JustPaste.it

#===========================================================
# -- Parameters Table de Wecoc -- Extended Equip Version
#===========================================================

=begin
Muestra una tabla con los parámetros del actor, dividida según de dónde le vengan
esos parámetros. Dibuja un icono según cual sea la procedencia.

Código para usarlo:

draw_pt_equipex(actor, x, y, ancho, alto, parámetros, separación, color1, color2)

    actor => personaje del cual se muestran los parámetros
    x, y => coordenadas de la tabla
    ancho => ancho DE LAS BARRAS (no del total)
    alto => alto tope donde pueden llegar las barras
    parámetros => array con la siguiente codificación:
        0 => hpmax
        1 => spmax
        2 => atk
        3 => pdef
        4 => mdef
        5 => str  
        6 => dex
        7 => agi
        8 => int
    (por ejemplo si parámetros es (0,1,5,6) mostrará hpmax, spmax, str y dex)
    
    separación => separación entre las barras, por defecto 6
    color1 => color de las líneas de la tabla
    color2 => color del fondo ( Color.new(0,0,0,0) para tabla sin fondo)
    
  Puedes controlar aspectos default de la tabla en el module PT_EQUIPEX
    
Espero que os guste este script.
=end

##########################################################

module PT_EQUIPEX
  HP_COLOR = Color.new(200, 60, 120)
  SP_COLOR = Color.new(60, 120, 200)
  ATK_COLOR = Color.new(120, 120, 120)
  PDEF_COLOR = Color.new(120, 120, 120)
  MDEF_COLOR = Color.new(120, 120, 120)
  STR_COLOR = Color.new(200, 120, 60)
  DEX_COLOR = Color.new(120, 200, 60)
  AGI_COLOR = Color.new(60, 200, 120)
  INT_COLOR = Color.new(120, 60, 200)
 
  GOOD_COLOR = Color.new(194, 245, 151)
  BAD_COLOR = Color.new(245, 151, 153)
 
  MINUS_COLOR = Color.new(200,70,60) # (Cuando la barra resta en vez de sumar)
 
  HP_MAX = 9999
  SP_MAX = 9999
  ATK_MAX = 299
  PDEF_MAX = 299
  MDEF_MAX = 299
  STR_MAX = 999
  DEX_MAX = 999
  AGI_MAX = 999
  INT_MAX = 999
 
  SHOW_ICONS = true # Inactivado no saldran los iconos.
  ICON_OPACITY = 200
  SELF_ICON = "032-Item01" # (Icono que saldrá cuando el parámetro dependa del actor)
end

##########################################################

class Bitmap
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    if end_color == start_color
      for i in 1..distance
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
        if width == 1
          self.set_pixel(x, y, start_color)
        else
          self.fill_rect(x, y, width, width, start_color)
        end
      end
    else
      for i in 1..distance
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
        r = start_color.red * (distance-i)/distance + end_color.red * i/distance
        g = start_color.green * (distance-i)/distance + end_color.green * i/distance
        b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
        if width == 1
          self.set_pixel(x, y, Color.new(r, g, b, a))
        else
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
        end
      end
    end
  end
  def draw_square(x, y, width, height, color, line_width = 1)
    fill_rect(x, y, line_width, height, color) # Izquierda
    fill_rect(x, y, width, line_width, color) # Arriba
    fill_rect(x + width - line_width + 1, y, line_width, height, color) # Derecha
    fill_rect(x, y + height - line_width + 1, width, line_width, color) # Abajo
  end
end

##########################################################

class Window_Base
  def draw_pt_equipex(actor,x,y,width,height,parameters,w_space=6,
    color=Color.new(192,192,192),back_color=Color.new(0,0,0,100))
    
    table_width = (w_space+width)*parameters.size+w_space
    
    back = Rect.new(x, y, table_width, height)
    self.contents.fill_rect(back, back_color)
    
    self.contents.draw_line(x,y,x,y+height,color)
    self.contents.draw_line(x,y+height,x+table_width,y+height,color)
    self.contents.font.color = color
    self.contents.font.size = 12
    self.contents.font.bold = true
    
