Can who this Script so change that element .....

Started by Nightfox, July 29, 2009, 11:59:02 am

Previous topic - Next topic

Nightfox

July 29, 2009, 11:59:02 am Last Edit: July 29, 2009, 12:13:46 pm by winkio
Can who this Script so change that element and status symbol is indicated, how in StormTronics CMS?

This Script :


#==============================================================================
# ** Advanced Equip Window V1.0
# von RPG Advocat (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/13
# http://www.phylomortis.com/resource/script/scr012.html
# http://www.phylomortis.com
#==============================================================================

class Scene_Equip
 # --------------------------------
 def refresh
   @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
     newmode = 0
   when 1
     @item_window = @item_window2
     newmode = 1
   when 2
     @item_window = @item_window3
     newmode = 1
   when 3
     @item_window = @item_window4
     newmode = 1
   when 4
     @item_window = @item_window5
     newmode = 1
   end
   if newmode != @left_window.mode
     @left_window.mode = newmode
     @left_window.refresh
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,
     "", "")
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     old_atk = @actor.atk
     old_pdef = @actor.pdef
     old_mdef = @actor.mdef
     old_str = @actor.str
     old_dex = @actor.dex
     old_agi = @actor.agi
     old_int = @actor.int
     old_eva = @actor.eva
     @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
     new_eva = @actor.eva
     @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
     if new_atk > old_atk
       @left_window.changes[0] = 1
     end
     if new_atk < old_atk
       @left_window.changes[0] = -1
     end
     if new_pdef > old_pdef
       @left_window.changes[1] = 1
     end
     if new_pdef < old_pdef
       @left_window.changes[1] = -1
     end
     if new_mdef > old_mdef
       @left_window.changes[2] = 1
     end
     if new_mdef < old_mdef
       @left_window.changes[2] = -1
     end
      if new_str > old_str
       @left_window.changes[3] = 1
     end
     if new_str < old_str
       @left_window.changes[3] = -1
     end
       if new_dex > old_dex
       @left_window.changes[4] = 1
     end
     if new_dex < old_dex
       @left_window.changes[4] = -1
     end
     if new_agi > old_agi
       @left_window.changes[5] = 1
     end
     if new_agi < old_agi
       @left_window.changes[5] = -1
     end
     if new_int > old_int
       @left_window.changes[6] = 1
     end
     if new_int < old_int
       @left_window.changes[6] = -1
     end
     if new_eva > old_eva
       @left_window.changes[7] = 1
     end
     if new_eva < old_eva
       @left_window.changes[7] = -1
     end
     elem_text = make_elem_text(item2)
     stat_text = make_stat_text(item2)
     @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, new_eva, elem_text, stat_text)
   end
 end
 # --------------------------------
 def make_elem_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   return text
 end
 # --------------------------------
 def make_stat_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.plus_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   return text
 end
end

class Window_EquipLeft < Window_Base
 # --------------------------------
 attr_accessor :mode
 attr_accessor :changes
 # --------------------------------
 def initialize(actor)
   super(0, 64, 272, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   self.z += 100
   @actor = actor
   @mode = 0
   @changes = [0, 0, 0, 0, 0, 0, 0, 0]
   @elem_text = ""
   @stat_text = ""
   refresh
 end
 # --------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 4, 0)
   draw_actor_level(@actor, 180, 0)
   draw_actor_parameter(@actor, 4, 32, 0)
   draw_actor_parameter(@actor, 4, 64, 1)
   draw_actor_parameter(@actor, 4, 96, 2)
   draw_actor_parameter(@actor, 4, 128, 3)

   draw_actor_parameter(@actor, 4, 160, 4)
   draw_actor_parameter(@actor, 4, 192, 5)
   draw_actor_parameter(@actor, 4, 224, 6)
   if @mode == 0
     self.contents.draw_text(4, 256, 200, 32, "Elemental Attack:")
     self.contents.draw_text(4, 320, 200, 32, "Status Attack:")
   end
   if @mode == 1
     self.contents.draw_text(4, 256, 200, 32, "Elemental Defense:")
     self.contents.draw_text(4, 320, 200, 32, "Status Defense:")
   end
   self.contents.draw_text(12, 288, 220, 32, @elem_text)
   self.contents.draw_text(12, 352, 220, 32, @stat_text)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 32, 40, 32, "��", 1)
     if @changes[0] == 0
       self.contents.font.color = normal_color
     elsif @changes[0] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[1] == 0
       self.contents.font.color = normal_color
     elsif @changes[1] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[2] == 0
       self.contents.font.color = normal_color
     elsif @changes[2] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[3] == 0
       self.contents.font.color = normal_color
     elsif @changes[3] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[4] == 0
       self.contents.font.color = normal_color
     elsif @changes[4] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[5] == 0
       self.contents.font.color = normal_color
     elsif @changes[5] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[6] == 0
       self.contents.font.color = normal_color
     elsif @changes[6] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 224, 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, new_eva, elem_text, stat_text)
   flag = false
   if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
     flag = true
   end
   if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
     flag = true
   end
    if new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
     flag = true
   end
     @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
     @new_eva = new_eva
     @elem_text = elem_text
     @stat_text = stat_text
     if flag
       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 item
   return @data[self.index]
 end
 # --------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   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
   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
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   for i in 0...@item_max-1
     draw_item(i)
   end
   s = @data.size-1
   self.contents.draw_text(4, s*32, 100, 32, "[Remove]")
 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 + 288, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
 end
 # --------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end

