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Equipment screen

How do I make it so that when you equip, for example, a weapon, only the ATK stats will show up in the Equip_Left window, rather than all the stats at once?

Here's a screen of what I'm trying to do. Ignore the windows being off center.

http://img186.imageshack.us/img186/331/screen00xt1.png[/img]

When a weapon is selected to be eqiuipped, then only the ATK should show up. When armor is selected, then the PDEF should be the only thing that shows up, etc.
 
Pandaba, right?  :scruff:

You do realize that the other stats CAN change by equipping weapons or armor?
Or, are you not using that feature?

It looks like you have a customized Equip menu, the default system just has ATK, PDEF, MDEF & Level. And I'm wondering what the 3 numbers mean (110  99 -> 137)???

Can you post a copy of the script you modified? (probably Window_EquipLeft)

Be Well
 
Ignore the 99. That's the character's level. I just had the formatting wrong.
Well if another stat changes when you equip the weapon, then it should show up. The other stats should be hidden.

ie: if it affects ATK and STR, then only those two stats should show up instead of all of them.

The script I used was the Equipment script from the Phylomortis site.

..and yes, this is Pandaba :p
 
Ok, I was just taking a look at the default system.
I commented the old line, and added the one(s) below it...

Code:
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
#    if @new_atk != nil
    if @new_atk != nil and @new_atk != @actor.base_atk
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
#    if @new_pdef != nil
    if @new_pdef != nil and @new_pdef != @actor.base_pdef
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
#    if @new_mdef != nil
    if @new_mdef != nil and @new_mdef != @actor.base_mdef
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end

The other 4 parameters are @actor.base_str, base_dex, base_agi & base_int (in the default menu)

Does that help?

Be Well
 

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