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[Resolved] altering the equip screen?

how would I alter the equip screen to show before and after stats for all parameters, including evasion? where would I edit the scripts at?
 
okay I'm trying to use this but it says...

Script 'Window_Base' line 325: SyntaxError Occurred.

Well like 325 in Window_Base is:

end
class Window_Base < Window
[...] <---------------this is line 325
# --------------------------------
def up_color
return Color.new(74, 210, 74)

What should I do? I thought I followed the instructions on this site correctly but I guess I didn't somewhere?
end
# --------------

Never mind I figured it out, I'm dumb.

Anyway, it seems to work fine now, just wondering how I can make it so evasion is also shown?
 
is there anyway for someone to update this script to include evasion? Or tell me how to do it? I tried it, and partially succeeded... and I added evasion in but then all the before/after stats were garbled and messed up -_-
 
If you're using Guillaume777's Multi-equip, RPG Advocate's Equip window will not work properly with extended equipments. Instead, use this:
Code:
# ▼▲▼ XRXS 1. 装備・全能力表示 ver.2 ▼▲▼
# by 桜雅 在土

#==============================================================================
# □ カスタマイズポイント
#==============================================================================
class Window_Base
  SYSTEM_WORD_EVA = "Evade" # 「回避修正」の用語
end
#==============================================================================
# â–  Window_Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # ● パラメータの描画
  #--------------------------------------------------------------------------
  alias xrxs_mp1_draw_actor_parameter draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 7
      parameter_name = SYSTEM_WORD_EVA
      parameter_value = actor.eva
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
      return
    end
    xrxs_mp1_draw_actor_parameter(actor, x, y, type)
  end
end
#==============================================================================
# â–  Window_EquipLeft
#==============================================================================
class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :contents2
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias xrxs_mp1_initialize initialize
  def initialize(actor)
    xrxs_mp1_initialize(actor)
    self.height = 416
    self.contents  = Bitmap.new(width - 32, height - 32)
    @contents2_window = Window_Base.new(self.x, self.y, self.width, self.height)
    @contents2_window.contents  = Bitmap.new(width - 32, height - 32)
    @contents2_window.opacity = 0
    refresh
    refresh2
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ [再定義]
  #--------------------------------------------------------------------------
  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
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, "→", 1)
      self.contents.font.color = @actor.atk < @new_atk ? system_color :
                                 @actor.atk > @new_atk ? disabled_color :
                                 normal_color
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, "→", 1)
      self.contents.font.color = @actor.pdef < @new_pdef ? system_color :
                                 @actor.pdef > @new_pdef ? disabled_color :
                                 normal_color
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, "→", 1)
      self.contents.font.color = @actor.mdef < @new_mdef ? system_color :
                                 @actor.mdef > @new_mdef ? disabled_color :
                                 normal_color
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # ○ リフレッシュ2
  #--------------------------------------------------------------------------
  def refresh2
    @contents2_window.contents.clear
    @contents2_window.draw_actor_parameter(@actor, 4, 192, 3)
    @contents2_window.draw_actor_parameter(@actor, 4, 224, 4)
    @contents2_window.draw_actor_parameter(@actor, 4, 256, 5)
    @contents2_window.draw_actor_parameter(@actor, 4, 288, 6)
    @contents2_window.draw_actor_parameter(@actor, 4, 320, 7)
    if @new_str != nil
      @contents2_window.contents.font.color = system_color
      @contents2_window.contents.draw_text(160, 192, 40, 32, "→", 1)
      @contents2_window.contents.font.color = @actor.str < @new_str ? system_color :
