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Found 1 result

  1. Foxkit

    Scripting error

    Hello, I have another proofreading request, as I can never seem to hunt down these kind of errors the error is on line 73 with a syntax error or the last end in the script. In this case I'm guessing it has something to do with my code phrasing ------------------------------------------------------------------------------ # ** Window_EquipSelection ** # ------------------------------------------------------------------------------ # This window Displays choices when opting to modify your weapony/Armor ** # ------------------------------------------------------------------------------ class Window_EquipmentSelection < Window_Selectable def initialize super(0, 0, 640, 180) @column_max = 2 refresh self.active = true self.index = 1 end # ---------------------------------------------------------------------------- # * Item Aquisition ** # ---------------------------------------------------------------------------- def item return @data[self.index] end # ---------------------------------------------------------------------------- # * Def Refresh ** # ---------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # get Weapons for i in 1... $data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end # get Armor for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end # add a blankpage @data.push = nil @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end
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