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> MOG-Styled Menus (Item, Equip & Skills)
Selacius
post Oct 8 2008, 09:11 PM
Post #1


Level 4
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Group: Member
Posts: 53
Type: Event Designer
RM Skill: Beginner




MOG & SEL SCENE MENUS
Version: 2.0
By Selacius


Introduction
This demo contains the original MOG Menu & Status Scenes, with the VX versions of the ITEM, SKILL, EQUIP, and SHOP XP scripts. Also contained is an adjustment to the Skill Shop by Nechigawara Sanzenin to fit the SEL style.

Screenshots







Demo
Rapidshare Demo
Mediafire Demo

FAQ
Ask here and they will be fixed.

Compatibility
Any additions to the menu will need new graphics and also slight modification of the MOG menu script.

Credits and Thanks
Selacius (Scripting)
Lomastul (Images)
MOGHUNTER (XP Scripts & Images)

Terms and Conditions
Free for use but make sure to credit those who deserve it.

This post has been edited by Selacius: Oct 20 2008, 08:09 AM
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prinnydood02
post Oct 23 2008, 06:56 PM
Post #2


Level 1
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Group: Member
Posts: 7
Type: None
RM Skill: Beginner




Do you think it would be possible to make this script compatible with Prexus's Party Manager script? Here's the script in case you need it.

#=========================================================================
=====
# ** Prexus - Party Manager (v1.1c)
#------------------------------------------------------------------------------
# This is a Party Management system, created by Prexus. It allows you to
# change your party makeup, out of a reserve of characters. It also allows you
# to lock characters, making them mandatory, and make characters unavailable.
#
# See thread at RMXP.org for instructions:
# http://www.rmxp.org/forums/index.php?topic...02326#msg402326
#
# - Changelog (v1.1c)
# * Fixed a graphical error in the party reserves window
#
# - (v1.1b)
# * Fixed a bug with the draw_item_name method, added the width parameter
# - (v1.1)
# * Added functionality to see player's equipment (press the A button)
#
#==============================================================================

module RPG
class Actor
def setup
@found = false
@unavailable = false
@required = false
end
attr_accessor :found
attr_accessor :unavailable
attr_accessor :required
end
end

class Game_Actors
attr_reader :data
alias prex_party_g_actors_initialize initialize
def initialize
prex_party_g_actors_initialize
$data_actors.each do |actor|
actor.setup if actor
@data[actor.id] = Game_Actor.new(actor.id) if actor
end
end
end

class Scene_File < Scene_Base
alias prex_party_s_file_write_save_data write_save_data
alias prex_party_s_file_read_save_data read_save_data
def write_save_data(file)
prex_party_s_file_write_save_data(file)
Marshal.dump($data_actors, file)
end
def read_save_data(file)
prex_party_s_file_read_save_data(file)
$data_actors = Marshal.load(file)
end
end

class Scene_Title < Scene_Base
alias prex_party_s_title_command_new_game command_new_game
def command_new_game
prex_party_s_title_command_new_game
$game_party.members.each {|s| s.actor.found = true if s}
end
end

class Window_Base < Window
def draw_item_name(item, x, y, enabled = true, width = 172)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, width, WLH, item.name)
end
end
end

class Scene_Party < Scene_Base
def initialize(from_menu, from_event)
@from_menu = from_menu
@from_event = from_event
end
def start
super
create_menu_background
create_windows
end
def create_windows
@member_window = Window_CurrentMember.new
@party_window = Window_CurrentParty.new
@party_window.active = true
@selectable_window = Window_SelectMember.new
end
def update_windows
@member_window.update
@party_window.update
@selectable_window.update
if @party_window.active
@member_window.set_member(@party_window.member)
elsif @selectable_window.active
@member_window.set_member(@selectable_window.member)
end
end
def terminate
super
@member_window.dispose
@party_window.dispose
@selectable_window.dispose
end
def update
super
update_windows
update_input
end
def update_input
if Input.trigger?(Input::A)
if @member_window.mode == 1
@member_window.set_mode(0)
elsif @member_window.mode == 0
@member_window.set_mode(1)
end
end
if @party_window.active
if Input.trigger?(Input::cool.gif
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
member = @party_window.member
if member != nil
if member.actor.unavailable or member.actor.required
Sound.play_buzzer
return
end
end
Sound.play_decision
@party_window.active = false
@selectable_window.active = true
@selectable_window.index = 0
end
elsif @selectable_window.active
if Input.trigger?(Input::cool.gif
Sound.play_cancel
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
elsif Input.trigger?(Input::C)
member = @selectable_window.member
if member != nil
if member.actor.unavailable
Sound.play_buzzer
return
end
end
if $game_party.members.size == 1 and member == nil
Sound.play_buzzer
return
end
Sound.play_decision
$game_party.remove_actor(@party_window.member.id) if @party_window.member != nil
$game_party.add_actor(@selectable_window.member.id) if @selectable_window.member != nil
@selectable_window.refresh
@party_window.refresh
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
end
end
end
def return_scene
if @from_menu
$scene = Scene_Menu.new(5)
elsif @from_event
$scene = Scene_Map.new
end
end
end