class Window_Base < Window
 # --------------------------------
 def up_color
   return Color.new(74, 210, 74)
 end
 # --------------------------------
 def down_color
   return Color.new(170, 170, 170)
 end
end

Subsonic_Noise

July 29, 2009, 12:12:22 pm #1 Last Edit: July 29, 2009, 12:18:51 pm by Subsonic_Noise
Quote from: Nightfox on July 29, 2009, 11:59:02 am
Can who this Script so change that element and status symbol is indicated, how in StormTronics CMS?

This Script :


#==============================================================================
# ** Advanced Equip Window V1.0
# von RPG Advocat (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/13
# http://www.phylomortis.com/resource/script/scr012.html
# http://www.phylomortis.com
#==============================================================================

class Scene_Equip
 # --------------------------------
 def refresh
   @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
     newmode = 0
   when 1
     @item_window = @item_window2
     newmode = 1
   when 2
     @item_window = @item_window3
     newmode = 1
   when 3
     @item_window = @item_window4
     newmode = 1
   when 4
     @item_window = @item_window5
     newmode = 1
   end
   if newmode != @left_window.mode
     @left_window.mode = newmode
     @left_window.refresh
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,
     "", "")
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     old_atk = @actor.atk
     old_pdef = @actor.pdef
     old_mdef = @actor.mdef
     old_str = @actor.str
     old_dex = @actor.dex
     old_agi = @actor.agi
     old_int = @actor.int
     old_eva = @actor.eva
     @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
     new_eva = @actor.eva
     @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
     if new_atk > old_atk
       @left_window.changes[0] = 1
     end
     if new_atk < old_atk
       @left_window.changes[0] = -1
     end
     if new_pdef > old_pdef
       @left_window.changes[1] = 1
     end
     if new_pdef < old_pdef
       @left_window.changes[1] = -1
     end
     if new_mdef > old_mdef
       @left_window.changes[2] = 1
     end
     if new_mdef < old_mdef
       @left_window.changes[2] = -1
     end
      if new_str > old_str
       @left_window.changes[3] = 1
     end
     if new_str < old_str
       @left_window.changes[3] = -1
     end
       if new_dex > old_dex
       @left_window.changes[4] = 1
     end
     if new_dex < old_dex
       @left_window.changes[4] = -1
     end
     if new_agi > old_agi
       @left_window.changes[5] = 1
     end
     if new_agi < old_agi
       @left_window.changes[5] = -1
     end
     if new_int > old_int
       @left_window.changes[6] = 1
     end
     if new_int < old_int
       @left_window.changes[6] = -1
     end
     if new_eva > old_eva
       @left_window.changes[7] = 1
     end
     if new_eva < old_eva
       @left_window.changes[7] = -1
     end
     elem_text = make_elem_text(item2)
     stat_text = make_stat_text(item2)
     @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, new_eva, elem_text, stat_text)
   end
 end
 # --------------------------------
 def make_elem_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_element_set
       if flag
         text += ", "
       end
       text += $data_system.elements[i]
       flag = true
     end
   end
   return text
 end
 # --------------------------------
 def make_stat_text(item)
   text = ""
   flag = false
   if item.is_a?(RPG::Weapon)
     for i in item.plus_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   if item.is_a?(RPG::Armor)
     for i in item.guard_state_set
       if flag
         text += ", "
       end
       text += $data_states[i].name
       flag = true
     end
   end
   return text
 end
end

