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

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

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 Protected download

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EquipStatus.png
EquipStatus.png
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#039#atk#mdf#agi#mat

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