Displaying Actor Stats when using Parameter Growth Items

Redeye

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Hey there. I'm gonna need a script for my game...

Basically I want to show Actor Parameters whenever I use "Parameter Growth" items such as ATK Up that permanently increases ATK. So when I use an item like that, the window displays every actor's ATK Stat rather than their Lvl, HP, and MP. These stat displays are changed depending on which parameter is being grown in the item's features.

Another question I have is... why hasn't a script been made for this yet? It's a really annoying problem. I'm tired of having to go to the Status Screen over and over again in order to look at everyone's stats just because the default system only displays HP and MP, when all I want is to proportionally use my growth items for Defense.

Thanks to anyone who's willing to help!
 

Trihan

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Interesting request...question, though: what do you want to happen in this scenario when you have an item that raises more than one stat?

And out of curiosity and in the interest of catching all the potential edge cases, what if you have an item, hypothetically, which heals an actor and raises a stat at the same time?
 
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Redeye

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Interesting request...question, though: what do you want to happen in this scenario when you have an item that raises more than one stat?

And out of curiosity and in the interest of catching all the potential edge cases, what if you have an item, hypothetically, which heals an actor and raises a stat at the same time?
For both scenarios it would just show multiple parameters. Though, it doesn't have to be that complex. Maybe it could just be a system where you can hold Shift and the Actor Selections display their Extra Stats.
 

Trihan

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Don't suppose you could make me a quick mockup of how you'd want it to look, could you?
 

Redeye

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OR, from my other thing...



I hope that helps.
 
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Trihan

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It does! Try this on for size.

Code:
Window_MenuActor.class_eval do  attr_accessor :status_mode  def draw_item(index)    if @status_mode == :params      actor = $game_party.members[index]      enabled = $game_party.battle_members.include?(actor)      rect = item_rect(index)      draw_item_background(index)      draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)      draw_actor_param_status(actor, rect.x + 108, rect.y + line_height / 2)    else      super(index)    end  end    def draw_actor_param_status(actor, x, y)    [2, 3, 4, 5, 6, 7].each_with_index { |param_id, index| column = index < 3 ? 0 : 1; draw_text_ex(x + (128 * column), y + line_height * (index % 3), "#{Vocab::param(param_id)}:#{actor.param(param_id)}#{growth(actor, param_id)}") }  end    def growth(actor, param_id)    if $game_party.members.index(actor) == index      $game_party.last_item.object.effects.each { |effect|        return "\\C[3]+#{effect.value1.to_i}" if effect.code == 42 && effect.data_id == (param_id)      }    end    return ""  end    def cursor_up(wrap = false)    super    refresh  end    def cursor_down(wrap = false)    super    refresh  endendScene_Item.class_eval do  def update    if Input.trigger?(:SHIFT)      @actor_window.status_mode.nil? || @actor_window.status_mode == :normal ? @actor_window.status_mode = :params : @actor_window.status_mode = :normal      @actor_window.refresh    end    super  end    alias_method :tri_spg_on_item_ok_6xi9, :on_item_ok  def on_item_ok    tri_spg_on_item_ok_6xi9    @actor_window.refresh  endend
 

Redeye

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It does! Try this on for size.

Window_MenuActor.class_eval do attr_accessor :status_mode def draw_item(index) if @status_mode == :params actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_param_status(actor, rect.x + 108, rect.y + line_height / 2) else super(index) end end def draw_actor_param_status(actor, x, y) [2, 3, 4, 5, 6, 7].each_with_index { |param_id, index| column = index < 3 ? 0 : 1; draw_text_ex(x + (128 * column), y + line_height * (index % 3), "#{Vocab::param(param_id)}:#{actor.param(param_id)}#{growth(actor, param_id)}") } end def growth(actor, param_id) if $game_party.members.index(actor) == index $game_party.last_item.object.effects.each { |effect| return "\\C[3]+#{effect.value1.to_i}" if effect.code == 42 && effect.data_id == (param_id) } end return "" end def cursor_up(wrap = false) super refresh end def cursor_down(wrap = false) super refresh endendScene_Item.class_eval do def update if Input.trigger?:)SHIFT) @actor_window.status_mode.nil? || @actor_window.status_mode == :normal ? @actor_window.status_mode = :params : @actor_window.status_mode = :normal @actor_window.refresh end super end alias_method :tri_spg_on_item_ok_6xi9, :on_item_ok def on_item_ok tri_spg_on_item_ok_6xi9 @actor_window.refresh endend
It works perfectly. Thank you!
 

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