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Removing some Selection options from the equip menu

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**
Rep:
Level 83
Alright, I've changed my issue. I've resolved the ziffee's spin thing. Now I need different help.


In the equipment menu, I've gotten it to where it only displays 3 stats, And it only shows the text for 3 of the equipment types you can use. ( weapon, shield, head.) But it still lets you go down to select those empty boxes. How do I remove those extra selectable boxes? I dont need them there and it's just clutter to have blank boxes you can select.
« Last Edit: December 20, 2011, 12:15:42 AM by wildcard »

*
Rep:
Level 97
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post a link to the script.

**
Rep:
Level 83
Just need help with my new above topic thanks.
« Last Edit: December 20, 2011, 12:16:00 AM by wildcard »

****
Rep:
Level 71
Is this what you wanted? Just replace the game actor, let me know if there are any issues I'm a scripting noob.

Code: [Select]
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :name                     # name
  attr_reader   :character_name           # character graphic filename
  attr_reader   :character_index          # character graphic index
  attr_reader   :face_name                # face graphic filename
  attr_reader   :face_index               # face graphic index
  attr_reader   :class_id                 # class ID
  attr_reader   :weapon_id                # weapon ID
  attr_reader   :armor1_id                # shield ID
  attr_reader   :armor2_id                # helmet ID
  attr_reader   :armor3_id                # body armor ID
  attr_reader   :level                    # level
  attr_reader   :exp                      # experience
  attr_accessor :last_skill_id            # for cursor memory: Skill
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
    @last_skill_id = 0
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_index = actor.character_index
    @face_name = actor.face_name
    @face_index = actor.face_index
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @armor3_id = actor.armor3_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    for i in self.class.learnings
      learn_skill(i.skill_id) if i.level <= @level
    end
    clear_extra_values
    recover_all
  end
  #--------------------------------------------------------------------------
  # * Determine if Actor or Not
  #--------------------------------------------------------------------------
  def actor?
    return true
  end
  #--------------------------------------------------------------------------
  # * Get Actor ID
  #--------------------------------------------------------------------------
  def id
    return @actor_id
  end
  #--------------------------------------------------------------------------
  # * Get Index
  #--------------------------------------------------------------------------
  def index
    return $game_party.members.index(self)
  end
  #--------------------------------------------------------------------------
  # * Get Actor Object
  #--------------------------------------------------------------------------
  def actor
    return $data_actors[@actor_id]
  end
  #--------------------------------------------------------------------------
  # * Get Class Object
  #--------------------------------------------------------------------------
  def class
    return $data_classes[@class_id]
  end
  #--------------------------------------------------------------------------
  # * Get Skill Object Array
  #--------------------------------------------------------------------------
  def skills
    result = []
    for i in @skills
      result.push($data_skills[i])
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Weapon Object Array
  #--------------------------------------------------------------------------
  def weapons
    result = []
    result.push($data_weapons[@weapon_id])
    if two_swords_style
      result.push($data_weapons[@armor1_id])
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Armor Object Array
  #--------------------------------------------------------------------------
  def armors
    result = []
    unless two_swords_style
      result.push($data_armors[@armor1_id])
    end
    result.push($data_armors[@armor2_id])
    result.push($data_armors[@armor3_id])
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Equipped Item Object Array
  #--------------------------------------------------------------------------
  def equips
    return weapons + armors
  end
  #--------------------------------------------------------------------------
  # * Calculate Experience
  #--------------------------------------------------------------------------
  def make_exp_list
    @exp_list[1] = @exp_list[100] = 0
    m = actor.exp_basis
    n = 0.75 + actor.exp_inflation / 200.0;
    for i in 2..99
      @exp_list[i] = @exp_list[i-1] + Integer(m)
      m *= 1 + n;
      n *= 0.9;
    end
  end
  #--------------------------------------------------------------------------
  # * Get Element Change Value
  #     element_id : element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    rank = self.class.element_ranks[element_id]
    result = [0,200,150,100,50,0,-100][rank]
    for armor in armors.compact
      result /= 2 if armor.element_set.include?(element_id)
    end
    for state in states
      result /= 2 if state.element_set.include?(element_id)
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Added State Success Rate
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_probability(state_id)
    if $data_states[state_id].nonresistance
      return 100
    else
      rank = self.class.state_ranks[state_id]
      return [0,100,80,60,40,20,0][rank]
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if State is Resisted
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_resist?(state_id)
    for armor in armors.compact
      return true if armor.state_set.include?(state_id)
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  def element_set
    result = []
    if weapons.compact == []
      return [1]                  # Unarmed: melee attribute
    end
    for weapon in weapons.compact
      result |= weapon == nil ? [] : weapon.element_set
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Additional Effect of Normal Attack (state change)
  #--------------------------------------------------------------------------
  def plus_state_set
    result = []
    for weapon in weapons.compact
      result |= weapon == nil ? [] : weapon.state_set
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Maximum HP Limit
  #--------------------------------------------------------------------------
  def maxhp_limit
    return 9999
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum HP
  #--------------------------------------------------------------------------
  def base_maxhp
    return actor.parameters[0, @level]
  end
  #--------------------------------------------------------------------------
  # * Get basic Maximum MP
  #--------------------------------------------------------------------------
  def base_maxmp
    return actor.parameters[1, @level]
  end
  #--------------------------------------------------------------------------
  # * Get Basic Attack
  #--------------------------------------------------------------------------
