07-13-2013, 04:03 AM
Personally, I would use my 'Brenda's Visual Battlers' so I could make separate weapon spritesheets... have it so the actors can switch from a sword to an axe and let it visually change or let him fight unarmed that way.
But... that's not what you wish, so I cobbled this up. This being a direct edit to the script:
Look for line 334 in mSlots (Windows) and make changes to match. These edits happen where the @equip_type is involved as it handles the 1st slot (for weapons).
But... that's not what you wish, so I cobbled this up. This being a direct edit to the script:
Look for line 334 in mSlots (Windows) and make changes to match. These edits happen where the @equip_type is involved as it handles the 1st slot (for weapons).
Code:
# Add blank page
@data.push(nil) if @equip_type != 0
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
if @equip_type != 0
for i in 0...@item_max-1
draw_item(i)
end
else
for i in 0...@item_max
draw_item(i)
end
end
if @equip_type != 0
s = @data.size-1
self.contents.draw_text(4, s * 32, 100, 32, MSlots::STRING_REMOVED)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
![[Image: QrnbKlx.jpg]](https://i.imgur.com/QrnbKlx.jpg)
![[Image: sGz1ErF.png]](https://i.imgur.com/sGz1ErF.png)
![[Image: liM4ikn.png]](https://i.imgur.com/liM4ikn.png)
![[Image: fdzKgZA.png]](https://i.imgur.com/fdzKgZA.png)
![[Image: sj0H81z.png]](https://i.imgur.com/sj0H81z.png)
![[Image: QL7oRau.png]](https://i.imgur.com/QL7oRau.png)
![[Image: uSqjY09.png]](https://i.imgur.com/uSqjY09.png)
![[Image: GAA3qE9.png]](https://i.imgur.com/GAA3qE9.png)
![[Image: 2Hmnx1G.png]](https://i.imgur.com/2Hmnx1G.png)
![[Image: BwtNdKw.png%5B]](https://i.imgur.com/BwtNdKw.png%5B)