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Trying to add in evasion as parameter

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***
Rep:
Level 88
Menu & Battle System Guru
I'm trying to add in evasion as parameter (as the topic title states  ;)). I've edited window_base and also incorporated it into my equipment and status windows and scence, but I keep getting an error saying syntaxerror while running script....ahhh!

Here's my script:

Spoiler for Window_Base:
Code: [Select]
#==============================================================================
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7
      parameter_name = $data_system.words.eva
      parameter_value = actor.eva
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end



Spoiler for Scene_Equip:
Code: [Select]
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  # actor_index : actor index
  # equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@display_window = Window_EquipmentDisplay.new(@actor)
@help_window = Window_Equip_Help.new
@equipmentstats_window = Window_EquipmentStats.new(@actor)
@equipment_window = Window_Equipment.new(@actor)
@item_window1 = Window_EquipmentInventory.new(@actor, 0)
@item_window2 = Window_EquipmentInventory.new(@actor, 1)
@item_window3 = Window_EquipmentInventory.new(@actor, 2)
@item_window4 = Window_EquipmentInventory.new(@actor, 3)
@item_window5 = Window_EquipmentInventory.new(@actor, 4)
# Associate help window
@equipment_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# Set cursor position
@equipment_window.index = @equip_index
refresh
# Execute transition
Graphics.transition
# Main loop
loop do
  # Update game screen
  Graphics.update
  # Update input information
  Input.update
  # Frame update
  update
  # Abort loop if screen is changed
  if $scene != self
break
  end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@display_window.dispose
@help_window.dispose
@equipmentstats_window.dispose
@equipment_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
# Set item window to visible
@item_window1.visible = (@equipment_window.index == 0)
@item_window2.visible = (@equipment_window.index == 1)
@item_window3.visible = (@equipment_window.index == 2)
@item_window4.visible = (@equipment_window.index == 3)
@item_window5.visible = (@equipment_window.index == 4)
# Get currently equipped item
item1 = @equipment_window.item
# Set current item window to @item_window
case @equipment_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 is active
if @equipment_window.active
  # Erase parameters for after equipment change
  @equipmentstats_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
end
# If item window is active
if @item_window.active
  # Get currently selected item
  item2 = @item_window.item
  # Change equipment
  last_hp = @actor.hp
  last_sp = @actor.sp
  @actor.equip(@equipment_window.index, item2 == nil ? 0 : item2.id)
  # Get parameters for after equipment change
  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
  # Return equipment
  @actor.equip(@equipment_window.index, item1 == nil ? 0 : item1.id)
  @actor.hp = last_hp
  @actor.sp = last_sp
  # Draw in left window
  @equipmentstats_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva)
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
# Update windows
@display_window.update
@equipmentstats_window.update
@equipment_window.update
@item_window.update
refresh
# If right window is active: call update_right
if @equipment_window.active
  update_equipment
  return
end
# If item window is active: call update_item
if @item_window.active
  update_item
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_equipment
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Switch to menu screen
  $scene = Scene_Menu.new(2)
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # If equipment is fixed
  if @actor.equip_fix?(@equipment_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
  end
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Activate item window
  @equipment_window.active = false
  @item_window.active = true
  @item_window.index = 0
  return
end
# If R button was pressed
if Input.trigger?(Input::R)
  # Play cursor SE
  $game_system.se_play($data_system.cursor_se)
  # To next actor
  @actor_index += 1
  @actor_index %= $game_party.actors.size
  # Switch to different equipment screen
  $scene = Scene_Equip.new(@actor_index, @equipment_window.index)
  return
end
# If L button was pressed
if Input.trigger?(Input::L)
  # Play cursor SE
  $game_system.se_play($data_system.cursor_se)
  # To previous actor
  @actor_index += $game_party.actors.size - 1
  @actor_index %= $game_party.actors.size
  # Switch to different equipment screen
  $scene = Scene_Equip.new(@actor_index, @equipment_window.index)
  return
end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
# If B button was pressed
if Input.trigger?(Input::B)
  # Play cancel SE
  $game_system.se_play($data_system.cancel_se)
  # Activate right window
  @equipment_window.active = true
  @item_window.active = false
  @item_window.index = -1
  return
end
# If C button was pressed
if Input.trigger?(Input::C)
  # Play equip SE
  $game_system.se_play($data_system.equip_se)
  # Get currently selected data on the item window
  item = @item_window.item
  # Change equipment
  @actor.equip(@equipment_window.index, item == nil ? 0 : item.id)
  # Activate right window
  @equipment_window.active = true
  @item_window.active = false
  @item_window.index = -1
  # Remake right window and item window contents
  @equipment_window.refresh
  @item_window.refresh
  return
end
  end
end

and then I edited this script and inserted it into my Window_EquipLeft:

