Just move the Cursor of the Item_Scene to the right
#11
Hm. Okay. Seems legit. I  changed the old equip script with the revisioned one. Now whenever I want to open the Equipment section I get a error on line 176. When I remove the multi slots addon, it doesnt change. Seems something on the equip script is wrong because the result is the same if I remove the multi slots script.


Attached Files
.png   754.png (Size: 19.4 KB / Downloads: 10)
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#12
That doesn't really make any sense, it claiming that the issue is that I only have one parameter being used where four are being asked. The statement on line 176 is an alias to the Window_EquipLeft's initialize method that only asks for one parameter. It only has one parameter in the default script, and that's all that I offer or need to offer. Unless something has been altered, there should be no issues whatsoever with the revised version of the Moghunter Equip script at all.

And just to be sure, I looked at Mog's original which has only a Color.New statement in that line.

Meanwhile, I looked at Atoa's script. Could he have forgotten to include those 'include Atoa' statements? Sheesh. The script by itself won't work and I already found two bugs. That, and he too decided to rewrite where aliasing would be needed (as I did with my MultiSlots script). So his system totally rewrites over the Scene_Equip system that would wipe out anything Mog did.

What all do you need from his (atoa's) equip system???
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#13
Well I want the Actors to wear only a weapon, a amor and 2 accessories and not the weapon,helm,shield,armor, accessory as it is as a standard. Thats why I need the script. I just dont know which parts of the script this is. Isn't that what the whole script is about?

Basically I need the script to make a customized equipment setting as I described. But it should be compatible with the MOG'S Weapon and status scripts. It gets more and more complicated after all.
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#14
Pity you can't use MultiSlots. While it works without it (some visual hiccups), I wrote a patch that fixed those hiccups. I'll have to see what screwups I need to fix.

Technically, I gotta see about fixing his Scene_Equip class. It's literally overwriting the menus, making the Mog stuff worthless. And there's the issues of the constants (the configurables in his Atoa module) that aren't being accessed because he didn't remember to add 'include Atoa' calls. And even after repairs like that, I'd make a separate patch for visual changes.

:Confused: Wow. I haven't touched RUBY code like this in two months?

Meanwhile, please show me line 176 in YOUR copy of the Scene_Equip script, because I swear it was only one value being passed:
Code:
mog_init(actor)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#15
Here we go: (added as a attachment)

Code:
#==============================================================================
# ** MOG Scene Equip Asuka V1.5
#     By Moghunter  
#     http://www.atelier-rgss.com
#------------------------------------------------------------------------------
# ** Reinvisioned version
#    
#    This variant has retooled the MOG module by adding more configurables for
#    the user.  No longer are the graphics hardwired into the code but are now
#    able to be altered in the revised configuration serction.
#
#    Also, a number of redundant modules within the Windows and Scene classes
#    have been removed.  Some have been aliased to increase compatibility with
#    other systems.
#==============================================================================


module MOG
 
 # BASIC MENU CONFIGURATION
   # Equip Menu Graphics Used
     EQUIP_LAYOUT      = "Layout-Equip"    # Equip Menu Graphics
     EQUIP_BACKGROUND  = "Back-Other"      # Animated background graphic
     EQUIP_TYPE_1      = "ST_EQU"          # Equip Graphic (Equal)
     EQUIP_TYPE_2      = "ST_UP"           # Equip Graphic (Raises Stats)
     EQUIP_TYPE_3      = "ST_DOWN"         # Equip Graphic (Lowers Stats)
     PORTRAIT          = "_P"              # Suffix for portrait graphics
   # Menu
     EQUIP_FX          = 0                 # Back FX (0=Moving/ 1=Still/ 2=Map)
     EQUIP_TRAN_TIME   = 20                # Transition Time.  
     EQUIP_TRAN_TYPE   = "004-Blind04"     # Transition Type (Name).
   # Stat Level Maximums
     EQUIP_STAT_MAX_1  = 999               # Set Maximum (STR,DEX,AGL,INT)
     EQUIP_STAT_MAX_2  = 999               # Set Maximum (ATK,PDEF,MDEF)
   # Font Used  
     EQUIP_FONT        = "Georgia"         # Font used in equip menu
     EQUIP_FONT_COLOR  = Color.new(0,0,0)  # Font color used open areas
     
