| 
 Mog Menu script: help me stop the crazy picture movement during transitions - Zachariad -  05-28-2017
 
 Hello helpful people! I'm so happy to have found a community that is still active with RMXP!
 
 So, I've been using Mog Menu with a project, and all is going well, with one exception: when I exit out of my shop or item menus the script does some crazy stretching and moving with my menu pictures in addition to the standard transition I have assigned. I've experimented as much as I know how to try and eliminate the effect, but I've had no luck.
 
 Here are the relevant scripts.
 
 Scene Item:
 
 Code: #_______________________________________________________________________________# MOG Scene Item Laura V1.2
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MNIT = 20
 #Transition Type(Name).
 MNITT = "Aztec"
 end
 $mogscript = {} if $mogscript == nil
 $mogscript["menu_laura"] = true
 ###############
 # Window_Base #
 ###############
 class Window_Base < Window
 def nada
 face = RPG::Cache.picture("")
 end
 def drw_face(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_fc") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect)
 end
 def draw_maphp3(actor, x, y)
 back = RPG::Cache.picture("BAR0")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("HP_Bar")
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 text = RPG::Cache.picture("HP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
 end
 def draw_mapsp3(actor, x, y)
 back = RPG::Cache.picture("BAR0")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("SP_Bar")
 cw = meter.width  * actor.sp / actor.maxsp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 text = RPG::Cache.picture("SP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
 end
 def draw_mexp_it(actor, x, y)
 lv_tx = RPG::Cache.picture("LV_tx")
 cw = lv_tx.width
 ch = lv_tx.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
 end
 def draw_actor_state_it(actor, x, y, width = 80)
 text = make_battler_state_text(actor, width, true)
 self.contents.font.color = actor.hp == 0 ? knockout_color : color.new(80, 220, 60, 255)
 self.contents.draw_text(x, y, width, 32, text,1)
 end
 end
 ######################
 # Window_Target_Item #
 ######################
 class Window_Target_Item < Window_Selectable
 def initialize
 super(0, 130, 280, 300) #third was 280
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "OCR A Extended"
 self.z += 10
 @item_max = $game_party.actors.size
 refresh
 end
 def refresh
 self.contents.clear
 for i in 0...$game_party.actors.size
 x = 0 #was 4
 y = i * 65
 actor = $game_party.actors[i]
 drw_face(actor,x - 5,y + 55) # was only x
 if $mogscript["TP_System"] == true
 draw_actor_tp(actor, x + 160, y + 27 ,4)
 else
 draw_mexp_it(actor, x + 102, y + 25 )
 end
 draw_actor_state_it(actor, x + 156, y - 2 ) #was x + 165
 draw_maphp3(actor, x + 12, y + 0) # 12s were 20s
 draw_mapsp3(actor, x + 12, y + 32)
 end
 end
 def update_cursor_rect
 if @index <= -2
 self.cursor_rect.set(-8, (@index + 12) * 65, self.width - 32, 60) #-10 was 0
 elsif @index == -1
 self.cursor_rect.set(-8, 2, self.width - 32, @item_max * 64 )
 else
 self.cursor_rect.set(-8, @index * 65 + 2, self.width - 32, 60)
 end
 end
 end
 ############
 # Type_Sel #
 ############
 class Type_Sel < Window_Base
 attr_reader   :index
 attr_reader   :help_window
 def initialize(x, y, width, height)
 super(x, y, width, height)
 @item_max = 1
 @column_max = 1
 @index = -1
 end
 def index=(index)
 @index = index
 end
 def row_max
 return (@item_max + @column_max - 1) / @column_max
 end
 def top_row
 return self.oy / 32
 end
 def top_row=(row)
 if row < 0
 row = 0
 end
 if row > row_max - 1
 row = row_max - 1
 end
 self.oy = row * 32
 end
 def page_row_max
 return (self.height - 32) / 32
 end
 def page_item_max
 return page_row_max * @column_max
 end
 def update
 super
 if self.active and @item_max > 0 and @index >= 0
 if Input.repeat?(Input::RIGHT)
 if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
 @index < @item_max - @column_max
 $game_system.se_play($data_system.cursor_se)
 @index = (@index + @column_max) % @item_max
 end
 end
 if Input.repeat?(Input::LEFT)
 if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
 @index >= @column_max
 $game_system.se_play($data_system.cursor_se)
 @index = (@index - @column_max + @item_max) % @item_max
 end
 end
 end
 end
 end
 ###############
 # Window_Type #
 ###############
 class Window_Type < Type_Sel
 def initialize
 super(0, 0, 0, 0)
 @item_max = 3
 self.index = 0
 end
 end
 ##################
 # Window_Item_Ex #
 ##################
 class Window_Item_Ex < Window_Selectable
 def initialize
 super(250, 50, 400, 350)#first was 250 third was 295
 @column_max = 1
 refresh
 self.index = 0
 if $game_temp.in_battle
 self.y = 64
 self.height = 256
 self.back_opacity = 160
 end
 end
 def item
 return @data[self.index]
 end
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in 1...$data_items.size
 if $game_party.item_number(i) > 0
 @data.push($data_items[i])
 end
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 def draw_item(index)
 item = @data[index]
 case item
 when RPG::Item
 number = $game_party.item_number(item.id)
 end
 if item.is_a?(RPG::Item) and
