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RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Fantasist on July 03, 2008, 12:12:58 pm

Title: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 03, 2008, 12:12:58 pm
Advanced Shop Status Window
Authors: RPG Advocate, Fantasist
Version: 2.0
Type: Visual Enhancement
Key Term: Custom Shop System



Introduction

NOTE: I did not make this original script. Credit mostly goes to RPG Advocate. Check Author's Notes for reference.

This script enhances the way the stat increases are shown in the shop status window when viewing weapons and armors.


Features




Screenshots

Spoiler: ShowHide

(http://img383.imageshack.us/img383/74/clipboard01qb3.jpg)
(http://img375.imageshack.us/img375/9780/clipboard03rj0.jpg)
(http://img375.imageshack.us/img375/6291/clipboard04wi8.jpg)
(http://img375.imageshack.us/img375/2157/clipboard05bn6.jpg)



Demo

This is fairly simple. You'd be better off trying it than downloading it.


Script

Place this script anywhere below 'Window_ShopStatus' and above 'Main'.

#============================================================================
# ** Advanced Shop Status Window
#----------------------------------------------------------------------------
# by RPG Advocate
# Cleaned, optimized and re-documented by Fantasist
# Version 2.0
# 9-June-2008
#----------------------------------------------------------------------------
# Version History:
#
#   1.0 - Original version by RPG Advocate
#   2.0 - Cleaned and fixed by Fantasist
#----------------------------------------------------------------------------
# Description:
#
#     This script enhances the way the stat increases are shown
#   in the shop status window when viewing weapons and armors.
#----------------------------------------------------------------------------
# Compatibility:
#
#     Might not be compatible with other shop scene modifications
#   or complete overhauls (since they have their own status
#   windows).
#----------------------------------------------------------------------------
# Instructions:
#
#     Place this script anywhere below 'Window_ShopStatus' and
#   above 'Main'.
#----------------------------------------------------------------------------
# Configuration:
#
#     Scroll down a bit and you'll see lots of constants. Two of them
#   are the config.
#
#         PLUS_COLOR = Color.new(128, 255, 128)
#         MINUS_COLOR = Color.new(255, 128, 128)
#
#   Those are the colors for showing increase ad decrease in stats.
#   For changing them, remember what the numbers mean:
#
#               Color.new(red, green, blue)
#
#      I wouldn't recommend you touch the other constants.
#   They're just the positions of some text (the stat changes).
#
#     If you want to change any words like "Posessed",
#   "Cannot Equip", "Currently Equipped", etc, just scroll down
#   until you find them and change them to your liking.
#----------------------------------------------------------------------------
# Issues:
#
#     None so far.
#----------------------------------------------------------------------------
# Credits and Thanks:
#
#     Credit RPG Advocate for the layout. You must credit him,
#   because this was originally his script. You can credit me if you
#   want, because the original version had some annoying glitches.
#----------------------------------------------------------------------------
# Notes:
#
#     The original version had some glitches, mainly the characters
#   staying visible when they were not supposed to.  Then, change
#   in intelligence was shown as change in pdef (not sure which
#   stat...). Next, the text size for Cannot Equip, Currently Equipped
#   etc., was smaller for some actors. It actually might not be a glitch
#   since it was pretty cool imo, but it looked wierd in some cases.
#   If you want to know what i mean, hit Ctrl+F and type in:
#                            text_size_glitch
#   When you find the lines, comment them. There ought be 2-3 lines.
#
#   The original script was found at RPG Advocate's site:
#   www.phylomortis.com
#============================================================================

#=============================================================================
# ** Window_ShopStatus
#=============================================================================

class Window_ShopStatus
 
 PLUS_COLOR = Color.new(128, 255, 128)
 MINUS_COLOR = Color.new(255, 128, 128)
 
