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- if true # << Make true to use this script, false to disable.
- #===============================================================================
- #
- # ☆ $D13x - Equip Scene
- # -- Author : Dekita
- # -- Version : 1.2
- # -- Level : Easy / Normal
- # -- Requires : N/A
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:Equip_Scene]=true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 29/o3/2o14 - Efficiency update,
- # 26/o3/2o14 - Finished,
- # ??/??/2o13 - Started,
- #
- #===============================================================================
- # ☆ Introduction
- #-------------------------------------------------------------------------------
- # Equip Scene For $D13x Engine...
- # This only requires my core script.
- #
- #===============================================================================
- # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- #===============================================================================
- # 1. You MUST give credit to "Dekita" !!
- # 2. You are NOT allowed to repost this script.(or modified versions)
- # 3. You are NOT allowed to convert this script.
- # 4. You are NOT allowed to use this script for Commercial games.
- # 5. ENJOY!
- #
- # "FINE PRINT"
- # By using this script you hereby agree to the above terms and conditions,
- # if any violation of the above terms occurs "legal action" may be taken.
- # Not understanding the above terms and conditions does NOT mean that
- # they do not apply to you.
- # If you wish to discuss the terms and conditions in further detail you can
- # contact me at http://dekitarpg.wordpress.com/
- #
- #===============================================================================
- # ☆ Instructions
- #-------------------------------------------------------------------------------
- # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
- #
- #===============================================================================
- module Epic_Equip
- #===============================================================================
- Help_Text={
- :equip => "Change equipment.",
- :clear => "Clear all equipment.",
- :sets => "View detailed equipment set information.",
- }
- #-----------------------------------------------------------------------------
- # Begin Info Hash.
- #-----------------------------------------------------------------------------
- # [:header, "FOR DISPLAYING TEXT LIKE THIS" , icon, hue],
- # [:param, param_id],
- # [:x_param, xparam_id],
- # [:s_param, sparam_id],
- # [:atk_ele, element_id],
- # [:def_ele, element_id],
- # [:atk_lev],
- # [:def_lev],
- # [:tp_info],
- # [:spds_stat, 0],
- #-----------------------------------------------------------------------------
- Info={
- 0=>[
- [:param, 0],
- [:param, 1],
- [:tp_info],
- [:spds_stat, 0],
- [:spds_stat, 1],
- [:spds_stat, 2],
- [:spds_stat, 3],
- [:x_param, 7],
- [:x_param, 8],
- [:atk_lev],
- [:def_lev],
- ],
- 1=>[
- [:atk_lev],
- [:def_lev],
- [:param, 2],
- [:param, 3],
- [:s_param, 6],
- [:param, 4],
- [:param, 5],
- [:s_param, 7],
- [:s_param, 1],
- ],
- 2=>[
- [:x_param, 0],
- [:x_param, 2],
- [:x_param, 1],
- [:x_param, 3],
- [:x_param, 4],
- [:x_param, 5],
- [:x_param, 6],
- [:s_param, 2],
- [:s_param, 3],
- ],
- 3=>[
- [:atk_ele, 1],
- [:atk_ele, 3],
- [:atk_ele, 4],
- [:atk_ele, 5],
- [:atk_ele, 6],
- [:atk_ele, 7],
- [:atk_ele, 8],
- [:atk_ele, 9],
- [:atk_ele, 10],
- ],
- 4=>[
- [:def_ele, 1],
- [:def_ele, 3],
- [:def_ele, 4],
- [:def_ele, 5],
- [:def_ele, 6],
- [:def_ele, 7],
- [:def_ele, 8],
- [:def_ele, 9],
- [:def_ele, 10],
- ],
- 5=>[
- [:header, "Extra Stats", Text_Color::White,0,0,1],
- ],
- } # << End Page's Settings
- #-----------------------------------------------------------------------------
- # Max Pages To Show, Never Have Below 1.
