SDK script reliant removal.

Started by l0rdph0enix, August 25, 2011, 02:57:34 pm

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l0rdph0enix

August 25, 2011, 02:57:34 pm Last Edit: August 25, 2011, 03:04:41 pm by game_guy
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


'SDK reliant script 2': ShowHide




'SDK reliant script 4: ShowHide


SDK reliant script 5': ShowHide




'SDK reliant script 7': ShowHide


'SDK reliant script 8': ShowHide


'SDK reliant script 9': ShowHide

G_G

August 25, 2011, 03:03:46 pm #1 Last Edit: August 25, 2011, 03:05:28 pm by game_guy
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.

l0rdph0enix

Thank you for helping my out Game_guy, both with my scripts and my bbcode ;). On a side note, your scripts are awesome.

G_G

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.

l0rdph0enix

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.

G_G

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
 


G_G

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.

l0rdph0enix

Woot! All are working with no bugs so far. Thank you for helping out.