Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: l0rdph0enix on August 25, 2011, 02:57:34 pm

Title: SDK script reliant removal.
Post by: l0rdph0enix on August 25, 2011, 02:57:34 pm
So from what I can tell alot of people aren't favoring the SDK anymore. I personally thought it was a good idea but that's beside the point.
I've not come to the conclusion that I want to remove it from my games script database but keep the scripts I have that relied on it. Could
someone help me achieve this task.

'SDK reliant script 1': ShowHide

Event Icon & Text Display (https://www.evernote.com/shard/s108/sh/e5b3ec55-bbf0-43c0-9081-b72ac7260a60/1c0edbf464dce43986e956a27f54deb4)


'SDK reliant script 2': ShowHide

Inn & Savepoint System (https://www.evernote.com/shard/s108/sh/32aacffb-5ac6-403a-a67c-1bb29a100ed7/26dfdf128dfdd37fda722c76f538ed81)


'SDK reliant script 3': ShowHide

Party Switcher + Extra Parties (https://www.evernote.com/shard/s108/sh/3ceb1c21-c134-4aae-96e1-b582175d9bc2/04426e6ddd73f908b2be504217489e53)


'SDK reliant script 4: ShowHide

Path Finding (https://www.evernote.com/shard/s108/sh/96ef743c-2777-4a42-b366-6123c1cf1ab4/bf8b75972a86e96846f6c22ffd098adb)


SDK reliant script 5': ShowHide

SAI Random Wander State (https://www.evernote.com/shard/s108/sh/746bb82f-913a-45d8-a0b7-9c3d86532d9b/ebde1a9e8531c718eae269a72c6cd7bc)


'SDK reliant script 6': ShowHide

Slipknot Advance Message System (https://www.evernote.com/shard/s108/sh/3fd774b8-83f8-4609-a107-deab749d7dab/c28775bd267ed2874834b27a180769d2)


'SDK reliant script 7': ShowHide

Sound Interaction System
(https://www.evernote.com/shard/s108/sh/6e775824-f599-4f7d-93a3-cce47f562885/2f3b062a97e79448582aa8e348483e30)


'SDK reliant script 8': ShowHide

Recieved Item Window
(https://www.evernote.com/shard/s108/sh/947df759-9c87-4767-917a-6b166093dfce/7c8565c941d2e3ec7799c05c900b8cc0)


'SDK reliant script 9': ShowHide

Player : Swap Dead Actor
(https://www.evernote.com/shard/s108/sh/acd2b6e2-1b2c-4aa8-8dda-89e32800f3fe/f02e29e34178ace16296828e0d216730)
Title: Re: SDK script reliant removal.
Post by: G_G on August 25, 2011, 03:03:46 pm
Swap Dead Actor: ShowHide
class Scene_Map
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :swap_dead_leader_scene_map_update, :update
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
     swap_dead_leader_scene_map_update
     unless $game_party.actors.empty?
        if ($game_party.actors[0].hp).zero?
           unless $game_party.all_dead?
             $game_party.actors << $game_party.actors.shift
             $game_player.refresh
          else ; $game_temp.gameover = true
          end
       end        
    end
  end
end


Theres one, I'll do the rest real fast. Also I fixed all of your links. The bbcode was messed up.
Title: Re: SDK script reliant removal.
Post by: l0rdph0enix on August 25, 2011, 03:12:47 pm
Thank you for helping my out Game_guy, both with my scripts and my bbcode ;). On a side note, your scripts are awesome.
Title: Re: SDK script reliant removal.
Post by: G_G on August 25, 2011, 03:23:06 pm
Here's a couple more of them. I'll have to do the rest later I have some chores to do. :3 I'll get them done though.

Inn System: ShowHide
#==============================================================================
# Inn & Savepoint System
#==============================================================================
# SephirothSpawn
# Version 1
# 2006-03-08
#------------------------------------------------------------------------------
# Do not edit the script in any manner to remove the SDK
# The Script was designed for usage with SDK only
#==============================================================================

#=========================================================================
# ** RPG::Inn
#=========================================================================

class RPG::Inn
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :cost, :transfer, :greeting
  attr_reader :staying, :thanks, :exit
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(cost = 250, transfer = nil,
        greeting = 'Welcome to the Inn. Would you like to stay?',
        staying = 'Enjoy Your Stay',
        thanks = 'Thank You for staying',
        exit = 'See You Later')
    @cost, @transfer, @greeting = cost, transfer, greeting
    @staying, @thanks, @exit = staying, thanks, exit
  end
end

#==============================================================================
# ** Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :savepoint_options, :savepoint_return
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_ispsystem_gamesys_init initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_ispsystem_gamesys_init
    # Creates Savepoint Options Array
    @savepoint_options = ['Save', 'Load', 'Main Menu', 'Shutdown', 'Cancel']
    # Turns Off Savepoint Return
    @savepoint_return = false
  end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :disable_player_movement
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_ispsystem_gameplayer_init initialize
  alias seph_ispsystem_gameplayer_upm moving?
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_ispsystem_gameplayer_init
    # Turns Off Disable Movement
    @disable_player_movement = false
  end
  #--------------------------------------------------------------------------
  # * Player Movement Update
  #--------------------------------------------------------------------------
  def moving?
    return true if @disable_player_movement
    return seph_ispsystem_gameplayer_upm
  end
end

#=========================================================================
# ** Window_InnGold
#=========================================================================

class Window_InnGold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(cost)
    super(640, 368, 320, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    @cost = cost
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, contents.width, 32, 'Current Gold:')
    self.contents.font.color = normal_color
    self.contents.draw_text(- 4, 0, contents.width, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = $game_party.gold >= @cost ? text_color(1) : text_color(2)
    self.contents.draw_text(4, 32, contents.width, 32, 'Cost to stay:')
    self.contents.draw_text(- 4, 32, contents.width, 32, @cost.to_s, 2)
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_ispsystem_stitle_main main
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Savepoint Load
    unless $game_system.nil?
      if $game_system.savepoint_return
        $scene = Scene_SavePoint.new(false, $game_system.savepoint_options.index('Load'))
        $game_system.savepoint_return = false
        return
      end
    end
    # Original Main Method
    seph_ispsystem_stitle_main
  end
end

#==============================================================================
# ** Scene_Menu
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_ispsystem_smenu_init initialize
  alias seph_ispsystem_smenu_main main
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    # Original Method
    seph_ispsystem_smenu_init(menu_index)
    # Savepoint Return Branch
    if $game_system.savepoint_return
      case @menu_index
      when 4  # Save
        @scene_change = "$scene = Scene_SavePoint.new(false, $game_system.savepoint_options.index('Save'))"
        $game_system.savepoint_return = false
        return
      when 5  # End Game
        @scene_change = "$scene = Scene_SavePoint.new(false, $game_system.savepoint_options.index('Shutdown'))"
        $game_system.savepoint_return = false
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Scene Change
    unless @scene_change.nil?
      eval @scene_change
      return
    end
    # Original Main Method
    seph_ispsystem_smenu_main
  end
end

#=========================================================================
# ** Scene_Inn
#=========================================================================

class Scene_Inn
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(inn = RPG::Inn.new)
    @inn = inn
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Creates Map Spriteset
    @spriteset = Spriteset_Map.new
    # Creates Help Window
    @help_window = Window_Help.new
      @help_window.y = - 64
      @help_window.opacity = 160
      @help_window.set_text(@inn.greeting, 1)
    # Creates Confirmation Window
    @confirmation_window = Window_Command.new(160, ['Yes', 'No'])
      @confirmation_window.x = - 160
      @confirmation_window.y = 368
      @confirmation_window.opacity = 160
    # Creates Gold Window
    @gold_window = Window_InnGold.new(@inn.cost)
    # Disables Player Movements
    $game_player.disable_player_movement = true
    # Stores Scene Objects
    @scene_objects = [@spriteset, @help_window, @confirmation_window, @gold_window]
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Updates Scene Objects
      @scene_objects.each {|x| x.update}
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Disposes Scene Objects
    @scene_objects.each {|x| x.dispose}
    # Enables Player Movements
    $game_player.disable_player_movement = false
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update Player & Screen
    $game_player.update
    $game_screen.update
    # If Confirmation Window Active
    if @confirmation_window.active
      update_main
      return
    end
    # If Phase is 'Staying'
    if @phase == 'Staying'
      update_staying
      return
    end
    # If Phase is 'Stay Exit'
    if @phase == 'Stay Exit'
      update_stay_exit
      return
    end
    # If Phase is 'Exit'
    if @phase == 'Exit'
      update_exit
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update: Main
  #--------------------------------------------------------------------------
  def update_main
    # Moves In Windows
    @help_window.y += 4 if @help_window.y < 0
    @confirmation_window.x += 11 if @confirmation_window.x < 16
    @gold_window.x -= 21 if @gold_window.x > 304
    # If B button is pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Set Help Text
      @help_window.set_text(@inn.exit, 1)
      # Turns to Exit Phase
      @phase = 'Exit'
      # Turns off Confirmation Window
      @confirmation_window.active = false
      return
    end
    # If C button is pressed
    if Input.trigger?(Input::C)
      # If No
      if @confirmation_window.index == 1
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # Set Help Text
        @help_window.set_text(@inn.exit, 1)
        # Turns to Exit Phase
        @phase = 'Exit'
        # Turns off Confirmation Window
        @confirmation_window.active = false
        return
      end
      # Checks Gold
      if $game_party.gold < @inn.cost
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        # Set Help Text
        @help_window.set_text("Not Enought #{$data_system.words.gold}", 1)
        return
      end
      # Play Decision SE
      $game_system.se_play($data_system.cancel_se)
      # Recovers Actors
      $game_party.actors.each {|actor| actor.recover_all}
      # Sets Help Window Text
      @help_window.set_text(@inn.staying, 1)
      # Lose Gold
      $game_party.lose_gold(@inn.cost)
      # Refresh Gold Window
      @gold_window.refresh
      # Stores Player Location
      @temp_loc = [$game_player.x, $game_player.y]
      # Starts Frame Counting
      @stay_frame_count = 0
      # Moves Player to Bedroom
      unless @inn.transfer.nil?
        # Moves Player to Bedroom
        $game_player.find_path(@inn.transfer[0], @inn.transfer[1])
      end
      # Starts Screen Fading Out
      $game_screen.start_tone_change(Tone.new(-255, -255, -255, 0), 50)
      # Turns Phase to Staying
      @phase = 'Staying'
      # Turns off Confirmation Window
      @confirmation_window.active = false
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update: Staying
  #--------------------------------------------------------------------------
  def update_staying
    # Move Out Windows
    @help_window.y -= 4 if @help_window.y > - 64
    @confirmation_window.x -= 11 if @confirmation_window.x > - 160
    @gold_window.x += 21 if @gold_window.x < 640
    # Counts Frames
    @stay_frame_count += 1
    # If Stay is Complete
    if @stay_frame_count == 100
      # Sets Help Text
      @help_window.set_text(@inn.thanks, 1)
      # Starts Screen Fading Out
      $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 20)
      # Moves Player Out of Bedroom
      unless @inn.transfer.nil?
        # Moves Player to Bedroom
        $game_player.find_path(@temp_loc[0], @temp_loc[1])
      end
      # Turns Phase to Stay Exit
      @phase = 'Stay Exit'
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update: Stay Exit
  #--------------------------------------------------------------------------
  def update_stay_exit
    # Moves In Windows
    @help_window.y += 4 if @help_window.y < 0
    @gold_window.x -= 21 if @gold_window.x > 304
    # Player Movement Finished
    if $game_player.x == @temp_loc[0] && $game_player.y == @temp_loc[1]
      # Window Finished Movement
      if @help_window.x == 0 && @gold_window.x == 304
        # If B or C is pressed
        if Input.trigger?(Input::B) || Input.trigger?(Input::C)
          # Play Decision SE
          $game_system.se_play($data_system.cancel_se)
          # Set Help Text
          @help_window.set_text(@inn.exit, 1)
          # Turns Phase to Exit
          @phase = 'Exit'
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update: Stay Exit
  #--------------------------------------------------------------------------
  def update_exit
    # Move Windows
    @help_window.y -= 4 if @help_window.y > - 64
    @confirmation_window.x -= 11 if @confirmation_window.x > - 160
    @gold_window.x += 21 if @gold_window.x < 640
    # Exit Scene
    unless @help_window.y > - 64
      # Transfers To Map Scene
      $scene = Scene_Map.new
    end
  end
end