- Max_Pages = 5 #####################
- # CUSTOMISATION END #
- end #####################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- class Window_StatusEquip < Window_StatusDekita
- #===============================================================================
- #--------------------------------------------------------------------------
- # Set Windowskin (overwrite from super)
- #--------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_status]
- end
- end
- #===============================================================================
- class EquipCommandWindow < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def initialize
- super(0, 0)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def window_width
- return Graphics.width / 4
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def visible_line_number
- return 2
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def make_command_list
- add_command(Vocab::equip2, :equip)
- add_command(Vocab::clear, :clear)
- add_set_command
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_command]
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def add_set_command
- end
- end
- #===============================================================================
- class Window_EquipSlot < Window_Selectable
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Draw Box
- #-----------------------------------------------------------------------------
- def draw_box(x,y,w)
- contents.fill_rect(x,y+1,w,line_height-2,General::Box_Color)
- end
- #--------------------------------------------------------------------------
- # * Draw Item
- #--------------------------------------------------------------------------
- def draw_item(index)
- refresh_fonts
- return unless @actor
- rect = item_rect_for_text(index)
- item = @actor.equips[index]
- draw_box(rect.x-2,rect.y,42)
- draw_box(rect.x+42,rect.y,rect.width-40)
- change_color(Text_Color::White, enable?(index))
- draw_text(rect.x+2, rect.y, 92, line_height, slot_name(index) + ':')
- draw_item_name(item, rect.x + 44, rect.y, enable?(index))
- draw_item_number(rect, item)
- end
- #--------------------------------------------------------------------------
- # * Draw Item Name
- # enabled : Enabled flag. When false, draw semi-transparently.
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- change_color(item.item_disp_color, enabled)
- draw_de_icon(item.icon_index, x, y, item.icon_hue, enabled)
- draw_text(x + 26, y, width, line_height, item.name)
- end
- #--------------------------------------------------------------------------
- # * Draw Number of Items
- #--------------------------------------------------------------------------
- def draw_item_number(rect, item)
- return unless item
- if $D13x[:Equip_Levels]
- level = Equip_Exp::Level_Names[item.level]
- draw_text(rect, sprintf("%s", level), 2)
- end
- end
- #--------------------------------------------------------------------------
- # Set Windowskin (overwrite from super)
- #--------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_slot]
- end
- end
- #===============================================================================
- class Window_EquipItem < Window_ItemList
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def col_max
- return 1
- end
- #--------------------------------------------------------------------------
- # * Draw Item
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- if item
- rect = item_rect(index)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enable?(item))
- draw_item_number(rect, item)
- end
- end
- #--------------------------------------------------------------------------
- # * Draw Item Name
- # enabled : Enabled flag. When false, draw semi-transparently.
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- change_color(item.item_disp_color, enabled)
- draw_de_icon(item.icon_index, x, y, item.icon_hue, enabled)
- draw_text(x + 26, y, width, line_height, item.name)
- end
- #--------------------------------------------------------------------------
- # * Draw Number of Items
- #--------------------------------------------------------------------------
- def draw_item_number(rect, item)
- return unless item
- if $D13x[:Equip_Levels]
- level = Equip_Exp::Level_Names[item.level]
- draw_text(rect, sprintf("%s", level), 2)
- else
- draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
- end
- end
- #--------------------------------------------------------------------------
- # * Update Help Text
- #--------------------------------------------------------------------------
- def update_help
- super
- end
- #--------------------------------------------------------------------------
- # Set Windowskin (overwrite from super)
- #--------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_item]
- end
- end
- #===============================================================================
- class Window_Actor_EquipStatus < Dekita_Core_Status
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def initialize(actor,y)
- x = Graphics.width/2