  def base_atk
    n = actor.parameters[2, @level]
    for item in equips.compact do n += item.atk end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Defense
  #--------------------------------------------------------------------------
  def base_def
    n = actor.parameters[3, @level]
    for item in equips.compact do n += item.def end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Spirit
  #--------------------------------------------------------------------------
  def base_spi
    n = actor.parameters[4, @level]
    for item in equips.compact do n += item.spi end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  def base_agi
    n = actor.parameters[5, @level]
    for item in equips.compact do n += item.agi end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Hit Rate
  #--------------------------------------------------------------------------
  def hit
    if two_swords_style
      n1 = weapons[0] == nil ? 95 : weapons[0].hit
      n2 = weapons[1] == nil ? 95 : weapons[1].hit
      n = [n1, n2].min
    else
      n = weapons[0] == nil ? 95 : weapons[0].hit
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Evasion Rate
  #--------------------------------------------------------------------------
  def eva
    n = 5
    for item in armors.compact do n += item.eva end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Critical Ratio
  #--------------------------------------------------------------------------
  def cri
    n = 4
    n += 4 if actor.critical_bonus
    for weapon in weapons.compact
      n += 4 if weapon.critical_bonus
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Ease of Hitting
  #--------------------------------------------------------------------------
  def odds
    return 4 - self.class.position
  end
  #--------------------------------------------------------------------------
  # * Get [Dual Wield] Option
  #--------------------------------------------------------------------------
  def two_swords_style
    return actor.two_swords_style
  end
  #--------------------------------------------------------------------------
  # * Get [Fixed Equipment] Option
  #--------------------------------------------------------------------------
  def fix_equipment
    return actor.fix_equipment
  end
  #--------------------------------------------------------------------------
  # * Get [Automatic Battle] Option
  #--------------------------------------------------------------------------
  def auto_battle
    return actor.auto_battle
  end
  #--------------------------------------------------------------------------
  # * Get [Super Guard] Option
  #--------------------------------------------------------------------------
  def super_guard
    return actor.super_guard
  end
  #--------------------------------------------------------------------------
  # * Get [Pharmocology] Option
  #--------------------------------------------------------------------------
  def pharmacology
    return actor.pharmacology
  end
  #--------------------------------------------------------------------------
  # * Get [First attack within turn] weapon option
  #--------------------------------------------------------------------------
  def fast_attack
    for weapon in weapons.compact
      return true if weapon.fast_attack
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Chain attack] weapon option
  #--------------------------------------------------------------------------
  def dual_attack
    for weapon in weapons.compact
      return true if weapon.dual_attack
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Prevent critical] armor option
  #--------------------------------------------------------------------------
  def prevent_critical
    for armor in armors.compact
      return true if armor.prevent_critical
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [half MP cost] armor option
  #--------------------------------------------------------------------------
  def half_mp_cost
    for armor in armors.compact
      return true if armor.half_mp_cost
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Double Experience] Armor Option
  #--------------------------------------------------------------------------
  def double_exp_gain
    for armor in armors.compact
      return true if armor.double_exp_gain
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Auto HP Recovery] Armor Option
  #--------------------------------------------------------------------------
  def auto_hp_recover
    for armor in armors.compact
      return true if armor.auto_hp_recover
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Animation ID
  #--------------------------------------------------------------------------
  def atk_animation_id
    if two_swords_style
      return weapons[0].animation_id if weapons[0] != nil
      return weapons[1] == nil ? 1 : 0
    else
      return weapons[0] == nil ? 1 : weapons[0].animation_id
    end
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Animation ID (Dual Wield: Weapon 2)
  #--------------------------------------------------------------------------
  def atk_animation_id2
    if two_swords_style
      return weapons[1] == nil ? 0 : weapons[1].animation_id
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Get Experience String
  #--------------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get String for Next Level Experience
  #--------------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get String for Experience to Next Level
  #--------------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp) : "-------"
  end
  #--------------------------------------------------------------------------
  # * Change Equipment (designate ID)
  #     equip_type : Equip region (0..4)
  #     item_id    : Weapon ID or armor ID
  #     test       : Test flag (for battle test or temporary equipment)
  #    Used by event commands or battle test preparation.
  #--------------------------------------------------------------------------
  def change_equip_by_id(equip_type, item_id, test = false)
    if equip_type == 0 or (equip_type == 1 and two_swords_style)
      change_equip(equip_type, $data_weapons[item_id], test)
    else
      change_equip(equip_type, $data_armors[item_id], test)
    end
  end
  #--------------------------------------------------------------------------
  # * Change Equipment (designate object)
  #     equip_type : Equip region (0..4)
  #     item       : Weapon or armor (nil is used to unequip)
  #     test       : Test flag (for battle test or temporary equipment)
  #--------------------------------------------------------------------------
  def change_equip(equip_type, item, test = false)
    last_item = equips[equip_type]
    unless test
      return if $game_party.item_number(item) == 0 if item != nil
      $game_party.gain_item(last_item, 1)
      $game_party.lose_item(item, 1)
    end
    item_id = item == nil ? 0 : item.id
    case equip_type
    when 0  # Weapon
      @weapon_id = item_id
      unless two_hands_legal?             # If two hands is not allowed
        change_equip(1, nil, test)        # Unequip from other hand
      end
    when 1  # Shield
      @armor1_id = item_id
      unless two_hands_legal?             # If two hands is not allowed
        change_equip(0, nil, test)        # Unequip from other hand
