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Checking Second Weapon Slot, Guillaume777's Multi-slot Equipment

Hiya!  I was wondering if someone could take a look at this script for me and try to help me with something.  I'm using Guillaume777's multi-slot equipment script.  My problem is I'm using this for an ABS, and I was wondering if it's possible to check what weapon is equipped in the second weapon slot.  For example, I can use a conditional branch to check what weapon the player has equipped in slot 1 by using this:

Code:
$game_actors[1].weapon_id == 1

but I can't figure out how to check the second weapon slot.  Can anyone help me out?  The script is below, thanks for your time!

Code:
#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================
#To change slots of character
# $game_actors[1].weapon_slots = [0,0]
# $game_actors[1].armor_slots = [2,3,4,5,6,7]
#
#To make armor equipable in new slot :
# Add (5) in its name, where 5 is its slot number
#To make 2handed weapons :
# Add an element called 2handed to a weapon
# or, adds its id in TWO_HANDED_WEAPONS = []
# or, adds (2handed) in its name
#To make a weapon double attack
# Add an element called 2attacks to a weapon
# or, adds its id in DOUBLE_ATTACK_WEAPONS = []
# or, adds (2atks) in its name
#To make a weapon/armor cursed
# Adds its id in CURSED_WEAPONS or CURSED_ARMORS, or
# put (cursed) in its name
#To make a weapon require an offhand instead of any weapon
# Adds its id in NEEDS_OFFHAND or
# Adds (needs_offhand) in its name
module G7_MS_MOD #you set the default names,slots, etc here

#========Set weapon/armor properties ==========================================
CURSED_WEAPONS = [] #ids of weapons to be cursed
CURSED_ARMORS = [] #ids of armors to be cursed
TWO_HANDED_WEAPONS = [] #ids of 2handed weapons
DOUBLE_ATTACK_WEAPONS = [] #ids of double attack weapons
NEEDS_OFFHAND = []
SWITCH_EQUIP_WEAPONS = []
SWITCH_EQUIP_ARMORS = []
# use 1 array, first value of array = false item, second value = true item

#=========Set weapon/armor properties with element tagging and name edit=======
CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed
HANDS_ELEMENT = 'handed' #nb of hands in front of HANDS_ELEMENT in the database
HANDS_STRING = 'handed' # name of string in item name like (2handed)

MULTI_ATTACK_ELEMENT = 'attacks' #name of element to tag to multi attacks like
# (2attacks)
MULTI_ATTACK_STRING = 'atks' #string in item name, like (3atks)

NEEDS_OFFHAND_STRING = 'needs_offhand' #string in item name if the weapon
#needs an offhand like (needs_offhand)
#=====Set character slots properties ==========================================
WEAPON_KINDS = [0,0] #number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['Primary', 'Secondary'] #custom name of extra weapon slots,
WEAPON_KIND_POWERS = [100, 100] # 100 = normal power, 90 = 90% power, etc
#leave empty or put nil inside if you want default name
 ARMOR_KINDS = [2,3,4]
# 1 = shield
# 2 = helmet
# 3 = armor
# 4 = acc
# 5 = and more : extra slot
 EXTRA_SLOT_NAMES = []  #think to add: better name for shoulderpads and underwear...ankle guards(???), collar(???) armor gloves(w/e its called, its what the wraithguard is...)
#Name of the extra slots in equip window
#You need as many words as there are '5' or more in armor_kinds
#The first order of the slots names reflect the order of the 5 in armor_kinds
#Put (5) or more to in the armor name to have it assigned to the extra slot

#=============Set multi-weapon behavior=======================================
IGNORE_OFFHAND = false #ignore off_hand support
TWOHANDED_IN_OFFHAND = true #if false don't show two handed weapon in offhand
#window
ALL_WEAPONS_FOR_SKILLS = true #true = combined power of all weapons for skills
#false = only power of first weapon
SHIELD_HAND_SLOT = 4 #slot number to be used for shield hand
WEAPON_SHIELD_SHARE = false #if true, dont use shield and second weap at same time
SHIELD_HAND_WIELD = true#true = allow to use shield hand for two handed weapon
WEAPON_HAND_WIELD = true #true = allow to use weapon hand for two handed weapon
MULTI_WEAPONS_PENALITY = 0 #percent of atk
#that will be substracted if you use two weap
#============Set appearance properties ========================================
FONT_NAME = 'Arial' #font to use
CURSED_COLOR = Color.new(255, 50, 50) #color of cursed equiped items
SHOW_REMOVE = false #show empty in offhand window

WINDOWS_STRETCH = true #true : equip_right stretch to adjust to nb of slots
MAX_SHOW_SLOTS = 6 #maximum number of slots in 1 screen in equip right window
#Useless if windows_stretch = false
HELP_AT_BOTTOM = false #if true : will leave place for help window at bottom
#useless if you didn't mofidy the help window y coordinate

STATUS_WINDOW_ARRANGE = true #if true : you get a new status window.
EVADE = false # if draw_actor_parameter is configured to receive parameter 7
#( evade ), then it will show in new status window
# EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false
#================ end of settings =============================================
def initialize
super
RPG.set_new_item_types #fix armor and weapon properties at start of game
end
end #end module

module RPG
def RPG.set_new_item_types
if @initialized_item_types then return end
for armor in $data_armors #for each armor
unless armor == nil #if armor
armor.set_adv_type #set new type
armor.set_cursed #set if item is cursed or not
end
end
for weapon in $data_weapons #for each armor
unless weapon == nil #if armor
weapon.set_needs_offhand #set if it needs an offhand or not
weapon.set_nb_hands #set the number of hands to wield it
weapon.set_nb_attacks #set the number of attacks it can do
weapon.set_cursed #set if item is cursed or not
end
end
@initialized_item_types = true
end
def RPG.initialized_item_types=(bool)
@initialized_item_types = bool
end
#--------------------------------------------------------------------------
# New armor type = number in name of armor
#--------------------------------------------------------------------------
class Armor
attr_accessor :cursed
def set_adv_type
pattern = /\((\d+)\)/
if @name.sub!(pattern, '') != nil
@kind = $1.to_i - 1 #set kind to number in name of armor
end
end
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_ARMORS.include?(@id) then cursed = true end
@cursed = cursed
end
end #end armor

