| 
 Just move the Cursor of the Item_Scene to the right - Djigit -  07-16-2015
 
 Hi. I just need a little help with the MOG Scene_Item by moghunter. As you can see from the picture I posted as a Thumbnail, I want the cursor at the Item menu to be shifted a bit to the right so that the cursor fits in to the item box (the one that is under the cursor) Please can anyone tell me where the code is to change the cursor a bit to the right. I really couldn't find it.
 
 
 
 Code: #_______________________________________________________________________________
 # MOG Scene Item Laura V1.2
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MNIT = 20
 #Transition Type(Name).
 MNITT = "007-Line01"
 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 = "Tahoma"
 self.contents.font.size = 14
 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 = "Tahoma"
 self.contents.font.size = 14
 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 = "Tahoma"
 self.contents.font.size = 14
 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 = "Tahoma"
 self.contents.font.size = 14
 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
 
 RE: Just move the Cursor of the Item_Scene to the right - DerVVulfman -  07-17-2015
 
 It's not that the cursor is off, but your entire window is off.  The cursor is drawn around the items and quantity values with a set margin around them.  As I can see, you don't quite have your list of items centered in your gray box area and needs to be shifted about... um... 30 more pixels to the right?
 
 
 This is the area you need to look at, specifically the super statement.Code: ################### Window_Item_Ex #
 ##################
 class Window_Item_Ex < Window_Selectable
 def initialize
 super(250, 50, 295, 350)
 The super statement defines the basic shape of your window (x-position, y-position, width, height).   Try setting it to something like
 super(280, 50, 295, 350)
 
 Oh...   I can see your confusion.   Moghunter makes em quite visual.  But his coding is hell to decipher and usually not compatible with other scripts (good luck getting other item scripts to work with it).
 
 You MAY want to do a search in the forum for Moghunter scripts.... posted by ME.  I did some script cleaning. ^_^  A lot more instructions... more notes... more to configure at your leisure.    But read the instructions.
 
 
 RE: Just move the Cursor of the Item_Scene to the right - Djigit -  07-17-2015
 
 i've edited it to 280, but nothing changed. I even edited it to 380 but nothing changed either. Hm...
 
 I've uplaoded some pictures how the item menu looks after the change. And even the changed line.
 
 
 RE: Just move the Cursor of the Item_Scene to the right - DerVVulfman -  07-17-2015
 
 Oh, wait.  This is the window that slides over when the menu shows, isn't it?
 
 It's actually defined in another class, and re-positioned in Scene_Item....  Change
 
 to something like -270 or so.Code: @target_window.x = -300
 
 RE: Just move the Cursor of the Item_Scene to the right - Djigit -  07-17-2015
 
 I did, but still not working.
 
 
 RE: Just move the Cursor of the Item_Scene to the right - DerVVulfman -  07-18-2015
 
 Sorry about that.   Been occupied getting work done for the Gazette and was doing this just at glancing at the code.  I just opened up my 'revisioned' versions of Moghunter's systems and I found it  (though I again recommend my edited version as it is more compliant with other scripts that edit the menus)....
 
 Within my edit, it is merely this code:
 
 Code: if @item_window.x > 250@item_window.x -= 20
 @item_window.contents_opacity += 15
 elsif  @item_window.x <= 250
 @item_window.x = 250
 @item_window.contents_opacity = 250
 end
And in YOUR version, the code is:
 
 Code: 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
 It is the '250' value that stops the window as it scrolls over to X-Position 250.  Here, you may wish to add 30 more points to make it stop at x-position 280.  Obviously, you wouldn't need to alter as many lines in my version ^_^
 
 
 RE: Just move the Cursor of the Item_Scene to the right - Djigit -  07-19-2015
 
 Yes, but, sorry, I still dont know what to change exactly. If I change These lines:
 
 @weapon_window.x = 250
 @armor_window.x = 250
 @item_window.x = 250
 
 
 to
 @weapon_window.x = 280
 @armor_window.x = 280
 @item_window.x = 280
 
 the item menu is flickers around. Would it be possible for you to tell me the changed lines?
 
 
 RE: Just move the Cursor of the Item_Scene to the right - DerVVulfman -  07-19-2015
 
 You'd be changing....
 
 And all from the elsif on down.....Code: if @item_window.x > 280
 Code: elsif  @item_window.x <= 280@weapon_window.x = 280
 @armor_window.x = 280
 @item_window.x = 280
 @weapon_window.contents_opacity = 280
 @armor_window.contents_opacity = 280
 @item_window.contents_opacity = 280
 end
In my rewritten version, it would have been a whole lot less.
  