 # MENU GAUGE GRAPHICS
   # Stat Window
     EQUIP_STAT_BACK   = "Status-Equip"    # Stat Window Graphics
   # Empty Bars      
     EQUIP_STAT_BAR_E  = "STAT_Bar_Bk"     # Empty bar for Stats    
   # Fill Bars
     EQUIP_STAT_BAR    = "STAT_Bar"        # Fill bar for Stats
 
end

# Mogscript global
$mogscript = {} if $mogscript == nil
$mogscript["menu_asuka"] = true



#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw Empty Face #2
 #--------------------------------------------------------------------------  
 def nada2(actor)
   face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 end    
 #--------------------------------------------------------------------------
 # * Draw Large Portrait (or Battler if unavailable)
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------  
 def draw_heroface2(actor,x,y)
   face = RPG::Cache.picture(actor.name + MOG::PORTRAIT) rescue nada2(actor)
   cw = face.width
   ch = face.height
   src_rect = Rect.new(0, 0, cw, ch)
   if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
     self.contents.blt(x + 40 , y - ch - 240, face, src_rect)    
   else  
     self.contents.blt(x , y - ch, face, src_rect)    
   end
 end  
 #--------------------------------------------------------------------------
 # * Draw Equipment Gain/Loss
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     type  : indicator type
 #--------------------------------------------------------------------------
 def drw_eqpup(x,y,type)
   case type
   when 0
     est = RPG::Cache.icon(MOG::EQUIP_TYPE_1)
   when 1
     est = RPG::Cache.icon(MOG::EQUIP_TYPE_2)
   when 2
     est = RPG::Cache.icon(MOG::EQUIP_TYPE_3)  
   end  
   cw = est.width
   ch = est.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, est, src_rect)    
 end  
 #--------------------------------------------------------------------------
 # * Draw Equipment Stat Graphic
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def drw_equist(x,y)
   equist = RPG::Cache.picture(MOG::EQUIP_STAT_BACK)
   cw = equist.width
   ch = equist.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, equist, src_rect)    
 end  
 #--------------------------------------------------------------------------
 # * Draw Parameter
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     type  : parameter type (0-6)
 #--------------------------------------------------------------------------
 def draw_actor_parameter(actor, x, y, type)
   back = RPG::Cache.picture(MOG::EQUIP_STAT_BAR_E)    
   cw = back.width  
   ch = back.height
   src_rect = Rect.new(0, 0, cw, ch)    
   self.contents.blt(x + 50 , y - ch + 20, back, src_rect)  
   meter = RPG::Cache.picture(MOG::EQUIP_STAT_BAR)    
   case type
   when 0
     parameter_value = actor.atk
     cw = meter.width  * actor.atk / MOG::EQUIP_STAT_MAX_2
   when 1
     parameter_value = actor.pdef
     cw = meter.width  * actor.pdef / MOG::EQUIP_STAT_MAX_2
   when 2
     parameter_value = actor.mdef
     cw = meter.width  * actor.mdef / MOG::EQUIP_STAT_MAX_2
   when 3
     parameter_value = actor.str
     cw = meter.width  * actor.str / MOG::EQUIP_STAT_MAX_1
   when 4
     parameter_value = actor.dex
     cw = meter.width  * actor.dex / MOG::EQUIP_STAT_MAX_1
   when 5
     parameter_value = actor.agi
     cw = meter.width  * actor.agi / MOG::EQUIP_STAT_MAX_1
   when 6
     parameter_value = actor.int
     cw = meter.width  * actor.int / MOG::EQUIP_STAT_MAX_1
   end
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
   ch = meter.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
 end
end