 # Do not touch anything below unless you know what you're doing
 
 SIGN_WIDTH = 8
 
 STAT_NAME_C1 = 32
 STAT_NAME_C2 = 104
 STAT_NAME_C3 = 176
 
 STAT_SIGN_C1 = STAT_NAME_C1 + 28
 STAT_SIGN_C2 = STAT_NAME_C2 + 28
 STAT_SIGN_C3 = STAT_NAME_C3 + 22
 
 STAT_VAL_C1 = STAT_SIGN_C1 + SIGN_WIDTH + 2
 STAT_VAL_C2 = STAT_SIGN_C2 + SIGN_WIDTH + 2
 STAT_VAL_C3 = STAT_SIGN_C3 + SIGN_WIDTH + 2
 
 def initialize
   super(368, 128, 272, 352)
   self.contents = Bitmap.new(width-32, height-32)
   @item = nil
   @sprites = [Sprite.new, Sprite.new, Sprite.new, Sprite.new]
   @sprites.each_with_index {|sprite, i|
     sprite.x = 380
     sprite.y = 194 + i * 64
     sprite.z = self.z + 10
   }
   @walk = [false, false, false, false]
   @count = 0
   refresh
 end
 
 def refresh
   self.contents.clear
   @sprites.each {|sprite| sprite.visible = false}
   return if @item == nil
   self.contents.font.size = 24
   number = case @item
   when RPG::Item then $game_party.item_number(@item.id)
   when RPG::Weapon then $game_party.weapon_number(@item.id)
   when RPG::Armor then $game_party.armor_number(@item.id)
   end
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 200, 32, 'Possessed:')
   self.contents.font.color = normal_color
   self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
   if @item.is_a?(RPG::Item)
     @walk = [false, false, false, false]
     return
   end
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     if @item.is_a?(RPG::Weapon)
       item1 = $data_weapons[actor.weapon_id]
     elsif @item.kind == 0
       item1 = $data_armors[actor.armor1_id]
     elsif @item.kind == 1
       item1 = $data_armors[actor.armor2_id]
     elsif @item.kind == 2
       item1 = $data_armors[actor.armor3_id]
     else
       item1 = $data_armors[actor.armor4_id]
     end
     if !actor.equippable?(@item)
       draw_actor_graphic(i, false)
       self.contents.font.size = 24  # text_size_glitch
       self.contents.font.color = normal_color
       self.contents.draw_text(32, 54 + 64 * i, 150, 32, 'Cannot Equip')
     else
       draw_actor_graphic(i, true)
       str1 = item1 != nil ? item1.str_plus : 0
       str2 = @item != nil ? @item.str_plus : 0
       dex1 = item1 != nil ? item1.dex_plus : 0
       dex2 = @item != nil ? @item.dex_plus : 0
       agi1 = item1 != nil ? item1.agi_plus : 0
       agi2 = @item != nil ? @item.agi_plus : 0
       int1 = item1 != nil ? item1.int_plus : 0
       int2 = @item != nil ? @item.int_plus : 0
       pdf1 = item1 != nil ? item1.pdef : 0
       pdf2 = @item != nil ? @item.pdef : 0
       mdf1 = item1 != nil ? item1.mdef : 0
       mdf2 = @item != nil ? @item.mdef : 0
       atk1 = atk2 = eva1 = eva2 = 0
       if @item.is_a?(RPG::Weapon)
         atk1 = item1 != nil ? item1.atk : 0
         atk2 = @item != nil ? @item.atk : 0
       end
       if @item.is_a?(RPG::Armor)
         eva1 = item1 != nil ? item1.eva : 0
         eva2 = @item != nil ? @item.eva : 0
       end
       str_change = str2 - str1
       dex_change = dex2 - dex1
       agi_change = agi2 - agi1
       int_change = int2 - int1
       pdf_change = pdf2 - pdf1
       mdf_change = mdf2 - mdf1
       atk_change = atk2 - atk1
       eva_change = eva2 - eva1
       name1 = item1 == nil ? '' : item1.name
       name2 = @item == nil ? '' : @item.name
       if str_change == 0 && dex_change == 0 && agi_change == 0 &&
       pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
       eva_change == 0 && int_change == 0 && name1 != name2
         self.contents.font.size = 24  # text_size_glitch
         self.contents.font.color = normal_color
         self.contents.draw_text(32, 54 + 64 * i, 150, 32, 'No Change')
       end
       if name1 == name2
         self.contents.font.size = 24  # text_size_glitch
         self.contents.font.color = normal_color
         self.contents.draw_text(32, 54 + 64 * i, 200, 32, 'Currently Equipped')
       end
       self.contents.font.size = 16
       self.contents.font.color = normal_color
       if @item.is_a?(RPG::Weapon) && atk_change != 0
         self.contents.draw_text(STAT_NAME_C1, 42 + 64 * i, 32, 32, 'ATK')
       end
       if @item.is_a?(RPG::Armor) && eva_change != 0
         self.contents.draw_text(STAT_NAME_C1, 42 + 64 * i, 32, 32, 'EVA')
       end
