Show a picture depending on which Equip Type EquipItem is showing

● ARCHIVED · READ-ONLY
Started by Rello 1 posts View original ↗
  1. Hey all,

    Thanks to a member named Gambit, my previous problem was solved, but now I'm onto a new one and, as you imagined, no luck. What I'm trying to do is have a picture show dependant on which Equipment Type (Weapon, Armor, Accessory) is being shown when Window_EquipItem is up.

    Example, when "Weapons" are being shown "EquipItem_Weapon" is being shown. I hope this makes sense, any help is appreciated, thanks!

    My Equip Scene

    Spoiler
    Code:
    #==============================================================================# ■ Scene_Equip#==============================================================================class Scene_Equip < Scene_MenuBase    #--------------------------------------------------------------------------  # overwrite method: create_status_window  #--------------------------------------------------------------------------  def create_status_window    wx = 0    wy = @help_window.height + 92    @status_window = Window_EquipStatus.new(wx, wy)    @status_window.viewport = @viewport    @status_window.actor = @actor  end    #--------------------------------------------------------------------------  # overwrite method: create_command_window  #--------------------------------------------------------------------------  def create_command_window    wx = 0    wy = @help_window.height - 23    ww = 140    @command_window = Window_EquipCommand.new(wx, wy, ww)    @command_window.viewport = @viewport    @command_window.help_window = @help_window    if !$game_temp.scene_equip_index.nil?      @command_window.select($game_temp.scene_equip_index)      @command_window.oy = $game_temp.scene_equip_oy    end    $game_temp.scene_equip_index = nil    $game_temp.scene_equip_oy = nil    @command_window.set_handler(:equip,    method(:command_equip))    @command_window.set_handler(:optimize, method(:command_optimize))    @command_window.set_handler(:clear,    method(:command_clear))    @command_window.set_handler(:cancel,   method(:return_scene))    @command_window.set_handler(:pagedown, method(:next_actor))    @command_window.set_handler(:pageup,   method(:prev_actor))    process_custom_equip_commands    create_actor_window  end    #--------------------------------------------------------------------------  # new method: create_actor_window  #--------------------------------------------------------------------------  def create_actor_window    wy = @help_window.height - 28    @actor_window = Window_EquipActor.new(@command_window.width, wy)    @actor_window.viewport = @viewport    @actor_window.actor = @actor  end    #--------------------------------------------------------------------------  # new method: process_custom_equip_commands  #--------------------------------------------------------------------------  def process_custom_equip_commands    for command in YEA::EQUIP::COMMAND_LIST      next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)      called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3]      @command_window.set_handler(command, method(called_method))    end  end    #--------------------------------------------------------------------------  # overwrite method: create_slot_window  #--------------------------------------------------------------------------  def create_slot_window    wx = 250    wy = 182-19    ww = Graphics.width - @status_window.width    @slot_window = Window_EquipSlot.new(wx, wy, ww)    @slot_window.viewport = @viewport    @slot_window.help_window = @help_window    @slot_window.status_window = @status_window    @slot_window.actor = @actor    @slot_window.set_handler(:ok,       method(:on_slot_ok))    @slot_window.set_handler(:cancel,   method(:on_slot_cancel))  end    #--------------------------------------------------------------------------  # overwrite method: create_item_window  #--------------------------------------------------------------------------  def create_item_window    wx = @slot_window.x    wy = @slot_window.y    ww = @slot_window.width    wh = @slot_window.height    @item_window = Window_EquipItem.new(wx, wy + 100, ww, wh)    @item_window.viewport = @viewport    @item_window.help_window = @help_window    @item_window.status_window = @status_window    @item_window.actor = @actor    @item_window.set_handler(:ok,     method(:on_item_ok))    @item_window.set_handler(:cancel, method(:on_item_cancel))    @slot_window.item_window = @item_window    @item_window.hide            end    #--------------------------------------------------------------------------  # alias method: command_optimize  #--------------------------------------------------------------------------  alias scene_equip_command_optimize_aee command_optimize  def command_optimize    scene_equip_command_optimize_aee    @actor_window.refresh  end    #--------------------------------------------------------------------------  # alias method: command_clear  #--------------------------------------------------------------------------  alias scene_equip_command_clear_aee command_clear  def command_clear    scene_equip_command_clear_aee    @actor_window.refresh  end    #--------------------------------------------------------------------------  # alias method: on_slot_ok  #--------------------------------------------------------------------------  alias scene_equip_on_slot_ok_aee on_slot_ok  def on_slot_ok    scene_equip_on_slot_ok_aee    @item_window.refresh    @item_window.show  end    #--------------------------------------------------------------------------  # alias method: on_item_ok  #--------------------------------------------------------------------------  alias scene_equip_on_item_ok_aee on_item_ok  def on_item_ok    scene_equip_on_item_ok_aee    @actor_window.refresh    @item_window.hide  end    #--------------------------------------------------------------------------  # alias method: on_item_cancel  #--------------------------------------------------------------------------  alias scene_equip_on_item_cancel_aee on_item_cancel  def on_item_cancel    scene_equip_on_item_cancel_aee    @item_window.hide  end    #--------------------------------------------------------------------------  # alias method: on_actor_change  #--------------------------------------------------------------------------  alias scene_equip_on_actor_change_aee on_actor_change  def on_actor_change    scene_equip_on_actor_change_aee    @actor_window.actor = @actor  end    #--------------------------------------------------------------------------  # new method: command_name1  #--------------------------------------------------------------------------  def command_name1    # Do nothing.  end    #--------------------------------------------------------------------------  # new method: command_name2  #--------------------------------------------------------------------------  def command_name2    # Do nothing.  end  end # Scene_Equip#==============================================================================# # ▼ End of File# #==============================================================================