class Window_CurrentMember < Window_Base
attr_reader :mode
def initialize(member = nil, mode = 0)
super(304, 80, 192, 256)
create_contents
@member = member
@mode = 0
refresh
end
def member
return @member
end
def set_member(member)
old_member = @member
@member = member
refresh if old_member != @member
end
def set_mode(mode)
@mode = mode if [0, 1].include?(mode)
refresh
end
def refresh
self.contents.clear
return unless @member
x, y = 0, 0
self.draw_actor_face(@member, x, y, 48)
self.draw_actor_name(@member, x + 52, y)
self.draw_actor_class(@member, x + 52, y + WLH)
self.draw_actor_level(@member, x, y + WLH*2)
case @mode
when 0
self.draw_icon(142, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Equip', 2)
self.draw_actor_hp(@member, x, y + WLH*3, 160)
self.draw_actor_mp(@member, x, y + WLH*4, 160)
self.draw_actor_parameter(@member, x, y + WLH*5, 0)
self.draw_actor_parameter(@member, x, y + WLH*6, 1)
self.draw_actor_parameter(@member, x, y + WLH*7, 2)
self.draw_actor_parameter(@member, x, y + WLH*8, 3)
when 1
self.draw_icon(143, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Stat', 2)
for i in 0...@member.equips.size
item = @member.equips[i]
self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
end
end
end
end

class Window_CurrentParty < Window_Selectable
def initialize
super(48, 80, 256, 64)
@item_max = 4
@column_max = @item_max
create_contents
self.index = 0
refresh
end
def member
return $game_party.members[self.index]
end
def refresh
for i in 0...@item_max
rect = item_rect(i)
self.contents.clear_rect(rect)
end
for i in 0...$game_party.members.size
rect = item_rect(i)
bitmap = Cache.character($game_party.members[i].character_name)
sign = $game_party.members[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = $game_party.members[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if $game_party.members[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if $game_party.members[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end

class Window_SelectMember < Window_Selectable
def initialize
super(48, 144, 256, 192)
calculate_actors
@item_max = @actors.size + 1
@column_max = 4
self.index = -1
self.active = false
refresh
end
def calculate_actors
@actors = []
for a in $game_actors.data
@actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
end
end
def member
return @actors[self.index]
end
def refresh
self.contents.clear
calculate_actors
@item_max = @actors.size + 1
for i in 0...@actors.size
rect = item_rect(i)
bitmap = Cache.character(@actors[i].character_name)
sign = @actors[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = @actors[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if @actors[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if @actors[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end
#==============================================================================
# ** End of Party Manager (v1.1c)
#------------------------------------------------------------------------------
###############################################################################
#============================================================================
#L's Custom Menu - Simple DMS Edit (RMVX ver.) Rev.1
#============================================================================

module MenuCommand
#Default menu commands +1
Item = 'Item'
Skill = 'Skill'
Equip = 'Equip'
Status = 'Status'
Save = 'Save'
Load = 'Load'
End_Game = 'Exit'
#Optional menu commands
Party = 'Party'
Quest = 'Quest'
System = 'System'
Party = 'Party'
end

