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(Rewrite) Moghunter's Scripts

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(Rewrite) Moghunter's Script
Originally created by Moghunter.

Introduction
I've decided to rewrite most of Moghunter's script to work with SDK2.2 and increase compability with most scripts.

Screenshots
Open the demos, and there it is, your screenshot.

Demo
Animated Title (Celes)
SceneMenu (Itagio)
SceneEnd (Sakura)

Script
The families only can use default scripts!!!

Instructions
Look in the script's heading, all the intruction is there.

FAQ
None yets.

Compatibility
Only works with SDK2.2
If there an errors with other script, post here.

Credits and Thanks
Originally created by Moghunter
Many thanks to Trickster for help.

Author's Notes
I might rewrite more scripts. Please don't flood my PM Box.
Also Do not ask to "Un-SDKify" this script, there's non-sdk out there, already.
 
That's awesome, Kurisu. However, I think it would be more advantageous if you redid all parts of the menu (skills, items, ect) and combine them all into one script. That's where most of Mog's compatibility errors came from; the different parts of his menus didn't work well together.

And thank god you got rid of that horrible transition. @_@;
 
Well. When I was rewriting a part of Scene_Item.
I found that Window_Base uses the exact same name for method (def method), which probably causes them all to clash.
At the moment, I name all method/variables to mog_scriptname_scripttype_method. This helps to improve compablilties. And yeah, once I rewrote the Menu system parts (All of them), I'll put them all together.

This rewrite project will take a while, and I learned a lot from it, so its a benefits for me and you SDK2.2 users.
 
Well... I don't know if Kuri$u is still working for this, and I wanted to edit the rest for myself(though I don't have any plan to use them), so here's 'roughly' edited 'MOG Scene Item Laura', though it looks like necroposting or thread hijacking:

Code:
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('MOG Scene Item Laura', '1.0', 'Moghunter', '2007-??-??')

#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [1])
#--------------------------------------------------------------------------
# * Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('MOG Scene Item Laura')

module MOG
  #Transition Time.
  Item_Transition_Time = 20
  #Transition Type(Name)
  Item_Trasition_Type = "004-Blind04"
end

class Window_Base < Window 
  #--------------------------------------------------------------------------
  # * Mog_CMS_Rescue_Face
  #--------------------------------------------------------------------------
  def mog_cms_rescue_face
    #------------------------------------------------------------------------
    # * Draw Face (Rescue)
    #------------------------------------------------------------------------
    mog_cms_face = RPG::Cache.picture('')
  end   
  #--------------------------------------------------------------------------
  # * Mog_CMS_Draw_Face
  #--------------------------------------------------------------------------
  def mog_cms_draw_face(actor,x,y)
    #------------------------------------------------------------------------
    # * Draw Face
    #------------------------------------------------------------------------
    mog_cms_face = RPG::Cache.picture(actor.name + '_Fc') rescue mog_cms_rescue_face
    cw = mog_cms_face.width 
    ch = mog_cms_face.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y - ch, mog_cms_face, src_rect)    
  end 
  #--------------------------------------------------------------------------
  # * Mog_CMS_Draw_HP_Bars
  #--------------------------------------------------------------------------
  def mog_cms_draw_hp_bars(actor, x, y)
    #------------------------------------------------------------------------
    # * Draw Bars Back
    #------------------------------------------------------------------------
    mog_cms_bars_back = RPG::Cache.picture('Bar0')    
    cw = mog_cms_bars_back.width  
    ch = mog_cms_bars_back.height 
    src_rect = Rect.new(0, 0, cw, ch)    
    self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_back, src_rect)
    #------------------------------------------------------------------------
    # * Draw HP Bars (Meter)
    #------------------------------------------------------------------------
    mog_cms_bars_meter = RPG::Cache.picture('HP_Bar')    
    cw = mog_cms_bars_meter.width  * actor.hp / actor.maxhp
    ch = mog_cms_bars_meter.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_meter, src_rect)
    #------------------------------------------------------------------------
    # * Draw HP Text
    #------------------------------------------------------------------------
    mog_cms_bars_text = RPG::Cache.picture('HP_Tx')    
    cw = mog_cms_bars_text.width  
    ch = mog_cms_bars_text.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 35, y - ch + 30, mog_cms_bars_text, src_rect)
    #------------------------------------------------------------------------
    # * Set Colors
    #------------------------------------------------------------------------
    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  
  #--------------------------------------------------------------------------
  # * Mog_CMS_Draw_SP_Bars
  #--------------------------------------------------------------------------
  def mog_cms_draw_sp_bars(actor, x, y)
    #------------------------------------------------------------------------
    # * Draw Bars Back
    #------------------------------------------------------------------------
    mog_cms_bars_back = RPG::Cache.picture('Bar0')    
    cw = mog_cms_bars_back.width  
    ch = mog_cms_bars_back.height 
    src_rect = Rect.new(0, 0, cw, ch)    
    self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_back, src_rect)
    #------------------------------------------------------------------------
    # * Draw SP Bars (Meter)
    #------------------------------------------------------------------------
    mog_cms_bars_meter = RPG::Cache.picture('SP_Bar')    
    cw = mog_cms_bars_meter.width  * actor.sp / actor.maxsp
    ch = mog_cms_bars_meter.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65, y - ch + 30, mog_cms_bars_meter, src_rect)
    #------------------------------------------------------------------------
    # * Draw SP Text
    #------------------------------------------------------------------------
    mog_cms_bars_text = RPG::Cache.picture('SP_Tx')    
    cw = mog_cms_bars_text.width  
    ch = mog_cms_bars_text.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 35, y - ch + 30, mog_cms_bars_text, src_rect)
    #------------------------------------------------------------------------
    # * Set Colors
    #------------------------------------------------------------------------
    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  
  #--------------------------------------------------------------------------
  # * Mog_CMS_Draw_EXP_Item
  #--------------------------------------------------------------------------
  def mog_draw_exp_item(actor, x, y)
    #------------------------------------------------------------------------
    # * Draw EXP Text
    #------------------------------------------------------------------------
    mog_cms_level_text = RPG::Cache.picture('LV_tx')
    cw = mog_cms_level_text.width 
    ch = mog_cms_level_text.height 
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 60 , y - ch + 32, mog_cms_level_text, 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
  #--------------------------------------------------------------------------
  # * Mog_CMS_Draw_Actor_State
  #--------------------------------------------------------------------------
  def mog_item_draw_actor_state(actor, x, y, width = 80)
    #------------------------------------------------------------------------
    # * Draw Actor State (Text)
    #------------------------------------------------------------------------
    mog_item_state_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, mog_item_state_text,1)
  end
end