Spoiler for:
Code: [Select]
#============================================================
#   Enhanced Equip Window
#------------------------------------------------------------------------------------------------------------------------
#   By Trance
#   Version 1.0
#   January 2nd, 2007 [happy new year!]
#------------------------------------------------------------------------------------------------------------------------
#   This script will allow you to easily customize your equip screen.
#   I simply changed the equip screen around, so it should be
#   fully compatable with more or less everything (but not custom
#   menu systems, of course! =P). I have tried to make this as
#   simple and well organized as possible, so even a complete newb
#   (like myself) can understand it. Note, that the default settings
#   make the equip screen look like it was unchanged--however with
#   all stats displayed.
#============================================================
# ?Customization
#------------------------------------------------------------------------------------------------------------------------
#   Okay, this is what you have to change around to create your
#   very own, personalized equipment window!
      $desired_font = "Arial"
      $desired_font_size = 14
#   Odvious, hmm? These are the font, and font size.
      $desired_arrow_style = "?"
#   This is the arrow that will be showing up during equipment
#   changes. You can change it to whatever you want, though
#   other smart choices may be "?", ">>>", or "=>".
      $color_coded_bonuses = true
#   If this option is set to true, when you are equiping a new item,
#   the arrow pointing to your stat increase will change color
#   depending on if the stat is going up, down, or staying the same.
#   Note, also that the stat increase also changes color.
      $stat_goes_up_color = Color.new(0, 200, 0)
      $stat_goes_down_color = Color.new(200, 0, 0)
      $stat_stays_the_same_color = Color.new(150, 150, 150)
#   Rather self explanitory. If 'color_coded_bonuses' is off, these
#   color changes do not apply.
      $display_str = [true, 1] # Strength
      $display_dex = [true, 2] # Dexterity
      $display_agi = [true, 3] # Agility
      $display_int = [true, 4] # Intelligence
      $display_atk = [true, 5] # Attack Power
      $display_pdef = [true, 6] # Physical Defense
      $display_mdef = [true, 7] # Magical Defense
      $display_eva = [true, 8] # Evasion
#   The settings here that are true will be displayed on the equip
#   screen. The second number is the order in which they will
#   appear. Make sure it is set to '0' if false. Don't make it higher
#   than '7', unless you want a 'crash my game script'. But you odviously
#   wouldn't do this scince there is only seven options.
      $list_start_y_pos = 25
      $seperation_distance = 15
#   This is how far apart the stats that are visible will apear, and
#   how high/low the list will start.
#============================================================
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 64, 272, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $desired_font  # "Equip" left side (Status) window font
    self.contents.font.size = $desired_font_size
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 20)
    if $display_str[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_str[1]), 3)
    end
    if $display_dex[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_dex[1]), 4)
    end
    if $display_agi[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_agi[1]), 5)
    end
    if $display_int[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_int[1]), 6)
    end
    if $display_atk[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_atk[1]), 0)
    end
    if $display_pdef[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 1)
    end
    if $display_mdef[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 2)
    end
    if $display_eva[0] == true
      draw_actor_parameter(@actor, 8, $list_start_y_pos+($seperation_distance*$display_eva[1]), 2)
    end

