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Chigoo

Items duplicating when equip.

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Posted (edited)

Hello I'm using the Peral ABS for my game, and for some reason when ever i equip weapon or amor using the quick tool, the items are duplicated.

I'm hoping someone is willing to help me resolve this issue. Thank you in advance. 

 

edit* When using the quick tool every time i equip a wep or arm it stays in the inventory side, so i can keep equipping new versions of that items

so for example if i equip a short sword, a new graphic noting that i equipped it will appear on the tool bar, but the original short sword still shows up on the inventory side.

so when i selet the short sword again from the inventory side it will let me equip the short sword again and again. 

 

Here are the scripts that might be casing this issue.

Custom DataManager

Perfect Equip Refine System 

Falcao Pearl ABS Liquid v3  

 

 

Edited by Chigoo

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Posted (edited)

I kind of figured out a work around but I can script so I don't quite get how to do it. It seems that when using the quick selection tool to equip items duplicates the item. So what I want to do is is to make it so that instead of there being 4 commands for weapon, armor, item, and skills there will only be 3. equipment, items, and skill. Equipment will just take me to the regular equipment screen. I figuref out how to remove one of the commands and rename one to equiment. But I dont know how to make it so when you select equipment it will take you to the main screen.

 

here's the script.

 

Spoiler

#===============================================================================
# * Falcao Pearl ABS script shelf # 6
#
# This script handles all scenes related in pearl ABS
#===============================================================================

module PearlScenes
  
  # Cursor icon displayed when selecting a target
  CursorIcon = 389
  
  # Status text displayed in the player selection menu
  DeathStatus =     'Death'      # Displayed when death
  BadStatus =       'Bad'        # Displayed when 0 to 25% of hp
  OverageStatus =   'Overage'    # Displayed when 25 to 50% of hp
  GoodStatus =      'Good'       # Displayed when 50 to 75% of hp
  ExellentStatus =  'Exellent'   # Displayed when 75 to 100% of hp
end

#===============================================================================
# target slection engine

class Window_EventSelect < Window_Selectable
  attr_reader   :participants
  def initialize(object)
    super(0, 0,  150, 192)
    self.z = 101
    @participants = []
    refresh(object)
    self.index = 0
    self.visible = false
    activate
  end
  
  def item
    return @data[self.index]
  end
 
  def refresh(object)
    self.contents.clear if self.contents != nil
    @data = []
    for character in object
      if character.is_a?(Game_Event)
        if character.on_battle_screen? and character.enemy_ready?
          @data.push(character)
          character.target_index = @data.size - 1
          @participants.push(character)
        end
      elsif character.on_battle_screen?
         next if character.battler.deadposing != nil and 
         $game_map.map_id != character.battler.deadposing
         @data.push(character)
         character.target_index = @data.size - 1
         @participants.push(character)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 26)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  def draw_item(index)
    item = @data[index]
    x, y = index % col_max * (120 + 32), index / col_max  * 24
    self.contents.font.size = 16
    self.contents.draw_text(x + 24, y, 212, 32, 'none', 0)
  end
  
  def item_max
    return @item_max.nil? ? 0 : @item_max 
  end 
end

# Scenen events selection target
class Scene_BattlerSelection < Scene_MenuBase
  
  def start
    super
    @mouse_exist = defined?(Map_Buttons).is_a?(String)
    item = $game_player.targeting[1]
    if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
      load_target(item)
    else
      invoke = item.tool_data("Tool Invoke Skill = ")
      if invoke != 0
        load_target($data_skills[invoke])
      else
        @event_window = Window_EventSelect.new($game_map.events.values)
      end
    end
    
    # info window
    @info_window = Sprite.new
    @event_window.item.nil? ? t = 'No targets!' : t = 'Select target'
    @info_window.bitmap = Bitmap.new(300, 60)
    @info_window.z = 900 
    x, y = Graphics.width / 2 - 300 / 2,  Graphics.height / 2 - 60 / 2
    @info_window.x = x; @info_window.y = y
    @info_window.bitmap.font.size = 30
    @info_window.bitmap.font.shadow = true
    @info_window.bitmap.draw_text(0, 0, @info_window.width, 32, t, 1)
    @info_time = 60
    create_cursor unless @event_window.item.nil?
    @background_sprite.color.set(16, 16, 16, 70)
  end
  
  def create_name_sprites
    return if !@name_text.nil?
    @name_text = Sprite.new
    @name_text.bitmap = Bitmap.new(200, 60)
    @name_text.bitmap.font.size = 20
    @name_text.bitmap.font.shadow = true
    @name_text.x = @event_window.item.screen_x - 100
    @name_text.y = @event_window.item.screen_y - 58
    text = @event_window.item.battler.name
    @name_text.bitmap.draw_text(0, 0, @name_text.width, 32, text, 1)
  end
  
  def dispose_name_sprites
    return if @name_text.nil?
    @name_text.bitmap.dispose
    @name_text.dispose
    @name_text = nil
  end
  