class Weapon
attr_accessor :needs_offhand #does it need an offhand weapon
attr_accessor :nb_hands #numbers of hands it requires
attr_accessor :nb_attacks #number of attacks it can do
attr_accessor :cursed #true if item is cursed
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_WEAPONS.include?(@id) then cursed = true end
@cursed = cursed
end
def set_needs_offhand
pattern = '('+G7_MS_MOD::NEEDS_OFFHAND_STRING+')'
if @name.sub!(pattern, '') != nil then
@needs_offhand = true
elsif G7_MS_MOD::NEEDS_OFFHAND.include?(self.id) then
@needs_offhand = true
elsif @needs_offhand== nil then
@needs_offhand = false
end
end
#--------------------------------------------------------------------------
# Returns number of hands needed for weapons
#--------------------------------------------------------------------------
def set_nb_hands
if G7_MS_MOD::TWO_HANDED_WEAPONS.include?(self.id) then
nb_hands = 2
end
pattern = /\((\d+)#{G7_MS_MOD::HANDS_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_hands = $1.downcase.delete('a-z')
nb_hands = $1.to_i
end
for elementnb in self.element_set #search element
elementname = $data_system.elements[elementnb].downcase
if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase #if weapons has element for another attack
elementname = elementname.delete('a-z') #get the nb of attacks
if elementname != '' then
nb_hands = elementname.to_i
self.element_set.delete(elementnb) #delete the element
end
end
end
if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end
@nb_hands = nb_hands
end #end nb_hands

#--------------------------------------------------------------------------
# Returns the number of attack the weapon can do
#--------------------------------------------------------------------------
def set_nb_attacks
if G7_MS_MOD::DOUBLE_ATTACK_WEAPONS.include?(self.id) then
nb_attacks = 2
else
nb_attacks = 1
end
pattern = /\((\d+)#{G7_MS_MOD::MULTI_ATTACK_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_attacks = $1.downcase.delete('a-z')
nb_attacks = $1.to_i
end
for elementnb in self.element_set #search element that could
#add more attacks
elementname = $data_system.elements[elementnb].downcase
if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase #if weapons has element for another attack
elementname = elementname.delete('a-z') #get the nb of attacks
if elementname != '' then
nb_attacks = elementname.to_i
self.element_set.delete(elementnb) #delete the element
end
end
end
if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end
@nb_attacks = nb_attacks
end #end nb_attack
end #end weapon
end #end module

class Game_Actor < Game_Battler
include G7_MS_MOD
attr_accessor :equip_mode #used to restore equipment after false equip
attr_accessor :equip_type_force #used to bypass equip_type
attr_accessor :equip_from_menu #used to prevent the user to unequip cursed items
attr_accessor :translucent_texts #used to store translucents slots
#--------------------------------------------------------------------------
# Init the new slots
#--------------------------------------------------------------------------
alias g7_ms_game_actor_setup setup
def setup(actor_id)
g7_ms_game_actor_setup(actor_id) #setup normaly
self.order_armor_ids
end

def nb_offhand_required(ignore=nil)
nb_offhand = 0
nb_need_offhand = 0
for i in 0...self.weapon_slots.size
if i != ignore then
weapon = self.weapon_ids[i]
if weapon == 0 then
nb_offhand += 1
elsif $data_weapons[weapon].needs_offhand then
nb_need_offhand += 1
else
nb_offhand += 1
end
end
end
return (nb_need_offhand - nb_offhand)
end
#==============================================================================
# Modify how equipment is equiped so that extra items can be equipped
#==============================================================================
alias g7_ms_game_actor_equip equip
def equip(equip_type, id)

if @equip_type_force != nil then equip_type = @equip_type_force end
#equip_type_force is used to bypass the
#equip_type argument

if self.equip_mode == 'STORE' then
#store equipment for it to be restored after checking what the stats would
self.equip_mode = nil
@stored_armors = self.armor_ids.dup
@stored_weapons = self.weapon_ids.dup
saved_mode = 'STORE'
elsif self.equip_mode == 'RESTORE'
#restore equipment after preview of new equipment on stats
self.equip_mode = nil
self.restore(equip_type)
return
else #if equipping for real
if self.enough_hands?(equip_type,id) != false then
id = self.switch_items(equip_type,id) #switch item to be equiped to
#fool players
end
end


if self.enough_hands?(equip_type,id) == false then #if not enough hands
id = 0 #then don't equip
elsif self.equip_from_menu and self.cursed?(equip_type) then
id = 0 #if cursed and player tried to remove it, do nothing
elsif equip_type <= 4 #if the slot is one of the 5 basic one
g7_ms_game_actor_equip(equip_type, id) #equip the good old way
else
equip_extra(equip_type,id) #equip in the new way
end

#fix in case there are no enough empty hands for all the equipped weapons
if id != 0 then self.fix_handed_weapons(equip_type) end

#this ensure that the next equiping will restore the original equipment
if saved_mode == 'STORE' then self.equip_mode = 'RESTORE' end

end
#==============================================================================
# Restore equipment once the stats got checked and adds translucent
#==============================================================================
def restore(equip_type)
if self.translucent_texts == nil then self.translucent_texts = Array.new end
self.equip_from_menu = false

if equip_type != 0 and @stored_weapons[0] != self.weapon_ids[0]
self.translucent_texts[0] = true
end
for i in 1...@stored_weapons.size
if i+[self.armor_slots.size,4].max != equip_type and
@stored_weapons[i] != self.weapon_ids[i] then
self.translucent_texts[i] = true
end
end
for i in 0...@stored_armors.size
if i+1 != equip_type and
@stored_armors[i] != self.armor_ids[i] then

self.translucent_texts[self.weapon_slots.size + i] = true
end
end
@equip_type_force = nil
copy = self.translucent_texts.dup

self.weapon_ids = @stored_weapons

self.armor_ids = @stored_armors

self.translucent_texts = copy
end

#==============================================================================
# Switch the id of an item to be equiped with another id to trick player
#==============================================================================
def switch_items(equip_type,id)