- w = (Graphics.width/2)-(Graphics.width/8)+20
- h = Graphics.height-y
- super(x, y, w, h, actor)
- self.opacity = 0
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def setup_info
- return Epic_Equip::Info[@page]
- end
- end
- #==============================================================================
- class Window_EmptyEquipStatus < Window_Selectable
- #==============================================================================
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize(y)
- x = Graphics.width/2
- super(x, y, x, Graphics.height-y)
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- end
- #--------------------------------------------------------------------------
- # Set Windowskin (overwrite from super)
- #--------------------------------------------------------------------------
- def set_the_skin
- @skin = WindowSkins::Skins[:equip_status]
- end
- end
- #===============================================================================
- class Window_EquipStatusChanges < Dekita_Core_Status_Changes
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- attr_reader :item
- #-----------------------------------------------------------------------------
- # Initilize
- #-----------------------------------------------------------------------------
- def initialize(actor, y)
- w = Graphics.width/8
- x = Graphics.width-w
- h = Graphics.height-y
- super(x,y,w,h,actor)
- self.opacity = 0
- @item = nil
- @old_item = @item
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def item=(item)
- return unless @item != item
- @item = item
- future_stat
- end
- #-----------------------------------------------------------------------------
- # Get Future Stats
- #-----------------------------------------------------------------------------
- def future_stat
- return unless @dis_window
- return unless @item
- return unless @item.is_a?(RPG::EquipItem)
- return unless @old_item != @item
- @old_item = @item
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- @temp_actor.force_change_equip(@item.etype_id,@item)
- refresh
- end
- #-----------------------------------------------------------------------------
- # Get Setup Info
- #-----------------------------------------------------------------------------
- def setup_info
- return Epic_Equip::Info[@page]
- end
- #-----------------------------------------------------------------------------
- # Draw Header
- #-----------------------------------------------------------------------------
- def draw_header(x,y,text,col,icon,hue,align)
- draw_box(x, y)
- change_color(col)
- draw_text(x, y, wid, line_height, SPDS::Changes_Vocab, align)
- return y += line_height
- end
- end
- #===============================================================================
- class Dekita_Core_Equip_Status < Dekita_Core_Status
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(x,y,w,h,actor=nil,page=nil)
- @windowidth = w
- super(x,y,w,h,actor,page)
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- @dis_window = nil
- refresh
- self.z = 201
- self.opacity = 0
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def window_width
- @windowidth
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- contents.clear
- freshen
- return unless @page && @item
- draw_equip_status
- draw_status_inf
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def setup_info
- return Epic_Equip::Info[@page]
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def item=(item)
- return unless @item != item
- @item = item
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Dis Window
- #-----------------------------------------------------------------------------
- def dis_window=(window)
- return if @dis_window == window
- @dis_window = window
- end
- #-----------------------------------------------------------------------------
- # Get No Stats
- #-----------------------------------------------------------------------------
- def show_no_stats
- return unless @dis_window && @item == nil
- @item = nil
- refresh
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_status
- w = (width-24) - wid - 4
- y = 0
- y = draw_equip_name(y,w)
- y = draw_equip_level(y,w)
- y = draw_equip_exp(y,w)
- y = draw_equip_durab(y,w)
- y = draw_equip_set(y,w)
- 5.times do |i|
- draw_box_ww(wid+4, y+(24*i), w)
- end
- draw_item_bonuses(y/24, wid+4, @item.uni_feats)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_name(y,w)
- draw_box_ww(wid+4, y, w)
- change_color(@item.item_disp_color)
- draw_de_icon(@item.icon_index,wid+6,y,0,true)
- draw_text(wid+32, y, w-24, line_height, @item.name)
- return y if $D13x[:Equip_Levels]
- return y += 24
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_level(y,w)
- change_color(Text_Color::White)
- return y unless $D13x[:Equip_Levels]
- level = Equip_Exp::Level_Names[@item.level]
- draw_text(wid+0+4, y, w-4, line_height, level, 2)
- return y += 24
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_exp(y,w)
- return y unless $D13x[:Equip_Levels]
- draw_box_ww(wid+4, y, w)
- if @item.at_max_level?