#==============================================================================
# ** Scene_SavePoint
#==============================================================================

class Scene_SavePoint
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(animation = true, index = 0)
    @animation, @index = animation, index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Creates Map Spriteset
    @spriteset = Spriteset_Map.new
    # Creates Help Window
    @help_window = Window_Help.new
      @help_window.y = @animation ? - 64 : 0
      @help_window.opacity = 160
      @help_window.set_text('What Would You like to Do?', 1)
    # Creates Gold Window
    @gold_window = Window_Gold.new
      @gold_window.x = 16
      @gold_window.y = @animation ? 480 : 400
      @gold_window.opacity = 160
    # Creates Steps Window
    @steps_window = Window_Steps.new
      @steps_window.x = 464
      @steps_window.y = @animation ? 480 : 368
      @steps_window.opacity = 160
    # Creates Command Window
    @command_window = Window_Command.new(256, $game_system.savepoint_options)
      @command_window.x = 192
      @command_window.y = @animation ? 480 : 144
      @command_window.opacity = 160
      @command_window.height = 192
      @command_window.index = @index
    # Scene Change
    @scene_change = '$scene = Scene_Map.new'
    # Stores Scene Objects
    @scene_objects = [@spriteset, @help_window, @gold_window, @steps_window, @command_window]
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Updates Scene Objects
      @scene_objects.each {|x| x.update}
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Disposes Scene Objects
    @scene_objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Main Update
    if @command_window.active
      update_main
      return
    end
    # Update Exit
    if @phase == 'Exit'
      update_exit
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Main
  #--------------------------------------------------------------------------
  def update_main
    # Moves In Windows
    @help_window.y += 4 if @help_window.y < 0
    @gold_window.y -= 5 if @gold_window.y > 400
    @steps_window.y -= 7 if @steps_window.y > 368
    @command_window.y -= 21 if @command_window.y > 144
    # If B button is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turns to Exit Phase
      @phase = 'Exit'
      # Turns off Confirmation Window
      @command_window.active = false
      return
    end
    # If C button is pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      check_commands
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Exit
  #--------------------------------------------------------------------------
  def update_exit
    # Moves Out Windows
    @help_window.y -= 4 if @help_window.y > - 64
    @gold_window.y += 5 if @gold_window.y < 480
    @steps_window.y += 7 if @steps_window.y < 480
    @command_window.y += 21 if @command_window.y < 480
    # When Finished Moving Windows
    unless @help_window.y > - 64
      # Changes to Scene Map
      eval @scene_change
    end
  end
  #--------------------------------------------------------------------------
  # * Check Commands
  #--------------------------------------------------------------------------
  def check_commands
    # Gets Command
    command = $game_system.savepoint_options[@command_window.index]
    # Branch Point for command
    case command
    when 'Save'
      command_save
    when 'Load'
      command_load
    when 'Main Menu'
      command_main_menu
    when 'Shutdown'
      command_shutdown
    when'Cancel'
      command_cancel
    end
  end
  #--------------------------------------------------------------------------
  # * Command : Save
  #--------------------------------------------------------------------------
  def command_save
    # Turns to Exit Phase
    @phase = 'Exit'
    # Turns off Confirmation Window
    @command_window.active = false
    # Turns On Savepoint Return
    $game_system.savepoint_return = true
    # Scene Change
    @scene_change = '$scene = Scene_Save.new'
  end
  #--------------------------------------------------------------------------
  # * Command : Load
  #--------------------------------------------------------------------------
  def command_load
    # Turns to Exit Phase
    @phase = 'Exit'
    # Turns off Confirmation Window
    @command_window.active = false
    # Turns On Savepoint Return
    $game_system.savepoint_return = true
    # Scene Change
    @scene_change = '$scene = Scene_Load.new'
  end
  #--------------------------------------------------------------------------
  # * Command : Main Menu
  #--------------------------------------------------------------------------
  def command_main_menu
    # Turns to Exit Phase
    @phase = 'Exit'
    # Turns off Confirmation Window
    @command_window.active = false
    # Scene Change
    @scene_change = '$scene = Scene_Menu.new'
  end
  #--------------------------------------------------------------------------
  # * Command : Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Turns to Exit Phase
    @phase = 'Exit'
    # Turns off Confirmation Window
    @command_window.active = false
    # Turns On Savepoint Return
    $game_system.savepoint_return = true
    # Scene Change
    @scene_change = '$scene = Scene_End.new'
  end
  #--------------------------------------------------------------------------
  # * Command : Cancel
  #--------------------------------------------------------------------------
  def command_cancel
    # Turns to Exit Phase
    @phase = 'Exit'
    # Turns off Confirmation Window
    @command_window.active = false
    # Scene Change
    @scene_change = '$scene = Scene_Map.new'
  end
end


Event Icon: ShowHide
#==============================================================================
# ** Event Icon & Text Display
#------------------------------------------------------------------------------
# SephirothSpawn
# Original Text Display By Áص¹
# Version 4.0
# 2007-07-30
# SDK : Version 2.0, Parts I & II
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1 -------------------------------------------- (Approx. 2006-01-01)
#   Version 2 ---------------------------------------------------- (2006-03-04)
#   Version 3 ---------------------------------------------------- (2006-08-22)
#    - Update : Re-scripted Much of the System
#    Version 3.01 ------------------------------------------------ (2006-10-23)
#     - Bug Fix : Fixed Erase Event
#    Version 3.1 ------------------------------------------------- (2007-01-11)
#     - Update : Removed Shadow Text Elements
#    Version 3.11 ------------------------------------------------ (2007-02-08)
#     - Update : Updated to SDK 2.0
#   Version 4 ---------------------------------------------------- (2007-07-30)
#    - Update : Rescripted to include text and icons
#------------------------------------------------------------------------------
# * Requirements :
#
#   Method & Class Library (2.1+)
#------------------------------------------------------------------------------
# * Description :
#
#   This script was designed to add floating text and icons over events and
#   players on the map. You can control the color of the text and choose
#   multiple options for the text over the player.
#------------------------------------------------------------------------------
# * Instructions
#
#   Place The Script Below the SDK and Above Main.
#
#   Setting Event Display Text. Replace <text> with the text you want to be
#   displayed of event.
#     Comment: {ETD<text>}
#
#   For icons, use [icon_name] in text. Make sure to seperate with space.
#   
#   For Default Settings, refer to customization.
#   For Modifing Setting during game play, refer to syntax.
#------------------------------------------------------------------------------
# * Customization
#
#   Default Event Text Color
#    - ETD_Default_EventText_Color = Color.new(red, green, blue)
#
#   Default Player Text Color
#    - ETD_Default_PlayerText_Color = Color.new(red, green, blue)
#
#   Default Player Display Option
#    - ETD_Default_PlayerText = 'Name', 'Class', 'Level', 'Hp', 'Sp'
#------------------------------------------------------------------------------
# * Syntax
#
#   Changing Character Display Text
#    - <game_character>.etd_display_text = 'String'
#   Changing Character Display Color
#    - <game_character>.etd_display_color = Color.new(r, g, b, a)
#
#   * Substitute <game_character> with $game_player for the player, or
#   $game_map.events[event_id] to replace with an event.
#==============================================================================