    if @new_str != nil
      if $color_coded_bonuses == true
        if @new_str > @actor.str
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_str[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_str[1]), 36, 32, @new_str.to_s, 2)
        elsif @new_str == @actor.str
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_str[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_str[1]), 36, 32, @new_str.to_s, 2)
        elsif @new_str < @actor.str
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_str[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_str[1]), 36, 32, @new_str.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_str[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_str[1]), 36, 32, @new_str.to_s, 2)
    end
  end
    if @new_dex != nil
      if $color_coded_bonuses == true
        if @new_dex > @actor.dex
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_dex[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_dex[1]), 36, 32, @new_dex.to_s, 2)
        elsif @new_dex == @actor.dex
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_dex[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_dex[1]), 36, 32, @new_dex.to_s, 2)
        elsif @new_dex < @actor.dex
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_dex[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_dex[1]), 36, 32, @new_dex.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_dex[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_dex[1]), 36, 32, @new_dex.to_s, 2)
    end
  end
    if @new_agi != nil
      if $color_coded_bonuses == true
        if @new_agi > @actor.agi
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_agi[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_agi[1]), 36, 32, @new_agi.to_s, 2)
        elsif @new_agi == @actor.agi
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_agi[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_agi[1]), 36, 32, @new_agi.to_s, 2)
        elsif @new_agi < @actor.agi
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_agi[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_agi[1]), 36, 32, @new_agi.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_agi[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_agi[1]), 36, 32, @new_agi.to_s, 2)
    end
  end
    if @new_int != nil
      if $color_coded_bonuses == true
        if @new_int > @actor.int
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_int[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_int[1]), 36, 32, @new_int.to_s, 2)
        elsif @new_int == @actor.int
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_int[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_int[1]), 36, 32, @new_int.to_s, 2)
        elsif @new_int < @actor.int
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_int[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_int[1]), 36, 32, @new_int.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_int[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_int[1]), 36, 32, @new_int.to_s, 2)
    end
  end
    if @new_atk != nil
      if $color_coded_bonuses == true
        if @new_atk > @actor.atk
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_atk[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_atk[1]), 36, 32, @new_atk.to_s, 2)
        elsif @new_atk == @actor.atk
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_atk[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_atk[1]), 36, 32, @new_atk.to_s, 2)
        elsif @new_atk < @actor.atk
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_atk[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_atk[1]), 36, 32, @new_atk.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_atk[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_atk[1]), 36, 32, @new_atk.to_s, 2)
    end
  end
    if @new_eva != nil
      if $color_coded_bonuses == true
        if @new_eva > @actor.eva
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_eva[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_eva[1]), 36, 32, @new_eva.to_s, 2)
        elsif @new_eva == @actor.eva
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_eva[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_eva[1]), 36, 32, @new_eva.to_s, 2)
        elsif @new_eva < @actor.eva
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_eva[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_eva[1]), 36, 32, @new_eva.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_eva[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_eva[1]), 36, 32, @new_eva.to_s, 2)
    end
  end
    if @new_pdef != nil
      if $color_coded_bonuses == true
        if @new_pdef > @actor.pdef
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 36, 32, @new_pdef.to_s, 2)
        elsif @new_pdef == @actor.pdef
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 36, 32, @new_pdef.to_s, 2)
        elsif @new_pdef < @actor.pdef
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 36, 32, @new_pdef.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_pdef[1]), 36, 32, @new_pdef.to_s, 2)
    end
  end
    if @new_mdef != nil
      if $color_coded_bonuses == true
        if @new_mdef > @actor.mdef
          self.contents.font.color = $stat_goes_up_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 36, 32, @new_mdef.to_s, 2)
        elsif @new_mdef == @actor.mdef
          self.contents.font.color = $stat_stays_the_same_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 36, 32, @new_mdef.to_s, 2)
        elsif @new_mdef < @actor.mdef
          self.contents.font.color = $stat_goes_down_color
          self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 40, 32, $desired_arrow_style, 1)
          self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 36, 32, @new_mdef.to_s, 2)
        end
      elsif
      self.contents.font.color = system_color
      self.contents.draw_text(160, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 40, 32, $desired_arrow_style, 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, $list_start_y_pos+($seperation_distance*$display_mdef[1]), 36, 32, @new_mdef.to_s, 2)
    end
  end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_str, new_dex, new_agi, new_int, new_atk, new_pdef, new_mdef, new_eva)
    if @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int or @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_eva != new_eva
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_eva = new_eva
      refresh
    end
  end
end
« Last Edit: February 16, 2007, 12:34:27 AM by blazinhandle »

********
Sailor Man
Rep:
Level 95
So about that money...
Silly, Either Dexterity or Agility already governs evasion. You don't need a script for it.

***
Rep:
Level 88
Menu & Battle System Guru