[RMVX ACE] I WANT TO SHOW STAT PARAMETERS IN SHOP
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Hi, guys.
I never noticed that the RPG Maker doesn't have this basic feature.
I want the increase of stat parameters due to weapon, armor or helmet, etc. to be visible in the shop scene. Players should know what they buy.
Example: I have a weapon listed in the shop, which gives +5 ATK and -5 DEF.
What I want the shop to display:
ATK +5
DEF -5
MAT 0
MDF 0
AGI 0
LUK 0
What the shop displays by default:
+0
Does anyone want to help me with this?
I'm currently using SELL-ONLY SHOP SCRIPT v1.0 by Enelvon and Seiryuki btw.
Thanks in advance.
I never noticed that the RPG Maker doesn't have this basic feature.
I want the increase of stat parameters due to weapon, armor or helmet, etc. to be visible in the shop scene. Players should know what they buy.
Example: I have a weapon listed in the shop, which gives +5 ATK and -5 DEF.
What I want the shop to display:
ATK +5
DEF -5
MAT 0
MDF 0
AGI 0
LUK 0
What the shop displays by default:
+0
Does anyone want to help me with this?
I'm currently using SELL-ONLY SHOP SCRIPT v1.0 by Enelvon and Seiryuki btw.
Thanks in advance.
I was looking at your posts in Discord. The fact that you only have one actor means we could probably do a little something...
...like this.
class Window_ShopStatus < Window_Base def draw_equip_info(x, y) #status_members.each_with_index do |actor, i| #draw_actor_equip_info(x, y + line_height * (0 * 2.4), actor) #end draw_actor_equip_info(x, line_height, $game_party.members[0]) end def draw_actor_equip_info(x, y, actor) 6.times { |i| change_color(system_color) draw_text(x, y*(i+1), 112, line_height, Vocab::param(i+2)) enabled = actor.equippable?(@item) change_color(normal_color, enabled) #draw_text(x, y, 112, line_height, actor.name) item1 = current_equipped_item(actor, @item.etype_id) draw_actor_param_change(x, y*(i+1), actor, item1, i+2) if enabled #draw_item_name(item1, x, y + line_height, enabled) } end def draw_actor_param_change(x, y, actor, item1, param_id) rect = Rect.new(x, y, contents.width - 4 - x, line_height) change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0) change_color(param_change_color(change)) draw_text(rect, sprintf("%+d", change), 2) end end
...like this.
Along the same lines as Marrend, it's a little crowded so may be worth commenting out the actor name / item name as well if you like.
class Window_ShopStatus < Window_Base #-------------------------------------------------------------------------- # * Number of Actors Displayable at Once (override) #-------------------------------------------------------------------------- def page_size return 1 end #-------------------------------------------------------------------------- # * Draw Actor Equipment Information (override) #-------------------------------------------------------------------------- def draw_actor_equip_info(x, y, actor) enabled = actor.equippable?(@item) change_color(normal_color, enabled) draw_text(x, y - line_height, 112, line_height, actor.name) item1 = current_equipped_item(actor, @item.etype_id) draw_actor_param_change(x, y, actor, item1) if enabled draw_item_name(item1, x, y + (8 * line_height), enabled) end #-------------------------------------------------------------------------- # * Draw Actor Parameter Change (override) #-------------------------------------------------------------------------- def draw_actor_param_change(x, y, actor, item1) 8.times.each do |param_id| rect = Rect.new(x, y + (param_id * line_height), contents.width - 4 - x, line_height) change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0) change_color(normal_color) draw_text(rect, sprintf("%s", $data_system.terms.params[param_id])) change_color(param_change_color(change)) draw_text(rect, sprintf("%+d", change), 2) end end end
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