#=============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Defaults
  #
  #  ~ Default Player Display Options (Non-Case Sensitive):
  #      'Name', 'Class', 'Level', 'Hp', 'Sp'
  #--------------------------------------------------------------------------
  ETD_Default_EventText_Color  = Color.new(0, 0, 0)
  ETD_Default_PlayerText_Color = Color.new(200, 0, 0)
  ETD_Default_PlayerText       = 'gem'
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :etd_display_color
  attr_accessor :etd_display_text
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_etd_gmchr_init, :initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Sets ETD Options
    @etd_display_color = self.is_a?(Game_Player) ?
      ETD_Default_PlayerText_Color : ETD_Default_EventText_Color
    # Original Initialization
    seph_etd_gmchr_init
  end
end

#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_etd_gmevt_refresh, :refresh
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh Method
    seph_etd_gmevt_refresh
    # Erase ETD Display Text
    @etd_display_text = nil
    # Checks to see if display text
    unless @list.nil? || @erased
      for i in 0...@list.size
        if @list[i].code == 108
          @list[i].parameters[0].dup.gsub!(/\{[Ee][Tt][Dd](.+?)\}/) do
            @etd_display_color = ETD_Default_EventText_Color
            @etd_display_text = $1
          end
        end
      end
    end
  end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_etd_gmplyr_refresh, :refresh
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh Method
    seph_etd_gmplyr_refresh
    # Gets First Actor
    actor = $game_party.actors[0]
    # Retrn if Nil Actor
    return if actor.nil?
    # Determines Text
    case ETD_Default_PlayerText.dup.downcase
    when 'name'   ; txt = actor.name
    when 'class'  ; txt = actor.class_name
    when 'level'  ; txt = "Level: #{actor.level}"
    when 'hp'     ; txt = "HP: #{actor.hp} / #{actor.maxhp}"
    when 'sp'     ; txt = "SP: #{actor.sp} / #{actor.maxsp}"
    when 'gem'    ; txt = '{[player]}'
    else          ; txt = ''
    end
    # Creates Text Display
    @etd_display_color = ETD_Default_PlayerText_Color
    @etd_display_text = txt
  end
end

#==============================================================================
# ** Sprite_Character
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_etd_spchr_update,  :update
  alias_method :seph_etd_spchr_dispose, :dispose
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original update Method
    seph_etd_spchr_update
    # Character Display Update Method
    update_display_text
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    # Original Dispose
    seph_etd_spchr_dispose
    # Dispose ETD Sprite
    dispose_etd_sprite
  end
  #--------------------------------------------------------------------------
  # * Dispose ETD Sprite
  #--------------------------------------------------------------------------
  def dispose_etd_sprite
    # Dispose ETD Sprite
    unless @_etd_text_sprite.nil?
      @_etd_text_sprite.dispose
      @_etd_text_sprite = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Update Display Sprite
  #--------------------------------------------------------------------------
  def update_display_text
    # If Character Has No ETD
    if @character.etd_display_text.nil?
      # Dispose ETD Sprite
      dispose_etd_sprite
      return
    end
    # If ETD Text Sprite Doesn't Exist
    if @_etd_text_sprite.nil?
      # Create ETD Text Sprite
      create_etd_sprite
      return
    end
    # If ETD Sprite Parameters Don't Match Characters
    unless @_etd_display_text == @character.etd_display_text &&
           @_etd_display_color == @character.etd_display_color
      # Dispose Sprite
      dispose_etd_sprite
      # Recreate Sprite
      create_etd_sprite
    end
    # Update ETD Sprite Position
    @_etd_text_sprite.x = self.x
    @_etd_text_sprite.y = self.y - self.oy / 2 - 24
  end
  #--------------------------------------------------------------------------
  # * Create ETD Sprite
  #--------------------------------------------------------------------------
  def create_etd_sprite
    # Creates Display Bitmap
    bitmap = Bitmap.new(192, 26)
    # Draws ETD Display Text
    begin
      bitmap.font.color = @character.etd_display_color
    rescue
      @character.etd_display_color = @character.is_a?(Game_Player) ?
        Game_Character::ETD_Default_PlayerText_Color :
        Game_Character::ETD_Default_EventText_Color
      bitmap.font.color = @character.etd_display_color
    end
    bitmap.draw_icon_text(0, 0, 192, 24, @character.etd_display_text, 1)
    # Creates Display Text Sprite
    @_etd_text_sprite = Sprite.new(self.viewport)
    @_etd_text_sprite.bitmap = bitmap
    @_etd_text_sprite.ox = 80
    @_etd_text_sprite.oy = 24
    @_etd_text_sprite.x = self.x
    @_etd_text_sprite.y = self.y - self.oy / 2 - 24
    @_etd_text_sprite.z = 3000
    @_etd_text_sprite.visible = true
    # Saves ETD Text
    @_etd_display_text  = @character.etd_display_text
    @_etd_display_color = @character.etd_display_color
  end
end


This one looked already SDK free. I did a double check too.
Item Recieve Window: ShowHide
#===============================================================================
# ~** Recieved Item Window **~
#-------------------------------------------------------------------------------
# Written by   : Kain Nobel
# Version      : 2.0
# Last Update  : 09.02.2008
# Date Created : 07.18.2008
#===============================================================================

#===============================================================================
# ** ItemGet
#-------------------------------------------------------------------------------
#   This module handles the ItemGet system.
#===============================================================================
module ItemGet
  #-----------------------------------------------------------------------------
  # * Customizable Constants
  #-----------------------------------------------------------------------------
  FontName  = "pix Chicago"
  FontSize  = 14
  GainSE    = "056-Right02"
  LossSE    = "058-Wrong02"
  Delay     = 30
  #-----------------------------------------------------------------------------
  # * Font Name
  #-----------------------------------------------------------------------------
  def self.font_name
    return FontName.is_a?(String)   ? FontName : Font.default_name
  end
  #-----------------------------------------------------------------------------
  # * Font Size
  #-----------------------------------------------------------------------------
  def self.font_size
    return FontSize.is_a?(Integer)  ? FontSize : Font.default_size
  end
  #-----------------------------------------------------------------------------
  # * Delay
  #-----------------------------------------------------------------------------
  def self.delay
    return Delay.is_a?(Fixnum)      ? Delay    : 60
  end
  #-----------------------------------------------------------------------------
  # * Item Gain Sound
  #-----------------------------------------------------------------------------
  def self.gain_se
    unless GainSE.nil?
      if GainSE.is_a?(String)
        return Audio.se_play("Audio/SE/" + GainSE, 100, 100)
      elsif GainSE.is_a?(Array) and GainSE.size == 2
        return Audio.se_play("Audio/SE/" + GainSE[0], GainSE[1], GainSE[2])
      end
    end
  end
  #-----------------------------------------------------------------------------
  # * Item Loss Sound
  #-----------------------------------------------------------------------------
  def self.loss_se
    unless LossSE.nil?
      if LossSE.is_a?(String)
        return Audio.se_play("Audio/SE/" + LossSE, 100, 100)
      elsif LossSE.is_a?(Array) and LossSE.size == 2
        return Audio.se_play("Audio/SE/" + LossSE[0], LossSE[1], LossSE[2])
      end
    end
  end
end

#===============================================================================
# ** Game_Temp
#-------------------------------------------------------------------------------
#   The ItemGet Window is activated and disabled through the following command.
# -->> $game_temp.display_itemget = true / false <<--
#===============================================================================

class Game_Temp
  #-----------------------------------------------------------------------------
  # * Attribute Accessors
  #-----------------------------------------------------------------------------
  attr_accessor :display_itemget
  #-----------------------------------------------------------------------------
  # * Alias Methods
  #-----------------------------------------------------------------------------
  alias_method :kn_itemgetwindow_game_temp_initialize, :initialize
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    kn_itemgetwindow_game_temp_initialize
    @display_itemget = true
  end
end

#===============================================================================
# ** Window_ItemGet
#-------------------------------------------------------------------------------
#   This window displays the item gained on the map, if the script is enabled.
#===============================================================================

class Window_ItemGet < Window_Base
  #-----------------------------------------------------------------------------
  # * Attributes
  #-----------------------------------------------------------------------------
  attr_accessor :type
  attr_accessor :id
  attr_accessor :value
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize(type = 1, id = 0)
    super(0, 0, 220, 96)
    self.contents           = Bitmap.new(width - 32, height - 32)
    self.visible            = false
    self.contents.font.name = ItemGet.font_name
    self.contents.font.size = ItemGet.font_size
    @type, @id, @value      = type, id, value
    refresh_gain
    refresh_loss
  end
  #-----------------------------------------------------------------------------
  # * Refresh (Gain)
  #-----------------------------------------------------------------------------
  def refresh_gain
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 180, 32, "Acquired")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 32, 168, 32, value.to_s, 2)
    case @type
    when 1 ; self.draw_item_name($data_items[@id],   4, 32)
    when 2 ; self.draw_item_name($data_weapons[@id], 4, 32)
    when 3 ; self.draw_item_name($data_armors[@id],  4, 32)
    end
  end
  #-----------------------------------------------------------------------------
  # * Refresh (Loss)
  #-----------------------------------------------------------------------------
  def refresh_loss
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 180, 32, "Lost")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 32, 168, 32, value.to_s, 2)
    case @type
    when 1 ; self.draw_item_name($data_items[@id],   4, 32)
    when 2 ; self.draw_item_name($data_weapons[@id], 4, 32)
    when 3 ; self.draw_item_name($data_armors[@id],  4, 32)
    end
  end
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
    super
  end
end