if self.cursed?(equip_type) == false then

if equip_type == 0 or equip_type > [self.armor_slots.size,4].max
for i in 0...SWITCH_EQUIP_WEAPONS.size
if SWITCH_EQUIP_WEAPONS[i][0] == id then
$game_party.lose_weapon(SWITCH_EQUIP_WEAPONS[i][0], 1)
$game_party.gain_weapon(SWITCH_EQUIP_WEAPONS[i][1], 1)
id = SWITCH_EQUIP_WEAPONS[i][1]
end
end

else
for i in 0...SWITCH_EQUIP_ARMORS.size
if SWITCH_EQUIP_ARMORS[i][0] == id then
$game_party.lose_armor(SWITCH_EQUIP_ARMORS[i][0], 1)
$game_party.gain_armor(SWITCH_EQUIP_ARMORS[i][1], 1)
id = SWITCH_EQUIP_ARMORS[i][1]
end
end

end
end
return id
end

#==============================================================================
# Returns if there are enough hands to hold weapon
#==============================================================================
def enough_hands?(equip_type, id)
if id == 0 then return true end # enough hand = true if you remove something

if equip_type == 0 or equip_type > [self.armor_slots.size ,4].max #if weapon
nb = $data_weapons[id].nb_hands
elsif self.weapon_shield_share and self.armor_slots[equip_type-1] == self.shield_hand_slot
nb = 1
else
return true #return true if not shield or weapon
end

nb_s = 0 #nb shield slots

if self.shield_hand_wield then
for i in 0...self.armor_slots.size
if self.armor_slots[i] == self.shield_hand_slot
if self.weapon_shield_share != true then nb_s += 1 end
if self.cursed?(i+1) then nb += 1 end
end
end
end

if self.weapon_hand_wield
if self.cursed?(0) then #penalities if can't remove first weapon
nb = nb + $data_weapons[self.weapon_ids[0]].nb_hands
end

for i in 1...self.weapon_slots.size #penalities if cant remove weapon
if self.cursed?(self.armor_slots.size + i)
nb = nb + $data_weapons[self.weapon_ids[i]].nb_hands
end
end
end

if nb == 1 then #if it only takes 1 hand to hold
return true
elsif nb > nb_s+1 and self.weapon_hand_wield != true
return false
elsif nb > self.weapon_slots.size+ nb_s and self.weapon_hand_wield
return false
elsif self.shield_hand_wield != true and self.weapon_hand_wield != true
return false
else
return true
end
end

def equip_weapon(index,id)
if index == 0 then
self.equip(0, id)
else
self.equip([self.armor_slots.size, 4].max + index, id)
end
end

def equip_armor(index, id)
self.equip(index+1, armor)
end

#==============================================================================
# Equip extra items
#==============================================================================
def equip_extra(equip_type,id)
if equip_type <= [self.armor_slots.size,4].max # if its extra armor slot
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[self.armor_ids[equip_type-1]], $data_armors[id])
$game_party.gain_armor(self.armor_ids[equip_type-1], 1)
self.armor_ids[equip_type-1] = id
$game_party.lose_armor(id, 1)
end
else #if its weapon slot
if id == 0 or $game_party.weapon_number(id) > 0
equip_type = equip_type - [self.armor_slots.size, 4].max

weapon = self.weapon_ids[equip_type]
if weapon != nil then
$game_party.gain_weapon(weapon, 1)
end
self.weapon_ids[equip_type] = id
$game_party.lose_weapon(id, 1)
end
end
end


#==============================================================================
# This fix multi handed weapons
#==============================================================================
def fix_handed_weapons(equip_keep=nil) #parameter for weapon to keep

array_wield_hands = Array.new #stores slot of weapon that need empty hands
nb_emp_hands = 0 #store nb of empty hands
penalities = 0 #stores extra hand required

save_force = @equip_type_force
save_menu = @equip_from_menu
@equip_from_menu = false
@equip_type_force = nil

if self.shield_hand_wield
for narmor in 0...self.armor_slots.size
if self.armor_slots[narmor] == self.shield_hand_slot
if self.weapon_shield_share == true then
penalities += 1
end
if self.armor_ids[narmor] == 0 then
nb_emp_hands += 1 #stores empty shield hand
end
end
end
end
for nweapon in 0...self.weapon_slots.size
if self.weapon_ids[nweapon] == 0
if self.weapon_hand_wield then
nb_emp_hands += 1
end
else
array_wield_hands.push(nweapon) #stores the hand to wield weapon
end
end

for nweapon in Rg(array_wield_hands.size-1, 0, -1)
if self.weapon_ids[array_wield_hands[nweapon]] != 0 then
nb_hands = $data_weapons[self.weapon_ids[array_wield_hands[nweapon]]].nb_hands
nb_hands += penalities
penalities = 0
save_hands = nb_hands
end

while nb_emp_hands != 0 and nb_hands > 1
#if it finds empty hand
nb_hands += -1 #decrease counter
nb_emp_hands += -1
end

#if shield needs to be removed for empty hand
if self.shield_hand_wield then
for namor in 0...self.armor_slots.size
if nb_hands > 1 and self.armor_ids[namor] != 0 and
self.armor_slots[namor] == self.shield_hand_slot and
namor+1 != equip_keep and self.cursed?(namor+1) == false then
nb_hands += -1
self.equip(namor+1,0)
end
end
end