  # load item target
  def load_target(item)
    if item.scope.between?(1, 6) 
      @event_window = Window_EventSelect.new($game_map.events.values)
    else
      targets = []
      $game_player.followers.each {|i| targets << i if i.visible?}
      targets << $game_player
      @event_window = Window_EventSelect.new(targets)
    end
  end
  
  def refresh_info(type)
    @info_window.bitmap.clear
    t = 'Invalid Target!' if type == 2
    @info_window.bitmap.draw_text(-30, 0, @info_window.width, 32, t, 1)
  end
  
  def create_cursor
    if @mouse_exist
      @cursor = $mouse_cursor
      @cursor_zooming = 0 ; update_cursor_position
      return
    end
    @cursor = Sprite.new
    icon = PearlScenes::CursorIcon
    @cursor.bitmap = Bitmap.new(24, 24)
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
    @cursor.bitmap.blt(0, 0, bitmap, rect)
    @cursor_zooming = 0
    update_cursor_position
  end
  
  def update
    super
    if Input.trigger?(:B)
      $game_player.targeting = [false, item=nil, char=nil]
      SceneManager.return
      Sound.play_cancel
    end
  
    @info_time -= 1 if @info_time > 0
    if @info_time == 0
      @info_window.opacity -= 8 if @info_window.opacity > 0
      if @info_window.opacity == 0 and @event_window.item.nil?
        Sound.play_cancel
        $game_player.targeting = [false, item=nil, char=nil]
        SceneManager.return
      end
    end
    return if @event_window.item.nil?
    if @mouse_exist
      for target in @event_window.participants
        if Mouse.map_grid[0] == target.x and Mouse.map_grid[1] == target.y
          @event_window.select(target.target_index)
        end
      end
    end
    
    if @current_index != @event_window.index
      @current_index = @event_window.index
      dispose_name_sprites
      create_name_sprites
    end
    
    update_cursor_position
    update_target_selection
  end
  
  # target selection
  def update_target_selection
    if Input.trigger?(:C)
      if @mouse_exist
        for event in @event_window.participants
          if Mouse.map_grid[0] == event.x and Mouse.map_grid[1] == event.y
            @event_window.select(event.target_index)
            @selected = true
          end
        end
        
        if @selected.nil?
          refresh_info(2)
          @info_time = 60; @info_window.opacity = 255
          Sound.play_buzzer
          return
        end
      end
      Sound.play_ok
      $game_player.targeting[2] = @event_window.item
      SceneManager.return
    end
  end
  
  def update_cursor_position
    if @mouse_exist
      @cursor.x = Mouse.pos[0]
      @cursor.y = Mouse.pos[1]
    else
      @cursor.x = @event_window.item.screen_x
      @cursor.y = @event_window.item.screen_y - 16
    end
    @cursor_zooming += 1
    case @cursor_zooming
    when 1..10 ; @cursor.zoom_x -= 0.01 ; @cursor.zoom_y -= 0.01
    when 11..20; @cursor.zoom_x += 0.01 ; @cursor.zoom_y += 0.01
    when 21..30; @cursor.zoom_x = 1.0   ; @cursor.zoom_y = 1.0
      @cursor_zooming = 0 
    end
  end
  
  def terminate
    super
    @event_window.dispose
    @info_window.dispose
    @info_window.bitmap.dispose
    dispose_name_sprites
    if @mouse_exist and !@cursor.nil?
      @cursor.zoom_x = 1.0   ; @cursor.zoom_y = 1.0 ; @selected = nil
    else
      @cursor.dispose unless @cursor.nil?
      @cursor.bitmap.dispose unless @cursor.nil?
    end
  end
end

#===============================================================================
#===============================================================================
# * Player slection engine