#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end


#========================================
# Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rvdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end


class Window_MapName < Window_Base
def initialize(x, y)
super(x, 176, 160, 136)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(4, WLH, 120, 32, $game_map.name.to_s, 2)
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(6)
end
end
end
#==============================================================================
# ** End Scene_File
#------------------------------------------------------------------------------
###############################################################################
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(6)
end
end
#==============================================================================
# ** End Scene_End
#------------------------------------------------------------------------------
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
commands_init
@changer = 0 #Change Party Order by Yargovish
@where = 0 #
@checker = 0 #
end
#--------------------------------------------------------------------------
# * Set Commands
#--------------------------------------------------------------------------
def commands_init
@commands = []
s1 = MenuCommand::Item
s2 = MenuCommand::Skill
s3 = MenuCommand::Equip
s4 = MenuCommand::Status
s5 = MenuCommand::Party
s6 = MenuCommand::System
@commands.push(s1, s2, s3, s4, s5, s6).flatten!

@sys_commands = []
o1 = MenuCommand::Save
o2 = MenuCommand::Load
o3 = MenuCommand::End_Game
@sys_commands.push(o1, o2, o3).flatten!
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
create_system_window
@gold_window = Window_Gold.new(384, 264)
@status_window = Window_MenuStatus.new(0, 0)
@mapname_window = Window_MapName.new(384, 320)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@sys_command_window.dispose
@gold_window.dispose
@status_window.dispose
@mapname_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@sys_command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
if @command_window.active
update_command_selection
elsif @sys_command_window.active
@sys_command_window.z = +500
update_sys_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Command.new(160, @commands)
@command_window.x = 384
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
@command_window.draw_item(5, false) # Disable party
end
if $game_party.members.size <= 1
@command_window.draw_item(4, false) # Disable ordering
end
end
#--------------------------------------------------------------------------
# * Create System Command Window
#--------------------------------------------------------------------------
def create_system_window
@sys_command_window = Window_Command.new(128, @sys_commands)
@sys_command_window.visible = false
@sys_command_window.active = false
@sys_command_window.x = 250
@sys_command_window.y = 121
@sys_command_window.z = 0
check_save_available
check_load_available
end
#-----------------
def check_save_available
if $game_system.save_disabled # If save is forbidden
@sys_command_window.draw_item(1, false) # Disable save
end
end
#-----------------
def check_load_available
#Check if saved file exists
@load_enabled = (Dir.glob('Save*.rvdata').size > 0)
if !@load_enabled
#Put your @command_window.draw_item(index, false) to disable load
@sys_command_window.draw_item(2, false)
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
# Return if Disabled Command
if disabled_main_command?
# Play buzzer SE
Sound.play_buzzer
return
end
main_command_input
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_sys_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
@command_window.active = true
@sys_command_window.active = false
@sys_command_window.visible = false
@sys_command_window.index = 0
@sys_command_window.z = -500
return
elsif Input.trigger?(Input::C)
# Return if Disabled Command
if disabled_main_command?
# Play buzzer SE
Sound.play_buzzer
return
end
sys_command_input
end
end
#--------------------------------------------------------------------------
# * Disabled Main Command? Test
#--------------------------------------------------------------------------
def disabled_main_command?
# Gets Current Command
command = @commands[@command_window.index]
sys_command = @sys_commands[@sys_command_window.index]
# Gets Menu Commands
c = MenuCommand
# If 0 Party Size
if $game_party.members.size == 0
# If Item, Skill, Equip or Status Selected
if [c::Item, c::Skill, c::Equip, c::Status, c::Party].include?(command)
return true
end
elsif $game_party.members.size <= 1
# If the command is changing member order
if [c::Order].include?(command)
return true
end
end
