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i found a script, but i cant use it right

i found a shop status script, but i cant use it.
the script is here

(this replaces window shop status
Code:
class Window_ShopStatus < Window_Base
  # ---------------------------------------
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @item = nil
    @sprite1 = nil
    @sprite2 = nil
    @sprite3 = nil
    @sprite4 = nil
    @walk = [false, false, false, false]
    @count = 0
    refresh
  end
  # ---------------------------------------
  def refresh
    self.contents.clear
    if @sprite1 != nil
      @sprite1.dispose
      @sprite1 = nil
    end
    if @sprite2 != nil
      @sprite2.dispose
      @sprite2 = nil
    end
    if @sprite3 != nil
      @sprite3.dispose
      @sprite3 = nil
    end
    if @sprite4 != nil
      @sprite4.dispose
      @sprite4 = nil
    end
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    if @item == nil
      return
    end
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "Possessed:")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      @walk = [false, false, false, false]
      return
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      else
        item1 = $data_armors[actor.armor4_id]
      end
      if not actor.equippable?(@item)
        @walk[i] = false
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 0)
        self.contents.font.name = "Arial"
        self.contents.font.size = 24
        self.contents.font.color = normal_color
        self.contents.draw_text(32, 54 + 64 * i, 150, 32, "Cannot Equip")
      end
      if actor.equippable?(@item)
        @walk[i] = true
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 1)
          atk1 = 0
          atk2 = 0
          eva1 = 0
          eva2 = 0
          str1 = 0
          str2 = 0
          dex1 = 0
          dex2 = 0
          agi1 = 0
          agi2 = 0
          int1 = 0
          int2 = 0
          pdf1 = 0
          pdf2 = 0
          mdf1 = 0
          mdf2 = 0
          eva1 = 0
          eva2 = 0
          str1 = item1 != nil ? item1.str_plus : 0
          str2 = @item != nil ? @item.str_plus : 0
          dex1 = item1 != nil ? item1.dex_plus : 0
          dex2 = @item != nil ? @item.dex_plus : 0
          agi1 = item1 != nil ? item1.agi_plus : 0
          agi2 = @item != nil ? @item.agi_plus : 0
          int1 = item1 != nil ? item1.int_plus : 0
          int2 = @item != nil ? @item.int_plus : 0
          pdf1 = item1 != nil ? item1.pdef : 0
          pdf2 = @item != nil ? @item.pdef : 0
          mdf1 = item1 != nil ? item1.mdef : 0
          mdf2 = @item != nil ? @item.mdef : 0
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
        end
        if @item.is_a?(RPG::Armor)
          eva1 = item1 != nil ? item1.eva : 0
          eva2 = @item != nil ? @item.eva : 0
        end
        str_change = str2 - str1
        dex_change = dex2 - dex1
        agi_change = agi2 - agi1
        int_change = int2 - int1
        pdf_change = pdf2 - pdf1
        mdf_change = mdf2 - mdf1
        atk_change = atk2 - atk1
        eva_change = eva2 - eva1
        if item1 == nil
          name1 = ""
        else
          name1 = item1.name
        end
        if @item == nil
          name2 = ""
        else
          name2 = @item.name
        end
        if str_change == 0 && dex_change == 0 && agi_change == 0 && 
        pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
        eva_change == 0 && name1 != name2
          self.contents.draw_text(32, 54 + 64 * i, 150, 32, "No Change")
        end
        if name1 == name2
          self.contents.draw_text(32, 54 + 64 * i, 200, 32, "Currently Equipped")
        end
        self.contents.font.name = "Arial"
        self.contents.font.size = 16
        self.contents.font.color = normal_color
        if @item.is_a?(RPG::Weapon) && atk_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "ATK")
        end
        if @item.is_a?(RPG::Armor) && eva_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "EVA")
        end
        if pdf_change != 0
          self.contents.draw_text(32, 58 + 64 * i, 32, 32, "PDF")
        end
        if mdf_change != 0
          self.contents.draw_text(32, 74 + 64 * i, 32, 32, "MDF")
        end
        if str_change != 0
          self.contents.draw_text(112, 42 + 64 * i, 32, 32, "STR")
        end
        if dex_change != 0
          self.contents.draw_text(112, 58 + 64 * i, 32, 32, "DEX")
        end
        if agi_change != 0
          self.contents.draw_text(112, 74 + 64 * i, 32, 32, "AGI")
        end
        if str_change != 0
          self.contents.draw_text(192, 42 + 64 * i, 32, 32, "INT")
        end
        if @item.is_a?(RPG::Weapon) && atk_change > 0
          self.contents.font.color = up_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Weapon) && atk_change < 0