                                 @actor.str > @new_str ? disabled_color :
                                 normal_color
      @contents2_window.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      @contents2_window.contents.font.color = system_color
      @contents2_window.contents.draw_text(160, 224, 40, 32, "→", 1)
      @contents2_window.contents.font.color = @actor.dex < @new_dex ? system_color :
                                 @actor.dex > @new_dex ? disabled_color :
                                 normal_color
      @contents2_window.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      @contents2_window.contents.font.color = system_color
      @contents2_window.contents.draw_text(160, 256, 40, 32, "→", 1)
      @contents2_window.contents.font.color = @actor.agi < @new_agi ? system_color :
                                 @actor.agi > @new_agi ? disabled_color :
                                 normal_color
      @contents2_window.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      @contents2_window.contents.font.color = system_color
      @contents2_window.contents.draw_text(160, 288, 40, 32, "→", 1)
      @contents2_window.contents.font.color = @actor.int < @new_int ? system_color :
                                 @actor.int > @new_int ? disabled_color :
                                 normal_color
      @contents2_window.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
    end
    if @new_eva != nil
      @contents2_window.contents.font.color = system_color
      @contents2_window.contents.draw_text(160, 320, 40, 32, "→", 1)
      @contents2_window.contents.font.color = @actor.eva < @new_eva ? system_color :
                                 @actor.eva > @new_eva ? disabled_color :
                                 normal_color
      @contents2_window.contents.draw_text(200, 320, 36, 32, @new_eva.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # ● 装備変更後のパラメータ設定 [再定義]
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # ○ 装備変更後のパラメータ設定2
  #--------------------------------------------------------------------------
  def set_new_parameters2(new_str, new_dex, new_agi, new_int, new_eva)
    if @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or
       @new_int != new_int or @new_eva != new_eva
      @new_str = new_str
      @new_agi = new_agi
      @new_int = new_int
      @new_dex = new_dex
      @new_eva = new_eva
      refresh2
    end
  end
  #--------------------------------------------------------------------------
  # ○ 解放 [オーバーライド]
  #--------------------------------------------------------------------------
  def dispose
    @contents2_window.dispose
    super
  end
end
#==============================================================================
# â–  Window_EquipItem
#==============================================================================
class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias xrxs_mp1_initialize initialize
  def initialize(actor, equip_type)
    xrxs_mp1_initialize(actor, equip_type)
    self.x = 272
    self.width = 368
    self.contents = Bitmap.new(width - 32, height - 32)
    @column_max = 1
    refresh
  end
end
#==============================================================================
# â–  Scene_Equip
#==============================================================================
class Scene_Equip
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  alias xrxs_mp1_refresh refresh
  def refresh
    # 呼び戻す
    xrxs_mp1_refresh
    # ライトウィンドウがアクティブの場合
    if @right_window.active
      # 装備変更後のパラメータを消去
      @left_window.set_new_parameters2(nil, nil, nil, nil, nil)
    end
    # アイテムウィンドウがアクティブの場合
    if @item_window.active
      # 現在装備中のアイテムを取得
      item1 = @right_window.item
      item2 = @item_window.item
      # 装備を変更
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # 装備変更後のパラメータを取得
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      new_eva = @actor.eva
      # 装備を戻す
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # レフトウィンドウに描画
      @left_window.set_new_parameters2(new_str,new_dex,new_agi,new_int,new_eva)
    end
  end
end
or this:
Code:
class Window_Base < Window
  SYSTEM_WORD_EVA = "Evade" #
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7 #
      parameter_name = SYSTEM_WORD_EVA #
      parameter_value = actor.eva #
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end