#===============================================================================
# ** Interpreter
#-------------------------------------------------------------------------------
#   The "Gain Item", "Gain Weapon" and "Gain Armor" commands have been enhanced
# to use the "Item Get" window, if the script is enabled.
#===============================================================================

class Interpreter
  #-----------------------------------------------------------------------------
  # * Alias Methods
  #-----------------------------------------------------------------------------
  alias_method :kn_itemgetwindow_interpreter_command126, :command_126
  alias_method :kn_itemgetwindow_interpreter_command127, :command_127
  alias_method :kn_itemgetwindow_interpreter_command128, :command_128
  #-----------------------------------------------------------------------------
  # * Change Items
  #-----------------------------------------------------------------------------
  def command_126
    if $scene.is_a?(Scene_Map) && $game_temp.display_itemget
      value = operate_value(@parameters[1], @parameters[2], @parameters[3])
      $game_party.gain_item(@parameters[0], value)
      if value >= 1
        $scene.item_gain[0] = 1
        $scene.item_gain[1] = (@parameters[0])
        $scene.item_value = value
        ItemGet.gain_se
      else
        $scene.item_loss[0] = 1
        $scene.item_loss[1] = (@parameters[0])
        $scene.item_value = value
        ItemGet.loss_se
      end
      return true
    else ; kn_itemgetwindow_interpreter_command126
    end
  end
  #-----------------------------------------------------------------------------
  # * Change Weapons
  #-----------------------------------------------------------------------------
  def command_127
    if $scene.is_a?(Scene_Map) && $game_temp.display_itemget
      value = operate_value(@parameters[1], @parameters[2], @parameters[3])
      $game_party.gain_weapon(@parameters[0], value)
      if value >= 1
        $scene.item_gain[0] = 2
        $scene.item_gain[1] = (@parameters[0])
        $scene.item_value = value
        ItemGet.gain_se
      else
        $scene.item_loss[0] = 2
        $scene.item_loss[1] = (@parameters[0])
        $scene.item_value = value
        ItemGet.loss_se
      end
      return true
    else ; kn_itemgetwindow_interpreter_command127
    end
  end
  #-----------------------------------------------------------------------------
  # * Change Armor
  #-----------------------------------------------------------------------------
  def command_128
    if $scene.is_a?(Scene_Map) && $game_temp.display_itemget
      value = operate_value(@parameters[1], @parameters[2], @parameters[3])
      $game_party.gain_armor(@parameters[0], value)
      if value >= 1
        $scene.item_gain[0] = 3
        $scene.item_gain[1] = (@parameters[0])
         $scene.item_value = value
        ItemGet.gain_se
      else
        $scene.item_loss[0] = 3
        $scene.item_loss[1] = (@parameters[0])
         $scene.item_value = value
        ItemGet.loss_se
      end
      return true
    else ; kn_itemgetwindow_interpreter_command128
    end
  end
end

#===============================================================================
# ** Scene_Map
#-------------------------------------------------------------------------------
#   This scene has been enhanced with the "Item Acquired" window.
#===============================================================================

class Scene_Map
  #-----------------------------------------------------------------------------
  # * Attributes
  #-----------------------------------------------------------------------------
  attr_accessor :item_gain
  attr_accessor :item_loss
  attr_accessor :item_value
  #-----------------------------------------------------------------------------
  # * Alias Methods
  #-----------------------------------------------------------------------------
  alias_method :kn_itemgetwindow_scene_map_main,    :main
  alias_method :kn_itemgetwindow_scene_map_update,  :update
  #-----------------------------------------------------------------------------
  # * Main Method (*Aliased*)
  #-----------------------------------------------------------------------------
  def main
    @window_itemget = Window_ItemGet.new
    @item_gain, @item_loss, @item_value, @item_delay = [0, 0], [0, 0], 0, 0
    kn_itemgetwindow_scene_map_main
    @window_itemget.dispose unless @window_itemget.nil?
  end
  #-----------------------------------------------------------------------------
  # * Update Method (*Aliased*)
  #-----------------------------------------------------------------------------
  def update
    kn_itemgetwindow_scene_map_update
    if @item_delay > 0
      @item_delay -= 1
    elsif @item_delay.zero? || $game_temp.display_itemget == false
      @item_delay = -1
      @window_itemget.visible = false
      @item_gain[0], @item_gain[1], @item_loss[0], @item_loss[1] = 0, 0, 0, 0
    end
    if    @item_gain[0] != 0 && @item_gain[1] != 0 && @item_delay < 0
      @window_itemget.type    = @item_gain[0]
      @window_itemget.id      = @item_gain[1]
      @window_itemget.value   = @item_value
      @window_itemget.refresh_gain
      @window_itemget.visible = true
      @item_delay = ItemGet.delay
    elsif @item_loss[0] != 0 && @item_loss[1] != 0 && @item_delay < 0
      @window_itemget.type    = @item_loss[0]
      @window_itemget.id      = @item_loss[1]
      @window_itemget.value   = @item_value
      @window_itemget.refresh_loss
      @window_itemget.visible = true
      @item_delay = ItemGet.delay
    end
  end
end


If there are any issues with any of them let me know. From what I can tell I removed all the SDK methods and stuff.
Title: Re: SDK script reliant removal.
Post by: l0rdph0enix on August 25, 2011, 03:48:39 pm
Event text display throws up an error at line 195.


  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    # Original Dispose
    seph_etd_spchr_dispose
    # Dispose ETD Sprite
    dispose_etd_sprite
  end


This part of it "    seph_etd_spchr_dispose".

Other then that no problems. Thanks for helping.
Title: Re: SDK script reliant removal.
Post by: G_G on August 25, 2011, 04:34:05 pm
Sound System: ShowHide
#==============================================================================
# ** Sound Interaction System
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1
# 2007-03-21
# SDK : Version 2.0+, Parts I & II
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1 ---------------------------------------------------- (2007-03-21)
#------------------------------------------------------------------------------
# * Description
#
#   This script was designed to :
#    - play sound effects for moving characters and events on the map
#    - play background sound effects (bgs) when within range of events
#
#   When your player approaches an event with a walking sound effect, you will
#   here footsteps or other sound effects equal to the distance the player is
#   from the event. When the player gets within a range of an object with a
#   bgs, the bgs is played as the footsteps are played, just constantly.
#------------------------------------------------------------------------------
# * Instructions
#
#   Place The Script Below the SDK and Above Main.
#
#   Setting Events with Sound Interaction
#    - Comment : Sound Interaction|type|filename|max_volume|max_distance
#
#   Replace :
#    - type : MVT (for movement) or
#             RNG (for bgs)
#    - filename : filename of se or bgs
#    - max_volume : max volume
#    - max_distance : max distance
#------------------------------------------------------------------------------
# * Customization
#
#   Default player movement sound effect settings
#    - Player_Movement_SE_Name   = 'se_filename'
#    - Player_Movement_SE_Volume = max_volume
#    - Player_Movement_SE_Frames = [frame_id, ...]
#
#   Default events frames to play se
#    - Movement_SE_Frames = [frame_id, ...]
#------------------------------------------------------------------------------
# * Syntax :
#
#   Setting Sound Interaction Settings
#    <game_character>.sis_movement_se_name = 'filename' or nil
#    <game_character>.sis_movement_se_max_volume = n
#    <game_character>.sis_movement_se_max_distance = n
#    <game_character>.sis_movement_se_frames = [frame_id, ...]
#    <game_character>.sis_range_bgs_name = 'filename' or nil
#    <game_character>.sis_range_bgs_max_volume = n
#    <game_character>.sis_range_bgs_max_distance = n
#
#    NOTE : For events, when the event refreshes, these are all refreshed
#           by the page comments.
#
#  Setting Player Sound Interaction Settings
#    $game-player.sis_enabled = true or false
#==============================================================================

#==============================================================================
# ** Sound Interaction System
#==============================================================================
 
module Sound_Interaction
 #--------------------------------------------------------------------------
 # * Player Movement SE
 #--------------------------------------------------------------------------
 Player_Movement_SE_Name   = nil
 Player_Movement_SE_Volume = 60
 Player_Movement_SE_Frames = [0]
 #--------------------------------------------------------------------------
 # * Non-Defined Frames To Play Movement SE
 #--------------------------------------------------------------------------
 Movement_SE_Frames = [0]
end
 
#==============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :sis_movement_se_name
 attr_accessor :sis_movement_se_max_volume
 attr_accessor :sis_movement_se_max_distance
 attr_accessor :sis_movement_se_frames
 attr_accessor :sis_range_bgs_name
 attr_accessor :sis_range_bgs_max_volume
 attr_accessor :sis_range_bgs_max_distance
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_soundintsys_gmchr_ua, :update
 #--------------------------------------------------------------------------
 # * Frame Update : Animation Counters
 #--------------------------------------------------------------------------
 def update
   # Gets Old Pattern
   old_pattern = @pattern
   # Original Update Animation Counters
   seph_soundintsys_gmchr_ua
   # If Play Movement SE
   unless @sis_movement_se_name.nil?
     # If Pattern is Different
     if old_pattern != @pattern &&
        # If Movement SE Frame
        @sis_movement_se_frames.include?(old_pattern)
       # Gets Distance From Player
       px, py = $game_player.x, $game_player.y
       distance = self == $game_player ? 0 : Math.hypot(@x - px, @y - py)
       # Calculates Volume
       md = @sis_movement_se_max_distance
       mv = @sis_movement_se_max_volume
       volume = distance == 0 ? mv : distance > md ? 0 :
           mv * ((md - (distance - 1)) / md)
       # If Volume Greater Than 0
       if volume > 0 && ![nil, ''].include?(@sis_movement_se_name)
         # Play Movement SE
         Audio.se_play('Audio/SE/' + @sis_movement_se_name, volume)
       end
     end
   end
 end
end  
 