 But I do recommend looking at Moghunter Menus: Scene Item Laura, a version of this script I reformatted because...
 
 Sloppy scripting (improper formatting, lack of helpful comments, etc.)
He made his own Window_Item2 class, so you cannot use any OTHER item script with this.
Everything he had was hardwired.  You have no options you can turn on/off
 The revised version (and all other moggy ones in the link's demo) has
 Formatted scripting (clear header breaks, proper indentation, helpful 'classic' comment style for scripters and users)
Does not create new window classes, so it is more compatible with other scripts in use
Includes a config section at the top so you can set fonts, identify what graphic files you're using, turn features on/off
 And in mine, you'd only need to change:
 
 Code: if @item_window.x > 280@item_window.x -= 20
 @item_window.contents_opacity += 15
 elsif  @item_window.x <= 280
 @item_window.x = 280
 @item_window.contents_opacity = 280
 end
EDIT:  Oh, and I have a copy of his 'terms of use' in the post.  Basically 'give him credit' in your game infofar as your project is concerned.
   
 
 RE: Just move the Cursor of the Item_Scene to the right - Djigit -  08-08-2015
 
 Thank you very very much that far. I've a last request if you accept it.
 In addition to the MOG Item Menu, I'm also using the MOG Menu Status script and the equip script which I both added below.
 There is a addon  script called "Equipment Multi Slots" which basically allows one to  shape the equipment customized. For example it is possible to customize the equipment, so that one only can wear a Weapon, A armor and two accessories But the problem is, the  "Equipment Multi Slots" by ATOA, which is  basically a addon by the author of the script, that the equipment multi slots is not compatible with the MOG Status and Equip script I posted. When I arrange the Equipment other then the original (which is the goal of the script) I get a error on line 284 whenever I try to change my acessory in the equp menu. Is there any chance to make the both scripts  compatible  with the both MOG Scripts I posted?
 
 
 
 
 
 
 
 
 
 
 Code: #==============================================================================
 # Equipment Multi Slots
 # By Atoa
 #==============================================================================
 # This scripts add an multi equipment slot system, wich allows you to add
 # an new variety of equipment.
 #
 # Add this script above all actor related scripts.
 #
 # IMPORTANT:
 # - If you using the multi slot equip system, the event command for changing
 #   equips will be screwed.
 #   So if you need to force any equip change with events, make an Script Call
 #   and add this command:
 #    $game_actors[Actor ID].equip(Slot Index, Equip ID)
 #      Slot Index = remember that indexes starts from 0, so the 1st slot will
 #        be index 0, the 2nd will be index 1...
 # - This script change a lot of funcitons and may cause incompatiblities
 #   with other systems, if that happens you will have to choose wich system use.
 #==============================================================================
 
 
 module Atoa
 # Do not remove or change these lines
 Equip_Lock = {}
 Armor_Lock = {}
 # Do not remove or change these lines
 
 # Equipment Kinds
 # The order of the values here define the order that the equipment will be
 # shown in the menu
 # If you repeat an value, means that the actor can equip more than one
 # equip of that type,
 Equip_Kinds = [0,1,2,3,5,4,4]
 # 0 = Weapons (if you add more than one value equal zero, all these equips
 #     will be considered 'right hand', so they won't remove the shield)
 # 1 = Shields (any equip set as 'Shield' will be exchanged by an weapon if
 #     the actor have the dual wielding)
 # 2 = Helmets
 # 3 = Armors
 # 4 = Accessories
 # Values above 5 are the extra slots, use to creat equipments like Boots, Capes...
 # You must set the IDs of the extra slots equips in 'Extra_Equips_ID'
 #
 # It's recomended that you leave only one 'Weapon' and one 'Shield', once
 # it interfere in the Dual Wielding and 2 Haded Weapons
 
 # You can change this value individually for each actor making an script call
 # and adding this command:
 # $game_actors[actor_id].equip_kind = [x,y,z]
 #   actor_id = actor ID
 #   [x,y,z] = new equip kind configuration
 
 # IDs of the equipments
 # Extra_Equips_ID = {kind => [equips_ids]}
 #  kind = equipment type, set on Equip_Kinds
 #  equips_ids = id of the armors of this equip type
 Extra_Equips_ID = {5 => [38,39]}
 
 # Name of the equips shown in the equip and status window
 Equip_Names = ['Right Hand', 'Left Hand', 'Helmet', 'Armor', 'Boots',
 'Accessory', 'Accessory']
 # The order here is the order that the names are shown in the menu, set
 # them according to the values set in 'Equip_Kinds'.
 # if you change the value of the kinds with script calls, remember to change
 # the names.
 