- text = "MASTERED"
- draw_text(wid+6, y, w, line_height, "#{Equip_Exp::Exp_Vocab}:")
- draw_text(wid+0, y, w, line_height, "#{Equip_Exp::Exp_Vocab}: MASTERED",2)
- else
- next_lv = Equip_Exp::Exp_Required[@item.level+1]
- value = @item.exp != 0 ? "#{@item.exp}/#{next_lv}" : "--/#{next_lv}"
- draw_text(wid+6, y, w, line_height, "#{Equip_Exp::Exp_Vocab}:")
- draw_text(wid+0, y, w, line_height, value, 2)
- end
- return y += 24
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_durab(y,w)
- return y unless $D13x[:Equip_Durability]
- draw_box_ww(wid+4, y, w)
- vocab = "#{Equip_Durability::Durability_V}:"
- value = "#{@item.durability.perc_of(@item.max_durability)}%"
- if !Equip_Durability::Show_Percent
- value = "#{@item.durability.to_flim}/#{@item.max_durability.to_flim}"
- end
- draw_text(wid+6, y, w-4, line_height, vocab)
- draw_text(wid+0, y, w , line_height, value, 2)
- return y += 24
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_equip_set(y,w)
- return y unless $D13x[:Equip_Sets]
- draw_box_ww(wid+4, y, w)
- gear = "N/A"
- Equip_Set::ID.each do |pos_set|
- pos_set[1][:pieces].each do |piece|
- case piece[0]
- when :weapon
- next unless @item.is_a?(RPG::Weapon)
- next unless @item.database_id == piece[1]
- gear = pos_set[1][:set_name]
- when :armor
- next unless @item.is_a?(RPG::Armor)
- next unless @item.database_id == piece[1]
- gear = pos_set[1][:set_name]
- end
- end
- end
- draw_text(wid+6, y, w-4, line_height, "Equip Set:")
- draw_text(wid+0, y, w , line_height, gear, 2)
- return y += 24
- end
- #-----------------------------------------------------------------------------
- # Define wid
- #-----------------------------------------------------------------------------
- def wid
- self.width/4-(standard_padding)
- end
- #-----------------------------------------------------------------------------
- # Draw Data
- #-----------------------------------------------------------------------------
- def draw_data(x,y,text,colo,icon,ihue,valu,alig)
- draw_box(x, y)
- x = draw_stat_icons(icon, x, y, ihue, all_icons_enable?)
- change_color(colo)
- change_color(Text_Color::White)
- draw_text(0, y, wid, line_height, valu, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_data(x,y,text,colo,icon,ihue,valu)
- draw_box(x, y)
- x = draw_stat_icons(icon, x, y, ihue, all_icons_enable?)
- draw_text(x, y, self.width, line_height, text)
- draw_text(0, y, self.width-24, line_height, valu, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Parameters
- #-----------------------------------------------------------------------------
- def draw_parameters(x,y,i)
- data = Vocanicon.param(i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.params[i] + @item.pars[i]).to_i
- valu = General::No_Change_Vocab
- valu = sprintf("%s", stat) if stat != 0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw x Parameters
- #-----------------------------------------------------------------------------
- def draw_xparameters(x,y,i)
- data = Vocanicon.xparam(i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.xpars[i])
- valu = General::No_Change_Vocab
- valu = sprintf("%1.2f%%", stat) if stat != 0.0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw sParameters
- #-----------------------------------------------------------------------------
- def draw_sparameters(x,y,i)
- data = Vocanicon.sparam(i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.spars[i])
- valu = General::No_Change_Vocab
- valu = sprintf("%1.2f%%", stat) if stat != 0.0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Elements
- #-----------------------------------------------------------------------------
- def draw_atk_eles(x,y,i)
- return y unless $D13x[:Elems_Control]
- data = Vocanicon.atk_element(i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.atk_ele[i])
- valu = General::No_Change_Vocab
- valu = sprintf("%1.2f%%", stat) if stat != 0.0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Elements
- #-----------------------------------------------------------------------------
- def draw_def_eles(x,y,i)
- return y unless $D13x[:Elems_Control]
- data = Vocanicon.def_element(i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.def_ele[i])#-@actor.element_rate(i))*100
- valu = General::No_Change_Vocab
- valu = sprintf("%1.2f%%", stat) if stat != 0.0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Level
- #-----------------------------------------------------------------------------
- def draw_atk_level(x,y)
- return y unless $D13x[:Atk_Def_Lvs]
- data = Vocanicon::Atk_Level
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.atk_level).to_i
- valu = General::No_Change_Vocab
