Hello i need to edit this simple equip page in menu 
Can someone delete this elemental stuff from script?

(i hide my own language words but everything is clear in script)
and also if its possible to add "show stats of HP and MP" above other stats (i use stats bonus from gear script so if (for example) i wear new armor my HP stats also increased so i want to see this change on my "old and new stats" on the left side just like in img.
sorry for my poor English but I'm desperate xD

Can someone delete this elemental stuff from script?

(i hide my own language words but everything is clear in script)
and also if its possible to add "show stats of HP and MP" above other stats (i use stats bonus from gear script so if (for example) i wear new armor my HP stats also increased so i want to see this change on my "old and new stats" on the left side just like in img.
sorry for my poor English but I'm desperate xD
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * 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, nil, nil, nil, nil)
@left_window.set_elements(nil, nil)
@left_window.set_states(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
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# Get element_set for after equipment change
atk_element_set = @actor.element_set
def_element_set = @actor.defense_element_set
# Get state_set for after equipment change
plus_state_set = @actor.plus_state_set
def_state_set = @actor.defense_state_set
# 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, new_str, \
new_dex, new_agi, new_int)
@left_window.set_elements(atk_element_set, def_element_set)
@left_window.set_states(plus_state_set, def_state_set)
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Icon
# icon_name : filename of the icon ("String")
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# MOBIUS ADDED
#--------------------------------------------------------------------------
def draw_icon(icon_name, x, y)
bitmap = RPG::Cache.icon(icon_name)
src_rect = Rect.new(0, 0, 24, 24)
self.contents.blt(x, y, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Attack Elements - Draws the active attack elements for a given actor
# element_set : the element set for a given actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# MOBIUS ADDED
#--------------------------------------------------------------------------
def draw_attack_elements(element_set, x, y)
#Draw fire if active
if element_set.include?(1)
draw_icon("Fire", x, y)
else
draw_icon("Fire 2", x, y)
end
#Draw ice if active
if element_set.include?(2)
draw_icon("Ice", x + 30, y)
else
draw_icon("Ice 2", x + 30, y)
end
#Draw lightning if active
if element_set.include?(3)
draw_icon("Lightning", x + 60, y)
else
draw_icon("Lightning 2", x + 60, y)
end
#Draw water if active
if element_set.include?(4)
draw_icon("Poison", x + 90, y)
else
draw_icon("Poison 2", x + 90, y)
end
#Draw earth if active
if element_set.include?(5)
draw_icon("Holy", x + 120, y)
else
draw_icon("Holy 2", x + 120, y)
end
#Draw wind if active
if element_set.include?(6)
draw_icon("Dark", x + 150, y)
else
draw_icon("Dark 2", x + 150, y)
end
#Draw wind if active
if element_set.include?(7)
draw_icon("Magic", x + 180, y)
else
draw_icon("Magic 2", x + 180, y)
end
end
#--------------------------------------------------------------------------
# * Draw Defense Elements - Draws the active defense elements for a given actor
# defense_element_set : the defense element set for a given actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# MOBIUS ADDED
#--------------------------------------------------------------------------
def draw_defense_elements(defense_element_set, x, y)
#Draw fire if active
if defense_element_set.include?(1)
draw_icon("Fire Def", x, y)
else
draw_icon("Fire Def 2", x, y)
end
#Draw ice if active
if defense_element_set.include?(2)
draw_icon("Ice Def", x + 30, y)
else
draw_icon("Ice Def 2", x + 30, y)
end
#Draw lightning if active
if defense_element_set.include?(3)
draw_icon("Lightning Def", x + 60, y)
else
draw_icon("Lightning Def 2", x + 60, y)
end
#Draw water if active
if defense_element_set.include?(4)
draw_icon("Poison Def", x + 90, y)
else
draw_icon("Poison Def 2", x + 90, y)
end
#Draw earth if active
if defense_element_set.include?(5)
draw_icon("Holy Def", x + 120, y)
else
draw_icon("Holy Def 2", x + 120, y)
end
#Draw wind if active
if defense_element_set.include?(6)
draw_icon("Dark Def", x + 150, y)
else
draw_icon("Dark Def 2", x + 150, y)
end
#Draw wind if active
if defense_element_set.include?(7)
draw_icon("Magic Def", x + 180, y)
else
draw_icon("Magic Def 2", x + 180, y)
end
end
#--------------------------------------------------------------------------
# * Draw Plus States - Draws states the a weapon adds for a given actor
# state_set : the plus state set for a given actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# MOBIUS ADDED
#--------------------------------------------------------------------------
def draw_plus_states(state_set, x, y)
if state_set == []
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "Element: ")
elsif state_set.size == 1
state = $data_states[state_set[0]]
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "Element: " + state.name)
elsif state_set.size == 2
state1 = $data_states[state_set[0]]
state2 = $data_states[state_set[1]]
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "Element: " + state1.name +
", " + state2.name)
else
rating = 0
priority_state = ""
total_states = state_set.size
for i in state_set
state = $data_states[i]
if rating <= state.rating #if new state is higher priority