    weapon = armor1 = armor2 = armor3 = armor4 = nil
    weapon = $data_weapons[@actor.weapon_id] if @actor.weapon_id != 0
    armor1 = $data_armors[@actor.armor1_id] if @actor.armor1_id != 0
    armor2 = $data_armors[@actor.armor2_id] if @actor.armor2_id != 0
    armor3 = $data_armors[@actor.armor3_id] if @actor.armor3_id != 0
    armor4 = $data_armors[@actor.armor3_id] if @actor.armor4_id != 0
    weapon_height = 0
    armor1_height = armor2_height = armor3_height = armor4_height = 0

    for par in 0..parameters.length
      new_x = x+(w_space+width)*par+w_space
      new_y = y+height
      
      goodbar_color = PT_EQUIPEX::GOOD_COLOR
      badbar_color = PT_EQUIPEX::BAD_COLOR
      case parameters[par]
      
      when 0 # 0 = hpmax
        self.contents.draw_text(new_x,new_y, width, 24, "hp",1)
        new_height = height  * actor.maxhp / PT_EQUIPEX::HP_MAX
        new_y2 = y+height-new_height
        rect = Rect.new(new_x, new_y2, width, new_height)
        bc = PT_EQUIPEX::HP_COLOR
        border_color = color
        
        self.contents.fill_rect(rect, bc)
        self.contents.draw_square(rect.x,rect.y,rect.width,rect.height,border_color)
        
      when 1 # 1 = spmax
        self.contents.draw_text(new_x,new_y, width, 24, "sp",1)
        new_height = height  * actor.maxsp / PT_EQUIPEX::SP_MAX
        new_y2 = y+height-new_height
        rect = Rect.new(new_x, new_y2, width, new_height)
        bc = PT_EQUIPEX::SP_COLOR
        border_color = color
        
        self.contents.fill_rect(rect, bc)
        self.contents.draw_square(rect.x,rect.y,rect.width,rect.height,border_color)
        
      when 2 # 2 = atk
        self.contents.draw_text(new_x,new_y, width, 24, "atk",1)
        new_height = height  * actor.atk / PT_EQUIPEX::ATK_MAX
        new_y2 = y+height-new_height
        rect = Rect.new(new_x, new_y2, width, new_height)
        bc = PT_EQUIPEX::ATK_COLOR
        border_color = color
        
        self.contents.fill_rect(rect, bc)
        self.contents.draw_square(rect.x,rect.y,rect.width,rect.height,border_color)
                
        if @new_atk != nil and @new_atk != actor.atk
          if @new_atk > actor.atk
            new_height2 = height * (@new_atk-actor.atk)/PT_EQUIPEX::ATK_MAX
            rect = Rect.new(new_x, new_y2-new_height2, width+1, new_height2)
            self.contents.fill_rect(rect, goodbar_color)
          else
            new_height2 = height  * (actor.atk-@new_atk) / PT_EQUIPEX::ATK_MAX
            rect = Rect.new(new_x, new_y2, width+1, new_height2)
            self.contents.fill_rect(rect, badbar_color)
          end
        end
        if PT_EQUIPEX::SHOW_ICONS
        unless @actor.weapon_id == 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(x+w_space,new_y2+(new_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 3 # 3 = pdef
        self.contents.draw_text(new_x,new_y, width, 24, "pdef",1)
        bc = PT_EQUIPEX::PDEF_COLOR
        border_color = color
                
        self_pdef = @actor.pdef
        self_pdef = self_pdef - weapon.pdef unless (weapon == nil)
        self_pdef = self_pdef - armor1.pdef unless (armor1 == nil)
        self_pdef = self_pdef - armor2.pdef unless (armor2 == nil)
        self_pdef = self_pdef - armor3.pdef unless (armor3 == nil)
        self_pdef = self_pdef - armor4.pdef unless (armor4 == nil)
                