      end
    when 2  # Head
      @armor2_id = item_id
    when 3  # Body
      @armor3_id = item_id
    end
  end
  #--------------------------------------------------------------------------
  # * Discard Equipment
  #     item : Weapon or armor to be discarded.
  #    Used when the "Include Equipment" option is enabled.
  #--------------------------------------------------------------------------
  def discard_equip(item)
    if item.is_a?(RPG::Weapon)
      if @weapon_id == item.id
        @weapon_id = 0
      elsif two_swords_style and @armor1_id == item.id
        @armor1_id = 0
      end
    elsif item.is_a?(RPG::Armor)
      if not two_swords_style and @armor1_id == item.id
        @armor1_id = 0
      elsif @armor2_id == item.id
        @armor2_id = 0
      elsif @armor3_id == item.id
        @armor3_id = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Two handed Equipment
  #--------------------------------------------------------------------------
  def two_hands_legal?
    if weapons[0] != nil and weapons[0].two_handed
      return false if @armor1_id != 0
    end
    if weapons[1] != nil and weapons[1].two_handed
      return false if @weapon_id != 0
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Determine if Equippable
  #     item : item
  #--------------------------------------------------------------------------
  def equippable?(item)
    if item.is_a?(RPG::Weapon)
      return self.class.weapon_set.include?(item.id)
    elsif item.is_a?(RPG::Armor)
      return false if two_swords_style and item.kind == 0
      return self.class.armor_set.include?(item.id)
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Change Experience
  #     exp  : New experience
  #     show : Level up display flag
  #--------------------------------------------------------------------------
  def change_exp(exp, show)
    last_level = @level
    last_skills = skills
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      level_up
    end
    while @exp < @exp_list[@level]
      level_down
    end
    @hp = [@hp, maxhp].min
    @mp = [@mp, maxmp].min
    if show and @level > last_level
      display_level_up(skills - last_skills)
    end
  end
  #--------------------------------------------------------------------------
  # * Level Up
  #--------------------------------------------------------------------------
  def level_up
    @level += 1
    for learning in self.class.learnings
      learn_skill(learning.skill_id) if learning.level == @level
    end
  end
  #--------------------------------------------------------------------------
  # * Level Down
  #--------------------------------------------------------------------------
  def level_down
    @level -= 1
  end
  #--------------------------------------------------------------------------
  # * Show Level Up Message
  #     new_skills : Array of newly learned skills
  #--------------------------------------------------------------------------
  def display_level_up(new_skills)
    $game_message.new_page
    text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
    $game_message.texts.push(text)
    for skill in new_skills
      text = sprintf(Vocab::ObtainSkill, skill.name)
      $game_message.texts.push(text)
    end
  end
  #--------------------------------------------------------------------------
  # * Get Experience (for the double experience point option)
  #     exp  : Amount to increase experience.
  #     show : Level up display flag
  #--------------------------------------------------------------------------
  def gain_exp(exp, show)
    if double_exp_gain
      change_exp(@exp + exp * 2, show)
    else
      change_exp(@exp + exp, show)
    end
  end
  #--------------------------------------------------------------------------
  # * Change Level
  #     level : new level
  #     show  : Level up display flag
  #--------------------------------------------------------------------------
  def change_level(level, show)
    level = [[level, 99].min, 1].max
    change_exp(@exp_list[level], show)
  end
  #--------------------------------------------------------------------------
  # * Learn Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    unless skill_learn?($data_skills[skill_id])
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #--------------------------------------------------------------------------
  # * Forget Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #--------------------------------------------------------------------------
  # * Determine if Finished Learning Skill
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_learn?(skill)
    return @skills.include?(skill.id)
  end
  #--------------------------------------------------------------------------
  # * Determine Usable Skills
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_can_use?(skill)
    return false unless skill_learn?(skill)
    return super
  end
  #--------------------------------------------------------------------------
  # * Change Name
  #     name : new name
  #--------------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #--------------------------------------------------------------------------
  # * Change Class ID
  #     class_id : New class ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    @class_id = class_id
    for i in 0..4     # Remove unequippable items
      change_equip(i, nil) unless equippable?(equips[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Change Graphics
  #     character_name  : new character graphic filename
  #     character_index : new character graphic index
  #     face_name       : new face graphic filename
  #     face_index      : new face graphic index
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_index, face_name, face_index)
    @character_name = character_name
    @character_index = character_index
    @face_name = face_name
    @face_index = face_index
  end
  #--------------------------------------------------------------------------
  # * Use Sprites?
  #--------------------------------------------------------------------------
  def use_sprite?
    return false
  end
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  def perform_collapse
    if $game_temp.in_battle and dead?
      @collapse = true
      Sound.play_actor_collapse
    end
  end
  #--------------------------------------------------------------------------
  # * Perform Automatic Recovery (called at end of turn)
  #--------------------------------------------------------------------------
  def do_auto_recovery
    if auto_hp_recover and not dead?
      self.hp += maxhp / 20
    end
  end
  #--------------------------------------------------------------------------
  # * Create Battle Action (for automatic battle)
  #--------------------------------------------------------------------------
  def make_action
    @action.clear
    return unless movable?
    action_list = []
    action = Game_BattleAction.new(self)
    action.set_attack
    action.evaluate
    action_list.push(action)
    for skill in skills
      action = Game_BattleAction.new(self)
      action.set_skill(skill.id)
      action.evaluate
      action_list.push(action)
    end
    max_value = 0
    for action in action_list
      if action.value > max_value
        @action = action
        max_value = action.value
      end
    end
  end
end

