

end

Code:
#_______________________________________________________________________________

# MOG Scene Status Eva V1.2            

#_______________________________________________________________________________

# By Moghunter  

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_______________________________________________________________________________

module MOG

#Transition Time.  

MST_TT = 10

#Transition Type(Name).  

MST_TTT = "004-Blind04"

# Set Maximum (STR,DEX,AGL,INT)

MST_ST = 999

# Set Maximum (ATK,PDEF,MDEF)

MST_STE = 999

end

$mogscript = {} if $mogscript == nil

$mogscript["menu_eva"] = true

##############

# Game_Actor #

##############

class Game_Actor < Game_Battler

def now_exp

return @exp - @exp_list[@level]

end

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

###############

# Window_Base #

###############

class Window_Base < Window   

def nada2(actor)

face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

end    

def draw_heroface4(actor,x,y)

face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)

cw = face.width 

ch = face.height 

src_rect = Rect.new(0, 0, cw, ch)

if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)

self.contents.blt(x + 45 , y - ch - 150, face, src_rect)    

else  

self.contents.blt(x , y - ch, face, src_rect)    

end

end   

def draw_actor_parameter2(actor, x, y, type)

back = RPG::Cache.picture("STBAR_Back")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 50 , y - ch + 20, back, src_rect)  

meter = RPG::Cache.picture("STBAR.png")    

case type

when 0

parameter_value = actor.atk

cw = meter.width  * actor.atk / MOG::MST_STE

when 1

parameter_value = actor.pdef

cw = meter.width  * actor.pdef / MOG::MST_STE

when 2

parameter_value = actor.mdef

cw = meter.width  * actor.mdef / MOG::MST_STE

when 3

parameter_value = actor.str

cw = meter.width  * actor.str / MOG::MST_ST

when 4

parameter_value = actor.dex

cw = meter.width  * actor.dex / MOG::MST_ST

when 5

parameter_value = actor.agi

cw = meter.width  * actor.agi / MOG::MST_ST

when 6

parameter_value = actor.int

cw = meter.width  * actor.int / MOG::MST_ST

end

self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 50 , y - ch + 20, meter, src_rect) 

end

def draw_maphp5(actor, x, y)

back = RPG::Cache.picture("BAR")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("HP_Bar2")    

cw = meter.width  * actor.hp / actor.maxhp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  

self.contents.font.color = Color.new(250,255,255,255) 

self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  

end  

def draw_mapsp5(actor, x, y)

back = RPG::Cache.picture("BAR")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65 , y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("SP_Bar2")    

cw = meter.width  * actor.sp / actor.maxsp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  

self.contents.font.color = Color.new(250,255,255,255) 

self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  

end

def draw_mexp5(actor, x, y)

bitmap2 = RPG::Cache.picture("Exp_Back")

cw = bitmap2.width 

ch = bitmap2.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)

if actor.next_exp != 0

rate = actor.now_exp.to_f / actor.next_exp

else

rate = 1

end

bitmap = RPG::Cache.picture("Exp_Meter")

if actor.level < 99

cw = bitmap.width * rate 

else

cw = bitmap.width

end   

ch = bitmap.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)    

self.contents.font.color = Color.new(55,255,55,255)

self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)    

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)

self.contents.font.color = Color.new(55,255,155,255)    

self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)    

self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)    

end

end

#################

# Window_Status #

#################

class Window_Status < Window_Base

def initialize(actor)

super(0, 0, 660, 480)

self.contents = Bitmap.new(width - 32, height - 32)

@actor = actor

self.opacity = 0

refresh

end

def refresh

self.contents.clear

self.contents.font.name = "BlackChancery"

draw_actor_name(@actor, 4, 0)

draw_actor_class(@actor, 510, -5 )

draw_mexp5(@actor,310,130)

draw_actor_state(@actor, 450, 20)

draw_maphp5(@actor, 275, 165)

draw_mapsp5(@actor, 430, 165)

draw_actor_parameter2(@actor, 280, 108, 0)

draw_actor_parameter2(@actor, 460, 137, 1)

draw_actor_parameter2(@actor, 460, 108, 2)

draw_actor_parameter2(@actor, 280, 53, 3)

draw_actor_parameter2(@actor, 460, 53, 4)

draw_actor_parameter2(@actor, 280, 80, 5)

draw_actor_parameter2(@actor, 460, 80, 6)

self.contents.font.color = system_color

draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)

      if @actor.two_swords_style

        draw_item_name($data_weapons[@actor.armor1_id], 320 + 16, 256)

      else

        draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)

      end

      draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)

      draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)

      draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)

end

def dummy

self.contents.font.color = system_color

self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)

self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)

self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)

self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)

self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)

draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)

draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) 

draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)

draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)

draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)

end

end

###############

# Window_Face #

###############

class Window_Face < Window_Base

def initialize(actor)

super(0, -20, 300, 520)

self.contents = Bitmap.new(width - 32, height - 32)

@actor = actor

self.opacity = 0

refresh

end

def refresh

self.contents.clear

draw_heroface4(@actor,10,485)        

end

end

################

# Scene_Status #

################

class Scene_Status

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

end

def main

@actor = $game_party.actors[@actor_index]

@status_window = Window_Status.new(@actor)

@status_face = Window_Face.new(@actor)