        self_height = height * self_pdef / PT_EQUIPEX::PDEF_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.pdef / PT_EQUIPEX::PDEF_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.pdef / PT_EQUIPEX::PDEF_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.pdef / PT_EQUIPEX::PDEF_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.pdef / PT_EQUIPEX::PDEF_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.pdef / PT_EQUIPEX::PDEF_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
        weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
        armor1_barcolor=Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
        armor2_barcolor=Color.new(bc.red-20,bc.green-20,bc.blue-20,bc.alpha)
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
        armor3_barcolor=Color.new(bc.red-40,bc.green-40,bc.blue-40,bc.alpha)
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
        armor4_barcolor=Color.new(bc.red-60,bc.green-60,bc.blue-60,bc.alpha)        
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_pdef != nil and @new_pdef != actor.pdef
      if @new_pdef > actor.pdef
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_pdef-actor.pdef)/PT_EQUIPEX::PDEF_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_pdef-actor.pdef)/PT_EQUIPEX::PDEF_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_pdef-actor.pdef)/PT_EQUIPEX::PDEF_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_pdef-actor.pdef)/PT_EQUIPEX::PDEF_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_pdef-actor.pdef)/PT_EQUIPEX::PDEF_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.pdef-@new_pdef)/PT_EQUIPEX::PDEF_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.pdef-@new_pdef)/PT_EQUIPEX::PDEF_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.pdef-@new_pdef)/PT_EQUIPEX::PDEF_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.pdef-@new_pdef)/PT_EQUIPEX::PDEF_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.pdef-@new_pdef)/PT_EQUIPEX::PDEF_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_pdef != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].pdef != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].pdef != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].pdef != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].pdef != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].pdef != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 4 # 4 = mdef
        self.contents.draw_text(new_x,new_y, width, 24, "mdef",1)
        bc = PT_EQUIPEX::MDEF_COLOR
        border_color = color
                
        self_mdef = @actor.mdef
        self_mdef = self_mdef - weapon.mdef unless (weapon == nil)
        self_mdef = self_mdef - armor1.mdef unless (armor1 == nil)
        self_mdef = self_mdef - armor2.mdef unless (armor2 == nil)
        self_mdef = self_mdef - armor3.mdef unless (armor3 == nil)
        self_mdef = self_mdef - armor4.mdef unless (armor4 == nil)
                
        self_height = height * self_mdef / PT_EQUIPEX::MDEF_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.mdef / PT_EQUIPEX::MDEF_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.mdef / PT_EQUIPEX::MDEF_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.mdef / PT_EQUIPEX::MDEF_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.mdef / PT_EQUIPEX::MDEF_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.mdef / PT_EQUIPEX::MDEF_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
        weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
        armor1_barcolor=Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
        armor2_barcolor=Color.new(bc.red-20,bc.green-20,bc.blue-20,bc.alpha)
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
        armor3_barcolor=Color.new(bc.red-40,bc.green-40,bc.blue-40,bc.alpha)
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
        armor4_barcolor=Color.new(bc.red-60,bc.green-60,bc.blue-60,bc.alpha)        
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_mdef != nil and @new_mdef != actor.mdef
      if @new_mdef > actor.mdef
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_mdef-actor.mdef)/PT_EQUIPEX::MDEF_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_mdef-actor.mdef)/PT_EQUIPEX::MDEF_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_mdef-actor.mdef)/PT_EQUIPEX::MDEF_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_mdef-actor.mdef)/PT_EQUIPEX::MDEF_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_mdef-actor.mdef)/PT_EQUIPEX::MDEF_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.mdef-@new_mdef)/PT_EQUIPEX::MDEF_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.mdef-@new_mdef)/PT_EQUIPEX::MDEF_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.mdef-@new_mdef)/PT_EQUIPEX::MDEF_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.mdef-@new_mdef)/PT_EQUIPEX::MDEF_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.mdef-@new_mdef)/PT_EQUIPEX::MDEF_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_mdef != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].mdef != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].mdef != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].mdef != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].mdef != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].mdef != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 5 # 5 = str
        self.contents.draw_text(new_x,new_y, width, 24, "str",1)
        bc = PT_EQUIPEX::STR_COLOR
        border_color = color
                
        self_str = @actor.str
        self_str = self_str - weapon.str_plus unless (weapon == nil)
        self_str = self_str - armor1.str_plus unless (armor1 == nil)
        self_str = self_str - armor2.str_plus unless (armor2 == nil)
        self_str = self_str - armor3.str_plus unless (armor3 == nil)
        self_str = self_str - armor4.str_plus unless (armor4 == nil)
                