#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================

class Window_EquipLeft < Window_Base
 alias mog_init initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   mog_init(actor)
   self.opacity = 0
   self.height = 446
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = MOG::EQUIP_FONT
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------  
 def refresh
   self.contents.clear
   draw_heroface2(@actor, 20, 460)      
   drw_equist(0,390)    
   draw_actor_name(@actor, 4, 0)
   draw_actor_level(@actor, 4, 32)
   draw_actor_parameter(@actor, 10, 164 , 0)
   draw_actor_parameter(@actor, 10, 196 , 1)
   draw_actor_parameter(@actor, 10, 228 , 2)
   draw_actor_parameter(@actor, 10, 260 , 3)
   draw_actor_parameter(@actor, 10, 292 , 4)
   draw_actor_parameter(@actor, 10, 324 , 5)
   draw_actor_parameter(@actor, 10, 356 , 6)        
   if @new_atk != nil
     self.contents.font.color = system_color
     if @new_atk < @actor.atk
     drw_eqpup(170,190,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_atk > @actor.atk
     drw_eqpup(170,190,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,190,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end      
     self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
   end
   if @new_pdef != nil
     if @new_pdef < @actor.pdef
     drw_eqpup(170,226,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_pdef > @actor.pdef
     drw_eqpup(170,226,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,226,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end  
     self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     if @new_mdef < @actor.mdef
     drw_eqpup(170,258,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_mdef > @actor.mdef
     drw_eqpup(170,258,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,258,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
   end
   if @new_str  != nil
     if @new_str < @actor.str
     drw_eqpup(170,290,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_str > @actor.str
     drw_eqpup(170,290,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,290,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
   end
   if @new_dex  != nil
     if @new_dex < @actor.dex
     drw_eqpup(170,322,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_dex > @actor.dex
     drw_eqpup(170,322,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,322,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
   end
   if @new_agi  != nil
     if @new_agi < @actor.agi
     drw_eqpup(170,354,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_agi > @actor.agi
     drw_eqpup(170,354,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,354,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
   end
   if @new_int  != nil
     if @new_int < @actor.int
     drw_eqpup(170,386,2)  
     self.contents.font.color = Color.new(255,50,50,255)      
     elsif @new_int > @actor.int
     drw_eqpup(170,386,1)  
     self.contents.font.color = Color.new(50,250,150,255)
     else
     drw_eqpup(170,386,0)        
     self.contents.font.color = Color.new(255,255,255,255)      
     end
     self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
   end
 end
 #--------------------------------------------------------------------------
 # * Set parameters after changing equipment
 #     new_atk  : attack power after changing equipment
 #     new_pdef : physical defense after changing equipment
 #     new_mdef : magic defense after changing equipment
 #     new_str  : strength after changing equipment
 #     new_dex  : dexterity after changing equipment
 #     new_agi  : agility after changing equipment
 #     new_int  : intelligence after changing equipment
 #--------------------------------------------------------------------------  
 def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
   new_agi, new_int)
   if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
     @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
     @new_int != new_int      
     @new_atk = new_atk
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     @new_str = new_str
     @new_dex = new_dex
     @new_agi = new_agi
     @new_int = new_int
     refresh
   end
 end
end



#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 alias mog_init initialize
 def initialize(actor)
   mog_init(actor)
   self.opacity = 0
   self.contents.font.name = MOG::EQUIP_FONT
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------  
 def refresh
   self.contents.clear
   @data = []
   @data.push($data_weapons[@actor.weapon_id])
   @data.push($data_armors[@actor.armor1_id])
   @data.push($data_armors[@actor.armor2_id])
   @data.push($data_armors[@actor.armor3_id])
   @data.push($data_armors[@actor.armor4_id])
   @item_max = @data.size
   self.contents.font.color = system_color
   draw_item_name(@data[0], 92, 32 * 0)
   draw_item_name(@data[1], 92, 32 * 1)
   draw_item_name(@data[2], 92, 32 * 2)
   draw_item_name(@data[3], 92, 32 * 3)
   draw_item_name(@data[4], 92, 32 * 4)
 end
end



#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================



class Window_EquipItem < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor      : actor
 #     equip_type : equip region (0-3)
 #--------------------------------------------------------------------------
 alias mog_init initialize
 def initialize(actor, equip_type)
   mog_init(actor, equip_type)
   self.width    = 368
   self.x        = 272
   self.opacity  = 0
   @column_max   = 1
   refresh
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #--------------------------------------------------------------------------  
 def draw_item(index)
   self.contents.font.name = MOG::EQUIP_FONT
   item = @data[index]
   x = 4 + index % 1 * (288 + 32)
   y = index / 1 * 32
   case item
   when RPG::Weapon
     number = $game_party.weapon_number(item.id)
   when RPG::Armor
     number = $game_party.armor_number(item.id)
   end
   bitmap = RPG::Cache.icon(item.icon_name)
   self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
   self.contents.font.color = MOG::EQUIP_FONT_COLOR
   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
   self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 end
end