 # You can change this value individually for each actor making an script call
 # and adding this command:
 # $game_actors[actor_id].equip_names = [x,y,z]
 #   actor_id = actor ID
 #   [x,y,z] = new equip names configuration
 
 # Equipment Lock, these lines allows you to 'lock' an determined type of
 # equipment, don't allow the actor to stay without equipment of this type
 # You can change equips freely, but can't remove.
 # E.g.: You have an Bow user character, and don't want him to stay without bows.
 
 #  Equip_Lock[equip_kind] = {actor_id =>[equip_type_id]}
 #    equip_kind = kind of the equipment
 #      'Weapon' for weapons, 'Armor' for armors
 #    actor_id = actor id
 #    equip_type_id = id of the equipment
 #      0 = right hand weapon
 #      1 = left hand weapon or shield
 #      2,3,4... = armors
 Equip_Lock['Weapon']= {1 => [0], 2 => [0], 3 => [0], 4 => [0],
 5 => [0], 6 => [0], 7 => [0], 8 => [0]}
 
 Equip_Lock['Armor']= {1 => [1], 2 => [1]}
 #=============================================================================
 end
 
 #==============================================================================
 # ** Atoa Module
 #==============================================================================
 $atoa_script = {} if $atoa_script.nil?
 $atoa_script['Atoa Multi Slot'] = true
 
 #==============================================================================
 # ** RPG::Armor
 #------------------------------------------------------------------------------
 # Class that manage armors
 #==============================================================================
 
 class RPG::Armor
 #--------------------------------------------------------------------------
 # * Type ID setting
 #--------------------------------------------------------------------------
 def type_id
 if Extra_Equips_ID != nil
 for kind in Extra_Equips_ID.dup
 return kind[0] if kind[1].include?(@id)
 end
 end
 return @kind + 1
 end
 end
 
 #==============================================================================
 # ** Game_Actor
 #------------------------------------------------------------------------------
 #  This class handles the actor. It's used within the Game_Actors class
 #  ($game_actors) and refers to the Game_Party class ($game_party).
 #==============================================================================
 