        self_height = height * self_str / PT_EQUIPEX::STR_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.str_plus / PT_EQUIPEX::STR_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.str_plus / PT_EQUIPEX::STR_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.str_plus / PT_EQUIPEX::STR_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.str_plus / PT_EQUIPEX::STR_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.str_plus / PT_EQUIPEX::STR_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        if weapon_height > 0
          weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
          weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        else
          weapon_rect = Rect.new(new_x,weapon_y+weapon_height,width,-weapon_height)
          weapon_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        if armor1_height > 0
          armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
          armor1_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor1_rect = Rect.new(new_x,armor1_y+armor1_height,width,-armor1_height)
          armor1_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        if armor2_height > 0
          armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
          armor2_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor2_rect = Rect.new(new_x,armor2_y+armor2_height,width,-armor2_height)
          armor2_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        if armor3_height > 0
          armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
          armor3_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor3_rect = Rect.new(new_x,armor3_y+armor3_height,width,-armor3_height)
          armor3_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        if armor4_height > 0
          armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
          armor4_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor4_rect = Rect.new(new_x,armor4_y+armor4_height,width,-armor4_height)
          armor4_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_str != nil and @new_str != actor.str
      if @new_str > actor.str
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_str-actor.str)/PT_EQUIPEX::STR_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_str-actor.str)/PT_EQUIPEX::STR_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_str-actor.str)/PT_EQUIPEX::STR_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_str-actor.str)/PT_EQUIPEX::STR_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_str-actor.str)/PT_EQUIPEX::STR_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.str-@new_str)/PT_EQUIPEX::STR_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.str-@new_str)/PT_EQUIPEX::STR_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.str-@new_str)/PT_EQUIPEX::STR_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.str-@new_str)/PT_EQUIPEX::STR_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.str-@new_str)/PT_EQUIPEX::STR_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_str != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].str_plus != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].str_plus != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].str_plus != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].str_plus != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].str_plus != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 6 # 6 = dex
        self.contents.draw_text(new_x,new_y, width, 24, "dex",1)
        bc = PT_EQUIPEX::DEX_COLOR
        border_color = color
                
        self_dex = @actor.dex
        self_dex = self_dex - weapon.dex_plus unless (weapon == nil)
        self_dex = self_dex - armor1.dex_plus unless (armor1 == nil)
        self_dex = self_dex - armor2.dex_plus unless (armor2 == nil)
        self_dex = self_dex - armor3.dex_plus unless (armor3 == nil)
        self_dex = self_dex - armor4.dex_plus unless (armor4 == nil)
                
        self_height = height * self_dex / PT_EQUIPEX::DEX_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.dex_plus / PT_EQUIPEX::DEX_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.dex_plus / PT_EQUIPEX::DEX_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.dex_plus / PT_EQUIPEX::DEX_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.dex_plus / PT_EQUIPEX::DEX_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.dex_plus / PT_EQUIPEX::DEX_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        if weapon_height > 0
          weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
          weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        else
          weapon_rect = Rect.new(new_x,weapon_y+weapon_height,width,-weapon_height)
          weapon_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        if armor1_height > 0
          armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
          armor1_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor1_rect = Rect.new(new_x,armor1_y+armor1_height,width,-armor1_height)
          armor1_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        if armor2_height > 0
          armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
          armor2_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor2_rect = Rect.new(new_x,armor2_y+armor2_height,width,-armor2_height)
          armor2_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        if armor3_height > 0
          armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
          armor3_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor3_rect = Rect.new(new_x,armor3_y+armor3_height,width,-armor3_height)
          armor3_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        if armor4_height > 0
          armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
          armor4_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor4_rect = Rect.new(new_x,armor4_y+armor4_height,width,-armor4_height)
          armor4_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_dex != nil and @new_dex != actor.dex
      if @new_dex > actor.dex
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_dex-actor.dex)/PT_EQUIPEX::DEX_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_dex-actor.dex)/PT_EQUIPEX::DEX_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_dex-actor.dex)/PT_EQUIPEX::DEX_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_dex-actor.dex)/PT_EQUIPEX::DEX_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_dex-actor.dex)/PT_EQUIPEX::DEX_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.dex-@new_dex)/PT_EQUIPEX::DEX_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.dex-@new_dex)/PT_EQUIPEX::DEX_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.dex-@new_dex)/PT_EQUIPEX::DEX_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.dex-@new_dex)/PT_EQUIPEX::DEX_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.dex-@new_dex)/PT_EQUIPEX::DEX_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_dex != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].dex_plus != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].dex_plus != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].dex_plus != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].dex_plus != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].dex_plus != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 7 # 7 = agi
        self.contents.draw_text(new_x,new_y, width, 24, "agi",1)
        bc = PT_EQUIPEX::AGI_COLOR
        border_color = color
                