- valu = sprintf("%s", stat) if stat != 0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Level
- #-----------------------------------------------------------------------------
- def draw_def_level(x,y)
- return y unless $D13x[:Atk_Def_Lvs]
- data = Vocanicon::Def_Level
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.def_level).to_i
- valu = General::No_Change_Vocab
- valu = sprintf("%s", stat) if stat != 0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw TP Info
- #-----------------------------------------------------------------------------
- def draw_tp_info(x,y)
- return y unless $D13x[:TP_Control]
- data = Vocanicon::TP
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.mtp_plus).to_i
- valu = General::No_Change_Vocab
- valu = sprintf("%s", stat) if stat != 0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- # Draw ISPDS Info
- #-----------------------------------------------------------------------------
- def draw_spds_info(x,y,i)
- return y unless $D13x[:ISPDS]
- data = Vocanicon.spds_stat(@actor,i)
- text = data[0]
- colo = data[1]
- icon = data[2]
- ihue = data[3]
- stat = (@item.spds_stats[i]).to_i
- valu = General::No_Change_Vocab
- valu = sprintf("%s", stat) if stat != 0
- y = draw_data(x,y,text,colo,icon,ihue,valu,1)
- return y
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_item_bonuses(drew, x = 0, feats = @item.uni_feats)
- change_color(Text_Color::Sky_Blue)
- y = line_height * (drew)
- draw_text(x+4, y, width, line_height, "Bonuses ↓", 0)
- drew += 1
- feats.each do |f|
- next if f == nil
- y = line_height * (drew)
- case f[0]
- when :param
- draw_bonus_parz(x, y, f[1], f[2])
- drew += 1
- when :x_param
- draw_bonus_deki_xpars(x, y, f[1], f[2])
- drew += 1
- when :s_param
- draw_bonus_deki_spars(x, y, f[1], f[2])
- drew += 1
- when :feature
- case f[1]
- when 22 then draw_bonus_x_parz(x,y,f[2],f[3]) # x~params
- when 23 then draw_bonus_s_parz(x,y,f[2],f[3]) # s~params
- when 1989 then draw_bonus_DPBz_parz(x,y,f[2],f[3]) # DPBz~pars(PSPDS)
- when 1990 then draw_bonus_DPBz_formz(x,y,f[2],f[3]) # ATL/DFL rates
- when 2013 then draw_bonus_ispds_parz(x,y,f[2],f[3]) # ISPDS rates
- when 11 then draw_bonus_dele(x,y,f[2],f[3]) # defence elements
- when 31 then draw_bonus_aele(x,y,f[2],f[3]) # attack elements
- when 12 then draw_bonus_Dbuff(x,y,f[2],f[3]) # debuff rates
- when 13 then draw_bonus_Def_state(x,y,f[2],f[3]) # def states rates
- when 14 then draw_bonus_Res_state(x,y,f[2],f[3]) # resi state rates
- when 32 then draw_bonus_Atk_state(x,y,f[2],f[3]) # atk state success %
- when 33 then draw_bonus_Atk_speed(x,y,f[2],f[3]) # attack speed
- when 34 then draw_bonus_Atk_times(x,y,f[2],f[3]) # attack times
- when 41 then draw_bonus_skill_t_add(x,y,f[2],f[3]) # skill type add
- when 42 then draw_bonus_skill_t_seal(x,y,f[2],f[3])# skill type seal
- when 43 then draw_bonus_skill__add(x,y,f[2],f[3]) # skill add
- when 44 then draw_bonus_skill__seal(x,y,f[2],f[3]) # skill seal
- when 51 then draw_bonus_equip_w_type(x,y,f[2],f[3])# equip_w_type
- when 52 then draw_bonus_equip_a_type(x,y,f[2],f[3])# equip_a_type
- when 53 then draw_bonus_fixed_e_type(x,y,f[2],f[3])# fix equip type
- when 54 then draw_bonus_seal_e_type(x,y,f[2],f[3]) # seal equip type
- when 55 then draw_bonus_slot_type(x,y,f[2],f[3]) # equip slot type
- when 61 then draw_bonus_action_times(x,y,f[2],f[3])# Action times
- when 62 then draw_bonus_specials(x,y,f[2],f[3]) # Special
- when 63 then draw_bonus_collapse_type(x,y,f[2],f[3])# Collapse Type
- when 64 then draw_bonus_party_ability(x,y,f[2],f[3])# Party ablity
- end
- drew += 1
- when :exp_rate
- draw_bonus_exp_rate(x, y, f[1])
- drew += 1
- when :durab_rate
- draw_bonus_durab_rate(x, y, f[1])
- drew += 1
- end
- end
- return drew
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_statistics(x,y,amnt,vocab)
- width = window_width-(standard_padding*2)
- text = "#{vocab} #{amnt}"
- draw_text(x+4, y, width, line_height, text)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_parz(x, y, par_id, amnt)
- data = Vocanicon.param(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}" : "+#{amnt}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_deki_xpars(x, y, par_id, amnt)
- data = Vocanicon.xparam(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_x_parz(x, y, par_id, amnt)
- data = Vocanicon.xparam(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_s_parz(x, y, par_id, amnt)
- data = Vocanicon.sparam(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_deki_spars(x, y, par_id, amnt)
- data = Vocanicon.sparam(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_DPBz_parz(x, y, par_id, amnt)
- return unless $imported[:Dekita__PSPDS]