       if pdf_change != 0
         self.contents.draw_text(STAT_NAME_C1, 58 + 64 * i, 32, 32, 'PDF')
       end
       if mdf_change != 0
         self.contents.draw_text(STAT_NAME_C1, 74 + 64 * i, 32, 32, 'MDF')
       end
       if str_change != 0
         self.contents.draw_text(STAT_NAME_C2, 42 + 64 * i, 32, 32, 'STR')
       end
       if dex_change != 0
         self.contents.draw_text(STAT_NAME_C2, 58 + 64 * i, 32, 32, 'DEX')
       end
       if agi_change != 0
         self.contents.draw_text(STAT_NAME_C2, 74 + 64 * i, 32, 32, 'AGI')
       end
       if int_change != 0
         self.contents.draw_text(STAT_NAME_C3, 42 + 64 * i, 32, 32, 'INT')
       end
       if @item.is_a?(RPG::Weapon) && atk_change > 0
         self.contents.font.color = PLUS_COLOR
         s = atk_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(70, 42 + 64 * i, 24, 32, s)
       elsif @item.is_a?(RPG::Weapon) && atk_change < 0
         self.contents.font.color = MINUS_COLOR
         s = atk_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
       end
       if @item.is_a?(RPG::Armor) && eva_change > 0
         self.contents.font.color = PLUS_COLOR
         s = eva_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
       elsif @item.is_a?(RPG::Armor) && eva_change < 0
         self.contents.font.color = MINUS_COLOR
         s = eva_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
       end
       if pdf_change > 0
         self.contents.font.color = PLUS_COLOR
         s = pdf_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 58 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C1, 58 + 64 * i, 24, 32, s)
       elsif pdf_change < 0
         self.contents.font.color = MINUS_COLOR
         s = pdf_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 58 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C1, 58 + 64 * i, 24, 32, s)
       end
       if mdf_change > 0
         self.contents.font.color = PLUS_COLOR
         s = mdf_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 74 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C1, 74 + 64 * i, 24, 32, s)
       elsif mdf_change < 0
         self.contents.font.color = MINUS_COLOR
         s = mdf_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C1, 74 + 64 * i, SIGN_WIDTH, 32, '-',1)
         self.contents.draw_text(STAT_VAL_C1, 74 + 64 * i, 24, 32, s)
       end
       if str_change > 0
         self.contents.font.color = PLUS_COLOR
         s = str_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C2, 42 + 64 * i, 24, 32, s)
       elsif str_change < 0
         self.contents.font.color = MINUS_COLOR
         s = str_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C2, 42 + 64 * i, 24, 32, s)
       end
       if dex_change > 0
         self.contents.font.color = PLUS_COLOR
         s = dex_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 58 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C2, 58 + 64 * i, 24, 32, s)
       elsif dex_change < 0
         self.contents.font.color = MINUS_COLOR
         s = dex_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 58 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C2, 58 + 64 * i, 24, 32, s)
       end
       if agi_change > 0
         self.contents.font.color = PLUS_COLOR
         s = agi_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 74 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C2, 74 + 64 * i, 24, 32, s)
       elsif agi_change < 0
         self.contents.font.color = MINUS_COLOR
         s = agi_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C2, 74 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C2, 74 + 64 * i, 24, 32, s)
       end
       if int_change > 0
         self.contents.font.color = PLUS_COLOR
         s = int_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C3, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
         self.contents.draw_text(STAT_VAL_C3, 42 + 64 * i, 24, 32, s)
       elsif int_change < 0
         self.contents.font.color = MINUS_COLOR
         s = int_change.abs.to_s
         self.contents.draw_text(STAT_SIGN_C3, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
         self.contents.draw_text(STAT_VAL_C3, 42 + 64 * i, 24, 32, s)
       end
     end
   end
 end
 