#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_soundintsys_gmevt_refrsh, :refresh
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   # Original Refresh
   seph_soundintsys_gmevt_refrsh
   # Set LD Variables
   @sis_movement_se_name         = nil
   @sis_movement_se_max_volume   = 100
   @sis_movement_se_max_distance = 10
   @sis_range_bgs_name           = nil
   @sis_range_bgs_max_volume     = 100
   @sis_range_bgs_max_distance   = 10
   # Return if Nil Page or Erased
   return if @list.nil? || @erased
   # Pass Through All Event Commands
   for ec in @list
     # If Comment Command
     if ec.code == 108 &&
        # And Comments Include "SOUND INTERACTION"
        ec.parameters[0].upcase.include?('SOUND INTERACTION')
       # Split Comment Line
       parameters = ec.parameters[0].split('|')
       # Branch By Type
       case parameters[1].upcase
       when 'MVT'
         # Set Filename, Volume & Distance
         @sis_movement_se_name         = parameters[2]
         @sis_movement_se_max_volume   = parameters[3].to_i
         @sis_movement_se_max_distance = parameters[4].to_i
         if parameters[5].nil?
           @sis_movement_se_frames = Sound_Interaction::Movement_SE_Frames
         else
           @sis_movement_se_frames     = eval "[#{parameters[5]}]"
         end
       when 'RNG'
         # Set Filename, Volume & Distance
         @sis_range_bgs_name           = parameters[2]
         @sis_range_bgs_max_volume     = parameters[3].to_i
         @sis_range_bgs_max_distance   = parameters[4].to_i
       end
     end
   end
 end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :sis_range_bgs
 attr_accessor :sis_enabled
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_soundintsys_gmplyr_init,   :initialize
 alias_method :seph_soundintsys_gmplyr_update, :update
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # Original Initialization
   seph_soundintsys_gmplyr_init
   # Enable Sound Interaction
   @sis_enabled = true
   # Set Movement Distances
   @sis_movement_se_name       = Sound_Interaction::Player_Movement_SE_Name
   @sis_movement_se_max_volume = Sound_Interaction::Player_Movement_SE_Volume
   @sis_movement_se_frames     = Sound_Interaction::Player_Movement_SE_Frames
   # Set Distances
   @sis_event_distances = {}
   @sis_event_distances.default = nil
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Original Update
   seph_soundintsys_gmplyr_update
   # Update Sound Interaction
   update_sound_interaction
 end
 #--------------------------------------------------------------------------
 # * Event Distances
 #--------------------------------------------------------------------------
 def sis_event_ranges
   # ditance => [event_id]
   ranges = {}
   for event_id in $game_map.events.keys.sort
     event = $game_map.events[event_id]
     next if event.sis_range_bgs_name.nil?
     distance = Math.hypot(@x - event.x, @y - event.y)
     ranges[distance] = [] unless ranges.has_key?(distance)
     ranges[distance] << event_id
   end
   return ranges
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Sound Interaction Range
 #--------------------------------------------------------------------------
 def update_sound_interaction
   # If Not Enabled
   unless @sis_enabled
     # If BGS Playing
     if @sis_range_bgs != nil
       # Set Range BGS to Nil
       @sis_range_bgs = nil
       # Stop BGS
       $game_system.bgs_play(nil)
     end
     return
   end
   # Gets Event Ranges
   event_ranges = sis_event_ranges
   # Set Main Break Flag to False
   main_break = false
   # Pass Through Shortest to Farthest Range
   for distance in event_ranges.keys.sort
     # Pass Through Events
     for event_id in event_ranges[distance].sort
       # If Last Event Played & Distance Hasn't Changed
       if @sis_range_last_event_id == event_id &&
          @sis_event_distances[event_id] == distance
         # Break Main Loop
         main_break = true
         # Break Loop
         break
       end
       # Gets Event Data
       event = $game_map.events[event_id]
       # If Distance Has Changed
       if @sis_event_distances[event_id] != distance
         # Record Distance Change
         @sis_event_distances[event_id] = distance
         # Calculates Volume
         md = event.sis_range_bgs_max_distance
         mv = event.sis_range_bgs_max_volume
         volume = distance == 0 ? mv : distance > md ? 0 :
           mv * ((md - (distance - 1)) / md)
         # If Volume is Less Than 1
         if volume < 1
           # If Volume was Playing Before
           if @sis_range_bgs == event.sis_range_bgs_name
             # Set Previoius BGS to Nil
             @sis_range_bgs = nil
             # Clear SIS Last Event Range Flag
             @sis_range_last_event_id = nil
             # Stop BGS
             $game_system.bgs_play(nil)
           end
           next
         end
         # Record Playing BGS
         @sis_range_bgs = event.sis_range_bgs_name
         # Record SIS Last Event Range Flag
         @sis_range_last_event_id = event_id
         # Play BGS
         $game_system.bgs_play(RPG::AudioFile.new(@sis_range_bgs, volume))
         # Break Main Loop
         main_break = true
         # Break Loop
         break
       end
     end
     # Break if Break Main is True
     break if main_break
   end
 end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_soundintsys_scnmap_cb,   :call_battle
 #--------------------------------------------------------------------------
 # * Frame Update : Call Battle
 #--------------------------------------------------------------------------
 def call_battle
   # If Player Playing Sound Interaction BGS
   if $game_player.sis_enabled && $game_player.sis_range_bgs != nil
     # Clear BGS
     $game_player.sis_range_bgs = nil
     # Stop BGS
     $game_system.bgs_play(nil)
   end
   # Original Call Battle
   seph_soundintsys_scnmap_cb
 end
end


Here's the fixed version for the event thing.
Event Icon: ShowHide
#==============================================================================
# ** Event Icon & Text Display
#------------------------------------------------------------------------------
# SephirothSpawn
# Original Text Display By Áص¹
# Version 4.0
# 2007-07-30
# SDK : Version 2.0, Parts I & II
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1 -------------------------------------------- (Approx. 2006-01-01)
#   Version 2 ---------------------------------------------------- (2006-03-04)
#   Version 3 ---------------------------------------------------- (2006-08-22)
#    - Update : Re-scripted Much of the System
#    Version 3.01 ------------------------------------------------ (2006-10-23)
#     - Bug Fix : Fixed Erase Event
#    Version 3.1 ------------------------------------------------- (2007-01-11)
#     - Update : Removed Shadow Text Elements
#    Version 3.11 ------------------------------------------------ (2007-02-08)
#     - Update : Updated to SDK 2.0
#   Version 4 ---------------------------------------------------- (2007-07-30)
#    - Update : Rescripted to include text and icons
#------------------------------------------------------------------------------
# * Requirements :
#
#   Method & Class Library (2.1+)
#------------------------------------------------------------------------------
# * Description :
#
#   This script was designed to add floating text and icons over events and
#   players on the map. You can control the color of the text and choose
#   multiple options for the text over the player.
#------------------------------------------------------------------------------
# * Instructions
#
#   Place The Script Below the SDK and Above Main.
#
#   Setting Event Display Text. Replace <text> with the text you want to be
#   displayed of event.
#     Comment: {ETD<text>}
#
#   For icons, use [icon_name] in text. Make sure to seperate with space.
#  
#   For Default Settings, refer to customization.
#   For Modifing Setting during game play, refer to syntax.
#------------------------------------------------------------------------------
# * Customization
#
#   Default Event Text Color
#    - ETD_Default_EventText_Color = Color.new(red, green, blue)
#
#   Default Player Text Color
#    - ETD_Default_PlayerText_Color = Color.new(red, green, blue)
#
#   Default Player Display Option
#    - ETD_Default_PlayerText = 'Name', 'Class', 'Level', 'Hp', 'Sp'
#------------------------------------------------------------------------------
# * Syntax
#
#   Changing Character Display Text
#    - <game_character>.etd_display_text = 'String'
#   Changing Character Display Color
#    - <game_character>.etd_display_color = Color.new(r, g, b, a)
#
#   * Substitute <game_character> with $game_player for the player, or
#   $game_map.events[event_id] to replace with an event.
#==============================================================================

#=============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
 #--------------------------------------------------------------------------
 # * Defaults
 #
 #  ~ Default Player Display Options (Non-Case Sensitive):
 #      'Name', 'Class', 'Level', 'Hp', 'Sp'
 #--------------------------------------------------------------------------
 ETD_Default_EventText_Color  = Color.new(0, 0, 0)
 ETD_Default_PlayerText_Color = Color.new(200, 0, 0)
 ETD_Default_PlayerText       = 'gem'
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :etd_display_color
 attr_accessor :etd_display_text
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_etd_gmchr_init, :initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # Sets ETD Options
   @etd_display_color = self.is_a?(Game_Player) ?
     ETD_Default_PlayerText_Color : ETD_Default_EventText_Color
   # Original Initialization
   seph_etd_gmchr_init
 end
end

#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event < Game_Character
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_etd_gmevt_refresh, :refresh
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   # Original Refresh Method
   seph_etd_gmevt_refresh
   # Erase ETD Display Text
   @etd_display_text = nil
   # Checks to see if display text
   unless @list.nil? || @erased
     for i in 0...@list.size
       if @list[i].code == 108
         @list[i].parameters[0].dup.gsub!(/\{[Ee][Tt][Dd](.+?)\}/) do
           @etd_display_color = ETD_Default_EventText_Color
           @etd_display_text = $1
         end
       end
     end
   end
 end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player < Game_Character
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_etd_gmplyr_refresh, :refresh
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   # Original Refresh Method
   seph_etd_gmplyr_refresh
   # Gets First Actor
   actor = $game_party.actors[0]
   # Retrn if Nil Actor
   return if actor.nil?
   # Determines Text
   case ETD_Default_PlayerText.dup.downcase
   when 'name'   ; txt = actor.name
   when 'class'  ; txt = actor.class_name
   when 'level'  ; txt = "Level: #{actor.level}"
   when 'hp'     ; txt = "HP: #{actor.hp} / #{actor.maxhp}"
   when 'sp'     ; txt = "SP: #{actor.sp} / #{actor.maxsp}"
   when 'gem'    ; txt = '{[player]}'
   else          ; txt = ''
   end
   # Creates Text Display
   @etd_display_color = ETD_Default_PlayerText_Color
   @etd_display_text = txt
 end
end