 class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :weapon_fix
 attr_accessor :armor_fix
 attr_accessor :equip_kind
 attr_accessor :equip_names
 attr_accessor :equip_id
 #--------------------------------------------------------------------------
 # * Setup
 #     actor_id : actor ID
 #--------------------------------------------------------------------------
 alias setup_multislot setup
 def setup(actor_id)
 setup_multislot(actor_id)
 @equip_id = []
 @equip_kind = equip_kind
 @equip_names = equip_names
 for i in 0...@equip_kind.size
 id = @equip_kind[i]
 if id == 0 and i == 0
 @equip_id[i] = @weapon_id
 elsif id != 0 and (1..4).include?(id)
 @equip_id[i] = eval("@armor#{id}_id")
 else
 @equip_id[i] = 0
 end
 end
 @weapon_fix = [@weapon_fix]
 @weapon_fix[1] = @armor1_fix if $atoa_script['Atoa Two Hands'] and  two_swords_style
 @armor_fix = [false]
 for i in 0...@equip_kind.size
 id = @equip_kind[i]
 if (1..4).include?(id) and not ($atoa_script['Atoa Two Hands'] and id == 1 and
 two_swords_style)
 @armor_fix[i] = eval("@armor#{id}_fix")
 elsif id > 0 and not ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
 @armor_fix[i] = false
 end
 end
 @armor_fix[1] = @armor1_fix unless $atoa_script['Atoa Two Hands'] and two_swords_style
 @equip_id[1] = 0 if $atoa_script['Atoa Two Hands'] and
 (Two_Hands_Weapons.include?(@weapon_id) or two_swords_style)
 for equip in armors do update_auto_state(nil, equip) end
 end
 #--------------------------------------------------------------------------
 # * Get equip slots name
 #--------------------------------------------------------------------------
 def equip_names
 return @equip_names.nil? ? Equip_Names : @equip_names
 end
 #--------------------------------------------------------------------------
 # * Set new slot names
 #     n : new names
 #--------------------------------------------------------------------------
 def equip_names=(n)
 @equip_names = n
 end
 #--------------------------------------------------------------------------
 # * Get equips kind
 #--------------------------------------------------------------------------
 def equip_kind
 return @equip_kind.nil? ? Equip_Kinds : @equip_kind
 end
 #--------------------------------------------------------------------------
 # * Set new equips kind
 #     n : new kinds
 #--------------------------------------------------------------------------
 def equip_kind=(n)
 for i in 0...@equip_kind.size
 equip(i, 0) if @equip_kind[i] != n[i]
 end
 @equip_kind = n
 set_equip_id
 end
 #--------------------------------------------------------------------------
 # * Set equips ID
 #--------------------------------------------------------------------------
 def set_equip_id
 for i in 0...@equip_kind.size
 @equip_id[i] = 0 if @equip_id[i] == nil
 end
 end
 #--------------------------------------------------------------------------
 # * Get weapons
 #--------------------------------------------------------------------------
 def weapons
 result = []
 for i in 0...@equip_kind.size
 id = @equip_kind[i]
 if id == 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
 @weapon_id = @equip_id[i].nil? ? 0 : @equip_id[i] if id == 0
 result << $data_weapons[@equip_id[i]]
 end
 end
 result.delete_if {|x| x == nil }
 return result
 end
 #--------------------------------------------------------------------------
 # * Get armors
 #--------------------------------------------------------------------------
 def armors
 result = []
 for i in 0...@equip_kind.size
 id = @equip_kind[i]
 if id > 0 and not ($atoa_script['Atoa Two Hands'] and id == 1 and two_swords_style)
 eval("@armor#{id}_id = @equip_id[i].nil? ? 0 : @equip_id[i]") if id < 5
 result << $data_armors[@equip_id[i]]
 end
 end
 result.delete_if {|x| x == nil }
 return result
 end
 #--------------------------------------------------------------------------
 # * Equipment lock
 #    type : equip type
 #--------------------------------------------------------------------------
 def lock_equip(type)
 equip = (type == 0 or ($atoa_script['Atoa Two Hands'] and type == 1 and
 two_swords_style)) ? 'Weapon' : 'Armor'
 id = @equip_kind[type]
 if Equip_Lock[equip] != nil
 eqp = Equip_Lock[equip].dup
 else
 return false
 end
 return (eqp.include?(@actor_id) and eqp[@actor_id].include?(id))
 end
 #--------------------------------------------------------------------------
 # * Change Equipment
 #     equip_type : type of equipment
 #     id         : weapon or armor ID (If 0, remove equipment)
 #--------------------------------------------------------------------------
 def equip(equip_type, id)
 type = @equip_kind[equip_type]
 if type == 0
 if id == 0 or $game_party.weapon_number(id) > 0
 $game_party.gain_weapon(@equip_id[equip_type], 1)
 @equip_id[equip_type] = id
 $game_party.lose_weapon(id, 1)
 end
 elsif type == 1
 if $atoa_script['Atoa Two Hands'] and two_swords_style
 if id == 0 or $game_party.weapon_number(id) > 0
 $game_party.gain_weapon(@equip_id[equip_type], 1)
 @equip_id[equip_type] = id
 $game_party.lose_weapon(id, 1)
 end
 else
 if id == 0 or $game_party.armor_number(id) > 0
 update_auto_state($data_armors[@equip_id[equip_type]], $data_armors[id])
 $game_party.gain_armor(@equip_id[equip_type], 1)
 @equip_id[equip_type] = id
 $game_party.lose_armor(id, 1)
 end
 end
 elsif type > 1
 if id == 0 or $game_party.armor_number(id) > 0
 update_auto_state($data_armors[@equip_id[equip_type]], $data_armors[id])
 $game_party.gain_armor(@equip_id[equip_type], 1)
 @equip_id[equip_type] = id
 $game_party.lose_armor(id, 1)
 end
 end
 end
 #--------------------------------------------------------------------------
 # * Remove secondary equip
 #--------------------------------------------------------------------------
 def remove_left_equip_actor
 for i in 0...@equip_kind.size
 equip(i, 0) if @equip_kind[i] == 1
 end
 end
 #--------------------------------------------------------------------------
 # * Remove secondary equip by class
 #     class_id : class ID
 #--------------------------------------------------------------------------
 def remove_left_equip_class(class_id)
 if class_id == @class_id
 for i in 0...@equip_kind.size
 equip(i, 0) if @equip_kind[i] == 1
 end
 end
 end
 #--------------------------------------------------------------------------
 # * Change Class ID
 #     class_id : new class ID
 #--------------------------------------------------------------------------
 def class_id=(class_id)
 remove_equip_class_change(class_id, @class_id)
 if $data_classes[class_id] != nil
 @class_id = class_id
 for i in 0...@equip_kind.size
 if @equip_kind[i] == 0 or ($atoa_script['Atoa Two Hands'] and
 @equip_kind[i] == 1 and two_swords_style)
 equip(i, 0) unless equippable?($data_weapons[@equip_id[i]])
 else
 equip(i, 0) unless equippable?($data_armors[@equip_id[i]])
 end
 end
 end
 end
 end
 
