That sounds good! But I wish I could write it. You see, I have to draw two objects in a window, the second image is superimposed with photoshop since somehow trying it with a bitmap to occupy the place was a good idea. But if or if I need to be able to draw the icon and the name.
What is underlined in black is the overlay.
if @actor.equips[0] != nil and $game_player.current_skill[0]
@Equip_window.draw_text(0, -15 , 120, 50, RE_MENU::Equip)
@Equip_window.draw_icon(@actor.equips[0].icon_index, 110, 20, true)
@Equip_window.draw_text(0, 15 , 150, 50, @actor.equips[0].name)
elsif $game_player.current_skill[0] == $data_skills[9]
@Equip_window.draw_text(0, -15 , 120, 50, RE_MENU::Equip)
@Equip_window.draw_icon($data_skills[9].icon_index, 190, 20, true)
@Equip_window.draw_text(180, 15 , 150, 50, $data_skills[9].name)
end
The above is what in theory should be written in the window. I honestly don't know why that doesn't happen. I will check the Yanfly class to see if I can get something, thanks Phoenix.
EDIT:
Well, I have updated the code box, I have managed to show the ability and its name, but now the same thing happens to me as when I wanted to add the skills to the main menu, the skills displayed overwrite the previous equipment.