#if it must remove weapons to make room for empty hands
if self.weapon_hand_wield == true then
for nhand in Rg(self.weapon_slots.size-1, 0, -1)
if nb_hands > 1 and self.weapon_ids[nhand] != 0
if nhand == 0 then
if equip_keep != 0 and self.cursed?(0) == false then
n = nb_emp_hands
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
n = nb_emp_hands - n

self.equip(0,0)
end
else
if nhand+[self.armor_slots.size,4].max != equip_keep and
self.cursed?(nhand+[self.armor_slots.size,4].max) == false
then

if nhand < array_wield_hands[nweapon] then
nb_emp_hands += 1
else
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
end
self.equip([self.armor_slots.size,4].max+nhand, 0)
end
end #end if nhnad ==0
end #end if nb_hands != 1
while nb_emp_hands != 0 and nb_hands > 1
#if it finds empty hand
nb_hands += -1 #decrease counter
nb_emp_hands += -1
end
end #end for nahand
end #end if self.weapon


if nb_hands > 1 #if still can't find a slot, remove the weapon

if array_wield_hands[nweapon] == 0 and self.cursed?(0) == false then
nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(0, 0)
elsif self.cursed?(array_wield_hands[nweapon]+[self.armor_slots.size,4].max) == false and
array_wield_hands[nweapon] != 0 then

nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(array_wield_hands[nweapon]+[self.armor_slots.size,4].max,0)
end
end
while nb_emp_hands != 0 and nb_hands > 1
#if it finds empty hand
nb_hands += -1 #decrease counter
nb_emp_hands += -1
end
if nb_hands > 1 then #if STILL not enough hands
self.equip(equip_keep,0) # remove the item the user tried to equip
end
end #loop


@equip_type_force = save_force #returns old equip_type_force
@equip_from_menu = save_menu #return old equip_from_menu
end

#==============================================================================
# Return true if there is a cursed item at that position
#==============================================================================
def cursed?(equip_type)
if equip_type == 0
weapon_id = self.weapon_ids[0]
if weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
elsif equip_type <= self.armor_slots.size #if armor
armor_id = self.armor_ids[equip_type - 1]
if armor_id != 0 and $data_armors[armor_id].cursed then return true end
else
weapon_id = self.weapon_ids[equip_type - [self.armor_slots.size, 4].max]
if weapon_id != nil and weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
end
return false
end

#==============================================================================
# Remove all cursed items
#==============================================================================
def remove_curse
self.equip_type_force = nil
for i in 0...(self.weapon_slots.size + self.armor_slots.size)
if self.cursed?(i) then self.equip(i,0) end
end
end

#--------------------------------------------------------------------------
# It orders armor_ids to fit slots
#--------------------------------------------------------------------------
def order_armor_ids
equipment_array = Array.new

for i in 0...self.armor_ids.size
if self.armor_ids[i] != nil and self.armor_ids[i] != 0
kind = $data_armors[self.armor_ids[i]].kind
if equipment_array[kind] == nil then
equipment_array[kind] = Array.new
end
equipment_array[kind].push(self.armor_ids[i])
#array in which 0 = array for shield, 1 = array for helmet,
#2 = array for armor and 3 = array for accessory, etc
end
end

self.armor_ids = nil #remove all armors
armors = Array.new
for i in 0...self.armor_slots.size
aitem = nil
if equipment_array[(self.armor_slots[i])-1] == nil then
equipment_array[(self.armor_slots[i])-1] = Array.new
end
while aitem == nil and equipment_array[(self.armor_slots[i])-1].size != 0
aitem = equipment_array[(self.armor_slots[i])-1].delete_at(0)
if aitem == 0 then aitem = nil end
end
if aitem != nil then
armors.push(aitem) #adds armor
else
armors.push(0) #adds empty
end #end if iaitem != nil
end #end for i in

self.armor_ids = armors
end

#==============================================================================
# Change weapon slots
#==============================================================================
def weapon_slots=(array) #change slots of weapons
if array == nil then array = WEAPON_KINDS end #use default slots
weapon_array = Array.new(self.weapon_ids) #save weapons
self.weapon_ids = nil
@weapon_slots = Array.new(array) #new slots
self.weapon_ids = weapon_array #reequip items

i = self.weapon_ids.size
while self.nb_offhand_required > 1
if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0 then
self.equip_weapon(i,0)
end
i = i-1
end
end

#==============================================================================
# Change armor slots
#==============================================================================
def armor_slots=(array) # change slots of armor
if array == nil then array = ARMOR_KINDS end #returns to default if nothing
equipment_array = Array.new
for i in 0...[array.max, self.armor_slots.max].max+1
if equipment_array[i] == nil then
equipment_array[i] = Array.new
end
end

for i in 0...self.armor_ids.size
if self.armor_ids[i] != nil and self.armor_ids[i] != 0 then
kind = $data_armors[self.armor_ids[i]].kind + 1
equipment_array[kind].push(self.armor_ids[i])
#array in which 0 = array for shield, 1 = array for helmet,
#2 = array for armor and 3 = array for accessory, etc
end
end

for kind in 0...[array.max, self.armor_slots.max].max+1
if array.include?(kind) and self.armor_slots.include?(kind) then
nb_i_new = 0
nb_i_old = 0
for i in 0...self.armor_slots.size
if self.armor_slots[i] == kind then nb_i_old += 1 end
end
for i in 0...array.size
if array[i] == kind then nb_i_new += 1 end
end

for i in nb_i_new...nb_i_old
for k in 0...equipment_array[kind].size
index = equipment_array[kind].index(0)
if index != nil then
equipment_array[kind].delete_at(index)
end
end
end
end
end
self.armor_ids = nil #remove items
@armor_slots = array #new array
for i in 0...self.armor_slots.size
aitem = nil
kind = self.armor_slots[i]
if equipment_array[kind].size != 0
aitem = equipment_array[kind].delete_at(0)
self.equip(i+ 1,aitem) #adds armor
else
self.equip(i+ 1,0)
end
end
end #end def
#--------------------------------------------------------------------------
# Set new array of weapons, if nil then it removes all weapon
#--------------------------------------------------------------------------
def weapon_ids=(array) #be careful @item_type_force needs to be nil !
if array == nil then
self.equip(0, 0) #remove first weapon
for i in 1...self.weapon_ids.size
self.equip(i + [self.armor_slots.size,4].max, 0 ) #remove all weapons
end
return
end

self.weapon_ids = nil

for i in 0...self.weapon_slots.size
if array[i] == nil then array[i] = 0 end #ensure no nil are equiped
if i == 0 then #if first weapon
self.equip(0, array[i]) #equip weapon
else #if extra weapons
self.equip(i + [self.armor_slots.size, 4].max, array[i])
end
end
end
#--------------------------------------------------------------------------
# Set new array of armors in ordered fashion
#--------------------------------------------------------------------------
def armor_ids=(array)
if array == nil then
for i in 0...self.armor_slots.size
self.equip(i + 1, 0) #remove all armors
end
return
end
self.armor_ids = nil #remove all armors
for i in 0...self.armor_slots.size
self.equip(i+ 1, array[i]) #adds armor
end
end
#--------------------------------------------------------------------------
# Return @armor_ids
#--------------------------------------------------------------------------
def armor_ids
#returns ids with all armor, also store 4 armor
unless self.is_a?(Game_Actor)
return []
end
if @armor_ids == nil then @armor_ids = Array.new(self.armor_slots.size) end

