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Personalised Equip Screen

I was wondering if it was possible to personalise the names appearing for each character in the equip menu - weapon, armour, ect.
If its not too much trouble could someone knock something achieving this up for me? I appreciate that you can change the names for each section, but I want it so each individual character has different names for the slots.
 
@Helomaa

No, that's not what he means.. 
WeAreSuperhero":39p7od9x said:
......but I want it so each individual character has different names for the slots.

He wants to have different names of the equipments based on which characters equipment is showed.

@WeAreSuperhero

I can help you with this, but i don't have time now.. But i will be back in an hour or two, and then i can help you! :thumb:

Over and out - Gando

EDIT:
I've written a little something for you. Put this in a new section above main:
Code:
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================
module Actor_One
  Weapon = "Weapon1"
  Armor1 = "Shield1"
  Armor2 = "Helmet1"
  Armor3 = "Body Armor1"
  Armor4 = "Accessory1"
end

module Actor_Two
  Weapon = "Weapon2"
  Armor1 = "Shield2"
  Armor2 = "Helmet2"
  Armor3 = "Body Armor2"
  Armor4 = "Accessory2"
end

module Actor_Three
  Weapon = "Weapon3"
  Armor1 = "Shield3"
  Armor2 = "Helmet3"
  Armor3 = "Body Armor3"
  Armor4 = "Accessory3"
end

module Actor_Four
  Weapon = "Weapon4"
  Armor1 = "Shield4"
  Armor2 = "Helmet4"
  Armor3 = "Body Armor4"
  Armor4 = "Accessory4"
end
class Window_EquipRight < Window_Selectable
  alias gando_init initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor, actor_index)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    @actor_index = actor_index
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    case @actor_index
    when 0
      self.contents.draw_text(4, 32 * 0, 92, 32, Actor_One::Weapon)
      self.contents.draw_text(4, 32 * 1, 92, 32, Actor_One::Armor1)
      self.contents.draw_text(4, 32 * 2, 92, 32, Actor_One::Armor2)
      self.contents.draw_text(4, 32 * 3, 92, 32, Actor_One::Armor3)
      self.contents.draw_text(5, 32 * 4, 92, 32, Actor_One::Armor4)
    when 1
      self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Two::Weapon)
      self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Two::Armor1)
      self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Two::Armor2)
      self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Two::Armor3)
      self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Two::Armor4)
    when 2
      self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Three::Weapon)
      self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Three::Armor1)
      self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Three::Armor2)
      self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Three::Armor3)
      self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Three::Armor4)
    when 3
      self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Four::Weapon)
      self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Four::Armor1)
      self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Four::Armor2)
      self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Four::Armor3)
      self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Four::Armor4)
    end
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end
end

then you need to go to line 26 in Scene_Equip and change this line:
Code:
@right_window = Window_EquipRight.new(@actor)

To this:
Code:
@right_window = Window_EquipRight.new(@actor, @actor_index)

To change the names of the different equipment, look at the modules of the script i gave you. To modify the names of the first actor in the party, you change the names in Actor_One, and to modify the names of the second actor you change the names in Actor_Two and so on..:
Code:
module Actor_One
  Weapon = "Weapon1"
  Armor1 = "Shield1"
  Armor2 = "Helmet1"
  Armor3 = "Body Armor1"
  Armor4 = "Accessory1"
end

module Actor_Two
  Weapon = "Weapon2"
  Armor1 = "Shield2"
  Armor2 = "Helmet2"
  Armor3 = "Body Armor2"
  Armor4 = "Accessory2"
end

module Actor_Three
  Weapon = "Weapon3"
  Armor1 = "Shield3"
  Armor2 = "Helmet3"
  Armor3 = "Body Armor3"
  Armor4 = "Accessory3"
end

module Actor_Four
  Weapon = "Weapon4"
  Armor1 = "Shield4"
  Armor2 = "Helmet4"
  Armor3 = "Body Armor4"
  Armor4 = "Accessory4"
end

If you have any questions or opinions, don't hesitate to tell me! :thumb:
 

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