How to add more armor slots

Started by Blizzard, June 13, 2008, 02:00:03 pm

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PhoenixFire

Nope, everything is proper in that sense. Also, would it not be the Window_Status script in this case?
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

KK20

I think I need some pictures to understand what's really going on.

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PhoenixFire

Can do =p

Character 1 stat screen: https://dl.dropboxusercontent.com/u/25886192/character%201.png
Character 2 stat screen: https://dl.dropboxusercontent.com/u/25886192/character%202.png
Character 3 stat screen: https://dl.dropboxusercontent.com/u/25886192/character%203.png
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

G_G

Ohhhhh okay. Now I see what you meant. It's probably one of your windows then.

KK20

And what does your Window_Status look like?

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PhoenixFire

Window_Status is the standard default script, and then the extra armor has a modded version, looks like this:

Spoiler: ShowHide


#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 112, 172)
    draw_actor_sp(@actor, 96, 144, 172)
    draw_actor_parameter(@actor, 96, 192, 0)
    draw_actor_parameter(@actor, 96, 224, 1)
    draw_actor_parameter(@actor, 96, 256, 2)
    draw_actor_parameter(@actor, 96, 304, 3)
    draw_actor_parameter(@actor, 96, 336, 4)
    draw_actor_parameter(@actor, 96, 368, 5)
    draw_actor_parameter(@actor, 96, 400, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 48, 80, 32, "EXP")
    self.contents.draw_text(320, 80, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 160, 96, 32, "Equipment")
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
#Dual Wep Show
    draw_item_name($data_weapons[@actor.armor1_id], 320 + 16, 240)
#-------------
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
    draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
  end
  def dummy
    self.contents.font.color = system_color
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
#Dual Wep Show
    draw_item_name($data_weapons[@actor.armor1_id], 320 + 16, 240)
#-------------
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
    draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
  end
end


Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

KK20


    draw_item_name($data_weapons[@actor.armor1_id], 320 + 16, 240)
#-------------
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)

Uh, how did you not see this? :???:
You're drawing the weapon and armor of the same ID as the first armor slot. I take it Wooden Shield and Claw have the same ID.

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PhoenixFire

:facepalm:

...I have no idea how I didn't think to look at that. I noticed the dual weapon thing before, but figured it probably had nothing to do with what I was using it for, because I wasn't allowing dual weapons...

Thank you for pointing that out though, that did the trick!
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?