08-16-2015, 03:33 AM
Okay. I apologize as I was mistaken (given it was kinda late after a long day at work)... The moghunter menu goes AFTER the battlesystem but before the Multi Slot add-on. That would remove bug #3's repetitive text for the ATK, MDEF, PDEF, etc.
For bug #2, I did state above that "there is a replacement version of the 'LAYOUT-EQUIP' picture that goes in your pictures folder (no Weapon, Armor, Boots) text there.". I cannot make the rendered 'WEAPON" texts scroll as you scroll up and down the menu options.
Insofar as Bug #1, ... the partial icon on the right? Some weird incompatability. So... let's just decrease the width of the actual window a bit, shall we?
Go to line # 258 and decrease the width to 352. I don't know why the icon is there too, but that should hide any effect.
But let's center that a bit, shall we. If you remember what I mentioned about moving the item window over? The code in the update method of the Moghunter Equip menu is easy to change. Look for where you have this line... if @item_window.x > 272
And you only need to make the block of code related to look like this!
Now... I gotta say "OOPS" for the status window. I copy/pasted the status equip patch I wrote for Mog and my MultiSlots, not Atoa's version. HERE is the Window_Status code to use in its place
I cannot say about properly stacking. It seems to not quickly update the other stats (strength, item, etc... ) until after you hit enter. I did equip both a Strength and Dexterity ring, and got them both raised. So that's a plus.
For bug #2, I did state above that "there is a replacement version of the 'LAYOUT-EQUIP' picture that goes in your pictures folder (no Weapon, Armor, Boots) text there.". I cannot make the rendered 'WEAPON" texts scroll as you scroll up and down the menu options.
Insofar as Bug #1, ... the partial icon on the right? Some weird incompatability. So... let's just decrease the width of the actual window a bit, shall we?
Go to line # 258 and decrease the width to 352. I don't know why the icon is there too, but that should hide any effect.
But let's center that a bit, shall we. If you remember what I mentioned about moving the item window over? The code in the update method of the Moghunter Equip menu is easy to change. Look for where you have this line... if @item_window.x > 272
And you only need to make the block of code related to look like this!
Code:
if @item_window.x > 280
@item_window.x -= 20
@item_window.contents_opacity += 15
elsif @item_window.x <= 280
@item_window.x = 280
@item_window.contents_opacity = 280
end
Now... I gotta say "OOPS" for the status window. I copy/pasted the status equip patch I wrote for Mog and my MultiSlots, not Atoa's version. HERE is the Window_Status code to use in its place
Code:
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = MOG::STATUS_FONT
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor, 310, 130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
data = []
for i in 0...@actor.equip_kind.size
id = @actor.equip_kind[i]
if id == 0
data.push($data_weapons[@actor.equip_id[i]])
elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
data.push($data_weapons[@actor.equip_id[i]])
elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
data.push($data_armors[@actor.equip_id[i]])
end
end
self.contents.font.color = system_color
return if data.size == 0
for i in 0...@actor.equip_names.size
name = @actor.equip_names[i]
self.contents.draw_text(320, 224 + i*24, 92, 32, name)
end
for i in 0...data.size
draw_item_name(data[i], 412, 224 + i*24)
end
end
end
I cannot say about properly stacking. It seems to not quickly update the other stats (strength, item, etc... ) until after you hit enter. I did equip both a Strength and Dexterity ring, and got them both raised. So that's a plus.