 
 #==============================================================================
 # ** Window_Selectable
 #------------------------------------------------------------------------------
 #  This window class contains cursor movement and scroll functions.
 #==============================================================================
 
 class Window_Selectable < Window_Base
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 alias update_windowselectable_multislot update
 def update
 if self.is_a?(Window_EquipRight)
 super
 if self.active and @item_max > 0 and @index >= 0
 if Input.repeat?(Input::DOWN)
 if (@column_max == 1 and Input.trigger?(Input::DOWN)) 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::UP)
 if (@column_max == 1 and Input.trigger?(Input::UP)) or
 @index >= @column_max
 $game_system.se_play($data_system.cursor_se)
 @index = (@index - @column_max + @item_max) % @item_max
 end
 end
 if Input.repeat?(Input::RIGHT)
 if @column_max >= 2 and @index < @item_max - 1
 $game_system.se_play($data_system.cursor_se)
 @index += 1
 end
 end
 if Input.repeat?(Input::LEFT)
 if @column_max >= 2 and @index > 0
 $game_system.se_play($data_system.cursor_se)
 @index -= 1
 end
 end
 if Input.repeat?(Input::R)
 @index == @item_max if @index < @item_max
 end
 if Input.repeat?(Input::L)
 @index == @item_max if @index < @item_max
 end
 end
 if self.active and @help_window != nil
 update_help
 end
 update_cursor_rect
 else
 update_windowselectable_multislot
 end
 end
 end
 
 #==============================================================================
 # ** Window_Status
 #------------------------------------------------------------------------------
 #  This window displays full status specs on the status screen.
 #==============================================================================
 
 class Window_Status < Window_Base
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 draw_actor_graphic(@actor, 40, 112)
 draw_actor_name(@actor, 4, 0)
 draw_actor_class(@actor, 4 + 144, 0)
 draw_actor_level(@actor, 96, 32)
 draw_actor_state(@actor, 96, 64)
 draw_actor_hp(@actor, 96, 112, 172)
 draw_actor_sp(@actor, 96, 144, 172)
 status_size = Object.const_defined?(:Extra_Status) ? Extra_Status.size : 0
 for i in 0..2
 draw_actor_parameter(@actor, 96, 164 + [(236/(status_size + 6)), 20].max * i, i)
 end
 for i in 3..6
 draw_actor_parameter(@actor, 96, 168 + [(236/(status_size + 6)), 20].max * i, i)
 end
 for i in 7..(status_size + 6)
 draw_actor_parameter(@actor, 96, 172 + [(236/(status_size + 6)), 20].max * i,
 Extra_Status[i - 7]) if Extra_Status[i - 7] != nil
 end
 self.contents.font.color = system_color
 self.contents.draw_text(320, 48, 80, 32, 'EXP')
 self.contents.draw_text(320, 80, 80, 32, 'Próximo')
 self.contents.draw_text(400, 128, 128, 32, 'Equipamentos')
 self.contents.font.color = normal_color
 self.contents.draw_text(400, 48, 84, 32, @actor.exp_s, 2)
 self.contents.draw_text(400, 80, 84, 32, @actor.next_rest_exp_s, 2)
 self.contents.font.color = system_color
 data = []
 for i in 0...@actor.equip_kind.size
 id = @actor.equip_kind[i]
 if id == 0
 data.push($data_weapons[@actor.equip_id[i]])
 elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
 data.push($data_weapons[@actor.equip_id[i]])
 elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
 data.push($data_armors[@actor.equip_id[i]])
 end
 end
 self.contents.font.color = system_color
 return if data.size == 0
 for i in 0...@actor.equip_names.size
 name = @actor.equip_names[i]
 self.contents.draw_text(320, 160 + [(280/data.size), 24].max * i, 92, 32, name)
 end
 for i in 0...data.size
 draw_item_name(data[i], 412, 160 + [(280/data.size), 24].max * i)
 end
 end
 end
 