class Window_EquipLeft < Window_Base
 # --------------------------------
 attr_accessor :mode
 attr_accessor :changes
 # --------------------------------
 def initialize(actor)
   super(0, 64, 272, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   self.z += 100
   @actor = actor
   @mode = 0
   @changes = [0, 0, 0, 0, 0, 0, 0, 0]
   @elem_text = ""
   @stat_text = ""
   refresh
 end
 # --------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 4, 0)
   draw_actor_level(@actor, 180, 0)
   draw_actor_parameter(@actor, 4, 32, 0)
   draw_actor_parameter(@actor, 4, 64, 1)
   draw_actor_parameter(@actor, 4, 96, 2)
   draw_actor_parameter(@actor, 4, 128, 3)

   draw_actor_parameter(@actor, 4, 160, 4)
   draw_actor_parameter(@actor, 4, 192, 5)
   draw_actor_parameter(@actor, 4, 224, 6)
   if @mode == 0
     self.contents.draw_text(4, 256, 200, 32, "Elemental Attack:")
     self.contents.draw_text(4, 320, 200, 32, "Status Attack:")
   end
   if @mode == 1
     self.contents.draw_text(4, 256, 200, 32, "Elemental Defense:")
     self.contents.draw_text(4, 320, 200, 32, "Status Defense:")
   end
   self.contents.draw_text(12, 288, 220, 32, @elem_text)
   self.contents.draw_text(12, 352, 220, 32, @stat_text)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 32, 40, 32, "��", 1)
     if @changes[0] == 0
       self.contents.font.color = normal_color
     elsif @changes[0] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[1] == 0
       self.contents.font.color = normal_color
     elsif @changes[1] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[2] == 0
       self.contents.font.color = normal_color
     elsif @changes[2] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[3] == 0
       self.contents.font.color = normal_color
     elsif @changes[3] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[4] == 0
       self.contents.font.color = normal_color
     elsif @changes[4] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[5] == 0
       self.contents.font.color = normal_color
     elsif @changes[5] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     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)
     if @changes[6] == 0
       self.contents.font.color = normal_color
     elsif @changes[6] == -1
       self.contents.font.color = down_color
     else
       self.contents.font.color = up_color
     end
     self.contents.draw_text(200, 224, 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, new_eva, elem_text, stat_text)
   flag = false
   if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
     flag = true
   end
   if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
     flag = true
   end
    if new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
     flag = true
   end
     @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
     @new_eva = new_eva
     @elem_text = elem_text
     @stat_text = stat_text
     if flag
       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 item
   return @data[self.index]
 end
 # --------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   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
   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
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   for i in 0...@item_max-1
     draw_item(i)
   end
   s = @data.size-1
   self.contents.draw_text(4, s*32, 100, 32, "[Remove]")
 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 + 288, y, 16, 32, ":", 1)
   self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
 end
 # --------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end

class Window_Base < Window
 # --------------------------------
 def up_color
   return Color.new(74, 210, 74)
 end
 # --------------------------------
 def down_color
   return Color.new(170, 170, 170)
 end
end



Could you please fix your sentence? It's a bit hard to understand.
Try this: "Could someone change this script to show element and status symbols like in StormTronics CMS?"
It seems to be pretty easy, but I can't help you now. If nobody helps you until tomorrow, I'll take a look at it. Don't expect anything though, I'm not an experienced scripter.

Fantasist

I don't see why this is necessary if you are using STCMS. If I read right, that's RPG Advocate's Equip Scene script. STCMS has a very similar scene and a better one. Why even go for this?
Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


The best of freeware reviews: Gizmo's Freeware Reviews




Nightfox

Because I  inserted GUILLAUME777' s Multi Slot and is not compertible for STCMS.

G_G


Nightfox


Subsonic_Noise

Uhm, I tried to do this but I failed horribly. I'm really sorry. After all, I'm not a scripter.

Starrodkirby86

Quote from: game_guy on July 31, 2009, 11:06:04 am
just set the Use Custom Equip Menu to true

Quote from: Nightfox on August 02, 2009, 08:38:40 pm
With true does not go.

#   CUSTOM_ITEM_SCENE      - set this to true if you want to use a different
#                            equip scene and make this CMS compatible even with
#                            exotic Item Systems
#   CUSTOM_EQUIPMENT_SCENE - set this to true if you want to use a different
#                            equip scene and make this CMS compatible even with
#                            exotic Equipment Systems, change only if you have
#                            another Equipment Scene script ready
#   CUSTOM_EQUIP_SCENE     - set this to true if you want to use a different
#                            equip scene and make this CMS compatible even with
#                            exotic Equipment Systems


I can't help not overlooking this...

Something about Guillaume777's scene and STCMS...Argh, it seems familiar.

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).