#==============================================================================
# ** Sprite_Character
#==============================================================================

class Sprite_Character < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_etd_spchr_update,  :update
 alias_method :seph_etd_spchr_dispose, :dispose
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Original update Method
   seph_etd_spchr_update
   # Character Display Update Method
   update_display_text
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
   # Original Dispose
   #seph_etd_spchr_dispose
   # Dispose ETD Sprite
   dispose_etd_sprite
 end
 #--------------------------------------------------------------------------
 # * Dispose ETD Sprite
 #--------------------------------------------------------------------------
 def dispose_etd_sprite
   # Dispose ETD Sprite
   unless @_etd_text_sprite.nil?
     @_etd_text_sprite.dispose
     @_etd_text_sprite = nil
   end
 end
 #--------------------------------------------------------------------------
 # * Update Display Sprite
 #--------------------------------------------------------------------------
 def update_display_text
   # If Character Has No ETD
   if @character.etd_display_text.nil?
     # Dispose ETD Sprite
     dispose_etd_sprite
     return
   end
   # If ETD Text Sprite Doesn't Exist
   if @_etd_text_sprite.nil?
     # Create ETD Text Sprite
     create_etd_sprite
     return
   end
   # If ETD Sprite Parameters Don't Match Characters
   unless @_etd_display_text == @character.etd_display_text &&
          @_etd_display_color == @character.etd_display_color
     # Dispose Sprite
     dispose_etd_sprite
     # Recreate Sprite
     create_etd_sprite
   end
   # Update ETD Sprite Position
   @_etd_text_sprite.x = self.x
   @_etd_text_sprite.y = self.y - self.oy / 2 - 24
 end
 #--------------------------------------------------------------------------
 # * Create ETD Sprite
 #--------------------------------------------------------------------------
 def create_etd_sprite
   # Creates Display Bitmap
   bitmap = Bitmap.new(192, 26)
   # Draws ETD Display Text
   begin
     bitmap.font.color = @character.etd_display_color
   rescue
     @character.etd_display_color = @character.is_a?(Game_Player) ?
       Game_Character::ETD_Default_PlayerText_Color :
       Game_Character::ETD_Default_EventText_Color
     bitmap.font.color = @character.etd_display_color
   end
   bitmap.draw_icon_text(0, 0, 192, 24, @character.etd_display_text, 1)
   # Creates Display Text Sprite
   @_etd_text_sprite = Sprite.new(self.viewport)
   @_etd_text_sprite.bitmap = bitmap
   @_etd_text_sprite.ox = 80
   @_etd_text_sprite.oy = 24
   @_etd_text_sprite.x = self.x
   @_etd_text_sprite.y = self.y - self.oy / 2 - 24
   @_etd_text_sprite.z = 3000
   @_etd_text_sprite.visible = true
   # Saves ETD Text
   @_etd_display_text  = @character.etd_display_text
   @_etd_display_color = @character.etd_display_color
 end
end


Wonder State: ShowHide
#===============================================================================
# ** SAI Random Wander State
#-------------------------------------------------------------------------------
# Author: Bishop Myers ("Sailerius")
# Version: 1.01
# Date: 2011.06.15
# SDK Version: 2.4
#===============================================================================
# Instructions
# ------------------------------------------------------------------------------
# Just paste this script in below the SDK and all events using Random movement
# will automatically begin using the wander state.
# ------------------------------------------------------------------------------
# What It Does
# ------------------------------------------------------------------------------
# The default Random movement looks very artificial. Instead of choosing a
# random adjacent tile to move to, the events will now select a random
# destination and walk to it, making it appear as if they're moving with
# purpose. Once they reach their new destination, the events will select a new
# point to wander to.
#===============================================================================

#===============================================================================
# ** Game_Character
#===============================================================================
class Game_Character
 #-----------------------------------------------------------------------------
 # * Alias Listings
 #-----------------------------------------------------------------------------
 alias_method :sailerius_saiwander_gamecharacter_initialize,  :initialize
 alias_method :sailerius_saiwander_gamecharacter_movetyperandom,  :move_type_random
 
 #-----------------------------------------------------------------------------
 # * Public Instance Variables
 #-----------------------------------------------------------------------------
 attr_reader   :wander_x          # map x-coordinate to pursue
 attr_reader   :wander_y          # map y-coordinate to pursue
 
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   sailerius_saiwander_gamecharacter_initialize
   set_wander_destination    
 end  
 
 #--------------------------------------------------------------------------
 # * Move Type : Random
 #--------------------------------------------------------------------------
 def move_type_random      
   # Check if reached destination
   if (@wander_x == @x and @wander_y == @y)
     set_wander_destination
   end
   sailerius_saiwander_gamecharacter_movetyperandom
 end
 
 #--------------------------------------------------------------------------
 # * Move at Random
 #--------------------------------------------------------------------------
 def move_random    
   # Get distance from destination
   dx = @x - @wander_x
   dy = @y - @wander_y    
   # Move horizontally
   unless dx == 0
     if dx < 0
       # Go somewhere else if impassable
       if not passable?(@x + 1, @y, 0)
         set_wander_destination
         return
       end
       move_right(false)
       return
     else
       # Go somewhere else if impassable
       if not passable?(@x - 1, @y, 0)
         set_wander_destination
         return
       end
       move_left(false)
       return
     end
   end    
   # Move vertically
   unless dy == 0
     if dy < 0
       # Go somewhere else if impassable
       if not passable?(@x, @y + 1, 0)
         set_wander_destination
         return
       end
       move_down(false)
       return
     else
       # Go somewhere else if impassable
       if not passable?(@x, @y - 1, 0)
         set_wander_destination
         return
       end
       move_up(false)
       return
     end
   end    
 end
 
 #--------------------------------------------------------------------------
 # * Determine New Wander Destination
 #--------------------------------------------------------------------------
 def set_wander_destination
   @wander_x = @x + rand(40) - 20
   @wander_y = @y + rand(40) - 20
 end

end


Pathfinding: ShowHide
#==============================================================================
#  Path Finding
#==============================================================================
# Near Fantastica
# Version 1
# 29.11.05
#==============================================================================
# Lets the Player or Event draw a path from an desonation to the source. This
# method is very fast and because the palthfinding is imbeded into the Game
# Character the pathfinding can be inturputed or redrawn at any time.
#==============================================================================
# Player :: $game_player.find_path(x,y)
# Event Script Call :: self.event.find_path(x,y)
# Event Movement Script Call :: self.find_path(x,y)
#==============================================================================

 class Game_Character
   #--------------------------------------------------------------------------
   alias nf_pf_game_character_initialize initialize
   alias nf_pf_game_character_update update
   #--------------------------------------------------------------------------
   attr_accessor :map
   attr_accessor :runpath
   #--------------------------------------------------------------------------
   def initialize
     nf_pf_game_character_initialize
     @map = nil
     @runpath = false
   end
   #--------------------------------------------------------------------------
   def update
     run_path if @runpath == true
     nf_pf_game_character_update
   end
   #--------------------------------------------------------------------------
   def run_path
     return if moving?
     step = @map[@x,@y]
     if step == 1
       @map = nil
       @runpath = false
       return
     end
     dir = rand(2)
     case dir
     when 0
       move_right if @map[@x+1,@y] == step - 1 and step != 0
       move_down if @map[@x,@y+1] == step - 1 and step != 0
       move_left if @map[@x-1,@y] == step -1 and step != 0
       move_up if @map[@x,@y-1] == step - 1 and step != 0
     when 1
       move_up if @map[@x,@y-1] == step - 1 and step != 0
       move_left if @map[@x-1,@y] == step -1 and step != 0
       move_down if @map[@x,@y+1] == step - 1 and step != 0
       move_right if @map[@x+1,@y] == step - 1 and step != 0
     end
   end
   #--------------------------------------------------------------------------
   def find_path(x,y)
     sx, sy = @x, @y
     result = setup_map(sx,sy,x,y)
     @runpath = result[0]
     @map = result[1]
     @map[sx,sy] = result[2] if result[2] != nil
   end
   #--------------------------------------------------------------------------
   def clear_path
     @map = nil
     @runpath = false
   end
   #--------------------------------------------------------------------------
   def setup_map(sx,sy,ex,ey)
     map = Table.new($game_map.width, $game_map.height)
     map[ex,ey] = 1
     old_positions = []
     new_positions = []
     old_positions.push([ex, ey])
     depth = 2
     depth.upto(100){|step|
       loop do
         break if old_positions[0] == nil
         x,y = old_positions.shift
         return [true, map, step] if x == sx and y+1 == sy
         if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
           map[x,y + 1] = step
           new_positions.push([x,y + 1])
         end
         return [true, map, step] if x-1 == sx and y == sy
         if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
           map[x - 1,y] = step
           new_positions.push([x - 1,y])
         end
         return [true, map, step] if x+1 == sx and y == sy
         if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
           map[x + 1,y] = step
           new_positions.push([x + 1,y])
         end
         return [true, map, step] if x == sx and y-1 == sy
         if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
           map[x,y - 1] = step
           new_positions.push([x,y - 1])
         end
       end
       old_positions = new_positions
       new_positions = []
     }
     return [false, nil, nil]
   end
 end
 
 class Game_Map
   #--------------------------------------------------------------------------
   alias pf_game_map_setup setup
   #--------------------------------------------------------------------------
   def setup(map_id)
     pf_game_map_setup(map_id)
     $game_player.clear_path
   end
 end
 
 class Game_Player
   #--------------------------------------------------------------------------
   alias pf_game_player_update_player_movement update
   #--------------------------------------------------------------------------
   def update
     $game_player.clear_path if Input.dir4 != 0
     pf_game_player_update_player_movement
   end
 end
 
 class Interpreter
   #--------------------------------------------------------------------------
   def event
     return $game_map.events[@event_id]
   end
 end
 

Title: Re: SDK script reliant removal.
Post by: G_G on August 25, 2011, 04:35:16 pm
Had to double post, couldn't fit code in.