 $game_party.item_can_use?(item.id)
 self.contents.font.color = menu_color
 else
 self.contents.font.color = disabled_color
 end
 x = 46 + index % 1 * (288 + 32) #first num was 4
 y = index / 1 * 32
 rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 self.contents.font.name = "OCR A Extended"
 bitmap = RPG::Cache.icon(item.icon_name)
 opacity = self.contents.font.color == menu_color ? 255 : 128
 self.contents.blt(x, y + 4, bitmap, Rect.new(46, 0, 24, 24), opacity) #first was 0
 self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
 self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
 self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 end
 #################
 # Window_Weapon #
 #################
 class Window_Weapon < Window_Selectable
 def initialize
 super(250, 50, 400, 350)
 @column_max = 1
 refresh
 self.index = 0
 if $game_temp.in_battle
 self.y = 64
 self.height = 256
 self.back_opacity = 160
 end
 end
 def item
 return @data[self.index]
 end
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in 1...$data_weapons.size
 if $game_party.weapon_number(i) > 0
 @data.push($data_weapons[i])
 end
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 def draw_item(index)
 item = @data[index]
 case item
 when RPG::Weapon
 number = $game_party.weapon_number(item.id)
 end
 if item.is_a?(RPG::Item) and
 $game_party.item_can_use?(item.id)
 self.contents.font.color = color.new(80, 220, 60, 255)
 else
 self.contents.font.color = disabled_color
 end
 x = 46 + index % 1 * (288 + 32)
 y = index / 1 * 32
 rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 self.contents.font.name = "OCR A Extended"
 bitmap = RPG::Cache.icon(item.icon_name)
 opacity = self.contents.font.color == menu_color ? 255 : 128
 self.contents.blt(x, y + 4, bitmap, Rect.new(46, 0, 24, 24), opacity)
 self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
 self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
 self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 end
 ################
 # Window_Armor #
 ################
 class Window_Armor < Window_Selectable
 def initialize
 super(250, 50, 400, 350)
 @column_max = 1
 refresh
 self.index = 0
 if $game_temp.in_battle
 self.y = 64
 self.height = 256
 self.back_opacity = 160
 end
 end
 def item
 return @data[self.index]
 end
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in 1...$data_armors.size
 if $game_party.armor_number(i) > 0
 @data.push($data_armors[i])
 end
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 def draw_item(index)
 item = @data[index]
 case item
 when RPG::Armor
 number = $game_party.armor_number(item.id)
 end
 if item.is_a?(RPG::Item) and
 $game_party.item_can_use?(item.id)
 self.contents.font.color = color.new(80, 220, 60, 255)
 else
 self.contents.font.color = disabled_color
 end
 x = 46 + index % 1 * (288 + 32)
 y = index / 1 * 32
 rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 self.contents.font.name = "OCR A Extended"
 bitmap = RPG::Cache.icon(item.icon_name)
 opacity = self.contents.font.color == menu_color ? 255 : 128
 self.contents.blt(x, y + 4, bitmap, Rect.new(46, 0, 24, 24), opacity)
 self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
 self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
 self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
 end
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 end
 ##############
 # Scene_Item #
 ##############
 class Scene_Item
 def main
 @back = Plane.new
 @back.bitmap = RPG::Cache.picture("MN_BK_FILE")
 @back.z = 100
 @item_lay = Sprite.new
 @item_lay.bitmap = RPG::Cache.picture("Item_lay")
 @item_lay.z = 100
 @item_com = Sprite.new
 @item_com.bitmap = RPG::Cache.picture("Item_com01")
 @item_com.z = 100
 @type = Window_Type.new
 @type.opacity = 0
 @type.visible = false
 @help_window = Window_Help.new
 @help_window.y = 405
 @item_window = Window_Item_Ex.new
 @item_window.help_window = @help_window
 @item_window.visible = true
 @item_window.active = true
 @weapon_window = Window_Weapon.new
 @weapon_window.help_window = @help_window
 @weapon_window.visible = false
 @weapon_window.active = true
 @armor_window = Window_Armor.new
 @armor_window.help_window = @help_window
 @armor_window.visible = false
 @armor_window.active = true
 @target_window = Window_Target_Item.new
 @target_window.x = -300 ###was -300
 @target_window.active = false
 @help_window.opacity = 0 ###was 0
 @help_window.x = -200 ###was -200
 @help_window.contents_opacity = 0
 @item_window.opacity = 0 ###was 0
 @weapon_window.opacity = 0 ###was 0
 @armor_window.opacity = 0 ###was 0
 @target_window.opacity = 0 ###was 0
 @weapon_window.x = 640
 @armor_window.x = 640
 @item_window.x = 640
 @weapon_window.contents_opacity = 0 ###was 0
 @armor_window.contents_opacity = 0 ###was 0
 @item_window.contents_opacity = 0 ###was 0
 Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 for i in 0..30
 @weapon_window.x = 20 ###was += 20
 @armor_window.x = 20 ###was += 20
 @item_window.x = 20  ###was += 20
 @weapon_window.contents_opacity -= 0 ###was 15
 @armor_window.contents_opacity -= 0 ###was 15
 @item_window.contents_opacity -= 0  ###was 15
 @item_lay.zoom_x += 0.2
 @item_lay.opacity -= 15
 @item_com.zoom_y += 0.2
 @item_com.opacity -= 0 ###was 15