- draw_text(x+4, y, window_width/2-12, line_height, Vocab::dpbz_param(par_id))
- value = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_text(x, y, window_width/2-12, line_height, value, 2)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_DPBz_formz(x, y, par_id, amnt)
- return unless $imported[:Dekita__ATL_AND_DFL]
- draw_text(x+4, y, window_width/2-12, line_height, Vocab::dpbz_formz(par_id))
- value = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_text(x, y, window_width/2-12, line_height, value, 2)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_ispds_parz(x, y, par_id, amnt)
- return unless $D13x[:ISPDS]
- data = Vocanicon.spds_stat(@actor,par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_dele(x, y, par_id, amnt)
- return unless $D13x[:Elems_Control]
- data = Vocanicon.def_element(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_aele(x, y, par_id, amnt)
- data = Vocanicon.atk_element(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Dbuff(x, y, par_id, amnt)
- data = Vocanicon.param(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Def_state(x, y, par_id, amnt)
- data = $data_states[par_id]
- text = data.name + ' Def'
- icon = data.icon_index
- ihue = data.icon_hue
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Res_state(x, y, par_id, amnt)
- data = $data_states[par_id]
- text = data.name + ' Res'
- icon = data.icon_index
- ihue = data.icon_hue
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Atk_state(x, y, par_id, amnt)
- data = $data_states[par_id]
- text = data.name + ' Atk'
- icon = data.icon_index
- ihue = data.icon_hue
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Atk_speed(x, y, par_id, amnt)
- data = Vocanicon::Attack_Speed
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_Atk_times(x, y, par_id, amnt)
- data = Vocanicon::Attack_Times
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_skill_t_add(x, y, par_id, amnt)
- data = Vocanicon::Skill_Type
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = "+#{$data_system.skill_types[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_skill_t_seal(x, y, par_id, amnt)
- data = Vocanicon::Skill_Type
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = "-#{$data_system.skill_types[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_skill__add(x, y, par_id, amnt)
- data = $data_skills[par_id]
- text = data.name + ''
- icon = data.icon_index
- ihue = data.icon_hue
- valu = "+#{text}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_skill__seal(x, y, par_id, amnt)
- data = $data_skills[par_id]
- text = data.name + ''
- icon = data.icon_index
- ihue = data.icon_hue
- valu = "-#{text}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_equip_w_type(x, y, par_id, amnt)
- data = Vocanicon::Equip_Type
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = "+#{$data_system.weapon_types[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_equip_a_type(x, y, par_id, amnt)
- data = Vocanicon::Equip_Type
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = "+#{$data_system.armor_types[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_fixed_e_type(x, y, par_id, amnt)
- data = Vocanicon::Fixed
- text = data[0] + Vocanicon::Equip_Type
- icon = data[2]
- ihue = data[3]
- value = "#{$data_system.terms.etypes[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def draw_bonus_seal_e_type(x, y, par_id, amnt)
- data = Vocanicon::Sealed
- text = data[0] + Vocanicon::Equip_Type
- icon = data[2]
- ihue = data[3]
- value = "#{$data_system.terms.etypes[par_id]}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Slot Type (for weapons)
- #-----------------------------------------------------------------------------
- def draw_bonus_slot_type(x, y, par_id, amnt)
- case amnt
- when 1
- data = Vocanicon::One__Slot
- else
- data = Vocanicon::Dual_Slot
- end
- text = data[0]
- icon = data[2]
- ihue = data[3]
- value = ""
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Action Times
- #-----------------------------------------------------------------------------
- def draw_bonus_action_times(x, y, par_id, amnt)
- data = Vocanicon::Action_Times
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = amnt < 0 ? "#{amnt}" : "+#{amnt}"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Special Abilities
- #-----------------------------------------------------------------------------
- def draw_bonus_specials(x, y, par_id, amnt)
- data = Vocanicon.specials(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = ""
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Collapse Type
- #-----------------------------------------------------------------------------
- def draw_bonus_collapse_type(x, y, par_id, amnt)