ids = @armor_ids
ids[0] = @armor1_id
ids[1] = @armor2_id
ids[2] = @armor3_id
ids[3] = @armor4_id
for i in 0...self.armor_slots.size #ensure no nil values are returned
if ids[i] == nil then ids[i] = 0 end
end

return ids
end

def weapon_ids
#returns ids with all weapon, also store first weapon
unless self.is_a?(Game_Actor)
return []
end
if @weapon_ids == nil then @weapon_ids = Array.new(self.weapon_slots.size) end
ids = @weapon_ids
ids[0] = @weapon_id

for i in 0...self.weapon_slots.size
if ids[i] == nil then ids[i] = 0 end
end
return ids
end


#--------------------------------------------------------------------------
# Returns names of armor
#--------------------------------------------------------------------------
def armor_slot_names #return custom words for slots, or default ones
if @armor_slot_names == nil then @armor_slot_names = Array.new end
temp_array = Array.new(@armor_slot_names)
default_names = [$data_system.words.armor1,$data_system.words.armor2,$data_system.words.armor3,$data_system.words.armor4, self.extra_slot_names].flatten #default names of slots
for i in 0...default_names.size
if temp_array[i] == nil then temp_array[i] = default_names[i] end #if not
#custom then set as default
if temp_array[i] == nil then temp_array[i] = $data_system.words.armor4 end
end
return temp_array
end

#--------------------------------------------------------------------------
# Returns names of weapons
#--------------------------------------------------------------------------
def weapon_slot_names #return custom words for weapon slots, of default ones
if @weapon_slot_names != nil then
temp_array = Array.new(@weapon_slot_names) #use the custom values
else
temp_array = Array.new(self.weapon_slots.size) #use default values
end
default_names = WEAPON_KIND_NAMES #default names of slots
for i in 0...self.weapon_slots.size
if temp_array[i] == nil then temp_array[i] = default_names[i] end #set as constant
if temp_array[i] == nil then temp_array[i] = $data_system.words.weapon end
#if constant array is empty then use default one
end
return temp_array
end

#--------------------------------------------------------------------------
# Return all element of all equipped armor
#--------------------------------------------------------------------------
def guard_element_set
#return array with guard_element_set of all equipped armor
set = []
for id in self.armor_ids #seach all armor equipped
next if id.nil?
armor = $data_armors[id]
set += (armor != nil ? armor.guard_element_set : []) #add the element to set
end
return set
end

#--------------------------------------------------------------------------
# Return all element of all equipped armor
#--------------------------------------------------------------------------
def guard_element_set
#return array with guard_element_set of all equipped armor
set = []
for id in self.armor_ids #seach all armor equipped
next if id.nil?
armor = $data_armors[id]
set += (armor != nil ? armor.guard_element_set : []) #add the element to set
end
return set
end

#--------------------------------------------------------------------------
# Return all equipment
#--------------------------------------------------------------------------
def equipments
#return array with all equipment
equipments = []
self.weapon_ids.each {|id| equipments.push($data_weapons[id])}
self.armor_ids.each {|id| equipments.push($data_armors[id])}
return equipments
end

#--------------------------------------------------------------------------
# Return if item is equiped
#--------------------------------------------------------------------------
def equiped?(item)
#return if item is equipped, works with both armor and weapon
case item
when RPG::Weapon
return self.weapon_ids.include?(item.id)
when RPG::Armor
return self.armor_ids.include?(item.id)
else
return false
end
end

#==============================================================================
# Return list of weapons to use for attacks
#==============================================================================
def attacks #this return an array with the list of all attacks of a character
#this takes in consideration extra weapon + number of attacks of
#each weapon
attacks = Array.new
for i in 0...self.weapon_ids.size
weapon = $data_weapons[self.weapon_ids[i]]
if weapon != nil and weapon.atk != 0 then #if weapon is valid
for counter in 0...weapon.nb_attacks
attacks.push(i) #add attacks
end
end
end
if attacks.size == 0 then attacks[0] = 0 end #give 1 unarmed attack if no weapons on
return Array.new(attacks)

end #end nb_attacks

#--------------------------------------------------------------------------
# Get the weapon to be used in attack
#--------------------------------------------------------------------------
def get_weapon_data
#this returns the weapon to use for the attack.
weaponid = self.weapon_ids[self.attacks[self.attack_count]]
weapon = $data_weapons[weaponid]
return weapon
end
def animation1_id #set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation1_id : 0
end
def animation2_id #set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation2_id : 0
end

#--------------------------------------------------------------------------
# Get the atk to be used in attack ( or shown in menu screen )
#--------------------------------------------------------------------------
def base_atk
multiplier = nil
if $game_temp.in_battle and (self.current_action.kind == 0 or self.all_weapons_for_skills? != true)
#if in battle and doing a normal attack only use one weapon's attack power
weapon = self.get_weapon_data
n = weapon != nil ? weapon.atk : 0
#multiplier of hand as definied in self.weapon_slot_powers
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers[self.attacks[self.attack_count]]
end
if multiplier == nil then multiplier = 100 end
n = n * (multiplier/100.0)
else #use cumulative attack power of all weapons if in status screen or
#if using skill and all_weapons_for_skills == true
n = 0
for i in 0...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
atk = weapon != nil ? weapon.atk : 0
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers[i]
else
multiplier = nil
end
if multiplier == nil then multiplier = 100 end

atk = atk * (multiplier/100.0)
n += atk
end
end
nb_weap = 0
for i in 0...self.weapon_slots.size
if self.weapon_ids[i] != nil and self.weapon_ids[i] != 0
nb_weap = nb_weap + 1
end
end #penality if more than 1 weapon
penality = self.multi_weapons_penality != nil ? self.multi_weapons_penality : 0
penality = penality /100.0
if nb_weap > 1 then n = n * ( 1 - penality ) end
return n
end

