it's not working because of Scene_Equip modifications.
STCMS modifies Scene_Equip, as does the ERS that I programmed.
so to make it compatible you'll have to most likely cut out everything regarding Scene_Equip and the related windows from the CMS.
I wrote a custom Scene_Equip that was optional for the script, which includes a window that displays requirements of a weapon as it is hovered over! (no it's not just the Default scene either, I did a little of my own modification at the same time)
#-------------------------------------------------------------------------------
# Scene_Equip: Has : Equip Left/Item, Scene_Equip
#-------------------------------------------------------------------------------
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 152, 272, 328)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 160, 0)
draw_actor_hp(@actor, 4, 49)
draw_actor_sp(@actor, 4, 74)
draw_actor_graphic(@actor, 185, 110)
draw_actor_parameter(@actor, 4, 128, 0)
draw_actor_parameter(@actor, 4, 148, 1)
draw_actor_parameter(@actor, 4, 168, 2)
draw_actor_parameter(@actor, 4, 188, 3)
draw_actor_parameter(@actor, 4, 208, 4)
draw_actor_parameter(@actor, 4, 228, 5)
draw_actor_parameter(@actor, 4, 248, 6)
if @new_atk != 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_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 148, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 148, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 168, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 168, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 188, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 188, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 208, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 208, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 228, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 228, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 248, 40, 32, " ---", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 248, 36, 32, @new_int.to_s, 2)
end
end
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
class Window_EquipItem < Window_Selectable
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
def draw_item(index)
item = @data[index]
x = 4
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
class Window_DisplayRequirements < Window_Base
def initialize
super(0, 64, 272, 88)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 212, 32, "Lvl", 0)
self.contents.draw_text(48, 0, 212, 32, "Str", 0)
self.contents.draw_text(95, 0, 212, 32, "Dex", 0)
self.contents.draw_text(150, 0, 212, 32, "Agi", 0)
self.contents.draw_text(200, 0, 212, 32, "Int", 0)
self.contents.font.color = system_color = normal_color
end
def refresh(bleh)
x = 50
for i in 0...5
self.contents.draw_text(x * i, 32, 212, 32, bleh[i].to_s, 32)
end
end
def clear
self.contents.clear
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 212, 32, "Lvl", 0)
self.contents.draw_text(48, 0, 212, 32, "Str", 0)
self.contents.draw_text(95, 0, 212, 32, "Dex", 0)
self.contents.draw_text(150, 0, 212, 32, "Agi", 0)
self.contents.draw_text(200, 0, 212, 32, "Int", 0)
self.contents.font.color = system_color = normal_color
end
end
class Scene_Equip
alias older_main main
def main
@wrequirements = Window_DisplayRequirements.new
older_main
@wrequirements.dispose
end
def refresh
@wrequirements.clear
@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
alias update_item_old update_item
def update_item
item2 = @item_window.item
@wrequirements.refresh(NAMKCOR.ers_config(@item_window.item))
update_item_old
end
end