**
Rep:
Level 83
It seems to clash with this part of my battle system:


Code: [Select]
#==============================================================================
# Game_Actors
#==============================================================================

class Game_Actors
  #--------------------------------------------------------------------------
  # Get Actor - fixes nil actor_id bug and restores \n[0] (BugFix - Rewrite)
  #--------------------------------------------------------------------------
  def [](actor_id)
    return nil if actor_id == nil # New
    actor_id = $game_party.members[0].id if actor_id == 0 # New
    if @data[actor_id] == nil and $data_actors[actor_id] != nil
      @data[actor_id] = Game_Actor.new(actor_id)
    end
    return @data[actor_id]
  end
end

****
Rep:
Level 71
What battle system are you using?

**
Rep:
Level 83
R.I.B.S by OriginalWij. i'd prefer something better, but it's the only  front view system I could find. :p

****
Rep:
Level 71
I've been unable to download the script would you mind posting it?


****
Rep:
Level 71
By clash you mean error right? I ran it through and it appeared fine or do you mean that accessory pops up?

**
Rep:
Level 83
Yeah, I'm getting this:


Script 'RIBS v1.7" line 796: NoMethodError occured.
undefined method '[]' for nil:NilClass


Not sure what that is.

****
Rep:
Level 71
Hm that's odd, what other scripts are you using?

**
Rep:
Level 83
Quiet a few. Though honestly the battle system is getting annoying. I think I need to switch. Any suggestions for a mainly single character battle system? After I get that I'll try your script again and hopefully it'll work out lol



EDIT: Ima try the Vampyre ABS system, looks interesting.
« Last Edit: December 20, 2011, 03:54:10 AM by wildcard »

****
Rep:
Level 71
Well a similar one would be Cozziekuns earthbound battle system http://rmrk.net/index.php/topic,39830.msg459672.html#msg459672

Edit: It takes a lot to set it up but if you're up to it good luck  :)
« Last Edit: December 20, 2011, 04:07:26 AM by DoctorTodd »

**
Rep:
Level 83
I tested it. I really don't enjoy the menu. Could I maybe add the spin command script to that? make it little more pleasing to the eyes?

****
Rep:
Level 71
Unfortunately no, what I'm using now is Tankentia SBS and it has spin command.

2.6 - http://www.box.com/shared/561x0kce84

3.4 - http://www.mediafire.com/?i3h47htx3qsjnsc

Spin Command with the graphic

Code: [Select]
=begin ========================================================================
* ziifee's Spin Command for RPG Tankentai Sideview Battle System
  By ziifee ( http://neomemo.web.fc2.com/ )
   <SBS Only>
   ?-This script is only for the Tankentai SBS WITHOUT the ATB installed.
   <Image Required>
     Spin40 : Spin40.png is required in the Graphics/System folder.
=end # ========================================================================

#==============================================================================
# ? Ziifee
#==============================================================================

module Zii 
  # ? Spin Command/Icon Index Number
  FIGHT = 131                               # Fight
  ESCAPE = 2812                             # Escape
  ATTACK = 1                                # Attack (Default)
  GUARD = 52                                # Guard  (Default)
  SKILL = 132                               # Skill
  ITEM = 144                                # Item

  # ? Spin Command/Direction of Rotation ( "normal" or "reverse" )
  #   Determines how Spin Command rotates according to left/right key press.
  TURN = "normal"
 
  # ? Face Graphics (true: Use battle face graphic / false: don't use faces)
  STATUS_FACE = true
 
  # ? Actor Names (true: Show actor names / false: Don't show )
  STATUS_LINE = true
 
  # ? Actor Name Text Size ( VX default size: 20 )
  LINE_SIZE = 14
 
  #--------------------------------------------------------------------------
  # ? ???? ???
  #--------------------------------------------------------------------------
  def self.turn_normal?
    return false if TURN == "reverse"
    return true  if TURN == "normal"
    return true
  end
  #--------------------------------------------------------------------------
  # ? ???????? [???????] ???
  #--------------------------------------------------------------------------
  def self.battle_face?
    return true if STATUS_FACE
    return false
  end
  #--------------------------------------------------------------------------
  # ? ???????????? [??] ???
  #--------------------------------------------------------------------------
  def self.line_name?
    return true if STATUS_LINE
    return false
  end
end

# ? ???????
#==============================================================================
# ? Window_BattleStatus
#==============================================================================

class Window_BattleStatus
  #--------------------------------------------------------------------------
  # ? ????????? ?
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 416, 128)
    @column_max = 5
    refresh
    self.active = false
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # ? ????? ?
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = index * 96
    rect = Rect.new(x, 0, 96, 96)
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    actor = $game_party.members[index]
    draw_actor_face(actor, x + 2, 2, 92) if actor.hp > 0 and Zii.battle_face?
    draw_actor_state(actor, x + 72, WLH * 3)
    if Zii.line_name?
      self.contents.font.color = hp_color(actor)
      size = Zii::LINE_SIZE
      self.contents.font.size = size
      self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
      self.contents.font.size = 20
    end
    draw_actor_hp(actor, x, WLH * 2, 60)
    draw_actor_mp(actor, x, WLH * 3, 50)
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0                   # ??????? 0 ?????
      self.cursor_rect.empty        # ??????????
    else                            # ??????? 0 ?????
      rect = Rect.new(index * 96, 0, 96, 96)
      self.cursor_rect = rect       # ??????????
    end
  end
end

# ? ??????
#==============================================================================
# ? Window_SpinCommand
#------------------------------------------------------------------------------
# ?????????????????????
#==============================================================================