# If Save Disabled && Command is Save
return true if $game_system.save_disabled and sys_command == c::Save
# If Load Disabled && Command is Load
return true if !@load_enabled && sys_command == c::Load
return false
end
#--------------------------------------------------------------------------
# * Update Command Check
#--------------------------------------------------------------------------
def main_command_input
# Loads Current Command
command = @commands[@command_window.index]
# Play decision SE
Sound.play_decision
# Checks Commands
case command
when MenuCommand::Item #item
command_item
when MenuCommand::Skill, MenuCommand::Equip, MenuCommand::Status #skill, equip, status
start_actor_selection
when MenuCommand::Party #order
command_party
when MenuCommand::System #call system submenu
@sys_command_window.active = true
@sys_command_window.visible = true
@command_window.active = false
end
end
#--------------------------------------------------------------------------
# * Update System Command Check
#--------------------------------------------------------------------------
def sys_command_input
# Loads Current Command
sys_command = @sys_commands[@sys_command_window.index]
# Play decision SE
Sound.play_decision
# Checks Commands
case sys_command
when MenuCommand::Save #save
command_save
when MenuCommand::Load #load
command_load
when MenuCommand::End_Game #exit
command_endgame
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
# Loads Current Command
command = @commands[@command_window.index]
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case command
when MenuCommand::Skill # skill
command_skill
when MenuCommand::Equip # equipment
command_equip
when MenuCommand::Status # status
command_status
end
end
end
#--------------------------------------------------------------------------
# * Command Item
#--------------------------------------------------------------------------
def command_item
# Switch to item screen
$scene = Scene_Item.new
end
#--------------------------------------------------------------------------
# * Command Skill
#--------------------------------------------------------------------------
def command_skill
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Equip
#--------------------------------------------------------------------------
def command_equip
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Status
#--------------------------------------------------------------------------
def command_status
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
#--------------------------------------------------------------------------
# * Command Order
#--------------------------------------------------------------------------
def command_order
# If Main Command Active
if @command_window.active
# Activate Status Window
start_actor_selection
@checker = 0
return
end
#Change Party Order by Yargovish
if @checker == 0
@changer = $game_party.members[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.members[@where] = $game_party.members[@status_window.index]
$game_party.members[@status_window.index] = @changer
@checker = 0
@status_window.refresh
$game_player.refresh #
end
end
#--------------------------------------------------------------------------
# * Command Party
#--------------------------------------------------------------------------
def command_party
# Switch to party change screen
#Put your Party Change Scene here
$scene = Scene_Party.new(true, false)
end
#--------------------------------------------------------------------------
# * Command Option
#--------------------------------------------------------------------------
def command_option
# Switch to party change screen
#Put your Option Scene here
end
#--------------------------------------------------------------------------
# * Command Quest
#--------------------------------------------------------------------------
def command_quest
# Switch to party change screen
#Put your Quest Scene here
end
#--------------------------------------------------------------------------
# * Command Save
#--------------------------------------------------------------------------
def command_save
# Switch to save screen
$scene = Scene_File.new(true, false, false)
end
#--------------------------------------------------------------------------
# * Command Load
#--------------------------------------------------------------------------
def command_load
# Switch to load screen
$scene = Scene_File.new(false, false, false)
end
#--------------------------------------------------------------------------
# * Command End Game
#--------------------------------------------------------------------------
def command_endgame
# Switch to end game screen
$scene = Scene_End.new
end
end