  
#==============================================================================
# Complete equipment screen
#------------------------------------------------------------------------------
# Guillaume777
# 2.0
# 2006/04/24
# Edit from RPG Avocate's script ( http://www.phylomortis.com/resource/script/scr012.html )
#==============================================================================
module Adv_Equip_Mod
  DRAW_EVA = true # true = show the evade statistic, if you didn't change
  # draw_actor_parameter to take this into account it will crash
  HEIGHT_LEFT_WINDOW = 416 #416 full screen height, 352 help window at bottom

  AUTO_CALC_SPACE_SIZE = true #true = automaticly calculate optimum space size
  #between each stat
  SPACE = 32 # manually set the space size, 32 : default

  FONT_NAME = 'Monotype Corsiva' #Arial = default
  FONT_SIZE = 22 #font size : 24 default
  NEW_STAT_SYMBOL = '→'
  REMOVE_ITEM_TEXT = '[Remove]' 
end
     
        

class Window_EquipLeft < Window_Base
  # --------------------------------
  attr_accessor :mode
  attr_accessor :changes
  # --------------------------------
  def initialize(actor)
    super(0, 64, 272, Adv_Equip_Mod::HEIGHT_LEFT_WINDOW)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Adv_Equip_Mod::FONT_NAME
    self.contents.font.size = Adv_Equip_Mod::FONT_SIZE
    self.z += 100
    @actor = actor
    @mode = 0
    @changes = [0, 0, 0, 0, 0, 0, 0, 0]
    @elem_text = ""
    @stat_text = ""
    refresh
  end
  # --------------------------------
  def calculate_space_size(height_window)
    #this automaticly calculates the optimum size of spaces between each stats
    borders = 32
    number_of_lines = 12
    if Adv_Equip_Mod::DRAW_EVA then number_of_lines += 1 end
    space_size = (height_window - borders) / number_of_lines 
    return space_size
  end

  def refresh
    self.contents.clear
    symbol = Adv_Equip_Mod::NEW_STAT_SYMBOL
    if Adv_Equip_Mod::AUTO_CALC_SPACE_SIZE
      space = self.calculate_space_size(self.height) #space size is calculated
    else
      space = Adv_Equip_Mod::SPACE #space size as manually specified
    end
    extra = 0 
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 180, 0)
    draw_actor_parameter(@actor, 4, space, 0)
    draw_actor_parameter(@actor, 4, space*2, 1)
    draw_actor_parameter(@actor, 4, space*3, 2)

    if Adv_Equip_Mod::DRAW_EVA
      draw_actor_parameter(@actor, 4, space*4, 7)
      extra = 1 #makes extra space for evasion to fit
    end
    draw_actor_parameter(@actor, 4, space*(4+extra), 3)
    draw_actor_parameter(@actor, 4, space*(5+extra), 4)
    draw_actor_parameter(@actor, 4, space*(6+extra), 5)
    draw_actor_parameter(@actor, 4, space*(7+extra), 6)
    if @mode == 0
      self.contents.draw_text(4, space*(8+extra), 200, 32, "Elemental Attack:")
      self.contents.draw_text(4, space*(10+extra), 200, 32, "Status Attack:")
    end
    if @mode == 1
      self.contents.draw_text(4, space*(8+extra), 200, 32, "Elemental Defense:")
      self.contents.draw_text(4, space*(10+extra), 200, 32, "Status Defense:")
    end
    self.contents.draw_text(12, space*(9+extra), 260, 32, @elem_text)
    self.contents.draw_text(12, space*(11+extra), 260, 32, @stat_text)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space, 40, 32, symbol, 1)
      if @changes[0] == 0
        self.contents.font.color = normal_color
      elsif @changes[0] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*2, 40, 32, symbol, 1)
      if @changes[1] == 0
        self.contents.font.color = normal_color
      elsif @changes[1] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*2, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*3, 40, 32, symbol, 1)
      if @changes[2] == 0
        self.contents.font.color = normal_color
      elsif @changes[2] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*3, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_eva != nil and Adv_Equip_Mod::DRAW_EVA # if drawing evasion
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*4, 40, 32, symbol, 1)
      if @changes[7] == 0
        self.contents.font.color = normal_color
      elsif @changes[7] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*4, 36, 32, @new_eva.to_s, 2)
    end
    if @new_str != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*(4+extra), 40, 32, symbol, 1)
      if @changes[3] == 0
        self.contents.font.color = normal_color
      elsif @changes[3] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*(4+extra), 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*(5+extra), 40, 32, symbol, 1)
      if @changes[4] == 0
        self.contents.font.color = normal_color
      elsif @changes[4] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*(5+extra), 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*(6+extra), 40, 32,symbol , 1)
      if @changes[5] == 0
        self.contents.font.color = normal_color
      elsif @changes[5] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*(6+extra), 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, space*(7+extra), 40, 32, symbol, 1)
      if @changes[6] == 0
        self.contents.font.color = normal_color
      elsif @changes[6] == -1
        self.contents.font.color = down_color
      else
        self.contents.font.color = up_color
      end
      self.contents.draw_text(200, space*(7+extra), 36, 32, @new_int.to_s, 2)
    end
  end
# --------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int, new_eva, elem_text, stat_text)
    flag = false
    if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
      flag = true
    end
    if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
      flag = true
    end
    if new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
      flag = true
    end
    @new_atk = new_atk
    @new_pdef = new_pdef
    @new_mdef = new_mdef
    @new_str = new_str
    @new_dex = new_dex
    @new_agi = new_agi
    @new_int = new_int
    @new_eva = new_eva
    @elem_text = elem_text
    @stat_text = stat_text
    if flag
      refresh
    end
  end
end