 @target_window.x = 15 ###was -= 15
 @help_window.contents_opacity -= 0 ###was 15
 @back.opacity -= 255 #new line
 @back.oy -= 1
 Graphics.update
 end
 Graphics.freeze
 @help_window.dispose
 @item_window.dispose
 @weapon_window.dispose
 @armor_window.dispose
 @target_window.dispose
 @item_lay.dispose
 @back.dispose
 @item_com.dispose
 @type.dispose
 end
 def update
 if @target_window.active == true
 @target_window.visible = true
 if @target_window.x < 20 ###was 0
 @target_window.x = 20 ###was += 20
 elsif @target_window.x >= 20 ###was 0
 @target_window.x = 20
 end
 else
 if @target_window.x > -300
 @target_window.x -= 20
 elsif @target_window.x >= -300
 @target_window.x = -300
 @target_window.visible = false
 end
 end
 if @help_window.x < 0
 @help_window.x = 10 ###was += 10
 @help_window.contents_opacity += 0 ###was 15
 elsif @help_window.x >= 0
 @help_window.x = 0
 @help_window.contents_opacity = 255
 end
 if @item_window.x > 250
 @weapon_window.x = 20 ###was -= 20
 @armor_window.x = 20 ###was -= 20
 @item_window.x = 20 ###was -= 20
 @weapon_window.contents_opacity += 0 ###was 15
 @armor_window.contents_opacity += 0
 @item_window.contents_opacity += 0
 elsif  @item_window.x <= 250
 @weapon_window.x = 250
 @armor_window.x = 250
 @item_window.x = 250
 @weapon_window.contents_opacity = 250
 @armor_window.contents_opacity = 250
 @item_window.contents_opacity = 250
 end
 if @target_window.active == false
 if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
 Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)
 @weapon_window.x = 640
 @armor_window.x = 640
 @item_window.x = 640
 @weapon_window.contents_opacity = 0
 @armor_window.contents_opacity = 0
 @item_window.contents_opacity = 0
 end
 if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
 Input.trigger?(Input::L) or Input.trigger?(Input::R)
 @help_window.x = -0 ###was -200
 @help_window.contents_opacity = 0
 end
 end
 @back.oy -= 1
 @help_window.update
 @item_window.update
 @weapon_window.update
 @armor_window.update
 @target_window.update
 @type.update
 case @type.index
 when 0
 @item_com.bitmap = RPG::Cache.picture("Item_com01")
 if @target_window.active == true
 update_target
 @item_window.active = false
 @type.active = false
 return
 else
 @item_window.active = true
 @type.active = true
 end
 @weapon_window.active = false
 @armor_window.active = false
 @item_window.visible = true
 @weapon_window.visible = false
 @armor_window.visible = false
 when 1
 @item_com.bitmap = RPG::Cache.picture("Item_com02")
 @item_window.active = false
 @weapon_window.active = true
 @armor_window.active = false
 @item_window.visible = false
 @weapon_window.visible = true
 @armor_window.visible = false
 when 2
 @item_com.bitmap = RPG::Cache.picture("Item_com03")
 @item_window.active = false
 @weapon_window.active = false
 @armor_window.active = true
 @item_window.visible = false
 @weapon_window.visible = false
 @armor_window.visible = true
 end
 if @item_window.active
 update_item
 return
 end
 if @weapon_window.active
 update_weapon
 return
 end
 if @armor_window.active
 update_armor
 return
 end
 end
 def update_weapon
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(0)
 return
 end
 end
 def update_armor
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(0)
 return
 end
 end
 def update_item
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(0)
 return
 end
 if Input.trigger?(Input::C)
 @item = @item_window.item
 unless @item.is_a?(RPG::Item)
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 unless $game_party.item_can_use?(@item.id)
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 if @item.scope >= 3
 @item_window.active = false
 @target_window.x = (@item_window.index + 1) % 1 * 304
 @target_window.active = true
 @target_window.x = -0 ###was -350
 if @item.scope == 4 || @item.scope == 6
 @target_window.index = -1
 else
 @target_window.index = 0
 end
 else
 if @item.common_event_id > 0
 $game_temp.common_event_id = @item.common_event_id
 $game_system.se_play(@item.menu_se)
 if @item.consumable
 $game_party.lose_item(@item.id, 1)
 @item_window.draw_item(@item_window.index)
 end
 $scene = Scene_Map.new
 return
 end
 end
 return
 end
 end
 def update_target
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 unless $game_party.item_can_use?(@item.id)
 @item_window.refresh
 end
 @item_window.active = true
 @target_window.active = false
 return
 end
 if Input.trigger?(Input::C)
 if $game_party.item_number(@item.id) == 0
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 if @target_window.index == -1
 used = false
 for i in $game_party.actors
 used |= i.item_effect(@item)
 end
 end
 if @target_window.index >= 0
 target = $game_party.actors[@target_window.index]
 used = target.item_effect(@item)
 end
 if used
 $game_system.se_play(@item.menu_se)
 if @item.consumable
 $game_party.lose_item(@item.id, 1)
 @item_window.draw_item(@item_window.index)
 end
 @target_window.refresh
 if $game_party.all_dead?
 $scene = Scene_Gameover.new
 return
 end
 if @item.common_event_id > 0
 $game_temp.common_event_id = @item.common_event_id
 $scene = Scene_Map.new
 return
 end
 end
 unless used
 $game_system.se_play($data_system.buzzer_se)
 end
 return
 end
 end
 end
Scene Shop:
 