@status_face.z = 20

@status_face.x = -300

@status_face.contents_opacity = 0

@mst_lay = Sprite.new

@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")

@mst_lay.z = 100

@mst_back1 = Plane.new

@mst_back1.bitmap = RPG::Cache.picture("MN_BK")

@mst_back1.z = 10

Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

for i in 0..30

@status_face.x -= 20  

@status_face.contents_opacity -= 15

Graphics.update

end  

Graphics.freeze

@mst_lay.dispose

@mst_back1.dispose

@status_face.dispose

@status_window.dispose

end

def update

@mst_back1.ox += 1

@mst_back1.oy += 1

if @status_face.x < 0

@status_face.x += 20

@status_face.contents_opacity += 15

elsif @status_face.x >= 0   

@status_face.x = 0   

@status_face.contents_opacity = 255

end   

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Menu.new(3)

return

end

if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)

$game_system.se_play($data_system.cursor_se)

@actor_index += 1

@actor_index %= $game_party.actors.size

$scene = Scene_Status.new(@actor_index)

return

end

if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)

$game_system.se_play($data_system.cursor_se)

@actor_index += $game_party.actors.size - 1

@actor_index %= $game_party.actors.size

$scene = Scene_Status.new(@actor_index)

return

end

end

end
 
I'm retarded!!!

How about we throw away DRAgo's script, and paste this one below MOG's scripts...

Code:
#---------------------------------------------------------------------------

#

# Control Characters work for object descriptions & names.

# Actor, Class, Items, Weapons, Armors, Skills, Enemies

# Valid Control Characters: \V[n], \N[n], \C[n]

#

# 12Feb09 - Brew  (ref: RRR_supt)

#---------------------------------------------------------------------------

 

class Bitmap

  alias draw_parsed_text draw_text

  def draw_text(*args) 

    #parse the text

    if args[0].is_a?(Rect)

      x = args[0].x

      y = args[0].y

      width = args[0].width

      height = args[0].height

      str = args[1]

      align = args[2] != nil ? args[2] : 0

    else

      x = args[0]

      y = args[1]

      width = args[2]

      height = args[3]

      str = args[4]

      align = args[5] != nil ? args[5] : 0

    end

    # If waiting for a message to be displayed

    if str != nil

      text = str.clone

      # Control text processing

      begin

        last_text = text.clone

        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }

      end until text == last_text

      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do

        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""

      end

      # Change "\\C" to "\001" and "\\G" to "\002"

      text.sub!(/\\[Cc]\[([0-9]+)\]/, "")

      color = $1.to_i

      disabled = font.color == disabled_color

      font.color = text_color(color)

      if disabled

        font.color.alpha = 128

      end

    end

    draw_parsed_text(x, y, width, height, text, align)

  end

  #--------------------------------------------------------------------------

  # * Get Text Color

  #     n : text color number (0-7)

  #--------------------------------------------------------------------------

  def text_color(n)

    case n

    when 0

      return Color.new(255, 255, 255, 255)

    when 1

      return Color.new(128, 128, 255, 255)

    when 2

      return Color.new(255, 128, 128, 255)

    when 3

      return Color.new(128, 255, 128, 255)

    when 4

      return Color.new(128, 255, 255, 255)

    when 5

      return Color.new(255, 128, 255, 255)

    when 6

      return Color.new(255, 255, 128, 255)

    when 7

      return Color.new(192, 192, 192, 255)

    else

      return Color.new(255, 255, 255, 255)

    end

  end

  #--------------------------------------------------------------------------

  # * Get Disabled Text Color

  #--------------------------------------------------------------------------

  def disabled_color

    return Color.new(255, 255, 255, 128)

  end

end


Now you can use the default color codes (\c[#]) in the Item name in the database.

I also modified this a little to keep "disabled color" for any items that are not usable by the party.

If you need more colors, let me know which ones.


And weird on the Chaos Project sign-up.. I just registered & had no problem.
 
SWEET!!! IT WORKED!!! :biggrin: Im surely in your debt.... :blush: i really appreciate it brewmeister for making this all work :kiss: :kiss: imma name that script "BREWMEISTER"... surely you are getting the credits for it :haha:

ummm, i quit registering long ago LoL... how did u manage to solve the numbers? did you add the first and last number? which number? can you give me like an example for your answer? :wink:
 
No worries. Credit is nice, but not really necessary. I had that script laying around from 2 yrs. ago & actually forgot about it. :biggrin:
I couldn't see the forest for the trees... it happens!

Let me know if you need more colors & I'll add them in for you. The ones in there now are kinda pastel-ish (right out of the help file, same as the \c colors in messages). some brighter colors might be nice, depending on the game / interface you're using.

I just hit 'register' now, and got...

57 + 112 + 493 =

57 + 493 = 550

not sure why it's giving you fits.

Anyways, happy gamemaking....

Be Well
 
ok i tried registering again.... and apparently, it aint workin :eek:uch:

heres what i got: 28 + 385 + 252 =
i typed 28 + 252 = 280

and i get an error : The Anti-Spam verification code has not been entered correctly. Please try again.

oh forget it :|: i gave up like hours ago :biggrin: thanks for helping me out anyhow :girl: :lol:

if theres anything i can help you with please let me know... i aint really too bright in scripting, i dont think i even got the basics jot down. im still learning :lol:
 

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