def element_set #return elemental set of the current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.element_set : []
end
def plus_state_set #status the weapon can give
weapon = self.get_weapon_data
return weapon != nil ? weapon.plus_state_set : []
end
def minus_state_set #status the weapon can remove
weapon = self.get_weapon_data
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# Return state defense of all armor
#--------------------------------------------------------------------------
def state_guard?(state_id)
#------------------------------------------------------------------------------
#Begin Multi-slot equipment script Edit
#------------------------------------------------------------------------------
for i in self.armor_ids
#------------------------------------------------------------------------------
#End Multi-slot equipment script Edit
#------------------------------------------------------------------------------
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#==============================================================================
# Methods calculate bonus of extra weapon and armor
#==============================================================================
alias g7_ms_game_actor_element_rate element_rate
def element_rate(element_id)
result = g7_ms_game_actor_element_rate(element_id)
if self.armor_slots.size > 4
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
return result
end

alias g7_ms_game_actor_base_str base_str
def base_str
n = g7_ms_game_actor_base_str

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.str_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.str_plus : 0
end
return n
end

alias g7_ms_game_actor_base_dex base_dex
def base_dex
n = g7_ms_game_actor_base_dex

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.dex_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.dex_plus : 0
end
return n
end

alias g7_ms_game_actor_base_agi base_agi
def base_agi
n = g7_ms_game_actor_base_agi

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.agi_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.agi_plus : 0
end
return n
end

alias g7_ms_game_actor_base_int base_int
def base_int
n = g7_ms_game_actor_base_int

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.int_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.int_plus : 0
end
return n
end

alias g7_ms_game_actor_base_pdef base_pdef
def base_pdef
n = g7_ms_game_actor_base_pdef

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.pdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.pdef : 0
end
return n
end

alias g7_ms_game_actor_base_mdef base_mdef
def base_mdef
n = g7_ms_game_actor_base_mdef

for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids[i]]
n += weapon != nil ? weapon.mdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.mdef : 0
end
return n
end

alias g7_ms_game_actor_base_eva base_eva
def base_eva
n = g7_ms_game_actor_base_eva

for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids[i]]
n += armor != nil ? armor.eva : 0
end
return n
end
#--------------------------------------------------------------------------
# Reset all slot data to default one
#--------------------------------------------------------------------------
def reset_all_slots
self.armor_slots = nil
self.weapon_slots = nil

self.armor_slot_names = nil
self.weapon_slot_names = nil
self.extra_slot_names = nil

self.weapon_slot_powers = nil
self.shield_hand_wield = nil
self.weapon_hand_wield = nil
self.shield_hand_slot = nil
self.weapon_shield_share = nil
self.multi_weapons_penality = nil
self.ignore_offhand = nil
self.all_weapons_for_skills = nil
end
#--------------------------------------------------------------------------
# Returns behavior of items on character
#--------------------------------------------------------------------------
def weapon_shield_share
return @weapon_shield_share != nil ? @weapon_shield_share : WEAPON_SHIELD_SHARE
end
def weapon_slots
return @weapon_slots != nil ? @weapon_slots : WEAPON_KINDS
end
def armor_slots
return @armor_slots != nil ? @armor_slots : ARMOR_KINDS
end
def shield_hand_wield
return @shield_hand_wield != nil ? @shield_hand_wield : SHIELD_HAND_WIELD
end
def multi_weapons_penality
return @multi_weapons_penality != nil ? @multi_weapons_penality : MULTI_WEAPONS_PENALITY
end
def weapon_slot_powers
return @weapon_slot_powers != nil ? @weapon_slot_powers : WEAPON_KIND_POWERS
end
def weapon_hand_wield
return @weapon_hand_wield != nil ? @weapon_hand_wield : WEAPON_HAND_WIELD
end
def shield_hand_slot
return @shield_hand_slot != nil ? @shield_hand_slot : SHIELD_HAND_SLOT
end
def extra_slot_names
return @extra_slot_names != nil ? @extra_slot_names : EXTRA_SLOT_NAMES
end
def ignore_offhand?
return @ignore_offhand != nil ? @ignore_offhand : IGNORE_OFFHAND
end
def attack_count #returns number of attacks already made
return @attack_count != nil ? @attack_count : 0
end
def all_weapons_for_skills?
return @all_weapons_for_skills != nil ? @all_weapons_for_skills : ALL_WEAPONS_FOR_SKILLS
end

#--------------------------------------------------------------------------
# Change behavior of items on character
#--------------------------------------------------------------------------
def multi_weapons_penality=(value)
@multi_weapons_penality = value
end
def weapon_slot_powers=(value)
@weapon_slot_powers = value
end
def weapon_shield_share=(bool)
@weapon_shield_share = bool
end
def shield_hand_slot=(int)
@shield_hand_slot = int
end
def shield_hand_wield=(bool)
@shield_hand_wield = bool
end
def weapon_hand_wield=(bool)
@weapon_hand_wield = bool
end
def ignore_offhand=(bool)
@ignore_offhand = bool
end
def all_weapons_for_skills=(bool)
@all_weapons_for_skills = bool
end
def attack_count=(value) #set number of attacks already made
@attack_count = value
end
#--------------------------------------------------------------------------
# Change names for your slots
#--------------------------------------------------------------------------
def shield_name=(text) #set shield slot name with $game_actors[numberofactor].shield_name = 'Yourname'
@armor_slot_names[0] = text
end
def helmet_name=(text)
@armor_slot_names[1] = text
end
def armor_name=(text)
@armor_slot_names[2] = text
end
def accessory_name=(text)
@armor_slot_names[3] = text
end
def extra_slot_names=(array)
@extra_slot_names = array
end
def armor_slot_names=(array) #set a new array of names.
@armor_slot_names = array
end
def weapon_slot_names=(array) #set a new array of weapon names.
@weapon_slot_names = array
end
end #end class game actor

class Game_Actors
def order_items
for actor in 0...@data.size
if @data[actor] != nil and @data[actor] != 0 then
@data[actor].order_armor_ids #order armors
end
end
end
end
class Scene_Equip
#==============================================================================
# Closes extra windows
#==============================================================================
alias g7_ms_scene_equip_main main
def main
@additional_initialize_done = false
g7_ms_scene_equip_main
for i in 5...@item_windows.size
@item_windows[i].dispose unless @item_windows[i].nil?
end
end

