It is not trivial. You need to create a mapping from index to equip slot ID in your scene, and then have your window determine which slot to draw based on the mapping.
The default windows are designed to only know how to use indices. For example, 0, 1, 2, etc.
Unfortunately, if you want to split up your equip slots into two different sets, like
[0, 1, 2]
[3, 4]
You need to say that 3 corresponds to index 0, and 4 corresponds to index 1.
This method draws the equip slots
def draw_item(index) return unless @actor rect = item_rect_for_text(index) change_color(system_color, enable?(index)) draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) draw_item_name(@actor.equips[index], rect.x + 92, rect.y, enable?(index))endThis determines how many slots to draw
Code:
def item_max @actor ? @actor.equip_slots.size : 0end
You will at the very least need to modify these to draw the appropriate slots.It is up to you figure out how to determine what are "the appropriate slots"