# Primary use selection
class Window_Primaryuse < Window_Command
  attr_accessor :actor
  def initialize(x, y, actor)
    @actor = actor
    super(x, y)
    deactivate ; unselect
  end
  
  def window_width()  return 544  end
  def window_height() return 80   end  

  def make_command_list
    add_command('Weapon ' + Key::Weapon[1],  'Weapon ' + Key::Weapon[1])
    add_command('Armor ' + Key::Armor[1],    'Armor ' + Key::Armor[1])
    add_command('Item '  + Key::Item[1],    'Item '  + Key::Item[1])
    add_command('Item '  + Key::Item2[1],   'Item '  + Key::Item2[1])
    add_command('Skill ' + Key::Skill[1],  'Skill ' + Key::Skill[1])
    add_command('Skill ' + Key::Skill2[1], 'Skill ' + Key::Skill2[1])
    add_command('Skill ' + Key::Skill3[1], 'Skill ' + Key::Skill3[1])
    add_command('Skill ' + Key::Skill4[1], 'Skill ' + Key::Skill4[1])
  end
  
  def refresh_actor(actor)
    @actor = actor
    refresh
  end
  
  def col_max
    return 4
  end
  
  def draw_item(index)
    contents.font.size = 20
    if @actor.primary_use == index + 1
      contents.font.color = Color.new(255, 120, 0, 255)
      draw_text(item_rect_for_text(index), command_name(index), alignment)
      change_color(normal_color, command_enabled?(index))
      return
    end
    super
  end
end

class Window_CharacterSet < Window_Selectable
  include PearlScenes
  def initialize(x=0, y=0)
    super(x, y, 544, 156)
    refresh
    self.index = 0
    activate
  end
  
  def item
    return @data[self.index]
  end
 
  def refresh
    self.contents.clear if self.contents != nil
    @data = []
    $game_party.battle_members.each {|actor| @data.push(actor)}
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 26, row_max * 128)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  def draw_item(index)
    item = @data[index]
    x, y = index % col_max * (138), index / col_max  * 130
    self.contents.font.size = 20
    contents.fill_rect(x, y, item_width, item_height, Color.new(0, 0, 0, 60))
    draw_character(item.character_name, item.character_index, x + 22, y + 56)
    hp_color = [Color.new(205, 255, 205, 200),   Color.new(10, 220, 45,  200)]
    mp_color = [Color.new(180, 225, 245, 200),   Color.new(20, 160, 225, 200)]
    PearlKernel.draw_hp(self.contents, item, x + 4, y + 66, 96, 12, hp_color)
    PearlKernel.draw_mp(self.contents, item, x + 4, y + 86, 96, 12, mp_color)
    contents.draw_text(x - 2, y, item_width, 32, item.name, 2)
    contents.draw_text(x - 2, y + 20, item_width, 32, item.class.name, 2)
    case (item.hp.to_f / item.mhp.to_f * 100.0)
    when 0       ; text = DeathStatus
    when 1..25   ; text = BadStatus
    when 26..50  ; text = OverageStatus
    when 51..75  ; text = GoodStatus
    when 76..100 ; text = ExellentStatus
    end
    if item.state?(1)
      draw_icon($data_states[1].icon_index, x + 50, y + 100)
    end
    contents.draw_text(x + 4, y + 100, item_width, 32, text) rescue nil
  end
  
  def item_max
    return @item_max.nil? ? 0 : @item_max 
  end 
  
  def col_max
    return 4
  end
  
  def line_height
    return 130
  end
end

class Scene_CharacterSet < Scene_MenuBase
  def start
    super
    x, y = Graphics.width / 2 - 544 / 2,  Graphics.height / 2 - 60 / 2
    @top_text = Window_Base.new(x, y - 170, 544, 60)
    @top_text.draw_text(0, 0, @top_text.width, 32, 'Select your Player', 1)
    @window_charset = Window_CharacterSet.new(@top_text.x, @top_text.y + 60)
    @primary_info = Window_Base.new(@top_text.x,@window_charset.y + 156, 544,60)
    @timer = 0
    refresh_primary_info('Press A to set up')
    @primary_use = Window_Primaryuse.new(@top_text.x,@primary_info.y + 60,actor)
    @primary_use.set_handler('Weapon ' + Key::Weapon[1],  method(:apply_item))
    @primary_use.set_handler('Armor '  + Key::Armor[1],   method(:apply_item))
    @primary_use.set_handler('Item '   + Key::Item[1],    method(:apply_item))
    @primary_use.set_handler('Item '   + Key::Item2[1],   method(:apply_item))
    @primary_use.set_handler('Skill '  + Key::Skill[1],   method(:apply_item))
    @primary_use.set_handler('Skill '  + Key::Skill2[1],  method(:apply_item))
    @primary_use.set_handler('Skill '  + Key::Skill3[1],  method(:apply_item))
    @primary_use.set_handler('Skill '  + Key::Skill4[1],  method(:apply_item))
    DisplayTools.create(@primary_use.x + 94, @primary_use.y + 85)
    if $game_player.in_combat_mode?
      $game_temp.pop_w(180, 'Pearl ABS', 
      'You cannot switch player while in combat!')
    end
    @index_char = @window_charset.index
    @background_sprite.color.set(16, 16, 16, 70)
  end
  