Message System: ShowHide
#==============================================================================
# ** Slipknot Advance Message System
#------------------------------------------------------------------------------
# Slipknot
# 3.0
# 02.23.06
#------------------------------------------------------------------------------
=begin
  Thanks to:
   - Dubealex, for some of the features.
   - Phylomorphis, for the hexadecimal color.
=end
#==============================================================================

module Message_Settings
  #--------------------------------------------------------------------------
  # • Default text display:
  #     0: normal
  #     1: shadow
  #     2: outline
  #--------------------------------------------------------------------------
  Default_Text = 2
 
  #--------------------------------------------------------------------------
  # • Name Box skin:
  #     nil = same as message box
  #--------------------------------------------------------------------------
  NB_skin = ('Charcoal XP')
  #--------------------------------------------------------------------------
  # • Fade the name box and picture
  #--------------------------------------------------------------------------
  Fade = true
  #--------------------------------------------------------------------------
  # • Cursor based in current choice width
  #--------------------------------------------------------------------------
  Advance_Cursor = true
  #--------------------------------------------------------------------------
  # • Folder for the message pictures
  #--------------------------------------------------------------------------
  Path = ('Graphics/Pictures/Message/')
  #--------------------------------------------------------------------------
end

#--------------------------------------------------------------------------
# Loads the maps' names
#--------------------------------------------------------------------------
$data_mapinfos = load_data ('Data/MapInfos.rxdata')
#--------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Bitmap Edit
#------------------------------------------------------------------------------
class Bitmap
  #--------------------------------------------------------------------------
  # • Outline Text
  #--------------------------------------------------------------------------
  def draw_text_outline x, y, wid, hei, str, ali=0
    color = font.color.dup
    font.color.set 0, 0, 0, color.alpha
    draw_text x+1, y,     wid, hei, str, ali
    draw_text x-1,  y,     wid, hei, str, ali
    draw_text x,     y+1, wid, hei, str, ali
    draw_text x,     y-1,  wid, hei, str, ali
    font.color = color
    draw_text x, y, wid, hei, str, ali
  end
  #--------------------------------------------------------------------------
  # • Shadow Text
  #--------------------------------------------------------------------------
  def draw_text_shadow x, y, wid, hei, str, ali=0
    color = font.color.dup
    font.color.set 0, 0, 0, (color.alpha*2.0/3.0).ceil
    draw_text x+2, y+2, wid, hei, str, ali
    font.color = color
    draw_text x, y, wid, hei, str, ali
  end
end
#------------------------------------------------------------------------------
# End Bitmap Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Window_Message Edit
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # • Include Message_Settings constants
  #--------------------------------------------------------------------------
  include Message_Settings
  #--------------------------------------------------------------------------
  # • Window intialization
  #--------------------------------------------------------------------------
  def initialize
    super 0, 304, 640, 160
    self.contents = Bitmap.new 608, 128
    self.z = 9998
    @fade_in = @contents_showing = false
    self.index = -1
    self.opacity = @cursor_width = 0
    @back = Window_Base.new 65, 299, 510, 175
    @back.z = 9990
    self.active = self.visible = false
  end
  #--------------------------------------------------------------------------
  # • Hides or show the window contents and background
  #--------------------------------------------------------------------------
  def visible=(val)
    super
    @back.visible = val
  end
  #--------------------------------------------------------------------------
  # • Dispose of all internal objects
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    @back.dispose
    super
  end
  #--------------------------------------------------------------------------
  # • Terminates the message processing
  #--------------------------------------------------------------------------
  def terminate_message
    self.active = @back.pause = false
    self.index = -1
    contents.clear
    @contents_showing = false
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    [$game_temp].each do |t|
      t.message_text = t.message_proc = t.choice_proc = nil
      t.choice_start = t.num_input_start = 99
      t.choice_max = t.choice_cancel_type = 0
      t.num_input_variable_id = t.num_input_digits_max = 0
    end
    [@gold_window, @name_box, @picture, input_window].each do |x|
      x.dispose if exists? x
    end
  end
  #--------------------------------------------------------------------------
  # • Writes all the text in the window
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    [contents.font].each do |x|
      x.name = Font.default_name
      x.size = 18
      x.bold = x.italic = false
      x.color = normal_color
    end
    case Default_Text
    when 0 then disp_text
    when 1 then disp_text false, true
    when 2 then disp_text true end
    x = y = 0
    x = 8 if $game_temp.choice_start == 0
    return if (text = $game_temp.message_text).nil?
   
    text.gsub!(/\\[Rr]and\((\d+)\)/) { rand($1).to_s }
    text.gsub!(/\\[Vv]\[(\d+)\]/) { $game_variables[$1.to_i] }
    text.gsub!(/\\[Nn]\[(\d+)\]/) {
      $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : '' }
    text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) { $game_party.actors[$1.to_i].name }
    text.gsub!(/\\\$\$/) {"#{$game_party.gold} #{$data_system.words.gold}"}
    text.gsub!(/\\\$/) { $game_party.gold.to_s }
    text.gsub!(/\\[Cc]lass\[(\d+)\]/) {
      $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].class_name : '' }
    text.gsub!(/\\[Mm]ap/) { $game_map.name }
   
    face = over_event = false
    picture = name_box = ''
    if (/\\[Nn]a\[(.+?)\]/.match(text)) != nil
      name_box = $1
      text.sub!(/\\[Nn]a\[.*?\]/) { '' }
    end
    if (/\\[Pp]ic\[(.+?)\]/.match(text)) != nil
      picture = $1
      text.sub!(/\\[Pp]ic\[.*?\]/) { '' }
    end
    # Right
    if (/\\[Ff]{(.+?)}/.match(text)) != nil
      face, face_name = 1, $1
      text.sub!(/\\[Ff]{.*?}/) { '' }
    end
    # Left
    if (/\\[Ff]\[(.+?)\]/.match(text)) != nil
      face, face_name = 2, $1
      text.sub!(/\\[Ff]\[.*?\]/) { '' }
    end
    if (/\\[Pp]\[([-1,0-9]+)\]/.match(text)) != nil
      over_event, event = true, $1.to_i
      text.sub!(/\\[Pp]\[[-1,0-9]+\]/) { '' }
    end
    if (/\\[Pp]/.match(text)) != nil
      over_event, event = true, $game_temp.this_event
      text.sub!(/\\[Pp]/) { '' }
    end
   
    text.gsub!(/\\\\/) { "\000" }
    text.gsub!(/\\[Cc]\[([[0-9][A-F][a-f]#]+)\]/) { "\001[#$1]" }
    text.gsub!(/\\[Gg]/) { "\002" }
    text.gsub!(/\\[Tt][Ss]\[(\d+)\]/) { "\003[#$1]" }
    text.gsub!(/\\[Ff]ont\[(.+?)\]/) { "\004[#$1]" }
    text.gsub!(/\\[Tt]ext\[([0-2])\]/) { "\005[#$1]" }
    text.gsub!(/\\[Ii]c\[(.+?)\]/) { "\006[#$1]" }
    text.gsub!(/\\[Ii]i{([IiWwAaSs]?)}\[(\d+)\]/) { change_icon($1, $2.to_i) }
    text.gsub!(/\\[Bb]/) { "\007" }
    text.gsub!(/\\[Ii]/) { "\010" }
   
    @cursor_width = 0, 0, 0, 0
    stxt = 0, 0, 0, 0
    icon = ''
    x = 104 if face == 2
   