- data = Vocanicon.collapse_type(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = ""
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Party Abilities
- #-----------------------------------------------------------------------------
- def draw_bonus_party_ability(x, y, par_id, amnt)
- data = Vocanicon.party_ability(par_id)
- text = data[0]
- icon = data[2]
- ihue = data[3]
- valu = ""
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Exp Rate
- #-----------------------------------------------------------------------------
- def draw_bonus_exp_rate(x, y, amnt)
- data = Vocanicon::Exp
- text = data[0] + ' Rate'
- icon = data[2]
- ihue = data[3]
- valu = "#{(amnt * 100).to_i}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- #-----------------------------------------------------------------------------
- # Draw Bonus Durability Rate
- #-----------------------------------------------------------------------------
- def draw_bonus_durab_rate(x, y, amnt)
- data = Vocanicon::Exp
- text = 'Endurance'
- icon = 0
- ihue = 0
- valu = amnt < 0.0 ? "#{amnt}%" : "+#{amnt}%"
- draw_bonus_data(x,y,text,nil,icon,ihue,valu)
- end
- end
- #===============================================================================
- class Scene_Equip < Scene_MenuBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def start
- super
- create_command_window
- create_help_window
- create_status_window
- create_slot_window
- create_item_window
- create_fake_status_window
- create_actor_status
- create_actor_changes
- create_item_status
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_command_window
- @command_window = EquipCommandWindow.new
- @command_window.viewport = @viewport
- @command_window.set_handler(:equip, method(:command_equip))
- @command_window.set_handler(:optimize, method(:command_optimize))
- @command_window.set_handler(:clear, method(:command_clear))
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_help_window
- @help_window = Deki_Help.new
- @help_window.viewport = @viewport
- @help_window.x = Graphics.width / 4
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_status_window
- @status_window = Window_StatusEquip.new(@actor,@help_window.height)
- @status_window.viewport = @viewport
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_slot_window
- wx = 0
- wy = @status_window.y + @status_window.height
- ww = Graphics.width / 2
- @slot_window = Window_EquipSlot.new(wx, wy, ww)
- @slot_window.viewport = @viewport
- @slot_window.help_window = @help_window
- @slot_window.actor = @actor
- @slot_window.set_handler(:ok, method(:on_slot_ok))
- @slot_window.set_handler(:cancel, method(:on_slot_cancel))
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_item_window
- wx = 0
- wy = @slot_window.y + @slot_window.height
- ww = Graphics.width / 2
- wh = Graphics.height - wy
- @item_window = Window_EquipItem.new(wx, wy, ww, wh)
- @item_window.viewport = @viewport
- @item_window.help_window = @help_window
- @item_window.actor = @actor
- @item_window.set_handler(:ok, method(:on_item_ok))
- @item_window.set_handler(:cancel, method(:on_item_cancel))
- @slot_window.item_window = @item_window
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_fake_status_window
- y = @status_window.y+@status_window.height
- @fake_window = Window_EmptyEquipStatus.new(y)
- @fake_window.viewport = @viewport
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_actor_status
- y = @status_window.y+@status_window.height
- @actor_status = Window_Actor_EquipStatus.new(@actor, y)
- @actor_status.page = 0
- @actor_status.activate
- @actor_status.viewport = @viewport
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_actor_changes
- @actor_changes = Window_EquipStatusChanges.new(@actor,@actor_status.y)
- @actor_changes.dis_window = @item_window
- @actor_changes.page = @actor_status.page
- @actor_changes.activate
- @actor_changes.viewport = @viewport
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def create_item_status
- x = Graphics.width / 2
- y = @actor_status.y
- w = Graphics.width / 2
- h = Graphics.height-y
- @item_status = Dekita_Core_Equip_Status.new(x,y,w,h,@actor)
- @item_status.dis_window = @item_window
- @item_status.page = @actor_status.page
- @item_status.viewport = @viewport
- @item_status.deactivate
- @item_status.hide
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def command_equip
- @slot_window.activate
- @slot_window.select(0)
- @actor_changes.item = nil
- @actor_changes.show_no_stats
- end
- #--------------------------------------------------------------------------
- # * [Ultimate Equipment] Command
- #--------------------------------------------------------------------------