  def apply_item
    case @primary_use.current_symbol
    when 'Weapon ' + Key::Weapon[1] then actor.primary_use = 1
    when 'Armor '  + Key::Armor[1]  then actor.primary_use = 2
    when 'Item '   + Key::Item[1]   then actor.primary_use = 3
    when 'Item '   + Key::Item2[1]  then actor.primary_use = 4
    when 'Skill '  + Key::Skill[1]  then actor.primary_use = 5
    when 'Skill '  + Key::Skill2[1] then actor.primary_use = 6
    when 'Skill '  + Key::Skill3[1] then actor.primary_use = 7
    when 'Skill '  + Key::Skill4[1] then actor.primary_use = 8
    end
    refresh_primary_info(actor.name+ " now use #{@primary_use.current_symbol}!")
    @primary_use.refresh_actor(actor)
    cancel_setup; @timer = 120
  end
  
  def actor
    @window_charset.item
  end
  
  def refresh_primary_info(text)
    @primary_info.contents.clear
    @primary_info.contents.font.size = 20
    @primary_info.draw_text(0, 0, 544, 32, 'As a follower primarily use tool?')
    @primary_info.draw_text(-26, 0, 544, 32, text, 2)
  end
  
  def update
    super
    if $game_player.in_combat_mode?
      SceneManager.return if $game_temp.pop_windowdata[0] == 4
      return
    end
    if @timer > 0
      @timer -= 1
      refresh_primary_info('Press A to set up') if @timer == 0
    end
    DisplayTools.update
    if @index_char != @window_charset.index
      @index_char = @window_charset.index
      DisplayTools.sprite.actor = actor
      DisplayTools.sprite.refresh_icons
      DisplayTools.sprite.refresh_texts
      @primary_use.refresh_actor(actor)
    end
    update_cancel if Input.trigger?(:B)
    update_player_selection if Input.trigger?(:C)
    update_setup if Input.trigger?(:X)
  end
  
  def update_setup
    return if @primary_use.active
    Sound.play_ok
    @window_charset.deactivate
    @primary_use.activate
    @primary_use.select(0)
  end
  
  def cancel_setup
    @window_charset.activate
    @primary_use.deactivate
    @primary_use.unselect
  end
  
  def update_cancel
    Sound.play_cancel
    if @window_charset.active
      if $game_player.actor.dead?
        Sound.play_buzzer
        return
      end
      SceneManager.return
    else
      cancel_setup
    end
  end
  
  def update_player_selection
    if @window_charset.active
      if @window_charset.item.dead?
        Sound.play_buzzer
        return
      end
      Sound.play_ok
      $game_party.swap_order(0, @window_charset.index)
      SceneManager.return
    end
  end
  
  def terminate
    super
    @window_charset.dispose
    @top_text.dispose
    @primary_use.dispose
    @primary_info.dispose
    DisplayTools.dispose
  end
end

#===============================================================================
#===============================================================================
# * Quick tool se3lection engine

class Window_Base < Window
  def draw_text_ex2(x, y, text)
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
end