class Window_SpinCommand < Window_Base
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_reader   :index                    # ??????
  attr_reader   :help_window              # ????????
  #--------------------------------------------------------------------------
  # ? ?????????
  #     cx / cy  : ??? X?? / Y??
  #     commands : ?????? (?? ? [name, kind, pull, enabled?])
  #     setting  : ?????? ("R"=>?? "S"=>?? "G"=>?? "L"=>??)
  #--------------------------------------------------------------------------
  def initialize(cx, cy, commands, setting = {})
    @radius    = setting.has_key?("R") ? setting["R"] : 40  # ????
    @speed     = setting.has_key?("S") ? setting["S"] : 36  # ????
    @spin_back = setting.has_key?("G") ? setting["G"] : ""  # ????
    @spin_line = setting.has_key?("L") ? setting["L"] : nil # ????
    x, y = cx - @radius - 28, cy - @radius - 28
    width = height = @radius * 2 + 56
    super(x, y, width, height)
    self.opacity = 0
    @index = 0
    @commands = commands                                    # ????
    @spin_right = true
    @spin_count = 0
    update_cursor
  end
  #--------------------------------------------------------------------------
  # ? ?????????? (???? ???)
  #     i  : ??????
  #     cx : ?? ???? X??
  #     cy : ?? ???? Y??
  #--------------------------------------------------------------------------
  def draw_spin_graphic(i, cx, cy)
    case command_kind(i)
    when "icon"
      draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? ?????
  #--------------------------------------------------------------------------
  def refresh
    set_spin
  end
  #--------------------------------------------------------------------------
  # ? ????? ?????
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    @commands[index][3] = enabled
    set_spin
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def command_name(index = @index)
    return "" if index < 0
    name = @commands[index][0]
    return name != nil ? name : ""
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def command_kind(index)
    result = @commands[index][1]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # ? ??????? ???
  #--------------------------------------------------------------------------
  def command_pull(index)
    result = @commands[index][2]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    result = @commands[index][3]
    return result != nil ? result : true
  end
  #--------------------------------------------------------------------------
  # ? ?????? index ?????
  #--------------------------------------------------------------------------
  def set_index(name)
    n = -1
    for i in 0...@commands.size
      n = i if @commands[i][0] == name
    end
    @index = n if n >= 0
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #     index : ?????????
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # ? ???X?????
  #--------------------------------------------------------------------------
  def center_x
    return contents.width / 2
  end
  #--------------------------------------------------------------------------
  # ? ???Y?????
  #--------------------------------------------------------------------------
  def center_y
    return contents.height / 2
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def item_max
    return @commands.size
  end
  #--------------------------------------------------------------------------
  # ? ????? (??? ??)
  #--------------------------------------------------------------------------
  def set_background
    return if @spin_back == ""
    bitmap = Cache.system(@spin_back)
    rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(12, 12, bitmap, rect)
  end
  #--------------------------------------------------------------------------
  # ? ????? (??? ??)
  #--------------------------------------------------------------------------
  def set_text
    return if @spin_line == nil
    y = center_y - WLH / 2 + @spin_line
    self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
  end
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #--------------------------------------------------------------------------
  def angle_size
    return (Math::PI * 2 / item_max)
  end
  #--------------------------------------------------------------------------
  # ? ??????????????? ?????
  #--------------------------------------------------------------------------
  def set_spin_count
    @spin_count = angle_size * 360 / @speed
    set_spin(true)
  end
  #--------------------------------------------------------------------------
  # ? ????? ???
  #     spin : ????? (true ?????)
  #--------------------------------------------------------------------------
  def set_spin(spin = false)
    self.contents.clear
    set_background
    angle = spin ? @speed * @spin_count / 360 : 0
    angle = @spin_right ? angle : -angle
    for i in 0...item_max
      n = (i - @index) * angle_size + angle
      cx = @radius * Math.sin(n) + center_x
      cy = - @radius * Math.cos(n) + center_y
      draw_spin_graphic(i, cx, cy)
    end
    set_text
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    update_cursor
    if @spin_count > 0
      @spin_count -= 1
      set_spin(@spin_count >= 1)
      return
    end
    update_command
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def command_movable?
    return false if @spin_count > 0
    return false if (not visible or not active)
    return false if (index < 0 or index > item_max or item_max == 0)
    return false if (@opening or @closing)
    return true
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def command_right
    @index = (@index + 1) % item_max
    @spin_right = true
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def command_left
    @index = (@index - 1 + item_max) % item_max
    @spin_right = false
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_command
    if command_movable?
      if Input.press?(Input::RIGHT)
        Sound.play_cursor
        Zii.turn_normal? ? command_right : command_left
      end
      if Input.press?(Input::LEFT)
        Sound.play_cursor
        Zii.turn_normal? ? command_left : command_right
      end
    end
    call_update_help
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      rect = Rect.new(0, 0, 24, 24)
      rect.x = center_x - rect.width / 2
      rect.y = center_y - rect.height / 2 - @radius
      self.cursor_rect = rect
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #     help_window : ???????????
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # ? ???????????????????
  #--------------------------------------------------------------------------
  def call_update_help
    if self.active and @help_window != nil
       update_help
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????????? (???????????)
  #--------------------------------------------------------------------------
  def update_help
  end
end

#==============================================================================
# ? Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_SpinCommand
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    s1 = [Vocab::fight,  "icon", Zii::FIGHT,  true]
    s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(56, 64, [s1, s2], setting)
    self.active = false
    set_spin
  end
end

#==============================================================================
# ? Window_ActorCommand
#==============================================================================

class Window_ActorCommand < Window_SpinCommand
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
    s2 = [Vocab::skill,  "icon", Zii::SKILL,  true]
    s3 = [Vocab::guard,  "icon", Zii::GUARD,  true]
    s4 = [Vocab::item,   "icon", Zii::ITEM,   true]
    setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
    super(0, 64, [s1, s2, s3, s4], setting)
    self.active = false
    set_spin
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     actor : ????
  #--------------------------------------------------------------------------
  def setup(actor)
    @commands[0][2] = Zii::ATTACK
    @commands[1][0] = Vocab::skill
    if actor.weapons[0] != nil
      n = actor.weapons[0].icon_index
      @commands[0][2] = n if n > 0
    end
    @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
    self.index = 0
    set_spin
  end
end

**
Rep:
Level 83
Side view huh, that changes things  a bit. Hmm. Is that one less heavy than the battle engine melody? I love that one but... I'm really look for a very simple system, as battles are not a major part of my game.

****
Rep:
Level 71
Well this might not be for you, you could try Yanfly's battle engine zealous.

**
Rep:
Level 83
Hey I got your first script to work. Except, it lets me select 4 of them still. Could you change it or tell me how to change it to only 3 please?

****
Rep:
Level 71
So it showed accessory? I'll fix that when I'm back on my computer.

****
Rep:
Level 71
Sorry to double post, replace Window_Equip with this. Make sure you keep the other script to, there will still be a space but you can't move down there and it will not display "Accessory".

