In Scene_Equip, line 30, change the '3' to a '4'
- @item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 4) # <-- this line
@item_window5 = Window_EquipItem.new(@actor, 4)
In Window_Equip, line 42, change the '3' to a '4'
- self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor4) # <-- this line
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
Since @item_window4 & 5 both get refreshed at the beginning of the scene, when one updates the other will be out of sync.
This is a little redundant, but the simplest way to remedy this...
In Scene_Equip, after line 218, add these 2 lines...
- @right_window.refresh
@item_window.refresh
@item_window4.refresh # <-- add this line
@item_window5.refresh # <-- add this line