 #==============================================================================
 # ** Window_EquipRight
 #------------------------------------------------------------------------------
 #  This window displays items the actor is currently equipped with on the
 #  equipment screen.
 #==============================================================================
 
 class Window_EquipRight < Window_Selectable
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :data
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
 super(272, 64, 368, 192)
 self.contents = Bitmap.new(width - 32, actor.equip_kind.size * 32)
 @actor = actor
 refresh
 self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 @data = []
 for i in 0...@actor.equip_kind.size
 id = @actor.equip_kind[i]
 if id == 0
 @data.push($data_weapons[@actor.equip_id[i]])
 elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
 @data.push($data_weapons[@actor.equip_id[i]])
 elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
 @data.push($data_armors[@actor.equip_id[i]])
 end
 end
 @item_max = @data.size
 self.contents.font.color = system_color
 for i in 0...@actor.equip_names.size
 name = @actor.equip_names[i]
 self.contents.draw_text(4, 32 * i, 92, 32, name)
 end
 for i in 0...@data.size
 draw_item_name(@data[i], 92, 32 * i)
 end
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
 @help_window.set_text(self.item == nil ? '' : self.item.description)
 end
 end
 
 #==============================================================================
 # ** Window_EquipItem
 #------------------------------------------------------------------------------
 #  This window displays choices when opting to change equipment on the
 #  equipment screen.
 #==============================================================================
 
 class Window_EquipItem < Window_Selectable
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :data
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 if @equip_type == 0 or ($atoa_script['Atoa Two Hands'] and
 @equip_type == 1 and @actor.two_swords_style)
 weapon_set = $data_classes[@actor.class_id].weapon_set
 for i in 1...$data_weapons.size
 next if $atoa_script['Atoa Two Hands'] and Two_Hands_Weapons.include?(i) and @equip_type == 1
 next if $atoa_script['Atoa Two Hands'] and Right_Hand_Weapons.include?(i) and @equip_type == 1
 next if $atoa_script['Atoa Two Hands'] and Left_Hand_Weapons.include?(i) and @equip_type == 0
 if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
 @data.push($data_weapons[i])
 end
 end
 end
 if @equip_type > 0 and not ($atoa_script['Atoa Two Hands'] and @equip_type == 1 and @actor.two_swords_style)
 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 $data_armors[i].type_id == @equip_type
 @data.push($data_armors[i])
 end
 end
 end
 end
 @data.push(nil) unless @actor.lock_equip(@equip_type)
 @item_max = @data.size
 self.contents = Bitmap.new(width - 32, [row_max, 1].max * 32)
 self.opacity = Equip_Window_Opacity if $atoa_script['Atoa New Status']
 for i in 0...(@actor.lock_equip(@equip_type) ? @item_max : @item_max - 1)
 draw_item(i)
 end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #--------------------------------------------------------------------------
 def draw_item(index)
 item = @data[index]
 if $atoa_script['Atoa New Status']
 case Equip_Menu_Syle
 when 0,1,2
 x = 4 + index % 2 * (288 + 32)
 y = index / 2 * 32
 when 3,4
 x = 4
 y = index * 32
 end
 else
 x = 4 + index % 2 * (288 + 32)
 y = index / 2 * 32
 end
 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
 end
 
 #==============================================================================
 # ** Window_ShopStatus
 #------------------------------------------------------------------------------
 #  This window displays number of items in possession and the actor's equipment
 #  on the shop screen.
 #==============================================================================
 
 class Window_ShopStatus < Window_Base
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 return if @item.nil?
 case @item
 when RPG::Item
 number = $game_party.item_number(@item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(@item.id)
 when RPG::Armor
 number = $game_party.armor_number(@item.id)
 end
 self.contents.font.color = system_color
 self.contents.draw_text(4, 0, 200, 32, 'Você tem')
 self.contents.font.color = normal_color
 self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
 return if @item.is_a?(RPG::Item)
 for i in 0...$game_party.actors.size
 actor = $game_party.actors[i]
 if actor.equippable?(@item)
 self.contents.font.color = normal_color
 else
 self.contents.font.color = disabled_color
 end
 self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
 for n in 0...actor.equip_kind.size
 id = actor.equip_kind[n]
 if @item.is_a?(RPG::Weapon)
 item1 = $data_weapons[actor.equip_id[n]] if id == 0
 else
 if $data_armors[actor.equip_id[n]].type == @item.type_id and not
 (@item.type_id == 1 and actor.two_swords_style)
 item1 = $data_armors[actor.equip_id[n]]
 end
 end
 end
 if actor.equippable?(@item)
 change = 0
 if @item.is_a?(RPG::Weapon)
 atk1 = item1 != nil ? item1.atk : 0
 atk2 = @item != nil ? @item.atk : 0
 change = atk2 - atk1
 elsif @item.is_a?(RPG::Armor) and @item.kind <= 2
 pdef1 = item1 != nil ? item1.pdef : 0
 mdef1 = item1 != nil ? item1.mdef : 0
 pdef2 = @item != nil ? @item.pdef : 0
 mdef2 = @item != nil ? @item.mdef : 0
 change = pdef2 - pdef1 + mdef2 - mdef1
 elsif @item.is_a?(RPG::Armor) and  @item.kind > 2
 change = 0
 item1 = nil
 end
 if change > 0 and actor.equippable?(@item)
 self.contents.font.color = text_color(3)
 elsif change < 0 and actor.equippable?(@item)
 self.contents.font.color = text_color(2)
 end
 self.contents.draw_text(64, 64 + 64 * i, 128, 32,sprintf('%+d', change), 2)
 self.contents.font.color = normal_color
 end
 if item1 != nil
 x = 4
 y = 64 + 64 * i + 32
 bitmap = RPG::Cache.icon(item1.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, 212, 32, item1.name)
 end
 end
 end
 end
 
