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[Ace / RGSS3] Window_EquipStatus: Different Stats for Different Actors

BMM_Archive · July 16, 2026

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Original Source

  • Original title: [Ace / RGSS3] Window_EquipStatus: Different Stats for Different Actors
  • Original author: Kenen
  • Original date: August 6, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/ace-rgss3-window_equipstatus-different-stats-for-different-actors.16500/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > Learning Ruby and RGSSx

Summary

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...

Archived First Post

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 EquipStatus.png

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  • Local mirror: 1696-7d10460dc0e3c84c813313736a1c7934.png
    SHA-256: 61a89c9bfc43820ebdcc1a8866e11ace4908bb03ae537fb41f602c03a6fdf49d
    Original attachment URL: https://forums.rpgmakerweb.com/attachments/equipstatus-png.7431/

Referenced Images / Attachments

EquipStatus.png
EquipStatus.png
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