- # def command_optimize
- # Sound.play_equip
- # @actor.optimize_equipments
- # @status_window.refresh
- # @slot_window.refresh
- # @command_window.activate
- # end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def command_clear
- Sound.play_equip
- @actor.clear_equipments
- refresh_deki_windows
- @actor_changes.item = nil
- @actor_changes.show_no_stats
- @command_window.activate
- end
- #--------------------------------------------------------------------------
- # * Slot [OK]
- #--------------------------------------------------------------------------
- alias :osok_onslotok :on_slot_ok
- def on_slot_ok
- osok_onslotok
- end
- #--------------------------------------------------------------------------
- # * Slot [Cancel]
- #--------------------------------------------------------------------------
- alias :oscn_okslotcancel :on_slot_cancel
- def on_slot_cancel
- oscn_okslotcancel
- if @item_status.active
- @actor_status.activate
- @actor_status.show
- @actor_changes.activate
- @actor_changes.show
- @item_status.deactivate
- @item_status.hide
- end
- # refresh_deki_windows
- # @slot_window.unselect
- # @command_window.activate
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- alias :oiok_onitemok :on_item_ok
- def on_item_ok
- oiok_onitemok
- refresh_deki_windows
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def on_item_cancel
- @slot_window.activate
- @item_window.unselect
- refresh_deki_windows
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def on_actor_change
- refresh_deki_windows
- @command_window.activate
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def refresh_deki_windows
- @status_window.actor = @actor
- @status_window.refresh
- @actor_status.actor = @actor
- @actor_status.refresh
- @actor_changes.actor = @actor
- @actor_changes.refresh
- @slot_window.actor = @actor
- @slot_window.refresh
- @item_status.refresh
- @item_window.actor = @actor
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update
- super
- update_command_help
- update_status_shown
- update_actor_status
- update_item_window
- update_item_status
- update_dis_window
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update_command_help
- return unless @command_window.active
- text = Epic_Equip::Help_Text[@command_window.current_symbol]
- @help_window.set_text(text)
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update_status_shown
- return unless Keys.trigger?(:TAB)
- if @actor_status.active
- @actor_status.deactivate
- @actor_status.hide
- @actor_changes.deactivate
- @actor_changes.hide
- @item_status.activate
- @item_status.show
- else
- @actor_status.activate
- @actor_status.show
- @actor_changes.activate
- @actor_changes.show
- @item_status.deactivate
- @item_status.hide
- end
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update_actor_status
- if Keys.trigger?(:RSHIFT)
- change_page(:up)
- end
- if Keys.trigger?(:LSHIFT)
- change_page(:down)
- end
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def change_page(type)
- page = @actor_status.page
- case type
- when :up
- if @actor_status.page >= (Epic_Equip::Max_Pages-1)
- @actor_status.page = 0
- else
- @actor_status.page += 1
- end
- when :down then
- if @actor_status.page <= 0
- @actor_status.page = Epic_Equip::Max_Pages-1
- else
- @actor_status.page -= 1
- end
- end
- @actor_changes.page = @actor_status.page
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update_item_window
- if @item_window.active
- @actor_changes.item = @item_window.item
- elsif @actor_changes.item == nil
- else
- @actor_changes.item = nil
- end
- end
- #-----------------------------------------------------------------------------
- #
- #-----------------------------------------------------------------------------
- def update_item_status
- return unless @item_status.active
- @item_status.page = @actor_status.page
- if @slot_window.active
- @item_status.item = @slot_window.item
- elsif @item_window.active
- @item_status.item = @item_window.item
- end
- end
- #-----------------------------------------------------------------------------
- # Update dis Window
- #-----------------------------------------------------------------------------
- def update_dis_window
- return unless @actor_changes.active
- if @actor_changes.item != nil && @command_window.active
- @actor_changes.item = nil
- @actor_changes.show_no_stats
- end
- if @slot_window.active
- @actor_changes.item = @slot_window.item
- elsif @item_window.active
- @actor_changes.item = @item_window.item
- end
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
- end # if true # << Make true to use this script, false to disable.
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