 Code: #_______________________________________________________________________________# MOG Scene Shop Felicia V1.4
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MNSHPT= 30
 #Transition Type (Name)
 MNSHPTT= "Aztec"
 end
 $mogscript = {} if $mogscript == nil
 $mogscript["menu_shop"] = true
 ###############
 # Window_Base #
 ###############
 class Window_Base < Window
 def draw_item_name_ex(item, x, y)
 if item == nil
 return
 end
 bitmap = RPG::Cache.icon(item.icon_name)
 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
 self.contents.font.color = normal_color
 self.contents.draw_text(x + 28, y, 150, 32, item.name)
 end
 def nada
 face = RPG::Cache.picture("")
 end
 def drw_face(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_fc") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect) #was no -3 to begin
 end
 end
 ################
 # Win_Shop_Sel #
 ################
 class Win_Shop_Sel < Window_Base
 attr_reader   :index
 def initialize(x, y, width, height)
 super(x, y, width, height)
 @item_max = 1
 @column_max = 1
 @index = -1
 end
 def index=(index)
 @index = index
 update_cursor_rect
 end
 def row_max
 return (@item_max + @column_max - 1) / @column_max
 end
 def top_row
 return self.oy / 32
 end
 def top_row=(row)
 if row < 0
 row = 0
 end
 if row > row_max - 1
 row = row_max - 1
 end
 self.oy = row * 32
 end
 def page_row_max
 return (self.height - 32) / 32
 end
 def page_item_max
 return page_row_max * @column_max
 end
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 return
 end
 row = @index / @column_max
 if row < self.top_row
 self.top_row = row
 end
 if row > self.top_row + (self.page_row_max - 1)
 self.top_row = row - (self.page_row_max - 1)
 end
 cursor_width = self.width / @column_max - 32
 x = @index % @column_max * 80
 y = @index / @column_max * 32 - self.oy
 self.cursor_rect.set(x, y, 32, 32)
 end
 def update
 super
 if self.active and @item_max > 0 and @index >= 0
 if Input.repeat?(Input::RIGHT)
 if @column_max >= 2 and @index < @item_max - 1
 $game_system.se_play($data_system.cursor_se)
 @index += 1
 end
 end
 if Input.repeat?(Input::LEFT)
 if @column_max >= 2 and @index > 0
 $game_system.se_play($data_system.cursor_se)
 @index -= 1
 end
 end
 end
 update_cursor_rect
 end
 end
 ######################
 # Window_ShopCommand #
 ######################
 class Window_ShopCommand < Win_Shop_Sel
 def initialize
 super(58, 68, 230, 64)
 self.contents = Bitmap.new(width - 32, height - 32)
 @item_max = 3
 @column_max = 3
 @commands = ["", "", ""]
 self.index = 0
 end
 end
 ##################
 # Window_ShopBuy #
 ##################
 class Window_ShopBuy < Window_Selectable
 def initialize(shop_goods)
 super(-10, 180, 310, 225)
 @shop_goods = shop_goods
 refresh
 self.index = 0
 end
 def item
 return @data[self.index]
 end
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for goods_item in @shop_goods
 case goods_item[0]
 when 0
 item = $data_items[goods_item[1]]
 when 1
 item = $data_weapons[goods_item[1]]
 when 2
 item = $data_armors[goods_item[1]]
 end
 if item != nil
 @data.push(item)
 end
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 def draw_item(index)
 self.contents.font.name = "OCR A Extended"
 self.contents.font.bold = false
 self.contents.font.size = 16
 item = @data[index]
 case item
 when RPG::Item
 number = $game_party.item_number(item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(item.id)
 when RPG::Armor
 number = $game_party.armor_number(item.id)
 end
 x = 4
 y = index * 32
 if item.price <= $game_party.gold and number < 99
 self.contents.font.color = normal_color
 else
 self.contents.font.color = disabled_color
 end
 rect = Rect.new(x, y, self.width - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 bitmap = RPG::Cache.icon(item.icon_name)
 opacity = self.contents.font.color == normal_color ? 255 : 128
 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
 self.contents.font.color = Color.new(50,250,150,255)
 self.contents.draw_text(x + 120, y, 88, 32, "", 1)
 if item.price <= $game_party.gold
 if number < 99
 self.contents.font.color = Color.new(200,200,50,255)
 else
 self.contents.font.color = disabled_color
 end
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
 end
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 end
 ###################
 # Window_ShopSell #
 ###################
 class Window_ShopSell < Window_Selectable
 def initialize
 super(-10, 180, 305, 225)
 @column_max = 1
 refresh
 self.index = 0
 end
 def item
 return @data[self.index]
 end
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in 1...$data_items.size
 if $game_party.item_number(i) > 0
 @data.push($data_items[i])
 end
 end
 for i in 1...$data_weapons.size
 if $game_party.weapon_number(i) > 0
 @data.push($data_weapons[i])
 end
 end
 for i in 1...$data_armors.size
 if $game_party.armor_number(i) > 0
 @data.push($data_armors[i])
 end
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 def draw_item(index)
 item = @data[index]
 case item
 when RPG::Item
 number = $game_party.item_number(item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(item.id)
 when RPG::Armor
 number = $game_party.armor_number(item.id)
 end
 if item.price > 0
 self.contents.font.color = normal_color
 else
 self.contents.font.color = disabled_color
 end
 self.contents.font.name = "OCR A Extended"
 self.contents.font.size = 16 ################################
 x = 4 + index % 1 * (288 + 32)
 y = index / 1 * 32
 rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 bitmap = RPG::Cache.icon(item.icon_name)
 opacity = self.contents.font.color == normal_color ? 255 : 128
 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
 