#==============================================================================
# Initialize the extra right windows
#==============================================================================
def g7_ms_scene_equip_additional_initialize
unless @additional_initialize_done
@item_windows = []
@item_windows[0] = @item_window1 #weapon
@item_windows[1] = @item_window2 #shield
@item_windows[2] = @item_window3 #helmet
@item_windows[3] = @item_window4 #armor
@item_windows[4] = @item_window5 #acc
nb_old_windows = @item_windows.size

for i in nb_old_windows...@actor.armor_slots.max+1
@item_windows.push(Window_EquipItem.new(@actor, i) ) #add the remaining
#windows for extra slots
@item_windows[i].help_window = @help_window
end

@item_windows.push(Window_EquipOffHand.new(@actor, 0))
@item_windows[-1].help_window = @help_window

if G7_MS_MOD::WINDOWS_STRETCH #if windows_stretch is true, stretch window
h = (@actor.weapon_slots.size + @actor.armor_slots.size + 1) * 32
h2 = (G7_MS_MOD::MAX_SHOW_SLOTS+1) * 32
h = [h, h2].min
@right_window.height = h
if @right_window.index > @actor.weapon_slots.size + @actor.armor_slots.size - 1
@right_window.index = @actor.weapon_slots.size + @actor.armor_slots.size - 1
end

if @left_window.y + @left_window.height == 256

@left_window.height = @right_window.height
elsif G7_MS_MOD::HELP_AT_BOTTOM == true and @left_window.height == 416 then
@left_window.height -= 64 #make left window shorter
end
y_pos = (@right_window.y + @right_window.height)
y_space = 480 - y_pos

#if help at bottom, reduce bottom item window size
if G7_MS_MOD::HELP_AT_BOTTOM == true then y_space -= 64 end

for item_window in @item_windows
next if item_window.nil?
item_window.y = y_pos
item_window.height = y_space
end
end

@additional_initialize_done = true
end
end

alias g7_ms_scene_equip_refresh refresh
#==============================================================================
# Refresh and make visible the correct right window
#==============================================================================
def refresh
#this part is used to refresh the equipped item at the right window
g7_ms_scene_equip_additional_initialize

@actor.translucent_texts.fill(false)

@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on
save = @right_window.index

@right_window.index = index_to_equip_kind(@right_window.index)

if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @actor.nb_offhand_required(save) > 0 then
@right_window.index = @item_windows.size-1
end
end


@actor.equip_from_menu = true
@actor.equip_mode = 'STORE' #ensure current equipment will get properly stored
# and reequiped

@item_window = @item_windows[@right_window.index]
@item_windows[@right_window.index].visible = true
for i in 0...@item_windows.size
if i != @right_window.index then
@item_windows[i].visible = false
end
end
#equip and remove item
g7_ms_scene_equip_refresh

@actor.equip_from_menu = false
@actor.equip_mode = nil
@actor.equip_type_force = nil

@right_window.index = save

@right_window.scroll_fix_off
@right_window.item_fix_off

if @item_window.index != @old_index
@right_window.refresh
end
@old_index = @item_window.index
end
#==============================================================================
# Convert the right_window.index to equip_type
#==============================================================================
alias g7_ms_scene_equip_update_item update_item
def update_item #this changes the @right_window.index to the correct value
#to take account of extra slots
@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on

save = @right_window.index
@right_window.index = index_to_equip_kind(@right_window.index)

@actor.equip_from_menu = true
g7_ms_scene_equip_update_item #equip item
@actor.equip_from_menu = false
@actor.equip_type_force = nil
# if not in item_window screen
if @item_window.index == -1

#if shield-weapon can modify each other
if @actor.shield_hand_wield == true and
if @right_window.index == @actor.shield_hand_slot then
@item_windows[0].refresh
@item_windows[-1].refresh
elsif @right_window.index == 0
@item_windows[@actor.shield_hand_slot].refresh #refresh shield slot
end
end

if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @item_window == @item_windows[-1] then
@item_windows[0].refresh
elsif @item_window == @item_windows[0] then
@item_windows[-1].refresh
end
end

end
@right_window.index = save
@right_window.scroll_fix_off
@right_window.item_fix_off
@actor.equip_type_force = nil
end
#==============================================================================
# Convert index to equip part
#==============================================================================
def index_to_equip_part(index)
#return index of slot in the array [0, @actor.armor_slots, actor.weapon_slots]
if index >= @actor.weapon_slots.size #if armor
return index - (@actor.weapon_slots.size - 1)

elsif index >= 1 #if extra weapon
return index + [@actor.armor_slots.size, 4].max #make it last
else
return 0
end
end
#==============================================================================
# Convert index to equip kind
#==============================================================================
def index_to_equip_kind(index)
#return index of slot in either actor.weapon_slots or actor.armor_slots
i = index_to_equip_part(index)

if index >= @actor.weapon_slots.size #if armor
set = @actor.armor_slots[i-1]
else #if weapon
i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max
set = @actor.weapon_slots[i]
end
return set != nil ? set : 0
end
end #end scene_equip
#==============================================================================
# Window_EquipRight
#==============================================================================

class Window_EquipRight < Window_Selectable
def item_fix_on
#fix window
@fixed_item = @data[self.index]
@fixed = true
end

def item_fix_off
#stop fixing window
@fixed_item = nil
@fixed = false
end

#==============================================================================
# Dont scroll right window if you press L or R
#==============================================================================
def update
if Input.repeat?(Input::R) or Input.repeat?(Input::L) then
return
else
super
end
end
#==============================================================================
# Draws equipped items with support of translucent and cursed items
#==============================================================================
def draw_item_name(item, x, y, translucent = false)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)

if item.cursed
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = G7_MS_MOD::CURSED_COLOR
elsif translucent
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128)
self.contents.font.color = disabled_color
else
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
end

self.contents.draw_text(x + 28, y, 212, 32, item.name)
end


alias g7_ms_window_equipright_item item
#==============================================================================
# Prevent needless update of item quantities in item window
#==============================================================================
def item
#this ensures that the number of items doesn't get updated if you move
#cursor in item window
return @fixed_item if @fixed
return g7_ms_window_equipright_item
end