        self_agi = @actor.agi
        self_agi = self_agi - weapon.agi_plus unless (weapon == nil)
        self_agi = self_agi - armor1.agi_plus unless (armor1 == nil)
        self_agi = self_agi - armor2.agi_plus unless (armor2 == nil)
        self_agi = self_agi - armor3.agi_plus unless (armor3 == nil)
        self_agi = self_agi - armor4.agi_plus unless (armor4 == nil)
                
        self_height = height * self_agi / PT_EQUIPEX::AGI_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.agi_plus / PT_EQUIPEX::AGI_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.agi_plus / PT_EQUIPEX::AGI_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.agi_plus / PT_EQUIPEX::AGI_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.agi_plus / PT_EQUIPEX::AGI_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.agi_plus / PT_EQUIPEX::AGI_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        if weapon_height > 0
          weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
          weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        else
          weapon_rect = Rect.new(new_x,weapon_y+weapon_height,width,-weapon_height)
          weapon_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        if armor1_height > 0
          armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
          armor1_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor1_rect = Rect.new(new_x,armor1_y+armor1_height,width,-armor1_height)
          armor1_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        if armor2_height > 0
          armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
          armor2_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor2_rect = Rect.new(new_x,armor2_y+armor2_height,width,-armor2_height)
          armor2_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        if armor3_height > 0
          armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
          armor3_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor3_rect = Rect.new(new_x,armor3_y+armor3_height,width,-armor3_height)
          armor3_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        if armor4_height > 0
          armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
          armor4_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor4_rect = Rect.new(new_x,armor4_y+armor4_height,width,-armor4_height)
          armor4_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_agi != nil and @new_agi != actor.agi
      if @new_agi > actor.agi
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_agi-actor.agi)/PT_EQUIPEX::AGI_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_agi-actor.agi)/PT_EQUIPEX::AGI_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_agi-actor.agi)/PT_EQUIPEX::AGI_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_agi-actor.agi)/PT_EQUIPEX::AGI_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_agi-actor.agi)/PT_EQUIPEX::AGI_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.agi-@new_agi)/PT_EQUIPEX::AGI_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.agi-@new_agi)/PT_EQUIPEX::AGI_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.agi-@new_agi)/PT_EQUIPEX::AGI_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.agi-@new_agi)/PT_EQUIPEX::AGI_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.agi-@new_agi)/PT_EQUIPEX::AGI_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_agi != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].agi_plus != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].agi_plus != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].agi_plus != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].agi_plus != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].agi_plus != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      when 8 # 8 = int
        self.contents.draw_text(new_x,new_y, width, 24, "int",1)
        bc = PT_EQUIPEX::INT_COLOR
        border_color = color
                
        self_int = @actor.int
        self_int = self_int - weapon.int_plus unless (weapon == nil)
        self_int = self_int - armor1.int_plus unless (armor1 == nil)
        self_int = self_int - armor2.int_plus unless (armor2 == nil)
        self_int = self_int - armor3.int_plus unless (armor3 == nil)
        self_int = self_int - armor4.int_plus unless (armor4 == nil)
                
        self_height = height * self_int / PT_EQUIPEX::INT_MAX
        self_y = y+height-self_height
        