Code: [Select]
#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x     : window X coordinate
  #     y     : window Y corrdinate
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, 336, WLH * 5 + 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for item in @actor.equips do @data.push(item) end
    @item_max = @data.size
    self.contents.font.color = system_color
    if @actor.two_swords_style
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon1)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
    else
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::armor1)
    end
    self.contents.draw_text(4, WLH * 2, 92, WLH, Vocab::armor2)
    self.contents.draw_text(4, WLH * 3, 92, WLH, Vocab::armor3)
    draw_item_name(@data[0], 92, WLH * 0)
    draw_item_name(@data[1], 92, WLH * 1)
    draw_item_name(@data[2], 92, WLH * 2)
    draw_item_name(@data[3], 92, WLH * 3)
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? "" : item.description)
  end
end

**
Rep:
Level 83
Sorry, I meant it still shows chest. I wanted accessory and chest gone as well. for a total of only 3 equip spaces: the weapon, the shield and the head slots.

****
Rep:
Level 71
Alright give me a minute

****
Rep:
Level 71
Alright just replace again

Code: [Select]
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :name                     # name
  attr_reader   :character_name           # character graphic filename
  attr_reader   :character_index          # character graphic index
  attr_reader   :face_name                # face graphic filename
  attr_reader   :face_index               # face graphic index
  attr_reader   :class_id                 # class ID
  attr_reader   :weapon_id                # weapon ID
  attr_reader   :armor1_id                # shield ID
  attr_reader   :armor2_id                # helmet ID
  attr_reader   :level                    # level
  attr_reader   :exp                      # experience
  attr_accessor :last_skill_id            # for cursor memory: Skill
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
    @last_skill_id = 0
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_index = actor.character_index
    @face_name = actor.face_name
    @face_index = actor.face_index
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    for i in self.class.learnings
      learn_skill(i.skill_id) if i.level <= @level
    end
    clear_extra_values
    recover_all
  end
  #--------------------------------------------------------------------------
  # * Determine if Actor or Not
  #--------------------------------------------------------------------------
  def actor?
    return true
  end
  #--------------------------------------------------------------------------
  # * Get Actor ID
  #--------------------------------------------------------------------------
  def id
    return @actor_id
  end
  #--------------------------------------------------------------------------
  # * Get Index
  #--------------------------------------------------------------------------
  def index
    return $game_party.members.index(self)
  end
  #--------------------------------------------------------------------------
  # * Get Actor Object
  #--------------------------------------------------------------------------
  def actor
    return $data_actors[@actor_id]
  end
  #--------------------------------------------------------------------------
  # * Get Class Object
  #--------------------------------------------------------------------------
  def class
    return $data_classes[@class_id]
  end
  #--------------------------------------------------------------------------
  # * Get Skill Object Array
  #--------------------------------------------------------------------------
  def skills
    result = []
    for i in @skills
      result.push($data_skills[i])
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Weapon Object Array
  #--------------------------------------------------------------------------
  def weapons
    result = []
    result.push($data_weapons[@weapon_id])
    if two_swords_style
      result.push($data_weapons[@armor1_id])
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Armor Object Array
  #--------------------------------------------------------------------------
  def armors
    result = []
    unless two_swords_style
      result.push($data_armors[@armor1_id])
    end
    result.push($data_armors[@armor2_id])   
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Equipped Item Object Array
  #--------------------------------------------------------------------------
  def equips
    return weapons + armors
  end
  #--------------------------------------------------------------------------
  # * Calculate Experience
  #--------------------------------------------------------------------------
  def make_exp_list
    @exp_list[1] = @exp_list[100] = 0
    m = actor.exp_basis
    n = 0.75 + actor.exp_inflation / 200.0;
    for i in 2..99
      @exp_list[i] = @exp_list[i-1] + Integer(m)
      m *= 1 + n;
      n *= 0.9;
    end
  end
  #--------------------------------------------------------------------------
  # * Get Element Change Value
  #     element_id : element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    rank = self.class.element_ranks[element_id]
    result = [0,200,150,100,50,0,-100][rank]
    for armor in armors.compact
      result /= 2 if armor.element_set.include?(element_id)
    end
    for state in states
      result /= 2 if state.element_set.include?(element_id)
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Added State Success Rate
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_probability(state_id)
    if $data_states[state_id].nonresistance
      return 100
    else
      rank = self.class.state_ranks[state_id]
      return [0,100,80,60,40,20,0][rank]
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if State is Resisted
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_resist?(state_id)
    for armor in armors.compact
      return true if armor.state_set.include?(state_id)
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  def element_set
    result = []
    if weapons.compact == []
      return [1]                  # Unarmed: melee attribute
    end
    for weapon in weapons.compact
      result |= weapon == nil ? [] : weapon.element_set
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Additional Effect of Normal Attack (state change)
  #--------------------------------------------------------------------------
  def plus_state_set
    result = []
    for weapon in weapons.compact
      result |= weapon == nil ? [] : weapon.state_set
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Maximum HP Limit
  #--------------------------------------------------------------------------
  def maxhp_limit
    return 9999
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum HP
  #--------------------------------------------------------------------------
  def base_maxhp
    return actor.parameters[0, @level]
  end
  #--------------------------------------------------------------------------
  # * Get basic Maximum MP
  #--------------------------------------------------------------------------
  def base_maxmp
    return actor.parameters[1, @level]
  end
  #--------------------------------------------------------------------------
  # * Get Basic Attack
  #--------------------------------------------------------------------------
  def base_atk
    n = actor.parameters[2, @level]
    for item in equips.compact do n += item.atk end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Defense
  #--------------------------------------------------------------------------
  def base_def
    n = actor.parameters[3, @level]