 self.contents.draw_text(x + 230, y, 16, 32, ":", 1)
 self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2)
 end
 def update_help
 @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
 end
 #####################
 # Window_ShopNumber #
 #####################
 class Window_ShopNumber < Window_Base
 def initialize
 super(-10, 180, 310, 225)
 self.contents = Bitmap.new(width - 32, height - 32)
 @item = nil
 @max = 1
 @price = 0
 @number = 1
 end
 def set(item, max, price)
 @item = item
 @max = max
 @price = price
 @number = 1
 refresh
 end
 def number
 return @number
 end
 def refresh
 self.contents.clear
 self.contents.font.name = "OCR A Extended"
 self.contents.font.bold = true
 self.contents.font.size = 16 ################################
 draw_item_name_ex(@item, 4, 66)
 self.contents.font.color = Color.new(80,220,60,255)
 self.contents.draw_text(185, 66, 32, 32, "x")
 self.contents.font.color = normal_color
 self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2)
 self.cursor_rect.set(304, 66, 32, 32)
 total_price = @price * @number
 cx = contents.text_size("Coin").width
 self.contents.font.color = Color.new(80,220,60,255)
 self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2)
 self.contents.font.color = Color.new(80,220,60,255)
 self.contents.draw_text(86, 160, 88, 32, "Coin", 1)
 end
 def update
 super
 if self.active
 if Input.repeat?(Input::RIGHT) and @number < @max
 $game_system.se_play($data_system.cursor_se)
 @number += 1
 refresh
 end
 if Input.repeat?(Input::LEFT) and @number > 1
 $game_system.se_play($data_system.cursor_se)
 @number -= 1
 refresh
 end
 if Input.repeat?(Input::UP) and @number < @max
 $game_system.se_play($data_system.cursor_se)
 @number = [@number + 10, @max].min
 refresh
 end
 if Input.repeat?(Input::DOWN) and @number > 1
 $game_system.se_play($data_system.cursor_se)
 @number = [@number - 10, 1].max
 refresh
 end
 end
 end
 end
 #####################
 # Window_ShopStatus #
 #####################
 class Window_ShopStatus < Window_Base
 def initialize
 super(290, 80, 640, 480)
 self.contents = Bitmap.new(width - 32, height - 32)
 @item = nil
 refresh
 end
 def refresh
 self.contents.clear
 self.contents.font.name = "OCR A Extended"
 self.contents.font.size = 16
 if @item == nil
 return
 end
 if $mogscript["Item_Limit"] == true
 case @item
 when RPG::Item
 number = $game_party.item_number(@item.id)
 item_max = MOG::ITEM_LIMIT[@item.id]
 when RPG::Weapon
 number = $game_party.weapon_number(@item.id)
 item_max = MOG::WEAPON_LIMIT[@item.id]
 when RPG::Armor
 number = $game_party.armor_number(@item.id)
 item_max = MOG::ARMOR_LIMIT[@item.id]
 end
 self.contents.font.color = system_color
 self.contents.draw_text(206, 0, 200, 32, "Stock")
 self.contents.font.color = system_color
 if item_max != nil
 self.contents.draw_text(300, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)
 else
 max_limit = MOG::DEFAULT_LIMIT
 self.contents.draw_text(300, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)
 end
 else
 case @item
 when RPG::Item
 number = $game_party.item_number(@item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(@item.id)
 when RPG::Armor
 number = $game_party.armor_number(@item.id)
 end
 self.contents.font.color = system_color
 self.contents.draw_text(231, 0, 200, 32, "In Stock")
 self.contents.font.color = system_color
 self.contents.draw_text(192, 0, 32, 32, number.to_s, 2)
 end
 if @item.is_a?(RPG::Item)
 return
 end
 for i in 0...$game_party.actors.size
 actor = $game_party.actors[i]
 if actor.equippable?(@item)
 self.contents.font.color = normal_color
 else
 self.contents.font.color = disabled_color
 end
 self.contents.draw_text(145, y - 30, 100, 32, "", 2) #was "Equipped"
 drw_face(actor,0 ,80 + 64 * i)
 if @item.is_a?(RPG::Weapon)
 item1 = $data_weapons[actor.weapon_id]
 elsif @item.kind == 0
 item1 = $data_armors[actor.armor1_id]
 elsif @item.kind == 1
 item1 = $data_armors[actor.armor2_id]
 elsif @item.kind == 2
 item1 = $data_armors[actor.armor3_id]
 else
 item1 = $data_armors[actor.armor4_id]
 end
 if actor.equippable?(@item)
 if @item.is_a?(RPG::Weapon)
 atk1 = item1 != nil ? item1.atk : 0
 atk2 = @item != nil ? @item.atk : 0
 pdef1 = item1 != nil ? item1.pdef : 0
 mdef1 = item1 != nil ? item1.mdef : 0
 pdef2 = @item != nil ? @item.pdef : 0
 mdef2 = @item != nil ? @item.mdef : 0
 self.contents.draw_text(-10, 59 + 64 * i, 112, 32,"Attack", 2)
 self.contents.draw_text(85, 59 + 64 * i, 112, 32,"Defense", 2)
 self.contents.draw_text(182, 59 + 64 * i, 112, 32,"MagDef", 2)
 change = atk2 - atk1
 change2 = pdef2 - pdef1
 change3 = mdef2 - mdef1
 if atk2 > atk1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif atk2 == atk1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(21, 59 + 64 * i, 112, 32,sprintf("%d", change), 2)
 if pdef2 > pdef1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif pdef2 == pdef1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(119, 59 + 64 * i, 112, 32,sprintf("%d", change2), 2)
 if mdef2 > mdef1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif mdef2 == mdef1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(214, 59 + 64 * i, 112, 32,sprintf("%d", change3), 2)
 end
 if @item.is_a?(RPG::Armor)
 pdef1 = item1 != nil ? item1.pdef : 0
 mdef1 = item1 != nil ? item1.mdef : 0
 eva1 = item1 != nil ? item1.eva : 0
 pdef2 = @item != nil ? @item.pdef : 0
 mdef2 = @item != nil ? @item.mdef : 0
 eva2 = @item != nil ? @item.eva : 0
 change = pdef2 - pdef1
 change2 = mdef2 - mdef1
 change3 = eva2 - eva1
 self.contents.draw_text(0, 59 + 64 * i, 112, 32,"Defense", 2)
 self.contents.draw_text(96, 59 + 64 * i, 112, 32,"MagDef", 2)
 self.contents.draw_text(181, 59 + 64 * i, 112, 32,"Dodge", 2)
 if pdef2 > pdef1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif pdef2 == pdef1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(33, 59 + 64 * i, 112, 32,sprintf("%d", change), 2)
 