#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------  
 def main
   unless MOG::EQUIP_FX == 2
     @mnback = Plane.new
     @mnback.bitmap = RPG::Cache.picture(MOG::EQUIP_BACKGROUND)
     @mnback.z = 1
   else
     @spriteset = Spriteset_Map.new
   end
   @mnlay = Sprite.new
   @mnlay.bitmap = RPG::Cache.picture(MOG::EQUIP_LAYOUT)
   @mnlay.z = 2
   @actor = $game_party.actors[@actor_index]
   @help_window = Window_Help.new
   @help_window.opacity = 0
   @help_window.x = -300
   @help_window.contents_opacity = 0
   @left_window = Window_EquipLeft.new(@actor)
   @left_window.x = -300
   @left_window.contents_opacity = 0
   @right_window = Window_EquipRight.new(@actor)
   @item_window1 = Window_EquipItem.new(@actor, 0)
   @item_window2 = Window_EquipItem.new(@actor, 1)
   @item_window3 = Window_EquipItem.new(@actor, 2)
   @item_window4 = Window_EquipItem.new(@actor, 3)
   @item_window5 = Window_EquipItem.new(@actor, 4)
   @item_window1.x = 640
   @item_window2.x = 640
   @item_window3.x = 640
   @item_window4.x = 640
   @item_window5.x = 640    
   @right_window.help_window = @help_window
   @item_window1.help_window = @help_window
   @item_window2.help_window = @help_window
   @item_window3.help_window = @help_window
   @item_window4.help_window = @help_window
   @item_window5.help_window = @help_window
   @right_window.index = @equip_index
   @right_window.x = 640
   refresh
   unless MOG::EQUIP_FX == 2
   Graphics.transition(MOG::EQUIP_TRAN_TIME, "Graphics/Transitions/" +
     MOG::EQUIP_TRAN_TYPE)
   else
     Graphics.transition
   end
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..20
   @left_window.x -= 15
   @left_window.contents_opacity -= 10
   @item_window.x += 20
   @item_window.contents_opacity -= 15
   @right_window.x += 20
   @right_window.contents_opacity -= 15
   Graphics.update  
   end  
   Graphics.freeze
   @help_window.dispose
   @left_window.dispose
   @right_window.dispose
   @item_window1.dispose
   @item_window2.dispose
   @item_window3.dispose
   @item_window4.dispose
   @item_window5.dispose
   @mnback.dispose unless MOG::EQUIP_FX == 2
   @spriteset.dispose if MOG::EQUIP_FX == 2
   @mnlay.dispose
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------  
 def refresh
   @item_window1.visible = (@right_window.index == 0)
   @item_window2.visible = (@right_window.index == 1)
   @item_window3.visible = (@right_window.index == 2)
   @item_window4.visible = (@right_window.index == 3)
   @item_window5.visible = (@right_window.index == 4)
   item1 = @right_window.item
   case @right_window.index
   when 0
     @item_window = @item_window1
   when 1
     @item_window = @item_window2
   when 2
     @item_window = @item_window3
   when 3
     @item_window = @item_window4
   when 4
     @item_window = @item_window5
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil, nil)
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
     new_atk = @actor.atk
     new_pdef = @actor.pdef
     new_mdef = @actor.mdef
     new_str = @actor.str
     new_dex = @actor.dex
     new_agi = @actor.agi
     new_int = @actor.int    
     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
     @actor.hp = last_hp
     @actor.sp = last_sp
     @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
     new_dex,new_agi,new_int)      
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------  
 def update
   if @right_window.x > 272
      @right_window.x -= 25
   elsif @right_window.x <= 272
      @right_window.x = 272
   end  
   if @item_window.x > 272
      @item_window.x -= 25
   elsif @item_window.x <= 272
       @item_window.x = 272
   end
   if @item_window.active == false  
     if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
       @item_window.x = 640  
     end  
   end
   if @left_window.x < 0
     @left_window.x += 15
     @left_window.contents_opacity += 10
   elsif @left_window.x >= 0
     @left_window.x = 0
     @left_window.contents_opacity = 255
   end
   if @help_window.x < 0
     @help_window.x  += 20
     @help_window.contents_opacity += 10
   elsif @help_window.x >= 0
     @help_window.x = 0
     @help_window.contents_opacity = 255
   end    
   @mnback.ox += 1 if MOG::EQUIP_FX == 0
   @left_window.update
   @right_window.update
   @item_window.update
   if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
     Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
     Input.trigger?(Input::R) or Input.press?(Input.dir4)
     @help_window.x = -300
     @help_window.contents_opacity = 0
     refresh
   end    
   if @right_window.active
     update_right
     return
   end
   if @item_window.active
     update_item
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when item window is active)
 #--------------------------------------------------------------------------
 alias mog_update update_item
 def update_item
   mog_update
   refresh
 end
end