# window horizon
class Window_ItemSelect < Window_HorzCommand
  def initialize(x=0, y=0)
    super(x, y)
  end
  
  def window_width()  return 460  end
  def window_height() return 50   end  

  def make_command_list
    add_command("Equipment",   :weapon)
   # add_command("OFF HAND", :armor)
    add_command("ITEMS",     :item)
    add_command("SPELLS",    :skill)
  end
  
  def draw_item(index)
    contents.font.size = 20
    super
  end
end

# window slot ask
class Window_SlotConfirm < Window_Command
  def initialize(x, y, kind)
    @kind = kind
    super(x, y)
    activate
  end
  
  def window_width()  return 130  end
  def window_height() return @kind == :item ? 80 : 120   end  

  def make_command_list
    case @kind
    when :item
      add_command('Slot ' + Key::Item[1],    :slot1)
      add_command('Slot ' + Key::Item2[1],   :slot2)
    when :skill
      add_command('Slot ' + Key::Skill[1],   :slot1)
      add_command('Slot ' + Key::Skill2[1],  :slot2)
    end
  end
  
  def draw_item(index)
    contents.font.size = 20
    super
  end
end

# Actor quick tool
class Window_ActorQuickTool < Window_Selectable
  def initialize(x=0, y=124, w=460, h=148)
    super(x, y,  w, h)
    unselect
  end
  
  def item()        return @data[self.index] end
  def col_max()     return 2                 end
  def spacing()     return 6                 end  
  
  def refresh(actor, kind)
    self.contents.clear if self.contents != nil
    @data = []
    if kind == :weapon
      operand = $game_party.weapons
      operand.push(actor.equips[0]) if actor.equips[0] != nil
    end
    if kind == :armor
      operand = $game_party.armors 
      operand.push(actor.equips[1]) if actor.equips[1] != nil
    end
    operand = $game_party.items if kind == :item
    operand = actor.skills if kind == :skill
    for item in operand
      if kind == :weapon || kind == :armor
        next unless actor.equippable?(item)
        next if item.etype_id > 1
      end
      
      unless @data.include?(item)
        next if item.tool_data("Exclude From Tool Menu = ", false) == "true"
        @data.push(item) 
      end
      
      
      
      
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 24)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  def draw_item(index)
    item = @data[index]
    x, y = index % col_max * (190 + 32), index / col_max  * 24
    self.contents.font.size = 20
    draw_icon(item.icon_index, x, y)
    contents.draw_text(x + 24, y, 212, 32, item.name)
  end
  
  def item_max
    return @item_max.nil? ? 0 : @item_max 
  end 
end

module DisplayTools
  
  def self.create(x, y)
    @viewport2 = Viewport.new ; @viewport2.z = 999
    @pearl_tool_sprite = Sprite_PearlTool.new(@viewport2, [x, y])
  end
  
  def self.sprite
    return @pearl_tool_sprite
  end
  
  def self.update
    @pearl_tool_sprite.update
  end
  def self.dispose
    @pearl_tool_sprite.dispose ; @viewport2.dispose
    @viewport2 = nil ; @pearl_tool_sprite = nil
  end
end


# Scene quick tool
class Scene_QuickTool < Scene_MenuBase
  def start
    super
    x, y = Graphics.width / 2 - 460 / 2,  Graphics.height / 2 - 85 / 2
    @top_text = Window_Base.new(x, y - 156, 460, 85)
    @statust = ['Ready', 0]
    refresh_top_info
    @type_select = Window_ItemSelect.new(@top_text.x, @top_text.y + 85)
    @type_select.set_handler(:weapon,     method(:refresh_tools))
    @type_select.set_handler(:armor,      method(:refresh_tools))
    @type_select.set_handler(:item,       method(:refresh_tools))
    @type_select.set_handler(:skill,      method(:refresh_tools))
    @type_select.set_handler(:cancel,     method(:refresh_cancel))
    @type_index = @type_select.index
    @items_w = Window_ActorQuickTool.new(@type_select.x, @type_select.y + 50)
    @items_w.refresh($game_player.actor, @type_select.current_symbol)
    @description = Window_Base.new(@items_w.x, @items_w.y + 148, 460, 75)
    DisplayTools.create(@description.x + 75, @description.y + 80)
    @background_sprite.color.set(16, 16, 16, 70)
  end
  
  # create slot confirm
  def create_slot_confirm
    @slot_confirm = Window_SlotConfirm.new(@items_w.x + 144, @items_w.y + 36, 
    @type_select.current_symbol)
    if @type_select.current_symbol == :item
      @slot_confirm.set_handler(:slot1,     method(:open_slots))
      @slot_confirm.set_handler(:slot2,     method(:open_slots))
    else
      @slot_confirm.set_handler(:slot1,     method(:open_slots))
      @slot_confirm.set_handler(:slot2,     method(:open_slots))
      @slot_confirm.set_handler(:slot3,     method(:open_slots))
      @slot_confirm.set_handler(:slot4,     method(:open_slots))
    end
  end
  