    for item in equips.compact do n += item.def end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Spirit
  #--------------------------------------------------------------------------
  def base_spi
    n = actor.parameters[4, @level]
    for item in equips.compact do n += item.spi end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  def base_agi
    n = actor.parameters[5, @level]
    for item in equips.compact do n += item.agi end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Hit Rate
  #--------------------------------------------------------------------------
  def hit
    if two_swords_style
      n1 = weapons[0] == nil ? 95 : weapons[0].hit
      n2 = weapons[1] == nil ? 95 : weapons[1].hit
      n = [n1, n2].min
    else
      n = weapons[0] == nil ? 95 : weapons[0].hit
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Evasion Rate
  #--------------------------------------------------------------------------
  def eva
    n = 5
    for item in armors.compact do n += item.eva end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Critical Ratio
  #--------------------------------------------------------------------------
  def cri
    n = 4
    n += 4 if actor.critical_bonus
    for weapon in weapons.compact
      n += 4 if weapon.critical_bonus
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Ease of Hitting
  #--------------------------------------------------------------------------
  def odds
    return 4 - self.class.position
  end
  #--------------------------------------------------------------------------
  # * Get [Dual Wield] Option
  #--------------------------------------------------------------------------
  def two_swords_style
    return actor.two_swords_style
  end
  #--------------------------------------------------------------------------
  # * Get [Fixed Equipment] Option
  #--------------------------------------------------------------------------
  def fix_equipment
    return actor.fix_equipment
  end
  #--------------------------------------------------------------------------
  # * Get [Automatic Battle] Option
  #--------------------------------------------------------------------------
  def auto_battle
    return actor.auto_battle
  end
  #--------------------------------------------------------------------------
  # * Get [Super Guard] Option
  #--------------------------------------------------------------------------
  def super_guard
    return actor.super_guard
  end
  #--------------------------------------------------------------------------
  # * Get [Pharmocology] Option
  #--------------------------------------------------------------------------
  def pharmacology
    return actor.pharmacology
  end
  #--------------------------------------------------------------------------
  # * Get [First attack within turn] weapon option
  #--------------------------------------------------------------------------
  def fast_attack
    for weapon in weapons.compact
      return true if weapon.fast_attack
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Chain attack] weapon option
  #--------------------------------------------------------------------------
  def dual_attack
    for weapon in weapons.compact
      return true if weapon.dual_attack
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Prevent critical] armor option
  #--------------------------------------------------------------------------
  def prevent_critical
    for armor in armors.compact
      return true if armor.prevent_critical
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [half MP cost] armor option
  #--------------------------------------------------------------------------
  def half_mp_cost
    for armor in armors.compact
      return true if armor.half_mp_cost
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Double Experience] Armor Option
  #--------------------------------------------------------------------------
  def double_exp_gain
    for armor in armors.compact
      return true if armor.double_exp_gain
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get [Auto HP Recovery] Armor Option
  #--------------------------------------------------------------------------
  def auto_hp_recover
    for armor in armors.compact
      return true if armor.auto_hp_recover
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Animation ID
  #--------------------------------------------------------------------------
  def atk_animation_id
    if two_swords_style
      return weapons[0].animation_id if weapons[0] != nil
      return weapons[1] == nil ? 1 : 0
    else
      return weapons[0] == nil ? 1 : weapons[0].animation_id
    end
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Animation ID (Dual Wield: Weapon 2)
  #--------------------------------------------------------------------------
  def atk_animation_id2
    if two_swords_style
      return weapons[1] == nil ? 0 : weapons[1].animation_id
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Get Experience String
  #--------------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get String for Next Level Experience
  #--------------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get String for Experience to Next Level
  #--------------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp) : "-------"
  end
  #--------------------------------------------------------------------------
  # * Change Equipment (designate ID)
  #     equip_type : Equip region (0..4)
  #     item_id    : Weapon ID or armor ID
  #     test       : Test flag (for battle test or temporary equipment)
  #    Used by event commands or battle test preparation.
  #--------------------------------------------------------------------------
  def change_equip_by_id(equip_type, item_id, test = false)
    if equip_type == 0 or (equip_type == 1 and two_swords_style)
      change_equip(equip_type, $data_weapons[item_id], test)
    else
      change_equip(equip_type, $data_armors[item_id], test)
    end
  end
  #--------------------------------------------------------------------------
  # * Change Equipment (designate object)
  #     equip_type : Equip region (0..4)
  #     item       : Weapon or armor (nil is used to unequip)
  #     test       : Test flag (for battle test or temporary equipment)
  #--------------------------------------------------------------------------
  def change_equip(equip_type, item, test = false)
    last_item = equips[equip_type]
    unless test
      return if $game_party.item_number(item) == 0 if item != nil
      $game_party.gain_item(last_item, 1)
      $game_party.lose_item(item, 1)
    end
    item_id = item == nil ? 0 : item.id
    case equip_type
    when 0  # Weapon
      @weapon_id = item_id
      unless two_hands_legal?             # If two hands is not allowed
        change_equip(1, nil, test)        # Unequip from other hand
      end
    when 1  # Shield
      @armor1_id = item_id
      unless two_hands_legal?             # If two hands is not allowed
        change_equip(0, nil, test)        # Unequip from other hand
      end
    when 2  # Head
      @armor2_id = item_id
    end
  end
  #--------------------------------------------------------------------------
  # * Discard Equipment
  #     item : Weapon or armor to be discarded.
  #    Used when the "Include Equipment" option is enabled.
  #--------------------------------------------------------------------------
  def discard_equip(item)
    if item.is_a?(RPG::Weapon)
      if @weapon_id == item.id
        @weapon_id = 0
      elsif two_swords_style and @armor1_id == item.id
        @armor1_id = 0
      end
    elsif item.is_a?(RPG::Armor)
      if not two_swords_style and @armor1_id == item.id