Attached Files
.png   line 176.png (Size: 88.73 KB / Downloads: 5)
Reply }
#16
Okay, so now I see we have a situation. Here's the very first part of the original and default class:
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
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#17
I've checked so far. The only of my scripts that mentions the Window_EquipLeft class is the 'New Status' add-on which im also using. I didint find any script (and I looked to all of them) which uses the same class. Btw. As I removed the new status script, the bug didint happen and the menu opened smoothly. So it really was this script causing the bug. But the multi slot script is still not compatible with the mogs scripts. Now I can open the equipment scene but when I try to press at accessory I get a error on line 284 once again.

Heres my original scene_Equip
Code:
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # If right window is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end


Attached Files
.png   line 284.png (Size: 48.35 KB / Downloads: 2)
Reply }
#18
If you never tampered with your original copy of Scene_Equip or any of the original default scripts, you do not need to post the originals. That's a kinda given.

And yeah, I don't think you need Atoa's 'New Status' script if you're also wanting to use Mog's Status Window script. I mean, it's like your're being asked to choose if you want to have a Pepsi and a Coke, and you say 'yes' :p You perdy much just need one if the stuff you want in that one is sufficient. So scratch the New Status script from your list.

Mog and that Equip menu by Atoa not being incompatible. No kidding. Yeeeeah. You'll definitely need a patch to get the two to play nice together. Under most circumstances, you post your menu script, and then your equip script underneath so the equip stuff gets added into the menu. Atoa's equipment system just overwrites, so it is not playing nice at all... Hence, needing a patch. Kinda trying now.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#19
Oookay. Got SOMETHING for you.... a Patch

Winking Oh, and remember. We do not considered doubleposting if some significant time had passed and new and pertinent information is being presented.

And the way the system is set up in your scripts library is kinda manditory... KINDA...

Mog Menu Equip
Mog Menu Status (your option)
Atoa's Battlesystem
Atoa's Add-Ons (including Multiple Slots)

THIS PATCH!!!!


So yeah, The Moggy Menu scripts go before the battlesystem, but this patch goes after them all.

And without further adieu...

The Atoa's Moggy-Slots Patch

IF.... you're not using Moghunter's Scene Status Eva (and why the heck wouldn't you??), then you will want to remove the Window_Status class in the patch from lines 278 to 319. Since status windows show equipment, and this is a multi-Slot system, the status window had to be adjusted accordingly.

OH. And there is a replacement version of the 'LAYOUT-EQUIP' picture that goes in your pictures folder (no Weapon, Armor, Boots) text there. And there are some extra instructions in the patch.




.png   Layout-Equip.PNG (Size: 58.63 KB / Downloads: 7)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#20
Thank you really much. But there are some inconsistencies and some bugs appearing.
1,Well I did everything you told me and the Equipment MENU was modified the way I wanted to have. But
there is a reason why I put the two MENU scripts after the battle system. Because now the Multi slots work but the menu looks wrong
and it is shown double as you can see from my Picture I uploaded. When I first tried the scripts I put them above Atoas script and they looked bugged, but when I
tried them after Atoas battle scripts everythign looked fine, this is why Put his Menu after Atas battle menus.
2. When I try to acsses the scene status, it completly fails with a error on line 305 (as a attachment)
3. I slightly have the feeling, that the two accessories dont stack together like they should be. But Im not completly sure.

Thank you really really much for that work.


Attached Files
.png   bug001.png (Size: 244.82 KB / Downloads: 6)
.png   bug2.png (Size: 21.33 KB / Downloads: 4)
Reply }


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