DerVVulfman
Sponsor
If Trickster would kindly put in all the systems and features of this system. I'm fairly confident that he didn't add them all. Also, if you are not using the SDK... then you're going to have to use this.
DerVVulfman;187888 said:Well, this is pretty much a final version as Guillaume777 hasn't worked on any more versions of it. He's not a member her, and hasn't updated his script beyond version 4 over in Creation Asylum. Pretty much dropped off the face of the RMXP earth since RMXP.net went down.
#=========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] #number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['Weapon'] #custom name of extra weapon slots,
WEAPON_KIND_POWERS = [100] # 100 = normal power, 90 = 90% power, etc
#leave empty or put nil inside if you want default name
ARMOR_KINDS = [1,3,2,4]
# 1 = shield
# 2 = helmet
# 3 = armor
# 4 = acc
# 5 = and more : extra slot
EXTRA_SLOT_NAMES = ['Accessory']
#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
[b]#=============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 = 1 #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[/b]
#============Set appearance properties ========================================
FONT_NAME = 'Verdana' #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 = false #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
Guillaume777;210584 said:I just sent the 6.2.2 demo to you via email.
If you want to fix it, see: http://www.rmxp.org/forums/showthread.php?t=17264TheChap656;214208 said:Do you know if the new version fixes the display issue in shops?