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 Just move the Cursor of the Item_Scene to the right
#24
2: Okay At Atoa's Moggy-Slots - The Moghunter Patch I changed the line:  self.width    = 368  to  self.width    = 352  

4: Now I get it, I need take your windows status:

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


and change it with the new status in the multi slots patch, right? Did it like that way. Now the status works fine.




But there are still some things left. 

5. Whenever I equip something that adds or lowers STR,DEX,AGI or IT, it is not updated automatically like when ATK, PDEF or MDEF is highered or lowered. not even the Arrow is shown, when STR DEX AGI or INT is highered or lowered. It does update only once the equip menu is reselected. But when ATK, PDEF or MDEF is highered it is shown instantly like it should be.

6. Still the gear which are not used are shown wrongly. I think the script still handles it like there are 2 rows for the gear while it should be only one. Because some of the gears I have in the itemmenu are not shown in the equip menu. They appear only if I go downwards where there should be free space. I am pretty sure the gear are handled like there are 2 rows. 

7. the names of the gears I mean not the individual gears but rather the name of the geargroups like acessory, weapon are still shown twice, as a text which it should not and as a picture.


Attached Files
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Messages In This Thread
RE: Just move the Cursor of the Item_Scene to the right - by Djigit - 08-17-2015, 12:46 PM

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