 def item=(item)
   if @item != item
     @item = item
     refresh
   end
 end
 
 def draw_actor_graphic(id, equipable)
   actor = $game_party.actors[id]
   @sprites[id].bitmap = RPG::Cache.character(actor.character_name,
   actor.character_hue)
   @sprites[id].src_rect.set(0, 0, @sprites[id].bitmap.width / 4,
   @sprites[id].bitmap.height / 4)
   @walk[id] = equipable
   @sprites[id].tone = Tone.new(0, 0, 0, equipable ? 0 : 255)
   @sprites[id].visible = true
 end
 
 def update
   super
   @count = (@count + 1) % 40
   (0..3).each {|i|
     next unless @walk[i]
     if @sprites[i].bitmap != nil
       w = @sprites[i].bitmap.width / 4
       h = @sprites[i].bitmap.height / 4
       x = (@count / 10) * w
       @sprites[i].src_rect.set(x, 0, w, h)
     end
   }
 end
 
 def visible=(val)
   super
   @sprites.each {|sprite| sprite.visible = val if sprite}
 end
 
 def dispose
   super
   @sprites.each {|sprite| sprite.dispose if sprite}
 end
 
end



Instructions

In script header.
Quote
#----------------------------------------------------------------------------
# Configuration:
#
#     Scroll down a bit and you'll see lots of constants. Two of them
#   are the config.
#
#         PLUS_COLOR = Color.new(128, 255, 128)
#         MINUS_COLOR = Color.new(255, 128, 128)
#
#   Those are the colors for showing increase ad decrease in stats.
#   For changing them, remember what the numbers mean:
#
#               Color.new(red, green, blue)
#
#      I wouldn't recommend you touch the other constants.
#   They're just the positions of some text (the stat changes).
#
#     If you want to change any words like "Posessed",
#   "Cannot Equip", "Currently Equipped", etc, just scroll down
#   until you find them and change them to your liking.
#----------------------------------------------------------------------------



Compatibility

Might not be compatible with other shop scene modifications or complete overhauls (in which case this script is pointless :)).


Credits and Thanks




Author's Notes

The original version had some glitches, mainly the characters staying visible when they were not supposed to.  Then, change in intelligence was shown as change in pdef (or some other stat I don't remember...). Next, the text size for Cannot Equip, Currently Equipped etc., was smaller for some actors. It actually might not be a glitch since it was pretty cool imo, but it looked wierd in some cases. If you want to know what i mean, hit Ctrl+F and type in:
                        text_size_glitch
When you find the lines, comment them (put hashes '#' before the lines). There ought be 2-3 lines.

The original script was found at RPG Advocate's site:
www.phylomortis.com
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Starrodkirby86 on July 03, 2008, 12:15:55 pm
Nice script. I remember using this back in my first days of RPG Maker on the old computer. One thing though...I recommend you to remove those Quote tags from the script, or else people will get errors left and right...
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 03, 2008, 12:20:01 pm
Did that, ty ^_^

And guess what? Those scripts were the first scripts I ever used. And in the first days of RPG Maker.
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Calintz on July 03, 2008, 12:21:11 pm
Could you maybe post screenshots??
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 03, 2008, 12:34:01 pm
In about 10 mins :)
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Starrodkirby86 on July 03, 2008, 12:37:34 pm
I'm going to beat you to a pulp with my lame excuse of a screenshot! Just watch Fantasist!

(http://img376.imageshack.us/img376/5461/badsamplepl4.png)


WOOOOO! XD (The Image file's name is Bad Sample. I really thought it a bad example of what it can do)
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 03, 2008, 12:46:28 pm
It's not bad. You know the very first time I tried this script? I made an item which raises and reduces alternate stats to their max/min. It was colorful, lol.
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Starrodkirby86 on July 03, 2008, 12:48:40 pm
Quote from: Fantasist on July 03, 2008, 12:46:28 pm
It's not bad. You know the very first time I tried this script? I made an item which raises and reduces alternate stats to their max/min. It was colorful, lol.
I wanted it to look realistic while making it look like a screenshot. That's why you have those peculiar item names. In reality, they don't have descriptions and Apocalypse's Sword is the only one that really does. ;) Pointers to people who know who Apocalypse is. XD
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 03, 2008, 12:58:35 pm
Realism matters if this is a game thread buddy, in this topic, all I need is to show it's features as best as I can.