 if mdef2 > mdef1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif mdef2 == mdef1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(130, 59 + 64 * i, 112, 32,sprintf("%d", change2), 2)
 if eva2 > eva1
 self.contents.font.color = Color.new(50,250,150,255)
 elsif eva2 == eva1
 self.contents.font.color = disabled_color
 else
 self.contents.font.color = Color.new(250,100,50,255)
 end
 self.contents.draw_text(214, 59 + 64 * i, 112, 32,sprintf("%d", change3), 2)
 end
 end
 if item1 != nil
 if actor.equippable?(@item)
 self.contents.font.color = normal_color
 else
 self.contents.font.color = disabled_color
 end
 x = 4
 y = 64 + 64 * i
 bitmap = RPG::Cache.icon(item1.icon_name)
 opacity = self.contents.font.color == normal_color ? 255 : 128
 self.contents.blt(x + 50, y - 25, bitmap, Rect.new(0, 0, 24, 24), opacity)
 self.contents.draw_text(x + 75, y - 30, 212, 32, item1.name)
 end
 end
 end
 def item=(item)
 if @item != item
 @item = item
 refresh
 end
 end
 end
 ##############
 # Scene_Shop #
 ##############
 class Scene_Shop
 def main
 @mshop_back = Plane.new
 @mshop_back.bitmap = RPG::Cache.picture("MN_BK_BLUE")
 @mshop_back.z = 10
 @mshop_lay = Sprite.new
 @mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay")
 @mshop_lay.z = 15
 @mshop_com = Sprite.new
 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
 @mshop_com.z = 20
 @help_window = Window_Help.new
 @help_window.contents.font.name = "OCR A Extended"
 @help_window.contents.font.size = 20 ################################
 @help_window.y = 413
 @command_window = Window_ShopCommand.new
 @command_window.visible = false
 @gold_window = Window_Gold.new
 @gold_window.x = 460
 @gold_window.y = +1
 @dummy_window = Window_Base.new(0, 128, 640, 352)
 @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
 @buy_window.active = false
 @buy_window.visible = false
 @buy_window.help_window = @help_window
 @sell_window = Window_ShopSell.new
 @sell_window.active = false
 @sell_window.visible = false
 @sell_window.help_window = @help_window
 @number_window = Window_ShopNumber.new
 @number_window.active = false
 @number_window.visible = false
 @status_window = Window_ShopStatus.new
 @status_window.visible = false
 @help_window.opacity = 0
 @status_window.opacity = 0
 @sell_window.opacity = 0
 @buy_window.opacity = 0
 @gold_window.opacity = 0
 @command_window.opacity = 0
 @number_window.opacity = 0
 @dummy_window.opacity = 0
 Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT)
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 for i in 0..30
 @mshop_back.oy -= 1
 @mshop_back.opacity -= 255
 @help_window.x -= 15
 @gold_window.x += 15
 @mshop_lay.zoom_x += 0.1
 @mshop_lay.opacity -= 10
 @command_window.x -= 15
 @mshop_com.x -= 15
 @buy_window.x -= 20
 @sell_window.x -= 20
 Graphics.update
 end
 Graphics.freeze
 @help_window.dispose
 @command_window.dispose
 @gold_window.dispose
 @dummy_window.dispose
 @buy_window.dispose
 @sell_window.dispose
 @number_window.dispose
 @status_window.dispose
 @mshop_back.dispose
 @mshop_lay.dispose
 @mshop_com.dispose
 end
 def update
 @mshop_back.oy -= 1
 if @help_window.x < 0
 @help_window.x += 10
 @help_window.contents_opacity += 10
 elsif @help_window.x >= 0
 @help_window.x = 0
 @help_window.contents_opacity = 255
 end
 if @sell_window.active == true
 @sell_window.visible = true
 if @sell_window.x < -10
 @sell_window.x += 15
 @sell_window.contents_opacity += 10
 elsif @sell_window.x >= -10
 @sell_window.x = -10
 @sell_window.contents_opacity = 255
 end
 else
 if @sell_window.x > -0 ####### was -300
 @sell_window.x -= 0 ####### was 15
 @sell_window.contents_opacity -= 10
 elsif @sell_window.x <= -0  ####### was -300
 @sell_window.x = -0 ####### was -300
 @sell_window.contents_opacity = 0
 @sell_window.visible = false
 end
 end
 if @buy_window.active == true
 @buy_window.visible = true
 if @buy_window.x < -10
 @buy_window.x += 15
 @buy_window.contents_opacity += 10
 elsif @buy_window.x >= -10
 @buy_window.x = -10
 @buy_window.contents_opacity = 255
 end
 else
 if @buy_window.x > -0 ####### was -300
 @buy_window.x -= 0 ####### was 15
 @buy_window.contents_opacity -= 10
 elsif @buy_window.x <= -0  ####### was -300
 @buy_window.x = -0 ####### was -300
 @buy_window.contents_opacity = 0
 @buy_window.visible = false
 end
 end
 if @number_window.active == true
 @number_window.visible = true
 if @number_window.x < -10
 @number_window.x += 15
 @number_window.contents_opacity += 10
 elsif @number_window.x >= -10
 @number_window.x = -10
 @number_window.contents_opacity = 255
 end
 else
 if @number_window.x > -0 ####### was -300
 @number_window.x -= 0 ####### was 15