    while (c = text.slice!(/./m)) != nil
      case c
      when "\000" then c = '\\'
      when "\001"
        text.sub!(/\[(.*?)\]/, '')
        hex = $1.to_s
        color = $1.to_i
        contents.font.color = text_color(color)
        if hex.slice!(/./m) == '#'
          contents.font.color = hex_color(hex)
          next
        end
        contents.font.color = text_color(color)
        next
      when "\002"
        next if @gold_window != nil
        @gold_window = Window_Gold.new
        @gold_window.x = 560 - @gold_window.width
        @gold_window.y = $game_temp.in_battle ? 192 : (self.y >= 128 ? 32 : 384)
        @gold_window.opacity = @back.opacity
        @gold_window.back_opacity = @back.back_opacity
        next
      when "\003"
        text.sub!(/\[([0-9]+)\]/, '')
        contents.font.size = [[$1.to_i, 6].max, 32].min
        next
      when "\004"
        text.sub!(/\[(.+?)\]/, '')
        contents.font.name = $1.to_s
        next
      when "\005"
        text.sub!(/\[([0-9]+)\]/, '')
        case $1.to_i
        when 0 then disp_text
        when 1 then disp_text false,true
        when 2 then disp_text true end
        next
      when "\006"
        text.sub!(/\[(.+?)\]/, '')
        icon = $1.to_s
        c = ''
      when "\007"
        [contents.font].each do |h| h.bold = !h.bold end
        next
      when "\010"
        [contents.font].each do |h| h.italic = !h.italic end
        next
      when "\013"
        text.sub!(/\[(.*?)\]/, '')
        icon = $1.to_s
        c = ''
      when "\n"
        y += 1
        x = face == 2 ? 104 : 0
        if y >= $game_temp.choice_start
          x += 8
          @cursor_x = face == 2 ? 112 : 8
        end
        next
      end
      if icon != ''
        icon_y = (32-24)/2
        contents.blt(4+x, 32*y+4, RPG::Cache.icon(icon), Rect.new(0,0,24,24))
        stxt[y] += 24
        x += 24
        icon = ''
      end
      next if c == ''
      w = contents.text_size(c).width
      if @outline_text and !@shadow_text
        contents.draw_text_outline 4+x, 32*y, w*2, 32, c
      elsif @shadow_text and !@outline_text
        contents.draw_text_shadow 4+x, 32*y, w*2, 32, c
      else
        contents.draw_text 4+x, 32*y, w*2, 32, c
      end
      x += w
      stxt[y] += w
      @cursor_width[y] += w if y >= $game_temp.choice_start
    end
    indent = face ? 104 : 0
    @back.height = y*32+32
    @back.width = [stxt.max, (@cursor_width.max+16)].max + indent + 40
    fix_position
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active, self.index = true, 0
    end
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new digits_max
      @back.height += 32
      @back.width = [@back.width, (input_window.width+indent+16)].max
      fix_position
      input_window.number = number
      input_window.y = self.y+$game_temp.num_input_start*32
      input_window.x = face == 2 ? self.x+indent+8 : self.x+8
    end
    if face
      fy = @back.height <= 128 ? 0 : (@back.height-128)/2
      fx = face == 2 ? 0 : stxt.max+16
      contents.blt fx, fy, image(face_name), Rect.new(0,0,96,96)
      @back.height = 128 if @back.height <= 128
      fix_position face
    end
    if over_event and $game_map.events != nil
      ch = event <= 0 ? $game_player : $game_map.events[event]
      fx = [[ch.screen_x-@back.width/2, 4].max, 636-@back.width].min
      fy = [[ch.screen_y-(@back.height+48), 4].max, 476-@back.height].min
      self.x = @back.x = fx
      self.y = @back.y = fy
    end
    if picture != ''
      px = self.x+@back.width
      @picture = Sprite.new
      @picture.bitmap = image picture
      @picture.x = px-@picture.bitmap.width
      @picture.y = self.y-@picture.bitmap.height
      @picture.opacity = 0 if Fade
    end
    if name_box != ''
      @name_box = Sprite_NameBox.new self.x, self.y-15, name_box
      @name_box.opacity = 0 if Fade
      @name_box.back.opacity = $game_system.message_frame == 0 ? 255 : 0
    end
  end
  #--------------------------------------------------------------------------
  # • Frame update
  #--------------------------------------------------------------------------
  def update
    if @contents_showing
      super
      @back.update
    end
    if @fade_in
      self.contents_opacity += 24
      input_window.contents_opacity += 24 if exists? input_window
      @name_box.opacity += 24 if exists? @name_box and Fade
      @picture.opacity += 24 if exists? @picture and Fade
      @fade_in = false if contents_opacity == 255
      return
    end
    if input_window != nil
      input_window.update
      if Input.trigger? 13
        $game_system.se_play $data_system.decision_se
        $game_variables[$game_temp.num_input_variable_id] = input_window.number
        $game_map.need_refresh = true
        input_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      @back.pause = true if $game_temp.choice_max == 0
      if Input.trigger? 12
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play $data_system.cancel_se
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      if Input.trigger? 13
        if $game_temp.choice_max > 0
          $game_system.se_play $data_system.decision_se
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    if $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if input_window != nil
        input_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    return unless visible
    self.opacity -= 48
    if opacity == 0
      self.visible = false
      $game_temp.message_window_showing = false
    end
  end
  #--------------------------------------------------------------------------
  # • Returns the file 'name' from the choosen folder
  #--------------------------------------------------------------------------
  def image name
    RPG::Cache.load_bitmap Path, name
  end
  #--------------------------------------------------------------------------
  # • Gets the name and icon from the database
  #--------------------------------------------------------------------------
  def change_icon option, index
    s = case option.downcase
      when 'i'  then $data_items[index]
      when 'w' then $data_weapons[index]
      when 'a'  then $data_armors[index]
      when 's'  then $data_skills[index] end
    sprintf("\013[%s]%s", s.icon_name, s.name) unless s.name.nil?
  end
  #--------------------------------------------------------------------------
  # • Returns @input_number_window
  #--------------------------------------------------------------------------
  def input_window
    @input_number_window
  end
  #--------------------------------------------------------------------------
  # • Changes the way of display the text
  #--------------------------------------------------------------------------
  def disp_text w1=false, w2=false
    @outline_text, @shadow_text = w1, w2
  end
  #--------------------------------------------------------------------------
  # • Return true if the object exists
  #--------------------------------------------------------------------------
  def exists? object
    not (object.nil? or object.disposed?)
  end
  #--------------------------------------------------------------------------
  # • Updates the position of the windows
  #--------------------------------------------------------------------------
  def fix_position face=false
    h2 = @back.height/2
    self.y = $game_temp.in_battle ? 96 - h2 :
      case $game_system.message_position
      when 0 then 96 - h2
      when 1 then 240-h2
      when 2 then 384-h2 end
    self.x = 320 - @back.width/2
    @back.x, @back.y = self.x, self.y
  end
  #--------------------------------------------------------------------------
  # • Reset the position of the windows
  #--------------------------------------------------------------------------
  def reset_window
    fix_position
    @back.opacity = $game_system.message_frame == 0 ? 255 : 0
    @back.back_opacity = 160
  end
  #--------------------------------------------------------------------------
  # • Updates the cursor rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      width = Advance_Cursor ? @cursor_width[n] : @cursor_width.max
      cursor_rect.set @cursor_x, n*32, width + 8, 32
    else cursor_rect.empty end
  end
end
#------------------------------------------------------------------------------
# End Window_Message Edit
#------------------------------------------------------------------------------
   
class Sprite_NameBox < Sprite
  #--------------------------------------------------------------------------
  # • Include Message_Settings constants
  #------------------------------------------------------------------------
  include Message_Settings
  #--------------------------------------------------------------------------
  # • Atributes
  #------------------------------------------------------------------------
  attr_reader :back
  #--------------------------------------------------------------------------
  # • Sprite initialization
  #------------------------------------------------------------------------
  def initialize x, y, text=' '
    dumb = Bitmap.new 320, 42
    size = dumb.text_size(text).width
    dumb.dispose
    @back = Window_Base.new x, y, size+12, 32
    @back.z = 9995
    unless NB_skin.nil?
      @back.windowskin = RPG::Cache.windowskin NB_skin
    end
    viewport = Viewport.new x+6, y+5, size, 22
    viewport.z = @back.z+10
    super viewport
    self.bitmap = Bitmap.new size, 22
    case Default_Text
    when 0 then bitmap.draw_text 0, 0, size, 22, text
    when 1 then bitmap.draw_text_shadow 0, 0, size, 22, text
    when 2 then bitmap.draw_text_outline 0, 0, size, 22, text end
  end
  #--------------------------------------------------------------------------
  # • Dispose self and the back
  #------------------------------------------------------------------------
  def dispose
    super
    @back.dispose
  end
end

#------------------------------------------------------------------------------
# Begin Game_Temp Edit
#------------------------------------------------------------------------------
class Game_Temp
  #--------------------------------------------------------------------------
  # • Store the current event
  #--------------------------------------------------------------------------
  attr_accessor :this_event
  #--------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# End Game_Temp Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Interpreter Edit
#------------------------------------------------------------------------------
class Interpreter
  #--------------------------------------------------------------------------
  alias slipknot_skams_interpreter_command101 command_101
  #--------------------------------------------------------------------------
  # • Get the caller event id
  #--------------------------------------------------------------------------
  def command_101
    $game_temp.this_event = @event_id
    slipknot_skams_interpreter_command101
  end
end
#------------------------------------------------------------------------------
# End Interpreter Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Game_Map Edit
#------------------------------------------------------------------------------
class Game_Map
  #--------------------------------------------------------------------------
  # • Return the name of the current map
  #--------------------------------------------------------------------------
  def name
    $data_mapinfos[@map_id].name
  end
end
#------------------------------------------------------------------------------
# End Game_Map Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Window_Base Edit
#------------------------------------------------------------------------------
class Window_Base < Window
  #--------------------------------------------------------------------------
  # • Convert 'string' to hexadecimal color
  #--------------------------------------------------------------------------
  def hex_color(string)
    return normal_color if string.size != 6
    r = g = b = 0
    6.times do |i|
      s = string.slice!(/./m)
      v = hex_convert(s.downcase)
      case i
      when 1 then r += v * 16
      when 2 then r += v
      when 3 then g += v * 16
      when 4 then g += v
      when 5 then b += v * 16
      when 6 then b += v end
    end
    Color.new(r, g, b)
  end
  #--------------------------------------------------------------------------
  # • Covert 'c' into hex value
  #--------------------------------------------------------------------------
  def hex_convert(c)
    return c.to_i if (/[0-9]/).match(c) != nil
    case c
    when 'a' then 10
    when 'b' then 11
    when 'c' then 12
    when 'd' then 13
    when 'e' then 14
    when 'f' then 15 end
  end
end
#------------------------------------------------------------------------------
# End Window_Base Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Window_InputNumber Edit
#------------------------------------------------------------------------------
class Window_InputNumber < Window_Base
  #--------------------------------------------------------------------------
  # • Fix the cursor width
  #--------------------------------------------------------------------------
  def initialize(digits_max)
    @digits_max = digits_max
    @number = 0
    dummy = Bitmap.new 32, 32
    @cursor_width = dummy.text_size('0').width+8
    dummy.dispose
    super 0, 0, @cursor_width*@digits_max+32, 64
    self.contents = Bitmap.new width-32, 32
    self.z += 9999
    self.opacity = @index = 0
    refresh
    update_cursor_rect
  end
end
#------------------------------------------------------------------------------
# End Window_InputNumber Edit
#------------------------------------------------------------------------------


I haven't been able to do the party system yet due to lack of knowledge about the SDK. I'll look into it later.
Title: Re: SDK script reliant removal.
Post by: l0rdph0enix on August 25, 2011, 04:43:01 pm
Woot! All are working with no bugs so far. Thank you for helping out.