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 = Font.default_name
    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]
      mog_cms_draw_face(actor,x,y + 55)
      mog_draw_exp_item(actor, x + 110, y + 25 )
      mog_cms_draw_actor_state(actor, x + 165, y, 80)
      mog_cms_draw_hp_bars(actor, x + 20, y + 0)
      mog_cms_draw_sp_bars(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 Window_TypeSelect < 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 < Window_TypeSelect
  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 = Font.default_name    
    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 = Font.default_name   
    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 = Font.default_name    
    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


class Scene_Item < SDK::Scene_Base  
  #--------------------------------------------------------------------------
  # * Main Processing : Sprite Initialization
  #--------------------------------------------------------------------------
  def main_sprite
    @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
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_window
    @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.visible = false
    @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  
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Transition
  #--------------------------------------------------------------------------
  def main_transition
    Graphics.transition(MOG::Item_Transition_Time, "Graphics/Transitions/" + MOG::Item_Trasition_Type)
  end
  #--------------------------------------------------------------------------
  # * Menu Exit Animation Effect
  #--------------------------------------------------------------------------
  def mog_exit_animation
    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
      @help_window.contents_opacity -= 15
      @back.ox += 1
      Graphics.update  
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @target_window.x < 0
       @target_window.x += 20
    elsif @target_window.x >= 0
       @target_window.x = 0      
    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
    super
    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
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_weapon
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      mog_exit_animation
      $scene = Scene_Menu.new(0)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_armor
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      mog_exit_animation
      $scene = Scene_Menu.new(0)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      mog_exit_animation
      $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.visible = true
        @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
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  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.visible = false
      @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
#--------------------------------------------------------------------------
# * End SDK Enabled Check
#--------------------------------------------------------------------------
end

Note: I used mog_cms_draw_actor_state(defined in edited 'Moghunter CMS') instead of mog_item_draw_actor_state, because they're basically same(the only difference is width).
 
OmegaGroudon;265396 said:
What is the different with the MogHunter's original script?

Like Kuri$u did, I edited this one(actually there're more, but I'm not sure if I can post them) for using with SDK 2.x.
 
Kurisu seems to be having some problems, but still it would be better for you to make your own topic and link to this one so people know where to get the others that have been done.

EDIT: Forgot to mention, just be prepared for people begging you to do the others.

And for god's sake, get rid of that awful transition. >_<
 
And for god's sake, get rid of that awful transition. >_<
Maybe, Transition type 'nil' would work? ;) (Actually, you'll get error)

**Yup, making separate topic would be good, but what I did was 'rough' edit, so I'm not sure whether posting them or not.
 
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