          self.contents.font.color = down_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change > 0
          self.contents.font.color = up_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change < 0
          self.contents.font.color = down_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change > 0
          self.contents.font.color = up_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change < 0
          self.contents.font.color = down_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change > 0
          self.contents.font.color = up_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change < 0
          self.contents.font.color = down_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if str_change > 0
          self.contents.font.color = up_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if str_change < 0
          self.contents.font.color = down_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if dex_change > 0
          self.contents.font.color = up_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if dex_change < 0
          self.contents.font.color = down_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if agi_change > 0
          self.contents.font.color = up_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if agi_change < 0
          self.contents.font.color = down_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if int_change > 0
          self.contents.font.color = up_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
        if int_change < 0
          self.contents.font.color = down_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
      end
    end
  end
  # ---------------------------------------
  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
  # ---------------------------------------
  def draw_actor_graphic(actor, x, y, id, tone_id)
    if id == 0
      @v1 = Viewport.new(380, 194, 32, 48)
      @v1.z = 9998
      @sprite1 = Sprite.new(@v1)
      @sprite1.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite1.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite1.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite1.visible = true
    end
     if id == 1
      @v2 = Viewport.new(380, 258, 32, 48)
      @v2.z = 9999
      @sprite2 = Sprite.new(@v2)
      @sprite2.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite2.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite2.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite2.visible = true
    end
     if id == 2
      @v3 = Viewport.new(380, 322, 32, 48)
      @v3.z = 9999
      @sprite3 = Sprite.new(@v3)
      @sprite3.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite3.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite3.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite3.visible = true
    end
    if id == 3
      @v4 = Viewport.new(380, 386, 32, 48)
      @v4.z = 9999
      @sprite4 = Sprite.new(@v4)
      @sprite4.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite4.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite4.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite4.visible = true
    end
  end
  # ---------------------------------------
  def update
    super
    @count += 1
    for i in 0..@walk.size
        if @walk[i] == false
        case i
          when 0
            if @sprite1 != nil
            @sprite1.ox = 0
            end
          when 1
            if @sprite2 != nil
            @sprite2.ox = 0
            end
          when 2
            if @sprite3 != nil
            @sprite3.ox = 0
            end
          when 3
            if @sprite4 != nil
            @sprite4.ox = 0
            end
          end
        end
      end
    if @count == 0
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 0
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 0
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 0
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 0
            end
          end
        end
      end
    end
    if @count == 5
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 32
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 32
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 32
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 32
            end
          end
        end
      end
    end
    if @count == 10
      for i in 0..@walk.size
        if @walk[i] == true
          case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 64
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 64
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 64
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 64
            end
          end
        end
      end
    end
    if @count == 15
      @count = 0
    end
  end
end


