08-11-2015, 03:14 AM
Okay, so now I see we have a situation. Here's the very first part of the original and default class:
So the moghunter code is properly written so it can pass one value to a one-value statement, the shown initialize statement.
You must have some 'other' script that is affecting Window_EquipLeft in a manner that is forcing this bug to occur. It would be another script with a Window_EquipLeft class that is altering the initialize method.
EDIT: The only script in Atoa's demo that alters the Window_EquipLeft class is his 'New Status' add-on. And that wouldn't cause the glitch. It must be some non-Atoa script you're using.
Code:
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
You must have some 'other' script that is affecting Window_EquipLeft in a manner that is forcing this bug to occur. It would be another script with a Window_EquipLeft class that is altering the initialize method.
EDIT: The only script in Atoa's demo that alters the Window_EquipLeft class is his 'New Status' add-on. And that wouldn't cause the glitch. It must be some non-Atoa script you're using.