Yes the same... T_T... but anyway...... ill put all my script and the order.....
MAWS - Modified Advanced Weather Script
RTP SCRIPTS
Anti Event Lag Script
** TDS Anti Hack
MOG Main Menu V1.7
MOG_Scene_End V2.1
MOG_Scene_Status V1.4
MOG_Scene_Equip V1.6
MOG_Scene_Skill V2.1
MOG_Scene_Shop V1.5
MOG_Scene_Item V1.3
MOG Scene File Ayumi V1.2
Tons of Add-ons 1 by Blizzard
Tons of Add-ons 2 by Blizzard
Tons of Add-ons 3 by Blizzard
Blizz-ABS 1 by Blizzard
Blizz-ABS 2 by Blizzard
Blizz-ABS 3 by Blizzard
BLIZZ ABS ENEMY COUNTER PLUGIN
Other Scripts (i think the problem its not here)
Bank Script
Copyright script (ver 0.98)
BSO PLAYER SCRIPT by HOUND
Dynamic Day and Night System (DDNS) by Blizzard
Scene_Gameover - Kratos
Critical for Blizz-ABS by Blizzard
EXP in HUD for Blizz-ABS Plug-in by Blizzard
Random Action Sprites for Blizz-ABS by Blizzard
Auto-Targeting for Blizz-ABS by Blizzard
Rapid Fire for Blizz-ABS by Blizzard
Quick Weapon Switch for Blizz-ABS by Blizzard
Easy LvlUp Notifier by Blizzard
MOG Resume V1.0
Pausing with F12 Zeriab
ALchemy Script by Alnain
Rain of Add-ons by Xelias
Universal Message System by Ccoa
Title Script by Falcao
Terrain Speed Modifier by ForeverZero
Gallery SCript by Falcao
Push Button SCRIPT by HOUND
Skill Shop by Game_guy
Auto Font Install by Wachunga
Hex's Custom Prize Shop
Main
#_______________________________________________________________________________
# MOG_Scene_End V2.1
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Scene_End com movimento e layout em pictures.
# Apresenta a quantidade de batalhas, saves, loads, etc...
# Permite criar condições especiais de eventos.
#_______________________________________________________________________________
module MOG
#Transition Time.
ENDTT = 10
#Transition Type(Name).
ENDTN = "004-Blind04"
#----------------------------------------------------------------
#Definição do texto da apresentação dos parâmetros.
ECOUNTER_TEXT = ""
SAVE_COUNT_TEXT = "Partidas Guardadas"
LOAD_COUNT_TEXT = "Partidas Cargadas"
ENEMY_DEFEATED_TEXT = "Enemigos derrotados"
ACTOR_DEFEATED_TEXT = "Número de Muertes"
#----------------------------------------------------------------
# Definição da variável que registrará o valor dos parâmetros.
#(Essa função serve para criar condições especiais no jogo.
# Exemplo -> Mate 100 inimigos que você receberá a espada do
# dragão.)
#----------------------------------------------------------------
# Valor de vezes que o jogo foi Salvo(Save).
SAVE_COUNT = 98
# Valor de vezes que o jogo foi carregado(Load).
LOAD_COUNT = 97
# Quantidade de inimigos mortos.
ENEMY_DEFEATED = 96
# Valor de vezes que o personagens foi abatido.
ACTOR_DEFEATED = 95
#----------------------------------------------------------------
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_sakura"] = true
###############
# Game_System #
###############
class Game_System
include MOG
attr_accessor :enemy_defeated
attr_accessor :actor_defeated
attr_accessor :load_count
alias mog21_initialize initialize
def initialize
@enemy_defeated = 0
@actor_defeated = 0
@load_count = 0
mog21_initialize
end
def enemy_defeated
$game_variables[ENEMY_DEFEATED] = @enemy_defeated
return @enemy_defeated
end
def actor_defeated
$game_variables[ACTOR_DEFEATED] = @enemy_defeated
return @actor_defeated
end
def load_count
$game_variables[LOAD_COUNT] = @load_count
return @load_count
end
def save_count
$game_variables[SAVE_COUNT] = @save_count
return @save_count
end
end
##############
# Scene_Load #
##############
class Scene_Load < Scene_File
alias mog21_read_save_data read_save_data
def read_save_data(file)
mog21_read_save_data(file)
$game_system.load_count += 1
end
end
##################
# Sprite_Battler #
##################
class Sprite_Battler < RPG::Sprite
def collapse
super
if @battler.is_a?(Game_Enemy)
$game_system.enemy_defeated += 1
else
$game_system.actor_defeated += 1
end
end
end
###############
# Window Data #
###############
class Window_Data < Window_Base
include MOG
def initialize
super(0, 100, 640, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Bell Gothic Std Black"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(70, 50, 300, 64,SAVE_COUNT_TEXT + " " + $game_system.save_count.to_s ,0)
self.contents.draw_text(140, 100, 300, 64,LOAD_COUNT_TEXT + " " + $game_system.load_count.to_s,0)
self.contents.draw_text(210, 150, 300, 64,ENEMY_DEFEATED_TEXT + " " + $game_system.enemy_defeated.to_s,0)
self.contents.draw_text(280, 200, 300, 64,ACTOR_DEFEATED_TEXT + " " + $game_system.actor_defeated.to_s,0)
end
end
#############
# Scene_End #
#############
class Scene_End
def main
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(100, [s1, s2, s3])
@command_window.visible = false
@window_data = Window_Data.new
@endback = Plane.new
@endback.bitmap = RPG::Cache.picture("MN_BK")
@endback.z = 10
@endback.opacity = 255
@endlayout = Plane.new
@endlayout.bitmap = RPG::Cache.picture("End_Layout")
@endlayout.z = 20
@endcom1 = Sprite.new
@endcom1.bitmap = RPG::Cache.picture("End_Com01")
@endcom1.z = 30
@endcom1.x = 20
@endcom1.y = 340
@endcom1.zoom_x = 1
@endcom2 = Sprite.new
@endcom2.bitmap = RPG::Cache.picture("End_Com02")
@endcom2.z = 30
@endcom2.x = 100
@endcom2.y = 395
@endcom3 = Sprite.new
@endcom3.bitmap = RPG::Cache.picture("End_Com03")
@endcom3.z = 30
@endcom3.x = 190
@endcom3.y = 440
$ld = 0
@zc = 1
Graphics.transition(MOG::ENDTT, "Graphics/Transitions/" + MOG::ENDTN)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@window_data.dispose
@endback.dispose
@endcom1.dispose
@endcom2.dispose
@endcom3.dispose
@endlayout.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@zc += 0.01
if @zc > 1.3
@zc = 1
end
@endback.ox += 1
@endback.oy += 1
@command_window.update
case @command_window.index
when 0
@endcom1.zoom_x = @zc
@endcom2.zoom_x = 1
@endcom3.zoom_x = 1
when 1
@endcom1.zoom_x = 1
@endcom2.zoom_x = @zc
@endcom3.zoom_x = 1
when 2
@endcom1.zoom_x = 1
@endcom2.zoom_x = 1
@endcom3.zoom_x = @zc
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(5)
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_load
when 2
command_shutdown
end
return
end
end
def command_to_title
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
end
def command_load
$ld = 1
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
end
##############
# Scene_Load #
##############
class Scene_Load
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $ld == 1
$scene = Scene_End.new
else
$scene = Scene_Title.new
end
end
end