        @armor1_id = 0
      elsif @armor2_id == item.id
        @armor2_id = 0
      elsif @armor3_id == item.id
        @armor3_id = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Two handed Equipment
  #--------------------------------------------------------------------------
  def two_hands_legal?
    if weapons[0] != nil and weapons[0].two_handed
      return false if @armor1_id != 0
    end
    if weapons[1] != nil and weapons[1].two_handed
      return false if @weapon_id != 0
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Determine if Equippable
  #     item : item
  #--------------------------------------------------------------------------
  def equippable?(item)
    if item.is_a?(RPG::Weapon)
      return self.class.weapon_set.include?(item.id)
    elsif item.is_a?(RPG::Armor)
      return false if two_swords_style and item.kind == 0
      return self.class.armor_set.include?(item.id)
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Change Experience
  #     exp  : New experience
  #     show : Level up display flag
  #--------------------------------------------------------------------------
  def change_exp(exp, show)
    last_level = @level
    last_skills = skills
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      level_up
    end
    while @exp < @exp_list[@level]
      level_down
    end
    @hp = [@hp, maxhp].min
    @mp = [@mp, maxmp].min
    if show and @level > last_level
      display_level_up(skills - last_skills)
    end
  end
  #--------------------------------------------------------------------------
  # * Level Up
  #--------------------------------------------------------------------------
  def level_up
    @level += 1
    for learning in self.class.learnings
      learn_skill(learning.skill_id) if learning.level == @level
    end
  end
  #--------------------------------------------------------------------------
  # * Level Down
  #--------------------------------------------------------------------------
  def level_down
    @level -= 1
  end
  #--------------------------------------------------------------------------
  # * Show Level Up Message
  #     new_skills : Array of newly learned skills
  #--------------------------------------------------------------------------
  def display_level_up(new_skills)
    $game_message.new_page
    text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
    $game_message.texts.push(text)
    for skill in new_skills
      text = sprintf(Vocab::ObtainSkill, skill.name)
      $game_message.texts.push(text)
    end
  end
  #--------------------------------------------------------------------------
  # * Get Experience (for the double experience point option)
  #     exp  : Amount to increase experience.
  #     show : Level up display flag
  #--------------------------------------------------------------------------
  def gain_exp(exp, show)
    if double_exp_gain
      change_exp(@exp + exp * 2, show)
    else
      change_exp(@exp + exp, show)
    end
  end
  #--------------------------------------------------------------------------
  # * Change Level
  #     level : new level
  #     show  : Level up display flag
  #--------------------------------------------------------------------------
  def change_level(level, show)
    level = [[level, 99].min, 1].max
    change_exp(@exp_list[level], show)
  end
  #--------------------------------------------------------------------------
  # * Learn Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    unless skill_learn?($data_skills[skill_id])
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #--------------------------------------------------------------------------
  # * Forget Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #--------------------------------------------------------------------------
  # * Determine if Finished Learning Skill
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_learn?(skill)
    return @skills.include?(skill.id)
  end
  #--------------------------------------------------------------------------
  # * Determine Usable Skills
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_can_use?(skill)
    return false unless skill_learn?(skill)
    return super
  end
  #--------------------------------------------------------------------------
  # * Change Name
  #     name : new name
  #--------------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #--------------------------------------------------------------------------
  # * Change Class ID
  #     class_id : New class ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    @class_id = class_id
    for i in 0..4     # Remove unequippable items
      change_equip(i, nil) unless equippable?(equips[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Change Graphics
  #     character_name  : new character graphic filename
  #     character_index : new character graphic index
  #     face_name       : new face graphic filename
  #     face_index      : new face graphic index
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_index, face_name, face_index)
    @character_name = character_name
    @character_index = character_index
    @face_name = face_name
    @face_index = face_index
  end
  #--------------------------------------------------------------------------
  # * Use Sprites?
  #--------------------------------------------------------------------------
  def use_sprite?
    return false
  end
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  def perform_collapse
    if $game_temp.in_battle and dead?
      @collapse = true
      Sound.play_actor_collapse
    end
  end
  #--------------------------------------------------------------------------
  # * Perform Automatic Recovery (called at end of turn)
  #--------------------------------------------------------------------------
  def do_auto_recovery
    if auto_hp_recover and not dead?
      self.hp += maxhp / 20
    end
  end
  #--------------------------------------------------------------------------
  # * Create Battle Action (for automatic battle)
  #--------------------------------------------------------------------------
  def make_action
    @action.clear
    return unless movable?
    action_list = []
    action = Game_BattleAction.new(self)
    action.set_attack
    action.evaluate
    action_list.push(action)
    for skill in skills
      action = Game_BattleAction.new(self)
      action.set_skill(skill.id)
      action.evaluate
      action_list.push(action)
    end
    max_value = 0
    for action in action_list
      if action.value > max_value
        @action = action
        max_value = action.value
      end
    end
  end
end

Code: [Select]
#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x     : window X coordinate
  #     y     : window Y corrdinate
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, 336, WLH * 5 + 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for item in @actor.equips do @data.push(item) end
    @item_max = @data.size
    self.contents.font.color = system_color
    if @actor.two_swords_style
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon1)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
    else
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::armor1)
    end
    self.contents.draw_text(4, WLH * 2, 92, WLH, Vocab::armor2)
    draw_item_name(@data[0], 92, WLH * 0)
    draw_item_name(@data[1], 92, WLH * 1)
    draw_item_name(@data[2], 92, WLH * 2)
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? "" : item.description)
  end
end

**
Rep:
Level 83
Yeah this worked, I appreciate it!


You wouldnt happen to know to edit that RIBS battle system a little bit would you?
« Last Edit: December 21, 2011, 02:51:47 AM by wildcard »