  # dispose slot confirm
  def dispose_slot_confirm
    return if @slot_confirm.nil?
    @slot_confirm.dispose
    @slot_confirm = nil
  end
  
  # top info
  def refresh_top_info
    @top_text.contents.clear
    @top_text.contents.font.size = 20
    @top_text.contents.fill_rect(0, 0, 58, 74, Color.new(0, 0, 0, 60))
    @top_text.draw_character(actor.character_name,actor.character_index, 26, 60)
    @top_text.draw_text(62, 0, @top_text.width, 32, actor.name + ' Equippment')
    @top_text.draw_text(62, 22, @top_text.width, 32, actor.class.name)
    @top_text.draw_text(-22, 30, @top_text.width, 32, @statust[0], 2)
    @top_text.draw_text(-22, 0,@top_text.width,32, '',2) unless
    PearlKernel::SinglePlayer
  end
  
  def refresh_tools
    enable_items
  end
  
  def refresh_cancel
    SceneManager.return
  end
  
  def enable_items
    @items_w.activate
    @items_w.select(0)
  end
  
  def refresh_description
    @description.contents.clear
    @desc_index = @items_w.index
    return if @items_w.item.nil? || @items_w.index < 0
    @description.contents.font.size = 20
    @description.draw_text_ex2(0, -4, @items_w.item.description)
  end

  def update
    super
    perform_item_ok if Input.trigger?(:C)
    perform_canceling if Input.trigger?(:B)
    if PearlKey.trigger?(Key::PlayerSelect) and !PearlKernel::SinglePlayer
      Sound.play_ok
      SceneManager.call(Scene_CharacterSet)
    end
    DisplayTools.update
    perform_refresh
  end
  
  def perform_item_ok
    return if @items_w.item.nil?
    case @type_select.current_symbol
    when :weapon
      actor.change_equip_by_id(0, @items_w.item.id)
      equip_play
    when :armor
      actor.change_equip_by_id(1, @items_w.item.id)
      equip_play
    when :item
      activate_slots
    when :skill
      activate_slots
    end
    DisplayTools.sprite.refresh_texts
  end
  
  def activate_slots
    @items_w.deactivate
    create_slot_confirm
    Sound.play_ok
  end
  
  def deactivate_slots
    @items_w.activate
    dispose_slot_confirm
  end
  
  def actor
    return $game_player.actor
  end
  
  def equip_play
    Sound.play_equip
    @statust[1] = 80
  end
  
  # open slots
  def open_slots
    if @type_select.current_symbol == :item
      case @slot_confirm.current_symbol
      when :slot1 then actor.assigned_item  = @items_w.item
      when :slot2 then actor.assigned_item2 = @items_w.item
      end
    else
      case @slot_confirm.current_symbol
      when :slot1 then actor.assigned_skill  = @items_w.item
      when :slot2 then actor.assigned_skill2 = @items_w.item
      when :slot3 then actor.assigned_skill3 = @items_w.item
      when :slot4 then actor.assigned_skill4 = @items_w.item
      end
    end
    equip_play ; deactivate_slots
    DisplayTools.sprite.refresh_texts
  end
  
  def perform_canceling
    Sound.play_cancel
    if @items_w.active
      @items_w.deactivate
      @items_w.unselect
      @type_select.activate
    else
      deactivate_slots
    end
  end
  
  def perform_refresh
    if @type_index != @type_select.index
      @type_index = @type_select.index
      @items_w.refresh($game_player.actor, @type_select.current_symbol)
      refresh_description
    end
    if @desc_index != @items_w.index
      @desc_index = @items_w.index
      refresh_description
    end
    if @statust[1] > 0 
      @statust[1] -= 1 
      if @statust[1] == 78
        @statust[0] = @items_w.item.name + ' Equipped'
        refresh_top_info
      elsif @statust[1] == 0
        @statust = ['Ready', 0]
        refresh_top_info
      end
    end
  end
  
  def terminate
    super
    @top_text.dispose
    @type_select.dispose
    @items_w.dispose
    @description.dispose
    dispose_slot_confirm
    DisplayTools.dispose
  end
end

 

it starts around here.

Quick tool se3lection engine

line : 497

Edited by Chigoo

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