(this is a new part called window_base#up color)


Code:
class Window_Base < Window
[...]
  # --------------------------------
  def up_color
    return Color.new(74, 210, 74)
  end
  # --------------------------------
  def down_color
    return Color.new(170, 170, 170)
end
(this is a new section called window_base#down color



Code:
class Window_Base < Window
[...]
  #00ff00
  def up_color
    return Color.new(74, 210, 74)
  end
  # --------------------------------
  def down_color
    return Color.new(170, 170, 170)
 end

I dont know what to do, because i dont know ruby/rgss. can some one help?
there are syntax errors in lines 3, and 11 of both of the window_base# color codes
 
You don't need to replace classes or methods. Make a new section above 'Main'(press 'insert' or right click->'Insert'), and copy and paste this:
Code:
#Advanced Shop Status by RPG Advocate

class Window_ShopStatus < Window_Base
  # ---------------------------------------
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = ["Arial"]
    self.contents.font.size = 24
    @item = nil
    @sprite1 = nil
    @sprite2 = nil
    @sprite3 = nil
    @sprite4 = nil
    @walk = [false, false, false, false]
    @count = 0
    refresh
  end
  # ---------------------------------------
  def refresh
    self.contents.clear
    if @sprite1 != nil
      @sprite1.dispose
      @sprite1 = nil
    end
    if @sprite2 != nil
      @sprite2.dispose
      @sprite2 = nil
    end
    if @sprite3 != nil
      @sprite3.dispose
      @sprite3 = nil
    end
    if @sprite4 != nil
      @sprite4.dispose
      @sprite4 = nil
    end
    self.contents.font.name = ["Arial"]
    self.contents.font.size = 24
    if @item == nil
      return
    end
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "Possessed:")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      @walk = [false, false, false, false]
      return
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      else
        item1 = $data_armors[actor.armor4_id]
      end
      if not actor.equippable?(@item)
        @walk[i] = false
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 0)
        self.contents.font.name = ["Arial"]
        self.contents.font.size = 24
        self.contents.font.color = normal_color
        self.contents.draw_text(32, 54 + 64 * i, 150, 32, "Cannot Equip")
      end
      if actor.equippable?(@item)
        @walk[i] = true
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 1)
          atk1 = 0
          atk2 = 0
          eva1 = 0
          eva2 = 0
          str1 = 0
          str2 = 0
          dex1 = 0
          dex2 = 0
          agi1 = 0
          agi2 = 0
          int1 = 0
          int2 = 0
          pdf1 = 0
          pdf2 = 0
          mdf1 = 0
          mdf2 = 0
          eva1 = 0
          eva2 = 0
          str1 = item1 != nil ? item1.str_plus : 0
          str2 = @item != nil ? @item.str_plus : 0
          dex1 = item1 != nil ? item1.dex_plus : 0
          dex2 = @item != nil ? @item.dex_plus : 0
          agi1 = item1 != nil ? item1.agi_plus : 0
          agi2 = @item != nil ? @item.agi_plus : 0
          int1 = item1 != nil ? item1.int_plus : 0
          int2 = @item != nil ? @item.int_plus : 0
          pdf1 = item1 != nil ? item1.pdef : 0
          pdf2 = @item != nil ? @item.pdef : 0
          mdf1 = item1 != nil ? item1.mdef : 0
          mdf2 = @item != nil ? @item.mdef : 0
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
        end
        if @item.is_a?(RPG::Armor)
          eva1 = item1 != nil ? item1.eva : 0
          eva2 = @item != nil ? @item.eva : 0
        end
        str_change = str2 - str1
        dex_change = dex2 - dex1
        agi_change = agi2 - agi1
        int_change = int2 - int1
        pdf_change = pdf2 - pdf1
        mdf_change = mdf2 - mdf1
        atk_change = atk2 - atk1
        eva_change = eva2 - eva1
        if item1 == nil
          name1 = ""
        else
          name1 = item1.name
        end
        if @item == nil
          name2 = ""
        else
          name2 = @item.name
        end
        if str_change == 0 && dex_change == 0 && agi_change == 0 && 
        pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
        eva_change == 0 && name1 != name2
          self.contents.font.size = 24
          self.contents.font.color = normal_color
          self.contents.draw_text(32, 54 + 64 * i, 150, 32, "No Change")
        end
        if name1 == name2
          self.contents.font.size = 24
          self.contents.font.color = normal_color
          self.contents.draw_text(32, 54 + 64 * i, 200, 32, "Currently Equipped")
        end
        self.contents.font.name = "Arial"
        self.contents.font.size = 16
        self.contents.font.color = normal_color
        if @item.is_a?(RPG::Weapon) && atk_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "ATK")
        end
        if @item.is_a?(RPG::Armor) && eva_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "EVA")
        end
        if pdf_change != 0
          self.contents.draw_text(32, 58 + 64 * i, 32, 32, "PDF")
        end
        if mdf_change != 0
          self.contents.draw_text(32, 74 + 64 * i, 32, 32, "MDF")
        end
        if str_change != 0
          self.contents.draw_text(112, 42 + 64 * i, 32, 32, "STR")
        end
        if dex_change != 0
          self.contents.draw_text(112, 58 + 64 * i, 32, 32, "DEX")
        end
        if agi_change != 0
          self.contents.draw_text(112, 74 + 64 * i, 32, 32, "AGI")
        end