        weapon_height = height * weapon.int_plus / PT_EQUIPEX::INT_MAX if weapon != nil
        weapon_y = self_y-weapon_height
        armor1_height = height * armor1.int_plus / PT_EQUIPEX::INT_MAX if armor1 != nil
        armor1_y = weapon_y-armor1_height
        armor2_height = height * armor2.int_plus / PT_EQUIPEX::INT_MAX if armor2 != nil
        armor2_y = armor1_y-armor2_height
        armor3_height = height * armor3.int_plus / PT_EQUIPEX::INT_MAX if armor3 != nil
        armor3_y = armor2_y-armor3_height
        armor4_height = height * armor4.int_plus / PT_EQUIPEX::INT_MAX if armor4 != nil
        armor4_y = armor3_y-armor4_height
        
        self_rect = Rect.new(new_x, self_y, width, self_height)
        self_barcolor=Color.new(bc.red+60,bc.green+60,bc.blue+60,bc.alpha)
        
        self.contents.fill_rect(self_rect, self_barcolor)
        self.contents.draw_square(self_rect.x,self_rect.y,self_rect.width,
        self_rect.height,border_color)
        
        if weapon_height > 0
          weapon_rect = Rect.new(new_x, weapon_y, width, weapon_height)
          weapon_barcolor=Color.new(bc.red+20,bc.green+20,bc.blue+20,bc.alpha)
        else
          weapon_rect = Rect.new(new_x,weapon_y+weapon_height,width,-weapon_height)
          weapon_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        self.contents.fill_rect(weapon_rect, weapon_barcolor)
        self.contents.draw_square(weapon_rect.x,weapon_rect.y,weapon_rect.width,
        weapon_rect.height,border_color)
        
        if armor1_height > 0
          armor1_rect = Rect.new(new_x, armor1_y, width, armor1_height)
          armor1_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor1_rect = Rect.new(new_x,armor1_y+armor1_height,width,-armor1_height)
          armor1_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor1_rect, armor1_barcolor)
        self.contents.draw_square(armor1_rect.x,armor1_rect.y,armor1_rect.width,
        armor1_rect.height,border_color)

        if armor2_height > 0
          armor2_rect = Rect.new(new_x, armor2_y, width, armor2_height)
          armor2_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor2_rect = Rect.new(new_x,armor2_y+armor2_height,width,-armor2_height)
          armor2_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor2_rect, armor2_barcolor)
        self.contents.draw_square(armor2_rect.x,armor2_rect.y,armor2_rect.width,
        armor2_rect.height,border_color)
        
        if armor3_height > 0
          armor3_rect = Rect.new(new_x, armor3_y, width, armor3_height)
          armor3_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor3_rect = Rect.new(new_x,armor3_y+armor3_height,width,-armor3_height)
          armor3_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor3_rect, armor3_barcolor)
        self.contents.draw_square(armor3_rect.x,armor3_rect.y,armor3_rect.width,
        armor3_rect.height,border_color)
        
        if armor4_height > 0
          armor4_rect = Rect.new(new_x, armor4_y, width, armor4_height)
          armor4_barcolor = Color.new(bc.red,bc.green,bc.blue,bc.alpha)
        else
          armor4_rect = Rect.new(new_x,armor4_y+armor4_height,width,-armor4_height)
          armor4_barcolor = PT_EQUIPEX::MINUS_COLOR
        end
        
        self.contents.fill_rect(armor4_rect, armor4_barcolor)
        self.contents.draw_square(armor4_rect.x,armor4_rect.y,armor4_rect.width,
        armor4_rect.height,border_color)
        