class Window_EquipItem < Window_Selectable
# --------------------------------
  def initialize(actor, equip_type)
    super(272, 256, 368, 224)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
# --------------------------------
  def item
    return @data[self.index]
  end
# --------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = Adv_Equip_Mod::FONT_NAME
    self.contents.font.size = 22
    for i in 0...@item_max-1
      draw_item(i)
    end
    i = @item_max-1
    x = 4 + i % @column_max * (288 + 32)
    y = i / @column_max * 32

    self.contents.draw_text(x+4, y, 100, 32, Adv_Equip_Mod::REMOVE_ITEM_TEXT )
  end
# --------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 288, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
  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


class Scene_Equip
# --------------------------------
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
      newmode = 0
    when 1
      @item_window = @item_window2
      newmode = 1
    when 2
      @item_window = @item_window3
      newmode = 1
    when 3
      @item_window = @item_window4
      newmode = 1
    when 4
      @item_window = @item_window5
      newmode = 1
    else
      newmode = 1
    end
    if newmode != @left_window.mode
      @left_window.mode = newmode
      @left_window.refresh
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,
"", "")
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      old_atk = @actor.atk
      old_pdef = @actor.pdef
      old_mdef = @actor.mdef
      old_str = @actor.str
      old_dex = @actor.dex
      old_agi = @actor.agi
      old_int = @actor.int
      old_eva = @actor.eva
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      new_eva = @actor.eva
      @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
      if new_atk > old_atk
        @left_window.changes[0] = 1
      end
      if new_atk < old_atk
        @left_window.changes[0] = -1
      end
      if new_pdef > old_pdef
        @left_window.changes[1] = 1
      end
      if new_pdef < old_pdef
        @left_window.changes[1] = -1
      end
      if new_mdef > old_mdef
        @left_window.changes[2] = 1
      end
      if new_mdef < old_mdef
        @left_window.changes[2] = -1
      end
      if new_str > old_str
        @left_window.changes[3] = 1
      end
      if new_str < old_str
        @left_window.changes[3] = -1
      end
      if new_dex > old_dex
        @left_window.changes[4] = 1
      end
      if new_dex < old_dex
        @left_window.changes[4] = -1
      end
      if new_agi > old_agi
        @left_window.changes[5] = 1
      end
      if new_agi < old_agi
        @left_window.changes[5] = -1
      end
      if new_int > old_int
        @left_window.changes[6] = 1
      end
      if new_int < old_int
        @left_window.changes[6] = -1
      end
      if new_eva > old_eva
        @left_window.changes[7] = 1
      end
      if new_eva < old_eva
        @left_window.changes[7] = -1
      end
      elem_text = make_elem_text(item2)
      stat_text = make_stat_text(item2)
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex, new_agi, new_int, new_eva, elem_text, stat_text)
    end
  end

  def make_elem_text(item)
    text = ""
    flag = false
    if item.is_a?(RPG::Weapon)
      for i in item.element_set
        if flag
          text += ", "
        end
        text += $data_system.elements[i]
        flag = true
      end
    end
    if item.is_a?(RPG::Armor)
      for i in item.guard_element_set
        if flag
          text += ", "
        end
        text += $data_system.elements[i]
        flag = true
      end
    end
    return text
  end
# --------------------------------
  def make_stat_text(item)
    text = ""
    flag = false
    if item.is_a?(RPG::Weapon)
      for i in item.plus_state_set
        if flag
          text += ", "
        end
        text += $data_states[i].name
        flag = true
      end
    end
    if item.is_a?(RPG::Armor)
      for i in item.guard_state_set
        if flag
          text += ", "
        end
        text += $data_states[i].name
        flag = true
      end
    end
    return text
  end

end
 
I tried using G777's script. I pasted it right above Main, but under the multiequip.
It gave me an error though, when I equipped something.

Then I used XRXS' script sam way, and it seems to work fine.
 
is there a way to change Evade to Evasion? I have Evasion in my status screen and I like that better. Would I just put

"Evasion" to replace:

parameter_name = SYSTEM_WORD_EVA #

"System_word_Eva"?
 

Mac

Member

Yeah thats pretty much it. Take for example this

Code:
      parameter_name = $data_system.words.eva
      parameter_value = actor.eva

Just change:-
Code:
parameter_name = $data_system.words.eva

To this:-
Code:
parameter_name = "Evasion"

Simple as.
 

Anonymous

Guest

This topic has been resolved. If Silencher or any other users have any questions or further problems regarding this topic, please create a new thread about them.

Thank you!
 

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