 @number_window.contents_opacity -= 10
 elsif @number_window.x <= -0  ####### was -300
 @number_window.x = -0 ####### was -300
 @number_window.contents_opacity = 0
 @number_window.visible = false
 end
 end
 if @number_window.active == false
 if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or
 Input.trigger?(Input::L) or Input.trigger?(Input::R)
 @help_window.x = -0 ##### was -200
 @help_window.contents_opacity = 0
 end
 end
 @help_window.update
 @command_window.update
 @gold_window.update
 @dummy_window.update
 @buy_window.update
 @sell_window.update
 @number_window.update
 @status_window.update
 case @command_window.index
 when 0
 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
 when 1
 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com02")
 when 2
 @mshop_com.bitmap = RPG::Cache.picture("Shop_Com03")
 end
 if @command_window.active
 update_command
 return
 end
 if @buy_window.active
 update_buy
 return
 end
 if @sell_window.active
 update_sell
 return
 end
 if @number_window.active
 update_number
 return
 end
 end
 def update_command
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Map.new
 return
 end
 if Input.trigger?(Input::C)
 case @command_window.index
 when 0
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @dummy_window.visible = false
 @buy_window.active = true
 @buy_window.refresh
 @status_window.visible = true
 when 1
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @dummy_window.visible = false
 @sell_window.active = true
 @sell_window.refresh
 when 2
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Map.new
 end
 return
 end
 end
 def update_buy
 @status_window.item = @buy_window.item
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @dummy_window.visible = true
 @buy_window.active = false
 @status_window.visible = false
 @status_window.item = nil
 @help_window.set_text("")
 return
 end
 if Input.trigger?(Input::C)
 @item = @buy_window.item
 if @item == nil or @item.price > $game_party.gold
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 case @item
 when RPG::Item
 number = $game_party.item_number(@item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(@item.id)
 when RPG::Armor
 number = $game_party.armor_number(@item.id)
 end
 if number == 99
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 max = @item.price == 0 ? 99 : $game_party.gold / @item.price
 max = [max, 99 - number].min
 @buy_window.active = false
 @number_window.set(@item, max, @item.price)
 @number_window.active = true
 end
 end
 def update_sell
 @status_window.item = @sell_window.item
 @status_window.visible = true
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @dummy_window.visible = true
 @sell_window.active = false
 @status_window.item = nil
 @help_window.set_text("")
 return
 end
 if Input.trigger?(Input::C)
 @item = @sell_window.item
 @status_window.item = @item
 if @item == nil or @item.price == 0
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 case @item
 when RPG::Item
 number = $game_party.item_number(@item.id)
 when RPG::Weapon
 number = $game_party.weapon_number(@item.id)
 when RPG::Armor
 number = $game_party.armor_number(@item.id)
 end
 max = number
 @sell_window.active = false
 @number_window.set(@item, max, @item.price / 2)
 @number_window.active = true
 @status_window.visible = true
 end
 end
 def update_number
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @number_window.active = false
 case @command_window.index
 when 0
 @buy_window.active = true
 when 1
 @sell_window.active = true
 @status_window.visible = false
 end
 return
 end
 if Input.trigger?(Input::C)
 $game_system.se_play($data_system.shop_se)
 @number_window.active = false
 case @command_window.index
 when 0
 $game_party.lose_gold(@number_window.number * @item.price)
 case @item
 when RPG::Item
 $game_party.gain_item(@item.id, @number_window.number)
 when RPG::Weapon
 $game_party.gain_weapon(@item.id, @number_window.number)
 when RPG::Armor
 $game_party.gain_armor(@item.id, @number_window.number)
 end
 @gold_window.refresh
 @buy_window.refresh
 @status_window.refresh
 @buy_window.active = true
 when 1
 $game_party.gain_gold(@number_window.number * (@item.price / 2))
 case @item
 when RPG::Item
 $game_party.lose_item(@item.id, @number_window.number)
 when RPG::Weapon
 $game_party.lose_weapon(@item.id, @number_window.number)
 when RPG::Armor
 $game_party.lose_armor(@item.id, @number_window.number)
 end
 @gold_window.refresh
 @sell_window.refresh
 @status_window.refresh
 @sell_window.active = true
 @status_window.visible = false
 end
 return
 end
 end
 end
I've taken some screenshots demonstrating the crazy transition to give you an idea:
 