#==============================================================================
# Change the height of right windows to fit the slots
#==============================================================================
alias g7_ms_window_equipright_initialize initialize
def initialize(actor) #init with a different height

g7_ms_window_equipright_initialize(actor)
h = (actor.weapon_slots.size + actor.armor_slots.size) * 32 #total height
#of right window
self.contents = Bitmap.new(width - 32, h) #change the height

refresh
end

#==============================================================================
# Shows the slot names and the name of the items you have equipped
#==============================================================================
def refresh #remplaced method to show caption of all items and slot
self.contents.clear
@data = []
#------------------------------------------------------------------------------
#Begin Multi-slot equipment script Edit
#------------------------------------------------------------------------------
self.contents.font.name = G7_MS_MOD::FONT_NAME
for i in 0...@actor.weapon_slots.size
@data.push($data_weapons[@actor.weapon_ids[i]]) #push name of weapon
end
for i in 0...@actor.armor_slots.size
@data.push($data_armors[@actor.armor_ids[i]]) #push name of armor
end
@caption = []
for i in 0...@actor.weapon_slots.size
@caption.push(@actor.weapon_slot_names[i]) #push name of weapon slots

end
for i in 0...@actor.armor_slots.size
@caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1]) #push name of armor slot
end
@item_max = @data.size
if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end

for i in 0...@data.size
if @caption[i] != nil
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * i, 92, 32, @caption[i]) #draw name of slots
end
draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i]) #draw name of equipment
end
#support for other script
if defined? xrxs_additional_refresh
xrxs_additional_refresh
end
#------------------------------------------------------------------------------
# End Multi-slot equipment script Edit
#------------------------------------------------------------------------------
end
end

#==============================================================================
# New class to show equipitem in offhand
#==============================================================================
class Window_EquipOffHand < Window_EquipItem
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons

weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
weapon = $data_weapons[i]
if weapon.needs_offhand == false
if G7_MS_MOD::TWOHANDED_IN_OFFHAND != false and weapon.nb_hands <= 1 then
@data.push(weapon)
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = G7_MS_MOD::FONT_NAME
#self.contents.font.size = 24
for i in 0...@item_max-1
draw_item(i)
end
if G7_MS_MOD::SHOW_REMOVE then
i += 1
x = 4 + i % @column_max * (288 + 32)
y = i / @column_max * 32
self.contents.draw_text(x+4, y, 100, 32, '[Remove]')
end
end
end

class Window_Selectable < Window_Base

def scroll_fix_on
@scroll_fixed = true
end
def scroll_fix_off
@scroll_fixed = false
update_cursor_rect
end
#==============================================================================
# Prevents unwanted scrolling
#==============================================================================

alias g7_ms_update_cursor_rect update_cursor_rect
def update_cursor_rect
#This prevents the windows from scrolling if scroll is fixed
#This was added to ensure that if there are few slots, the right equip
#screen doesn't scroll needlessly
return if @scroll_fixed
g7_ms_update_cursor_rect
end

#==============================================================================
# Shows a new status window if Status_window_arrange is true
#==============================================================================
if G7_MS_MOD::STATUS_WINDOW_ARRANGE
class Window_Status < Window_Base
def refresh
#------------------------------------------------------------------------------
#Begin Multi-slot equipment script Edit
#------------------------------------------------------------------------------
self.contents.font.name = G7_MS_MOD::FONT_NAME
#------------------------------------------------------------------------------
# End Multi-slot equipment script Edit
#------------------------------------------------------------------------------
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
#------------------------------------------------------------------------------
#Begin Multi-slot equipment script Edit
#------------------------------------------------------------------------------
if G7_MS_MOD::EVADE
draw_actor_parameter(@actor, 96, 432, 7) # activate if you have a draw_actor_paramter method that draw evade
end
self.contents.font.color = system_color
self.contents.draw_text(320, 16, 80, 32, 'EXP')
self.contents.draw_text(320, 48, 80, 32, 'NEXT')
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 16, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 80, 96, 32, 'Equipment')

for i in 0...@actor.weapon_slots.size
draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, 80 + 24 * (i+1))
end

for i in 0...@actor.armor_slots.size
draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, 200 + 24 * (i - 4 + @actor.weapon_slots.size))
end
#------------------------------------------------------------------------------
# End Multi-slot equipment script Edit
#------------------------------------------------------------------------------
end
end
end

end



class Scene_Battle
#==============================================================================
# Go to phase4 step2 for attack if attack_count < attacks.size
#==============================================================================
alias g7_ms_scene_battle_phase4_step6 update_phase4_step6
def update_phase4_step6(battler=nil)
#This methods make the battler return to phase4 step2 if there
#an extra attack to be made

if battler== nil then #if no parameters
g7_ms_scene_battle_phase4_step6 #first do the appropriate action
if @active_battler.is_a?(Game_Enemy) then return end
@active_battler.attack_count += 1 #increase the number of attack made
if @active_battler.attack_count == @active_battler.attacks.size or
@active_battler.current_action.kind != 0 or
@active_battler.current_action.basic != 0 or
judge == true#if all attacks are made

@active_battler.attack_count = 0
else
@phase4_step = 2 #return for extra attack
end
else #if it requires the battler as a parameters
g7_ms_scene_battle_phase4_step6(battler)
if battler.is_a?(Game_Enemy) then return end
battler.attack_count += 1 #increase the number of attack made
if battler.attack_count == battler.attacks.size or
battler.current_action.kind != 0 or battler.current_action.basic != 0 or
judge == true#if all attacks are made

battler.attack_count = 0 #end of turn and return attack count to 0
else
if @action_battlers.include?(@active_battler) == false then @action_battlers.push(battler) end #add the battler again to the action
battler.phase = 2 #returns for extra attack
end
end

end #end def
end #end class
 

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