You know, I was really bored when I did this. I searched for my old DVD which had the scripts, copied them all onto my desktop, and rummaged through all of them trying to do something. Now it's kind of like a project. I try to improve or remake Advocate's scripts when I feel like it.
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Starrodkirby86 on July 03, 2008, 01:27:23 pm
Quote from: Fantasist on July 03, 2008, 12:58:35 pm
Realism matters if this is a game thread buddy, in this topic, all I need is to show it's features as best as I can.

You know, I was really bored when I did this. I searched for my old DVD which had the scripts, copied them all onto my desktop, and rummaged through all of them trying to do something. Now it's kind of like a project. I try to improve or remake Advocate's scripts when I feel like it.
And it's a good way to hone your skills! Then you'll turn from Amateur Scripter to Intermediate Scripter! Or...ALMIGHTY SCRIPTER! :o *Crazy thought*
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 04, 2008, 08:34:51 am
QuoteOr...ALMIGHTY SCRIPTER!

That would take quite long because what I consider almighty is >= Blizz and Zeriab's level.

I think I already am an intermediate scripter if we're talking about RGSS (what do you think, eh? ;)), but in my second year of college, there are soooooo many things I still need to master!
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Starrodkirby86 on July 04, 2008, 11:49:16 am
Quote from: Fantasist on July 04, 2008, 08:34:51 am
QuoteOr...ALMIGHTY SCRIPTER!

That would take quite long because what I consider almighty is >= Blizz and Zeriab's level.

I think I already am an intermediate scripter if we're talking about RGSS (what do you think, eh? ;)), but in my second year of college, there are soooooo many things I still need to master!
Prove yourself you're intermediate by creating sometime solely by yourself with as little minimalistic help as possible. Maybe you should create a battle system for example, or possibly a Custom Menu that isn't a simple edit? A Battle System is way more advanced of course, but if you can do that you can do a lot more things. ;)

You can master them. :3 If you do, you'll be ahead of the class, you know what I mean? XD
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 05, 2008, 02:28:21 am
A custom CMS is piece of cake, but only takes a while. I'm just too lazy to plan it all out. Besides, I can't decide on a good enough layout (or more like a unique enough concept). Something like mog, you know, not just a custom cms with different layout. I want to make a cms which has many non-standard features like the STCMS. I'm trying to make something out of the word 'freeform' (as I mentioned somewhere long ago). Then, there is also the factor of balance in a game. Imagine a game where the battle system and everything else are very simple, but you can set the tone of each window of the menu. It's just not right. And then, a menu is usually where we can control the aspects of the game itself, like the options such as bars, and toggling the battle cam, etc. They're specific to the user. I for one don't want to make a simple CMS. I want it to be special or different. If someone asks me to make a special CMS for their game, I can make it.
... I guess I'll have to go for a complete CMS and which also provides features (like STCMS). Frankly, after I've seen the STCMS, I never wanted to make a regular CMS anymore (Blizzard's scripts are awesome :o)

As for the battle system, I'm out of league. I haven't explored that area throughly but I still can make a simple battle system from scratch if I wanted to. The battle system is all about diferent phases in the same scene. The DBS has phases for deciding whether to fight or flee, then collecting the commands from the users, and the evaluation phase where the order of the battlers is calculated based on agility, damages are dealt and status effects too. It's much like a single-scene CMS. What I lack is the knowledge on the data structure of the systems involved (player's properties like HP, the structure of status effects, etc).
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Calintz on July 05, 2008, 03:40:08 am
Actually looks quite beautiful...
I always say that th best scripts are the simple ones that are very basic and work as planned.

Thank you for posting those screenshots.
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on July 05, 2008, 10:33:46 am
Yeah, beautiful mod. Simple and really good replacement for the default.

Quote from: CalintzI always say that th best scripts are the simple ones that are very basic and work as planned.

Simple as in simple to use and understand (like BABS, which is simple to configure and understand, but the scripting is complex).
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Mightylink on October 12, 2008, 10:27:17 am
This is a good script, something those rpg maker guys should of done by default but stupidly didn't. I like to consider this a fix more then a script, thanks, I'm using it ^_^
Title: Re: [XP] Advanced Shop Status Window fixed and optimized
Post by: Fantasist on October 14, 2008, 03:41:30 pm
I loved this back the, and the layout is pretty cool, but now I think about it, most of it is pointless unless you have similar detail in the rest of the game elements. I find the CP Shop System the best. It only shows the important changes instead of showing everything there is to some equipment.