 Item screen normally
 
 ![[Image: Item.jpg]](https://preview.ibb.co/hRDGJF/Item.jpg) 
 Item screen mid-transition
 
 ![[Image: Item_Smeared.jpg]](https://preview.ibb.co/bOoiyF/Item_Smeared.jpg) 
 Shop screen normally
 
 ![[Image: Shop.jpg]](https://preview.ibb.co/cK7Mkv/Shop.jpg) 
 Shop screen mid-transition
 
 ![[Image: Shop_Smeared.jpg]](https://preview.ibb.co/eGd5Ca/Shop_Smeared.jpg)  
 
 RE: Mog Menu script: help me stop the crazy picture movement during transitions - DerVVulfman -  05-28-2017
 
 First....   Moggy's original scripts are so damn messy.  Ya should look at my 'revised menus' that I posted.  The posts only involve the 'menu' scripts, but each includes a copy of his original scripts as well as my own rewrites.  Yep, that includes Laura.
 
 HOWEVER, I did not convert any 'Felicia Shop'
  Dammit, where did that come from?  Gonna have to look at the original and get its graphics for some testin'.  Be advised, this may entail a re-envision of his script.   Is that a bad thing? 
 
 
 EDIT:  Just posted a revised version of Felicia in our Scripts Listings.  It has MUCH more available to be altered in my configuration section, including an ability to turn on/off the image sweep feature.
 
 
 RE: Mog Menu script: help me stop the crazy picture movement during transitions - Zachariad -  05-29-2017
 
 
  (05-28-2017, 04:39 PM)DerVVulfman Wrote:  First....   Moggy's original scripts are so damn messy.  Ya should look at my 'revised menus' that I posted.  The posts only involve the 'menu' scripts, but each includes a copy of his original scripts as well as my own rewrites.  Yep, that includes Laura.
 HOWEVER, I did not convert any 'Felicia Shop'
  Dammit, where did that come from?  Gonna have to look at the original and get its graphics for some testin'.  Be advised, this may entail a re-envision of his script.   Is that a bad thing? 
 
 
 
 EDIT:  Just posted a revised version of Felicia in our Scripts Listings.  It has MUCH more available to be altered in my configuration section, including an ability to turn on/off the image sweep feature.
 Thanks so much for the heads up, DerVVulfman! I'll be certain to check your scripts out.
 
 Although, to avoid a complete redo on my end, is it possible to turn the image sweep off in Mog's scripts? If you think Mog's scripts are messy, you should see them after I'm done hunting and pecking with no Ruby skills whatsoever ;)
 
 
 RE: Mog Menu script: help me stop the crazy picture movement during transitions - DerVVulfman -  05-29-2017
 
 We learn by doing.
 
 BUT, it's pretty much the block of code that goes for i in 0..30  ///  @help_window.x -15  ///  Graphics.update ///  end  Just after the loop do ... end block of code but before Graphics.freeze.
 
 While I hate to suggest it, just delete all within the FOR...END block I mentioned and that should work.  Me?  I did some tinkering so the config lets you turn the slide effect off.
 
 
  But if you look at what I did, you'd see I put in a lot of options so one shouldn't need to hunt n peck so much.  Filenames, font colors, etc.  All 'should' be editable in the config now. 
 
 RE: Mog Menu script: help me stop the crazy picture movement during transitions - Zachariad -  05-31-2017
 
 
  (05-29-2017, 01:37 AM)DerVVulfman Wrote:  We learn by doing.
 BUT, it's pretty much the block of code that goes for i in 0..30  ///  @help_window.x -15  ///  Graphics.update ///  end  Just after the loop do ... end block of code but before Graphics.freeze.
 
 While I hate to suggest it, just delete all within the FOR...END block I mentioned and that should work.  Me?  I did some tinkering so the config lets you turn the slide effect off.
 
 
  But if you look at what I did, you'd see I put in a lot of options so one shouldn't need to hunt n peck so much.  Filenames, font colors, etc.  All 'should' be editable in the config now. You, sir, are an absolute boss.
 
 Thanks a mil for your help and for your significant contributions to Moghunter's original script. You know, I haven't touched this project since around 2008, so the last time I cracked this puppy open Mog Menu was pretty much the latest hotness ;)
 
 This query is solved, so feel free to lock the thread
   
 
 
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