        if int_change != 0
          self.contents.draw_text(192, 42 + 64 * i, 32, 32, "INT")
        end
        if @item.is_a?(RPG::Weapon) && atk_change > 0
          self.contents.font.color = up_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Weapon) && atk_change < 0
          self.contents.font.color = down_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change > 0
          self.contents.font.color = up_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change < 0
          self.contents.font.color = down_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change > 0
          self.contents.font.color = up_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change < 0
          self.contents.font.color = down_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change > 0
          self.contents.font.color = up_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change < 0
          self.contents.font.color = down_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if str_change > 0
          self.contents.font.color = up_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if str_change < 0
          self.contents.font.color = down_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if dex_change > 0
          self.contents.font.color = up_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if dex_change < 0
          self.contents.font.color = down_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if agi_change > 0
          self.contents.font.color = up_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if agi_change < 0
          self.contents.font.color = down_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if int_change > 0
          self.contents.font.color = up_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
        if int_change < 0
          self.contents.font.color = down_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
      end
    end
  end
  # ---------------------------------------
  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
  # ---------------------------------------
  def draw_actor_graphic(actor, x, y, id, tone_id)
    if id == 0
      @v1 = Viewport.new(380, 194, 32, 48)
      @v1.z = 9998
      @sprite1 = Sprite.new(@v1)
      @sprite1.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite1.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite1.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite1.visible = true
    end
     if id == 1
      @v2 = Viewport.new(380, 258, 32, 48)
      @v2.z = 9999
      @sprite2 = Sprite.new(@v2)
      @sprite2.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite2.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite2.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite2.visible = true
    end
     if id == 2
      @v3 = Viewport.new(380, 322, 32, 48)
      @v3.z = 9999
      @sprite3 = Sprite.new(@v3)
      @sprite3.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite3.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite3.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite3.visible = true
    end
    if id == 3
      @v4 = Viewport.new(380, 386, 32, 48)
      @v4.z = 9999
      @sprite4 = Sprite.new(@v4)
      @sprite4.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite4.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite4.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite4.visible = true
    end
  end
  # ---------------------------------------
  def update
    super
    @count += 1
    for i in 0..@walk.size
        if @walk[i] == false
        case i
          when 0
            if @sprite1 != nil
            @sprite1.ox = 0
            end
          when 1
            if @sprite2 != nil
            @sprite2.ox = 0
            end
          when 2
            if @sprite3 != nil
            @sprite3.ox = 0
            end
          when 3
            if @sprite4 != nil
            @sprite4.ox = 0
            end
          end
        end
      end
    if @count == 0
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 0
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 0
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 0
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 0
            end
          end
        end
      end
    end
    if @count == 5
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 32
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 32
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 32
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 32
            end
          end
        end
      end
    end
    if @count == 10
      for i in 0..@walk.size
        if @walk[i] == true
          case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 64
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 64
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 64
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 64
            end
          end
        end
      end
    end
    if @count == 15
      @count = 0
    end
  end
end


class Window_Base < Window
  # --------------------------------
  def up_color
    return Color.new(74, 210, 74)
  end
  # --------------------------------
  def down_color
    return Color.new(170, 170, 170)
  end
end

And, [....] is not code. It's some kind of omission, just show where you should put certain codes.

**One more: Every(or, most of) user-made scripts should be placed between Scene_Debug and Main.
 

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