 #==============================================================================
 # ** Scene_Equip
 #------------------------------------------------------------------------------
 #  This class performs equipment screen processing.
 #==============================================================================
 
 class Scene_Equip
 #--------------------------------------------------------------------------
 # * Include Settings Module
 #--------------------------------------------------------------------------
 include Atoa
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
 @actor = $game_party.actors[@actor_index]
 @help_window = Window_Help.new
 @left_window = Window_EquipLeft.new(@actor)
 @right_window = Window_EquipRight.new(@actor)
 @right_window.index = @equip_index
 item_window_update
 @right_window.help_window = @help_window
 for i in 0...@actor.equip_kind.size
 eval("@item_window#{i + 1}.help_window = @help_window")
 end
 refresh
 Graphics.transition
 loop do
 Graphics.update
 Input.update
 update
 break if $scene != self
 end
 Graphics.freeze
 @help_window.dispose
 @left_window.dispose
 @right_window.dispose
 item_window_dispose
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
 @help_window.opacity = Equip_Window_Opacity if $atoa_script['Atoa New Status']
 if @right_window.index > @right_window.data.size - 1
 @right_window.index = @right_window.data.size - 1
 end
 for i in 0...@actor.equip_kind.size
 eval("@item_window#{i + 1}.visible = (@right_window.index == #{i})")
 end
 item1 = @right_window.item
 eval("@item_window = @item_window#{@right_window.index + 1}")
 @left_window.set_new_parameters(nil, nil, nil) if @right_window.active
 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)
 re_equip = []
 if $atoa_script['Atoa Two Hands'] and @item2 != nil and @item2.type_id == 0 and Two_Hands_Weapons.include?(@item2.id)
 for i in 0...@actor.equip_kind.size
 id = @actor.equip_kind[i]
 if id == 1
 re_equip << [i, @actor.equip_id[i]]
 @actor.equip(i, 0)
 end
 end
 elsif @item2 != nil and (@item2.type_id == 1 or ($atoa_script['Atoa Two Hands'] and
 @item2.type_id == 0 and @actor.two_swords_style))
 for i in 0...@actor.equip_kind.size
 id = @actor.equip_kind[i]
 if $atoa_script['Atoa Two Hands'] and @right_window.index != i and id == 0 and
 Two_Hands_Weapons.include?(@actor.equip_id[id])
 re_equip << [i, @actor.equip_id[i]]
 @actor.equip(i, 0)
 end
 end
 end
 new_atk = @actor.atk
 new_pdef = @actor.pdef
 new_mdef = @actor.mdef
 if $atoa_script['Atoa New Status']
 new_str = @actor.str
 new_dex = @actor.dex
 new_agi = @actor.agi
 new_int = @actor.int
 new_eva = @actor.eva
 new_hit = @actor.hit
 new_crt = @actor.crt
 new_dmg = @actor.dmg
 new_rcrt = @actor.rcrt
 new_rdmg = @actor.rdmg
 end
 @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
 for equip in re_equip
 @actor.equip(equip[0], equip[1])
 end
 @actor.hp = last_hp
 @actor.sp = last_sp
 if $atoa_script['Atoa New Status']
 @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
 new_agi, new_int, new_eva, new_hit, new_crt, new_dmg, new_rcrt, new_rdmg)
 else
 @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
 end
 end
 end
 #--------------------------------------------------------------------------
 # * Update item window
 #--------------------------------------------------------------------------
 def item_window_update
 for i in 0...@actor.equip_kind.size
 type = @actor.equip_kind[i]
 eval("@item_window#{i+1} = Window_EquipItem.new(@actor, type)")
 end
 for i in 0...@actor.equip_kind.size
 eval("@item_window#{i + 1}.help_window = @help_window")
 end
 refresh
 end
 #--------------------------------------------------------------------------
 # * Dispose item window
 #--------------------------------------------------------------------------
 def item_window_dispose
 for i in 0...@actor.equip_kind.size
 eval("@item_window#{i+1}.dispose if @item_window#{i+1} != nil")
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when item window is active)
 #--------------------------------------------------------------------------
 alias update_item_multislot update_item
 def update_item
 if Input.trigger?(Input::C)
 item = @item_window.item
 @actor.equip(@right_window.index, item == nil ? 0 : item.id)
 update_hands(item) if $atoa_script['Atoa Two Hands']
 @right_window.active = true
 @item_window.active = false
 @item_window.index = -1
 @right_window.refresh
 @item_window.refresh
 $game_system.se_play($data_system.equip_se)
 return
 end
 update_item_multislot
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when right window is active)
 #--------------------------------------------------------------------------
 def update_right
 if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
 @item_window.index = -1
 @item_window.refresh
 end
 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) or (@item_window.data.size == 0 and
 @actor.lock_equip(@right_window.index))
 return $game_system.se_play($data_system.buzzer_se)
 end
 $game_system.se_play($data_system.decision_se)
 @right_window.active = false
 @item_window.active = true
 @item_window.index = 0
 return
 end
 if Input.trigger?(Input::R)
 $game_system.se_play($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
 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
 end
 [/quote]
 
