Hi all, I have a very beginner question regarding Window_EquipStatus. To give a very brief explanation, I am using an extremely simple stat model where each actor has a primary attribute (which is either ATK, MDF, AGI, or MAT). Because of this, I only want to show two attributes in Window_EquipStatus: the actor's Max HP, and their primary attribute. My problem is that I'm having trouble setting up Window_EquipStatus to show different attributes for each individual actor. If anyone can point out what I'm doing wrong, I'd appreciate it! Here...
Hi all, I have a very beginner question regarding Window_EquipStatus.
To give a very brief explanation, I am using an extremely simple stat model where each actor has a primary attribute (which is either ATK, MDF, AGI, or MAT). Because of this, I only want to show two attributes in Window_EquipStatus: the actor's Max HP, and their primary attribute.
My problem is that I'm having trouble setting up Window_EquipStatus to show different attributes for each individual actor. If anyone can point out what I'm doing wrong, I'd appreciate it!
Here is what I'm currently using:
Edit: I just realized that the code below uses a single "=" after actor_id, rather than "==" -- I'm very used to markup languages, and still learning the basics of RGSS. When I change the "=" to "==", I end up with a blank Window_EquipStatus. Not sure if that is on the right or wrong track, but I just wanted to include that thought.
 #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh  contents.clear  draw_actor_name(@actor, 4, line_height * 0) if @actor  if @actor_id = 1   2.times {|i| draw_item(0, line_height * (1 + i), [0,2]
) } #ATK  elsif @actor_id = 2   2.times {|i| draw_item(0, line_height * (1 + i), [0,5]) } #MDF  elsif @actor_id = 3   2.times {|i| draw_item(0, line_height * (1 + i), [0,6]) } #AGI  elsif @actor_id = 4   2.times {|i| draw_item(0, line_height * (1 + i), [0,4]) } #MAT  end end
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