rating = state.rating
priority_state = state.name
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "Element: " + priority_state +
" i " + (total_states - 1).to_s + " other")
end
end
#--------------------------------------------------------------------------
# * Draw Def States - Draws states the armor prevents for a given actor
# state_set : the guard state set for a given actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# MOBIUS ADDED
#--------------------------------------------------------------------------
def draw_def_states(state_set, x, y)
if state_set == []
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "resis ")
elsif state_set.size == 1
state = $data_states[state_set[0]]
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "resis: " + state.name)
elsif state_set.size == 2
state1 = $data_states[state_set[0]]
state2 = $data_states[state_set[1]]
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "resis " + state1.name +
", " + state2.name)
else
rating = 0
priority_state = ""
total_states = state_set.size
for i in state_set
state = $data_states[i]
if rating <= state.rating #if new state is higher priority
rating = state.rating
priority_state = state.name
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 240, 32, "resis " + priority_state +
" i " + (total_states - 1).to_s + "other")
end
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)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
#x = 4 + index % 2 * (288 + 32) OLD
x = 4
#y = index / 2 * 32 OLD
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
end
#==============================================================================
# ** 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, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_parameter(@actor, 4, 32, 0) #ATK
draw_actor_parameter(@actor, 4, 64, 1) #PDEF
draw_actor_parameter(@actor, 4, 96, 2) #MDEF
draw_actor_parameter(@actor, 4, 128, 3) #STR
draw_actor_parameter(@actor, 4, 160, 4) #DEX
draw_actor_parameter(@actor, 4, 192, 5) #AGI
draw_actor_parameter(@actor, 4, 224, 6) #INT
if @atk_element_set != nil
draw_attack_elements(@atk_element_set, 4, 258)
else
draw_attack_elements(@actor.element_set, 4, 258)
end
if @def_element_set != nil
draw_defense_elements(@def_element_set, 4, 292)
else
draw_defense_elements(@actor.defense_element_set, 4, 292)
end
if @plus_state_set != nil
draw_plus_states(@plus_state_set, 4, 326)
else
draw_plus_states(@actor.plus_state_set, 4, 326)
end
if @def_state_set != nil
draw_def_states(@def_state_set, 4, 358)
else
draw_def_states(@actor.defense_state_set, 4, 358)
end
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 32, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.atk, @new_atk)
self.contents.draw_text(200, 32, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.pdef, @new_pdef)
self.contents.draw_text(200, 64, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.mdef, @new_mdef)
self.contents.draw_text(200, 96, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.str, @new_str)
self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.dex, @new_dex)
self.contents.draw_text(200, 160, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.agi, @new_agi)
self.contents.draw_text(200, 192, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "->", 1)
self.contents.font.color = color_choose(@actor.int, @new_int)
self.contents.draw_text(200, 224, 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_etc : I think you get the picture
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Set element_set after changing equipment
# element_set : an array containing the new equipment's element_set
# reference the database for element values
#--------------------------------------------------------------------------
def set_elements(atk_element_set, def_element_set)
if @atk_element_set != atk_element_set or
@def_element_set != def_element_set
@atk_element_set = atk_element_set
@def_element_set = def_element_set
refresh
end
end
#--------------------------------------------------------------------------
# * Set state_set after changing equipment
# state_set : an array containing the new equipment's state_set
# reference the database for state values
#--------------------------------------------------------------------------
def set_states(plus_state_set, def_state_set)
if @plus_state_set != plus_state_set or @def_state_set != def_state_set
@plus_state_set = plus_state_set
@def_state_set = def_state_set
refresh
end
end
#------------------------------------------------------------------------------
# * color_choose
# decide text color based on whether the stat improves
# Mobius Added
#------------------------------------------------------------------------------
def color_choose(old_stat, new_stat)
compare = (old_stat <=> new_stat)
case compare
when -1 #new is better
Color.new(0, 255, 0, 255) #Return green color
when 0 #old=new
normal_color #Return white color
when 1 #old is better
Color.new(255, 0, 0, 255) #Return red color
end
end
end #class end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Defense Elements
#--------------------------------------------------------------------------
def defense_element_set
result = []
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
result |= armor.guard_element_set
end
end
return result
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Normal State Defense
#--------------------------------------------------------------------------
def defense_state_set
result = []
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
result |= armor.guard_state_set
end
end
return result
end
end