Equipment Menu Change
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I'm really new to scripting. (And by really new, I mean really new. I just started last week.) And this is the first useful thing that I've managed to produce.

When you're choosing an item to equip, instead of showing how it alters Attack Power, Physical Def, and Magic Def, it shows how it alters all character stats.

Replace Window_EquipLeft with this:
Code:
#==============================================================================
# –�  Window_EquipLeft
#------------------------------------------------------------------------------
#  装備画���アクター�パラメータ変化を表示�るウィンドウ��。
#==============================================================================

class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # —? オブジェクトåˆ?期化
  #     actor : アクター
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 64, 272, 415)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # —? リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    draw_actor_parameter(@actor, 4, 160, 3)
    draw_actor_parameter(@actor, 4, 192, 4)
    draw_actor_parameter(@actor, 4, 222, 5)
    draw_actor_parameter(@actor, 4, 255, 6)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_str != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 160, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 160, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 192, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 222, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 222, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 255, 40, 32, " ’", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 255, 36, 32, @new_int.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # —? 装備変更後ã?®ãƒ‘ラメータ設定
  #     new_atk  : 装備変更後ã?®æ”»æ’ƒå� ›
  #     new_pdef : 装備変更後ã?®ç‰©ç?� 防御
  #     new_mdef : 装備変更後ã?®é­”法防御
  #--------------------------------------------------------------------------
  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_agi != 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

Replace Window_EquipItem with this:
Code:
#==============================================================================
# –�  Window_EquipItem
#------------------------------------------------------------------------------
#  装備画���装備変更�候補��るアイ� � �一覧を表示�るウィンドウ��。
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # —? オブジェクトåˆ?期化
  #     actor      : アクター
  #     equip_type : 装備部ä½? (0~3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(272, 256, 368, 224)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # —? アイãƒ� ãƒ� ã?®å?–å¾—
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # —? リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # 装備å?¯èƒ½ã?ªæ­¦å™¨ã‚’追å� �
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # 装備å?¯èƒ½ã?ªé˜²å…·ã‚’追å� �
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # 空白を追å� �
    @data.push(nil)
    # ビットマップを作æˆ?ã?—ã€?å…¨é� …目をæ??ç”»
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # —? é� …ç›®ã?®æ??ç”»
  #     index : é� …目番å?·
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index * 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 = normal_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
  #--------------------------------------------------------------------------
  # —? ヘルプãƒ� キスト更新
#--------------------------------------------------------------------------
  # —? ヘルプãƒ� キスト更新
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

And finally replace Scene_Equip with this:
Code:
#==============================================================================
# –�  Scene_Equip
#------------------------------------------------------------------------------
#  装備画��処� を行� クラス��。
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # —? オブジェクトåˆ?期化
  #     actor_index : アクターインデックス
  #     equip_index : 装備インデックス
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # —? メイン処ç?�
  #--------------------------------------------------------------------------
  def main
    # アクターをå?–å¾—
    @actor = $game_party.actors[@actor_index]
    # ウィンドウを作æˆ?
    @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)
    # ヘルプウィンドウを関連付ã?‘
    @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
    # カーソルä½?置を設定
    @right_window.index = @equip_index
    refresh
    # トランジション実行
    Graphics.transition
    # メインループ
    loop do
      # ゲーãƒ� ç”»é?¢ã‚’æ›´æ–°
      Graphics.update
      # å…¥å� ›æƒ…å� ±ã‚’æ›´æ–°
      Input.update
      # フレーãƒ� æ›´æ–°
      update
      # ç”»é?¢ã?Œåˆ‡ã‚� 替ã‚?ã?£ã?Ÿã‚‰ãƒ«ãƒ¼ãƒ—を中断
      if $scene != self
        break
      end
    end
    # トランジション準備
    Graphics.freeze
    # ウィンドウを解放
    @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
  #--------------------------------------------------------------------------
  # —? リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    # アイãƒ� ãƒ� ウィンドウã?®å?¯è¦–ç� ¶æ…‹è¨­å®š
    @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)
    # ç?¾åœ¨è£…備中ã?®ã‚¢ã‚¤ãƒ� ãƒ� ã‚’å?–å¾—
    item1 = @right_window.item
    # ç?¾åœ¨ã?®ã‚¢ã‚¤ãƒ� ãƒ� ウィンドウを @item_window ã?«è¨­å®š
    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
    # ライトウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ
    if @right_window.active
      # 装備変更後ã?®ãƒ‘ラメータを消去
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    # アイãƒ� ãƒ� ウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ
    if @item_window.active
      # ç?¾åœ¨é?¸æ� žä¸­ã?®ã‚¢ã‚¤ãƒ� ãƒ� ã‚’å?–å¾—
      item2 = @item_window.item
      # 装備を変更
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # 装備変更後ã?®ãƒ‘ラメータをå?–å¾—
      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
      # 装備を戻ã?™
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # レフトウィンドウã?«æ??ç”»
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    end
  end
  #--------------------------------------------------------------------------
  # —? フレーãƒ� æ›´æ–°
  #--------------------------------------------------------------------------
  def update
    # ウィンドウを更新
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # ライトウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_right を呼ã?¶
    if @right_window.active
      update_right
      return
    end
    # アイãƒ� ãƒ� ウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_item を呼ã?¶
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # —? フレーãƒ� æ›´æ–° (ライトウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
  #--------------------------------------------------------------------------
  def update_right
    # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::B)
      # キャンセル SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.cancel_se)
      # メニュー画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
      $scene = Scene_Menu.new(2)
      return
    end
    # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::C)
      # 装備固定ã?®å� ´å?ˆ
      if @actor.equip_fix?(@right_window.index)
        # ブザー SE ã‚’æ¼”å¥?
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # 決定 SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.decision_se)
      # アイãƒ� ãƒ� ウィンドウをアクãƒ� ィブ化
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # R ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::R)
      # カーソル SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.cursor_se)
      # 次ã?®ã‚¢ã‚¯ã‚¿ãƒ¼ã?¸
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # 別ã?®è£…備画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # L ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::L)
      # カーソル SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.cursor_se)
      # å‰?ã?®ã‚¢ã‚¯ã‚¿ãƒ¼ã?¸
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # 別ã?®è£…備画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # —? フレーãƒ� æ›´æ–° (アイãƒ� ãƒ� ウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
  #--------------------------------------------------------------------------
  def update_item
    # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::B)
      # キャンセル SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.cancel_se)
      # ライトウィンドウをアクãƒ� ィブ化
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
    if Input.trigger?(Input::C)
      # 装備 SE ã‚’æ¼”å¥?
      $game_system.se_play($data_system.equip_se)
      # アイãƒ� ãƒ� ウィンドウã?§ç?¾åœ¨é?¸æ� žã?•ã‚Œã?¦ã?„るデータをå?–å¾—
      item = @item_window.item
      # 装備を変更
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # ライトウィンドウをアクãƒ� ィブ化
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # ライトウィンドウã€?アイãƒ� ãƒ� ウィンドウã?®å� …容をå� ?作æˆ?
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end

I know this is a very minor acomplishment. I'm just really glad that this is starting to make sense to me.
}


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