    if @type != nil and @new_int != nil and @new_int != actor.int
      if @new_int > actor.int
        case @type
        when 0 # weapon
          weapon_height2 = height * (@new_int-actor.int)/PT_EQUIPEX::INT_MAX
          weapon_y2 = y+height-self_height-weapon_height-weapon_height2
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 1 # armor1
          armor1_height2 = height * (@new_int-actor.int)/PT_EQUIPEX::INT_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height-armor1_height2
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 2 # armor2
          armor2_height2 = height * (@new_int-actor.int)/PT_EQUIPEX::INT_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor2_height2
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 3 # armor3
          armor3_height2 = height * (@new_int-actor.int)/PT_EQUIPEX::INT_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor3_height2
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, goodbar_color)
        when 4 # armor4
          armor4_height2 = height * (@new_int-actor.int)/PT_EQUIPEX::INT_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height-armor4_height2
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, goodbar_color)
        end
      else
        case @type
        when 0 # weapon
          weapon_height2 = height * (actor.int-@new_int)/PT_EQUIPEX::INT_MAX
          weapon_y2 = y+height-self_height-weapon_height
          rect = Rect.new(new_x, weapon_y2, width+1, weapon_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 1 # armor1
          armor1_height2 = height * (actor.int-@new_int)/PT_EQUIPEX::INT_MAX
          armor1_y2 = y+height-self_height-weapon_height-armor1_height
          rect = Rect.new(new_x, armor1_y2, width+1, armor1_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 2 # armor2
          armor2_height2 = height * (actor.int-@new_int)/PT_EQUIPEX::INT_MAX
          armor2_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height
          rect = Rect.new(new_x, armor2_y2, width+1, armor2_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 3 # armor3
          armor3_height2 = height * (actor.int-@new_int)/PT_EQUIPEX::INT_MAX
          armor3_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height
          rect = Rect.new(new_x, armor3_y2, width+1, armor3_height2)
          self.contents.fill_rect(rect, badbar_color)
        when 4 # armor4
          armor4_height2 = height * (actor.int-@new_int)/PT_EQUIPEX::INT_MAX
          armor4_y2 = y+height-self_height-weapon_height-armor1_height-
                      armor2_height-armor3_height-armor4_height
          rect = Rect.new(new_x, armor4_y2, width+1, armor4_height2)
          self.contents.fill_rect(rect, badbar_color)
        end
      end
    end
        if PT_EQUIPEX::SHOW_ICONS
        if self_int != 0
          self_icon = PT_EQUIPEX::SELF_ICON
          bitmap = RPG::Cache.icon(self_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,self_y+(self_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.weapon_id != 0 and $data_weapons[@actor.weapon_id].int_plus != 0
          weapon_icon = $data_weapons[@actor.weapon_id].icon_name
          bitmap = RPG::Cache.icon(weapon_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,weapon_y+(weapon_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor1_id != 0 and $data_armors[@actor.armor1_id].int_plus != 0
          armor1_icon = $data_armors[@actor.armor1_id].icon_name
          bitmap = RPG::Cache.icon(armor1_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor1_y+(armor1_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor2_id != 0 and $data_armors[@actor.armor2_id].int_plus != 0
          armor2_icon = $data_armors[@actor.armor2_id].icon_name
          bitmap = RPG::Cache.icon(armor2_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor2_y+(armor2_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor3_id != 0 and $data_armors[@actor.armor3_id].int_plus != 0
          armor3_icon = $data_armors[@actor.armor3_id].icon_name
          bitmap = RPG::Cache.icon(armor3_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor3_y+(armor3_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        if @actor.armor4_id != 0 and $data_armors[@actor.armor4_id].int_plus != 0
          armor4_icon = $data_armors[@actor.armor4_id].icon_name
          bitmap = RPG::Cache.icon(armor4_icon)
          icon_rect = Rect.new(0, 0, 24, 24)
          self.contents.blt(new_x,armor4_y+(armor4_height/2)-12,bitmap,icon_rect,
          PT_EQUIPEX::ICON_OPACITY)
        end
        end
      end
    end
  end
end

##########################################################

class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 64, 272, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    @type = 0
    refresh
  end
  def refresh
    self.contents.clear
    t_parameters = [2,3,4,5,6,7,8]
    draw_pt_equipex(@actor,12,0,24,140,t_parameters)
  end
  def set_type(type)
    @type = type
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
      @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or
      @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end

##########################################################

class Scene_Equip
  def refresh
    @left_window.set_type(@right_window.index)
    
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int

      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp

      @left_window.set_new_parameters(new_atk,new_pdef,new_mdef,new_str,new_dex,new_agi,new_int)
    end
  end
end