 
 
 
 
 
 
 Code: #_______________________________________________________________________________# MOG Scene Equip Asuka V1.5
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MSEQPT= 20
 #Transition Type.
 MSEQPTT= "007-Line01"
 # Set Maximum (STR,DEX,AGL,INT)
 MST_ST = 999
 # Set Maximum (ATK,PDEF,MDEF)
 MST_STE = 999
 end
 $mogscript = {} if $mogscript == nil
 $mogscript["menu_asuka"] = true
 ###############
 # Window_Base #
 ###############
 class Window_Base < Window
 def nada2(actor)
 face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 end
 def draw_heroface2(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 + 40 , y - ch - 240, face, src_rect)
 else
 self.contents.blt(x , y - ch, face, src_rect)
 end
 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 = "Tahoma"
 self.contents.font.size = 12
 @actor = actor
 refresh
 end
 def refresh
 self.contents.clear
 draw_heroface2(@actor, 20, 400)
 drw_equist(0,390)
 draw_actor_name(@actor, 130, -10)
 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 = "Tahoma"
 self.contents.font.size = 14
 @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 = "Tahoma"
 self.contents.font.size = 14
 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)
 @item_window1.x = 640
 @item_window2.x = 640
 @item_window3.x = 640
 @item_window4.x = 640
 @item_window5.x = 640
 @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
 @right_window.x = 640
 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
 @item_window.x += 20
 @item_window.contents_opacity -= 15
 @right_window.x += 20
 @right_window.contents_opacity -= 15
 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 @right_window.x > 272
 @right_window.x -= 25
 elsif @right_window.x <= 272
 @right_window.x = 272
 end
 if @item_window.x > 272
 @item_window.x -= 25
 elsif @item_window.x <= 272
 @item_window.x = 272
 end
 if @item_window.active == false
 if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
 @item_window.x = 640
 end
 end
 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) or Input.press?(Input.dir4)
 @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 Status Eva V1.2
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MST_TT = 10
 #Transition Type(Name).
 MST_TTT = "007-Line01"
 # 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_Status2 #
 ##################
 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 = "Tahoma"
 self.contents.font.size = 14
 draw_actor_name(@actor,100, 55)
 draw_actor_class(@actor, 510, -5 )
 draw_mexp5(@actor,310,130)
 draw_actor_state(@actor, 130, 55)
 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)
 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_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 = 100    # edit: Eigentlic war 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
 
 RE: Just move the Cursor of the Item_Scene to the right - DerVVulfman -  08-09-2015
 
 That is PRECISELY my point about Moghunter's scripts.  He rewrites the base code of the Equipment, Status, Items, Skills and all other menus so scripts like this do NOT work.  And that is exactly why I mentioned my rewrites as they will work with the add-ons like Atoa's or my Multi-Slot scripts.
 
 Hey, just for a laugh, just try my Moghunter Menus Revisioned demo right Here.  You will have the same ARROW issue you had before, but I did describe the sections in the rewrite you would need to adjust (and with fewer lines to edit).
 
 If you try these, you will find them more compliant (well, not 100% guaranteed) to work with more systems.  Consider trying it as a birthday present to yourself.
   
 
 
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