#============================================================================
# End of L's Custom Menu - Simple DMS Edit (RMVX ver.) Rev.1
#============================================================================
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Posts in this topic
- Selacius   MOG-Styled Menus (Item, Equip & Skills)   Oct 8 2008, 09:11 PM
- - mars111   QUOTE (Selacius @ Oct 8 2008, 09:33 PM) H...   Oct 8 2008, 09:39 PM
- - lomastul   menu and status screens dont need to be converted ...   Oct 9 2008, 01:17 AM
- - Selacius   lomastul yea they did have a lot of bugs. As for t...   Oct 9 2008, 03:02 PM
- - Selacius   So I finished the Equip script although it is goin...   Oct 9 2008, 08:47 PM
- - Selacius   Alright, so I have finished all 3 MOG scripts that...   Oct 10 2008, 09:17 PM
- - Selacius   Alrightie, Its been a while since my last post. Bu...   Oct 19 2008, 04:58 PM
- - Allight   Ummm, this is really awesome but there's a sma...   Oct 19 2008, 06:28 PM
- - Selacius   What are the problems being experienced with the T...   Oct 23 2008, 08:02 PM
|- - prinnydood02   QUOTE (Selacius @ Oct 23 2008, 09:02 PM) ...   Oct 25 2008, 08:58 PM
- - zolaga   If it becomes with party changing and side view ba...   Oct 26 2008, 08:45 AM
- - Selacius   The reason it doesn't have the Party option is...   Oct 26 2008, 07:54 PM
|- - prinnydood02   QUOTE (Selacius @ Oct 26 2008, 08:54 PM) ...   Oct 27 2008, 01:11 PM
- - Ginbu7   I found a major problem. Wile in battle or when yo...   Nov 12 2008, 11:01 PM
- - the_predator9104   Another thing that isn't a major issue, but wo...   Nov 13 2008, 06:57 PM
- - lomastul   RE: MOG-Styled Menus (Item, Equip & Skills)   Nov 13 2008, 10:52 PM
- - evil joesph   One problem... when you view the equipment screen,...   Nov 14 2008, 08:39 PM
- - the_predator9104   It gives me a syntax error in line 447   Nov 14 2008, 11:19 PM
- - lomastul   can you specify on which of the script? there atle...   Nov 15 2008, 04:50 AM
- - the_predator9104   I'm pretty sure it's the fix that was just...   Nov 15 2008, 06:45 PM
- - vavalar   could you make a version without the snowfalke tha...   Nov 19 2008, 05:17 PM
- - enix2   all the script really does is look for that image,...   Nov 19 2008, 05:49 PM
- - vavalar   i tried editing the picture but whenever it went i...   Nov 20 2008, 02:49 PM
|- - lomastul   QUOTE (vavalar @ Nov 20 2008, 02:49 PM) i...   Nov 20 2008, 10:16 PM
- - RPGManiac3030   Is this compatible with the Skill Upgrade System b...   Jan 12 2009, 02:39 PM
- - Valnar   Could it be possible to get the Scripts posted,bec...   Jan 13 2009, 07:31 AM
- - FaytSaratome   God I love MOG's scripts they are so beautiful...   Jan 13 2009, 03:30 PM
- - quikster301   QUOTE (evil joesph @ Nov 14 2008, 08:39 P...   Jan 14 2009, 07:08 PM
- - RPGManiac3030   I noticed that if there are too many items in the ...   Jan 17 2009, 03:29 PM
- - kaleygatore   i got a problem when encounter a battle using tank...   Jan 19 2009, 01:22 AM
- - Metamorphoze   please make it compatible with Vlad's Requiem ...   Mar 4 2009, 03:05 PM
- - ninjaheldransom   this is awsome man , this is a great asset to just...   Mar 6 2009, 02:40 PM
- - houtman   is this script support 6 battlers? I have the scri...   Mar 24 2009, 03:01 AM
- - GhostPrince   does anyone knows how to add the materia system sc...   Oct 7 2009, 12:29 PM
- - rikku123123   Um I have the same problem with the save thing.Whe...   Oct 8 2009, 08:18 PM
- - Tierress   QUOTE (RPGManiac3030 @ Jan 18 2009, 06:29...   Oct 9 2009, 04:12 AM
- - Locke   The script looks awesome i,ll take it   Oct 17 2009, 09:56 AM
- - Goth Star Child   Gotta like these menu's. I hope when i start m...   Nov 25 2009, 08:50 PM
- - Xander_koh   QUOTE (Selacius @ Oct 26 2008, 10:54 PM) ...   Feb 4 2010, 12:43 PM
- - Oliverskx   Um my game crashes after I select one of the empty...   Dec 9 2010, 02:56 PM
- - chrismccoy   Okay, there's a very nasty glitch in this. Mor...   Jun 3 2011, 10:03 AM
|- - Aedales   QUOTE (chrismccoy @ Jun 3 2011, 11:03 AM)...   Jun 6 2011, 07:02 PM
|- - chrismccoy   QUOTE (Aedales @ Jun 6 2011, 08:02 PM) QU...   Jun 6 2011, 09:06 PM
- - Kread-EX   @Aedales: Please don't minimod. Use the report...   Jun 7 2011, 12:55 AM
- - incarnum   RE: MOG-Styled Menus (Item, Equip & Skills)   Sep 26 2011, 08:29 PM
|- - incarnum   QUOTE (incarnum @ Sep 26 2011, 08:29 PM) ...   Sep 29 2011, 08:37 PM
- - Toonbob20   Sry, I'm a little new to Rpg Maker, and I...   Nov 4 2011, 04:03 PM
- - hit268   Can someone please help me? I keep getting these e...   Dec 20 2011, 03:58 PM
- - lightspeed15   Can someone reupload this? Sorry for the necro :/   Jul 10 2012, 05:52 PM


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